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You are here: Home --> Forum Home --> Recent posts by Ayrn
Topic: Alder Vale Campaign Q/A
Subject: The Insects of Alder Vale


THE INSECTS OF ALDER VALE
Most of the insects in Alder Vale possess a minimal intelligence. They are often times larger (relatively) than insects in our world. Here are a few your characters might run across:

Ants, Giant: The Giant Ants of Alder Vale live in vast subterranean hives tunneled through soil and even stone. Ant hives can hold as many as one hundred ants. There are three different types: Workers, Warriors, and the Queen. Workers and Warriors grow to be one and a half to two and a half paws in length, and the massive Queen can be over ten paws in length. All attack with powerful mandibles, with Warrior Ants able to secreted poison in their bites.

Centipedes: Growing to a length of one to one and a half paws, Centipedes move with speed and stealth. While their bite does little damage, its poison can cause short-term paralysation.

Scorpions: Nasty critters with foul temperaments, Scorpions can be found more commonly in Murkenhill, in the barren and rocky spots. Their hard shell provides them with an excellent defense. Their poisoned stinger causes pain and paralysation.

Spiders, various sizes: Aggressive hunters of the Skalleren Woods, Spiders come in three different sizes: Huge (1.5 – 2 paws), Giant (2-3 paws), and Monstrous (3-4 paws). All have serious poisonous bites that can cause death. Monstrous spiders are the only ones that can spin and capture their prey in webs.


Posted on 2013-12-23 at 04:07:50.
Edited on 2013-12-28 at 06:26:29 by Ayrn

Topic: Alder Vale Campaign Q/A
Subject: The Wicked Vermin of Alder Vale


THE WICKED VERMIN

Vermin are horde-creatures – are a rule, they typically think, work, and fight in groups. These are creatures that cannot help but do wicked things. As a horde, they are cruel; pirates, outlaws, vandals, raiders, robbers and looters. Individually they are sneaks and bullies.

Vermin consider other beasts beneath them and don’t really think of them as their kin at all. To a Vermin, he Kind Creatures are weak and pathetic, while the Wild Beasts are stupid and ignorant. Vermin are reviled and despised by most creatures throughout Alder Vale.


Bats: Bats are like little flying mice. They aren’t too dangerous individually but enmasse they can be troublesome. Whilst they are mostly wicked, they are amongst the least violent of the Vermin and tend to have little to do with most of the other Vermin.

The Abbey thinks that bats can be won over and has had some success with individuals and a few small groups. Bats defend their caves if they feel threatened and fly out of them in a great swarm to harass, rob and steal. They tend to avoid killing where possible.

They are rarely seen during the day, having difficulty with the light of the sun. In a fight, they’ll often attach themselves to tree branches or rocks where they’ll hurl darts or sling stones at their foes.


Crows: Crows are dark feathered birds with wicked dispositions. They like to act as lookouts for Rats and other Vermin. Some crows allow shrews to sit on their backs to act as airborne troops in battle. However, they are unreliable mounts, worried more about their own safety. If their life is threatened, a crow will not think twice about bucking their rider off their back.


Foxes: The most cunning and sly of all the Vermin are Foxes. They are liars, cheaters and swindlers. They may individually attach themselves to a horde, but will just as often work solo or lead small bands of brigands. They tend to gravitate towards where there are other beasts gathered so that they can con them out of their money or their belongings. Many foxes are also magicians or tricksters – able to perform sleight of hand tricks, or illusory magic.


Rats: Rats are found in great hordes just about everywhere and are the bane of farms, towns and villages. Rats will plunder and pillage all communities in their quest for food, for valuables or just for the pleasure of fighting. They are pirates, bandits, robbers and thieves all.

Rats can rarely be reasoned with and even more rarely will they keep their word. They use scavenged, borrowed or stolen weapons and armour of all types, mostly patched, mended and moth-eaten. Some rats’ blades are so filthy that anyone hit by them can become infected by a number of diseases.


Shrews: Shrews are very small creatures that inhabit dark woods and other lightless places. They are quick and vicious, attacking with their daggers, darts and slings. If possible, they try to avoid attacking in broad daylight, the sun causing their eyes to squint and tear up.


Stoats: A Stoat is the larger cousin of the weasel and can usually found as a chief or leader of a band of their smaller kin. They may be found both above ground and in subterranean caverns. They form into loosely organized clans, often ranging far from home in order to steal and kill with rapacious ferocity. They normally wear studded leather and use nasty curved swords and cutlasses.

There are known to be stoat-wizards that tend to be bigger than the rest and that like to surround themselves with Undead.


Weasels: Weasels are mean, sneaky, devious and evil. Groups of them are often led by a stoat. Sometimes weasels throw in their lot with a horde of rats. They are often armored in some form of leather and can found carrying shields. They arm themselves with a variety of weapons: bows, spears, maces, swords.


Wolverines: Wolverines are the terror of Vermin kind. If there is a Wolverine with a horde of Vermin, the Wolverine is always the boss. Luckily, most tend to work alone, and you will rarely find more than one in a horde.

Wolverines favor edged weapons, axes and swords mostly. They are brutal fighters and never yield, whatever the odds. In the midst of battle, Wolverines are known to throw themselves into a frightening battle frenzy, making them even more terrifying to behold.


Posted on 2013-12-23 at 04:07:19.
Edited on 2014-01-03 at 02:37:38 by Ayrn

Topic: Alder Vale Campaign Q/A
Subject: The Wild Creatures of Alder Vale


THE WILD BEASTS OF ALDER VALE
Wild Beasts is a category used for beasts that belong neither to Kind Creatures or the Wicked Vermin. It is difficult to make general statements regarding the beasts that fall in this category. Some tend not to be as clever or enlightened as the Kind Creature, their thoughts usually focused more on themselves and the mundane stuff in their own little environments, rather than thinking about the wider world. Others are exceptionally intelligent and cunning, but tend towards vanity and selfishness. Still others are simply more savage than the Kind Creatures, and tend to have a more isolationist mindset.

Some Wild Beasts are able to use simple weapons and tools (which they may have made themselves, or raided others to gain), others don’t see the point, preferring to use their own natural weapons. Some Wild beasts can communicate smoothly, most can speak haltingly to some degree, but others have no speech at all. There are few that read or write.

Here are a few of the Wild Beasts you might encounter:

Bears: The giants of Alder Vale, Bears are towering beasts, frightening to behold. They are often encountered individually, in mated pairs, or in small family or clan units. Their thick fur provides them with some natural protection. They often wield massive battle axes or clubs, hurl large rocks, or slash with their sharp claws. They are known to pick up their enemies and toss them as well. Unless they are hungry or annoyed, Bears tend to leave the Kind Creatures alone.

Eagles: Deadly predators from the sky, Eagles are massive birds that like to carry off smaller prey. Their tell-tale screech will cause most Kind Creatures to flee for cover. They prefer to dive in, snatching their prey off the ground or out of the sky with their large, powerful talons. Some lift their catch up high in the sky and then drop them to the death. Others prefer to carry their prey off to their nests to kill them. Oltavian would know a tale from many, many seasons ago (prior to the Abbey being built) of Kind Warriors who rode trained Eagles into battle.

Hawks: Smaller than Eagles, but nearly as deadly, Hawks are gifted with superb eyesight. Some Wicked Vermin capture and train them to keep watch or act as scouts for their invading hordes.

Lizards, Common: Simple minded and fairly loyal, common lizards are typically trained as mounts and pack-beasts. They will serve well as long as they are well treated and receive regular food, a decent wage and a place to stay. Always moving on all fours, common lizards do not use weapons or tools. They are strong and dependable and would be consider amongst the Kind Creatures but for their minimal intelligence.

Owls: Clever and vain, Owls are one of the most intelligence Wild Beasts. Most can read and some can be reasoned with – especially if they are not hungry and you flatter him with praise.

Raccoon: Some would consider Raccoons as kindred to the Kind Creatures, as they tend to speak and read quite well and possess equal intelligence to other Kind Creatures. They just tend towards wrong doing – harassing and stealing from travellers – which usually ends up getting them cast out or banished for their crimes. And, though they do tend towards doing wrong, few Raccoons are known as wanton murderers, which sets them apart from the Wicked Vermin.

Serpents: There are a variety of Serpents that inhabit Alder Vale, in a variety of sizes and colours. They slither and slide up to their prey catching many by surprise. Some Kind Creatures would like to lump serpents in with the Wicked Vermin for they truly are nasty and mean-spirited. They tend to be very clever and can, often, read. Tales exist of some ancient Serpents of Skalleren Woods who know how to cast magic.

Toads: Secretive and strange, Toads are warty creatures found mostly around the wetlands of Fellmarsh to the south. Most can barely speak the common tongue, preferring their guttural, throaty language. Isolationists, Toads dislike all who trespass into their marches and defend their territories aggressively.

Wildcats: Dangerous wanderers that are sometimes seen in the Murkenhills, Wildcats come in two varieties – Northern and Eastern. Northern Wildcats tend to be loners, living by their wits and their skill with a blade. Eastern Wildcats are more clannish and, during the time of Ariella, attempted to expand their kingdom westward into the Abbey’s environs.


Posted on 2013-12-23 at 04:06:57.
Edited on 2013-12-26 at 05:43:07 by Ayrn

Topic: Alder Vale Campaign Q/A
Subject: The Kind Creatures of Alder Vale


goes here.

Posted on 2013-12-23 at 04:06:32.
Edited on 2013-12-23 at 04:14:18 by Ayrn

Topic: Alder Vale Campaign Q/A
Subject: Alder Vale's -- World Information


THE ALDER VALE SETTING

Map of the Alder Vale! --> link



Stonewell Abbey

This is the starting place for our adventure.

Stonewell Abbey was founded by Abbess Ariella, a stout female hedgehog, about 50 years ago. It was built on the ruins of an old fort, believed to be hundreds of years old. The fort had long since fallen to the ravages of the elements but was the base for a small band of rat bandits that was driven off by Ariella and her followers. There are rumours that there were tunnels or dungeons underneath the building that Ariella had sealed up before building of the Abbey began.

The tales of Ariella are well known, with most recounting the hedgehog’s bravery and skill at arms. In the Abbey, there is a statue of her wielding a mace and shield. Pictures of her adorning the Abbey walls also show her bearing these weapons. It is believed that her mace and shield were of masterwork quality, some would even say magical. However, these artifacts were lost soon after her death and have yet to be found.

The Abbey is currently under repair to the northeast corner, which was destroyed by fire about a year ago in an attack by a horde of rats, under the Rat-Chief Glorbane. The repairs are nearly finished but you can still expect to see the odd mole stone mason clambering around the precarious scaffolding, adding a gargoyle here or chiseling a bit of stonework there.

Important Positions/Creatures in the Abbey

The Abbot, Camber: The venerable Abbot Camber (a scholarly Otter), is the head of the Abbey at present. He has been the Abbot for ten years, being promoted from his position as Prior after the death of Abbot Caddum (who followed Ariella). An elderly monk, Camber is more stern and studious than the typical otter. Still, he is considered wise and kind-hearted, respected good creatures of Alder Vale. He takes seriously both the spiritual and physical care of his flock. Having lived at the Abbey for some time now, you all would recognize the Abbot on sight.

The Prior, Prioress Noona: The current Prior (the Abbot’s second-in-command) is Prioress Noona, a female badger. She came into the position a few years ago when the previous Prior (now Abbot, Cindran) left to found the new Abbey at Mistmoor. Prioress Noona is fierce in her defense of the Abbey and is always ready to drive back vermin whenever they appear.

The Archivist, Machin: The Archivist (who is the chief scribe and librarian) is a mouse named Machin. A gentler mouse would be difficult to find. But don’t even think about bringing food or drink into the library or you will find yourself changed with many burdensome and mundane tasks around the Abbey as he has the Abbot’s ear.

The Cellarer, Olive: The cellarer is responsible for the food and drink at the Abbey. The current
Cellarer is a rather portly but kindly female vole called Olive. Some of you have heard her claim that she sometimes hears noises through the wall behind some of the shelves where the blackberry wine is stored. Most creatures think she has been drinking too much of her blackberry wine.

The Guardian, Bowser: The Guardian is in charge of training the warriors at the Abbey. His main job is the defence of the Abbey and its environs. Currently, Stonewell Abbey’s Guardian is a tough old hedgehog called Bowser who took over the position after Noona was promoted. He is a skilled tactician who is fond of giving stirring speeches on the honour and glory of defending the Abbey and its environs.

The Herbalist, Dunstable: A rat called Dunstable is the Abbey’s Herbalist. He is a quiet little rat that was found as a baby outside the Abbey and brought up within its walls. Dunstable quickly took to learning about plants and herbs and knows more than anyone else in the Abbey about the medicinal properties of the plants that grow around the area.

The Healer, Florence: A squirrel called Florence is in charge of the infirmary. She is an attractive, cheerful chatterbox who likes to pass the time with her patients with many stories.


Stonewell Abbey Environs

The Abbey lands cover a large portion of the Alder Vale, through the middle of which runs the River Alder. Heavily wooded, the vale is still a dangerous place, with some of the denser woods and marshes home to Vermin and The Wild.

However, the Vale has a lot to offer the Abbey, and the Environs now have three villages (Stonewell, Rumblewood and Stormhollow), and a number of farmsteads, mills, mines and quarries under its protection.


Fellmarsh
The Fellmarsh lies to the south of the Abbey Environs. This is where lizards, serpents and the dreaded marsh dragons dwell. The Toad King Grubelly and his tribe of warty-skinned toads live here, banging their drums and warbling deep into the night.

Skalleren Woods
These are dark woods of thorns and brambles, where the sun has difficulty penetrating. Evil things lurk deep within the woods and sometimes come out when the moon is out to carry off unwary prey. Well-armed parties of Hedgehogs sometimes go into the woods to hunt serpents and they have reported seeing ancient ruins deep in the interior.

Murkenhill
Murkenhill is the northern border of the Stonewell Environs. It marks the point where hordes of rats sometimes come pouring down from the Northern Reaches, over the Murkenhill slopes into the Abbey Environs to pillage and plunder. There is also a large and important stone quarry at Murkenhill, run by
Foremole Tigwyn.


Murkenhill Fort
Built by Lord Tredegar, a Badger of some reknown, Murkenhill Fort was meant as a first line defense for the Vale and the nearby quarry against the evil rats from the Northern Reaches. Lord Tredegar is tall, intimidating beast who is both honorable and just in his dealings with others.

Stonewell Village
Stonewell is the nearest village to the Abbey; just within bowshot of its walls. There are about 250 Kind living here, a large number work directly or indirectly for Stonewell Abbey. Importantly, there is a flour mill on the edge of the village and the mill provides all the flour for the Abbey. There is a market here twice a week. The Reeve (the head beast of the village, who reports to Prioress Noona) is Fedwina; a female Squirrel.

Rumblewood
Rumblewood is a village with a population of about 170 Kind. There is a market here once a week. The Reeve is Welwyn, a Hare. For a Hare, he is surprisingly level-headed... or so it is said.

Stormhollow
A village with a permanent population of 100 Kind, Stormhollow is predominantly comprised of moles (about 40%). The population swells to nearly double when the miners return from the iron mine in the hills to the north. The Reeve here is Telfer, a Mole, diligent in his work.


Mistmoor Abbey
The Abbey and Environs was founded by Abbot Cindran (who was previously the Prior at Stonewell) only a couple of years ago. It is located to the west of Stonewell. Building is still ongoing; it currently has only a wooden exterior wall surrounded by a ditch for defence. As a new abbey, Mistmoor still relies on Stonewell for regular caravan shipments of stone, iron, and other precious materials.


Posted on 2013-12-23 at 04:06:07.
Edited on 2014-01-03 at 02:42:07 by Ayrn

Topic: Alder Vale Campaign Q/A
Subject: Alder Vale Campaign Q/A


First game post is up. Feel free to post here now. I'll add more info here as I have time.


Current Player Characters in Alder Vale:

Asher, a Squirrel Scout, male (Bodkin)
Fenir Stonepaw, a Badger Warrior, male (Astrid)
Oltovian, an Otter Talespinner, male (Hammer)
Reginald Hibiscus, a Hare Rogue, male (Celeste)
Violet “Vi” Sciuridae, a Squirrel Scout, female (Reralae)


Current Non-Player Characters Adventuring with the Party:

Weldon, a middle-aged Mole Teamster, male
Aidyn, a young-adult Mole, Weldon's elder son, male
Dremmon, a young-adult mole, Weldon's younger son, male

Six common lizards named:
Dash, male, and Rascal, female (Aidyn's team);
Strider, male, and Whisper, male (Dremmon's team);
and Pogo, male and Tootsie, female (Weldon's team)


Current Party Treasure:

Small purse containing 25 gold coins


Current Season: Mid-Spring, 54 A.R.


Posted on 2013-12-23 at 04:05:41.
Edited on 2014-01-03 at 03:13:13 by Ayrn

Topic: Laptop Died
Subject: Sad indeed


I'm sorry to hear the news, Hammer. Hopefully, you'll be up and running again soon.

Keep us up to date!
Ayrn

Posted on 2013-12-23 at 03:33:17.

Topic: The Gobber King
Subject: That's a neat trick!


Wembley's jumped back as the cat jumped out of the barrel. But when the fur ball stood on its hind legs and began to talk... well, Wembley's jaw fall near past his knees.

"The cats in Bayris never did that," he whispered in awe. The halfling looked around at his companions to see if they had seen the same thing. The magical cat tried to cover with a quick drop to all fours and a meow-meow.

"Oh, no, you don't!" Wembley said, lunging to scoop up the cat with a head fake left, but grabbing right. "You can't go around standing on your hind paws and called us ugly one minute, and then give us a little meow-meow and think we're just going let you go like that. No way! Not a little cute kitty like you. Come here, kitty! Come here! Come on!"

OOC: Wembley's trying to catch the cat.

Posted on 2013-12-22 at 09:33:19.
Edited on 2013-12-22 at 09:33:44 by Ayrn

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Haha... you'd think I was drinking...


I just read over my post above. Wow! I was writing that quick and made a ton of mistakes with word choices. Anyway, you all should read it again. I expanded a bit and made it make a bit more sense.

Regarding heroic qualities, let me share a story or two from our family table-top game. For those who don't know me well, I've got 7 kids at home, ranging between 2 - 13 years old. (good times!) Anyway, I just picked up Woodland Warriors for the kids. They love reading stories where animals are the main protagonists, and I've run a down and dirty dungeon crawl once before for my eldest 4 and they loved it. Roleplaying in my home is lovingly refered too as "the Sewer Rat game" because of their first adventure. (haha)

For this game, we've created characters for EVERYONE. Even my 2 year old is team playing (with me or my wife) a dexterous mouse warrior named Ribbon. (she may show up in our game as an NPC, I like her that much)

Anyway, (wow, that was a long intro to get to my real stories), my eldest daughter (9) plays a hedgehog friar named Alice. Alice and her party stopped to ask a mole for some directions. As the mole is a long-time miner, I gave him the trait of a hacking and wheezing cough as he gave the directions.

Alice thanked the mole for his help and then asked him about his cough. The mole dismissed it as merely the hazards of many shifts in the mines. Alice asked the mole if he would like to be healed.

(I am sad to say that, as a DM, I thought that using her healing on the miner rather than saving it for when they were in combat was a foolish waste of her ability.)

I had the mole give a queer look and then shrug and say, "Guess it couldn't hurt none." Alice laid on hands, but I told her there was little change. She proceeded to give the mole ALL her healing berries. I told her there was still no change.

She sighed and said, "I'm sorry I couldn't do more." She paused for a moment and then piped in, "When I return, I shall try again."

Heroic qualities: Selfless, persistant, perseverance, hopefulness.


Later, the party was listening to a sad tale from an NPC who had experienced some significant loss, but seemed to be skirting around his pain. The badger warrior, Little Ben (played by my 7 year old son) offers to give his bottle of juice (non-fermented... the players are all under age) with the sad creature.

Now, I need to back this story up a little. When my son was creating Little Ben, he specifically stated that he wanted a bottle of pineapple juice. I told him that pineapple juice was very rare and expensive in these parts and would cost 3x as much as regular apple juice. He said he would take a bottle of apple juice, but wanted the pineapple juice as well and was willing to pay the cost. I let him buy it.

So, fast forward to him offering the NPC his pineapple juice. I asked my son if he was sure he wanted Little Ben to give away his very special and expensive juice.

"Yep," he says."Here you go. I know it's not the same as what you lost. But it's special to me and I want you to have it."

Heroic qualities: Empathy, compassion, sharing, sacrifice.


I could go on and tell you of how my wife's character, a hedgehog wizard named Sansa, offered to sacrificed herself in order to allow her sister (Alice) and the rest of the party to escape an ambush which, in turn, led the two twin Squirrel Scouts (played by my eldest boys) to stand their ground with the wizard and attempt to protect her until she was able to cast her spell.

Or how, when they somehow managed to survive the ambush and even take some of their foes as prisoners, Little Ben offered their captives his apple juice and Anya (a mouse friar played by my 5 year old daughter) shared her trail rations and tended to their wounds.

This is what I mean by "heroic" fantasy. The characters aren't perfect (less you start to think too highly of my family). Most of them will "loot" the bodies of their foes. They are not afraid to intimidate their captives to gain information. The badger sometimes asked his questions in rude ways. The one squirrel scout is regularly trying to persuade some other character to carry his gear. Both of the twin scouts have, at times, shown themselves to be a little craven (that's why, when their stand against overwhelming odds to so heroic). They can all be a bit competitive and gloating at times. And, often, they argue about which course of action they should take. But even then, someone will submit to the wishes of the others and they work it out and move on. And, in a sense, that's heroic too.

The stuff legends are made of!


Anyway, just a few stories so you get a feel of what I mean when I'm thinking of the PCs as heroes.

Can't wait to make some stories with you all!
Ayrn

Posted on 2013-12-22 at 06:13:32.
Edited on 2013-12-22 at 06:38:17 by Ayrn

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Yep!


Hammer gives a good example of the style of online gaming I typically like with "What Evil Lies in the Hearts of Men". Alacrity's game, "The Island of Putnum", would also be a good example.

Basically, it's like tabletop, except that, instead of describing your actions in first person format (i.e. "I attack the dragon"), you write your character's actions, speech, and thoughts in third person, like you would if you were writing a novel.

This is heroic fantasy game... your characters are heroic not so much for their special abilities, but because of their actual character. (think of the mouse from Narnia, or Martin from Redwall, or all the Fellowship of the Ring characters... that's what I have in mind) It will be your job, as players, to tease out the heroic qualities of your characters. Are they brave? Bold? Wise? Sacrificial? Honourable? Selfless? Just, Good, or Kind? How does this play out in how your character acts? Do they loot the dead? Give them "proper" burial? Do they show their foes mercy? Do they give up their treasure to the Abbey, or to the poor? Do they take time to stop and help others?

Also, many of you listed some character flaws or struggles... bullying, shameful secrets, poor self-image, vanity, spurned love, etc... find ways to play with those (maybe in some of your character's thoughts?).

Finally, I dislike a lot of player character in-fighting. I've intentionally tried to link your character's up as friends. You now need to figure out what your character appreciates/loves about the others that helps him/her overlook the others' failings and faults. I despise thinly-veiled, in-character flame wars. If something another player wrote really irks you, don't retaliate... that's lame-sauce. Be mature, overlook it maybe, or write them a PM and ask them if you understood their post correctly. If you're really struggling with what they wrote, PM me please. I'll try to work it out.

...stepping off my soapbox...

Looking forward to playing this game!
Ayrn

Posted on 2013-12-21 at 20:32:21.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Update


An updated status report... I have:

* Completed characters from Hammer, Reralae, Astrid, and Bodkin.

* An almost complete character from Celeste (just need to put it into a character sheet)

* I've got interest from Grugg and Ziklag. (so far, we don't have any friars or wizards, if you're still thinking about what to play... not that we need either... more warriors, scouts and talespinners are fun too!)

If you've indicated interest, please send me some details by Monday.

Thanks!
Ayrn

Posted on 2013-12-21 at 06:55:35.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Celeste... look for a PM shortly


Celeste, I'm working on a PM for you. Give me a sec. Maybe a chat session mind help too.
Ayrn

Posted on 2013-12-20 at 05:17:02.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: No worries


Sorry about that! Yes, you should all check out the thread "Alder Vale's Heroes" located in the Q/A Forums.

I've tweaked and editted some of your backgrounds, so go make sure you are satisfied with them.

I noted there, and am doing so here too: Regarding the sheet I posted for you, I also did not include EVERYTHING you said to me (especially regarding background). I have made note of them and will attempted to include them in the story, but I also wanted to leave somethings as a surprise for the other players.

Thanks! PM me if you see an error.
Ayrn

Posted on 2013-12-20 at 04:18:50.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Fenir Stonepaw


Astrid's character is up in the Alder Vale's Heroes thread.

Posted on 2013-12-20 at 04:07:41.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Recruitment closed


So, to recap, I have:

* Completed characters from Hammer and Reralae
* Almost complete character from Astrid (just need to put it into a character sheet)
* I've got interest from Bodkin along with a rough sketch of a character
* I've got interest from Grugg, Ziglag, and Celeste.

A possibility of 7 characters.

For now, I'm going to say the recruitment for this game is closed. If you've indicated interest, please send me some details by Monday.

Thanks!
Ayrn

Posted on 2013-12-19 at 21:06:01.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: In conversation with


Bodkin as well.


Posted on 2013-12-19 at 20:25:01.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Sounds good


A hare-brained warrior... sounds exciting!

Posted on 2013-12-19 at 19:59:22.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Haha.. Eol snub..


Sorry, Eol, totally missed your post.

I totally get the pressing the time issue, and I'd agree with you... you've definitely got enough games on your plate.

Would love to have you along lurking though!

Posted on 2013-12-19 at 19:30:54.

Topic: Interested in Redwall / Mistmantle -esque game with an
Subject: Character and Games


Hey Celeste, I'd love to have you along for the ride! If you got time in the new year, I'm sure we can make some space at the virtual table.

Grugg, I'll look forward to your character on Monday.

Astrid, I've got you character and sent some notes back. I'm looking forward to your Badger Warrior.

Hammer and Reralae, love your characters! And I'm loving how this party is coming together. As it stands, I can easily see how the squirrel, otter, and badger are friends.

Looking forward to gaming with each of you.

I've got some work and family obligations over the next couple days, but hope to drop in again on Monday.

Thanks!
Ayrn

Posted on 2013-12-19 at 19:22:36.

Topic: Alder Vale's Heroes (Character Sheets)
Subject: NPCs


go here

Posted on 2013-12-19 at 07:59:21.

Topic: Alder Vale's Heroes (Character Sheets)
Subject: PC #6


goes here

Posted on 2013-12-19 at 07:58:54.

Topic: Alder Vale's Heroes (Character Sheets)
Subject: Reginald



CHARACTER NAME: Reginald Hibiscus
Player: Celeste

Creature: Hare
Class: Rogue
Level: 1
Experience: 0
Experience Bonus: +15%

Description:

Background:


ATTRIBUTES

Strength: 10
To Hit (Melee) Modifier: +0
Damage (Melee/Thrown) Modifier: +0
Max Things Carried Adjustment: --
Feats of Strength: 5+

Dexterity: 18
To Hit (Ranged) Modifier: +1
Armor Class Adjustment: +1
Reflex Save: 2+

Constitution: 10
Hit Point Adjustment: +0
Fortitude Save: 4+

Intelligence: 7
Lore check: 6
Bonus Languages: 1
Max Spell Level (Wizards): 1st

Wisdom: 15
Notice check: 4+
Willpower Save: 4+

Charisma: 16
Persuade check: 2+
Loyalty check: 3+
Hirelings: 5


CREATURE / CLASS ABILITIES

Persuade +1 (all ready included above) [Race]
Dodgy (+1 AC, all ready included below) [Race]
Fortitude saves +1 [Class]
Disguise 6 [Class]
Jump 3+ [Class/Race]
Climb 4+ [Class]
Sleight of Hand 5+ [Class]
Stealth 4+ [Class]
Warrior’s Stunt (rapier?) 5+ [Class]

COMBAT ABILITIES

Current Hit Points: 7
Total Hit Points: 7

Armor Class Rating: 5
Armor Worn: Quilted cloth

Movement Rate: 12

Melee Weapon: Rapier, 1D6+1 attack, 1D6-1 damage
Melee Weapon: Dagger, 1D6+1 attack, 1D3 damage

Ranged Weapon: Dagger, 1D6+1 attack, 1D3 damage


THINGS CARRIED

Worn: Quilted cloth armour (1), Dark brown long coat

Carried: Rapier (1), Dagger (.5), Satchel (.5), Pouches x2 (1)

Satchel: Bedroll (1), Rope [silk] (1), Lantern (1)

Pouch #1: Bottle of Fermented Fruit Juice [glass] (.5), Flint and Steel (.5), Jar of lamp oil (.5), Water bottle [clay] (.5)

Pouch #2: Rations [trail] x6 days (.5), Rations [dried] x3 days (.5), Mirror [small steel] (.5)

Wealth: 23 gp, 8 sp

Total # of Things Carried 4
Encumbrance Category: Unhampered
Adjusted Movement Rate: --


Posted on 2013-12-19 at 07:58:35.
Edited on 2013-12-22 at 04:40:36 by Ayrn

Topic: Alder Vale's Heroes (Character Sheets)
Subject: Asher


CHARACTER NAME: Asher
Player: Bodkin

Creature: Squirrel
Class: Scout
Level: 1
Experience: 0
Experience Bonus: +10%

Description: Asher is a gray, male squirrel from Stonewell Village, with a paler coat than most of his kind. Standing at just three and a half paws and weighing nearly forty-eight stones, Asher is also smaller than most of his kind. Nimble and perceptive, Asher is an accomplished archer at the Abbey. His uncanny awareness has alerted him of hidden dangers on more than one occasion.

With his short bow most often in his hands, Asher also carries a dagger and hatchet at his side. He wears a simple, home-spun tunic under his well-worn, patch-work quilted cloth armor and brown trousers soiled from his scampering. A green cloak drapes from his shoulders, held in place with a simple, leaf patterned clasp. A satchel slung across Asher’s shoulder contains what few provisions he has to his name.

Asher is nineteen seasons old.


Background: Asher is a recent addition to the Abbey, having trained with Guardian Bowser’s scouts for little less than four seasons. Asher has already gained some small renown when he, while guarding a caravan of goods to Rumblewood, spotted a band of Glorbane’s vermin lying in ambush. Raising the alarm, Asher enabled the caravan guards to send the bandits to flight with few casualties. The gruff hedgehog has high hopes the little squirrel may one day lead his own troop of light riders.

Most of Asher’s work thus far, though, has been closer to home. A close friend to Fenir, the two of them have been sent on more than a few errands to Stonewell Village, usually tasked with transporting goods on market days. Often times, they are accompanied by Violet, Oltovian, and Reginald, who are also running errands in the village.

Around the Abbey, Asher is regularly soliciting his friends for new excuses for paying Florence a visit (much to Fenir’s chagrin). The pale-gray squirrel is rather smitten by the chatty nun. Florence, used to the advances of many suitors and coming close to her thirtieth season, sees Asher as little annoying, but in a “cute” way.

Like his friends, Asher enjoys the outdoors, and welcomes opportunities to help the others locate and gather berries and herbs for Olive and Duncastle.




ATTRIBUTES

Strength: 9
To Hit (Melee) Modifier: +0
Damage (Melee/Thrown) Modifier: +0
Max Things Carried Adjustment: --
Feats of Strength: 5+

Dexterity: 16
To Hit (Ranged) Modifier: +1
Armor Class Adjustment: +1
Reflex Save: 2+

Constitution: 13
Hit Point Adjustment: +1
Fortitude Save: 4+

Intelligence: 10
Lore check: 5+
Bonus Languages: 2
Max Spell Level (Wizards): 2nd

Wisdom: 18
Notice check: 2+
Willpower Save: 2+

Charisma: 10
Persuade check: 4+
Loyalty check: 5+
Hirelings: 3

CREATURE / CLASS ABILITIES

Persuade +1 (already included above) [Race]
Immunity to Sleep and Charm spells [Race]
Reflex saves +1 (already included above) [Class]
Sneak attack (+1D6 damage) [Class]
Move bonus +1 stride [Class]
Climb / Jump 3+ [Class]
Traps 6 [Class]
Stealth 4+ [Class]
Track 5+ [Class]


COMBAT ABILITIES

Current Hit Points: 8
Total Hit Points: 8

Armor Class Rating: 4
Armor Worn: Quilted armor

Movement Rate: 13

Melee Weapon: Hatchet, 1D6 attack, 1D6-1 damage
Melee Weapon: Dagger, 1D6+1 attack, 1D3 damage

Ranged Weapon: Short Bow w/ 20 arrows, 1D6+1 attack, 1D6 damage
Ranged Weapon: Hatchet, 1D6+1 attack, 1D6-1 damage
Ranged Weapon: Dagger, 1D6+1 attack, 1D3 damage


THINGS CARRIED

Worn: Patch-worked quilted armor (1), Brown tunic, Brown trousers, Green cloak

Carried: Hatchet (1), Dagger (.5), Short Bow (1), Quiver of Arrows x20 (.5), Satchel (.5)

Satchel: Flint and Steel (.5), Ration [Trail] x6 (.5), Water Bottle (.5)

Wealth: 41 gp, 9 sp

Total # of Things Carried 4.5
Encumbrance Category: Unhampered
Adjusted Movement Rate: --


Posted on 2013-12-19 at 07:58:16.
Edited on 2013-12-23 at 01:12:48 by Ayrn

Topic: Alder Vale's Heroes (Character Sheets)
Subject: Fenir


CHARACTER NAME: Fenir Stonepaw
Player: Astrid

Creature: Badger
Class: Warrior
Level: 1
Experience: 0
Experience Bonus: +10%

Description: Fenir Stonepaw is a hulking mass of muscle and sinew, stout even by badgers’ standards. Weighing in at just over two hundred stones and standing more than six paws tall, the name “Stonepaw” is accurate... getting hit by one of his paws would feel like a mason’s stone.

A handsome badger, Fenir is slightly awkward in social setting, especially in large groups of creatures. He wears a simple, sleeveless, blue tunic over his quilted armour. A dark grey paw on a shield of light grey, the insignia of his house, is displayed over the center of his tunic. He wears an armband of braided metal just over the bulge of his left bicep, and two small hooped earrings adorned his ears. He keeps a single braid of longer fur in a few coloured beads.

A shield is slung over his backpack and trio of hatchets hang at his side on his belt. His hands typically wield a battle axe, its wide head attached to a stout shaft of oak.

Fenir is twenty-five seasons old.

Background: Fenir came to the Abbey just over four seasons ago. Originally hailing from the west, from the environs near Mistmoor Abbey, Fenir is the second child of a noble, Gungor Stonepaw. Gungor is Lord of Whitcap Keep, a defensive fortress tucked close to the northern most mountain range known simply as the Sentinels.

The young badger has yet to reveal to his friends why he left home. The Abbot and Guardian Bowser (and maybe Olive) are the only ones to know the truth. Lots of rumours abound amongst the Abbey’s populous... some say Fenir murdered a boy, crushed his skull with his bare paws. Others claim he set fire to his Lord-father’s castle in a fit of rage. Still others like to believe that the hulking beast is actually craven and ran away from battle. Whether any of these are true or not, Fenir has yet to say. Those close to him know only that he carries a deep wound and a shameful secret.

Fenir shows an obvious respect for Guardian Bowser, and the gruff hedgehog expects a lot from the giant badger. While he has had more than one visit with Florence the Nun, he finds himself awkward and uncomfortable in her presence. Maybe because he knows what it is like for people to gossip about you, Duncastle is rather protective of Fenir, and the badger can often be found running errands for the rat with his friends, Oltovian and Violet. Fenir adores Olive, like a schoolmouse might have a secret crush on his teacher. The nurturing (and much older) Cellarer is oblivious to the badger’s feeling, but does have a soft spot for the lad, often calling him “dear” and “darling”.

Fenir is also musically inclined and plays the bodhran drum, an instrument common in his land.


ATTRIBUTES

Strength: 20
To Hit (Melee) Modifier: +1
Damage (Melee/Thrown) Modifier: +3
Max Things Carried Adjustment: +4
Feats of Strength: 2+

Dexterity: 10
To Hit (Ranged) Modifier: +0
Armor Class Adjustment: +0
Reflex Save: 5+

Constitution: 16
Hit Point Adjustment: +2
Fortitude Save: 2+

Intelligence: 7
Lore check: 6
Bonus Languages: 1
Max Spell Level (Wizards): 1st

Wisdom: 10
Notice check: 5+
Willpower Save: 5+

Charisma: 13
Persuade check: 4+
Loyalty check: 4+
Hirelings: 4


CREATURE / CLASS ABILITIES

Rage 1x/day (+1 attack, +1 damage, +2 WILL saves, 6 rounds) [Race]
Fortitude saves +1 (all ready included above) [Class]
Favoured Weapon (Battle Axe) [Class]
Warrior Stunts 5+ [Class]


COMBAT ABILITIES

Current Hit Points: 10
Total Hit Points: 10

Armor Class Rating: 4
Armor Worn: Quilted cloth and Shield

Movement Rate: 12

Melee Weapon: Battle Axe, 2D6+1 attack, 1D6+3 damage
Melee Weapon: Hatchet, 1D6+1 attack, 1D6-1+3 damage

Ranged Weapon: Hatchet, 1D6 attack, 1D6-1+3 damage


THINGS CARRIED

Worn: Quilted cloth (1), tunic, braided metallic armband, strand of beaded hair, small thick hoop earrings

Carried: Battle Axe (1.5), Hatchets x3 (3), Shield (1), Bodhran Drum (1), Backpack (1), Pouch (.5)

Backpack: Bedroll (1), Bottle of Blackberry Wine (.5), Flint and Steel (.5), Grappling hook (1), Lantern (1), Lamp oil jars x2 (1), Rope [silk] (1)

Pouch: Rations [dried] x6 days (1), Water bottle (.5)

Wealth: 5 gp, 5 sp

Total # of Things Carried 9
Encumbrance Category: Unhampered
Adjusted Movement Rate: --

Posted on 2013-12-19 at 07:58:00.
Edited on 2013-12-22 at 04:42:19 by Ayrn

Topic: Alder Vale's Heroes (Character Sheets)
Subject: Oltovian


CHARACTER NAME: Oltovian
Player: Hammer

Creature: Otter
Class: Talespinner
Level: 1
Experience: 0
Experience Bonus: +15%

Description: Oltovian stands around five paws and weighs nearly one hundred-twenty stone. The blue-gray fur of his body offsets the lighter gray colouring around his face, neck, and upper torso, looking almost as though the otter is wearing a vest. Light gray whiskers accented his face. He has stunning blue eyes.

He favours earth-tone colours, typically wearing home-spun trousers and shirts of brownish-green. A nimble fighter, he carries a rapier and dagger, fighting with one or the other, and sometimes both.

Oltovian is 23 seasons old.

Background: Oltovian came to the Abbey nearly fifteen seasons ago, orphaned near the Wild Woods by an attack that left both his parents dead. Found by Bowser (the Abbey’s current guardian) and his Snakebite troop of rapid riders, the guardian brought Oltovian back, promising the otter’s dying mother that he would be cared for at the Abbey.

Bowser has kept his promise, though the young Oltovian tries his patience. The hedgehog has given his charge one gift, his rapier, named Quill. “In your hands, Oltovian,” he said gruffly, “perhaps, the quill is mightier than the sword.” Bowser has trained Oltovian in the nimbler combat arts of thrust and jab, rather than hack and slash.

Presently, Oltovian serves Master Machin, the chief librarian, taking down messages dictated by the mouse or cataloguing books and scrolls in the vast library. The young otter’s constant need to bang out a beat often tests Machin’s gentle spirit. Still, Machin appreciates Oltovian’s skill with his words and his love for lore.

Having gotten into a bit (bunch) of mischief early on in his stay at the Abbey, Oltovian has gotten to know most of the creatures at the Abbey. He is friends with Violet, and the two have, together, run messages for Machin, searched for herbs for Duncastle, and often enjoyed Florence’s colourful stories.


ATTRIBUTES

Strength: 9
To Hit (Melee) Modifier: +0
Damage (Melee/Thrown) Modifier: +0
Max Things Carried Adjustment: --
Feats of Strength: 5+

Dexterity: 16
To Hit (Ranged) Modifier: +1
Armor Class Adjustment: +1
Reflex Save: 3+

Constitution: 9
Hit Point Adjustment: +0
Fortitude Save: 5+

Intelligence: 13
Lore check: 3+
Bonus Languages: 3
Max Spell Level (Wizards): 3rd

Wisdom: 13
Notice check: 4+
Willpower Save: 3+

Charisma: 16
Persuade check: 2+
Loyalty check: 3+
Hirelings: 5


CREATURE / CLASS ABILITIES

Swimming [Race]
Hold Breath (9 rounds) [Race]
Water-wise [Race]
Willpower Saves +1 (already included above) [Class]
Storytelling: Lore and Persuade checks +1 (already included above) [Class]
Disguise 6 (still learning ) [Class]
Sleight of Hand 5+ (can be used to juggle as well) [Class]
Rally: grant allies a +1 to their next attack and +1 to saves vs fear (made before his next round action) instead of attacking (he can still move) [Class]


COMBAT ABILITIES

Current Hit Points: 7
Total Hit Points: 7

Armor Class Rating: 4
Armor Worn: Quilted cloth

Movement Rate: 12

Melee Weapon: Rapier, 1D6+1 attack, 1D6-1 damage
Melee Weapon: Dagger, 1D6+1 attack, 1D3 damage

Ranged Weapon: Darts x4, 1D6+1 attack, 1D3 damage
Ranged Weapon: Sling Stones x20, 1D6+1 attack, 1D3+1 damage


THINGS CARRIED

Worn: Shirt, Trousers, Belt, Cloak [all brownish-green]; Quilted cloth armor [brownish-green] (1)

Carried: Rapier (1), Dagger (.5), Darts x4 (.5), Sling (.5), Pouch of Sling Stones x20 (.5), Backpack (1)

Backpack: Bedroll (1), Candles x5 (.5), Fishing Net [24 sq paws] (1), Flint and Steel (.5), Rope [silk] (1), Rations x6 days [Trail] (.5), Water Bottle (.5), Torches x3 (3)

Wealth: 32 gp, 9 sp, 5 cp

Total # of Things Carried 5
Encumbrance Category: Unhampered
Adjusted Movement Rate: --


Posted on 2013-12-19 at 07:57:40.
Edited on 2013-12-22 at 04:43:11 by Ayrn

 


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