• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Strahd's "The lost Caverns of Tsojcanth" - [Recruiting thread Closed]

[sblock=Steve Gorak- Keldar the Shrike]
I'm sure you ment rouge4/Fighter 2 insted of warrior 2 :)
When I calculate the HP it's sums to 40
+18 con ... why? 6*2 it's +12 con.
Please had the following skills - Appraise, Disable device, Gather info, Heal, Listen, Open locks, Ride, Sppot, survival.
Equipment - where is your magical Spiked chain
potion necklace - I liked the idea
gauntlets of ogre power - Hung around neck, why around neck ?
Appearance - "with bkue eyes" - blue
History - Bladilng to human, and just to spice it up, you can add that those wizards were agent of Iuz, the old one.

I especially liked how you designed the sheet, very handy
That's all [/sblock]
[sblock=InVinoVeritas- Varthenn Thun-drak]
Skills: Please add Appraise, Balance, Bluff, Diplomacy, Gather info, Heal, Intimidate, Listen, Move sil, Ride, Search, Sense, tumble, use rope and swim.
[/sblock]
[sblock=wmasters- Turo Beremwocket]
Background- If you play a Rock Gnome, the Yatil's eastern slopes can be called home.
It's not far from the town of Highfolk.
who is Roykin ?
skills - please add Appraise, Balance, Bluff, Climb, Gather info, Heal, Hide, Intimidate, Move sil, Ride, Search, Spot, Survival, Tumble, Use rope and Swim.
[/sblock]

devrimk and Charberus
I'll go over your characters in the next post
 

log in or register to remove this ad

wmasters

First Post
I'll add a bit of background being from the Yatil eastern slopes etc, and the skills later. I'm not 100% whether I want to be kitted out in full plate, or a chain shirt yet, so the ACP for the skills where it matters if I change my mind.

Roykin is a gnome from Turo's past, a cleric (or lay priest perhaps) of Garl Glittergold who strayed from the path and brought corruption to the good name of the clergy. Turo was sent by the church to investigate and deal with the situation, which he did, bringing Roykin back to Highfolk where Roykin repented and swore to atone. As far as the character go, he's both an explanation of Turo's entrance to the Church Inquisitor PrC, and potentially a character with a grievance against Turo
 

devrimk

First Post
I am thinking about a human Elemental Savant (Fire) Sorcerer. He was a desert nomad. By the time he became an adult, unknown powers started calling him in his dreams. He has an innate power of magic. Gurka (the Shaman of the village) tells him to go and find his destiny. So he left his village to search for these unknown powers calling him. He searched year after year and finally found a fire temple and learned the secret lore of the Elemental Savants.
So any Desert Nomad in Grayhawk?

Note: If it's possible, can I use metamagic feat from Sandstorm?
 

devrimk- The Baklunish people hold elemental powers, their wizards are quite good with elemental magic, check out the spoiler about the Baklunish people and their origin.
The Baklunish are a human race.

To All - The humans that live in Furyondy area are typically Oeridians

Steve Gorak – Your human is Oeridian, adjust Appearance to match Oeridian desc (check spoiler)

Yair - Choose a human race for your Aasimar too

[sblock=Humans in the world of Greyhawk]
Oeridians: The Oeridians have fairly dark skins, varying from tan to olive colors, but their hair color runs the range from honey blond to black, with brown and auburn the most common. Their eye colors are likewise variable.Perrenland, Furyondy, the Shield Lands, the Great Kingdom of North Aerdy, the United Kingdom of Ahlissa, Onnwal and Sunndi.

Baklunish: The Baklunish people have golden-hued skins, gray-green or green eyes, and hair ranging from dark brown to blue-black.Baklunish are recognised for their magical skill. They are especially noted for inventing new elemental spells. Zeif, Ull, Ekbir and the Tiger Nomads are the best examples of pure Baklunish folk , Baklunish features can he seen mixed with those of other races in the nations of Ket and Tusmit, and among the Wolf Nomads and the Paynim tribes.

Suloise: The Suel were scattered to the margins of the Flanaess in the distant past, so it is small wonder that most Suel blood has been intermized with other racial groups. The Suel are fairskinned, some being almost albino, with red or blond (even platinum blond) hair and blue, gray, or violet eyes. The Frost, Ice and Snow Barbarians are the best examples of pure Suel blood. Suel descendants are also predominant in the Duchy of Urnst, the islands off the eastern coast of the Flanaess, and the lands of the Scarlet Brotherhood on the Tilvanot Peninsula. Some Suloise settled in the Amedio Jungle and Hepmonaland, where they became tanned and freckled.

Flan:The original human occupants of the Flanaess had bronze complexions varying from coppery tones to deep brown. Their eyes were dark brown, even black, or rarely amber. Likewise, their hair was always dark brown or black. The Flan are now scattered to the winds. The Duchy of Tenh boasts of a pure Flan , Geoff and Sterich, while slightly mixed with other races , strong Flan roots are the Rovers of the Barrens, Stonehold and the Theocracy of the Pale.
[/sblock]
 
Last edited:

[sblock=Charberus - Poe Brittlebeard]
Note your exact race - Hill dwarf, Mountain Dwarf, Derro and etc..
Please had the following skills - Appraise, Bluff, Balance, Diplomacy, Gather info, Heal, Listen, Ride, Spot, survival, Hide, Intimidate, Move sil, Search, Tumble, Use rope and Swim.
[/sblock]
[sblock=devrimk - Karael Ignekilic "Shadow"]
No particular changes required, it's looks fine
[/sblock]
[sblock=Wmasters - Turo Beremwocket]
Update - please add DC to your spells like Charberus did, thanks.
[/sblock]
 

Steve Gorak

Adventurer
Strahd_Von_Zarovich said:
[sblock=Steve Gorak- Keldar the Shrike]
I'm sure you ment rouge4/Fighter 2 insted of warrior 2 :)
When I calculate the HP it's sums to 40
+18 con ... why? 6*2 it's +12 con.
Please had the following skills - Appraise, Disable device, Gather info, Heal, Listen, Open locks, Ride, Sppot, survival.
Equipment - where is your magical Spiked chain
potion necklace - I liked the idea
gauntlets of ogre power - Hung around neck, why around neck ?
Appearance - "with bkue eyes" - blue
History - Bladilng to human, and just to spice it up, you can add that those wizards were agent of Iuz, the old one.

I especially liked how you designed the sheet, very handy
That's all [/sblock]

Hey Strahd,
[sblock]
I'm sure you ment rouge4/Fighter 2 insted of warrior 2 :)
Yep, sorry, my bad ;)

When I calculate the HP it's sums to 40. +18 con ... why? 6*2 it's +12 con.
Done. the +18 con came from an early dwarf build with 16 con.

Please had the following skills - Appraise, Disable device, Gather info, Heal, Listen, Open locks, Ride, Sppot, survival.
Done. A few of the skills were trained only, but I noted that

Equipment - where is your magical Spiked chain
potion necklace - I liked the idea
gauntlets of ogre power - Hung around neck, why around neck ?
Appearance - "with bkue eyes" - blue
History - Bladilng to human, and just to spice it up, you can add that those wizards were agent of Iuz, the old one.

All these mistakes have been corrected.
[/sblock]
Updated/corrected character:

Keldar the Shrike
Human Rogue 4/Fighter 2[sblock]

Str: 18 (+3)
+1 LEVEL 4 +2 magic gloves
Dex: 16 (+3)
Con: 14 (+2)
Wis: 10 (+0)
Int: 14 (+2)
Cha: 10 (+0)

AC: 19*
10 Base +5 armor +1 deflection (ring) +3 dex
Touch AC: 14*
Flat footed: 16*
*Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4
ACP: 0

HP: 36
[6 + 5.5*2 + 3.5*3 + 12 con]

BAB: +5
Grapple: +9
Init: + 3
Speed: 30
30 base

Saves
For: +7
(4 [Base] + 2 [Con] + 1 [Resistance (cloak)]
Ref: +8*
(4 [Base] + 3 [Dex] + 1 [Resistance (cloak)])
Wil: +2
(1 [Base] + 0 [Wis] + 1 [Resistance (cloak)])
*Note: Evasion, Uncanny dodge & trap sense +1, Rogue level 4


Skills:
[skillpoints: 9 human +(8+2)*7 rogue +(2+2)*2 fighter = 87]
[sblock]
Appraise (Rog): +3 [0 ranks +3 int]

Balance (Rog): +10 [7 ranks +3 dex]
Bluff (Rog): +7 [7 ranks +0 cha]
Climb (Ftr,Rog): +17 [9 ranks +4 str +2 use rope synergy +2 climber's kit]

Diplomacy (Rog): +4 [0 ranks +2 bluff synergy +2 sense motive synergy]
Disable device(Rog): 0 ranks, trained only skills
Escape Artist (Rog): +10 [7 ranks + 3 dex]

Gather info (Rog): +0 [0 ranks +0 cha]
Intimidate (Ftr,Rog): +2 [0 ranks +0 cha +2 bluff synergy]
Jump (Ftr,Rog): +11 [5 ranks +4 str +2 tumble synergy]

Heal (cc): +0 [0 ranks +0 wis]
Hide (Rog): +9 [6 ranks + 3 dex]
Listen (Rog): +0 [0 ranks +0 wis]

Open locks (Rog): 0 ranks, trained only skills
Ride (Ftr): +3 [0 ranks + 3 dex]
Sleight of Hand (Rog): +12 [7 ranks +3 dex +2 bluff synergy]

Spell craft(cc): +4 [2 cross class ranks +2 int]
Spot (Rog): +0 [0 ranks +0 wis]
Tumble (Rog): +12 [7 ranks +3 dex +2 jump synergy]

Search (Rog): +9 [7 ranks + 2 int]
Move Silently (Rog): +7 [7 ranks + 0 wis]
Sense Motive (Rog):+7 [7 ranks +0 wis]

Use Rope (Rog): +10 [7 ranks +3 dex]
Survival (cc): +0 [0 ranks + 0 wis]
Swim (Ftr,Rog): +4 [0 ranks +4 str]


[/sblock]Attacks:
Melee, Two-handed:

• +1 Spiked chain (viper): +10 to hit, 2d4+7 damage, x2, P, 10 ft reach
(can strike adjacent foes)
to hit: +5 bab +4 str +1 magic; Damage: +1 magic +6 str (2 handed)
• Greatsword: +9 to hit, 2d6+6 damage, 19-20/x2, S
to hit: +5 bab +4 str; Damage: +6 str (2 handed)
• Morningstar: +9 to hit, 1d8+6 damage, x2, P/B
to hit: +5 bab +4 str; Damage: +6 str (2 handed)

Melee, 1 handed:

• Morningstar: +9 to hit, 1d8+4 damage, x2, P/B
to hit: +5 bab +4 str; Damage: +4 str
• dagger: +9 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +5 bab +4 str; Damage: 4 str

Ranged:

• dagger: +8 to hit, 1d4+4 damage, 19-20/x2, P/S, 10 ft range
to hit: +5 bab +3 dex; Damage: 4 str
• +1 composite longbow (+4 Str): +9 to hit, 1d8+5 damage, x3, P, 110ft range
to hit: +5 bab +1 magic +3 dex; Damage: +1 magic +4 STR
Special Abilities: [sblock]
Rogue:
• Sneak attack +2d6
• trapfinding
• Evasion
• Trap sense +1
• Uncanny dodge

Fighter:
Proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields) [/sblock]
Feats:
• level 1 feat: Combat reflexes
• human level 1 bonus feat: Combat Expertise
• level 3 feat: Exotic weapon: spiked chain
• fighter level 1 bonus feat: Improved feint
• fighter level 2 bonus feat: Improved trip
• level 6 feat: Mage slayer

Equipment: [sblock]

+1 mythral chain shirt with spikes 2150 gp, 15 lb, attached on belt on left side
ACP=0 (mythril); cost: 1100gp mythril shirt +1000 gp +1-enchantement +50gp spikes; weight =10lb armor + 10/2 lb for mythral spikes

Greatsword 100 gp, 8 lb, worn on left hand

ring of protection +1 2000 gp, 0 lb, worn on left hand

cloak of resistance +1 1000 gp, 1 lb, worn

2 Daggers 4 gp, 2 lb, strapped on each thigh

Morningstar 8 gp, 6 lb, attached on belt on backside

+1 Composite longbow (+4 str) 2800 gp, 3 lb, strapped on back
Arrows (20) 1 gp, 3 lb, in quiver on back

Cure moderate wounds potion, in metal flask 300 gp, 0 lb, Hung around neck
Protection from evil potion, in metal flask 50 gp, 0 lb, Hung around neck
enlarge person potion, in metal flask 250 gp, 0 lb, Hung around neck
Bull's strenght potion, in metal flask 300 gp, 0 lb, Hung around neck
Invisibility (potion), in metal flask 300 gp, 0 lb, Hung around neck
Magic weapon oil, in metal flask 50 gp, 0 lb, in belt pouch

gauntlets of ogre power 4000 gp, 4 lb, Worn

Belt Pouch 1 gp, 0.5 lb, worn on left side
2 Sewing Needles 1 gp, 0 lb, belt pouch, pinned to a cork
Chalk 0.01 gp, 0 lb,

Backpack 2 gp, 2 lb, worn on back
Arrows 2x20 2 gp, 6 lb, in backpack
Waterskin (water) 1 gp, 2 lb, in backpack
Trail rations (4 day) 2 gp, 2 lb, in backpack
Bedroll 1 gp, 5 lb, in backpack
Winter Blanket 1 gp, 3 lb, in backpack
Flint & Steel 1 gp, 0 lb, in backpack
2 large sacks 2 gp, 1 lb, in backpack
Whetstone 0.02 gp, 1 lb, in backpack
Cure lightwounds potions x2 100 gp, 0 lb, in backpack
100 ft silk rope 20 gp, 10 lb, attached to side of backpack
Grappling Hook 1 gp, 4 lb, attached to side of backpack

Climber's kit 80 gp, 5 lb, attached to side of backpack
Protection from evil potion, in metal flask 50 gp, 0 lb, in backpack, wrapped in cloth
enlarge person potion, in metal flask 250 gp, 0 lb, in backpack, wrapped in cloth
Magic weapon oil, in metal flask x2 100 gp, 0 lb, in backpack, wrapped in cloth

Money= 71.97 gp, in belt pouch [/sblock]

Total weight = 83.5 lb


Max Weight: 100 lb Light, 200 lb medium, 300 lb heavy, 600 lb lift, 1500 lb drag
[/sblock]

History:[sblock]As a teenager, Keldar was enslaved by an unscrupulous mage, who kept him under his mental control. The mage was one of the three leaders of a covenant, agent of Iuz - the old one, scheming to secretly take control of the Furyondy kingdom.
The following years were tough: enslaved by the wizard, Keldar obeyed his every whim. He served as a body guard and executioner, allowing the covenant to carry out its plans.

About six months ago, an elite squad of the royal Furyondy army penetrated the covenant’s stronghold. The covenant was prepared and quickly decimated most of the fighters. A few of the more experienced warriors had successfully cornered the three wizard, but almost all hope was lost. As a last stand, an old dwarf warrior charged Keldar’s master, and knocked the wizard unconscious.

Immediately, the Keldar felt something he hadn’t felt in many years: control over his own thoughts. He acted quickly, and turned on the two remaining wizards, preventing them from casting. He slew one, and the dwarf finished off the other.

The dwarf then faced the bladeling, threatening him with his axe: “Do you yield?”

Keldar, overwhelmed with emotion, fell to his knees, and threw his spiked chain on the ground. Looking at the sky, he muttered “I am finally free!”

The dwarf signaled a robed figure in the hall: “Does he speak true?”, the dwarf asked. Keeping a suspicious eye on Keldar, the elven cleric invoked eldritch words and nodded to the dwarf. “The human can be trusted”.

Taking a step back, the dwarf withdrew his axe: “Human, you have caused harm to this Kingdom, albeit not by choice. I offer you the chance to redeem yourself and pay your debt to Furyondy.”

Since then, Keldar has been in the service of the Kingdoom of Furyondy.
[/sblock]

Appearance: [sblock]
Keldar is 6 feet tall, clearly from Oeridians stock with blue eyes, black hair, and tanned skin. He is also covered with with tatooes, a remnant from his days as a thrall-slave of the agent of Iuz, the old one. He wears a black cloak and has several weapons strapped to his body. Most noticeable are his spiked chain and his spiked armor.

[/sblock]
By the way, do we have a rogue's gallery?

Cheers,

SG
 

InVinoVeritas

Adventurer
Great! Here's the updated Varthenn. Note that I also bought some more axes.

[sblock]
Code:
[B]Name:[/B] Varthenn Thun-drak
[B]Class:[/B] Ranger 2/Fighter 4
[B]Race:[/B] Mountain Dwarf
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] LG
[B]Deity:[/B] Moradin

[B]Str:[/B] 14 +2 (6 p.)     [B]Level:[/B] 4/2      [B]XP:[/B] 15,000
[B]Dex:[/B] 17 +3 (10p.)     [B]BAB:[/B] +6         [B]HP:[/B] 52 (2d8+4d10+18)
[B]Con:[/B] 16 +3 (6 p.)     [B]Grapple:[/B] +8     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 12 +1 (4 p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] -
[B]Wis:[/B] 14 +2 (6 p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +2
[B]Cha:[/B]  8 -1 (2 p.)     [B]ACP:[/B] -1         [B]Spell Fail:[/B] -

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +4    +0    +3    +0    +0    +2    19
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 16

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      7    +3   +1     +11
[B]Ref:[/B]                       4    +3   +1     +8
[B]Will:[/B]                      1    +2   +1     +4

[B]Weapon                  Attack   Damage     Critical[/B]
Dwarven Waraxe +1        +9/+4   1d10+3      x3
MW Throwing Axe*(6)      +12/+7  1d6+5       x2
Silver Throwing Axe*(3)  +11/+6  1d6+4	     x2

*Stats for Throwing Axe include bonuses for Point Blank Shot and other feats.

[B]Languages:[/B] Common, Dwarf, Goblin

[B]Abilities:[/B] 
Darkvision 60’
Stonecunning +2
Weapon Familiarity: Dwarven Waraxe, Dwarven Urgrosh
Stability (+4 vs. bull rush and trip)
+2 Save vs. Poision
+2 Save vs. Spells
+1 Attack vs. Orcs, Goblinoids
+4 AC (Dodge) vs. Giants
+2 Appraise, Craft for stone items
Favored Enemy: Goblinoid +2
Wild Empathy +1

[B]Feats:[/B] Point Blank Shot, Track, Two-Weapon Fighting, Quick Draw, Precise Shot, 
Far Shot, Weapon Focus(Throwing Axe), Weapon Specialization(Throwing Axe)

[B]Skill Points:[/B] 47       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Appraise                   0    +1    +2    +3
Balance                    0    +3          +3
Bluff                      0    -1          -1
Climb                      9    +2    +2    +13
Concentration              0    +3          +3
Craft(w/stone)             0    +1    +2    +3
Diplomacy                  0    -1          -1
Disguise                   0    -1          -1
Escape Artist              0    +3    +2    +5
Forgery                    0    +1          +1
Gather Information         0    -1          -1
Heal                       0    +2          +2      
Hide                       5    +3          +8
Intimidate                 0    -1          -1
Jump                       9    +2    -6    +5
Knowledge(Dungeoneering)   5    +1          +6
Listen                     0    +2          +2
Move Silently              0    +3          +3
Perform                    0    -1          -1
Ride                       0    +3          +3
Search                     0    +1    +2    +3
Sense Motive               0    +2          +2
Survival                   6    +2    +2    +10
Spot                       6    +2          +8
Swim                       0    +2          +2
Tumble                     0    +3    +2    +5
Use Rope                   5    +3          +8

[B]Equipment:                     Cost  Weight[/B]
Dwarven Waraxe +1            2330gp    8lb
Cold Iron MW Throwing Axe(6) 1848gp   12lb
Silver Throwing Axe(3)         84gp    6lb
Chain Shirt +1               1250gp   25lb
Handy Haversack              2000gp    5lb
Silk Rope, 100’                20gp   10lb
Rope of Climbing             3000gp    3lb
Grappling Hook                  1gp    4lb
Hammer                          5sp    2lb
Pitons(10)                      1gp    5lb 
Block and Tackle                5gp    5lb 
Chalk(10)                       1sp    0lb 
Crowbar                         2gp    5lb 
Parchment(5)                    1gp    0lb 
Bedroll                         1sp    5lb 
Waterskin                       1gp    4lb 
Whetstone                       2cp    1lb 
Rations(3)                     15sp    3lb 
Explorer’s Outfit               0gp    0lb 
Miner's Pick                    3gp   10lb 
Mirror, Small Steel            10gp  1/2lb 
Sealing Wax                     1gp    1lb 
Candle(10)                      1sp    0lb 
Flint and Steel                 1gp    0lb 
Shovel                          2gp    8lb 
Thunderstone                   30gp    1lb 
Climber’s Kit                  80gp    5lb 
Ring of Protection +1        2000gp    0lb 
Cloak of Resistance +1       1000gp    1lb 
Potion of Cure Moderate       300gp    0lb 
 [B]Total Weight:[/B]57lb      [B]Money:[/B] 27gp  6sp  8cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                58   116   175   175   875

[B]Age:[/B] 57
[B]Height:[/B] 4'4"
[B]Weight:[/B] 180 lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Black
[B]Skin:[/B] Pale Tan, almost like marble
[/sblock]

Appearance: [sblock]The one word many people use to describe Varthenn is “vigilant.” The first thing people notice about Varthenn is his eyes. He is constantly looking around, carefully observing. With a bandolier of throwing axes in easy reach, and a well-stocked pack on his back, Varthenn looks ready for anything. He keeps a well-oiled leather overcoat over his chain shirt, and wears a sturdy skullcap much of the time, although he will switch it for a wide-brimmed hat when outside for a long enough period of time. His beard is worn very short for a dwarf—too short to be easily grabbed in battle—giving him a youthful (some might say female) look.[/sblock]

Background: [sblock]Varthenn’s clan was of one of the lower castes. His great-grandfather had caused shame to fall upon his clan, as a lack of careful preparation had weakened a wall, crushing a team of sappers in a cave-in against a goblin fortress. Since then, the Thun-drak clan (Dwarven for “First to Fall”) had become tasked with being the first to explore dangerous areas, new passages, set up the posts needed to maintain stability in ruined areas, and other hazardous sites at the edges of the Yatil clan-hold. Many a Thun-drak has met an untimely end, as a result. His grandfather fell prey to a goblin trap. His great-uncle slipped into a lava pit. His uncle was overcome by fumes rising from an abyssal cesspool.

Varthenn thus learned at an early age the value of keeping your wits about you. It is vital to know when to move forward, and when to stop. Know what danger looks like, sounds like, smells like. Prepare yourself for every day and the challenges you face, because in the end, preparation is what you have to rely on to survive.

Survival also meant dealing with the prejudices of his people. He was First To Fall, and so was always expected to go far and do what other clans preferred not to. A lifetime in the low caste had stunted growth of a healthy beard. He was also blessed with keen sight and a steady hand. This might, for others, grant one access to the College of Siege Engineers, but for the low-caste Thun-drak, this was not forthcoming. He spent much of his time alone in the far tunnels, or exploring on the surface, where he could practice his axe-throwing, climb through hidden passages, and ignore the language that would occasionally refer to him as an elf.

Yet his clan was still preparing for better things. The first 500 years after his clan’s punishment ended, and the Thun-draks were allowed to advance from the Undesirable Caste to the Laborer Caste, where they would spend the next 500 years. His brother Morghann, a sturdier fellow with a strong arm, quickly found a position sweeping a blacksmith’s shop and preparing the anvil each day. Varthenn found no such luck, but the switch to the Laborer Caste gave one more benefit: permission to leave the clan-hold without abandonment. “Go learn from the elves,” they called as he packed up and left.

His travels east took him to the Kingdom of Furyondy, where he met a military contingent in a farming village, enlisting locals for war against Iuz. When he learned the benefits of military service—weapons training, a band of close brethren, and a sense of being welcome in a larger organization, he declared his intent to join. The recruiter reminded him that he would be committed to serving the King for seven years. Varthenn laughed at paltry tour of service and replied, “Seven? I thought you had meant seven hundred!” He signed immediately.

While training at camp, his skill with the throwing axe was noted. It was determined that the skill might not be as useful in the rank and file of the army, but as a special agent of the King. So, he was drafted to the King’s Special Service, and has been a loyal agent for the past six years. As his tour of duty comes to a close, he wonders whether he should sign up for another term, or move on to new adventures. The slight mounds that the locals calls “mountains” are so easy to scale…[/sblock]
 
Last edited:

wmasters

First Post
I've edited the original post with the complete character sheet etc. Hopefully I'll have more on the background (to put in the eastern slopes of Yatil), and his appearance, later today.
 

wmasters said:
I've edited the original post with the complete character sheet etc. Hopefully I'll have more on the background (to put in the eastern slopes of Yatil), and his appearance, later today.

Ok, looking forward to see it
 
Last edited:

Steve Gorak said:
By the way, do we have a rogue's gallery?

As soon as the recruiting ends I'll post the chosen ones and open RG thread and OOC thread for the game.

Summery of candidates so far:
Rhun - ?
Steve Gorak – Oeridian Human Rogue 4/Warrior 2
Charberus - Dwarven Male Wizard 5 [UA Summoner] /Alienist 1
Yair - Aasimir favored soul 5
Saracor - Furyondy Fighter or Grey Elven Wizard (perhaps Evocation)
Azaar - Human Rogue 3/Swashbuckler 3
InVinoVeritas – Mountain dwarf Ranger 2/Fighter 4
Wmasters – Rock Gnome Cleric 6
Devrimk - Tiefling rogue 5 or human Baklunish Wizard 6
Boddynock - ?
 

Remove ads

Top