Iron Heroes - Legends of Mitterion OOC thread

Velmont

First Post
Iron Captain said:
Question to the prospective PCs: Is my "no orcs, goblins etc." setting to your liking or would you rather have more classic DnD monsters?

I think it fits well the Iron Heroes rules, and also, you can have something similar with the traits anyway.

I have stop my concept on a Vanhenian Berserker. Most likely to be a sailor. It might change to fit the reason why he would join the caravan.
 

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hafrogman

Adventurer
Iron Captain said:
How much cash does everyone have left over? Maybe I should lower the starting gold? I kind of imagined the Characters being in need of funds to be one of the main reasons for them accepting a job of escorting a caravan.

Iron Captain said:
Question to the prospective PCs: Is my "no orcs, goblins etc." setting to your liking or would you rather have more classic DnD monsters?

I'm sitting at about 200 gold, but I didn't look very hard for more stuff to buy. I usually find horses to be a hinderance (battle starts, waste an action to dismount, fight, horse runs off, try and recover horse, etc.). Part of the trouble is a desire not to be bogged down with too much equipment.

Regarding orcs and goblins, I think if they're around at all they should be minus the standard perceptions and trappings. Unknown to the world a large, evil pygmy men lurk in the jungles kind of thing.
 

Velmont

First Post
Character Background

I tried to do a nice background, but I think I could work a bit more once you would have given me more detail on Vahenia, there religion, structure and geography.

Also, I tried to not overlap too much on other characters. It wasn't easy, as I had in mind something similar to Barak's character at first, but I think I finally done something far enough.

Oh, and I have only 4 sp left... can I have another 200 gp to have a mighty(+3) composite bow instead of a migthy(+1)

[sblock]Erik Svensen was raised in a small village on the coast of Vahenia. His village was a group of fishers, but geberally, when the winter come, the boats are stuck in the port, and the sea is not good enough to sustain the village. As the snow and the ice create a natural barrier that allow his village to easily protect themselves, many warriors take there ship at the first sight of winter and navigate to the hoter water of the Leitania. From there, they raid small villages to eat and gather treasure they trade to smugglers in Opirem.

So for many winters, when he was strong enough to carry his own sword, Erik was joining the group, sailing during all winter and raiding to come back at winter. But when the ships of his village met the naval forces of Leitania, his village found himself overhelm against the maned ships of the Leitanian army. All the ships of his village was sunk. He found himself alive on the coast. Ashamed by his failure, he couldn't come back to his village without having proven himself before the god again. So he flee south instead of East, in hope to find a way to redeem himself.

He became a mercenary, but most job he found was nothing worth the sailor he was. Nothing could allow to redeem himself before the gods. It is there the rumors of pirates striking the Shemit came to him. He told that maybe there, with his skilsl of sailor, he would be able to be more than a pawn in a fight, and prove himself again.
[/sblock]

Character Sheet
[sblock]
Code:
Erik Svensen, Berserker 3

str 20 (+5)
dex 14 (+2)
con 16 (+3)
int 10 (0)
wis 10 (0)
cha 6 (-2)

Skills
-Climb              +11 (6 ranks (Athletics Group) 
-Jump               +11 (6 ranks (Athletics Group)
-Swim               +11 (6 ranks (Athletics Group)
-Balance            +8 (6 ranks)
-Profession(Sailor) +6 (6 ranks)
-Speak Language        (6 ranks)

Traits: Migthy Build, Strong (+2 Str, -2 Int, -2 Cha)

Feat: 
Cleave (1)
Power Attack (1)
Weapon Focus [Greatsword] (1)

Languages: Normenic(Istra, Vahenia) 3, Ostanic (Opirem, Leitania) 2, Aquilonian(Aquilonia) 2
HPs: [url=http://invisiblecastle.com/find.py?id=494881]40[/url] (3d4+33) 
Init: +2
Attack: melee (Large Greatsword)           +9  to-hit, 3d6+7  damage (19-20 x2)
        melee (Large Greatsword, berserk)  +10 to-hit, 3d6+9  damage (19-20 x2)
        melee (Large Greatsword, rage)     +12 to-hit, 3d6+12 damage (19-20 x2)
        ranged (Hammer, light)             +5  to-hit, 1d4+5 damage  (20 x2)    (20 feet)
        ranged (Composite Longbow)         +5  to-hit, 2d6   damage  (20 x3)    (100 feet)
Defense: 14 (+2 class, +2 Dex)
DR: d4
Movement: 30'
Saves: Fort +6, Ref +5, Will +3 
Special:
Martial Weapon Proficiency: Composite Longbow, Greatsword, Light hammer
Fury Pool, Berserk Strenght, Blind Rage, Primal Howl

Equipment:
-Large Greatsword 8lbs (100 gp)
-Large Hammer, light (5) 10lbs (10gp)
-Composite Longbow 3lbs (100gp)
-Arrows (20), 3lbs (3gp)
-backpack 2lbs (2gp)
-bedroll 5lbs (1sp)
-belt pouch .5lbs (1gp)
-waterskin (2) 8lbs (2gp)
-trail rations (7) 7lbs (3.5gp)
-adventurer's outfit 2lbs (free)
-cold outfit's 7lbs (8gp)
70gp 4sp

total weight: 55.5lbs/light load:153lbs
[/sblock]
 
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Barak

First Post
I don't have that much cash left over.

It really should matter little anyway, IMHO, since in Iron Heroes, once you have your basic equipment.. You don't really need money for anything. So I feel that PCs need another reason, really. Otherwise.. Once they get 500GP, why continue? Unless you're an armiger, there's not really many expensive equipment to buy.

And I'm fine with no goblins/orcs whatever. I'd also be fine -with- them. :)
 

Velmont

First Post
Finally, I changed a bit my character, so he would have the traits Migthy Build. He now carry around his large GreatSword. With the change to his equipment, he has 70gp left... only 102330 gp to have the ultimate masterword Greatsword (+1 att, armor piercing and with a threat roll of 18-20/x3 ) who told there was no reason to gather money? I find it a bit odd to simply multiply the price with the new rules, but at least, it offer options for money.
 

Iron Captain

First Post
In my opinion the multiplying makes more sense than just adding a flat rate.
And yes the alternative masterwork system does give Iron Heroes something to spend their cash on. Though one might argue that the first few levels are kind of useless (unless you're up against an opponent that likes to sunder weapons.) Hmmmmmmm... ;)
 

Iron Captain

First Post
It looks like we have our four players. I will start up the game thread sometime next week and will continue posting Info about the world and it's people whenever I get the time.
 

iwatt

First Post
Iron Captain said:
It looks like we have our four players. I will start up the game thread sometime next week and will continue posting Info about the world and it's people whenever I get the time.


Awesome. :D

I couldn't find my copy of Complete Adventurer, and all I could find was my old 3E arms and equipment guide. Stuff I would like:

Knife, vest: (25 gp ) it's a vest with a knife bandolier incorporated (kind of like the guy in Desperado). It holds up to 10 knives.

Boot, sheath (IDHTBIFOM gp): a boot with a place to hide a dagger. But it's 3e so I'm thinking the +5 circumstance bonus to sleight of hand is excessive, together with the unamed bonus to sleight of hand for dagger hiding:

Iron Heroes page 105 said:
Because a dagger is easier to hide than most light weapons, you enjoy a +2 bonus on your Sleight of Hand check to conceal one.


I've always wanted to play one of those charcter's that just keeps pulling hidden weapons out of nowhere. :)
 

hafrogman

Adventurer
Iron Captain said:
\\Though one might argue that the first few levels are kind of useless (unless you're up against an opponent that likes to sunder weapons.) Hmmmmmmm... ;)

Technically, at 2x the cost, you're probably better off just owning a spare weapon against a sunderer ;)
 

hafrogman

Adventurer
Khepra's background. Still waiting on diety information, but for now I just stole a god from Egypt.

[sblock=background]Khepra's mother was a serving girl at the temple of Aten in Khatar; his father, unknown. He was raised by the priests, but trained with the temple guards. When he was of age, he dedicated his life to his god and joined the temple guards. He was sixteen when he first killed a man, a bandit who tried to steal from the temple and then fought when cornered. He died with Khepra's halberd in his back.

When he was seventeen, the high priest called Khepra to his chambers. He told the young guard of a man in town preaching heresy against the church, a vile man, trying to sway the people with terror and human sacrifice. No orders were given, High Priest Tepan simply described the man and his crimes to Khepra. However, when that man was found dead outside of town with a note decrying infidels, an understanding was forged. Mostly, Khepra served as just another guard. But when special duties were required of him, Tepan would describe the criminals, heretics, black sorcerers, and those people would turn up dead sooner or later, usually sooner. The work was never discussed again, and Khepra kept it to himself, he served for Aten, not his own personal glory.

This continued for a few years, but Tepan was old, and Aten eventually called him home. The new high priest was a very different man. Khepra did not like him, but his oaths to Aten kept him in service. He served as a guard alone, until the day when he overheard the new High Priest. He spoke of his disbelief in Aten, and how he held the position for his personal gain alone. Scandalized, Khepra fled the temple and his old life. Vowing to continue to serve Aten through his own actions, he became a wanderer. He journeyed far to the north, doing Aten's will as he journeyed, but ever wondering what had transpired at his home. Perhaps the time has come to journey south once more. . .[/sblock]
 

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