[Game Closed] Dead of Winter: DnD3e-CoC Game in the Forgotten Realms (IC Forum)

Joining the group...

If possible, I would also like to join the group. My preliminary concept is an accused outlaw hiding in the wilderness, but also seeking to clear his name.
 

log in or register to remove this ad


Hi, all. I'm just quickly popping in to say that I did get your character, drs, and I like it. :) I'll have more specific feedback in the morning, once I get to work. And, perivas — you're more than welcome to join. That character idea is very flexible and neat, and could be a lot of fun in this setting. As you get specifics, feel free to post them here or drop me an e-mail. :)

[Edit — drs, you have mail.]

Best,
tKL
 
Last edited:

And here we are...

novyet — Monk
Rorschach — Monk
drs — Paladin
Spoof — Sorcerer
perivas — [outlaw — what class?]

As you folks are ready, please feel free to post characters. Also, naturally, the above slots are not written in stone. If you change your mind, just let all of us know.

Best,
tKL
 


In all honesty, I'd rather post them here first, and then when the campaign gets off the ground, we can shuffle them over into the Rogue's Gallery. That cool? :) I just don't want to start too many threads as of yet.

Best,
tKL
 
Last edited:


Sir Zichard K. Danilk, male human Pal2: CR 2; ECL 2; Medium-size Humanoid (human); HD 2d10+2; hp 22; Init -1; Spd 20 ft; AC 17 (+6 banded mail, +2 large steel shield, -1 Dex); Melee mw bastard sword +5 (1d10+2/crit 19-20), or short sword +4 (1d6+2/crit 19-20), or warhammer +4 (1d8+2/crit x3), or dagger +4 (1d4+2/crit 19-20); Ranged dagger +1 (1d4/crit 19-20); SA smite evil; SQ aura of courage, detect evil, divine grace, divine health, lay on hands; AL LG; SV Fort +6, Ref +1, Will +3; Str 15, Dex 8, Con 12, Int 10, Wis 13, Cha 14.
Skills and Feats: Diplomacy 4, Heal 2, Knowledge (Impilturan Law) 1, Knowledge (War) ½, Ride 1, Speak Language (Dwarven) 1, Spot 2½, Wilderness Lore 2; Exotic Weapon Proficiency (Bastard Sword), Quick Draw.
SA-Smite Evil (Su): 1/day, if the target of a normal melee attack is evil, Sir Zichard Danilk gains a +2 attack bonus and a +2 damage bonus.
SQ-Lay on Hands (Sp): Sir Zichard Danilk can heal up to 4 hit points per day, divided among any number of creatures.
Equipment: banded mail, dagger (2), large steel shield, mw bastard sword, short sword, silvered dagger, warhammer, artisan's outfit, bedroll, cold weather outfit, crown of silver gem (approx. 7gp), cure light wounds potion (4), everburning torch, flint and steel, hooded lantern, leather backpack, light warhorse, military saddle, oil (5), potion belt, sack (2), saddle bags, saddle blanket, silk rope 50ft, smoke stick (2), sunrod (5), tinder twig (2), trail rations per day (5), water skin (3), whetstone, winter blanket, pouch with 22 gp, 5 sp, 2 cp.

Miscellaneous data:
Height 6'1", weight 180 lb, short brown hair, brown-green eyes. Wears a small black brimless cap, gray clock, black banded mail which has tarnished marks of gray, black kite shield, and weapons. Sir Danilk's patron deity is Torm, and he is part of the Illustrious Order of the Guardians of Torm, chivalric branch Arm Barrister. He speaks Common, Damaran, and Dwarven. Encumbrance is 88lb for Danilk [medium load] and 343lb for his light warhorse [medium load].

Background:
Zichard Kosef Danilk was given birth to during the Year of the Crown 1351, Hammer, the fifth, in the coastal town of Hyrienra, just off of the Sea of Fallen Stars, some 20 miles west of Dilpur. His mother and father both of Impilturan decent, shared a common trade, both were carpenters who as partners owned an establishment named 'The Kings Carpenters', they built high quality furnishings. In the year of 1367 Raemishun Danilk [Zichard's father] passed away, and in 1368 Silenius Danilk [Zichard's mother] passed away. Zichard and his brother, who was sum five winters older, continued to run the 'The Kings Carpenters', though soon Zichard grew tired of wood work and he enlisted in the local militia. Zichard was in service for two winters earning his monthly wage and doing his trade well, when he was witness to a raping. Zichard intervened and wounded the perpetrator. He gained the gratitude of the victim for saving her from such a dirty and vile man, though Zichard soon learnt the perpetrator was no mere gutter thief, he was in fact a heir of local noble man. With power of coin the young man's crime mysteriously disappeared from the record, and with several more coins Zichard was to be exiled for wounding such an 'important person'. Zichard was allowed to gather his belongings and say farewell to his brother, and with a bad taste in his mouth, a grim look on his face, and few spoken words, Zichard left Hyrienra.

After a two day trek along beaten trails and through wilderness, Zichard had come across the town of Denira. Here he looked for work to start anew, though the only means of support he ended up finding was to enlist in another so called law enforcing organization, the Order of the Guardians of Torm. Given a couple weeks Zichard had become comfortable with his situation, the Order had proved to be the reorganization he needed in life, and in no way would the Order be manipulated outside of the realm of their god. From squire to full fledged Knight in a little more than one and a half winters, Sir Danilk had become the sort that he aspired to. Knights trained by the Tormguard have a choice after the completion of their training - either continue their service in the coastal cities and progress through the ranks of the Order or become a Knight-Wanderer, a detached affiliate sent out into Impiltur as an agent of Torm. And Sir Danilk chose to become a Wanderer, to seek injustices throughout Impiltur and quash them in the name of Torm.

Sir Danilk with sword and shield in hand, and upon his stead, moved onto the nearest town, providing guard for merchants and travelers. Farther into the frontier, two settlements later and a string of lives saved, Sir Danilk found himself at Raril. He had entered the local tavern to arrange lodgings, though before he could he was witness to an intoxicated commotion going on at the front bar. A drunken dwarf was standing atop the bar, gesticulating wildly and mumbling at the top of his lungs. Sir Danilk stepped into the flurry and drew his sword bashing some of the drunken patrons with the swords flat, that is after they tried to send a couple of loose swings at him. Danilk then proceeded; grabbed the dwarf dragged him out of the establishment, leaned him against the tavern wall and tried best to quiet him down. Once in a more appropriate state of mind the dwarf had become a little more understandable, though was and still is, plagued by a rather inaudible mumble most of the time. Sir Danilk learnt that the dwarf, Fezzin, was a cleric of Clangeddin Silverbeard and had been traveling for quite some time 'spreading the word' of his god. Fezzin insisted on remaining with Danilk in his travels until he could repay the debt. Sir Danilk agreed to Fezzin's proposal, though much rather for Fezzin's sake than that of his own. Sir Danilk had then booked himself [and Fezzin] in the tavern for a night of rest, only to awaken to another injustice, his stead was gone. The perpetrator this time was the tavern keeper's son. The keeper reimbursed Sir Danilk with three potions of cure light wounds which he had been saving from his adventuring days, and a deep apology. Sir Danilk and his newly found companion, Fezzin, went on their way in search of the perpetrator. Accompanying trade caravans they visited two more towns [and Sir Danilk purchased another horse at the last town], with no success. One last town to check, Caerrhen, the final outpost of Impilturan civilization.

Personality:
Sir Danilk is a product of experience; he detests corruption and thievery, and will go to great lengths to stop such acts. He fights in the name of Torm, for duty and holds the common man high. On a more human level he enjoys sword play and fine foods.

Description:
Sir Danilk is tall man of medium build. His face is a mark of experience, with a large scar down the right side of his lower jaw. He wears a small black brimless cap over the top of his short brown hair. A suit of black banded mail which has been quite weathered; sporting marks of gray where the paint has been striped off, and on top of the armor a heavy gray clock. Short sword sheathed on his side, bastard sword sheathed diagonally on his back, underneath his pack, and on the rear of that is a large kite shield.
 
Last edited:

drs — Looks good. I've got no problem with you making up towns. Let me know if this is okay — I was thinking that we could put Hyrienra somewhere along the coast, near the main three Impilturan cities (something almost akin to a suburb if you will), whereas Denira and Raril would be more inland, and to the north. Slowly, but surely, Zichard would be making his way into the frontier, farther and farther away from the bustling of the major ports, eventually ending up at the last outpost of Impilturan civilization, the small mining town of Caerrhen. If this works, great, if not, no beef. We'll figure something out for locations...:) As for the Torm Guard, that should be fine, too. Once you pick that feat and spend the gold, we'll be set. Any questions, give me a holler.

Best,
tKL
 

Great!

Ok, feat chosen (quick draw), money spent, background modified (thanks for the frontier idea).

Notes: Encumbrance in now in the Miscellaneous data of Sir Danilk's character sheet.
 
Last edited:

Remove ads

Top