DM Feral's Forgotten Realms Adventure (Inactive)

Game Master Feral

Regional Map


1 to 50 of 73 << first < prev | 1 | 2 | next > last >>

Discuss.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Hooray! Let's get this row on the shoad!


Female Dhampir Rogue (Scoundrel/Gunslinger Archetype) 2|HP: 14/24|AC: 18|Saves: +5 Fort, +9 Reflex, +5 Will|Init: +4|Perc: +7

Reporting in!


Ethaniel, it occurs to me that I failed my reading comprehension check when I read your initial application post. As much as I like the notion of Rashamen spirit magic, the Free Spirit needs to be a member of a Cormyrian noble family. Do you think you can reconfigure things to make that work?

Everything looks good with Crystal. =)


Also it occurs to me that you guys are pretty melee heavy (4/5). It might be worth one of you rebuilding for some ranged flexibility.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

He's already sort of nobility - I probably didn't make it clear but Estelner Ebonhawk was so afraid of being heirless that he kept his wife at the mountain retreat long enough to fake her pregnancy at which point they introduced Ethaniel as their child.

Or did you want the free spirit to actually have noble blood and not just be noble in name?


Being a scion of a struggling noble family is important in this case.


Male Half-Elf Investigator 3

I am here too. I will be traveling today and returning home on Tuesday. May be a little sporadic on posts these next few days.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

Here, but finishing up the alias.


M Lizardfolk Demonslayer 3rd

Present.

My crunch/inventory are done. I will try to segue the basis of my backstory to make things smooth for a rough beast.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Could Ethaniel possibly have been born out of an affair between Estelner Ebonhawk and a Gur woman? Without some sort of ancestral ties I can't really see how he'd be able to contact the Harrow/Gur spirits.

I'm fine if you want him to be full blooded nobility, I'd just rework his background/crunch to play up the Numerology aspects as opposed to the Harrow.


The latter might be a better fit.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Sounds good chief - I'll give Ethaniel a makeover when I get off work.


Female Dhampir Rogue (Scoundrel/Gunslinger Archetype) 2|HP: 14/24|AC: 18|Saves: +5 Fort, +9 Reflex, +5 Will|Init: +4|Perc: +7

Just realized I forgot to mark my bonuses to Linguistics on my sheet. Fixed now.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

It took a bit longer than I though, but I've finally reworked Ethaniel. He's now a full blooded noble and he's turned from a card-playing witch to a "wild child" turned wizard guided by a somewhat broken reflection of his former master trapped inside of his familiar. Equipment and spells are in the works, but there's a good bit of background notes for you DM - let me know if this is more in line with the 'free spirit' concept you had in mind.


I'm about to depart to see Jurassic World but I'll take a look later tonight.


The rewrite looks great. I’m going to look over the last couple (our Redeemer and Hunter) later tonight.

Today promises to be rather busy at work today but we could be starting as soon as tomorrow.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

I'll finish up the changes to alusair this evening then, father's day derailed me. CG Paladin of The Threefold Moon (Selune/Leira/Shar).


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

Should be cleaned up now. Hero lab is only complaining about the CGness of the paladin, so that's a good first sign.


M Lizardfolk Demonslayer 3rd

Have a look in terms of story. I left the pracise nature of location and interaction up to you, but I can concrete it if you'd like:

Background:
Bred in the Vast Swamp, the tribesguard named Vess'Sothek was a skillful hunter. While not yet old enough to have the mastery of his seasoned betters, his muscle and mettle proved resilient enough to defend his tribe from the dangers that lurked within the marshy lowlands.

If only his strength of body could move the circumstances that made him what he was.

It had been 222 seasons since his Shadowscale tribe had reached-out to Shar for aid. The hunter hadn't been around to see it, but his grandfather, Kor'Thek, lost his life during that time of strife. He lost it protecting his tribe, as did his youngest son, Rhesso'Thek, in later years during one of the ubiquitous skirmishes with the dangerous denizens of the fen. Survived by his elder brother and sister, Vess'Sothek's uncle and aunt, Zran'Korthek and Zree'Thek, the hunter was raised as most of the children were - by the community. He was saddened by the passing of his father, but he was one father of many, and many fathers fell during those years.

Vess'Sothek's mother, Sha'Preddok, was the only daughter of her line, and Vess'Sothek her only living child. With the loss of her mate and concern for her line, she sought a replacement. However, her weirding practices made her appear as sub-par stock to seed children. It was not her practice as an herbalist - a reedmaster, the more direct translation went - that was odd, but the ways she went about her work. While most in the tribe called to that work were sometimes shaman or apprentices of druidic rites, Sha'Preddok clawed her findings of plants, patterns of seasons, and poultices' and medicines' directions onto deadwood. Writing was not unknown to the tribe, but the oral tradition was much stronger, and etching was reserved for religious importance. It was as if her work was a religion to her, many saw, her idolizing not even the plants or swamp but rather her own ability.

She was seen as a witch.

And perhaps she was. Her cures were beyond equal, her perception of ailments before they presented with symptoms uncanny. Yet as much of a blessing as she might have been, the tribe set her apart from itself - far enough so she was not in the midst of the community, but close enough to see in case of emergencies. Isolation was death for the lizardfolk though, and forced isolation a formal shun.

By extension, her son received only mixed appreciation and acceptance from his tribe. Though the game he caught was plump and the threats he slew were fierce, he could not fully be trusted by the chiefs and elders with her "influence" still upon him. After all, Vess'Sothek had not shunned his mother, but rather embraced Sha'Preddok's gifts; they healed his wounds after the skirmishes. He was a more successful hunter because of her, and his tribe safer for it.

One day, a fell attack came upon them. After the calling of Shar's wicked support hundreds of seasons past, Vess'Sothek's ancestors had notices the demons never left the swamp. They left the Shadowscales to their own area, but they formed a pocket of vile habitat in their own region. Over time, that region spread. Every so often over the years, the demons and Shadowscales would have some sort of argument over territory, resulting in a conflict. No longer allied with Shar, the demons lashed-out from their own will, inflicting considerable causalities. This particular lashing was a decisive loss; the demons overran them, butchering most of the tribe in their suicidal charge. They were more powerful somehow, more persistent...

His remaining kin survived, but the mounds and palisades the lizardfolk used for survival and defense were completely destroyed. The gross or so remaining opted to leave their homeland. Human lands preventing resettlement to the East and West, and the demons blocking passage to the North, the tribe skirted the banks of the Dragonmere South, heading West at first. Inevitable conflict from coastal human towns ensued, but the reptiles' superior aquatic ability let them evade skirmished without much issue.

That was, until they came across Illipur.

The haunted city on the outskirts of Cormyr was a catastrophic discovery for the newly-nomadic tribe. At first welcoming in appearance due the lack of bustling economy, the demonic presence there seemed drawn to them, descending upon the wanderers in their first night. Zree'Thek was severely wounded, And Zran'Kothek lost his mate in the ambush. The elder in possession of the sacred Skull Staff of the tribe's history was spoken to by the demons before he was slain, their foul tongues seeming to question him repeatedly before gouging his eyes out with their claws. As they reached for the artifact, Vess'Sothek's mother grabbed it with otherworldly speed and made for the water with the rest of the survivors.

The staff glowed a faint and ominous lavender in her hands. Only a couple in the tribe's remaining few dozen members saw it, but Vess'Sothek was one of them. Once the refugees had begun making their way back up the coast, he noticed she no longer had it. When asked what she did with it, she merely said it went back to the sea, where it belonged.

Unfortunately for her, some others heard the response. Jettisoning sacred relics was not done, and there was enough panic in the tribe to manifest as hysteria. They banished her at the next landing, expelling her further north. While Vess'Sothek and his aunt sympathized with her, his uncle did not: Zran'Kothek bought into the mob mentality, hating his sister.

While the rest of the tribe moved inland, the remaining three decided to make a connection with one of the human towns in a last-ditch effort to save Zree'Thek's life. Her wounds would not heal, and Sha'Preddok said she needed herbs that would not be found near this land to overcome the affliction. Part of the reason, she told him, was the relic linked the blood of demons to the blood of their particular tribe. Each slain would provide lifeforce for the demons to manipulate; disposing of the staff had been the safest thing she could think of, yet the sapping effect still prevented her sister's recovery.

Bargaining in a hostile town would not be easy, but whatever was necessary to save her life would be done. The tribe was everything. Though Vess'Sothek understood his tribe's actions, he vowed to do his best to reconcile the two groups. The first step in doing so was to protect his family. That meant entering town.

Bartering with a "monster" would be no easy task, he knew...


I love the detail Vess but one of the Hunter’s big themes is isolation. Could you dial up the tragedy a bit at the end? The Hunter is driven because he has nothing left (or sees things that way at least).


M Lizardfolk Demonslayer 3rd
DM Feral wrote:
I love the detail Vess but one of the Hunter’s big themes is isolation. Could you dial up the tragedy a bit at the end? The Hunter is driven because he has nothing left (or sees things that way at least).

Will do.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Equipment and Spells complete - ready to roll!


Alusair could talk a bit about the trials that come with belonging to a dishonored house and/or maybe the stigma she's faced from including Shar among her worship? The Redeemer's journey is about adversity.

Also, here's my paladin changes:

Smite (Su) wrote:

Once per day per paladin level, a paladin can draw upon the power of good to strike down her enemies. As a swift action, she treats her melee attacks until the beginning of her next turn (whether armed or unarmed) as magical and gains a +1 bonus on attack and damage rolls. In addition she gains a +1 sacred bonus to armor class. Against evil creatures she ignores all damage reduction and these bonuses are all increased by one.

This bonus increases by +1 at 5th level and every 5 levels thereafter.

A paladin with access to Lay on Hands (see below) can use that ability once as a free action on any turn she smites.

Lay on Hands (Su) wrote:

Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets an ally other than herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Divine Bond (Sp) wrote:

Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the paladin to enhance her weapon by calling upon the aid of a celestial spirit for 1 round per paladin level. This ability functions as the warpriest ability sacred weapon in all ways.

The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.

Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, the mount gains the celestial creature simple template and becomes a magical beast for the purposes of determining which spells affect it.

At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.

Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.


Male Half-Elf Investigator 3

I am planning on finishing up some character details tomorrow and updating Lance Wyvernspur's profile. Do we have normal starting wealth for a 3rd level Character? Can we use wealth to purchase magical items?


M Lizardfolk Demonslayer 3rd

Revised. Please see the last few paragraphs.

I'm thinking the backstory's tie-in with Shar could work well with what I read in another profile here.

Background:
Bred in the Vast Swamp, the tribesguard named Vess'Sothek was a skillful hunter. While not yet old enough to have the mastery of his seasoned betters, his muscle and mettle proved resilient enough to defend his tribe from the dangers that lurked within the marshy lowlands.

If only his strength of body could move the circumstances that made him what he was.

It had been 222 seasons since his Shadowscale tribe had reached-out to Shar for aid. The hunter hadn't been around to see it, but his grandfather, Kor'Thek, lost his life during that time of strife. He lost it protecting his tribe, as did his youngest son, Rhesso'Thek, in later years during one of the ubiquitous skirmishes with the dangerous denizens of the fen. Survived by his elder brother and sister, Vess'Sothek's uncle and aunt, Zran'Korthek and Zree'Thek, the hunter was raised as most of the children were - by the community. He was saddened by the passing of his father, but he was one father of many, and many fathers fell during those years.

Vess'Sothek's mother, Sha'Preddok, was the only daughter of her line, and Vess'Sothek her only living child. With the loss of her mate and concern for her line, she sought a replacement. However, her weirding practices made her appear as sub-par stock to seed children. It was not her practice as an herbalist - a reedmaster, the more direct translation went - that was odd, but the ways she went about her work. While most in the tribe called to that work were sometimes shaman or apprentices of druidic rites, Sha'Preddok clawed her findings of plants, patterns of seasons, and poultices' and medicines' directions onto deadwood. Writing was not unknown to the tribe, but the oral tradition was much stronger, and etching was reserved for religious importance. It was as if her work was a religion to her, many saw, her idolizing not even the plants or swamp but rather her own ability.

She was seen as a witch.

And perhaps she was. Her cures were beyond equal, her perception of ailments before they presented with symptoms uncanny. Yet as much of a blessing as she might have been, the tribe set her apart from itself - far enough so she was not in the midst of the community, but close enough to see in case of emergencies. Isolation was death for the lizardfolk though, and forced isolation a formal shun.

By extension, her son received only mixed appreciation and acceptance from his tribe. Though the game he caught was plump and the threats he slew were fierce, he could not fully be trusted by the chiefs and elders with her "influence" still upon him. After all, Vess'Sothek had not shunned his mother, but rather embraced Sha'Preddok's gifts; they healed his wounds after the skirmishes. He was a more successful hunter because of her, and his tribe safer for it.

One day, a fell attack came upon them. After the calling of Shar's wicked support hundreds of seasons past, Vess'Sothek's ancestors had notices the demons never left the swamp. They left the Shadowscales to their own area, but they formed a pocket of vile habitat in their own region. Over time, that region spread. Every so often over the years, the demons and Shadowscales would have some sort of argument over territory, resulting in a conflict. No longer allied with Shar, the demons lashed-out from their own will, inflicting considerable causalities. This particular lashing was a decisive loss; the demons overran them, butchering most of the tribe in their suicidal charge. They were more powerful somehow, more persistent...

His remaining kin survived, but the mounds and palisades the lizardfolk used for survival and defense were completely destroyed. The gross or so remaining opted to leave their homeland. Human lands preventing resettlement to the East and West, and the demons blocking passage to the North, the tribe skirted the banks of the Dragonmere South, heading West at first. Inevitable conflict from coastal human towns ensued, but the reptiles' superior aquatic ability let them evade skirmished without much issue.

That was, until they came across Illipur.

The haunted city on the outskirts of Cormyr was a catastrophic discovery for the newly-nomadic tribe. At first welcoming in appearance due the lack of bustling economy, the demonic presence there seemed drawn to them, descending upon the wanderers in their first night. Zree'Thek was severely wounded, And Zran'Kothek lost his mate in the ambush. The elder in possession of the sacred Skull Staff of the tribe's history was spoken to by the demons before he was slain, their foul tongues seeming to question him repeatedly before gouging his eyes out with their claws. As they reached for the artifact, Vess'Sothek's mother grabbed it with otherworldly speed and made for the water with the rest of the survivors.

The staff glowed a faint and ominous lavender in her hands. Only a couple in the tribe's remaining few dozen members saw it, but Vess'Sothek was one of them. Once the refugees had begun making their way back up the coast, he noticed she no longer had it. When asked what she did with it, she merely said it went back to the sea, where it belonged.

Unfortunately for her, some others heard the response. Jettisoning sacred relics was not done, and there was enough panic in the tribe to manifest as hysteria. They banished her at the next landing, expelling her further north. While Vess'Sothek and his aunt sympathized with her, his uncle did not: Zran'Kothek bought into the mob mentality, hating his sister.

While the rest of the tribe moved inland, the remaining three decided to make a connection with one of the human towns in a last-ditch effort to save Zree'Thek's life. Her wounds would not heal, and Sha'Preddok said she needed herbs that would not be found near this land to overcome the affliction. Part of the reason, she told him, was the relic linked the blood of demons to the blood of their particular tribe. Each slain would provide lifeforce for the demons to manipulate; disposing of the staff had been the safest thing she could think of, yet the sapping effect still prevented her sister's recovery.

Bargaining in a hostile town would not be easy, but whatever was necessary to save her life would be done. The tribe was everything. Though Vess'Sothek understood his tribe's actions, he vowed to do his best to reconcile the two groups. The first step in doing so was to protect his family. That meant entering town.

Bartering with a "monster" would be no easy task, he knew, but he did not expect arrows flying past his head as he made a hasty retreat. I did not charge in ... I did not bare my teeth... While trying to consider a way around the hostility, Vess'Sothek noticed his mother was gone when he returned. His aunt, however, was asleep, bearing a piece of bark in her hand. Odd, to leave her alone...

Upon closer inspection, the bark had some of Sha'Preddok's inscriptions on it, but they could not be seen in her hand. One thing was clear after a few moments though: Zree'Thek was not asleep, but dead. Vess'Sothek smelt her for poison, searched her for wounds, and looked for signs of conflict. None were present, but she did not stir to his touch or mourning roar, nor did her chest move.

After the brief griefrage had passed and the hunter could see clearly again, he took the inscribed bark from her hand, reading it.

Son,

The dark magics of the Staff cursed Zree. She would have become a demon. I sent her spirit to the ancestors in peace with her wishes. I who bear her curse now as the darkness was drawn to me in the process. I must leave for your safety.

Protect the tribe.

There were questions unanswered, and Vess'Sothek was angry and sympathetic simultaneously. But how could he defend the tribe that rejected them? Would they even accept him back, knowing he chose to accompany the shunned woman? No ... he could not help them anymore.

Without a tribe to guard, the lizardfolk swam down the coast, trying his luck at the next town. He slew a deer and slung it over his shoulder. Maybe with this gift, they will take me in. If not, they would kill him, but he had little to live for anymore. In fact, the only drive that was left for him was revenge against those that had wronged his tribe, the workers of the dark arts and their demon allies. If the stories were true, the humans knew a good deal about these people.

Soon, they would meet their end like the deer. I have failed to protect my tribe, but I can avenge them.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

Updated some things, giving hooks for "yet another Alliel matter" and the larger (and thus less useful to start, sorry) shar/selune/liera problem.

Incidentally, Alusair thinks Shar/Liera/Selune are aspects of the same goddess, and that goddess responds to what you bring her. So while you could redeem the followers of shar to worship selune, or convince the followers of selune to worship liera, or corrupt the followers of liera to worship shar, they wouldn't be changing who they were praying to. Instead, they would be changing the manner in which they prayed and the goddess responded. So Alusair might view a selunite and a sharrite fighting each other about 'which goddess is better' with much the same view you would take of a mother and father of a single child each insisting their child was better than the other's. It's the same child, only your perception differs.

As such she's not set up for 'fighting' the church of shar/liera/selune so much as needing to move those churches towards unification, which isn't even a hysterical idea in the eyes of any of the three right now. I'm leaving this for in play exploration rather than backstory fiating any of it because it's pretty big as a hook. Adventure with Allusair if you want to seek out sharites, lierans, and selunites! Then be yelled at as a heretic by all three while trying to keep your temper and 'prove' things about a divinity....

For the level we're at, a generic hook of the sort: "This used to belong to house alliel but great grandfather albert made a poor decision and now it's infested with the remains of his experiments in necromantic golems and great grandfather albert." might be a better starting point for Alusair.


Lance Wyvernspur wrote:
I am planning on finishing up some character details tomorrow and updating Lance Wyvernspur's profile. Do we have normal starting wealth for a 3rd level Character? Can we use wealth to purchase magical items?

Start with average wealth for a level 1 character of your class.


Vess'Sothek wrote:
Revised. Please see the last few paragraphs.

Excellent. Looks good Vess.


Female Dhampir Rogue (Scoundrel/Gunslinger Archetype) 2|HP: 14/24|AC: 18|Saves: +5 Fort, +9 Reflex, +5 Will|Init: +4|Perc: +7
DM Feral wrote:
Lance Wyvernspur wrote:
I am planning on finishing up some character details tomorrow and updating Lance Wyvernspur's profile. Do we have normal starting wealth for a 3rd level Character? Can we use wealth to purchase magical items?
Start with average wealth for a level 1 character of your class.

...wait.

Does that mean I'm going to have to revise Crystal's equipment list?

I'll have to do that in the morning.


Alusair Filfaeril, House Alliel wrote:
For the level we're at, a generic hook of the sort: "This used to belong to house alliel but great grandfather albert made a poor decision and now it's infested with the remains of his experiments in necromantic golems and great grandfather albert." might be a better starting point for Alusair.

I can work with that. Did you have a chance to review my paladin changes?


Crystal Crownsilver wrote:

Does that mean I'm going to have to revise Crystal's equipment list?

I'll have to do that in the morning.

Please do. At least removing things is easier than adding them!


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Yikes, I missed the wealth thing as well!


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30
DM Feral wrote:
Alusair Filfaeril, House Alliel wrote:
For the level we're at, a generic hook of the sort: "This used to belong to house alliel but great grandfather albert made a poor decision and now it's infested with the remains of his experiments in necromantic golems and great grandfather albert." might be a better starting point for Alusair.
I can work with that. Did you have a chance to review my paladin changes?

Yes and they look weirdly like buffs. I have no idea what to think about them until I play them a bit.

DM Feral wrote:
Lance Wyvernspur wrote:
I am planning on finishing up some character details tomorrow and updating Lance Wyvernspur's profile. Do we have normal starting wealth for a 3rd level Character? Can we use wealth to purchase magical items?
Start with average wealth for a level 1 character of your class.

Ow. RIP Armor class.


Male Half-Elf Investigator 3

Lance Wyvernspur is ready. Updated Profile with equipment and extracts.


Female Dhampir Rogue (Scoundrel/Gunslinger Archetype) 2|HP: 14/24|AC: 18|Saves: +5 Fort, +9 Reflex, +5 Will|Init: +4|Perc: +7

Revised my equipment. Should be good to go now.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Same here.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

Updated equipment. I kept my notes on a future horse so I don't have to reconstruct it later.


Okay, time to get this show on the road. Intro posts are in the works. There might be some liberties taken in the intro narrative. If there's something said that's especially egregious in your eyes let me know and we'll work something out.


Male Human Spellsage 3|HP: 20/20|AC: 12/12/10|Saves: +2 Fort, +3 Ref, +4 Wil|Init: +2|Perc: +3
Dailies:
ArmorO ChillO BurningO CurseO || FocusO StudyO || Lucky Number:7

Yippee!


Male Half-Elf Investigator 3

Seconded!


Female Dhampir Rogue (Scoundrel/Gunslinger Archetype) 2|HP: 14/24|AC: 18|Saves: +5 Fort, +9 Reflex, +5 Will|Init: +4|Perc: +7

Alright then.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

Hurray!


Female Dhampir Rogue (Scoundrel/Gunslinger Archetype) 2|HP: 14/24|AC: 18|Saves: +5 Fort, +9 Reflex, +5 Will|Init: +4|Perc: +7

Would you like us to wait until our character intros are all done before we post?


Yeah let me finish intros.


Once Lance and Crystal wrap up their pre-campaign story bits I'll sum up the tournament (since it sounds like nobody is going to try to jump in) and move on to celebratory feast where the PCs can interact in the same scene.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

No horse, no jousting for me!


Male Half-Elf Investigator 3

Lance will be done once he hears a little gossip from Lord Sewart and we can move on to the next scene.


As soon as the ladies are done I'll be finishing up the grand melee and moving things along to victory feast.


CG
Human Paladin of the First Child of Ao:
Pal2/Clr1|Ora*
HP 29/29
AC 22 T:11 FF:21:
+7 armor, +1 Dex, +4 shield
Saves F:+9, R:+3, W:+9|Conditional:+2 vs. death/mind-affecting|Immunities: |Resists:
Init +1|Senses normal vision|Perception +3|Speed 20/30

Since the forum has eaten two post replies already, you can just move us along. I'll be home tomorrow night and can resume posting from not terrible phone browser.

1 to 50 of 73 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Feral's Forgotten Realms Adventure Discussion All Messageboards

Want to post a reply? Sign in.