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Small Men in a Big World - Step Forward to Volunteer

 
 
Old Oct 15 '12, 9:02am
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Cyco Cyco is offline
Wiggly Wyrm
 
Join Date: Jan 2009
Location: Hong Kong
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Small Men in a Big World - Step Forward to Volunteer

Small Men in a Big World - Forum
Dungeons & Dragons 5e
Ad Closes: Nov 5 '12
Estimated Members Requested: 6



Small Men in a Big World
A party of halflings sets out to rescue their kidnapped kinsfolk












Current PartyCloven "Guffo" Grainsburry – Lightfoot Protector (Ramrunner)
Altemen Tealeaf – Lightfoot Sun Priest (spazz451)
Camden "Hiccup" Barrowmarch – Lightfoot Protector (noobiegameplayer)
Smythe "Dirtfoot" – Lightfoot Rogue (sixgunninja)
James Lightfingers – Stout Rogue/Thief (Kerim)
Symond Athyew (Abelard) - Stout Sorcerer

Willing to take two more to make a maximum of eight characters.

Note: Playtest 4 is out and all characters will start using those rules now.


Current ApplicantsWIP denotes missing sections or listed as such. Others have all sections though feel free to continue to edit or add to them. I'll review them fully each time I choose players/characters

Barlow "Rabbit" Goodfellow (nolifeonline) - Lightfoot Sharpshooter - WIP
Rathdyn Olmsa - Stout Protector (Gingerbread)

Please let me know if you have added a character and don't see it added to this list within a few days.

Note: This game is taking rolling acceptance. We plan to accept no more than four players by the end of the first week (21st October) and then up to four more before the ad closes. We've decided to accept up to eight players for this game as that should provide more interaction whilst still being manageable.





Game Description:

The small village of Heawold is neither big nor special in any particular way. Whilst not prosperous the halflings who call it home are a generally very content lot. They live their lives busy producing fine wine and food that they enjoy as often as possible and occasionally trade to the dwarves of Nuledzar and the Goblins of Gorbul Town.

The dale they live in is quite safely tucked in between the Mountains to the North and West where little bar dwarves and the occasional grumpy giant live, the crowded trees of Ewnham forest to the East - the domain of Goblins but the have been peaceful for many years, and the cold broken tundra and forests to the south where very little bar tall and ancient trees grow and only the occasional bear roams.

However last night the village was raided. Sengo the sentry was struck from behind and sent tumbling out of his watch tower. The two nurseries-schools were entered and some sort of drugged rag was used on the inhabitants whilst they slept to keep them that way. All of the children around the ages of seven to fifteen and two of the nurses were taken.

Only those children whose turn it was to stay with their parents and those few in the small hospital remained safe.

A small party of villagers sets off to find and return the missing children and the two nurses. None has any illusions about the world outside the village being anything other than scary, unfriendly and outright dangerous. The furthest any of the villagers has been is to the dwarven city of Nuledzarís outer gate or to the edge of the Ewnham forest to trade.


Last edited by Cyco; Nov 4 '12 at 1:47pm..
Two protecting fighters, good. I feel much safer now. Plus now I might not have to heal as much.

EDIT: On that topic, I can amp up the ability if need be through spells. Once per day I can heal 1d8+3. I can also pick up a spell that allows me to attack and heal 1d6 at range and/or a spell that heals 1d8+4 by touch. I could also do enemies' attacks -1 or our attacks +1. Currently I've picked up a spell to take a creature out of the fight for a round and go prone or drop their items and a spell to essentially provide an extra attack each round.
Just figured I'd toss that out there if people are working figuring out tactics. That is basically my modifiable powers per day.

Yeah, just need some more sneakiness now... if I keep tweeking I may need my own thread soon.

There's already someone with a lot of sneakiness. ME!

but if there are no wizards its what I'd like to see doubled up on. We're all pretty sneaky given the lowest dex is 16... then again I don't want to count my chickens yet. I know most games don't offer first come first serve.

Indeed. We might go through an entire dungeon without alerting someone.

I'll steal all the stuff, course,

and you guys can just be scared of everything.

Just looking at the backgrounds so far.

Rumrunner (Cloven "Guffo" Grainsburry)

The Commoner background trait looks like a good fit for your goat farm. You could take that without changing your current skill choice.

Also maybe a little less use of the [center] tag would be good as it's a bit hard to read right now.

Spazz451 (Altemen Tealeaf)

Might not be seeing many temples to Yondalla during your adventures. But you will be recognised as a priest and be treated as such rather than just as a commoner.

Kerim (James Lightfingers)

For the Charlatan you won't be able to start with a second identity and disguises are unlikely to be much use as it's hard to fake not being three feet tall. However forging documents could be still useful, shows that James has artistic talent.

noobiegameplayer (Camden "Hiccup" Barrowmarch)

Never anything wrong with being able to make booze..





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