Description: Bremusa stands just under 5 feet high but is aberrantly strong for her small stature, perhaps due to sorcerous blood in her ancestry. She is unashamedly Amazonian; confident of her racial and sexual superiority she is blind to the way others feel about her heritage.
Post by ehiker133 on Sept 21, 2013 11:52:16 GMT -6
Brecon Smout Level 4 Dwarf
STR 12 (Open Doors 5-6) INT 9 (2 languages: Common, Dwarvish) WIS 8 DEX 10 CON 15 (+1 HP/hit dice) CHR 14 (6 Retainers, +1 Loyalty)
Alignment: Neutral XP: 9640 Hit Dice: 4
Hit Points: 8/15 AC: 4 (5) Movement: 9"
Abilities: - 4 attacks/round vs. normal types - Able to note new construction, slopes, shifting walls, false doors, falling slabs - Listen at door 5-6 - All Saves at 4 levels higher - Half damage from Large-sized creatures
Backstory: Brecon slipped into the barrel and closed the lid, working the latch he'd rigged up from the inside to make sure it didn't open until he wanted it to. After a few moments of shifting around to a comfortable position, he was just another barrel of ale sitting on a doc, ready to be loaded into the hull in the morning.
It seemed like an extreme measure, to leave the country in such a sneaky way, headed for a far away place like the Unexplored Continent, but the local witch hunts were getting out of control and he feared for his life.
Two months ago, they burned up Trefor, a stable hand the next town over, because people though he had a queer looking cat. Then, it was Bronwen and her sister - twin girls with fiery red hair who finished each others' sentences, much to their misfortune. And, just last week, he heard they'd burned Hywel in his own bed. "For no reason at all," is what people said to him, but they always failed to mention one fact about Hywel that did not escape Brecon's attention - he was a dwarf, as well.
And so, rather than fall victim to the murderous mob that was sure to come knocking at his door in the near future, Brecon Smout, former smith's assistant, took his somewhat modest savings, hid half of it as best he could and kept the other half, enough for full passage to the Unexplored Continent, in a pouch at his belt.
When the time was right, he would present himself to the captain and hope the gold he offered would at least prevent him from throwing the dwarf overboard outright. He also hoped that by picking a ship with a crew that consisted of another dwarf, the captain might even show some understanding of his plight and treat him fairly.
As it turns out, the captain was a fair man, but rightly upset about the stowaway that showed up on his ship two days out of port. Brecon had to pay the full price of the voyage in gold. In addition, he was forced to work as a member of the crew for the entire six week trip. In return, he was provided food and water and a place to sleep. And he was given a promise that if, after the passage was complete, he ever stepped foot on the Misty Siren again, he would be "drawn and quartered the sailor's way".
He had no idea what that meant, but was pretty sure he didn't want to find out. Besides, this would most likely be his first and last trip on a sailing vessel across such a large body of water.
Last Edit: Sept 9, 2014 10:08:05 GMT -6 by ehiker133
Bio: Josh is a pure-bred hobit. Born to a large hobbit family who lived under to rule of the small time lord Hogard.
He managed to gain a place in the Lord's hunting party. (They mostly brought him along for entertainment) During the hunts his jokes and possitve outlook impresed Hogard and after a year or two Josh was allowed to vist the modest castle.
After a few years the Lord was won over by Josh's personality and made him a Knight, this was mostly done as a joke, Hogard even going as far as to make a miniture lance for him. Josh nevertheless loved the idea and lived in luxury with the good Lord for many years.
One particularly cold winter Hogard mysteriously took ill and died in a mater of days. The Lord's brother quickly took control and stripped Josh of his knighthood claiming "The hobbit was no use to anyone and never should have been made a knight in the first place." (Almost everyone agreed with the new Lord)
Josh disgraced, fled the land and tried to find knight-hood with a new King unfortuntly no-one would have a Hobbit Knight.
Now, years later after having sold most of his armor for food. Josh is trying his hand at adventuring, desperate to prove he's got what it takes to become a hero.
Description: Josh is 3.6ft tall with short auburn hair and a long nose. He is normally happy and possitve but is starting to grow desperate. Josh almost never takes off His beaked helmet (I decided to drop this conecpt) and is always insisting he's a real knight.
Additional: -His near death experience has lead to the hated of a certain Thief who he belives would have left him meet a grizzly end. -The Party's betrayl by the goblins and seeing first hand the lengths they would go to deny outsiders their secrets have led him to have a dispise of their leadership and traditions.
Str - 10 Int - 11 Wis - 5 Dex - 11 Con - 12 Cha - 10
67.85 gp Wt carried 62 lbs
Description: An average man, of average build, Besnik is dark of skin, as if tanned in the sun. He wears dark leather armor and a once colorful cloak that has darkened from time and use. A similarly colored scarf is tied around his right bicep. His sword and dagger sit on separate hips each hilt bearing the symbol of his lost family - 3 rings linked together.
Equipment - black leather armor, traveling cloak, short sword, dagger, backpack, steel mirror, oil flask, tinderbox, torches, iron rations, waterskin
Background: Born into the life of a traveling fair, Besnik spent his youth with his family moving from city to city, town to town. As he aged, he learned the family trade. While the townsfolk were forgetting their miseries, the members of the Sapphire troupe, helped relieve them of their valuables. Sure, some might call it stealing, but they called it survival.
Along with his brother, he was sent out to hit key buildings in the city. Soon, however, they moved on from the markets and the merchant houses, with their strange statues and bloodied tomes. It was in the tombs and crypts of the city's cemeteries where they learned that the real loot was to be found. After all, what do the dead need with their riches.
One night, in a strange town with a strange name, they delved deeply into the finest crypt in the cemetery. Drawn by the soft glow of treasures to be found, the brothers went deeper and deeper into the crypt. The motifs and carvings in the crypt became darker and more alien. Still the brothers went on, their torches went out, and still the brothers went on. Soon they did not know if they were walking on the floor, the walls, the ceiling, or if they were walking at all.
They reached the source of the golden glow, before them loomed a loathsome cistern, strange humming coming from its mouth. It was then that the shadow came alive. Arms reached out with their icy fingers, tentacles struck with their slimy suckers, mouths moved in paralyzing silence. Besnik's sanity broke and he fled in madness, the terrifying sounds of his brother's demise ringing in his ears.
It was miles until his sanity returned. Alone, in the woods, he knew he could not return, he knew that his family was dead. He knew that the shadow's were not safe, that no one was safe; and he knew that he would avenge his brother's death with blood.
Besnik's experience in the caves, both his near death and the dreams (were they dreams?) that plagued his unconscious mind have left their marks. Besnik is silent and keeping to himself, he jumps at shifting shadows, and fear gnaws deep down in his mind, who knows when it will come to the forefront...
Equipment: 109.85GP, Rags with belt, worn wolf fur cloak, Flint Dagger (in belt), Leather Backpack, 7 Iron Rations, Waterskin, Wine flask, Staff, spear, 5 torches, a tinderbox, 5 flask oil containers, blood stained spell book adorned with a horned skull vomiting pained looking souls (containing 1 level 1 spell: "Rest thine head, my oppressor" which functions as a Sleep spell). Dwarfkiller morningstar +1, +3 vs Dwarves, which Troke may wield as a staff.
Biography: Several years ago, against the warnings of the village elder, his curiosity forced him to explore the dread sorcerer Hregen's tomb near his village. In that pit of cobwebs and the strange mummified corpses of Hregen's eldritch servants he could hear a faint moan from something in the mage's sarcophagus and, although fearful, his insatiable curiosity had caused him to slowly lift the lid to find an open spell book inside. The aura from this book was a power that filled his mind with dreams of power and promises of glory. His first exposure to this arcane volume created an addiction to magic Troke could not find the will to resist and, fearing a hanging for this breach of the elder's law, he had left his village without a trace. Now he travels in search of scrolls and runes of eldritch energy, growing regretful of the new path he has taken in life and becoming bitter.
Description: Troke is a tall (6'0 ft), slender and deathly pale figure with a small black goatee, one ear and weary, bloodshot eyes. He is very blunt and cold, and the locals of any village he has traveled through have described him as "a mumbling and bitter ghoul of a man." However, no matter how far his addiction to magic will go, he is still human and tries to do what he can to perform moral actions in times of dire need.
(If there is anything I neglected to edit that is necessary, please inform me)
This is my quest, to follow that star ... No matter how hopeless, no matter how far ... To fight for the right, without question or pause ... To be willing to march into Hell, for a Heavenly cause ...
Post by waysoftheearth on Oct 14, 2013 15:53:00 GMT -6
An uneducated, 12 year old street urchin with unruly blonde hair, a grubby smirk, and a knack for getting into trouble. He can't read or write or count much, and has no genuine appreciation for "privacy" or "property".
Human boy, neutrally aligned.
Str 7 push doors 5-6, carry 75lbs unencumbered Int 7 Wis 9 two languages Dex 8 Con 7 40% survive shock Cha 10 4 retainers
Weapons: Dagger + Belt Sheath___________4gp Dagger + Boot Sheath__________3gp
Equipment: Black Boots, Blue Tunic, Brown pants, Leather Tricorn hat__5gp Heavy Belt _______________________1gp Grey Traveling Cloak_____________3gp Belt Pouch _______________________1gp Leather Backpack________________4gp Lantern_________________________10gp 4 Flasks of Oil___________________8gp Tinderbox_______________________2gp 12 Candles______________________2gp 1/Weeks Rations________________ 7gp Water Skin______________________1gp Whiskey Flask___________________10gp
Spellbook: [Labeled: The Novices guide to Spiritual Harmony] Alter Self Charm Person Color Spray Comprehend Languages Detect Magic Fog Wall Gazeback Hold Portal Light Protection from Evil Read Magic Sleep
Description: Average in all ways, brown hair, brown eyes, medium height, most people don't look that closely at Waymon. His clothes are worn but not old yet. and his leather tricorn hat has seen all sorts of weather. He often fingers a pendant that he wears at his neck.
Bio: Waymon is not the smartest man in the room, he is not the really the best at anything. The most accurate thing that can be said is, he was there, for whatever. From a young age he was obsessed with sorcery and hidden knowledge. He has moved from discipline to discipline, path to path, always seeking his moment of enlightenment. Mostly he found charlatans who used him or stole from him in material and psychological ways. Some times he would meet people with true power, but the concepts were so hard, so difficult to master, he usually moved on. He committed murder once, but called it self defense. After all no one should suffer such psychic assaults, the magistrate seemed to agree something was not right and gave him over to the "doctors". He does not like to talk about the "doctors". He managed to escape that town soon after and has been moving towards the edge of civilization ever since.
His vices are many but his youth and constitution have kept him alive thus far. A few years go he took up with the Church of Starry Wisdom and his long desire finally came true, he could feel magic, true magic. His new friends sent him to Arkham saying that soon Nyarlathotep would have need of him. From that point on his fate was sealed and his soul was claimed. He wears near his chest a pendant of a red bat with three eyes. When he thinks, he fiddles with it. Not that it helps, he is often wrong at first but he keeps trying.
Last Edit: Mar 15, 2014 11:41:11 GMT -6 by mgtremaine
Possessions: Flail, Mail (AC: 5), Wooden Cross, 1 week Rations, Traveling Cloak, 6 Torches, Tinderbox, 4 Large Sacks
Languages: Common, Latin, Goblin, Atlantean
Description: Brother Hubert Hawthorne is a dark haired man in his mid forties. He wears a mail shirt atop red-brown monk robes. When he was younger, Hubert was a member of a mercenary unit which was crushed in the defense of a small fishing village by a flight of vicious Byakhee. After the defeat, Hubert pledged himself to The King's Church so that he could learn how to slay and drive away such fell creatures. For many years Hubert lived in a monastery learning all he could, but gave it up when he realized the full extent of the corruption and hypocrisy of The King's Church. Now, Brother Hubert Hawthorne leads a vagabond existence, wandering the countryside engaging in combat with any creature of darkness who dares threaten civilization.
Equipment: - Bitcoins (Gold): 42gp - Armor: Mail - Arms: Mace, Flail, Dagger - Supplies: Small Sack, Iron Rations (1wk), Waterskin, Crowbar, Tinderbox, Torches (6)
Description: Walker Mann is an intimidating figure with cold gray eyes. He has straight black hair and an angular build. His wardrobe is tight and flattering in a dark blue and purple color scheme. At times he seems bored because he often rolls his eyes while in conversation. He has a quiet collection of tiny wooden toys in his sack made to look like his dreamed up enemies. He makes an effort to retain a possible dark past.
Playing Characters: Frank's Wilderlands/CSIO OD&D;: Muthebar (Fighter 1)
Equipment: - Gold: 107 gp - Armor: None - Arms: Staff, Daggers (x2) - Supplies: Travelling Cloak, Backpack, Wand of Paralysis,Scroll of WEB, Iron Rations (1wk), Waterskin, 2 small sack, 1 Large Sack, Lantern, Tinderbox, 5 Flasks of Oil, Silver Mirror, Wolfsbane, Bellandona, Garlic
Description: Having suffered torture at the hands of Goblin that left him with 3 missing toes on his left foot and 2 missing fingers from his right hand, Osbert is not nimble by any stretch of the imagination. A dedicated student, Osbert learned the languages of the Ancient world ans well as the Magical Arts. Good soul at heart, Osbert spares no mercy to his enemies.
I am thankful to all the original creators of this hobby and to all the work done by it's current guardians. Every time we play, we get to visit a different world, explore it, marvel at it's beauty....and take treasure from the bad guys!
Alignment: Lawful (but suffers strange minor chaotic outbursts) Class: Elf (not dual-classed yet) Level: 1 Level Title: Veteran (at start) XP: 1,166 (+5% FM/+10% M-U) Need: 2000 HP: 7 AC: 7/7 no shield (?) Head from unaware
Abilities Strength: 12 (open doors 5-6_ Intelligence: 15 (7 maximum languages. Maybe not as Elf?) Wisdom: 12 (+1 prime requisite for xp_ Dexterity: 15 (+1 initiative & missile 'to hit') Constitution: 9 (60% system shock survival) Charisma: 16 (8 maximum retainers, +2 loyalty, +1 reaction)
Elfin Abilities +1 damage with magic weapons, move and fire a bow while on foot, search for secret door 3-6 or 5-6 passing by, listen at doors 5-6, immune to ghoul and thull paralysis, Elfin hiding and silent moving
Maximum of 4th level (Hero) as a Fighting-Man; 8th level (Warlock) as a Magic-User
Endicott is very tall; On the creepy side of tall. He is rangy of build... No bulging muscles, but more of a tight, slender frame. This combined with his height give him a gaunt look, a fact that is exacerbated by his very fine, angular features. While not in the least unhandsome, Mr. Crumm's countenance seems to display some strange other-worldliness about him... as if he's just a bit too symmetrical. There is something odd about him, but when most see him it is only something they notice for but a second that tends to cause a strange, creepy attraction towards him. His complexion is very fair, yet not ruddy... He rarely turns pink in the skin. Long, straight hair hangs down to his neckline of a very vibrant auburn color that shocks in contrast to his nearly almond-shaped and bright emerald eyes. He is rarely seen to blink.
Mr. E. Crumm is a very forward gentleman. He is no stranger to being heard, and carries his deep baritone rather well in any conversation. While mostly inexpressive as he speaks, not moving much except to crane his slender neck towards whom he's speaking too, he does at times suffer bursts of excitement that sends his limbs to the tale-telling as well as his orating does. It's obvious that he's educated when speaking to him, and this is usually a somewhat pleasurable experience as he's rather courtly in his courtesy as a rule. He does tend to talk a bit much more than his share, but all have faults to bare. There are times, however, when this generally in-control fellow acts... Strangely. Some say they've experienced strange behaviors from him, such as snapping impatiently at common conversation, or odd behaviors such as slinking about town at ungodly hours in a most suspicious manner... And some say they've witnessed these behaviors uncharacteristically surface during high tide or when the moon is but a sliver in the sky. Are these the rantings of jealous men? The prattling's of fools, looking to discredit others for their own personal gain? Or... is there some weird underlying truthes to these observations? Who can tell?
Endicott Crumm was a lad who loved to learn. It really didn't matter what... History, Herbology, Astrology... Small unit tactics or the art of blade and bow, he seemed to veritably attack any new thing he came across with a fervent passion. All arts, all things, the same... Until his later youth, after a brief but unsettling absence, upon which he returned and with a very prestigious appointment as an apprentice. His apprenticeship took him into studies of the occult, the supernatural... the strange goings-on that have occurred near and far, and he absolutely gave himself to these courses full whistle. Unseen for days at a time in the tower of his master, Young E. Crumm would emerge from time to time only to bring baskets of wash to town or to pick up sundry supplies for his secretive keeper and instructor. Interestingly, his mother, his only surviving parent, was set up rather nicely during this time... Far more nicely than a weaver's daughter should be. A comely lass in her day, her own flings with a very handsome stranger lasted but a lick of the flame and were the scandal of town. Now, quieted by age (and some say the absence of her dashing lover), she simply lives her days as a clothier to Young Endicott's Master in a sumptuous little cottage near his tower. As the young man grew, his master finally sent him outwards with a single mission: To chase the tales of all things strange, to experience them firsthand, and to catalog and report them for some purpose unknown.
Last Edit: Dec 5, 2014 11:45:21 GMT -6 by Merctime
Equipment: Black Boots, Green Tunic, Brown pants 5gp Heavy Belt 1gp Black Traveling Cloak 3gp Belt Pouch 1gp Leather Backpack 4gp Lantern 10gp 4 Flasks of Oil 8gp Tinderbox 2gp 1/Weeks Rations 7gp Water Skin 1gp Mirror Steel 5gp
Ian D’Court is young, well built, easy going and forever on the move. He was born to a life on the road. His father was a merchant who’s wagon teams followed an annual circuit, town to town, farm to farm. Ian was not suited to become a merchant but the need to keep moving was ingrained deeply. His life as an adult has been a series of adventures, trekking endless woodlands, exploring abandon mines, canoeing down wild rivers, he has an overdeveloped since of adventure. Lucky for him his quick hands and sturdy build has allowed him to survive thus far.
Last Edit: Oct 4, 2014 9:54:04 GMT -6 by mgtremaine