Re-recruitment for To Be a Hero


Recruitment

Silver Crusade

1 person marked this as a favorite.

So we have had several players fall out, ATM I am looking for two new players to join our ranks and perhaps a third if another player continues to go silent. You will start as level one, with one level of NPC level (commoner/adept/aristocrat/warrior) based on the role you would perform within the town. You also gain bonuses based on this as well.

character creation:

27 Pt buy, or roll 4d6 7 times, drop lowest drop lowest set
max hp
Items- Given on a role basis
gold- given on role basis
3pp- case by case
commoner NPC class characters gain an additional feat, and one free skill point for profession or craft skills.
2 traits, 1 drawback,
no chaotic evil, anything else is free game, if you are evil be mature about it and have a character that could somehow have functioned in a town for years.

Party makeup- wizard/swashbuckler(flying blade)/dwarven cleric.

If you wish, their are two main NPC's as of right now, the guard captian, and an orge wizard by the name of charles, if you wish to play one of these, PM me and we will discuss it.

Rundown- you are all from a small town, you will start out with 1 NPC class but very quickly advance into your normal class depending on your town 'role' you chose. Every role has several different options, but similar equipment. (Most of your starting equipment will be given by me, with flavor input by you) you won't know what class options you are getting until told, once selected a role may not be selected twice however, if you wish to contest a role, you may. Your backstory and how you got where you are however, are completely up to you.

Guard captain
Militiaman
Woodsmen
Lumberman
Physician/herbalist
Town drunk - taken, but haven't heard from in a while
Travelling merc
Local priest/preistess
Blacksmith - taken
Farmer
Beggar
Mayor- taken
Town eccentric
Wanderer
Tavern bouncer
Waitress- taken

Each role will recieve a free bonus given by me. (Some homebrew)

classes available to each role:

Mayor- Aristocrat, Expert, Wizard, Rogue, Bard,
Woodsman- warrior, expert Ranger, Druid, Barbarian
Waitress- Expert, commoner Rogue, Bard, Swashbucker
Begger- Expert commoner Rogue, fighter, sorcerer, Monk
Farmer-Warrior, Commoner Fighter, Ranger, Swashbuckler, Barbarian
Blacksmith- Warrior, Expert- Fighter, warpriest, Monk,
Priest- adept, aristocrat' cleric, paladin, warpriest, oracle,
Eccentric- wizard, witch, sorcerer, alchemist
Physician- alchemist, oracle, witch, druid, ranger
bouncer- warrior, commoner, fighter, barbarian, ranger, slayer,
town drunk- Drunken master monk, bard, barbarian,
Wanderer- any NPC class save aristocrat,any PC class
traveling merc- warrior, expert, Samurai, ninja, cavalier, fighter, barbarian, slayer

starting gear per class:

bear with me, as I had made each class before hand, with pre selected gear, I now am trying to make it a little open to player choice, please select based off backstory.
gear- anything except for weapons and armor

farmer- one light or medium armor of choice below 50g, one weapon below 10g, 50g to spend on gear and starting gold.

Woodsman- one piece of armor of 100g or less, one ranged weapon and ammo of 100g or less, one melee weapon of 20g or less, 75g for starting gear and gold.

Mayor- one piece of armor of 1000g or less, one weapon of 400g or less, 900g for starting gold and for gear.

beggar- one melee weapon of 5g or less, leather armor, 5g to spend on starting gear

priest/preistess- one piece of armor and shield of 150g or less, one weapon of 100g or less, 150g for gear and starting gold

physician- see priest.

waitress- one piece of armor 100g or less, one weapon of 75g or less, 75g for starting gear and gold.

town drunk- 10g for weapon, one piece of light armor below 100g value, 10g for starting gear and gold.

blacksmith- one free MWK weapon, one free MWK armor of 1000g or less OR one free armor, 150g for starting gear and gold.

town eccentric- leather armor, one simple weapon, 200g for starting gear.

Bouncer- one medium armor of 150g or less, any weapons of 50g or less, 100g for starting gear

wanderer- 500g, do with as you choose.

raveling merc-one armor of 500g or less, 100g to spend on weapons, 150g for starting gear.

after an hour, I will post this to campaign info, along with any updates as other roles are selected.

role specific bonuses:

mayor- none

farmer- toughness, endurance

woodsman- skill focus survival, Alertness,

blacksmith- skill focus craft arms and armor

waitress- dodge (gotta watch those hands)

bouncer- Intimidating prowess

town drunk- fast drinker, improved fortitude,

town eccentric- one free wand of lightening bolt (25 charges), combat casting

priest- selective channel, weapon focus (deity's weapon)

physician- free skill point for craft (alchemy), heal as class skill (skill focus heal if already class skill), 2 CLW potions, 5 alchemical fire potions, 2 anti-poisons,

beggar- deceitful, one free feat of his choosing, know. local as class skill, (skill focus if already class skill), endurance, Babble-peddler, alertness

wanderer- free trait- friend in every town.

traveling merc- alertness, touhgness

happy gaming!


I noticed you listed guard captain and militia man in the roles but not in any of the other categories. Will you be listing them?


You got a link to this game? Is this a homebrew game?

Just curious for now.

Silver Crusade

homebrew- Original recruitment thread and gameplay thread

couple of bumps, but I am wanting to get back on track now.

I will want 1 post/day usually, life matters and its understandable.

I would like 2/day during combat once things get back online when possible, but It's not a must. Just a "if only"


Let's see how this goes:

dice1: 4d6 ⇒ (6, 5, 6, 6) = 23=18
dice2: 4d6 ⇒ (5, 3, 1, 2) = 11=10 X
dice3: 4d6 ⇒ (5, 1, 2, 4) = 12=11
dice4: 4d6 ⇒ (6, 5, 3, 1) = 15=14
dice5: 4d6 ⇒ (5, 3, 4, 4) = 16=12
dice6: 4d6 ⇒ (4, 4, 4, 4) = 16=12
dice7: 4d6 ⇒ (6, 1, 4, 3) = 14=13

18, 11, 14, 12, 12, 13.

I'm going to make a character for the Bouncer.


I'll give it a go.

4d6 ⇒ (6, 2, 4, 5) = 17
4d6 ⇒ (2, 6, 5, 5) = 18
4d6 ⇒ (5, 3, 6, 2) = 16
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (3, 4, 5, 3) = 15
4d6 ⇒ (2, 2, 5, 3) = 12
4d6 ⇒ (3, 4, 2, 2) = 11 x

Not bad :-)

Here's Dylan, bard and town drunk (a town can always use another drunk right?). Drunk when he has money and bard when he needs more. I haven't given him any equipment yet pending your comments. This was a quick build so some adjustments my be necessary.

(I should mention that I've recycled his alias but this version of Dylan was built from scratch)


4d6 ⇒ (4, 3, 1, 3) = 11 = 10
4d6 ⇒ (6, 4, 6, 5) = 21 = 17
4d6 ⇒ (3, 4, 4, 4) = 15 = 12
4d6 ⇒ (6, 1, 2, 5) = 14 = 13
4d6 ⇒ (1, 5, 3, 5) = 14 = 13
4d6 ⇒ (1, 6, 6, 6) = 19 = 18
4d6 ⇒ (2, 3, 5, 1) = 11 = 10

Dotting, thinking beggar. Will get something up after I sleep.

Shadow Lodge

4d6 ⇒ (3, 6, 6, 6) = 2118
4d6 ⇒ (5, 6, 2, 1) = 14 13
4d6 ⇒ (4, 6, 3, 6) = 19 16
4d6 ⇒ (4, 5, 3, 3) = 15 12
4d6 ⇒ (5, 2, 2, 6) = 15 13
4d6 ⇒ (3, 4, 5, 1) = 13 12 drop
4d6 ⇒ (5, 6, 5, 6) = 22 17

Hmm with
18 in a casting stat, 17 in any one other stat, and lowest of the remainder being 12 I'm doing good,

I'm thinkinging about the town priest or possibly physican, either way probably human

Hmm sample stats if physician
Str 17
Dex 13
Con 12
Int 20
Wis 16
Cha 13

Seems like a pretty good doctor,


Race allowed?

Monk and Brawler could fit with Bouncer as well.

Traveling Mercenary fit almost any classes.


Posted as Gil.

Question: what level, just the one NPC or are we gaining a PC class as well?

Silver Crusade

one NPC, one PC level.

Silver Crusade

Alex G St-Amand wrote:

Race allowed?

Monk and Brawler could fit with Bouncer as well.

Traveling Mercenary fit almost any classes.

brawler could work, feel free.

and core+ aasimar teifling, and tengu,


Dotting for interest. I'll take a closer look over the submission guidelines and come up with a submission

Sovereign Court

dotting


Young Characters? Street Urchin?

Silver Crusade

Gonna say no to young characters. Unless you can convince me other wise.


rorek55 wrote:
Gonna say no to young characters. Unless you can convince me other wise.

No Child Endangerment?


Let's see.

4d6 ⇒ (1, 3, 1, 4) = 9 = 8
4d6 ⇒ (1, 5, 2, 1) = 9 = 8
4d6 ⇒ (4, 5, 6, 5) = 20 = 16
4d6 ⇒ (6, 5, 1, 3) = 15 = 14
4d6 ⇒ (2, 6, 3, 5) = 16 = 14
4d6 ⇒ (5, 5, 3, 3) = 16 = 13
4d6 ⇒ (4, 4, 2, 5) = 15 = 13

Kinda nice, but I would be better with 27 PB.


I made a pre-build, role/job is/are: Beggar/Creepy_Child/Entertainer/Eccentric/Street_Urchin.

Pre Build:
NyarlSon
Young Male human Expert (variant) 1
CN Medium humanoid (human)
Init: +3; Senses: Perception +5

DEFENSE :
AC: 13, touch 13, flat-footed 10 (+3 Dex)
hp: 9 (1d8+1)
Fort +1, Ref +3, Will +3

OFFENSE:
Speed: 30 ft.
Melee: Hand Puppet +1 (1d4+1)
Ranged:
Special Attacks:

STATISTICS:
Str 13, Dex 16, Con 12, Int 13, Wis 12, Cha 14
Base Atk +0; CMB +2; CMD 11
Feats: Fast Learner
Skills: Acrobatic+7, Climb +5, Perception +5, Perform (Puppet/Ventriloquism) +6, Stealth +7, Survival +5, Swim +5; Armor Check
Traits:
Languages: Common
SQ: Insane, Youthful
Combat Gear:; Other Gear: Hand Puppet

SPECIAL ABILITIES :
Insane: …
Youthful: …


crunch and fluff done and in alias

Silver Crusade

bump


Aerik Magnuson, Son of Magnus, Son of Olaf
Image of Aerik
Human Warrior 1 / Mighty Godling 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +8
Traits: Finding your Kin, Reactionary
Drawback: Zealous (Gorum)
------------------------
DEFENSE
------------------------
AC 17, touch 10, flat-footed 17
(+7 armor)
hp 32
Fort +8, Ref +3, Will +2
------------------------
OFFENSE
------------------------
Speed 30'(20'in Armor)

Melee:
Great Sword +7 (2d6+10 19-20x2)
Great Axe +7 (1d12+10 x3)
Lucerne Hammer +7 (1d12+10 x2)
Cestus +7 (1d4+5 19-20x2)

STATISTICS
Str 20, Dex 10, Con 16, Int 12, Wis 12, Cha 7
Base Atk +2; CMB +7; CMD 17

Feats: Alertness, Toughness, Power Attack, Furious Focus

Skills: Perception +8, Diplomacy +3, Sense Motive +8, Swim +9, Climb +9
K. Local +5

Languages Common, Giant

Gear:
MW Breast Plate, Armored Kilt, Great Sword, Great Axe, Lucerne Hammer, Cestus, 2 chakrams, 2 potions CLW, Pathfinder kit

Gold: 38gp

-----------------------
Special Abilities
-----------------------
Lineage Domain: Defense

Backstory:

Aeriks father Magnus was a warrior of renown. He spend his life devoted to Gorum and fought in his honor many times for king and country. Now older it was time for family. Though he and his wife tried no child came. Years passed and the worry of not having a child grew. Magnus prayed to Gorum again and again. The god mush of heard and seen an opportunity. His spirit entered Magnus that night and Aerik was conceived. Aerik grew strong and tough. Magnus trained the boy in the art of war and in the worship of Gorum. Aerik took the teachings to heart and decided he would take up the mantle of Gorum. He would travel and offer his services and give help where he could all for the spirit and honor of battle. He finds himself now heading to the city of Spero far from his home in the north. Here he will honor Gorum.

Hope your cool with the godling. Home from work today so decided to apply for this. Not my best backstory effort, but I am a very reliable poster and post many time a day. You can look at my posting number and check my other games. Hope to game with you guys.


I'd like to play the Wanderer

stat: 4d6 ⇒ (2, 1, 1, 1) = 5
stat: 4d6 ⇒ (6, 3, 6, 4) = 19=14
stat: 4d6 ⇒ (5, 5, 2, 5) = 17=15
stat: 4d6 ⇒ (4, 2, 2, 6) = 14=12
stat: 4d6 ⇒ (6, 2, 5, 6) = 19=17
stat: 4d6 ⇒ (3, 3, 3, 4) = 13=10
stat: 4d6 ⇒ (3, 4, 2, 5) = 14=12

Str 10
Dex 14
Con 12
Int 15
Wis 12
Cha 19

Friend in Every Town
You have no problem making friends and learning information from them wherever you go.

Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.


Tantor Muerta
Human
Role: Wanderer
Adept lvl 1
N

--------------
DEFENSE:
--------------
AC 12, touch 12, flat-footed 10 (Armor +0, +2 Dex)
HP 7 (1d6+1)
Fort: +1, Ref: +2, Will: +3
--------------
OFFENSE:
--------------
Melee:
Heavy Mace +0 1d8 x2

Ranged:

Crossbow, light +2 1d8 19–20/×2 80 ft.
------------------
STATISTICS:
------------------
Str 10
Dex 14
Con 12
Int 15
Wis 12
Cha 19

BAB: +0 / CMB: +0 / CMD: +12
Initiative: +2 (Dex: +2 )
----------
FEATS:
----------
Skill Focus(Diplomacy)

Harrowed

Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
-----------
TRAITS:
-----------

Friend in Every Town
You have no problem making friends and learning information from them wherever you go.

Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you

Harrow Chosen (Human)

All your life you've been drawn to the mysteries surrounding your family's harrow deck.

Benefit: You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

Gregarious
At least once in your childhood, your family moved for a reason you didn't understand and you were forced to leave behind your old friends and make new ones. Ever since, you have always been the first to meet strangers, make new friends, and welcome travelers. You learned that first impressions are the most important, and have a knack for making a good one.

Benefit(s): Once per day, when you attempt a Diplomacy check to improve a creature's attitude toward you, you may choose to reroll the check after the first roll is made but before the results are revealed. You must take the second result, even if it is worse.

Naive

Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.

Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

-----------
SKILLS:
-----------
Diplomacy: 12 = 1 Rank + 4 Stat + 3 Class +1 Trait +3 Feat
Knowledge(Local): 7 = 1 Rank + 2 Stat + 3 Class +1 Trait
Handle Animal: 8 = 1 Rank + 4 Stat + 3 Class
Spellcraft: 6 = 1 Rank + 2 Stat + 3 Class
Survival: 7 = 1 Rank + 1 Stat + 3 Class +2 misc

-----------------------
FAVORED CLASS: (+1 Skill / level)
-----------------------

------------------
LANGUAGES:
------------------
- Common
-----------------
EQUIPMENT:
-----------------
5x Alchemists fire 100 GP
2x Tanglefoot bags 100 GP
Thunderstone 30 gp
Everburning torch 110 GP
Crossbow, light 35 gp
Mace, heavy 12 gp

Kit, Survival
Masterwork 50 gp 5 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Harrow Cards This is a traditional fortune-telling deck of cards used by soothsayers and seers. Each Harrow deck consists of 54 cards divided into six suits of nine cards. The six suits correspond to the six ability scores (hammer for Strength, key for Dexterity, shield for Constitution, book for Intelligence, star for Wisdom, and crown for Charisma). Each card in a suit further ties in with one of the nine alignments, corresponding to the location of the symbol on the face of the card. In addition, each card has its own unique name, independent of its suit and alignment.

d6 Suit
1 Hammer
2 Key
3 Shield
4 Book
5 Star
6 Crown

-------------
WEALTH:
-------------
63 GP
-----------------------
SPELLS :
-----------------------

Level 0
- purify food and drink
- touch of fatigue
- Detect Magic

Level 1
- obscuring mist

---------------------------
SPECIAL ABILITIES:
---------------------------
Racial:
Human Racial Traits

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet
Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common.

Background

The True history of Tantor is unknown. Every person he meets is spun a different yarn. Sometimes he is a feral child raised by the fey. Sometimes he's the bastard child of an aristocrat. Sometimes he's a freed soul, who was trapped for so long, he has forgotten his childhood.

He wanders from place to place, telling fortunes, spinning tales, loving women, and then moving on.


I won't know my PC class until you tell me correct?

Silver Crusade

Tantor Muerta wrote:
I won't know my PC class until you tell me correct?

your choice. The wanderer was meant as a wild card when I first thought of this idea (I had a somewhat experienced player at the time,)

so your PC class is up to you.


see alias for character sheet. changed npc to commoner for better synergy


Gonna throw out a request for the right to take the town's Eccentric position, if that's alright with everyone, as an abberant sorceress! I'll have a post up in a bit!


Or does the Eccentric also have to be one of the NPC classes? It doesn't state any in your opening post.


I will throw my hat into the ring for the traveling merc. will be a barbarian, half orc.

Sober, a bit rude/gruff but well meaning (usually)

I think I will use the point buy

- Half orc barbarian
Stats-
traits- Indomitable will, reactionary, scrapper
drawback: Pride- He is a strong warrior!
Str: 20 (18+2)
Con: 15
Dex: 14
Int: 10
Wis: 12
Cha: 07

Feats- Intimidating Prowess, toughness, alertness

Gear: MWK Greataxe, MWK Chain shirt,
Backpack, belt pouch, waterskin (5),rations (5), hammer, flint and steel,

I am still working on the other gear but short story-

He was born in a big city and shunned from birth (his mother had been raped) but she kept him until he was able to live on his own (12) He got into a gang and through his sheer strength and intimidating nature eventually become the leader. He went on to eventually form a small mercenary company when they got older. However he eventually put running the thing to his only childhood friend. Ragdar, a dwarf of keen money making skill. He now wanders the land due to his wanderlust seeking worthy foes to vanquish and treasure!

Silver Crusade

That is my bad, the eccentric should be aristocrat/expert

also, That guy, I like the idea, something always nice about a half orc barbarian. Brings a sense of primal roots to the table. (plus, the party needs some front line) but just flesh it out a bit please and format it better.


Alright, so, just to clarify, one NPC level, then one level in a PC class, or just the NPC level? Also, yes or no to the Extra Traits feat?

Silver Crusade

yes, one of boht, and yes.

Silver Crusade

also, I will be closing recruitment sunday night and picking applicants monday to get the game rolling again.


Statistics:
Male half-orc Barbarian/expert (invulnerable rager/urban rager) 1
N Medium Humanoid (half orc)
Init +2; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC: 16, touch 14, flat-footed 10 (+4 armor, +2 dex, +0 shield,+0 NA,+0 Magic)
hp: 26 {+1d8+1d12,+3Con}
Fort: +4, {+2Base,+2Con}
Ref: +0, {+0Base,+0Dex}
Will: +4,{+2Base,+1Will+trait 1}
CMD: 18
------------------------------
OFFENSE
------------------------------
Speed: 30 ft.
CMB +6
Base Atk: +1
Melee:+7{+1Base,+5Str+1}
Ranged:+0{+0Base,+0Dex}

--Melee:+0
MWK great axe
To hit: +7/+9
Damage: 1d12+8

--Ranged:+3
Longbow:
To hit: +3
Damage: 1d8

------------------------------
STATISTICS
------------------------------
Str: 20 , Dex: 14, Con: 15, Int: 10, Wis: 12, Cha: 07

------------------------
Traits: Indomitable will, reactionary, scrapper
---------------
Drawbacks: Pride
----------------
Race Traits: sacred tattoos
------------------

-------------
Feats: toughness, alertness, intimidating prowess
----------------

--------------
Skills (0 points; 0 class, 0 INT)
-----------
Acrobatic-2
Perception-2
Intimidate-2
Survival-1
Climb-1
Swim-1

ACP -1

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

------------------------------
SPECIAL/CLASS ABILITIES
------------------------------
Rage

[spoiler=Gear/Possessions]
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: MWK greataxe, MWK chainshirt, morning star, longbow, 40 arrows

Gear: Backpack, belt pouch, waterskin (5),rations (5), hammer, flint and steel,

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 0 GP 0 SP 0 CP


Just not feeling a concept coming to me. Disregard my previous dot (I'm sure you were waiting with bated breath haha).


Got a basic character sheet up for her, as well as an image if people want to see her. I'll have a detailed background up for her tomorrow evening at the latest. See you soon!

Sheet from Mythweavers

What she looks like!


Sarazel is a half-elven woman who has been living in the town of _____ since she was a little girl. Her parents moved into the town to try and escape the business of larger cities, bringing with them an assortment of books and scrolls that they claimed were the result of several generations of collection. Whether that was true, or if they were simply on the run from something was never proven one way or the other, but it was made a moot point when first her mother, then her father fell ill to a wasting disease that left Sarazel by herself at the age of 14. Fortunately the illness did not spread to the rest of the community, but it left a feel of bad luck around the girl.

That left the collection in the hands of a girl with strange mannerisms and strange eyes, the result of elven blood in her veins no doubt. In what probably became the wisest decision of her young life, the girl chose to keep up her parents' collection, but also to open it to the town as a library for those who wanted to learn. A small town has little want or need for books on political histories of nobility or doctrines of magical theory, but it kept her out of trouble, and copying and trading some of the rarer tomes brought in business from abroad, so it was tolerated, even encouraged by some of the more mercantile townsfolk as it brought in folk who might be willing to buy from them as well.

Over a decade and a half later, Sarazel is still counted as the town's librarian and record keeper, though she seems more and more of a shut-in lately, engrossing herself with that strange tome that she's always carrying. Noone else in town could read it due to its strange script, the glowing ink making people nervous about it, but she didn't seem to do any ill and thus the half-elf was simply treated as the town's curiosity.

In truth, the book was handed down to Sarazel by her parents, and she was told to keep it safe, and that its teachings would instruct her on what she could become, and to be both respectful and wary of such a fate. Its lore was alien, and trying to understand it was and is still somewhat difficult even after all these years, for many of the teachings could be interpreted in different ways, which altered the entirety of the tome. Recently Sarazel has found that she can apply these teachings through arcane use, feeling the surge of unearthly energies in her veins with darts of eldritch energy and creating a barrier of the same. She is looking forward to seeing what else she is capable of, but is wary to keep her abilities out of view of the others in town...

Silver Crusade

Dylan Tate, and that Guy, go ahead and fill out your characters and hop along to the main game discussion to say hello. The players have spoken!

here

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