[ooc] dnd - the nameless [thread closed]

Good point on the full-plate thing, Doghead. Perhaps I will go for the more practical +1 breastplate and masterwork mace, which comes to 1,712 or so.

As for the blacksmithing thing, Synergy bonuses work well (if they have 5 ranks in skill X, they get a +2 to related skill Y, i.e, 5 ranks in bluff gives +2 to diplomacy), but they don't kick in until 2nd level when it's actually possible to have 5 ranks in something.
 

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The town of Seven

Seven is a market town of some 100 or so households, some 500 or so people in total. It is the last town of the river before that the rivercraft can reach, and so has become the principle transport hub for the area that lies behind it.

No one knows why it is called Seven. There are 4 gates, three towers, etc etc. No Seven of anything significant. One side of the town nestles against the river, most of the length of the river being taken up by wharves and docks, and just back from them, most of the merchant's offices and warehouses. The other three compass points of the town lie within low stonewalls topped with timber fortificartions. There are massive oaken doors on each of the gates, but they are rarely closed.

The town sits on a plane, surrounded to the north, south and west by a number of farms and further afield, extending back some small villages and hamlets. There is one bridge across the river. To the east lies the forest and the foothills of the mountains. The river winds along the edge of the forest, which at its closest is only a few miles from the town.

Note: thought it would take just a mo to whip up a map and stuff. Was I wrong? You betcha.
 

Character Notes II

IC Perspective:

Sadolath Given your background, you may choose to enter the scene via a different direction, and at a time of your choosing. If you take this option, we'll assume that you do not know any of the others. Could you let me know, and indicate your spells prepared.

BTW, there are probably not a lot of carriages and knights around Seven. There is a country manor (somewhat run down) and a fair number of riverboats and wagons.

I don't have the book from which the Goggles come. Googles of Minute Seeing (SRD 3.5) only give a +5 bonus. Could you check it for me. But if its right, you're good.

Archer You sure that you don't want to take Martial Weapon Prof (Bow). You'll be at -4 to hit without it. Taking the Warrior class would give you Martial Weapon Prof as well as +1 BAB and +2 Fort. But less feats and fewer class skills, I suppose. Tough choice. Let me know.

Nathan Could you give me an idea of what item you would take if the squire position is not an option. Or would you rather have me decide?

Cromwell You can start in full gear, but I'll bring you in a couple of rounds into things. The others were all off work when they heard the news - if you choose to be fully kitted up, I'll assume that you were on duty, saw the rag tag group heading towards the woods, and decided to follow (things are fairly relaxed in Seven).

General I initially envisioned that you were all Seven locals, and all knew each other quite well. However, its not important. But I would like to weave some threads between you. Those of you who have chosen to come from out of town may keep that, but you (with possible the exception of Sadolath) will have been in town for long enough to get to know some of the locals. I want everyone to indicate one or two others whom you are connected to - be family, friends, etc. Feel free to discuss it here.

Thats it for now. Back to working up the IC thread.
 

Thomas Hobbes said:
As for the blacksmithing thing, Synergy bonuses work well (if they have 5 ranks in skill X, they get a +2 to related skill Y, i.e, 5 ranks in bluff gives +2 to diplomacy), but they don't kick in until 2nd level when it's actually possible to have 5 ranks in something.

A variant of this seems like the way to go - it that it runs the least risk of being unbalanced. Craft (blacksmith) is the basic skill. Craft (armourer) allows the character to do the fancy stuff including etching and silverwork. 5 ranks in Craft (armourer) provides a +2 Synergy bonus to Craft (blacksmith) checks when working on armor or weapons.

The only problem that I can see is that Craft (armourer) isn't really much of a skill in itself.

As before, suggestions anyone?
 

Have (blacksmith) be everything but weapons and armor. Have (armorer) be weapons and armor. Let 'em give synergy bonuses to each other. Skill focus would only apply to one (although one of the +2/+2 skill feats that applies to "any two craft skills" wouldn't be unbalanced, I think).

Edit: Full kit, yessir, few rounds late, a-ok.

As for who I know, I'd say that Oscar (I'd pay him full respect as a nobleman, put myself at his service, etc.) and Nathan (hard-working craftsman, salt of the earth, etc. Also might have made or repaired my armor and weapons).
 
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Thomas Hobbes said:
As for who I know, I'd say that Oscar (I'd pay him full respect as a nobleman, put myself at his service, etc.) and Nathan (hard-working craftsman, salt of the earth, etc. Also might have made or repaired my armor and weapons).
That makes sense to me. Oscar would probably be out and about the town, and may need a bodyguard/ friend who had actualy been OUTSIDE Seven at one point in his/her life.

BTW.. fully updated Oscar in his first posting. equipment and all.
I didn't add it up but I'm sure it all comes in well under the 480 GP he has to spend.
 
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Personnally, my character may have met everyone else who lived in the village, but I doubt he would have created any good relationship with them. He is a bit loner, wanting more the company of Prince or the animals on his farm rather than stranger. His family is plenty enough for him as human relation. Anyway, he is a small guy in a big world, so he doesn't feel really at his place in the village.
 

Oscar Seven is officially a town. It has walls and a charter an all! Feel free to call it what you wish, but the locals might be a bit touchy if you call it a hamlet.

Hewik Leafwing OK. You can be with the group.

Nathan TH's suggestion sounds fine. Take either Single Skill Focus (Blacksmith or Armourer) +3, or Double Skill Focus (Ironwork) +2 Blacksmith and +2 Armourer. Each skill will give the other a +2 Synergy bonus when you get 5 Ranks in it.

Everyone With the exception of Cromwell, who's on duty, you will only be carrying what you normally would carry around on a Sunday afternoon.Animals are fine (but Oscar won't be riding Sassy - he's done his morning riding). So are your principle weapons. A final reminder - to avoid any unfortunate confusion - you don't have the magic items at this point.

By the time you hit the forest, there will be the 5 of you and 3 others in the group heading out "to see the knight". While you all know eachother by name, its more like a collection of interlinked groups.

The place Jimni (the boy who saw the knight) is going to is about 2 miles from the town - upriver and a little into the forest. Thats about 30 minutes hustle for those with Spd 30ft (allowing for the forest terrain at the end of the journey).

I just realised I've been using everyone's character's name. Not sure why. :P
 
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Archer would probably have just about everything with him...basically nothing :). A small amount of food and his longbow are hidden in a local barn where he's staying for 7cp per week. If he knows he's going out on an "adventure", he actually has a military helmet his brother brought back from the war that he'll "outfit" himself with.
 

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