Dwarf

Angar Tolorr's page

11 posts. Alias of andreww.


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Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

I am afraid that I am going to have to drop out of this game, time has become too tight.


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

Just so I am clear, at the Forge at the moment we choose one project and make one check for Step One of that project? Is that correct?


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

Angar meets up with the rest of the group the following day with a big grin on his face. Good news guys, I made it through the team tryouts! So, I hear the rest of you have been making lots of progress, something about helping out with repairing stuff and talking down some sort of elemental? I might be able to help with that.


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

Angar grins at Kilain, This is a much better idea than wandering around trying to talk to merchants. Merchants are dull, tedious and are forever complaining when you lead them through the Darklands. Oh no, the roads are too lumpy, Roads! indeed. Or, for the humans, it too dark, its too cold, a mushroom just tried to eat me. Whinge, whinge, whinge. Anyway loving the chance to try out for the Home team. Never could as a lad, always too busy, stoke the forge Angar, fill up the coal Angar, bring more wood Angar, on and on and on, well, at least until the accident. Not that that was my fault you understand, spontaneous elemental Gates are a tricky thing to handle...

And so it goes on and on as the pair of them head across town. Angar may be the most talkative dwarf to have ever talked and doesnt really notice if Kilain joins in or not.

Arriving at the field he limbers up and heads out onto the field looking to capture the ball with a suitably athletic jump!

Athletics: 1d20 + 6 ⇒ (16) + 6 = 22

Grabbing the ball he tries to make sure he keeps hold of it!

Fortitude: 1d20 + 9 ⇒ (1) + 9 = 10
I assume we start with a Hero point?
HP reroll: 1d20 + 9 ⇒ (7) + 9 = 16

Keeping hold of it (hopefully) he flips down his visor as per the rules of the game and tries to anticipate opposing players trying to stop him.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1
GM-Lia wrote:
To clarify, the group is not being asked to prove itself or anything like that. If you were invited to a pot luck supper, you might bring deviled eggs, or ribs, or something like that. For a Tolorr festival, you bring stories of ways you've contributed to dwarven history or society. Ria is suggesting that you explore Highhelm for ways that you can have something to bring to the festival.

That's OK, Angar just has a bit of a chip on his shoulder over family matters.

As the group decides what to do Angar starts to limber up. I'm more at home in the tunnels watching our for roving cave fishers and ravenous oozes than making nice with the City folk. I think though, that I might go in for the Hodag try-outs.

What do we know about the sport of Basilisk? I am hoping it doesn't involve actual basilisks.


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

Agnar grins at Ria. So, they want us to work for their approval. Bloody typical. Well, I suppose we can do that. I hear tell the Hodag's are looking for a new player. You know anything about that?


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

Angar grins at Korox, Yeah, sure, I remember. Good time, good times... who is he again, I am sure I have met him but when and where?

He grins at Batsu, Scholar, me, no-one has ever accused me of being all that bright. No, I'm a guide, the Clan has lots of different types. I also have a few extra tricks he says as he conjures a small ball of fire in his hand and sends it flying around the room lighting the Inn's torches.


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

Angar has been out of sorts. He has been way for several weeks leading a group of merchants through the Darklands passages to the west. Returning home he found the Clan Holding stuffed with people, cousins, aunts, uncles three times removed. Apparently there wasn't even a cot for him and so he had been sent off to the Inn to find a bed. He much preferred the stone bench he normally slept on near the kitchens, it was warm, hard, unyielding and, most importantly, his. He would never get used to the soft mattress and sheets, sheets indeed in this place.

As he broods he becomes aware of talking in the room. Something must be going on. He slowly opens his eyes and stretches.

Those in the room see a piece of what appeared to be the stone wall of the room stand and stretch. It is dwarf sized and roughly dwarf shaped but appears to be made of rock. He gives a shake of his head and small pieces of rock detach, burst into flames and start to orbit him.

He nods to the assembled crowd, Welcome, he mutters, Name's Angar of Clan Tolorr. You lot here for the festival then?


Init +5| AC 16 (18 with Armour of Earth) | HP 22/22 | Fort +9, Ref +6, Will +5; Per +5 (T) Dwarf Kineticist 1

I dont mind using free archetype but I am also happy not to. I see you have taken 6 players. Most APs are written assuming 4, free archetype on top of that likely means a fair bit of extra work for you in amending things so there is a decent challenge.


GM-Lia wrote:

Angar looks good. One change would be to put his normal AC in the AC field, as he won't always have Earth Armor up.

On a side note, the playtest classes will be allowed in the game.

Sure, I can do that although Armour of Earth will normally be up. It only takes 1 action and lasts 10 minutes at a time.


Here is my submission.