Someone
Adventurer
Cast of characters:
Porphyria (Covaithe) Human sorcerer 5
Joy (Pathfinderq1) Human hybrid bard/ardent 4
Brenwar(Rapida) Human paladin 6
Halleck(Tenchuu) Half-elf warlord/bard 5
You finally settle everything with Domenicos and Thogorius, and agree with them on a date to leave Daunton, using the time until that day arrives to make preparations and get ready for your adventure.
That day arrives soon. You meet domenicos and Thogorius at the port, where the scholars await you in the company of a young but robust man with a bushy beard, who presents himself as the captain of the Porpoise, a trading vessel. As they explain you, it’s difficult to find a ship that comes even close to Garnaman island, so unimportant it is; hence the delay. Passage is already taken care of, with the clause that you’re obliged to help defend the ship if it’s attacked or endangered.
The Porpoise finally leaves Daunton. It’s a relatively small and rotund ship, not very fast, and the crew is tense –given the dangers and rewards the Sea presents, it’s understandable. They are disciplined, work efficiently, everyone carry weapons at all moments, and seem able to use them.
However, in the long days of travel, luckily there’s no opportunity to use steel or magic, and only a couple days of bad weather make the travel rough for those who are not used to being rocked by the waters. The Porpoise stops at two other ports where the captain negotiates with local traders and merchants. The crew's mood improves as rumors of the benefit each one will obtain in this travel become wild. Some talk of opening their own business or investing it on cargo for the next travel, others of retiring and living comfortably. The oldest among them just smile, knowing perfectly well they'll spend the money the second they come back at Daunton.
Finally you arrive at Garnaman. The island doesn’t have a proper pier, only a bay naturally protected from the worst of the weather by a peninsula. A couple rocky and rugged tall hills are the island highest points; it shouldn’t take more than a day to cross it on foot. As the boat approaches the shore, Garnaman’s biggest -and only- town magnifies before you: a village of stone houses, painted so white they shine, built just a few paces from the sandy shore littered with fishing boats. The unprotected windows, and the fact that everyone seems to be doing their daily activities in the streets speak of hot summers and temperate winters.
“The town elder shouldn’t be far” says the Captain.
[sblock=ooc]Halleck is still level 4, I though you planned to level him to 5 with DM credits.
About Joy, I’m aware that the CB allows to choose your bonus human at will before the powers granted by your classes, and use that bonus power to fulfill the requirement of 1 power of each class, but I don’t believe this is entirely in line with the wording on PHB3. This is important because according again to PHB3, any psionic augmentable power chosen as human bonus at will loses the augmentable tag and any augmentations. I think this makes sense because otherwise a human hybrid psion could start with 4 power points (hybrids receive power points according to the number of augmentable at wills they have), while a regular single classed psion, human or not, starts with just 2. However I don’t know what’s the official L4E stance in this matter
Only one more thing. if you want, post a picture you'd like to be used as your token in battle.[/sblock]
Porphyria (Covaithe) Human sorcerer 5
Joy (Pathfinderq1) Human hybrid bard/ardent 4
Brenwar(Rapida) Human paladin 6
Halleck(Tenchuu) Half-elf warlord/bard 5
You finally settle everything with Domenicos and Thogorius, and agree with them on a date to leave Daunton, using the time until that day arrives to make preparations and get ready for your adventure.
That day arrives soon. You meet domenicos and Thogorius at the port, where the scholars await you in the company of a young but robust man with a bushy beard, who presents himself as the captain of the Porpoise, a trading vessel. As they explain you, it’s difficult to find a ship that comes even close to Garnaman island, so unimportant it is; hence the delay. Passage is already taken care of, with the clause that you’re obliged to help defend the ship if it’s attacked or endangered.
The Porpoise finally leaves Daunton. It’s a relatively small and rotund ship, not very fast, and the crew is tense –given the dangers and rewards the Sea presents, it’s understandable. They are disciplined, work efficiently, everyone carry weapons at all moments, and seem able to use them.
However, in the long days of travel, luckily there’s no opportunity to use steel or magic, and only a couple days of bad weather make the travel rough for those who are not used to being rocked by the waters. The Porpoise stops at two other ports where the captain negotiates with local traders and merchants. The crew's mood improves as rumors of the benefit each one will obtain in this travel become wild. Some talk of opening their own business or investing it on cargo for the next travel, others of retiring and living comfortably. The oldest among them just smile, knowing perfectly well they'll spend the money the second they come back at Daunton.
Finally you arrive at Garnaman. The island doesn’t have a proper pier, only a bay naturally protected from the worst of the weather by a peninsula. A couple rocky and rugged tall hills are the island highest points; it shouldn’t take more than a day to cross it on foot. As the boat approaches the shore, Garnaman’s biggest -and only- town magnifies before you: a village of stone houses, painted so white they shine, built just a few paces from the sandy shore littered with fishing boats. The unprotected windows, and the fact that everyone seems to be doing their daily activities in the streets speak of hot summers and temperate winters.
“The town elder shouldn’t be far” says the Captain.
[sblock=ooc]Halleck is still level 4, I though you planned to level him to 5 with DM credits.
About Joy, I’m aware that the CB allows to choose your bonus human at will before the powers granted by your classes, and use that bonus power to fulfill the requirement of 1 power of each class, but I don’t believe this is entirely in line with the wording on PHB3. This is important because according again to PHB3, any psionic augmentable power chosen as human bonus at will loses the augmentable tag and any augmentations. I think this makes sense because otherwise a human hybrid psion could start with 4 power points (hybrids receive power points according to the number of augmentable at wills they have), while a regular single classed psion, human or not, starts with just 2. However I don’t know what’s the official L4E stance in this matter
Only one more thing. if you want, post a picture you'd like to be used as your token in battle.[/sblock]
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