Nice concept BarrelRider. Also, funny nickname!
Let's summarize things a bit:
Players:
Velmont
Theroc
Insight
CaBaNa
Keia
Thane?
Characters submitted:
[sblock= Dragonborn Sorcerer (Theroc)]
A Sorcerer, who was blackmailed into the adventure by the Cowled Wizards.
-Incomplete version-[/sblock]
[sblock=Longtooth Shifter Ardent Paladin (Velmont) ]
It has been a year since he left the Werewood. He had decided to leave as many members of his clan was thinking he was fool. There was that voice in his head he had been hearing since he can remember. It wasn't quite a person, but more the memory of one, the memory of many person, or maybe the memory of one who had live many lives. Things wasn't clear. But for the shifter he was, that wasn't normal. The others was following their instinct, himself was following the wisdom behind those memories.
So he always felt as an outcast, and one day, he has decided to leave his clan and travel south. The few people he could have called friend suggest him to travel to Baldur's Gate, but he was attracted to the south, to the kingdom of Amn. When he arrived to Athkatla, he was putting his eyes on the city for the first time, but the city seems to him so familiar. Each lives he had memories, they all came to this city, and they all died there. Every death came to his mind and he understood that he had reach his final destination.
So the first place he visited was a small chapel of Illmater. He knew exactly where it was, as many of his memories was from there. He found an old man, sick, who was attending to the chapel. The man told him there was very few followers of the Martyr god in this city, as no one was willing to die for their belief. People die here because of the gold. Because they lack it, because they want it, because they have it.
But in this foreign land, Cliff had to find a way of living. He was a warrior in his tribe, so he decided to earn his living as the only way he knew. He became guard for a merchant house. He was guarding some storage house during the night, taking advantage of his higher sense.
During months, his live was guard at night, sleeping at day and a visit at the chapel, talking with the old man an hour before leaving for work. But one day, all changed. He arrived at the chapel and found the old man dead. He died of his sickness. He mourned the man for an hour, also making sure someone would take proper care of his body. After that, he left the empty chapel to go to his work.
That same night, the storage room was attacked by a band of thugs and thieves. Probably the Shadow thieves. They had well prepared the hit and Cliff got seriously wounded. He was left dying. The wound was too serious for his regenerative power. He thought a moment that he was meeting the same faith as every live he had memories, but Illmater came to him. "Not yet child."
He awoke a week later, in his house. He never knew how he had awake there, but the first thing he did was go to the chapel. The chapel had been robbed, as no one was left to take care of it. So Cliff spend the day putting back the chapel into order, and establish himself in the room where was leaving the old man.
It is a month later that he saw the announcement as which the council of five was seeking people. For an unknown reason, he felt he had to go there. Also a clear image of Spellhold came into his mind. A memory of another life. Why it awoke at that moment? He decide to take a chance and follow his instinct. Maybe one day he will understand why he came here, why he is like that, or maybe he will just die one of the many death he remember.[/sblock]
[sblock= Human Rough -Artful dodger- (BarrelRider)]
How do they know? Are the Shadow Thieves really that good? Feeling himself about to give in to the panic, Daven took a breath and forced himself to think it through calmly.
It had only been a week since he arrived, but they had already sniffed out his grift. The local muscle watching him from the street made it clear that he'd been made. Even being fresh off the boat from the Nelanther Isles, Daven knew enough about the local guild to justify the sick feeling slowly taking over his entire being.
There goes the game, he realized. There's no way I can keep ahead of them long enough to pull of the Lost Heir. He let go of the regret that accompanied the end of his con, then immediately shifted back to more important tasks. How do I get out of this?
A few second of thought left him feeling confident that getting out of the manor house he was currently 'visiting'. The minor nobleman whose grandson he was claiming to be wasn't bright enough to realize something was wrong. He could stroll right out the front door and disappear into the streets of Athkatla.
But the Shadow Thieves would prove more difficult. He needed to come up with another explanation for his presence in Amn, one that the guild would tolerate. It only took him a few more moments to recall the rumors he'd heard in the tavern last night. The bartender was talking to some scraggly travelers about a job for the Five. It had been a while since he'd fancied himself an adventurer, but he knew he'd be willing to take on that ill-fated role again, if it would get him out of Athkatla alive.[/sblock]
[sblock=MITHALOR SHAND, Human Shaman (Insight)]
Mithalor Shand was born in Zazesspur, Tethyr, son to Lord and Lady Shand, members of the Council of Lords. When Mithalor was but a child, however, his father, Gareth Shand, was accused of running a black market in Zazesspur and also of secret dealings with the Shadow Thieves. The Council of Lords, because of these accusations, booted the Shand family, not only from the noble ranks, but from Tethyr altogether. Just before the Shands were sent away, Mithalor's sister, Havarla, disappeared. Gareth Shand suspected that the Shadow Thieves took her, holding her hostage so that Shand wouldn't reveal anything about the relationship the Shands had with the Shadow Thieves.
The Shand family was exiled to northern Calimshan, left to die in an unforgiving desert. Gareth Shand led his family south, seeking the city of Calimport. Unfortunately, Mithalor's mother, Taenya, was ill and could not take the constant heat and wind. She died about 500 miles north of their goal. With the family now consisting only of Mithalor and his father, the two entered Calimport. There, they sought out Captain "One-Fang" Brokenspear, a half-orc who had befriended Gareth Shand a long time before. Gareth and Mithalor joined Brokenspear's pirate crew and headed for the open sea.
Captain "One-Fang" and his crew were based in the freebooting port of Skaug, located in the Nelanther Isles. From there, the pirates hit Zazesspur, the northern and eastern coasts of Chult, and ships traveling between Velen and Athkatla, Amn. After a long run of more than six years, Captain "One-Fang" and his crew, including Gareth and Mithalor Shand, were captured outside Velen and taken into custody.
In Velen, Captain "One-Fang" was able to make some sort of deal to keep himself out of prison, but was unable to get back his crew. The pirate captain was sent out to sea with nothing but the clothes on his back and a rowboat. Gareth and Mithalor spent five years rotting in that nameless prison in Velen. During that time, Gareth Shand, now an old man, contracted a fever and died, leaving Mithalor as the lone surviving family member (aside from the unknown status of Mithalor's sister, Havarla).
While imprisoned, Mithalor Shand encountered Ashaela, the ghost of a servant girl who had died many centuries before the Spellplague. Ashaela had been trapped in that prison, which had been the noble house she served during life. Ashaela and Mithalor seemed to have some sort of connection neither could explain. The spirit taught Mithalor much about the spirit world and revealed to him powers he never knew he could command. Once Mithalor was freed, he promised to renounce his pirating ways and set about to make positive change in the world.
But Mithalor Shand still harbored hatred from the nobles of Zazesspur and the Shadow Thieves who conspired to drive the Shand family from their homeland. In addition, Mithalor wondered whether his sister, Havarla, was still alive and in the custody of the Shadow Thieves. Despite Ashaela's wishes, Mithalor decided on a course of revenge against those who had wronged his family.
Shand joined the crew of a merchant ship sailing from Velen to Athkatla, Amn. Mithalor had heard rumors that the Shadow Thieves had taken Havarla to their base in Amn, so he decided to go there and seek his revenge and possibly free his sister, if she was still there.
Unfortunately, on the way to Amn, pirates attacked the merchant ship. The pirates recognized Mithalor as one of their own (some of the crew had worked with him under Captain "One-Fang") and convinced the captain to take Mithalor as a crewman rather than a captive. Ashaela was highly disappointed in Mithalor agreeing to join the crew, but Mithalor explained that it was the only way to save himself from certain death. Mithalor promised Ashaela that he would escape as soon as possible and return to his planned course.
Sure enough, as soon as the pirates made port in Skaug, in the Nelanther Isles, Mithalor jumped ship and, after renewing some contacts in that free port, stowed away aboard a merchant ship headed for Athkatla, Amn.
Now in Athkatla, Mithalor Shand seeks rumors and information about the Shadow Thieves and where they might be holding Havarla. He's trying to lie low for a while, not wanting to attract too much attention to himself. After all, if the Shadow Thieves are still holding his sister, they might be very interested in Mithalor showing up after all these years.
Code:
Mithalor Shand, level 1
Human, Shaman
Companion Spirit: Protector Spirit
Background: Nelanther Isles, Occupation - Mariner (Nelanther Isles Benefit)
FINAL ABILITY SCORES
Str 11, Con 15, Dex 12, Int 10, Wis 19, Cha 8.
STARTING ABILITY SCORES
Str 11, Con 15, Dex 12, Int 10, Wis 17, Cha 8.
AC: 13 Fort: 14 Reflex: 12 Will: 16
HP: 27 Surges: 9 Surge Value: 6
TRAINED SKILLS
Athletics +6, Nature +9, Heal +9, Perception +11, Insight +9
UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff -1, Diplomacy -1, Dungeoneering +4, Endurance +2, History, Intimidate -1, Religion, Stealth +1, Streetwise -1, Thievery +1
FEATS
Human: Protector Spirit Adept
Level 1: Alertness
POWERS
Bonus At-Will Power: Defending Strike
Shaman at-will 1: Watcher's Strike
Shaman encounter 1: Thunder Bear's Warding
Shaman daily 1: Wrath of the Spirit World
ITEMS
Adventurer's Kit, Leather Armor, Dagger (2), Longspear, Totem
[/sblock]
[sblock= D, Human Fighter (CaBaNa)]
Straddling the drum, and whipping his triple-headed flail across it in steady time, D called out, ONE! TWO! ONE! TWO! ONE! TWO! Concentrating hard to keep the strokes of the oarsmen in time.
Occasionally, his whip snapped out, denoting a man who was out of time. Syncopation was discouraged on board the galley...
*Alibakkar when i get out of here, I swear...* his thoughts had wandered again. Noble or not, selling a free man into slavery, was a good way to make enemies.
D had managed to get sold out of the Upperdark. The Mind-flayers he had been indentured too were no longer entertained by his expert flaying of others. The shipmaster he was sold to, ran a galley company, doing sheltered sea excursions. The Genasai had been at it for years, and ran at considerable profit with slave labor.
D put in for transfers, until he had made it back to Amn, and eventually contacted a "friend", who bought his freedom back. With no money, and no home, D was stranded in Athkatla. His "friend" had required only one thing in return for the purchase of liberty, answering a request as a volunteer, to go to spellhold...
Just one more task, before sweet vengeance could be pursued.
Code:
D, level 1
Human, Fighter
Fighter Talents: Tempest Technique
Background: Windrise Ports (Windrise Ports Benefit)
FINAL ABILITY SCORES
Str 18, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10.
AC: 17 Fort: 17 Reflex: 15 Will: 12
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Endurance +4, Intimidate +5, Athletics +8, Heal +6
UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff, Diplomacy, Dungeoneering +1, History -1, Insight +1, Nature +1, Perception +1, Religion -1, Stealth +2, Streetwise, Thievery +2
FEATS
Human: Whip Training
Level 1: Weapon Proficiency (Triple-headed flail)
POWERS
Bonus At-Will Power: Footwork Lure
Fighter at-will 1: Dual Strike
Fighter at-will 1: Knockdown Assault
Fighter encounter 1: Distracting Spate
Fighter daily 1: Tempest Dance
ITEMS
Whip, Triple-headed flail, Hide Armor, Rope, Silk (50 ft.) (2), Rope, hempen (50 ft.) (3), Pitons (20), Climber's Kit, Backpack (empty), Sunrod (6)
[/sblock]