For those who run in the Scarred Lands what is your favorite area to adventure

Re: Re: scarred lands

Nightfall said:


If you scroll down to the bottom of this post, you'll see scroll bar. There you can scroll down to the gamers seeking gamers section.

The question was not where do I find gamers seeking gamers but how to quote just part of a post.
 

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Re: Re: Re: scarred lands

Sanackranib said:


The question was not where do I find gamers seeking gamers but how to quote just part of a post.

Once you;re logged in to the boards on the right hand side next to the edit button is a Quote button.

or you can use the [*quote][*b] whatever they said [*/b][*/quote] tags.
(don't use the '*' in them though, if I didn't put something in there then you wouldn't have seen the code)
(Also note: the tages above are actually two tags, the Quote tag and the make-the-text-bold-tag EnWorld uses both for visual effect, you can leave out the bold and people will know what you're doing of course, but if you want your quotes to look like everybody else's, (and we all want to be the SAME DON'T WE!!) you should stick the bold in too.

(I just noticed this) You can also use the quote button on the right hand side of the REPLY TO TOPIC page (it's below COLOR to the right of List).

cheers,
Graf
 


scarred lands

I see the "quote button" and when I use it it quote the entire post not just part. Is this to keep me from "quoteing out of context?" or should I just be using the "java script insert text to be quoted":o Like I said I havnt been doing this too long (not just here either):D there is still a lot of stuff I don't know:eek:
Like what are the 2 close tag buttons for??? Doh! now that I reread Graf's post THE "TAG bUTTONS" MAKE SENCE" I assume :eek: that since both of mine say "close" that the default is "open". Good Grief!

I am starting to get a feel for some of the abrievations though.;)
Life was much simpiler before the digital age!!!!!:rolleyes:
 




scarred lands

Ok here is another Scarred Lands NPC:

Mirton Greenwood "Mirt" the Cartographer,Medium sized, human male, Expert 3 CR: 1 Size M (5 ft., 8 in. tall); HD 3d6-3 hp: 11 Init +1 Spd 30 ft.; AC 12 (Dex +1 +1ring of natural armor); Attack: +1 melee (dagger +1) (+2 Base, -2 Str, dagger +1), ranged +3 (crossbow, light) (+2, +1 Dex); Damage: 1d4-1 or 1d8; SV Fort +2 (+1 Base, +1 Con), Ref +2 (+1 Base, +1 Dex,), Will +6 (+3 Base, +3 Wis); AL NG; Str 7 (-2) Dex 13 (+1) Con 9 (+1) Int 17 (+3) Wis 16 (+3) Cha 11 (+0)

Skills: Expert 60
Ballance 7, climb 4, decipher script 9, forgery 12, intuit direction 9, knowledge - (geography) 9, profession - (cartographer) 14, profession - scribe, wilderness lore 9

feats: skill focus (+3 cartography), run, skilll focus (forgery - for detecting fake maps)

Deity: Madriel

Equipment: masterwork cartographers set, backpack, 200' slik rope, iron spikes (30) folding table and folding chair, tent, waterskin, 10 days rations, tindertwigs (20), whetstone, extra traveling clothes, dagger, lt. xbow, 20 bolts. pack mule (with pack saddle), potion of cure lt. wounds (1-8 +1) (x2)

History:
Mirt was sickly and weak as a child so his father realizing his poor constitution would limit his potential in a non-sedentary job spoke with the local temple of Madriel and was able to aprentice him as a scribe. Mirt was an inteligent child and proved to be a quick learner. One day while working with some old maps Mirt discovered some inconsistancies, so his teacher and he set out to correct the map. It was during this exeursion that his teacher discovered that mirt had a natural aptitude working with maps, so he arranged to have Mirt gain additional training as a cartographer.

When his aprenticeship was almost complete an adventurering band came and offered to set the young Mert up with his own shop if he would come with come with them on a dangerous mission to provide them with accurate maps. Mirt accepted with the understanding that he would not be required to fight and could run away if he felt himself in a dangerous situation. (mapmakers and scribes not being known for their great personal bravery) The adventurers agreed and 6 months (and 2 expert levels later) true to their word the adventurers set Mirt up with his own shop. The band even gave him al ittle money and insisted that he keep the Minor magic items that they had given him for his defence. (+1 dagger, bracers of natural armor +1). If the price were right and the danger slight, Mirt might be willing to travel with another adventuring band. His personal safety is of paramount importence to him however, so the party would have to either be known as capable or otherwise prove themselves to him before Mirt would be willing to travel with them.
 

Took me a while but here she is, San! (Btw I decided to leave some of her history to you. Her goals should help with her character.)


Killanni Starmoon Medium Sized Half Elf (forsaken) female Ranger2/Wizard 8th CR: 10 Size M (5 ft., 4 in. tall); HD 2d10+2+ 8d4+8 hp: 39 Init +3 Spd: 30 ft.; AC 19 (+3 Dex, +6 studded leather +3) [+23 when wielding the mageblade]; Attack +7 melee (+6 Base, +1 Str) or +9 ranged (+6 Base +3 Dex); +8 (mageblade [longsword]) or +11 (longbow+2); Damage: 1d8+1 (mageblade), 1d8+3 (longbow); SV Fort +6 (+5 Base, +1 Con), Ref +5 (+2 Base, +3 Dex), Will +8 (+6 Base, +2 Wis); AL NG; SA: Spells, familiar SQ: Track, Favored enemy: Humanoid (Goblins); Str 12 (+1) Dex 16 (+3) Con: 13 (+1) Int 20 (+5) Wis 14 (+2) Cha 14 (+2)

Skills: Ranger 46, Wizard 77
Alchemy +16 (11 ranks, +5 Int), Animal Empathy +7 (5 ranks, +2 Cha), Craft (bowmaking) +18 (13, +5 Int), Concentration +14 (13, +1 Con), Hide +16 (13 ranks, +3 Dex), Knowledge (arcana) +17 (12 ranks, +5 Int), Knowledge (nature) +18 (13 ranks + 5 Int) Knowledge (religion) + 14 (9 ranks, +5 Int), Move Silently + 16 (13 ranks, +3 Dex), Spellcraft +18 (13 ranks, +5 Int), Wilderness Lore + 10 (8 ranks, +2 Wis)

Feats: Weapon Focus (Longbow) Point Blank Shot, Precise Shot, Spell Mastery (flame/frost weapon, shocking missile, magic missile, fireball, flame arrow), Scribe Scroll [Free Feat]

Possessions: studded leather +3 (shadows, slick moves), cloak of comfort, mageblade, longbow +2(distance), ring of sustenance, ring of force shield (worn only in training sessions), ring of counterspells.



Spells Wizard:
Spells Per Day: 4/6/4/4/3

Oth: ray of frost, detect magic, read magic, enumerate
1st: magic missile x2, identify, true strike x2, spider climb
2nd: Melf's acid arrow, assassin's sense, Liliandel's flurry, flame/frost weapon
3rd: flame arrow, fireball, missile storm, fly
4th: Tanil's spectral archers, accelerate reflexes, enhanced senses


Physical Description: Lithe and athletic, a mixture deep auburn/near black and slightly white hues, deep crystal blue eyes, and is very light skinned. She often presents herself in a style similar to some elven ranger devoted to Tanil. Indeed she admired the Huntress and her skill with the bow, though she still remains loyal to her elvish heritage, believing that some day, the nameless god will some day rise. She believes that because of her own work at restoring the glory of her people, their former brotherhood, she can bring them back from extinction.



Personality/Attitude: Killanni uses her natural grace and spells to compliment her own goals, which are the elimination of all goblinoids as well as starting her own magical academy based on the principles of her father's people, that of Kyalhia Erianna or arcane archers. She yearns to have the brotherhood to be what it once was, a symbol of her people's strength as well as their arcane might. While she herself has little knowledge or skills, she hopes to train mages in combat as well as in archery. So far there have been few worthy half-elven candidates. She is a tasking master, but not overtly so. She just knows that in the world formerly known as Scarn, there is little room for errors. Killanni is also wary about making intimate relations with any one. Her last lover, a druidess of Denev, left her because of their differing views of the elven peoples. But she is always ready to make friends, at least with those that are not mages or of elvish descent. She sees humans as possible allies in her wars against the ills wrought by the titanspawn, especially goblins. The other races intrigue her but mostly for any arcane knowledge they might possess. Mages and elves she puts into two categories, trainees or possible ally/foes. She is always certain that if any mages follows a god or has been trained with cabalists, they follow her ideals of goodness. She hates necromancy, even though she has dabbled in it. Mostly she favors combative spells or spells that increase personal protection or offensive capabilities. The world of summoning she avoids, seeing that as mere weakness, relying on others to fight for the warrior. While she prefers to train mages for her style of fighting, she has learned a few other styles as well. Killanni will also allow them leeway in studies, but only if they are non-elf.
 

scarred lands

Intrigueing! but I have a few questions:
1) does she have a full spell list or are her daily spells all she has?
2) what does she have aginst elves
3) why no leway for elves

she looks good otherwise. with the posts I have readhere and on other sites I am constructing a vague subplot in the background that the characters should unknowingly thwart. bringing it to the foreground for higher levels later (mind flayers will definatly be involved). I think I will use some of the maps and work I put into the ruins of undermountain as well.

What did you think of mirt (I converted him from 2e he was one of my rogue's henchmen)
 

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