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Four Lands - Gallery of Heros
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<blockquote data-quote="Scotley" data-source="post: 3132096" data-attributes="member: 11520"><p><strong>Bertrand Brookmead</strong></p><p></p><p>Male Human Ranger 9/Rogue5</p><p>CG Alignment</p><p>Origin Highgate Borderlands</p><p>Residence ‘Sweetbrook’ near Roark’s Drift</p><p></p><p>101,001/105,000[sblock=Experience Points]45,001 + 1000 (10/31/06 roleplay award) +1000 (11/12/06 roleplay award) +10,000 (12/24/06 award)+2500 (3/15/07 lull into stupor award)+1500 (8/223/07 name of the 'boy' remembered) +7000 recent battle awards 10-3-07)+3000 role play award for meeting with Lady and Elf.+30,000 for March 2009 reboot.[/sblock]</p><p></p><p>Str 16 </p><p>Dex 18 (+1 for 4th Level)</p><p>Con 14 (+1 for award of Aug. 17, 2008)</p><p>Int 14 </p><p>Wis 16 (+1 for 8th Level)(+1 for 12th level)</p><p>Cha 16</p><p><a href="http://invisiblecastle.com/find.py?id=678587" target="_blank">http://invisiblecastle.com/find.py?id=678587</a></p><p></p><p>Hit Points 8+7d8+5d6 (64+28Con) <a href="http://invisiblecastle.com/find.py?id=678660" target="_blank">http://invisiblecastle.com/find.py?id=678660</a></p><p><a href="http://invisiblecastle.com/find.py?id=686427" target="_blank">http://invisiblecastle.com/find.py?id=686427</a></p><p>11th level <a href="http://invisiblecastle.com/find.py?id=802473" target="_blank">Hit Points (1d8=6)</a> </p><p>12th Level <a href="http://invisiblecastle.com/find.py?id=1333722" target="_blank">Hit points (1d8=7)</a> </p><p></p><p>Total Hit Points: 115</p><p></p><p></p><p>AC 22, Touch 16, Flat 17 Damage Reduction 1/-</p><p>Init +4 </p><p>BAB +12/+7/+2, Grap +16</p><p>Speed 30 </p><p>Fort +9, Ref +14, Will +7 </p><p></p><p>+17/+12/+7 (+14/+9/+4 2-weapon) Melee, +2 Cold Iron Flail, 1d8+5, 20/x2</p><p>+16/+11/+6 (+13/+8/+3 2-weapon) Melee, +1 Hand Axe, 1d6+5 (+4 2-weap), 20/x3</p><p></p><p>+17/+12/+7 Ranged, MW Mighty Composite Longbow, 1d8+4, 20/x3, 110'r </p><p></p><p>Dirty Blond colored hair worn short, gray eyes, fair skin/tanned face/arms. Medium Build</p><p></p><p>[sblock=Skills] 159 12x(6+2Int+1Race)+5x(8+2Int+1Race)</p><p></p><p>Speaks Trade Language, Trade Dwarf, Illum, Northern Illum, Old Tongue, Northern Gaullic, Southern Gaullic, Confederation, Aram</p><p></p><p>Appraise (2+2Int)</p><p>Balance (2+4Dex+2Syn)</p><p>Bluff (5+3Cha)</p><p>Climb (2+3Str+2Syn Involving Ropes)</p><p>Concentration (5+1Con)</p><p>Craft (+2Int)</p><p>Decipher Script (1+2Int)</p><p>Diplomacy (5+3Cha+4Syn)</p><p>Disable Device (10+2Int+2MW Tools)</p><p>Disguise (1+3Cha+2Syn)</p><p>Escape Artist (+4Dex+2Syn—Involving Ropes)</p><p>Forgery (1+2Int)</p><p>Gather Information (7+3Cha)</p><p>Handle Animal (5+3Cha)</p><p>Heal (5+3Wis+2 Healers Bag)</p><p>Hide (4+4Dex)</p><p>Intimidate (6+3Cha+2Syn)</p><p>Jump (5+3Str+2Syn)</p><p>Knowledge (Arcana) xx (2+2Int)</p><p>Knowledge (Dungeoneering) (5+2Int)</p><p>Knowledge (Geography) (5+2Int)</p><p>Knowledge (History) xx (1+2Int)</p><p>Knowledge (Nature) (5+2Int)</p><p>Knowledge (Local) (1+2Int)</p><p>Knowledge (Nobility and Royalty) xx (1+2Int)</p><p>Knowledge (Religion) xx (1+2Int)</p><p>Listen (7+3Wis)</p><p>Move Silently (4+4Dex)</p><p>Open Lock (6+4Dex+2MW Tools)</p><p>Profession (Bounty Hunter) (2+3Wis)</p><p>Profession (Horse Breeding) (1+3Wis)</p><p>Profession (Farming) (1+3Wis)</p><p>Perform (2+3Cha)</p><p>Ride (5+4Dex+2Syn+1MW Saddle--+3 to stay in saddle)</p><p>Search (17+2Int)</p><p>Sense Motive (5+3Wis)</p><p>Sleight of Hand (1+4Dex+2Syn)</p><p>Spot (10+3Wis)</p><p>Survival (14+2Wis+2Syn—underground, nat. envir., tracking & avoid getting lost)</p><p>Swim (3+3Str)</p><p>Tumble (6+4Dex+2Syn)</p><p>Use Magic Device (1+3Cha)</p><p>Use Rope (5+4Dex)</p><p>[/sblock]</p><p></p><p>[sblock=Feats and Abilities]</p><p>-Tracking (bonus)</p><p>-Two Weapon Fighting (bonus)</p><p>-Improved Two Weapon Fighting (bonus)</p><p>-Endurance (bonus)</p><p>-Exotic Weapon Lasso and Net (background bonus) (Lasso rules in Players guide to FR) </p><p>-(Human Bonus) Power Attack</p><p>-(1st Level) Cleave</p><p>-(3rd Level) Two Weapon Defense</p><p>-(6th Level) Leadership</p><p>-(9th Level) Blind Fighting</p><p>-(12th Level) Two-Weapon Pounce (trade charge bonus for attack with both weapons)</p><p>-(special holiday bonus) Two-Weapon Rend (d1d6+1 and a half x str. bonus damage on hit with both weapons) </p><p></p><p>Human Traits</p><p>-Bonus Feats</p><p>-Bonus Skills</p><p></p><p>Ranger Abilities</p><p>-Favored Enemy Bluff, Listen, Sense Motive, Spot, Survival and Weapon Damage Humanoid (Humans) +4/ +2Humanoid (Goblinoid)</p><p>-Bonus Feat Track</p><p>-Animal Empathy (1d20+7 Ranger Level +3Cha +2Syn)</p><p>-Combat Style Two Weapon Fighting</p><p>-Bonus Feat Endurance </p><p>-Animal Companion Dog (Blood Hound)</p><p>-Improved Combat Style Improved Two Weapon Fighting</p><p>-Woodland Stride</p><p>-Swift Tracking</p><p>-Evasion</p><p></p><p>Rogue Abilities</p><p>-Sneak Attack +3d6</p><p>-Trapfinding</p><p>-Evasion</p><p>-Trapsense +1 to reflex saves and AC vs. Traps</p><p>-Uncanny Dodge</p><p> </p><p>Spells Prepared</p><p>1st- Entangle, Hawkeye (+5 spot and +50% range) </p><p>2nd-Briar Web</p><p>[/sblock]</p><p></p><p>[sblock=Gear] +2 Adamantine Chain Shirt 9100 gp</p><p>Explorer’s Outfit</p><p>Cold Weather Gear</p><p>Courtier’s Outfit with jewelry </p><p></p><p>+2 Cold Iron Flail Prelate’s Turien’s Black Scourge [sblock]The weapon's dark black metal and unadorned ash handle belie its superior construction. It was forged by a Smith turned Priest of the Borderlands known as Turien of Candlestone. He received a calling from the Light just a few years before a dark time of troubles. Scholars suggest he was called into the priesthood in preparation for the mission he would later undertake. Having been a simple smith before the troubles, he did not know how to make swords or other fancy weapons, but was better at simple tools and farm implements. Though he did have a cunning and talent, he had simply never had cause to make weapons. Then the troubles began. Demons summoned by a particularly powerful humanoid spellcaster were wreaking terrible havoc on the people. Returning to his forge with a stock of deep mined cold iron, for his people were miners by trade, he made a flail. He took his artfully forged creation to the church of the Candlestone where he placed it on an ancient altar known as the Candlestone. There he blessed it and prayed for three days. At the end of the third day the altar's namesake power came forth and the altar burned with a living flame. The divine fire of the light infused the weapon with power from the altar. Turien took up the flail and rode into history as a slayer of demons and a man of indomitable spirit. Having come from humble beginnings Turien, though a man of great faith was not always in agreement with the church hierarchy and his reputation is that of a brave and heroic, but sometimes hardheaded and contrary man with little patients for rules. </p><p> </p><p>After Turien's death at a ripe old age the flail, typically referred to as simply the Black Scourge, passed into the hands of many knights, clerics of militant orders and other heroes. Its history is long and storied though a common theme of independence and a tendency to ruffle the feathers of the church fathers mars the weapon's otherwise noble history. In recent times the flail fell into the hands of Bartleby Strawford. A man of wealth and privilege who acquired high office and influence in the church. However, Bartleby's love of coin and power overcame his faith and he profited unduly from his position. The flail came into his hands when he seized the lands and goods of a knightly family fallen on hard times. He loaned them money at a very high return and then when a hard year hit, took all their worldly goods. Such acts were the daily bread of Bartleby. Eventually, his greed led to even greater acts of inequity and finally the church could tolerate his behavior in the name of the light no longer. He fled from the small band of special church knights sent to take him and found that his money bought him a safe place to hide in the unclaimed lands where the old faith and even darker faiths held sway. The church could not send in enough force to root him out without attracting more attention than they wished to draw to the unfortunate behavior of one of their own. It fell to Bertrand to hunt him down and bring him to justice. After a difficult hunt and an even more difficult battle, Bertrand took Bartleby in. In the end it seemed that at the crucial moment the flail turned in the wicked priest's hand and instead of a giving Bertrand a death blow it was an opening in his guard he handed over. Bertrand kept the weapon and came to find it a worthy one. </p><p> </p><p>The flail is made of cold iron +2 to hit and damage. It is normally dim and black, but a bonded wielder can call forth light the color of candle flame at will. The weapon is cunningly wrought and can hold three vials’ worth of holy water within its head. A twist of the link that attaches the head to the chain allows it to splash forth when the weapon is swung in an arc or if turned the other way to release the water on the target of the next successful hit. After 3 successful hit or 3 splash attempts the weapon is empty. Refilling the holy water compartment is a full round action that draws an attack of opportunity. Some of Turien's spirit or at least his hardheadedness remains in the weapon and it grants a bonded owner a +2 on Will saving throws saves vs. fear effects. It has also been known to resist the efforts of evil wielders to attack the good. Users not bonded to the weapon find that it is only a +1 flail. To call upon the extra damage and bonus to will or fear saves one must bond the weapon by engaging in a three day ritual of fasting and meditation before a candle flame with the weapon. At need it may hit incorporeal, extra-dimensional or out of phase targets.[/sblock]</p><p>+1 Hand Axe </p><p>MW Dagger x2</p><p>Halberd </p><p>MW Lance</p><p>Throwing Axe x2 </p><p>Sap</p><p>Lasso</p><p>MW Net x2 </p><p></p><p>MW Mighty Composite Longbow 700 gp </p><p>Quiver 20 Arrows 1 gp</p><p>Quiver 10 Alchemical Silver, 8 cold iron 2 adamantine arrows </p><p></p><p>Handy Pouch and map case [sblock]As Handy Haversack, but smaller, main pouch is 40 pounds and 4 cubic feet, while side tube will hold 120 pages of maps and scrolls. As the handy haversack the desired item is always on top.[/sblock] </p><p></p><p>Scrolls of Ranger Spells [sblock] Stalking Brand x2, Resist Elements, Snare, Heal Animal Companion x2, Neurtralize Poison, Tree Shape, Cure Serious Wounds x5, Remove Disease x2, Summon Nature’s Ally III x2, Summon Natures Ally IV x2, Polymorph Self x3, Nature’s Womb.[/sblock]</p><p>An extensive collection of maps of the 4 Lands </p><p>Wand of Cure Light Wounds (5th Level) 50 charges</p><p>+1 Ring of Protection</p><p>Potions: Bless Weapon Oil x3, Darkvision, Remove Curse x2, Cure Light Wounds, Water Walking, Water Breathing x2, Tongues x2, Invisibility</p><p></p><p>Backpack </p><p>Bedroll</p><p>Winter Blanket </p><p></p><p>Waterskin x2- water (hip & backpack) </p><p>Silver Flask of Brandy (Vest Pocket)</p><p>5 Torches (backpack) </p><p>Flint & Steel (pouch)</p><p>Trail Rations- 2 days (backpack)</p><p>Coffee</p><p>Brass Press Pot</p><p>Honey (from Karshal)</p><p></p><p>Healers Bag</p><p>MW Thieves’ Tools</p><p>MW Manacles with an amazing lock x3</p><p>MW Manacles with an amazing lock size large</p><p>MW Manacles with an amazing lock size small</p><p>Catstink x2</p><p>Flash Pellet x5</p><p>Healer’s Balm x10</p><p>Lockslip Grease x3</p><p>Nature’s Draught x3</p><p>Animal Training Kit</p><p>Forgery Kit</p><p>Listening Cone</p><p>Everburning Torch</p><p>Acid x2 (1d6 or 1 splash)</p><p>Alchemist Fire x4 (1d6 or 1 splash first round, 1d6 second round)</p><p>Antitoxin x2</p><p>Holy water x9 (2d4 or 1 splash)</p><p>Sunrod x3</p><p>Tanglefoot bag x2</p><p>Thunderstone x4</p><p>Tindertwig x6</p><p>Silver Holy symbol x2 (one for ‘the Light’ and one for the ‘Old Religion’)</p><p>[/sblock]</p><p></p><p>6000 sp <a href="http://invisiblecastle.com/find.py?id=690729" target="_blank">http://invisiblecastle.com/find.py?id=690729</a></p><p></p><p>[sblock=Cohorts Mounts and Companions]</p><p>Cohort Human Sorcerer 8th “Rendee tal Rendi” </p><p></p><p>Animal Companion Bloodhound “Chaucer” </p><p></p><p>Hunt Trained (attack, down, fetch, heel, seek and track), assist track, steal. </p><p>Medium Animal</p><p>4d8+8 (33) (Max 1st + 70%)</p><p>Initiative +3</p><p>Speed 40’</p><p>AC 19(+3 Dex, +6 Natural)(22 /w MW studded Leather), touch 13, flat 16(19)</p><p>Attack/Full Attack Bite +6 melee (1d6+4)</p><p>Special Attacks: Trip (Free trip at +1 on successful bite—no attack roll required or AoO by target, if it fails the target cannot trip the attack trained dog)</p><p>Special Qualities: Low-Light Vision, scent</p><p>Saves: Fort +6, Ref+7, Will+2</p><p>Abilities: Str16, Dex16, Con15, Int3, Wis12, Cha6 </p><p>Skills: Jump+9, Listen+5, Spot+5, Swim+4, Survival +3(+9 tracking)</p><p>Feats: Alertness, Track, </p><p>Animal Companion Abilities: Link, Share Spells, Evasion</p><p></p><p>Horse Light </p><p>Masterwork Military saddle, bags, blanket, bit & bridle, lance cup</p><p></p><p>Pack Mules with pack saddles</p><p></p><p>Spare Mount with saddle, bags, bit & bridle, blanket, lance cup</p><p></p><p>Mounts for Cohort and Followers[/sblock]</p><p></p><p>[sblock=Appearance/Personality] Bertrand is a tall well built man with close cropped blond hair and a neat pale beard. The cool gray eyes miss little, being the sharp eyes of a hunter. He walks with a confident rolling gate and is used to long journeys over rough ground. He is strong as befits his size and musculature, but that size belies an unexpected speed. His reflexes are sharp and he reacts to danger in an instant. His skin is naturally pale in the way of most borderlanders, but his face and hands are tanned and weathered from long exposure to the elements. His gear shows the wear of long use, but it has been properly cared for. A closer examination reveals that Bertand has done his shopping over the length and breadth of the 4 lands, all of the best quality available though with little in the way of adornment. Saddles made in R’Kashi, Westlands fur trim, thick warm woolens from Melrose, a shirt of strange dark metal the rings so fine and perfect no human hand could have made them, Tyrian leather, Dashai silk and linen from Kell are all part of his kit. He wears a simple silver locket on a stout chain. Within are miniature portrates of his late wife and his daughter along with a lock of hair from each of them. A glimpse of fine chain links just above the elbow and telltale bulges beneath his clothes suggest light armor is worn. A dark wickedly spiked flail hangs at his hip along with a collection of light axes and a carefully coiled net. A tall quiver is at his back. He rarely strays far without lance and halberd as well. Bertrand has the easy manner of one accustomed to dealing with strangers on a daily basis. He exhibits no shyness and his seemingly friendly open manner and ready wit make him easy to talk to. He has a knack for asking questions that get people talking. People who meet him would describe him as outgoing, but actually he divulges little in the way of information. His accent marks him as a child of the borderlands, but he has a comfortable fluency in several languages and whenever possible prefers to speak to people in their native tongue. [/sblock]</p><p></p><p>[sblock=History and Background] Bertrand Brookmead was born to a prominent family of the Brookmoor clan in Highgate of the Borderlands some 33 years ago. This area was near to the unclaimed lands. Being a community of cow herds, sheep herds and goat herds, their place in the world was small indeed despite local standing. His father was a noted breeder of herding dogs and his mother was the clan scribe. She was the third child of what passes for a noble in the region and was more educated that anyone else in the clan. She was possessed of a facility with words and languages that she passed on to her son. Like all lads of the region he was trained as a militia man and taught to wield the halberd. He found joy in riding horses and working dogs. He worked herds sometimes far from home and developed his skills in field craft. A stout lad, he often had to defend his charges from predators. During his 14th year a raiding party came out of the unclaimed lands seizing several people including Bertrand’s elder sister Alyssa. A nearby clan had responsibility for the area of the unclaimed lands suspected of being the raider’s base. Do to politics and rivalry the clan leader refused to send his forces after the raiders. Bertrand’s own clan was angry, but the elders were old and had no will to fight. Angry at the raiders and his own people’s lack of will, Bertrand would take matters into his own hands. This would be the first of many events that led to his lack of respect for authority. He and some of his young friends gathered their Halberds and joined up with family members of other victims and road for the unclaimed lands. Bertrand and a family dog took the lead, the old dog following the scent of Alyssa. After two days of difficult travel, the band of vigilantes was considering giving up, though Bertrand and a few others intended to continue no matter what. Just when it seemed hopeless, Bertrand spotted a fire in the night. The vigilantes crept forward and set upon the raiders in their sleep. The handful of guards was quickly overcome and the raiders soon killed, many never woke that night. Only three of the vigilantes lost their lives. While Alyssa and the others had suffered at the hands of the raiders all survived. Upon their return, they were chastised by the elders and punishment for the loss of the three lads who died was even considered. This was too much for Bertrand, who packed his meager belongings and rode off to join the rangers. </p><p></p><p>At first this was a happy time in his life, he learned the arts of war and honed his skills of forest craft. However, the independent young man soon chaffed at the basic assignments he was given. His orders, intended for his own protection, often hampered what young Bertrand considered the cause of justice. He felt too much time was spent in training and pointless reporting or scouting. They knew where the trouble spots were and Bertrand was eager to go there and see that threats were put down. Instead he found himself increasingly kept close to base as he superiors were concerned the young ranger’s zeal would get him killed. Finally, things came to head, when Bertrand very liberally interpreted the rules about pursuit of a known villain seen in the act of a crime. He took a young recruit who had actually seen the crime with him on a two week pursuit into some of the most dangerous territory in the area. While young Bertrand and his even younger recruit managed to find the villains lair only the timely arrival of a large band of rangers saved them from almost certain death trying to apprehend the nest of trouble they had stumbled onto. Both of the young men were tired dirty and malnourished, but otherwise unharmed. Only that and the fact that a large group of some of the vilest offenders in the whole kingdom were apprehended, kept Bertrand from being kicked out of the rangers. While many of the men were impressed with his amazing success the leadership felt the need to place him in increasingly ignoble duties. At the end of his 4 year term, 18 year old Bertrand struck out on his own. </p><p></p><p>A local ecclesiastical court and its troop of officers were aggressively recruiting men from the old faith to show them the light. Bertrand soon found himself wearing the uniform of the court. He served mostly as a guard, which he found tedious at best, but he did learn more of the legal system. Listening to the lawyers on both sides he learned that there were innumerable loopholes that could be exploited if one knew the rules. Soon he got a chance to prove his worth when a prisoner escaped and Bertrand rode off in pursuit. He returned the man to justice single-handedly and was soon given jobs locating trouble makers. He preferred to be out on his own rather than lurking around the courts and it proved a good arrangement for the church and for Bertrand. </p><p></p><p>Then he was sent to apprehend Jack ‘Lightfingers’ Mayone. He pursued the man far from his usual haunts deep into the valley of the light. His skills, so useful in the wild marked him as a bumpkin in the city. He found that the local thieves and trouble makers took great delight in sending him on wild goose chases and embarrassing him. Finally, almost by accident he stumbled into Jack’s lair. He found himself in a cunning pit trap with Jack, a loaded crossbow in each hand, looking down at him. Curious about the young man who had pursued him so doggedly if ineffectually, Jack began to talk to the young Ranger turned courtman. It soon became clear that the while Jack was no paragon of virtue the currently crimes of which he was accused were simply someone’s attempt to cover their own theft by accusing a notorious thief who was nearly 500 miles away at the time of the supposed crime. The injustice of the situation angered Bertrand who was eager to accuse the liar to the court. However, Jack decided that such publicity would do him no good and choose to keep the young man in the pit until he convinced him that another solution could be found. Slowly the men became friends. Jack was older and largely retired, while Bertrand young and eager, wanted to learn about the ways of cities and overcome his own naivety. Jack and the streets proved an able teacher. For Jack’s safety the two men moved south with Bertrand developing new skills and seeing the world. He refused to take a new commission and instead would only work for himself as an independent bounty hunter. He explored new cities with Jack and found work along the way. Bertrand developed an eye for the finer goods of the places the traveled. He was particularly fascinated by the different horses with their different strengths and weaknesses compared to those of his homeland. He also developed a passion for coffee despite its great expense. They eventually ended up in a warm coastal city, where Jack decided to stay. Bertrand enjoyed it for a while, but soon the lure of the road and the wild called to him and he said goodbye to move on. He returned to the Borderlands for a while in 1115 to take part in raids there. This time his bold style and independence were respected rather than scorned. </p><p></p><p>The next chapter in his life would start when he met a girl. Working near Roark’s Drift he met Tessa Montaine. He found himself looking hard for work in the area to stay near her. During this time he found himself helping a wild tribe of hill men who were beset by a family of hill giants. Working with the tribal shaman’s son, a young sorcerer he eventually defeated the giants. He saved the young man’s life and in the tradition of his people he insists on serving Bertrand. The sorcerer is called Rendee tal Rendi. He even did a job for the normally reclusive Dwarves by returning a band of rampaging Orges to them for justice. This feat resulted in the awarding a fine suit of adamantine chain. Between exploits he always returned to visit Tessa. Eventually, after a long courtship punctuated by long absences Bertrand and Tessa were married. They found a long abandoned farmstead two days ride from her family at Roark’s Drift. They called the place Sweetbrook. He had developed a good reputation and many friends during his travels and his work around Roark’s Drift. He had no trouble in recruiting others to join his little settlement. Soon a watch tower and a simple log fort were built and they began to clear farmland and pastures. More buildings went up and a small community was born. The log fort was replaced by a fortified manor. Bertrand and Tessa began to settle into the life of farmers and horse breeders. While they had some success with grain, fruits and berries, the horse breeding has to date produced mixed results at best, while attempts to grow coffee in this climate were a complete disaster. </p><p></p><p>Just when everything was as near to perfect as Bertrand could imagine, disaster struck. Soon after the fortified manor house was complete, Tessa died giving birth to their first child, Brinyn. Bertrand was devastated. He doted on his new daughter, but for him the spark had gone out of life. A barren cousin and her husband, a baker by trade, agreed to come to the farmstead and help raise the girl. With much of the parenting duties taken care of Bertrand began to turn to drink. He would spend long hours tending a rose garden around Tessa’s grave and drinking until he passed out. At first this was accepted, but as time went on with no change in sight the people became concerned. Fearing this depression would cost Bertrand his life, his cohort and his cousin worked together to convince Bertrand to pull himself together and go back to work. The little farmstead was running short of money and not yet able to feed itself. Bertrand was reluctant and only a raid on the farmstead by a roving band of wererats was able to draw Bertrand back into the saddle. Once he got moving again he began to come back to life. Slowly he sobered up and began to focus on life again. He is working and traveling again. What finally broke his depression was the need of his homeland. He returned to Highgate 1122 and joined the fighting there. He and Rendee aquited themselves well, thought Bertrand was badly wounded and took some time to recover. His daughter is now four years old and a schoolmarm was recently added to the farmstead to accommodate the education of the children there. Bertrand is currently returning from a job in the far south. It was a successful mission and he is bringing back much of the profit in the form of new breeding stock. He, Rendee, a muleskinner/groom, a man at arms and servant/cook are sailing toward home. He has been tasked by Monsignor Gorney with finding a Necromancer named Balite Dornitive. He is rumored to be in Westmarch and Bertrand has been offered a significant parcel of land adjacent to Sweetbrook and 500 gp paid in advance. Further his latest purchases of breeding stock were transported home.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 3132096, member: 11520"] [b]Bertrand Brookmead[/b] Male Human Ranger 9/Rogue5 CG Alignment Origin Highgate Borderlands Residence ‘Sweetbrook’ near Roark’s Drift 101,001/105,000[sblock=Experience Points]45,001 + 1000 (10/31/06 roleplay award) +1000 (11/12/06 roleplay award) +10,000 (12/24/06 award)+2500 (3/15/07 lull into stupor award)+1500 (8/223/07 name of the 'boy' remembered) +7000 recent battle awards 10-3-07)+3000 role play award for meeting with Lady and Elf.+30,000 for March 2009 reboot.[/sblock] Str 16 Dex 18 (+1 for 4th Level) Con 14 (+1 for award of Aug. 17, 2008) Int 14 Wis 16 (+1 for 8th Level)(+1 for 12th level) Cha 16 [url]http://invisiblecastle.com/find.py?id=678587[/url] Hit Points 8+7d8+5d6 (64+28Con) [url]http://invisiblecastle.com/find.py?id=678660[/url] [url]http://invisiblecastle.com/find.py?id=686427[/url] 11th level [url=http://invisiblecastle.com/find.py?id=802473]Hit Points (1d8=6)[/url] 12th Level [url=http://invisiblecastle.com/find.py?id=1333722]Hit points (1d8=7)[/url] Total Hit Points: 115 AC 22, Touch 16, Flat 17 Damage Reduction 1/- Init +4 BAB +12/+7/+2, Grap +16 Speed 30 Fort +9, Ref +14, Will +7 +17/+12/+7 (+14/+9/+4 2-weapon) Melee, +2 Cold Iron Flail, 1d8+5, 20/x2 +16/+11/+6 (+13/+8/+3 2-weapon) Melee, +1 Hand Axe, 1d6+5 (+4 2-weap), 20/x3 +17/+12/+7 Ranged, MW Mighty Composite Longbow, 1d8+4, 20/x3, 110'r Dirty Blond colored hair worn short, gray eyes, fair skin/tanned face/arms. Medium Build [sblock=Skills] 159 12x(6+2Int+1Race)+5x(8+2Int+1Race) Speaks Trade Language, Trade Dwarf, Illum, Northern Illum, Old Tongue, Northern Gaullic, Southern Gaullic, Confederation, Aram Appraise (2+2Int) Balance (2+4Dex+2Syn) Bluff (5+3Cha) Climb (2+3Str+2Syn Involving Ropes) Concentration (5+1Con) Craft (+2Int) Decipher Script (1+2Int) Diplomacy (5+3Cha+4Syn) Disable Device (10+2Int+2MW Tools) Disguise (1+3Cha+2Syn) Escape Artist (+4Dex+2Syn—Involving Ropes) Forgery (1+2Int) Gather Information (7+3Cha) Handle Animal (5+3Cha) Heal (5+3Wis+2 Healers Bag) Hide (4+4Dex) Intimidate (6+3Cha+2Syn) Jump (5+3Str+2Syn) Knowledge (Arcana) xx (2+2Int) Knowledge (Dungeoneering) (5+2Int) Knowledge (Geography) (5+2Int) Knowledge (History) xx (1+2Int) Knowledge (Nature) (5+2Int) Knowledge (Local) (1+2Int) Knowledge (Nobility and Royalty) xx (1+2Int) Knowledge (Religion) xx (1+2Int) Listen (7+3Wis) Move Silently (4+4Dex) Open Lock (6+4Dex+2MW Tools) Profession (Bounty Hunter) (2+3Wis) Profession (Horse Breeding) (1+3Wis) Profession (Farming) (1+3Wis) Perform (2+3Cha) Ride (5+4Dex+2Syn+1MW Saddle--+3 to stay in saddle) Search (17+2Int) Sense Motive (5+3Wis) Sleight of Hand (1+4Dex+2Syn) Spot (10+3Wis) Survival (14+2Wis+2Syn—underground, nat. envir., tracking & avoid getting lost) Swim (3+3Str) Tumble (6+4Dex+2Syn) Use Magic Device (1+3Cha) Use Rope (5+4Dex) [/sblock] [sblock=Feats and Abilities] -Tracking (bonus) -Two Weapon Fighting (bonus) -Improved Two Weapon Fighting (bonus) -Endurance (bonus) -Exotic Weapon Lasso and Net (background bonus) (Lasso rules in Players guide to FR) -(Human Bonus) Power Attack -(1st Level) Cleave -(3rd Level) Two Weapon Defense -(6th Level) Leadership -(9th Level) Blind Fighting -(12th Level) Two-Weapon Pounce (trade charge bonus for attack with both weapons) -(special holiday bonus) Two-Weapon Rend (d1d6+1 and a half x str. bonus damage on hit with both weapons) Human Traits -Bonus Feats -Bonus Skills Ranger Abilities -Favored Enemy Bluff, Listen, Sense Motive, Spot, Survival and Weapon Damage Humanoid (Humans) +4/ +2Humanoid (Goblinoid) -Bonus Feat Track -Animal Empathy (1d20+7 Ranger Level +3Cha +2Syn) -Combat Style Two Weapon Fighting -Bonus Feat Endurance -Animal Companion Dog (Blood Hound) -Improved Combat Style Improved Two Weapon Fighting -Woodland Stride -Swift Tracking -Evasion Rogue Abilities -Sneak Attack +3d6 -Trapfinding -Evasion -Trapsense +1 to reflex saves and AC vs. Traps -Uncanny Dodge Spells Prepared 1st- Entangle, Hawkeye (+5 spot and +50% range) 2nd-Briar Web [/sblock] [sblock=Gear] +2 Adamantine Chain Shirt 9100 gp Explorer’s Outfit Cold Weather Gear Courtier’s Outfit with jewelry +2 Cold Iron Flail Prelate’s Turien’s Black Scourge [sblock]The weapon's dark black metal and unadorned ash handle belie its superior construction. It was forged by a Smith turned Priest of the Borderlands known as Turien of Candlestone. He received a calling from the Light just a few years before a dark time of troubles. Scholars suggest he was called into the priesthood in preparation for the mission he would later undertake. Having been a simple smith before the troubles, he did not know how to make swords or other fancy weapons, but was better at simple tools and farm implements. Though he did have a cunning and talent, he had simply never had cause to make weapons. Then the troubles began. Demons summoned by a particularly powerful humanoid spellcaster were wreaking terrible havoc on the people. Returning to his forge with a stock of deep mined cold iron, for his people were miners by trade, he made a flail. He took his artfully forged creation to the church of the Candlestone where he placed it on an ancient altar known as the Candlestone. There he blessed it and prayed for three days. At the end of the third day the altar's namesake power came forth and the altar burned with a living flame. The divine fire of the light infused the weapon with power from the altar. Turien took up the flail and rode into history as a slayer of demons and a man of indomitable spirit. Having come from humble beginnings Turien, though a man of great faith was not always in agreement with the church hierarchy and his reputation is that of a brave and heroic, but sometimes hardheaded and contrary man with little patients for rules. After Turien's death at a ripe old age the flail, typically referred to as simply the Black Scourge, passed into the hands of many knights, clerics of militant orders and other heroes. Its history is long and storied though a common theme of independence and a tendency to ruffle the feathers of the church fathers mars the weapon's otherwise noble history. In recent times the flail fell into the hands of Bartleby Strawford. A man of wealth and privilege who acquired high office and influence in the church. However, Bartleby's love of coin and power overcame his faith and he profited unduly from his position. The flail came into his hands when he seized the lands and goods of a knightly family fallen on hard times. He loaned them money at a very high return and then when a hard year hit, took all their worldly goods. Such acts were the daily bread of Bartleby. Eventually, his greed led to even greater acts of inequity and finally the church could tolerate his behavior in the name of the light no longer. He fled from the small band of special church knights sent to take him and found that his money bought him a safe place to hide in the unclaimed lands where the old faith and even darker faiths held sway. The church could not send in enough force to root him out without attracting more attention than they wished to draw to the unfortunate behavior of one of their own. It fell to Bertrand to hunt him down and bring him to justice. After a difficult hunt and an even more difficult battle, Bertrand took Bartleby in. In the end it seemed that at the crucial moment the flail turned in the wicked priest's hand and instead of a giving Bertrand a death blow it was an opening in his guard he handed over. Bertrand kept the weapon and came to find it a worthy one. The flail is made of cold iron +2 to hit and damage. It is normally dim and black, but a bonded wielder can call forth light the color of candle flame at will. The weapon is cunningly wrought and can hold three vials’ worth of holy water within its head. A twist of the link that attaches the head to the chain allows it to splash forth when the weapon is swung in an arc or if turned the other way to release the water on the target of the next successful hit. After 3 successful hit or 3 splash attempts the weapon is empty. Refilling the holy water compartment is a full round action that draws an attack of opportunity. Some of Turien's spirit or at least his hardheadedness remains in the weapon and it grants a bonded owner a +2 on Will saving throws saves vs. fear effects. It has also been known to resist the efforts of evil wielders to attack the good. Users not bonded to the weapon find that it is only a +1 flail. To call upon the extra damage and bonus to will or fear saves one must bond the weapon by engaging in a three day ritual of fasting and meditation before a candle flame with the weapon. At need it may hit incorporeal, extra-dimensional or out of phase targets.[/sblock] +1 Hand Axe MW Dagger x2 Halberd MW Lance Throwing Axe x2 Sap Lasso MW Net x2 MW Mighty Composite Longbow 700 gp Quiver 20 Arrows 1 gp Quiver 10 Alchemical Silver, 8 cold iron 2 adamantine arrows Handy Pouch and map case [sblock]As Handy Haversack, but smaller, main pouch is 40 pounds and 4 cubic feet, while side tube will hold 120 pages of maps and scrolls. As the handy haversack the desired item is always on top.[/sblock] Scrolls of Ranger Spells [sblock] Stalking Brand x2, Resist Elements, Snare, Heal Animal Companion x2, Neurtralize Poison, Tree Shape, Cure Serious Wounds x5, Remove Disease x2, Summon Nature’s Ally III x2, Summon Natures Ally IV x2, Polymorph Self x3, Nature’s Womb.[/sblock] An extensive collection of maps of the 4 Lands Wand of Cure Light Wounds (5th Level) 50 charges +1 Ring of Protection Potions: Bless Weapon Oil x3, Darkvision, Remove Curse x2, Cure Light Wounds, Water Walking, Water Breathing x2, Tongues x2, Invisibility Backpack Bedroll Winter Blanket Waterskin x2- water (hip & backpack) Silver Flask of Brandy (Vest Pocket) 5 Torches (backpack) Flint & Steel (pouch) Trail Rations- 2 days (backpack) Coffee Brass Press Pot Honey (from Karshal) Healers Bag MW Thieves’ Tools MW Manacles with an amazing lock x3 MW Manacles with an amazing lock size large MW Manacles with an amazing lock size small Catstink x2 Flash Pellet x5 Healer’s Balm x10 Lockslip Grease x3 Nature’s Draught x3 Animal Training Kit Forgery Kit Listening Cone Everburning Torch Acid x2 (1d6 or 1 splash) Alchemist Fire x4 (1d6 or 1 splash first round, 1d6 second round) Antitoxin x2 Holy water x9 (2d4 or 1 splash) Sunrod x3 Tanglefoot bag x2 Thunderstone x4 Tindertwig x6 Silver Holy symbol x2 (one for ‘the Light’ and one for the ‘Old Religion’) [/sblock] 6000 sp [url]http://invisiblecastle.com/find.py?id=690729[/url] [sblock=Cohorts Mounts and Companions] Cohort Human Sorcerer 8th “Rendee tal Rendi” Animal Companion Bloodhound “Chaucer” Hunt Trained (attack, down, fetch, heel, seek and track), assist track, steal. Medium Animal 4d8+8 (33) (Max 1st + 70%) Initiative +3 Speed 40’ AC 19(+3 Dex, +6 Natural)(22 /w MW studded Leather), touch 13, flat 16(19) Attack/Full Attack Bite +6 melee (1d6+4) Special Attacks: Trip (Free trip at +1 on successful bite—no attack roll required or AoO by target, if it fails the target cannot trip the attack trained dog) Special Qualities: Low-Light Vision, scent Saves: Fort +6, Ref+7, Will+2 Abilities: Str16, Dex16, Con15, Int3, Wis12, Cha6 Skills: Jump+9, Listen+5, Spot+5, Swim+4, Survival +3(+9 tracking) Feats: Alertness, Track, Animal Companion Abilities: Link, Share Spells, Evasion Horse Light Masterwork Military saddle, bags, blanket, bit & bridle, lance cup Pack Mules with pack saddles Spare Mount with saddle, bags, bit & bridle, blanket, lance cup Mounts for Cohort and Followers[/sblock] [sblock=Appearance/Personality] Bertrand is a tall well built man with close cropped blond hair and a neat pale beard. The cool gray eyes miss little, being the sharp eyes of a hunter. He walks with a confident rolling gate and is used to long journeys over rough ground. He is strong as befits his size and musculature, but that size belies an unexpected speed. His reflexes are sharp and he reacts to danger in an instant. His skin is naturally pale in the way of most borderlanders, but his face and hands are tanned and weathered from long exposure to the elements. His gear shows the wear of long use, but it has been properly cared for. A closer examination reveals that Bertand has done his shopping over the length and breadth of the 4 lands, all of the best quality available though with little in the way of adornment. Saddles made in R’Kashi, Westlands fur trim, thick warm woolens from Melrose, a shirt of strange dark metal the rings so fine and perfect no human hand could have made them, Tyrian leather, Dashai silk and linen from Kell are all part of his kit. He wears a simple silver locket on a stout chain. Within are miniature portrates of his late wife and his daughter along with a lock of hair from each of them. A glimpse of fine chain links just above the elbow and telltale bulges beneath his clothes suggest light armor is worn. A dark wickedly spiked flail hangs at his hip along with a collection of light axes and a carefully coiled net. A tall quiver is at his back. He rarely strays far without lance and halberd as well. Bertrand has the easy manner of one accustomed to dealing with strangers on a daily basis. He exhibits no shyness and his seemingly friendly open manner and ready wit make him easy to talk to. He has a knack for asking questions that get people talking. People who meet him would describe him as outgoing, but actually he divulges little in the way of information. His accent marks him as a child of the borderlands, but he has a comfortable fluency in several languages and whenever possible prefers to speak to people in their native tongue. [/sblock] [sblock=History and Background] Bertrand Brookmead was born to a prominent family of the Brookmoor clan in Highgate of the Borderlands some 33 years ago. This area was near to the unclaimed lands. Being a community of cow herds, sheep herds and goat herds, their place in the world was small indeed despite local standing. His father was a noted breeder of herding dogs and his mother was the clan scribe. She was the third child of what passes for a noble in the region and was more educated that anyone else in the clan. She was possessed of a facility with words and languages that she passed on to her son. Like all lads of the region he was trained as a militia man and taught to wield the halberd. He found joy in riding horses and working dogs. He worked herds sometimes far from home and developed his skills in field craft. A stout lad, he often had to defend his charges from predators. During his 14th year a raiding party came out of the unclaimed lands seizing several people including Bertrand’s elder sister Alyssa. A nearby clan had responsibility for the area of the unclaimed lands suspected of being the raider’s base. Do to politics and rivalry the clan leader refused to send his forces after the raiders. Bertrand’s own clan was angry, but the elders were old and had no will to fight. Angry at the raiders and his own people’s lack of will, Bertrand would take matters into his own hands. This would be the first of many events that led to his lack of respect for authority. He and some of his young friends gathered their Halberds and joined up with family members of other victims and road for the unclaimed lands. Bertrand and a family dog took the lead, the old dog following the scent of Alyssa. After two days of difficult travel, the band of vigilantes was considering giving up, though Bertrand and a few others intended to continue no matter what. Just when it seemed hopeless, Bertrand spotted a fire in the night. The vigilantes crept forward and set upon the raiders in their sleep. The handful of guards was quickly overcome and the raiders soon killed, many never woke that night. Only three of the vigilantes lost their lives. While Alyssa and the others had suffered at the hands of the raiders all survived. Upon their return, they were chastised by the elders and punishment for the loss of the three lads who died was even considered. This was too much for Bertrand, who packed his meager belongings and rode off to join the rangers. At first this was a happy time in his life, he learned the arts of war and honed his skills of forest craft. However, the independent young man soon chaffed at the basic assignments he was given. His orders, intended for his own protection, often hampered what young Bertrand considered the cause of justice. He felt too much time was spent in training and pointless reporting or scouting. They knew where the trouble spots were and Bertrand was eager to go there and see that threats were put down. Instead he found himself increasingly kept close to base as he superiors were concerned the young ranger’s zeal would get him killed. Finally, things came to head, when Bertrand very liberally interpreted the rules about pursuit of a known villain seen in the act of a crime. He took a young recruit who had actually seen the crime with him on a two week pursuit into some of the most dangerous territory in the area. While young Bertrand and his even younger recruit managed to find the villains lair only the timely arrival of a large band of rangers saved them from almost certain death trying to apprehend the nest of trouble they had stumbled onto. Both of the young men were tired dirty and malnourished, but otherwise unharmed. Only that and the fact that a large group of some of the vilest offenders in the whole kingdom were apprehended, kept Bertrand from being kicked out of the rangers. While many of the men were impressed with his amazing success the leadership felt the need to place him in increasingly ignoble duties. At the end of his 4 year term, 18 year old Bertrand struck out on his own. A local ecclesiastical court and its troop of officers were aggressively recruiting men from the old faith to show them the light. Bertrand soon found himself wearing the uniform of the court. He served mostly as a guard, which he found tedious at best, but he did learn more of the legal system. Listening to the lawyers on both sides he learned that there were innumerable loopholes that could be exploited if one knew the rules. Soon he got a chance to prove his worth when a prisoner escaped and Bertrand rode off in pursuit. He returned the man to justice single-handedly and was soon given jobs locating trouble makers. He preferred to be out on his own rather than lurking around the courts and it proved a good arrangement for the church and for Bertrand. Then he was sent to apprehend Jack ‘Lightfingers’ Mayone. He pursued the man far from his usual haunts deep into the valley of the light. His skills, so useful in the wild marked him as a bumpkin in the city. He found that the local thieves and trouble makers took great delight in sending him on wild goose chases and embarrassing him. Finally, almost by accident he stumbled into Jack’s lair. He found himself in a cunning pit trap with Jack, a loaded crossbow in each hand, looking down at him. Curious about the young man who had pursued him so doggedly if ineffectually, Jack began to talk to the young Ranger turned courtman. It soon became clear that the while Jack was no paragon of virtue the currently crimes of which he was accused were simply someone’s attempt to cover their own theft by accusing a notorious thief who was nearly 500 miles away at the time of the supposed crime. The injustice of the situation angered Bertrand who was eager to accuse the liar to the court. However, Jack decided that such publicity would do him no good and choose to keep the young man in the pit until he convinced him that another solution could be found. Slowly the men became friends. Jack was older and largely retired, while Bertrand young and eager, wanted to learn about the ways of cities and overcome his own naivety. Jack and the streets proved an able teacher. For Jack’s safety the two men moved south with Bertrand developing new skills and seeing the world. He refused to take a new commission and instead would only work for himself as an independent bounty hunter. He explored new cities with Jack and found work along the way. Bertrand developed an eye for the finer goods of the places the traveled. He was particularly fascinated by the different horses with their different strengths and weaknesses compared to those of his homeland. He also developed a passion for coffee despite its great expense. They eventually ended up in a warm coastal city, where Jack decided to stay. Bertrand enjoyed it for a while, but soon the lure of the road and the wild called to him and he said goodbye to move on. He returned to the Borderlands for a while in 1115 to take part in raids there. This time his bold style and independence were respected rather than scorned. The next chapter in his life would start when he met a girl. Working near Roark’s Drift he met Tessa Montaine. He found himself looking hard for work in the area to stay near her. During this time he found himself helping a wild tribe of hill men who were beset by a family of hill giants. Working with the tribal shaman’s son, a young sorcerer he eventually defeated the giants. He saved the young man’s life and in the tradition of his people he insists on serving Bertrand. The sorcerer is called Rendee tal Rendi. He even did a job for the normally reclusive Dwarves by returning a band of rampaging Orges to them for justice. This feat resulted in the awarding a fine suit of adamantine chain. Between exploits he always returned to visit Tessa. Eventually, after a long courtship punctuated by long absences Bertrand and Tessa were married. They found a long abandoned farmstead two days ride from her family at Roark’s Drift. They called the place Sweetbrook. He had developed a good reputation and many friends during his travels and his work around Roark’s Drift. He had no trouble in recruiting others to join his little settlement. Soon a watch tower and a simple log fort were built and they began to clear farmland and pastures. More buildings went up and a small community was born. The log fort was replaced by a fortified manor. Bertrand and Tessa began to settle into the life of farmers and horse breeders. While they had some success with grain, fruits and berries, the horse breeding has to date produced mixed results at best, while attempts to grow coffee in this climate were a complete disaster. Just when everything was as near to perfect as Bertrand could imagine, disaster struck. Soon after the fortified manor house was complete, Tessa died giving birth to their first child, Brinyn. Bertrand was devastated. He doted on his new daughter, but for him the spark had gone out of life. A barren cousin and her husband, a baker by trade, agreed to come to the farmstead and help raise the girl. With much of the parenting duties taken care of Bertrand began to turn to drink. He would spend long hours tending a rose garden around Tessa’s grave and drinking until he passed out. At first this was accepted, but as time went on with no change in sight the people became concerned. Fearing this depression would cost Bertrand his life, his cohort and his cousin worked together to convince Bertrand to pull himself together and go back to work. The little farmstead was running short of money and not yet able to feed itself. Bertrand was reluctant and only a raid on the farmstead by a roving band of wererats was able to draw Bertrand back into the saddle. Once he got moving again he began to come back to life. Slowly he sobered up and began to focus on life again. He is working and traveling again. What finally broke his depression was the need of his homeland. He returned to Highgate 1122 and joined the fighting there. He and Rendee aquited themselves well, thought Bertrand was badly wounded and took some time to recover. His daughter is now four years old and a schoolmarm was recently added to the farmstead to accommodate the education of the children there. Bertrand is currently returning from a job in the far south. It was a successful mission and he is bringing back much of the profit in the form of new breeding stock. He, Rendee, a muleskinner/groom, a man at arms and servant/cook are sailing toward home. He has been tasked by Monsignor Gorney with finding a Necromancer named Balite Dornitive. He is rumored to be in Westmarch and Bertrand has been offered a significant parcel of land adjacent to Sweetbrook and 500 gp paid in advance. Further his latest purchases of breeding stock were transported home. [/sblock] [/QUOTE]
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