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Dawnforge Campaign - The True Kings - Calling my Active Players!


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Isida Kep'Tukari

Adventurer
Supporter
Ok, we now be active. Post characters here for initial approval please. This includes my alts, because I think some of the people that were initially interested had to withdraw, so I don't know how many we have as of yet.
 

Brother Shatterstone

Dark Moderator of PbP
Isida Kep'Tukari said:
Ok, we now be active. Post characters here for initial approval please. This includes my alts, because I think some of the people that were initially interested had to withdraw, so I don't know how many we have as of yet.
Isida, I do believe you should be worrying about activating old games not making new ones… With that said it is you call but I would have thought you would have gone the other way so I'm a bit unprepared for this game...

I will have to speak to LS tonight about what we will do. Our unused d20 books are in storage and it will be no small task to find the books in question.
 



Starman

Adventurer
Galanorthrim Evanyrdor

Medium Dawn elf (Humanoid) Wizard (Life) 5
Hit Dice: 5d4+5 (21 hp)
Initiative: +3
Speed: 30 ft.
Armor Class: 15 (+3 Dex, +1 Natural, +1 Deflection), touch 14, flat 12
Base Attack/Grapple: +2/+2
Attack: MW dagger +2 melee (1d4/19-20/x2)
Full Attack: MW dagger +2 melee (1d4/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Qualities: +1 on attack rolls with longbows and shortbows, +1 bonus to listen, search and spot checks, +2 bonus on saves against enchantment spells and effects, Elfsight, Immune to sleep spells and effects, Immune to magic missile, Low-light vision, Summon familiar, Talent feats (Spell Focus (conjuration), Empower Spell), Talent skills (Spellcraft +3, Knowledge (arcana) +2), Transformation feats (Iron Will)
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 10, Dex 16, Con 12, Int 21, Wis 12, Cha 12
Skills: Concentration +9(8), Decipher Script +8(3), Knowledge (arcana) +15(8), Knowledge (dungeoneering) +7(2), Knowledge (history) +11(6), Knowledge (local) +9(4), Knowledge (nature) +7(2), Knowledge (the planes) +11(6), Knowledge (religion) +9(4), Listen +2(0), Search +6(0), Spellcraft +16(8), Spot +2(0)
Feats: Craft Wondrous Items, Empower Spell, Iron Will, Scribe Scroll, Spell Focus (conjuration), Spell Focus (transmutation), Still Spell

Alignment: Chaotic Good

Languages: Anderlar, Common, Draconic, Elven, Gnome, Sylvan

Elfsight: Some dawn elves have the ability to see the living auras of all creatures, manifesting itself as a hazy white glow. An elf that selects this racial transformation gains a +4 bonus on Spot checks to detect hidden creatures, and the miss chance due to concealment for creatures affected by invisibility, displacement (but not blink or etherealness), and similar effects is halved.

Spells: 4/5/3/2 per day; save DC 15+spell level (17+spell level for conjuration and transmutation spells). Aspect-life; can use Silent Spell and Still Spell 1/day with no level adjustment for life spells.

Spells known:

0-level: All PHB spells

1st-level: Comprehend Languages, Enlarge Person‡, Feather Fall‡, Grease†, Identify, Mage Armor†, Magic Missile*, Protection from Evil, Shield, True Strike, Unseen Servant†

2nd-level: Bull’s Strength‡, Cat’s Grace‡, Fox’s Cunning‡, Knock‡, Melf’s Acid Arrow†, Rope Trick‡, Spider Climb‡, Web†

3rd-level: Clairaudience/clairvoyance, Fly‡, Hold Person*, Magic Circle vs. Evil, Stinking Cloud†, Summon Monster III†

* Non-life spells
† Conjuration
‡ Transmutation

Possessions:
MW dagger, Ring of Protection +1, Amulet of Natural Armor +1, Spell Component Pouch, Backpack, Potion of Cure Light Wounds x3, Spellbook, Waterskin x2, Bedroll, Scrollcase x2, Paper x50, Ink x2, Inkpen

Galanorthrim Evanyrdor, or Galan as he is usually called, is a dawn elf whose life has been deeply touched by the civil war. He has lost several family members to the conflict. Perhaps the most troubling part for him, though, is that his best friend, Saurgrim, is a night elf who had joined in the worship of Lathail. He didn't know at first, but his friend finally confided in him one day. Galan was horrified and scared. He didn't tell anyone about it even though he knew he should. Saurgrim told him about the worship rites and rituals that were performed. At first, they seemed harmless, but they became more and more depraved and barbaric. Galan was disgusted and tried to persuade his friend to end his association with the Lathail worshippers. They got into a huge argument and bitter words were spoken. It almost came to blows, but they went their separate ways.

Galan finally went and reported his friend. He knew where their meetings were and he went on the raid to arrest the night elves. What he saw scarred him. Elven sacrifices were the most minor part of what he saw. He ended up fighting and killing Saurgrim. He was lauded as a hero for several well-known night elf fugitives were caught or killed on the raid. He didn't want any part of it, though. He left Sildanyr to get away from it all. That was six months ago. Since then, questions have consumed him. Why did he have to kill his friend? Why have the night elves rebelled? Did he do the right thing? The most burning question, though, has become, what can be done to end the war? A dark thought, a whisper, a hint, has started growing in the back of his mind. He thinks he has found the solution.

He adventures now because he is not ready to go back to his homeland. And because he knows his knowledge of magic must increase tenfold if he is to entertain his idea to end the war.

Galan is tall compared to most dawn elves, being near five and a half feet tall. He is slender and has long dark blonde hair. His eyes are a deep blue that used to sparkle with life, but are now cold. He is quiet and somber, though a chance to use his magic makes him come to life.
 

Widowmaker

First Post
Sir Aravir

Sir Aravir

Medium Trueborn (Humanoid)
5 Level Fighter
Hit Dice: 5d10 + 10 (48 hp)
Initiative: +4 (+1 Dex, +3 Feat)
Speed: 30 ft.
Armor Class: 23 (+1 Dex, +8 Armor, +3 Shield, +1 Deflection), touch 12
Base Attack/Grapple: +5/+8
Attack: MW Bastard Sword +10 melee (1d10+5/19-20/x2) or lance +8 (1d8+3/x3) (Double Damage when mounted) or short sword +8 (1d6+3/19-20/x2) or dagger +8 (1d4+3/19-20/x2) or dragnet (special) or Heavy Crossbow +6 (1d10/19-20x2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision, Divine Heritage
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 17, Dex 12, Con 14, Int 12, Wis 12, Cha 18
Skills: Diplomacy +9(5), Handle Animal +7(1), Intimidate +12(8), Knowledge (Nobility) +3(1), Knowledge (War) +3(1), Ride +11(8)
Feats: Exotic Weapon Proficiency (Bastard Sword), Improved Initiative, Innate Talent, Mounted Combat, Power Attack, Ride-by-Attack, Trample, Weapon Focus (Bastard Sword), Weapon Specialization

Alignment: Lawful Neutral

Languages: Common, King’s Tongue, Valhedrin

Darkvision: Aravir gains the ability darkvision to a range of 60 feet.

Divine Heritage: Aravir possesses a bloodline that is up to one-quarter celestial. Aravir skin takes on a slightly metallic sheen, and has no difficulties passing blood purity tests. He gains a +4 transformation bonus on all Charisma-based skill checks against other trueborn, but suffers a –2 to all Disguise checks to hide his celestial nature.

Possessions: MW Bastard Sword (Soulforge), Short Sword, Dagger, Lance, Dragnet, Heavy Crossbow, MW Full Plate Mail (Armor of the Black Knight), Heavy Steel Shield +1, Chain Shirt, Ring of Protection +1, Heward’s Handy Haversack, Potion of Cure Light Wounds x 3, Waterskin x2, 50’ silk rope, grappling hook, flint and steel, whetstone, Bedroll, Noble Outfit, Signet Ring, Heavy Warhorse, Chain Barding, Military Saddle, Bit and Bridle, Light Riding Horse, Pack Saddle, 301 gold, 8 silver, 8 copper

History
Aravir was born into the royal family of Deluin. As distant cousin to the King, Aravir’s father held no land and was dependent on the King. As often that was needed politics came first. An alliance between Deluin and Andlemere was created. Aravir’s father was required to marry a cursed family member of Andlemere.

Less than a year into the marriage Araheil was killed in battle. Deemed to be cursed Tanta forced to live in Ardaven as an ambassador to Andlemere. While there Aravir was taught the skills of diplomacy. Just as any other noble of Delune, Aravir was trained in the art of war. At a young age Aravir was noted for his physical prowess and skill with a sword as well as diplomacy.

When old enough Aravir was sent to Elladyian Keep. Elladyian Keep is located on the border with Emerlyn, battles and skirmishes are common. After a year at Elladyian, the tieflings invaded the Kingsmarch. Aravir was among the Delune on the field of battle fighting all the way until the Battle of Dor Erlon. At the battle of Dor Erlon, Aravir was amongst those that Valia Perenor rallied. During the retreat the tiefling commander was located on a nearby hill, Aravir noticed and rallied the nearby troops to charge the position. The tiefling commander was rode down and trampled. This action led Aravir to be a minor hero at the battle. Among the loot captured from the Battle of Dor Erlon was the suit of plate mail the tiefling commander wore, Aravir claimed the armor.

No long afterwards Tanta died. Aravir had experienced much death on the field of battle, he had never experienced the loss of family member. Aravir grieved for the loss of his mother, in a fit of drunkenness and anger he killed a fellow soldier. Before he could be caught he fled to the countryside.

Destiny works in strange ways, Aravir stopped at Lake Alharra. Upon the shores of the lake, Aravir had a vision. He saw dark clouds growing to the south upon the plains of Emerlyn, Valhedar, and the Azran Desert. Slowly but surely the clouds moved north towards the Kingsmarch. Upon reaching the Kingsmarch the dark clouds materialized into an army of humans, yuan-ti, demons, tieflings, and other monsters. On the other side of the field sat a golden light shining down upon an army of dwarves, elves, minotaurs, and humans. Beneath a banner stood a united Kingsmarch. Leading the army was Aravir. When Aravir awake he saw a fading female figure walking out into the lake. Aravir knew he was granted a vision by Alharra.

A few hours later Aravir was captured and imprisoned. While in prison he told many of his vision. He was labeled a lunatic, a drunk, and others said he was making excuses for killing another man in cold blood. Finally before a closed audience Aravir told his vision to King Enir. The King was not impressed and was about to pass judgement on Aravir, when a disciple of Alharra stepped forward. She said that Alharra had spoken and chosen Aravir. Many wondered why Alharra had chosen Aravir, he was anything but faithful or worthy. The disciple explained Aravir could be the Kingsmarch greatest hero or its greatest enemy. But the fate of the Kingsmarch was to be made by the King of Deluin. With reluctance King Enir granted Aravir his freedom. After the meeting the disciple gave Aravir, a bastard sword named Soulforge, the disciple said the sword was touched by Alharra.

What is Aravir’s true destiny and where it will bring him? Aravir saw elves, dwarves, and other creatures among the army, as well as a united Kingsmarch. Aravir now travels the land trying to fulfill his destiny!
 

G

Guest 11456

Guest
I'm still looking over the possibilities. Brother Shatterstone and Lady Shatterstone, if you need help creating characters I can post game info on whatever race/class combo you want.

Tailspinner
 

Lady Shatterstone

First Post
Thanks for the offer TS, but RL is kind of in the way right now for either of us to be trying to build a new Character right now. We appericiate the offer though. :D
 

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