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The Rod of Seven Parts Original Recruitment

This game will model itself off the 2nd edition boxed set adventure, The Rod of Seven Parts. The original adventure calls for 5-7 PCs of 11th level. I am retrofitting the original adventure to accomodate 5-7 PCs of 1st level, and am additionally changing the setting from Forgotten Realms to my homebrew, Edaesmyd.

Ability Scores: 32 point buy
Alignment: Any, but be prepared to play well with others.
HP: Max HP at 1st level
Starting Level: 1st
Gold: Max gold at 1st level
Sourcebooks: PHB v3.5, DMG v3.5, MM v3.5, Draconomicon.
Posting Etiquette: DM will post M-F. Weekends off. Players should be prepared to post 1/day on a M-F basis. Please drop a line in the OOC if you will miss more than a week.

DM does all dice rolling. No penalty for multi-classing. LA races from MM v3.5 available with the understanding that the PC will not attain character levels until the XP difference is met. DM preference is still for PHB races. Please include at least some character background in your submission, along with the basics of who your character is, and a few basic stats (ability scores, weapon of choice, a rough estimate AC, feats, skills, languages, spells). Not first-come-first-served. Recruitment ends Tuesday December 12th.

Adventure Synopsis:
[sblock]The party members will know one another slightly before play begins. In the city of Teggest, the PCs have gainful employment or are regulars at a local festhall and gambling establishment called the Golden Cockatrice. The PCs may either have been simple hires by the salon to protect against cheating at the gambling tables, or may be covert representatives of another organization within Teggest sent to spy on someone or something within the Cockatrice, or may simply be regular patrons of the festhall. I leave the how and why of your character's presence at the festhall to you. Regardless of affiliation, however, the characters will all have known one another for six months.

The Golden Cockatrice is a posh salon and bar that caters to adventurers, rakes, and other pleasure seekers with plenty of money to spend. The hall stands on a busy thoroughfare, and other businesses line the street. A cheap inn, The Wilted Rose, is directly across the byway to the north of the Golden Cockatrice. The salon opens for business in the late afternoon and closes after dawn, nine days a week. Fraternal twins Frane and Vaja tend bar at the salon. Frane and Vaja share golden hair, bright blue eyes, and muscular builds. Vaja is a little shorter than her brother, Frane, but otherwise both twins look alike. Both are attractive humans, slow to anger, and quick to laugh. One of the salon's chief attractions is the covered well and the cockatrice coop. The well is a cylinder of cunningly laid stones about three feet high topped with a windlass and a slate roof. Flecks of mica in the stones make even the palest beam of light break up in a spray of motes that dance and dazzle the eye. The coop is a weighty structure of thick timbers reinforced with wrought iron. Four bad-tempered cockatrices live inside. The cockatrices are the festhall's mascots, and the management and regulars do not look kindly on visitors who harass them. An incredibly lifelike statue of a jolly looking man stands next to the coop. The figure is hunched over and has one finger stuck through the coop's bars. Legend has it that the man was a drunken patron who took a dare and poked a finger in the coop. The hall's owners are said to have left him there as a warning and willingly paid a fine to the city authorities for the right to do so.[/sblock]

Human and Demi-Human Pantheon:
[sblock]Errol, The Sun God, Errol the Unerring, Errol Redblade. LG and paladin-like in his attributes. His favored weapon is the longsword. Weapons allowed: PHB cleric restrictions plus any sword. Ethos: Defend the weak, commit no evil act, and obey the church hierarchy. Priest title: Eye of the Sun. Domains: Good, Law, Sun, War. Errol's archenemy is The God of Death, Reven. Errol is an Elder God.
Holy Servants:
¤Hyperion, the Morning Star, Herald of the Sun. Also called the Star of Intercession.
¤The Daedalion, Bringer of Justice. Founder of the Order of Icarus.

Madriel, The All-Mother, Well-Mother, Mother Springstaff. NG and cleric-like in her attributes. Her favored weapon is the staff. Weapons allowed: PHB cleric restrictions plus net. Ethos: Must be of good alignment, and use lethal force only as a last resort. Priest title: Brother/Sister. Domains: Good, Healing, Protection, Water. The All-Mother, as the mother-creator of all living beings, is deeply saddened by the addition of death to her creation but is aware that life is made more precious by death and thus holds no animosity toward Tinuviel. Madriel is an Elder God.

Tinuviel, The Lady of Vengeance, Fionna Tinuviel, The Lady of Death. CN and her favored weapon is the dagger. Weapons allowed: PHB cleric restrictions plus scourge, whip, blowgun. Ethos: Vengeance. Title: None. Domains: Chaos, Death, Destruction, Strength. In the Golden Age, before all living creatures became mortal, Fionna Tinuviel loved a human. When the human spurned her love, Fionna was filled with the wrath of rejection and she killed him, thus setting the precedent for death and making all living creatures mortal, save her own kindred. The Lady of Pain is worshipped by any who seek vengeance for justice undone. The Lady of Vengeance is an Elder God.

Drendd, The Father of Stone. LG and his favored weapon is the warhammer. Weapons allowed: PHB cleric restrictions plus any bludgeoning weapon, any axe. Ethos: Protect, Defend the faithful, Serve. Title: Pillar. Domains: Earth, Healing, Law, Protection. Traditionally a deity of the dwarves. The Father of Stone is an Elder God.

Narn, The Father of Battle, Narn U'Drendd. LN and his favored weapon is the battleaxe. Weapons allowed: PHB cleric restrictions plus any slashing. Ethos: Worshippers must always be at the forefront of battle. Title: Pardoner. Domains: Destruction, Earth, Strength, War. Narn is traditionally a deity of the dwarves. The Father of Battle is the son of the Father of Stone and the two do not always get along. The Father of Battle's power is increasing as the Father of Stone's power wanes. Because death via combat is valorous and desired, even for priests, the Father of Battle does not bestow to his followers the ability to return the dead to life. Likewise, because it is a sin to waste the glorious gift of strength of arms, Narn's priests are bestowed with exceptional healing power. Because they are known to pardon the sins of those they about to slay in battle, Narn's faithful are called Pardoners.

The Tinker, Ungel Dingledirk, Unk, Dirk. CN and his favored weapon is the dart. Weapons allowed: PHB cleric restrictions (with dart, dagger, club being oft used). Ethos: Knowledge is the key to molding the future. Title: None. Domains: Knowledge, Luck, Trickery. Unk, as he is affectionately called by his faithful, is known to walk the realm in a under the guise of a random physical manifestation, bestowing his divine attention to unknowing earthly recipients. Those who suffer a less than favorable outcome of his meddling ways refer to The Tinker as Dirk. The Tinker is traditionally worshipped by gnomes and also lately by some mages, even humans.

The Traveler, Mattias Allbringer, The Wandering Hearthstone. CG and his favored weapon is the staff. Weapons allowed: PHB cleric restrictions plus any bludgeoning. Ethos: Discovery, attainable only by wandering, is the key to life everlasting. Title: Wayfayer. Domains: Air, Good, Protection, Travel. Many bards worship the Traveler. Fatherless sons are often given the name Mattias to reflect their bastard status. The Traveler is an Elder God.

The Luckmaiden, Freya, Freya Silverbraid. CG and her favored weapon is the Handaxe/Throwing axe. Weapons allowed: PHB cleric restrictions plus handaxe, throwing axe, spear, javelin, shortspear, crossbows (including hand crossbow). Ethos: None. An ethos would be too constraining for the notoriously free spirit of the Luckmaiden. Title: Brother/Sister. Domains: Chaos, Good, Luck, War. The Luckmaiden was once mortal; as such, one of her aliases is her mortal name, Freya Silverbraid. The Luckmaiden is often worshipped by dwarves, though many of her devout include halflings and humans. Freya is said to be the nightsky moon; she turns her watchful eye upon the realm each night, that she might both watch over and be amused by the antics of those in the throes of living.

Lodi the Axeless, Laduguer. NE and his favored weapon is the shield. Weapons allowed: PHB cleric restrictions plus shield. Ethos: Secrecy and knowledge are the protection of those who would wield power. Title: None. Domains: Knowledge, Magic, Protection, Trickery. Lodi is traditionally worshipped by evil dwarves, evil gnomes, and humans. Lodi's interest in magic made him at odds with his brother, The Father of Stone, who threw Lodi out of the Great Hall. Lodi is now a recluse and hides from his followers, save a faithful few. Lodi's inherent mistrust and shroud of secrecy are possibly the reasons why his priests are rumored not to exist. Lodi is oft mocked by worshippers of Drendd and Narn, who refer to this renegade deity as Lodi the Axeless. Lodi is an Elder God.

Welafleur, Veylar, The God of Numbers. N and his favored weapon is the crossbow. Weapons allowed: PHB cleric restrictions plus any crossbow (including hand crossbow). Ethos: A hoarder of wealth and influence, Welafleur imparts a love of money and a yearning for personal power and a strong network of contacts to his faithful. The faithful of Welafleur strive at all times to better the position of their church. Title: Master/Mistress or Dominar, if a ranking priest. Domains: Luck, Protection, Travel, Water. Welafleur is traditionally worshipped by dwarves, merchants, thieves, and sometimes travelers.

Galarn, The Winged Son, Galarn Tinuviel do Errol. CG and his favored weapon is the longbow. Weapons allowed: PHB cleric restrictions plus shortbow, composite shortbow, longbow, composite longbow. Ethos: The preservation of all life, whether sentient or otherwise, is paramount. Title: Silve/Silva. Domains: Animal, Healing, Plant, Sun. The Winged Son is traditionally worshipped by elves, halflings, some gnomes, and druids. The Winged Son is the child of The Triune Goddess and The Sun God, Errol. Because The Winged Son desires to preserve life, he is often at odds with his half-sister, The Death Maiden.

The Triune, The Triune Goddess, Ilesere Tinuviel do Drendd. N and her favored weapon is the staff. Weapons allowed: PHB cleric restrictions plus any bludgeoning. Ethos: Balance above all. Title: Abbess, Abbot. Domains: Healing, Knowledge, Magic, Protection. The Triune Goddess keeps the balance of the world. She also adjucates squabbles between The Winged Son, The Death Maiden, The Sun God, and The Death God, as well as between her father, Drendd, and her half-brother, Narn U'Drendd.

Xylla, The Death Maiden, Xylla Tinuviel do Reven. N and her favored weapon is the longbow. Weapons allowed: PHB cleric restrictions plus shortbow, composite shortbow, longbow, composite longbow. Ethos: Man before nature. Title: Brother/Sister. Domains: Death, Healing, Knowledge, Travel. The Death Maiden is the child of The Triune Goddess and The Death God, Reven. The most beautiful of all the pantheon, Xylla was born at the exact moment that Tinuviel took the first human life and ended it. This momentous event forever tainted Xylla, who now enjoys reaping the souls of the realm when their time has come to leave life. Xylla has thus long been at odds with her half-brother, The Winged Son.

Reven, The Death God, The Dark Father. CE and his favored weapon is the sickle. Weapons allowed: PHB cleric restrictions plus sickle, whip, scourge. Ethos: The destruction of the civilized world via chaos unfettered. Title: Eye of Death. Domains: Death, Destruction, Fire, War. Reven's arch-enemy is The Sun God, Errol. Reven is an Elder God.

The Trickster, Steckirrt Broadbarrel, Steck. N and her favored weapon is the sling. Weapons allowed: PHB cleric restrictions plus any bludgeoning. Ethos: Enlightenment through humility. Priests of the Trickster are renowned for their ability joke and will go to elaborate lengths to trick others into seeing their point of view. The Trickster delights in laughing at both herself, her priests, and others. She is otherwise known as the Laughing God. Title: Yogi. Domains: Animal, Earth, Knowledge, Trickery. The Trickster is traditionally worshipped by gnomes and halflings. The Trickster is an Elder God.

Othar, Othar Feralan, The Earthcaller, The Rainmaker. NG and his favored weapon is the pick. Weapons allowed: PHB cleric restrictions plus any bludgeoning. Ethos: The protection of nature. Title: None. Domains: Animal, Earth, Plant, Water. An enemy of modernism, progress, and war, The Earthcaller formed the rock and sea of the realm. Though Othar would have it otherwise, farmers frequently pray to Othar Feralan that he might bestow rain upon their crops. Disappointed with his creation, Othar has retreated to his beloved woods, maintaining contact only with his sister, the All-Mother. Beyond even the machinations of war, Othar despises all things undead for the abomination of life that they are. The Earthcaller is traditionally worshipped by Halflings, Gnomes, and druids. The Earthcaller is an Elder God. [/sblock]

Dragon Pantheon:
[sblock]As a campaign setting, Edaesmyd features a cyclic pattern throughout the aeons of history in which dragons yield power to men and men to dragons. The why of this turning of ages is a mystery to men. The current age, filled with the strife of war and on the cusp of a Turning, will see the downfall of man and the rise of dragons. Players may elect to draw from the draconic pantheon as detailed in the Draconomicon. Please be forewarned, however, that while the Age of Men is a dying age, men and demi-humans are still firmly entrenched in power. PCs who openly worship from the draconic pantheon will encounter bias. Moreover, there are no open temples offering services dedicated to any deity within the draconic pantheon. That said, I truly do welcome players to use the Draconomicon and the draconic pantheon. I'd love to see it in play and it's my contention that the inclusion of some of this material from a PC perspective might make for very intriguing interaction. Contact me via e-mail if you don't have access to the Draconomicon but are interested in details. The material is copyrighted so I won't post it in public in full but I'd be happy to discuss it in private. A very cursory list of available deities, most of them straight from the Draconomicon but a few of them stolen and edited by my hand from other sources (Deities and Demigods and the FRCS not the least of which) includes:

Aasterinian, CN, Domains: Chaos, Dragon, Luck, Weather, Trickery, Charm, Artifice.
Astilabor, N, Domains: Dragon, Protection, Wealth, Cavern, Metal, Illusion.
Bahamut, LG, Domains: Air, Dragon, Good, Luck, Protection, Nobility, Storm.
Chronepsis, N, Domains: Death, Dragon, Knowledge, Fate, Mentalism, Time.
Falazure, NE, Domains: Death, Dragon, Evil, Darkness, Undeath, Madness.
Garyx, CE, Domains: Chaos, Destruction, Dragon, Evil, Fire, Renewal
Hlal, CG, Domains: Chaos, Dragon, Good, Trickery, Rune, Liberation.
Io, N, Domains: Dragon, Knowledge, Magic, Strength, Travel, Wealth, Spell.
Lendys, LN, Domains: Destruction, Dragon, Law, Protection, Retribution, Nobility.
Tamara, NG, Domains: Dragon, Good, Healing, Strength, Sun, Family, Community.
Tiamat, LE, Domains: Destruction, Dragon, Evil, Greed, Scalykind, Tyranny, Suffering.
[/sblock]

Languages:
[sblock]In addition to the standard PHB languages, the homebrew setting offers the following tongues:
Gaelic (sea language, commerce, trade, sailors, the Isles)
Hellenic (barbarians and oral tradition)
Latin (clergy)
Runic (an elder language, similar to draconic, oft used by druids)
Gallancais (spoken on the Continent--south of the major isle of Edaesmyd--and roughly equivelent to French)
Navarran (spoken on the Continent--south of the major isle of Edaesmyd--and roughly equivalent to Spanish)
Nordic (old common, akin to anglo-saxon/old english)[/sblock]

Calendar:
[sblock]After the end of the Twenyahrs War, a new calendar was begun. The current year of reckoning in Teggest is 62 AV. Sixty-two years "after victory." Most of the written records and logs before victory were burnt during the war and the sieges on the major cities of Gorles, Daroln, and Teggest. Such records are rare and are considered gems of information by not only the realm's beaurocrats but also by those who covet hidden or lost knowledge.

Winter
Illot
Ladot
Freyot
Tinuvot

Spring
Madrot
Veylot
Narot
Othot

Summer
Hearot
Steot
Errot
Revot

Autumn
Galarot
Drendot
Unkot
Xylot

There are nine days to a week: Erroday, Madraday, Tinuday, Drendday, Hearthday, Laduday, Revoday, Steckday, and Othoday. There are three weeks to a month. Months follow a lunar cycle, the waxing and waning of the moon.[/sblock]

History:
[sblock]There are 12 kingdoms on the major isle of Edaesmyd. The main noble House and racial or cultural make-up of each realm is indicated in parenthesis behind the kingdom name: Arrund (Aupert, human), Edaesmyd (Edain, human), Bourdesmyd (Bourdain, human), Marrund (Marne for humans and Orebiter for dwarves), Isle Jorunne (Jorn, human), Gwyund (Guin, primarily human and orc barbarian tribes), Orrund (Orff, druids), Taesmyd (Tespern, human), Loend (Loene, halfling), Thyund (Thaine, halfling), and Barrund (Blunde, human, and a nameless gnomish underground), Thierna (Telandil, elf).

Arrund is an arid region of rolling plains to the south of Edaesmyd and aspires to conquer her neighbors. To this end, Arrund and Edaesmyd fought a war which lasted 19 years, the Twenyahrs War, and ended 62 years ago. At the war’s end, Edaesmyd won a final victory on the Westnoch Plain outside the city of Teggest’s West Bar. The victory ended the Arrundian siege of Teggest and sent Edaesmyd’s rival home to Arrund. When a peace was worked out to the satisfaction of all parties involved, Edaesmyd retained not only her own lands but also encroached a day’s march south, some 20 miles, into what had previously been Arrundian territory. Additionally, the Arrundian king was forced to send his second son to the capital city of Edaesmyd, Teggest, as captive and proof of his future peaceful intent toward Edaesmyd. Though House Edain also sent a member of the royal household, they sent only their first daughter. The terms of the peace thus heavily favoring Edaesmyd, Arrund took slight to the accord and there has been lingering tension between the two nations since the treaty was signed 62 years ago. A second source of contention has been the renaming and renumbering of the realm’s common calendar. In particular, the term “After Victory” seems to Arrund to be a gross slight.

The bully kingdom of the North is Gwyund, who unsuccessfully tried three generations ago to invade her southern neighbor, Orrund. Only the treacherous and rocky highlands of Orrund’s northern border saved her from Gwyundian conquer. In what has become legend, the Gwyund army recklessly attempted a winter crossing of the mountains between Gwyund and Orrund after Edaesmyd refused King Guin’s army passage into Orrund from the north and east. The Gwyundian army foundered in the hillocks of the narrow valley between the North and South forks of the Isenford River and, having no other recourse, fed upon their own dead in order to survive. Though none now remain to tell this tale, the story has been passed down via oral tradition from the mouths of the 200 men who survived the fell winter of 1316 B.V. (before victory). Gwyund now eyes Isle Jorunne as its next conquest and has busily been fortifying her seaward keeps, that she might soon wage war on House Jorn.

Edaesmyd itself is the crown jewel of the area; the entire isle takes its name after House Edain and the kingdom of Edaesmyd. Bordered on the west by River Eddyrn and on the east by River Tegyrn, Edaesmyd enjoyed fertile soil, bountiful forests, and seems the bosom of the world. A peaceful realm, Edaesmyd has no designs on expanding her borders yet is know for her folks’ ferocity when the cry for defense is raised. Fortified citadels run the north-south length of River Eddyrn, testament to a war ages past and now long forgotten, waged against the old Kingdom of Phyund. When Phyund suffered defeat at the hands of House Edain, King Phylund saw his family killed and his kingdom cut into modern-day Taesmyd, Thyund, and Barrund.

Loeund is a quiet, backwoods area seldom bothered by any and largely left out of the feuding and politics of the region. Loeund, because of its many extensive and hidden inlets and coves, enjoys a sea economy unrivaled by any other kingdom in the region. As the area is known for its fog and chill, damp weather, few travel to Loeund, but this is to the liking of its ruler and folk.

Bourdesmyd and Edaesmyd are staunch allies and have long been intermarried. Bourdesmyd, on its central border along River Tegyrn, grows red grapes and is famed throughout the region for its fine wines. Bourdainian folk are oft ridiculed throughout the region for their thick accents and foppish attire.

Marrund, on the extreme northern border of this portion of the realm, is a kingdom of mountainous terrain heavily settled by those who love stone: dwarves and gnomes. Long known for its craft of arms, armor, and jewelry, ships leave Marrund’s southernmost port loaded with Marrundian commodity and sail a short journey around the Bourdesmyd Horn into the deep bay that separates Bourdesmyd from Gwyund. Marrundian merchants see their wares loaded onto barges, which float down the length of River Tegyrn, stopping at each Citadel and town to hawk their merchandise.

Orrund, in which both the North and South Fork of the River Isenford flow, is mountainous along her northern reach, yet flat and tempid at her border by Loeund and the sea. The terrain along Orrund’s coast is a series of cliffs that drop sharply into the ocean. Orrund, like Marrund, is also famed for her ore and mining. The lodes are found to the north and south of Isenford, a coastal town held in high regard for her mining as well as Larwudu, an ancient home of druidic activity.

The Isle of Thierna, heavily forested and thick with enchantment, is the ancestral home to elves. Though the Isle resides a mere 50 miles off the southern coast of the realm, it is said that the way to Thierna is secret and that those uninvited never return home to tell their tale of woe. Whether or no an elf hails as a native of Thierna, it is a prime obligation of every elf within the realm to make a pilgrimage at least once during their life to the Isle. Lovers of the sea, Thiernan elves are master shipwrights whose craft is oft imitated but seldom faithfully reproduced.[/sblock]
 
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Malvoisin

First Post
The rod of seven parts! I can't resist.... :)

CB, in this space I'll be working on a character sheet for Baliss Trek, half-orc ranger. I envision a surprisingly kindhearted urban warrior who constantly gets drawn into conflicts he doesn't want. Nonetheless, though he may not start the fights, he is all too good at finishing them. He speaks in a guttural voice which often causes others to underestimate his intelligence. He'll focus on being a melee ranger, with the requisite two-weapon fighting skills...I'm thinking handaxe and short sword, maybe. He may multiclass a bit into a few levels of fighter somewhere down the road. My vision for the character's appearance is derived from the following pic:

Bloodhound%2Dmedium.jpg


Posting requirements are not a problem for me. Watch this space for more detail, I'll have everything up and ready for your consideration by 12/10. Thanks for running this game! :D

-Malvoisin
==============================================================
Baliss 'Two-Blades' Trek
Male Half-Orc Ranger 1
CG Medium Humanoid (Orc)
Init +2; Darkvision 60 ft.; Listen +5 Spot +5
Languages: Common, Orcish, Hellenic
---------------------------------------------------------------------
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8 HD)
Fort +4, Ref +4, Will +2
---------------------------------------------------------------------
Speed 30 ft.
Melee
One-Handed: Battle Axe +4 (1d8+3/x3)
Two-Handed: Battle Axe +0 (1d8+3/x3),
Hand Axe -4 (1d6+1/x3)
Dagger +4 (1d4+3/19-20/x2)
Ranged
Light Crossbow +3 (1d8/19-20/x2) 80'

Atk Options: Power Attack
Favored Enemy Humanoid (Human) +2
Base Atk +1; Grp +4
-----------------------------------------------------------------
Abilities: Str 16 (+3), Dex 14 (+2), Con 14 (+2), Int 12 (+1) Wis 14 (+2), Cha 8 (-1)

SQ: Wild Empathy
Feats: Power Attack, Track
Skills: Search +4, Spot +5, Listen +5, Move Silently +5, Handle Animal +2, Heal +4, Knowledge (Nature) +3, Survival +5, Knowledge (Geography) +2, Hide +5, Climb +5

Possessions: Battle Axe, Hand Axe, Dagger (2), Sap, Light Crossbow, Bolts (20), Studded Leather;
---------------------------------------------------------------
Appearance/Personality

"What'yoo lookin' at?" The guttural voice emanates like a rockslide from the large framed half-orc that stares at you, unblinking, with dark glittering eyes. Baliss 'Two-Blades' Trek stands a shade over 6'2" and his powerful frame tips the scales at 225 pounds. His grayish skin, sloped brow, pointed ears, and jutting jaw easily mark his mixed racial heritage. His coarse black hair recedes badly, leaving his pate nearly bald, but Baliss makes up for it by letting his mane grow well past his collar in the back. He wears a well-kept jerkin of studded leather over a simple cotton tunic and trousers; well-worn leather boots reach up past his thick calf muscles. The pair of axes at Baliss' hips intimate that this is not someone to be trifled with...even moreso when he talks to the weapons (the battleaxe he names 'Thag' and the handaxe 'Garthak'...'Please' and 'Thank-You' when translated from orcish to common). A pair of daggers and light crossbow complete the ranger's armaments.

Baliss' imposing presence and fearsome combat prowess belie the compassionate and noble soul within. While he may project a surly and gruff front (exacerbated by his gravelly voice and uncultured speech pattern), his friends know that there is no one more loyal and true. Baliss dreams one day of a life free of violence and strife; a life where he can settle down with a garden, wine cellar, and library. But, for now, he knows his strength and weapon skill are a necessary evil which afford him the best chance to accumulate enough wealth to make his dream a reality. He sometimes grows sad, filled with regret over the blood he has spilled in his lifetime...if only he weren't so good at spilling it.

Background

Little is known of Baliss' history, and that's just how he likes it. Most folks hold that he originally came down from northern Gwyund while still barely out of his teens. The fact that he fluently speaks the Hellenic tongue would seem to indicate that he's spent some time amongst the barbarian tribes of that hated land, and lends credence to that view. Though none would dare say so to his face, many people assume that Baliss is the product of a forced consumation, though there are yet a few dreamers who can imagine a human and an orc living out a love story. Most assume the ranger wound up in Teggett because he was running from something...an old score, a vendetta...or maybe he just wanted to start over with a life free from violence. Local prejudices prevented him from finding more honorable work, however. He was forced to take up arms to earn a wage, as a guard, bountyhunter, mercenary...sometimes killer. Whatever job paid. He stays now at The Wilted Rose, but spends a lot of time at The Golden Cockatrice, keeping his ears open for work opportunities. He finds the petrified patron by the cockatrice coop unfortunate, but Frane and Vaja have always treated him with respect. For Baliss, that's good enough.
 
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Rhun

First Post
Hey CB. I'd be interested in this game. I'll probably throw together an arcane caster concept...haven't decided on Wizard/Sorcoror yet. :D

Rowan Aledown, halfling conjurer

[sblock]
Rowan Aledown

Rowan stands just over three feet tall, with a weight of some thirty pounds. He has a thick mop of curly brown hair, and matching nut-brown eyes. He is of average build for a halfling, neither too slim nor too chubby. He dresses in simple traveling clothes of rough-spun wool and cotton, and usually wears derby style hat, which he can often be seen twirling between his hands. He carries a carved walking stick of heavy, polished hardwood, which doubles as a stout club in times of trouble.

Aledown is a troublemaker, and comes from a long line of troublemakers. He also has an extremely high opinion of himself, considering himself something of a mastermind. He has a somewhat short temper, especially for a halfling, and as his surname implies he has a fondness for imbibing fermented drinks.

Rowan was raised in a small community in Loeund, his parents the owners of a tavern and brewery. As a young halfling, he learned the ways of his parent’s trade, though he never paid much attention. Although an intelligent lad, Rowan would always rather be off playing and pranking then putting any effort into actual work.

Despite all this, Rowan’s home life was good. He had caring and loving parents, and he got away with just about anything. But one fateful day, his life took an unforeseen turn. Playing a prank that cost an old bearded traveler his beard, Rowan learned a severe lesson about his troublemaking nature. The man turned out to be a wizard, and in his outrage over the prank, destroyed the Rowan’s tavern and home, burning them to the ground. When that was done, the wizard nabbed Rowan, and forced the young halfling into servitude in the wizard’s manor. The wizard, Farenard Graycloak, was a cruel, evil man…he would often whip and torture the fee-spirited Rowan for his lack of discipline. Still, Rowan managed to learn some of the ways of magic from his despised master, and eventually managed to escape from the guarded estate to start his own life.

As it has only been a short time since his escape, Rowan still watches over his shoulder often, expecting his former master to show up and have his revenge upon him at any time. Still, the carefree life of a wandering hedge wizard seems to suit Rowan well. He has regained some of his once cheerful disposition. He looks forward to the day when he can learn enough spellcraft to no longer have to worry about an enemy from his past.

Code:
[b]Neutral Good Halfling Male[/b]
Wizard 1 (Conjurer)
XPs:

[b]Stats[/b]
Str	10	(+0) 	(4 points, -2 racial)
Dex	16	(+3)	(6 points, +2 racial)
Con	14	(+2)	(6 points)
Int	16	(+3)	(10 points)
Wis	12	(+1)	(4 points)
Cha	10	(+0)	(2 points)

[b[General[/b]
HP: 		6
AC: 		14	(10 base + 1 size + 3 dex)
Initiative: 	+3
Move:		20’


[b]Combat[/b]
BAB:			+0[size=1]
Melee:			+1	
Ranged:			+4
Thrown/Sling:		+5

      Club, melee		+1 (1d4/x2)
      Club, thrown		+5 (1d4/x2)
      Dagger, thrown		+5 (1d3/19-20)[/size]

[b]Saves:[/b][size=1]
Fort:	+5	(0 base + 2 con + 1 race + 2 familiar)
Ref:	+4	(0 base + 3 dex + 1 race)
Wil:	+4	(2 base + 1 wis + 1 race)
+2 racial bonus on saving throws vrs. Fear[/size]

[b]Skills:[/b][size=1]
Climb				+2	(0 ranks, +0 str, +2 race)
Concentration			+6	(4 ranks, +2 con)
Craft, Alchemy			+5	(2 ranks, +3 int)
Craft, Brewing			+5	(2 ranks, +3 int)
Decipher Script			+4	(1 ranks, +3 int)
Hide				+7	(0 ranks, +3 dex, +4 size)
Jump				+2	(0 ranks, +0 str, +0 race)
Knowledge, Arcana			+5	(2 ranks, +3 int)
Knowledge, Dungeoneering		+4	(1 rank, +3 int)
Knowledge, Local			+5	(2 ranks, +3 int)
Knowledge, Nature			+5	(2 ranks, +3 int)
Listen				+5	(0 ranks, +1 wis, +2 race, +2 familiar)
Move Silently			+5	(0 ranks, +3 dex, +2 race)
Spellcraft				+7	(4 ranks, +3 int)
Spot				+3	(0 ranks, +1 wis, +2 familiar)[/size]

[b]Languages:[/b][size=1]
- Common
- Halfling
- Gaelic
- Goblin
- Draconic[/size]

[b]Feats:[/b][size=1]
- Scribe Scroll
- Eschew Materials[/size]

[b]Class Features:[/b][size=1]
- Spells (arcane, prepared)
- Scribe Scroll feat
- Familiar/Familiar Benefits
- Specialization: Conjuration
- Barred Schools: Necromancy, Evocation[/size]


[b]Racial Features:[/b][size=1]
- Small Size
- Athletic: +2 to climb, jump and move silently checks
- +1 racial bonus on all saves
- +2 morale bonus on saves vrs. fear
- +1 attack bonus with thrown weapons and slings
- +2 racial bonus to listen checks[/size]

[b]Arms, Armor and Equipment:[/b][size=1]
Club (Walking stick)				-	1.5lb
4 daggers					2gp	2.0lb
Traveler’s Clothing				1gp	Worn
- 9gp (hidden pockets)			-	0.09lb
Backpack					2gp	0.5lb
- Bedroll					1sp	1.25lb
- Lamp, common				1sp	1lb
- Oil, 6 pints				6sp	6lb
- Sacks, 2					2sp	0.25lb
- Waterskin				1gp	1lb
- Spellbook				-	3lb
Pouch, belt				1gp	0.125lb
- Chalk, 3 pieces				3cp	-----
- Flint & steel				1gp	-----
- 1gp, 9 sp, 7 cp				-	0.17lb
				

		Encumberance: [b]Light[/b]		< 17lb					
[/size]

[b]Spellbook:[/b][size=1]
[b]Level 0 –[/b] Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Ghost Sound,
Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
[b]Level 1 – [/b]Mage Armor, Sleep. Grease, Summon Monster I, Charm Person, Protection from Evil[/size]

[b]Memorized Spells:[/b][size=1]
[b]Level 0 –[/b] Mage Hand, Detect Magic, Acid Splash, Daze
[b]Level 1 –[/b] Sleep, Summon Monster I, Grease[/size]


[b]Grinai, rat familiar[/b]				100gp	
[size=1]Tiny Animal; HD 1, hp 3; Init +2; Speed 15ft, climb 15ft, swim 15ft; Armor Class 15, touch 14,
flat-footed 13; Attack +2 (1d3-4); Saves: Fort +2, Ref +4, Wil +3; Abilities: Str 2, Dex 15, Con 10, Int 6,
Wis 12, Cha 2; Skills: balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10; Feats: Stealthy,
Weapon Finesse; SQ: Low-light vision, scent; Special: Alertness, Improved Evasion, Share Spells, Empathetic Link[/size]
[/sblock]
 
Last edited:

hafrogman

Adventurer
I believe I was promised dragon gods, what happened to falling asleep over the Draconomicon? Alas.

I'm leaning towards a cleric, of some kind or other, perhaps of the luckmaiden (suitable for a gambling hall). Are the "weapons allowed" under the pantheons bonus proficiencies? restrictions? more sort of guidelines?
 

Shayuri

First Post
To me, this sounds pretty neat! I especially enjoy the wealth of world info.

I have many character ideas...looks like we have a melee ranger and an arcane caster down so far. To this, I tentatively posit a roguey/tricksey character, or perhaps a druidical sort.

Questions!

Recognizing that it's not explicitly on the list of sourcebooks, how do you feel about the half-fey template? I believe it's available online as well as through one of the iterations of WotC monsterbooks. If you like, I would be willing to take the cosmic risk of posting it here. :)

What rules for Wildshape are you using? The older "wildshape is based on polymorph" rules, or the revised "wildshape is based on alternate form" rules? It has some bearing on druid design decisions... Also, again, it's not mentioned on yer list, but Player's Handbook 2 has a variant druid ability called Shapechanging, which might be fun to try out if it's allowable.

Cheers!
 

Please do feel free to nab a placeholder for a character sheet, Malvoisin. I can easily check your OP in this thread for updates. And I know how it goes when creating a character over a period of a few days, so I will be sure to check for last minute updates to everyone's submissions come Sunday. Multiple character concepts are okay, too. If you do that, though, you might indicate which is your favorite submission.

With five to seven PC slots, I will pick one each of the major "needs"--melee, arcane, divine, thief, and then will fill in as needed. I'm a sucker for a well-written concept, humor, or anything that seems to take into account the setting.

You know what, with me having just had the baby and then immediately afterward moved up to the beach, I never did write up my dragon inclusions. If someone wants to submit something but is willing to hold off, I will nab my notes and invest some time today to type up a few included dragon gods. When I wrote the OP for the thread, I copied and pasted from my existing hard drive files and amended a few dates. Give me until later today to type up what I have for dragon info and I will make it available for players to select from. I'll add the Draconomicon to the (very short) list of allowable sourcebooks.

If you want to go half-fey, why not just go full fey from the MM? If someone wants to take a race with a LA, what I could do is allow it but then you'd owe me character levels until you reach the LA threshhold. For example, you want to play something with a LA of +2. You start out as just that race, declare which character class slot you intend to fill in the future, and then sit tight during play until you have enough XP to start taking levels, which for LA 2 would be at third level. The setting is humanocentric, I confess. I also do prefer PHB races, but material from the MM is allowable. If someone has something they're dying to try out you can work from the MM to get the concept flowing. I'm not saying I would automatically select such a concept, but I understand the desire to try new things.

I won't DM info that I don't own, and PHB II is not a book I have. Sorry. But I can look up the core info for you and let you know what I want with regard to wildshape later today. My MM is on the bookshelf in the baby's room. I'll need to wait until after she wakes up to fetch it to look up druid wildshape info. Hang tight for an answer, please. Mornings are a bit busy here for me, as I'm sure they are for most of you.
 

hafrogman said:
I'm leaning towards a cleric, of some kind or other, perhaps of the luckmaiden (suitable for a gambling hall). Are the "weapons allowed" under the pantheons bonus proficiencies? restrictions? more sort of guidelines?

Forgot to reply to this until just now. You won't be in the Golden Cockatrice for more than the start of the adventure and it's not really meant to be a base of operations for the party (though I'm open to it being whatever the players need or want it to be). You should therefore consider the entire pantheon open for selection. The weapons allowed in the pantheon block descriptions are restrictions, yes, but the adventure is written to be a fairly lengthy campaign so I'm willing to be flexible. As long as I feel it's not totally out of character for the deity listed, I'll work with you if you feel your character idea absolutely must have a certain weapon.
 

hafrogman

Adventurer
CanadienneBacon said:
Forgot to reply to this until just now. You won't be in the Golden Cockatrice for more than the start of the adventure and it's not really meant to be a base of operations for the party (though I'm open to it being whatever the players need or want it to be). You should therefore consider the entire pantheon open for selection. The weapons allowed in the pantheon block descriptions are restrictions, yes, but the adventure is written to be a fairly lengthy campaign so I'm willing to be flexible. As long as I feel it's not totally out of character for the deity listed, I'll work with you if you feel your character idea absolutely must have a certain weapon.

I understand the Cockatrice is just a starting point, but I still liked the connection anyways. And I do need to come up with a reason for a cleric to be there in the first place :)

The main reason I asked about the weapons was that it seems like a fair number of them have rather strange lists. Like the winged son and the death maiden have no melee weapons at all on their lists. But I'll wait for the dragon gods and see what happens before I start negotiations.
 

Have amended the pantheon to include that clerics get simple weapons as per the PHB but may also select from items under "weapons allowed" list. I can tell it'll be good for the setting just to have it vetted during character selection. :)
 

hafrogman

Adventurer
CanadienneBacon said:
Have amended the pantheon to include that clerics get simple weapons as per the PHB but may also select from items under "weapons allowed" list. I can tell it'll be good for the setting just to have it vetted during character selection. :)

That'll make more sense then. Sorry to be picky, but we'll work together to polish off your setting. Now. . . let's move on to geography :D Assuming you count Thierna and Isle Jorunne (which I assume to be off the coast as well) you actually have 12 countries.

Do you have a map? I was trying to piece one together myself, and wanted to check whether I had the lay of the land correct.
 

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