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.
WIP 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
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 Nuledzar’s outer gate or to the edge of the Ewnham forest to trade.
The last goblin wars started near thirty years ago. The dwarves only joined in during the third and final year. At the time there were three halfling villages. Two have since been abandoned and their inhabitants moved to Haewold.
Edit: So to answer your question. Yes, a character could have taken part or been around during them. Most of the halfling warriors were killed or left too injured to fight prior to the enlistment of help from the dwarves.
[*]Grimi, the town drunkard as he was so aptly referred to as had told the Vicar on several occasions of fantastical drinks he had had out in other lands. Drinks that could warm your bones on a bitter winter's night and drinks that allowed you to see faeries or made your limbs act as if not your own. Altemen doubted it was possibly for a beverage to due such things unless crafted by Yondalla herself, but then again he had heard that the dwarves had a love for some drink they called mead. They only had the light spring wine they fermented in their village.
I like it in general but just light spring wine, Naah Better than water but halflings make decent wine and other drinks. Mead would be halfling made. Whiskey would be more dwarves style. Their drink is good enough to trade to the dwarves for metal goods.
Yeah, I realized I missed some of your info and tried to edit it a bit. I was trying to get in the basics of the beginning of that rumor but I think it fell apart by the end. I will try to get back to reworking it.
I was just trying to take the view of a pretty naive halfling.
If my post comes across as angry/ aggressive/ offensive/ whatever, it is not intended as such. At worst, it is merely incredulity, conveyed through the inflexible format of an internet forum.Don't flatter yourself thinking anything to the contrary.
I'm WAY better then Rumrunner, and if he gets in and I don't, I WILL kill his halfling character he has in my game ... LOL
I am a prolific poster, though there is normally 6 hours a day when I can't post -- stupid sleep
I love RPing, and believe I bring a truth to my characters ... did I mention I'm WAY better then Rum ??? LOL
With the tight blonde curls and bright blue eyes inherited from his mother, Januette to the button nose and wide mouth of his father, Sackso, Camden was considered quite a looker by the girls he went to school with. He was always quite strong for his age and it was only his broken nose (twice!!!) which now marred his looks. Camden had been a "late" child to his parents, with both of them in their fifties when he was born.
Although his physical abilities were quite outstanding, he was not the brightest or smartest child in the village. He often got in fights with older boys, more then not defending those who could not defend themselves, and often ended up taking a beating for it.
It was on his way home one day that some of the older boys decided to "teach" him a lesson, and he was doing OK in the fight (if you count being on the ground doubled up and trying to protect your broken nose OK). When he arrived home, his mother, Januette finally agreed that he should be taught to fight by his Goblin Wars veteran father, a frontline fighter during the wars.
His father died nearly two years ago now, and his well kept armaments from that time were given to him by his tearful mother the day after the funeral, they bear the crest of Toiwold, where his father was originally from. Januette went back to work with the Overhill family, that well off apple orchard and cider family, it was the females of the Overhill family who ran the cider company, with the men responsible for looking after the orchard and the apples to be sold to the bakers for pies and the like. Camden had an enormous crush on Cindy Overhill, though as most young boys did, hid it by throwing rocks at her or pulling her hair (in a nice way ... as in, not hard, that is ... well, you know).
You can speak, read, and write Common and Halfling.
When you attack with a dagger, a short sword, or a sling with which you have proficiency, the damage die for that weapon increases by one step: from d4 to d6, or d6 to d8.
Twice per day, when you make an attack roll, check, or saving throw and get a result you dislike, you can reroll the die and use either result. If you have advantage or disadvantage on the roll, you reroll only one of the dice.
Hiccup works for Brewmaster Marcillo on the edge of the town and by the river. He has worked there since leaving school, not being the brightest boy in the class, but certainly one of the strongest and most disciplined. He loves working there, loves the smell of the hops, loves unloading the grain and starting the water wheel and keeping the furnaces going and loading charcoal, all that physical kind of "stuff"
The only problem for Camden is that any amount of alcohol made using hops or barley, being close to the fermentation process (or the sampling of his masters' wares) gives him severe hiccups ... hence his nickname, given to him by his friend James, and made to stick, now no one except his mother calls him Camden (Cam by his mother).
Knowing it was coming up to the time where they start the fermentation process at the brewery to prepare a new year of Cillo Cello Ale in the next few days, Camden knew what that meant ... hiccups, hiccups and more hiccups -- for that reason alone, he would have offered his services to escape them, why couldn't his master make cider instead, Camden could drink cider
... but the Overhill sisters and their large apple orchard had that one wrapped up, and they didn't need an apprentice as they had Cindy Overhill, Magda's daughter as their apprentice ... Ahhh, now there was a fine lass, if ever there was one ... unfortunately, her younger sister was one of the children taken and seeing the Overhills' destraught and Cindy near tears would have been enough for Camden to volunteer without the work at the brewery coming up.
"I offer my fathers blade and shield and my own courage to help bring our people home",
He found himself saying this before he really knew what he was doing, and this time no one made hiccup noises at him ... the sombre mood in the hall not a place for jest, even from his friend James who gave him his nickname of Hiccup and will often try and trick Camden into drinking some ale to set off his hiccups, which amuses him immensely ... it is James' least endearing quality, at least to Camden -- those around him think it hilarious ...
He looked to his mother, Januette simply smiled with tears in her eyes. The proud mother, worried to death that her son would not return to her.
It had helped Camden that the crazy goat herder and goblin war veteran Guffo had stood before him, he had heard stories about him ... though he did not know if they were true.
The news didn't take long to circulate the town, and amongst those taken was Emily Overhill, Cindy's little sister. If he could help rescue her and the others, perhaps Cindy would be very grateful and go out with him, it was worth a try ... wasn't it ???
If the tracks led to the forest, Camden could get to meet elves, and those big walking trees, and ... and ... goblins. His father had told him stories of the goblins, but now the halflings and the goglins were friends and in a permanent truce he would love to meet one of them.
Camden, when he was about eleven years old and on a trading trip with his father had heard from one of the dwarves there of a half-horse half-eagle in the mountains to the east, hippogriffs he called them. Oh to have one of those and to be able to fly to the sea, to visit the human city of Trandermelle and the port city of Lands End would be amazing, he has never lost the thought of trying to find a hippogriff to this day.
As well as these marvels, he would have loved to visit the dwarven city, he had heard of great halls, beautiful sculptures and weapons of renown, if only he could see those, oh the stories he could tell. Alas, no halfling had ever been invited to those hallowed halls ...
Camden had also heard rumour of a ring, ... "One ring to rule them all, and in the darkness bind them" ... -- ... OK, maybe a little bit funny ???
backpack, mess kit, 50' rope (silk), tinderbox, torches (10), rations (10 days), waterskin -- NOTE: Paid difference in Silk rope to hemp which normally comes with Adventurer's Kit
In Kit, bedroll, [b]blanket (winter), Case (map or scroll), climbers kit, grappling hook, lantern(bullseye), Oil (1-pint flask) (x 3), pitons (x 2), pouch (belt) (x 2), sack (x 2), signal whistle, whetstone Money: 31 gold, 9 silvers, 7 coppers
When you create a character whose first class is fighter, you gain these benefits: Ability Adjustment: +1 to your Strength, Dexterity, or Constitution score Starting Hit Points: 10 + your Constitution modifier Armor and Shield Proficiencies: All armor and shields Weapon Proficiencies: All weapons
Class Features:
Level 1:Your extensive weapon training makes you deadly on the battlefield. You demonstrate your martial expertise in the way you move, strike, parry, and dodge when performing your preferred fighting techniques. This expertise is represented by dice and maneuvers that you can use in battle. Benefit: You gain a single expertise die, a d6. You can spend an expertise die to use a combat maneuver that you have mastered. A maneuver involves either rolling the die or simply expending it.
You must be able to take actions to spend an expertise die. At the start of each of your turns, you regain all of your spent expertise dice. As you gain levels, the size of the die increases (from a d6 to a d8, for instance), and you gain additional dice, as noted on the Fighter table.
At 1st level, you have mastered the Deadly Strike and Parry combat maneuvers. Your fighting style gives you additional maneuvers.
Fighting Style:
Your fighting style is defensive, focusing on protecting yourself and your allies and keeping enemies at bay.
Level Combat Maneuvers
Protect By splitting your attention between your opponents and your allies, you can intervene with a weapon or a shield when one of your friends would be harmed. Benefit: When a creature next to you takes damage from an attack while you are wielding a weapon or a shield, you can spend expertise dice as a reaction to reduce the damage.
Roll any expertise die you spend in this way, and subtract the result from the damage against the creature. If the damage drops to 0 or lower, the creature is still subject to any other effects of the attack.
Deadly Strike You focus on striking you foe where it is most vulnerable. Benefit: When you hit a creature with a weapon attack, you can spend expertise dice to add to the attack’s damage against that creature.
Roll any expertise die you spend in this way, and add its result to the damage. If the attack is a critical hit, maximize the expertise die.
Parry You can use your weapon or shield to turn aside an attack, reducing its impact on you. Benefit: When you are damaged by an attack while you are wielding a weapon or a shield, you can spend expertise dice to reduce the damage.
Roll any expertise die you spend in this way, and subtract its result from the damage against you. If the damage drops to 0 or lower, you are still subject to any other effects of the attack.
Speciality:
Guardian Through conscious effort or menacing presence, the guardian commands attention on the battlefield.
Guardians protect those who cannot protect themselves, often putting themselves at great risk by intercepting enemies’ attacks. Alert, wary, and often selfless, guardians stand as bulwarks against the tide of enemy combatants. Guardians arise from many different backgrounds and professions. Some might have been professional soldiers, having learned techniques from fighting in military formations. Others are valiant knights, and the act of protection arises from a singular commitment to a chivalric code.
As a guardian, you gain the following feats at the given levels. Level 1: Defender You can interpose your shield between your allies and their attackers. Prerequisite: Proficiency with shields Benefit: When a creature within 5 feet of you is attacked while you are wielding a shield, you can use a reaction to impose disadvantage on the attack roll.