|
Post by waysoftheearth on Sept 23, 2011 18:03:24 GMT -6
Very good Rleduc, Guntram it is.
The bustling city of Maine lies approximately two weeks east of Ket, and is surrounded by agricultural estates.
It seems likely that Guntram originates from these parts.
Ser Dirk Falko was the local Knight whose small grounds and wood he worked. Falko was a stern old Man, rarely seen among the peasantry. It was his sons, a pair of bullies, who saw to most of the commoners "needs". But all that is behind him now...
You can go ahead and post your character sheet on The Cast thread.
|
|
rleduc
Level 3 Conjurer

Posts: 75
|
Post by rleduc on Sept 23, 2011 18:37:30 GMT -6
Great! Thanks!
Last question - do I know how to use the beans at all? In making the bet, did Gregoire make any claim about whether one is supposed to eat one, plant one, throw one etc? Or am I totally on my own with that?
|
|
|
Post by waysoftheearth on Sept 23, 2011 18:46:08 GMT -6
Great! Thanks! Last question - do I know how to use the beans at all? In making the bet, did Gregoire make any claim about whether one is supposed to eat one, plant one, throw one etc? Or am I totally on my own with that? You'll have to figure it out... 
|
|
rleduc
Level 3 Conjurer

Posts: 75
|
Post by rleduc on Sept 23, 2011 18:55:57 GMT -6
O.K. - looking forward to it!
|
|
|
Post by waysoftheearth on Sept 23, 2011 19:10:26 GMT -6
Also, the sword which Guntram was "awarded" formerly belonged to one of the poachers. Ser Falko was entirely uninterested in it and dismissively told Guntram to "Keep it.".
It is a simple broadsword made in the northern fashion -- the blade being widest just before its point -- with the initials E.J.D. graven upon both sides of the steel near to the hilt.
|
|
|
Post by waysoftheearth on Sept 29, 2011 4:20:03 GMT -6
Tombowings, your new rolls are: STR: 4, 2, 3 (9) INT: 6, 6, 3 (15) WIS: 4, 3, 4 (11) DEX: 5, 4, 3 (12) CON: 3, 3, 2 (8) CHA: 1, 2, 4 (7) (Average 10.33) You may substitute a 6 for any single die, except that doing so must not make an 18. If you choose to play a Man you can substitute in any ability. Demi-humans, however, are restricted as follows;
- Elves may substitute a 6 in dexterity or wisdom only.
- Dwarfs may substitute a 6 in strength or constitution only.
- Halflings may substitute a 6 in constitution or dexterity only.
You will begin with clothing, bedroll, backpack, one week of victuals, water skin, coin purse containing 6 gp, 18 sp and 17 cp. 1 gp = 6 sp = 36 cp. The costs of basic goods are listed here. You will also be granted a boon which will be determined according to your race and class... I'm pretty sure you know the drill by now ;D
|
|
|
Post by tombowings on Sept 29, 2011 11:12:24 GMT -6
Alright, well I've got a few good options.
- Change dexterity to 15 and play a one-eyed warlock
- Change constitution to 12 and play an all too honest and overly pessimistic dwarf alchemist
- Change dexterity to 15 and play an incredibly geeky thief or alchemist (inventor)
I'll have to think on it a bit.
|
|
|
Post by waysoftheearth on Sept 29, 2011 16:18:32 GMT -6
Yes, they are tricky numbers this time. I was thinking some options might be... Bump str and play an "engineer" style fighter. Maybe an artillerist or grenadier sort. Bump wis and play a wizard or a warlock. Bump dex and play an aloof Elf; a wizard or thief or archer type fighter. Bump con and play a Dwarf; a thief or a sapper type. Bump cha and play a wizard or a bard type. There's always options 
|
|
|
Post by tombowings on Sept 30, 2011 13:00:26 GMT -6
Here we go, Ways:
Dr. Wolfrick Bringerderfunken, Mad Scientist Extraordinaire Lawful Human Alchemist
STR: 9 (scrawny) INT: 15 (student of the magical arts) WIS: 11 14 (practical surgeon's training) DEX: 12 (flexible) CON: 8 (has used himself as a test subject on numerous failed experiments) CHA: 7 (awkward blabbermouth)
Dr. Wolfrick Bringerderfunken would prefer to think of himself as the most diabolical mad-scientist the Hinterlands - and soon everywhere else - has ever seen. There's just one problem: he has nerves of rubber and a heart of gold. Dr. Wolfrick Bringerderfunken is awkward and nervous around females, authority figures, etc. and is often overly excited and a bit of a blabber-mouth when it comes to his newest plans for world domination.
4 gp, 5 sp, 17 cp
Dagger Backpack Bedroll Glass vials, 6 Parchment, 6 leaves Quill, steel Ink, 1 ounce Satchel, waxed
|
|
|
Post by waysoftheearth on Oct 2, 2011 0:59:20 GMT -6
Very good Tombowings, another alchemist it is!
Wolfrick (a.k.a. "The Doctor") beings with HD 0+1d4+1, and [1d4=3] 4 hit points.
Wolfrick can memorise one 1st level wizard spell at a time, although he does not possess a wizard's spell book. He does, however, possess a thick, leather bound journal called The Contriver's Codex which contains the secrets of four alchemical recipes.
The Codex is held fast by an intricate metal mechanism which automatically locks shut whenever the tome is closed. It can be opened only by depressing a series of eight switches in the correct sequence; which is known only to Wolfric.
The Contriver's Codex is penned in the Remembrant hand -- a dictus favoured by the secret guild of engineers, but known to few others. It contains the following formulae...
The Dissimulation: This formulae results in a bizarre paint which changes colour to match its surroundings. If an object (or person) is thus painted it (or he)will become difficult to notice until the paint is washed off with water. Objects so treated become are concealed or secret, only being spotted 2 times in 6 (or 4 times is 6 by Elves or thieves). A person so coated will be able to hide as does a thief (but cannot automatically move silently). The paint will begin to flake off a person with natural movement and bending, being effective for up to an hour or normal activity.
The Importune Ambrosia: This clear, vaguely sticky liquid can be painted onto or poured over objects (or persons). Once exposed to air it will quickly attract an inordinate number of crawling, flying and biting insects to itself. Unfortunately, when tasted, it will drive the insects into an angry or agitated state until they are driven away by smoke or fire, or the ambrosia is washed away with water or vinegar. The insects are chiefly a distraction and an annoyance, causing 1 hp of bites each round that a victim does not spend swatting them away. Lasts one turn.
The Picayune Automaton: this tiny clockwork contrivance requires jeweller's and locksmith's tools to construct, and also particular raw materials. Even so it may take weeks of work to build and will have a lifetime mileage of 2d6 score yards + 1 score yards per level of the caster. It is a wind-up insect or rodent like automaton with a clockwork heart. It is MV 6" AC 7 HD 1/4 and has the ability to navigate, observe, listen, and report (via a tapping code), to its creator. Its creator must instil it with a single purpose at the time of its construction, although it may be stored indefinitely and wound up for use at a later time.
The Tegumental Formulae: This formulae enables the alchemist to construct a sand like dust, which when cast upon a hard surface will increase in volume a thousand fold and spill into a bank of thick vapours which fill 2d6 10ft cubes +1 10ft cube per alchemist level, reshaping itself to fill available space as necessary. The tegument does not hinder movement but obscures all sight beyond 20ft in daylight, or 10ft otherwise. Within the cloud melee attacks are penalised by –2 and missile attacks are virtually impossible, but hiding is made simple. The tegument gradually thins and vanishes altogether within an hour unless blown away sooner.
Wolfric's boon is a so-called Smiss Army knife. It is a half-sized dagger with a series of folding blades, prods and other devices. When all are folded it is only 6" long, and appears to be nothing more than a hilt. It is unclear who the Smiss Army are or were.
|
|
|
Post by tombowings on Oct 2, 2011 12:05:32 GMT -6
Looks good. Does Wolfrick begin play with any pre-made alchemical stocks, or should I factor that into his budget?
|
|
|
Post by waysoftheearth on Oct 2, 2011 15:01:58 GMT -6
Wulfric can start with a tiny jar of the Dissumulation, a vial of the Ambrosia, and a few [1d6=3] pinches of the Tegumental Formulae.
|
|
|
Post by waysoftheearth on Mar 21, 2012 16:47:04 GMT -6
Ian, your new exciting rolls are: Str: 1, 2, 6 = 9 Int: 2, 1, 6 = 9 Wis: 4, 5, 4 = 13 Dex: 5, 1, 2 = 8 Con: 6, 4, 6 = 16 Cha: 4, 6, 1 = 11 You get the usual floating 6 to use, and you also being with the usual adventurer's kit plus 10gp, 13sp, 15cp. Enjoy 
|
|
|
Post by waysoftheearth on Mar 21, 2012 16:47:32 GMT -6
|
|
|
Post by tombowings on Mar 23, 2012 1:41:38 GMT -6
Looks good. Let me know when you get Dugel's spells together.
|
|
|
Post by waysoftheearth on Mar 23, 2012 6:24:49 GMT -6
Looks good. Let me know when you get Dugel's spells together. Yep, working on it for you... update soon 
|
|
|
Post by waysoftheearth on Mar 24, 2012 0:57:15 GMT -6
Very good, Tombowings  Confirming Dugel's starting stats (you got them all right I think)... XP bonus is : 6%, Hit Dice are: 1d4+4, Staring Hit Points will be : [1d4=3] 7 hit points, Armour Class (front/rear): 9/9, Saving Throw : 13. The only other adjustment is that his 11 charisma doesn't give him a +1 adjustment on d20 rolls, it is instead no adjustment. Dugel the Dwarf shall possess The Antediluvian Tractate an ancient stone plated manual which contains the following spells penned in Old Dwarfish, the ancient tongue of the First Dwarfs: The Apical Impingement: Causes any mass of stone within 60ft to suddenly expel its lode of dormant elemental energy, splitting rock of up to 1" thickness per level of the caster, else flawing greater masses. This will shiver statues, doors, altars and bulkheads, and cause 2dd +2 hit points per level of the caster to monsters of stone. Additionally, if the rock if split shards of stone will zing outward to a 10ft radius causing 1dd +1 hit point per level of the caster. A successful saving throw versus breath weapon will avoid half this damage, however. The Irascible Leer: The magic-user's eyes glow with a supernatural fire for up to an hour, and project a dull orange beam of light to 60ft in the direction he looks. He sees as if by lantern light to this range. Additionally, the red beam will be uncomfortably hot upon flesh, causing 1 hit point of damage every other round, and igniting paper of fabric after three rounds, and firewood after a full turn. The Schlemiel Disquiet: This dweomer enables the magic-user to manipulate objects at a short distance via a ghostly projection which mimics the movement of his own hand. The schlemiel is not strong or quick, but can be made to lift small objects, open doors, lift key rings, ring bells, tap people on the shoulder, pick pockets and so on. It vanishes as soon as the magic-user ceases to concentrate upon it. The Inimitable Escutcheon: Creates an ghostly shield of force which protects the magic user from harm. He is considered AC 3 versus frontal missile attacks, and AC 5 versus frontal melee attacks until he next rests or is hit. The escutcheon will also annul any Sorcerous Fulmination targeted against him. With his intelligence of 14, Dugel can memorise any two 1st level spells each day. In addition, Dugel's boon shall be a gnarled wooden staff with a strangely forked head; each prong being wrapped tightly in patterns of silver and copper wire. This staff will divine the direction to the greatest quantity of nearby silver once after basking in the glow of the full moon for a full night. You can post your details over on The Cast thread -- and including your XP bonus for passing the 7,000 posts mark! I'll set you up in game as soon as a convenient moment arises. Good luck!
|
|
|
Post by waysoftheearth on Apr 15, 2012 6:42:47 GMT -6
Nizrad, your rolls are: Str: 5 + 3 + 5 = 13 Int: 5 + 4 + 5 = 14 Wis: 1 + 5 + 1 = 7 Dex: 1 + 4 + 6 = 11 Con: 1 + 2 + 1 = 4 Cha: 6 + 4 + 2 = 12 (Average 10.16) You may substitute a 6 for any single die, except that doing so must not make an 18. If you choose to play a Man you can substitute in any ability. Demi-humans, however, are restricted as follows;
- Elves may substitute a 6 in dexterity or wisdom only.
- Dwarfs may substitute a 6 in strength or constitution only.
- Halflings may substitute a 6 in constitution or dexterity only.
You will begin with clothing, bedroll, backpack, one week of victuals, water skin, coin purse containing 12 gp, 9 sp and 17 cp. 1 gp = 6 sp = 36 cp. The costs of basic goods are listed here. You will also be granted a boon which will be determined according to your race and class... If you have any questions or issues, just ask. I am here to help 
|
|
|
Post by nizrad on Apr 15, 2012 22:04:10 GMT -6
ok so here's how Im going about this.
Name: (Wendel) Whoozewind the Wheezing Biology: Man Class: Warlock Alignment: Nutral
Str: 13 strong back and arms good for lifting and such(for short periods,see Con) Int: 14 as a child studied up on magical lore in an attempt to find a means to heal his ravaged lungs Wis: 12(switched a 1 with a 6) studied philosiphy and anatomy Dex: 11 can touch his toes with some effort Con: 4 bed ridden with a lung infection as a small child prone to coughing fits and bad alergies Cha: 12 friendly yet reserved and a little to trusting of people
Adventuring Gear: plain Clothes(tunic breeches leather shoes and a cord belt) Backpack, Bedroll, Waterskin, 1 week of food.
Bought Gear: Sword(21sp) Leather Armor(12sp) Silk Rope 60ft(12sp) Grappling Hook(1sp) Lantern& 2 flasks of lantern oil(10 sp) Pouch,shoulder(6cp) Parchment 6 leaves (1sp) Steel Quill (1gp) Writing Ink(1sp) Copper Scroll case (6sp) Crowbar (2sp)
Remaining funds: 15 sp and 11 cp
The only son of a poor painter Whoozewind(proper name Wendel) was almost always sick as a small child. Particularily after catching a severe lung infection one spring wich kept him bed ridden for nearly a year(he unfortunately cought pneumonia during that winter). Wendel's parents spent all that they had to keep him alive with physicians seeing him daily. That next spring he was well enough to venture forth from his bed and go outside. During this time his mother would bring him all manner of books and it soon became apparent that he took an interest to magic. During his adolescents he took a job as a woodcutter to help pay off his families debt(they owed a crooked moneylender), only to quickly discover his alergie problem. Once the debt was cleared(7 years later), Wendel sought an apprentiship with what he believed was a wandering mage. The old hag had a soft spot for the ernest young fellow(no older than 22 winters) and took him under his wing teaching him the art of swordplay and spellcraft. Ten years have past and Whoozewind now seeks his fortune as a blade for hire.
...Also I was wondering if it would be appropriate for Wendel to have a bandanna type covering for his face to prevent too much dust and molds from being inhaled in the damp and musty recess of the below earth(and pollens and such out in the wilderness). And lastly if there are anythings that I am missing please let me know.
|
|
|
Post by waysoftheearth on Apr 16, 2012 2:08:10 GMT -6
Very good, Nizrad.
Delving slightly deeper... one might speculate that Wendel's poor health was, at least in some part, attributable to his constant exposure to paint fumes which he had to mix, apply and clean all day to earn a living. Or (given that warlocking is such a dark business) he might well suspect that the old crone cursed him (or his family), knowing that he would have to come to her when his health failed..?
It does, perhaps, seem unlikely that a "neutral" (a.k.a. "selfish") young man would labour for 7 years to repay a family debit if he didn't have to. That would seem to be perfectly "lawful" behaviour. Your call.
You might wonder whether Wendel's father may have been "disappointed" in his son's inability to work hard to put food on the table, and also his failure to continue in the family trade? The family might well be bitter that they had to spend everything they had to save Wendal, only to have him tramp off ?
in any case... remember that books are rare and expensive. And also that warlocking is not a common trade by any measure. Nor is it a "safe" one. In fact, there are an order of templars getting about who exist solely to eradicate warlocks, and they do this entirely with the protection of the law. So, the question is... from whom did Wendel learn his secrets..?
Wendel should probably wear a great hooded cloak to conceal his identity from any spies and informants of the templars (these would certainly be everywhere). He should also probably carry several large kerchiefs to cover his nose and mouth, and also to alleviate his coughing fits.
With his wisdom being 12, Wendel will begin with exactly two spells. With his intelligence being 14, he will (at 1st level) be able to memorise two 1st level spells at a time.
Wendel's incantations coming shortly...
|
|
|
Post by waysoftheearth on Apr 16, 2012 4:11:19 GMT -6
Wendal's game stats are: XP bonus is : 0% (warlocks get no XP bonus), Hit Dice are: 1d6+0 (1d6 for a 1st level warlock, +0 for 4 constitution), Staring Hit Points will be : [1d6=3] 3 hit points -- he had best be cautious, Armour Class (front/rear): 7/7 (leather armour), Saving Throw : 14. Wendel has the following two incantations tattooed to the insides of his arms, one on the left and the other on the right, in the tiny glyphs of the Stygian script. These run in a single dark line almost as thick as his little finger, from the pale flesh of his inner bicep to his outstretched wrist. The secrets are; The Sorcerous Fulmination: A lance of ethereal force is loosed in whatever direction the caster so points, much as a hurled spear. It strikes the target unerringly so long as there is a direct line of sight, penetrating shield and armour alike and causing 2dd hit points of damage +1 hit point of damage per caster level. This magic is annulled by The Inimitable Escutcheon and greater magical defenses. The Eerie Lambent: Conjures a host of 1d6 + caster level animated, levitating candle flames. These move as a whole wherever the magic-user desires, darting back and forth at pace, turning corners and navigating openings. These may attract attention, frighten animals, illuminate a passage, and so on, but wink out of existence if ever they stray further than 100ft from the caster, or when the caster rests or is hit. Wendel's boon shall be a flask of cough medicine; a draft of which which will still his hacking cough for an hour or so, and restore him of 1 lost hit point (maximum 1 hp per hour). There are [2d6=9] nine doses remaining. You can go ahead and post your PC sheet over on "The Cast" thread... I'll get you started in game soon... Good luck 
|
|
|
Post by nizrad on Apr 16, 2012 13:20:01 GMT -6
Wendel didnt exactly have a choice on becoming a woodcutter, his father was imprisoned for their accumulated debt and the lenders forced him to work off the debt. His mother worked as a cleaning lady in a nobles manor and would "borrow" books for Wendel to read...returning them when he finished. -for clarificaton- also included hooded cloak ans kiechefs into gear list and deducted the costs for such
Also thanks for the insights Ways!
|
|
|
Post by waysoftheearth on Apr 18, 2012 5:39:39 GMT -6
Heartless, your new rolls are... Str 2 + 6 + 5 = 13 Int 2 + 1 + 1 = 4 Wis 4 + 2 + 5 = 11 Dex 2 + 6 + 4 = 12 Con 5 + 4 + 5 = 14 Cha 3 + 6 + 3 = 12 (average: 11.0) I think you know the drill by now...  You will begin with clothing, bedroll, backpack, one week of victuals, water skin, coin purse containing 14 gp, 17 sp and 18 cp. 1 gp = 6 sp = 36 cp. The costs of basic goods are listed here. You will, of course, be granted a boon determined according to your race and class. I'm here to help 
|
|
heartless
Level 1 Medium
Kill monsters, take the treasure
Posts: 12
|
Post by heartless on Apr 24, 2012 9:11:47 GMT -6
Here comes my new character.
Rufus Brandystoe (the quick)
A halfling thief (neutral)
He is the cousin of Wibert come looking for him to team up and have fun. Will fill in a background soon.
stats: using a 6 in DEX roll.
Abilities STR : 13 (--) (3 in 6) INT : 4 (-1) (1/2 in 6) WIS : 11 (--) (2 in 6) DEX : 16 (+1) (4 in 6) Note: +1 AC CON : 14 (+1) (3 in 6) Note: +1 Hit-points CHA : 12 (--) (2 in 6)
The 4 INT limited the character alot, but will play with it.
I will post a character sheet and soon once I get a boon, if this is ok to go with.
|
|
|
Post by waysoftheearth on Apr 24, 2012 20:12:19 GMT -6
Here comes my new character. Rufus Brandystoe (the quick) A halfling thief (neutral) He is the cousin of Wibert come looking for him to team up and have fun. Will fill in a background soon. stats: using a 6 in DEX roll. AbilitiesSTR : 13 (--) (3 in 6) INT : 4 (-1) (1/2 in 6) WIS : 11 (--) (2 in 6) DEX : 16 (+1) (4 in 6) Note: +1 AC CON : 14 (+1) (3 in 6) Note: +1 Hit-points CHA : 12 (--) (2 in 6) The 4 INT limited the character alot, but will play with it. I will post a character sheet and soon once I get a boon, if this is ok to go with. Very good Heartless, Rufus it is! Don't be too down on his INT 4; it could simply mean that Rufus always skipped Hobbit school to go fishing or frolicking, so he never learned to read or figure... he can probably still count to 4 on his fingers if he concentrates. His wisdom is quite normal, so he at least has the usual measure of common sense (for a Halfling thief!). His constitution adjustment (+1) does not adjust hit points (except for fighters). It does, however, adjust the maximum number of Hit Dice Rufus can have (so he can have up to 5 HD, instead of up to 4 HD which is the normal limit for Halflings). Rufus will have 1+3 HD, and will begin play with (1d6=5) 8 hit points. His saving throw will be 14. His boon will be an impressive, one foot long smoking pike, a pouch of the best Longbottom pipe weed, and a compact little "tinder box" (the size of his thumb) which will produce a tiny flame on demand -- enough to light his pipe.
|
|
|
Post by waysoftheearth on Apr 27, 2012 18:47:02 GMT -6
One correction to Rufus's character sheet in the Cast thread, Heartless;
AC (front/rear) should be 6/7.
Leather armour is base AC 7, and his dexterity adjustment reduces AC by 1 pip from the front.
Rufus has no shield, but enemy will be -1 to attack him (except with missiles) due to his main gauche.
|
|
heartless
Level 1 Medium
Kill monsters, take the treasure
Posts: 12
|
Post by heartless on Apr 28, 2012 7:44:34 GMT -6
One correction to Rufus's character sheet in the Cast thread, Heartless; AC ( front/rear) should be 6/7. Leather armour is base AC 7, and his dexterity adjustment reduces AC by 1 pip from the front. Rufus has no shield, but enemy will be -1 to attack him (except with missiles) due to his main gauche. Thanks, fixed up character sheet. Ready now!
|
|
|
Post by waysoftheearth on Nov 7, 2012 16:34:00 GMT -6
Verhaden, the dice talk... Str 2, 6, 5 = 13 Int 5, 5, 1 = 11 Wis 2, 4, 1 = 7 Dex 6, 6, 4 = 16 Con 4, 1, 5 = 10 Cha 3, 2, 6 = 11 (average: 11.3) You can replace any one die with a 6, subject to the usual limitations. You will begin with clothing, bedroll, backpack, one week of victuals, water skin, coin purse containing 7 gp, 11 sp and 16 cp. 1 gp = 6 sp = 36 cp. The costs of basic goods are listed here. You do not have to pay 133% of the list price for your starting gear. You will also be granted a boon to be determined according to your race and class.
|
|
|
Post by verhaden on Nov 7, 2012 17:44:58 GMT -6
Heading out the door in a bit, but this is the character so far:
|
|
|
Post by waysoftheearth on Nov 8, 2012 7:20:48 GMT -6
Very good Verhaden, Torben it shall be.
Torben's HD will be 1+4 (1+2 for a 1st level fighter, +2 for his con).
He will begin with [1d6=4] 8 hit points.
His 17 strength makes him thick-thewed and gives a +1 adjustment. 7 wisdom gives a -1 adjustment. 11 charisma gives no adjustment.
Torban's boon shall be a long (almost to the elbow) left-handed glove made of an oily black-green skin which will pass through solid matter on a moonless night.
|
|