Mangroves of the Desert (Inactive)

Game Master Herkymr the Silly

The lands are barren of their once luscious greenery and varied other ecosystems. The culprits are chaos storms--large random magic surges ravaging the lands like tornadoes. The deserts have spread as the storms continue to force the land to change. Purveyors of the magic arts have drawn together in hopes of discovering the cause of the storms.

Civilization has shrunk to the edges of the desert for the most part. Mangrove trees have been cultivated to stop the advent of the desert into the remaining waters. Druidic magic strengthens the trees and purifies the water so that life can be maintained. They also provide refuge for many of the creatures that have survived the changes.

The dragons have all but disappeared and the giants are ranging out once more leaving destruction and terror in their wake. Rumors of a cabal of wizards controlling the ravaging bands have begun to circulate among the rabble in the cities.

Sages and others of ancient lore whisper of a group tasked with keeping the ancients in line with nature and magic. Absence of these guardians could correspond with the giants raiding and the notable absence of the dragons.


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|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Lost in thought Shadara hears Quinten but does not process the information very well.

Fee, what fee, how much do you want again. Nevermind, here. She hands her money pouch to Quinten

probably better that I don't hold on to that right now anyway.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten takes 10 gold from Shadara's pouch, passes the payment to Tengchahaak, and attaches the pouch to his belt opposite his own. I'd insist she take it back, but the way she's acting, that'd be a waste of time.

Still, this isn't a place to be distracted. I hope Richard is watching our backs.

The teacher turns to the approaching enforcers. We wish to reclaim items your guild has kept in safekeeping. Please take us to Ritos so we can negotiate the fee.


A fee, for your lost items. This should be interesting. Maybe Ritos will let us watch this negotiation. First however, you need to check your weapons and gear here at the entrance. You can pickup whats left or maybe it can pickup the whats left of you when youre done or if you are.The largest orc states with a slow drawn out drawl making his words hard to follow.

I need ONE sens emotive from the group. DC 18 or you leave your weapons with the guards but not your gear.

After you enter, you are led down a long hallway that is lit extravagantly from candled mirrors.
Ah!! I would thing that you are here to retrieve items you claim you lost. I purport that you gave them freely to my associate and thus to me. What claim do you have then? Why should I even negotiate with them? Convince me or be gone I have other IMPORTANT things to do still.
Ritos says as you enter a large area. You enter a balcony area over looking some kind of arena with obstacles set up for trining or to hamper or help the combatants.


As you exit the hallway onto the balcony you see off to your left a truly massive Orc standing against the wall, who you can very easily determine is staring blankly into nothing. A spot of drool run down his face onto his robes... Dumbfounded by the dumb you've found it takes a second glance to reveal that, yes, this Orc is wearing a wizards robe complete with a wizards hat on his head complete with the whole outfit being complete with crudely painted stars and what look like holy symbols, or maybe just dripping paint you are not sure which. In one hand, held like a walking staff, he holds a very large hammer complete with its own set of crudely painted figures.

It seemingly takes ages, but the Orc does finally notice your presence after he found an interesting new scent in the air. When he lays eyes on you he looks for a second before you see the realization cross his face with a gasp that you are new. He fumbles a bit before bringing his hands up to cover his eyes, and in doing so bumps his face with the haft of his weapon which continues its arc smashing into the wall with a thud.

Ritos, who's attention having shifted away from you to the Orc snaps in irritation. UGMUG! Be careful with that... Wizards staff... he says with carefully measured words after regaining composure. That would be Ugmug, though you may not be able to see him now... he is a mighty "wizard". The Orc, giggles a bit and mutters to himself Ivissble... Ritos, continues you best play along, obviously he is not what his visage would so poorly suggest, if you don't play along with his feeble minded antics he will turn you to a paste in a real hurry.

Ugmug, peeking out under his hands at you, realizes you are looking his way again and quickly covers his eyes with another giggle.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten studies the enforcers as they demand the party's weapons and equipment. Given how much security is here, I can't imagine why they would insist on taking everything, especially given why we're here.

Sense Motive: 1d20 + 12 ⇒ (7) + 12 = 19

The orc seems serious, but I'm not willing to leave equipment in his care. I don't have the money to replace most of it, and I can't replace the flies.

The teacher shakes his head. I'll leave my pointer with you if I must, but I'm not leaving my gear. Do you have so little faith in Ritos and your abilities that you'd insist on taking everything from a teacher and a distraught girl?

Diplomacy to come across as harmless: 1d20 + 14 ⇒ (13) + 14 = 27

I'll respond to Ritos and Ugmug once this is resolved.


I will use Quentin's sense motive and then bonus +2 for each of the party there to help total +4 so roll becomes 23. THus you do not feel the need to leave your things with the guards and then Quentin's diplomacy works as well. NO need to leave stuff with enforcers.


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Graghhh watches and follows behind Tengchahaak and the other figures as they wind their way through the buildings and over a bridge. He is more careful not to make any noise. He keeps to the shadows and remains a safe distance away so as to not make noise, or if he does, it won't be as likely to be heard.
He stays back as they approach a dead end street and a warehouse at the far end.
He waits to see what kind of interaction might occur between the fetchling and the others with him.
What might they be up to? Is he up to more of his foul trickery with them, or are they just another target for him? Graghhh wonders to himself.
He stays back as the other two figures disappear into the warehouse, then keeps to the shadows, removes the silk rope from his pack and four marbles from their pouch. He waits until Tengchahaak is about ten feet away, then carefully throws a marble against the side of a building across the way, then another on the same side as himself, but in the shadows of the next building over. He has secreted himself in such a way as to be hidden from Tengchahaak's view, but has a clear line of sight to him from behind some garbage, some bags and other odds and ends. As Tengchahaak whirls around to see what or who is making the noise, Graghhh studies his clothing to see where he might be keeping the coin purse that is inevitably there.
He wouldn't go anywhere without at least one coin purse. I know him well enough to know that he's up to no good. A disgrace to the true fetchling emissaries and those of us who have worked for trust among the races.
He also looks for any hidden weapons or other valuables.
perception: 1d20 + 3 ⇒ (12) + 3 = 15


graghhh:
You are to far away to see anything that small. Do you wish to move closer?


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

sense motive:
1d20 + 7 ⇒ (2) + 7 = 9

Shadara does not complain at the request and is about to hand over her daggers when Quinten gently stops her with a hand on her arm. She waits until the group starts to move and then follows them. As they stop at the balcony, she starts to study the obstacles and for the first time since the verbal tirade starts to feel something other than self pity. She recognizes this almost immediately and decides on a whim to continue to outwardly portray the same sad attitude she has had for the last hours. At the mention of the Orc she turns for a moment to look at it and then goes back to looking at the course, her internal interest rising as she studies the challenge and how it might be used.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten glances at Ugmog, then back to Ritos. I don't see the wizard you reference, and I didn't hear him cast. He must be invisible, and quite skilled. And deadly, if Ritos puts up with his eccentricities.

Since you're busy, I'll get straight to the point. The bow has sentimental value to my young associate. We'd like to buy it back, and we'll pay above market value.

The teacher opens his hand to reveal the nicer of the two gems his father gave him only a few days ago. This should be well above the gold value for a longbow.

If he hasn't realized what the bow is–and I'm hoping he hasn't–he should accept. A bow has little value to a thief in Fifth Port's crowded streets. He could sell it to someone else, but why bother when a buyer has shown up at his door offering more than fair value?

But if he knew we were coming, he might have gotten curious enough to examine Shadara's items, or more realistically, have someone else do so. If he figured out what the bow is, or if I'm betraying how much we need it, I have no idea how this will go.

I can only hope for the best.

As Quinten speaks to Ritos, his glasses bring the man's expression into focus and the bronze circlet he got from Sally gives him the insight to interpret minute changes in expression a man should miss.

Quinten is spending a point of mental focus from his glasses to activate its power, gaining +3 to his Diplomacy roll. The circlet's always-on resonance power gives him +2.

Diplomacy to convince Ritos this is a great offer: 1d20 + 17 ⇒ (11) + 17 = 28


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Now, seeing he has alerted this disgrace of a fetchling to his presence, Graghhh more cautiously surveys the scene. He waits and watches patiently as Tengchahaak moves slowly down the alley, for it is just a wide alley at best. Graghhh studies the inside of the light jacket, or hood and cape as it may be, it is little more than a light piece of cloth that covers the shoulders and some of the raggedy edges cover part of the waistline of the sneaky figure in front of him.
What are you hiding? Graghhh wonders as he studies the figure a little more carefully to see if there is a weapon he should avoid should there be a struggle. It is likely knowing how Tengchahaak had betrayed enough people, nice and shady characters alike, to earn him distrust among the honorable citizens of Fifth Port and had put him in ill standing among many of the more nefarious characters alike.
perception: 1d20 + 3 ⇒ (5) + 3 = 8


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Tengchahaak turns and moves into a shadow for a moment. It is nearly impossible to get a good look at what weapons might be hidden on his person, especially in this dark corner of town.
Graghhh knows his opponent to be mostly harmless and more of a liar, thief and scoundrel than a fighter, more likely to run than to face a foe, thus the poison that he must have planted, landing Graghhh in his recent predicament and a hefty fine.
He takes another look to find money or valuables that might be negotiated away from Tengchahaak as repayment for this wrong imposed upon Graghhh.
perception: 1d20 + 3 ⇒ (7) + 3 = 10


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Something bangs at the end of the alley, startling Graghhh a bit, but he must act quickly or lose the advantage of surprise. He sees that the noise didn't only startle him, so he sees an opportunity to make a move.
Tengchahaak is only about five feet from him, so he makes a decision; as the miserable creature passes a step in front of his hiding place, now only about three feet away and turns back toward the end of the alley, Graghhh moves into action. He leaps out, throws one of his remaining two pebbles at Tengchahaak. He then steps closer and snarls Tengchahaak! What have you done now!? as he scrunches his face menacingly and makes himself appear bigger.
intimidate: 1d20 + 11 ⇒ (20) + 11 = 31


dm:
attack: 1d20 + 6 ⇒ (13) + 6 = 19 confirm 1d20 + 6 ⇒ (12) + 6 = 18damage: 1d6 + 4 ⇒ (2) + 4 = 6 x3 for crit = total 18

As you "pop" out, Tengchakaak responds to your yell with a slashing knife. The knife embeds itself under your rib causing a rush of blood.dmge = 18

As you attempt to recover Tengchakaak dodges away from you and out into the larger street. By time you are able to breathe and function, he is gone.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Back at the Linder Lost, Jerram nods, readily agreeing to go with the group, though he signs a quick warning that he will not agree to any jobs that would hurt an innocent. He then excuses himself and retreats to his room for the night.

Jerram spends the night in contemplation of all that had happened, sitting cross-legged and balanced precariously on the chest of drawers there in his room. After a long time, Jerram finds his way to the bed.

The next morning Jerram is up early and ready for the day, and the others find him making slow movements, halfway between dance and fighting when it is time to go. He spends the trip matching Shadara's quiet with his own, watching for any trouble, as it seems to find them everywhere.

***

Jerram enters with the others. He does not even move towards his weapons when it's is suggested that he hands them over, but shakes his head firmly instead. He stands at the back trying to make himself inconspicuous and an inconsequential part of the party as he enters and watches all around for danger. At The mention of the feeble orc, Jerram eyes him sideways for half a moment trying to figure out what this creatures game might be. But he eventually goes back to searching for any hidden danger.

Rolls:
Sense Motive: 1d20 + 10 ⇒ (12) + 10 = 22
Stealth to be inconspicuous: 1d20 + 14 ⇒ (8) + 14 = 22
Bluff to attempt to be inconsequential: 1d20 - 1 ⇒ (2) - 1 = 1 Yeah, I'm not very good at that.
Perception: 1d20 + 13 ⇒ (14) + 13 = 27 Can I hear what's happened in the alleyway?
Sense Motive to know a little more about the orc: 1d20 + 10 + 10 ⇒ (20) + 10 + 10 = 40


Jerram:
you can hear what's going on in alleyway or what you assume is outside but the distance is causing some distortion for clarity.

You are certain that the orc is alot more than he appears and that he is making an attempt to mislead.

As you attempt to "blend into the background" you get a very clear sense that you are being observed. Although you surreptitiously glance around no observer is seen.

So we have one that wishes to talk their way in to a bargain. I will take the bargain under two stipulations. The first is that my sorcerer here accompanies you and the second is that you complete my labyrinth which is built to test the skills of my enemies and to challenge my guild members. You shouldn't have much trouble doing either. Ritos calmly states.


Male Human? Psychic(amnesiac)/6 Expert/1 HP: 32/47

"Those seem to be unusual conditions to apply to a bargain. If we had to do an errand in exchange I would understand having your powerful sorcerer friend accompany us. But I don't see how doing this labyrinth would benefit you and unlike most of my companions I'm not as skilled for such things."

Richard begins reading the thoughts of Rito and the Orc. Hoping he might get some insight on them.


well. the running of the labyrinth would be for my amusement and to convince me I should accept the deal. As for why you will have to take him, no one enters the labyrinth without atleast one of my members in tow and he's to stupid to give you hints. By the way, failing some of the maze can be fatal. Ritos states.

richard:
These guys are fools if they think they can beat the maze. If they enter and die then I get what they have besides the bow. Fools!


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

sounds fun, I'll do it. What are the rules of the labyrinth?
Shadara pipes up without looking at Ritos. She continues to study the scene below for a moment and then turns to Ritos to hear the rules.


Rules....??? survive and beat it. Not always in that orderritos states and by the way you have to keep my "sorcerer" with you at all times and he must come out with whomever does or you forfeit your goods and gear.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten looks at Shadara, frowning. I'd ask if the bow is worth your life, but everything we do is risky. If you insist on going, I must accompany you. Like Richard, I doubt my skills will be up to the task. But the way you've been acting, it would be foolish to send you into danger alone, even if Dad hadn't asked me to protect you.

Hopefully, Jerram comes as well. I'd feel safer with him watching the orc, and his knack for acrobatics is sure to come in handy.

Richard, does his explanation satisfy you?


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Jerram looks about at the noise from the alley. He instinctually behind to move that direction but stops, looking at Shadara. He looks back at the orc, his face pulled tight and suspicious. Finally he nods and steps forward calling attention to himself as he writes on his board, I'll go, but do we have any guarantee that your sorcerer will not try to leave us behind? If we must fight him in addition to your maze, then just come out and say it. Jerram holds his sign up looking pointedly at Ritos.

Rolls:
Sense Motive on his answer: 1d20 + 10 ⇒ (5) + 10 = 15


He'll not be fighting you that I promise.is ritos answer


In the alleyway with Graghhh
Stumbling and bleeding from a devastating knife strike you are unaware of two large humans who set upon you, grabbing you by one arm each and dragging you further into the alleyway. They come to a ragged looking door and carrying you through they are met by a particularly short, and ugly halfling who stops in front of them with a commanding gaze. The two large men look at the halfling and without query state dissun was muckin a muss ouside wit wun-o-ours, takin ‘im to see da boss.
The halfling simply nods and gestures off down the hallway and motions a few other large men toward the entrance. The two men carrying you then proceed down a series of hallways until they bring you into a large balcony behind a group of people apparently addressing a man on the other side of the chamber wearing clothing extravagant enough that you surmise that this must be the boss. They toss you to the floor in between the group before you and start to address the man on the other side but they are very quickly unable to be heard over the loud shouting of an excited Orc…

While Graghhh is yet still in the alley
Ritos continues his response to Jerram. Our wizard he says in a tone laced with sarcasm does not possess the wit or cunning to carry out anything but a direct order, if I wanted him to kill you I would have to order him to do so in so exact a phrase… He is too simple minded to do anything but obey my commands, and only my commands so don’t think you may use his lack of intellectual fortitude against me.

Jerram:
You believe his answer, and the Orc gives no indication that it is trying to deceive you. You honestly believe the Orc to be as stupid as it appears.

UGMUG! Great wizard! You will accompany our guests to the maze, stay with them until they complete the maze, or die.
Ugmug, on hearing his name called, seemingly forgets that he was trying to “hide” and drops his hands to his sides and looks intently at Ritos. A line of drool falls from his mouth and his eyes glaze over as the hamster wheel in his head works overtime to try and process the information he has been presented. Huuuggghhh? is his response to the order. Playtime! Ugmug! Play... Time, new friends. he says in long drawn out syllables to the Orc. A flash of realization washes over the face of the Orc and his blank gaze turns into pure joy, followed by howls of excitement. PAYTIME! PAYTIME! YAY! YAAAY!
It’s at this moment, that a two men enter behind you carrying a gaunt, dark skinned figure by each arm and toss him in your midst, they begin to try to address Ritos, but Ugmug’s excitement is all that you can hear in the chamber. Ugmug, now babbling unintelligibly and running in circles, finally finds focus and rushes towards the group. With each arm, he scoops up Shadara, and Graghhh over his shoulders with surprising dexterity and colossal strength. He then runs with both his captives toward another passageway off to the side and before entering turns to the rest of you and shouts some unintelligible mishmash of words, but you’re sure that he means you to follow. Ugmug, very quickly, leads you all down a series of stairs and a number of turns before stopping at a large door guarded by two men. Dropping both Shadara and Graghhh to the ground, he dances in place and gestures with excitement at the door OPEN! PAYTIME! YAAAAY! PAYTIME OPEEEEN
One of the guards looks at Graghhh and then to Ugmug, Dat one’s ta go to boss Ugmug. Ugmug just grunts impatiently and gestures towards the door again.
Take dark skin to boss Says the guard with irritation in his voice.
Not having his way, Ugmug scowls at the guard and starts waving his hammer in the guards face muttering seeepytiiiime. When the other guard sees the Orc begin this odd move you all can clearly see him go wide eyed and the color drain from his face. His partner, however, loses his temper. Git dat hammer out-o-my face ya moss-brained meat lump, yerr no wizard! Yerr jest a mush-brained Orc! Now Ugmug, seeing his actions having no affect, and also being actively insulted starts growling in anger. With a roar he swings his hammer at the head of the guard in front of him shouting SEEEPYTIIIIME. The hammer impacts with a wet crack, caving in the head of the guard who slumps to the ground very dead. Ugmug then turns his angry gaze to the other guard and begins muttering seepytime while waving the hammer once again. Seeing the Orc turn his attention towards him, the guard wets himself in wide eyed terror and scrambles at the door latch to open it. As he works the latch he falls back into the door using his body weight to push it open on his way to the floor all while squeezing his eyes shut and making fake snoring sounds, fooling only Ugmug. With his objective completed, Ugmug points into the maze entrance and looks at you all letting loose a squeal of delight.


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Useless leather armor thinks Graghhh to himself as a blade pierces his side. He sees his hope of getting even disappear as his plan didn't turn out the way he expected. He doesn't even have time to pick himself up off the ground before he is in the clutches of a couple of what appear to be henchmen of some sort.
Next he knows, he is dropped on a cold floor and then slung over the shoulder of a foul-smelling orc. The quick, rough movement knocks the wind out of him and causes a burst of fiery pain to shoot through him where the knife sliced him.
He winces and nearly falls unconscious, just wanting this to be over, so he can go back to his search for a decent living again. Sadly, he has the feeling that that won't happen anytime soon.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten looks away as the hammer descends on the hapless guard, but he can still hear the sound of his head caving in. Trying to ignore the blood and brains spilling out of the fallen guard, the teacher looks at the wounded fetching.

I don't know who you are, but it seems the mighty orc wizard wants you to accompany us, and you've just seen the cost of defying him. We must complete the thieves' labyrinth, which I'm sure is full of pitfalls, swinging blades, and poison darts, as well as more subtle tricks.

You're welcome to go in on your own, but we'd all have a better chance of surviving if we work together. I'm Quinten, a scholar who knows a few minor spells. Who are you, and what skills can you offer?


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Jerram starts at the creature being brought in, blood covering his side. Before he can react, he and the others are ushered in past the guards to follow the orc. Jerram stops at the door and is bending down to inspect the wound in Graghhh's side when there is a loud crack and one of the guards is killed. Jerram's eyes flash and he looks at the orc, his face tight and teeth bared. He almost lunges forward before catching sight of Shadara and remembering what they're here for.

Finally Jerram stands and signs to Quinten, but does so while keeping one eye on the orc.

Sign:
This one will live, though he is hurt, it is not too bad.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten blushes as he realizes the fetching is wounded. No wonder he hasn't replied.

The teacher unstraps the Wand of Cure Moderate Wounds from his backpack and touches it against the fetchling's side. Wand, you have been idle too long. Heal this man so you may have purpose.

Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 3) + 3 = 9
Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 6) + 3 = 13

As the healing magic dissipates, Quinten studies the fetchling. Stand up, please. and tell us who you are.


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

I am Graghhh, but you may call me Grog, if you must, if you can't make the correct sounds to state my name correctly. If you know much of Fetchlings, you may know the importance to some of us of our families. Do you know much about Fetchlings? Here he pauses, almost as if for an answer, but then continues on. You may have heard many things about Fetchlings, Ayal, as many like to be called. We don't all go by that title, though, and my family has been known to be called Gnok-Ayalan, but I do not get so caught up in what you call me, you may call me Fetchling if you wish. I am son of Creegaq. I am a miner and am in need of work. I have lived in a few different areas and have journeyed between the Plane of Shadow and the Material Plane many times, not always of my own volition. I know that you have had dealings with Tengchahaak. I have answered your question and then some, now I ask, what do you know of Fetchlings and what is your connection with Tengchahaak? Here he pauses and waits, looking at Quinten, but waiting to hear anything that might indicate what to expect from this mixed group of what appear to be travelers. He winces a little as he moves a bit to the side and the stab wound stings.


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Graghhh watches as this man bends over and heals his side. He wonders if he was only thinking what he just said or if he was delirious from his recent wound and spoke too quietly to be heard. He clears his throat and announces the same speech, almost word for word, but with less pausing until he has finished his recitation, then he waits and looks from one to the next and studies their reactions to gauge whether or not they may be trusted as allies.
perception: 1d20 + 3 ⇒ (12) + 3 = 15 to gauge their reactions, to see what body language or facial expressions they use.
He tries to mimic their body language to show that he is like them in some way. diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10 to appear more friendly as he interacts with them. Seeing this may not have much effect on this group, he simply smiles at them. diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10 Somehow, he does not seem to be able to bolster his image with them, so he waits to see what they think of him and how he ought to react next. He is ready to run, hide or do whatever he needs to if they turn against him.


great sorcerer...hhhummmbm....lead them to the labyrinth. ritas intones to the ugly orc.

He leads you up a hallway and after several turns and descending ramps, you stand at the entrance way to the maze. The Massive granite doors stand well above 12 feet high. Totemic heads have been both engraved and raised on them making them a frightening delight of workmanship.
Laying around the entranceway are many shredded wooden pillars and lots of broken granite blocks. A mismatched assortment of "adventrer's gear" is also buried under the rubble. Further investigation shows that the gear is not worth reselling.
As you approach closer, the hallway behind you moves in and closes off all known escape routes. you hear Ritos laugh as he says First task..Open the doors.

Quentin:
Use your engineering and dungeoneering rolls to help you deal with these. Anything logically able to work is ok be imaginative.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten shakes his head as Gragggh speaks. I'd ask how a miner ended up being dragged into this den of thieves, but our host seems impatient. It'd be unwise to displease him or deny the mighty sorcerer his play time, so I'll have to answer your questions as we walk.

I know little of the Ayal save what I've seen in plays and heard in songs. If I were to believe those, every member of your race is a sorcerer bent on bringing dark artifacts from the Plane of Shadow or a trickster who deceives would-be lovers. A few plays talk of dashing, clever princes-turned-thieves, though. I'll hope you're from that category and only claiming to be a miner out of humility.

As for Tengchahaak, he does little to dispel the general assumptions about your people. But we needed to get to the Thieves' Guild to barter for items it stole from us. He knew the way, so we paid him to get us here.

Quinten goes quiet as the party comes before the door and the hall closes behind them. If we take too long, the walls might start closing in. We need to be quick.

The teacher reaches out to the bronze circlet Sally gave him years ago. For a moment, his worn and now hole-filled brown jacket and pants are replaced by a fine red coat and slacks. How I wanted to impress you then! If I can muster the energy I put into making you laugh and finding answers to your questions, this will be an easy puzzle.

Spellcraft DC=17:
Quinten is casting Investigative Mind.

This labyrinth is meant as a test for young thieves, and many of those are halflings and kobolds, so I doubt we're supposed to open the doors through strength. The totems could be a puzzle, but given how many of the Burrows' would-be thieves scoffed at my attempts to teach history and religion, I doubt lore has much value here.

The teacher looks at the piles of adventuring gear. Here we have a classic trick: Put tools in front of someone, and they will assume one of them is vital to the problem you present. I'm sure Ritos has chuckled at many fools who have wasted time trying to lever those doors open with broken boards.

Quinten looks at the doors again, then smiles and walks toward an area where the totems create an especially deep pool of shadow. After a few minutes of running his hand along the rock, he hooks his fingers in a small indent at waist height and pulls. As the door-within-a-door opens, it reveals a dark hallway.


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Jerram hardly moves as the doors slam shut behind him. He looks around at first, trying to figure out how to get in as Quinten begins to do his investigation. Jerram looks down at the tools and immediately begins to rifle through them, looking to find the most intact tool. Eventually he stands and hefts his chosen tool. Jerram pulls back and just as he starts to jam it into the crack the doors begin to part. Jerram starts to stumble before catching himself. He looks over to see that the teacher'd found a way to open them. Jerram gives a nod off respect before beginning to slowly make his way into the dark hall, eyes sweeping for the next danger.


The hallway is black beyond vision. It must be magical darkness because even those of you with darkvision cannot see beyond your hand. It extends 10 ft high and about 6feet at its widest. The end is not known.
As you begin to move cautiously down the hallway you notice a slight incline to the floor. The floor remains made of some sort of rocky substance and feels slightly different than the walls attached to it.

any one who rolls over 12 in geography or survival may know which way is north and determine if you are continuing in a straight line.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten waits for Shadara to pass him before following Jerram into the dark hallway. As he walks, his magically-overactive mind chafes at having nothing to process.

Let's see...We're in a dark hallway. A really dark hallway. I suppose it could be a test of courage, but that would be too simple. It might be filled with traps that the members of the thieves' guild memorize their way around, though. I don't want to think about that possibility, because if it's true, we're walking to our deaths.

Perhaps this magical darkness is meant to test young thieves' ability to use their ears, nose, and hands to navigate. Shadara, you have elven ears. Do you hear anything? I'd ask if Richard senses anything, but that would draw attention to him and might reveal that he has skills he prefers to conceal.

What about you, Graghhh? You were a miner, yes? Have you bee in situations like this before?

As he waits for a reply, Quinten focuses on Jerram and Shadara's footsteps, trying to keep up.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Survival:
1d20 + 7 ⇒ (9) + 7 = 16


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

All I hear are hesitant footsteps and heavy breathing. All I smell is the Stench of our friend, blood from our little friend, sweat and a mustiness of disuse. Unfortunately, I can also taste the stench of our large friend and the mustiness. Anyone got a rope?


Current Map Male Vanara Expert/Monk (Unchained) 6 || HP: 68/68 || Init: +3 || AC/Touch/FF: 19/19/15 || Fort: +6; Ref: +9 Will: +10 || Perception: +13; Sense Motive: +10 || Daily Ki: 11/11 Combat Actions for GM use
Songs:
Out of Combat:Unforgiven III or Topeka; In Combat: TBoE or War

Survival: 1d20 + 9 ⇒ (10) + 9 = 19

Jerram strains his eyes in the darkness for a few steps before pausing. He closes his eyes and breathes deep, listening and preparing himself. His tail comes up to his pack, pulling out the rope he has stashed there. Jerram hands most of it back to Shadara, keeping just the end of it to lead the rest of the group through the darkness.


jerram:
You can sense a steady thrum thrum in the corridors ahead and you also get the sense that the corridor is actually turning from the direction it was when you entered. The turn is ever so slight.
Your turn to show and tell


The hallway seems to continue for ages until you can see a light ahead. The ligth is dim and as you get closer you see that a small "lamp" is suspended above a deep pool of liquid. A dip of your finger in the liquid shows it is viscous but much like water in other regards. Attatched to a chain at the bottom of the pool is a key most likely to the smallish door on the othr side of the room. The ground and ceiling are covered with motives of birds,fish, and reptiles of all descriptions.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten frowns as he looks at the pool. One of us might be able to swim through that, but how do we get the key off the chain? It might be easier to pick the lock.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

maybe the key is a trick and we should just go look at the door and see if it is unlocked. Gurgle, why don't you go check it out.


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Graghhh listens to what the man tells him and walks along in silence. He prefers to observe at first and see what to expect from this group.
In reply to the question, I've seen my fair share of magical darkness. It's best not to panic.He continues on and notes that the elf's name is apparently Shadara. He shuffles along in the dark listening to the noises of the others. At some point, he begins to see some light. We must be coming out of the darkness. That was relatively short lived. Now where are we?
He strolls along the path and sees that there are pictures of animals, some he recognizes, some he knows the names of, there might even be a few from the plane of shadow. He pays little attention as he sees a door. The path winds off to the side of the pool and up to the door. As Shadara tells gurgle to check it out, he answers instead,I'm already closer, I'll take a look at it. Don't worry about it, Gurgle. I've got it. He doesn't even turn his attention back to the group to see who this Gurgle might be as he pulls out some tools for picking the lock. This ought to be fun.


Gove me a disable device roll


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Before he can begin trying to pick the lock, Graghhh realizes that he didn't check the pool he passed on his way to the door. He rummages through his marbles to find one that is wooden, odd as that might appear to some. He takes it out and lobs it into the liquid. It turns black and shoots flames, then puffs up and disappears into what is definitely not water. Not a place to take a refreshing dip he casually tosses out to the others.
And he turns back toward the door to begin the process of opening it.
disable device: 1d20 + 12 ⇒ (17) + 12 = 29


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

oh pretty fire. What do you have next up your sleeve.

Shadara backs up as she says this using the Orge as some cover and watching Grag at the door.
All gonna be just fine, no reason for the door to blow up here.


A fast flick of the lockpicks and a bit of jiggling causes something to click within the lock. The "Plug" holding the key shifts and the liquid drains leaving a marble and the key , still attached to a chain, at the bottom of the pool area.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

No. Not a place to take a refreshing dip. I can't believe I suggested swimming through that.

Quinten frowns, noting that the floor extends over the pool. I'll bet the pool will start refilling once someone goes down there to get the key. Jerram, can your bladed weapon cut the chain? If so, it might be best to leap down there, get the key, and leap back out.


Male Fetchling Rogue 6 commoner 1 || HP:68/68 || Init.:+4 || AC/Touch/FF 14/14/10?(N/A) || Fort.+5 Ref. +9 Will +1 || Speed 30/20 Ft. || Perception: Sense Motive: || CMB +4 CMD18/14Fl(N/A)

Wait! Let me try this door first. I haven't tried the knob yet. Graghhh steps back, looks up and sees how he can get out of the way in the event that there is a surprise behind the door.
An outcropping above and to the side of the door gives him a place to secure his rope. It appears to be a bird's beak that sticks out from the ornate decorations on the walls. He makes sure the rope is ready before tugging on the handle of the door, climbing nimbly up the rope and away from the opening as the door swings wide. Nothing follows him out and no noise comes from beyond.
He makes his way back down to where he can examine the other side. He is disappointed to find that there are three more doors within the limits of his sight and they branch off at angles in an irregularly shaped room, of sorts.
Despite his abilities to see even in darkness, he cannot see to the end of this room. It must be a large space, very long, or filled with magical darkness at some point.
He backs up, not wanting to give his back too easily to any surprises waiting beyond his sight.
Any plans for getting him back out? I'd say there could be another trap set to spring quickly, once he gets the key, to keep him in there.

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Recruitment is currently on hold. I have invited several RL friends to join and space will be opened according to whom of those friends joins.

Feel free to build and submit characters. If a spot opens I will look first at those that are submited then open recruitment for all.

Character Creation:

20 point buy. No score lower than 8 after racial adjustments.

Races:
All standard races
all uncommon and featured races (except Dahmpir ----possibly negotiable , no drow or drow noble)

Build background for you character prior to his adventuring era by doing the following:
1)pick an Npc Class
2)take 1 level in that class
3)build character exactly as you would a “class” character.
4)Max hit points for the npc class
5)You must pick atleast one craft or profession skill

Currently this is waiting for some answers from RL friends before I open it to other subnissions.
You are all welcome to submit however and if spots open I will look over submitted and then and invite...or will open this to general invite at that point.

Below is the character creation guidlines

Using this as a starting point...tell me about your characters background before adventuring
then tie it in with how and why you became the “class” you are now.

+1 Skill point per level to be used in craft or profession from npc class

+1 skill point in any one knowledge skill which you must pick at first level and then may not be changed

STARTING GOLD
150 GP

one magic item (may include weapon/armor/etc) not to exceded 1000 gp BUT IT MUST BE TIED IN SECURELY with your background or I reserve the right to screw with it however I see fit. …..muwahahahahhahaha

We will start in one of the biggest cities in the area. Most likely you will be in this area for first level or so.

UNLESS you tie your stories together some way....you will not know each other.


Here are some background links for the climate and geographically dominate land types.

Mangrove info

mangroves 1

mangrove 2

Mangrove 3
Mangrove 4
Mangrove 5


[bigger]Desert info/bigger]

Desert general
Antartica
artic Desert
Sahara Desert
Arabia Desert
Gobi Desert
Patagonia Desert
Great Victoria Desert
kalahari desert
Syrian Desert


Alright I will be posting a character soon. CJ will be posting one as well.


Ben here. Working on a vanaran monk (unchained, if it gets approved). Have it up soon.

By the way, hi Tim!


Hi ben, doesn't your avatar look saucy in the morning!?!


This looks quite interesting!

If this does become open I have a gnome gardener (expert) who will be taking 1 level in vivisectionist-internal alchemist before switching to Freebooters ranger for the rest of their career.

Alternatively if a divine is needed I have a very nice elf clouded vision life oracle. Perhaps a warrior who was killed and got better, well except for their eyes.


He looks saucy all the time.


What kind of pantheon are we dealing with?


Ill have specific names up later but they will all have domains related to fire desert nature sand and a few limited water.
There will be others but it is taking me a bit to get it all set out


Bullpup Rustycap wrote:
Alright I will be posting a character soon. CJ will be posting one as well.

bb


map is up on realm works sync your copy


More information up on campaign description.

update Realm and look at the map


for those unfamiliar with posting format look below under the {show} button beneath the post block
Please read the rest of the campaign description for this game

Target start date is one week from friday. thus we are looking at the 16th.

I need background in by wednesday so i can do some final preparation and character sheets no later than friday

Please submit them in herolab files to my email or if not using herolab send them atleast in a pdf.

I also would like you to post your character here by making an alias.

Put story in spoiler and background in another.

I would like the following in your story

    1.) Name of Mentor
    2.)Name of a group you belong to and one you oppose.(make them up atleast in name]
    3.)a friend
    4.)an enemy

    I will tie these in {most likely some where )
    5.] a specific goal


Ben here. Here's my profile with my stuff. I'll send over a Hero lab with it once I can get the stuff for it.

These are not spelled out in my background but they are there:

1. Mentor: Yeggrow
2. Group I belong to: Treho monks, Oppose: The Yellow Scorpians (Though Jerram doesn't know what their called yet, just the symbol with circles).
3. Sylva--if he could see her. Otherwise I built him kind of friendless. If someone is willing, I'd be willing to mix backgrounds after that point and be a friend. If so, Drow Sign Language might be a good something to have. Not necessary, but better than the chalk and chalkboard he carries.
4. He does not know, but the stranger (real name Lotham) had a girlfriend that's high in the Yellow Scorpians. She is a bitter enemy to Jerram. Her name is Nella.
5. To redeem himself and then return home. I expect this to take him till the end of the adventure. Because in his mind redemption by violence, even for the greater good, takes much longer. That is what makes it a punishment.

Also, Craft (Weapons) is his craft skill and Knowledge (Nature) is his Knowledge.


well done for Jeram.

Question:
Claok is the item? or did you have something else in mind? Any ideas on what you were thinking with the cloak or should I just play?


Cloak:
Sorry. Yes, cloak is the item. I have it listed as a +1 cloak of resistance in my inventory. But if you have a different idea, I'm willing to run with it.


If only I could add a non canned pic for my character it would be so nice. I put it in the herolab file. Howpefully it will come thru when I send it. It makes the background easier to explain if you can see it. Oh well I guess I will just have to be more descriptive.


So I don't listen very well and my background is a story. Let me know if you have questions or clarifications.

Also for clarification. I was not able to work on this all week as I was travelling and working crazy.

Story:

Shadara was born on the run, literally. The Baldeni Sect of Elves preferred to live in a remote area far south of Fifth Port. The area is near the base of a mountain range where desert, mangrove, and mountain range meet.

As with most all elves, the Baldeni were a fair folk with radiant golden hair, large almond and green eyes, and beautifully pale skin. They were prideful in the way they looked to the point of being vain. Their numbers were few but Baldeni Alchemical goods fetch high prices due to their well-deserved high reputation.

Unfortunately the coven tried everything to gain sole control over these goods but the Baldeni would not agree. They ended up sending a Large Mercenary force after them. Maldetrin was almost to term in her pregnancy when the mercenaries attacked. She was just placing a newly created Thunderstone on the shelf when the leader of the mercenaries, J'all Grock, stormed the tent from the side upsetting a shelving unit full of Smokesticks, Antitoxin, Alchemist's Fire, and Thunderstones. The force of the blast threw the Half Orc Mercenary 40 feet back into the river next to the camp.

Maldetrin opened her eyes to find that a crater had formed around her that was about 5 feet deep. She was lying on her back with the grove water running in and bringing with it the remnants of the alchemy that had been all around her. She also found that she was in labor and knew the baby was coming now. She was glad that the baby was coming as she was gravely injured and did not think that she would survive long. She remained quiet as the sounds of the raid faded. The little girl was born into the water of Alchemy. As she nursed, Maldetrin painted a mark on her forehead, Murmuring the words "May your true potential remain hidden from the world." Several other survivors had just located Maldetrin and were reaching for her when she spoke those words and died. The baby shuddered and began to change. Her hair turned a brilliant Silver white, her skin to a dark silver bordering on black, the blood mark on her forehead sank into the skin and became black, and her eyes began to almost glow as they turned red. One of the Men, Tarntani, picked her up determined to follow Maldetrin's advice and hide the baby from the world. As Tarntani turned to leave a single silver tear fell from the newborn’s eye and landed in the pool. Tarntani leapt out of the crater as the water started to froth, bubble and glow a brilliant silver. There was a loud explosion as if a Thunderstone was used. When they looked back into the crater Maldetrin was gone. Pressed into the mud as if it had been under her were a Composite Short bow and a Thunderstone. The bow had intricate scroll work that in spots matched the new mark on the baby’s forehead. At the bottom of the bow was a set of three prongs that looked like it might hold something but nothing was there. Tarntani carefully picked up the bow and Thunderstone careful not to drop the baby.

The survivors gathered and were told the story of the birth of the child, they all agreed that she should be named Shadara Windless, she should be taught the ways of the Baldeni Sect, not know the events that transpired at her birth, and be hidden from the world until she reached 116 years old. She would be trained to use the bow but not instructed as to the nature of the prongs or their use. The Thunderstone would be made into a necklace to be given on her 100th birthday.
The Baldeni Sect retreated further into the mountains and did not venture out to trade for 75 years. During that time they trained to make sure that they would not be followed again. Never again would they be open with who they were. Many of the younger Baldeni trained to be silent killers to be able to silence any who might be asking the wrong questions or be getting too close to the truth of the Baldeni people. Shadara learned and apprenticed with the trackers, Alchemists, and even the warriors. She was always the best at what she did. This concerned the council and under their direction Tarntani taught her ways to disguise her skills so as to not raise suspicion. The council relaxed as her skills seemed to be in the middle of the pack rather than leading.
One Baldeni girl, named Alyanda, about 10 years older saw thru the guise of mediocrity and could not handle the insult of this obviously better student getting all the concern from the council. To make matters worse Alyanda felt this outsider must not be Baldeni, and approached the council several times with her allegations. Each time she was summarily told that she needed to stop the line of questioning and then given very strenuous hard labor tasks to “take her mind off it”. The day that she turned 116 she left swearing to herself that she would find out the truth and kill the outsider who was only learning the secrets of the Baldeni so that she could report back to the Coven. Alyanda believed that Shadara would be the reason for the extermination of the Baldeni people.
On Shadara’s 116th birthday she was gifted the bow that she had practiced with growing up and was told that it had been a gift from her mother. When asked for more information about her mother, the council would turn away and discuss other matters. As she had reached the age of maturity she asked to be allowed to travel. She wanted to explore the world and see if it was as bad as Tarntani and the council made it out to be. She had seen other younglings leave with their families and come back ok. The council firmly declined her request. She did not listen however and disappeared in the night without anyone realizing she was gone until late the next day. As she traveled she observed other travelers from the trees and kept hearing the name of one city over and over. She decided to go there and traveled by night for almost two months before reaching the city of fifth Port.
She made a small camp just off the road that she used by day, and another further off the road that she would sleep in and listened to the sounds of the city and watched the people come in and out all day. She had been watching for nearly a week now working up the courage to enter the city and see what brought all these people each day.


My background was a story too. I just then answered those questions because I didn't spell them out in my story.

So we've got a monk and I would guess Tim you're a ninja. What else do we have for classes in this group? Also, has anyone else found this? I've only seen Tim and I posting.


I am Mang Fu Ha Saan, in your common tongue Fierce Tiger Descending the Mountain. I am a warrior of the (2.) Buxiu de Shamo shouhu zhe, keepers of the immortal desert. I was trained by (1.) Fennu de shenshi quan, Fist of the angry stone god. I have traveled from my home with (3.) Qiang Zhao, Strong Talon, to find (4.) those who dared to defile the balance of nature. (5.) I also seek the knowledge to take the form of even the most colossal beast lost many ages ago. (I.E. wild shaping to gargantuan and colossal animals.)

Character is pretty much done in Hero Lab. The Goliath druid archetype is not available to me in Hero Lab but it's not an issue. Also, while not relevant for the next couple levels as I can't use wild shape yet I will get that list of animal forms I would use on a regular basis.

-Matt


.


This is to prove I understand the text format:
I am cool


Unkzar wrote:
** spiler omitted **

but who is ewwww!!


Bullpup Rustycap wrote:
Hi ben, doesn't your avatar look saucy in the morning!?!

Is that saucy or sloshy!!!!!!!!!!!!!!!!


Unkzar wrote:
** spoiler omitted **

what about url and http and the others?


Herkymr the Silly wrote:
Unkzar wrote:
** spoiler omitted **
what about url and http and the others?

Here this should be good:
this site->Paizo Inc.

an email ChristopherJonAmes@hotmail.com
big small Hi


Chris Ames wrote:
Herkymr the Silly wrote:
Unkzar wrote:
** spoiler omitted **
what about url and http and the others?
** spoiler omitted **

duh...ewwww


Mang Fu Ha Saan wrote:

I am Mang Fu Ha Saan, in your common tongue Fierce Tiger Descending the Mountain. I am a warrior of the (2.) Buxiu de Shamo shouhu zhe, keepers of the immortal desert. I was trained by (1.) Fennu de shenshi quan, Fist of the angry stone god. I have traveled from my home with (3.) Qiang Zhao, Strong Talon, to find (4.) those who dared to defile the balance of nature. (5.) I also seek the knowledge to take the form of even the most colossal beast lost many ages ago. (I.E. wild shaping to gargantuan and colossal animals.)

Character is pretty much done in Hero Lab. The Goliath druid archetype is not available to me in Hero Lab but it's not an issue. Also, while not relevant for the next couple levels as I can't use wild shape yet I will get that list of animal forms I would use on a regular basis.

-Matt

please send info i an email as well. that makes it in an easier format for me to use in other progrmas.


BTW Character crunch and Background needs to be to me by this wednesday at the latest although the earlier the better.

I will have things up for game start on friday


I sent you an email with the character sheet PDF, hero lab file, and the organized list of what I put up earlier. Background story will come soon.


kk also need everyone to post a profile here so I can add you to characters playing. easiest way is to copy your toon in a pdf and paste it in your new alias.

See bens if you needmore background.

Also once we get started ... talk should happen in discussion tab and game play in game play.

if you have an out of game comment please write it in discussion and then put in game play {ooc} discussion[/ooc] so I know where to check

Ben use spoilers for those that dont speak your language.

If as players you are speaking in a language other than common also put this in a spoiler like this

halfling:
for halfling of course


Herkymr the Silly wrote:

kk also need everyone to post a profile here so I can add you to characters playing. easiest way is to copy your toon in a pdf and paste it in your new alias.

See bens if you needmore background.

The "bb code" output option in hero lab is really great for this.


there is only one piece left that I have not figured out yet. I am trying to figure out some specific powders but I cannot seem to find them in hero lab. I will get my stuff posted by Wednesday. CJ and I spent about 40 minutes on his character today. I am hoping that tomorrow he will be able to get thru gear, weapons, and armor.


Thanks Jerram. That made loading the profile much easier. My profile is posted. Just putting the finishing touches on gear and then will upload the final on Wednesday.


Jerram wrote:
Herkymr the Silly wrote:

kk also need everyone to post a profile here so I can add you to characters playing. easiest way is to copy your toon in a pdf and paste it in your new alias.

See bens if you needmore background.

The "bb code" output option in hero lab is really great for this.

jeram : somehow I am having a hard time accepting people into the campaign atleast where they show as characters and players. What am i missing?


Herkymr the Silly wrote:
Jerram wrote:
Herkymr the Silly wrote:

kk also need everyone to post a profile here so I can add you to characters playing. easiest way is to copy your toon in a pdf and paste it in your new alias.

See bens if you needmore background.

The "bb code" output option in hero lab is really great for this.

jeram : somehow I am having a hard time accepting people into the campaign atleast where they show as characters and players. What am i missing?

I knew I was missing something i had wanted ro reply to. That's what I get for posting while I'm trying to take care of kids.

They auto populate after your first post in Gameplay. I've added myself by posting and then deleting my post. It doesn't clog up Gameplay, but added me as a player and allowed me to track it in my campaigns.


Hello,

I am Arnie Wayman. I am pleased to be a part of your game. May we have a great adventure.

Seth


Well, welcome. Glad to have you. I'm sure we'll have tons of fun.


Anyone heard from Pete? Being far away, I'm a little out of touch. Anyone else we're missing?


I talked to Pete last night and he said he was going to post. I got christopherjon next to me right now as we are finishing his toon tonight and posting. You think the group is weird now wait til you see his toon.


To tell the truth, I expect weird from us. Now I can't wait to see how weird it will get this time.


Background:
Mentor:Alyanda
Group I belong to:Rangers of the Mangrove
Group I oppose: Children of the Lost Dragons(my former tribe)
Friend:Alyanda
Enemy:Cheiftan Fhorc
Goal: to have a great adventure


In Order to be considered. YOU MUST HAVE A PLAYERS VERSION OF REALMWORKS SOFTWARE. We do all our visual aids there as well as use it to track and reveal other information. THIS IS A MUST!!

HeroLab would also be advised as it makes all things easier for DM and Players but is preferred NOT required.

Realm Works ---Required

and

Herolab Preferred

Also the
official thread for this recruitment AND THE ONE ON WHICH TO POST. IS

Here

This thread will have all the creation guidelines and so forth.

I will leave recruitment open til end of month or until we invite and have invite accepted.

Feel Free and EVEN encouraged to talk in recruitment thread with players in game currently.

Also feel free to peruse our discussion and gameplay threads


I'm just stopping by to say hi. I am one of the players of this game, a vanaran unchained monk, excited to continue play and to have another person aboard.


Okay, so I'm intrigued by the basic premise: if the entire world is falling apart, then I think it could be interesting to play someone who would not normally fit in.

Miloș:

The Dhampir was marked as possibly negotiable? I'm interested in a Svetocher offspring of a Vampiric Voivode. His father's isolated mountain kingdom now all but destroyed by the storms, he was sent off to help save the world. I like the idea he's naive, but genuinely believes in his father: LN, as opposed to LE.

Mechanically he'd be an Aristocrat 1/Cleric 1. Not sure what the deities are, so possibly a concept cleric. Domains of Night and Undeath. Undeath lets him heal the living with channeled negative energy, so I think he's be a reasonable - if unusual - healer. I'd take a feat so I could channel without hurting the party.

As for an item... would a Bloody Skeletal Mount, barded in hose leather armour, be possible?

So, to answer the 5 questions...
1. His father, the Voivode Mihnea.
2. He belongs to a loose alliance of noble families known as the Order of the Black Wolf. He is opposed to the guerillas and assassins of the League of Light.
3. An old tutor, Jeshamin. Mihnea hired Jeshamin to ensure his son had a real education - but not an education in the real world. Jeshamin befriended the boy - but when the contract ended took her money and ran.
4. Robert, son of Math. Robert is a second generation vampire hunter. Imbued with divine power he killed two nobles of the Order of the Black Wolf before perishing. Somehow he returned as undead, and then against all understanding killed a third noble.
5. Milos desperately wants to see the storms driven away, the deserts banished, and the days when vampires could hunt their human cattle in peace restored. More personally he would like to disperse the predjudice it seems so many feel city dwellers towards his kind. Mundanely - there are few books in the mountains, and the recent events have dried the sparse supply to nothing. Milos would desperately love to borrow (or buy, if he can) some volumes of fiction.


Very interesting idea. You'd fit in well with the rest of us.

As far as access to the realm Works stuff and decisions on race etc., I can't speak for our gm, but I'm going to go out on a limb and assume that it'll be no problem. We should be able to hear for sure from the gm on Monday (he's camping now).


Okay - please find Milos Blackwolf

Turns out I could not take a channeling feat, as I don't get channel until level 2


I've been looking over your sheet and the rules, and I can't figure out why you wouldn't get channel energy til second level.


Did I misunderstand? 1st level is Aristocrat. 2nd level is cleric.

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