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Call to the Four Lands

Redclaw

For Redclaw
[sblock]HMMMM and elf huh..why do all you guys wanna have contact with the forbidden :)...okay it is not that far outside the box...if we consider it was a teenage elf out for a spot of adventure and also looking to consort with the forbidden.[/sblock]
 

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J. Alexander[sblock=spoiler]
I just figured it gave a fun explanation for the swashbuckler direction. I guess it didn't really need the explanation, but it seemed like fun. As to why we want contact, probably becuase we're used to it with D&D. I think the world you've created is incredibly interesting and complex, but it's hard to adjust to the lack of the flavor of the other races. I'm working on it. :cool: [/sblock]
 

Redclaw

Oh there will be plenty of flavor from the other races....just for now the party does has not tasted it :)...something to be said about being captive to a bunch of cannibalistic halflings :) and how you guys get out of the situation...or the intense discussion that could occur when you finally meet a band of elves whose familes have been butcherd by the church...and oh wait you have several churcm members in your party...oh what fun indeed :)
 


Erryl's crunchy bits
[sblock=spoiler]
Name: Erryl Vandermar
Class: Swashbuckler 5/Rogue 4
Race: Human, Westmarch
Size: Medium
Gender: Male
Alignment: CG
Deity: Old Religion (Njord)

Str: 14 +2 (+1 at L8) Level: 9 XP: XXXX
Dex: 18 +4(+1 at L4) BAB: +8/+3 HP: 59 (4d6+4, 5d10+5)
Con: 13 +1 Grapple: +10
Int: 17 +3 Speed: 30'
Wis: 12 +1 Init: +3
Cha: 14 +02 ACP: -2 Spell Fail: 20%

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +5 +0 +4 +X +X +2 21
Touch: 16 Flatfooted: 17

Base Mod Misc Total
Fort: 5 +1 +6
Ref: 5 +4 +1 +10
Will: 2 +1 +3

Weapon Attack Damage Critical
Rapier +14/+9 1d6+6 18-20/x2
Dagger +13/+8 1d4+5 19-20x2
Shortbow, Comp +13/+8 1d6+2 20x3


Languages: Trade Language, Northern Gaullic, Old Toungue, High Elven, Northern Illum.

Abilities: Trapfinding, Sneak Attack +5d6, Evasion, Grace +1, Insightful Strike, Trap Sense +1, Disruptive Strike

Feats: Combat Expertise (1st), Dodge (Human), Weapon Focus (Rapier) (3rd), Weapon Finesse (Swashbuckler 1), Improved feint (6th), Dodge Bonus +1 (Swashbuckler 5), Daring Outlaw (9th)

Skill Points: 124 Max Ranks: 12/6
Skills Ranks Mod Misc ACP Total
Appraise 6 +3 +0 -- +9
Balance 7 +4 +2 -0 +13
Bluff 12 +2 +0 -- +14
Decipher Script 5 +3 +0 -- +8
Diplomacy 10 +2 +4 -- +16
Disguise 5 +2 +0 -- +7 (+2 to act in character)
Escape Artist 5 +4 +0 -0 +9 (+2 w/ropes)
Forgery 5 +3 +0 -- +8
Gather Info 5 +2 +2 -- +9
Jump 5 +2 +2 -0 +9
Knowledge (Local) 5 +3 +0 -- +8
Profession (Merchant) 5 +1 +0 -- +6
Profession (Sailor) 5 +1 +0 -- +6
Sense Motive 7 +1 +0 -- +8
Sleight of Hand 6 +4 +2 -0 +12
Swim 8 +2 +0 -0 +10
Tumble 12 +4 +4 -0 +20
Use magic Device 6 +2 +0 -- +8 (+2 w/ scrolls)
Use Rope 5 +4 +0 -- +9 (+2 involving bindings)


Equipment:
+1 Glamered Mithral Shirt
+1 Spell Storing Rapier
MW Dagger
Shortbow Comp (Mighty+2)
Ring of Protection +2
Acrobat Boots
20 Arrows

Lgt Med Hvy Lift Push
Max Weight: XXX XXX XXX XXX XXX

Age: 26
Height: 5’10”"
Weight: 172lb
Eyes: Blue
Hair: Brown
Skin: Fair
[/sblock]
I still want to do a bit of work on non-magic equipment, but the important things should stay the same.
 

Non existant elves

OK, there must be SOME contact, and what you just said just reinforced the fact that there is MAY be ONE emissary for any contact. And Tolgariens are only ones with such contact.

If you still don't allow it as such, modifications to story are as follows. We still were on patrol, we were attacked and saved, but saved by imperial rangers or border guard or whatever friendly forces could be found. Point would be that border settlements are probably more in contact with elves and/or druids then is officialy recognized. And trust me, I lived in border region of two ethnic group that generaly weren't too friendly. But in border town lived together and mostly mixed together without problems...

In characters I'll probably change Craft parts and increase diplomacy. Maybe some other such small change. Today or tomorrow at the latest.

Weapon still would be as described if you don't mind just without juice (and I'll enchant it). As for runes, Knights of Telatium cast from rune armors. It may be only knowledge left to humans and they are allowed to use magics. I'll wear at all times prominent uniform and/or insignia of the knights.

When do we start?
 
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Neurotic

Okay I have given it some thought and here it goes...

The Knight of Telatium are a non religious order of Knights that hold a series of small but important keeps scattered throughout the unclaimed lands and borderlands. While on one patrol with a small contigent of the Brotherhood, Vorian and party were ambused by a mixed force of ogiers and orcs. Having achieved suprise the creatures forced Vorain and his companions into a shield wall along a small gnoll. Closing in othe the survivors the attackers soon eliminated all but three, two knights of Telatium and one Brother. Preparing to make their final last stand the three stood back to back to meet the on rushing hordes. Just as the came into contact, the attackers themself were suprised when flight after flight of cloth yard shafts began to fall from the sky impailing the dark masses. During the arrow storm, Vorian was wounded by several shafts. He woke up after some time to find himself manacled to a small stake but bandaged. it soon became apprant that he had been rescued by elves and was not sure what his fate would be. After a period of capativity in which he healed in body he was let go by the only elf he had interaction with. Given his name as "Goldensunrises" the white haired elf slowly began to warm to Vorian and treated him better than one would expect from such a blood thirsty race. When he finally parted with Vorain, the elf made clear to Vorain that Vorain owed him a life debit and that some day he would claim that debit. Though many years have passed Vorain still remembers the incident as if it was yesterday and can on occasion think of what he thinks is an elvish word for a paritular item.


As for the runes....your argument makes sense..but keep the items within limits and be warned as a non religious knight..you may get into trouble with the Hounds.
 

Game Start

Okay guys I will try and get you intergrated by Labor Day but that is contigent upon the party currently in play taking care of a few issues.......so get your characters created...post them in the rouges gallery for the Four Lands and email me a copy to jalexan134@aol.com so i can look over them and plot against them..


Welcome Neurotic, EthanDrew and Redclaw... and remeber there is a 48 hour rule in effect for game play...simply put if you do not respond to what is going on in the thread i will move the action on for the sake of the game...if your going out of town etc..just let me know and i will put your character in safe keeping for a bit :)...
 

Vorian

Thank you for your trouble.

Knights of Telatium are exempt of no magic rule as in their description, I even believed that you based your knightly orders on them...but if I need to take care, no problem :), I'll change Vorian so he WILL NOT wear prominent markings.

As for spells, the list is very limited (check character post somewhere near bottom)...and you should award me additional runes/spells with achievements, I don't get them per level...
 

Neurotic

There were several orders of knighthood associated with the church but none based on the Knights....since you have chosen a different order they fall within the catagory of secular knights etc......so they are without the protection of church law in regards to magic :)....do i hear wicked dm laughter there :)
 

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