Spellsongs known:
Inspire Courage (+1 morale to attack and damage for all allies, +2 vs fear, maintain as free action ongoing singing)
Minor Healing (1d6 healing
Equipment (100 gp)
Leather armor 10 gp
Rapier 20 gp
Dagger 2 gp
Sling
10 stones 1 sp
Backpack 2 gp
Traveler's outfit
Alchemist fire x3 60 gp
5 gp 9 sp
A young halfling full of curiosity and wonder, Robert has spent years under the tutleage of bards learning the lore of most everything and mastering the first notes of the True Song of reality. The conflicting stories and myths about Dragon's Delve draw him like a moth to a flame and he wants to see for himself the wonders hinted at in the lore.
Not sure. Let me mull a bit. My initial thought is something war-magey, but my initial thoughts often prove wrong.
Well, with Voadam going with a bard, I'd say an arcane blaster-type would be a needed addition to the party. So your initial thought looks pretty well right.
We're rolling for ability scores on Invisible Castle, incidentally. 4d6 drop lowest, seven times...take best six.
hafrogman, I've looked over Justin's sheet now...here's what I noticed.
1. Typo on REF save, should be +3 total
2. He can know one more bonus language.
3. Attack bonus with short sword should be +1
4. Escape Artist and Sleight of Hand skill totals would actually be one less, accounting for his armor penalty.
That's about it for him! We just need sheets completed by Voadam and Mark Chance, and we'll be ready to rumble.
Here's a rumor for Justin:
Justin's Rumor
Somewhere within the winding confines of Dragon's Delve lies a magical portal to the lost island of Khorant. No other means exists to reach this mysterious locale located somewhere on the Sea of Eternal Storms.
I wanted to go over some of my intentions regarding use of skills and rolling dice.
On the whole, I'd like you to do as much rolling for yourselves as you can. Please use Invisible Castle using your PC's first name for this. For example, any time you post an attack action in combat, please go ahead and make your roll. For any action which may cause damage, please do go ahead and roll for that damage, even if it seems likely the action is not successful (hey, you never know!). I will roll for initiative when needed, and also for saving throws, to help avoid delays.
As for skills, please do go ahead and roll for any checks you wish to intiate such as Spot/Listen, Knowledge, Search, etc. However, be advised that I will also make skill checks for you in situations that come up, and let you know the results (spontaneous Knowledge checks if appropriate, for example).
Now, as for Search checks, there is a house rule. I know that in a big dungeon like this, the temptation is to plod along and take 20 on Search checks one square at a time, for fear of missing something. I find this to be too metagamey, and it strains my suspension of disbelief. I thought about discouraging this through liberal use of the wandering monster table, but I think it's better to just be direct. So, for this game, you may not take 20 on a Search check unless there is in-character information which leads you to believe there is something specific to look for (e.g., a captured goblin tells you there is a secret door in the next room). To counterbalance this nerfing, I will at times make passive Search checks for your PCs so long as they are moving cautiously and making an effort to be observant. I do want them to discover secrets after all, because it's part of the fun. But, abusing the Take 20 rules is also unfun, so this is my solution. Of course, you may always roll your own Search checks, and you may Take 10 if your roll is poor.