Midnight: Peril in Arbordale (OOC thread)

First off a Huge thanks to Yellow Sign. I've been iching to try Midnight out, and the only way i'm likely to in the near future is in PbP.


Toric_Arthendain said:
Okay, looks like the game is full! The players we have are:

Sir Osis of Liver
Thordain
Keia
mirthcard
maddmic
Thrarn Iranorn

By the responses, I'm guessing that everyone has the book except Thordain.

Thordain, no problem with not having the book. I think I should be able to help you work out a character. A human rogue is fine. There are three different types of humans in the Midnight setting and each has its own strengths in the setting, complete with ability score modifiers, and other abilities that they get that are different than normal PHB humans. I'll list a brief overview of each here, and whichever one sounds best to you, I'll e-mail the details you'll need for character creation. The three types of humans are the Dorns, Sarcosans and Erenlanders. The Dorns are commonly known as the Northmen, and still live in the area north of the inland Sea of Pelluria on the continent of Eredane. They are larger and stronger than most humans and get a bonus to strength and a minus to intelligence. The Sarcosans are the humans that occupy the southern area of Eredane. They are smaller and leaner than the Dorn with dark brown skin and black shiny hair. They are typically a socially adept but impulsive race, receiving a bonus to Charisma and a minus to Wisdom. Erenlanders are a mix of both the Dorns and Sarcosans. They aren't as large as the Northmen nor are they as small as the Sarcosans, finding a happy medium between the two. They receive a bonus to any ability score of the player's choice and a minus to any other ability score of the player's choice. All three receive other bonuses in addition to the ability score modifiers. Let me know which one sounds like the best fit for your character, Thordain and I'll e-mail you what you need to know to complete the character. The only other thing that I'll need to send you is some information on are the heroic paths, but we'll look at those after you decide on race.

Everyone else, looking forward to seeing your characters and backgrounds.

Toric

Actually my book is "in the mail" i'll have it either Monday or Tuesday. If that's not soon enough i'd be happy to work out my character over e-mail.
 

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Sir Osis, Monday or Tuesday is fine or we can do it through e-mail. Whichever you prefer. I don't plan to get the game started until mid-week next week anyway, probably Wednesday. Over the weekend, I just plan on getting characters approved and finalizing the initial portion of the campaign.

Let me know what you want to do.

Toric

Oh yeah, and Yellow Sign is a good guy! I'm in two of his games (Masks of Nyarlathotep and Empire of Sands) and he is in two of mine (a D&D game on Ezboard and Mutants & Masterminds San Angelo) so it was only natural that he was interested in joining the Midnight game. :) It was pretty cool of him to relinquish his spot for you, Sir Osis!
 
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Toric_Arthendain said:
Sir Osis, Monday or Tuesday is fine or we can do it through e-mail. Whichever you prefer. I don't plan to get the game started until mid-week next week anyway, probably Wednesday. Over the weekend, I just plan on getting characters approved and finalizing the initial portion of the campaign.

Let me know what you want to do.

Toric

Oh yeah, and Yellow Sign is a good guy! I'm in two of his games (Masks of Nyarlathotep and Empire of Sands) and he is in two of mine (a D&D game on Ezboard and Mutants & Masterminds San Angelo) so it was only natural that he was interested in joining the Midnight game. :) It was pretty cool of him to relinquish his spot for you, Sir Osis!

If it's cool with you i'd like to wait and see if my book comes in Monday. If not then maybe you can walk me through via e-mail. That way you can start when you planned and i have a chance for my book to get here.

How's that work for you?
 


Considering where the campaign is set, I'm going back and forth between a Dorn member of Roland's Raiders (wildlander?, fighter?, barbarian?) or an Erunsil channeler. What's everybody else considering?
 

mirthcard, I believe that Thordain is planning on a human (undetermined whether Dorn, Sarcosan or Erenlander) rogue, maddmic is planning a dworg barbarian and Thrarn is working on a Erenlander Wildlander. Not sure about everyone else.

Toric
 


Character Name : Thrarn Iranorn
Character Race : Human (Erenlander)
Character Class(es) : Wildlander
Character Heroic Path : Ironborn
Alignment : Chaotic Good

Gender : Male
Age : 19
Height : 6’0”
Weight : 185
Eyes : Green
Hair : Long Black

Character Level : 3
EXP Points Gained : 3000
EXP Needed For Next Level : 6000

Known Languages : Erenlander, Traders Tongue, Wood Elf
[Spent 2 skill points to be literate in Erenlander and Traders Tongue]

-------------------------------------------------------

Strength : 18 (+4)
Dexterity : 16 (+3)
Constitution : 14 (+2)
Intelligence : 14 (+2)
Wisdom : 11 (+0)
Charisma : 6 (-2)

-------------------------------------------------------

Armor Class : 17 [ BASE (10) + ARMOR (2) + SHIELD (1) + DEX (3)+ NATURAL ARMOR** (1)]

Flatfooted Armor Class : 14

AC Penalty: 0
Maximum DEX bonus: +6
Armor Type & Weight: Leather (15 lbs.) & Buckler Shield (5 lbs)

Special Armor Class Notes :
Ironborn Abilities +1 Natural Armor
-------------------------------------------------------

Hit Points : 29

-------------------------------------------------------

Save vs. Fortitude : 6 [BASE(3) + CON MOD (2) + IRONBORN MO** (1)]
Save vs. Reflex : 4 [BASE(1) + DEX MOD (3)]
Save vs. Will : 1 [BASE(1) + WIS MOD (0)]

Special Save Notes :
** Ironborn Abilities +1 Bonus on Fort saves
-------------------------------------------------------

Initiative Modifier : +2

Base Attack Bonus : +3

Melee Attack Bonus : +7

Ranged Attack Bonus : +6
Ranged Attack with Longbow: +7
Ranged Attack w/ Longbow w/in 30': +8


Special Combat Notes :

-------------------------------------------------------

Weapons :

Longsword / +7 melee / 1d8 damage / 19-20/X2 critical / slashing damage / 4 lbs.
Punching Dagger / +7 melee / 1d4 damage / X3 critical / piercing damage / 2lbs.

Mighty Composite Longbow(+2 STR Bonus) / +6 ranged / 1d8+2 / X3 critical / 110 ft / piercing damage / 3 lb.
. Silver Arrows(20) 3 lbs.
. Arrows(20) 3 lbs.
. Arrows(20) 3 lbs.

Weapon weight: 15 lbs.
-------------------------------------------------------

Skills :

Name/Total Mod (Ability) ** # Ranks taken
60 Points [2 used for language literacy]
* Climb/8 (Str +4 ) 4 ranks
Craft (Bowyer)/14 (Int +2) 6 ranks [Racial Bonus +4] [Masterwork Tools +2]
* Hide/9 (Dex +3 ) 6 ranks
+ Intuit Direction/4 (Wis +0) 4 ranks
* Jump/8 (Str +4 ) 4 ranks
+ Knowledge (nature)/5 (Int +2) 3 ranks
Knowledge (Central Erendale)/2 (Int +2) 0 ranks
Listen/6 (Wis +0) 6 ranks
* Move Silently/13 (Dex +3 ) 6 ranks [+4 Class Bonus]
Search/6 (Int +2 ) 4 ranks
Spot/11 (Wis +0 ) 3 ranks [Class Bonus +8]
Swim/8 (Str +4 ) 4 ranks
Use Rope/5 (Dex +3 ) 2 ranks
Wilderness Lore/6 (Wis +0 ) 6 ranks

* Armor Check Penalty Applies
+Cannot Use Unless Trained

-------------------------------------------------------

Feats :

Point Blank Shot Get a +1 bonus to attack rolls with ranged weapons at ranges up to 30 feet

Rapid Shot Get one extra attack per round with a ranged weapon. The attack is highest BAB but each attack suffers a -2 penalty. Must use full attack action to use feat.

Precise Shot Can shoot or throw ranged weapons at an opponent engaged in melee without suffering the standard -4 penalty.

Weapon Focus (Composite Longbow) Add +1 to all attack rolls with Composite Longbow.

-------------------------------------------------------

Racial and Class Skills, Abilities & Features :

Ironborn Abilities
. Incredible resilience: HD Type increases by one type (d8 becomes d10)
. +1 Bonus on Fort saves
. +1 Natural Armor

Class Skills
. Danger Sense: +4 insight bonus on Spot checks made to notice creatures at the beginning of an encounter
. Wildlander Trait (Ghost Walk): Receive a +4 competence bonus to Move Silently checks. May take 10 when making Move Silently checks even if stress and distraction would normally prevent it .
. Wildlander Trait (Hawk Eyes): Receive a +4 bonus to Spot checks. May take 10 when making Spot checks even if stress and distraction would normally prevent it.

Erenlander Racial Traits:
. +2 bonus to STR and –2 bonus to CHA
. Medium size
. Base speed of 30 feet
. 2 extra feats at 1st level
. 8 extra skill points at 1st level and 2 extra at each additional level
. 4 bonus ranks in one Craft or Profession skill.
. Gain Knowledge skill (Central Erendale)

-------------------------------------------------------

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

Backpack (Holds) 2 lbs.
Winter Clothing 7 lbs.
Rope, Hemp (50 ft.) 10 lbs.
1 Gallon Iron Pot 2 lbs.
Blanket, winter 3 lbs.
Bedroll 5 lbs.
Torch 1 lbs.
Torch 1 lbs.
Grappling hook 4 lbs.
Waterskin
Flask (empty) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Rations, trail(per day) 1 lbs.
Masterwrok Artisan's tools(Bowyer) 5 lbs.

Pouch, belt (Holds) 0.5 lbs.
5 Pieces Chalk *
5 Fishhooks *

Pouch, belt(Holds) 0.5 lbs.
2 Whetstones 2 lbs.

Pouch, belt(Holds) 0.5 lbs.
Oil (1-pint flask) 1 lbs.
Flint and steel *


*No weight worth noting.

EQUIPMENT WEIGHT: 54
ARMOR WEIGHT: 20 lbs.
WEAPON WEIGHT: 18 lbs.
TOTAL WEIGHT: 92 lbs.

Carrying Capacity 18 STR Light: up to 100 lb. Medium: 101-200 lb. Heavy: 201-300 lb.
-------------------------------------------------------

Money : ___PP ___GP ___SP ___CP

-------------------------------------------------------

Base Speed : 30 feet


Character History :
Thrarn is the decendant of a long line of Wildllanders. His family was hunted by the minions of Izrador, like all that opposed the Evil God. The family stuck together and found that they made a leathal team against the evil doers of the Dark God.

Thrarn was taught of the ways of a Wildlander from birth. His mother was skilled in the use of the bow, his father in hand-to-hand combat, and finally his grandfather in the use of a sword. At first, Thrarn would not join in on the active battle, he would hide nearby and observe. From this, he picked up great skills in remaining unseen and unheard to his enemies. Over the years, Thrarns family taught him how to use their skills in battle, making him a deadly foe.

They traveled from town to town, doing what they could to help the innocent. But it was the people they were protecting that lead them to their doom. As they entered a small town, under cover of a merchant's wagon, driven by a local merchant, they were ambushed. One of the Knight Kings had secretly occupied the town and made a deal with the merchant. In exchange for riches, and his life, the merchant was to lure the Wildlanders into the ambush.

Once the merchant arrived where the Knight King wanted them, he called for the family to exit the wagon. As Thrarns grandfather stepped from the wagon, he was immediately struck by a barrage of arrows, killing him instantly. Thrarns mother and father fought heroically from the cover of the wooden wagon, but were forced to step out from it when it was set ablaze by burning arrows. They too did not make it far when they were struck down by arrows.

At the request of his parents, Tharn remained inside the wagon as it burned. Not even the merchant that led the family into the trap knew of Thrarns existance. Because of this, the attackers ceased and quickly put out the fire that was consuming the wagon. But not before Thrarns face was badly burned by the flames.

Once the fire was put out, the merchant drove the damaged wagon to his home. There, Tharn escaped the wagon unseen and snuck back into the nearby forest. Overcome with pain and grief, Thrarn collapsed and blacked out.

He awoke in a strange place, his face bandaged. Thrarn soon discovered that he was rescued by elves that also sought refuge in the forest. They took him to their village where he remained unconscious for several days. Darius Darrowdown,the elven healer was able to help Thrarn a little, but his face remained badly scarred. Darius also spent a lot of time with Thrarn mending his emotional scars. The elves raised Thrarn from when he was about 12 years of age, until he decided to set out on his own. On occasion, Thrarn would return to the Elvin village to visit his good friend Darius. On occasion, the two would travel together throughout the land to help out people in need.

When Thrarn thought he was ready, he left the village. He continues to seek out and kill Izrador's followers, but this time not to protect the innocent, but to avenge his family's death. He learned from the merchant's betrayal, that he could trust no one but himself. So he set out alone to find and kill the Knight King that was responsible for the death of his family.
Click for Picture
 
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Let me know if someone drops out. I'd like to play but probably would have to know in the next three days (I'll be away from my book for two weeks after that).
 

Toric_Arthendain said:
mirthcard, I believe that Thordain is planning on a human (undetermined whether Dorn, Sarcosan or Erenlander) rogue, maddmic is planning a dworg barbarian and Thrarn is working on a Erenlander Wildlander. Not sure about everyone else.

Toric

I've decided to go with the Dorn guy from Roland's Raiders. I'll leave the others to pick up the slack as far as using magic goes. Should be up later today or tomorrow. I don't have etools (they don't make it for the Mac :( ) so my character won't be as detailed as Thrarn's.
 

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