So many adventurers started just this way, with a grandfather or elder sitting you down and telling you stories of a far-off land with wonderous sights. He would delight you in grand, epic adventurers with untold riches and honor at the end. The good always defeated evil in the end.
Then you grew up, and realized that those stories aren't the way things really are. There is not always untold treasures at the end of an adventure, and often evil did triumph. Sometimes you had to DO evil to accomplish what you set out to do.
Life is not black and white. You learned that very quickly.
So when stories and rumors about activity starting up near the top of Wyvern Mountain, the old stories you heard come back to you. This is the same mountain that myth held had dragons and wyverns and other hordes of monsters. This is the same mountain that held untold treasures, according to some.
But you also know stories aren't the way things really are. You know other adventurers have climbed the mountain, only to return empty handed or not at all.
So, why are rumors about the mountain popping up now all of a sudden? Is there something new inside?
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Name:
Race:
Class:
Background/History:
--- Answer the following questions in the Voice of your character ---
1. Why are you an adventurer?
2. You have the choice of saving an innocent girl or killing the wizard that holds her captive. Choosing to save the girl ensures the wizard escapes, leaving no trail for you to track. Choosing to kill the wizard ensures the death of the girl. Which do you do and why?
3. How do you like your eggs cooked and why?
4. If you were a king/queen, what would be your first edict?
5. What is your one regret in life?
Game Description:
A 4th Edition Adventure designed for 5 3rd level characters.
1. Why are you an adventurer? "Well to tell you the truth I wouldn't," Jolton says with a smirk, "What, you think I'm some sword wearing nomad, who sleeps in the cold grass, in the wilds? No. I'm a guild man. I'm here cause my boss told me to investigate that mountain. Don't get me wrong if there is anything at all in there I'm gona grab it or kill it, but once I'm done in there I'm heading back to my chapter house."
2. You have the choice of saving an innocent girl or killing the wizard that holds her captive. Choosing to save the girl ensures the wizard escapes, leaving no trail for you to track. Choosing to kill the wizard ensures the death of the girl. Which do you do and why?
Jolton takes a moment to think over the question before looking you in the eye. "I'd grab the girl. Eventually that wizard is gona get what's coming to him, but that girl will only live once. She no doubt has a father and a mother, and who knows who else loves this girl. It wouldn't just be the end of her life."
3. How do you like your eggs cooked and why? "Over hard," the genasi answers with a curious look, "that way you can make a sandwich with em or just eat them as is. That and you can take them with you for the day and you don't have to worry about the yoke running all over your stuff."
4. If you were a king/queen, what would be your first edict? "Kick out all the drunks and bums," he says quickly with a straight face. There is an awkward silence in the air before genasi continues. "They leech off of everybody and everything. They bring crime, disease, and they litter the streets putting a strain on trade."
5. What is your one regret in life?
Jolton looks up and then hangs his head, as he nods and chews his lower lip. After a little bit his flames take on a warm glow and he looks up. "That I'm not highborn." He gives a chuckle and a shrug, not going into any more detail.
Race: Half-Elf Class: Druid (Protector, Circle of Renewal)
The Wind Whisperer. The Weather Witch. Blessed by Melora. Gwendolyn Wendell goes by many names. The daughter of a musically-gifted elven priest of Sehanine and his human paramour, Gwen was born and raised in the Hale Valley, where her grandparents and numerous other families tend the farms that ship their produce throughout the land. As a girl she always heard voices, never knowing what they said until she climbed the Wyvern Mountain and heard the wind spirits gift her with their power. After years of aiding the farmers in Hale Valley with her talents, Gwen has heard the wind spirits calling her back to the mountain, and follows them, letting the wind guide her feet.
A young maiden, Gwen is short and petite, her elven blood giving her a slimmer build, wider eyes and tapered ears compared to her human peers. She normally wears thick wool skirts and dresses, tunics, and a number of scarves to help protect her from the wind. She also wears a poorly-sewn hat from a wolf's pelt to protect her ears from the cold winds. She always seem to be not entirely there, head cocked as she listens to something beyond the hearing of most people.
The Hale Valley is, quite possibly, the quietest, most mundane place within sight of the Wyvern Mountain. A land of fertile ground, numerous irrigation streams and acres upon acres of farmland, the hardy human-folk of the Hale Valley are notorious for their stone-headed stubbornness and their commitment to hard work and a normal life. This is why, each year, the simple farmers dread the reappearance of Sehanine’s Monsters. These are no real monsters, like the stories, but simply a band of elven troubadours, bards, and holy men, worshiping their moon goddess by way of wearing disguises and weaving stories, songs and dances in her honor across the land. Every year they come to the Hale Valley, and every year the adolescents and more weak-spirited adults join them for three days of traipsing about and merry-making. When Esther Wendell’s daughter Alita, a normally quiet and well-behaved girl of sixteen years, slipped away from her chores to celebrate with the elves, her parents thought little of it besides the typical teenage disregard of their elders. When three days passed, the Monsters moved on to the next valley and their daughter was still missing, they finally became concerned. Her friends said she drank and dance with them for a day, then the following morning they saw her in the arms of Bandolier, a roguishly handsome elven man who had a reputation for wooing the human women they met in their journeys. The Wendells cursed their luck and considered their daughter lost to them, but by the grace of the gods, she returned after the harvest… with sore feet, a hundred stories to excitedly tell her slightly ashamed peers, and a stomach heavy with Bandolier’s child. She only returned to bear the child and return to the road with her ‘one true love’, and indeed, when Sehanine’s Monsters came and left, she was gone, leaving Gwendolyn in the care of her grandparents.
Little Gwendolyn was an odd child among the normal Hale Valley children. It wasn’t merely her heritage, which granted her a slighter build, tapered ears and wider eyes. After all, many families in Hale Valley have elven blood somewhere along their family tree, not to mention the Tiefling family that runs the windmill and the odd half-giant soul who always helps till the fields. She was quiet and polite and well-behaved, but she never seemed entirely there. She’d often find a place to sit, on top of the house or on the barn or in some blasted tree, and just sit there. Esther suspected she might be slow, but when she asked, Gwen always said she was listening. To what? She could never say. But whatever it was enraptured her wholly, enough that she listed her way through chores and barely played with her fields. Even when Sehanine’s Monsters returned and she could see her parents for their three days a year, she shied away from the loud music and the cavorting, enough so that Bandolier came to consider her one of his least favorite of the many seeds he’s sown across the valleys. Gwen paid it no mind, though, and continued to listen, desperately wanting to hear whatever it was she couldn’t hear.
When she was older, now a maiden instead of a girl, she finally heard. One year, when her grandparents reminded her she was nearly a woman and it would be time to take a husband and settle down, she decided she had to know. Packing her bags, Gwen made sure to bid her grandparents farewell, remembering the stories of how her mother frightened them, then began her journey. Even though Hale Valley is quiet, she couldn’t hear the thing she couldn’t hear because there were too many people, too much noise. She had to get away from people to hear. So she traveled for many, many days, aiming for a tall mountain in the distance: Wyvern Mountain. Her grandmother told her stories and fables of the place, that it was magic, that dragons and wyverns and all manner of magic beast lay within. While that sort of magic, the loud and explosive kind, isn’t real, she’s well aware there are kinds that are. Spirits and gods and the like. If the mountain held so many creatures of fake magic, perhaps it held creatures of real magic as well, ones that could teach her. She followed caravans and traders and a ferry, and at one point even crossed paths with Sehanine’s Monsters again, allowing herself to regale with her parents for the night before they parted ways, both of them wishing her well on her journey. She barely stopped in the many villages and cities at the base of the mountain before she climbed, beginning at sunrise and ending at sunset on some cliff not even half the distance up. She slept the night, a fire keeping her warm and scaring away anything that might bother her, and that morning, she crossed her legs, closed her eyes, listened… and finally heard.
Here, on Wyvern Mountain, the winds could finally tell her what they’ve been trying to say… though, to Gwen’s surprise, it wasn’t an order or a request or even a plea. It was merely an expression, an explanation, a display of the world. One wind told her that far below, fires were being to light, charcoal darkening the air as the smell of warm bread wafts upward. Three turns around the mountain, a light spring rain was falling, each droplet creating a single beat in a great musical score that would rival even that of her father. Further still, a lazy adventurer’s campfire had spilled over, spreading a grease fire; it tore through Gwendolyn’s hear, feeling every little life snuffed out recklessly, the angry fires ravaging the air in a way completely unlike the small cooking fires of the villages. She fled, and soon found herself in a storm, the heavy rain revitalizing the spirits. She felt a charge in the air, one that made her toes curl and heart sing, winding and winding, until finally – CRAKOW! The lightning lances, a release of power that made her giddy and exhausted. She was like that all day, her conscious mind drifting from one wind to the next, hearing and seeing and feeling all there was to hear and see and feel. And that night, as her body fell asleep, she felt truly connected to the natural world, in a way she had been striving for her entire life.
Though she was sad to leave the mountain she had journeyed so far to find, as Wyvern Mountain shrank behind her, she found herself more and more glad to return home. Although she’s far away from the Mountain, she can still hear the wind; it’s a part of her now, driving her, always at her back, guiding her every step. Her grandparents were elated to see her return, Esther throwing her arms around her grand-daughter and threatening to never let her go. Instead of returning to her chores, she instead tried something new: She closed her eyes, and let her mind drift on the wind again. She could inherently tell by the way it moved and flowed how the weather would fare: The sun would be warm for most of the day, but a late rain would come. She warned the other farmers, who finished their chores in the fields early and prepared the ground to better hold the evening’s waters. As she watched the fields drink in and retain the rainwater, she felt a surge of pride. This is why the winds called to her. She could help Hale Valley, help the farmers use nature to help their fields, and in turn their people.
Over the next few years, Gwendolyn became a vital part of the farming operations of the Hale Valley. She researched every bit of lore about farming that she could, how to cycle crops to keep the soil vital and how to use bushes, thorns and unobtrusive structures to keep wild animals away from the land. She traveled when she could, meeting with hermits, sages and other learned men in the nearest cities, where she studied natural lore. And when she could, she went out into the wilderness, never as far as Wyvern Mountains, but to the hills surrounding the valley, where she could hear the wind best. It taught her many things, to call the wind and lightning to her aid, summon plants beneath her feet, and even commune with animals. The last skill brought Gwen some discomfort: Esther served a beef stew that night, and after speaking with the animals, the idea of eating their meat turned her stomach. She filled herself on tubers and greens that night, and has since, not eating the meat or milk or ovum of any living creature, if she can avoid doing so.
Lately, though, the winds have begun to trouble her. She has always heard the winds from the Wyvern Mountain as one of the loudest, but whereas once it was one loud whisper of any, now it seems to call to her, overpowering the other winds. It has made it harder to read the weather, to her village’s detriment, as they have come to rely on her predictions. Finally, she can ignore it no more. Something is happening at Wyvern Mountain, and the spirits will have her there to bear witness. Either something has wreaked havoc on the natural order or she must come to learn, but either way, she must come. Once again she bid her family and her village farewell, this time borrowing an old and weary but still mountable horse from her grandfather. If the winds call for her, speed is of the essence, after all. As she nears the mountain, she readies herself for whatever adventures might lie ahead…
Gwendolyn sits across the fire from the stranger. Though the day’s travel has left her tired, when the stranger asks if he might asks her some questions, the young druid nods obligingly. Her grandparents had raised her to be polite, after all. “Ask whatever you like.” She offers with a smile.
1. Why are you an adventurer?
Gwen’s smile grows at this question, as though she were thinking of a private joke. “Oh. I wouldn’t call myself an adventurer.” She quickly clarifies, glancing around at the others who were sharing this camp site. They were arguing over who would take the first watch. Someone had just made an unkind implication about someone else’s mother and a boar. “Adventurers are… they are more capable than I am in their own ways. They slay animals with steel and chop down vegetation in caves and never have any care for the land they leave behind…” Though she continues to smile, it’s a smile that doesn’t reach her eyes. “I am no adventurer. But I go where the winds take me. The spirits bring me where I need to be to carry out their will, and if I happen to be in the company of adventurers as I do so, then so be it.”
2. You have the choice of saving an innocent girl or killing the wizard that holds her captive. Choosing to save the girl ensures the wizard escapes, leaving no trail for you to track. Choosing to kill the wizard ensures the death of the girl. Which do you do and why?
Even her fake smile falls now as Gwen stares at the stranger across the fire. “…that is a dark imagination you have, friend.” She warns, but she doesn’t seem to shy away as she ponders for a time. “I think… I am hesitant to take the life of any being with a spirit. Even an evil being. Evil is often little more than an inconvenience, after all… wolves are not evil just for following their instincts, but if they kill a shepherd’s flock, they are branded as evil.” She muses. “I admit, I have no love for wizards, though. If it came to it, I would have to kill the wizard. This girl deserves to die no less than the other innocent girls he will kill again. All I can do is hope her spirit finds peace knowing that the evil has ended with her.” She decides, though appears unsettled by the question. She will think on it more tomorrow.
3. How do you like your eggs cooked and why?
“…just what are you asking me, stranger?” Gwen asks quietly, raising an eyebrow. But before the stranger can clarify, she continues. “I do not eat living beings. Birds or beasts or fish, I cannot stand to eat their flesh, or milk, or ovum. I bear no ill will to those who do, but it is not for me.” She explains, seeming to loosen up with the less somber discussion. “…but, if times were hard and I had to, I suppose I would boil the egg. It seems the most humane to any creature that might be growing inside, doesn’t it? Better to end one’s life in a warm bath than a hard smash.”
4. If you were a king/queen, what would be your first edict?
Gwen’s laugh is a little too harsh at this question, and she quickly quiets down when a pair of mercenaries looks at her askew. “…forgive me. Have you ever met the King or Queen? I imagine you haven’t, but you’ve dedicated a lot of time and effort into knowing who they are, who they once were, their customs, their laws, their edicts… if we spent even half that time loving our families or listening to the natural world, we could be far more at peace. My first edict as queen would be to abolish the monarchy, and let us all live our lives. If you must have a second edict, it would be to tell me how I might help you instead of how you can follow my every word.” After a few moments of awkward silence, she quietly adds, “…I do not think I’d make a very good queen.”
5. What is your one regret in life?
Gwen shakes her head, bemused. She should have expected the stranger to shift from something somber to amusing to somber again. “I sometimes wonder… have I been following the spirits as much as I should be?” She asks, understanding why the stranger might find that answer strange. The woman seems to be nothing but a druidic worshipper of the wind spirits, having already spoken of them so much. “After I first heard the spirits, I could have traveled the world, listened to a hundred different winds and learned a thousand different things. But what do I do? I return to a tiny farmstead in a valley and help ensure the crops are the best they can be and the land is well-maintained. It is important work, but… what if I was meant for more? What if I was turning a deaf ear to the spirits when they called to me before this?” She asks quietly, now staring into the fire.
“…and what if I’m not ready to do what they ask of me now?”
Gwendolyn Wendell, Half-Elf Druid (Protector) Init +3 HP 38/38 Bloodied 19 Healing Surge 9 (0 used /10) AC 18 Fort 15 Reflex 15 Will 17 Speed 6 Str 10 (0) Con 16 (+3) Dex 14 (+2) Int 10 (0) Wis 19 (+4) Cha 8 (-1)
Chill Wind A howling gust of icy wind savages Gwendolyn's enemies, scattering them. At-Will * Cold, Implement, Primal
Standard Action, Area burst 1 within 10 squares Target: Each creature in the burst Attack: Wisdom vs. Fortitude Hit: 1d6 cold damage, and Gwen slides the target 1 square Level 21: 2d6 cold damage.
Storm Spike A bolt of lightning spears Gwendolyn's foe and charges the air around it. If her enemy doesn't move away, a second spark will erupt around it.
[b]At-Will * Implement, Lightning, Primal
Standard Action, Ranged[b] 10 Target: One creature Attack: Wisdom vs. Reflex Hit: 1d8 + Wisdom modifier lightning damage. If the target doesn't move at least 2 squares on its next turn, it takes lightning damage equal to Gwen's Wisdom modifier. Level 21: 2d8 + Wisdom modifier damage.
Gust of Wind A blast of air buffets nearby enemies, hurtling them backwards as it drives them to the ground. Encounter * Implement, Primal
Standard Action, Close blast 3 Target: Each creature in the blast Attack: Wisdom vs. Fortitude Hit: 1d8 + Wisdom modifier damage, and Gwen knocks the target prone. Effect: Gwen pushes the target 2 squares.
Wind Wall Swirling wind stirs up a wall of dust and debris, tossing Gwendolyn's foes about and deflecting projectiles that pass through it. Encounter * Implement, Primal, Zone
Standard Action, Area wall 8 within 10 squares Target: Each enemy in the wall Attack: Wisdom vs. Fortitude Hit: 2d6 + Wisdom modifier damage, and Gwen can slide the target 1 square. Effect: The wall creates a zone that lasts until the end of Gwen's next turn. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.
Summon Natural Ally Gwendolyn calls out to the spirits of the natural world, which send a faithful creature to do her bidding. Daily * Primal, Summoning
Standard Action, Ranged 5 Effect: Gwen summons a creature associated with her Primal Aspect, Primal Guardian, and of her level or lower. The creature appears in an unoccupied space within range. It is an ally to her and her allies.
The creature lacks actions of its own. Instead, Gwen spends actions to command it mentally, choosing from the actions in the creature's description. She must have line of effect to the creature to command it. When she commands the creature, she and the creature share knowledge but not senses.
When the creature makes a check, Gwen makes it using her game statistics, not including any temporary bonuses or penalties.
The creature lasts until it drops below 1 hit point, at which point Gwen loses a healing surge (or hit points equal to her surge value if she has no surges left). Otherwise, it lasts until she dismisses it as a minor action or until the end of the encounter.
Air Spirit With a flick of Gwendolyn's fingers, the air stirs before her to lift objects with ease. At-Will * Conjuration, Primal
Minor Action, Ranged 5 Effect: Gwen conjures an air spirit in an unoccupied square within range. The spirit lasts until the end of her next turn or until she uses this power again. When the spirit appears, it can pick up or manipulate an object weighing 20 pounds or less.
As a minor action, Gwen causes the spirit to pick up or manipulate a different object of the specified weight. As a move action, she moves the spirit up to 5 squares. As a free action, she causes the spirit to drop an object it is holding.
As a minor action, Gwen causes the spirit to shed bright light in a 4-square radius. She can extinguish this light as a free action. Sustain Minor: The spirit persists until the end of Gwen's next turn.
Call the Spirits The greatest of the primal spirits boasts a power that Gwendolyn can only dream of one day gaining access to. However, even the least of the spirits can prove useful in her everyday life. At-Will * Primal
Standard Action, Close burst 5 Effect: Gwen uses this power to produce one of the following effects.
* Cause one candle, torch, lantern, or campfire in the burst to burn more brightly, increasing the radius of its illumination by 1.
* Open or close a door that is not latched, locked, or stuck.
* Create a light gust of wind that can blow small, unattended objects in the burst that weigh less than 1 pound to any other location in the burst.
* Create sparks from her fingertips that can light one candle, torch, or campfire in the burst. Special: Nothing Gwen does with this power can deal damage or hinder another creature's actions. This power cannot duplicate the effects of any other power.
Senses of the Wild Gwendolyn closes her eyes, so that she might sense the upheavals in the balance of nature that otherwise cannot be seen. At-Will * Primal
Minor Action, Close burst 5 Effect: Gwen uses this power to produce the following effects:
* Automatically detect the presence of a disease or a diseased plant or creature in the burst.
* Detect the presence or absence of a type of mundane plant or animal of her choice in the burst.
* Until the end of the current turn, gain a + 5 power bonus to Perception checks and Insight checks to detect poison or hazards that deal poison damage in the burst.
* Sense the presence of corpses in the burst.
Knack for Success Gwendolyn's mere presence is enough to tip the balance of fortune for her and her allies. Encounter
Minor Action, Close burst 5 Target: Gwen or one ally in the burst. Effect: Choose one of the following.
* The target makes a saving throw.
* The target shifts up to 2 squares as a free action.
* The target gains a +2 power bonus to his or her next attack roll made before the end of his or her next turn.
* The target gains a +4 power bonus to his or her next skill check made before the end of his or her next turn.
Surefooted Stride Gwendolyn's expert woodcraft allows her to move easily through difficult terrain and use it to her advantage in battle. Encounter * Primal
Move Action, Personal
Effect: Gwen moves up to her speed, ignoring difficult terrain. Until the end of her next turn, she gains a +2 bonus to AC and Reflex if she is in difficult terrain, and she gains combat advantage against enemies that are in difficult terrain.
Nature's Growth Encounter * Primal, Zone
Minor Action, Area burst 1 within 10 squares (burst 2 at 11th level and burst 3 at 21st level) Effect: The burst creates a zone that lasts until the end of the encounter. The zone is difficult terrain for all creatures except Gwen. She can dismiss the zone as a minor action.
Warding Wind Winds howl around Gwendolyn, shielding her from harm and hurling her attacker away. Encounter * Primal
Immediate Interrupt, Personal
Trigger: Gwen is hit by a melee attack. Effect: She gains a +2 power bonus to all defenses until the end of her next turn. If the triggering attack misses her, she slides the attacker 2 squares.
Staff of Verdant Growth +1 Power * Daily (Free Action): Gwen uses this power when she would use an area power. All creatures (including flying creatures) in the area of the power are slowed until the end of her next turn.
Hide Armor of Adaptable Resistance (Necrotic) +1 Power (Augmentable) * Daily (Immediate Reaction): Trigger: Gwen takes damage from an attack of a type other than Necrotic. Effect: Choose one of the damage types dealt by the attack. The armor's resistance changes to match that damage type until the end of the encounter.
Gwen can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as she meets any other requirements.
When any ally in Gwen's nature's growth zone or adjacent to it spends a healing surge to regain hit points, he or she regains additional hit points equal to her Constitution modifier.
Gwen can tell which way is north, and she gains a +5 bonus to any skill check to avoid becoming lost, find her way to a specific location, or spot a distant landmark.
Prerequisite: Trained in Nature Benefit: Gwen gains a +5 feat bonus to Nature knowledge checks and to monster knowledge checks to identify natural creatures.
In addition, she has mastered the Portend Weather ritual and can perform it once per day without a ritual book and without expending components.
Benefit: Gwen gains a +1 feat bonus to the attack rolls of implement powers and weapon powers that she can use with a staff. This bonus increases to +2 at 11th level and +3 at 21st level.
In addition, when she makes a ranged or an area attack with a staff as an implement, she doesn't provoke opportunity attacks for doing so.
When she makes a melee weapon attack with a staff, the weapon's reach for that attack increases by 1.
Gwendolyn sees what the weather will be in the near future.
Level: 1 Category: Divination Time: 5 minutes Duration: Instantaneous Component Cost: 10 gp Key Skill: Nature (no check)
Gwen determines what the weather will be like for the next 24 hours within a 50-mile radius around her. She and any allies present for the ritual gain a +5 bonus to Endurance checks to endure extreme weather she has foreseen.
Wild Sage: Gwen has mastered the Portend Weather ritual and can perform it once per day without a ritual book and without expending components.
Neither the biting cold nor the searing heat troubles Gwen anymore. She travels in arctic or desert wastes as comfortably as in temperate climates.
Level: 2 Category: Exploration Time: 10 minutes Duration: 24 hours Component Cost: 20 gp Key Skill: Nature (no check)
The Endure Elements ritual lets Gwen designate up to five ritual participants, including herself, who ignore penalties associated with extremes of nonmagical weather.
An affected creature suffers no ill effects from ambient temperatures between -50 and 140 degrees Fahrenheit, and the creature's equipment is likewise protected from the ravages of these temperatures and of precipitation.
Fire leaps and dances at Gwen's command, brightening or dimming.
Level: 3 Category: Exploration Time: 1 minutes Duration: 8 hours Component Cost: 25 gp Key Skill: Arcana or Nature (no check)
Gwen gains mastery over nonmagical fire. For the ritual's duration, or until she takes an extended rest, she can manipulate nonmagical flames within 10 squares of her as a minor action. She can make a fire that normally provides dim light produce an equal amount of bright light, or she can double the radius of bright light a fire produces. Alternatively, she can diminish a fire's light, reducing its area of bright light to an equal amount of dim light, or reducing its area of dim light to darkness. Reducing a fire's light to produce no light does not extinguish the flame. She can extinguish 1 square of nonmagical fire as a minor action.
Level: 3 Category: Exploration Time: 10 minutes Duration: 3 hours or until discharged Component Cost: 25 gp Key Skill: Arcana or Nature (no check)
Gwen whispers a message or sound, of up to 25 words, into the air. A breeze carries that message at a speed of up to 6 miles per hour to a location that she has visited and is on the same plane as her. When the wind arrives, it audibly conveys her message or sound whether or not anyone is present to hear it.
"..and he rose from the dead on Easter. That's why Easter is more important than Christmas. Christianity is all about the ressurection of the dead"
"No, Mum....that's Necromancy"
Within and upon the great mountains of the world various peoples find a means to live. Some even manage to thrive in such environs. The people that brought Kurgan Dunalgul into the world are just such. One tribe in a loose confederation of goliaths with trade connections to the dwarfs and other mountain loving types, they occupy the higher peaks where their remoteness and lack of strategic value do them credit in defense. Kurgan's own tribe live almost more within their mountain than outside of it. Having learned to tunnel deep into the stone to shape and mold it for their use.
Kurgan himself was born fated to be of the faithful dedicated to preserving the memory of the ancestors as well as their patron gods. In keeping with his station, the young goliath was toughened up and trained with weapons as well as his head filled with knowledge of his ancestors. Got used to wearing heavy coats of metal and moving about in it. Steeled his mind and body against what foes may threaten. Most important of all however, Kurgan was taught why to fight, and why not to.
"There are a thousand reasons to fight, but there are only a very few good ones."
The years shortly following Kurgan's ascending to the rank of runepriest have seen a lull in troubles and threats upon the mountain where his tribe makes it's home. Some other tribes have reported similar light activity. Still others brought word and rumor of deeper troubles stirring in the area of Wyvern mountain. So it came to be that Kurgan was both chosen and volunteered to leave the tribe for a time. To seek out the truth of these rumors as surely other tribes were doing as well. It was said that even the minotaurs were sending out people to gather information. For if only one of the legends surrounding Wyvern mountain were to be true, who would want it to awaken and come true again?
1. Why an adventurer?
My people are secure, they have no great need of my watching over them. The wider world has many peaks and flats which lack any security at all. So with the blessing of my tribe I go forth to seek out and destroy the troubles that could one day threaten my home. Hmmph. We do not wish to hear of the terrible warlord who has ransacked the world and now comes to our mountain. We wish to hear tales of the petty criminal who was crushed before his dreams of domination and cruelty could come true.
2. Save the girl or kill the wizard?
Life is more important than death. To abandon any life, let alone a female capable of producing more life in time would be unforgivable. The wizard may escape, but the world is not completely fallen to shadow yet. He may be stopped by others. Or if it is my destiny to be the one who brings him down, my ancestors will guide me to him.
3. On the cooking of eggs.
Hard boiled. They are easier to eat while traveling.
4. If you were a king, what would be your first edict?
To call for feasting! Which would have to be followed by demanding someone knowledgeable tell me what a king is supposed to do beyond that. What do kings do after all, other than sit as glorified and jewel-covered chiefs?
5. What is one regret in your life?
One? You ask for but one? Excuse me while I figure some way to pit them against each other to determine which to announce. What was that? You need not the greatest of them? Well to simply reach into the bag and pull one out for viewing... I regret not being old enough to accompany my only brother on a raid into the mountain. Had I been with them, Kluuth might well be alive today.
I've just taken the time to look at the game profile and saw that there were already two people approved. Although I know we aren't intended to be statted out yet, can we have some idea as to what role they see their characters filling? I don't think someone would have a fun time making some shadowy assassin type person to find out that there's already been a striker type person accepted.
Although it makes no difference. I'm running a musician. And no one ever runs leaders.
I've just taken the time to look at the game profile and saw that there were already two people approved. Although I know we aren't intended to be statted out yet, can we have some idea as to what role they see their characters filling? I don't think someone would have a fun time making some shadowy assassin type person to find out that there's already been a striker type person accepted.
Although it makes no difference. I'm running a musician. And no one ever runs leaders.
Sure. Celtic Guardian 7 and EBursch were in an old game that I was going to run that ended before it began (it was my fault -- I had a loss in the family and was off-grid for awhile). When I ended the game, I told the players they could be in this one if they were interested, and CG7 and EBursch were interested.
Celtic Guardian will be running Elly Lyosha, a Tiefling Warlord. I'm not sure if EBursch is still running Tosun (Deva Swordmage) or not.