Small Men in a Big World - Step Forward to Volunteer - Page 21 - Myth-Weavers

Small Men in a Big World - Step Forward to Volunteer

Old Oct 15 '12, 8:02am
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Cyco Cyco is offline
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Small Men in a Big World - Step Forward to Volunteer

Small Men in a Big World - Forum
Dungeons & Dragons 5e

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

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

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

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

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

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

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

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

Game Description:

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

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

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

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

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

Last edited by Cyco; Nov 4 '12 at 12:47pm..
not really manditory for rogues, you'd have some deft hands from picking grapes all day, or maybe a locksmith, or maybe a butler who steals wine from the cellar and sells it on the sly, maybe had an affair with the mrs of the house and some of the kids may be his... almost makes me want to make up another character.... almost

In the style of Bilbo Baggins if you are a halfling rogue it's not like you actually need to have been trained or even practiced. Native halfling talent rules!

OK, I know this isn't one of the preferred classes, but I'm going to go Sorceror... who I promise isn't a power-hungry jerk!


Stout Halfling Sorceror
Background: Sage-ish
in the spirit of kind-of making our own backgrounds, and since I figure there's no way to really know about the whole world outside of Heawold, I'd prefer to take Local Lore and then Diplomacy and Streetwise, as they'd be better suited for talking to the locals and ferreting out rumors - which are his main source of information, really
Speciality: Magic-User (spells selected: Detect Magic and Mage Hand)
Age: 20

I could be tempted with a real engaging concept but be warned that we might have to do some hard and fast houseruling if sorcerers get dropped out of the next playtest and any core rules get changed.


I've sent invites to the first players. These invites, as stated previously, are only for party members that will be officially sent on the mission.

There is still one place set aside for a character that is effectively a stowaway on the mission. Someone who either doesn't volunteer or would be rejected. They should still have a good reason to go and stay with the party and be willing to put the extra work required to be accepted by the others. The rest of the characters need solid connections to those missing and a reason why the elders would send them.

My plan is to send out more, or the rest, of the invites by the end of next week. The last invite could go out the week after if there is a late rush.

Originally Posted by Cyco View Post
I could be tempted with a real engaging concept but be warned that we might have to do some hard and fast houseruling if sorcerers get dropped out of the next playtest and any core rules get changed.
I can live with that.

No worries Celtic and if you get a flash of inspiration before the week is out feel free to change ya mind. Just starting off with some background and character building to begin with.

Congratulations to those who've been picked already! Here's to you guys, and to me being chosen as the stowaway.

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