Kingmaker: A DnD 4th Edition Conversion Campaign
South of Rostland, the hills rise and forests bloom into a land that has long remained wild, despite numerous attempts by colonists from both north and south to claim and civilize it. Taldor made the most ambitious attempt to settle this realm, but even that great nation failed to tame the wilderness that lies in a green swath between Brevoy and the River Kingdoms proper. This region is known as the Stolen Lands, as the wilds are viewed as territory unfairly claimed (and lost) by the other. It has lain fallow for decades since the previous attempt at colonization, and some whisper that the time is ripe for another attempt. Yet before the Stolen Lands can be claimed, they must be known. Old ruins, monuments to previous failures, dot the landscape, home now to all manner of savage humanoid tribe and ravenous glowering monstrosity. Bandits and barbarians are the closest thing to civilization an explorer can expect to encounter in these deadly but beautiful wilds.
—
From historian Gustav Devarr’s “Kingdoms of the Lost”
Act 1: Stolen Land “Enter the Stolen Lands, a wilderness claimed by nobles, bandits, and beasts alike. Into this territory the fractious country of Brevoy sends its emissaries, tasking them with subduing the lawless folk and deadly creatures that have made it a realm of savagery and shame. Beyond the last rugged frontier stretches the home of voracious monsters, capricious fey, wily natives, and bandits who bow to the rule of a merciless lord none dare defy. Can the heroes survive the Stolen Lands, bring their dangers to heel, and lay the foundations of a new kingdom? Or will they just be one more fateful band, lost forever to the ravenous wilds?“
Your group of characters begins the Kingmaker Adventure Path as one of four groups sent south into the Stolen Lands to defeat bandits and, hopefully, to establish one of four new nations in the River Kingdoms. It certainly won’t be an easy task. Before any such settlement can even begin, the bandits and monsters must be dealt with—and once that initial task is done, the danger will only increase. As you struggle to foster a fledgling kingdom, build up its cities, and expand its farmlands, your group is destined to face rival warlords, ferocious beasts, strange cults, invading barbarian hordes, and even creatures that are neither man nor beast. Can you tame the Stolen Lands and forge a lasting settlement amid such opposition? Who will survive to rule your kingdom?
Who among you possesses the makings of a king?
Introduction:
This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of
five 1st level PCs.
Anyone may post an application, but
precedence will be given to
new as well as active members and players. In addition, anyone with experience as a DM and who would be willing to provide me with a little advice and guidance are particularly welcome.
The Particulars:Standard setup. This is a play by post game; character sheets on
Myth-Weavers (if you already have a completed character sheet on
Orokos, that’s fine too). Rolls on
Invisible Castle (or once again, should Invisible Castle throw a hissy fit, use of Orokos’s Dice roller is fine too). I, TiamatZ, will be the DM. PCs' minimum post requirement is the usual one per day. Habitual unexplained failures to post will result in your character being ejected from the campaign.
Party Order: At least one of each role (1 Leader, 1 Controller, 1 Striker, 1 Defender). The 5th spot will be chosen based on how outstanding the character concept is, so the more interesting the character, the greater the chance it has to get in :P
Please submit a level one character created with the 22 Point Buy system. Maximum submissions are one per person (so choose/design carefully).
Submission should include the standard stuff:
- A link to the sheet (Myth Weavers or Orokos)
- The character's name
- A picture of your character (optional; for token creation purposes)
- Personality traits, mannerisms and appearances.
- A notably recent event in your character's life that might mark him or her as an adventurer (basically why the swordlords would choose you to be part of the expedition).
- The CB summary stuff.
- And lastly, I want to know your availability to post here in the forums, as well as what other PBP games you play (or run) here.
For your character, pretty much any official DnD 4th edition material is acceptable (supplement books, Dragon articles, etc.), except with regards to the race and class (see Character Backgrounds and Feats section below). Be prepared to post technical info if I request it.
Note about alignment: I am lax about alignment- there is no need to mark something on the sheet unless you want to. Evil characters are allowed on the condition that they have well thought-out background/goals and have a strong reason to work with a team, as well as reason to follow the party. No backstabbing the party, no killing the shopkeeper because you felt like it, and most importantly of all, don’t be a
griefer; everyone’s here to have fun, but I will throw out anyone that tries to ruin everyone else’s experience.
Also no cheesy builds please :P
Deadline: Deadline is January 11th 18:00 PM (Early Evening; GMT+0 time). Expect the game to begin sometime in the following week (Monday January 14th) or even earlier, like say... the weekend.
Plans for the Campaign
To ease myself into the DM's seat, I intend to start the campaign by playing through Kingmaker Act 1 first. What happens next will be determined by how the game went.
Character Backgrounds and Feats:Regarding Race:
Amid the constant threat of civil war, the inhabitants of Brevoy have more pressing concerns than their neighbours’ race, and few judge a person by race alone. Brevans value custom and loyalty regardless of race; thus, anyone who adheres to local traditions enjoys a high degree of tolerance and acceptance. As such, the region boasts a diverse population comprised of nearly every race and ethnicity from the world. Note that you don’t have to be from Brevoy to play in the Kingmaker Adventure Path, but since the campaign begins with your characters chartered by the swordlords of Restov and your initial approach into the Stolen Lands is from Brevoy, you should still take into account how members of your race and class function in this northern kingdom. In addition, Bloodline races (e.g. Dhamphir and Vistani) are also allowed.
Regarding Class:
All classes are acceptable (even the Heroes of Shadow and Psionic Power), with the exception of Hybrids.
Backgrounds:
The people of Brevoy are a diverse people, and those from many walks of life have answered the call to reclaim the Stolen Lands. Players may choose general backgrounds (like those from the PHB 2 and Power books etc.) ONLY! NO Forgotten Realms! NO Eberron! NO Scales of War! ‘Nuff said.
Themes are allowed though. You can even reflavour a Dark Sun theme to fit your character if you want...
Players retain their 100gp, but gain the adventurer’s kit absolutely FREE (this is issued free of charge by the swordlords for pursuing this expedition).
Lastly, when designing your character, choose ONE of the following feats absolutely free:
- Toughness
- Weapon/Implement Expertise (you can only choose one or the other)
- Weapon/Implement Focus (you can only choose one or the other)
- Proficiency with a Weapon (Martial Only)
- A Domain Feat of your chosen Deity (Divine Only)
- Superior Implement Training (Arcane Only)
- A Tribal Feat of your choice (Primal Only)
- An Augment Feat of your choice (Psionic Only; Psionic Power book)
Regarding Religion (Divine Characters):
For the sake of convenience, we’ll stick with the standard gods from the Points of Light Setting, as well as any gods from the Dragon/Dungeon articles (Provided they are not from Forgotten Realms, Eberron or Dark Sun).
Edit: All characters are required to have first names and last names. Come on people, be creative
Edit2: Recruitment is CLOSED!
Posts
Brevoy Overview:
Map of Brevoy (The Stolen Lands are directly south the city of Restov):
Background:
This southern region of wilderness is called the Stolen Lands. While these lands are technically a part of the River Kingdoms, several of which have advanced claims in the past, Rostland has long viewed them as “stolen” from it by bandits and monsters. Many attempts have been made to settle the Stolen Lands, but to date, none have succeeded, making these 33,000 square miles of unclaimed wilderness the largest swath of unclaimed land in the entire River Kingdoms. As tensions mount in Brevoy, some of Rostland’s swordlords hope to change that fact; they have issued charters to several groups of adventurers, sending them south into the Stolen Lands. These initial charters are simple enough: re-open the old trade routes along the rivers and scatter or defeat the bandits who have made them too dangerous to use. Beyond that, it seems apparent that Rostland wants to encourage new nations to grow in this region—and believes that by supporting these nascent kingdoms as allies, it’ll gain loyal support in any coming conflict with Issia. It’s a bold and brilliant political move—for if Rostland turned its own resources to the task, not only would such a move weaken its defenses against the north, but the blatant power grab would certainly force Issia’s hand. By sending free agents south, the swordlords of Rostland hope to create new allies without sacrificing their own position of power in Brevoy.
Yet as with most complex and brilliant plans, there are plenty of opportunities for disaster.
The Noble Houses:
The valleys and lowlands of the Golushkin Mountains are the domain of House Garess, founded on both the defensibility of the mountain terrain and the mineral wealth the house has brought out of the peaks for generations. House Garess once had a profitable alliance with a clan of dwarves living in the Golushkin Mountains, serving as brokers of a sort for the ores, metals, and worked goods the Golushkin dwarves produced. Lord Howlan Garess even took Toval Golka, the son of the clan-chief of the dwarf hold, as his ward (some say more as a hostage than a guest in Grayhaven Castle). This proved fortunate for young Toval, as Grayhaven lost all contact with the dwarf hold of Golushkin during the same winter as the Vanishing. With his own son Bren lost inside the mountains, Lord Howlan, a widower with no other children, has named Toval his adoptive heir. This has earned the dwarf, now a skilled young warrior in his own right, few friends in Grayhaven.
House Garess’s crest is a snow-capped mountain peak in gray against a dark blue field like the sky, with a silvery crescent moon in the upper right corner and a black hammer across the base of the peak, head toward the left. Its motto is “Strong as the Mountains.”
House Lebeda:
The Lebedas of Lake Reykal are known as the most “Rostlandic” of Brevoy’s noble houses, having inherited a good deal of Taldan blood and tradition, including a fondness for sword fighting and an appreciation of the finer things. Their family seat of Silverhall is one of the grandest castles in Brevoy, its spires rising above the shores of Lake Reykal. The Lebedas earn and maintain their fortune as merchants and brokers between the northern and southern reaches of Brevoy, and control much of the shipping across the lake. Dame Sarrona Lebeda has ruled the house as regent since the death of her husband, but their son Lander is approaching his majority, when he will become lord of the house. His older sister Elanna spends a great deal of time representing their house in New Stetven, and rumors claim the Lebedas are looking to arrange a marriage between her and Noleski Surtova. Naturally, Natala Surtova hates the young and charming Elanna Lebeda with a passion.
House Lebeda’s crest is a white swan, serenely sailing across a blue expanse, with the sun on the horizon behind it. Whether the sun is said to be rising or setting depends on the house’s fortunes, but the Lebedas’ sun appears ascendant at the moment. Its motto is “Success through Grace.”
House Lodovka:
Whereas House Surtova slowly changed their waterborne ways to focus on their lands and political affairs in Brevoy, House Lodovka has remained strongly interested in maritime affairs. They have steadily grown their fleet of ships in the Lake of Mists and Veils and their influence along their lakeshore lands and the trade routes crossing the waters. House Lodovka claims comparatively little land in the northernmost areas of Brevoy, and much of the land they hold is unsuitable for farming, but the house has many vessels hauling catches of fish and freshwater crabs from the Lake. Lord Kozek Lodovka is at heart a cunning old pirate with a love of the water, looking to do right by his house, his family, and his people.
House Lodovka’s crest is a greenshelled crab climbing from the blue waters toward the gray band of shore surmounted by a gray tower-keep in the center, against a backdrop of black. Their house motto is “The Waters, Our Fields.”
House Medvyed:
The easternmost house, Medvyed claims lands nestled against the Icerime Peaks and the Gronzi Forest, and rules them from the fortress of Stoneclimb in the lower peaks. They are a hardy folk, raisers of mountain goats and sheep, hunters in the Gronzi Forest, and cultivators of what good land can be found on the edges of their harsh territory. The Medvyeds and their people hearken back to the “Old Ways” of worshiping nature in its myriad forms. Isolated forest and mountain shrines to Melora (and, it is rumored, primal spirits like the Soul Serpent) are more common than temples of Erathis or Kord. Lord Gurev Medvyed loves to hunt, ride, and feast with his men, and dotes on his wife and children.
House Medvyed’s crest is a black bear, rampant against a red field, with a spread of black antlers above the bear’s head. Its motto is “Endurance Overcomes All.”
House Orlovsky:
From Eagle’s Watch on the slopes of Mt. Veshka, House Orlovsky seeks to remain above the conflicts in Brevoy, both figuratively and literally. Unfortunately, the house’s role as a staunch ally of the Rogarvias has placed it in an awkward position under the current regime. Thus far, House Orlovsky has refused to acknowledge Noleski Surtova as anything other than Lord Regent in the absence of King Urzen or a true Rogarvian heir, but it is becoming increasingly clear which way the political winds are shifting. Lord Poul Orlovsky will soon be forced to either declare for the man he considers a usurper and opportunist, or seek to overthrow him and claim the Dragonscale Throne for himself (or another he finds worthy). An alliance between Orlovsky, Garess, and Medvyed could divide the nation, and cut the Surtovas’ travel and supply routes between Port Ice and New Stetven, but any such arrangement must be cultivated discreetly.
House Orlovsky’s crest is a black eagle against a gold field, wings spread, feathers almost touching at the point of the base. Its motto is “High Above.”
House Surtova:
Surtova is most influential house in Brevoy. It is also the oldest, established in Issia centuries before Choral’s arrival. The Surtovas were infamous pirates and raiders in those early days, and with the Conquerer’s coming were able to parley captured wealth into lands and titles. What started out as a defensible fortress became Port Ice, a settlement that has been the seat of Surtova power for generations. Nikos Surtova’s alliance with Choral secured House Surtova’s place at the right hand of the ruling house, and allowed them to move quickly into place after the Vanishing. The Survotas established a “regency” in the absence of King Urzen (of House Rogarvia), which has quickly become the de facto succession to the crown. King Noleski Surtova sits upon the Dragonscale Throne, while his sister Natala Surtova reigns as unofficial “queen,” as her brother is as yet unmarried. Rumors say Natala enjoys her role (and her influence over her brother) far too much to embrace the idea of a proper sister-in-law. Still, there is considerable pressure for Noleski to choose a bride and produce heirs for his new dynasty.
The Surtova crest is a gray ship against a field of blue below and black above, the upper shield spangled with silver stars. Its motto is “Ours Is the Right.”
The Swordlords:
With the change in regime, many swordlords fled Brevoy to other realms, such as the River Kingdom of Mivon. A few became sell-swords, prostituting the arts of the Aldori School for the coin needed to buy them food and shelter. The rest primarily settled in or near the free city of Restov.
Culture:
Apart from the king and royal family, the highest ranking nobles in Brevoy are its lords—the heads of the noble houses. In the past 200 years the seven major noble houses have become both more closely related and more widespread. There is always a demand for land and titles, and younger, disaffected nobility are looking for ways to make a mark in the world.
Although Brevans make it a point to honour all gods, three hold particular prominence among these hardy folk. Erathis is the unifying religious power in Brevoy, favoured of the merchant and tradesman class, as well as those nobles more interested in prosperity through trade and the rule of law than the iron fist of battle. Kord speaks to the needs and interests of the nobility of Brevoy: strength through force of arms and prowess in battle. Melora is the divinity of the common people of Brevoy, more concerned with cultivation, birthing, and harvesting than wealth, and less involved in the outcome of battles than in the repercussions of the corpse-strewn fields they leave behind. Inhabitants of scattered villages are far more acquainted with the local druid, midwife, and blue-clad monk than they are with the splendid clerics of Erathis or Kord.
The vast majority of the Brevic people are simple peasants, primarily farmers and craftspeople who owe their fealty (and their taxes) to one lord or another. A Brevic peasant’s life is largely the same throughout Brevoy—up with the sun in the short spring and summer months to tend the fields in Rostland or fish and mine in Issia, with household chores filling the rest of the day. In the long, dark winter months there is no shortage of mending, brewing, carving, and cleaning. Men may visit the local tavern or tap house in the evening, and such places host dances or revels perhaps two or three times a season. The wise man attends to his own house and avoids the attention of noble and priest alike, praying to all their gods simply for decent weather, good crops, a healthy family, and the peace with which to enjoy them. The people of Brevoy are known for their somewhat pessimistic (they would say “realistic”) view of life.
The Captial, New Stetven
New Stetven earned the nickname “The City of Wooden Palaces” for the abundant use of timber to build everything from walls and houses to mansions and forts. Even some of the city streets are “paved” with planks laid in the near constant mud from the snow and slush. Raised wooden sidewalks are common in the wealthier parts of the city, allowing people to walk up out of the mud as much as possible. The only great stone structures of the city are the Ruby Fortress, the seat of power to the crown of Brevoy, and the Bulwark of Kord, Brevoy’s greatest temple to the Lord of Battle.
Fire, like that which destroyed Old Stetven, remains a constant threat, and the city relies heavily on the services of volunteers aided by local spellcasters to put out the handful of fires that occur each winter.
The Free City, Restov
The gentry of Restov consider themselves sophisticates, although a visitor would consider their ways quaint, and touched with no small amount of northern barbarism. The city is a bustling trade center along the border. Restov’s relative wealth supports no small number of idle and titled lordlings and merchants’ sons. They frequent the various Aldori dueling schools, as well as the alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Restov are also hotbeds of rebellious talk against the reign of King Noleski Surtova, with young firebrands in search of a leader to rally them to the cause.
Edit: Added information regarding the 6 current noble houses, the Capital of New Stetven and the Free city of Restov.
- Terence McKenna
But this sounds like fun and I'm up for giving it a try.
Portrait:
Personality Traits, appearance, and mannerisms:
Strout is a very proud man, his pride being the chief reason why he decided to come out of retirement. He looks for any opportunity available to earn glory or great treasure, hoping to rediscover the excitement of the adventurous days of his youth. Tales of Strout's exploits, along with details of the various creatures his party encounters, are kept in a small journal (Bestiary), which Strout keeps on his person at all times. This book is one of his most prized possessions, as its his only remaining link to his former friends from his old life.
Tom Strout is a large bear of a man. He still retains his great strength, but it is difficult to hide the large gut that years of easy living has given him. Strout's once thick head of hair has receded, giving way to a baldness that he tries his best to hide whenever possible. His weapon of choice in battle is the maul, which allows him to throw around his strength to great effect without having to worry about technique or natural dexterity.
Adventuring Exploits
CB Summary
Tom Strout, level 1
Human, Fighter (Weaponmaster)
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Human Power Selection Option: Bonus At-Will Power
Recent Life - Peaceful Life (+2 to Athletics)
Theme: Chevalier
FINAL ABILITY SCORES
STR 18, CON 16, DEX 11, INT 8, WIS 13, CHA 10
STARTING ABILITY SCORES
STR 16, CON 16, DEX 11, INT 8, WIS 13, CHA 10
AC: 17 Fort: 18 Ref: 11 Will: 12
HP: 29 Surges: 11 Surge Value: 7
TRAINED SKILLS
Athletics +12, Endurance +7, Heal +6, Intimidate +5
UNTRAINED SKILLS
Acrobatics +0, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +1, History –1, Insight +1, Nature +1, Perception +1, Religion –1, Stealth +0, Streetwise +0, Thievery +0
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Fighter Attack: Combat Challenge
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Brash Strike
Fighter Attack 1: Cleave
Fighter Attack 1: Steel Serpent Strike
Fighter Attack 1: Driving Attack
FEATS
Level 1: Hammering Iron
Level 1: Weapon Focus (Hammer)
Level 1: Bludgeon Expertise
ITEMS
Adventurer's Kit
Maul x1
Scale Armor x1
Ten-foot pole
Bestiary
====== End ======
Availability wise, I am usually able to post on the forums every day, if not several times a day.
Experience wise I'm almost always the DM in my gaming group, so I'm looking for a nice change of pace. I consider myself fairly familiar with the 4e system and DMing in general and can lend you any resources that I have saved if you'd like.
CB Summary
Init +2 HP /27 Bloodied 13 Healing Surge 6 ( used /8)
AC 15 Fort 12 Reflex 13 Will 13 Speed 6
Str 10 (0) Con 13 (+1) Dex 15 (+2) Int 15 (+2) Wis 14 (+2) Cha 13 (+1)
[OOC='Bond of Retribution (At Will)']Bond of Retribution (At Will)
Melee Wisdom VS AC
One Creature 1(W) + Wisdom mod. The first
time an enemy other then the target hits or misses you before the end of your next turn, that target takes radiant damage equal to your Int. Modifier.
[/OOC], [OOC='Radiant Vengeance (at Will)']Radiant Vengeance (at Will)
At Will * Divine, Implement, Radiant
Ranged 10
One Creature
Wisdom vs Reflex
1d8 + Wisdom modifier damage. And you gain temp hitpoints equal to your Wisdom modifier.[/OOC], [OOC='Avenging Echo (Encounter)']Avenging Echo (Encounter)
Divine, Radiant, Weapon
Melee
Wisdom vs AC
1W + Wisdom modifier damage. Until the end of your next turn, any enemy that ends its turn adjacent to you or that hits or misses you takes 5 + int mod damage (Censure of Retribution)[/OOC], [OOC='Aspect of Might (Daily)']Aspect of Might (Daily)
Divine, Weapon
Melee
One Creature
Wisdom vs AC
3W + Wisdom mod
Miss: Half damage
Until the end of the encounter, you gain a +5 power bonus to Athletic checks, +2 Speed, and + power bonus to the damage rolls of melee attacks.[/OOC], 'Abjure Undead (Channel Divinity Encounter)', 'Divine Guidance (Channel Divinity Encounter)', [OOC='Harmony of Erathis (Channel Divinity Encounter)']Harmony of Erathis (Channel Divinity Encounter)
Divine
Minor action Ranged 10
1 ally
Effect: If you have at least 3 allies within range, grant one of those allies a +2 power bonus to the first attack roll she or he makes before the start of your next turn.[/OOC]
Notes
Does not make eye contact with those who he feels are beneath him.
Green eyes, dark skin, black hair. Clean Shaven.
He loves being around people, but it seems he cannot hold onto friends for very long.
He cannot drink any sort of alcohol, for he has a very addictive personality.
He is a very good cook, but despises other people's cooking.
Exploits
As Vyridian trained, his personality grew from an impulsive and devilish one to a balanced and compassionate gentleman. While never believing himself to be perfect, his fellow brothers looked up to him as a source of faith. However, one day, an agent of Asmodeus came to the monastery and proceeded to destroy all the idols in the campus. His brothers, those that stood up to the evil knave, were struck down most brutally. When word reached Vyridian, who was training in a neighboring forest about a day's away, he stopped what he was doing and ran all the way to the monastery in about 5 hours. Exhausted, he asked Erathis for the strength to continue on, which she granted. Picking up his greatsword, he dashed into the monastery to find Bane's minion in front of Erathis's idol. With a deft charge, he hit the wicked servant square in the torso, knocking him off balance. The brute, regaining his balanced, moved to attack Vyridian, only to be burned from within. The monks, in awe of what they witnessed, petitioned Restov's ruling class to consider Vyridian to be worthy of rebuilding the nation.
My posting is every day, and I've played a good amount of tabletop 4e, but never a PBP. I'm very active in G&T, but recently got bit by the D&D bug, and I'd like to get something going.
Portrait:
Close enough... sort of. If I could draw myself it would be more accurate.
Background, Appearance and Mannerisms, Personality Traits:
Nemo is tall, for a Halfling, standing at about 4'2" and weighing about 85 lbs. His hours working with his father and brothers down at the fishponds has graced him with tanned skin and lean muscle. He has shaggy brown hair, his bangs parted in the front, the rest tied back into tail that falls just below his shoulders. His face is angular with high cheekbones and a sharp nose that gives him the look similar to a bird of prey. His facial hair runs between clean shaven and a few days growth of stubble, depending on when he last he the chance to shave. His green eyes seem to laugh, even when the rest of his face isn't.
Nemo is a relaxed individual, he doesn't let small trifles worry him. This attitude is brought about in him mainly due to his special mark. He was brought up believing the goddess of luck is on his side and has chosen him for some special, as yet unspecified, task. He is prone to bouts of big-headedness, but this is tempered by the fact that he is typically a kind and caring individual. Nemo is rather happy-go-lucky. He enjoys music, food, drink, and smoking his pipe.
Adventuring Exploits:
Nemo outfitted himself for the road, his family spent yet more of their money on him to have a set of plate armor fashioned for his small frame as well as suitable weapons made that could be handled by such a small individual. For this he was grateful but felt guilty as he believed he had not yet earned such help as his family provided him. Nemo set out upon the road, travelling by himself from town to town to offer his services. His family was worried for him, such a small creature traveling alone would make for an easy target. Nemo was not worried, he knew he would be safe, that his goddess would watch over him. He made sure to stop and pray whenever he passed one of her wayside shrines.
Nemo finally made his way to the city of Restov where, once again, he offered his services as a healer. His solo travels had intrigued the peoples of Restov. "How could one so small survive the journey here all by himself?" they wondered. Shortly after his arrival in Restov, the local swordlords began preparing groups to venture south into the Stolen Lands. Nemo felt drawn to the expedition teams, it seemed no coincidence to him that they would be setting out so soon after his arrival. It was an opportunity he couldn't pass up.
Theme Music:
CB Summary:
Nemo Newtan, level 1
Halfling, Paladin
Halfling - Avandra's Kiss (+2 to Heal)
Theme: Knight Hospitaler
FINAL ABILITY SCORES
STR 11, CON 13, DEX 12, INT 8, WIS 16, CHA 18
STARTING ABILITY SCORES
STR 11, CON 13, DEX 10, INT 8, WIS 16, CHA 16
AC: 20 Fort: 12 Ref: 14 Will: 15
HP: 33 Surges: 11 Surge Value: 8
TRAINED SKILLS
Diplomacy +9, Endurance +2, Heal +10, Religion +4
UNTRAINED SKILLS
Acrobatics –1, Arcana –1, Athletics –4, Bluff +4, Dungeoneering +3, History –1, Insight +3, Intimidate +4, Nature +3, Perception +3, Stealth –3, Streetwise +4, Thievery –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Knight Hospitaler Utility: Shield of Devotion
Halfling Racial Power: Second Chance
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Paladin Attack 1: Virtuous Strike
Paladin Attack 1: Ardent Strike
Paladin Attack 1: Valorous Smite
Paladin Attack 1: Majestic Halo
FEATS
Level 1: Toughness
Level 1: Lost in the Crowd
ITEMS
Plate Armor x1
Adventurer's Kit
Short sword x1
Heavy Shield x1
Holy Symbol x1
====== End ======
I have experience with D&D4E. I DM my own regular group, which means I don't actually get to play myself all too often. I am extremely active here in CF, on quite a bit every day. Posting multiple times a day would not be difficult for me. I've played in other PBP games here on the forums, but never a D&D4E one.
- Terence McKenna
Burnham Ringleaf, G(n)oblin (ex-)Ringmaster
CB Summary
Burnham Ringleaf, level 1
Gnome, Warlord
Archer Warlord Optional Choice: Standard Warlord Armor Features
Warlord: Canny Leader
Commanding Presence: Tactical Presence
Birth - Among Another Race: Among Another Race (Goblin)
Background: Birth - Among Another Race (Among Another Race (Goblin))
Dark Sun Theme: Athasian Minstrel
FINAL ABILITY SCORES
Str 14, Con 10, Dex 10, Int 18, Wis 11, Cha 16.
STARTING ABILITY SCORES
Str 14, Con 10, Dex 10, Int 16, Wis 11, Cha 14.
AC: 16 Fort: 13 Reflex: 14 Will: 14
HP: 22 Surges: 7 Surge Value: 5
TRAINED SKILLS
Endurance +5, Intimidate +8, Athletics +7, Diplomacy +8
UNTRAINED SKILLS
Acrobatics, Arcana +6, Bluff +3, Dungeoneering, Heal, History +4, Insight +2, Nature, Perception +2, Religion +4, Stealth +2, Streetwise +3, Thievery +2
FEATS
Feat User Choice: Pick Expertise
Level 1: Double Team
POWERS
Warlord at-will 1: Commander's Strike
Warlord at-will 1: Direct the Strike
Warlord encounter 1: Vengeance is Mine
Warlord daily 1: Lamb to the Slaughter
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"Big hat? Clown makeup? Why, my dear boy, isn't it obvious? How many of these gentle folk have spoken to eachother in incredulous tones, 'where do you think that wee goblin's going dressed up like that?' and while the cogitate on the mystery of such absurdity, not one has grabbed a pitchfork or torch... Save that one, but I'm fairly certain I owe him money."
Exploits
Farnham's tastes leaned more towards greed, grift and graft than earning an honest dollar, and Burnham simply hadn't the heart (or skill) to perform much beyond the simplest of deceptions. Finding little room in a community he'd once called home, Burnham struck out on his own with little more than a few props and an accomplished sense of showmanship.
These days, however, puppet shows and three-card-monte are seldom enough to provide more than roof over his head for the night and never a full belly. The promise of steady rations without having to trade in his hat for a helm is enough to convince the poor sod that life as a surveyor might well be worth the risk--after all, unexplored lands might well contain delicious animals previously unsampled by an adventurous gourmand.
Burnham strongly believes himself to be the right man for the job--if one can herd a pack of clowns, contortionists, musicians and exotic livestock from one end of a continent to the other, then a few wayward adventurers simply cannot be that much more difficult. Aside from taking every opportunity to point out exactly how obstinate camels and trapeze artists can be, Burnham has also advanced the largest portions of his dwindling savings in a benevolent fund for the Advancement of Borderline Indigent Quartermasters and Exchequers. While some might consider this to be something as base as 'bribery,' the goblin considers it more akin to the cost of doing business, and a vital and necessary investment in his future.
I am quite familiar with 4e, but haven't had the opportunity to play in a while. Most of my experience comes sitting in the GM chair, and it's always nice to take a load off and just worry about one character for a while. I am available to post every day, once a day at minimum, but certainly more frequently if need be.
- Terence McKenna
- Terence McKenna
_____________________________________________
HoTS: Schmutz#1686
Arifyn Tok
CB Summary
Personality, Background, Appearances and Mannerisms
Exploits
There is no actual government organization assisting the Crown so to speak (at least, as far as the Kingmaker supplements are concerned), but I don't mind if you'd like to create an organization of your own for character building purposes. I intentionally tried keeping the fluff as lean as possible, in case forumers wanted to make or design their own stories for their characters, but I can give you guys some more details regarding Brevoy if you want to. As for the ruling party, it's currently held by House Surtova.
House details:
The Surtova crest is a gray ship against a field of blue below and black above, the upper shield spangled with silver stars. Its motto is “Ours Is the Right.”
DM Thoughts: They are almost kind of like a lite version of House Lannister from Game of Thrones, so take from it what you will.
As for the captial, there is New Stetven...
New Stetven
New Stetven earned the nickname “The City of Wooden Palaces” for the abundant use of timber to build everything from walls and houses to mansions and forts. Even some of the city streets are “paved” with planks laid in the near constant mud from the snow and slush. Raised wooden sidewalks are common in the wealthier parts of the city, allowing people to walk up out of the mud as much as possible. The only great stone structures of the city are the Ruby Fortress, the seat of power to the crown of Brevoy, and the Bulwark of Kord, Brevoy’s greatest temple to the Lord of Battle.
Fire, like that which destroyed Old Stetven, remains a constant threat, and the city relies heavily on the services of volunteers aided by local spellcasters to put out the handful of fires that occur each winter.
and then there is the Free city of Restov, where the Swordlords reside...
Restov
The gentry of Restov consider themselves sophisticates, although a visitor would consider their ways quaint, and touched with no small amount of northern barbarism. The city is a bustling trade center along the border. Restov’s relative wealth supports no small number of idle and titled lordlings and merchants’ sons. They frequent the various Aldori dueling schools, as well as the alehouses, and fight each other in street corner challenges at dawn and dusk. The schools, salons, and taprooms of Restov are also hotbeds of rebellious talk against the reign of King Noleski Surtova, with young firebrands in search of a leader to rally them to the cause.
tl;dr version: take from these nuggets of fluff what you will. I'll add these to the Brevoy Overview post for the sake of convenience for other players.
________
As for the rest of you guys: definitely some neat and intriguing apps so far.
@Styx: I noticed you have 2 points too many in your ability scores (when I ran the numbers in the 'ye old' character builder, I came up with -2 to your overall point usage [and that's even WITH taking the Strength bonus into effect]).
@Varega: I noticed it's missing a Background (at least, last I checked).
Still... these small hiccups are alright for now (you guys can fix this up once applications have been chosen).
Gareth Hammerarm, Human Warlord
Portrait
CB Summary
Gareth Hammerarm, level 1
Human, Warlord
Commanding Presence: Bravura Presence
FINAL ABILITY SCORES
Str 19, Con 11, Dex 10, Int 14, Wis 9, Cha 13.
STARTING ABILITY SCORES
Str 17, Con 11, Dex 10, Int 14, Wis 9, Cha 13.
AC: 16 Fort: 16 Reflex: 14 Will: 13
HP: 28 Surges: 7 Surge Value: 7
TRAINED SKILLS
Athletics +8, Endurance +4, History +7, Heal +4, Intimidate +6
UNTRAINED SKILLS
Acrobatics -1, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering -1, Insight -1, Nature -1, Perception -1, Religion +2, Stealth -1, Streetwise +1, Thievery -1
FEATS
Human: Improved Bravura
User Choice: Toughness
Level 1: Lend Might
POWERS
Warlord at-will 1: Brash Assault
Warlord at-will 1: Commander's Strike
Human: Opening Shove
Warlord encounter 1: Myrmidon Formation
Warlord daily 1: Fearless Rescue
ITEMS
Adventurer's Kit, Light Shield, Throwing hammer, Warhammer, Hide Armor
====== Created Using Wizards of the Coast D&DI Character Builder ======
Personality, Background, Appearance and Mannerisms
Gareth is a fairly tall, well-built man with little hair, except for his magnificent sideburns, which he treats with the utmost care and respect. His body is scarred and beaten, and he always seems to have some new bandage or fresh wound that's in the process of healing- even if he hasn't fought for months. Gareth is famous within his former mercenary company for his practical jokes and awful sense of humor, and in fact has a prank named after him- the "Hammerarm Hewer".
Gareth was forced to leave his former company after a dispute with its captain- ostensibly over pay, according to Gareth, but those who know the truth tend to break into fits of laughter if you question them about his exit.
Recent Exploits
As for post frequency, at least once a day every day, more than likely throughout the day, although I am in Italy right now, so the time zones may not line up perfectly.
Bah, I combined exploits and background into one. My bad, I'll try to fix it later.
EDIT: Alright fixed. In all honesty, I think my character is probably better now, even with less attribute points. : )
Lorna Yusson, Envoy of Ispade
(Human Slayer)
Background:
Lorna is one such recruit, hired for her mixed ancestry (to appeal to a wider demonographic) more than her combat experience. Nevertheless, she is positive that the Institute can do good for Brevoy and is eager to balance the Swordlords' power if it can prevent civil war.
Appearance:
Personality:
Recent Events:
Upon returning to the Institute, Lorna received her First Mark- a blue hellfire brand on her forehead to mark her status as Envoy. Being the first of the new recruits to receive such a title she was the default candidate to be sent to the Swordlords with a letter of recommendation.
CB Summary:
Lorna Yusson, level 1
Human, Slayer
Human Power Selection: Bonus At-Will Power
Background: Arcane Agent (Stealth class skill)
FINAL ABILITY SCORES
Str 20, Con 11, Dex 14, Int 8, Wis 10, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 11, Dex 14, Int 8, Wis 10, Cha 10.
AC: 17 Fort: 18 Reflex: 13 Will: 11
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Streetwise +5, Stealth +7, Endurance +5, Athletics +10
UNTRAINED SKILLS
Acrobatics +2, Arcana -1, Bluff, Diplomacy, Dungeoneering, Heal, History -1, Insight, Intimidate, Nature, Perception, Religion -1, Thievery +2
FEATS
Human: Deft Hurler Style
Feat User Choice: Weapon Proficiency (Drow Long Knife)
Level 1: Whip Training
POWERS
Bonus At-Will Power: Cleave
Slayer utility 1: Poised Assault
Slayer utility 1: Mobile Blade
ITEMS
Scale Armor, Drow Long Knife (3), Whip, Adventurer's Kit, Spiked gauntlet
============
I'm in the two Dungeon World games and Jdark's MHR game here on the boards, as well as running the Dragon Slayers 4E game (back tomorrow!). I just can't resist a Tiamatz game though.
Do my eyes decieve me? TiamatZ recruiting for a new PbP game?
Ah, the memories...
Dhyrn the Indolent
Pic by me!
Alternatively,
From here. DON'T SMITE ME PA GODS
Background:
The gnoll was branded and imprisoned at a quarry north of Brunderton. It was there that Dhyrn earned his title, the Indolent, from a guard practicing new vocabulary. He liked it. He imagined the fancy word meant some kind of regal inaction. While his capability to avoid the guards' eyes and subsequently nap earned him his title, his quick hands earned him more physical rewards. For some alcohol, sweets, and fresh meat, one could purchase the murder of an inmate or guard. Eventually, it was one such purchase which made Dhyrn's stay untenable. He was the unwitting participant in the assassination of Dame Sarrona Lebeda's cousin's sister-in-law's father's friend, a limestone tradesman. Even the dim-witted Dhyrn realized he was in trouble. The very next morning a reward had been put up for information on the perpetrator. Everyone knew it was Dhyrn. Fortunately, the gnoll wasted no time, having escaped four hours prior to the notice.
It was the Swordlords who had tracked him back to those very same ruins where he had first been caught. He had been uncovering his emergency treasure. The Swordlords gave Dhyrn an ultimatum: assist in the colonization of the Stolen Lands or face execution. Dhyrn accepted.
TL;DR: Was a raider, got caught. Killed the wrong guy in prison and escaped. Got caught. Offered to hang or go to the Stolen Lands, took the latter.
Appearance:
Personality:
While others might be more concerned with their spiritual being, Dhyrn enjoys his 'profession.' He likes the rush of battle but is a wimp to pain, striking from the shadows for the quickest kill. He likes the game of picking locks and pockets, and poking at traps had been a childhood pastime.
He is suspicious of magic and superstitious, and these traits are not diminished by his lack of intellect. He believes that the simple brand on his back is magical and responsible for the Swordlords tracking him down. Invented superstitions explain much of Dhyrn's world to him.
Recent Activity:
The Swordlords had done their homework, too. They found the gnoll when they consulted the records of his arrest, easily and correctly surmising that he might return to a familiar place. They also knew that Dhyrn's original tribe had emigrated from the Stolen Lands, and they hope that whatever memories he might have could help such an expedition. They knew that the gnoll was no stranger to combat. If Dhyrn had any friends, they were presumably dead or imprisoned. In the event of disaster, he was expendable.
Character Sheet:
Dhyrn the Indolent, level 1
Gnoll, Rogue
Build: Brutal Rogue, Fighter multiclass
Background: Criminal (Stealth bonus +2)
Rogue Tactic: Brutal Scoundrel
FINAL ABILITY SCORES
Str 16, Con 13, Dex 18, Int 8, Wis 13, Cha 10
STARTING ABILITY SCORES
Str 16, Con 11, Dex 16, Int 8, Wis 13, Cha 10
AC: 16 Fort: 13 Reflex: 16 Will: 11
HP: 25 Surges: 7 Surge Value: 6
TRAINED SKILLS
Acrobatics +9, Athletics +8, Dungeoneering +6, Endurance +6, Perception +8, Stealth +11, Thievery +9
UNTRAINED SKILLS
Arcana -1, Bluff, Diplomacy, Heal +1, History -1, Insight +1, Intimidate +2, Nature +1, Religion -1, Streetwise
FEATS
Battle Awareness (Fighter Multiclass)
Feat User Choice: Light Blade Expertise
POWERS
Rogue at-will 1: Piercing Strike
Rogue at-will 1: Riposte Strike
Rogue Encounter 1: Dazing Strike
Rogue Daily 1: Handspring Assault
Racial Power: Ferocious Charge
ITEMS
Adventurer's Kit, Leather Armor, Short Sword, 4 Daggers, Thieves Tools, Climber's Kit, Tent, 10 Torches, 5 Ale-filled Waterskins, Chest, Lock
Init +4 HP 25/25 Bloodied 12 Healing Surge 6 (0 used /7)
AC 16 Fort 13 Reflex 16 Will 11 Speed 7
Str 16 (+3) Con 13 (+1) Dex 18 (+4) Int 8 (-1) Wis 13 (+1) Cha 10 (0)
At Will: Piercing Strike
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.
At Will: Riposte Strike
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. If the target attacks
you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a
Strength vs. AC attack that deals 1[W] + Strength modifier
damage.
Increase damage to 2[W] + Dexterity modifier and at level 21.
Encounter: Ferocious Charge
Encounter
Standard Action Personal
Effect: You charge, and deal an extra 2 damage on a successful attack. Increase the extra damage to 4 at 11th level and
6 at 21st level. If you are bloodied, double the extra damage and gain an equal number of temporary hit points.
Encounter: Dazing Strike
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Daily: Handspring Assault
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon
Prerequisite: You must be trained in Acrobatics.
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] + Dexterity modifier damage, and you can shift 2 squares.
Special: When charging, you can use this power in place of a melee basic attack.
Notes
Guesstimated lock cost and weight at 5 gp and 1 lbs. 5 waterskins of ale is 5 Waterskins (5 gp) plus 5 pitchers of ale (2 sp * 5 = 1 gp), and it's about the same weight.
Background: Criminal, +2 Stealth
Edited for stuffs.
Holy crap I write too much.
I'm a once a day poster, although I can do more often depending on my schedule. Also, as far as experience goes, I don't think I've ever played a game past level 1 on play by post (my tabletop experience is likewise limited), simply because the groups would fall apart (GM and player disinterest). I'm not involved in any games right now.
Edit 2: Changed it a little bit.
Although the AP explicitly states:
But due to the current political climate within Brevoy, a lot can happen to one's homeland while one is away. As a separate entity, it could stand neutral to the crown, but might be under scrutiny from House Surtova. On the other hand, being in service of the ruling House might mean they would have more freedom to act for crown and country, but could be used (in due time) to fit the ruling House's political schemes. Either way, I'm fine with either choice your most comfortable with.
Indeed. Hard to believe I started a Scales of War AP back in 2009. Oh my, does time sure fly...
Any Point of Light (or other from the Dragon/Dungeon supplements, provided they don't originate from other settings) deity is up for grabs. The three gods I posted in the overview are the more prominent ones, but citizens of Brevoy are a diverse lot, and people from different walks of life are answering the call to reclaim the Stolen Lands. As such, I'm sure a Vecna worshiper spreading his faith in unknown territory exploring for all of Brevoy shouldn't be too uncommon.
Remember that its your earliest exploit as an adventurer that will deem if you are worthy of being sent into the Stolen Lands in the first place.
Matthew Whitmarsh, Human Wizard
Background:
One year later, Matthew's father was struck by a terrible illness. The once hale and hearty man was now confined to his bed. Rumors swirled about that the elder Whitmarsh had actually run afoul of an associate of House Lebeda, though no one could say for sure. The only certainty was Matthew ceasing his studies and returning to run the store.
For the next two years, Matthew served as the proprietor of Marsh and Sons and the business flourished. Customers praised the quality of their repairs and the speed of the service. Adventurers spoke of the dashing proprietor and his goods. Marriage proposals from several young eligible merchant's daughter were discretely discussed. Even the elder Whitmarsh seemed energized, gradually regaining his strength and beginning to move about. For his part, Matthew seemed happily on his way to continuing his family tradition. While the neighborhood gossips commented on his intense questioning of certain adventurous types coming to the store and his love of books, most dismissed it as harmless eccentricity.
Then tragedy struck once again. His father had finally regained his ability to walk. In celebration, Matthew's parents planned a lovely night out at their favorite inn. On their way back home, a horse broke free of its halter and ran for them. His mother was killed instantly. His father lasted for three days.
On the fourth day, an associate of house Lebeda approached Matthew with a laughable offer to buy the store. Matthew refused. That night, four thugs broke into Marsh and Sons. They ran into the street with tales of the owner calling down frost and thunder. The next day, a slightly higher offer for the store was received. Doing the math, Matthew realized that hiring killers to deal with wizards was likely more expensive than thugs to beat up shopkeepers. He also realized that he was unlikely to survive to see a third offer. He sold.
Mort Mortson was one of the Whitmarsh's adventuresome clients. After his retirement, he found his skills in service to one of the swordlords of Restov as a steward. After prolonged negotiations and the “donation” of the store sale proceeds for “funding”, Matthew found himself appointed as an “economic advisor” to the expedition.
Appearance, Mannerisms and Personality:
Recent Activity:
Character Sheet:
Human, Wizard
Arcance Implement Mastery: Orb of Imposition
Background: Merchant (+2 Diplomacy)
FINAL ABILITY SCORES
Str 8, Con 13, Dex 10, Int 18, Wis 14, Cha 14
STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 16, Wis 14, Cha 14
AC: 14 Fort: 12 Reflex: 15 Will: 15
HP: 23 Surges: 5 Surge Value: 7
TRAINED SKILLS
Arcana +9, Diplomacy +7 (+9), History +9, Insight +7, Religion +9
UNTRAINED SKILLS
Acrobatics +0, Athletics -1, Bluff +2, Dungeoneering +2, Endurance +1, Heal +2, Intimidate +2, Nature +2, Perception +2, Stealth +0, Streetwise +2, Thievery +0
FEATS
Human: Arcane Reserves
User Choice: Implement Expertise (Orb)
Level 1: Improved Initiative
POWERS
Wizard at-will 1: Cloud of Daggers
Wizard at-will 1: Thunderwave
Human: Ray of Frost
Wizard encounter 1: Icy Terrain
Wizard daily 1: Sleep (prepared)
Wizard daily 1: Flaming Sphere
RITUALS
Comprehend Language
Make Whole
Tenser's Floating Disc
ITEMS
Adventurer's Kit, Spellbook, Orb, Dagger, tent, 2x reagents Comprehend Language, 1x reagents Tenser's Disc, 45 gold
I'm new to PbP (and it's been a long time since I've done D&D), but I'm a frequent phalla player on the forums and tend to spend a little more time than is actually good for me aroudn here.
I think it'd make plenty of sense for our characters to have met each other while hunting for the same bandit groups, so I'm down for that.
Background:
Tor's father Magnus had high hopes that his firstborn son would follow in his footsteps and become a smith, as he had for his father before him. And although Tor did try, he had a short attention span and would much rather have an adventure than spend the entire afternoon pounding on a piece of metal to get it just right. So with a heavy heart Magnus started training his second son, while Tor got into increasing trouble with the locals, seeking danger and attempting to "rescue" the daughters of the local farmers in their haylofts.
Eventually Magnus called on the local lord to find Tor a more suitable vocation, and eventually Tor was shipped off to the small city of Silverhall to serve as a city guard. This was more up Tor's alley, and he took to his martial training with gusto... But in time being a city guard required still required patience and discipline that Tor clearly did not have. He was a great young man to have when there was trouble brewing, but unfortunately he ended up brewing more trouble than he was able to help solve.
It was decided that the youth needed to get adventure out of his system before he could truly perform as a guard, and word had just reached the city that there was need of an adventurer in the (relatively) nearby capital... And so he was sent on once again, with the promise of enough adventure to sate even his robust appetite.
On the way to the Capital, Tor happened upon a roadside shrine. Peeking in, he saw noone about, so he decided to explore. The temple, it seemed, was dedicated to the goddess Avandra, who was pictured in various frescos wandering the lands, encouraging trade and shining on gamblers. Intrigued, Tor wandered near the back where there were a set of odd symbols in a box, framed by a large sign:
LUCK AND ADVENTURE WILL ALWAYS FOLLOW THOSE WHO DARE TO CARRY THE SYMBOL OF AVANDRA,
Impulsively, Tor picked up the talisman, and an electric shock passed up his arm and through his body, accompanied by a beautiful voice which echoed in the vaults of his mind:
<<And so you have finally found me. The bargain is fulfilled, and you are to be my instrument for all of your days. You shall travel the world and delight in its fruits, and luck shall always follow you... and I'll even make sure some of it is good. Welcome home, young Tor. I have high hopes for you, and I am sure you will not disappoint me.>>
Appearance:
His face is not particularly handsome, but a glint in his eye promises that there is more to Tor than meets the eye.
Personality:
Recent Exploits:
This mission is precisely what Tor needs get this wanderlust out of his system and settle him down so that he can settle down, raise a family and become a successful watchman... Or so his superiors hope.
Character Sheet:
Current Summary:
Tor Smithsson, Human Avenger
Init +3 HP 26/26 Bloodied 13 Healing Surge 6 (0 used /8)
AC 16 Fort 13 Reflex 15 Will 16 Speed 6
Str 12 (+1) Con 12 (+1) Dex 16 (+3) Int 10 (0) Wis 18 (+4) Cha 8 (-1)
Me:
D&D 4e A point of Light (will search for link and update)
SWSE Dark Times
Present campaigns (no D&D atm ):
SWSE Lost Hope
Call of Cthulu Whispers in Darkness
Chicago Megagame group
Watch me struggle to learn streaming! Point and laugh!
A list of things, should you be of the gifting persuasion
Leaders:
Burnham Ringleaf, Goblin(Gnome) (ex-)Ringmaster and Warlord (Teehee...Gnoblin) (Leper) Post
Gareth Hammerarm, Human Warlord and man with the worst Dwarven accent ever (NerfThatMan) Post
Controllers:
Matthew Whitmarsh, Human Wizard and down on his luck entrepreneur (SaberOverEasy) Post
Melee Strikers:
Vyridian Likaesh, Kalashtar Avenger, acolyte of Erathis and fan of Gourdon Ramazzey, famous Tiefling Cook (Varega) Post
Lorna Yusson, Human Slayer and Envoy of Ispade (P.S. We don't do pets, unless said pets are infernal in origin) (Grog) Post
Dhyrn the Indolent, Gnoll Rogue also and starring as Hyena Plissken in "Escape from Brevoy" (doomybear) Post
Tor Smithsson, Human Avenger and keeper 'o the Lucky Charms 'o Avandra (El Skid) Post
Range Strikers:
Arifyn Tok, Changeling Fey Warlock and hunter of the arcanic ne'er-do-wells (Talonrazor) Post
Defenders:
Tom Strout, Human Fighter and formerly retired "You kids and your fancy, schmancy adventurin'..." veteran (Styyx) Post
Nemo Newtan, Halfling Paladin and fisherman for Avandra.... literally (Kilnaga) Post
@Farangu, @Nullzone:
Any (future) help will be greatly appreciated, thanks.