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  1. Vulker Grelius Characteristics Base Advance Total Weapon Skill 49 42 Ballistic skill 42 49 Strength 41 41 Toughness 50 50 Agility 43 43 Intelligence 53 53 Perception 44 44 Willpower 43 43 Fellowship 39 39 Wounds: 20/20 Fate: 3/3 Experience: 100/12000 Strength bonus: 8 (+10 in armor) Toughness bonus: 10 (+2 to area with bionic installed) Damage resistance: Body: 10 + 10 from armor (-1 armor if injured/dirty) Head: 12 + 8 from armor (-1 armor if injured/dirty) Arms: 12 + 8 from armor (-1 armor if injured/dirty) Legs: 12 + 8 from armor (-1 armor if injured/dirty) Traits: Unnatural strength (x2) and toughness (x2), Mechanicus implants Talents: Ambidextrous, Astartes weapons training, Bulging biceps, Electro-graft use, Heightened sense (hearing), Heightened sense (Sight), Killing strike, Mechadendrite use (servo-arm), Nerves of steel, Quickdraw, Resistance (psychic powers), Talented (Tech-use), True grits, Unarmed master Skills: Awareness, Cipher (Salamander runes), Climb, Dodge, Common lore (adeptus astartes, imperium, wars), Concealment, Drive (ground vehicule), Forbidden lore (Mecanicum), Intimidate, Literacy, Navigation (surface), Scholastic lore (codex astartes), Silent move, Speak languages (low gothic, high gothic, techna-lingua), Tactic (Defense), Tech-use, Tracking Deed: Price of victory, Omnissiah's Calling Trapping: Astartes bolt pistol, 3 Astartes frag grenades, 3 Astartes krak grenades, Astartes combat knife, repair cements, Promethean sigil: tools of the forge, Astartes bolter with fire selector Bionics: Astartes servo-arm, Cybernetic sense (eye), Bionic arm (Mastercraft), Bionic Leg (Mastercraft), Mind Impulse Unit (Exceptional) Power armor: MK2 Crusade Armor AR: 7/9 280 kg Full coverage +25 Strength +5 Awareness from auto-sense Osmotic gills life sustainer 6/6 Pain suppressant doses - Take -10 penalty to Concealment and Silent Move - If used by squad leader, add +5 when testing to prevent Cohesion Damage - Wearer gains +10 to Fel checks in dealings with other Space Marines History: - Pristine condition: + 1 armor until injured or dirty. -3 initiative if injured or dirty - Blood of a battle brother: +1 team cohesion Advances: Omnissiah's calling deed 500 xp, Forbidden Lore (Mechanicus) 400xp
  2. The Grangers have been in the Shadowdales for as long as any of them can recall, and they have been growing the land since the time of their ancestors. Theo's family works on the Silverhand Farm, and they thank their goddess Chauntea for every minute of it. From youth Theo remembers all the heroic adventures of their beloved employer, Storm Silverhand. She is a famous adventurer in the Dales, a gifted storyteller, a powerful sorceress, and a leader of the infamous Harpers; and all he ever wanted to be as a child was someone like her. Young and impressionable Theo took to heart all those epic stories of Storm Silverhand and her Harpers to forge himself into the best version of he could be. With long hard hours in the fields and an endless imagination he conditioned his body, mind, and soul to be a hard workingman with a generous heart and incorruptible spirit. With so much strife in this region he envisions himself aiding his people in defeating the tyranny of the Zhentarim and their allies. Through the grace of his goddess Chauntea he aims to aid and protect their land and people from all the evils that plague them. This character is your typical "local hero" who is too poor to be considered a "noble knight". To his community is the guy that they call upon because he makes himself available to their request. Never one to brush someone off he tries his very best to be over accommodating. He is the guy that never says "no" to anyone in need.
  3. I've shared my character sheet with . My character is a human cleric of Helm named Acolyte Tymas Waites. Sheet Background: Tymas Waites, Acolyte of Helm, hails from Hillsfar. He has a deep-rooted respect for authority and law, and when Maalthiir seized power from the ruling council, it disgusted him. The feeling only worsened after the Red Plumes began their purge of the city of halflings and other races. Tymas left the city and traveled west with a few likeminded clerics from his church. They skirted the ruins of Yulash -- the city having been recently destroyed by the Zhentarim -- and wound up catching a ferry down the River Tesh to Voonlar. Seeing how Zhentarim-friendly Voonlar's leadership is, the other clerics chose to push further into the Dales, but now that he's seen how far-reaching the Zhentarim's poisonous presence has become, he decided to stay in Shadowdale to regroup, partner with other adventurers (and join our party), and hopefully one day return the city of Hillsfar to its rightful rulers.
  4. Name: Amarandé Class: Magic User 2 / Cleric of Mystra 3 Stats: Str: 9; Dex: 12; Con: 10; Int: 16; Wis: 16; Cha: 13 Details: Half-elf (Sun), Male, Middle Aged, CG, 63 years old XP: Magic User: 3,742 / 5,000; Cleric: 3,742 / 6,000 HP: 8/12 THAC0: 20 AC: 6 (10) Saves: Paralyze/Poison/Death: 10; Rod/Staff/Wand: 11; Petrification/Polymorph: 13; Breath: 15; Spell: 12; +2 Magical Defense Adjustment Abilities: Turn Undead; +2 saves vs magic; Function in both magic-dead and wild-magic zones; Detect Magic 1/day; Spellcraft bonus Languages: Common, Illuskan, Midani (Uloushinn), Elven, Sylvan, Draconic Current Effects: Armour (until dispelled; 5/9 hp); Sacred Guardian: Myself (until sundown tonight) Bio: Born of the fleeting union between Sylaria of Evermeet and the Archwizard Gondorlin of Everlund, I spent my first six years in an idyllic paradise, full of magic, beauty and splendor. Truly, nothing comes close to the joy of Evermeet, where the elves' long years allows for perfection in even the smallest of details. It also takes them a long time to reach decisions, which was the only reason I wasn't expelled the moment I was born; half-elves don't belong at Evermeet, you see? There's nothing perfect in the blight that is my heritage. Sent to live with my father, I found little peace in Everlund, so full of bustle and corruption. As a powerful enforcer, my father had little time for me back then, and I admit to making things harder for him with my constant comparisons and nitpicking. He could have been a good father, had I given him the chance, but back then he just seemed too... well, human. He had magic, which was one of the few things that interested me, but I only ever saw those lessons as a way to connect him to my mother rather than to appreciate him in his own right. He sent me to study in Silverymoon; I think he was trying to introduce me to more half-elves, show me that I'm not alone, but back then all I saw was another parent telling me to leave. Looking back on my time at the temple of Mystra, I was a rebellious youth. I spent more than my fair share of nights in the local jail; not for any serious crimes, but pure delinquency and boredom. It took me many years to understand what the priests were trying to show me, to understand the things my father told me, but of course I am part elf; I move too slowly for humans, and by the time I came to appreciate him, my father had already succumbed to old age. Now, magic is all I have left of either of them, although it is so much more than that. Alustriel once gave a demonstration to us initiates of the might of Mystra, of her love and care. I will never speak of that day, but neither age nor experience shall ever take those memories from me. Upon graduating, I was encouraged to continue my education through experience, to bring Mystra to the lands even as I learn more of her domain. Unlike most of my fellows, I decided to travel east through the Anauroch, spending time with various Bedine tribes before moving south towards Cormyr and the Dalelands. I have made a name for myself among the less fortunate folk, giving freely of the blessings my goddess provides, and more recently I was picked up by a group of adventurers to lend aid in their endeavours. And now, we're on our way to meet Lheo, and perhaps Elminster himself! Things really are starting to come together quite nicely.
  5. Name: Valandil Isilrá Race: High-Elf Class: Fighter Level: 3rd Hit Points: 19/21 Armor Class: 4 THACO: 18 To Hit Melee: +2 To Hit Bow: +2 Experience Points: 6,804 XP needed for next level: 8,000 Valandil Isilrá is about 5 feet tall and weighs around 115 pounds he has blue eyes with specks of gold throughout, his hair is slivery, white worn in a ponytail most of the time. The Moon Elf wears natural forest-colored garments to help him blend into the forest, he prides himself on being the best archer in the realms and has set out to make that goal a reality. ABILITY SCORES Strength: 14 [To Hit: 0] [Damage Adj: 0] [Weight Allow: +55lbs] [Max Press: 170lbs] [Open Doors: 8] [Bend Bars/Lift Gates: 7%] Dexterity: 16 [Reaction Adj: +1] [Missile Attack Adj: +1] [Defensive Adj: -2] Constitution: 12 [Hit Point Adj: +0] [System Shock: 80%] [Resurrection Survival: 85%] [Poison Save: 0] Regeneration: Nil] Intelligence: 13 [# of Languages: 3] Wisdom: 13 [Magical Defense Adjustment: +0] Charisma: 13 [Maximum # of Henchmen: 5] [Loyalty Base: +0] [Reaction Adjustment: +1] Racial Ability Adjustment: +1 Dexterity, -1 Constitution RACIAL ABILITIES: 90% resistance to sleep and all charm-related spells +1 to hit with Long or Short Bows, +1 to hit with Long or Short Swords -4 to the penalty to the opponent's surprise roll if Alone or 90 feet in front of a non-elf group drops to -2 if a portal must be opened. Infravision 90 feet Detect secret doors on a roll of 1 or 2 on a d6 if the elf walks past a secret door and does not search he or she still has a 1 in 6 chance of noticing the secret door Detect concealed doors 1-3 on a d 6 Immune to the Paralyzation attack of ghouls FIGHTER ABILITIES: roll 1d10 for HP can use any weapon can use any armor can use shields can use magic items specific to the warrior class can specialize in a weapon Warrior Melee Attacks per round level 1-6 get 1 attack per round level 7-12 get 3 attacks every 2 rounds level 13 and above get two attacks per round Weapon Proficiency Slots initial # of weapon slots: 4 gain 1 new weapon proficiency every 3 levels non-weapon proficiency penalty: -2 Weapons Known: proficient in Long Bow Specialized in Long Bow- Point Blank Range +2 to hit ( 6' to 30') Specialized in Long Bow- if an arrow is nocked and drawn and has a target in sight can fire at the beginning of the round before any initiative rolls are made. Proficient in Long Sword SAVING THROWS Paralyzation, Poison, or Death Magic: 13 Rod, Staff, or Wand: 15 Petrification or Polymorph: 14 Breath Weapon: 16 Spells: 16 Languages Known: Common, Elf, Goblin, Orc, halfling Equipment: Long Bow [ rate of fire: 2/1] 12 Sheaf Arrows [ Damage: all sizes 1d8] [Range: Short 31-50ft, Medium 51ft-100ft, Long 101ft-170ft] Long Sword [Damage: S-M 1d8, L 1d12] Studded Leather Armor [ Armor Class: 7] Belt Boots, Riding Breeches Cloak Gloves Plain Brooch Sword scabbard, hanger, baldric Back Pack 2 large belt pouches 2 small belt pouches Flint and steel Quiver Silk rope (50 feet) 2 Large sacks 2 Small sacks Winter Blanket Wine Skin (full) Water Skin (full) Iron Rations for 1 week Mount: Riding Horse AC: 7 HD: 3 HP: Move: 24 THACO: 17 #Att: 2 DAM: 1-2/1-2 Morale: Unsteady (6) Equipment: Bit and Bridle Halter Riding Saddle Saddle blanket 2 large saddle bags 1 small saddle bag ( filled with oats for the horse) Treasure: CP: [] SP: [14] EP: [] GP: [1] PP: [] Other Items of Value: Magic Items: Long Sword +1 (S-M: 1d8+1 L: 1d12+1) Potion of Healing Stat Block
  6. assuming there's enough room for me too, I'd gladly join the game if possible if so, consider the last row of rolls. First time for me on MW.
  7. Kordannaghlan Penniesaver, Gnome fighter/thief +1 int, -1 wis Str 15 Hit 0 Dmg 0 Wt 55 Press 170 Open 8 Bend 7% Dex 15 surprise 0 Missile 0 Def -1 Con 11 hp 0 sys sh 75 res 80 poison 0 regen 0 Int 12 13 +1 profs 3 spell lvl 6 learn 55 max sp 9 sp immune 0 Wis 10 09 -1 def 0 bonus sp 0 sp fail 20 sp immune 0 Cha 09 henchmen 4 loyalty 0 reaction 0 pick pockets 20% open locks 60% find traps 45% move silent 40% hide in shadows 30% detect noise 25% climb walls 70% read languages 0% backstab x2 broadsword, dagger, short bow, 24 flight arrows, 12 sheaf arrows gnome, common, giant, goblin, kobold statstatstatstatstatstat age 60 + age height 38 weight 45 hair that often sprouted from their heads in odd directions; hair varied wildly in color from blond and brown to more exotic colors like white, orange, or even green; skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray; eyes glittering black or blue Gnomes also suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and items that duplicate thieving abilities. Like dwarves, gnomes can sense a cursed item if the device fails to function. In melee, gnome characters add 1 to their attack rolls to hit kobolds or goblins. When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, they must subtract 4 from their attack rolls because of the gnomes' small size and combat skills against these much larger creatures. Gnomish infravision enables them to see up to 60 feet in the dark. Being tunnelers of exceptional merit, gnomes are able to detect the following within 10 feet (exception: determine their approximate depth or direction underground at any time.). They must stop and concentrate for one round to use any of these abilities. Detect grade or slope in passage 1-5 on 1d6 Detect unsafe walls, ceiling, and floors 1-7 on 1d10 Determine approximate depth underground 1-4 on 1d6 Determine approximate direction underground 1-3 on 1d6 belt, soft boots, breeches, cloth cloak, tunic, vest backpack, large belt pouch, 2x quivers, chalk piece, flint & steel, 50' silk rope, thieves picks, whetstone, wineskin Background Originally from Hillsfar, he fled when Maalthiir and the Red Plumes rose to power. On the road he met others who wandered about, looking for work and adventure. Personality Reserved and quiet around the taller species, especially humans. innately curious race creativity gave them a strong ability for ingenuity acquiring knowledge merely as a hobby but others explored lost ruins overcome obstacles through cunning and innovation
  8. Mandons of Gyre Human, Male, CG, Fighter level 3, STR 18/62; INT 14; WIS 12; CON 14; DEX 16; CHR 12 HP 18 XP 5500 +1984 = 7484 Chain Mail (AC 3) Bastard Sword (SP): one-handed (+3 1d8/1d12 +5); two-handed (+3 2d4/2d8 +5); 3 attacks per 2 rds (no other equipment) Weapon Proficiency: Bastard Sword (x2); Dagger; Longbow Languages (5): Common; Elven; Gnome; Goblin; Orc Background The place that Mandons comes from doesn't exist any more. It was wiped out by some unnatural disaster that he prefers not to remember, let alone talk about. He escaped with hs life, which is more than most managed, and largely thanks to his skill with the blade. Trained in swordsmanship from the time he could walk and pick up a practice sword, his life was devoted to mastery of that weapon, to the exclusion of pretty much all else... or at least that's what he says. In reality he was gifted to the extent that he really didn't need to devote every waking hour to practice. And he'd much rather spend his time drinking, gambling and enjoying himself getting into trouble... often ending up in fights thanks to a peculiar sense of justice that would see him wade in to defend anyone he felt was being bullied unfairly. It was just that kind of thing that led him to meet up with (other character), when he stepped in to prevent them being beaten and quite possibly strung up over some misunderstanding (or simple prejudice, more than likely). Helped by his cheerful disposition, they became friends and partners in all manner of adventure, eventually ending up in a larger group of unlikely compatriots. And so to the present, where we find the irrepressible Mandons sleeping off a major bout of drinking and a wee bit of a scuffle, in a heap on a long bench seat by the window, snoring gently like a contented pig, and as yet quite unaware that sometime last night he managed to lose pretty much all of his possessions, save his trusty blade and the armour on his back. Such is life! Potential Hooks If it suits your story, it is possible that the thing responsible for the destruction of The Gyre may be connected to enemies we meet during the adventure(s). If so it would give Mandons a connection, and a mixture of terror and a desire for revenge. I don't need to know about that unless and until you decide to make use of it, but it's there if you want it. His personality is very much that of an easy-going wastrel (his way of not dwelling on the horrors of his past), but with a strong desire to help those he perceives as being persecuted (guilt, perhaps, for his failure to save his own people?) I've included an opening for another PC to have been rescued from such a predicament, and happy to collaboratively decide who once you've selected the party.
  9. Background: Jack was the spoiled brat of stinking rich merchants of Zhentil Keep. No indulgence was too much for the family's precious son, so why shouldn't he conclude that he deserved such privilege? The world was so fortunate to have such a clever young man like him in it! Servants despised his continual whining demands, and he was the terror of every tutor sent to his house. But one day he witnessed his fellow spoiled brat friends assaulting an innocent slave for no reason at all but glee in his pain. Filled with horror, he told his father about it, who just laughed at what a baby he was being. His eyes opened, he came to see how all of Zhentish society was built on this casual malice. No longer able to stand the cost of the luxury and privilege he knew, he ran away from home and country, having to learn many hard lessons out in the "real world." It can't be said he's been honest the whole time--indeed his skill set has tended toward the legally dubious, but he does what he can for his adopted home, the Dalelands. Personality: It has to be admitted that Jack can be a lot to be around sometimes--he is often still the spoiled, selfish brat he was raised to be. He expects many things to be done for him and can get surly if he doesn't receive frequent affirmation and praise. On the other hand, those who have gone through the trials of getting to know him find a man who carries around the crushing realization that he is not everything he hoped he would be in life, and is at least trying to be a better person. He has figured out that just keeping his mouth shut in sensitive situations might be for the best of all involved.
  10. PANORIN The Warlock of Lumia. AC: 14 | Hp: 25 Speed: 30ft. Level: 4 Otherworldly Patron: The Archfey; Verenestra. Pact magic: Cantrips Eldritch blast Protection from Evil and Good. Spell save: 14 Spell attack modifier: +6 (To hit) Pact Boon: Pact of the Chain can summon a Pseudodragon as a familiar. Eldritch Invocations: Armour of Shadows: Cast Mage armour on himself without expending a spell slot. Agonizing blast: Add +3 to damage done with Eldritch blast. STR: 8 (-1) DEX: 14 (+2) CON: 16 (+3) WIS: 10 (0) INT: 12 (+1) CHA: 18 (+4) PACT details Special terms. When using an Eldritch invocation, must speak patrons name out loud or risk incurring its displeasure. Patron Attitudes. Patron is a strict disciplinarian but treats Panorin with a measure of respect. Binding marks. His tongue has an unnatural colour. Cantrips: 3; Spells known: 5 Spell slots: 2 Slot level: 2 Invocation's: 2 Height: 5"8' Weight: 550 lb Alignment: Chaotic good. Language: Elvish, Goblin. Sailor: Skill prof in Astronomy, and Sailing ships. Note : Warlocks don't need a spell book. They do not need to prepare spells. He regains all expended spells after either a short or a long rest. WIP
  11. ----- Haze ----- Shadow Hand of Shadar The Shadow Sworn Fist of Tanthul Elf (Shadar-Kai) Fighter (Echo Knight) 10 LN AC 21 HP 104 Speed 40ft Str 18 (4) Belt 29 (+9) Dex 14 (2) Con 18(3) Wis 13(1) Int 13 (1) Cha 14 (2) Preficiencey Bonus: +4 Weapons: Simple weapons, martial weapons Saving Throws: Strength* +13, Constitution* +8 Dex +2 , Wis+1 , Int+1 ,Cha+2 Skills: Acrobatics +6, Athletics +13, Intimidation+6, Perception+5, Stealth+6 Darkvision 60 Racial : Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep | Blessing of the Raven QueenAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.[/ | Necrotic ResistanceYou have resistance to necrotic damage Trance. Elves do not sleep | Keen Senses : proficiency in the Perception skill. Feats: MobilityYou are exceptionally speedy and agile. You gain the following benefits: Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not, Great Weapon MasterYou’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage, Sharp ShooterYou have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. Fighter : Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit | Second Wind HP=1d10+10 [sort R] | Action Surge (x1) | Extra Attack x 1 | Indomitable x 1 Echo Knight: Manifest Echo [bonus] AC20, 1HP, My Saves, *Move 30 feet [free] Teleport Swap for 15feet move[bonus] | Attack through Echo [free] Echo Opp attack [Reaction] | Echo Avatar - 1000feet | Shadow Martyr Unleash Incarnation: Attack Action =Additional Attack from echo 3/day [Long R] Items: +3 Mithril Fullplate | AC 21 Belt of Storm Giant Strength --[attunement] Danoth's Visor --[attunement] +3 Longbow Quiver of Ehlonna - Uncommon +1 returning dart Elmisters Gift +3 Greatsword of spell stooring [moonsword base] ---attunement [spell stooring x3] 15 points [sheildx5, flyx1, hastex1, cure 4d6+6] [not so sure about sword and would like to look at this if I get in] Attacks Greatsword +3 [+16 for (2d6+16) or +11 for (2d6+26)] Dart +1 [+14 for 1d4+10 , or +9 for 1d4+20] Longbow+3 [+9 for 1d8+3 or +4 for 1d8+13] Javlin +1 [+14 for 1d8+10 , or +9 for 1d8+20] About Him ABOUT HIM Personality Haze has a simple and direct manner. He is still and calm and speeks sparingly and he can even be friendly. His mannerisms are unaturally motionless without a hint on unnecesary moevement. It is an intence and unsetteling pressence and for those that know his history it screems of the passing of time On the job he is detached, calculating & calm violence. No matter what the situation, he never raises his voice or lets his emotions touch him. Ideal Haze will do whatever it takes to fether his own nest. He will do his job unrelentingly but will take any opportunity to gain power and wealth for control over his future Bond Haze is a sell sword of unquestionable allegiance. He is his own man but his trade and his reputation rest of his perfect loyalty under, what has to date, been unbreakable oaths. He takes jobs strictly on this basis. He served Tanthul many times over the last hundread years gaining his name. He enjoys the effect his reputation has and sees himself as an unequalled. He is fostering the idea he is the greatest bounty hunter and sell sword in memory. He had great plans ….. and then death died. Flaw When faced with a choice between money and my friends, I usually choose the money. Hide this Background MOMENT ANGUISH Haze was born to Shadar-Kai parents but his father died adventuring when he was an infant, at least that is what his mother told him, so it was probably BS. His mother was a piece of work. Mother was a con woman and thief. She was also a collector of pain, sorrow and torment for the Raven Queen. Haze was unlike her and had no talent for theft and but took to martial studies like a duck to water. Mother got on the wrong side of city officials in spiralling tensions leading ultimately to what would be the fatal betrayal of an arch magus of dunamancy. The time mage imprisoned Haze and his mother In a temporal prison swimming with the pain and sorrow of the memories they had collected. Moments of sorrow and anguish on the outside, on the inside were eons. Time that left his mother mad and Haze changed forever. A MOMMENT OF HOPE Haze found himself sitting across the table from The Arch Mage. The surprise still filling the mages intelligent eyes with excitement. The time mage knew what it meant that a human mind survived what must have been many tens of millennia. That Haze was surrounded by flickering shades of unrealized timelines made it that much more interesting. “I will release you but first you must train, the cost of which will not be trivial. You will then enter my charge until you repay me three times over” Finally there was hope DESPAIR Experience told the Chronomancer that a mortal mind placed in a time prison for eternity goes mad. Place it in a time prison and confront it with a multitude of pain and sorrow and it still goes mad unless, it turns out, that it has talent with dunamis. Haze started studies with a Kryn warrior named Dashati. He was apparently on loan from a ruler who lived in Shadofelll, Melegaunt Tanthul specifically to train Haze. Dashari was close to age when a warrior would look to retire but he took to working with Haze with vigor and excitement that Haze reciprocated. Dashari was always in full armour with an enormous greatsword by his side he called Oath Keeper. Haze couldn’t help but eye it with envy. It turns out that if you are placed in a time prison for an eternity it does little for your interpersonal skills. Haze was detached and shared little with others on an emotional level. Haze was however a chance for Dashati to train a blank slate, to train a weapon that was worthy to replace him in serving Telamont. The vertran warrior understood that he would become a weapon that needed to be controlled and ingraining in Haze the value of an Oath and in keeping your word as bond. This was integral to his training process. It was hard training that could only come from the personal attention of a vetran warrior. After two years the training become sporadic as Haze began his part time service to the Chronomancer. Over the next three years Haze worked off his indentured servitude to the time mage. He played the roll from bodyguard to bounty hunter and enforcer. He grew to like the mages sons, but it was only really Dashati that he had any real connection. When news of his death reached Haze the world was consumed with Despair. ELATION Apparently it was part of the deal that Haze would serve under Melegaunt Tanthul and he was soon traveling to the Shade Enclave. Dashati had left his possessions to Haze, tied to condition that Haze swear an oath of service to Melegaunt for at least two years. He was a Shadow Sworn but Haze had little concern for anything but Oath Keeper, the blade that had drawn his attention for the years that he trained with Dashati. As he held the blade and made his Oath to Melegaunt the seeds of The Fist of Tanthul were borne. DEFEAT Haze served Melegaunt Tanthul for 60 years. Initially this was full time and exclusively in his employ but as they became friends and his own reputation grew Haze was given a long loose rope. He was often sent to an area to retrieve a person or item or to aid an alliance. His masters conflict with the Harpers grew and Haze was often send to remove a particular person or protect interests under threat. He was often free to take other work, and he was never shy of manipulating his situation for his benefit. He was however on Oath to Melegaunt and would respond immediately when contacted via his masters sending spells. On the day before Melegaunt Tanthul was slain by Elminster Aumar Haze was recalled to his masters side. Haze never pretended to understand the bitter disagreements over the use of shadow magic but his masters push to raise Shar as the God of magic was the start of the end. They had little preparation for the onslaught of the mighty mage and his Harper allies. Elminster managed to teleport in the middle of their protected stronghold and after a short time had exhausted Haze and the other guards resilience. Haze found himself dominated and at times controlled by the Arch mage as he, along with the harpers, cut down Melegaunt Tanthul and all those loyal to him. VICTORY The room was destroyed in a way that only a few dozen legendary adventurers and the most powerful mages in existence can manage. A few silhouettes walking amongst smoke and debris. Blood and gore caught by every clear patch of air. Haze had dropped to the feet of Tanthul in shock as the effect of the domination was lifted. Haze had been in worse predicaments. Anywhere in time was fertile with the gift of opportunities and choices. Haze turned slowly still on his knees as Elminster approached. Holding Oath Keeper in two hands he spoke whilst looking to Elminster. “ I have served Tanthul completely. I knew him as a friend and master and now as a memory. So I have known him completely. I am masterless. I have never tasted a defeat like this and would keep it so. Elminster you stand here victorious and able to grant me mercy. I would not take what I am asking without a cost in return. By Oathkeeper I swear an oath of allegiance and of service for 24 moons or until you release me." ***THE AFTER PARTY**** In this time under Elminster he began in the mountains with a dwarven clan countering an encroaching giant invasion. A solo mission to deal with a green dragon disrupting food supplies. These were important and challenging, brutal and bloody, but more a test and a barrier. His ability to scout and enguage enemies while keeping out of their reach, recovering and stalking ment that he became the stuff of nightmares to the giant clans. Elminster began to trust Haze and he began sent him to support various Harper endeavours deemed by Elminster to be of “last resort” importance. He never shook his prior association and “The Shadow Sworn” or “The Fist” was the best he grew to expect, even in his presence. Over the time with the harpers he cemented his dislike for everything political. Half of the assignments were so abstract that it was dubious if they were successful or not. Haze liked results and action. The first thing he did once he was free was to establish a set of rules as to what jobs he would take and the conditions about these. Over the last five or so years his reputation has become at of ledgends. Haze - Depentable, impartial, cold & brutal efficiencey. If you must get something done he is the man to call. Spymasters to kings the world over know how to seek his service and to fear the day should he ever be called against them. Hide this
  12. Name: Boris Vandt HP: 5/5 | AC: 15Pieced Armor, AC 14 Dexterity, +1 | System Strain: 0/14 | AttributesStrength: 15 (+2) Dexterity: 14 (+1) Constitution: 14 (+1) Intelligence: 12 (+0) Wisdom: 13 (+0) Charisma: 8 (+0) | SavesPhysical: 13 Mental: 15 Evasion: 14 | SkillsStab-1 Exert-1 Survive-0 | EquipmentReadied (4/7): Pieced Armor (AC 14) - 2 Enc Pike (1d8+4 dmg, +5 atk bonus, 5/AC18 Shock) - 2 Enc Stowed (3/15): 7 sp Dagger - 1 Enc Backpack - 1 Enc Tinderbox and 3 torches - 1 Enc Class: WarriorBase Attack Bonus is equal to Level +2 Max HP/level One bonus combat focus Killing Blow: Whenever a Warrior inflicts damage with any attack, spell, or special ability they may add half their character level, rounded up, to the damage done. This damage is also added to any Shock they may inflict. Veteran's Luck: Once per scene, as an Instant action, the Warrior may turn a missed attack they have made into a hit. Alternately, they may turn a successful attack against them into a miss, also as an Instant action. This ability is particularly lethal when used with the Make a Snap Attack action and leveled against weaker monsters or ordinary human warriors, as explained on page 44. Only one exercise of this ability is possible in a scene, either to force a miss or ensure a hit on a foe; both options may not be employed in the same fight. A Warrior may use this ability with crew-served weapons they are assisting in firing. This ability cannot be used to negate environmental damage or damage done to a vehicle or mount they are riding | Foci: Armsmaster-1You have an unusual competence with thrown weapons and melee attacks. This Focus’ benefits do not apply to unarmed attacks or non-thrown projectile weapons. This Focus’ bonuses also don’t stack with Deadeye or other Foci that add a skill’s level to your damage or Shock. Level 1: Gain Stab as a bonus skill. You can Ready a Stowed melee or thrown weapon as an Instant action. You may add your Stab skill level to a melee or thrown weapon’s damage roll or Shock damage, assuming it has any to begin with., Developed Attribute (Strength)Your hero has a remarkable degree of development to one or more of their attributes. This may be derived from an eldritch bloodline, native brilliance, or sheer, stubborn determination. This Focus cannot be taken by heroes with the Mage or Partial Mage classes. Level 1: Choose an attribute; its modifier is increased by +1, up to a maximum of +3. The actual score does not change, but the modifier increases, and may increase again if later advancement improves the attribute enough. You can choose this Focus more than once to improve different attributes Goal: Make enough money to settle down. Background: A second son of lesser nobility, Vandt left home as a teenager to make his own fortune as a sellsword since he would not inherit title or land. Up until now, serving as a footsoldier in feudal disputes between petty lords over a half an acre of dirt hasn't exactly raked in the silver bars, so he is trying to change tack and give more "adventuring"-style mercenary work a chance. Messy Char-Gen stuff Aight, I like WWN so let's roll these bones and see what I get C: Attributes, in order Strength: 13+2=15 (+2 from Developed Attribute) Dexterity: 11 -> 14 (+1) Constitution: 14 (+1) Intelligence: 12 (+0) Wisdom: 13 (+0) Charisma: 8 (+0) Background: Soldier! Growth Roll Learning Roll Learning Roll Free Background Skill: Stab-0 Learning Skills: Exert-0, Stab-1 Class: Full Warrior Foci: Armsmaster-1, Developed Attribute (Strength) Focus Skill: Stab, already at maximum so becomes free-pick skill (i'll sort that out later lol) Starting Max HP Free skill picks: Exert-1, Survive-0 Saves: Physical: 13 Mental: 15 Evasion: 14 Equipment Package: Armored Warrior* (alterations pending approval) Readied (4/7): Pieced Armor (AC 14) - 2 Enc Pike* (1d8+4 dmg, +5 atk bonus, 5/AC18 Shock) - 2 Enc Stowed (3/15): Dagger - 1 Enc Backpack - 1 Enc Tinderbox and 3 torches - 1 Enc Armor Class: 15 (Pieced Armor 14, Dex +1) Base Attack Bonus: +1
  13. Hey, never heard of this game system and would love to try this out honestly. However, to remove the risk of overthinking it, I will leave the mechanical skeleton of my PC to chance as much as possible. If I have read through (and counted correctly) then the only thing to select truly will be based on if I get repeat options somehow, the free foci (because racial ones are a thing), and also actual equipment. Attributes Background Class, Free skill Race, and Starting wealth
  14. Hauchaloogie (Alchemist 1) "Opportunist.. that's just another word fer goblin." Neutral Small Goblin Unbreakable Goblin (Gorum Worshipper) Perception +3; Darkvision Languages Common, Goblin, Orcish, Draconic, Dwarven Skills Acrobatics +6, Arcana +7, Athletics +0, Crafting +7, Deception +4, Diplomacy +4, Intimidation +1, Lore: Engineering +7, Medicine +0, Nature +0, Occultism +7, Performance +1, Religion +0, Society +7, Stealth +5, Survival +0, Thievery +5 Str +0, Dex +3, Con +1, Int +4, Wis +0, Cha +1 Items Chain Shirt, Mace, Light Crossbow, Saddlebags, Bolts (20), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Waterskin, Torches (10) Soap, 1gp, 1sp AC 18; Fort +6, Ref +8, Will +3; HP 19/19 Speed 25 feet   Melee Mace +3 (Shove), Damage 1d6 B Ranged (30') Bomb +6, Damage Special Varies Ranged Light Crossbow +6 (Crossbow), Damage 1d10 P   Quick Alchemy Cost 1 batch of infused reagents Requirements You have alchemist’s tools (page 287), the formula for the alchemical item you’re creating, and a free hand. You swiftly mix up a short-lived alchemical item to use at a moment’s notice. You create a single alchemical consumable item of your advanced alchemy level or lower that’s in your formula book without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the start of your next turn.   Formula Book Peshpine Grenade (Lesser), Alchemist's Fire (Lesser), Ghost Charge (Lesser), Elixir of Life (Minor), Quicksilver Mutagen (Lesser), Cheetah's Elixir (Lesser), Lesser Tanglefoot Bag, Giant Centipede Venom   Additional Feats Alchemical Crafting, Burn It! Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell's level or one-quarter the item's level (minimum 1). You also gain a +1 status bonus to any persistent fire damage , Far Lobber (30' throw), Unbreakable Goblin Additional Specials Advanced Alchemy, Alchemy, Formula Book, Infused Reagents, Research Field (Bomber)   Free Archetype Inventor Prototype Construct Companion "Gizmo". Size Medium HP 17 AC 18 (unarmored) Speed 40' (upgraded) Str +3, Dex +3, Con +2, Int –4, Wis +1, Cha +0. Perception +4 Saves Fort +5 Ref +6 Will +4 Senses precise vision, imprecise hearing, and vague touch senses, but no sense of smell or taste. Immunities Construct is immune to bleed damage, death effects, disease, healing, necromancy, non-lethal attacks, poison, doomed, drained, fatigued, paralyzed, sickened and unconscious. Skills Acrobatics +6, Athletics +6 Melee Paw Slam +6, 1d8+3 Bludgeoning Melee Bite (finesse/agile) +6, 1d6+3 Slashing Appearance Ah like to make an entrance so I do. Goblins, as a rule, don' live long, an' so you gotta make the most o' the time ye have. So, ah either like tae 'av the sun behind me, if'n ah think the audience is friendly, or ah come oot of the pitch black, if'n ah think they're no. So, there ah'll be, mounted on the back of a gun metal thing, cross between a tiger n' a bear, couldnae make my mind up, could I? It's bigger than ah am, with all the attachments built in, since well ye don't 'av tae take them off a construct, do ye? So, sitting on its back, ah get to bulk up to the size of the tall folk. I like tae sit on it when ah'm talking to tall folk coz they don't cut their nose hair the way they should. Bloody disgusting if ye ask me.. elf hair is the worst, but dwarf's pretty bad an all. Anyway, ah like my tunic over me chain shirt and keep ma pony tail well oiled, since ye gotta keep up appearances, am ah right or am ah right? Working on me collection of gold earrings, since ah got a whole lot of ear tae cover. I like ma cigarillos, cigars make me look small, cigarillo makes me look hard bitten, am I right or am I right? History What can ah say? I'm a goblin, not so long ago Great Chief Graalsk was me boss, weren't he? He'll be over'n Thornkeep, in Echo Woods, in the North West Corner of the River Kingdoms... the Stolen Lands will be the North East Corner. Thornkeep, ye'll never find a more wretched hive of scum and villainy, a little slice of heaven and no mistake, right? Come into possession of something illicit? Thornkeep was yer port of call and no mistake. The place is surrounded by loot filled ruins, guarded by pissed off monsters, ain't it? The biggest ruin is The Emerald Spire, where many go in and none come out, least not in one piece. The Three Daggers, what ye might call a thieves guild, runs the protection there, don't it? To say there was tension between Chief Graalsk and Guildmaster Yunar Barask would be like saying dragons be a touch dangerous. Then there'll be the Wolfmane Barbarians in the mix as well, right? Ain't nothing so unpredictable as a three way war, am I right or am I right? Anyway, seeing as I didn't wanna be sacrificial pawn on the board in the next blood shindig, I got my scrawny ass out of there, and didn't spare the horses. Eugh.. horses. Anyhoo, ah made my way, East and then North, mostly on the River, trading ma passage for defence against scum, like me, and healing people with me lotions n' potions. Ah went ashore here and there, helping some bigger folk wi' banditry and the like, mostly the chasing and the flesh mending afterwards. The ambush points have been ambush points since time outta mind, so there's been undead as well. Anyway, was about to finish off some scumbucket, when the blubbering asshat said he would trade me some information for his life. He up and told me that poncey, posing Brevoy were sponsoring another go at the Stolen Lands and they was looking for folk stu.. I mean brave enough to take on the suic.. I mean challenge. So, I persuaded him to go for a swim, bomb in me 'and. I think he made it. I passed this on to me mates. So anyway, here I am. Ah mean here we are. Wonder if I can take my mount into the interview. Having tae climb onto a chair ain't how ah'd like things to go. Here tell there's goblins in the Stolen Lands. It's exactly the kind of ass end of nowhere wastelands where gobbos fit right in, am I right or am I right? Personality Always on the make, but thinks ahead, pondering cause and effect. Pragmatic. Sticks to a deal. Offers win-win when there's one to be had. Aside from the mock tough low brow accent, he has a pronounced tendency to finish statements with tag questions, like 'ain't it?', 'don't it?', 'aren't ye?' Also likes to use the future tense when speaking about present things. So he won't say 'are you going?', he'll say 'that'll be ye off then?', which does tend to make people look confused as he mangles the grammar. Got something of a diamond in the 'so rough you wouldn't believe' way about him. The cigarillo chomped between his ivory white pointed gnashers helps to sell it.
  15. Helti Enginsson, Druid Character Profile Male Human Druid (Wild Whisperer), Level 4, Init 2, HP 28/28, Speed 30' AC 19, Touch 12, Flat-footed 17, CMD 15, Fort 6, Ref 4, Will 9, CMB +3, Base Attack Bonus 3      Shortspear +3 (1d6, x2) Dagger +3 (1d4, 19-20/x2) Sling   +5 (1d4, x2) Darkleaf Leather Lamellar (+4 Armor) +1 Darkwood H. Shield (+3 Shield) +2 Dex Str 11, Dex 14, Con 12, Int 16, Wis 18, Cha 10 Condition None  Clan: Ormrung Age: 27 What do you look like? I've never been good looking, but for a man ability is attractive. Slimmer than most of clansmen, somewhat shorter too, I stand apart on account of not being to grow a beard worthy of the name. I use a blade to cut it back. Some wit once said I could be mistaken for a girl if not for my face. A good one. My grey hooded eyes may be a little un-nerving, but my stature is far from imposing and my red hair is common. I wear armor for I gather from places where things wish to gut me, maybe eat me. What was your childhood like? Nothing was expected of me, I was left alone. Thought fey and strange, the other children were told to steer a different course. So, I shadowed my foster father, Jurtir Andersson, on his moss and weed foraging expeditions. He taught with silence and could watch, or not, my choice. Sometimes he would draw in sand, some instruction or other, when the mood took him. We rarely visited the Great Hall. My grandfather was a huscarl there and his face darkens when he sees me, even now. My foster father brought mushrooms and 'other things' to the baresarks there. I would spend a good deal of time talking to myself, walking along hand to my ear, listening to the sound of my own voice. Seeing me others thought I was not right in the head. I learned to love words more than food, since food was always on hand while words were not. Who are your parents/siblings? My mother is Sigridur, Powerful Silence in our tongue, and aptly named. Still some called her Skritio, Strange, but not to her face. She kept her own counsel, even when young, and no-one knew her mind. When she was fifteen and to be married to Lofnir, a rich local boy, she wandered off and could not be found. A year later she returned, with a baby, me, in her arms. My father is Enginn, literally No-one, since no-one knows who he is, and my mother will not say. My grandfather Haldir, called the Oak, on account of his ability to endure shame and hardship, mostly my mother and me, was a huscarl but now is old and taciturn. He trains the guard now. Lofnir, my mother's betrothed, was forbidden to marry my mother after that, though he still wanted to. My grandfather had to find a new match for his daugher, but none would have her save for Jurtir Arnirsson, a failed druid become a maker of woad and other such things. The rumor is a good deal of coin changed hands. I have a half sister, Eydis, a few years younger than me. She is beautiful, for Jurtir is accounted a handsome man, if shy and withdrawn, liking rock and sea more than people and my mother is a beauty, even now. Eydis, is everything the rest of my family is not. She is well liked, even my grandfather's face lights up on seeing her. When younger I would hold her hand and watch his expression, shame and anger on seeing me, pride and joy on seeing her, war with itself. Eydis schemes to marry Jarl Magnus' son. So, publicly she has nothing to do with me. Privately, she calls on me for help on this and that, ever at my foster father's longhouse, never mine. I am of use.. apparently. Yes, I am being used, but blood, even half blood, is blood. What has your character done since growing up? When I came of age, I was deemed worthy of training by the clan druids. Were I a cynical sort, I would say that they did not appreciate my father, a failed druid, teaching me more of their ways than he should have. So, it could be they took me in to keep me in line and keep a close watch on me. But who knows. As a new druid I was granted a piece of barren land. I took it and did what druids do.. brought life to it. I've married, fathered a whole heap of children and generally done quite well for myself. I was an outsider. I made my own inside. What is your occupation? I am a druid, a giver of healing, medicine and such. I am more practical, pragmatic than most. Hired by a family on a small island haunted by rats, I was a weasel for a week. No more rat problem. Still, I was drinking spiced mead for a month to get the taste out of my mouth. What is your social class? I am a Jarl, but I am a druid, This makes my social status.. fluid. It seems to depend on where I am, what I am doing and how much people need me to do it. What motivates you? Keeping everyone safe. Within my reach I hold the happiness and prosperity of many. My women, unwanted for various reasons, have found a place they can call their own. My friends, Jort and Canute, have found a place where they can live out almost a full measure of happiness. What is your greatest ambition? I recall hearing of a man of whom it was said that he sired an army out of his own trews. I've worked hard to build a village in which I, and others like me, would be happy. The prospect of having a truly enormous family, raucous, rowdy and rich would allow me to die a happy man, many years from now, in my bed. It would be nice if my mother and foster father were to come to my longhouse, such that perhaps someday four generations could live in the same longhouse... not my grandfather though. What do you fear the most? My true father. Nothing is as scary as an unknown past. Is there anything I could, unknowingly, be passing onto my children? What is the history and current status of your romantic life? My romantic life is complicated. I am something of a lodestone for the clan's outcasts and semi-outcasts. It seems to suit the clan that all the strange can be found together within one set of four walls... namely my longhouse, which stands well apart from others. Ingibjorg Olafsdottir, the Eohling Exile, shares my bed on occasion. Gudrun, the Squint, can be found there on other occasions. Birta Hranulfsdottir, the Redskin, makes three. Gudrun and Birta have a dark family past. The men, who do not share my bed, are Jort Torsson and Canute Rolfsson, inseparable to the point where one starts a sentence and the other finishes it. My landholding, once a barren rocky headland, is now bountiful, and we all tend to it. Jort and Canute mostly concern themselves with crafting dragonheaded longboats. Jort and Canute, are good fathers but are not inclined to be husband in private, save to each other. In public, Jort is the husband of Gudrun, while Canute is the husband of Birta. Thus far the Lodge has welcomed a total of six children, ostensibly from three different couples, from seven down to barely a year old. They're all mine but only the red haired children, Magnus Heltisson, Eydis Heltisdottir and Wulf Heltisson do I lay public claim to. Art Jortsson, as white blonde as his mother Gudren, makes four. Brida Jortssdottir, also white blonde, makes five. Ragnar Rolfsson makes six. The adults are all outcasts, in one way or another, but the children will be like unto a warband. What is your relationship with the gods I worship the Norns. Holding to the opinion that 'what will be will be', has kept me sane. One of my birth circumstances could drive himself mad pondering the whys of things. The skein of my life was woven long ago. All I can do is accept that, revel in it and enjoy the time that's been given to me, for I will not live a moment longer than I am fated to. I worship the Norns, perhaps someday with their vision they will throw me a bleeding bone, hopefully one from my real dad. What are your likes and dislikes? I dislike stupidity, especially willful stupidity of the bone headed variety. I am not a bad man, was never really a bad child, quite the opposite. I've suffered a good deal due to wilful stupidity, folk holding to ideas when their senses should have guided them better. I love the Clan Lord, he's subtle, leads with a feather light touch. He makes up his own mind and that mind has been at the very least on the fence about me. Though I suspect he rarely thinks of me at all. I consider my future welfare to depend on whether his oldest boy takes after him or not when the current lord passes on. Other than that my likes are of the simple sort, nothing gold wound or gold plated. Women, particularly those that need me, are right up there at the top of the list. I am a fool for women who need help. Sala of the Krakung uses this to pull me on raids, which I secretly enjoy. What are your quirks and mannerisms? Well, I answer a question with a question, after walking face first into leading questions one too many times for me not to learn. I think indirectly, talk indirectly, act indirectly. My wife tells me a direct approach would kill me and that I am wheels within wheels within wheels. What do you do to pass the time? Well aside from being the head of the household, fathering children, brewing medicines, flying as an eagle over the island, tending to the land and the like.. I offer my services where I may. I endeavor to be useful. See, I say if you can't be loved, and I'm not lovable, then be indispensable, dependable, reliable. My life has made me strong, stronger than my grandfather. How would you like to be remembered? As a great father and maker of great things. I am not the do'er of great deeds, the slayer of this or that, the leader of men. Those things I leave to others. Likely I will be remembered as a pain in the ass in some quarters, but one of the measures of a man is in the enemies he has. Describe at least two people you would consider your allies: Halfdan, the leading druid on the island. Rumor is when it came out I knew a good deal more about druidry than I should before being initiated. Well, there was talk of having me and my foster father killed. A couple of weeks later Sirte's body washed ashore on the surf. Rumor is Sirte, Halfdan's rival, is the one that wanted me dead. I don't know if that's true or not since you shouldn't go looking for answers unless you know what they will be, but yes I think it was a case of an unstoppable force meeting an immovable object with the unstoppable force later being found face down in the surf. Anyway the druids on the island are courteous and if this didn't come down from on high I don't know where it came from. Halfdan drops into my longhouse on a fairly frequent basis, paying social calls, bouncing my youngest, whether or not they bear my name or not, on his knee. Sigridur, my mother. She could have given me away, could have done a lot of things. She didn't. Once, when I wandered in my various wanderings onto the wrong land, when I was like eight. Una, a jarl on that land beat me bloody. My mother, the day after, found Una, and beat her bloody, dragged her around by her hair. She drew a line around me when I was a child, and declared in more than words, that anyone who crossed it would have her to deal with. Mother's scary. She could've been a huscarl, like her father, and to this day, trains like one. Clan politics is a web of whispers and maybes. Though my grandfather hates me, I am still his grandson. If he wanted me beaten to a pulp he'd do it himself. Sala. She's a druidess on the mainland, not part of clan politics. Sometimes she's in need of an outsider, and I've helped her out in the past. She's of the Krakung Clan and so I've raided with her on several occasions. I've saved her life and she's saved mine. Describe at least two people you would consider to be your enemies: The lord's current sooth sayer, whose role it is to find the path, seethes in my presence. It could be that she sees in the bones related to my birth some future danger to the clan. It could be that she sees in my growing power a threat to her own position. It could be any number of reasons, but she keeps her reasons to herself and to her lord. Then again, she could just be running with the crowd. Who knows? It would amuse me if she were acting as she is in order to protect me from something, perhaps Lofnir? Who knows?   Lofnir Ranuldsson, my mother's betrothed until she disappeared, hates my guts. His father found a new bride for him, another good political marriage, to Leira Knuttsdottir. Though it seemed like a good match at the time it subsequently became clear that Leira was a living nightmare in human form. I think he truly loved my mother, so none of his anger at the gulf between what might have been and what actually came into being has, I believe, been directed towards me. That anger, in its entirety is directed at his wife and at me. I try to avoid him, but he's the sort that will use the word bastard in every sentence he directs at me. I believe he managed to use it five times in a single sentence. Tell me bastard, what does a bastard think of a bastard house, born in misbegotten bastard circumstances, rising socially? When I started counting on my fingers each time he used the word bastard with a grin plastered all over my face, I do believe he frothed at the mouth a little. He's the head of his house and a person of wealth and influence. So, I need to tread carefully. Idunn Leifsdottir of the Eohling Clan, has her own longship and raiding crew and would very much like to see my wife's head adorning the front of it. Apparently, it was an argument over a man, with said man 'accidentally' dying in the feud between them. My wife, Ingibjorg, was a witch of those lands, where to be a witch can be a dangerous occupation, and so fled to our island, with Idunn's longship coming soon after. In the interim, after arriving and before Idunn could get to her, between dusk and nightfall, she married me. She's broad minded. Either that or she thinks I will die young and she'll be matriarch. Anyway, the fact that I went to Eohling lands to get her, Jort and Canute with me, as she and I were trading partners before getting married, the fact that I married her into my clan, the fact that through me she got the protection of my clan through marriage and the fact that I am a druid when the druids of her clan string up witches, only makes her hate me more. The hatred is apparently more than the sum of the parts involved and since there were a lot....    
  16. Why the interest in working with the Abettor's Guild? There're plenty of mercenary and guard outfits in the world. I know this is an awkward question at this point in time, but Lord Redire has a system... Uh... You can either pick a good apple, or you can overturn the entire bushel looking for the best. I'm here. You're here. You have work that needs doing, and you don't smell rotten. Sir. Can you summarize the contract you chose for me? What do you expect to do during it and how do you plan to solve it? You won't be alone, how will you contribute overall? The, uh, E-pi-cu-ri-uss journey, Sir. I expect to be following the Lord's directions, carrying luggage, keeping watch, discouraging bandits - Kal glances meaningfully at his pruning blade on a 7' shaft, maybe giving my opinions on the tastiness of things? Providing contrast to how his Lordship usually sees the world? And, uhm... if folks get angry, I can maybe handle it without putting anyone in the ground. If you need me for the Ransom Note, that's fine too. As I see it, the man loves his no-good sons, he is going to pay their debts, fair and square, and we'd just be there so make sure it stays fair and square? Good, honest work, that. And investigating a missing daughter, I could do that. ask some questions, I suppose. I know I could draw up your file in a moment and likely could pull in any number of people to vouch for you, but... Where do you gain your strength and skill? What kind of training have you done and why? Well, I don't know if you know, but in the countryside, Bushel is a common orphan name and I was found... moving on, Sir. Well, I came into service to Rhymis from the soil up so to speak. The work and the lore are the roots and the leaves. So, I'm village bare-knuckle boxing champion, I won the Apple Cleave several times - he mimes tossing an apple in the air a hitting it with a stick, and I carry the divine blessing of Rhymis. As.... as a "Bushel", Sir, I stood to inherit nothing, so my elders made sure I learned the skills to make my own way in the world, or die trying. What do you think about the Immortals? I...suppose the gods have some sort of plan. I do sometimes wonder how they will end. A rock is eternal to a man, but not to the ocean. But they're kinda like the stars, you know? I know they're there, but they don't really matter to me. Let's try a hypothetical. You wake up one day and discover a mark on your body never seen before. You've become a First Oracle. What do you think you would end up a First Oracle of? Would you actually strive to be a mouthpiece for a new deity? Uh... that's a stumper. I'm already spoken for, so to say. I don't know, maybe... the idea of adventure? I suppose I could get into that. It would have to be something I agreed with, if I'm gonna speak for it. What does it take for you to consider a stranger an ally? A friend? An enemy? I haven't ever had an enemy, Sir. I have had bullies, rivals, competitors...I've had people try to take what ain't theirs with steel in their hands, but I don't see the need for enemies. Allies is easy enough. I guess a friend is someone who has shown you time and again that he's an ally, even when he don't need to be. Premade naan is a better pizza crust than premade pizza crust
  17. Gilavar Oakhollow Race: High Elf Class: Rogue Background: Outlander Character sheet Submission I'm certainly not a new player but love to play by post, especially 5e D&D. I'm submitting an application for a few reasons: I've never played and want to play the adventure I enjoy the idea of building and playing a PHB-only character I'm still exploring BALDR and like the idea of using the character sheet   Player Bio Been playing D&D since the red box. Addicted to role-playing games. Married a long time with two teenagers. Living in a city in the Eastern Time Zone.   Description This average-sized male elf has short, knife-cut bluish black hair and golden inhuman eyes.  His pale skin indicates more time spent beneath a tree canopy than in open fields.  His resting face has a little grin inviting conversation while he surveys the scene.   He wears intricate leather armor beneath a wolf skin cloak.  He carries a walking stick, and a sheathed shortsword and dagger hang from his weapons’ belt.  Another dagger is strapped to the outside of his right, soft leather boot that laces under his knee.  Despite shouldering a leather pack, quiver, and shortbow, his movements are graceful and almost feline, normally slow and deliberate bounding to speed when reacting.   Personality Gilavar is cautiously curious of Faerun.  Having traveled for decades with his people, he is confident to avoid the dangers of the wild.  Now struck with wanderlust, he seeks to test the dangers of civilization and translates his clan name from Elvish for easier acceptance. He believes in the greater good and that his purpose is to oppose powerful beings who seek to control and destroy.  While he is proud of his elven lineage, he respects the abilities and history of other races who have produced both heroes and villains. While he would only sacrifice himself for his friends and family, he instinctively does what he can to protect those who cannot protect themselves. Gilavar is slow to trust anyone beyond his family.  Trust must be earned and given, but people are more uncertain than the dangers of the wild and must be handled carefully.   Backstory Gilavar grew up in a small, nomadic elven clan of Oakhollow who ranges the west of Faerun.  Their divine patron of Rillifane Rallathil makes them more comfortable in the wild, so they only enter towns and cities to trade and resupply.  While their lifestyle is closer to their wood elf cousins, their connection to magic is much stronger. For example, they camp in an invisble Magnificent Mansion each night when they travel. Recently, Gilavar killed a wolf by himself and made its coat into a trophy cloak.  Even though he is more than a decade from his majority, he took the event of killing a pack member as a sign that he was ready to leave his pack and wander alone.  After a few weeks off road, he approaches Phanladin needing a whetstone.  His previous whetstone shattered when he dropped his pack on a hidden rock.   Key Skills & Tools Stealth +7 Acrobatics +5 Perception +5 Sleight of Hand +5 Thieves' tools +5 Investigation +4 Survival +3 Going for Arcane Trickster at 3rd level Role is sneaky, glass cannon  
  18. Ophelia Maeve Hovth Half-Elven Warlock Vitals Race: Half-Elf Class: Cleric 1 / Warlock 9 Background: Orzhov Representative Age: 27 Height: 5'8 / 172cm Weight: 132lbs / 60kg Gender: Female Religion: Orzhova, The Church of Deals Alignment: Private Languages: Common, Elvish, Abyssal, Celestial, Draconic Vice: Greed Personality I am always willing to act in accordance with the financial incentive offered. I am accustomed to enjoying the finest pleasures money can buy. Ideal Stability. The economy functions best when chaos is kept under control and everyone knows their place. Bonds I'm duty-bound to obey the dictates of an ancestor on the Ghost Council. Flaw I have little respect for anyone who isn't wealthy.     Character Sheet Str 13, Dex 14, Con 15, Int 16, Wis 20, Cha 14 AC: 17 | HP: 73/73 | Passive Perception: 19 | Init: +2 | Saves: Str +1, Dex +2, Con +3, Int +3, Wis +9, Cha +6 Proficient Skills: Religion +7, History +7, Investigation +11, Insight +9, Perception+9, Deception +6, Intimidation +6. Persuasion +6 Spell Attack: +11 | DC: 19 | Spell Slots: I:4  II:3  III:2   Race Half-elf • Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. • Languages. You can read, speak, and write Common, Elven, and one language of your choice. • Versatility. You gain proficiency in 2 skills  Class Abilities CLERIC Voice of Authority:  You can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. WARLOCK Pact of the Tome: Book of Shadows Spell Patron Spells: You always have your patron spells prepared(see spellbook) and you can cast one of these spells for free, daily. Dark One's Blessing: When you reduce an enemy to 0 HP or an enemy drops to 0 HP within 5ft of you, you gain temp HP equal to your spellcasting ability mod + your warlock level.  Dark One's Own Luck: When making an ability check or saving throw, you can add 1d10.  You can do this after the roll, but before any effects occur.  You can use this feature a number of time equal to your spell casting modifier per long rest. Feats Level 4: Telekinetic Invocation: Skill Expert Level 8: Fey Touched Eldritch Invocations Repelling Blast Misty Visions Lessons of the First Ones: Feat Mystic Arcanum: Telekinesis Mystic Arcanum: Disintegrate Spells Prepared     Cantrips: Book of Shadows(W), Eldritch Blast(W), Guidance(T), Thaumaturgy(T), Mage Hand(F), Toll the Dead (C) Mending(C), Spare the Dying(C) Message(W), Prestidigitation(W), Shocking Grasp(W) 1st Level: Hex(W), Detect Magic(T), Comprehend Languages(T), Burning Hands(P), Command(P/D), Silent Image(I), Bless(F), Magic Missile(W), Protection from Good and Evil(W), Shield(W), Hellish Rebuke(W), Heroism(D) 2nd Level: Scorching Ray(P), Suggestions(P), Misty Step(F), Blindness/Deafness, Web 3rd Level: Fear(P), Stinking Cloud(P), Counter Spell, Haste 5th Level: Telekinesis(MA) 6th Level: Disintegrate(MA) * (C)Cleric, (D) Domain, (W)Warlock Class, (T)Pact of the Tome, (P)Patron Spells, (F) Feat, (I) Invocation, (MA)Mystic Arcanum   Setting of Origin: Ravnica Appearance Regal, poised, calculating, deliberate, Ophelia does what it takes to cultivate the impression of control, wealth and power.  Her amassed hair, a carefully arranged coil of robe like braids, bound with gold bands sits atop her head almost like a slanted hat.  Her keen golden eyes are lines with black, with golden drops and golden flakes as freckles to decorate her milk chocolate cheeks. She is beautiful, but it would be more accurate to say she wields it, than flaunts it, just one more tool in her arsenal.  Even when in less formal settings her attire is immaculate, yet appropriate. Her gaze is sharp, accented by her elfin heritage, it is clear that she misses little, and likely logging it all, just in case it could be useful at a later date. Backstory In Ravnica she was born Maeve Hovel to guildless and penniless parents, clearly there was some elven blood in the mix, but who knew where.  Of her six siblings she was the second born and took care of the most of them.  It was not long before she came to the realization that money, or rather lack thereof, was the root of their plight.  Their father had taken on quite a bit of debt with the Church of Deals, and when they came to collect it was always she who was sent to face them.  At seven she was learning the art of excuses, defense's, lies and deals... why he wasn't there, why they couldn't search the place, why, when, where, what color and everything in between.  Beyond that she worked with the Cult of Rakdos to make ends meet, feed her family and keep the interest on the family debt covered. What nobody expected was for the Orzhov Representatives to take her as payment.  In truth she went willingly and never looked back, except maybe with scorn.  She learned the art of the deal and studied the Guildpact incessantly, looking for loopholes.  It became clear that there were few except for the Ghost council, so she accepted that Pacts were a form of strength to be used.  To that end she made one with a fiend, one she knew of in rumors from her youth that took a ritual of blood and gold, a pact of greed.  She changed her name to Ophelia Maeve Hovth.  To her credit she used her powers as a Orzhov Represtative herself, at the behest of her guild she did what she was told, until she had the power to be the one to do the telling.  The Guildpact spoke only of being fair to the other guilds, but when half the city was guildless, there was lots of room to maneuver.  She made money, she hosted parties, she had people killed, even has several debt slaves, and ghost slaves.  Her connections ran deep within the syndicate, and she wanted more and more.  Until she found herself staring out over the city night, wealth and power were hers, as were any number of daggers poised to draw blood should she even flinch. All she could do was study the planes, to find a way out around the guildpact, around her own pact, without giving up power... then came the offer and perhaps an opportunity to save this world of Angels and Demons... and with luck, her soul. Personality Despite having made quite a success out of herself, Ophelia's never lost her hustle.  She loves pulling one over on someone and getting the better end of a deal more than most anything.  She hates being patronized, and while can come across as arrogant, she tries to do right by people, even the little people, like you.  She can be kinda an generous, but it's always calculated, never enough to put her out unless she expects that it will buy more valuable goodwill for the future.  As easily as getting along with others she can rub them the wrong way, and is skilled at both.  She respects drive and intelligence, in that order and by a very wide margin.  A relentless capitalist she will say that she follows the golden rule: she who has the gold makes the rules.  Secretly, she's a good person and harbors guilt from abandoning her family and honestly would love to find another way, but doesn't believe there is one...  "If you don't seize power, someone else will, and will hold it over you." Quirks: Cleans and organizes when uncomfortable... or because they're done wrong. Goals: To Win, ie to be rid of her pact but maintain the power, or at least renegotiate it again(leveling), immortality Fears: Becoming Poor, loss of status and power. Likes: Hustling, pacts and contracts, trashy romance novels, fashion, mysteries, winning, birds. Dislikes: Loosing, dirt, disorder, poor grammar, being patronized, reptiles. Hobby: Reading, shopping, people watching Scent: Cinnamon, vanilla, citrus, parchment. Additional Notes Build wise, support, shutdown and control.  She's here to help, and this is even  pro bono, because well her soul is needing appraisal.  Wishlist Rod of the Pact Keeper +99 Molton Bronze Skin +?? Dimensional Shackles Professor Orb Rod of Security Shield of pretentiousness +?? Bottomless Purse Ghost servants, ooo maybe the professor is a ghost? immovable rod, stubborn.  A money tree? maybe not, that sounds dirty. an outfit, one that's actually lots of outfits. fancy earings a platinum card magic scales and/or gavel Compulsion stick. gold hairrings? an ostentatious display of wealth and power, but also still pragmatic to show that I'm really down to earth and completely relatable to all the plebeians. some pact making tools, like fansay inks and monogramed notepads, etc. All the rituals... like all of them, get in my belly, no my book of shadows, try again Tome of Law A bowl of oranges. ?   Build Plan - Warlock1 Cleric 2 Warlock 3 Warlock 4 Warlock 5 Warlock 6 Warlock 7 Warlock 8 Warlock 9 Warlock 10 Warlock 11 Warlock 12 Warlock 13 Warlock Nothing fancy here, will keep picking up mystic arcana with invocations for more spells, and at level 13, take my level 12 feat, or I could take a second level in Cleric If that seemed like a better fit...  
  19. TROUBLE IN THE FOREST  Request Info Client: Lissa Hickson Location: 3rd Floor Rank: Iron Info: Please help! My husband and his party have not returned from the third floor after a hunting trip in Sector 5 in the dense woods. Characters: Dagen Ward, Shyrrik Zylcyne, Luna, Gen Floor Information Floor 3- Aspects- Dense Tree Brush, filled with natural traps, Orc hunting grounds.         Start  Finally getting to the entrance of Floor Three showed little difficulty for the team as they simply trotted forward, seeing many parties along the way but Floor 3 was a little different as they would observe that traffic greatly slowed down. It was quite, the forest was dense and the amount of tracks that lead to different places within the floor was rather concerning.  From what the request said, Lissa Hickson was told by her husband that he had went off hunting inside of Sector 5 of Floor 3. Sector Five is deep within the wooded area to the northwest of the floor where there isn't much traffic from adventurers.  With not much to go off of, it is the job of the party to make it to Sector 5 and figure out exactly what happened to Lissa Hickson's husband.    Challenge  Navigation: +4 (environment difficulty + distance): Failing this could result in the team getting lost which could lead into other issues. Security: +5  (environment + protentional mob type): How security minded is the party while they are traversing? Failing this could lead to the group being ambushed.   
  20. Request Information  Client: The Guildmaster  Member Limit: 4 Location: 2nd Floor  Rank: Iron Info: There has been reports of an increase in Orc activity on the 2nd Floor within the Ruins. Locate and kill 2 Orc Spawn Camps to make the area safe for low ranked travelers. Also the request requires that the party bring back the livers of the Orcs.  Characters:  Failure/Concession Guidelines : Failure would be leaving the sector with completing the Request objectives.  It was mid day when the party entered into the Ruins Sector of the 2nd Floor. Upon entering into the floor the party would hear talks from others referencing a recently death of a young female merchant within the ruins sector. After a season of increased harvest of the area is now experiencing a fight back phenomenon, Orcs have completely taken over the area and have even enslaved the goblins into serving under them.  In order to stop the spawn of Orcs, the Campfires inside of Orc Camps within the sector must be destroyed. Outside of this sector the Floor was very busy, but as soon as the party entered into the ruins it was a complete ghost town. Anyone who normally completed requests in the area would have an off feeling about the stillness of the ruins. The only thing that could be heard in the area was the whistles from the wind blowing through the cracked walls of the long abandoned ruins. The party has been charged with the location and dismantlement of two orc camps.      Challenge Tracking down the 1st Orc Camp: +7 (+2 Time & +5 Difficulty) [the players can pick the most appropriate skill as long as it makes narrative sense]  Challenge Failure Expectations: The team may find themselves in a unfavorable position or successfully ambushed.  
  21. Me Howdy! I've been around MW (and PbP in general) for many moons now. I did apply to this game over on the classic MW site, but had to drop out. I've dabbled in dozens of RPGs, and my tastes are fairly eclectic. In general, I've come to prefer more narrative games, with less "crunch" and focus on tactical combat. And I like playing similarly diverse characters, but definitely like those who have room to grow in interesting ways. My LotR knowledge stems mostly from the original trilogy (both book and film versions), and The Hobbit (book only, thank you). I've not delved much into the "historical" writings or the new Amazon series, but I love the world and sense of wonder all the same! System Preference I'm most interested in the Ironsworn game. It's a system I've been itching to try out for a while. But I won't say no to a TOR game either! Character Concept Name: Brenior (she/her) Culture: Rangers of the North Background:  Brenior grew up listening to the stories of the golden age of the Dunedain—of the lost kingdom, the sad fate of her people, and heroes who rose and fell throughout the years. Thus, she came to venerate the past. She longed to experience fantastic quests, fight heroic battles and enshrine her name with the greatest of her kin. This was not so unusual a thing, especially among the more youthful rangers, but Brenior in particular had become enraptured with the idea of becoming a legend. There is a time, however, when daydreams and ambitions turn from mere distractions into true dangers. For Brenior and a handful of her fellow rangers, that time came when they ventured too close to Dol Guldur. Hoping to find a secret way into the dark stronghold, Brenior and her comrades thought to bring glory to themselves and their families through their cunning. This foolish act would cost them dearly. Brenior and four of her fellows were captured and imprisoned in the bowels of the fortress. They suffered under the hand of the orcs of Dol Guldur, who tortured them for information on the rangers who patrolled Mirkwood and the surrounding area. To their credit, Brenior and the others did not break. Eventually, they found an opportunity for escape—Brenior was the only one to make it out. She never learned the fate of her brothers and sisters in arms, whether they still lived or not. Mentally and physically distraught, she was eventually found by a party of Woodsmen from Rhosgobel. They brought her back to the town, where she was nursed back to health. Slowly, she began to recover physically—mentally, she bore scars that would never fully heal. With the dreams of heroism and the desire for glorious battle driven from her, Brenior rededicated herself, this time to the aid and healing of those who suffered as she had. Personality: Brenior is a cautious sort, loathe to resort to violence and always preferring to use mind over steel. Still, she is quick to offer her aid to others, often charging headlong into danger, but now she does so for the good of others, rather than out of a desire to prove herself. She has a deep phobia of enclosed spaces, and often prefers to sleep outside or in a common room. Her self-confidence is in need of repair, but she seeks to follow the example set by Radagast and the other healers she met in Rhosgobel. Image credit: Svetlana Kostina
  22. My name is David. I have nearly seven years of ttrpg experience and four years of pbp.  I’m familiar with Traveller, D&D 5e, Starfinder, a little bit of Pathfinder 2e, and The One Ring 2e. I have not played 1e, but I do have the pdf’s and from what I’ve been told, the transition is not difficult. I’ve run a five-year long live Starfinder game and two year-long pbp campaigns (both which have concluded), both with the Traveller system. I’m usually the GM of the games I'm in. I sifted through your forum and learned you recently experimented with 2e. It’s interesting to me that you reverted back. My experience of Middle Earth extends from the Lord of the Rings book Trilogy, snippets of the Silmarillion, and the films (though I don't like to count the new Amazon show). I'm interested only in The One Ring game, as I have no experience with Ironsworn and a GM’less game is out of my comfort zone for now. Your group appeals to me for a few reasons: 1. Your group has a proven track record 2. The post rate of 2-3 times per week works well for me. 3. I enjoy playing campaigns where the player characters are not epic heroes. I like stories about ordinary people doing extraordinary things.   I wrote my backstory into a kind of opening story. If this is unacceptable, I can revise it:   Cecil Brandybuck (a hobbit of the Shire with a fondness for fishing, boat riding, and other dubious pastimes): Cecil stood on the last stone of Brandywine Bridge. In his pack was a paper, fragile and yellowed with age, which had been passed down through the generations as a weapon suitable for dinner parties. Whenever there was a squabble with the Bolgers or Sackvilles, some meady Brandybuck would hoist it up as proof they were of a tougher stock. They would unfold it on the table as one might a sacred scroll: an unclaimed “will and deed”, they’d say, to a plot of farmland on the far side of the Misty Mountains (how absurd!). Proof! Handed down from their grandfather’s grandfather. Of course, nobody was foolish enough to pay it any mind, Brandybucks included. But Cecil often spoke with the Dwarves that passed Brandywine Bridge and he let his fishing raft drift farther each season across its river. He knew the old tales. His mother Amaranth, who was technically the owner of the curiosity, seemed to think there was some truth to it. She would spend her idle hours guessing the details and inventing wild stories of adventure to young Cecil - of giant frogs and fish. Peaks as high as the clouds. And on the other side... somewhere far away - their ancestors still remained. Fishing and playing in the mud. Dirtier than the rest! She read the will: The deed was to distributed at the death of a Mr. Ivy Tuber (she reckoned a long ago ancestor of Mr. Gormadock Brandybuck). — When his mother passed away (or so they say. The Sackvilles claimed she drowned), the will fell to Cecil. “This is yours now.", his aunt told him. "Amaranth was a bit cracked about it, but it was hers, so now it’s yours. There hasn’t been a Tuber this side of the Shire since… well, since before I was born, anyhow! Wonder why they changed it. I rather of like the name Tuber. Tuu-ber. Asphodel Tuber.” “Don’t go sniffin’ about that. The only Hobbit ever set foot across the mountains is ol’ Bilbo and you see what it done to him.” replied a little one. “It would explain a lot about you, I’d say!” She handed the deed to Cecil. “Now don’t listen to him. This is a part of our history. But let’s be glad it’s just that…” — *later, Cecil stands at the edge of the Shire* Giant fish, he thought, looking at a distant mountain top. And at the end of it all... He sifted through his bag one last time, lingering on his mother’s things. She had drawn maps but they had never been creased. One lead up the river and to the lip of the great mountains. He smelled the lazy daffodils, fastened his fishing pole, and was off. End --- --- (For context - the Brandybucks are said by Tolkien to have descended from the Stoors)    
  23. FISHING CONTEST  Information  Hosting my annual fishing contest on the first floor of the Tower. Winner"First Prize" This particular treasure aspect can be invoked three times before it is consumed. takes all! RoliaGuild Assistant Friendly and Familiar Face Seen All Sorts You flash your badge to the guards outside the Tower and enter its first floor - silent stone catacombs dimly lit by everburning torches that give off no smoke or heat. This area is generally considered safe and used for regrouping, although smaller creatures do lurk in the shadowy corners. Following the other contestants off the beaten path, you come to a cavernous cistern - its expanse shrouded in darkness, massive pillars rising to a vaulted ceiling. Water laps gently against the stone ledge - it's difficult to tell how deep it goes. A distant splash echoes through the area.   "Glad everyone could make it! Always nice to have a bit of friendly competition. Let me explain the rules to our newcomers..." she says, before going into detail:          Solo Fishing Minigame  This contest lasts for seven turns, and all contestants take their turns independently of each other. Each turn fishers roll four Fate dice. Starting in the top-left corner, move one column right for each  and one row down for each  that turns up, then read the results for your fish below. You may spend invokes to reroll this fish. You cannot do anything that would disturb or interfere with the other contestants. Catching a fish ends your turn. You can give up your turn against fish that require a test. Succeeding their test awards the points shown. Failing deals mental stress in shifts. You may withdraw from the contest before rolls and keep your score. You may keep your fish afterwards. Check with Rolia if you have questions. Scene aspects are bolded.      
  24. ESCORT REQUEST  Information  Looking for adventurers to guide my student through the Underwarrens... I require a special reagent that only grows down there. I doubt you will run into any danger besides overfed rats. Payment"Silver Coins" This particular treasure aspect can be invoked four times before it is consumed; but according to guild law it must be split equally among your party. is one sack of silver. MagmeallaAcademy Headmistress Council of Alexius Too Busy for This The client has arranged a meeting with your charge in Eastside. You arrive outside of a crumbling, ivy-covered house, where a curly-haired youth in dingy uniform awaits. He sizes you up and introduces himself as IngramIron Rank Adventurer Fire Mage of the Westpoint Party Hates Questing in the Sewers Uncomfortable Working with Strangers; you may recognize him from around the guildhall or on previous quests in the Tower.   "Right then. That everyone? I'd like to get this over and done with." he says curtly, jerking a thumb at the abandoned building behind him. His gaze lingers over some of you.
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