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Old 14th January 2005, 10:37 PM   #1 (permalink)
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[OOC] Halfling Quest - [Calling EvilHalfling]

Halfling Quest

In a vein similar to Krug's Kobold Quest, this will put together a band of young halflings who have been grouped together to stem their restlessness by the elders of their village.

Acceptance is based upon completed characters and party fitness. Party size will probably be from four to six.

D&D 3.5
Players Handbook Only
Level 1
Stats: 28 point buy or roll here; put your profile as the name and halfling quest as the note.
Equipment: Average (2.5 per d4); Anything left over is gone.
Starting age anywhere between 20 and 25
Prefer good or neutral characters, but if it can be justified evil might be accepted.

Background
Your village's name is Amblestock; with a population of about two hundred, most people know each other or their family. The village rests upon the northern shore of the Wilearc Lake from which they harvest a good draw of fish and to the north are the Silvergreen forests which provide game and lumber. To the east and west spread farming plots till they reach more forest. Two roads run into town, one from the city-states of Piai to the far east and another which is more like a ruddy game path from the north which leads towards the Caerhorn Peaks.

Notable Persons

Mero Brandworthy: The constable of the town, he trains the citizen militia and helps mediate any disputes. He is the son of Alton.

Clara Wanebur: A young woman who has come to be known as a prodigious healer and herbalist. She can often be found at her house off near the Silvergreen forest.

Evan Slipfiddle: The old man of the hour. Or so they say, Evan is a master storyteller and fiddler, and boy can he dance a jig. Often providing entertainment at the Silver Horn Tavern, which he owns, although few notice that fact.

Coyo Durgen: A hunter and leatherworker, Coyo travels with a massive wolf-hound named Clip. Coyo leads small hunting parties during the winter when the lake is frozen over, but is more often found with Clara up at her house.

Wellsly Ironspoke: When someone has an odd question need answering, a riddle need solving, or some question of antiquity, they go to Wellsly. He lives alone near the western edge of the village, studying his arcane lore quietly.

Veryl Tillbough: The only metalworker in town, Veryl is the only surviving member of the Tillbough family, her parents and brothers killed in a tragic fire which engulfed the smithy and their home. She is a tough one, sharp of mind and strong of body.

Alton Brandworthy: The resident priest of Yondalla, Alton is the head of the council of elders. Nearing his one-hundred-and-eightieth year, he is the eldest and wisest member in the community.

The Peddlefoots: The Peddlefoots are the family of halflings who first settled this village. They vary a great deal in their individual regards, but some folk harbor ill fillings to the occasional high-and-mighty attitudes some of the family takes up. They are also known to have a long adventuring tradition within their family. Two of the more noteworthy are Neb and Iss, brothers who left home early to see the world. Many tales are told of these two, often with a sense of awe and respect.

Character Statblock

character name, race class level; ECL #; size and type; HD #d# (#hp); Init #; Speed # feet; AC # (+# Dex, +# Armor, +# Shield, +# other), flatfooted #, touch #, ACP #, Spell Failure #; Bab +#, Grapple +#; Atk +# melee (#d#+#, critical x#, weapon) or +# ranged (#d#+#, critical x#, weapon); Full Atk: ; SA: ; SQ: ; SV Fort +#, Refl +#, Will +#; Str #, Dex #, Con #, Int #, Wis #, Cha #.

Skills and Feats: (#skill points, #/# max ranks) skill +# (# ranks); feats.

Class and Race Features: text

Possessions: mundane equipment, magic items, #gp #sp #cp.

Spells: #/#/# spells per day, Base Save DC # + spell level.
0th - spell names.
1st - spell names.
2nd - spell names.

Description:

Personality:

History:
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Quote:
Originally Posted by Wrahn
You sir, have a talent for finding loopholes.
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
-Eco

When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti



Last edited by Ferrix; 23rd June 2006 at 05:23 AM..
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Old 14th January 2005, 11:01 PM   #2 (permalink)
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I"m interested, you allowing just the basic race or can we have Strong heart halfings as well.

I was thinking a Halfling Rogue or Scout (if allowed) by the name of Burgin Fiverboars.
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Old 14th January 2005, 11:45 PM   #3 (permalink)
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Strongheart halfling and scout are not in the players handbook, thus they aren't allowed. I'm keeping this to PHB only for player options to make it quick and easy, on both me and the players.
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Old 15th January 2005, 12:35 AM   #4 (permalink)
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I am thinking Bubbles Greenbottle, Fighter

Bubbles is the daughter to the local brewmeister, Finnigan Greenbottle and has also worked at the Silver Horn Tavern for Evan Slipfiddle as a serving girl. While petite and pretty she likes to mix it up with the boys and can more than hold her own in a fight.

The Greenbottle name is well known around these parts as a maker of fine ales that Finnigan stores in his tradmark emerald green bottles.

How is that for a start?

Slip
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Old 15th January 2005, 12:42 AM   #5 (permalink)
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Quote:
Originally Posted by Slippshade
I am thinking Bubbles Greenbottle, Fighter

Bubbles is the daughter to the local brewmeister, Finnigan Greenbottle and has also worked at the Silver Horn Tavern for Evan Slipfiddle as a serving girl. While petite and pretty she likes to mix it up with the boys and can more than hold her own in a fight.

The Greenbottle name is well known around these parts as a maker of fine ales that Finnigan stores in his tradmark emerald green bottles.

How is that for a start?

Slip
Excellent, although what a prank that Finnigan played on his daughter, bet the wife wasn't so keen on the name Bubbles. Irony...

This is great, giving me lots to help flesh out the town. You could even do a short write up of Finnigan that I could add to the NPC listing.
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Old 15th January 2005, 12:49 AM   #6 (permalink)
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I will try. Glad you like it.

Slip
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Old 15th January 2005, 01:02 AM   #7 (permalink)
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I think I'd like to go for a bard. A womanizer, rake, scoundrel, and all around loveable rascal. Jerran Kimble, he'll charm you with his wit and dazzle you with his smile, but be sure and count your fingers after you shake hands with him.
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Old 15th January 2005, 03:40 AM   #8 (permalink)
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I would like to play. I'm assuming first level? Was thinking a wizard, who has studied under Wellsly for a few years but finds him too damn insane (or senile, if he's old).
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Old 15th January 2005, 03:56 AM   #9 (permalink)
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Quote:
Originally Posted by ender_wiggin
I would like to play. I'm assuming first level? Was thinking a wizard, who has studied under Wellsly for a few years but finds him too damn insane (or senile, if he's old).
Wellsly isn't that old, he's maybe middle-aged, but he can be quite neurotic. Obsessive compulsive and a phobia or two. Yep first leve, will add that on.
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Quote:
Originally Posted by Wrahn
You sir, have a talent for finding loopholes.
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.
-Eco

When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti


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Old 15th January 2005, 03:59 AM   #10 (permalink)
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Quote:
Originally Posted by hafrogman
I think I'd like to go for a bard. A womanizer, rake, scoundrel, and all around loveable rascal. Jerran Kimble, he'll charm you with his wit and dazzle you with his smile, but be sure and count your fingers after you shake hands with him.
*chuckles* probably spends a lot of time at the Silver Horn, attempting to learn from Evan Slipfiddle, although he gets into trouble. Perhaps he's his overly rambunctious informal apprentice which makes him tell tales of when he was a rambunctious youth. Probably has been whopped once or twice by Bubbles.
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Old 15th January 2005, 04:38 AM   #11 (permalink)
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I'll be the halfling cleric, priest of something or other... ah... here's a comfy place... think I'll have a nap

Still got room?
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Old 15th January 2005, 05:27 AM   #12 (permalink)
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Hi Ferrix!

So - fighter, bard, wizard & cleric. How about a Paladin of Yondalla - Alton Highlea, named for his great-grand-uncle (once removed) on his mother's side, Alton Brandworthy?

Alton is the youngest of his group of friends - he turns 20 in just one month, three weeks and six days! Deeply earnest and awfully shy, he is particularly in awe of his third cousin Mero (once removed on his mother's side), and a little bit in love with Bubbles Greenbottle, who's always treated him with the casual indifference of an older sister (not that they're actually related ... no, um, I didn't mean to suggest anything ... well, you know ... ) Of course, the fact that Bubbles has actually thrashed Alton once or twice in wrestling matches might have something to do with that. (Of course, the fact that Alton was actually too embarassed to do any more than make a token effort at defence might also have had something to do with the outcome of some of those matches!)

As for his neighbour's cousin's boy Jerran, well, really Alton thinks that he needs some guidance and encouragement to consider changing his ways. Just, you know, a little (at least at first).

So, Ferrix, what do you think?

Boddynock
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My PbP games
Code:
Retired PbP Characters:

Alton Highlea:          Halfling Quest - Rooting Around
Andarin Startoes:       Turtle Soup
Coraine Vagrius:        Rhun’s Temple of Elemental Evil
Elyan Kolodah:          CB’s Sunless Citadel
Hunolf Hjordsson:       Sunless Citadel
Jimmy Masters:          Deadlands: Savage West
Kelloran:               Night’s Embrace: A Touch of Darkness

... And All The Rest ... 

Last edited by Boddynock; 15th January 2005 at 05:35 AM..
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Old 15th January 2005, 07:31 AM   #13 (permalink)
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Very cool concepts so far, next step, completed characters.

I will be choosing out of the spread of finished characters based upon their cohesion to the community I have in mind, role playing potentially and interesting party dynamics.
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Old 15th January 2005, 09:17 AM   #14 (permalink)
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Well I'm guessing that I missed out again (darn network dying on me!)
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Old 15th January 2005, 10:55 AM   #15 (permalink)
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character name Kwinn Baubblebuck, race Halfling class cleric level 1; ECL 1 size Med and type (?); HD 1d8(9hp); Init +3; Speed 20 feet; AC 19 (+3 Dex, +3 Armor, +2 Shield, +1 other), flatfooted 16, touch 14, ACP -3, Spell Failure 30%; Bab +0, Grapple -1; Atk +1 melee (1d6+0, critical x2, morningstar) or +4 ranged (1d6+0, critical 19-20/x2, Light Crossbow); Full Atk:+0 ; SA: ; SQ: ; SV Fort +4, Refl +4, Will +4; Str 11, Dex 17, Con 12, Int 10, Wis 14, Cha 12.

Character Name: Kwinn Baubblebuck
Race: Halfling
Class: Cleric
Level: 1
ECL: 1
Size: Small
HD: 1d8+1 . . . Hit Points (Max): 9. . . Hit Points (Current): 10
Init: +3
Speed: 20 feet

AC: 19 (+3 Dex, +3 Armor, +2 Shield, +1 Race) . . . Flatfooted: 16 . . . Touch: 14
Armor Check Penalty: -3
Arcane Spell Failure: 30%

BAB: +0 (Grapple: +1)
Attack
Melee: Morningstar +1 (1d6, critical x2)
Ranged: Light Crossbow +4 (+5 w/PBS) (1d6, critical 19-20/x2)
Full Attack: +1

Save Fort: +4
Save Refl: +4
Save Will: +4

Die Roller link
These rolls came out pretty nice for me, so if you want to nerf me, just let me know. My first one was even better (too good, actually), so I changed the name and did another one... I like this roller
STR: 11 (+0) (-2 race)
DEX: 17 (+3) (+2 race)
CON: 12 (+1)
INT: 10 (+0)
WIS: 14 (+2)
CHA: 12 (+1)

FEATS
Precise Shot

SKILLS (8 Skill points . . . 4/2 Max Ranks)
Concentration: +2 …(+1 Ranks)…(+1 Con)…
Diplomacy: +2 …(+1 Ranks)…(+1 Cha)…
KS: Arcana: +1 …(+1 Ranks)…(+0 Int)…
KS: History: +1 …(+1 Ranks)…(+0 Int)…
KS: Religion: +1 …(+1 Ranks)…(+0 Int)…
Spellcraft: +1 …(+1 Ranks)…(+0 Int)…
cc Climb: +2 …(+0 Ranks)…(+0 Str)… (+2 Race)…
cc Hide: +7 …(+0 Ranks)…(+3 Dex)… (+4 Size)…
cc Jump: +2 …(+0 Ranks)…(+0 Str)… (+2 Race)…
cc Listen: +5 …(+0 Ranks)…(+3 Dex)… (+2 Race)…
cc Move Silently: +5 …(+0 Ranks)…(+3 Dex)… (+2 Race)…
cc Sense Motive: +3 …(+1 Ranks)…(+2 Dex)…

Class and Race Features
+2 Morale Check vs fear
+1 to attack rolls with thrown weapons
Turn Undead
Spontaneous Casting
Domains: Good (Cast good spells at +1 caster level)
Protection (Protective Ward 1/day {Grants cleric level bonus to a saving throw to a single target})

Possessions
Starting Gold: 5d4x10 @ 2.5/d4 = 125gp
Studded Leather Armor (25gp)
Heavy Steel Shield (20gp)
Morningstar (8gp)
Light Crossbow (35gp)
50 bolts (5gp)
Backpack (2gp)
Bedroll (1sp)
Chalk x 5 (5cp)
Flint and Steel (1gp)
Hooded Lantern (7gp)
Pint of Oil x 5 (5sp)
Trail Rations x 7 (3gp, 5sp)
50’ Silk Rope (10gp)
Wooden Holy Symbol (1gp)
4 Waterskins (4gp)
Traveler’s Outfit (1gp)
Candles x 5 (5cp)
Winter Blanket (5sp)
Empty Sacks (3sp)
= 125 gp

Spells: 3/2+1 spells per day
Base Save DC 13 + spell level.
0th – Detect Magic, Light, Light
1st – Bless, Obscuring Mist, (D) Protection from Evil

Description: Standing 2 foot, 11 inches and weighting 32 pounds, Kwinn is a somewhat roundish fellow whose obviously eaten one too many meals. His brown curly hair, bright green eyes and quick grin (complete with dimples and round cheeks) give him a very jolly appearance, thank you very much.

Personality: Kwinn has always been interested in adventure and seeing the world… unfortunately he’s a bit of a coward. He is also a bit of a hedonist. However, he is very loyal to his friends and always does his best to do what ever it is he said he would do. Kwinn is a jolly Halfling who enjoys a good joke, drinking, eating, chatting with people and generally just being a fun-loving young chap.

History: (GAH, it’s now past 1:30 in the morning and I HAVE to get to bed. I’ll finish this up asap)

Last edited by Vendetta; 20th January 2005 at 03:43 AM..
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Old 15th January 2005, 12:08 PM   #16 (permalink)
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Alton Highlea, LG Halfling Paladin 1; ECL 1; small humanoid; HD 1d10 +2 (12hp); Init +0; Speed (20 feet) 15 feet with medium load; AC 19 (+0 Dex, +6 Armor, +2 Shield, +1 other), flatfooted 19, touch 11, ACP -8, Spell Failure 0%; Bab +1, Grapple -2; Atk +4 melee (1d6+1, critical 19-20/x2, longsword, small) or +3 melee (1d4+1, critical x2, mace, light, small) or +3 melee (1d3+1, critical 19-20/x2, dagger, small) or +2 ranged (1d4, critical x3, shortbow, small) or +3 ranged (1d3+1, critical 19-20/x2, dagger, small); Full Atk: +3; SV Fort +5, Refl +1, Will +2; SA: -; SQ: -; Str 12, Dex 10, Con 14, Int 10, Wis 12, Cha 16.

Skills and Feats and Languages: (8 skill points, 4/2.0 max ranks) Balance -6, Bluff +3, Climb -3, Concentration +2, Craft (woodworking) +4 (4 ranks), Diplomacy +3, Disguise +3, Escape Artist -6, Gather Information +3, Handle Animal +3, Heal +5 (4 ranks), Hide -2, Intimidate +3, Jump -3, Listen +3, Move Silently -4, Perform +3, Sense Motive +1, Spot +1, Survival +1, Swim -11; Weapon Focus (longsword); speaks halfling & common.

Class and Race Features: +1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus to Hide checks, +2 racial bonus to Climb, Jump & Move Silently checks, +1 racial bonus on all saving throws, +2 morale bonus on saving throws against fear (stacks), +1 racial bonus on all attacks with thrown weapons and slings, +2 racial bonus on Listen checks; Aura of Good, Smite Evil (Su) 1/day

Possessions: (N.B. all equipment is small in size) arrows (20) (1.0gp); backpack (2.0gp); artisan's woodworking tools (5.0gp); bedroll (0.1gp); flint & steel (1.0gp); oil, flask (5) (0.5gp); rations, trail (4) (2.0gp); waterskin (1.0gp); dagger (2.0gp); holy symbol, wooden (1.0gp); lantern, bullseye (12.0gp); longsword (15.0gp); mace, light (5.0gp); outfit, explorer's (0.0gp); banded mail (250.0gp); shield, heavy steel (20.0gp); shortbow (30.0gp); tindertwig (2) (2.0gp). Total gp value of equipment: 149.6gp

Magic Items: Poultice of Cure Light Wounds, 6 applications, cures 1d8+5 hp per application; Tile of Protection from Evil, CL1.

Description: At 3'5" and 39lb, Alton Highlea is unnaturally large for a halfling, and this, coupled with his natural clumsiness, makes him extremely shy and uncertain of himself. Named for his great-grand-uncle (once removed) on his mother's side, Alton Brandworthy, young Alton shows little family resemblance to his esteemed relative, apart from the pronounced proboscis which is such a feature of that worthy's physiognomy. Alton's eyes and hair colouring are typical of his race. He dresses in subdued woodland colours. His armour, however, is well polished and his shield bears the crest of Yondalla.

Personality: Alton is the youngest of his group of friends - he turns 20 in just one month, three weeks and six days! Deeply earnest and awfully shy, he is particularly in awe of his third cousin Mero (once removed on his mother's side), and a little bit in love with Bubbles Greenbottle, who's always treated him with the casual indifference of an older sister (not that they're actually related ... no, um, I didn't mean to suggest anything ... well, you know ... ) Of course, the fact that Bubbles has actually thrashed Alton once or twice in wrestling matches might have something to do with that. (The fact that Alton was actually too embarassed to do any more than make a token effort at defence might, however, have had something to do with the outcome of those matches!)

As for his neighbour's cousin's boy Jerran, well, really Alton thinks that he needs some guidance and encouragement to consider changing his ways. Just, you know, a little (at least at first).

History: Alton's parents, Talia and Rory, are respectable, hardworking members of the Amblestock community. Rory is a carpenter and Talia works in Hugh Highdumple's bakery on the Piai road near the centre of town. Alton spent his childhood in the usual pursuits of eating, playing and roaming the verges of the Silvergreen. When he was in his late teens, he started to help out in Rory's workshop, learning some of the skills of the woodworker, and discovering a passion for carving. He spends his spare time - not that there is much of it these days - honing his skills and producing more and more convincing carvings of the small animals and birds which inhabit the forest glades.

It was while he was there, watching a robin and trying to work out how he could capture that cheekiness and purity, that he first experienced the touch of Yondalla's presence. Like a feather-light brush on the edge of his consciousness, he became aware that he was not alone. Looking around he could see no-one but he felt a presence which both enlivened and calmed his spirit. The sun shone more brightly, the colours of the world were sharper and the robin looked into his eyes with such deep wisdom and fellow-feeling that he was enraptured by it all.

Time and again he returned to that glade. Sometimes he waited until the sun had set - and there was nothing out of the ordinary in that place. At other times, he was again caught up in a passionate response to all that he saw and smelled and heard - all his senses atingle at the presence which he recognised and yet could not name. And often that same robin was there to observe, there to sing and sit and be a companion in his seeking.

Alton's absences were noted. His father questioned him, his mother teased him, saying, "Now leave him alone, Rory - I do believe our Alton has find a young lady to court." Blushing furiously, Alton denied it - but could not bring himself to explain what he was doing. His father became impatient, his mother hurt at the distance which developed between her and her only child. Still the young halfling kept his silence. There seemed no way he could explain what was happening to him. Indeed, he didn't really know what it was that drove him to the point of obsession.

Finally, one day, he went to the glade. The robin was there. It sang to him in greeting. He climbed onto a bough of the big oak at the centre of the clearing and watched, and waited to see what would come. What came was something quite different to his hoping.

He heard a cracking of branches and a crackling of leaf litter from off to the north. Soon a large, ugly humanoid came into the clearing, squinting in the sun and cursing in some foul tongue which seemed made for cursing. Alton froze in his place - for the creature came with sword drawn and violence in its gait. The robin, unfazed, continued singing - and even hopped over towards the intruder, as if inviting a kindlier response than it received. For without hesitation the beast swung and caught the fearless singer with the tip of its blade, causing feathers to fly and cutting of the song in mid-trill. Horrified, Alton stood up and, without thinking, leapt from the branch were he was perched onto the murdering invader. As he rushed earthward, he felt strong, gentle hands uplift him, and a fiery energy fill him. He turned in midair and landed feet first on the creature's head. Poleaxed to the ground, the beast collapsed and breathed no more. Blood pooled beneath its head, staining the rock which stuck up from the turf just at that point.

Weeping with fear and adrenaline and grief, Alton turned to the robin and picked it up gently, trying by force of will to restore life to the damaged little breast. For just a moment he felt the flicker of something, and then looked up into the sadly smiling eyes of a halfling woman who said, "Not yet, my beloved - that is a gift for a time yet to come." She then turned and moved into the forest, disappearing in an instant in the dappled shade and half light.

After that, in the days and weeks to come, Alton was attentive to his duties and obedient to his parents. He said nothing of the encounter, even when Coyo Durgen came into the village with news of a dead orc not far from the edge of town. He thought Coyo looked at him curiously but he didn't say a word.

Puzzled as to what had happened, and saddened by the loss of beauty and innocence in the world, Alton began paying more attention to religion than he had previously done. He went to whatever services Alton Brandworthy offered, not having to be chided or reminded by his mother but eagerly and attentively - listening to the words of the patriarch, puzzling over their meaning and their message. Old Alton noticed the young lad's change of attitude and made opportunities to exchange the odd word with his nephew.

Over time the two were together more often - and eventually young Alton unfolded the events of that day. The elder listened carefully, nodding occasionally, and at the end of the story sat in silence so long that he seemed to have fallen asleep. Eventually, taking a deep breath and rubbing the tip of his nose in a way that Alton had come to recognise as habitual, the priest said simply, "The Lady has claimed you as her own. The actions you took, and the words you heard, make it clear that she has called you to fight evil in the world. Yet I do not think she wants you to be her priest. Rather, she calls you to a more martial way. Rarely is one of our people sent forth as a knight of virtue - but I think that is her will for you."

When the boy was silent, he went on, "I will see to your training. I will speak with your parents and we will find a way for you to do as the Lady bids. You will have much to do - this is a path that will demand the whole of your life. Are you prepared to follow this way?"

"Prepared? No. Willing? Yes. I will do all that I can to serve her - how can I do anything else?"

After that, life was full of training and prayer - rarely in that sunlit glade, for there was little time to go there - and learning the skills that old Alton said he would need. He spent time with Clara Wanebur, learning of herbs and bandages and fevers and the setting of broken bones. He spent time in the militia, learning from his third cousin Mero the skills of the warrior. He spent his spare time carving - making pieces that he would sell, saving the money to pay for sword and dagger and bow. For his armour, he spent a whole season working with Veryl Tillbough, hauling coal and pumping the bellows and cleaning the forge.

And always, deep in his heart, was the stirring vision of that woman, those eyes ... and the burning reponsibility to care for this fragile world, protecting it from evil.
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My PbP games
Code:
Retired PbP Characters:

Alton Highlea:          Halfling Quest - Rooting Around
Andarin Startoes:       Turtle Soup
Coraine Vagrius:        Rhun’s Temple of Elemental Evil
Elyan Kolodah:          CB’s Sunless Citadel
Hunolf Hjordsson:       Sunless Citadel
Jimmy Masters:          Deadlands: Savage West
Kelloran:               Night’s Embrace: A Touch of Darkness

... And All The Rest ... 

Last edited by Boddynock; 20th June 2005 at 12:07 PM..
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Old 15th January 2005, 06:17 PM   #17 (permalink)
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--Stats were rolled:
http://invisiblecastle.com/find.py?a=show&id=51585


Jerran Kimble, CG halfling bard 1; ECL 1 ; small humanoid; HD 1d6+1 (7hp); Init +3; Speed 20 feet; AC 16 (+3 Dex, +2 Armor, +1 size), flatfooted 13, touch 14, ACP 0, Spell Failure 0%; Bab +0, Grapple -5; Atk +0 dagger (melee) (1d3-1, critical 19-20/x2, piercing) or +5 dagger (thrown) (1d3-1, critical 19-20/x2, 10' range increment, piercing) or +4 light crossbow (1d6, criticial 19-20/x2, 80' range increment, piercing); SA: none ; SQ: +2 morale save vs. fear ; SV Fort +2, Refl +6, Will +3; Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 18.


Skills and Feats: (32 skill points, 4/2 max ranks)

Appraise +6 (4 ranks), Bluff +11 (4 ranks), Climb +1 (0 ranks), Diplomacy +8 (4 ranks), Gather Information +8 (4 ranks), Hide +7 (0 ranks), Jump +1 (0 ranks), Listen +2 (0 ranks), Move Silently +5 (0 ranks), Perform (Dance) +8 (4 ranks), Perform (Poetry) +8 (4 ranks), Sense Motive +4 (4 ranks), Sleight of Hand +7 (4 ranks), Skill Focus (Bluff), Simple Weapon Proficiency (all), Martial Weapon Proficiency (longsword, rapier, sap, short sword, shortbow), Exotic Weapon Proficiency (whip), Armor Proficiency (light), Armor Proficiency (shield)


Languages:

Common, Halfling, Dwarven, Gnomish


Class and Race Features:

bardic knowledge (1d20+3), bardic music (countersong, fascinate, inspire courage (+1), bard spells, reduced spell failure (light armor), small size (+1 attacks, +1 ac, +4 hide), +2 racial bonus to climb, jump, move silently, listen, +1 racial bonus to all saving throws, +2 morale bonus to saving throws vs. fear, +1 attack with thrown weapons and slings


Possessions: (weight, cost)

5 Daggers (2.5 lb, 5 @ 2 gp each = 10 gp), Belt Pouch (0.125 lb, 1 gp), Whetstone (1 lb, 2 cp), Ink (-, 8 gp), Inkpen (-, 1 sp), Poetry Book (as blank spellbook) (3 lb, 15 gp), Signet Ring (-, 5 gp), Small Steel Mirror (0.5 lb, 10 gp), Light Crossbow (2 lb, 35 gp), 20 bolts (1 lb, 2 @ 1 gp/10 = 2 gp), Leather Armor (7.5 lb, 10 gp), Spare Entertainer's Outfit (1 lb, 3 gp)

99.12 gp spent

total load 18.625 lb / 19.5 lb Light Load


Spells:
2/0 spells per day, Base Save DC 14 + spell level.
0th - Detect Magic, Lullaby, Message, Prestidigitation


Description:
Jerran is a good looking halfling, and he knows it. He allows his dark hair to grow down to his shoulders and keeps it following loose about his head to highlight his grey eyes and finely scultped facial features. His body is not overly muscled, but his delicate build serves to accent the sureity and grace with which he always moves. Flawless skin and pearly white teeth serve as the perfect finishing touch to this perfect specimen.

Vital Statistics:

Age: 23
Height: 3'2"
Weight: 36 lb

Personality:
The only thing more noticeable about Jerran than his stunning good looks is his stunningly large ego. He knows what he looks like and lets everyone know it. Still, he maintains such a personable demeanor that people seem drawn to him nonetheless. He probably knows your name and will greet you with it and make eye contact in such a way as to make you seem the worthwhile and important focus of his world for a brief moment until he swoops away to greet someone else. Adults dote on his charming ways while the young ladies swoon under his gaze and all the lads wish they could be like him. Underneath his polished exterior, Jerran is not quite as perfect as he likes to come across. He generally avoids anything he perceives as difficult, prefering to glide through life as long as his looks and charm will let him get away with it. Deep down he knows that he won't be able to get by without ever working, but he hopes to postpone it long enough for him to find something interesting to do with his life. Maybe he'll go into politics . . .

History:
Jerran's father, Lester, has a fairly succesful living as a trader operating out of Amblestock. He makes regular visits to the nearest decently sized city. He brings back goods and luxuries for the people of the village which he then trades for homespun country goods which he sells in turn to the city folk when he next returns there. Jerran's mother, Amelia, minds the fort while Lester is away, and their home doubles as the village general store. It was assumed that Jerran, being their eldest child would take over the family business in time, but this seems less likely these days. It wasn't that Jerran lacked any talent at all for it, he had a sharp enough mind for the accounting, and he was a natural born salesman. There is even a story floating around the village (probably spread by Jerran himself) of how he had managed to sell a wandering barbarian warrior a load of green eyeshadow as the latest in camoflauge. Still, Jerran just wasn't dedicated to the life of a merchant and would spend much of his time goofing off, even when he was to be minding the goods. In the fact, the smarter people of the city learned that the best deals could be made off the halfling traders if one waited for Lester to take a break at the tavern and then sent one's daughters to go and talk to the son while the haggling was taking place. Eventually Lester gave up on the Jerran and turned to Milo, Jerran's younger brother. Milo took a quick shine to being a merchant and is proving a reliable and skilled assistant to his father. Jerran is no longer asked to accompany his father on the trips to the city, which suits him just fine, as it gives him more time to lounge around the Silver Horn and flirt with the village girls.

Language Fluff:

Jerran's father insisted he pick up a few of the more common trading tongues, and that is why he learned any at all. But truth be told, he did put his enforced knowledge to use. Jerran enjoyed switching from common to dwarven right in the middle of haggling with one of the doughty folk. An offer was made and he'd counter offer in dwarven. Half of the time the dwarf would be talked down 10% before he'd remembered that he wasn't talking with one of his own. Gnomish was picked on a whim (and it meant Jerran didn't have to learn a new alphabet), but has proved useful as well. Gnomes know some of the greatest jokes.
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PbP Character Information

Last edited by hafrogman; 18th January 2005 at 05:20 AM..
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Old 15th January 2005, 06:41 PM   #18 (permalink)
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Quote:
Originally Posted by KaintheSeeker
Well I'm guessing that I missed out again (darn network dying on me!)
Kain ya haven't missed out, I'm choosing characters probably in a couple days from the run of completed characters. So make one up, if anything the character might get integrated into the town anyways.
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Old 15th January 2005, 06:44 PM   #19 (permalink)
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Could those posting characters use the stat block I gave above? Even if it's spread out a little bit like hafrogman's is, but it just makes my life easier.
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Old 15th January 2005, 07:06 PM   #20 (permalink)
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Hrm... quite the disparity in equivalent points...

48 for 'detta's, 36 for hafrogmans and 28 for boddynock

*ponders*
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