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Hi All
I will check my spells, and you are probably right..I was too excited with the games and probably switch the spells around (so..10 1st level (6 to start, plus 2 per level) and 2 2nd level?? Is that right?)
Also if I am in, I will make up my alias and get ready to play!!
Oh and HI Niles!!! Looking forward to playing with you in this game!!!

GM Helaman |

K, looking into the cleric idea.
Want to come from Ethangar Khanate and saw in your wiki entry for Cityh of Rhoona that theres and Ethangarite temple there : for Cretia. I did a search and found he was a CE god of trickery.Any others I can worship?
The module would be sensitive when it comes to the Ethangar Khanate and religions. Ideally I'd prefer you to not worship any of their specific immortals or have a close affliation/loyalty with the Ethangar Khanate and/or Cretia if you want to stick to that concept.
Maybe an outcast or immigrant if you still want to be from the Ethangar Khanate? I could still make it fit and in some places may even work a little better for having your character present. Its not a bad concept to have your character from there.
I'm willing to let you go Shaman type cleric in your approach - venerate all the immortals equally. It could blend in well with the module. The Cult of Cretia has been picking up a lot of influence in the last few years. A shaman could find himself being exiled/reviled for not following Cretia or toe-ing the line officially.
[edit]You could be loyal to the 'homeland' but more in the way of 'loyal opposition' to the current direction they've taken with Cretia etc
Otherwise? The Norse gods (particularly Frey/Freya) are most common in Vestland but Rhoona is a bit different. They follow the Lawful order of Forsetta as the 'state' religion. Following these gods would fit. FYI - Forsetta was a great Norse clan leader named Ruthin that lived in the lands of current Vestland, near the Trollheim.

GM Helaman |

well here is my fighter finally got him finished.
Looks good.
Will post a preferred format shortly.

GM Helaman |

The status bar has the following:
AC17(19) HP 27/[33] passive perception 14 passive insight 12 Init +0 Saves: S+3 D+0 Cn+2 I+1 W+4 Ch+5 LoH 15/[15] HD 3/[3] Adv. vs Charm and Sleep. Dark Vision. Spells Lvl1: 2/3
As you can see its pretty comprehensive but I can get a great feel for your character without needing to go into your profile.

GM Helaman |

Hmm...Aukan and Astrid are very very much alike...same stats, same weapons, same proficiencies. I might have to change things up...
Your differences will arise more once you hit 4th level. You can take a feat and get to 18str but the feat you choose will be quite central to your character concept.
Athletic is a good one as is tavern brawler. I believe unarmed strike just does 1 hp (+ str) damage but with Tavern Brawler its like being a low level monk + superior grappling (and a +1 str)

GM Helaman |

I'm open apart from trickery. Life is always a good one (spear instead of mace maybe?), War also fits the nature of the tribes. Nature would probably be more shamanistic - even tempest could work, the power of the rolling storms that cross the grass plains of his homeland. Make something that will be a joy for you to play.
[edit] Shortbows are simple weapons, you could buy one (if you wanted to go with the horse archer type) with your basic kit + 50gp approach

Astrid Truestone |

Astrid is quiet and young, but is one of the most ferocious fighters you have ever known. Curiously enough, however, she always seeks more nonviolent solutions than attacking things head-on, and always seems reluctant to ignite her rage. The more perceptive members of the group can tell that unlike her boisterous counterpart, Aukan, Astrid would like nothing better to settle down and start a family, fading into obscurity, but her status as a hero and something else seems to keep her from doing so.

Tacticslion |

Here are my copy/pasted notes from my word document.
I'm really sorry for the lack of clarity, at present.
I'm working on it when I have the option.
Skill Proficiencies: Deception, Sleight o f Hand
Tool Proficiencies: Disguise kit, forgery kit
Equipment: A set o f fine clothes, a disguise kit, tools o f the con o f your choice (ten stoppered bottles filled with colored liquid, a set o f weighted dice, a deck o f marked cards, or a signet ring o f an imaginary duke), and a belt pouch containing 15 gp
I put on new identities like clothes.
F e a t u r e : Fa l s e I d e n t i t y
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example o f the kind o f document or the handwriting you are trying to copy.
1 I fall in and out of love easily, and am always pursuing someone.
2 I have a joke for every occasion, especially occasions where humor is inappropriate.
3 Flattery is my preferred trick for getting what I want.
2 I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
3 Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
4 I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
1 I can’t resist a pretty face.
2 I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in..
5 I can’t resist swindling people who are more powerful than me.
Independence. I am a free spirit— no one tells me what to do. (Chaotic)
Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
Aspiration. I’m determined to make something of myself. (Any)
[ADD RACIALS: Human (Rashemi/Shou/Tethyrian) -> Half elf]
STR 12 (+1)
CON 10 (+0)
DEX 15 (+2) [+1 racial = 16 (+3)
INT 14 (+2) [+1 racial = 15 (+2)
WIS 8 (-1)
CHA 13 (+1) [+2 racial = 15 (+2)
Current XP: 900
5'2", dusky/yellowish-bronze/dusky-to-fair skin, dark eyes, thick black hair/black hair, dark eyes; brown hair, blue eyes;; {those are templates from racial suggestions, but I might disregard some for a more unique look}
Speed: 30 ft.
Language: Common, {Rashemi , Shou, Tethyrian?}
-> +2 CHA, +1 to two others; darkvision, fey ancestry, skill versatility (2), language (common, elvish, one other language)
Standard PHB starting equipment set up + 50 gold
You can spend your money on whatever you wish from the PHB. I'd recommend saving a few gold for a meal, room etc.
provide each character a masterwork item or weapon later, something a bit above the norm: A custom and treasured item you paid a lot for earlier. You also have two potions of Cure Wounds each.
2nd Level: Cunning Action
3rd Level: Roguish Archetype
Proficiency: 1/4 [lvl-1] (rounded down) +2
Sneak Attack: 1d6/odd level
Class Features
As a rogue, you have the following class features.
H i t P o in t s
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
P r o f i c ie n c ie s
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity. Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth
Acrobatics, Deception, Persuasion, Sleight of Hand, Stealth
E q u i p m e n t
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a
shortsword
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
explorer’s pack
• Leather armor, two daggers, and thieves’ tools
E x p e r t i s e
At 1st level, choose two o f your skill proficiencies, or one o f your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies.
At 6th level, you can choose two more o f your proficiencies (in skills or with thieves’ tools) to gain this benefit.
S n e a k A t t a c k
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy o f the target is within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount o f the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column o f the Rogue table.
T h i e v e s ’ C a n t Thieves can't [i]what?!
During your rogue training you learned thieves’ cant, a secret mix o f dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set o f secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory o f a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or w ill provide a safe house for thieves on the run.
C u n n i n g A c t i o n
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action.
R o g u i s h A r c h e t y p e
At 3rd level, you choose an archetype that you emulate in the exercise o f your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end o f the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Arcane Trickster
Spellcasting [INT-based: attack, reference, and DCs]
- three cantrips: mage hand and two other cantrips of your choice from the wizard spell list.
- spell slots: (2/lvl [1st lvl]); to cast a spells, you must expend a slot of the spell's level or higher; regain all expended spell slots when you finish a long rest.
- spells known: cantrips plus 3 known, two of which must be enchantment/illusion [wizard]; access to 1st lvl
- whenever you gain a level in this class, you can replace one spell you know with another spell of your choice from the wizard spell list (must be of a level for which you have spell slots, and must be enchantment or illusion, unless replacing the spell gained at 8th/14th/20th)
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• stow 1 object the hand is holding in a container worn or carried by a creature
• retrieve an object in a container worn or carried by a creature
• use thieves’ tools to pick locks and disarm traps at range
do 1 w/out being noticed, if you succeed on a Dex (Sleight of Hand) v a target's Wis (Perception)
can use bonus action from Cunning Action to control hand
Almost three and a half centuries ago, long before the actual country was founded, the distinctly human Stayanoga family came from distant lands across much of the world to Vestland with the intent to become a local house of power and influence, bringing with them an extremely large caravan of slaves, servants, mercenary, and honor-guards. The first and rather extensive generation of half-elves was born almost immediately thereafter, setting the plethora of elven slaves (free to wander and roam about and generally making their own lives quite purposefully distant from the barbaric, but powerful exotic Eastern family who'd claimed them).
The family established themselves as a powerful political force, influential in social and financial institutes and methods. Fearing a hostile takeover, a few local powerful families got together to force the ambitious, foreign, and exotic Stayanogas from simply ascending to power. This successfully dispersed tensions, eased the Stayanoga ambition, and tied them successfully to the health and wellbeing of their local houses and peoples.
Between following through on their promises to their slaves, the local families, and their tendency for liaisons with elves and half-elves, the Stayanoga family remained strong and influential, maintaining their position as a noble house despite all the political shifts and changes through the years, as well as their strongly-exotic looks and appearance (which has actually allowed them to maintain some amount of political power and influence). They have further created powerful traditions dating back to their time of travel, purposefully mingling (and mangling) their various exotic names and styles, including laying claim to more powerful elven ties than they probably actually have.
Within the last two or three generations, however, things have been a going poorly. Chen'darvin Jandar "Vall" Jeledrivol Stayanoga was a brilliant heir to the Stayanoga house, and they seemed to be surging in sudden preeminence and power, threatening to politically and financially take over a larger share of area than their peers. Even into his older age he held onto power and vigor of one beyond his years, and seemed ready to expand; his children were content to leave things in his hands until his death, and were even raised so that not they, but their children would rule instead. Chen'darvin wasn't popular, but he was unassailable, politically. So someone had him assaulted physically, and he was assassinated... or almost assassinated. Though the assassin was thwarted, the damage was (unknowingly) done, and Chen'darvin - always extremely stingy with his secrets - began spiraling into paranoia and madness, eventually caving in mentally and suddenly dying two years after the attempt, leaving his children suddenly in charge of a massive, complex, and secretive web of politics and networking they knew next to nothing about. It was effectively a disaster, and, though they held on to the Stayanoga name and power as much as possible, the family came very close to bankruptcy and even dissolution as a noble house. The name and family successfully recovered back to a relatively normal amount of respect, but it has been a long, difficult climb from near to the bottom of the social ladder.
And so it was with no small amount of horror that the three siblings were suddenly deeply involved in a strange and mysterious situation involving fiendish pacts, strange magical power, and a bizarre disastrous calamity that leveled several city buildings. With their contacts, skill, and a great deal of luck, the family managed to mostly survive, though not unscathed. The last two male heirs - two brothers once deeply devoted to each other and the family - were forced to "leave" for the sake of the family in different ways - only the daughter remains with the noble title, and the future of the Stayanoga name - once considered unassailable - is now in doubt.
The process for naming a Stayanoga is a complex ritual-laden process. A name from the depths of their <Reshemi> past is chosen, and then processed with <Shou> and <Tethyrian> names are chosen and blended to represent the <Reshemi> one. These form their second and first names, respectively. Each is then given an elven child name, and are expected to choose an elven adult name that closely align, in sound, to their first and second name during their "maturation ceremony" - a ceremony that happens far earlier for the half-elven family than for the elves it borrows from.
Even the Stayanoga name is not without influence from other names - they name themselves the Siannodel family (meaning "Moonbrook" family) within all of their rituals and personal conversation, despite being "Stayanoga" to the outside world; accordingly, the family emphasize the moon and flowing water for various purposes. These rituals are freely taught and practiced by all those who are considered members of the household, from servants to guards to strong family friends. Though mystical, they are not inviolate and change from time to time, according to the needs and understanding of the family as it grows. Though not, strictly speaking, a secret, these nuances create a very exotic "otherness" to the family that aids in creating an air of mystique and power, combined with their relatively exotic appearance.
Arcane Trickster: Charlatan; Fai'r'Grim ("Fair-grim") Faurgar "Faen" Felquelim Stayanoga
CG spoony bard rogue with a wry sense of humor and flattering (if honest) tongue
- after an "incident" - something confusing with terrible magical forces, and lots of confusion - in order to avoid any repercussions, he was quickly smuggled out of the city in what at first was made to merely appear to be a kidnapping... and then became one. Taught the arts of magic by a miserly and terrible creature obsessed with secrets, power, and theivery named "Liteswii" (Light-soo-ee), Fairgrim did his best to maintain a positive attitude and a kind demeanor despite his harsh and hateful master.
Despite Liteswii's best efforts, Fairgrim never truly forgot his origins, nor came to hate his family for effectively selling him into a combination slavery and apprenticeship. Instead, he worked hard to become a quiet hero amidst his tormented life, and learn the ways of being a good person no matter what vile lessons Liteswii tried to beat into his skull, back, or shins. Despite that, Liteswii was extremely protective of Fairgrim for many years, ensuring he never went hungry (at least, not for too long) and took surprisingly excellent care of Fairgrim when the lad became ill. Liteswii never allowed Fairgrim to believe that it was true emotion or care, however; "I must ensure my investment comes to fruition." is the refrain for any sort of thanks. Instead, Liteswii would demand especially difficult or painful services from Fairgrim in "payment" - often of a darker nature than Fairgrim was willing to follow, normally.
Some years ago, Liteswii finally overstepped his bounds. When he forced Fairgrim to slip into a home and steal some food and magic, and an innocent woman found them, Liteswii demanded Fairgrim kill her. The young man refused, and he and his mentor fought, as the woman quailed. Liteswii won and killed the girl, despite Fairgrim's best efforts. Though Liteswii was going to take Fairgrim back despite his "betrayal" the two were discovered and captured - and lacking their magical power, were quickly overwhelmed by the guards. A deep investigation proved Fairgrim's relative innocence, and Liteswii's relative guilt. A bargain was made, and Fairgrim walked, with no knowledge of what happened to Liteswii thereafter. No news of hanging or other execution was forthcoming for a time, so it seemed he was imprisoned somewhere.

Tacticslion |

Sorry for any in-game-world weirdness. I don't Mystara well enough, so I'm mostly just guessing/going with what is printed in the 5E Core Rulebook (which also happens to be references to Forgotten Realms which I know quite well). Also, hex map of the whole world for the curious. It helped me get a bit of the context for where we are, exactly.
For the record, find the pink thing in the top center (the "World Mountain") and go down below the first river. That brown-and-green area is there Vestland.
Comparing those with the ones on the obsidian site has aided me, and I figured it might you guys as well (though it can be hard to read).

Tacticslion |

Also, I've not really found any "non-hex-maps" so...
I mean, I've got this one and this one and this one, but those are exclusively Blackmoor; while this one is sparse enough to be nearly useless to a n00b like me; this one - former languages known aside - requires me to read a language I no longer can; this one I can't read at all; this one is just sea currents, which, while awesome, is not helpful to me; this one is a little too crude (though I couldn't do better); and this one just makes my ADD cry in a corner.
This one is okay, and this looked cool, but I just... I'm not familiar enough.
Anyway: hope those help!

Tacticslion |


Tacticslion |

Fairgrim
[CG, Half-elf (Human-side: Rashemi/Shou/Tethyrian) Rogue (arcane trickster)]
STR 12 (+1)
CON 10 (+0)
DEX 16 (+3)
INT 15 (+2)
WIS 8 (-1)
CHA 15 (+2)
Current XP: 900
5'2", skin (dusky, yellowish-bronze; freckles), hair (thick brown [black striations]), eyes (dark blue, nearly black)
Speed: 30 ft.
Language: Common, Elvish, {Rashemi , Shou, Tethyrian?}
Other: Darkvision, Fey Ancestry, Skill Versatility (2)
Proficiency: 1/4 [lvl-1] (rounded down) +2
Sneak Attack: 1d6/odd level
Class Features
Hit Dice: 3d8 (1d8 per rogue level)
Hit Points 18
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Disguise Kit, Forgery Kit, Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Deception, Persuasion, Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, forgery kit
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• a rapier
• a shortbow and quiver of 20 arrows
• a burglar’s pack, disguise kit, deck of marked cards, belt pouch containing 33g 7s 6c
• Leather armor, two daggers, and thieves’ tools; a set of fine clothes, signet ring
Burglar’s Pack {Dungeoneer's/Explorer's} (19.5 gp). Includes a backpack, bedroll, mess kit, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 10 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Chest [2 cases (map or scroll), ink bottle, inkpen, 5 sheets, perfume (vial), sealing wax, soap]
Healing Potion (2)
Expertise: choose two skill proficiencies or one skill and proficiency with thieves' tools; gain double the proficiency bonus
Sneak Attack [2d6]: (1/rnd) deal extra damage if you have advantage, or another of its foes is in 5 ft and isn't incapacitated and you don't have disadvantage; 1d6 per odd level <requires finesse or ranged>
Thieves’ Cant: mix of dialect, jargon, and code; set of signs/symbols to convey short, simple messages;
- words: can hide messages in seemingly normal conversation; only thieves’ cant understands
such messages. [4 x time] convey a message than to speak it plainly.
- symbols: convey short, simple messages: ex: area is dangerous, or area is territory thieves’
guild, or loot is nearby, or people in an area are (or aren't) easy marks or will (or will
not) provide a safe house for thieves on the run.
Cunning Action: you can take a bonus action on each o f your turns in combat to take the Dash, Disengage, or Hide action.
Arcane Trickster
Spellcasting [INT-based: attack, reference, and DCs]
- three cantrips: mage hand, prestidigitation, shocking grasp
- spell slots: (2/lvl [1st lvl]); to cast a spells, you must expend a slot of the spell's level or higher; regain all expended spell slots when you finish a long rest.
- spells known: cantrips plus charm person, disguise self, grease
- whenever you gain a level in this class, you can replace one spell you know with another spell of your choice from the wizard spell list (must be of a level for which you have spell slots, and must be enchantment or illusion, unless replacing the spell gained at 8th/14th/20th)
Spell save DC 12 (8 + your proficiency bonus [2] + your Intelligence modifier [2])
Spell attack modifier +4 (your proficiency bonus [2] + your Intelligence modifier [2])
Mage Hand Legerdemain: when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• stow 1 object the hand is holding in a container worn or carried by a creature
• retrieve an object in a container worn or carried by a creature
• use thieves’ tools to pick locks and disarm traps at range
do 1 w/out being noticed, if you succeed on a Dex (Sleight of Hand) v a target's Wis (Perception)
can use bonus action from Cunning Action to control hand
For the record, I chose the Burglar's pack to start with, and supplemented it with things from the diplomat's, dungeoneer's, and explorer's pack that it lacked.
CG spoony
After an "incident" - something confusing with terrible magical forces, and lots of confusion - in order to avoid any repercussions, he was quickly smuggled out of the city in what at first was made to merely appear to be a kidnapping... and then became one. Taught the arts of magic by a miserly and terrible creature obsessed with secrets, power, and theivery named "Liteswii" (Light-soo-ee), Fairgrim did his best to maintain a positive attitude and a kind demeanor despite his harsh and hateful master.
Despite Liteswii's best efforts, Fairgrim never truly forgot his origins, nor came to hate his family for effectively selling him into a combination slavery and apprenticeship. Instead, he worked hard to become a quiet hero amidst his tormented life, and learn the ways of being a good person no matter what vile lessons Liteswii tried to beat into his skull, back, or shins. Despite that, Liteswii was extremely protective of Fairgrim for many years, ensuring he never went hungry (at least, not for too long) and took surprisingly excellent care of Fairgrim when the lad became ill. Liteswii never allowed Fairgrim to believe that it was true emotion or care, however; "I must ensure my investment comes to fruition." is the refrain for any sort of thanks. Instead, Liteswii would demand especially difficult or painful services from Fairgrim in "payment" - often of a darker nature than Fairgrim was willing to follow, normally.
Some years ago, Liteswii finally overstepped his bounds. When he forced Fairgrim to slip into a home and steal some food and magic, and an innocent woman found them, Liteswii demanded Fairgrim kill her. The young man refused, and he and his mentor fought, as the woman quailed. Liteswii won and killed the girl, despite Fairgrim's best efforts. Though Liteswii was going to take Fairgrim back despite his "betrayal" the two were discovered and captured - and lacking their magical power, were quickly overwhelmed by the guards. A deep investigation proved Fairgrim's relative innocence, and Liteswii's relative guilt. A bargain was made, and Fairgrim walked, with no knowledge of what happened to Liteswii thereafter. No news of hanging or other execution was forthcoming for a time, so it seemed he was imprisoned somewhere.
Everything look good so far?

Spazmodeus |
1 person marked this as a favorite. |

I'm open apart from trickery. Life is always a good one (spear instead of mace maybe?), War also fits the nature of the tribes. Nature would probably be more shamanistic - even tempest could work, the power of the rolling storms that cross the grass plains of his homeland. Make something that will be a joy for you to play.
[edit] Shortbows are simple weapons, you could buy one (if you wanted to go with the horse archer type) with your basic kit + 50gp approach
OK I liked the flavor of tempest best.
RL took charge last night so I didn't get much done, will endeavour to do so this evening
Fairgrim Sionnodel |

Yeah, well... two kids, and I'm stickin' to that as my excuse... ;P
(Working on it.)
EDIT: Done! It's a placeholder name... can't post 9 more times before I settle... dangit it's hard to come up with a reasonable name for someone who puts on different aliases...
"Of course!" he says with a flourish. "Everyone needs some good, solid leadership!"
He glances over at the large, powerful woman easily capable of crushing him with a glance, much less a bicep. "Especially that delicate, lovely flower, Astri" suddenly, he glances to the side, "- oh, hey, look, a Buxom Barmaid! Surely a damsel in need of my assistance! I must away!"
And with that, he agrees to join the group with the mysterious call of the Jee-'Ehm... just as soon as he rescues some folks!
It's corny, but so am I.