Dwarven Rager

Harnar Stone Caller's page

30 posts. Alias of Fabian Benavente.


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Have fun and kick some hobgoblin butt! :)


Hey GM,

Thanks for hosting. Like Is aid before, your recruitment post was music to my ears.

Please consider Harnar, male dwarf geokinesis, for inclusion your game. His crunch should be pretty complete and his fluff is spoilered below.

Harnar should be a very good ranged combatant and decent melee at later levels. His skill with rock will be useful given the topography of the area. Out of combat, he will tend to want to lead and move things along, a remnant from his past as construction crew supervisor. I'm sure his personality will develop once I start playing him.

I would like to tie him more closely with some of the people of Phaendar, specifically to craftsmen of the town (and others?) Is this something we can do now or wait until an eventual selection?

As for me, Fabian, I am currently hosting three PBPs and playing in six more. Feel free to check my posting history and/or reach out to my current (and past) GMs for references.

I live in EST and tend to post throughout the day, unless I'm traveling from work, at which time I will post very early in the morning and late at evening/night.

Let me know if you have any questions and thanks for hosting again.

-----------

fluff:

APPEARANCE

A rusty red mane in a mohawk style with shaved sides and braided beard frame Harnar’s face. Slightly taller than the common dwarf but not less stockier, Harnar paints an imposing figure. The dwarf has a couple of tattoos, representing the destructive power of rock, which are visible on his arms with one creeping towards his neck.

A well-oiled chain shirt covering his grey clothes and his warhammer make up the rest of appearance.

BACKGROUND

Born in in the mining town of Longshadow in the Hollow Hills, rock and stone was all the young dwarf knew growing up. He started working deep underground and in open pit mining at a young age. His innate sense of rock strength made him very suitable to work on the mine’s fortification, making sure the tunnels remained open and safe.

From there it was only a simple step to convert to making traps. After all, knowing the innate strength of rock allowed him to either make it safe for mining or very unstable (and easily triggered) as a trap.

Harnar became well known in Longshadow for his craft and led a small team of dwarves. A simple disagreement with the elder dwarf in charge of the town’s fortifications made him want to get some air for a time. The elder dwarf was very meticulous with his stone craft and always berated Harnar for doing a ‘sloppy job’. Harnar would always tell him that he was building traps and not monuments to last centuries. It was time to get a new perspective.

He traveled to different mining outposts along the Hollow Hills offering his services as a stone mason.

It was during one of these times, traveling from village to village, that his team was viciously attacked by the what he later learned was the Ironfang Legion, the monster regiment from Molthune. Harnar a couple of his team were able to escape into the local caves but some did not survive the attack.

Battered in both body and spirit, Harnar bid his fellow workers good-bye and ventured down river with a trading barge to visit Phaendar. He’s been in town for a couple of years now, working on their fortifications and stone craft.

PERSONALITY

Stubborn as a rock and explosive like an avalanche. Harnar has been described as stubborn and hot-headed but that could probably be said of many young dwarves.

While he certainly has the skill for fine stone work, he lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project.

His connection to the rock spirit, as he calls it, is uncanny and the dwarf will at times put his ear to the rock and listen. He knows that he is connected to the rock spirit somehow and can call on it to barrage his enemies. This still has not ceased to amaze him and he can be seen praying to and thanking the rock spirit for its aid.
- Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment.

- Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.

- Adaptable, action-oriented. Focused on immediate results. Impatient with long explanations.

- Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.


I'll respectfully withdraw my application.

I hope you guys have a great game.

Game on!


I have a dwarf geokineticist that I made for another Giantslayer game. I dropped out of that game because it moved too slow for my taste.

However, one post a day minimum sounds perfect.

Please consider Harnar for your game.

I need to adapt him to your character generation rules (add a trait, and make his abilities correspond to 25 point buy, get background skills).

His fluff and answers are below; his current stats are on the alias.

Please let me know if you have any questions.

Thanks for hosting!
___________

Here's his fluffy parts:

APPEARANCE
A rusty red mane in a mohawk style with shaved sides and braided beard frame Harnar’s face. Slightly taller than the common dwarf but not less stockier, Harnar paints an imposing figure. The dwarf has a couple of tattoos, representing the destructive power of rock, are visible on his arms with one creeping towards his neck.
A well-oiled chain shirt covering his grey clothes and his warhammer make up the rest of appearance.

BACKGROUND

Born in to a small mining community in the Mindspin Mountains, rock and stone was all the young dwarf knew growing up. He started working deep underground and in open pit mining at a young age. However, his innate sense of rock strength made him very suitable to work on the mine’s fortification, making sure the tunnels remained open and safe.
From there it was only a simple step to convert to making traps. After all, knowing the innate strength of rock allowed him to either make it safe for mining or very unstable (and easily triggered) as a trap.
Harnar became well known in his village for his craft and led a small team of dwarves. A simple disagreement with the elder dwarf in charge of the village’s fortifications made him want to get some air for a time. The elder dwarf was very meticulous with his stone craft and always berated Harnar for doing a ‘sloppy job’. Harnar would always tell him that he was building traps and not monuments to last centuries. It was time to get a new perspective.
He traveled to different mining outposts along the Mindspin Mountains offering his services. He even visited Trunau a few times and helped them with their fortifications and traps.
It was after one such venture that he returned home to find his village razed. The elaborate traps of the elder dwarf had failed, and it was evident that hill giants had obliterated the village. With nothing left, he parted ways with his crew and went back to Trunau, perhaps he could stay in the village until he figured out what he wanted to do next.

PERSONALITY

Stubborn as a rock and explosive like an avalanche.
Harnar has been described as stubborn and hot-headed but that could probably be said of many young dwarves.
While he certainly has the skill for fine stone work, he lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project.
With his village gone, the dwarf longs to belong to a community again and Trunau seems to be open to host someone with his skills and mind set.
His connection to the rock spirit, as he calls it, is uncanny and the dwarf will at times put his ear to the rock and listen. He knows that he is connected to the rock spirit somehow and can call on it to barrage his enemies. This still has not ceased to amaze him and he can be seen praying to and thanking the rock spirit for its aid.

- Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment. Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.

- Adaptable, action-oriented. Focused on immediate results. Living in the here-and-now, he's a risk-takers who lives fast-paced lifestyles. Impatient with long explanations.

- Assertive and outspoken - he is driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. He values knowledge and competence, and usually has little patience with inefficiency or disorganization.


___________
1. Who do you care most about in Trunau and why? What ties do you have to Trunau?

I care for the people's spirit of independence and admire their strong will not be to be chased away from their home.

I have worked in Truneau several times, helping them with their fortifications and upkeep of the town in general.

2. Why, with your amazing attributes (be it Strength, Dex, Int, Wis, or Cha), do you choose to remain living/working in orc lands, risking death every day, when you could be living in Katapesh, Korvosa, or any other city or land?

I was born here in these mountains and, like the citizens of Truneau, will not bow down. I secretly enjoy killing orcs but don't let that get around 'cause some people may think I'm crazier than I look.


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Hey everyone,

I'm going to respectfully bow out of the game.

Thanks for letting me play, but I find that the game's style/pace is not compatible with what I look for in a PBP game.

Feel free to use Harnar as best fits your story.

Thanks again and happy gaming!


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Harnar read the journal and stated, "I think our next best lead is to check out this Plague House. It seemed that Rodrick was at least suspicious of something. Someone maybe?"

He played with the rings in his beard, "Thank you, Sara and you as well, old one. is there anything else that you think might help us in our investigation?"


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Although his skill was more with rock and stone, Harnar appreciated the craftsmanship required for metal. Many of his fortification required metal so he was comfortable in their shops.

"Good afternoon, ma'am. Like my friend here said, we were asked to investigate Rodrick's apparent suicide."

He asked, "Are you aware of any enemies that Rodrick may have had or anything that would help us in our investigation?"


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
Crom Iron Cudgel wrote:

Crom shrugs, "She must have a problem with dwarves. Maybe you should do the talking next time Tamxander."

Crom walks outside. "Let's explore the town and get the lay of the land."

sense motive: 1d20 + 1 ⇒ (7) + 1 = 8

Harnar shrugs his shoulders, "Beats me what her problem is. You figured he'd be happy we are trying to investigate the murder of her loved one."

The dwarf nodded at Crom's suggestion, "Yes, I agree. We have time before dinner when we'll meet with Kurst. How about we go to the smithy here, who seems to have been involved one way or another, and ask some questions?"


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
GM Tribute wrote:
Brinya reveals her engagement ring, an obviously expensive one. Then Crom asks her about her whereabouts with suspicion, and the conversation goes south. "I am a suspect now? I hoped you dwarves were different than Rodrik's family, but I see I am wrong. This discussion is over. If you need to talk to me, send me a message through Kurst. He was always respectful."

Harnar has little patience for this sort of nonsense, "Now listen here, missy. Your fiance may have been murdered and we were asked to help. So don't get mad at a few questions. There's more at stake here than your wounded pride."

He turned to Kurst, "That ring did indeed look expensive. Just how much money did your brother make?"


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Harnar looked about as the red-headed half-orc answered their questions.

He tried not to look too suspicious but his blood told him that orc 9and half-orcs) were bad news.

sense motive: 1d20 + 1 ⇒ (7) + 1 = 8

Harnar asked if we could meet with Rodrik's father; will that be possible?


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

hoping someone else is the skill/knowledge monkey in this game. :)

sense motive-untrained: 1d20 + 1 ⇒ (1) + 1 = 2
perception: 1d20 + 5 ⇒ (16) + 5 = 21

Harnar carefully went through the room trying to find anything that may help solve the mystery.

He turned to his companions, "Unless any of you find something unusual, I think we ought to talk to Brynia to see what she knows."

He asked Kurst, "Where's your father and can we talk to him? Was he perhaps putting too much pressure on your brother?"


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
Tamxander Glenfarrow wrote:
Tamxander twists his moustache idly between the fingers of one hand and addresses Harnar and Glorik, saying, "Please correct me if I'm mistaken, but the hopeknife is supposed to be used only to prevent capture by orcs and giants and such, isn't it? It doesn't fit for a defender of the town to commit suicide by hopeknife in other circumstances, so it's already suspicious."

Harnar shrugs, "I don't know for certain, lad, but I think you're right. Maybe we can take a look at the blade to make sure this was indeed a suicide and not an assassination."

could we check for fingerprints or is that 'too modern' for the setting?


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
GM Tribute wrote:
Kurst and Rock look ready to leave you to your own devices. Kurst asks you: "Any questions before Rock and I head out?"

Harnar looks at Kurst for answers, "Why don't you think this was a suicide? Did your brother have any financial or other type of trouble like a lover's quarrel?"

He paused for a moment, ran a hand through his red mane, and continued, "Can you point us to your brother's house and can we look inside? Maybe he left a suicide note or something."


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Harnar congratulated his companions on a war well won, even if it was a tug-of-war.

diplomacy untrained only DC<=10: 1d20 + 1 ⇒ (19) + 1 = 20
perception: 1d20 + 5 ⇒ (15) + 5 = 20

Harnar respected the 'hope knife' and the vow it carried. It was good that kids learned about the harsh realities of their world at an early age.

Not wanting to overhear the conversation, he still caught words of what Rock and Kurst were discussing. And he liked it. Nothing cheered up Harnar more than the thought of stuffing rocks down an orc's throat.

He asked, "Anyone hear anything about the local orc tribes recently? Apparently they are on the move."

later

He turned to his companions, "C'mon, I hear there is decent ale at Cham's."


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Harnar grunted as the tall ones got the jump on them and almost pulled them down. But sturdy dwarven legs dug into the ground and muscles strained.

strength check 1: 1d20 ⇒ 2
strength check 2: 1d20 ⇒ 20
strength check 3: 1d20 ⇒ 9
I think you meant to say to label them as 1, 2, and 3? If not, please adjust.


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
GM Tribute wrote:
Should start tomorrow unless anyone has objections.

Ready and able.

Happy New Year!


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

I thought we were waiting until January, but I'll post and maybe we'll get started sooner. :)

Harnar breathed deeply and looked sheepishly about. A test of strength was definitely not his strong suit but he flexed his arms nonetheless.

The young dwarf combed back his red mohawk and spit on his calloused hands. He then clapped vigorously and strutted to take his place on the line.

"C'mon, let's show these tall folks how we dwarves dig in!"


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
GM Tribute wrote:
We break until January 2 with a New Years Resolution to post daily each weekday.

Happy Holidays everyone!


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Harnar was momentarily saddened by the older dwarf's story. "Sorry for your loss. I had a similar experience but more of my village survived and put an end to the giant-kin. Alas some of us decided to wander a bit to see how best to use our talents."

He lovingly patted his warhammer as he spoke.

His sadness soon gave way to ire, "What can I offer?! I offer my hammer and my blood, I'll gladly give it to put an end to the giant blight."

He came down some and added, "And the stones and rocks. I sing to them and they come to my bidding... to destroy. I offer the destructive power of an avalanche!"

"But the question is what can you offer? Do you have any more information on this giant tide? What about orcs? Can we kill orcs as well?"

Ok, maybe a little over the top so we'll see how his 'hot-headed' personality develops. :)
GM: my background has me as having visited Trunau. is this a problem? Should I change my background some?


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
Tamxander Glenfarrow wrote:
I already did, and then deleted the post, so it would link me but not clog up gameplay with an extraneous empty post. :)

Same here.

Looking forward to starting.


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
Crom Iron Cudgel wrote:
Love the 200 rules of dungeoneering. So GM, what are the relavent skills in the Indiana Jones "Gold Idol / Bag of Sand" scenario? :)

I think I missed something here. What is this about?


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
GM Tribute wrote:
Let me know if you want to start now

Well, you're the boss here so we start when it's convenient for you. :)

I'm hosting friends over at my house starting Saturday to right before Christmas but should still be able to post at least once per day.

What does everyone else think?


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5
Rock Stonecrusher wrote:
This your interview, and you are all strangers to each other.

So, we are still starting after the New year, right?


Male dwarf geokineticist 1 | AC 16 | T 13 | FF 13 | CMB +0 | CMD 12 | Fort +5 | Ref +5 | Will +1 | Perc +5

Hey, very happy to be here.

Lucky I scrolled down the page. :)

So do we know each other before this starts?


Yeah, good luck to all.

When will a decision be announced?


Sir Longears wrote:
GM Tribute wrote:

Most drops I have come in the first month. My typical attrition rate is about 25% in the first month. I do not want to start a game and make part of the first month a Christmas holiday. I also want to wait a month to see if that helps reduce attrition. If I pick some with low posting histories, I want to know they could at least keep up with a thread for a month.

Many characters I like have less than 1000 posts on the boards. Many established GMs would refuse to take them. I am trying to find a way to take them and reduce my attrition rate.

Since this is my case (under 1000 posts), please take a look at the date of my first post. In my case, I'm indeed kind of new to the boards, joining on Sep 16, 2015. If you take that in consideration, I'd have an average of almost 400 posts per month...

Surely this does not assure that I'll not vanish (I do not intend to), but shows that I'm committed to this.

(And I know other players might be in the same situation).

Just to continue to shoot myself in the foot since you may pick his PC over mine (I'm already arguing with the GM :)), I can vouch for Sir Longears.

He plays in one of my games, and he is a consistent poster (both quality and frequency) and he hasn't disappeared yet. :)

Maybe this is what we need. Some sort of ranking/feedback system for both players and GMs.

Game on!


Player attrition is sad but true in all games. Heck, I've had VERY accommodating players (excellent PCs, very active in recruitment thread, etc.) disappear after less than one week of playing so if it's any comfort, you're not the only one.

I know people are different but for me, I have more time over the holidays than I normally do (kids and wife sleep in late) so I would be very much in favor of starting December. And I know I haven't even been selected... :)

With regards to the attrition you experienced in your games, I would guess that it was one month AFTER the game started so delaying the start of the game won't change that. Most players quite after starting to play in a campaign because of many reasons (game too slow, game too fast, don't like story, can't get into character, whatever). However, I would think that the decision is made after the game starts.

Anyway, just my two cents. Feel free to ignore.

Game on!


GM Tribute wrote:

I will close recruitment on Sunday 13 December.

Hope to make selections by the 20th so we can resume after the holidays.

I am also thinking of starting a Core only Savage Tide game as my Mummy's Mask game did fold due to lack of posting. Savage Tide is almost ten years old and I think technically the third AP.

Just curious as to why so long. Are you waiting for additional interest or is the schedule for personal reasons?

Game on!


I would also like a long-term committed game but I tend to finish my own APs somewhere 2/3 to 3/4 of the way. I obviously look for a decent closure. The reason being is that I think gameplay gets to be too cumbersome at high levels and even more so with PBP.

That being said, I would be happy to finish the entire AP.

With regards to personality, I guess it's no surprise that every PC has some characteristics of a couple personality types.

Harnar would be a combination of mechanic and doer and executive. His characteristics would be (I've deleted those that don't apply):

- Interested in how and why things work. Excellent skills with mechanical things. Risk-takers who they live for the moment. Usually interested in and talented at extreme sports. Uncomplicated in their desires. Loyal to their peers and to their internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. Detached and analytical, they excel at finding solutions to practical problems.

- Adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done.

- Assertive and outspoken - they are driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed. They value knowledge and competence, and usually have little patience with inefficiency or disorganization.

I'll add a summary of these things to his profile.

I'm really forward to this.

Game on!


Hey GM,

Please consider Harnar, Stone Caller for inclusion in your game.

The stats are in the alias as well as the fluffy parts, which are also below.

fluffy parts:

APPEARANCE

A rusty red mane in a mohawk style with shaved sides and braided beard frame Harnar’s face. Slightly taller than the common dwarf but not less stockier, Harnar paints an imposing figure. The dwarf has a couple of tattoos, representing the destructive power of rock, are visible on his arms with one creeping towards his neck.
A well-oiled chain shirt covering his grey clothes and his warhammer make up the rest of appearance.

BACKGROUND

Born in to a small mining community in the Mindspin Mountains, rock and stone was all the young dwarf knew growing up. He started working deep underground and in open pit mining at a young age. However, his innate sense of rock strength made him very suitable to work on the mine’s fortification, making sure the tunnels remained open and safe.
From there it was only a simple step to convert to making traps. After all, knowing the innate strength of rock allowed him to either make it safe for mining or very unstable (and easily triggered) as a trap.
Harnar became well known in his village for his craft and led a small team of dwarves. A simple disagreement with the elder dwarf in charge of the village’s fortifications made him want to get some air for a time. The elder dwarf was very meticulous with his stone craft and always berated Harnar for doing a ‘sloppy job’. Harnar would always tell him that he was building traps and not monuments to last centuries. It was time to get a new perspective.
He traveled to different mining outposts along the Mindspin Mountains offering his services. He even visited Trunau a few times and helped them with their fortifications and traps.
It was after one such venture that he returned home to find his village razed. The elaborate traps of the elder dwarf had failed, and it was evident that hill giants had obliterated the village. With nothing left, he parted ways with his crew and went back to Trunau, perhaps he could stay in the village until he figured out what he wanted to do next.

PERSONALITY

Stubborn as a rock and explosive like an avalanche.
Harnar has been described as stubborn and hot-headed but that could probably be said of many young dwarves.
While he certainly has the skill for fine stone work, he lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project.
With his village gone, the dwarf longs to belong to a community again and Trunau seems to be open to host someone with his skills and mind set.
His connection to the rock spirit, as he calls it, is uncanny and the dwarf will at times put his ear to the rock and listen. He knows that he is connected to the rock spirit somehow and can call on it to barrage his enemies. This still has not ceased to amaze him and he can be seen praying to and thanking the rock spirit for its aid.

I'm currently re-reading the Giantslayer Player's Guide to tie Harnar a little bit more to Trunau. I'll probably add a couple of quirks and such to flesh out his personality a bit more as well.

As for me, I am currently playing in three games and DMing two games on these boards.

I easily post more than once a day and live in EST.

Please let me know if you have any questions at this time.

Thanks,

Fabian