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Thread: Shadows Descending - The party
Sunday, 7th August, 2005, 08:40 PM #1
Novice (Lvl 1)
Shadows Descending - The party
Here all members of the Shadows Descending game will make an appearance.
Sunday, 7th August, 2005, 10:40 PM #2
Defender (Lvl 8)
CG Male Pixie Rog3/Nnj3
Personality and Background
Bendith Caerphilly originally entered training as a ninja as a joke - he intended to show the vaunted 'masters of the arts of invisibility' what invisibility really meant.
Even after several years of training, he doesn't treat his adopted profession with the gravity normally associated with the role. But even Bendith will admit that he's learned a few tricks from his mentors in the clan. Pixies have long been familiar with the use of special arrows... but these rely on magic, rather than the assassin's concoctions.
While Bendith is capable of pursuing serious goals, he is always alert to the humour in any situation.
In recent years, his natural enthusiasm has been restrained a little by his acquisition of Gravestrike, a longbow once possessed by a gnomish Hunter of the Dead. The bow is undeniably handy - particularly when one faces its undead nemeses - but as its name might suggest, it has a thoroughly serious and even depressing outlook. It also has a tendency to get rather whiney if it doesn't get its own way... a habit that often sets Bendith's teeth on edge.
Bendith has little regard for dragons, but it is at Gravestrike's urging that he finds himself in Mokmael. Rumours of a Great Shadow have been spreading, and Gravestrike wants to find out if its a Great Shadow that can be sent to a final resting place. To this end, Bendith has been frequenting taverns and shrines, trying to find out what's going on in town...
Monday, 8th August, 2005, 02:47 AM #3
Thaumaturgist (Lvl 9)
- Join Date
- Feb 2004
- Roof of America, yelling
- Read 1 Reviews
ø Block Evilhalfling
Anderos Trelliard - Human bard 2/ftr8 or Aristocrat 4/Fighter6 ?
Lord Anderos Trelliard is a member of the minor nobility. As a young man he was an adventurer and a gallant knight. He competed in tourneys, and went on grand quests. He has always carried his families sword, which kept most of its powers hidden until it thought him worthy. His adventures were intrigue more often than dungeons, but he is no stranger to those either. He rescued the kidnapped daughter of another noble house, the lady Pamela de’Wridt, and one thing leading to another He married her.
He continued to go on occasional quests, to put an end to the cult that captured her, but family responsibilities caught up with him. Her family gave him a manor house, and he has spent the last 8 years managing it. He has kept himself is shape, and does not yet suffer the infirmities of age. ( Perhaps due to a magical fountain once discovered, or the favors of a druidess)
He has two children – Acrovare, and Gillian.
Recently his ancestral family sword began telling him that something was wrong, and that the balance was being upset in the capital. The sword charged him with restoring order. And said that since no paladin of his line was available he would have to do. He has grown tired of his sedintary life, and wishes to be on the road again, away from the watching eyes of the de' Wirdt family. He has thought about looking up some of his old compaions, like the pixe thief and psions that he once traveled with.
- Karst is LG but has a tendency towards boasting. It claims in the right hands it would be a Holy Avenger. It is very goal driven, and impatient with its wielders moral failings, it is however proud of his fighting skills. It sheads light at will and can even cast a filed of its light to surround others. It has a draconic motief with wings as the hilt and a head at the pommel.For Anderos it functions as a Bastard sword +2, wis 14,chr 14, speech, 2 powers LG Ego: ego 8
Andros is staying with a old friend Tut' Keldir, another minor gentry with a house in the city.
He is avoiding his upper class obligations and "taking the pulse of the city"
or as Karst puts it - "wasting time in taverns" He would also be looking up old adventuring compaions, and laying some ground work to see what priests were running things.
Monday, 8th August, 2005, 03:31 PM #4
Novice (Lvl 1)
Siam - Warlock 9Code:
Name: Siam Class: Warlock 9 Race: Catfolk Size: Medium Gender: Male Alignment: CN Deity: Str: 12 +1 Level: 10 XP: 66000/78000 Dex: 24 +7 BAB: +6/+1 HP: 52 (1d8+9d6+10) Con: 12 +1 Grapple: +7 Dmg Red: 2/cold iron Int: 14 +2 Speed: 40' Spell Res: Wis: 10 +0 Init: +7 Spell Save: Cha: 18 +4 ACP: Spell Fail: Base Armor Shld Dex Size Nat Misc Total Armor: 10 +4 +0 +6 +0 +1 +0 21 Touch: 16 Flatfooted: 15 Base Mod Misc Total Fort: 3 +1 +3 +7 Ref: 3 +7 +3 +13 Will: 6 +0 +3 +9 Weapon Attack Damage Critical Range MW Dagger +8/+3 1d4+1 19-20x2 Eldritch Blast, ranged touch +13 6d6 20/x2 60' (+1d6 damage due to Chausable of Fell Power) Invocations Known: Entropic Warding (least, 2nd) -20% miss chance vs. ranged attacks (as entropic shield) -leave no tracks or scent (as pass without trace) See the Unseen (least, 2nd) -See invisible/ethereal objects or beings within visual range (as see invisibility) -Darkvision 60' Eldritch Chain (lesser, 4th Blast Shape) -Can affect more than one foe as long as they are within 30' Fell Flight (lesser, 3rd) -Fly 40' for 24 hours -Good Maneuberability Voracious Dispelling (lesser, 4th) -As dispel Magic -Target takes 1 point of damage per spell level on succesfull dispel Languages: Common, Draconic, Sylvan, Feline Abilities: Prof. Light Armor Prof. All simple weapons Eldritch Blast (sp) – Ray deals 5d6 – ranged touch Detect Magic (sp) – At Will Damage Reduction (su) – 2/cold iron Deceive Item – Take 10 on UMD Fiendish Resilience (su) – 2 min/day fast healing 1 Feats: Point Blank Shot Precise Shot Maximize Spell-like Ability Ability Focus Skill Points: 48 Max Ranks: 12/6 Skills Ranks Mod Misc Total Appraise 0 +2 +2 Balance 0 +7 +7 Bluff 0 +4 +4 Climb 0 +1 +1 Concentration 12 +1 +13 Diplomacy 0 +4 +4 Disguise 0 +4 +4 Escape Artist 0 +7 +7 Forgery 0 +2 +2 Gather Information 0 +4 +4 Heal 0 0 0 0 Intimidate 0 +4 +4 Jump 0 +1 +4 +5 Know (Arcana) 12 +2 +14 Listen 0 +2 +2 Move Silently 0 +7 +2 +9 Ride 0 +7 +7 Search 0 +2 +2 Sense Motive 0 +0 +0 Spellcraft 12 +2 +2 +16 Spot 0 +0 +0 Survival 0 +0 +0 Swim 0 +1 +1 Use Magic Device 12 +4 +16 Use Rope 0 +7 +7 Equipment: Cost Weight Mithril Chain Shirt 1100 12.5 Vest of Resistance +3 9000 1 Cloak of Charisma +2 4000 2 Gloves of Dex +2 4000 Chasuble of Fell Power, lesser 8000 Wand of CLW (50 charges) 750 Heward’s Handy Haversack 2000 5 -Bedroll -2 Waterskins -4 Sunrods -10 Days Rations -Winter Blanket -Case, Map or Scroll -2 Flask -Flint and steel -Mirror, small steel -Silk Rope 100’ Total Weight: 20.5 lb Money: 19446gp 5sp 7cp (In various gems) Lt Med Hvy Lift Push Max Weight: 43 86 130 260 650 Age: XX Height: XXX Weight: XXXXX Eyes: Silver Hair: Black w/red stripes Skin: Hairy
With glowing silver eyes and a coat of hair that is black with red stripes (think white Bengal tiger except black hair with red stripes). The only difference is that the tail has a patch of white at the very tip.
Waking up one morning to find that everyone in your tribe has been brutally killed in the night is never a good thing, especially after some rather vivid nightmares depicting demonic entities randomly killing everything in site, with I think some shadow thing looking down on the evil tidings with glee. Needless to say since that fateful day many years ago I am always a little afraid to go to sleep, not sure if I had anything to do with the massacre. I knew I was always different as there was something inside of me that was constantly looking for some release. One day while foraging with my fellow hunters we were ambushed by a band of Orcs. We were outnumbered and no match for those foul fiends and seeing the slaughter of my friends something snapped. I could feel the power inside of me release itself and I was able to strike down those Orcs one by one, saving a few of my friends. I was able to save my friends but at a price, the elders of the tribe were afraid of this power and never fully trusted me since. With a run of bad luck seeming to target the tribe I was forced to leave since they believed I was the one who brought on the dark tidings.
I traveled for a time and came across a man named Liam Darkmantle who recognized the powers within me as he was also a Warlock (which is what I am I found out) himself and he took me under his wing. He informed me that most people thought of warlocks as evil (since most of our powers have a demonic origin) but we can use our power to fight evil instead. Since that day I have been training with him and I have grown fond of the man and consider him a true friend, if not family. He has mentioned himself that something dark might be happening to the land and mentioned something about a shadow which made me think of my dream those many years ago. I mentioned this to him and he instructed me that I should seek out information on this shadow and that I should go to the city of Mokmael to seek out answers. So here I am entering the city for the first time and feeling discouraged a little as the city is huge and I have no idea where I should even begin to look.
Location within city
I would probably be doing research in the cities libraries and arcane colleges or possibly attempting to gain information from the religious sites. The research would include researching this shadow thing and more of a warlock's abilities. Otherwise I would be meandering around the marketplace people watching and probably staying at an upscale Inn.
Monday, 8th August, 2005, 05:42 PM #5
Novice (Lvl 1)
Last edited by Mista Collins; Wednesday, 10th January, 2007 at 08:49 PM.
Tuesday, 9th August, 2005, 11:21 PM #6
Novice (Lvl 1)
Grymsnarl Blinkdog Rogue
Background:Grymsnarl padded silently through the dense undergrowth sniffing at the air as he moved. There it was again, that faint smell of something not right, something tainted, something that had upset the natural balance. He stopped and listened, his ears perking up and twitching left and right ready to detect the slightest sound, before again sliding quietly through the brush and continuing the hunt.
He and his pack had been on the trail of whatever abomination was stalking the forest for almost a week now and, slowly but surely, the enemy had got the upper hand. As each day had passed another of the pack had succumbed to the wiles of the predator, another of his family had died a gruesome, painful death. It was always the same; the pack made 'camp' together and then during the evening one of the number would disappear. The disappearance would shortly be followed by a howl of pain and then, the inevitable; the remaining pack members would find the body, or what remained. Each body had been completely skinned. It was almost as if someone had turned his pack mates inside out - not a hair was found and the process was completed less than a minute after the howl had broken the evenings silence.
Grymsnarl was the only one of his pack remaining, and he was ashamed to admit that he was scared. His adversary was getting closer to human lands and that meant trouble. He knew that if he didn't soon close with the enemy that his task would become so much more difficult. If he had to enter a human city it would become almost impossible - but he would not rest, he would have his vengeance.
"OWWWWWWWWWW", he had been distracted, deep in thought when the trap snapped shut around his right leg. The blades of the wicked device crushed his leg, almost severing it. Grymsnarl dropped to the ground howling in pain, his lifeblood slowly seeping into the ground. Darkness engulfed his senses.
The sharp tang of pinesap awoke him from a dream. He blinked his eyes and yawned. He was lying in the grass beneath a great pine, it's boughs spreading peacefully overhead, the bright sun shining through the leaves and dappling his dark fur with shadows. Beside him was a freshly slaughtered rabbit, a small hole had been dug amongst the tree roots and filled with sweet smelling water. He stood slowly and shook his head "What had happened" he wondered, "where was the pack?" and then he slumped back to the ground as the memories came crashing back upon him.
For days he lost the will to live, he never saw who had tended his wound, which was completely healed with only a ring of furless skin showing where the teeth of the vicious trap had torn his leg apart. But soon the fire for vengeance had been reignited and Grymsnarl once again took up the hunt. Which, unfortunately, led him straight to the great free city of the humans - to Mokmael.
The city confused Grymsnarl; it was a cacophony of sound and smells that constantly assailed his senses. He quickly lost track of the enemies trail, which had become quite tough to follow after the time he had spent convalescing in any event.
He fell into the habit of patrolling the streets of Mokmael looking for any sign of his enemy. He circled the city once every couple of days sniffing for any trace, the scent of his opponent indelibly etched into his mind forever. It was lucky for Grymsnarl that the city was home to many a stray hound and he was able to blend in easily, adapting and learning to live on the streets.
For two years now Grymsnarl has roamed the streets of Mokmael, searching for any sign of the enemy. Occasionally he will get a lead but it has all proven to no avail. But, he will not give up, he will persevere, he will continue to learn the ways of the city and he will have his vengeance.
Grymsnarl has befriended several people in Mokmael, it is these few that know of his special heritage, most people believing him a simple wardog of above average intelligence. Generally he stays with Windwhistle, a bard that owns an above average inn in a below par section of one of the slum areas. The Whistling Gale is a tidy, well maintained inn whose clientelle are more often adventurers down on their luck rather than the usual petty criminal, thugs and vagabonds that frequent some of the seedier taverns of the district.
It was at the Whistling Gale that Grymsnarl met Weldin Ghar of the Crimson Sun, a mage of some repute (at least in his mind). A tight friendship grew between Weldin and the hound, a friendship that grew until Weldin had become part of Grymsnarl's pack. Weldin has been a great boon to Grymsnarl, he has crafted special magical tools that the hound is able to use to compliment his own natural talents.
Windwhistle would likely give an artist a free brew or two, or three, for a mural on one of his walls. He has a love of fine art and takes every opportunity he can to add to his collection, which he shows off to his patrons with great delight. You should have seen want happened to the kobold who ignored the 'do not touch the artwork' signs that litter the inn - messy!
Note: He has at least three mysteries that he wrestles with.
1. Who is the enemy?
2. What did the enemy do with his family's pelts?
3. Who saved him in the forest (and why?) - he owes a debt of gratitude.
Appearance: Grymsnarl has a shaggy, unkempt look about him, with fur stripped brown, tan and black, except for a patch of white on his chest. His gold pupils stare from large, watery eyes, giving him a sad, about to cry look. His tail is long and heavily furred and his ears stand upright, and taper to a point. His right leg has a ring of skin where the fur won’t grow.
He wears a black leather harness that has steel rings at the joins. The front of the harness has a leather plate that a pouch has been attached to. Around his throat he wears a wide silver collar studded with dark blue crystal. Upon his front legs are tied tight black leather sleeves that have been embossed with runes. His right paw sports a small plain gold ring.
Personality: Grymsnarl thinks of his friends as his pack and will do anything he can to aid them. He hates evil with a passion. He is not as intense and focussed with regard the loss of his first pack as he was when he first arrived in the city, having lost some of his bitterness when he found his new pack, but he still misses them dearly and wants vengeance. He is still a little scared, why did the enemy hunt his pack and why was he spared, or was he? Is the enemy still after him? For this reason he can be a little cautious at tiems.
He is energetic and quick and always keen to go for a run or play.
Last edited by D20Dazza; Monday, 17th October, 2005 at 10:04 AM.
Wednesday, 28th September, 2005, 02:22 AM #7
Defender (Lvl 8)
Name: Slizz Class: Druid 9 Race: Lizardfolk Size: Medium Gender: Female Alignment: Neutral Good Deity: Str: 12 (+1) Level: 9 XP: 66000/78000 Dex: 12 (+1) BAB: +7/+2 HP: 71 (1d8+9d8+9) Con: 12 (+1) Grapple: +2 Dmg Red: -/- Int: 10 Speed: 30' Spell Res: - Wis: 20 (+5) Init: +1 Spell Save: - Cha: 12 (+1) ACP: 0 Spell Fail: 0% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +3 +0 +1 0 +5 +2 21 Touch: 11 Flatfooted: 18 Base Mod Misc Total Fort: 6 +1 +2 +9 Ref: 6 +1 +2 +9 Will: 6 +4 +2 +12 Armor Bonus Dex ACP ASF Weight Cost Leather +1, Slick +3 +5 0 5% 20lbs 4910gp Weapon Attack Damage Critical Range Weight Cost Sling of Shock +1 +8/+3 1d4 x2 50' 0lbs 8300gp Bullets (10) 5lbs 0gp Scimitar +1 +8/+3 1d6+2 18-20/x2 - 4lbs 2315gp Claws (2) +7/+2 1d4+1 Bite +7/+2 1d4+1 Languages: Common, Sylvan, Druidic Abilities: Hold Breath, +4 Balance/Jump/Swim, Animal Companion (Viper), Nature Sense, Wild Empathy, Wild shape (large, 3/day), Venom immunity, Woodland stride, Trackless step, Resist Nature's Lure Feats: Combat Casting, Natural Spell, Fast Wild Shape (Complete Divine), Eagle's Wings (Complete Divine) Skill Points: 46 Max Ranks: 12 Skills Abil Ranks Mod Misc Total Balance Dex 4 +4+1 9 Concentration Con 8 +1 9 Handle Animal Cha 10 +1 11 Heal Wis 8 +5 13 Jump Str 4 +4+1 9 Listen Wis 4 +5 9 Knowledge (nature) Int 12 12 Spellcraft Int 7 7 Spot Wis 3 +5 8 Survival Wis 10 +5 15 Swim Str 3 +4+1 8 Spells: Level 0 (6) - Create Water, Detect Magic, Light, Naturewatch, Read Magic, Purify Food and Drink Level 1 (6) - Calm Animals, Charm Animal, Cure Light Wounds, Entangle, Speak with Animals, Obscuring Mist Level 2 (5) - Animal Trance, Bull's Strength, Briar Web (Complete Div), Summon Swarm, Fog Cloud Level 3 (4) - Call Lightning, Spike Growth, Wind Wall, Plant Growth Level 4 (3) - Ice Storm, Dispel Magic, Giant Vermin Level 5 (2) - Insect Plague, Animal Growth Equipment: Cost Weight Wand of Cure Mod Wounds 4500gp Wand of Magic Missile(9)6750gp Periapt of Wisdom 4000gp Boots of Levitation 7500gp 1lb Cloak of Resistance +2 4000gp 1lb Hat of Disguise 1800gp -lb Ring of Protection +2 4000gp Handy Haversack 2000gp 5lb - Traveler's Outfit 1gp 5lb - Rations (4 days) 2gp 2lb - Hooded lantern 7gp 2lb - Oil, pint (2) .2gp 1lb - Rope 10gp 5lb - Waterskin 1gp 4lb Scrolls: Bull's Strength 150gp Insect Plague 1125gp Wall of Thorns 1125gp Call Lightning Storm 1125gp Baleful Polymorph 1125gp Cure Crit Wnds (x3) 2100gp Flame Strike 1125gp Animal Growth 1125gp QUill Blast (CD) 1125gp Vigor, Mass Lesser (x2) 750gp Cloudburst 150gp Camouflage, Mass 700gp (11725gp) Rejuvenation Coccoon 1125gp Companion: Zim, Huge Viper, HD: 6d8+6 HP: 35 Init: +5 Speed: 20'/Climb 20'/Swim 20', AC: 15 (touch 10, flat footed 15), BAB: +4, Grapple: +15, Attack: Bite: +6 melee (1d6+4 plus poison), Space/Reach: 15'/10', SA: Poison, SQ: Scent, Saves: Fort +6 Ref +7 Will +3, Abil: Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2, Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11, Feats: Improved Initiative, Run, Weapon Focus (bite) Total Weight: 36 lb Money: 21821gp 2sp To be spent on scrolls and such later Lgt Med Hvy Lift Max Weight: 43lb 86lb 130lb 344lb Age: 30 years Height: 5'6" Weight: 100 lbs Eyes: Gray Hair: Blonde Skin: Brown with blue splotches
Description: Slizz is a walking swamp. Dragonflies dart around her ears, frogs crawl about her skin and mushrooms sprout from her chest. Her alert eyes constantly dart around, and she is curious about all things in she sees.
Personality: Slizz appears to be dumber than she is, striding around clumsily, bumping into things, and feigning ignorance. She enjoys having her animal companion, Zat, slip around her body. She likes to freak conservative humans out, as well as ruining or causing trouble in temples. She believes that nature will return and consume all that has been constructed, and even magic will give way to nature someday. Her favourite wildshapes include turning into a serpent as well as a bat, or other reptilian forms. She rarely chooses non-reptilian forms, but when she does, says that she needs to take a 'mud bath'. She avoids using fire magic in particular.
Location: Slizz is out and about 'repairing' nature, sending weeds scurrying over abandoned human habitats, or choking up roads again, or waterways.
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