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You are here: Home --> Forum Home --> Recent posts by Wyrmsting
Topic: Inheritance -- Epilogue
Subject: You got it, gboy.


Wierd that the closest to the target number was the only pure human in the group ..

Well, wierd to me, anyway. The odds were stacked against it 6:1 ...

Posted on 2008-12-15 at 07:59:31.

Topic: Inheritance -- Epilogue
Subject: Player F. Y. I.


Hokay. Wierd, but random determination (as random as I could make it) gives us this:

Target Number:   Avg(5d20, 12 rolls)  =  53       (Bell average = 50 ±18 )

Rand d100 x7: Calculated
Character(s): (Linear average = 50 ±15) Integer Avg:
gboy (½E-Bbn) 86, 93, 52, 73, 29, 52, 05 56 
Zodius (H-Rgr) 73, 88, 60, 91, 91, 15, 04 54*
Admiral (E-Clr) 41, 13, 64, 80, 76, 65, 60 57 
Bezmir (D-Ftr) 66, 27, 04, 45, 04, 53, 71 39 
Keeper of Dragons (½E-Dbl) 100, 63, 45, 63, 85, 05, 28 56 
Dragonblood (G-Sor) 22, 34, 39, 84, 54, 79, 30 49 
Jozan1 (½O-Rog) 22, 22, 11, 38, 16, 43, 50 45 


Other necessary info will be in the Game Intro Post ...

Posted on 2008-12-15 at 01:07:38.
Edited on 2008-12-24 at 00:30:54 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: The short answer is yes ...


In the interest of keeping interest, I'll put the first post up Monday. We'll write Jozan's character in as soon as he finishes the sheet

Gear up your minds, people!

Posted on 2008-12-13 at 21:55:08.

Topic: Inheritance -- Epilogue
Subject: Garme start update ...


Game start will be delayed zpproiximately a week for Jozan1's and Dragonblood's characters.

Jozan1 has posted that a delay due to RL issues has become necesary, and Dragonblood seems to be having problems with hsi I-net connection ...

I would like to start with six of the seven, and write the last one in if it's not too long in coming.

I apologize for the delay, and I hope the rest of you don't mind ...

Posted on 2008-12-08 at 07:14:59.

Topic: Inheritance -- Epilogue
Subject: For Zodius


Name: Maranda Grey
Female, Human, Ranger, Level 1, Chaotic Good
HD: 1d8+2(Con); hp: 10
Age: 21, Height: 5`6``, Weight: 125lbs , Hair: Ashen Blonde , Eyes: Green , Complexion: Fair

Str 12
Dex 17
Con 14
Int 13
Wis 14
Cha 16

Init +3, Fort +4, Ref +5, Will +2
Speed 30ft (adjusted value and modifiers)
AC: 15 (Flatfooted:12 Touch: 13)
Base Attacks: +2 melee, +4 ranged

Racial Features: Extra Feat, Extra Skills
Class Features: 1st Favoured Enemy (Bear), Track, Wild Empathy

Skills:Climb +5, Handle Animal +7, Knowledge (Nature) +5, Listen +6, Ride +7, Spot +6, Survival +6, Swim +5.

Feats: Mounted Combat, Mounted Archery.

Character Description/History:
"Do not ever forget that we have a strong lineage in this family young Maranda." It was her father's last words before he went off to join the militia in a skirmish against some goblins that had become dangerous to the local village of Escobar. He had told her that he was the son of the daughter of Shallagh Gann, and that when the time came, Maranda would inherit Sir Shallagh Gann's estate, as he had no heirs of his own. Her Father died in the battle to come, and so she remained in the little cottage of her birth with her mother. She learned the way of the ranger, the way of her father, hunting animals and learning to ride. She even made money off of the occasional trade of fur, or bounty against overpopulated creatures. Occcasionally she would get a job escorting traveller's through the sometimes dangerous woods.

A messenger has recently come about and explained to her that Shallagh Gann has passed away, and being that she was an heir, she decided to head out to Waterdeep and claim her estate, though Maranda hasn't a clue what that estate is exactly, or what to do with it even.

After saying goodbye to her mother, packing her best gear and heading out on the road with her trusty horse, she heads forward into destiny... Adventure awaits, this she is certain of.

Posted on 2008-12-05 at 03:31:47.
Edited on 2008-12-17 at 05:45:27 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: For Keeper of Dragons


Velina Nightdancer, Female Half-Elf Duskblade1; HD 1d8+3(Con) ; hp 11, AL CG,
Age: 55, Height: 62", Weight: 128 lbs., Hair: Platinum Blonde, Eyes: Sky Bue, Complexion: Tanned

STR 15 (+2),
DEX 14 (+2),
CON 17 (+3),
INT 17 (+3),
WIS 10 (+0),
CHA 13 (+1)

Init +2, Fort +5, Ref +2, Will +2
Spd 30,
AC:15 (Flatfooted:13 Touch:12)
Base Attack Bonus: +1
Adj Attacks:+3 melee, +3 ranged:
+3 (1d2+2, Unarmed),
+4 (1d4+2, Dagger [Wpn Focus]),
+3 (1d6+2, Sword, short),
+2/+2 (1d4+2, Dagger; 1d4+1 [Wpn Focus], Dagger [Wpn Focus]),
+1/+1 (1d6+2, Sword, short; 1d6+1, Sword, short),
+1/+2 (1d6+2, Sword, short; 1d4+1, Dagger [Wpn Focus]),
+4 (1d4+2, Dagger, 10 ft range [Wpn Focus]),

Special Qualities: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects;
Racial Features: Elven Blood

Skills:
Climb +4,
Concentration +6,
Decipher Script +6,
Knowledge (Arcana) +6,
Knowledge (Weaponry) +6,
Listen +1,
Search +4,
Spellcraft +7,
Spot +1,
Swim +4.

Feats:
Armor Proficiency: Light,
Shield Proficiency: Light,
Weapon Proficiencies: Simple & Martial,
Two-Weapon Fighting,
Weapon Focus (Dagger)

Description and History:



Posted on 2008-12-05 at 03:30:58.
Edited on 2008-12-17 at 05:47:10 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: For Jozan1


Name: Gunk-karg Rooka-rooka-darg "the cheap"
Class and Level: Rogue/1
Race: Half orc
Alignment: NG
HD: d6+2(Con)
hp: 8
Deity: Waukeen
Size: M

Age: 19 Gender: M Height: 6'4 Weight: 199 lbs
Eye Color: brown Hair: black Skin: greyish/green

STR 20 +5
DEX 16 +3
CON 14 +2
INT 15 +2
WIS 13 +1
CHA 15 +2

AC: 17 (Touch: 13, Flat footed: 14)
Initiative +3, Fort +3, Ref +5, Will +1
Speed 30ft.

Base Attack Bonus +0
Adjusted Attacks: +5 Melee, +3 Ranged
+5 Grapple
+5 (2d6+7, Great sword, crit 19-20 x2)

Skills:
Appraise (int) +4
Balance (dex) +6
Bluff (cha) +5
Climb (str) +8
Concentration (con) +2
Craft (int) +2
Decipher Script (int) +3
Diplomacy (cha) +5
Disguise (cha) +2
Escape Artist (dex) +6
Gather Information (cha) +2
Hide (dex) +6
Jump (str) +5
Knowledge (int) +2
Listen (wis) +1
Move Silently (dex) +6
Perfom (cha) +2
Profession (wis) +1
Sense Motive (wis) +4
Sleight of Hand (dex) +6
Spellcraft (int) +2
Swim (str) +5
Tumble (dex) +3
Use Magic Device (cha) +2
Intimidate (cha) +5
Open Lock (dex) +6
Search (int) +4

Feats: Martial Weapon Proficiency (Greatsword)

Special Abilities::
sneak attack +1d6
trap finding
dark vision (60')
orc blood

Description and history:


Posted on 2008-12-05 at 03:30:25.
Edited on 2008-12-17 at 05:48:22 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: For gboy


Name: Almyrikon "Bearspaw"
Male, Half-Elf, Barbarian, 1, Chaotic Neutral
HD: 1d12+3(Con) ; hp: 15
Age: 20, Height: 5'6 , Weight: 177, Hair: Blonde , Eyes: Emerald , Complexion: Dark Tanned. Bear Tattoo's all over body.

Str: 18 (+4)
Dex: 12 (+1)
Con: 17 (+3)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 16 (+3)

Init +1, Fort +5, Ref +1, Will +3
Speed 40 ft (30 (base) +10 (barbarian))
AC: 14 (Flatfooted:13 Touch:11)
Base Attack Bonus: +1
Melee Attack Bonus: +5
Ranged Attack Bonus: +2
Greataxe: +5/1d12+6/20x3/Two Handed
Longbow: +2/1d8/20x3/Two Handed
Dagger: +5/1d4+4/19-20x2/One Handed

Racial Abilities:
Base Land speed of 30 feet.
Low-Light Vision
Immunity to Sleep Effects
+2 bonus on saving throws against enchantment spells or effects.
+1 Racial bonus on search, spot and listen checks.
+2 Racial bonus on Diplomacy and Gather Information checks.
Favoured Class: Any

Class Features::
Proficient in Light and Medium armor, and all shields (except tower shields)
Proficient in all simple and Martial weapons.
Fast Movement: +10 feet movement in medium or light armour, and not carrying a heavy load.
Illiteracy: Cannot read or write. Must spend two skill points to become literate.
Rage: Once per day, you can fly into a screaming rage. This grants +4 Strength and Constitution, +2 Hit points, and a +2 Morale Bonus on Will saves. But it also gives a -2 penalty to AC. This rage lasts for 8 rounds.

Skills:
Appraise (INT) +0 = 0 + 0 + 0
Balance (DEX*) +0 = 1 + 0 + -1
Bluff (CHA) +3 = 3 + 0 + 0
. . . . . . . . .Climb (STR*) +5
. . .Concentration (CON) +3
. . . . . .Diplomacy (CHA) +5
. . . . . . . .Disguise (CHA) +3
Gather Information (CHA) +5
. . .Handle Animal (CHA) +7
. . . . . . . . . . .Heal (WIS) +2
. . . . . . Intimidate (CHA) +7
. . . . . . . . . Jump (STR*) +7
. . . . . . . . . Listen (WIS) +3
. . . . . . . . . . Ride (DEX) +1
. . . . . . . . . Search (INT) +1
. . . .Sense Motive (WIS) +2
. . . . . . . . . . Spot (WIS) +3
. . . . . . . .Survival (WIS) +6
. . . . . . . Swim (STR**) +4
. . . . . Use Rope (DEX) +1

Feats: Power Attack: Trade attack Bonus (Up to Base Attack Bonus) for damage.

Character Description/History:

Almyrikon was a fierce man with a temper to match him. At a young age, he had become angry at those around him, and with that, he left his city, dedicating himself to a life on the plains and forest, surviving on his own. Little did he know however, that there were many other people who had that same idea.

Almyrikon was accepted by a small tribe of barbarians. He lived among them, warring with other tribes. However, Almyrikon still wanted more, and was angry with how the leader was restraining him. So one day, Almyrikon challenged the tribe leader to a fight to the death, his axe hungry for blood.

Many jeered at him, and he knew he would get around to the later. Right now, all he had to think about was downing the man in front of him. And in less than half a minute, it was done, Almyrikon's axes striking grievous wounds into the leader. The rest of the tribe stood shocked and appalled. Never again would anyone jeer at Almyrikon.

Under his leadership, the tribe swelled, and was able to survive. During one of the raids, they captured some prisoners, hoping to gain food for them. However, when a written message came, and not a messenger, at first Almyrikon was enraged. He thrust it into the face of the prisoner, demanding he read it. As it was read, Almyrikon's mood changed from angry to intrigued. He would accept this, and become the king of this realm. He was ready.

Posted on 2008-12-05 at 03:29:48.
Edited on 2008-12-16 at 23:37:06 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: For Dragonblood


Name: Jethro
Gender: Male
Race: Gnome
Class: Sorcerer
Level: 1
Alignment: Chaotic Neutral
HD: 1d4+3(Con)+3(Familiar)
HP: 10
Age: 44
Height: 3’7”
Weight: 47
Hair: Dark Brown, Unkempt Curly
Eyes: Big and Almost Black, Really Deep
Complexion: Dark Skin, Tanned and Olive

Str 14
Dex 14
Con 16
Int 10
Wis 10
Cha 18

Init +6 (4 (Improved Init.) + 2 (dex))
Fort +3
Ref +2
Will +2 (+4 on illusions)
Speed 20 ft. (adjusted value and modifiers)
AC: 13 (Flatfooted: 10 Touch: 13)

Attacks +3 melee, +3 ranged (includes ability and size modifiers):
Unarmed +3, 1+2, crit. x2, , B;
Morningstar: +3, 1d6+2, crit. x2, , B/P (one-handed)
Morningstar: +3, 1d6+3, crit. x2, , B/P (two-handed)
Dagger: +3, 1d3+2, 19-20/x2, range 10 ft, P
Sling: +3 1d3+2, crit. x2, 50 ft,. B, 20 Bullets


Special Abilities: Low-light vision, +1 to difficulty class on illusion spells, +1 attack bonus against kobolds and goblinoids, can cast speak with animals (burrowing mammals only), dancing lights, ghost sound and prestidigitation once per day.

Class Features: Familiar (Toad)

Skills:
Balance +2 (dex)
Bluff +4 (cha)
Climb +2 (str)
Concentration +3 (con)
Diplomacy +4 (cha)
Disguise +4 (cha)
Escape Artist +2 (dex)
Gather Information +4 (cha)
Hide: +7 (1 (ranks) + 2 (dex), +4 (racial))
Intimidate +4 (cha)
Listen: +5 (1 (ranks), +4 (racial))
Move Silently: +3 (1 (ranks) + 2 (dex))
Ride +2 (dex)
Spot: +3 (1 (ranks), +2 (racial))
Swim +2 (str)
Use Rope +2 (dex)

Feats: Improved Initiative

Spells Known: Daze, Flare, Light, Ray of Frost, Burning Hands, Magic Missile

Background:
When Jethro searches back into the past, there is a place before pictures piece themselves together into memories, where a different type of images reside. These images can only be seen out of the corner of his eyes and are made of dust and darkness. The edges are jagged and the rest is crowded by too many shadows to search out the source of movement and sound. Still, the silhouettes and elusive phrases of speech give enough clues to keep Jethro curious.

There is a man, mostly made up of hidden shapes, who lives within Jethro’s memory. He rocks Jethro in his arms as he sings forgotten lullabies and mutters ancient mythologies that have slipped from the consciousness of the average Gnome.

This man passes through all of Jethro’s memories until he was about 9 or 10 years old. There are memories of dazzling lights and sparkling displays erupting from the silhouette’s mysterious form. And then, all of a sudden, he’s gone from Jethro’s memories, leaving nothing enough to piece together a history or a relationship.

So Jethro stores these memories in the back of his mind and nobody in the small traveling community of gypsy Gnomes spoke of this man, even his mother, who was also present in the memories, kept silent about this past and changed the subject when Jethro brought up the question.

Jethro became a thief with the rest of the Gnome boys, creeping into homes in passing villages and stealing all they can before moving on to the next one. Life fell into a routine, if an thrilling and exciting routine. A slight prejudice developed in the rest of the community towards Jethro and his mother because they lacked a man and couldn’t protect or provide for themselves to the extent that other families could. At one point Jethro was mocked about this. After he beat the other boy severely, the prejudice was silenced but it grew even stronger.

Jethro’s mother fell ill and died one particularly vicious winter, along with two other Gnome women and one man within the community. Now on his own, no family wanted to adopt him as their own and he was forced to travel with them, living in his own tent and caring entirely for himself.

Then one day, Jethro was caught stealing an extra few food rations from the other families for himself. One of the men tried to grab him but Jethro lashed out, ripping off a piece of the man’s wool sweater and yelling something in an arcane unknown language. The man seemed struck of a sudden and lost all focus and movement. The group stared transfixed as the man stood, unmovable before Jethro. Quickly the community snatched up Jethro and locked him in the one cell that they brought with their small band of ponies and wagons. The group counsel met to decide justice for him. And he was sentenced to a punishment of pain and exiling the next day.

Jethro fell asleep in his cell and in the night was awoken by the shadow of a man. Such familiar shadows, the smells, the sound of the footfalls, the texture of the skin even were all imprinted on his mind, this was the man, so present at the beginning of his life.

Jethro still taken with sleep tried to focus on the form in the darkness, who had broken open the cell completely silently and was carrying him away.

“Who are you?” He managed to utter.

“Never you mind that.”

“Where are you taking me?”

“Out of here. To safety. There is an academy for the education of youthful wizards. This is where I’m taking you.”

The gnome was tall and strong. Before falling back asleep he noticed the scar on the man’s face...

Jethro woke up in a bed and a man came in to explain that he had been found on the stoop of Farstaph’s Academy of Adventure Education for Youth, with enough money to afford his education and a direction to be taken to the Wizardry wing. Jethro was groggy and accepted this all without comment.

42 years old, Jethro struggled through a whole year of their education. While the other students poured over books and spent every morning studying, Jethro took to the spells naturally and was not only the best student in the class but also the least liked, by teachers or students.

Jethro was caught and reprimanded for sneaking into the Warrior Wing. It had not been the first time though and he had already stolen and trained himself in the morningstar, dagger and sling.

But the teachers couldn’t deny that he had a knack for sorcery, if a different style of learning and he excelled into more advanced attack spells while other kids struggled over the cantrips.

One day a student walked in on Jethro rifling through his bags. Infuriated he attempted to cast a Ray of Frost as a form of punishment. It misfired and in response Jethro nearly killed him with a magic missile. This was the final straw and Jethro was thrown out.

For a year, Jethro has been wandering the wilderness, going from town to town, doing the same tricks as in his youth, only now he was on his own. That is, until a strange letter tracked him down calling him to Waterdeep about being connected to the lineage of a Shallagh Gann. Jethro couldn’t help but suspect it to be the same mysterious man and with nothing but this curiousity driving him forward, Jethro made his way to Waterdeep.

Posted on 2008-12-05 at 03:29:13.
Edited on 2008-12-16 at 23:35:46 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: For Bezmir


Kannizan of Stonesunder, Male Shield Dwarf Fighter 1, HD: d10 +4(Con), hp: 14, AL: NG

Height: 4' 4"
Weight: 179 lbs.
Eyes: Brown
Hair: Black
Skin: Ruddy Red-Brown

Languages: Common, Dwarven, Orc

STR 16 (+3)
DEX 17 (+3)
CON 19 (+4)
INT 12 (+1)
WIS 10 (+0)
CHA 10 (+0)

Feats:
Combat Reflexes
Weapon Focus (Waraxe (Dwarven)
Armor Proficiency (Heavy, Medium, Light)
Shield Proficiency (incl. tower shield)
Exotic Weapon Proficioency (Racial: Dwarven Waraxe)
Martial Weapon Proficiency (All)
Simple Weapon Proficiency

Special Abilities:
+1 racial bonus on attack rolls against orcs and goblinoids
+2 racial bonus on Appraise and Craft checks that are related to stone or metal.
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 Dodge bonus to Armor Class against monsters of the giant type.
Darkvision (60')
Stability
Stonecunning

AC: 18 (Flat-Footed 15, Touch 14)

Speed: 20 ft.
Initiative: +3
Fortitude: +7
Reflex: +3
Will: +0

Dominant Hand: Right
Melee tohit: +4, Ranged tohit: +4
+4 (1d3+3,.Unarmed, critical: 20/x2)
+4 (1d6+3, Javelin, critical: 20/x2, range: 30 ft.)
+5 (1d10+4, Dwarven Waraxe [Weapon Focus], critical: 20/x3)

Description and Background -----------------------



Posted on 2008-12-05 at 03:28:42.
Edited on 2008-12-16 at 23:34:21 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: For Admiral


.Name: Aheltha'ethyr Kenyrkor'dlues
Gender: Male
Race: Wood Elf
Class: Cleric of Shevarash
Level: 1
Alignment: CN
Region: Wood Elven Region
HD: 1d8+1; hp: 9
Age: 134
Height: 5'2
Weight: 115
Hair: Green
Eyes: Green
Complexion: Olive

Str - 15
Dex - 16
Con - 12
Int - 9
Wis - 18
Cha - 11

Init +3, Fort +3, Ref +3, Will +7
Speed 30
AC: 18 (Flatfooted 15, Touch 13)
Base Attacks: +2 melee, +3 ranged
+3 (d8+2) Comp. Longbow (+ Point Blank Shot)
+2 (d8+2) Longsword
+3 (d6+2) Throwing Stick (+ PBS)
+2 (d6+2) Quarterstaff

Class Features:
Elf Domain
Retribution Domain
Simple Weapon Proficiency: All
Armor Proficiency: All,
Shield Proficiency
Aura (Ex)
Channels Positive Energy

Skills:
+3 Concentration Rank 2
+6 Heal Rank 2

Feats:
Point Blank Shot (Elf Domain)
Precise Shot

Character Description/History:
Aheltha'ethyr Kenyrkor'dlues is a derivative of the elvish phrase "Tears of the Eternal Vigil, Sworn to the Black Bow." Aheltha'ethyr, or Ether as he was known growing up, and as some of his non-elvish friends have called him, is a member of the very small and close-knit church of Shevarash. As with all clerics, Ether has sworn an oath never to smile or laugh until Lolth has fallen. Ether has spent his youth drilling and training with other elves, and performing hit and run skirmishes in the Underdark. He excelled in archery and combat, although as a militant denomination, all the elves in Shevarash's clergy are proficient fighters. Though a mentalist at heart, and wise in the ways of the world, Ether is easily mistaken for a ranger or fighter if one fails to recognize the fixated broken arrows and teardrop emblem on his buckler or the midnight-black longbow. His parents, a priestess of Shevarash and a druid, were killed during a skirmish between the Drow and the Wood Elves. Ether was sent to live with his maternal uncle, where he was raised as a cleric of Shevarash like his mother. During his induction on the night of Midwinter, Ether was informed that his mother had selected a name and submitted it to the clergy before her death, a name from which she arrived at Ether as a childhood name. He was officially dubbed Aheltha'ethyr Kenyrkor'dlues.

Ether is not sure if he has any relatives in Waterdeep, but he has made numerous contacts and allies through his ministry and raids. And he has many family ties to the Elven and druidic pantheon, so it is very much possible that a rich relative or contact might have left him an inheritance, besides many of his cohorts use assumed or divine names and might not be registered in Waterdeep with the name by which Ether known them.

Posted on 2008-12-05 at 03:27:59.
Edited on 2008-12-16 at 23:31:45 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: Roster info


Roll Call ...
gboy -- Almyrikon "Bearspaw", Male Half-Elven Barbarian
Admiral -- Aheltha'ethyr Kenyrkor'dlues, Male Wood Elven Cleric
Bezmir -- Kannizan of Stonesunder, Dwarven Fighter
Keeper of Dragons -- Velina Nightdancer, Female Half-Elf uskblade
Dragonblood -- Jethro, Gnome Sorcerer
Jozan1 -- Gunk-darg Rooka-Rooka-Darg Half-orc Rogue


Party Treasury:

Carried by Bearspaw:

Carried by Ether:

Carried by Gunk:

Carried by Jethro:

Carried by Kannizan:

Carried by Velina:

"Stashed" on mule:



Posted on 2008-12-05 at 03:27:01.
Edited on 2009-01-24 at 03:52:42 by Wyrmsting

Topic: Inheritance -- Epilogue
Subject: The Inheritance -- Epilogue


Talk about being prepared fpr almost anything!

According to Uncle Wyrms notes, if the game died due to lack of interest or RL issues for either players or DM before reaching the keep, then the following would happen:

Somwhere along the journey to the keep, a messenger would overtake the party riding a magical steed. He would inform the party that the Lords of Waterdeep had just received word that the keep had been razed to the ground during a fierce battle between raval tribes of orcs. While ther is not prccise information concerning the number of orcs holding the keep, the attacking force numbered in approximately 900.

The rider carries a letter of condolence for each member of the group, and monetarycompensation for their loss in the amount of 950 gp. (each).

If the same thing occured AFTER the group reached and/or laid seige to the keep, then the outcome would be determined by comparison of the percentage of loss. The side with the lowest percentage (fewest deaths) would have won and gained possession of the keep.

On a side note:
If any of the players wish to play the characters in another game I would be willing to DM it ... sometime in the future ...

Kilmorrigan

Posted on 2008-12-04 at 21:37:09.
Edited on 2009-04-20 at 07:32:58 by Wyrmsting

Topic: Inheritance -- the game
Subject: The Inheritance


To recap:
Each of you has received a missive of surprising content and import:
Notice

Legal notice is hereby given that unless the last known heir(s) of Shallagh Gann come forth, his keep and all posessions therein shall escheat to the Lords of Waterdeep forever without any further claims by said heir(s). Claims must be filed no later than two tendays from the date of this notice, and the provisions of the will fulfilled within thirty (30) days of verification of lineage. Persons claiming to be heir(s) should apply to the honorable Court of the undersigned.


Dated this twenty-third day of Marpenoth,
Hargrove Seedius, Magister of Waterdeep

Each of you , upon entering the gate into Waterdeep and showing your letter, will be directed or guided to the Honorable Magister's Court. After showing your respective messages to a clerk of the court, each of you are provided with an open-ended voucher for a stay at the Fifth House Inn, a twenty-minute walk from the Court Halls.

[[ I leave it up to the players to decide -- via PM or game post -- whether or not they introduce themselves or discuss their message. Regardless, they will meet (again) in the Office of Magister Hargrove Seedius ]]
On the thirtieth day of Marpenoth, those of you who have arrived are summoned to a meeting in the Office of Magister Hargrove Seedius at the Magister's Court Halls by a messenger. This messenger, who wears the standard tabard of a Clerk of the Court, waits for all of you to gather and accompany him to the meeting. You have all been to the Magister's Court before,on hour arrival to the city, but the purpose of the Clerk is to identify those he accomanies as being under the protection of the Lord Magister of Waterdeep. Travel to the meeting is uneventful, but not uninteresting, for there is much ado in the City of Splendors, day in and day out, whereever one is.

At the Magister's Court Halls, you are ushered into a well-appointed office, almost opulent in it's furnishings and decor. In front of a large darkwood desk are six chairs, arranged in a semi-circle, with padded backs, bottoms, and arms covered in a silken material with a leafy filigree pattern. The chairs are of varying heights and widths, to accomodate, in comfort, each of tne physical body types represented by your diverse group. The chairs are obviously designed with worn weaponry in mind, for none of them Interferes with weapons worn anywhere but on the back. Obviously, to sit comfortably, weapons worn on the back must be removed. As you select your seat, the man behind the desk stands until all of you are seated, then seats himself. You are in the office of Magister Third Hargrove Seedius.

     "Thirty days ago, the body of the deceased was brought into town by a group of merchants from the North who discovered it along the road just south of Red Larch. He apparently died from an arrow wound. The only possessions on his person were a dagger, a pouch with 20 gold pieces, a pen, an empty ink pot, and an old bill of sale."
     "The merchants found his body sitting against a large rock, where he apparently wrote out his will on the back of the bill of sale. When he ran out of ink, he finished it with his own blood. That makes it a holographic will, one written entirely in the handwriting of the deceased, and it is legally acceptable even though it is not witnessed."
     "The will's conditions are some­what unusual, but they are legally binding on the heirs of the estate. If the conditions are not fulfilled within the time frame set by local law and the will itself, the keep and all its possessions become forfeit to the Lords ofWaterdeep! You have only thirty days left before I must make my final judgment on the es­tate and render it to the Lords themselves. I will now read the will. Please listen carefully to ensure you under­stand what must be done."
LAST WILL OF SHALLAGH GANN

     I, Shallagh Gann lie dying from a foul arrow. Invaders came in the night, assaulted my keep by surprise, and killed all my retainers. These monsters were similar to orcs but fought more fiercely and had in their service a large, red-eyed beast that threw my men-at-arms about like toys. I barely got out my secret ooor, but not before one of the crea­tures shot me in the back.
     I leave all my property, both real and per­sonal, to any living heir who avenges me by ridding my wonderful home of these foul creatures no later than 60 days after my death. It is my direction that this be done by my heir without help from any but his or her closest companions, or voulunteers who do so in his or her presence, so that my heir may prove worthy oj the treasure I leave behind and which I trust the monsters have not found. .

Avenge me!

     "What records we have show that Shallagh Gann was apparently a recluse who dabbled in illusionist magic. A couple of times a year, he would go into Red Larch for supplies. He married a woman from that town, but that is all that is generally known about him. What is also apparent is that he was in good standing with the Lords of Water­deep, because the archives hold a recorded deed from the Lords to the deceased, dated some five years ago. The deed granted him a tract of land 10 miles wide by 10 miles long, cen­tered on the southernmost point of Kryptgarden Forest. The keep was built by a clan of dwarves from the North and is somewhere in that area mentioned, but exactly where no one is sure; the dwarves have long since departed and the keep itself was kept hidden by illusions created by the deceased. These illusions may or may not still be working or effective."
     "It must be noted here that the words "living heir" used in the will also includes others whom the decedent has listed in records as possible recipients. These documented recipients are, or are related to, those who performed a notable service for the deceased at some time in his life. It is because of those records that some of you, those whe are obviously not blood relation, have received the messages you carry. Those of you who are not blood relatives would also have had legal, and equal, claim if no living blood relative had been found."

     "In addtition, 30 days remain of the 60-day period included in the will and recognized by this Court and the Lords themselves. This 30-day time limit begins as of the date of this meeting. After that time, if no proof has been, or can be, given of the completion of all the terms of the will, the lands, keep, and title all revert back to the Lords of Waterdeep, and any claim by the heir is moot, nullified, and voided for perpetuity.

     "Almyrikon the Bearspaw, you are the son of the brother of the deceased, once estranged. Before your own father's death, he set his estrangement aside to sheltered the deceased in a storm that would have killed him had your father not given that shelter."

     "Ahelllltha Ehthyr Kenyurrrkor De'Lues," here the magister stumbles over the pronunciation of the name with visible embarrassment, "your own recognition is more obscure, but is documented nonetheless. You are the sole issue of a pair of elves that had aided the deceased during one of his recent endeavours. The information provided by them was instrumental in allowing the deceased to later save the life of one of the Council of Lords which, in turn, led to the deceased receiving the honor of his lands, keep, and title."

     "Kannizan of the Stonesunder clan, you have been chosen by your clanmaster and clan elders to represent your clan as hr youngest descendant of the builders of the home of Shallagh Gann, the deceased.

     "Jethro, you were the most difficult to locate. The resources of this office were strained severely in our efforts to deliver the message you carried here with you. Documentation shows that the deceased felt responsible for the death of your father, and that remorse led to your inclusion in the lis of possible heirs.

     "Velina Nightdancer, your mother was sister to the deceased wife of Shallagh Gann, the deceased. Your own inclusion on the list of possible heirs is a result of a request from your aunt to look after her sister's family in the event of her death. The deceased honored that request by recognizing certain abilities in you. Proof of these skills allowed him to call a favor and place you where your talents would be developed to their fullest possibility.

     "Maranda Grey, you are of the blood of Shallagh Gann. You are the daughter of the son of the sister of Shallagh Gann. In strictly leagal terms, you are not directly descended through the male lineage, but the blood is there and is therefore recognizeable, legally or otherwise. Your claim as the sole, living, blood-relative heir of the deceased has been recognized and duly recorded by this court.".

     "Now, since a living heir has been found, the entire list of possible heirs, save one who is still traveling, has been brought together here and now to fulfill another term of the will. I cannot legally make a suggestion here. What transpires is for all of you to decide. I will leave you to make whatever decision you wish, and return shortly to finalize preparations. I will leave the will here on my desk to refer to, if necessary."

[[ I leave off here to allow for a little character interaction. Questions that can be answered will be answered in a straighforward manner. Those that cannot be answered will be identified in a likewise fashion. After all, it is in the best interest of the court to execute the will and keep the Lords of Waterdeep both happy and free of lengthy legal wranglings. Bear in mind that you have been informed that Gann was a recluse, but it is also reasonably clear that he kept records that he obviously thought were important. Success of the mission depends on the occurrence of something pretty obvious (it's in the will) ... ]]


Posted on 2008-12-04 at 21:23:57.
Edited on 2009-01-18 at 07:45:01 by Wyrmsting

Topic: Who is your favorite superhero?
Subject: Wolverine? Wolverine!?! Wolverine!!!


Ginafae!

An' here I wuz thinkin' he wouldn't get any vote but mine, cause he's just an in-your-face kinda guy -- like me. No "political correctness" from him, nosirree!

Posted on 2008-12-03 at 21:02:34.

Topic: I'm rather new
Subject: Or if you are feeling a little bold ...


I'll insert a shamelessly opportunistic plug:

I am recruiting for a first-level game. Since it is at first level, knowledge of the rules is not an absolute requirement. As with Dragon Mistress suggestion, I could create/generate a character for you, if necessary, and help you to tweak/customize it.

There are experienced gamers already signed up who (I hope) would be willing to help me to help you learn. I could see that as a unique and valuable learning situation, but I can't guarantee that you won't be confused at times ...

If you're interested, check out "The Inheritance" in the rearuitment section ...

Posted on 2008-12-01 at 19:47:00.

Topic: Pharaoh
Subject: Movement in the distance? Alrighty, thennnn ...


As Webb finishes the grisly task of checking for useable posessions on the dead bodies and stands, he catches a glimps of movement to the west, fro whence they had come to this oasis. The flight of the animals he viewed was similar in number and type to the wing-riders who had rescued them shortly after their initial arrival in this desert.

"My friends," he said with an amused, almost condescending tone, withouit turning hie head, "I'd like to call your attention to the western skies, if you are not already looking in that direction. I was ready to discuss a few points, but they have just been answered for me. And at the same time, a few more points of interest have been raised by the sight I am witnessing."

He watches the pegasi riders until they are almost invisible, then turns to the rest of the group. "If, as I have been led to believe, the riders of yon noble winged steeds only use them for travelling long distances, then I thinke we need be in no hurry to leave this watering hole. I fear we are far and away outside boundaries of the sultan's lands."

He turns to Melia. "Melia, I also agree with your assessnent of the guard being a possible ally. He and at least some of his underlings. These dead men here were shot from a height greater than that of the surrounding trees. And from more varied angles than those trees would allow. And the shots were precise and merciful, not painful, lingering slow deaths. I mean to say they were shot from the sky by professionals, if I read these wounds aright. I think our delivery boys are responsible for this, but the nagging unknown is whether it was done in spite of the wizzer, or because of him. I remember the scroll-reader saying the order came from the sultan and was signed by the wizzer. He didn't say anything about the sultan's signature or seal on it."

"Either way, I think we can afford to putch a tent or four or five to provide shade while we and the animals stoke up on water and then we can set up a plan of action before nightfall. Based on what I heard when we were released, and what I have just seen, it is not likely we need to fear immediate pursuit. Our lost night of revelry has set in motion a fast series of events that requires closer inspection and discussion, no?"

"While you all settle in and make ready for whatever you will, I'll try to skin-shinny up one of these trees to see if I can see something of interest or use to us." He moves to the tallest of the palms to attempt to do just that.

[[ I'll not "hog-up" all the points covered in the DM's post, but will leave some for the others to voice as "revelations" ]]

Posted on 2008-11-27 at 01:14:19.
Edited on 2008-11-27 at 01:59:37 by Wyrmsting

Topic: Affiliates? Input, please!
Subject: Hmmm ...


Would there be any way to "stack" the buttons vertically at the bottom of the left-hand ads?

or move the "Partners" bar (or buttons) to the bottom, above the TOS disclaimer?

Posted on 2008-11-21 at 02:56:47.

Topic: Pharaoh
Subject: What cat had the gall to sleep in my mouth?


A boot to the ribs, the sounds of crossbow bolts being pulled back -- many of them! Webster rolled to his hands and knees, then pushed back to sit on his heels. A guardsman of rank stood before him and the others, his voice raised to be heard clearly over the dry, hot wind..

“Know ye. By order of his majesty, Sultan Zoltan ... those accused did act in a manner most unseemly ... chase the Sultan’s harem girls through his tents, holding a pair of silver tongs ... Piranha Attack!",

Khumbayada-yada ...

Webster focused on cleaning sand from under his fingernails, adopting a careless and uncaring look and attitude. He looked at the shreds of the fine silks and light cottons he had left on his body, poor protection from the heat and sands of their currently HOT location.

But, oh, he listened! Vaguely, he remembered a pair of silver tongs being held out to him at the feast, to select a what was supposed to be a delicacy. Feast? Party? It was supposed to be hin their honor! What's goin' on here? His head hurt. Oh, did it hurt! And so did his eyes, from the sun. And his skin, from the heat. The guardsman's voice thrummed uncomfortably in his head, rebounding and echoing to and fro in a booming cacophony of sometimes unintelligible words. And the constant rattling of the parchment that he was reading from in the wind that swirled around them all was just as distracting, and sometimes louder than the voice shouting at them.

Webster had been drunk before, but this was different, too deep for a simple hangover, too black in memory for the light-hearted and entertauning revelry they had been enjoying before this unpleasantness.

" ... Any attempt to reenter will result in immediate execution, with choice being death by hanging, death by fireball, death by lightening.”

Huh? What'd they do? They helped, that was what! The sultan's "wizzer" was the one what was supposed to solve the sultan's problems, and the 'new kids at the orphanage' did it instead. Webster has aroused the ire of other powerful people before for less. But, in all fairness, there was no certainty that the wizzer was the one what did this. At this point, nothing was certain.

Webb was interrupted by silence, blessed silence. And the guardsman knelt to tie his boots. As he did, he whispered something of an apology, and not wanting them to die, and there were horses over a dune to the east, and travel at night and sleep during the day ...

And: then: “Take your possessions and leave us now!”

Their gear! Great! Now did Webster rise and move, quickly, to retrieve his posessions, strip quickly and don his leather armor to block the opressing heat of the sun's rays. Even as he and the others, did so, he cast glances at Melia. There was a certain lecherous part of him that derived some minor pleasure as he watched her dance on the hot sands and put on her gear. His own gear was surpisingly intact. Due to the heat of the sand, though, he opted to don the extre pair of boot hose in his backpack for the extra protection not afforded by the thin soles of his soft boots.

Web could honestly say that adventuring with this group had not been boring in the least. Recently, they had been looking for an artifact, and nearly had it in their grasp when it's owner opened a "hole" in the floor and "dropped" them in this place. It could have been worse. The local ruler, the sultan, took pity on them and also seemed to see them as curiosities to investigate and learn from. Webster remembered many pleasant conversations where he learned as much as he felt he had taught the sultan and his advisors. And now, it seemed, they had gone from celebrated heroes to infamous villains overnight.

This was the third group he had associated himself with, and there was no fear, at this point, of being chased by those he feared. If he didn't know where he was, those who pursued him certainly wouldn't, either. Not for a while, at least. So in that aspect, he could actually relax and enjoy his life.

Webb is attractive and appears to be early-middle-aged. His 5 foot, nine inch frame weighs on hundred fifty-five pounds. Although attractive, his appearance is non-descript, with brown hair, brown eyes, and a fair complexion, making his difficult to single out in a crowd.

He wears well-oiled leather armor and a backpack that looks nearly new. He most often wears soft-soled boots for their silence when creeping, and since they seem to wear out more often than hard-soled shoon, he always carries an extra pair of them in his backpack.

When they reached the oasis, as it was called by the people here, there were horses, a mule, gear, and dead bodies. Webster hung his bow from the saddle of one that looked to be slender and wiry, and glanced about at the others silently, as if to say,'This one is claimed, okay?', but he was not surprised to see that the others were occupied in securing their own mounts. Melia just walked up to one, seemingly at random. Davian looked carefully at the animals and chose the largest horse. Oh well. He'd be the one to have to feed it.

Then Webb went about checking the bodies for useable items and wealth. [[of course]] When finished with that umpleasant task, he stood and moved toward the mule, only to see that Melia was checking the animal. She then led it to her own chosen animal to tie it to the saddle.

Fine.

To Davian's assessment that they had been set up and what the cleric had in mind to do, Webster beamed a huge smile of agreement, "I was just gonna ask if we were gonna discuss where to go from here, or what we're gonna do. Or whether we were gonna move first and talk later. But no, I agree with ya Davian, my good man! We need ta find out who did this sneaky, underhanded, dastardly thing to us and see if we can turn it back on 'em. "

Posted on 2008-11-21 at 02:39:05.
Edited on 2008-11-21 at 02:51:29 by Wyrmsting

Topic: The Spores of Itanlok - an Audalis Short Adventure
Subject: playing catch-up ... in more ways than one


As the search party readied collectively itself, and moved to the point where the injured pebble was found, Groth felt a tap on his shoulder. This was done usually when conversation was meant to be private, between the person tapping and the person tapped. Groth slowly turned his head and looked toward the one he believed to be singling him out for conversation. He was mildly surprised to notice that it was Kharov, captain of the Shard Tunnel Guard.

"After this I mi-might have a po-po-position in the Shard tunnel gua-guar-guard for you. Depending on ho-how well you d-d-d-do here."

Grothtorg knew of the captain, but was not aware that he had a speech impediment. His initial reaction of a chuckle was swiftly changed to a soft cough. One did not show disrespect of laughter to anything said by one of Kharov's obvious accomplishments. He could not have risen to the rank he held within hie profession by being a mere nodding head, a mouthpiece by which others made their wishes known and done. No, this man was one of many in this group who deserved respect, and would get nothing else -- ever again -- from Groth.

"I'm honored by the ivitation and recommendation, good Captain, sudden though it may be. Such an offer isn't to be taken lightly and must be met and tempered with much serious thought. Even though the offer is contingent on my performance in this search, I won't belittle the magnitude of the offer by answering immediately, even after we have finished here, for that is when I will begin to think on it. For now, my focus must be on this task. But you have my thanks and a promise to be worthy of the offer."


Groth was about to suggest that Crulgrin, known by Grothtorg to be a caver also, cover the ground ahead and to the sides for signs. Any scrapes, prints, impressions, and disturbances that would indicate passage or physical presence at any point would be more informative if found before they were mangled by other, less knowing, searchers.

But Thagovan beat him to that suggestion. Silently smiling to himself, Groth took his side and within a relatively short time Crulgrin had found signs of small footprints. Tracing these, they came to a small clearing (well, relatively clear of the larger mushrooms, at least) where signs of a struggle were found. Also there were odd impressions in the sand that Groth though he recognized, but wasn't sure. It looked as if someone -- or something -- had walked through the area on widely-spaced stilts. Or maybe a lot of them, all with walking sticks. But the small, sharp impressions were plain and numerous. Groth shook his head, wondering.

If the new tracks meant what he thought they did, time was the essence of salvation for the other children. He would say nothing, except to Crulgrin, until he was certain.

Then came the scream of a female khord, from a distance and filled with dread. A glimpse of a quickly-moving torch that just as quickly disappeared. A time of decision is at hand, for some. But not for Groth.

At the scream, Grothtorg shook his head and sighed as Kharov bolted off in the direction of the scream after drawing his weapon and readying his shield. He speaks, to all and to no one, without stopping what he is doing, "Before anyone asks me, our duty is sworn to the safety of the children, if we can provide it. The childresn are not capable of defending themselves, so we must defend them. We cannot do so if we change course now. The children were here and were moved that direction, I believe." He points in the direction that the new-found 'sharp impressions' lead. "The other parties are adults and can fend for themselves, or not. If not, they have none to blame but themselves."

Groth heard a relatively silent commotion, as if the others were fidgeting about being undecided. When he looks up after a few moments, he sees no one but Loco Fungihammer.

"By the Furrowed Brow of Kharox! Honorable Loco, we cannot continue without the others. We must go with the majority, even though we, at least, agree not to agree with them. Chunks! Chunks and Cracks!" Hefting his bound greatclub, Groth moves quickly to follow the path the others took until he catches up with them.

[[ Hope Loco follows also]]


Posted on 2008-11-17 at 06:16:28.

Topic: The Spores of Itanlok - Q/A
Subject: Is here, has been here ...


Has just been lazy and inattentive.

Apologies to all. I will try not to let it happen again. Post upcoming.

And FYI ... Utan is out of hospital and back, so I imagine he'll be iun contact soon, as well ...

Posted on 2008-11-16 at 21:08:30.

Topic: The Sarcasm Game
Subject: It is? Then I am HOT!


Working for someone else, catering to their whims, desires, rules, wants, needs, and life goals before my own has always left me satisfied, fulfilled, content, and feeling even more generous toward others that make the same demands on me.

(Thank goodness for this place!)

Posted on 2008-11-15 at 04:07:52.

Topic: Hey, graphics peoples!
Subject: Wowzers! Encouraging!


Dragon Mistress, good idea. Did a couple using your suggestion ...

The full "improved" set:



.

. .

. . .

I have an idea to try for a button with a lighter backgrouind for sites with a darker color scheme, which would make the above difficult to see. Will post that when finished ...


Here it is ...

. . . .


Posted on 2008-11-15 at 02:19:34.
Edited on 2008-11-15 at 03:11:21 by Wyrmsting

Topic: New here
Subject: Option: Ignore the Grugg


Methinks he gets waaay too much attention as it is ...

Posted on 2008-11-14 at 22:29:09.

Topic: New here
Subject: Welcome to the New Guy!


Was once there, and the inhabitants of this place made me feel more than welcome.

Question(s):

Do you prefer a free-form game (no or few rules) or a rules-based system?

Which genre do you prefer?

What game system within that genre do you prefer to play?

Which version of the gaming system (if applicable) do you prefer? (please don't say D&D 4th Ed ...)


Posted on 2008-11-14 at 20:35:32.

 


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