
Mike Carpen |

Guess i shouldn't of used "begging" in my post as it does sound negative. Sorry if i offended but i just woke up when I put in that post and going on my 4th day in a row with a migraine.
Well i have been reviewing all the stories and this is going to be fun. Really can't wait to start getting into trouble with this group.

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No problem..and no offence..I like to keep the rules to a minimum when I GM and make sure everyone is on the same page..No harm!!
Sorry to hear about the migraines. My wife gets them really bad..what do you normally take?? If she is lucky (and catches it fast enough) a shot of imitrix(sp?) sometimes can break the cycle...otherwise its off to the hospital.

GM &rew |

The following traits are not from the core Pathfinder rulebooks (they may be from other Paizo material but are not in the main PRDs - sorry!)
Clan Artisan
Trained Medic
Battlefield Surgeon
Backgrounds are up to you - NPC relationships are OK as long as you don't say you are the best friend of Duke Pwyll or anything =) I do like to use your backgrounds and NPC relationships you dream up as 'plot hooks'!! Like Zinny in my other game had her mother attacked by a giant rat in the cellar of their place to start off their current adventure...(don't go reading their stuff - you may see it later if we keep going =)
Mike - I was in the Navy! Surface ships - mostly amphibs =)

GM &rew |

So here's who we have so far:
Breggel Tokadar - Dwarf blacksmith
Ulan Tokadar - Dwarf blacksmith
Bryn Potter - Human potter
Lambert Delon - Human gardener
'Doc' Drelsh - Human medic
Mike Carpen - Half-elf hunter/trapper
Barring any late additions today, I like this group! Your Militia duty will start tonight =)

Drelsh |

Well i'm not sure about you but i didn't come here until i was 14 when my dead beat of an elf dad left me here with some of his old arcana books. Think he wished for me to learn it at some point.
That awkward moment when a powerful PC had a child and he turned into a commoner, making the player just stare at the laughing DM.

GM &rew |

Aldras Vayne - Human performer
Breggel Tokadar - Dwarf blacksmith
Bryn Potter - Human potter
'Doc' Drelsh - Human medic
Lambert Delon - Human gardener
Mike Carpen - Half-elf hunter/trapper
Ulan Tokadar - Dwarf blacksmith
Yea - that's a great start. Doc - as the veteran, you're 'in charge' of this rag-tag squad. While you may recognize one another from militia training, or market day, or perhaps from around town, none of you really know the others (with the exception of the dwarf brothers, that is!) This is first time you have been assigned together for watch. So...get your squad over to the gameplay thread and report for duty, rookies!!
This may be pure fancy or exact truth or something in between. The dukes of Daggermark claim to be direct descendants of that boy on the ford. The arms of the duke are represented by a bloody silver dagger on a blue field.
Daggermark is a walled town built against the side of a low hill. The town wall also surrounds the castle of the duke of Daggermark. The wall protects the town and castle from periodic flooding. Most of the town’s buildings are built on the low ground below the hill holding the duke’s castle. The area surrounding the castle is almost entirely given over to the commons, where horses and cattle graze in times of siege and when the river floods the lowlands around the castle.
Generally, most of the buildings in the town are made of wood and thatch. However, since Derval Ironeater’s family brought their stone working skills to town a century ago, a number of people have built in stone. The duke replaced the last wood in his castle with stone, the wall towers were rebuilt in stone, and several important town buildings have been built or rebuilt in stone.
Most of the residences in the crowded living areas are still made of wood. Placement of these wooden buildings is sometimes rearranged due to the occasional fire. Fortunately, proximity to the river allows the Watermen’s Guild to quench fires quickly.
1. Barracks
After the invasion from Dragonspear Castle, the Council of Guilds decided that the town needed a central place for on-duty troops to stay, as well as a headquarters for the troops stationed in the town by Waterdeep. The barracks is a two-story construction with a new drill field now used by the militia, much to the relief of the tradesmen who were tired of having to tear down their stalls in the marketplace so the militia could drill.
2. Caravan Gate
This is the largest gate in the walls and is usually kept shut, opening only when a caravan is camped outside. There are two 24-foot towers flanking the gate with a walkway over the gate between them. The gate itself is 16 feet tall. The flanking towers have arrow slits covering the gate area on both stories.
3. Caravan Quarter
This is a section of wooden buildings, mostly hotels and shops, with a largely transient population. During the winter when the caravans aren’t moving, the quarter is virtually unpopulated. The permanent population in the quarter has traditionally consisted of the few demi-human residents of the city, mostly halflings, who are not attached to major merchant families.
4. Erastil's Temple
Brother Silas presides over this stone establishment not far from the farmers’ gate.
5. Cisterns
These tall stone structures are kept filled by the Watermen’s Guild. The water is used for the horses pastured on the commons and as storage in case of siege or fouling of the river water.
6. Commons
This area, which takes up almost half of the town, is kept purposely clear as an emergency pasture for the farmers’ cattle and sheep. Otherwise, the horses of the duke and the militia pasture here. The only buildings allowed in this area are the duke’s castle, Iomedae’s temple, the town stables, and the cisterns. By agreement with the duke, this is considered to be ducal property which he leases to the town.
7. Smitty’s Smithy
Smitty is a human blacksmith who specializes in household and animal care equipment. He is not a weaponsmith and knows it, although his son Hugo showed some promise as an armorer before he left for a life of adventure. He has a very nice trade in useful items and is very comfortable with his work.
10. Ducal Castle
The castle was based on the first building in Daggermark, but it has changed a lot since the old days. For a while, it was the only building, a simple wooden structure surrounded by a palisade fence. After it was burned down in an orc raid from the High Moor, the duke rebuilt in stone. He created a three-story stone keep on the hillside and surrounded it with a two-story stone wall. After the orc raiders were hunted down and destroyed, the people of the castle began building out- side the walls of the castle, eventually creating the town as it stands today. The ducal gate leads to the city and is always open. Inside the courtyard are the duke’s private parade grounds, his own blacksmith shop, and stables for his animals. The larder is well-stocked with preserved food, enough for a year’s siege.
11. Farmers’ Gate
This is the most used gate in Daggermark, as it is the closest to the fields outside of town. This gate is usually open, even at night, unless times are troublesome. The gate is built into a broad tower and has just enough room for one farm cart to enter at a time. The gate is about 10 feet tall.
12. Farmers’ Quarter
This is the section of town mostly occupied by the farmers who till the soil to the north of town. Some of them have small herds of cattle and sheep, while others have chickens in the back yard. This area is noisy and has a definite odor.
13. Farrels’ Fine Jewels and Apparel
Farrel’s is a large store, actually a branch of one of the Waterdeep trading companies. It acts as a middleman for interesting jewelry pieces coming through town, including magical ones.
14. Guildmasters’ Hall
This imposing two-story structure is relatively new in town and contains the meeting halls for the guildmasters as well as offices for various Waterdeep companies who keep representatives in town to meet incoming caravans.
15. Happy Cow Tavern
This pleasant tavern is the domain of Abigail and Tomid, who both tried their hands at adventuring and made a name for themselves. Only Tomid continues to adventure, though.
18. Iomedae’s Temple
Iomedae is the goddess worshipped by Duke Pwyll. Her cylindrical temple is the largest in the town, the only one to share the hillside with the castle. Liam Sunmist leads worship of this bright goddess of valor and justice and lends magical aid to those in need.
19. The Marketplace
This large empty area is the site of the market which takes place every fiveday and tenday of each ride. Farmers and small merchants bring their goods to the market and sell them from temporary booths. Recently, the booths have become more permanent, thanks to the installation of the drill field near the southern wall. Before, the militia trained in the marketplace and the booths had to be taken down at the end of each tradeday, but now the booths can remain. Many would now take a full day to dismantle.
20. Money Quarter
This is where the wealthy people of the town live. It is a district of larger houses that have little parks surrounding them. The larger merchants who don’t live over their places of business live here, as do a couple of rich former adventurers. Some minor nobility with holdings in the area also have small townhouses here.
22. River Gate
This gives access to the river and is usually closed, especially during flood time. Like the farmers’ gate, there is a tower built around it. It is mainly used by water carriers who need to fetch river water for the town. What few wells there are in the town are normally kept untapped in case of siege.
23. Rivermen’s Quarter
This section of town is primarily occupied by the people who make their living from the river. This includes fishermen and some small merchants who make regular runs up the river to Secomber and back. While most traffic abandons the river to take the Trade Way at Daggermark, some traders continue down the river to sell their goods at other hamlets and holdings.
25. Stables
This is a general livery stable available to the entire town. Militia horses and the water carriers’ horses are kept here, along with personal horses belonging to the adventurers and people living in the money quarter.
27. Towers
The towers of Daggermark are all of stone and firmly set in the local bedrock. They are all about 30 feet tall. The wall towers are split up into three stories plus the roof on which watchers keep their lookout. Most of the area in the tower is used for storage of war gear. Off duty militiamen often rest in the towers.
29. Wall
The wall around Daggermark is mostly an 8-foot tall earthfill mound topped with a 10-foot wooden palisade. One of the militia’s various jobs is checking the palisade logs for signs of decay and arranging for repair.
30. Water Carriers
This establishment is the home of the Watermen’s Guild who are responsible for providing most of the water used in the town. While there are several wells in Daggermark, most are capped so as not to be exhausted in case of siege. The carts of the water carriers go several hundred yards upstream of the town to get the purest possible water for their customers. Everyone in the town pays a tax to support the guild. The Watermen’s Guild is responsible for most other water-related activities in the town, including suppressing fires and making sure the drainage ways are working so any excess water flows back into the river. Water carriers can be identified by their distinctive blue caps and blue carts.
31. Tokadar’s Smithy
The Tokadar family owns this smithy and make weapons and armor for the town.