The image size limit has been raised to 1mb! Anything larger than that should be linked to. This is a HARD limit, please do not abuse it.
Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
A man named Douven Staul has taken the party under his wing with the intent of training you all into an adventuring group. He has the dream of creating a mercenary company singular entities and governments can hire for various activities. Some of you may have known one another for years or as few as six months - long enough that you trust each other in a battle.
Staul has learned of dragon's tomb near Winterhaven, a small village a few days away. A dragon's tomb means a dragon's hoarde, does it not? With the hope of treasure (and an instant influx of money to really get this mercenary company rolling), he heads to Winterhaven.
That was three months ago.
Something has obviously happened to your mentor, and it's up to you to find out what.
Quest and his party set out to find Douven. After rescuing their mentor, a plot to open The Shadowfell was uncovered. Battling their way down through the keep and revealing ancient mysteries, including the tragic events that led to the keep being abandoned, Quest and his companions defeated the necromancer Kalarel and brought peace to the surrounding areas - for now. As any seasoned adventurer will tell you, necromancers rarely stay dead for very long.
The adventuring company has changed since they defeated the evil Kalarel and blocked the scourge he attempted to bring forth. The founders that tread those dark halls around the Shadowfell opening now adventure with their own groups, spreading the word of their company and earning money. Thus far, Douven's leadership has held - even as politicos begin to keep their eye on him and his growing influence.
Despite the change in power and wealth, Douven has always been loyal to his friends. It's that reason that a female druid appears in the door of the small barracks that houses the adventuring group: Darcaryn Arroway.
Feel free to choose a text color for your posts, if you feel it helps differentiate everyone. I'd like a stat block at some point (preferably before the first encounter) that looks something like this:
HP #; Bloodied # Initiative +#
AC #, Fortitude #, Reflex #, Will # PP +# PI +#
PP and PI are your passive Perception and Passive Insight.
It can be easier to keep track of the use of your powers if you make a second block like this: