New Campaign Starting on Sunday June 29th. Gamers required!!!


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Ok, I'm not very familiar with Forgotten Realms, but this is my idea of a character anyway. Let me know if you want him.
EDIT: I should of said, Swashbuckler is a character class from the Complete Warrior (Page 11)

Spoiler:
Aravilar Eveningfall
Swashbuckler 1
NG Medium Humanoid (Moon Elf)
Init +5; Senses Listen +1, Spot +1
Languages Common, Elven, Gnome, Sylvan, Auran
------------------------------------
AC 18 (+5 Dex, +3 Armor), flat-footed 13, Touch 15
hp 11 (1d10+1)
Fort +4, Ref +6, Will 0 (with Cloak)
------------------------------------
Speed 30ft.
Melee Rapier +4(1d6+1 18-20) and Kukri +4(1d4 18-20) or Rapier +6 (1d6+1/18-20)
Ranged short bow +6 (1d6/x3, 60 ft)
BA +1; Grapple +2
Class Abilities: Weapon Finesse (Bonus Feat)
------------------------------------
Abilities Str 12, Dex 20, Con 12, Int 16, Wis 8, Cha 10
Feats Two Weapon Fighting
Skills Balance(+9), Bluff(+4), Climb(+5), Escape Artist(+9), Jump(+5), Tumble(+9), Use Rope(+9) (note this does *not* take Armour Check Penalty into Account.

------------------------------------

Possessions: Studded Leather, Rapier, Kukri, Shortbow, 20 Arrows, Bedroll, Backpack, Waterskin, Minor Magic Item: Cloak of Resistance +1 11gp, 9sp. Weight 43lb

Spoiler:
Aravilar was born into a noble elf family as the second son. His father expected him to take a career in the church, as the firstborn had his own responsibilities. Aravilar however, preferred to train himself in the art of swordplay, and especially duelling.

When he reached maturity, his father offered him an ultimatum, join the church, or leave the forest. Aravilar decided to strike out and find his own path, dreaming of one day starting a school for aspiring young duellists. However, along the way, he wishes to use his swordplay for good, especially against the drow, who in an overworld raid took the life of his mother when he was just 14.

While Aravilar feels that duelling with a rapier is the purest of arts. He has seen to many times what happens when honourable fighting is take too far. He compromises by fighting with a kukri as well, determined to show those of evil no mercy and swift death with whirlwind blades.


cwslyclgh is pre-selected give me a rogue please, I haven't seen any in action yet.


metagaia wrote:

Ok, I'm not very familiar with Forgotten Realms, but this is my idea of a character anyway. Let me know if you want him.

EDIT: I should of said, Swashbuckler is a character class from the Complete Warrior (Page 11)

** spoiler omitted **

[Spoiler] Aravilar was born into a noble elf family as the second son. His father expected him to take a career in the church, as the firstborn had his own responsibilities. Aravilar however, preferred to train himself in the art of swordplay, and especially duelling.

When he reached maturity, his father offered him an ultimatum, join the church, or leave the forest. Aravilar decided to strike out and find his own path, dreaming of one day starting a school for aspiring young duellists. However, along the way, he wishes to use his swordplay for good, especially against the drow, who in an overworld raid took the life of his mother...

Your character looks well. Approved.


Well this is the status right now of this PBP to start on June 29th:

1)Dread approved.
2)Pres man approved
3)Mittean approved
4)Cwslyclgh pre-approved(waiting for your rogue)
5)Metagaia approved
6)Empty slot

I need two reserve players just in case one of the original ones can't continue, so if you are interested yet send your characters for consideration.


Here's my submission... I'm still working on the background, but I should have it to you by at least tomorrow.

Tobol
Barbarian 1
CG Medium Humanoid (Human)
Init +0; Senses Listen +2, Spot +0
Languages Common (read and write for 1 SP)
------------------------------------
AC 12 (+0 Dex, +2 Armor), flat-footed 12, Touch 10
hp 16 (1d12+4)
Fort +6, Ref +0, Will +2
------------------------------------
Speed 30 ft.
Melee greatsword +4 (2d6/19-20x2) or longsword +4 (1d8/19-20x2)
Ranged
BA +4; Grapple +4
Class Abilities: Fast movement, illiteracy, rage 1/day
------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 8, Wis 14, Cha 12
Feats Power attack and weapon focus (greatsword)
Skills Climb +2, craft +0, handle animal +2, intimidate +4, jump +0, listen +2, ride +2, survival +2, swim +0
Possessions leather armor (+2 armor bonus, max dex +6), greatsword, longsword, bedroll, backpack, waterskin, 4 days trail rations, iron pot, flint and steel, 2 travelers outfits, clay tankard, hooded lantern, 2 pints of oil, 8 gp, 2 sp, 98 cp; minor magical item is
Total weight carried: 67 pounds (light load)

Not really sure what kind of magic item I should take. A +1 weapon (greatsword) would be my choice.


Sturmvogel wrote:

Here's my submission... I'm still working on the background, but I should have it to you by at least tomorrow.

Tobol
Barbarian 1
CG Medium Humanoid (Human)
Init +0; Senses Listen +2, Spot +0
Languages Common (read and write for 1 SP)
------------------------------------
AC 12 (+0 Dex, +2 Armor), flat-footed 12, Touch 10
hp 16 (1d12+4)
Fort +6, Ref +0, Will +2
------------------------------------
Speed 30 ft.
Melee greatsword +4 (2d6/19-20x2) or longsword +4 (1d8/19-20x2)
Ranged
BA +4; Grapple +4
Class Abilities: Fast movement, illiteracy, rage 1/day
------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 8, Wis 14, Cha 12
Feats Power attack and weapon focus (greatsword)
Skills Climb +2, craft +0, handle animal +2, intimidate +4, jump +0, listen +2, ride +2, survival +2, swim +0
Possessions leather armor (+2 armor bonus, max dex +6), greatsword, longsword, bedroll, backpack, waterskin, 4 days trail rations, iron pot, flint and steel, 2 travelers outfits, clay tankard, hooded lantern, 2 pints of oil, 8 gp, 2 sp, 98 cp; minor magical item is
Total weight carried: 67 pounds (light load)

Not really sure what kind of magic item I should take. A +1 weapon (greatsword) would be my choice.

I will wait for you till tomorrow for the last slot, but please change your magic item y prefer something diferent not a mere bonus to your attack, that kind of magic items that you never use them but when you use them can save your life.


Okay... how about Elixir of Fire Breath instead?


IMPORTANT

When you submit your last character sheet (I will print them), I need you to write at the end of it which one is your magic item and the description of it copied from the source you used.

Moreover, do your homework and read the "Vast" section of the "City of Ravens Bluff" book, you can download it for free on:

http://www.wizards.com/default.asp?x=dnd/dnd/downloads

Read pages from 143 a las 158, talking about the places of interest we assume you know that information as legends, rumors and tales from adventurers. I give you the opportunity to ask exploring those places and I will have the map to you to explore so you can gain some experience and treasures, that is up to you.


Sturmvogel wrote:
Okay... how about Elixir of Fire Breath instead?

Explain how it works and how you got it.


Here we go! Tobol's background! It may seem a little vague, but it was somewhat hard to dig out details of any sort of barbarian tribe existing in the Vast.

---

Born to a wilderness tribe some distance from Raven’s Bluff, Tobol would grow up to be a strong and proud warrior in his tribe. Throughout his youth, he would defend the weaker children from the stronger, yet haughty and arrogant ones. His inherent goodness was not without vices however, as spirits, women, and combat would soon become favorites in his life.

As Tobol grew to manhood, he was charged by the elders of his tribe to not only aid in the defense of the tribe, but to tackle the responsibilities of guarding traders and merchants interacting with the more civilized towns and cities.

While accompanying the traders and fellow warriors on their errands down to Raven’s Bluff, Tobol eventually picked up the ability to read and write the common tongue of the Realms, a considerable feat compared to others of his tribe.

As much as Tobol loved his tribe, he longed to see the rest of the world. The legendary tales spoken by the elders of epic battles with mighty beasts, legends of humans and other beings with magical powers, and the promise of both exotic and exciting places beyond were more than enough incentive to lure Tobol out into the great wide open. Having already visited Raven’s Bluff, he believed that it would be a good place to start his travels. With his greatsword slung over his shoulder and supplies on his back, Tobol bid his family and friends goodbye, vowing to one day return with great stories of his own.

Spending the night in Raven’s Bluff, Tobol decided to frequent a dive of a tavern called the Double Moon. A newcomer of the tavern, he was quite surprised by both the friendliness and the fortitude of the locals. He soon found himself participating in a drinking contest with the locals. It soon came down to the last match between himself and an older dwarf adventurer. With great difficulty, Tobol managed to out-drink the dwarf, who then proceeded to give him a prize for his efforts: a small glass bottle engraved with flames and mysterious lettering. Believing the bottle to contain some sort of potent spirits, Tobol accepted it from the dwarf, vowing to save it for a very special occasion.

Now, Tobol waits patiently in Raven’s Bluff for word of other adventurers who seek brothers-in-arms in their quests…


1 person marked this as a favorite.

Here's the explanation behind the Elixir of Fire Breath:

Consumer can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. Victim will take 1/2 damage if they succeed on a Reflex save (DC 13). Unused blasts dissipate after one hour. This is from the Dungeon Master's Guide 3.5.

My character won it from a dwarf adventurer during a drinking contest in Raven's Bluff (explained in the background). The character isn't aware of what it is or what it can do.


Patricio Calderón wrote:
cwslyclgh is pre-selected give me a rogue please, I haven't seen any in action yet.

okay, One rogue comming up... his name is Gulgrym Raethorn. (this will be the final version of him unless you ask me to change something).

Spoiler:

Gulgrym Raethorn
Rogue 1
N Medium Humanoid (Human)
Init +8; Senses Listen +1, Spot +1
Languages Common, chondathan, elven, orc
------------------------------------
AC 16 (+4 Dex, +2 Armor), flat-footed 12, Touch 14
hp 7 (1d6+1)
Fort +1, Ref +6, Will+1
------------------------------------
Speed 30ft.
Melee rapier +2 (1d6+2 18-20) or dagger +2 (1d4+2 19-20, 10 ft)
Ranged short bow +4 (1d6/x3, 60 ft)
BA +0; Grapple +2
Class Abilities: Trapfinding, Sneak Attack +1d6
------------------------------------
Abilities Str 14, Dex 18, Con 12, Int 16, Wis 8, Cha 10
Feats Improved Initiative (Human Bonus Feat), Iron Will (level 1 feat)
Skills total skill points: 48. Appraise +7 (4 ranks +3 int), Climb +6 (4 ranks +2 str), Disable Device +7 (4 ranks +3 int), Hide +8 (4 ranks +4 dex), Jump +6 (4 ranks +2 str), Knowledge (local-Ravens Bluff) +7 (4 ranks +3 int), Listen +1 (2 ranks –1 wis), Move Silently +8 (4 ranks +4 dex), Open Lock +8 (4 ranks +4 dex), Search +7 (4 ranks +3 int), Slight of hand +6 (2 ranks, +4 dex), Swim +6 (4 ranks +2 str), Tumble +8 (4 ranks +4 dex)
Possessions Leather armor (+2 armor bonus, max dex +6), shortbow, rapier, dagger, 20 arrows, traveler’s outfit , back pack, bedroll, waterskin, 2 days trail rations, signal whistle, sack (empty, x2), flint and steel, paper (2 sheets), chalk (4 pieces), belt pouch, thief’s tools, Brooch of Stability (Magic Item, from the Magic Item Compendium page 83), 5 sp, 6 cp.
Total weight carried: 45.5 pounds (light load)

Gulgrym Raethorn is a fairly tall (6 foot) fairly well-built young (18 years old) man of chondathan decent, with brown hair and green eyes. He keeps a carefully trimmed mustache and goatee. He tends to dress in shades of gray and green, with occasional accents of dark red or dark blue (colors that tend to look black in the shadows).

and his background:

Spoiler:
Gulgrym’s parents moved to the city of Raven’s Bluff when he was a small child, he grew up in the Bitterstone neighborhood of the city, often getting into minor trouble with other youths. As he got older he passed his time learning how to survive on the streets of the city, his parents were never wealthy, and they expected him to start helping support the family by the time he was 14. He became an accomplished amateur pick pocket, and attracted the notice of a recruiter for a group of men trying to start up a thieves guild in the city. Gulgrym thought about joining the organization, his contact Luther, even gave him a magical brooch (his brooch of stability) to sweeten the pot and get him to join, but before Gulgrym could make a decision, the city authorities came down hard on the small gang, and they were all hanged for their crimes. Seeing his friend Luther swinging on a gibbet, caused Gulgrym to come to the conclusion that organized crime was not for him, and so he set out to find another way to use his fairly unique set of skills to make money… the life of an adventurer seems like the right way to go for now, and so he has decided to try that path. Gulgrym sees adventuring as a job, he is not in it to save the world, destroy evil doers, or right wrongs, however, as long as he is getting a fair cut of the profits, Gulgrym has no problems with companions who are after such lofty goals.

Brooch of Stability (Magic Item Compendium page 83)
(Note I can’t legally post the whole entry, but here is the gist of it)
When the wearer’s hit points are reduced to –1 or lower, the wearer is automatically stabilized (assuming that the damage doesn’t kill him outright). A brooch of stability functions once per day.

Please let me know if anything needs changing.


Ok, reading all of that I think that A cloak of Resistance is pushing it a little. So I'll go for Bag of Tricks (Grey). This summons a small animal (similar to familiar types of creature) for 10 minutes, 10 animals/week.

So add this onto my backstory:

Spoiler:
Aravilars last memory of his mother was (in the flames of what was then his home) her screaming in pain. She then gritted her teeth however, and threw Aravilar this strange grey bag.
"Take it!" she screamed. "Take it, run and become who you were born to be!"
Aravilar's father leter explained that it was a bag of tricks that had saved the lives of countless Eveningfall's and that eventually, it would help one of them save the world. Aravilar wondered if it would be him...


Sturmvogel wrote:

Here we go! Tobol's background! It may seem a little vague, but it was somewhat hard to dig out details of any sort of barbarian tribe existing in the Vast.

---

Born to a wilderness tribe some distance from Raven’s Bluff, Tobol would grow up to be a strong and proud warrior in his tribe. Throughout his youth, he would defend the weaker children from the stronger, yet haughty and arrogant ones. His inherent goodness was not without vices however, as spirits, women, and combat would soon become favorites in his life.

As Tobol grew to manhood, he was charged by the elders of his tribe to not only aid in the defense of the tribe, but to tackle the responsibilities of guarding traders and merchants interacting with the more civilized towns and cities.

While accompanying the traders and fellow warriors on their errands down to Raven’s Bluff, Tobol eventually picked up the ability to read and write the common tongue of the Realms, a considerable feat compared to others of his tribe.

As much as Tobol loved his tribe, he longed to see the rest of the world. The legendary tales spoken by the elders of epic battles with mighty beasts, legends of humans and other beings with magical powers, and the promise of both exotic and exciting places beyond were more than enough incentive to lure Tobol out into the great wide open. Having already visited Raven’s Bluff, he believed that it would be a good place to start his travels. With his greatsword slung over his shoulder and supplies on his back, Tobol bid his family and friends goodbye, vowing to one day return with great stories of his own.

Spending the night in Raven’s Bluff, Tobol decided to frequent a dive of a tavern called the Double Moon. A newcomer of the tavern, he was quite surprised by both the friendliness and the fortitude of the locals. He soon found himself participating in a drinking contest with the locals. It soon came down to the last match between himself and an older dwarf adventurer. With great difficulty, Tobol managed to out-drink the...

Interesting background. Be patient Tobol you will start your adventuring in no time.


1)Dread approved.
2)Pres man approved
3)Mittean approved
4)Cwslyclgh approved
5)Metagaia approved
6)Empty slot


Ok, I think my character's finished, given what I've read about the Vast however, I would like to alter my back story a little.

Spoiler:

Aravilar was born into a noble elf family as the second son. His father expected him to take a career in the church, as the firstborn had his own responsibilities. Aravilar however, preferred to train himself in the art of swordplay, and especially duelling.

When he reached maturity, his father offered him an ultimatum, join the church, or leave the forest. Aravilar decided to strike out and find his own path, dreaming of one day starting a school for aspiring young duellists. However, along the way, he wishes to use his swordplay for good, especially against the Orcs, who in a raid of Sendvilar, a village on the river Lis, took the life of his mother. Beofre she died, she tossed a Bag of tricks (DMG page 248) to him, screaming, "Run! Become who you were born to be!"

While Aravilar feels that duelling with a rapier is the purest of arts. He has seen to many times what happens when honourable fighting is take too far. He compromises by fighting with a kukri as well, determined to show those of evil no mercy and swift death with whirlwind blades.

Aravilar is tall and slender, with raven hair and a beard to match. His face is one of constant calculation, though he is easily distracted, whether by new fencing techniques, or rumours of Orcs in the local tavern. When drunk, he all too frequently offers challenges with his blade, especially to Orcs.


Hello guys:

As I see we will start with a party of five, however I don't know someone else is going to get in in the next hours, but if not we will start anyway.

Please post your definitive character under the spoiler tag at saturday night, on Sunday by 9 a.m. (-5 GTM) I will do the first post on the PBP section of the messageboards. Under the title "Exploring the Vast Campaign". All of you start in Ravens Bluff and all of you know each other, except for Mittean who is in an amnesic state (and has been found almost dead by the watch near of the city)and for one of you who will work for the watch of the city, this Saturday night I will tell you who of you is the one.


Okay, I'm finished with my barbarian, if you still want a sixth member.

Spoiler:

Tobol
Barbarian 1
CG Medium Humanoid (Human)
Init +0; Senses Listen +2, Spot +0
Languages Common (read and write for 1 SP)
------------------------------------
AC 12 (+0 Dex, +2 Armor), flat-footed 12, Touch 10
hp 16 (1d12+4)
Fort +6, Ref +0, Will +2
------------------------------------
Speed 30 ft.
Melee greatsword +4 (2d6/19-20x2) or longsword +4 (1d8/19-20x2)
Ranged
BA +4; Grapple +4
Class Abilities: Fast movement, illiteracy, rage 1/day
------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 8, Wis 14, Cha 12
Feats Power attack and weapon focus (greatsword)
Skills Climb +2, craft +0, handle animal +2, intimidate +4, jump +0, listen +2, ride +2, survival +2, swim +0
Possessions leather armor (+2 armor bonus, max dex +6), greatsword, longsword, bedroll, backpack, waterskin, 4 days trail rations, iron pot, flint and steel, 2 travelers outfits, clay tankard, hooded lantern, 2 pints of oil, 8 gp, 2 sp, 98 cp

Minor magical item Elixir of Fire Breath (Consumer can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. Victim will take 1/2 damage if they succeed on a Reflex save (DC 13). Unused blasts dissipate after one hour. This is from the Dungeon Master's Guide 3.5)

Total weight carried: 67 pounds (light load)

Background:

Born to a wilderness tribe some distance from Raven’s Bluff, Tobol would grow up to be a strong and proud warrior in his tribe. Throughout his youth, he would defend the weaker children from the stronger, yet haughty and arrogant ones. His inherent goodness was not without vices however, as spirits, women, and combat would soon become favorites in his life.

As Tobol grew to manhood, he was charged by the elders of his tribe to not only aid in the defense of the tribe, but to tackle the responsibilities of guarding traders and merchants interacting with the more civilized towns and cities.

While accompanying the traders and fellow warriors on their errands down to Raven’s Bluff, Tobol eventually picked up the ability to read and write the common tongue of the Realms, a considerable feat compared to others of his tribe.

As much as Tobol loved his tribe, he longed to see the rest of the world. The legendary tales spoken by the elders of epic battles with mighty beasts, legends of humans and other beings with magical powers, and the promise of both exotic and exciting places beyond were more than enough incentive to lure Tobol out into the great wide open. Having already visited Raven’s Bluff, he believed that it would be a good place to start his travels. With his greatsword slung over his shoulder and supplies on his back, Tobol bid his family and friends goodbye, vowing to one day return with great stories of his own.

Spending the night in Raven’s Bluff, Tobol decided to frequent a dive of a tavern called the Double Moon. A newcomer of the tavern, he was quite surprised by both the friendliness and the fortitude of the locals. He soon found himself participating in a drinking contest with the locals. It soon came down to the last match between himself and an older dwarf adventurer. With great difficulty, Tobol managed to out-drink the dwarf, who then proceeded to give him a prize for his efforts: a small glass bottle engraved with flames and mysterious lettering. Believing the bottle to contain some sort of potent spirits, Tobol accepted it from the dwarf, vowing to save it for a very special occasion.

Now, Tobol waits patiently in Raven’s Bluff for word of other adventurers who seek brothers-in-arms in their quests…


Sturmvogel wrote:

Okay, I'm finished with my barbarian, if you still want a sixth member.

[spoiler]
Tobol
Barbarian 1
CG Medium Humanoid (Human)
Init +0; Senses Listen +2, Spot +0
Languages Common (read and write for 1 SP)
------------------------------------
AC 12 (+0 Dex, +2 Armor), flat-footed 12, Touch 10
hp 16 (1d12+4)
Fort +6, Ref +0, Will +2
------------------------------------
Speed 30 ft.
Melee greatsword +4 (2d6/19-20x2) or longsword +4 (1d8/19-20x2)
Ranged
BA +4; Grapple +4
Class Abilities: Fast movement, illiteracy, rage 1/day
------------------------------------
Abilities Str 16, Dex 10, Con 18, Int 8, Wis 14, Cha 12
Feats Power attack and weapon focus (greatsword)
Skills Climb +2, craft +0, handle animal +2, intimidate +4, jump +0, listen +2, ride +2, survival +2, swim +0
Possessions leather armor (+2 armor bonus, max dex +6), greatsword, longsword, bedroll, backpack, waterskin, 4 days trail rations, iron pot, flint and steel, 2 travelers outfits, clay tankard, hooded lantern, 2 pints of oil, 8 gp, 2 sp, 98 cp

Minor magical item Elixir of Fire Breath (Consumer can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. Victim will take 1/2 damage if they succeed on a Reflex save (DC 13). Unused blasts dissipate after one hour. This is from the Dungeon Master's Guide 3.5)

Total weight carried: 67 pounds (light load)

Background:

Born to a wilderness tribe some distance from Raven’s Bluff, Tobol would grow up to be a strong and proud warrior in his tribe. Throughout his youth, he would defend the weaker children from the stronger, yet haughty and arrogant ones. His inherent goodness was not without vices however, as spirits, women, and combat would soon become favorites in his life.

As Tobol grew to manhood, he was charged by the elders of his tribe to not only aid in the defense of the tribe, but to tackle the responsibilities of guarding traders and merchants interacting with the more civilized towns...

1)Dread approved.

2)Pres man approved
3)Mittean approved
4)Cwslyclgh approved
5)Metagaia approved
6)Sturmvogel approved

We are done.


Ok, definative version (unless you have some major problems with it, the only things altered are the backstory (to try and tie in with the Vast) and Removal and replacement of the magic item (Cloak of Resistance for a Bag of Tricks)

Spoiler:
Swashbuckler 1
NG Medium Humanoid (Moon Elf)
Init +5; Senses Low-Light; Listen +1, Spot +1
Languages Common, Gnome, Elven, Sylvan, Auran
----------------------------------
AC 18 (+5 Dex, +3 Armor), flat-footed 13, Touch 15
hp 11 (1d10+2)
Fort +3, Ref +5, Will -1
+2 vs Enchantment
Immune to magical sleep
----------------------------------
Speed 30 ft/x4
Melee Rapier +4 (1d6+1/18-20) and Kukri +4 (1d4/18-20) or Rapier +6
Ranged Shortbow +6 (1d6/x3, 60 ft)
BA +1; Grapple +2
----------------------------------
Abilities Str 12, Dex 20, Con 12, Int 16, Wis 8, Cha 10
Feats: Two Weapon Fighting, Weapon Finesse (B)
Skills Balance +8, Bluff +5, Climb +4, Escape Artist +8, Jump +4, Listen +1, Search +5, Spot +1 Tumble +8, Use Rope +9
Possessions: Bag of Tricks (grey), Studded Leather armour, Rapier, Kukri, Shortbow, 20 arrows, Bedroll, Backpack, Waterskin 11gp, 9sp

Spoiler:
Aravilar was born into a noble elf family as the second son. His father expected him to take a career in the church, as the firstborn had his own responsibilities. Aravilar however, preferred to train himself in the art of swordplay, and especially duelling.

When he reached maturity, his father offered him an ultimatum, join the church, or leave the forest. Aravilar decided to strike out and find his own path, dreaming of one day starting a school for aspiring young duellists. However, along the way, he wishes to use his swordplay for good, especially against the Orcs, who in a raid of Sendvilar, a village on the river Lis, took the life of his mother. Beofre she died, she tossed a Bag of tricks (DMG page 248) to him, screaming, "Run! Become who you were born to be!"

While Aravilar feels that duelling with a rapier is the purest of arts. He has seen to many times what happens when honourable fighting is take too far. He compromises by fighting with a kukri as well, determined to show those of evil no mercy and swift death with whirlwind blades.

Aravilar is tall and slender, with raven hair and a beard to match. His face is one of constant calculation, though he is easily distracted, whether by new fencing techniques, or rumours of Orcs in the local tavern. When drunk, he all too frequently offers challenges with his blade, especially to Orcs.


Gulgrym Raethorn- Final plus background.

Spoiler:

Gulgrym Raethorn
Rogue 1
N Medium Humanoid (Human)
Init +8; Senses Listen +1, Spot -1
Languages Common, chondathan, elven, orc
------------------------------------
AC 16 (+4 Dex, +2 Armor), flat-footed 12, Touch 14
hp 7 (1d6+1)
Fort +1, Ref +6, Will +1
------------------------------------
Speed 30ft.
Melee short sword +2 (1d6+2 19-20) or dagger +2 (1d4+2 19-20, 10 ft)
Ranged short bow +4 (1d6/x3, 60 ft)
BA +0; Grapple +1
Class Abilities: Trapfinding, Sneak Attack +1d6
------------------------------------
Abilities Str 14, Dex 18, Con 12, Int 16, Wis 8, Cha 10
Feats Improved Initiative (Human Bonus Feat), Iron Will (level 1 feat)
Skills total skill points: 48. Appraise +7 (4 ranks +3 int), Climb +6 (4 ranks +2 str), Disable Device +7 (4 ranks +3 int), Hide +8 (4 ranks +4 dex), Jump +6 (4 ranks +2 str), Knowledge (local-Ravens Bluff) +7 (4 ranks +3 int), Listen +1 (2 ranks –1 wis), Move Silently +8 (4 ranks +4 dex), Open Lock +8 (4 ranks +4 dex), Search +7 (4 ranks +3 int), Slight of hand +6 (2 ranks, +4 dex), Swim +6 (4 ranks +2 str), Tumble +8 (4 ranks +4 dex)
Possessions Leather armor (+2 armor bonus, max dex +6), shortbow, short sword, dagger, 20 arrows, traveler’s outfit , back pack, bedroll, waterskin, 2 days trail rations, signal whistle, sack (empty, x2), flint and steel, paper (2 sheets), chalk (4 pieces), belt pouch, thief’s tools. Brooch of Stability (Magic Item, from the "Magic Item Compendium" page 83)
Total weight carried: 45.5 pounds (light load)

Gulgrym Raethorn is a fairly tall (6 foot) fairly well-built young (18 years old) man of chondathan decent, with brown hair and green eyes. He keeps a carefully trimmed mustache and goatee. He tends to dress in shades of gray and green, with occasional accents of dark red or dark blue (colors that tend to look black in the shadows).

Gulgrym’s parents moved to the city of Raven’s Bluff when he was a small child, he grew up in the Bitterstone neighborhood of the city, often getting into minor trouble with other youths. As he got older he passed his time learning how to survive on the streets of the city, his parents were never wealthy, and they expected him to start helping support the family by the time he was 14. He became an accomplished amateur pick pocket, and attracted the notice of a recruiter for a group of men trying to start up a thieves guild in the city. Gulgrym thought about joining the organization, his contact Luther, even gave him a magical brooch (his brooch of stability) to sweeten the pot and get him to join, but before Gulgrym could make a decision, the city authorities came down hard on the small gang, and they were all hanged for their crimes. Seeing his friend Luther swinging on a gibbet, caused Gulgrym to come to the conclusion that organized crime was not for him, and so he set out to find another way to use his fairly unique set of skills to make money… the life of an adventurer seems like the right way to go for now, and so he has decided to try that path. Gulgrym sees adventuring as a job, he is not in it to save the world, destroy evil doers, or right wrongs, however, as long as he is getting a fair cut of the profits, Gulgrym has no problems with companions who are after such lofty goals.

Brooch of Stability ("Magic Item Compendium" page 83)
(Note I can’t legally post the whole entry, but here is the gist of it)
When the wearer’s hit points are reduced to –1 or lower, the wearer is automatically stabilized (assuming that the damage doesn’t kill him outright). A brooch of stability functions once per day.


A little change: none of you will be part of the city watch since I did not notice that the character was a 3rd level sargeant and no one of you is so he will be a NPC.

This is how you start: you all are friends except for Mittean who has been found almost dead by the city watch. There is a misterious matter with him so the rest of the players will be involved with him and he will become part of the party. Tomorrow you will know how. See you tomorrow.


I will not be posting the campaign start at 9 a.m. but a little later, sorry, unexpected things. See you later in the afternoon.


Campaign has started please check the new thread on the Play By Post section. All out of game commentaries will continue over here.


We could set up a thread in the PbP discussion forum for OOC discussion. Anybody, I hope everybody has a fun game!


metagaia wrote:
We could set up a thread in the PbP discussion forum for OOC discussion. Anybody, I hope everybody has a fun game!

I will take your idea so I am opening one OoC discussion board right now under the title "Exploring the Vast Campaign".

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