• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

IndyPendant's Sunless Citadel OOC thread.

We have torches that will last hours and about two dozen candles among the party. I don't see much need for rope in general. Taking care of the body is a consideration though and if the new guy Indy has lined up is waiting to get in the game then I would say we should go back and bring him in. Otherwise going on a ways does not seem imprudent to me. We still have some spell power and a five person party plus a large war dog.

Indy, is the new guy waiting on us for an in game entry at this point? If not I would say we press on a little bit as it is easy to go back and take care of the body unless we are chased out.
 

log in or register to remove this ad

The new player and I are in the final stages of completing his char, and so I'll be introducing him within the next few days. And since the majority of the players seem to want to head back, that's what I decided to write in.

Sorry, Voadam. Hopefully there won't be any more delays after this, and you guys will be able to get into the meat of the good, old, traditional dungeon delving soon.
 


Jerek's going to stay out of the funeral arrangements, though he will help out if asked and will attend whatever service the spiritual types put together. One thing he will do is try to get a small token form Dengar's things. Nothing valuable, maybe a small piece of cloth or a bit of trivial equipment, which he will attach to a leather cord he wears around his waist.

As far as the shopping trip, we've got 30 GP so far so I was thinking this (The block and tackle is a great idea for getting the dog down the cliff):
Code:
Item			cost (GP)	Weight
Block and Tackle	5		5
2 x 50' Hemp Rope	2		20
3 x Lantern (Hooded)	21		6
6 x oil flask		0.6		6
5 x sack		0.5		2.5
Total: 29.1 GP and 39.5 pounds. Sorry, no sunrods unless we want to pony up for them. I have a grand total of 12 GP left after this.

We should also find somebody here (maybe a tailor) who can rig up a harness for the dog so we don't accidentally kill him getting him down next time. :)
 

Something thickheaded this way comes...

Name: Kuma
Race: Human
Class/Level: Barbarian 1
Gender: Male
Height: 6'2"
Weight: 215lbs
Exp: ?/1000

Desc: A tall, broad-shouldered man with somewhat shaggy, wind-tousled hair that falls in uneven waves down just past his shoulders. He has a strong jaw, sharply angled nose, and thick eyebrows that squat over clear blue eyes. He is clean shaven, and wears a thick, cured leather vest, reinforced with metal and bone studs, and leather breeches held up by a stout belt. From the belt dangles a well made, and well used, sword. Strapped to his left arm is a large round wooden shield.

Strength (STR) 16 +3
Dexterity (DEX) 14 +2
Constitution (CON) 14 +2
Intelligence (INT) 10
Wisdom (WIS) 10
Charisma (CHA) 10

Alignment: Chaotic Good AC: 17
Hit Points: 14/14 Movement: 40'

Base Attack Bonus: +1 Init: +2
Melee Attack: +4 Ranged Attack: +3
Fort: +4 Reflex: +2 Will: +0

Race Abilities
Extra Feat
Extra Skills

Class Abilities:
Rage 1/day
Fast Movement
Illiterate

Skills: Ranks Bonus Total Extra
Climb 4 3 +7
Intimidate 4 0 +4
Listen 4 0 +4
Survival 4 0 +4
Swim 4 3 +7

Feats
1 Power Attack
1 Cleave

Languages - Common

Money - 25gp 8sp

Weapons - Atck Bonus Damage Wgt Cost Special
Longsword +4 1d8+3 8lbs 15gp
Club +4 1d6+3 3lbs -
Shortspear +4 1d8+3 3lbs 1gp

Armour - AC Max Dex Check Arc Fail Wgt Cost
Studded leather +3 +5 -1 15% 20lbs 25gp
Hvy Wood Shield +2 - -2 15% 10lbs 7gp

Gear -
Bedroll 1sp 5lbs
Backpack 2gp 2lbs
Belt Pouch 1gp 1/2lbs
Waterskin 1gp 4lbs
10 torches 1sp 10lbs
Caltrops 1gp 2lbs
Flint and Steel 1gp -

Encumberance
67lbs - Light

Magic -
None

Background:

Kuma hails from a clan of relatively primitive tribesmen that live in a cavernous, long-extinct volcano far away, in the frozen tundras of the north. Though extinct, the deep caves still come close enough to magma that they are warm, and a constant warm stream of air circulates through the mountain's many caves, like a constant exhalation. The tribe's oral tradition maintains that once, long ago, a mighty dragon lived there and that the tribe was its chosen people. After it left, the tribe was ruled by generations of so-called 'dragon's kin,' men who had been specially blessed to carry a portion of the power of the dragon through their generations until the true creature's return. As years ground into ages though, the great bloodlines dwindled, thinned, and vanished. Out of tradition, chieftains are still chosen from those who can claim ancestry in one of the Blood, but because the dragon's gifts have long been extinguished, men of the Blood who wish to be considered must fulfill a great quest or accomplishment that marks them as men of special potential and destiny. This task is highly individual, and determined by a soothsayer, an old woman who lives apart from the tribe. Though many fear her, and whisper that no one knows her parents, or grandparents, none dispute the accuracy of her rare predictions.

Kuma is of the Blood of Artok, a great chieftain who led the clan to victory against the beasts that once came against them from other, more distant caves within the mountain. Though his kinship is distant, it is surprisingly direct, given the long years involved. As such, he is a candidate for chiefhood, if he can do what is required of him. The soothsayer told him that his quest was dangerous and long...which was both good and bad. For the more the quest demands, the firmer the questor's claim to rule was...if he survived. She told him that the winding road of his destiny was beyond her power to speak in its fullness, but that his first step would be to find the place where a great flame had struck the earth, splitting it asunder. There, hidden in shadow, he would come to a place forever shielded from the sun's eyes; where corruption was born of temptation and where lesser evils made war while a greater evil slept below.

He would find this place, she said, on a great plain of ash.

And so Kuma left the great caverns of his home and struck out into the world, armed only with a vague description of a place. Over weeks and months, he followed the rumors south, into the warmlands, to a place called Oakhurst that lay near a great rent in the earth.

A place known as the Ashen Plains.
 


Indy, just wanted to check if the constable's remains arrangements are kosher and standard to you, it sounds atypical and a bit like a scam to me. I feel Heirmund is heir and would be willing to stand up for him in the IC thread if it came down to that. But if this is just ooc to keep us from getting access to "unearned" wealth beyond what we should have I'm fine with letting it go.
 



Okay, sorry guys, but I'm gonna be at my Faince's house this weekend, and her computer is literally in the shop. So, this is probably the alst you'll hear form me till monday afternoon-evening.

As for Lehko, consider him withdrawn, morose, and in generally an untalkative and black mood. He'll be a lot more cautious in combat as well, using his ranged spells occasionally, and his sling/club more extensivley.

And welcome Shayuri, glad to have ya. But... can you take Power attack and Cleave at first? I was pretty sure since it was a pre-requisite that meant you had to wait to get your next feat in the chain.
 

Into the Woods

Remove ads

Top