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10th of Dravago 998YK As life sparks before the breaking of dawn,word spreads that another of thier own has been found by the mist. 8 People have gone missing just to be found half eaten or torn apart. Fear grips the townfolk, but noone can explain who or what has been killing. Kandler assures that a monster of the Mournland is responible and that noone should be out after dark.
Knight of the Silver Flame, only can mean one thing they search for something or someone. Why here many whisper,as Mardak ,Kandler and Burch meet them. Greeting are exchanges as well as distrust. Mardak takes them to his house with Kandler and Burch in tow. Rumor has it they seek someone in town and this person may the killer. Night falls and the knights raom the town looking searching hoping their wrong. A curfew is hearld anyone out at dusk will be arrested. As night falls and the curfew in place what are you doing?
Just wondering if any interst in a homebrew based off an Eberron novel set under 3.5 system. 1st level characters ability score: 18,16,16,15,14,13 500 gp send basicgear: bedroll,blanket,backpack,tindertwigs(5),5/day rations,masterwork weapon players choice of: studed leather or chainshirt (can not use armor gain armor value gold for protective item) Dot if intersted.
As your job detail ended in Sharn with the merchant convoy,finding and inn was no easy task. But finally renting the last room in the Blue Dragon, the fall merchant run is worse than the year before crowding the city. The city of towers danger always lurks down every corner and alley way.morning in the city of towers is much like all other times of the day-hectic.Today appears to be no exception. Although this part of the vast metropolis has not yet fully woken up,it appears that some of the lesser flok have.Acroos the street,a pair of filthy thugs has started to ransack a locksmith's shop.
As soft music drifts around the tavern the dim lighting gives a relaxing atmosphere. Many of the patrons are working class and a few city watch enjoy thier drinks and eat supper. Each one of you draw attention upon your arrvial.A large 6'5"male human with a protruding fore head, and small beady eyes. he says to each of you in a booming voice] this way a private room has been prepared, follow me. As he leads you toward the back of the Tankard. Past bat wing doors in a plain dining room, a large table containing a prepared meal. Captain Skellrang sits in a corner sifting his goblet of wine. Welcome sit and thank you for attending my friends.
Will anyone be intersted in playing here if so heres some info. 1st level chacarters Ability scores are 18,16,16,15,14,13 players can adjust them for chacarter Max hit points Basic gear: bed roll,blanket,backpack tindertwigs,5 days rations 1 master work weapon [ players choice ]
starting gold 1200 [ for potions or other gear] looking for 4-5 players hoping to start on 09-03-2012 About Aymehn Al'ThorinAymehn Al-Thorin
Stats:
LN Medium humanoid (dwarf) Init: +1; Perception: +14 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 Deflection) hp 43 (5d8+15) Fort +8, Ref +4, Will +10 -------------------- Offense -------------------- Speed: 20 ft. Melee: Quarterstaff +4 (1d6+1)/(1d6) Ranged: Sling +4 (1d4+1) Special Attacks: +1 on attack rolls against golinoid and orc humanoids, wild shape (1/day) See Alias profiles for Wild Shape Info Domain Spell-Like Abilities (CL 5th; concentration +11) . . 7/day—acid dart Druid Spells Prepared (CL 5th; concentration +11) . . 3rd—stone shape [D], wind wall, call lightning (DC 17) . . 2nd—soften earth/stone [D], barkskin, bull's strength (2) . . 1st—magic stone[D], obscuring mist, faerie fire, cure light wounds, entangle . . 0 (at will)—mending, guidance, create water, stabilize . . D Domain spell; Domain Earth -------------------- Statistics -------------------- Str 12, Dex 12, Con 14, Int 12, Wis 19, Cha 10 Base Atk +3; CMB +4; CMD 15 Feats: Spell Focus (Conjuration), Augment Summon, Natural Spell, Alertness (Bonus Feat) Traits: Devotee of the Green, Focused Mind Skills: Fly +9, Knowledge (geography) +8, Knowledge (nature) +9, Perception +14, Spellcraft +9, Survival +14 Languages Common, Dwarven, Druidic Combat Gear: Acid Flask (5), Potion of cure light wounds (2), Tanglefoot bag (2); Other Gear: +2 Hide, +2 Cloak of Resistance, Ring of Protection +1, Quarterstaff, Sling, Hemp Rope, 4 Days Rations, Waterskin, Backpack, 279gp -------------------- Special Abilities -------------------- *Spontaneous Casting *Nature Sense *Wild Empathy *Woodland Stride *Trackless Step *Resist Nature's Lore *Slow and Steady *Darkvision *Defensive Training *Greed *Hatred *Hardy *Stability *Stonecunning Background:
Background Aymehn Al-Thorin is descended from a group of dwarf rangers and craftsmen who moved to the eastern regions of Ustalav in efforts to replenish the fighting forces holding off the Belkzen Orcish threat. Aymehn Al-Thorin, as his name implies, draws direct ancestry to the noble ranger, Thorin, a mighty sentinel whose famed advanced scout group saved the lives of many innocent Ustalav citizens living near the Belkzen border hundreds of years ago. Aymehn's father is not much for adventure, but is well known in the eastern counties of Ustalav as the finest of stone masons. Growing up around the cement, bricks, granite, and mud integral to his father's trade, Aymehn quickly developed a knack for the use of any and all earthen crafts materials. In fact, even as a youngling dwarf, Aymehn developed a reputation as a tremendous sculptor. It was not discovered until some years later that Aymehn's predilection for stone cutting drew from innate supernatural abilities. Aymehn somehow spoke with the earth itself. Aymehn does not like to discuss his formative years. His slow discovery of his druidic powers must have been something of an unpleasant experience, and when questioned on these times, Aymehn will look long into the distance before ultimately changing the subject. One thing is certain. As a young adult, Aymehn quickly came to the conclusion that he was meant for more than his father's trade as a stone cutter and mason. Aymehn left home, a dwarven wanderer, seeking some answer to the questions from his past that continue to plague him. He has served alongside the rangers still garrisoned along the borders with the Orcish territories. Additionally, he has spent time delving solo in the nearby cave systems, seeking out the kangreddin of other dwarves, whilst undertaking his own Gladdringgar. Through force of will and his natural abilities, Aymehn has overcome the obstacles and enemies in his path, each in turn. |