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Insight's "In the Shadow of Giants" [OOC]
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<blockquote data-quote="ShaggySpellsword" data-source="post: 4939747" data-attributes="member: 17626"><p>Since your M&M game isn't happening, and M&M, Star Wars, and 4ed are the only systems I'm interested in playing, and this group looks fun, I want to throw my name in. </p><p> </p><p>[sblock=Notes on Posting]I've been a pretty consistent PbP poster in the past, though, about 9 months ago I did have a spot where I lost my job, internet access, and had a number of other personal problems that made it impossible for me to continue posting, which is why I disappeared. My life is back together, and short of personal catastrophe, I will be back to my old consistency.[/sblock]</p><p></p><p>[sblock=Gregor Deepwell]====== Created Using Wizards of the Coast D&D Character Builder ======</p><p>Gregor Stonehelm, level 10</p><p>Dwarf, Fighter</p><p>Fighter Talents: One-handed Weapon Talent</p><p>Pact Initiate: Pact Initiate (infernal pact)</p><p>Background: Arcane Tracker (Dungeoneering class skill)</p><p></p><p>FINAL ABILITY SCORES</p><p>Str 18, Con 18, Dex 8, Int 13, Wis 14, Cha 13.</p><p></p><p>STARTING ABILITY SCORES</p><p>Str 16, Con 14, Dex 8, Int 13, Wis 12, Cha 13.</p><p></p><p></p><p>AC: 28 Fort: 23 Reflex: 20 Will: 19</p><p>HP: 87 Surges: 13 Surge Value: 21</p><p></p><p>TRAINED SKILLS</p><p>Athletics +10, Endurance +14, Dungeoneering +14, Arcana +11</p><p></p><p>UNTRAINED SKILLS</p><p>Acrobatics, Bluff +6, Diplomacy +6, Heal +7, History +6, Insight +7, Intimidate +6, Nature +7, Perception +7, Religion +6, Stealth, Streetwise +6, Thievery</p><p></p><p>FEATS</p><p>Level 1: Pact Initiate</p><p>Level 2: Dwarven Weapon Training</p><p>Level 4: Armor Proficiency (Plate)</p><p>Level 6: Weapon Expertise (Hammer)</p><p>Level 8: Novice Power</p><p>Level 10: Adept Power</p><p></p><p>POWERS</p><p>Fighter at-will 1: Knockdown Assault</p><p>Fighter at-will 1: Tide of Iron</p><p>Fighter encounter 1: Spinning Sweep</p><p>Fighter daily 1: Lasting Threat (retrained to Armor of Agathys at Adept Power)</p><p>Fighter utility 2: Defensive Stance</p><p>Fighter encounter 3: Shield Slam</p><p>Fighter daily 5: Rain of Steel</p><p>Fighter utility 6: Vigilant Protector</p><p>Fighter encounter 7: Come and Get It (retrained to Howl of Doom at Novice Power)</p><p>Fighter daily 9: Terrifying Impact</p><p>Fighter utility 10: Stalwart Guard</p><p></p><p>ITEMS</p><p>Bashing Shield Heavy Shield (heroic tier), Adventurer's Kit, Pact Hammer Craghammer +2, Tactician's Layered Plate Armor +2, Backbone Belt (paragon tier), Cloak of Survival +2, Climber's Kit, Everburning Torch</p><p>====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock]</p><p></p><p>[sblock=History] Gregor Deepwell was a pretty typical youth in Stonehome. He worked his family forge, trained in the local militia, and obeyed his elders. A few weeks after his coming-of-age nameday, his elders noticed a few things about Gregor had changed: he was noticeably irritable, even for a dwarf; he wasn't paying close enough attention at the forge; even during training, he wasn't performing his best. His eyes were always red, dark circles forming beneath them. Some thought it was drink, other thought perhaps he was becoming lazy and insolent. His mother, however, recognized the problem.</p><p></p><p>She knew, because it had happened to Gregor's father, Gorlith at about the same age. The nightmares had always haunted the men of the Deepwell family. In the dark, voices would whisper, making every night sleepless. The dark was a succession of endless taunts, hints, and promises leading the Deepwells off into the world, ever seeking. </p><p></p><p>Like his long-missing father before-him, Gregor left Stonehome, searching for the Rune of the Forge's Heart, the object of great power hinted at in every sleepless night of his adult life. Out in the world, Gregor started truly hearing the voice, learning from it, embracing the quest for the Rune and the power of The Voice. </p><p></p><p>[sblock=Vignette 1] The first human settlement to which The Voice led Gregor was a small town in southern Tyral, on the shores of Lake Mistwell, called Misthaven. In this town he fell in with a group of adventurers that had been contracted to delve into the foothills of the Dragonrange mountains in order to uncover the source of the insane and other-worldly monsters that had been escaping from the caves and into the surrounding country-side. They needed a good cavern guide, and since Gregor fit that bill, and brought along his own hammer, shield, and armor, they were glad to have him. </p><p></p><p>Following the monster's paths back into the caverns, the heroes discovered a cultist's hideout where they were keeping a portal and summoning vile creatures from other worlds to torment the locals. After they had defeated the cult's leader and closed the portal, The Voice suggested that Gregor look through the documents left behind by the Cult Leader's second-in-command, a cloak and cowled stocky warlock which escaped into the caverns when the fight turned against them. The documents spoke of the Rune of the Forge's Heart, describing it as a rune-inscribed ruby which connects the bearer to the power of Forge's Heart, a region of the Elemental Chaos which fuels Moradin's forge. He had various other notes considering his desire to bear it for his cult's demonic patron, corrupting the Forge's Heart and gaining great power.</p><p></p><p>This inspired Gregor to trust The Voice a little bit less, concerned about it's motives. He also has vowed to find the dark warlock cultist and keep him from the Rune.[/sblock]</p><p></p><p>[sblock=Vignette 2] After many future successful adventures, Gregor and his party had moved their base of operations to Valen. They began getting word of a massive horde of orcs gathering in the Greymarch mountains, threatening the safety of the kingdom. Baron Foley Cardiff, loyal vassal to the Kurn family and ruler of the Southern Reaches, haunted by memories of the Iron Horde, emptied the coffers of his treasury to hire a number of adventuring companies to move into the mountains, harry the orc warbands, and if possible, kill whichever leader was whipping the orc warbands into a murderous frenzy. Gregor and his companions, of course, heeded the call.</p><p></p><p>As they traveled through the mountains, stalking and slaying orcs, they realized that many warbands were searching the mountains for something. Searching the mountains where the orcs were focusing their search, Gregor and his party discovered an ancient dwarven temple. The Voice started speaking to Gregor, telling him to search deeper into the temple. When there, the party discovered an alter where, according to the dwarven runes inscribed upon it, the Rune of the Forge's Heart was kept. Unfortunately, the Rune itself was missing. As they were leaving, a band of orcs, led by the same hooded, stocky warlock from the Demon-cult, invaded the temple. After a tense battle, Gregor's allies were victorious, but the warlock once again escaped after ascertaining that the Rune was not there.</p><p></p><p>Finding a map of troop locations on one of the dead orcs, Gregor's companions were able to avoid the worst of the warbands and strike a deadly blow to the Orc Warlord, causing chaos and the ultimate disbanding of the orc horde.[/sblock][/sblock]</p><p></p><p>[sblock=Picture]<img src="http://www.tentonhammer.com/image/view/43136" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]</p></blockquote><p></p>
[QUOTE="ShaggySpellsword, post: 4939747, member: 17626"] Since your M&M game isn't happening, and M&M, Star Wars, and 4ed are the only systems I'm interested in playing, and this group looks fun, I want to throw my name in. [sblock=Notes on Posting]I've been a pretty consistent PbP poster in the past, though, about 9 months ago I did have a spot where I lost my job, internet access, and had a number of other personal problems that made it impossible for me to continue posting, which is why I disappeared. My life is back together, and short of personal catastrophe, I will be back to my old consistency.[/sblock] [sblock=Gregor Deepwell]====== Created Using Wizards of the Coast D&D Character Builder ====== Gregor Stonehelm, level 10 Dwarf, Fighter Fighter Talents: One-handed Weapon Talent Pact Initiate: Pact Initiate (infernal pact) Background: Arcane Tracker (Dungeoneering class skill) FINAL ABILITY SCORES Str 18, Con 18, Dex 8, Int 13, Wis 14, Cha 13. STARTING ABILITY SCORES Str 16, Con 14, Dex 8, Int 13, Wis 12, Cha 13. AC: 28 Fort: 23 Reflex: 20 Will: 19 HP: 87 Surges: 13 Surge Value: 21 TRAINED SKILLS Athletics +10, Endurance +14, Dungeoneering +14, Arcana +11 UNTRAINED SKILLS Acrobatics, Bluff +6, Diplomacy +6, Heal +7, History +6, Insight +7, Intimidate +6, Nature +7, Perception +7, Religion +6, Stealth, Streetwise +6, Thievery FEATS Level 1: Pact Initiate Level 2: Dwarven Weapon Training Level 4: Armor Proficiency (Plate) Level 6: Weapon Expertise (Hammer) Level 8: Novice Power Level 10: Adept Power POWERS Fighter at-will 1: Knockdown Assault Fighter at-will 1: Tide of Iron Fighter encounter 1: Spinning Sweep Fighter daily 1: Lasting Threat (retrained to Armor of Agathys at Adept Power) Fighter utility 2: Defensive Stance Fighter encounter 3: Shield Slam Fighter daily 5: Rain of Steel Fighter utility 6: Vigilant Protector Fighter encounter 7: Come and Get It (retrained to Howl of Doom at Novice Power) Fighter daily 9: Terrifying Impact Fighter utility 10: Stalwart Guard ITEMS Bashing Shield Heavy Shield (heroic tier), Adventurer's Kit, Pact Hammer Craghammer +2, Tactician's Layered Plate Armor +2, Backbone Belt (paragon tier), Cloak of Survival +2, Climber's Kit, Everburning Torch ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/sblock] [sblock=History] Gregor Deepwell was a pretty typical youth in Stonehome. He worked his family forge, trained in the local militia, and obeyed his elders. A few weeks after his coming-of-age nameday, his elders noticed a few things about Gregor had changed: he was noticeably irritable, even for a dwarf; he wasn't paying close enough attention at the forge; even during training, he wasn't performing his best. His eyes were always red, dark circles forming beneath them. Some thought it was drink, other thought perhaps he was becoming lazy and insolent. His mother, however, recognized the problem. She knew, because it had happened to Gregor's father, Gorlith at about the same age. The nightmares had always haunted the men of the Deepwell family. In the dark, voices would whisper, making every night sleepless. The dark was a succession of endless taunts, hints, and promises leading the Deepwells off into the world, ever seeking. Like his long-missing father before-him, Gregor left Stonehome, searching for the Rune of the Forge's Heart, the object of great power hinted at in every sleepless night of his adult life. Out in the world, Gregor started truly hearing the voice, learning from it, embracing the quest for the Rune and the power of The Voice. [sblock=Vignette 1] The first human settlement to which The Voice led Gregor was a small town in southern Tyral, on the shores of Lake Mistwell, called Misthaven. In this town he fell in with a group of adventurers that had been contracted to delve into the foothills of the Dragonrange mountains in order to uncover the source of the insane and other-worldly monsters that had been escaping from the caves and into the surrounding country-side. They needed a good cavern guide, and since Gregor fit that bill, and brought along his own hammer, shield, and armor, they were glad to have him. Following the monster's paths back into the caverns, the heroes discovered a cultist's hideout where they were keeping a portal and summoning vile creatures from other worlds to torment the locals. After they had defeated the cult's leader and closed the portal, The Voice suggested that Gregor look through the documents left behind by the Cult Leader's second-in-command, a cloak and cowled stocky warlock which escaped into the caverns when the fight turned against them. The documents spoke of the Rune of the Forge's Heart, describing it as a rune-inscribed ruby which connects the bearer to the power of Forge's Heart, a region of the Elemental Chaos which fuels Moradin's forge. He had various other notes considering his desire to bear it for his cult's demonic patron, corrupting the Forge's Heart and gaining great power. This inspired Gregor to trust The Voice a little bit less, concerned about it's motives. He also has vowed to find the dark warlock cultist and keep him from the Rune.[/sblock] [sblock=Vignette 2] After many future successful adventures, Gregor and his party had moved their base of operations to Valen. They began getting word of a massive horde of orcs gathering in the Greymarch mountains, threatening the safety of the kingdom. Baron Foley Cardiff, loyal vassal to the Kurn family and ruler of the Southern Reaches, haunted by memories of the Iron Horde, emptied the coffers of his treasury to hire a number of adventuring companies to move into the mountains, harry the orc warbands, and if possible, kill whichever leader was whipping the orc warbands into a murderous frenzy. Gregor and his companions, of course, heeded the call. As they traveled through the mountains, stalking and slaying orcs, they realized that many warbands were searching the mountains for something. Searching the mountains where the orcs were focusing their search, Gregor and his party discovered an ancient dwarven temple. The Voice started speaking to Gregor, telling him to search deeper into the temple. When there, the party discovered an alter where, according to the dwarven runes inscribed upon it, the Rune of the Forge's Heart was kept. Unfortunately, the Rune itself was missing. As they were leaving, a band of orcs, led by the same hooded, stocky warlock from the Demon-cult, invaded the temple. After a tense battle, Gregor's allies were victorious, but the warlock once again escaped after ascertaining that the Rune was not there. Finding a map of troop locations on one of the dead orcs, Gregor's companions were able to avoid the worst of the warbands and strike a deadly blow to the Orc Warlord, causing chaos and the ultimate disbanding of the orc horde.[/sblock][/sblock] [sblock=Picture][IMG]http://www.tentonhammer.com/image/view/43136[/IMG][/sblock] [/QUOTE]
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