Rowan updated:
Rowan Gideon Male Human Druid (Erastil) 1 NG Medium Humanoid (Human) Init +2; Sense: Perception +7 -----------------------
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Ranged- Sling +2 (1d4+1) Spells- Magic Stone -----------------------
Skills: Climb +0, Craft - , Fly - , Handle Animal +6, Heal - , Knowledge (geography) - , Knowledge (nature) +7, Perception +7, Profession - , Ride +6, Spellcraft - , Stealth +7 (+8 hills/rocky terrain, -5 ACP w/armor & shield), Survival +8, and Swim +0 (-5 ACP w/armor & shield) Languages: Common, Druidic
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Rowan is out of funds for a second set of stealthy armor at the moment, he'll go without whenever he needs to go sneaking. I choose perception for my +1 trait from Pioneer and my other spells are listed under Special Abilities, I just have the offensive spells listed under offense. Sorry for the confusion. I won't be able to post again for half the day but I wouldn't mind meeting a few folks on my travels before we begin. Maybe someone can tell me about this "charter" that's all the rage right now? ;-)
For your viewing pleasure, I present Rowan Gideon; Druid of Erastil Crunch:
Rowan Gideon
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Ranged- Sling +2 (1d4+1) Spells- Magic Stone -----------------------
Skills: Climb +0, Craft - , Fly - , Handle Animal +6, Heal - , Knowledge (geography) - , Knowledge (nature) +7, Perception +7, Profession - , Ride +6, Spellcraft - , Stealth +7 (+8 hills/rocky terrain), Survival +8, and Swim +0 Languages: Common, Druidic, Sylvan
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Companions:
Animal Companion: Argos N Small animal (Dog) Speed 40 ft. Hit Dice (2d8+4) HP 12 AC 16 (+2 Natural Armor, +3 Dex, +1 Size) Attack: bite +2 (1d4+1) Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Fort +5, Ref +6, Will +1 Feats: Skill Focus (Perception) Skills: Acrobatics +3 (+11 jumping), Perception +8, Survival +1 (+5 scent tracking) Special Qualities low-light vision, scent
Other Companion: Sleip
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
Speed 50 ft.
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Background:
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Rudyard Kipling's "If" If you can keep your head when all about you
If you can make one heap of all your winnings
These are the words Rowan Gideon guides his life by. To be a Good man and to set a standard for others to follow. To not be afraid to offer a helping hand to those in need, even if they seem the type to bite. To work hard and have pride. Not to fear getting his hands dirty or suffer arrogance. Rowan grew up in the highlands of Southern Brevoy, in a small hamlet with no name. He loved the community and everyone in it. It was a life of hard work and hardships but they had a good living. Rowan will agree that he has lived a blessed life and enjoys the simple pleasures that come with it. His grandfather was a prominent Elder among several nearby villages and it was by him that Rowan was tasked to seek out the Ol' Deadeye and his wisdom. To journey and learn all that he could, to become a man that his people would respect and follow upon his return. Rowan has recently had several dreams, portents that the lands of his village will be swept away from them and that he should find a new home for them. And so he sets off, good horse under him and faithful Argos by his side, with a few belongings in his pack, and the soft kiss of his fiancé, Rhiannon, upon his smiling lips.
Personal Competence +4, Patron Support +1
Updated Equipment list Gear: Club -
Starting Gold: 70gp - 68gp - 17sp - 3cp = 0gp, 2sp, 7cp remaining
Here is my submission. I have a question about the Ship's Surgeon trait: Does the trait come with a healer's kit or do I need to pay for it and get to keep it? My RP experience is currently one other PBP (on hiatus at the moment), I also DM a second edition Dragonlance campaign and also play in a Pathfinder Eberron campaign. I started playing D&D a little over ten years ago and have had a few good adventures since. Ashrem Callister:
Ashrem Callister
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Ranged- Sling +3 (1d4+2/x2) range 50ft or
Spell- Club +3, 2d6+3/x2 for 1 minute with Shillelagh
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Nature Sense: +2 Knowledge (Nature) and Survival
World Walker:
Background: -----------------------
Ashrem Callister was the son of a well known Varisian wood carver. Even though Ashrem loved working with wood, he had no intention to stay and take over his father's business. He yearned too much for the freedom of the sea and the lands that laid beyond. As a young lad, he would run away from home at nights looking for adventure and excitement. He fell in with a young gang of orphans called the Red Rags. Confident, level-headed, and already skilled with a knife from his work, Ashrem may never have been the leader but he was always respected. Sometimes merchants and smugglers would hire the gang out to cut anchor and/or docking lines of their rivals. Ashrem would always be the first one in the water, knife clenched between his teeth as he set to doing the dirty work. He was also well liked because he gave his share to the others, having a home he didn't have any need of the coins. A few years older and wiser, Ashrem would spend a lot of time learning from visiting sailors and merchants and even went on a few voyages with his father. During this time, he was surprised to learn that quite a few of the sailors with wooden prosthetics had been carved and placed by none other than his father. He admired his father for that and set to learning all he could about various medicines and treatments. He would even come close to setting aside his dream of setting out on his own and instead carry on the family business. That would change as he entered adulthood, on one dark stormy night in particular… News came late the next day, the ship his father had last sailed with had sank during the storm. There were rumors that the ship had actually came under attack from pirates but no one could be certain. Ashrem did his best to track down any more information that he could find over the next few years, eventually catching word that there was a survivor somewhere in Port Peril who may know more. With that, he has just arrived at the Formidable Maid awaiting a message to be returned by his beloved sea hawk. And after dining on a good meal and drinking one or two drinks, he finds himself feeling a bit woozy…
Male Human Box sorter 3/ Navy corpsman 9/ Paizo board Stalker 1
In case anyone is interested in reading, I have started an online journal for the AD&D Dragonlance campaign I am running in person. Hopefully you guys will get a laugh or two out of it and I could always use tips for running a 2nd Edition game. Dragonlance!
Second Session: Roll Initiative! So we did a little roleplay and filled in some of the character backgrounds and worked in the new Gnome into the group. A few people couldn't make it so we end up with: The Mercenary Group: Reece the Myrdiam Fighter
and the Knightly Group: Lady Snowmantle the Elven Cavalier
The Mercenary group had received orders to assist Townspeaker Norro Winston in ridding the area of bandits. He had signed a contract stating the village of Drellin's Ferry would pay 500 steel for each warrior sent, half now and half upon completion. The three warriors sent also had contracts in which half the steel received would be sent back to the Mercenary group and they keep the other half for payment. Meaning they won't be paid until completion... assuming they survive, mwahahahahaha. The Knightly group had been tasked by Lord du Fordread to assist the townspeople in dealing with the bandits as well. Lady Snowmantle received room and board at the Lord's dwellings and asked to assist as repayment. Also asked to watch over the greenhorn squire, who had been told that he must first be tested and found true before becoming knighted. They were both instructed to take the Tinkerer with them. Immediately before the Lord loses patience with the gnome and/or said gnome blowing up the entire manor with his latest defense scheme. Combat! I had the two groups of three coming towards each other on a three way intersection on a well traveled road. As they came into sight of each other, they noticed several figures hiding in the bushes. Having stopped and drawn their weapons, a hobgoblin stepped out and warned them to drop their arms or suffer a cruel death. They declined so a band of eight hobgoblins with various arms stepped out to do combat! The mercenary group had little trouble on their side in disposing their foes. The elven ranger, not knowing the campaign, had chosen hobgoblins as his favored foe and was having a competition with the minotaur as to who could slay more. Reece had suffered the only injury with an arrow to the back as he had maneuvered to flank another hobgoblin. A few yards away the knightly group had a little more difficulty in taking down their opponents. Armed with lances but lacking steeds of any sort made combat a little awkward. Baeldwyn did defend his companions quite bravely, taking 4 hitpoints of damage out of his 5 hitpoint total after taking out one of the hobos with a running charge and placing his lance deep into its chest. Tink managed to down one of the hobgoblins with a well placed shot from his slingstaff and the group ended up taking it prisoner. One of the hobgoblins ran back to the nearby farmhouse for reinforcements. Another archer and three mangy wild dogs ran to the attack. They didn't last much longer either. After combat quotes- "Oww! That hurts!" -Reece after the Bastard did 3hp damage trying to remove the arrow. "The arrow says Push, not Pull!" the group teased. "My shields need more meat!" -Tink, referring to the young knight's lack of HP. We finished up with the groups coming together and realizing they share the same goal at the moment. They stripped the dead hobgoblins of their gear and examined the farmhouse. Inside they found the five victims of earlier attacks and Baeldwyn insisted that the 350 some steel be returned to the merchant's family. The weaponry of the merchant's guards however was taken in as loot. They arranged the bodies in a respectful manor and then burnt down the farmhouse as a funeral pyre. And then they proceeded into the small town known as Drellin's Ferry.
The dry hilltops danced with fire. Throughout the heart of the mountains the humans called the Garnet Peaks, great bonfires had been kindled atop the ridges overlooking the southern plains of Solamnia. There thousands of warriors had gathered -- hobgoblins in armor dyed scarlet, thick-thewed bugbear berserkers, goblin worg riders and skirmishers and archers, and the scaled ones as well, who often towered over the rest. For so long they had fought each other, tribe against tribe, race against race, engaged in the endless test of battle, feud, and betrayal. But tonight . . . tonight they stood together, hated enemies shoulder-to-shoulder, shouting together as brothers. And they saw that they were strong, and together they danced and sang and shook their blades at the smoke-hidden stars overhead. "We are the Kulkor Zhul!" they shouted, and the hills shook with the thunder of their voices. "We are the Knights of Takhisis! Uighulth na Hargai! None can stand before us!" One by one the tribes fell silent. Armor creaked as thousands turned to look up to the Place of Speaking. There, a single champion emerged from the assemblage and slowly climbed the ancient stone stair cut into the side of the hill. A hundred bright yellow banners stood beneath him like a phalanx of spears, each marked with a great red hand. The warriors holding the banners chanted battle-prayers in low voices as the champion ascended. On the hundredth step he stopped and turned to face the waiting warriors. He was tall and strong, one of the hobgoblin chieftains, but dull blue scales gleamed along his shoulders, and jutting horns swept back from his head. "I am Azarr Kul, Son of the Dragon!" he cried. "Hear me, warriors of the Kulkor Zhul! Tomorrow we march to war!" The warriors roared their approval, stamping their feet and clashing spear to shield. Azarr Kul waited, holding his hands aloft until they quieted again. "The Queen of Darkness has shown us the way! She has taught us honor, discipline, obedience -- and strength! No more will we waste our blood fighting each other. We will take the lands of the elf, the dwarf, and the human, and make them ours! Under the banner of the Dark Queen we march to victory and conquest! Remember that you stood here this night, warriors of Kulkor Zhul! For a hundred generations your sons and your sons' sons will sing of the blood spilled by your swords and the glory you win in the nights to come! Now, my brothers -- to WAR!" If this sounds familiar, check out the Red Hand of Doom. I have wanted to run this well written module for years and finally I have a good group of gamers to slaught.. I mean play along with. Originally, I planned to run this with the Pathfinder rules but one of my players convinced me to run it with 2nd Ed. Which I have not played in about twenty years or so (back when I was a kid really). But I did look over the rules and it seems to be a much better fit, and so far its been good. First session was character creation, back stories, and brainstorming. Our cast so far was as follows: Human Male Cavalier lv 0 whose name I cannot currently recall
There were two others as well but they ended up dropping before the first play session and we gained another player at the second session. Gnome Male Tinkerer lv 1 aptly named Tink I'm still shaking my head. *sigh*
I would really like to join. I've been on deployment the past six-seven months and would really like to start gaming again. Haven't played PBP before but I have a few years of experience with tabletop gaming. Most likely I'll play as a human female witch who works in Kassen village as a midwife/care taker. |