[OOC] Secret War




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    [OOC] Secret War

    "Long ago there was a dwarven stronghold on the fringes of human civilization - a center of diplomacy and trade between the two races in a time when unity was fragile. It was called Stonefast.

    “Then war with the orcs began. An orcish army attacked the outpost. Although Stonefast did not fall, only a few dwarves survived. They sealed their stronghold with dwarven stonecraft, and then they returned to their kingdom – supposedly leaving behind all of their treasures.

    “Since then, Stonefast’s location has remained a mystery… at least until recently. Rumors have been circulating that the foothills into the Thunder Peaks houses these ancient ruins, and the wise wizard Zanzer Tem may have found the stronghold.”

    Norman Firebeard combs his red beard with his fingers then takes out a stack of red Miners’ Union Cards from his dusty overcoat and hands one to each of you. “Take these. They outclass your present yellow cards and will be recognized by higher authorities. Zanzer Tem has requested the help of the Miners’ Union to find and explore Stonefast. Zanzer is wise in such history and has been devout in his search for such ruins, and since the wizard now runs the town guard of Thunderstone, he has offered sturdy replacements for digging the mines while you folk are gone. Zanzer will be waiting for you at the guardhouse on the east side of town.”

    The old dwarf takes a swig of ale from the skin hanging at his waist then brushes the bubbles from the hairs under his nose. “Heh, now that Zanzer Tem has come to mind, my friend Alios has an errand to be done for him while on your way to the wizard’s guardhouse. You can find him in the market district – in a small shack next to Alduir’s Smithy. It’s not out of the way, and I’m sure it won’t be too taxing of a job for a group of sturdy dwarves such as yourselves.”

    Firebeard turns around and commences with other business on the workbench behind him. He turns his head half-way and gives a final say with a smirk, “and as usual, I want you to report back to me by the end of the week. I am quite interested in Stonefast myself now.”

    Come noon, you show up at the town market of Thunderstone to meet the merchant Alios who wanted an errand done for him. When you reach his shop the merchant smiles at you. He hefts a four-foot-long lizard onto the counter. Around the beast’s neck is a leash, and over its head is a burlap sack. The merchant says, “Deliver this to Zanzer Tem and he’ll pay you fairly.”

    He gives the lizard a shove and it flops onto the floor. As the merchant turns to other business, he issues a last warning. “No matter what, don’t take the sack off its head!”

    There are two ways to reach Zanzer’s guardhouse: If you follow the dark corridors of Thieves’ Alley, continue with section 2.

    If you go through the crowded streets of Merchants’ Parkway, continue with section 3.


    2. The lizard trots along at your heels like a well-trained dog, but it stops to poke it burlap-covered snout into every pile of garbage you pass. At one such stop, a group of unwashed children approach. They begin petting the lizard, asking why you have covered its head.

    If you chase the children off, continue with section 4.

    If you explain that you were told to leave its head covered, continue with section 5.


    3. The crowded streets of Merchants’ Parkway are no place for a 4-foot-long lizard with a bag over its head. The lizard keeps running into the people’s legs. People keep stepping on its tail. Finally, the lizard begins angrily clawing at the bag on its head.

    If you carry the lizard the rest of the way to Zanzer Tem’s, continue with section 6.

    If you try Thieves’ Alley instead, continue with section 2.


    4. “This lizard is no pet!” you say. “Go on! Leave it alone!”

    The children don’t listen. One even rips the sack off the lizard’s head. Immediately, the beast clamps its jaws around the boy’s arm, and the youngster turns to stone!

    His companions scatter. In the confusion that follows, the lizard bits its leash apart and disappears down the alley. You search for it for over an hour. The things really go bad – six town guards walk around the corner and grab your arms.

    “You’re under arrest for keeping a dangerous animal,” they say.

    Continue with section 7.

    5. “I don’t know why its head is covered,” you answer. “But the man who gave it to me warned me not to take the sack off.”

    “Must be a basilisk,” says one of the children. “They’ll turn you to stone.”

    The children let you continue on your way.

    Continue with section 6.

    6. You reach Zanzer Tem’s guardhouse without any more trouble. Before you can knock, a black-haired wizard with a sharp goatee opens the door. “At last!” he says, eyeing the lizard. “Bring it inside.”

    He leads the way into a small hallway, then fetches a gold piece from his pocket. “Here’s your payment,” he says. “A bright, shiny gold piece. Look how it glitters! Concentrate on the gold piece. You’re beginning to get very sleepy…”

    As Zanzer speaks, your eyelids begin to droop. Before you know it, you’re asleep.

    Congratulations – you delivered the lizard, but it appears Zanzer has bigger plans for you!

    7. The guards tie your hands. “It’s Zanzer’s dungeon for you!”

    Well met, adventurers!

    This is a Forgotten Realms campaign which will be using 4e rules with 4e Realms. This is a long and adventurous campaign that I have paced over for a very long time. It was originally set in 3e Faerun, but the new Spellplague incident of 4e actually ties in very well with the storyline.

    I am looking for at least 6 1st-level PCs that are willing to play a long game. Please post your character concepts, but take note that I will be favoring interesting characters. Here is some information to take note of while creating your characters:

    Race: Dwarf. Your characters are members of the dwarven Miners’ Union based outside of Thunderstone, located in Cormyr.
    Class: All classes are welcome. I am looking for a balanced party.
    Equipment: Your characters have been captured, so assume you have no equipment as of now.
    Language: I put more emphasis on language than most. There is no “common” language. Instead of common, you must choose one of the Faerun human languages. Your characters might not be able to speak to another character in this game if you don’t know that character’s language. I'll remind you that the human language of Cormyr is Chondathan. Race languages are still standard.
    Ability Scores: I will be rolling them. Once I find my players I will give you your roll results and you can post your character’s stats. Don’t worry, I’m not going to allow you to have TERRIBLE results.

    In your submissions please include the following information:
    Name, Class, Appearance, Background, and Personality.

    Finally, if you have any questions, shoot away.
    Last edited by Chauzu; Sunday, 17th August, 2008 at 09:09 PM.
    Milk is for babies! Men drink beer!

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  2. #2
    I'm definitely interested, I'll put together a Dwarven Warlock...

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    I'm interested, too. Question: Will you allow the swordmage? I figure there's enough on the Living FR preview to get started, and then the book comes out in a month or so. If that's an option, I'll put something together!
    Gary Hoggatt - www.garyh.net
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    Chazu nice to see youve returned. There was a lot of interest in your fanning the flames game...
    Was wondering how long it would take people to ask the "class question" - you should definitely address enther you'll be allowing the arfticer as well.
    Interested in playing 4th edition online? The Living 4th EnWorld Campaign is open! [character creation wiki forum]
    I am in an interesting period of my life; I will post in games that I run three times a week (M,W,F); and try to maintain obligations in existing games.
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  5. #5
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    Hey guys.

    Quote Originally Posted by garyh View Post
    I'm interested, too. Question: Will you allow the swordmage? I figure there's enough on the Living FR preview to get started, and then the book comes out in a month or so. If that's an option, I'll put something together!
    Is there enough information on the swordmage to create one at 1st-level? If so, then yes of course you can play one. Do you have any links to this information?

    Chazu nice to see youve returned. There was a lot of interest in your fanning the flames game...
    Was wondering how long it would take people to ask the "class question" - you should definitely address enther you'll be allowing the arfticer as well.
    Thanks. Really? It seemed to me that only a few people were interested in that game and weren't too excited about playing with 4e... hopefully that's changed! Anyhoo, do not worry - this is essentially the same game except with a different beginning! So what's this "artificer"?
    Milk is for babies! Men drink beer!

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    Quote Originally Posted by Chauzu View Post
    Hey guys.

    Is there enough information on the swordmage to create one at 1st-level? If so, then yes of course you can play one. Do you have any links to this information?

    So what's this "artificer"?
    Here's the article linking to the swordmage preview:

    http://www.wizards.com/default.asp?x.../lfrcharacters

    It's in a zip file at the end of the article. They preview all the class features, four at-wills, and half the encounters, dailies, and utilities for levels 1 through 3. So yeah, enough to get started, and maybe then allow a swap or two for previewed powers for other powers when the full class comes out.

    The artificer is an update of the 3.5 Eberron class. A level 1-30 playtest version, including one of the two builds, was featured in Dragon. The article is here:

    http://www.wizards.com/default.asp?x=dnd/drfe/20080702

    Looks like it's time for me to come up with a story for my dwarven swordmage!
    Gary Hoggatt - www.garyh.net
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    Living 4th Edition - Join EN World's community-created Play-by-Post world! Adventure awaits you in the Transitive Isles!

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    If you're willing to allow the artificer, I'd like to try it out as part of the playtest. Otherwise I would be interested in a paladin of Moradin. Either way, I'm definitely interested.

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    ø Ignore Leif
    Farim Rubyheart, Dwarf Cleric of Moradin
    Lawful Good

    S 18
    D 13
    C 16 (14+2)
    I 7
    W 17 (15+2)
    C 11
    Last edited by Leif; Friday, 15th August, 2008 at 01:16 AM.

  9. #9
    Quote Originally Posted by Leif View Post
    Farim Trueheart's possible stats:

    S 18
    D 13
    C 16 (14+2)
    I 7
    W 15
    C 11 (13-2)
    Uhm, Leif, I think this is a 4e game:
    [Recruiting - Closed] 4e - Secret War
    If you are still interested, the modifiers for dwarves are: +2 Con, +2 Wis
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  10. #10
    Code:
    Name:  Morrim Ironhand
    Class: Warlock 1 	Starting Level: 1
    Race: Dwarf
    Region: Thunderpeaks
    Size: Medium
    Gender: Male
    Deity: n/a
    Alignment: Unaligned
    Action Points: 1
    XP: 0
     
    Str: 11 +0     
    Dex: 8 -1               
    Con: 17 +3                
    Int: 14 +2 
    Wis: 14 +2    
    Cha: 10 +0  
    
    Hit Points: 29/29 Bloodied: 14
    Healing Surge: 7  Surges per day: 9
    Initiative: -1
    Senses: Low-Light
    Speed: 5
    Perception: 17 Insight: 12 
    Action Points: 1
    
    AC 14 
    Fortitude 13 
    Reflex 13 
    Will 13
    
    Basic Melee Attack: +2 vs. AC Damage: 1d10 
    Basic Ranged Attack: +3 vs. Reflex (Eldritch Blast) Damage: 1d10+3
    
    
    Number of Trained Skills: 4	
    Skills		Total	Trained	Mod 	Misc
    Insight 	+7	+5	+2	--
    Intimidate	+5	+5	+0	--
    Arcana  	+7	+5	+2	--
    History 	+7	+5	+2	--
    Feats: Improved Dark One's Blessing (+3 extra temp hp. from Dark One's Blessing)

    Languages: Chondothan, Dwarven

    Class and Racial abilities:

    Cast-Iron Stomach - +5 saves vs. poison
    Dwarven Resilience - Use second wind as a minor action
    Dwarven Weapon Prof. - Throwing Hammer and Warhammer
    Encumbered Speed
    Stand Your Ground - When an effect forces you to move, you move -1 squares, also, can make a save vs. falling prone immediately.

    Prime Shot - If I'm closest to target I get a +1 to ranged attack rolls
    Shadow walk - Gain concealment if I move 3 or more squares
    Warlock's Curse - Nearest enemy can be cursed as a minor action, +1d6 damage
    Improved Dark One's Blessing - When a cursed enemy dies, +4 temp. hp

    Powers:
    2/1/1/0 - At will, Encounter, Daily, utility powers known

    At Wills Powers:
    Eldritch Blast - (standard, at-will, implement) - Range 10 - +3 vs. Reflex - 1d10+3 damage
    Hellish Rebuke - (standard, at-will, fire, implement) - Range 10 - +3 vs. Reflex - 1d6+3 fire damage + if you take damage before the end of the next turn target takes 1d6+3 more damage

    Encounter Powers:
    Diabolic Grasp - (standard, encounter, implement) - Range 10 - +3 vs. Fortitude - 2d8+3 damage and slide 3 squares

    Daily Powers:
    Armor of Agathys - (standard, daily, cold) - Personal - Gain 12 temp. hp + any targets that start their turn adjacent to me take 1d6+3 cold damage, lasts the encounter

    Utility Powers:

    Equipment: Cost Weight
    Leather Armour 25gp 15lb
    Warhammer 15gp 05lb
    Standard Adventurer's Kit 15gp 33lb


    Total Weight:XXXlb Money: 45gp

    Age: 95
    Height: 4'7"

    Appearance: Morrim is a fairly typical dwarf, as the last survivor of the Ironhand clan, he prides himself on maintaining a "normal" dwarven appearance, despite his atypical vocation. He keeps his dark brown hair long and unkempt, but has great pride in the beard he's grown over the years and spends hours braiding it and sports some decorations that he took from the clan patriarch. His skin is tanned from being outside of the mountains for so long and he stands a tall 4'9".

    Personality: Morrim is anything but the typical dwarven gruffness. He enjoys speaking to others, if only to take his mind off the tragedy of his clan's destruction, he despises ale & drinks of all varieties as well. Morrim enjoys the thrill of battle, though, and adventure, which constantly leads him to try more and more dangerous activities.

    Background: Morrim was born in the Thunderpeaks, in the dwarven settlement of Thunderholme. He was raised a good, little dwarf, who battled the orcs and goblins of the area with his clan, mined the bits of ore that were located in the mountain, and practiced his smith-craft, becoming an accomplished weaponsmith, at least in their small settlement. Then the Year of Blue Fire happened and everything changed. Their small number of wizards in the clan were driven mad by Mystra's death and were convinced that the other dwarves were out to get them. They banded together and attacked the clan, but were destroyed by the dwarven warriors. The mages had dealt enough damage though and in the Year of the Halfling's Lament, a large force of goblinoids and orcs banded together and assaulted Thunderholme, intent on destroying the dwarves. After weeks of pitched battle, the attackers eventually broke through and slaughtered the dwarven clan. Morrim had been guarding the escape route out of the mountain during this battle and managed to survive by remaining out of the battle. He had told himself that it was a matter of practicality, that he needed to survive, but walking through the field of battle, Morrim was filled with regret. Seeing the battered and bloody corpses of his family and friends was too much for him. Morrim grabbed a few trinkets from their bodies and ran from their home, tears streaming down his face.

    He didn't know how long he ran down the mountain paths, or how far, but when the ground gave out under him and he fell into a cave, Morrim was jerked back to consciousness. Looking around him, Morrim noted that it was a small chamber he was in, more a tomb than a cave and was about to climb back out, when his eyes caught the gleam of something in the dark. Morrim approached carefully, his warhammer held aloft, and sighed in relief when he saw it was just a skeleton. Looking at the skeleton in more detail, Morrim noted that the creature had horns, and a tail, but was the shape of a humanoid, he had never seen a creature like this. Clutched in its hands was a tome, fire scorched, but legible. Morrim's hands were trembling when he picked it up and dusted it off. Despite his reservations he opened it, and Morrim's life was changed. He spent the next three days sitting cross-legged next to the skeleton, caught up in the words of the book, not caring about food, nor water, nor the spiders and insects crawling upon him. Morrim awoke from the trance-like state peering up at the pig-face of an orc looking down from the hole he fell through.

    The anger boiled inside him, begging for release and Morrim obliged. He crooked his hand like a claw as a great talon of darkness formed around the orc, raking it fiercely and pulling it over the edge. Despite its efforts, the orc fell, crashing lifeless to the ground. Standing over him Morrim felt vindicated and free from the books hold, began to climb out of his temporary home.

    Morrim travelled to the nearest settlement, which was the human town of Thunderstone, and met a fellow dwarf named Norman Firebeard. Morrim needed coin and Norman offered work in the Miner's Union. Morrim accepted and worked uneventfully, until one day when Norman offered him a chance to head back to the Thunderpeaks with other dwarven adventurers to locate the dwarven settlement of Stonefast, which even he'd heard legends of as a child. They set out with the lizard and ended up at Zanzer's location, Morrim was excited at the reward, a whole gold piece, that was a fortnight's work in the mines. Then he felt sleepy...



    Logs

    XP log:

    Wealth log:
    100 gp from starting wealth
    Paid 25gp for Leather Armour, 15 for Warhammer, & 15 for Kit
    Sold XXX for

    Other log:
    XXXX from


    Notes:
    XXXX

    Advancement

    L1 -> CLASS Warlock HP: 12+17 (Per Class)
    Feat: Improved Dark One's Blessing
    Powers Known: Eldritch Blast, Hellish Rebuke, Diabolic Grasp, Armor of Agathys
    Other: OTHER NOTE

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