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[OOC]The Heroes of Fannen-Dar

Camelot

Adventurer
I posted the very long introduction, and we're starting out with a little roleplaying! The first to post is the first to arrive at the Well of Fortune, and you can "say" your inner thoughts or anything, and describe what your character looks like. Let the other players (and me) know how your character is. If you're not big on roleplaying, don't worry, just say what you want to get across!

Also, it's easier for me to address each player by the name of their character, so that is what I'll do, if you don't mind. Thomas, the inn that you work at now is the Dragon's Den Inn, so you are well acquainted with the owner, Ren Strithaw, an old man who loves conversation and cider. He's very kind to you, and pays you adequately, but is slightly reluctant to hear that you wanted to go adventuring. You know he knows that he can get more help should you leave, but you think he actually cares about you now.

Kythorn is the month approximately the same as July, or maybe June. Either way, it's summer, and it's nice and warm and sunny out, not a cloud in the sky.

As for dice, I trust you with whatever method you use, even the honor system, and I myself shall be using real dice, posting the results in the right circumstances. Just tell me what the natural die rolls are, and the result added with the appropriate modifiers.

If there's anything concerning story or setting that you need to ask about, or just comment, this is the thread to do it on!

As I said in the game, HAVE FUN!! (Let me know if you're not having fun, and I'll try to make it fun for all.)

Oh, I almost forgot, house rules. Or forum rules, whatever you call it online. =) If I'm repeating myself, I apologize. When you use projectile weapons, you expend the projectiles whether you hit or miss (arrows, crossbow bolts, and sling stones). Light or heavy thrown weapons, however, can be recovered if thrown. Critical hits: as per rulebook, you do maximum damage, or if it still wouldn't have hit, just an automatic hit. Fumble: natural one, your turn immediately ends, and you grant combat advantage until the start of your next turn. For skill checks, there are critical successes and critical failures, but only if it makes sense. E.g., no "I make a Strength check to lift this building! Critical success! Woot!" or something to that effect. If you need to make a check or roll and I can do it for you, I will (saving throws, for example, but you may also do them if you finish your turn). I think that's it. Again, have fun, and also, good luck!
 

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If you have gotten the Player's Handbook 2, then you probably know about character backgrounds. I am allowing each of you to receive either a +2 bonus to a skill related to your background, switch a trained skill to another related to your background, know a language related to your background, or gain a regional benefit. Regional benefits are:

Fannen-Dar: Choose an ability (Str, Con, Dex, Int, Wis, Cha). You gain a +1 bonus to skill checks and ability checks that use that ability.

Gortul: You gain a +1 bonus to Athletics and Dungeoneering checks.

Rayshin: You gain a +1 bonus to Diplomacy and Perception checks.

Hillside: You add Nature to your class skills list.

Regalia: You gain a +1 bonus to Arcana and History checks.

If there are any regions I missed, let me know.
 

Sorry, I changed my mind about Fannen-Dar's regional benefit. Instead, you choose any two skills and gain a +1 bonus to them. (This is different from your background skill boost, with which you can only pick one and gain a +2 bonus to it.)
 

What about the mysterious continent over the sea to the West that Mei-Ying has made her way from?

Working on my intro post, by the way. Sorry for the delay. :)

Edit - Hmm...maybe a known language for the region would be acceptable. Not that knowing the language from over the sea would be of great use right away, but I'm okay with that. :)
 
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What languages do you know currently?

I don't know exactly what the region you came from is like (I haven't mapped that out much yet), but the associated skill with being from a far off land would be Diplomacy. You could also get a +2 bonus in either History, Insight, or Religion, due to your background, or another if you think you should.

I have a couple questions about your character. You have four rituals, but wizards only get three at level 1. So unless I'm missing something, choose three from Comprehend Language, Make Whole, Tenser's Floating Disk, and Endure Elements. Also, you have a "ritual dagger." What is that exactly? If it is an item relating to your background, that sounds pretty cool, but I can't find anything like it in any official source is all.
 

I'm a human with no linguistic feats, so I know Common.

As for rituals...oops! Hee. My bad. I had made a list of possible candidates, and I must have missed one when I trimmed it down to the ones I wanted. I'll fix that.

A ritual dagger is a dagger. Just a dagger. I called it a 'ritual' dagger, because she doesn't really fight with it. For flavor's sake, it's a bit more ornate than a normal dagger, but not to the point where it has special value.
 

I got a new character sheet for Boldo posted (thanks for the format, EvolutionKB). I am working without a book here at work, so if anyone has suggestions on starting gear, I'm all ears. Tomorrow I should have time to use the book and take another look at the character.
 

Your welcome for the format, I stole it from somebody else. It seems easy to read, and everything seems to be where it should. As far as gear goes, as long as you have a primary melee weapon, a ranged weapon, armor(shield), and standard adv kit, you should be fine.
 

I'm a human with no linguistic feats, so I know Common.

Humans can know any one additional language at 1st level; I forget if you chose one already or not. And nice flavor with the ritual dagger!

Question: When you use an "sblock," how do you title it (for example, OOC, or with a specific player's name if it only concerns them) without the word "spoiler" showing up?
 
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like this camelot when you do the first top [sblock you put a = right directly after it and then the text you want... then end cap ] so it looks like this with NO spaces

[ sblock = Textgoeshere ] Yours text will appear here in the sblock then your ending sblock with NO spaces [/ sblock ]
 
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