“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.
This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men to slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs.
This is my home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.” – The Wanderer’s Journal
The Balican merchant dynasties of Wavir, Rees, and Tomblador sponsor this fortified town of about two thousand souls astride the trade route that connects Balic with Tyr. Desperate raiders wait in ambush in the stony barrens and rocky badlands that surround the village, but Altaruk’s well-paid mercenaries drive off any bandits they find lurking within haifa day’s travel of the town’s gates.
This protection is not free to travelers. All who want to enter Altaruk must pay a toll of 1 gp per beast of burden and one ceramic per individual. But for those inside the 15-foot-high walls, Altaruk offers stables, room and board, trade opportunities between merchant houses, and gossip from all corners of the Tablelands. Only the largest and fiercest raiding tribes would consider attacking Altaruk, but rumor has it that giants of the Estuary of the Forked Tongue are gathering to strike at the town. It’s happened before
This is the In-Character Thread for the Sand Raiders & Vault of Darom Madar Adventures.
Sand Raiders starts in Altaruk as the adventurers wake up and are having breakfast at the Four Bits Inn, the sole Inn of the Outpost Village. A fierce sand storm hit the outpost and the surrounding region the previous night...
Leader: Aldalec Rynthorium Human Bard (Valorous/Athasian Minstrel) played by Harn_Winterfell
Strikers: FionaHalf-Giant Barbarian (Rageblood/Escaped Slave) played by jrmabie Nerris U'Raanu Elf Ranger (Two-Blade/Wilder) played by Klockwork
Defender: SandHalf-Giant Weaponmaster (Tempest/Wasteland Nomad) played by JustaFleshWound Lepidus
Controller: T'ChaiThri-Kreen Seeker (Bloodhound/Wasteland Nomad) played by AlexandrTheGreat
====== Created Using Wizards of the Coast D&D Character Builder ====== Aldelec, level 2 Human, Bard Build: Valorous Bard Versatile Expertise Option: Versatile Expertise (Heavy Blade) Versatile Expertise Option: Versatile Expertise (Instrument) Bardic Virtue Option: Virtue of Valor Human Power Selection Option: Bonus At-Will Power Dark Sun, Inherent Bonuses Occupation - Criminal (Thievery class skill) Theme: Athasian Minstrel
FINAL ABILITY SCORES STR 10, CON 14, DEX 14, INT 11, WIS 10, CHA 18
STARTING ABILITY SCORES STR 10, CON 14, DEX 14, INT 11, WIS 10, CHA 16
====== Created Using Wizards of the Coast D&D Character Builder ====== Sand, level 2 Goliath, Fighter (Weaponmaster) Build: Tempest Fighter Fighter Option: Combat Superiority Fighter Talents Option: Tempest Technique Dark Sun Geography - Desert (Nature class skill) Theme: Wasteland Nomad
FINAL ABILITY SCORES STR 18, CON 15, DEX 14, INT 8, WIS 14, CHA 10
STARTING ABILITY SCORES STR 16, CON 13, DEX 14, INT 8, WIS 14, CHA 10
ITEMS Maul x1 Hide Armor x1 Backpack (empty) Bedroll Belt Pouch (empty) Survival Day Desert Clothing Fire Kit Boots of Adept Charging (heroic tier) x1 Longbow Arrow Geja Fruit of Healing Book of Merchant Houses ====== End ======
====== Created Using Wizards of the Coast D&D Character Builder ====== T'Chai, level 2 Thri-Kreen, Seeker Build: Vengeful Seeker Seeker's Bond Option: Bloodbond Dark Sun, Inherent Bonuses Auspicious Birth (Auspicious Birth Benefit) Theme: Wasteland Nomad
FINAL ABILITY SCORES STR 10, CON 11, DEX 16, INT 10, WIS 20, CHA 8
STARTING ABILITY SCORES STR 10, CON 11, DEX 14, INT 10, WIS 18, CHA 8
Choose a color for your speach when you post: Bold for talking Normal for whispering Italic for thoughts
For flavor only: Metal coins are very rare on Athas and day-to-day currency will be ceramic coins (cc)... A gold coin will be worth 100 times its usual value... Nothing really changes in terms of value of Objects & Equipment, it's really a fluff thing. 1 Ceramic = 1gp in game terms // 100 Ceramics = 10 Silvers = 1 Gold (=100gp in game terms)
Nerris was born amidst one of the hundreds of roaming tribes of elves traveling through the wastes of Athas. She was born with an unfortunately weak constitution, which began to plague her before she had even grown out of childhood. Her speed, agility, and strength were all noteworthy, and she possessed a keen awareness and sense often lacking in her people, but she always fell behind on overland runs, relying on her tracking skills to eventually catch up. This earned her the ironic name Kuu, meaning swift in the elvish tongue, and was always a point on contention for her. Despite passing her twentieth year, the tribe chief refused to allow her to participate in the right of adulthood. An elf that cannot keep up must still be a child, after all. It was on one of these overland runs that Nerris, finally tracking her tribe down after a week alone, came upon the remains of a battle. Pieces of bone littered the ground with the refuse and detritus left behind. The signs indicated that the tribe had run into a large clutch of hunting Thri-kreen, and those few elves that were not dragged off had been field stripped for food. After the massacre of her tribe, Nerris wandered the wastes alone, barely surviving from day to day. She eventually came across civilization and began the arduous task of learned to lived among the settled people of Athas, and took on the name she now goes by. She learned how to be a Merchant's guard, and often engaged in gladiatorial matches in the stadiums the cities she came across. Most recently, she has been working out of Altaruk, taking whatever jobs meet her fancy.
Nerris U'Raanu Race: Elf Nerris is one of the shorter specimens of her race, standing just under six-and-a-half feet tall. Her compact frame houses a powerful, lean musculature, and she moves with the natural grace of a predator. She is clad in a thick hide breastplate and clothing colored to blend into the desert. She is armed with a pair of altered alhaluks, each possessing two hooked grapples, unusual for that particular weapon. Nerris is a vivacious young woman with a lackadaisical disposition towards the greater worries of life. She strives to live in the moment and would prefer enjoying the spoils of a raid with a few friends to earning fame in the halls of heroes. She rarely does more than she thinks is necessary to survive, but takes the dangers of the wastelands seriously none-the-less. Her lazy and satisfied appearence hide a darker side, though. Being tribeless, she is constantly struggling to fend off the despair of having no place to call home, and she sometimes overcompensates with wild binges of self-fullfillment to stave off the madness. She is slow to trust, and calls no-one friend.
POWERS Wild Talent at-will: Psionic Spark Ranger at-will 1: Marauder's Rush Ranger at-will 1: Twin Strike Ranger encounter 1: Off-Hand Strike Ranger daily 1: Jaws of the Wolf
ITEMS Hide Armor, Triple-headed flail (2), Adventurer's kit (replacing ten days trail rations with 1 Survival Day and the sun rods with torches), 4 (5) Survival Days
Two-Blade Fighting Style: You can wield a one-handed weapon in your off-hand Hunter's Quarry: Designate the nearest target you can see as you quarry, and do 1d6 extra damage to that target once per round. Running Attack: When a standard action attack allows movement, you gain a +1 bonus to the attack roll of that attack if you move 2 or more squares away from where you started.
Standard Action, Triple-Headed Flails Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One or Two Creatures Attack: +6 vs. AC (two attacks) Hit: 1d10 damage per attack.
Standard Action, Triple-Headed Flail Target: One Creature Attack: +6 vs. AC Hit: 1d10 + 6 (3 Strength, 3 Wisdom) damage. Special: You can use this power in place of a MBA on a charge
Minor Action, Triple-Headed Flail (off-hand) Requirement: You must be wielding two melee weapons Target: One Creature Attack: +6 vs. AC Hit: 1d10 + 3 damage
Standard Action Ranged 10 Target: One creature Attack: +3 vs. Ref Hit: 1d8 + 3 psychic damage, and and your attacks against the target before the end of your next turn can score a critical hit on a roll of 18-20.
Standard Action, Triple-Headed Flails Requirement: Must be wielding two melee weapons Target: One Creature Attack: +6 vs. AC (two attacks) Hit: 2d10 + 3 damage per attack Miss: Half Damage per attack
A young man with deeply tanned skin, piercing blue eyes and raven black hair stands before you. He flashes a brilliant white smile that seems genuine and inviting as he waves his hand and arm in greeting to you. He is attired as many of the travelers on the caravan routes are, in loose fitting clothes designed to protect from the sun and allow the wearer to stay as relatively cool as possible by trapping the moisture of the body within the garments.
He wears a brightly colored turban styled head dress with matching sash that breaks up the browns and tans and off whites of his outfit. A cloak billows about him, the hood currently down and resting on his shoulders, from his sash and belts you catch the glimpse of the hilt of a longblade on one hip and a widow’s knife opposing. He is of an average build and height, his only noteworthy features being his looks and his voice and musical talent.
His voice carries across to you as he sings a stirring song of travel and adventure, of danger and riches and of the love of woman touched by madness. His voice blending beautifully with the well made sitar he plays as he scans you and the crowd about him casually, yet..with purpose.
Aldalec has traveled the trade ways for a few months now and is slowly becoming known by the caravan masters for his keen eye and quick blade. Hailing from the city of Raam originally, he travels in hopes of finding something to break Abalach-Re from her madness and to perhaps even dare become a favorite of hers. He deeply and truly loves his queen but is alarmed at the state of Raam and believes that if he can only find something to clear her mind that she and Raam can be saved.
Outwardly a relatively friendly sort of traveler, with a quick smile and wink of the eye. As with all things on Athas though, there is more there than meets the eye.
Bardic Powers: See Virtue of Valor, Song of Rest and Rousing Voice Feat: Versatile Expertise: +1 to hit with heavy blades and instruments Combat Round X Notes: •
Virtue of Valor Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant temporary hit points to that ally as a free action. The number of temporary hit points equals 1 + your Constitution modifier (+4) at 1st level SONG OF REST When you play an instrument or sing during a short rest, you and each ally who can hear you are affected by your Song of Rest. When an affected character spends healing surges at the end of the rest, that character regains additional hit points equal to your Charisma modifier (+4) with each healing surge. A character can be affected by only one Song of Rest at a time.
ROUSING VOICE Heroic Tier Prerequisite: Human, bard Benefit: When an ally within 10 squares of you uses second wind, he or she gains also temporary hit points equal to your Charisma modifier. (+4)
At-WillArcane, Weapon Standard ActionRanged weapon Target: One creature Attack: Charisma vs. AC Hit: 1[W] + Charisma modifier damage. The first time the target misses with an attack before the end of your next turn, it falls prone. Widow's Blade: +7 vs AC; 1d4+4
Staggering Note:
At-WillArcane, Implement, Thunder Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Will Hit: Charisma modifier thunder damage, and you push the target 2 squares. As a free action, an ally of your choice can make a melee basic attack against the target before, after, or during this forced movement. Sitar: +5 vs Will; 4pts Thunder
Vicious Mockery:
At-WillArcane, Charm, Implement, Psychic Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the end of your next turn. Sitar: +5 vs Will; 1d6+4
Object Projection (Wild Talent)
At-Will Psionic, Teleportation Minor Action Ranged 10 Effect: You teleport an object you are holding in one hand to an unoccupied square within 10 squares of you or to a willing creature within 10 squares of you.
Poisoned Strike:
EncounterMartial, Poison,Weapon Standard ActionMelee or Ranged Weapon Target: One creature Attack: Charisma (primary ability) vs. AC Hit: 1[W] damage + 5 points poison damage. Until the end of your next turn, if the target willingly moves more than 2 squares or makes an attack, it falls prone, and it is immobilized until the end of its next turn. Longsword: +8 vs AC; Widow's Blade +7 vs AC
Word of Friendship:
EncounterArcane, Charm Minor ActionPersonal Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Majestic Word:
Encounter (Special)Arcane, Healing Minor ActionClose burst 5 (10 at 11th level, 15 at 21st level) Target: You or one ally in the burst Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier (+4). You also slide the target 1 square.
Focused Sound:
EncounterArcane, Implement, Thunder Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Reflex Hit: 1d10 + Charisma modifier thunder damage. Until the end of your next turn, any attack against the target can score a critical hit on a roll of 18–20. Sitar: +5 attack, 1d10+4 damage.
Stirring Shout:
DailyArcane, Healing, Implement, Psychic Standard ActionRanged 10 Target: One creature Attack: Charisma vs. Will Hit: 2d6 + Charisma modifier psychic damage. Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier. Sitar: +5 attack, 2d6 +4 damage.
Sand was born a merchant raider. His clan drug him up in the way of theft and pillaging. He learned to keep his wits about him in the harsh landscapes of Athas. Sands clan perished about a year ago in a counter raid by a rival clan. After spending a few months in hiding, has found his way into Altaruk. In Altaruk Sand has found small jobs to keep himself fed.
A sturdy half-giant, wearing thick skinned hide. He has roughly hewn tattoos across his face and arms. He walks slowly with a determined pace, he carries two bone weapons. One is similiar to a Carrikal, but with only one axe head. The other is a short bladed sword with a stone handle.
AC 17 FOR 16 REF 13 WILL 13 HP 30 Surge/day 11 Surge value 7 Initiative +2 Speed 5 Action Point Second Wind Status: Death Saving Throws
Combat Challenge: Mark foes you attack. They take -2 to attacks not including you. Make basic attack against marked foe who shifts or makes attack not including you. Mark lasts until end of your nxt turn. Combat Superiority: Add Wisdom mod to opportunity attacks. Hit ends foe's movement (if any) this action. Tempest Technique: When weilding two weapons, +1 attack with offhand weapons; gain Two-Weapon Defense; in light armor or chainmail, +1 damage with melee or close weapons, +2 with offhand weapons.
Two-Weapon Defense: +1 to AC and Reflex while holding a weapon in each hand. Master at Arms: +1/2/3 (by tier) to weapon attack rolls. Minor action: sheath one weapon and draw one weapon.
Mountain's Tenacity +1 racial bonus to Will Powerful Athlete roll twice and use either result when making athletics check to jump or climb. Stones endurance power
At-Will Standard Battleaxe +7 vs AC 1d10+1 Shortsword +9 vs AC 1d6+2 Make attack against first target with main hand weapon. Then make an attack against a different secondary target.
At-Will Standard Battleaxe +7 vs AC 1d10+5 Short sword +9 vs AC 1d6+6 On a hit you can shift one square and slide the target 1 suare into the space you left.
Encounter Standard Battleaxe +7 vs AC 1d10+5 Short sword +9 vs AC 1d6+6 Main weapon and off-hand weapon, one attack per target. On a hit you slide the target 1 square.
Wasteland Fury Battleaxe +7 vs AC 1d10+5 Short sword +9 vs AC 1d6+6 Effect: If you use this power while you are not adjacent to any of your allies, you can shift 1 square before or after the attack. On a hit if you have combat advantage against the target, you deal extra damge equal to your strength modifier (Str +4).
Tempest Dance Daily Standard Battleaxe +7 vs AC 1d10+5 Short sword +9 vs AC 1d6+6 If you have combat advantage against the target the attack deals extra damage equal to your Dex mod. (+2) Effect: you can shift 1 square and repeat the attack against a second target. You can then shift 1 square and repeat the attack against a third target.
Stone's Endurance Encounter Minor Effect: you gain resist 5 to all damage until the end of your next turn.
Encounter • Free Action • Martial Trigger: You make an attack. Effect: Make a Bluff check. If your result exceeds the passive Insight of the creatures observing you, they believe something or someone else was the source of the triggering attack and treat you asinvisible until the start of your next turn.
At-Will • Minor • Illusion, Psionic Close: burst 5 Target: 1 or more creatures in burst Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst. The image lasts until the end of your next turn.
Maul: +6 vs AC, 2d6+4 damage At-Will • Standard Action • Primal, Weapon Requirement: You must be wielding a weapon in two hands. Melee: weapon (1) Target: 1 creature Attack: Strength vs AC Hit: 1{W} (2d6) + 1d6 + Strength (4) damage. Special: When charging, you may use this in place of a melee basic attack. If raging, you may move 2 extra squares as part of the charge.
Maul: +6 vs AC, 2d6+4 damage At-Will • Standard Action • Primal, Weapon Requirement: You must be wielding a weapon in two hands. Melee: weapon (1) Target: 1 creature Attack: Strength vs AC Hit: 1{W} (2d6) + Strength (4) damage, and you gain temporary hit points equal to your Constitution modifier (+3). If raging, the number of temporary hit points gained equals 5 + Constitution modifier (+3; 8 total).
Maul: +6 vs AC, 4d6+4 damage Encounter • Standard Action • Primal, Weapon Melee: weapon (1) Target: 1 creature Attack: Strength vs AC Hit: You either gain 3 + Constitution modifier (+3; 6 total) temporary hit points or end one dazing or weakening effect on yourself. The target then takes 2{W} (4d6) + Strength (4) damage.
Maul: +6 vs AC, 6d6+4 damage Daily • Standard Action • Primal, Rage, Weapon Melee: weapon (1) Target: 1 creature Attack: Strength vs AC. If the target is bloodied, gain +2 bonus to the attack roll. Hit: 3{W} (6d6) + Strength (4) damage. Miss: Half damage. Effect: You enter the rage of the rage drake. Until the rage ends, once per round when you reduce an enemy to 0 hp, you can make a melee basic attack as a free action.
Fiona was raised in a lesser merchant’s household. Her parents were both slaves and bodyguards to his family. They taught her their skills as she grew older, so that one day she could take a position as bodyguard as well. The merchant rewarded her parents’ loyalty by teaching their daughter to read and write. This skill came in handy when he would have her taking inventory or doing other such tasks that he disliked but trusted no other with.
Fiona’s parents were killed in a raid on a caravan in which the merchant’s wife was traveling. She perished as well, leaving the merchant with only one child, a son. As he grew into adulthood, he became obsessed with power and position. He came under the thrall of one of the Templars who wanted his father’s wealth to bolster his own. The old merchant began to fail in health and it became apparent that he was dying (having been poisoned by his son). Fiona was guard on his bedroom door when he passed. In the ensuing chaos in the moments after his death, she managed to filch a pouch of money, grab her things and get gone.
She has been using her skills to guard caravans from raiders since then. She's heard rumors that the giants might be attacking Altaruk, so she made her way there while working. She is interested in: a) maybe getting a job to help defend the town, b) getting into a mercenary group, since she's heard they make more money, and c) seeing what her giant 'cousins' look like, if they actually do attack.
Fiona has light gray skin with dark gray markings. She has dark hair and eyes so brown that they seem black. She dresses as light as possible, tending towards blacks and browns. She wields a stone maul with jagged bone shards that she has painstakingly drilled into the stone herself. Her personality is quiet and reserved. She keeps to the background and shadows, rarely speaking, preferring to take in everything before she acts or speaks.
T'Chai has been seperated from his clutch a long time ago. Over the years, he's joined forces with a variety of groups acting as their conduit to the primal spirits. However, the few groups he's joined have all disbanded or fallen apart. T'Chai is near Alturak following a mysterious trail of primal energies.
Standard MBA +0AC, 1d4. RBA [Range20|40] +6AC, 1d10+3. Elemental Spirits [Range20|40] +8AC, 1d10+5 Cold/Fire/Lightning/Thunder. Creatures starting adjacent to target take 3 of chosen type. Biting Swarm [Range20|40] +8AC, 1d10+5. Target and adjacent enemies -2 attack. Wasteland Fury [Range20|40] +8AC, 1d10+5. If CA +5 damage. Not adjacent to any allies, shift 1 before/after. Flickering Arrow [Range20|40] +8AC, 1d10+1d6+5. Target can't benefit from cover or any concealment. Enemies within 5 take -2 penalty to attack. Storm of Spirit Shards [ABurst1in20|40] +8AC, 1d10+2d6+5. Miss=Half damage.
Minor Bloodbond Shift 1 square. Far Hearing [Range10] Hear from target square. Thri-Kreen Claws [Melee1:1/2/3 enemies] +8AC, 1d8+5+#targets Encaging Spirits [CBurst1:enemies] Push each enemy 1 square and slow.
Free Multiple Arms Draw/sheath/retrieve/stow Inevitable Shot [Miss with a range attack] Make RBA (from original target square) against enemy within 5 of original target. On AP, regain power.
[PROMO] The Siege of Balginor: Raz Putin, Town-Aligned > Lynched Day 3 ~ Town Win! [INT+] MtG Custom Mafia Series Innistrad: Reaper from the Abyss, Town-Aligned > Survived! ~ Town Win! [Player's Choice] Mythos: Richard Upton Pickman, Vanilla/Ghoul, Town Aligned > Vig'd Night 4 ~ Town Loss! [BEGINNER] Revolutionary War Mafia: Vanilla, Town-Aligned > Killed Night 3 ~ Town Loss!
Altaruk is in a strategic location for the Merchant Houses of the commercially thriving city Balic, as it is halfway between it and Tyr.
The past year, Kalak had grown frantic to finish his Ziggurat, appropriating so many slaves that there was almost nobody left to work the fields. As a result, caravan traffic between Balic and Tyr had increased dramatically in order to supply Tyr with food, tools and construction supplies, all of it in exchange for Tyrian iron.
Since the recent rumors of Kalak being overthrown, this straffic has not abated. In fact, Altaruk is as busy and packed as it has ever been. It is seeing new Tyr-bound caravans transporting grain, wine or livestock come through its gate almost every night.
Last night, a particularly violent sand storm hit the Altaruk region, forcing everyone to stay behind shut doors and closed windows, be it at home for locals and villagers or at the Four Bits inn for the out-of-towners…
The next morning, inside the Four Bits inn, our five characters end up at the same table for a breakfast composed of erdlu eggs and kank nectar… OOCShow
You can start interacting and role-playing, as the characters meet for the first time at the table, be it that they spent the night sleeping at the inn, just stayed awake at the table all night or passed out with their last cup of kank mead or fermented cactus.
Sand sits at the table quitly eating his erdlu eggs. He eats surprisingly slow, chewing for extended periods of time, as if this, could be his last meal for some time. He doesn't seem to recognize the others at the table, focusing solely on the consumption of his eggs.
Fiona sits at the table in the corner seat, where she can see most of the room and its occupants. Her maul leans against the wall next to her within easy reach. She takes another pull from her drink, then a bite of her meal. Her eyes never stop scanning the room, taking in every detail for processing. She hears the wind outside, a remnant of last night's storm but without the grating sound of sand scouring the window coverings. The smell of cooking food mixes with the scent of bodies. The air is sour and the room feels small and cramped despite it's size. She is ready to be gone, but she awaits the pleasure of the bard that she has been traveling with.
The Thri-Kreen has sat in his spot for the entire night, listening to the sand storm raging outside while taking shelter from it. Still sitting there in the morning as the lodge slowly begins to wake, T'Chai is served breakfast by the kitchen staff. To consume the food, T'Chai began to move for the first time in hours.
As other begin to arrive for breakfast, T'Chai maintain his stillness but carefully watches those nearby, always looking for a suitable clutch to join. It has been a while since his last, and his biology is beginning to become adgitated.
A liar will not be believed, even when he speaks the truth.
[PROMO] The Siege of Balginor: Raz Putin, Town-Aligned > Lynched Day 3 ~ Town Win! [INT+] MtG Custom Mafia Series Innistrad: Reaper from the Abyss, Town-Aligned > Survived! ~ Town Win! [Player's Choice] Mythos: Richard Upton Pickman, Vanilla/Ghoul, Town Aligned > Vig'd Night 4 ~ Town Loss! [BEGINNER] Revolutionary War Mafia: Vanilla, Town-Aligned > Killed Night 3 ~ Town Loss!