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Dunn Wright Inn [LPF]


FrancisJohn

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The Dunn Wright Inn

This is the official Tavern Thread, for our Living Pathfinder community. This is the in-character role-playing area while we present the actual setting, so interact accordingly! OOC comments go in 'spoiler blocks', and questions or anything else should can be asked in the General Discussion Thread.

Please join us there, make up a character according to the rules found in the Character Creation Thread.

We are currently looking for GMs to propose and run adventures, so post in the Adventure Planning Thread if you've got an idea of an adventure to run, and we'll direct you where to go to show us the actual adventure.

Otherwise, let's get underway with some roleplay and welcome to Living Pathfinder!


Communal NPCs

If you wish to roleplay in the tavern and your characters are out adventuring, you may do so with an NPC (non-player character). Generally this should be to welcome new characters and provide someone to interact with during slow periods, etc. You may create your own NPC, generally either a patron or a staff member or use one of the communal NPCs found in the Dunn Wright Inn:

NPCs typically found in the Dunn Wright Inn


DunnWrightInn.jpg.0a25fb3d314eb358061e02f6de696a65.jpg

The Dunn Wright Inn is a large enough building that it has been known to house the entire crews of several ships in the same night. Both the rowdy sailors that make up the crews, and the more expensive tastes of captains and their passengers, are catered to by the Inn with a massive lower house and tavern for the crews, and a more luxurious upper house for more refined tastes. The original intent was to capitalize on large gatherings, with the added bonus of a variety of clientele under the same roof. A collection of private meeting rooms exists, where wealthy and not-so-wealthy could meet for... arrangements. Naturally this involved adventurers.

The Common Room of the Lower House (called that for two reasons) is always a-bustle with activity, especially now. A water taxi filled with crew from one of the ships had pulled up to the waterside doorway, while other crowds had come in from the cityside doors.

The bar tender tonight was a brutish hulk of a half-orc. Grog is a large man, over 6' 5" and has big meaty hands. His arms are bare and display the many scars of battles fought long in the past. His simple clothes cover the rest of his various other scars. He doesn't look happy normally, and takes pains to not smile.

The Common Room itself has a number of middle-room tables for six, but also massive long tables with benches along the walls. There is a very wide stair case on one side, heading up to the Common Inn Rooms and beyond them to the meeting rooms (especially with wealthier types); to get to the richer areas you'd have to pay hefty sums for a room there, or be invited by someone already there.


... a more detailed look

 

DunnWrightInn-Column.png.2478d4a61e91d998917864abc87bc6bc.pngThe Dunn Wright Inn is a large building in the Gulls district near the docks.

One side faces the seaward bay with a good-sized landing around what is known as the Waterside Door. Tall wooden poles, some few topped with a fanciful pair of sea-horses cast from bronze, line the edge of the landing and provide mooring for Venza's ubiquitous gondolas and other small watercraft. Gondoliers stand about idly chatting as they wait for fare from the Inn's custom. Along another side of the Inn is a wide stone walkway and a larger entrance to the Inn, the Landward Door or the Cityside Door.

DunnWrightInn-WineList.png.6526b7cf9fea5e231221f047fd4e06ca.pngThe Inn itself is a large enough building that it has been known to house the entire crew of a large ship. Both the rowdy sailors that make up the crews, and the more expensive tastes of captains and their higher classed passengers, are catered to by the Inn with a large ground-level tavern for the crews, and a more luxurious upper level for those of more refined tastes.

The Dunn Wright has become known as a spot where people with difficulties can come to hire the people with the unique talents required to solve said difficulties. A collection of private meeting rooms exists for this purpose, where those with problems (and money) and those with special skills could meet for... arrangements.

DunnWrightInn-BeerMenu.png.a407532f38edcbe83b97229b7cb90ea2.pngThe Common Room has a number of middle-room tables for six, but also massive long tables with benches along the walls. One of the mid-room tables has the red print of a hand in the center; this table is reserved for members of the Red Hand Society and their friends. There is a wide stair case on one side, heading up to the richer areas.

... a usable map of the South-East Wing

DunnWrightInn-South-EastWing.png.cce7fdb33f7a96756ee2d1dcf26548b1.png

... more thoughts on the purpose

 of the inn

1) You can always role-play your character more no matter where he/she is at, on adventure, in the DWI, Arcane Row, etc… That is on you, not a policy. If you think you are missing out on the DWI while on an adventure, there are NPCs available that can sometimes be assumed to bring life to the DWI as well if all your PCs are out on adventures. If you want to do more role-playing, just do it, mate. Be more proactive and engage other players in conversation, that is all it takes.

2) Players that pretty much just have their character sit and wait are a reflection of the player, not the policies of the DWI. From our experience, they just are not interested in the free role-playing or are too busy. Any change to the DWI policies will not impact those players. Not requiring them to even show up in the DWI, will reduce their presence in the DWI and provide even less role-playing there.

3) All it takes is a little creativity and the true adventure can start wherever the GM desires and that flexibility is already in place. GMs can create new lands as needed, or leave things fuzzy so they don’t contradict things established if they are not into world building. They work that out with the Judge so their ideas can work. Having to start in the DWI can just be a bit of meta-gaming cover in some cases, to assign the players and have them move to the real adventure location.

For that example of an adventure that desires to start on the road somewhere, it can just have the recruitment be for some mundane caravan guarding job. The players get assembled and get to know each other a bit before things really kick off (which is essential to any game, IMO). Then after they depart the DWI to take up playing in their new game Forum, there is a time jump to start In Media Res in the opening post of their game IC thread. Bingo, there you go. orc9.gif

Our judges and veterans can help any GM get their players into a non-traditional start after they leave the DWI.

All adventures start in DWI because that is a requirement for the players to get into a game instead of just jumping in without role-playing at all. There are specific reasons for it:
- First it is to make sure the players are actually present on the site and ready to play
- For new players it is an unofficial tryout, so veterans and GMs alike get a feel for the new player
- For veterans players with new characters it is to test drive the role-playing personality of their new creation
- For veteran players with established characters, they can interact with characters they normally do not adventure with
- Players are encouraged to free role-play so players can get to know their characters and their fellows on the next adventure
- That "sitting in a room explaining why they are there" is role-playing that is meant to break the ice to actually generate interactions, that we hope can be built upon to carry into the game.


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Edited by FrancisJohn (see edit history)
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Raek Nathir, Half-orc Barbarian

RaekNathir-Token.png.2b06ae3c08e021fbebca05d703bb83d3.pngAs if on cue, another half-orc enters the tavern! He marches up to the bar counter, sidling up in between Lothar and Kriss. He smiles and exuberantly asks, "HOW DOES IT GO, FRIENDS?" Noticing the order of ale and grain liquor, Raek order some for himself. "I'LL HAVE WHAT HE'S HAVING!"

Raek next notices all of the kill marks on Kriss's polearm. "NICE WORK! HOPEFULLY THEY DIDN'T GIVE YOU TOO MUCH TROUBLE!"

Stats

Character: Sheet, Thread

HP: 26/26
Status:

Hands:

Initiative: +2
Perception: +4

AC: 17
Flat: 15
Touch: 12

CMD: 18
FCMD: 16

Fort: +7
Reflex: +4
Will: +2

 
Edited by FrancisJohn (see edit history)
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Agitha.jpg         Agitha, Rat-folk witch


Agitha enters on the large barbarian's heels looking smug, though she peels off before joining his table. She seems content to groom patiently while she waits, and when the wait staff arrives she orders some simple veggies and grubs for a meal. 

Stats

Agitha Basset
F N/N Ratfolk Witch, Level 2, Init 3, HP 14/14, Speed 20
AC 19, Touch 14, Flat-footed 16, CMD 12, Fort 3, Ref 3, Will 3, CMB +1, Base Attack Bonus 1   
 Dagger 1 (1d4-1, x2)
 Ray of Enfeeblement   (1d6+1 STR, 1 rd/lvl,  )
 Mage Armor (+4 Armor, +3 Dex, +1 Size, +1 Deflect)
Abilities Str 8, Dex 16, Con 13, Int 17, Wis 10, Cha 14
Condition None
8 (3+3[INT]+2[lvl2]) 1st level spells
Loot wand of summon monster II, 2 charges

 

Edited by miteke_mw (see edit history)
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spacer.png Casimir Ivaldisson, human priest and shipwright


Casimir re-enters the Dunn Wright Inn, after a long absence. He notes with quiet satisfaction that the place is still as lively as he remembers it from his previous visit. He wanders up to the bar and orders a pint of porter, then finds a quiet corner of the main room from which to watch the world go by.

 

Actions

Free action:
Move action:
Standard action:

 

Mini stats

Character sheet

Casimir Ivaldisson
Male NG Human Cleric, Level 2, Init 1, HP 18/18, Speed 30 ft
AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1  
Light crossbow (20 bolts)  +2 (1d8, 19-20/x2)
MW Mallet (Warhammer) +4 (1d8+1, x3)
Dagger +3M/+2R (1d4+2, 19-20/x2)
MW Lamellar armour, MW Buckler
Abilities:
Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8
Condition: None

 

 

Edited by Sandstar (see edit history)
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spacer.pngspacer.pngValdir Othorion, elven druid

Sweetpea

 

 

 


A tall wood elf enters the Dunn Wright Inn, shrouded in a tattered cloak and dressed in practical browns and greens. He wears an assortment of blades and pouches on his belt, and a bulky backpack over his shoulder. He surveys the crowd with a detached, languorous look, as if looking at some spectacle from a great distance. Then he strolls to the bar and politely coughs to (eventually) attract Grog's attention.

"A glass of cider for myself, if you please, and a dish of water for my...", he pauses, looks round to the floor behind him, frowns. "A moment, if you please." He turns, sticks his head out the doorway and shouts out into the street: "Sweetpea! To me! Heel! And leave that lady alone!"

As the elf returns to the bar and his drink, a rustling mass of vines over a foot tall follows him in through the door, closely attending his every step and eventually coming to rest at the foot of the bar. A few leafy tendrils clamber up and emerge at the top. The elf nods at Grog: "...and a dish of water, please. Please do not be alarmed - I assure you he is quite well behaved."

Actions

Valdir:

Free action:
Move action:
Standard action:

 

Sweetpea:

Free action:
Move action:
Standard action:

 

Mini stats

Character sheet Valdir

Character sheet Sweetpea

Valdir Othorion

Male NG/N Elf Druid (Treesinger), Level 3, Init 2, HP 23/23, Speed 30/20 ft

AC 17, Touch 12, Flat-footed 15, CMD 15, Fort 3, Ref 4, Will 6, CMB +3, Base Attack Bonus 2  

MW Scimitar +4 (1d6+1, 18-20/x2)

Goblinvine ball +4 (1d3-3 + poison, -)

Dart +4 (1d4+1, x2)

+1 Hide armor (+5 Armor, +2 Dex)

Abilities: Str 12, Dex 15, Con 10, Int 12, Wis 16, Cha 13

Condition: None

 

Sweetpea

Vine Treesinger companion, Level 3, Init 4, HP 16/16, Speed 20ft; climb 20ft

AC 18, Touch 14, Flat-footed 14, CMD 18, Fort 4, Ref 7, Will 2, CMB +4, Base Attack Bonus 2  

Slam +6/+4PA (1d4+3/1d4+6PA, x2) (Natural weapon; 1.5x Str mod for Dmg)

Abilities: Str 14, Dex 18, Con 13, Int 1, Wis 12, Cha 2

Condition: None

 

 

Edited by Sandstar (see edit history)
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vzAajlnoBPrhIvp55bqV3SqEB3opuT3iQc3BQdiY_OsQAXaovu3CplAwb9n2mKeJg9DWB8pPBd2nhmMZG_nw0dYfJYE1E95SiclQglzO-McT9hcZEYWFPDE8WfaNmEogrjIClqZuPEduzhXb_7-CVgimage.png.b9dd9c59387b4feee09bd95595cc1241.pngLukon Sneps, gnomish alchemist, and long time provider of potions to the Arcane Row stumbles into the Dunn Wright Inn looking haggard and terrified. He rushes to the bar to speak to Grog who spends a few minutes trying to calm him down.

After the gnome gathers his wits, Grog leads him into a side room and returns with a notice for the jobs board. "Listen up, you lot," he announces to the relatively quiet bar, "Friend a' mine needs 'elp. 'ead tae room 4 an' 'ear wot he 'as ta say."

The sign is simple:

Help wanted. Familiar stolen by ogre thief. Reward offered.

 

Player Roster for the Ogre's Pie.

Player Character Race Class
@Sandstar Valdir Othorion Elf Druid 3
@Starhawk Kriss De Marechal Half-Orc Cleric 3
@Rakle Randi Human Human Monk 3
@Merry Mortician Saoirse, Firecast Attendant Human Human Inquisitor 3


 

 

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spacer.pngspacer.pngValdir Othorion, elven druid

Sweetpea

 

 

 


Valdir carefully notes the arrival of the gnome, and the subsequent announcement of a job. "Come along Sweetpea, let us see what this is all about." He takes his cider and the bowl of water and moves purposefully towards the room indicated by the barkeep, the vine creature following behind.

Actions

Valdir:

Free action:
Move action:
Standard action:

 

Sweetpea:

Free action:
Move action:
Standard action:

 

Mini stats

Character sheet Valdir

Character sheet Sweetpea

Valdir Othorion

Male NG/N Elf Druid (Treesinger), Level 3, Init 2, HP 23/23, Speed 30/20 ft

AC 17, Touch 12, Flat-footed 15, CMD 15, Fort 3, Ref 4, Will 6, CMB +3, Base Attack Bonus 2  

MW Scimitar +4 (1d6+1, 18-20/x2)

Goblinvine ball +4 (1d3-3 + poison, -)

Dart +4 (1d4+1, x2)

MW Sickle +4 (1d6+1, trip)

+1 Hide armor (+5 Armor, +2 Dex)

Abilities: Str 12, Dex 15, Con 10, Int 12, Wis 16, Cha 13

Condition: None

 

Sweetpea

Vine Treesinger companion, Level 3, Init 4, HP 16/16, Speed 20ft; climb 20ft

AC 18, Touch 14, Flat-footed 14, CMD 18, Fort 4, Ref 7, Will 2, CMB +4, Base Attack Bonus 2  

Slam +6/+4PA (1d4+3/1d4+6PA, x2) (Natural weapon; 1.5x Str mod for Dmg)

Abilities: Str 14, Dex 18, Con 13, Int 1, Wis 12, Cha 2

Condition: None

 

 

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Firecast Attendant, Buried Agent of the Grave

"Saoirse", Human Inquisitor


Saoirse.Token.png.64d1ef99a2c012fb4d07488a5745acbb.pngFirecast Attendant treads once more through the Landward Door of Venza’s most colorful establishment, home of greenhorn fortune seekers and grizzled mercenaries alike. She turns just inside the door to lean her behemoth sword against the wall but pauses at the sight of familiar figures ducking into a private meeting room.

“Khunting for Thorn elf must wait,” she mutters to herself. “Eenfiltrate, eengratiate, enznare.”

The Rornian spy heaves her weapon onto her shoulder and walks directly to the room with the flustered gnome inside.

Mini Stats

Character: Sheet, Thread

HP: 23/23

Status:
Hands: Cestus and oversized bastard sword

Initiative: +4
Perception: +8 (+9 re: studied target)
Sense Motive: +9 (+10 re: studied target)

AC: 18 Flat: 16 Touch: 12
CMD: 18 FCMD: 16

Fort: +5 Reflex: +4 Will: +6

Detect Alignment: At will
0: At will
1: 4/4

Consumables:

 

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Ashril Swiftstride, halfling ranger


Ashril walks into the main room, the mithril of his new armor still shiny and fresh from the armorer's shop. He settles into a seat at one of the tables along the wall after ordering some food and securing some hay for Bill, who is resting comfortably in the stables at the moment.

Ministats

Ashril Swiftstride
AC: 19 (Touch 13, Flatfooted 14) (Size +1, Dex +3, Armor +5, (Shield +1 (not equipped)))
HP: 37/37 Initiative: +5
Perception : +11 Sense Motive: +2
CMB: +2 CMD: 15
Fort: +7 Reflex: +8 Will: +4
*+2 vs fear
Current Weapon in Hand:
Current Conditions in Place:

Spells (CL 1)
1st level (1/day): Longstrider

Potions: Cat's Grace (2), Cure Light Wounds (2)

Bill the brave war pony (animal companion)
AC: 15 (Touch 13, Flatfooted 12) (Dex +3, Nat Armor +2)
HP: 22/22
Perception : +7
CMB: +4 CMD: 17
*+4 vs trip
Fort: +7 Reflex: +6 Will: +2
Current Weapon in Hand: Hooves (x2) (+4, 1d3+3)
Qualities: Low-light Vision, Scent, Endurance, Run
Tricks: Combat Training (Attack, Come, Defend, Down, Guard, Heel), Aid
Animal Companion Buffs: Link, Share Spell
Current Conditions in Place:

 

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spacer.png

spacer.png

 

 

 

Tzac Xalatlson


A lean but muscular male dwarf enters the Inn through the Waterside Door, smiling broadly at the sight of the bustling crowd of patrons. He has an unusual appearance, even for this place, with his head shaved and tattooed except for the hair in the center of the scalp, which stands up straight. His smile is genuine but also slightly unsettling, displaying as it does his front teeth, filed into points. Also, unusually for a dwarf, he isn't wearing any obvious armor whatsoever. He looks youngish, scarcely past his sixth decade. He is barefoot, wearing a simple shirt and breeches, a garishly colored cloak over his shoulders. He carries a quarterstaff and a backpack; a pouch and some short wooden sticks on his belt completes the ensemble. A brightly colored bird sits on his shoulder, looking equally interested in its surroundings and whistling softly to itself.

The dwarf looks around for a moment, then wanders over to the bar and clambers onto a stool, staring at Grog with a mixture of awe and excitement. "Greeee-tings!", he exclaims, louder than necessary, "Master Grog, it is? I have much heard about you! Such a place amazing this is! Tzac is the name mine, Tzac Xalatlson, come all this way from Whenuacatzi, to see wonders of city this!"

He grubs around in a pouch and deposits a small gemstone on the bar. To Grog's experienced eyes, it looks to be worth at least 5 GP. "Please, forgive, a mug of real ale, for this?"

Grog is momentarily nonplussed by the appearance and speech of the stranger, but rapidly collects himself. "Dat'll be enough, fer shure!", he says, snatches the gem off the counter and returns the odd dwarf his change and his drink.

 

Actions

Free Action:

Move Action:

Standard Action:

 

Mini stats

Character sheet - Lvl1

Tzac Xalatlson


 

M LG Dwarf Monk (unchained), Level 1, Init +2, HP 12/12, Speed 20 ft
AC 15 (+2 Dex, +1 Dodge, +2 Monk Wis), Touch 15, Flat-footed 12, CMD 19, Fort +4, Ref +4, Will +2, CMB +4
Base Attack Bonus +1   
Unarmed strike +4 (1d6+3, x2)
Shuriken x15 +3 (1d2, x2; 10 ft)
MW (SFstyle) Quarterstaff +5 (1d6+4, x2)
Dan Bong +5m/+4r (1d3+3/1d3, 19-20/x2; 10 ft)
Abilities: Str 16, Dex 14, Con 15, Int 10, Wis 14, Cha 8
Condition:

 

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image.jpeg.5fe8222e1c9f71cea63402bf832aa6d6.jpegBarlo Hawkins was looking for partners in an adventure.  During the course of a discussion, he had joined a human in the quiet corner of the common room of the tavern. The discussion of ships and shipbuilding that he and Casimir had evolved to topic of shipwrecks and vessels lost at sea.  During the talk, Barlo mentioned he was here in the tavern to bring on some partners interested in search for treasure and potentially recovering some lost artifacts to potentially receive rewards from the wealthy family that lost them.

From nearby tables, Lothar Gunther Bucheim the Half-Orc, Azgar another Half-Orc, and Arradon the elf overheard the discussion and could join in and express interest.

Barlo was speaking, "So, Casimir, if we could get a group together with some experienced adventurers, we should be able to be properly outfitted to find these shipwrecks and transport what we find back out of the marsh."

 

Recruitment for Brinestump Marsh

Invites were sent out to @Sandstar, @Rakle, @Starhawk, @LordBlackblade for recruitment.

Starting IC interactions here first.

 

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spacer.pngLothar Gunther Bucheim

Character Profile

Male Neutral Half Orc Fighter 2 / Warpriest 1, [B]Level[/B] 3, [B]Init[/B] 2, [B]HP[/B] 18/18, [B]Speed[/B] 20'
[B]AC[/B] 20, [B]Touch[/B] 12, [B]Flat-footed[/B] 18, [B]CMD[/b] 18, [B]Fort[/B] 8, [B]Ref[/B] 4, [B]Will[/B] 5, [B]CMB[/B] +6, [B]Base Attack Bonus[/B] 2   
[B]Masterwork, Silversheen Reach, Trip, Wpn Cord Horse Chopper [/B] +8 (+7 Power Attack) (1d10+6 (+9), x3)
[B]  Chakrams  (2) [/B] +3 (1d8+4, x2)
[B]  Warhammer  [/B] +5 (+4 Power Attack) (1d8+4 (+6), x3)
[B]Magic +1 Agile Breastplate plus Armored Kilt[/B] (+8 Armor, +2 Dex)
[B]Abilities[/B] Str 18, Dex 14, Con 12, Int 13, Wis 12, Cha 8
[B]Condition[/B] None 

Lothar, a hulking half orc bearing the sigils of Serroth on his armor, looks up from leaning against his polearm and nursing his drink. He shares a quick glance at Azgar before standing up and approaching Barlo's table. "Ahem, excuse me gentlemen, I couldn't help but overhear you're looking for experienced adventurers.", he says with a degree of politeness somewhat surprising for a half orc. "My previous employers have been more than happy with my services. I can provide references, should you wish.", he adds just as politely.

Edited by Starhawk (see edit history)
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spacer.png Casimir Ivaldisson, human priest and shipwright


Casimir is thrilled beyond measure to have found a friend with similar interests, and finds himself unexpectedly engrossed in swapping stories about ships and their construction. As the conversation heads towards ships lost, he is especially intrigued - but in his case, it's more about recovering something of the ships themselves, to ensure they are properly remembered even if they will never sail again.

"I must say, it surprises me that these ships of which you speak foundered in a marsh", he comments, "I would dearly like to learn more of how they came to rest in such a location?"

He is momentarily distracted by the arrival of a weird, loud dwarf in the background. He then looks up, only to find that Lothar is seeking to join them. "Please, do sit down", he says invitingly, knowing full well that this kind of venture requires many hands wielding different tools.

Actions

Free action:
Move action:
Standard action:

 

Mini stats

Character sheet

Casimir Ivaldisson
Male NG Human Cleric, Level 2, Init 1, HP 18/18, Speed 30 ft
AC 16, Touch 11, Flat-footed 15, CMD 14, Fort +5, Ref +2, Will +7, CMB +3, Base Attack Bonus +1  
Light crossbow (20 bolts)  +2 (1d8, 19-20/x2)
MW Mallet (Warhammer) +4 (1d8+1, x3)
Dagger +3M/+2R (1d4+2, 19-20/x2)
MW Lamellar armour, MW Buckler
Abilities:
Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 8
Condition: None

 

 

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image.jpeg.5fe8222e1c9f71cea63402bf832aa6d6.jpegBarlo Hawkins made no objection to the half-orc joining them, "Sure, we are still looking for a few more skilled people. You can tell us what you offer and then we can decide if any references are required. It would be a given that you be honest."

"These two lost ships belonged to the Kaijitsu Family, a rather famous merchant family. Their ships often deliver trade goods from afar to Venza. Many years ago, two of their fleet (Kaijitsu Star and Kaijitsu’s Blossom) were lost enroute the city, never arriving. It was believed that the storm at seas was the likely cause. With a storm surge, I suppose they could have been run aground in a marshland and not been able to return to sea."

"While the family likely wrote off the cargo, they were said to have lost family heirlooms as well as family members. Likely the Kaijitsu family would pay handsomely for any of the artifacts recovered, but the treasure seekers could keep the rest."

 

Recruitment for Brinestump Marsh

Invites were sent out to @Sandstar, @Rakle, @Starhawk, @LordBlackblade for recruitment.

Starting IC interactions here first.

 

Edited by Paro (see edit history)
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image.jpeg.6507a069211c7566bb21ab91a28c16f7.jpeg

Sorry, I'm late.    I had some playwright was trying to cast me in some play.   I was interested until to be an investor in it.  explains the tall half-orc dress in breast plate as he strides into the room.   Grabbing a piece of wall to lean again,   he adds   I spent some time in the swamps as part my last job.  I don't have any concerns about mucking around it.     I'm just glad that I hadn't replaced my boots yet.

Giving everyone a smile,  I'm Azgar.  he announces.   

AZGAR  AC19 TAC12 FAC17 HP28/28  Init+4 F+8 R+6 W+5  Perc+6 Diplo+5 Intim+12  Falcata +8 d8+8 19-20x3 (+2hit &dmg vs undead) Everyone: +2 wpn dmg

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