OOC for on the Merchant's road. (RE-STARTING the Game!! CLOSED)

Sir Osis of Liver said:
i'd be interested in playing a Druid or Cleric.

C'mon in, plenty of room. Looks like we may already be getting a Druid. I think at this point a Cleric would be more desirable.

I'll get the adventure started then. I'll get a link to it here as soon as I post it.

Posted.
 
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So who is on the journey? Krug, Killian, Aravalir.. are Jandssen and Derek confirmed? Krug doesn't ahve a steed, nor can he find one easily who'd have him ride it.. someone needs to provide me a wagon or something. ;)
 

One more?

Room for one more? I'm willing to play a wizard or sorcerer.

On that note, what times/days do you plan on running the bulk of the campaign? I work evenings, but I can check the boards every once in a while.

Torillan
 

Re: One more?

Torillan said:
Room for one more? I'm willing to play a wizard or sorcerer.

On that note, what times/days do you plan on running the bulk of the campaign? I work evenings, but I can check the boards every once in a while.

Torillan

I officially have four people playing, with two or three who say they will join but havn't yet. So I say sure, you can join. A wizard or Sorcerer would come in handy, I think.

As for when I run it. I'm playing that by ear. I'm here and reading twice a day, once when I get up and once when i get home from work. I'll post events as they flow.
 

Krug said:
So who is on the journey? Krug, Killian, Aravalir.. are Jandssen and Derek confirmed? Krug doesn't ahve a steed, nor can he find one easily who'd have him ride it.. someone needs to provide me a wagon or something. ;)

Krug, Killian, Aravalir, and Derek are confirmed as far as I know. Jandssen was a concept character, level two...therefore illeagal, I would have to see a level one character and a commitment to play before he's official.

I've got two or three other players wishing entrance and I'll make them official as soon as they post characters.

And as a reminder, i posted this on the gamer seeking gamers board, I will be doing characer sketches of the PCs and major NPCs. Very likly run a campaing web site that will have all info gathered there for people's concerns. I'll probably be working on that tomorrow. I already have Krug and Aravalir's sketches done.

More info tomorrow.
 

wow!
Quite the cool idea there, Todd.
You're right about Killian's stats, of course - I haven't modified them to make him 1st level yet.
But those are just stats, as you rightfully say.
His background and character I thought was important to get up as quick as possible.

I'll modify asap and decide his method of travelling to this north-west area.
 

Hral Sternhelm
-------------------

Background:
Born the only son of an affluent dwarven tradesman, Hral Sternhelm led the first decades of his life in relative luxury. His privelaged background, coupled with his father's prominent position in the community led to the boy, although naturally talented, to be aloof and brash, and given his clan's wealth he showed little interest in developing his own skills. Hral believed that he would live out his years on the fortune that his father's lucrative arms forge had brought him.

This is, of course, until that fateful day over three decades ago that Gnar Sternhelm, Hral's father, was overcome with a sudden illness. A stroke appearing out of nowhere left the otherwise healthy, middle-aged dwarf bedridden, and it was only a matter of months before illness claimed his life.

The young Hral then found himself faced with the prospect of managing his father's forge, which he had scant knowledge of the workings of, and handling the deceased dwarf's impressive finances. It was only a matter of two years before the young dwarf's inexperience caught up with him, and Hral's mismanagement left his clan penniless and indebted.

Unable to face the shame and indignity of living in the harsh dwarven society as a pauper, Hral chose a particularly moonless night to flee from his father's home, never to see his homeland again. Shaving his beard and foresaking his clan, Hral chose a life in the wilderness, a life of solitude to contemplate his fate.


Appearance:
Hral stands a little over four feet tall, and is typically stocky and muscular for a dwarf of his age (62 years). Years of living in the wilderness have not been kind to Hral - his body is marked here and there with minor scars, and his skin is particularly weathered. Hral's beard, once shaven as a sign of his clanlessness, has returned - fiery orange-red braided into thick war-plaits. The battle-hardened dwarf is garbed in a collection of leathers and furs, and his feet shod in thick leather boots traded from a nearby human village. Over his back is slung a fearsome spear of obsidian, and hunting knives of various sizes adorn the rest of his outfit. At his side stands Kjata, a large, grey, female wolf whom Hral raised from a pup


Hral the Clanless: Male Hill dwarf Dru 1; CR 1; medium-size humanoid (dwarf); HD 1D8+2, hp 10; Init +1; Spd 20 ft.; AC 13 (+1 Dex, +2 leather armour); Atk +2 melee (1D8+3/crit 20/x3, longspear), +1 ranged (1d4+2/crit 19-20/x2, dagger); SQ Dwarven Traits, Nature Sense, Animal companion; AL CN; SV Fort +4, Ref +1, Will +5; Str 14, Dex 12, Con 14, Int 10, Wis 16, Cha 8. Height 4'3 ft.
Skills and Feats: Concentration + 5, Spellcraft +3, Wilderness Law + 5, Knowledge Nature + 3, Handle Animal + 3; Languages: Dwarven, Common; Feats: Track.

Special Qualities: Dwarven Traits: Stonecunning, 2 Save vs Poison, +2 Save vs Spells, +4 dodge AC bonus vs Giants, +2 bonus to appraise checks.
Druid Spells Memorised: (3/2; base DC 13+ spell level): 0 - Detect Magic(2), Read Magic; 1 - Entangle, Cure Light Wounds.
Possessions: Wolf Animal Companion, Longspear, 5 daggers, Leather Armour, Spell componant pouch, waterskin, week's rations, scroll case, rope, grappling hook, 6 GP

Kjata: female wolf animal companion; CR -; medium animal; HD 2Db+4, hp 13; Init +2; Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk +3 melee (1D6+1, bite); Face/Reach 5 ft. by 5 ft./5 ft.; SQ Scent; AL N; SC Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
Skills and Feats: Hide + 3, Move Silently +4, Listen + 6, Spot +4, Wilderness Lore +1(+5 if tracking by scent); Weapon Finesse (bite).
Special Qualities: Scent, Trip as a free action if makes a successful bite.

(I'll make up a new account to post from a little later tonight, as this account is for my character in Heavy G's game. If there's already been enough characters submitted by the time this post goes through I'm OK to sit this game out. I'd really like to play though, seeing as the Dungeon of the Fire Opal looks to be coming to an end...


I take it that Kytess made an impression on you, eh Reaper?)
 

Druid's Ready!

Saxon Nusmaar
Male Human Druid (Mielikki) 1
Neutral Good
Region: Kuldahar, Icewind Dale
Hgt: 5' 10"
Wgt: 213.5 lbs (+156 base, +57.5 equipment)
Speed: 30ft (30ft base)

Str: 10
Dex: 12
Con: 10
Int: 14
Wis: 16
Cha: 12

AC: 15 (+2 shield, +2 armour, +1 dex)
Init: +1 (+1 dex)
Fortitude: +2 (+2 class)
Reflex: +1 (+1 dex)
Will: +5 (+2 class, +3 wis)

Attacks:
Scimitar, +0, d6, 18-20/x2, Slashing, Medium
Club, +0, d6, x2, Bludgeoning, Medium

Skills:
animal empathy +3 (+2 ranks, +1 cha)
concentration +4 (+4 ranks)
handle animal +3 (+2 ranks, +1 cha)
heal +7 (+4 ranks, +3 wis)
knowledge (nature) +6 (+4 ranks, +2 int)
scry +6 (+4 ranks, +2 int)
spellcraft +6 (+4 ranks, +2 int)
wilderness lore +7 (+4 ranks, +3 wis)

Feats:
Track (normal), Spell Casting Prodigy (human)

Special Abilities:
Nature Sense, Animal Companion

Languages:
Common, Chondathon, Illuskan, Druidic, Sylvan, Giant

Spells Memorised:
DC:14, 0th- Read Magic, Detect Magic, Flare
DC:15, 1st- Entangle, Cure Lgt. Wounds

Companion:
Mzarem (wolf), HD: 2d8+4 (13), Init: +2, speed 50', AC 14, str 13, dex 15, con 15, int 2, wis 12, cha 6, Trip, Scent, Weapon Finesse (bite), Hide +3, Move Silently +4, Listen +6, Spot +4, Wilderness Lore +1 (+4 racial when using scent), Fort +5, Ref +5, Will +1

Equipment:
leather armour
large wooden shield
scimitar
club
backpack
waterskin
trail rations (7 days)
bedroll
sack
flint & steel
holly & mistletoe
torches (3)
masterworked longsword

Description:

Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his shield, longsword and club strapped to it in addition to many little trinket like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.

History:

Saxon doesn't like to think about his history much, its not an incredibly happy tale, it can be summarised as follows:

Saxon's parents were teenagers who ran away from home, their travels took them to the tiny village of Kuldahar where they found a little place in the outskirts to live. To their misfortune they had a child, and because of their struggling income they knew they couldn't afford such a thing. Unfortunately again, his mother died shortly after giving birth from falling to illness in her weakened state.

With what felt like his other half gone and all to replace it was another mouth to feed gained Saxon's father was incredibly unhappy. He worked himself to the bone trying to earn enough to raise a child but could hardly do so as a single parent and still care for his son. A decade passed slowly and painfully into history and though only ten years old Saxon had learnt of true hardships of life and to treasure and care for what little he had. He was very mature for his age. His father realised that and thought that to turn they're life around he could now safely go off adventuring and leave Saxon to care for himself. Thus after a while, there had been no adventurer parties come through recently which he could join, Saxon bid his father fairwell as he went off towards the Spine of the World to bring back great riches.

Time passed by and in his waiting Saxon wandered the wilderness around Kuldahar, taking an interest in the terrain and its occupants. About three years sit themselves between when his father left and the current moment when Saxon finds that a female wolf whom he was friends with has had a litter of pups, he helps care for the somewhat large litter for a few months until they all are able to do their own thing. One whom he gained a special bond with was the albino of the litter whom he thought was a miracle of nature, this wolf had grown to be bigger than its siblings. It remained with Saxon through thick and thin and for another two years they managed to maintain themselves from the surrounding lands, and having very little contact with the actual inhabitants of Kuldahar.

Soon enough though a greying man, almost oozing with righteousness and honour, showed up on his doorstep claiming to be his father's father. He was a paladin of Tyr. After Saxon told him of his history that he could remember, his grandfather, named Tyrrel, said that he would stay here and help him out. It had taken him this long to track his son here so he would just wait now for him to return from his adventures. After some time getting used to the presence of such a person in his humble home, Saxon was advised by Tyrrel to inquire into joining the druid grove nearby. He did so and was very happy about finding a group of people he could get along so easily with.

Soon it became obvious that his father wasn't coming back, so Tyrrel gave Saxon a sword which was intended to be inherited by his father, it had been in the family for generations and though his beliefs barred him from using it Tyrrel implored that he carry it with him until he either found someone suitable to carry it or has a son who could take it from him.

Time passed by and the two became best of friends, though Saxon thought Tyrrel was too rigid and Tyrrel thought Saxon was too laid back. Eventually age caught up with Tyrrel and he died peacefully in his sleep, this was very distressing for Saxon despite it being painless. After a brief and heartfelt burial conducted by Saxon and some friends he departed to find a suitably honourable person to pass the sword on to, and would travel until he did.
 
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And suddenly I have more players than I know what to do with...SO I'll make a judgement.



Torillan's, and Sir Osis's characters will be in beacuse I accecpted them in...and I feel the party needs a little diversity.

Fiesty dog, Feel free to continue to play your druid, or make another character in stead, up to you.

The official party:

Aravalir, Elf Paladin
Krug, Dwarf Rogue
Killian, Human Fighter chain guy
Derek, Human Ranger
Hral, Dwarf Druid
Saxon, human Druid (Or another character-See above)
Torillian's wizard characer
Sir Osis's character (Maybe another Druid)

That's it, no more character's allowed
 
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