Ripped from your business and families by a mistaken bit of sorcery, you find youserlf in a new land, far from home and the caught up who knows what.
Setting This game will start in the Marenth Foret, near a small village kown as Harlins. The world is a normal place, planes above and planes below, a few monsters wander the wild, and people get by as they can. People know that magic exists, and most have probably seen an arcanist or priest using their arts at least a few times, but true understanding of what they might be capable of is uncommon.
Character Creation Rules Characters are level 2, built using a point buy of 25. All core book materials are available for use. Campaign specific, Dragon Magazine, and home-brew material is permitted on a case-by-case basis. Characters have 300 GP to spend on their mundane gear, rituals, alchemical items, and consumable magic items.
Characters will be using the Fixed Enhancement bonuses as described in the DMG2 or Dark Sun Campaign. Details on that are included at the bottom of the post. Magical items are not rare, so much as I'd rather hand out interesting and unique items over simple number bonuses, and this allows me more freedom to do that. Additionally, all characters recieve the Improved Defenses feat for free. Each character also recieves two Expertise Feats.
Please include a paragraph detailing your characters appearance, background, and the appearance of any unique equipment the character carries. Finally, their is a questionaire found at the bottom of this post. Please include it with your character as well.
Player Expectations Expectations are fairly light in this game. I'm not 100% on my own regular posting, but please try to anticipate the timing of your posts. Chracters will be NPCed in combat (using only at-wills and healing powers) after two days.
Also, have an idea of thins your character would like to accomplish. For this game, there is no set storyline or plan. There are multiple events and activities going on around you in the world, and your actions and decisions will encourage or discourage these as time goes on.
Combat Statblock Please include this type of block in your posts during combat. It provides two points of reference for combat stats and HP over the course of battle should there be any confusion.
Fixed Enhancent bonuses are fairly simple. At a specified level, characters gain an enhancement bonus. This replaces the need to constantly scale up your armor, weapons, and necklace slots, so once you find an item with an effect or power you like, you don't need to replace it every five levels.
Attack and Damage Rolls - Enhancement bonuses are granted at 2nd, 7th, 12th, 17th, 22nd, and 27th levels. Included in these bonuses is an extra 1d6 damage on critical hits.
Defenses - Bonuses are granted at 4th, 9th, 14th, 19th, 24th, and 19th levels.
More powerful items will naturally override theses bonuses until the bonus is higher, but such items can still be useful for a temporary bonus.
There are two. The first asks about your character and the second asks about your personal preferences.
Character 1. Describe yourself in ten words or less. 2. What is your greatest strength? 3. What is your greatest weakness? 4. What is your most distinguishing feature? 5. Why did you choose an adventuring life? 6. What people, groups, or objects hold your greatest loyalty? 7. What career do you want 1 year from now? 5 years? 8. How did you aquire your skills? 9. What do you like to do when you're not adventuring or training? 10. What magic items do you crave? 11. Where do you enjoy hanging out? 12. How do you want people to remember you after your death?
Player survey 1. What monsters do you like most? 2. Rate envirements from 1-10 Wilderness - city - dungeons - underwater - other unusual -
3. Rate adventure types from 1-10 Long - Short - linear - open play -
4. Rate play types from 1-10. Combat - NPCs - puzzles - investigation - mystery -
5. Any session location request or preferenes? 6. Preferred method of contact. 7. Preference in method of dealing with absent players.
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I will not play him as a typical rogue. He's not going to sneak about and try to steal stuff. He's an honest mechant, it is just that the class fit the idea. It had the needed skills, and I don't see a merchant walking around in full-plate or chugging bolts of arcane power at his enemies.
I'm not sure if it is made clear in the questionaire, but right now he is not afraid to head out into the wilderness to retrieve a rare relic. He will do what it takes to make money to start his trading empire. During the game I would like to be able to buy and sell various (random) items to make a profit, something otherwise impossible in DnD games. For instance I already bought 20 bottles of wine. Oh, and I bought a wagon, I couldn't find the price of a mule or a draft horse.
The character description has been written as if talking to his old friend and business associate Winn. He will not be joining Brandin on this venture into a new world.
Oh, you want to know about Master Brandin, do you? Why, are you here to do business with him? Oh, buy me an ale and I'll tell you all about the fella and you can decide then. He's lookin' to set a name for himself, and you can't do that if people don't know where you come from, eh? And who better to tell the tale than his old friend Winn, isn't that right?
Brandin is a young merchant, still in his first year of business. He comes from a long line of tradesmen, none very successful, but enough to keep the family healthy and provided for. Brandin has bigger plans though. He intends to build a trading network spanning the Kingdom, marry a beautiful lady, move to an estate and wear silks for the rest of his life. O' course that is all still a long ways away, but I tell ya, Master Brandin has a knack for deals. I think he'll get there, eventually, even after that disastrous robbery the other night. Lost nearly everything he owned, he did.
But that's him know. What you really want to know is where he came from, right? Aye, thought so. Well, let me start at the beginning, then. Like I said, he comes from a long line of tradesmen, one even worse than the other. Ever since he was a boy he started joining his father and uncle on their long treks across the mountains or the plains, hoping to score that one deal that would really get them going, but Brandin always knew that you won't ever get a diamond in return for a shabby piece of wool. So, as ever, they would return with nothing more than a pile of gold that would last them a month or so, at which point they would have to venture out again.
Brandin loved it though. Oh gods, the Bluewind family hasn't seen one so driven in countless generations! Which is why you will enjoy doing business with him, by the way, but I'll leave that for you to decide. Oh, aye, and they rarely lose their goods. Partly because the cargo they hauled was worth little even to a copper-grubbing bandit, but also because Brandin's uncle was along. To be honest, I'm not where that man acquired his skills. Some say he used to be an army man, while others claim he used to run one of the more successful bandit gangs this side of the mountais. Either way, you won't find a more competent fighter to guard your goods than that fellow, which is exactly why Brandin asked to train under him.
Then about a year ago, when he was old enough, young Brandin set out on his own. Asked me to join him, which as you see I did. The Gods know he will be the richest man in our village before long, and I would be a fool not to join my best friend as he makes his riches. Made a pretty penny over the course of the year, doing some stuff other merchants frown upon. I mean, have you ever heard a merchant say he went out to fetch the goods out of the wilderness himself? O' course you haven't, because they would die the moment they stepped off the road. Us two, on the other hand, we know how to defend ourselves. You wouldn't believe the things some people hide out in the wilds. That's where most of Brandin's wealth came from. It was just poor luck that we ran into that band of bandits two nights ago. Even us two can't stand up to thirty men. Bled us completely dry, they did!
But you know what, I'll be damned if Brandin doesn't get us out of this fix either. I haven't spoken to him yet today. There's nothing for me to help defend, and I won't get up for nothing, but when I glanced out the window of the inn this morning.. I couldn't believe it. Brandin, carrying a sack of gods-know-what, and I will tell you with no lie, he did not own that bag when we went to bed. Oy, don't look at me like that! He's not one to steal! His Pa raised him better than that.
Now, do you want to talk to him personally or not?
Character 1. Describe yourself in ten words or less. I am a young, aspiring tradesman.
2. What is your greatest strength? I have a way with words, I can get great deals practically everywhere. And I have to say, some rumors bring me far into the wilderness to find some sought-after relic, which I usually have little problem returning to the desired buyer.
3. What is your greatest weakness? I come from a family of poor, incompetent merchants, so I have little in the way of starting funds.
4. What is your most distinguishing feature? Oh, women say I am a handsome lad, but like I said, it is how I can make friends and strike deals almost anywhere that is my great strength.
5. Why did you choose an adventuring life? What else? Live out my life like my father, and his father before him? Travel around with nothing more than a cart or a single wagon to carry my goods? Oh no, I intend to drive trains! No, better yet, command teamsters to run the trains for me!
6. What people, groups, or objects hold your greatest loyalty? Money, customers and suppliers. Oh, yes, I would also never do anything to offend the Crown, but you will not find me handing out money to the poor without me expecting something in return. They can be quite informed, you know!
7. What career do you want 1 year from now? 5 years? First I will settle for leading several wagons on mercantile trips, but in five years I want to head a trading company.
8. How did you aquire your skills? My father and his father taught me. Who to see, how to adress them. And Uncle taught me how to use the blades I carry. You can't ride a wagon by yourself without knowing how to defend yourself. Even the most low-life thug would be able to take my wares!
9. What do you like to do when you're not adventuring or training? There is little else I do, to tell the truth. My heart lies with my business. But even I have to relax at the tavern every once in a while. Maybe visit the White Dove if I am in need of some company for the evening.
10. What magic items do you crave? A bag of holding would be sublime, but I fear that takes away the romance of driving a wagon. It would certainly come in handy for the more expensive range of goods, however.
11. Where do you enjoy hanging out? Trade is often performed in the taverns, so you will often find me there. If not, I am scouring the markets to acquire a good deal.
12. How do you want people to remember you after your death? The greatest merchant that has ever lived! When I succeed, many years after my death people will still come to the Bluewind Trade Holding for their goods, both common and rare!
Player survey 1. What monsters do you like most? Basically everything but abberrant creatures and low level undead. It has been a while since I battled the more exotic monsters, but I won't mind another game of Humans, Goblins and Orcs.
2. Rate envirements from 1-10 Wilderness - 7 (I love wilderness, but there usually is little in the way of obstacles besides a tree or two during combat) city - 8 dungeons - 8 underwater - 3 (Never done it, but it doesn't appeal to me, and sounds difficult when dealing with the 3-d movement) other unusual - 4 (Like air? Same as underwater. But if stuff like the deck of a ship fall into this category, this should get a higher grade)
3. Rate adventure types from 1-10 Long - 8 Short - 7 linear - 8 open play - 6 (In tabletop it is fine, but in PbP it is just too time-consuming.)
4. Rate play types from 1-10. Combat - 7 NPCs - 7 (I have had DMs that made NPC interaction impossible because they would always work against you, so I'm hesitant about this one) puzzles - 8 investigation - 6 (I've got bad experiences with investigations..) mystery - 8
5. Any session location request or preferenes? PbP on the forums. Makes it much easier for me to manage my games.
6. Preferred method of contact. See 5.
7. Preference in method of dealing with absent players. If they do not respond to one or two PMs, replace them asap. New players can take over the character or bring in a new one, either way is fine with me.
Feats: R- Bow Expertise- +1 to bow attacks; +1 to damage with bows against creatures with no creatures adjacent. H- Master at Arms- +1 to Weapon Attacks. 1- Weapon Proficiency (Greatbow) 2- Low-Light Adaptation- I gain Low-Light Vision.
Racial & Theme Features: - Bonus Skill, Feat, and +1 to Fort, Refl & Will. - Shapechanger's Physique: Can roll twice and take the higher result of Athletics Checks.
Class Features: Archery Style: Bow Hunter Weapon Talent: +1 to attack rolls of weapons. Beast Empathy: I gain +@ to Bluff, Diplomacy, & Intimidate against beasts. I can communicate simple concepts & commands to such creatures, though they are under no compulsion to obey me. With a successful insight check, I can read a creatures body language, and infer its intent to gain basic messages. Wildnerness Tracker: During a short rest, I can make a perception check to inspect the area around me, 10 squares at the most. If my check succeeds, I determine the number/nature of creatures that have moved through the area in the past 24 hours. I ascertain their direction, as well as when they were there.
Wealth/Equipment: Adventurer's Kit, Climber's Kit, Leather Armor, Greatbow, 60 Arrows, 20 days of Journeybread, Tent, 116gp
Aspects of the Wild:
Aspect of the Pouncing Lynx Minor * Primal, Stance Effect: I gain the following benefits: - +4 to initiative. - +2 to attacks on my first attack in the encounter. - +3 to Defenses against OAs I provoke by moving.
Aspect of the Lurking Spider Minor * primal, Stance Effect: I gain the following the benefits: - +2 to Stealth. - +5 to Athletics Checks to climb. - While I have CA against an enemy, I gain a +2 to damage against it.
Aimed Shot Standard * Martial Effect: I make a RBA with a weapon, ignoring the penalty to attack rolls from partial cover & concealment. In addition, I only take a -2 from Superior cover & total concealment.
Clever Shot Standard * Martial Effect: I make a RBA with a weapon. If the attack hits, the target is also subject to one of the following effects: - I slide the target 2 squares. - I knock the target falls prone. - The target is slowed.
Rapid Shot Standard * Martial Effect: I make a RBA with a weapon against each creature in or adjacent to a square within the attack's range. I take a -2 to the attack rolls.
Tuathan Animal Shape Minor * Arcane, Polymorph Effect: I change from my humanoid form of a Tiny, non-flying beast or fey, or vice versa. While in this form, I can make Stealth checks when in any concealment/cover, even if given by my allies. I cannot make attacks or use item powers. Special: I can only use this once per round.
Disruptive Shot Standard * Martial, Weapon Ranged 25/50; +12 vs AC; 1d12 + 5 damage, and the target is either immobilized or slowed (Save Ends Either), (My Choice); Miss: Half-Damage, and slowed until my EONT.
Heroic Effort No Action Trigger: I miss with an attack or a save. Effect: I gain a +4 to the attack/save.
Stalker's Mist Minor * Primal, Zone Area burst 1 within 10 Effect: The burst creates a zone that lasts until the EoE. Squares in the zone are heavily obscured to my enemies.
Illustrianna's name & surname means the "Grey moon's Light." She was named, very aptly, by her parents, just like any normal child. She grew up in a small hamlet bordered on 3 sides by a vast forest. She had grown up to the age of ten as a normal child. yet she came home from her school-house one day to find both her parents brutall murdered and the man who did it sitting at their table, eating some of their food. As she walked through the door, she looked at the man, whosegrey eyes flashed with lust. The man advanced on her and raped her. While she lay in bed next to the unconscious man, passed out from his recent "labor," she grapped an arrow from her fathers quiver, emotions not present on her face, and raked the razor sharp point across the man's throat. He died, gurgling in suprise as the girl he raped laughed at his anguish. She ran away from home, and into the wild, living there for 15 years. She walked down a rarley-traveled trail one day, around her age of pubescence, and was confronted by a strong urge to run. thus, she turned and ran towards this feeling. When she did, she came upon the shrine to a goddes whose name was Artemis. This goddess, matron of Virgins & Huntresses, appeared to her and told her that if she served her life as a hunter in her name, she would forever count her as a virgin in her eyes. Thus, Illustrianna, her emerald eyes glistening with repentant tears, accepted this bargain, and has lived in Artemis's name and blessing ever since.
Illustrianna stands at 5'6", and is very lithe. She can see better in the dark than other humans, as her family has a trace of elven n their blood. She appears to look like a large, elven woman. She wears green, the colors of the forest. She has a greatbow, which she is never without. She carries the arrow in a sheath, and always uses it to strike a killing blow, and she will never use it unless she knows it will strike a killing blow. If she does nto kill with the arrow, she will be striken with bad luck. She has brown hair and emerald green eyes. Her faces seems to radiate with purity. She is VERY untrusting of men. She hates all men, but will trust the ones she deems worthy. But she believes them all to be naturally eveil, and that they will serve their own purposes, even if it harms many others... She will work with them, but that does not mean that she must like them (Like a considerate drow to non-elven, surface dwellers)
Character 1. Describe yourself in ten words or less. -- I am the silent wind of the forest.
2. What is your greatest strength? -- Patience & Agility
3. What is your greatest weakness? -- Temperence
4. What is your most distinguishing feature? -- My eyes; I am human, with a trace of elf in my bloodline, thus my eyes are more accustomed to the dark than other humans'.
5. Why did you choose an adventuring life? -- I have lived in the forests since my family died when I was a chld. I did not choose. It was forced upon me. But, do I regret it? No. The forest is my family now, and the wolves, they are my cousins.
6. What people, groups, or objects hold your greatest loyalty? -- The forest, its animals, and myself.
7. What career do you want 1 year from now? 5 years? -- I do not want any carerr, save for what I already have. I live off of, and for, the land.
8. How did you aquire your skills? -- I have honed them over years of huntng for my food.
9. What do you like to do when you're not adventuring or training? -- Wandering the forest, or running with the wolves.
10. What magic items do you crave? -- Any that increase my agility, or my marksmanship.
11. Where do you enjoy hanging out? -- In the forest, among my animal friends.
12. How do you want people to remember you after your death? -- That I was woman who dared to live away from community, without being a witch, or a cultist. I was the woman who worked interchangably between forest and civilization, without fear of being accepted. To be known as the woman who shwoed that women can do things other than cook and clean.
Player survey 1. What monsters do you like most? -- Any home-made undead creature, or zombie; Horror creatures; or Devils
2. Rate envirements from 1-10 Wilderness - 8 city - 8 dungeons - 2 underwater - 5 other unusual - 5 - 10 (Depending on type)
3. Rate adventure types from 1-10 Long - 5 Short - 5 linear - 8 open play - 1
5. Any session location request or preferenes? -- No preferences.. I'm a very lax person.
6. Preferred method of contact. -- Private message or n the OOC thread, as needed.
7. Preference in method of dealing with absent players. -- Giving a week, without notice, then finding another person, or a "leave of absence" with notice, and allowing that person to pick up their character when they return.
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)
“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)
I haven't looked it over much, but yes, Heroes of the Feywild is considered core for that purpose. Essentially, D&D material falls into several classifications for me: Core, Campaign Specific, Dragon, 3rd party, and homebrew.
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AC: 16 Fort: 16 Reflex: 16 Will: 16 HP: 35/35 Bloodied Value: 17 Healing Surges: 10/10 Surge Value: 8 Initiative Modifier: +2 Status: Other Relevant Information: * Resist Fire 6 * Bloodhunt: +1 racial bonus to attack rolls against bloodied foes. * Prime Shot: +1 bonus to hit with ranged attacks against a target that none of my allies are nearer than I. * Shadow Walk: If I move at least 3 squares away from where I started my turn, I gain concealment until the end of my next turn. * Dark One's Blessing: When an enemy under my Warlock's Curse is defeated, I immediately gain 5 temporary HP.
Kairon has red skin, completely silver eyes and dark blue hair. His horns curve at a slight angle towards the sky. The rod he uses as an implement has a dark leather covered handle which ends in a pure white open-mouthed skull, so it looks as if while he is pointing it, it looks like it's shooting the magic from the mouth. He uses it as a walking stick when it is not used in combat or hanging from his belt. His armor style is generally only a chestpiece of leather armor overtop dark brown robes, long baggy cloth sleeves with leather leggings beneath the flowing lower half of his robes.
He was taken from his family as a child by a village full of cultists. Raised to be their 'demon', he was indoctrinated to sacrifice horrible criminals to their fake god. Adokul, the cult leader, named him Kairon.
His transition to being a full fledged cultist was quick and easy, being as young as he was when he was taken. A bloodlust would take over his mind when he was old enough to start thrusting daggers through the hearts of sacrifices. The older he got the more he enjoyed doing these things.
Luckily a man named, Elahn, an old member of the cult took pity upon the demon child. Through the nights of Kairon's early teens the man instructed him on how horrible the things they were doing were. At first Kairon thought of turning him in to Adokul, but his curiousity got the better of him so he decided to wait.
Something pulled at his heart strings the longer he listened to the man. Old memories of his parents, from when he was six and before he was taken, trickled into his mind. The bloodlust slowly left his mind whenever he performed these horrid rituals.
Adokul could see something was wrong with his demon and had him watched over many years. Which the young man was able to evade them for the time, getting ever closer to being caught each time. The final time that he was able to see Elahn, he was twenty-one then, was when Adokul entered the room with a couple of his lackeys.
They had planned for this and so Elahn drew a dagger and advanced on their leader and his minions. Kairon then went for a hidden door on the floor of the room and disappeared into it, coming out of the short tunnel behind the building. He moved quickly through the darkest shadows, ignoring the sounds of fighting behind him. He knew exactly where to find Adokul's skull rod and an old tome that had peaked his curiousity. Retrieving those without much incident, he ran.
For the next six years he stayed on the run, knowing that the cult must be after him for Elahn would have stood no chance against them. Along the way he met a young woman named Shana, who had treated him well enough, that he has decided to travel with her. During that period of time he found that the old tome he stole contained the writings of long dead, powerful devils. It allowed him to learn secrets and begin harnessing his own power.
They eventually came upon a large city called The Cauldron and decided to stay there for longer than usual. After a short few weeks he married Shana, whom he found out to having been a Changeling Monk in disquise, whose real name is Lyn Dreamoath. Having no last name he took hers as his own. He used his powers to help out with the cities problems. He was working temporarily for the local library when he was summoned to this strange place, leaving her behind, pregnant with their twins. He vows to return to them anyway that he can.
Character 1. Describe yourself in ten words or less. A fun-loving Tiefling, holding back his own bloodlust. 2. What is your greatest strength? I can usually bluff myself out of any situation, but I have my lovely dark evil ranged powers that I believe can also win the day. If not, then it's definitely going to be a short day. 3. What is your greatest weakness? My curiousity most definitely. Along with a little impatience and the need to keep active. 4. What is your most distinguishing feature? I would say my large horns and the tail swinging back and forth behind me. It could be the skull rod I have all the time though too. 5. Why did you choose an adventuring life? Well anywhere was better than that horrible cult and I just find it so much fun to explore ruins. 6. What people, groups, or objects hold your greatest loyalty? My wife and children and on a sidenote, this beautiful skull rod. 7. What career do you want 1 year from now? 5 years? Not sure what career, but I would like to have more knowledge on these old devils and all their hidden secrets and whatever other truths I can find. 8. How did you aquire your skills? A lot of practice and a whole lot more studying and reading. 9. What do you like to do when you're not adventuring or training? Visit the local library, market and perhaps a nice tavern establishment. Or some kind of mage's guild that would let me in to look. 10. What magic items do you crave? Something that would enhance my warlock powers in some way. To make me a force to be reckoned with. 11. Where do you enjoy hanging out? Definitely a library. 12. How do you want people to remember you after your death? That I was a good guy who was one of the most powerful warlocks ever known. Stopping evil cults everywhere! Oh and he had a rather nice personal library, with a hot wife.
Player survey 1. What monsters do you like most? I don't have too many preferences other than undead can suck. I remember that Lich! Overrall though I can have fun with anything. 2. Rate envirements from 1-10 Wilderness - 8 city - 8 dungeons - 7 underwater - 4 other unusual - 6
3. Rate adventure types from 1-10 Long - 10 (I love long lasting campaigns!) Short - 6 linear - 7 open play - 7
5. Any session location request or preferenes? This place I would say as usual. 6. Preferred method of contact. Text me broski! Or on X-box live. 7. Preference in method of dealing with absent players. I would say if some notice, couple weeks or more then look for another. No notice a few days
Vladma stands at about five-foot-seven, neither a reed of a man nor a muscular fellow. His life has never known the hardships of manual labor or frequent drilling with weapons, thus his hands are smooth, as is the case with men of the written word and arts. Vladma's dress varies depending on where he travels. The bard dresses in roughspun garments when visiting farmsteads and small towns, but sticks to finer clothes amongst the more well-to-do patrons who hire his services. Vladma has typically found the latter more garish than the former, but he understands his patrons' wishes, and seeks to cater to them, as they are the ones providing him with food, beds, and money. Regardless of his quality of dress, he prefers to have his short sword, encased in a simple black leather scabbard, near him at all times. More than one pickpocket or bullyblade has tried to take advantage of Vladma, but the bard has not let them get away with it. When allowed to roam as he may, the man sports a dark blue traveler's cloak, over simple garments of black.
The eladrin keeps his smooth, silvery-blond hair long; his hair drapes down to the mid of his back, and he typically avoids tying it back, as he prefers how he looks with it flowing freely. His sharp blue eyes hold a natural warmth, as befitting any bard, but they can just as easily give off intense displeasure or condescending amusement, depending on whoever stands before the bard. His smooth features and easygoing demeanor have often encouraged the more rough-and-tumble folks to look down on him, but Vladma has taken it all in stride. Vladma has often wondered how those sorts would react if he revealed his serpent tattoo - stretching from his right elbow to his ear - but he prefers to keep the mark covered up as much as possible.
Vladma was born in a moderately-sized village to a pair of clerics in the service of the Lawbringer, their patron deity. From a young age, it was believed that Vladma would one day enter into into the faith as an initiate, eventually rising through the ranks in service to the god. As luck would have it, those plans began to unravel as soon as the boy became familiar with the workings of the deity. Though their religion filled their lives with passion, his parents failed to instill the same sense of zeal in the heart of their boy, who spent most of his days reading texts and memorizing facts about blessed figures and miracles. The studies did nothing to open the boy's mind to the god, but they did instill in him a fondness for knowledge and art, which inspired him to further engage himself in other books, as well as music and poetry.
A few years later, Vladma met Olsala Whitewind, an elderly woman and bard of note. Olsala's age had finally caught up to her, and the woman could no longer afford to travel the trails as she had in her prime. Olsala saw in Vladma the spark of curiosity, and considered him a worthy student. Under her tutelage, Vladma learned a great deal about history, art, magic, nature, and geography. His mind was a sponge, soaking up every word the elderly bard spoke. Vladma displayed an incredible memory, recounting every fact weeks after she had mentioned them, even if they had been mentioned off-hand. Vladma spent years as Olsala's protege, and the two fuflfilled each other's every hope.
In additio to her lessons, Olsala taught Vladma how to use language to his advantage. The most successful people were those who could use words to make friends, turn attention away from themselves, and persuade others to back off. Mere words held such power, she taught, and it was a shame that the majority of people ignored this power. Vladma promised to avoid making their mistakes, and soon began to go around town, using well-placed words to his advantage. He become proficient with a lute, and began making coin in the local tavern. Meanwhile, his parents saw all this and came to accept that the path of the priest was not in his future; anger turned to regret, but regret soon yielded acceptance. Vladma earned his parents' blessing, as well as Olsala's seal of approval.
Soon after, Olsala passed away, at the ripe old age of 80. Vladma was heartbroken to see his mentor leave this world, but he resolved to live a life worthy of the bardic traditions. Shortly after Olsala's funeral, Vladma departed his home, heading northeast. He gave his kith and kin the simplest of notices, telling them he would see them again one day. Finding himself at peace on the trail, Vladma earned the favor of innkeepers, who loved bards for their ability to attract customers; he also became friends with local farmers, for when the road had wearied him and a farm was nearby, the bard earned a warm meal and a night's rest by performing for a family. Everywhere he went, the bard savored the new sights and people, and his mind captured every detail.
Eventually, Vladma came to work in the employ of a wealthy patron, at times a powerful figure in a larger settlement or city. His skills were much appreciated, and he was never at a loss for coin and women. At times, the bard misjudged an audience, or underestimated the danger of mocking a particular heckler. The dumbest brutes were always the quickest to leap the stage with cudgel in hand, and Vladma learned to appreciate his ability to sprint whenever he needed to duck aside from a wild swing. All of these incidents were minor, however, compared to his latest stunt.
One night, Vladma allowed himself to drink to excess in a city in the southeastern holds. The eladrin had little tolerance for alcohol, but a few of his friends amongst the locals had convinced him to celebrate his latest success in the service of a powerful merchant family, the Temrans. Vladma took the stage for an encore, barely able to walk, and decided to try his comedic routine. Unfortunately, as his mind struggled to recall his jokes, he decided to improvise, making outrageous jokes about the Salators, another merchant family in town. What Vladma did not realize was that the two merchant families were related by blood; in fact, the two branches had purposefully chosen different fields (food and drink for the Temrans, metalworks for the Salators) so as to not compete with one another. Vladma's jokes about the Salators, all of which were in poor taste, were soon reported to both families. Esgrin Salator, a vindictive matriarch if there ever was one, received Luhora Temran's permission to respond; this "response" came in the form of hired men, who were going to make the foolish bard disappear.
Vladma, however, was notified ahead of time, thanks to a friend of his within the Salator House Guard. Packing his things, the bard skipped town, knowing that to stay was to invite a knife in his ribs. The bard cursed himself for being so stupid, and resolved to never touch alcohol again. Heading west, the wanderer kept an ear open for word of pursuit, hoping to take refuge in a town that did no business with any of the merchant families. He got his wish, but the end results were radically different than what he expected...
Character 1. Describe yourself in ten words or less. --- A man of open trails, exploring foreign lands and customs.
2. What is your greatest strength? --- My ability to deal with people. I can bring cheer to those whose spirits are flagging, harass my foes and cost them precious focus, persuade officials to look the other way or benefit me - all thanks to my honeyed words and glib tongue.
3. What is your greatest weakness? --- Every so often, I tend to get in over my head. In the past, I've dared to play with fire, and I've paid for it. Despite my fondness for acting and using language to my advantage, I've found that I've painted myself into corners here and there, crossing the wrong people or mooching off temperamental patrons. As an innkeeper I befriended once put it, I have a finesse for wearing out a welcome, and I've found myself making early departures more than once.
4. What is your most distinguishing feature? --- I have a tattoo of a black serpent with crimson eyes running along my right arm. The tail ends above my elbow, and the writhing form continues up my arm, yielding a serpent's head, fangs open, below my ear. Typically, the body of the snake can't be seen, but most garments fail to conceal the serpent's head.
5. Why did you choose an adventuring life? --- I was born into a family of preachers, servants of a god whose message of the letter of the law and firm order never appealed to me. Growing up, I found myself forced to memorize verses of centuries-old texts and sing hymns praising a deity who, as I grew older, became more and more of a tyrant. However, those hours of reading and memorizing did me a world of good, but not in the way my folks intended. I became fascinated with the different locations mentioned in those works, as well as the different political figures, religious heretics, and the supernatural events that dotted the pages. I filled my head with the lore embedded in those works, even as the message of conservative piety and upholding traditions washed over me like a feeble rain. As I approached manhood, and my parents came to accept I would not take the cloth, I became even more fascinated with books and what they held. Eventually, I decided I was not content merely reading of these wondrous places and people; I would see them myself, travel from place to place and make the road my home. It didn't matter if I had to walk until my feet bled; I promised myself I would fill my life with exciting experiences. I would make my life meaningful through travel and exploration, sampling all the things the world had to offer.
6. What people, groups, or objects hold your greatest loyalty? --- Despite their religious zeal, my parents have earned nothing but my absolute love for all they have done for me. Their disappointment in my lack of faith was eased over the years; I understand how meaningful their faith is, and so I speak no ill of it in their presence. Were it not for my folks, I would never have come to discover the wonders of literature and I might not have been introduced to the fires that set me on my path. I owe them everything, and I have always made strides to live a life of which they would be proud. Whether I've succeeded is another story...
I also owe a great deal of gratitude to the various patrons who have employed or housed me over the years. Innkeepers, mayors, farmers, merchants - they have all tossed coins and food my way in exchange for my arts, and I have been glad to brighten their lives, if only for a little while. I revel in the smiles, laughter, and applause that have come my way; I bask in the light of friendship they have offered me. Their names are many, but I have not forgotten a one, nor have the faces faded from my mind. These people appreciated me, enough to put aside money, bed, and board for my skills. Were it not for people like these, I would have lived a much sadder life, lonely and glum. I count my lucky stars that I have known such fondness.
Of course, I also owe a great deal to Olsala, my mentor. As a young boy, I was given my education by that wonderful old woman. She taught me history, theology, sciences, and magic, all in the hopes that I would continue on the bardic tradition. My fondest childhood memories are of those days with the grandmotherly woman who called my her protege, imparting lore with each breath. Were it not for Olsala, I would be nothing.
7. What career do you want 1 year from now? 5 years? --- I wish to keep doing what I've always done, of course! What could be better than roaming the land, finding comfort in the company of strangers who value you for who you are? Permanence may appeal to some, but this life is the only path for me. I may have made mistakes, some quite severe, at that, but who doesn't? I will continue to act, sing, recite poetry, read works aloud, and play music until I perish. I will admit that I might stay on for a year here or there if I find a patron who is especially grateful to have me, but I know that my spirit will never stay settled for long. I will roam the roads until the day I die, and I expect my body will return to the earth at a crossroads, or a traveler's camp. I was born a wandered, and I shall depart this world as one.
8. How did you aquire your skills? --- While I was growing up, my parents encouraged me to pursue my interests. Reading was, of course, the first art to which I was introduced. In poetry and the classics, I found peace and happiness. However, when I was a young child, I discovered that I had a fondness for music. I would listen to performers in the public square, often gawking at the bizarre instruments they played. I would watch their hands and lips at work, and I envied them for the longest time. One day, however, an elderly bard by the name of Olsala settled in my neighborhood. She was a kind woman, whose passion for music remained intact, even if her body could no longer support her travels. I introduced myself, and she soon found a replacement for the road - teaching me to appreciate music. I learned to play the lute under her guidance, and she nurtured my artistic spirit. Olsala further contributed to my knowledge by reciting practically every bit of lore she knew. I was her protege, and I could not have been more proud.
The history of lands both local and foreign, the faiths of gods both civilized and wild, the secrets of the mages and the alchemists - Olsala granted me all this knowledge. I met with her daily, drinking in every word with an eagerness I had never known. She poured her very soul into every lesson, and I like to think she was never disappointed. I would sit and listen for hours, questioning and exclaiming at times. It was magical, having someone willing to effectively transfer a portion of her soul to me. I matured under her eye, honing my speech and developing my vocabulary. Language, Olsala taught, was the key to success in life. With language, I could win people's trust, avoid sticky situations, get out of trouble when it caught up to me, and even dismiss the unwanted attentions of those who might do me harm. Olsala never every trick in the book, and those tricks were soon engraved into my identity.
Acting was perhaps the only thing in which Olsala never formally trained me. She gave me the seeds of ideas, yes, but it was actually my own doing that saw my acting career come to fruition. During my escapades as a boy, I would often get into trouble, and I learned to play the very picture of innocence quite well. I could fake cry, change the pitch of my voice, cast my eyes as appropriate, and even give misleading body language. No one was more surprised that it worked than yours truly. It was acting that ultimately became my personal trump card... and ironically, my undoing...
9. What do you like to do when you're not adventuring or training? --- When not exploring the wilds or honing my craft, I enjoy fine cuisine. As a boy, I found my meals were rather bland; potatoes were the main crop in my hometown, and there was never a shortage. I began to refine my tastes around the same time I began adventuring. Journeying to new places brought the added bonus of introducing me to different foods and local cuisines. Spices, sauces, fish, mushrooms, and even methods of cooking them were so numerous; I earned myself a night of food poisoning early on in my career, when I got carried away and overindulged myself. However, I've since learned that moderation is key, and I sample local dishes with a sharper eye than once before.
Reading remains another of my passions. I've had the pleasure of visiting a few libraries in my travels, and I've practically lived there while in town. Collections of books are practically overwhelming; I find my appettite for books surpasses my own love of food. I have yet to be disappointed in a work I've read; each tome offers some nugget of knowledge, however obscure or long-forgotten. I crave books like an addict pursues his self-destruction. When given the opportunity, I will surround myself with literature.
10. What magic items do you crave? --- Anything that can keep my hide intact. After my latest endeavors, I've found that one can never be too safe. Patrons have been known to poison, smother, or otherwise assassinate those who displease them; I wouldn't be the first bard to find himself backed into a corner with a disgruntled employer or politician. Whatever allows me to walk away from near-death is a boon to me.
11. Where do you enjoy hanging out? --- Taverns, mostly. I love mingling amongst the people, and there's no better place than the local tavern. Be it a dive or a top-notch establishment, I find taverns offer an exciting slice of life regardless of where my feet lead me. Of course, I'm not always in the mood for noise and drunken brawling; believe me, the latter is something I've avoided like the plague my entire career. However, there is always coin to be made in a tavern, or if not that, then a bed or a hot meal. I ply my trade, and I reap a reward; it's a tale as old as time. Of course, when I crave peace and quiet, then I turn to a library or shrine. I am not religious, but shrines tend to be tranquil, hence why I've often found myself drawn to them when I require space from the crowds.
12. How do you want people to remember you after your death? --- In my twilight years, I plan on finding a protege, just as Olsala did when she retired to my hometown. I will grant that individual the extent of my knowledge, so that the tradition will live on. If I find that person undeserving, I will dismiss him/her and start anew. However, I will not be content until a living, breathing vessel holds the depths of my soul. By the time I'm dead, I also hope to have produced my own personal memoirs. I've already put some of my encounters to parchment, and left them in secure hands. However, my tale will not be complete until my skin is wrinkled and my joints ache. It is only then that my life will be told in full. I am quite competent at both reading and writing, but if my senses become terribly dulled, I will find a scribe to pen my life's story. I will recount every last adventure, and fill those pages with details of people, places, events, and lore. It is my hope that those who read my works find the same fire I did, that they will feel the drive to explore the world and surround themselves with all it has to offer. Life offers so many opportunities; I hope to motivate as many as possible to travel and explore, just as I did. My name will be added to the names of the great bards, and in this way, I will join Olsala in immortality.
Player survey 1. What monsters do you like most? --- I prefer "monsters" that have a specific agenda in mind - zealots in service of a malevolent god, cultists of an ambitious demon, barbarians seeking plunder and territory, assassins hired to advance someone's political agenda, corrupt city guards, etc. Don't get me wrong - trolls, carrion crawlers, and all those big nasty brutes who enjoy killing for the sake of slaying and consuming are fine, and their borderline-mindless assaults can harry even the sturdiest of parties. However, I find having a sinister/conflicting purpose to be the motivation for the best enemies; the best opponents are those that serve as dark reflections of what the PCs themselves could have been... or could yet become...
2. Rate envirements from 1-10 Wilderness - 7/10 --- To be fair, wilderness adventures do offer more in terms of travel than city-based adventures. I am fond of wandering the open trails and navigating crossroads. Plus, the most territorial of beasts tend to stay within the safety of the wilds, so fans of "big and nasty" will always have a fondness for the wilds. I'm fine with the great outdoors, as I cut my teeth on them when I first began playing.
city - 9/10 --- My personal favorite adventures are those set within realms of intrigue and political strife. Cities are thus the ideal place to go. They boast a variety of peoples, customs, faiths, political affairs, inter-factional dealings, betrayals, and festivities. Cities may be the bastions of hope against the wilderness, but they are really the hotspots for corruption and sinister plots. Within a city, you can pretty much have any agenda at work - even those that seek to bring ruin to the city and usher in the dominance of the wilderness.
dungeons - 7/10 --- These are about dead-even with wilderness adventures. Cults and secretive guilds can make great use of them, which is why I think they go hand-in-hand with my favorite elements. However, dungeons also offer a greater sense of "what once was, but is no longer" - that sense of sweeping history and age-old tradition tends to be as easily incorporated here, if not more so, than other types.
underwater - 2/10 --- I don't care for underwater adventures, as they tend to be mirror images of land adventures, with the added feature that breathing and travel are a fair bit trickier. A one-time "investigate the sunken ruins" or "find the portal at the bottom of the lake" is fine, so long as it's just a leg of an adventure, and not the dominant setting.
other unusual - * --- I'm actually struggling to think of others. Seeing as we're only level 2, I don't foresee planes-hopping adventures, so that's scratched.
3. Rate adventure types from 1-10 Long - 8/10 --- For me, a major overarching adventure, from which sidequests and other minor activities can branch off, is preferable to a series of short little "bursts". The main adventure should have enough momentum to carry itself and maintain the players' interests, and should have a major impact that allows it to continue to have such a major relevance to the individual characters. A longer adventure provides characters with more opportunities, by simple advantage of additional time in which to pursue goals.
Short - 5/10 --- Despite what I said above, I don't hate short adventures. When done right, short adventures can be exciting and reel in the players. However, the problem I see with short adventures is that, with less time in which to complete objectives - both group and personal - it may be harder to achieve the same level of satisfaction from one's endeavors.
linear - 7/10 --- Linear is fine; when done right, it can be enjoyable. However, for this style of game - fish out of water, PCs adapting to a radical new region - linear runs the risk of being counter-intuitive to the idea of the characters struggling to orient themselves to a world in which they are, more or less, caught off-guard. However, I do acknowledge that, by and large, linear quests are easier to maintain than open play, and considering that RL keeps posting on a tight leash for most players, linear adventures may be easier to set up and run.
open play - 6/10 --- Given the structure of this game - strangers ripped from their homes and established ways of life by ill chance - it sounds like it may be better-suited as an open world, given the "unknown" factor that impacts each and every character. By forcing the characters to adapt to this sudden change of pace in their lives, an open world game allows the characters more leeway in terms of exploring this strange new place and trying to rebound from the series of events that has stranded them in unfamiliar territory. However, open play requires a bit more dedication than linear, hence why I don't place it squarely above linear.
4. Rate play types from 1-10. Combat - 7/10 --- Characters typically learn to work well together when under fire, and to be fair, combat, by its very nature, is designed to challenge the abilities of characters to complement one another's strengths, cover each others' weaknesses, and develop teamwork. Encounters should be interesting and utilize a variety of enemies, types of terrain, traps, etc. However, combat shouldn't be the dominant facet of a game, as shunning RPing and the like tends to reduce even the best games to mindless meat-grinders. There's a sweet spot when balancing combat with non-combat exploration, and it's important to pace oneself with battles.
NPCs - 10/10 --- Nothing sucks me into an adventure quite like the NPCs I encounter. I always hope for a cast of diverse and engaging NPCs, who can be friends, allies, rivals, accomplices, powerbrokers, pawns, and the like. A world is lifeless without NPCs with whom one can interact and better develop one's character. NPCs should have a major role, and should be given proper attention. Even cliches, which are typically unavoidable at some point or another, don't really detract all that much from a cast of NPCs. Of course, dealing with NPCs should be enjoyable; finding an NPC to be difficult and uncooperative should be the exception, not the norm.
puzzles - 5/10 --- Puzzles are something I've always considered to be minor elements within a good game. They don't draw a massive amount of attention by themselves, but they exist to supplement an old tower, the cellar of a seedy tavern, the dungeons of a keep, etc. They exist to shore up the foundation of a quest, but shouldn't pop up all over the place, lest they begin to feel repetitive.
investigation - 7/10 --- I believe that while investigation isn't a major element in a game, it can lead to some very interesting developments when used. Investigation enables characters to really put forth some of their best RPing; characters who are, by nature, curious and sharp-eyed are able to really breathe life into those abilities, and a team effort tends to bring in great results in terms of expanding the storyline and allowing characters to work with one another outside of busting skulls and tending wounds.
mystery - 8/10 --- This goes hand-in-hand with investigation. An element of mystery always spices up a game, and nothing makes a character reconsider his/her plans like a sudden twist or an enigmatic force at work. Keeping characters in the dark is a great way to build suspense, and the thought that something crucially important or horribly dire is lurking behind what the PCs can immediately notice can, agan, bring forth some top-notch RPing.
5. Any session location request or preferences? --- Right here in the PbP Haven forums. If not, then a group specifically designed for this campaign would work, preferably just one with the campaign title as its name.
6. Preferred method of contact. --- The OOC thread is, for me, the ideal place for general addresses, whereas anything player-specific is something better-suited for Private Messages.
7. Preference in method of dealing with absent players. --- In the event that a player gives advance notice of absence, I'd of course be willing to make do, even if it's for a couple weeks. Obviously, however, absence is at its worse when it's unforeseen and unannounced. If, in about 10 or so days, a player hasn't posted or given any notice as to why s/he is laying low, a replacement should be found.
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
Name: Lazem Oridial Gender: Male Alignment: Good Ht: 6'1" Wt: 230 lbs. Deity: Kord Background: Beserker - Follower of Kord (Perception as Class Skill) Class: Fighter (Weaponmaster) Fighter Option: Combat Superiority Fighter Talent: Tempest Technique
Race: Human (+2 to Str) Bonus At-Will: Knockdown Assault Bonus Language: Dwarven
Lazem is a rather hulking beast of a man. He stands just over six feet tall and is muscule bound everwhere he needs to be. His hair is jet black and rather greasy with sweat which cascades down around his face. What isn't obscured by hair is obscured by beard and scars. The two rather large swords that are close to him at all times are ones that he's forged himself, nothing particularily special, but definately solid works of steel and he uses them as an example of the quality of his work. When things are out of his reach he uses his bow and keeps several quivers on hand as he's far from the greatest shot in the world.
He's held mercenery jobs for the larger portion of his life and worked for the military during certain conflicts. As he's gotten a bit older he's learned that the fighting life is not necessarily what he wants to do for forever, so he's settled back into the world of trade becoming a blacksmith and more specifically a weapon forger. Despite this longing for the simple life, something in the back of his mind always seems to call him back to the glory of battle.
Character 1. Describe yourself in ten words or less. -A cantakerous old man just looking to get home.
2. What is your greatest strength? -My sword arms and being able to provke enemies into focusing themselves at me instead of my allies.
3. What is your greatest weakness? -Perhaps, I may be... a little... provoking, even against my friends... err. uhm... yeah.
4. What is your most distinguishing feature? -Do ya see this scar? (points to one over his eye) I got this one escaping from an internment camp when i was wrassling a sword away from the guard that decided to get too close to me.
5. Why did you choose an adventuring life? -I didn't really choose the adventuring life, the adventuring life chose me. I've been gifted with the rage of Kord and when that rage overtakes me there is no telling what I will do. You'd best just make sure that I know you're not my enemy.
6. What people, groups, or objects hold your greatest loyalty? -My customers first and my comerades in arms second.
7. What career do you want 1 year from now? 5 years? -I wouldn't mind going back to my forge and living out the rest of my days making whatever people need me to make. When it's all said and done, I think I'd make a pretty good drunk in a local tavern.
8. How did you aquire your skills? -My father taught me how to brawl and get into the thick of things and I guess my skill as a swordsman came from practice with the military.
9. What do you like to do when you're not adventuring or training? -Drinkin, swappin stories, I s'pose I tend to whittle when i'm not doing either of those two.
10. What magic items do you crave? -Garwsh, you make it sound like an addiction.. but I guess some sort of enchantment to make my blades more fierce would be nice. Something that would help strike fear into the hearts of my enemies.
11. Where do you enjoy hanging out? -My local haunt is the Rusty Jackal, it's not the best buisness place in the world, but I guess it has a bad location. :cookie if you get the reference
12. How do you want people to remember you after your death? -As fierce and loyal on the field as he was with his daily life...that'd be a pretty good epitah.
Player survey (for me these are personal prefrence but I'll roll with anything cause I haven't played in such a long time) 1. What monsters do you like most? Anything that can challenge a party equally. f one person in a group is left out, it brings down the game level of the rest of the party.
2. Rate envirements from 1-10 Wilderness - 3 city - 8 dungeons - 5 underwater - 1 other unusual - 4
3. Rate adventure types from 1-10 Long - 6 Short - 3 linear - 4 open play - n/a never tried
4. Rate play types from 1-10. Combat - 5 NPCs - 7 puzzles - 4 investigation - 6 mystery - n/a never tried
5. Any session location request or preferenes? keep pbp combat flowing. rp flows on it's own.
6. Preferred method of contact. Email
7. Preference in method of dealing with absent players. None, that's up to the DM's discretion.
ITEMS Leather Armor, Longbow, Dagger (2), Arrows (30), Belt Pouch (empty), Everburning Torch, Map Case, Signal Ammunition, Trail Rations (10), Waterskin, Fire Kit, Potion of Healing (heroic tier), Firestorm Arrow +1, Freezing Arrow +1 (finally got enough money to have some! They're usually just too expensive if you're saving for magic items.)
In human form, Olidee looks like a 13 year old human girl with long blond hair and big brown eyes. She is clad in clothes of linen and leather, with a big brown cloak to keep her dry in bad weather. On longer journeys she carries a bow with her in case she needs to defend herself. Around her neck, hidden inside her shirt, lies a single piece of jewelery, a silver amulet with a crest that shows a rose made of rubies being cut in half by a golden sword. [James told her it is one of Elizas - the woman in the picture. He said she was a princess from far away, how true that is though - who knows.]
In her original form she looks like a simple tree sparrow.
Olidee fell out of her nest at some time, when the woodsman James came by and decided to raise the little bird. When she was old enough and able to fly, he tried to get her to rejoin her kind, but Olidee would always come back to him. When he shut her out, she took the form of a human girl, a younger version of his loved one, whose picture was on a wall inside the cabin, in the hope he would let her back in like this. After a bit of shock James decided she was maybe a late gift from the gods, as he had always wished to have a child.
They lived happily together for a while until the woodsman felt his time come. Since Olidee still didn't want to rejoin her kind, he decided to send her to his cousin, an innkeeper in the next city with a letter to take care of her.
There she made friends with the son of a traveling merchant and joined their caravan for a while. She had a lot more talent as a guide through the wilderness, than as a serving girl. After a while she learned to use the bow to defend herself, and from time to time she met spirits of nature she would befriend, and who would often travel with her.
She hid her true form from everyone except the merchants son in all this time. They are starting to get suspicious though, especially since Olidee can't seem to get her human form to look a little older.
Character 1. Describe yourself in ten words or less. --- I am lively, friendly, and a tad naive.
2. What is your greatest strength? --- character: I easily adapt to anything and anyone --- mechanic: I am good at hindering the enemy, and my simple ranged attacks are solid. I can get to lots of places that might be barred to other creatures.
3. What is your greatest weakness? --- character: Since i am unexperienced to humanoid nature, i might be easily duped. --- mechanic: Don't get me into melee..
4. What is your most distinguishing feature? --- I am about the sweetest kid you've ever seen. Kitties are nothing against my sad look :P --- Sometimes you might see my head moving a bit too abruptly.
5. Why did you choose an adventuring life? --- Because i found a good friend who would travel - so i did as well.
6. What people, groups, or objects hold your greatest loyalty? --- James (kind of my Foster-father) --- Martin (my best friend - son of a traveling merchant) --- Place of Origin (Cabin in the woods) --- Silver amulett given to her by James
7. What career do you want 1 year from now? 5 years? --- She isn't the type to go for a "career". She'll probably want to find more friends and would walk wherever they do.
8. How did you aquire your skills? --- Learned to use the bow from caravan guards. Befriended Spirits who now travel with me and give me their support.
9. What do you like to do when you're not adventuring or training? --- Resting in a warm place, singing, play cards and dice.
10. What magic items do you crave? --- IC: None at the moment. --- OOC: Haven't really seen something concrete. I've always like to have special ammunition around though. Maybe a quiver to produce one 1/day or 1/encounter would be interesting.
11. Where do you enjoy hanging out? --- Anywhere warm where i won't be disturbed too much or mocked by other birds. --- With my friends, especially playing games
12. How do you want people to remember you after your death? --- As a good friend
Player survey 1. What monsters do you like most? --- Really hard to say.. I think i like things varied. And as someone said, let them have reasons to be around/attack. E.g. No small pack of wolves attacking a healthy looking pack of adventurers in your regular woods - they'd have easier prey around.
2. Rate envirements from 1-10 Wilderness - 5/10 ---
city - 5/10 ---
dungeons - 5/10 ---
underwater - 0/10 ---
other unusual - * --- This all really depends on what we are to do there. Well, playing a Half-Bird i'd like it to not be 100% dungeon though.
3. Rate adventure types from 1-10 Long - 8/10 --- Long epic story and getting your character through the levels for a bit is definietly something i like. I usually am quite sad if i have to give up one of my characters, and well, i want to get into paragon for once damnit!^^
Short - 8/10 --- That being said, don't make the single encounters too long, especially here in pbp. Last time i was in such a scenario we decided to quit after we were at one and the same encounter for 3 months. Please don't...
linear - 8/10 --- I like things a little more guided,
open play - 6/10 --- but not totally determined
4. Rate play types from 1-10. Combat - 9/10 --- I like my combat, 'nough said. Put enough of it in, but it's nice for some downtime inbetween from time to time as well.
NPCs - 5/10 --- Not quite sure what is meant here. I usually don't interact a lot with NPCs.
puzzles - 3/10 --- Not really my thing
investigation - 5/10 --- Haven't ever had a good investigation scenario (Had a bad one though this evening, i think its hard to do so everyone feels useful)
mystery - 5/10 --- Again not sure what is meant, if you mean being given hints here and there, and having unsolved questions, basically a plot behind the plot, thats fine, just don't expect me to wreck my brain too much over it.
5. Any session location request or preferences? --- This Forum would be preferrable since everything is already set up.
6. Preferred method of contact. --- If its something for the whole group, ooc, may send pms otherwise.
7. Preference in method of dealing with absent players. --- I agree with my source here, dump them after about 10 days.