Notices


Small Men in a Big World - Step Forward to Volunteer

 
 
Old Oct 15 '12, 9:02am
Cyco's Avatar
Cyco Cyco is offline
Wiggly Wyrm
 
Join Date: Jan 2009
Location: Hong Kong
Posts: 8,965
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..
Barra "Badger" Goodfellow
Lightfoot Halfling, Fighter, Hunter, Jack-of-All-Trades






The Hunter background I made up. I used the Commoner background trait and substituted a pony for an assistant.

Since the pony made me smile, I recon that should be fine Is it a miniature pony?

It seems that Heawold just got a stock of miniature ponies that can be seen pulling plows and doing deliveries.

Wow. This game has more fighters than I have seen in my entire 3.5 career

Re connections to the missing kids and nurses.

The Chief and Waltin are only likely to choose volunteers who have a strong connection to the missing people ... that however doesn't mean someone whose offer was rejected couldn't then sneak out and join up with the rest of the party a little way outside town... they wouldn't be too popular and would have to work hard to be accepted by the party. Characters that get too separated from the rest of the party for too long could (probably will) have bad things happen to them.

Okay. I will either get accepted due to noone else volunteering, or due to noone being capable of hiding their tracks from me

Here's an example of a bad thing that will (oops, I mean, could...) happen to them.






Powered by vBulletin® Version 3.8.8
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Myth-Weavers Status