Keep on the Shadowfellrecruitinfo for reference
Introduction
This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of five 1st level PCs.
Witnessing multiple recruitment threads in which there were three times as many applications as available slots has emboldened me, despite my pitiful lack of DM experience. This will be, aside from running a few isolated encounters, my first time DMing. I ask that you please pardon my surely inevitable blunders, and I shall endeavor to be the best DM I can be. Anyone may post an application, but precedence will be given to new players, players not currently involved in any other PbPs, and players who have not played through Keep on the Shadowfell before. If you fit any of these criteria, please say so in your application post. 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. If we all work together, I am confident we can pretend to hit goblins with swords in a way that will make our ancestors proud.
The Particulars
Standard setup. This is a play by post game; character sheets on mythweavers (if you already have a completed character sheet on another site, that's fine, but if you're making a new one please use mythweavers), rolls on Invisible Castle. I, TunnelRunner, 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.
Please submit a level one character created with the 22 Point Buy system. Multiple submissions are allowed, please keep it all in one post however.
Submissions should include the standard stuff: a link to the mythweavers page, the character's name, appearance, background etc.
Concerning items: I grant you 1000 gp to do with as you see fit.
For your character, pretty much any official DnD material is acceptable (supplement books, Dragon articles, etc.) (EDIT: There's no law against submitting a joke class, but don't be surprised when you aren't drafted.) Be prepared to post technical info if I request it.
Deadline: Deadline is Sept 12. Expect the game to begin sometime in the following week (13-19).
Setting
Setting is the standard 4e "points of light", specifically because it's a generic enough setting that one can add in nations, cities, groups, etc without having to rewrite history. This way once we finish KotS we can go off on a different tangent if we so desire.
Plans for the Campaign
To ease myself into the DM's seat, I intend to start the campaign by playing through Keep on the Shadowfell more or less by the book. What happens next will be determined by how KotS went, and by what the players would like to do. Perhaps we will go straight onto Thunderspire. Maybe KotS will have been presented out of chronology, and the next adventure will be the one in which the PCs meet for the first time. It's also possible that the events of KotS will be determined to be non-canonical, like how a TV show treats its pilot. Oh, the possibilities!
That's about it, I suppose. If you have any questions, or feel I've left out important information a recruitment thread should contain, please do post.
The Party
TiamatZ:
Yuriel Firestarter, Genasi Artificer (leader) -
CS
Bhow:
Quentin Thoratious Fighum, Human Wizard (controller) -
CS
Powerpuppies:
Thaladh Keranth, Elven Monk (striker) -
CS
illgottengains:
Fritz the Rogue -
CS
soxbox:
Keegan Rainden, Dwarven Postmortem -
CSThe Place
Shadowfell Keep! Mysterious Ruin of mysterious origin!
The Plan
(Plan pending.)
Pkmn D FC: 1591 5067 6103 ---
KotS
Posts
"Go up, thou bald head." -2 Kings 2:23
Backround:
"My backround? No, my back is flat. Oh! You mean my life before...this. Well, I was a Dragonborn. I also prayed to the Goddess of Death every night. You want more? You think I know more? I don't, by the way. Just makin' sure.
My life after this? Well, I do know that. Mostly. Do you know the feeling of being pulled out of a grave? Of course you don't. Don't answer tha- You say you do? You say you've been drawn back from death before?"
A course laugh fills the air.
"No, no no no no. Not brought back from the dead. Pulled out of a grave. You know. In the ground. Let me tell you. Actually...no. Let me not tell you. Just think of it. Get a good visual in your head. Just mull over it. Let it haunt you. Flow over you like some sort of sick waterfall. Got that in your head? Good. Wonderful."
"Now. You want to know about what I've been doing past all that dirt. Well, I've been here. What, you thought I just moved Graveyard to Graveyard for fun? What the hell do you think I'm doing next to an open hole with dirt all around it? Redecorating? So. I've been here. Talking with spirits. You know. The thing that leaves your body once you get stabbed enough? Those things. They talk to me. I talk to them. We sit down. We play chess."
A hand waves over a crude chessboard.
"Well, they tell me what to do and I move the pieces. It's somewhat hard to effect the physical world when you're a spirit. You know. Incorporeal and all that fun and joy. So, we sit here. We play chess. I help them move on. To where? Where do you think? Actually, while we're on the subject, do you think? You are sure asking some rather dumb questions. Are you sure you think? Absolutely positive? Okay. Just checking."
"Where was I? Oh yes. I help them move on. You might say I'm an enabler of sorts. I enable. You know. What an enabler does. I enable them to move on. I help them. And, in return, they promise to help me should I ever need it. If they want to, of course. I'm not some damn devil dealer or something."
The sound of old bones creaking.
"And now it's time for me to move on. All the spirits have been helped here. They have all moved on. Some have elected to help me. Some haven't."
A necklace with a single chess piece rises from the dirt. It hangs in air for a moment, held aloft by a single grizzled hand, before going around an slowly decaying neck.
"Now I can move to a new graveyard. A new place. Some new spirits. Play chess with them. Talk with them. And, should I find who has been keeping these spirits down..."
"Kill them."
Appearance:
"Appearance? APPEARANCE? I'm standing in front of you! 6 foot! 180 pounds! ROTTING! It is hard to move to a more descriptive standpoint than this!"
"Oh, fine. Black hair. Necklace with a Rook. What, you thought they got them name out of thin air? I, again, question your ability for thought, and I would also like to additionally question your ability for sight. Have I mentioned I'm rotting? Sort of a big deal. Although I guess I've stopped since I've woken up. You know. Magic and all such. My eyes? Black. You really aren't getting this whole raised from the dead thing, are you?"
Mannerisms:
"Really? My mannerisms? It's one thing to ask for a self portrait, but you want me to recap how I've been acting? Okay. This is just a waste of my time. Yeah. Yeah. Put down "annoyed". Put down "slightly agitated." But put down "Cares about spirits." And not the drink. They always think it's the drink."
"Oh, and the chess."
Character Builder
"What's this? Character Builder? You know, I've made up my mind. You really don't think. Character Builder. Feh."
Rook, level 1
Revenant, Shaman
Build: Bear Shaman
Companion Spirit: Protector Spirit
Choose your Race in Life: Dragonborn
FINAL ABILITY SCORES
Str 8, Con 16, Dex 12, Int 11, Wis 18, Cha 10.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 11, Wis 18, Cha 10.
AC: 13 Fort: 15 Reflex: 12 Will: 16
HP: 28 Surges: 10 Surge Value: 7
TRAINED SKILLS
Nature +10, Heal +9, Endurance +10, Perception +9
UNTRAINED SKILLS
Acrobatics +1, Arcana, Bluff, Diplomacy +1, Dungeoneering +4, History, Insight +4, Intimidate +2, Religion, Stealth +1, Streetwise, Thievery +1, Athletics -1
FEATS
Level 1: Protector Spirit Adept
POWERS
Shaman at-will 1: Haunting Spirits
Shaman encounter 1: Twin Panthers
Shaman daily 1: Spirit of the Healing Flood
ITEMS
Leather Armor, Spear, Adventurer's Kit, Oalian's Balance Totem +1, Amulet of Protection +1
Fluff Stuff
Essentially, Rook is a shaman who, instead of calling spirit companions, calls actual humanoid spirits to help him fight. Gameplay wise, it works exactly as a Shaman does. He calls spirit companions, works through them, etc. Just, instead of calling a Spirit Gryphon or Spirit Boar, he'll call on the Spirit of a Cleric of Pelor to help him out. The way I envision RPing him would be that each round is a new spirit. Again, it won't change gameplay (There'll always be a spirit there for the badguys to beat on), just a different way of RPing it.
-edit- I am in 2 pbp's right now; I have not played nor read KOTS except for heavily modified versions (I've read Figgy's version, but I doubt that's standard fare; that's as far as my KOTS experience goes.)
-edit numerou two- Fixed Rook to reflect the fact that we have 1,000g. I bought him two items; I can change that if the need arises. I have also updated fluff stuff.
Background
Oloron has been a follower of Bahamut for all the lives he can remember. Strangely, his memories of his most recent life are much more distant to him than many prior to that. Oloron views himself as the eyes (and sometimes hands) of Bahamut in this world. His faith in Bahamut is secure, but he is troubled about the circumstances leading to this incarnation. While still taking service to his god seriously, he is driven to discover more about the unusual events surrounding his last "death".
Personality Traits
Oloron believes this incarnation's duty is primarily to travel in order to gather and share as much information as possilble about this world with others with similar motivations. He will be quick to investigate or right a wrong, but his motivation to do so will primarily be to study the situation and report back to the temples of Bahamut and other followers. Acquisition of items and wealth are merely a sometimes necessary means to an end, though acquisition of information, history, or rare arcana is the core to his religious faith.
Mannerisms and Appearance
Oloron is happiest when researching or discussing history or arcana - in some cases to the annoyance of those who may not be as interested. However, he will also look at others as part of his research - at times holding back and silently studying them and how they fit into the world. He is tall with a light gray skin that makes him look slighly ephemeral.
Here is a quickly done character sheet...
Oloron
Character Builder
====== Created Using Wizards of the Coast D&DI Character Builder ======
Oloron, level 1
Deva, Wizard
Build: War Wizard
Arcane Implement Mastery: Wand of Accuracy
FINAL ABILITY SCORES
Str 8, Con 14, Dex 14, Int 18, Wis 14, Cha 11.
STARTING ABILITY SCORES
Str 8, Con 14, Dex 14, Int 16, Wis 12, Cha 11.
AC: 14 Fort: 12 Reflex: 14 Will: 14
HP: 24 Surges: 8 Surge Value: 6
TRAINED SKILLS
Arcana +11, Nature +7, Religion +11, History +11
UNTRAINED SKILLS
Acrobatics +2, Bluff, Diplomacy, Dungeoneering +2, Endurance +2, Heal +2, Insight +2, Intimidate, Perception +2, Stealth +2, Streetwise, Thievery +2, Athletics -1
FEATS
Wizard: Ritual Caster
Level 1: Expanded Spellbook
POWERS
Wizard at-will 1: Magic Missile
Wizard at-will 1: Scorching Burst
Wizard encounter 1: Force Orb
Wizard daily 1: Flaming Sphere
Wizard daily 1 Spellbook: Acid Arrow
Wizard daily 1 Spellbook: Freezing Cloud
ITEMS
Spellbook, Cloth Armor (Basic Clothing), Adventurer's Kit, Master's Wand of Cloud of Daggers +1, Dagger
RITUALS
Comprehend Language, Silence, Wizard's Curtain
====== Created Using Wizards of the Coast D&DI Character Builder ======
I've never done a pbp before, but have played 4e and done a little DM'ing. I've never played KotS, but have been looking forward to an opportunity!
Edit: Just noticed you'd said a 1,000 gold buy vs. the standard 100. If selected, I'll go shopping for something to add in keeping with the character.
Edit2: Updated Character Summary with the 1k gold buy, though haven't updated Mythweavers with the new items.
Basic Attack +26 vs AC -- Damage 1d10+19 (+5 if enemy is prone) (+2 if Longtooth Shifting is active)
Keldan Stoneweaver, Human Warden
Background:
As his clan's Traveller, he is oathsworn to wander beyond his ancestral homelands, searching for and overcoming great trials of might and spirit, returning only upon the compulsion of omens unknown. There are other requirements placed upon the Traveller, which Keldan refuses to discuss, or even contemplate - it is enough for him to be live at least part of his life unplanned by his father.
Appearance:
Personality:
Keldan is a steadfast and loyal companion, if a bit stolid outside the heat of battle. He is driven to seek out new challenges and broaden his horizons, though he is a little unsure of his place in the larger world. Raised among an open and unsubtle people, he pursues violence and entertainment with equal commitment and is perhaps a bit less suspecting of strangers and new acquaintenances than he should be.
Random Clan Background fluff that will probably never see use (liberties ... etc):
The Oathblade
Keldan's rite of passage was a rarity in that he was the first in generations to successfully hunt a mature bull elk. His oathblade consists of a large, polished blade of dark obsidian, the haft now constructed from the antler of the bull he first slew it. The handle is wrapped in a piece of hide cut from his grandfather's armor before his burial. As a relatively young man, his oathblade is otherwise unadorned.
Rite of the Traveller
Omens / Weak Plot Hook
CB Summary:
Human, Warden
Guardian Might: Earthstrength
Background: Geography - Mountains (+2 to Dungeoneering)
FINAL ABILITY SCORES
Str 20, Con 14, Dex 10, Int 8, Wis 11, Cha 10.
STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 8, Wis 11, Cha 10.
AC: 18 Fort: 17 Reflex: 13 Will: 12
HP: 31 Surges: 11 Surge Value: 7
TRAINED SKILLS
Intimidate +5, Nature +5, Perception +5, Athletics +7, Dungeoneering +7
UNTRAINED SKILLS
Acrobatics -3, Arcana -1, Bluff, Diplomacy, Endurance -1, Heal, History -1, Insight, Religion -1, Stealth -3, Streetwise, Thievery -3
FEATS:
Human: Sudden Roots
Level 1: Crushing Earthstrength
POWERS:
Bonus At-Will Power: Weight of Earth
Warden at-will 1: Earth Shield Strike
Warden at-will 1: Strength of Stone
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of Winter's Herald
ITEMS (Assuming that 1000 gp wasn't a typo)
Heavy Shield, Aventurer's Kit, Climber's Kit, Magic Hide Armor +1, Pinning Warhammer +1, Keldan's Oathblade (Shortsword), Crossbow, Crossbow Bolts (20), Handaxe (2)
I'd really like to use that fancy Orokos page, but it doesn't seem to accept my email for registration. Typing everything manually into Mythweavers is a pain...
The Division, Warframe (XB1)
GT: Tanith 6227
PSN: ChemENGR
Uthal, Goliath Battlerager Fighter
Uthal grew up learning the trade of his father: crafting the weapons of the hunt his tribe used. Eventually, he overtook his father in skill and became the tribes head blacksmith. Those he made the weapons for trained him in battle, a service the tribe was expected to teach its males. Uthal learned early that he had an ability to lose himself in the fight, to fully give himself over to the battle. So when the town below - the one they traded with on occasion - had called for help, he volunteered. Luckily, his father was still able to craft the weapons they needed, so he was allowed to give his services to the town. Equipped with the weapons of his people, he set out to the town below.
Appearance:
Personality:
CB Summary:
Uthal, level 1
Goliath, Fighter
Build: Battlerager Fighter
Fighter Talents: Battlerager Vigor
Background: Occupation - Artisan (+2 to Athletics)
FINAL ABILITY SCORES
Str 18, Con 18, Dex 12, Int 8, Wis 12, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 16, Dex 12, Int 8, Wis 12, Cha 10.
AC: 19 Fort: 16 Reflex: 13 Will: 12
HP: 33 Surges: 13 Surge Value: 8
TRAINED SKILLS
Intimidate +5, Endurance +6, Athletics +10
UNTRAINED SKILLS
Acrobatics -2, Arcana -1, Bluff, Diplomacy, Dungeoneering +1, Heal +1, History -1, Insight +1, Nature +3, Perception +1, Religion -1, Stealth -2, Streetwise, Thievery -2
FEATS
Level 1: Improved Vigor
POWERS
Fighter at-will 1: Crushing Surge
Fighter at-will 1: Brash Strike
Fighter encounter 1: Bell Ringer
Fighter daily 1: Knee Breaker
ITEMS
Adventurer's Kit, Heavy Shield, Potion of Healing (heroic tier), Bloodclaw Battleaxe +1, Magic Chainmail +1
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Orokos Sheet: Uthal
I took the Artisan Background if that's ok!
As far as other stuffs go:
I am playing in 2 PbP's here currently, and am DM'ing a PbP here.
I have ran the first couple encounters in the KotS, but haven't seen much further than that. The rest of the adventure sounds really cool though, and would love to play through it!
Image by imjodokast from DeviantArt
Background:
But it was Durann's grand collection of historical books that entranced Yuriel. From that collection, Yuriel developed a inquisitive mindset that often made him forgetful of his duties and studies. After his graduation (which he managed to pass, barely passing many of the language classes), he bid Durann well and left the Academy, intent on seeing those ancient tombs and temples the books have shown him.
A few weeks ago, Yuriel discovered something that might give him a lead, hopefully to an adventure (the kind that he read at the Academy). It was when he took a break in the "Silver Goblin's Tongue" inn in a town not far from Winterhaven (Fallcrest, perhaps?) where he heard rumors of an ancient keep not far from here, holding ancient information and/or books. Yuriel, being a sucker for all things ancient and antique, left the town and now moves (or more like running) to the cities’ general direction, unbeknownst to what awaited him.
Appearance:
Personality:
Companions and Allies:
The people whom he can remotely call "closest" to him is his history and lore instructor Durann Halamarr (a Human Artificer in his late 50s), and his former roommate turned swordmage at the Academy Balasar Spellcale (a Dragonborn Swordmage who befriended Yuriel at the academy).
CB Summary:
Yuriel 'Yuri' Firestarter, level 1
Genasi, Artificer
Build: Battlesmith Artificer
Elemental Manifestation: Firesoul
Firepulse: Firepulse Constitution
Background: Curious Archeologist (+2 to Thievery)
FINAL ABILITY SCORES
Str 14, Con 16, Dex 10, Int 18, Wis 12, Cha 8.
STARTING ABILITY SCORES
Str 12, Con 16, Dex 10, Int 16, Wis 12, Cha 8.
AC: 17 Fort: 14 Reflex: 15 Will: 12
HP: 28 Surges: 9 Surge Value: 7
TRAINED SKILLS
Arcana +9, Perception +6, Dungeoneering +6, Thievery +7, History +9
UNTRAINED SKILLS
Acrobatics, Bluff -1, Diplomacy -1, Endurance +5, Heal +1, Insight +1, Intimidate -1, Nature +3, Religion +4, Stealth, Streetwise -1, Athletics +2
FEATS
Artificer: Master Mixer
Level 1: Firepulse Master
POWERS
Artificer at-will 1: Thundering Armor
Artificer at-will 1: Magic Weapon
Artificer encounter 1: Burning Weapons
Artificer daily 1: Icebound Sigil
ITEMS
Adventurer's Kit, Implement, Wand, Vicious Spear +1, Magic Leather Armor +1, Residuum (Any) (50), Thieves' Tools
RITUALS
Brew Potion, Disenchant Magic Item, Enchant Magic Item, Make Whole
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Notes:
I took the Curious Archeologist background, due to the fact that he explores dungeons and tombs for a living.
Though I DMed 4th ed a while ago, I never played in a campaign before; this would be my first time playing a PbP game.
Never played KoTS before (I DMed Scales of War a while ago), also never read it (and won't if I do get chosen). I could also help with some DM advice if you need to...
Edit: removed my 2nd submission, since Yuriel was chosen...
That is correct.
Not per say, but you'd have to sell me on it with the character background. Even then, if it came down to a gnoll or an elf (or any other standard PC race) for the last open slot, I'd probably favor the elf just to be on the safe side. I'm not sure having a single monstrous PC in an otherwise standard party wouldn't be disruptive.
Sure, why not.
A bit overgenerous, maybe, but I thought you'd like to start with a magic item of your choosing. After all, what's a wizard without a magic wand? I wouldn't spend it all at once, however.
I'm fairly new to DnD, myself. I've had the books since release, but have utterly failed to set up a real-life game, and I haven't yet made the cut on any PA PbP games. (I have listened to the PA-PvP podcasts, but from what I've read here, their DM didn't treat KotSf as gospel for that game.)
Will you be my first? :winky:
There's no harm in submitting a joke class or a homebrew; if you are actually interested in playing, though, be sure to have a genuine submission accompany your Witchalok or whathaveyou.
My understanding is that flavorwise it's pretty cool but mechanically WOTC really screwed the pooch.
Also TunnelRunner, by backgrounds, do you mean we can choose from all of them (Forgotten Realms, Scales of War, Eberron, Dragon Magazine etc.), or only the general ones?
Also, what setting is it? Will we assume it's the standard 4th ed one?
Sorry for the questions, it's just i'm a noob when it comes to PbP games.
Edit: sorry. It's Playtest, not Palytest
Heh heh.
Witchalok
Background:
"Hur hur hur. 'Sleepin' beauty'. 'S a good one, Remus."
"Thank you, Romulus."
"I'm not asleep, you cretins; I've just got a sack over my head."
"Y'hear that, Romulus? 'E's got a sack on 'is 'ead. Poor muffin."
"Yeah, poor muffin."
"Shut up, both of you. Lemme see 'is face."
The burlap sack was pulled roughly off his head, chaffing his face and yanking out a few strands of hair. Blinking his eyes, Scalrag quickly took stock of his situation: he was in a dank, poorly-lit room - probably a cellar - and seated on a rickety wooden chair, arms tied behind his back by a length of thick rope. In front of him were The Twins, Remus (the Ugly One) and Romulus (the Stupid One). They stood a few feet apart, arms folded across their broad chests, looking down at their prisoner, an iron-capped club hanging from each of their belts. A short distance behind them, standing at a table where all of Scalrag's gear had been laid out, was that fat balding pig Griswold, wearing the fine sword he liked so much and peering into Scalrag's pack.
"Thank the gods," Scalrag said. "I was afraid that I'd gotten myself into real trouble."
Griswold dumped the pack on the table and faced the prisoner, an arrogant sneer playing across his bloated features. "Always one fer a joke, eh Scally?" he said. Taking a step closer - but keeping the Twins between himself and the prisoner, he continued. "You weren't honest wiv us, old son," he said in a fatherly tone, "when you joined our little game you didn't mention that you'd served on the Remora." The Pig shook his head and clicked his tongue. "You shoulda' told us you was a pirate."
"A pirate?" Scalrag said indignantly, sitting up as straight as his bonds allowed and leaning forward. "a pirate? You insult me, sir. I was no ocean cutthroat; I was a buccaneer."
"A bucka-what?" Romulus asked, a blank look on his face.
"A buccanneer," Remus answered helpfully, "a sort of highwayman of the sea, if you will. After boucan, a kind of salted and boiled meat that forms the staple of their -"
The Pig cut him off. "Shut your mouth, you stupid bastard," he barked. Then looking down his nose at Scalrag he asked, "and why, pray-tell, did you decide to keep that from us?"
"Because the crew of the Remora are to a man scurvy, treacherous sea dogs and I'm glad to be rid of them," Scalrag said through gritted teeth.
"And what makes you say that?" the Pig asked.
"That's none of your bloody business, Griswold. The point is, that's not me anymore. I'm a Treasure-Hunter now."
Griswold laughed cruelly. "A treasure-hunter is it? And what 'treasure' were you hunting at our card game?"
Scalrag sighed and said, "I had an uncle once. Or maybe I didn't; I'm not sure ... I can't remember much before the Remora. Anyway, this uncle who I may or may not have had - or perhaps still have, as the case may be - always told me (or did he?), 'Shcalrag me boy, never fergit: the besht prey ish the one that comesh to you.' " Scalrag smiled. "What can I say, Griswold? Your money walked right into my trap."
Griswold gave Scalrag a hard stare. "Remus," he said, and the Ugly One slugged Scalrag in the face, snapping his head to the right.
"Romulus," Griswold continued. The Stupid One landed a punch that whipped Scalrag's head back the way it came.
"Boys ..." Griswold said, and both men grabbed the prisoner by the shoulders and pounded several sharp jabs into his guts. When they stopped, Scalrag was bent forward, prevented from falling out of his chair only by the ropes that bound his hands behind him.
Griswold spat a thick wad of phlegm onto Scalrag's boot, then made a dismissive gesture at the Twins. "Alright boys, that's enough from you. I'd like a little quality time wiv our boy Scalrag. When I'm done you can bring 'im down to Piss Alley and toss 'im in the trench with the rest of the city's filth."
"Right you are, boss," Remus said, glaring at Scalrag as he turned towards the door. Romulus said nothing and followed his brother. They closed the door behind them, and Scalrag heard the jingling of keys and then the click of a lock. Griswold stood before him, hands on his hips, a predatory grin on his fat face. "Well," he said amiably, "look like it's just you an' me now, me boy."
"Wrong," Scalrag snapped, "it's you, me and the rope tying me to this chair."
"Ah yes. I s'ppose you're right - sorry about that," the Pig answered with a shrug. "The 'fing is, I'm not really one for a fair fight."
"Oh, I quite understand," Scalrag said reasonably. "In point of fact, neither am I." Then he rose casually from the chair and held up a length of rope in one hand. "That's why I took the liberty of freeing myself a few minutes ago." He flicked his wrist and a dagger appeared in his other hand. "Oops - looks like you missed one, Griswold."
The Twins stood outside the cellar, Romulus jingling the keys idly. From beyond the door, they could just make out a strangled cry and then a crash. "Oh, I think the boss's kicked 'is chair over," Remus chuckled, pressing his ear against the door. There were several soft thwacks, as of a fist against some poor bastard's face, then a sort of gurgling, a louder crash and then a heavy thud. Remus waited a few beats before knocking gingerly. "Hey boss, you want us to come in an' clean up?" he called through the door. There was the sound of someone clearing their throat, and then Griswold replied. "Nah, there's still some blood left in 'im. I'll call when I'm ready," he said, his voice muffled by the door.
"Right you are boss," Remus called back and winked at his brother, who continued to stare fixedly at the keys in his hand.
Scalrag breathed a sigh of relief. The Griswold imitation had not been his best work, but now he realized why Remus was called "the Ugly One" and not, say, "the Clever One". He finished pulling on his thick leather tunic and hoisted his pack from the table, then planted a foot on Griswold's swollen face and yanked his dagger out of the Pig's neck. Crouching down next to Griswold, Scalrag pulled the man's sword from its scabbard and admired the weapon. "Very fine indeed," he said, quickly swapping out his own much-used blade. He wiped the tip of his boot on Griswold's jowls, then looked around the room for a way out.
There was a small window near the ceiling. It was a tight fit, but Scalrag stuffed his pack through first and then squeezed himself through the opening and into an alley behind Griswold's shop; stars twinkled in the night sky. A surprised-looking derelict stared at him from beneath a pile of ragged clothes. Scalrag pulled a gold coin from his pocket and tossed it to the man. "Here's a little something to help you forget your troubles - and what you've just seen," he said. The coin vanished as the vagrant snatched it from the air, nodded knowingly at Scalrag, lowered his head to his knees and affected a loud snoring sound. Scalrag smiled, adjusted his pack and stepped out of the alley and onto the street. I think I need to get out of town for a while, he thought, I'm due for a holiday, anyway.
Appearance and Mannerisms:
Look, you get the idea.
However, he does have an unusual problem: he has no memory of his life before he joined the crew of the Remora a year or two ago.
He also has a guilty secret: despite his mercenary demeanour, Scalrag cannot abide seeing truly helpless people - especially children - being victimized.
CB:
Scalrag, level 1
Human, Rogue
Rogue Tactics: Artful Dodger
FINAL ABILITY SCORES
Str 10, Con 12, Dex 18, Int 10, Wis 10, Cha 16.
STARTING ABILITY SCORES
Str 10, Con 12, Dex 16, Int 10, Wis 10, Cha 16.
AC: 17 Fort: 12 Reflex: 17 Will: 14
HP: 24 Surges: 7 Surge Value: 6
TRAINED SKILLS
Perception +5, Stealth +9, Thievery +9, Streetwise +8, Bluff +8, Athletics +5, Acrobatics +11
UNTRAINED SKILLS
Arcana, Diplomacy +3, Dungeoneering, Endurance +1, Heal, History, Insight, Intimidate +3, Nature, Religion
FEATS
Human: Action Surge
Level 1: Into the Fray
POWERS
Rogue at-will 1: Riposte Strike
Rogue at-will 1: Sly Flourish
Human: Deft Strike
Rogue encounter 1: Positioning Strike
Rogue daily 1: Pommel Smash
ITEMS
Adventurer's Kit, Reproachful Short sword +1, Hand Crossbow, Crossbow Bolts (20), Potion of Healing (heroic tier), Magic Leather Armor +1, Dagger (4), Thieves' Tools
====== Created Using Wizards of the Coast D&DI Character Builder ======
Other stuff:
1) I am currently playing in one other PbP.
2) I've not yet read KotS in either its original or new-and-improved form. I've been dying to check it out ever since the first PA podcast, though!
3) Please pick me!
The Division, Warframe (XB1)
GT: Tanith 6227
I stand corrected, and acknowledge Psion as a legitimate class. I assume you're planning on using the fully completed build that is apparently available through the Character Builder?
You only get one background benefit, but you may list multiple backgrounds on your character sheet. Specify which benefit you want. Since we're starting with Keep on the Shadowfell, let's assume it's the standard 4e setting for now. I don't have every alternate setting's guide, but if the background is a generic one, like "former conman" or something, that should be fine. Being the deposed prince of a nation that's specific to Eberron, with a lot of regionally specific flavor to it, though, might be a problem. (Veteran DMs, care to weigh in on the issue?)
What do you know about Witchaloks?
The Division, Warframe (XB1)
GT: Tanith 6227
I added items with the extra gold and took the Deva background benefit to arcana.
- Kept the Curious Archeologist background, but changed it to +2 to thievery (there are always traps in dungeons and tombs, so I gotta be prepared for them :winky:).
- Forgot to buy residiuum, so bought it with my remaining money
- Speaking of thievery, bought some thieves' tools for the job.
- Cleaned up background story. Fixed some typos and I think it flows better now.
- Dumped Quick Draw and took Into the Fray instead
- Bought Thieves' tools (dur)
- I also took a background: Mariner and applied the bonus to Acrobatics.
The Division, Warframe (XB1)
GT: Tanith 6227
The Division, Warframe (XB1)
GT: Tanith 6227
Summary from above:
An overly educated academic elitist, who enjoys the sound of his own pontifications (imagine the love child of Professor Porter (Tarzan of the Apes) and Frasier Crane). He enjoys being out "among the people." He always means well, and is often surprised when his statements, "purely in the academic interest, mind you, never can hurt to educate one's self and his neighbors" may cause offense. He may or may not have said "Poppycock" on more than one occasion.
Quentin Thoratious Fighum
Travelogue
Day One
Mr. Tanner was quite solicitous suggesting supplies for my trip. Why, even I didn’t realize that rope could be made of silk outside the palatial pagodas of legend. It seemed expensive, but as Mr. Tanner said, it wouldn’t do for the soon-to-be preeminent professor of arcana to carry less than the best. And it is delightfully soft to the touch! He also helpfully showed me the latest fashions among travelers. He rounded out my kit with other necessities, including a package of the elven journey bread of which I’ve read. He said it just came in the previous day from the sylvan lands. (I snuck a nibble: it doesn’t compare to a fine roast with potatoes and veg, in fact seeming rather dry and bland, but it’s what all the finest adventurers eat on the road.)
My other errand, to Mithralis’, was momentous. I had hardly stepped past the curtain before she offered an OIC for my inspection. I could not turn my gaze for several minutes, and though I knew she was speaking to me, I could not now tell of what she may have spoken. I don’t remember paying her, either, but my purse is considerably lighter now. The orb is smallish, compared to most others: roughly the size of a small apple—I can almost completely enclose it in my closed hand. I spent this afternoon and evening studying it. It responds apace to my gestures and incantations, lending focus and redoubling the effect of many spells.
Tomorrow I set out towards Fallcrest. I have every reason to expect evidence of the Wizards Congress, the ancient assembly of scholars and arcane practitioners hinted at in several of my readings. Learning more about their reality, I may begin to recreate their august assembly in a modern unseen university to precipitate a new Golden Age of learning. At the very least, I should collect a variety of ritual documents along the way.
As I said before, I'm fairly new, so feel free to offer suggestions for Professor Q.T. Fighum.
What do you know about Witchaloks?[/quote]
I don't know anything about any Witchaloks!
Looks like we need a leader. Does anyone have a preference between Bard or Cleric?
this should help you: Link
It was an April Fools Joke from Wizards, thanks to the guys from PA.
Edit: Nevermind, got the joke there.
We got a Shaman and Artificer in here so far (both Leader roles), but yeah, Bards and Clerics are cool too.
So here's what I have so far:
I know I want to use a wand as an implement, but beyond that, I have absolutely no idea how buying equipment and the like works.
Rainfall - Human Warlock (Kei Bikou)
SimpsonsParadox - Revenant Shaman (Rook)
Oloron - Deva Wizard (Oloron)
robp85 - Avenger of the Raven Queen (Jaes)
NorthGuard - Human Warden (Keldan Stoneweaver)
kuhlmeye - Goliath Battlerager Fighter (Uthal)
TiamatZ - Genasi Artificer (Yuriel 'Yuri' Firestarter)
dresdenphile - Tiefling Psion (Reverence)
Iron Weasel - Human Rogue (Scalrag Mandu)
Bhow - Human Wizard (Professor Fighum)
Fencingsax - wrong web address
Backstory
Personality:
Ok, I think I finally have everything the way I want it, except for the items.
Edit: I think I have the Items down, but I've given myself a buffer in case I've screwed up somewhere and spent too much. If someone would look over it just to make sure, maybe give suggestions for what I've missed, that would be spectacular.
You ought to have 263 gold left by my calcs, not 250. In addition, your untrained skills should all have a misc modifier of +1, due to the bardic class feature Skill Versatility. Is there a reason you went for hide armor and not chainmail armor? What about a light shield? Oh, and hide armor has a check penalty of -1.
Edit: Okay, I've made the proper changes, with 248 gold left. For some reason, myth-weavers can't take the -1 to speed in the armor section, so it's in the misc section. Unfortunately, 248 can't enchant anything I have, so I'll have to figure out what to use this money for. If anyone has any suggestions, let me know.
It may well be worth keeping hide for the check penalty. 4 speed down from 5 is a more important change than 5 speed down from 6, particularly if you're playing a melee bard. On the other hand, you may need the AC more as a melee-er. I wanted to make sure you knew chain was an option, that's all. Also I wouldn't worry too much about the extra gold, you'll be able to buy something with it before long.
Okay, now it's good. Btw, if I'm not chosen for this adventure, there better be another 1st level adventure soon. I still haven't decided what to spend my money on.
OK, 1 everburning torch.
Edit: Actually looking at it, Thanks to Intel, Hide gives me the same AC as Chain, so screw Chain.