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Midgard Saga-OOC (FULL)

They've already been stating that for the last month or 2. There's several 3.5 campaigns going on already since practically everything leaked out by now.
 

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Solomon Kreel

I should note that Solomon is a bit dumb(INT 8). While, I think it will be a worthwhile roleplay, if this will be a campaign heavy on problem solving and decision making, then perhaps I should rethink him.

Solomon Kreel

Male Half orc barbarian

Character Name : Solomon Kreel
Character Race : Half Orc
Character Class : Barbarian
Alignment : Neutral Good
Deity :

Gender : Male
Age : 17
Height : 6’4”
Weight : 230
Eyes : Grey
Hair : Black

Character Level : 2
EXP Points Gained : 1000
EXP Needed For Next Level : 2000

Known Languages : common, orc

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Strength : 18
Dexterity : 14
Constitution : 14
Intelligence : 8
Wisdom : 10
Charisma : 8

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Armor Class : 16

Flatfooted Armor Class : 14
Touch Armor Class : 12

Special Armor Class Notes :

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Hit Points : 31

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Save vs. Fortitude : 5
Save vs. Reflex : 2
Save vs. Will : 0

Special Save Notes :

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Initiative Modifier : +2

Base Attack Bonus : +2

Melee Attack Bonus : +6

Ranged Attack Bonus : +4

Special Combat Notes : berserk rage

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Weapons :
Masterwork Great Sword +6 (2d6)+6
Mighty +3 comp bow +4 (1d8)+3
dagger


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Skills :

Name/Total Mod (Ability) ** # Ranks taken

+ Handle Animal/3 (Cha) 4 rank
Sense Motive/2 (Wis) ** 2 ranks(CC)
Swim/8 (Str) 4 rank

* Armor Check Penalty Applies
** Cross Class Skill
+Cannot Use Unless Trained

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Feats : toughness



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Racial and Class Skills, Abilities & Features : darkvision, 40” base move, uncanny dodge



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Equipment & Gear (include weight of individual items and total weight) :

Item Cost Weight Location
Masterwork Greatsword 350 15 back
chain shirt 100 25 on
Mighty +3 comp longbow 400 3 over shoulder
dagger 2 1
20 arrows 1 3 Quiver on back
Backpack 2 2 hand
Belt Pouch 1 1
Travelers Outfit 0 5 pack
Fishhook 0.2 0 pack
sack (empty) 0.1 0.5 pack
Waterskin 1 4 pack
trail rations(4 days) 2 4 pack
Horn 5 3
50' hemp rope 1 10



865.3 76.5




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Money : ___PP ___GP ___SP ___CP

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Base Speed :

Normal Speed (including penalty for armor or encumbrance load) :

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) :

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) :

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Character History : Solomon Kreel was born of an orc slave woman, captured by his barbarian tribe. He doesn’t know who his true father is, no one does, for many of the warriors had their way with his mother after she was captured. This tribe exists on the edge of civilization (Bamph area?), where battles with orcs is a regular occurrence. When he was born, and it was evident that he was only half-orc, the tribe took him from his mother and gave him to a human wet nurse to raise. For a name, they decided to name him after a warrior who had recently died, and who had as good a chance as any to be his father.

Solomon grew up fast, as half-orcs do. There were numerous half-orcs in the tribe, so he was not particularly looked down upon. Two things singled him out, his great strength, and his gentle nature. Solomon liked children and animals. He enjoyed the outdoors, but only tolerated all the martial training. Realizing his simple, but good nature, the local priest of Thor took him under his wing. This cleric, Tornwhistle by name, worried that the simple-minded Solomon would be swayed to evil deeds by the less scrupulous members of the tribe. He taught him to be careful of people, and pay attention to their actions more than their words. Solomon grew to love and admire this old man, though he never thought much of all the emphasis on valor and honor. He was much more interested in surviving and helping those less powerful than himself.

As often happens in small tribes, the forces of Loki gained the upper hand in the tribe. Tornwhistle was mysteriously slain and Solomon started to feel very uncomfortable with the state of the tribe’s leadership. One night, under the cover of darkness, he took a horse and left, looking for another wise mentor to keep him on the right course, while questing for power and right.

Solomon headed west, and was hired on sight as a merchant guard for a prosperous merchant named Sven Leifguard. Sven soon began to trust the gentle giant. He bought his the best armor and weapons he could, and entrusted him with sensitive cargo. But the trust did not go both ways. Sven was a wordly man, fond of fine wine and young women. Solomon soon grew wary of his patron, and his callous treatment of his animals and employees. Upon a trip East, Solomon disembarked at the end of the caravan, to search for a new life and patron.
 
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Well, 3.0 bards aren't really to my liking (OK, not entirely true, since ,as a musician myself, I love the concept of bards, but still...)
seeing as they can't wear any armor, so Angrimm will be seeing the scrap-pile,sorry.

I'll get something new together fast


-Uriel
 

As Im reading the boards, Im guessing the new 3.5 books are coming out. In regards to this game, what are everyones opinion on this? Is everyone here getting the new rules?

If so,do we wish to wait a bit and use the new rules? Given the vast number of changes, Id rather go whole hog and use either 3 or the revised instead of pulling stuff from here and there. And if we use 3.5, it still seems pretty easy to use the existing extra monster books like FF and MM2.

So, everyone show of hands please. Are you getting 3.5 anyway? Do you want to use 3.5? Or is 3e still ok with you? To accomodate everyone, Id like this to be unanimous.

Thanks
 


Well, I say we start with 3.0 and then work into 3.5 in bits and pieces. As you learn the rules, start integrating them. The only thing that needs to be established now is how character creation is handled.
 

OK this thread isnt exactly catching on fire so to keep the character creation process going I guess we'll remain 3e. I only threw out the question to get the feeling for the group. Feel free to speak up if you have an opinion.

Manzanita, Solomon looks ok-hes defintely a heavy hitter. I ve been kinda busy, but the only thing I can see "wrong" is that xp for next level should be 3000 not 2000. I think the low int could, like you said, be interesting to play.

Anyway, to answer your question, I dont think this game will have alot of problem solving( although that is kind of subjective I guess). But obviously there will be interaction with NPCs, combat etc. So the int score is up to you. But what would DnD be without a thickheaded fighter type?

And Miquiztli, you still onboard?

So 2 characters so far- could we possibly see a complete non human group?
 
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I interpreted "EXP Needed For Next Level" as Additional experience needed to gain a level, but it's a moot point really. I'm glad you're OK w/Solomon. I normally eschew thick-headed fighter types myself, but I stumbled on Solomon one day in my head, and decided he'd be a lot of fun to play. I'll actually need to update his origin a bit more. It doesn't explain where he would get 900 gps. Would you want his origin to be in the new world? Or might hit be better for him to have been hired on board a ship from Norway? How should his origin end? As a wandering blade for hire? In any place in particular?

It would be odd to have a 'historical' setting with no humans.
 

Well, I have stated my opinion on 3.0 vs. 3.5 regarding Bards, so I guess will roll up a Wizard, since we don't seem to have one.
I am for 3.5, but it won't kill me to play 3.0, I've been doing it for several years after all...
(I will be getting the books, as I sell games for (part of) my living.


Thorndalf Vigurdsson coming right up.
Diviner, Raven Familiar, a bit Mad.
He thinks Odin talks to him,and there are those who say that he may be right...
 

Thanks Uriel-nice name on your Wiz. Sorry about the bard, but mad characters are always good.

Manz- looking at it I should have figured out 3k minus 1k equals 2k.

As for some setting info I was going to try to keep things delibertely vague. But heres some background:

The world is divided between the old world of Scandanavia (Ostland) , and the new world (Vestland). Until the recent past, Men have lived in small communities, as their father's fathers did, free to enjoy the liberty accorded them by right and custom. They long lived in peace with the elves of the forests and dwarves from the deep mountains of the world.

Then a decade ago, a noble named Harald Fairhair rose to prominence and began a series of campaigns to conquer the old world. A powerful warrior who weilded a great black axe, his influence spread across Ostland like a wildfire. Through deceit and assasination, Harald made war on freemen and nobles, conquering much of Ostland and crowning himself as High King.

Power hungry and without honor, Harald sought aid from sources dark and evil in his quest for kingship. Hidden necromantic cults, undead minions, alliances with orcs and giants from the east, and other, darker things too unsavory to contemplate all aided his conquests. And wherever Harald extended his rule, the old freedoms and rights of men were replaced by tyranny.

Many good men opposed this evil, and defeated, were forced to retreat first to the western islands of Britain. But Harald followed there and conquered those lands, forcing his opponents to take refuge in the harsher lands of Iceland and Greenland, as well as in the frontier lands of Vestland-Helluland, Markland, and Vinland.

Harald, now flush with his new power, turned his gaze eastward to consolidate his new gains. In the west, the folk of Vestland worked hard to live life as before in their new lands, living free despite the harshness of their new settlements.

Ten years have now passed since the retreat, years of watchful peace. But now rumors reach the freemen of warlike preperations in Ostland, of a building of a great fleet of boats, and of plans to attack when winter is gone.

It is now early October. The PCs have come to the south of Greenland into the realm of Magnus Forkbeard, Jarl of Thule. Magnus is well known, a respected noble whose hospitality is famous and the PC come seeking temporary shelter from the elements.

With this in mind, I guess the thing to know is that this world is one where honor and personal freedom are held as sacred, and it is a society of relative mobility (no rigid fuedal system here).

Iceland and Greenland are very harsh lands, and the new world, while lightly settled on the eastern coasts, is very much a wilderness. And of course, the threat from Ostland looms always on the horizon.

Also, for purposes of the game, the default clothing of the PCs is the cold winter gear. Normal gear is optional for warmer weather.

EDIT EDIT EDIT: fixed grammar a little and added to the end.
 
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