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Locked: [D&D4e: Dark Sun] Sand Raiders & The Vault of Darom Madar [IC]
2 years ago  ::  May 15, 2011 - 10:19AM #1
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861



“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

Altaruk Show
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:
  Fiona
Half-Giant Barbarian (Rageblood/Escaped Slave) played by jrmabie
  Nerris U'Raanu Elf Ranger (Two-Blade/Wilder) played by Klockwork

Defender:
  Sand
Half-Giant Weaponmaster (Tempest/Wasteland Nomad) played by JustaFleshWound Lepidus

Controller:
  T'Chai
Thri-Kreen Seeker (Bloodhound/Wasteland Nomad) played by AlexandrTheGreat

Updated Sheets Show



Nerris, Elf, level 2 Scout, Wilder Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Nerris, level 2
Elf, Ranger (Scout)
Ranger Wilderness Knacks Option: Ambush Expertise (Ranger)
Ranger Wilderness Knacks Option: Watchful Rest (Ranger)
Two-Weapon Style Option: Flashing Blade Mastery
Dark Sun, Inherent Bonuses
Sand Raider (+2 to Stealth)
Theme: Wilder

FINAL ABILITY SCORES
STR 13, CON 14, DEX 18, INT 8, WIS 16, CHA 10

STARTING ABILITY SCORES
STR 13, CON 14, DEX 16, INT 8, WIS 14, CHA 10


AC: 18 Fort: 14 Ref: 16 Will: 14
HP: 31 Surges: 9 Surge Value: 7

TRAINED SKILLS
Acrobatics +9, Athletics +6, Nature +11, Perception +11, Stealth +11

UNTRAINED SKILLS
Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +2, Heal +4, History +0, Insight +4, Intimidate +1, Religion +0, Streetwise +1, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wilder Feature: Psychic Surge
Elf Racial Power: Elven Accuracy
Ranger Utility: Aspect of the Pack Wolf
Ranger Utility: Aspect of the Lurking Spider
Ranger Attack: Dual Weapon Attack
Multiple Class Attack: Power Strike
Wild Talent Cantrip: Psionic Spark
Ranger Utility 2: Invigorating Stride

FEATS
Level 1: Spiked Chain Training
Level 2: Cunning Stalker

ITEMS
Hide Armor x1
Adventurer's Kit
Survival Day
Spiked chain x2
Longbow
Arrow
====== End ======




Aldalec, Human, Level 2 Valorous Bard, Athasian Minstrel Show

====== 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


AC: 16 Fort: 14 Ref: 16 Will: 17
HP: 31 Surges: 9 Surge Value: 7

TRAINED SKILLS
Acrobatics +8, Arcana +6, Bluff +10, Diplomacy +10, Streetwise +10, Thievery +8

UNTRAINED SKILLS
Athletics +5, Dungeoneering +5, Endurance +7, Heal +5, History +5, Insight +5, Intimidate +9, Nature +5, Perception +5, Religion +5, Stealth +7

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Athasian Minstrel Feature: Poisoned Strike
Bard Feature: Majestic Word
Bard Feature: Words of Friendship
Wild Talent Cantrip: Object Projection
: Arcane Defiling
Bard Attack 1: Staggering Note
Bard Attack 1: Vicious Mockery
Bard Attack 1: Jinx Shot
Bard Attack 1: Focused Sound
Bard Attack 1: Stirring Shout
Bard Utility 2: Canon of Avoidance

FEATS
Level 1: Versatile Expertise
Level 1: Ritual Caster
Level 1: Rousing Voice
Level 2: Bard of All Trades

ITEMS
Ritual Book
Adventurer's Kit
Longsword x2
Light Shield x1
Lyre
Waterskin
Leather Armor x1
Widow's knife
Thieves' Tools
Filter mask
Traveler's Chant
Dowsing Rod
Dagger
Survival Day
Longbow
Arrow
====== End ======




Sand, Half-Giant, Level 2 Tempest Fighter, Wasteland Nomad Show

====== 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
 
 
AC: 18 Fort: 17 Ref: 14 Will: 14
HP: 41 Surges: 11 Surge Value: 10
 
TRAINED SKILLS
Athletics +11, Endurance +7, Nature +10
 
UNTRAINED SKILLS
Acrobatics +2, Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +0, Insight +3, Intimidate +1, Perception +3, Religion +0, Stealth +2, Streetwise +1, Thievery +2
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wasteland Nomad Feature: Wasteland Fury
Goliath Racial Power: Stone's Endurance
Fighter Attack: Combat Challenge
Wild Talent Cantrip: Sensing Eye
Fighter Attack 1: Dual Strike
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Funneling Flurry
Fighter Attack 1: Tempest Dance
Fighter Utility 2: Pass Forward
 
FEATS
Two-Weapon Defense
Level 1: Master at Arms
Level 2: Toughness
 
ITEMS
Chainmail x1
Short sword
Exsiccating Short sword +1 x1
====== End ======




Fiona, Half-Giant, Level 2 Rageblood Barbarian, Escaped Slave Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Fiona, level 2
Goliath, Barbarian
Build: Rageblood Barbarian
Feral Might Option: Rageblood Vigor
Dark Sun, Inherent Bonuses
Tyr - Freed Slave (+2 to Endurance)
Theme: Escaped Slave

FINAL ABILITY SCORES
STR 18, CON 16, DEX 13, INT 10, WIS 8, CHA 14

STARTING ABILITY SCORES
STR 16, CON 14, DEX 13, INT 10, WIS 8, CHA 14


AC: 16 Fort: 17 Ref: 13 Will: 14
HP: 42 Surges: 11 Surge Value: 10

TRAINED SKILLS
Athletics +11, Endurance +10, Perception +5

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +3, Diplomacy +3, Dungeoneering +0, Heal +0, History +1, Insight +0, Intimidate +3, Nature +2, Religion +1, Stealth +1, Streetwise +3, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Escaped Slave Feature: Hidden Strike
Goliath Racial Power: Stone's Endurance
Barbarian Feature: Swift Charge
Barbarian Attack 1: Howling Strike
Barbarian Attack 1: Recuperating Strike
Barbarian Attack 1: Resurgent Strike
Barbarian Attack 1: Rage Drake's Frenzy
Endurance Utility 2: Inspiring Fortitude

FEATS
Level 1: Toughness
Level 2: Powerful Charge

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 ======




T'Chai, Thri-Kreen, Level 2 Vengeful Seeker, Wasteland Nomad Show

====== 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


AC: 16 Fort: 11 Ref: 15 Will: 17
HP: 37 Surges: 7 Surge Value: 9

TRAINED SKILLS
Athletics +8, Endurance +6, Nature +13, Perception +11

UNTRAINED SKILLS
Acrobatics +4, Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +6, Heal +6, History +1, Insight +6, Intimidate +0, Religion +1, Stealth +4, Streetwise +0, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wasteland Nomad Feature: Wasteland Fury
Thri-Kreen Racial Power: Thri-kreen Claws
Seeker Feature: Inevitable Shot
Seeker Feature: Encaging Spirits
Seeker Attack 1: Elemental Spirits
Seeker Attack 1: Biting Swarm
Seeker Attack 1: Flickering Arrow
Seeker Attack 1: Storm of Spirit Shards
Seeker Utility 2: Warding Arrow

FEATS
Level 1: Bow Expertise
Level 2: Cunning Stalker

ITEMS
Leather Armor x1
Longbow x1
Chatkcha
Survival Day
Arrow
====== End ======



Some Posting Rules & Mechanics Show
Rolling: InvisibleCastle with hyperlink

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)


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2 years ago  ::  May 15, 2011 - 10:35AM #2
Klockwork
Date Joined: Feb 21, 2011
Posts: 612
Nerris U'Raanu, Elf Ranger, Wilder Theme


Background Show

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.


Personality/Description Show

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.


Character Summary Show

Nerris U'Raanu
level 1
Elf, Ranger
Build: Two-Blade Ranger
Fighting Style: Two-Blade Fighting Style
Ranger: Running Attack
Background: Sand Raider (+2 Stealth)
Theme: Wilder

FINAL ABILITY SCORES
Str 16, Con 13, Dex 16, Int 8, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 14, Int 8, Wis 14, Cha 10.


AC: 16 Fort: 14 Reflex: 14 Will: 13
HP: 30 Surges: 7 Surge Value: 7

TRAINED SKILLS
Nature +10, Athletics +7, Acrobatics +7, Perception +10, Stealth +9

UNTRAINED SKILLS
Arcana  -1, Bluff, Diplomacy, Dungeoneering +3, Endurance, Heal +3, History -1,  Insight +3, Intimidate, Religion -1, Streetwise, Thievery +2

FEATS
Bonus: Toughness
Level 1: Weapon Proficiency (Triple-headed flail)

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


Combat Statblock Show

AC: 16
Fort: 14  Ref: 14  Will: 13
Hp: 30/30
THp:
Surges: 7
Surge Value: 7
Initiative: +3
[] Action Point: 1
[] Second Wind
Status:
Failed Death Saving Throws: [][][]

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.

Powers Show


Melee Basic Attack Show

Standard Action, Triple-Headed Flail
Target: One Creature
Attack: +6 (+3 Strength, +3 Proficienty)
Damage: 1d10 + 3 (+3 Strength)


Twin Strike Show

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.


Maurader's Rush Show

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


Psionic Spark Show

Minor Action
Ranged 5
Target: One flammable object that isn't carried by another creature
Effect: You cause the target to catch fire


[]Off-Hand Strike Show

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


[]Psychic Surge Show

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.


[]Elven Accuracy Show

Free Action
Trigger: You make an attack roll and dislike the result
Effect: Reroll the attack roll.  Use the second roll, even if it's lower.


[]Jaws of the Wolf Show

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




Skills Show

Passive Perception: 20
Passive Insight: 13

Trained Skills:
Acrobatics: 7
Athletics: 7
Nature: 10
Perception: 10
Stealth: 9

Untrained Skills:
Arcana: -1
Bluff: 0
Diplomacy: 0
Dungeoneering: 3
Endurance: 0
Heal: 3
History: -1
Insight: 3
Intimidate: 0
Religion: -1
Streetwise: 0
Thievery: 2


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2 years ago  ::  May 15, 2011 - 12:01PM #3
Harn_Winterfell
Date Joined: Jul 11, 2008
Posts: 3,801


Aldalec Rynthorium Show
Aldalec Rynthorium Show


====== Created Using Wizards of the Coast D&D Character Builder ======
Aldalec Rynthorium, level 1
Human, Bard
Build: Valorous Bard
Bardic Virtue: Virtue of Valor
Versatile Expertise: Versatile Expertise (Heavy Blade)
Versatile Expertise: Versatile Expertise (Instrument)
Background: Occupation - Criminal (Thievery class skill)
Dark Sun Theme: Athasian Minstrel (Poisoned Strike)
Wild Talent: Object Projection

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.


AC: 15 Fort: 13 Reflex: 15 Will: 16
HP: 26 Bloodied: 13 Surges: 9 Surge Value: 6


TRAINED SKILLS
Thievery +7, Arcana +5, Streetwise +9, Acrobatics +7, Diplomacy +9, Bluff +9


UNTRAINED SKILLS
Dungeoneering +1, Endurance +3, Heal +1, History +1, Insight +1, Intimidate +5, Nature +1, Perception +1, Religion +1, Stealth +3, Athletics +1


FEATS
Bard: Ritual Caster
Human: Rousing Voice
Level 1: Versatile Expertise (Heavy Blade and Instrument)


POWERS
Bard at-will 1: Vicious Mockery
Bard at-will 1: Jinx Shot
Bonus At-Will Power: Staggering Note
Bard encounter 1: Focused Sound
Bard daily 1: Stirring Shout

COIN:
4gp worth
ITEMS
Adventurer's Kit, Polished Mandible Longsword, Light Shield, Sitar(instrument), Waterskin (3), Leather Armor/wastelander outfit, Thieves' Tools, Widow's Knife (1), Sun goggles, Filter mask,
RITUALS
Traveler's Chant, Dowsing Rod
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======



Image Show

7913f4238bb5e77ef2e0120498bbeb9d.jpg?v=152100

Physical Description Show

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.

Background Show

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.

Personality Show

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.

Combat Stat Block Show
Aldalec Rynthorium of Raam
Male Human Valorous Bard Lvl 1
Languages: Common, Giant
Vitals: Medium, 5'7" tall, 145 lbs, 22 years of age Senses: Insight: 11
Perception: 11
Powers and Stats
Encounter Powers
[_] Second Wind
[_] Poisoned Strike
[_] Words of Friendship
[_] Majestic Word
[_] Majestic Word
[_] Focused Sound
[_]
Wild Talent(s):
Object Projection

At-Wills:
Arcane Defiling
Jinx Shot
Vicious Mockery
Staggering Note
Daily Powers
[_] Action Point
[_] Stirring Shout
[_]
[_]
[_]
[_]
[_]

HP:
HS:
AC:

Fort:
Ref:
Will:
Core
26
9
15
13
15
16
RndX
26
9

Temp: 0

Surge: 6hp
Init: +2
Speed: 6
Resist: none
Saves: none
MBA:
Longsword: +4 1d8
RBA:
Widow's Knife: +5 1d4+2
Things of note:
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/Song of Rest/Rousing Voice Show

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)

Spells and Theme Power Show

Jinx Shot:


At-Will Arcane, Weapon
Standard Action Ranged 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-Will Arcane, Implement, Thunder
Standard Action Ranged 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-Will Arcane, Charm, Implement, Psychic
Standard Action Ranged 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:


Encounter Martial, Poison, Weapon
Standard Action Melee 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:

Encounter
Arcane, Charm
Minor Action Personal
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 Action Close 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:


Encounter Arcane, Implement, Thunder
Standard Action Ranged 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:

Daily
Arcane, Healing, Implement, Psychic
Standard Action Ranged 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.


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2 years ago  ::  May 15, 2011 - 12:25PM #4
JustaFleshWound
Date Joined: May 10, 2011
Posts: 102
Sand, Half-Giant Weapon Master, Wasteland Nomad


Background Show

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.

Description Show

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.

Character Summary Show

Goliath, Weaponmaster
Build: Tempest Fighter
Fighter Option: Combat Superiority
Fighter Talent 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

AC: 17 Fort: 16 Ref: 13 Will: 13
HP 30 Surges: 11 Surge Value: 7

TRAINED SKILLS
Athletics +10, Endurance +6, Nature +9

UNTRAINED SKILLS
Acr +1, Arc -1, Blu +0, Dip +0, Dung +2, Hea +2, His -1, Ins +2, Int +0, Per +2, Rel -1, Stea +1, Stre +0, Thie +1

POWERS
Wasteland Nomad Feature: Wasteland Fury
Goliath Racial Power: Stone's Endurance
Fighter Attack: Combat Challenge
Fighter Attack: Combat Challenge
Fighter Attack 1: Dual Strike
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Tempest Dance
Fighter Attack 1: Funneling Flurry

FEATS
Two-Weapon Defense
Level 1: Master at Arms

ITEMS
Battleaxe x1
Short sword x1
Chainmail x1

Combat Statblock Show

Combat Stats Show

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.


Feats Show

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.

Racial Features Show

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

Melee Basic Attack Show

At-Will Standard
Battleaxe +7 vs AC 1d10+5
Short sword +9 vs AC 1d6+6

Dual Strike Show

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.

Footwrok Lure Show

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.

Funneling Flurry Show

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.

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2 years ago  ::  May 15, 2011 - 4:16PM #5
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,716
Fiona, Half-Giant Rageblood Barbarian, Escaped Slave



Spoiler: Show
Dummies

Spoiler: Show
Dummy 1


Spoiler: Show
Dummy 2


Spoiler: Show
Dummy 3


Spoiler: Show
Dummy 4


Spoiler: Show
Dummy 5



Character Sheet Show

Fiona
Goliath, Barbarian
Build: Rageblood Barbarian
Feral Might Option: Rageblood Vigor
Dark SunTyr - Freed Slave (+2 to Endurance)
Theme: Escaped Slave 

FINAL ABILITY SCORES
STR 18, CON 16, DEX 13, INT 10, WIS 8, CHA 14 

STARTING ABILITY SCORES
STR 16, CON 14, DEX 13, INT 10, WIS 8, CHA 14  

AC: 15 Fort: 16 Ref: 12 Will: 13
HP: 36 Surges: 11 Surge Value: 9 

TRAINED SKILLS
Athletics +10, Endurance +9, Perception +4 

UNTRAINED SKILLS
Acrobatics +0, Arcana +0, Bluff +2, Diplomacy +2, Dungeoneering –1, Heal –1, History +0, Insight –1, Intimidate +2, Nature +1, Religion +0, Stealth +0, Streetwise +2, Thievery +0 

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Escaped Slave Feature: Hidden Strike
Goliath Racial Power: Stone's Endurance
Barbarian Feature: Swift Charge
Wild Talent Cantrip: Psionic Image
Barbarian Attack 1: Howling Strike
Barbarian Attack 1: Recuperating Strike
Barbarian Attack 1: Resurgent Strike
Barbarian Attack 1: Rage Drake's Frenzy 

FEATS
Level 1: Toughness 

ITEMS
Hide Armor
Maul
Backpack
BedrollBelt Pouch
Survival Day x5
Fire Kit
Desert Clothing


Powers & Features Show

Basic Attack: Melee Basic Attack Show

Maul: +6 vs AC, 2d6+4 damage
At-Will • Standard Action • Weapon
Melee: weapon (1)
Target: 1 creature
Attack: Strength vs AC
Hit: 1{W} (2d6) + Strength (4) damage.


Basic Attack: Ranged Basic Attack Show

Unarmed/Improvised: +1 vs AC, 1d4+1 damage
 At-Will • Standard Action • Weapon
Ranged: weapon (5/10)
Target: 1 creature
Attack
Attack: Dexterity vs AC
Hit: 1{W} (1d4) + Dexterity (1) damage.


Escaped Slave Feature: Hidden Strike Show

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.


Goliath Racial Power: Stone's Endurance Show

Encounter • Minor Action 
Personal
Effect: You gain Resist 5 to all damage until the end of your next turn.


Barbarian Feature: Swift Charge Show

Encounter • Free Action • Primal 
Personal
Trigger: Your attack reduces an enemy to 0 hp.
Effect: You charge an enemy.


Wild Talent Cantrip: Psionic Image Show

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.


Barbarian Attack 1: Howling Strike Show

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.


Barbarian Attack 1: Recuperating Strike Show

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).


Barbarian Attack 1: Resurgent Strike Show

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.


Barbarian Attack 1: Rage Drake's Frenzy Show

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.


Racial Feature: Powerful Athlete Show

Roll twice and use either result when making Athletics checks to jump or climb.


Class Feature: Rageblood Vigor Show

Temporary hp equal to Con Mod (+3) when you drop an enemy to 0 hp.


Class Feature: Rampage Show

Critical hit grants free melee basic attack once per round (barbarian attack power only).



Background Show
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.


Description/personality Show

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.


combat stat block Show

Thank you Harn! 
Fiona
Female Unaligned Half Giant Barbarian (Escaped Slave) Lvl 1
Vitals: Medium, 7" tall, 280 lbs Senses: 9 Insight, 14 Perception, Standard Vision
Encounter Powers
[_] Action Point
[_] Second Wind
[_] Resurgent Strike 
[_] Hidden Strike
[_] Stone's Endurance
[_] Swift Charge 
Daily Powers
[_] Rage Drake's Frenzy

HP:
HS:
AC:

Fort:
Ref:
Will:
Base
36
11
15
16
12
13
Current
36
11

Temp: 0 hp
Surge: 9 hp
Init: +1
Speed: 6
Resist: none
Saves: none
MBA: +6 vs AC, 2d6+4
Combat Notes:
• 3 THP when reducing enemy to 0 hp
• MBA after critical hit w/Barbarian Attack

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2 years ago  ::  May 15, 2011 - 7:52PM #6
AlexandrTheGreat
Date Joined: Jan 6, 2005
Posts: 1,642
T'Chai, Thri-Kreen Bloodbond Seeker, Wasteland Nomad

Background; Sorry kinda lame and lax Show

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.
Extended Summary Show

T'Chai (level 1)
Thri-Kreen (M) Unaligned
Bloodbond Seeker
Languages: Common, Thri-Kreen
Background: Auspicious Birth
Theme: Wasteland Nomad
Low-light Vision

10 STR
11 CON
16 DEX
10 INT
20 WIS
 8 CHA

32HP 15AC 10F 14R 16W
Surges: 8HP, 7/day
PI:15 PP: 20
+3 Initiative
7 Speed

Race Features
+2 Dex/Wis/Athletics/Nature
Natural Jumper: Always running start when jumping.
Torpor: 4 hours extended rest, not sleeping.
Multiple Arms
Thri-Kreen Claws

Class Features
Bloodbond
Inevitable Shot
Encaging Spirits

Skills
3 Acrobatics
0 Arcana
7 Athletics (T)
-1 Bluff
-1 Diplomacy
5 Dungeoneering
5 Endurance (T)
5 Heal
0 History
5 Insight
-1 Intimidate
12 Nature (T)
10 Perception (T)
0 Religion
3 Stealth
-1 Streetwise
3 Thievery

Feats
Versatile Expertise Bow/Light Blade

Equipment
Leather Armor
Longbow: +2, 1d10 [Range20|40]
Chatkcha: +2, 1d6 [Range6|12]
Survival Days x8
Arrows x300

Powers Show
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.

T'Chai Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Thri-Kreen, Seeker
Build: Vengeful Seeker
Seeker's Bond Option: Bloodbond
Versatile Expertise Option: Versatile Expertise (Bow)
Versatile Expertise Option: Versatile Expertise (Light blade)
Dark Sun
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
 
 
AC: 15 Fort: 10 Ref: 14 Will: 16
HP: 32 Surges: 7 Surge Value: 8
 
TRAINED SKILLS
Athletics +7, Endurance +5, Nature +12, Perception +10
 
UNTRAINED SKILLS
Acrobatics +3, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +5, Heal +5, History +0, Insight +5, Intimidate –1, Religion +0, Stealth +3, Streetwise –1, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wasteland Nomad Feature: Wasteland Fury
Thri-Kreen Racial Power: Thri-kreen Claws
Seeker Feature: Inevitable Shot
Seeker Feature: Encaging Spirits
Wild Talent Cantrip: Far Hearing
Seeker Attack 1: Elemental Spirits
Seeker Attack 1: Biting Swarm
Seeker Attack 1: Flickering Arrow
Seeker Attack 1: Storm of Spirit Shards
 
FEATS
Level 1: Versatile Expertise
 
ITEMS
Leather Armor x1
Longbow x1
Chatkcha
Survival Day
Arrows
====== End ======

Far Hearing [Range10] Hear from target square.
A liar will not be believed, even when he speaks the truth.
Mafia Show
[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!

[EXPERT] 2011 Invitational - Shattered Galaxy: Assist/BuM
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2 years ago  ::  May 15, 2011 - 8:15PM #7
Scyner
Date Joined: Jul 18, 2009
Posts: 2,861
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…

OOC Show
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.
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2 years ago  ::  May 15, 2011 - 8:55PM #8
JustaFleshWound
Date Joined: May 10, 2011
Posts: 102
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.
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2 years ago  ::  May 16, 2011 - 3:27AM #9
jrmabie
Date Joined: Nov 14, 2010
Posts: 4,716
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.   
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2 years ago  ::  May 16, 2011 - 3:49AM #10
AlexandrTheGreat
Date Joined: Jan 6, 2005
Posts: 1,642
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.
Mafia Show
[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!

[EXPERT] 2011 Invitational - Shattered Galaxy: Assist/BuM
Characters Show
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