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character summaries Show Reynard Ferrand. (Blakey) Human cleric of war god. Noble of House Ferrand. Tall, strong, charismatic and insightful warrior. Nickname: The Young Dragon. Brother in law to Javier. Algaris Synell. (LordManshoon) High Elf Wizard. Nicknamed "The Viper of Vysharash". Knight in service to House Norn of Vyshan. Student of the Locharaen, an ancient order of fey witches. A handsome and scholarly mage, lean of build and pale as frost. Warinor Hilltopple. (Snarguffle) Lightfoot Halfling Wizard. Village burned down during a Valkyrate attack. Only he and his best friend survived. Saved by Algaris, who found him in the frozen wastes of Vyshan, and taught him his wizard skills. Curious, but reserved. Slow to trust. Javier Tischler. (Cynan) House of Tischler. Fashionable, charasmatic and 'always' friendly diplomat. Likes to be seen as happy with the status quo. Brother in law to Reynald. Was a childhood friend of Aiydan Aidara.
Here is Algaris. Algaris Synell, the Viper of Vysharash Show Algaris Synell, Level 1 Gender: Male Race: Elf Class: Wizard Background: Knight Specialty: Ambusher Alignment: True Neutral Size: Medium HP: 8/8 AC: 12 [10 base + DEX mod] Initiative: +4 Speed: 30 ft. Senses: Low Light Vision (up to 30 ft.) Languages: Common, Elven STR: 9 (-1) CON: 14 (+2) DEX: 14 (+2) INT: 18 (+4) WIS: 11 (0) CHA: 12 (+1) Racial Bonuses: 1. Elf Weapon Training - Damage die for longswords, shortbows, and longbows is advanced by one tier, assuming proficiency with a given weapon 2. Keen Senses - Gain training in Spot and Listen 3. Free Spirit - Immune to the charmed condition and any effect that would induce sleep 4. Trance - Enter trancelike state for 4 hours, as opposed to non-elven slumber of 6-8 hours 5. High Elven Cantrip - Gain Mage Hand, a 0-level spell, as a free at-will, using INT to determine effects. 6. High Elven Intelligence - +1 to Intelligence as an automatic adjustment Class Bonuses: 1. Wizard Constitution Bonus - +1 to Constitution as an automatic adjustment 2. Wizard Proficiencies - Sling, Quarterstaff, Light Crossbow, Dagger 3. Wizardly Knowledge - Gain training in Sciences 4. Scholarly Wizard Tradition - Gain 4 cantrips that can be cast at-will. Can cast any spell from the spellbook as a ritual, provided it has a ritual version. Start with an additional 1st-level spell, and gain an additional spell at every level as opposed to just one. Can prepare an additional wizard spell at each level when preparing spells for the day. Feats and Other Bonuses: + Alertness - As an Investigation Specialist, Algaris gains a +2 bonus to initiative rolls, as well as a +2 bonus to spotting hidden objects or creatures. + Knight's Station - As a Knight, Algaris is entitled to free accomodations and food for himself and anyone he names a companion for the duration of a stay with a nobleman or anyone who would recognize him for his station. For a noble to decline either marks him as an enemy of Algaris or as someone willing to invite the consequences of breaching protocol. Skills: + Knowledge [Heraldry] (INT) - Algaris possesses much knowledge of the noble families, their lineage and histories, the powers that be in society, and the social etiquette that has evolved over time. + Knowledge [Sciences] (INT) - Algaris is well-versed in knowledge of astronomy, chemistry, mathematics, and physics, even if not everyone might approve of scientific discovery. He is also familiar with whisperings of the Far Realm and the supposed lore behind such a chaotic place. + Knowledge [Warfare] (INT) - Algaris has studied a variety of topics pertaining to war, including weaponry, military tactics, famous battles and commanders, and fortifications. + Listen (WIS) - Algaris is adept at eavesdropping, detecting the approach of others, and listening to conversation through obstructions. + Persuade (CHA) - Algaris has a knack for convincing others to lend him aid, act in accordance with his wishes, negotiating with both friendly and unfriendly parties, and engaging in politics. + Ride (DEX) - Algaris has been properly trained to ride a horse and respect his mount. + Spot (WIS) - Algaris is adept at identifying concealed objects, detecting hidden enemies, and noticing particular details about something in sight. Combat: Melee Weapon Attack: -1/+2 (-1 STR/+2 DEX) + Quarterstaff - 1d20+2 [] 1d8 bludgeoning damage Ranged Weapon Attack: +2 (+ 2 DEX) + Light Crossbow - 1d20+2 [] 1d8 piercing damage Magic Attack: +5 (+1 Class + 4 INT) Spellbook (* denotes memorization): Cantrips Show (x4): Chill Touch, Detect Magic, Mage Armor, Ray of Frost X. Mage Hand - Algaris can conjure an invisible hand within 50 ft. of him. The hand lasts for 1 minute or until he casts the spell again. The hand can perform such actions as opening doors, grabbing items, or otherwise manipulating an object, though it cannot attack, activate magic items, or carry over 10 lbs. 1. Chill Touch - Algaris can touch a living creature and seal its life force, dealing 1d10 necrotic damage and preventing it from regaining hit points until the start of his next turn. 2. Detect Magic - Algaris can detect any magical presence within 30 ft. of him for one minute. Although he does not learn what specific effect the presence suggests, he does learn if it belongs to a certain school. Certain obstructions can cause this to fail, such as 3 ft of wood or 1 ft. of stone between himself and the presence. 3. Mage Armor - Algaris produces an invisible armor that bumps his AC to 14 (12 + DEX mod). This lasts for one hour, although it can be dismissed at any time. 4. Ray of Frost - A creature within 100 ft. of Algaris takes 1d10 cold damage on a hit. In addition, the victim's movement speed is reduced by 10 ft until Algaris's next turn. 1-Level Show (x3): Burning Hands*, Charm Person*, Thunderwave* 1. Burning Hands - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 3d6 fire damage, and those who succeed take half that. 2. Charm Person - Charms a living humanoid within 25 ft. of Algaris. If this creature is engaged in battle with Algaris or his companions, the humanoid has advantage on its Wisdom saving throw to resist the effect. The humanoid retains memory of being charmed. 3. Thunderwave - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 2d8 thunder damage and are each pushed 15 ft away from Algaris. Those who succeed take half the damage and are not pushed. This spell can be prepared at higher levels; increase the damage by 1d8 and the push effect by 5 feet for each level above 1st. Inventory: Crossbow bolts (x100), Feed (7 days worth), Grooming kit for horse, Light Crossbow, Quarterstaff, Rations (14 days worth), Robes, Sealing wax, Signet Ring, Spellbook, Token of Affection, Traveler's clothes [] 64 gp, 8 sp * Algaris also possesses a light warhorse w/ saddle and bridle * Background Show Vyshan- a province where justice is meted out with the sword and intrigue is considered a virtue. It is said that a fool born in Vyshan is not long for this world, and there has certainly been enough to prove that proverb true. Many kings tried to bring Vyshan to heel, and few ever managed to earn more than a flippant grin of defiance from the Vysh. Those rare few who lifted a hand and whose commands rang true through the freezing winds of the northland domain were met with respect amongst the winterborn folk. However, as the history books will no doubt tell you, many more feebly grasped at Vysh and tried to place the yoke on those fearsome men and women, only to be crushed underfoot. Vyshan has never been a place where mercy and blind obedience have known popularity, and it is only within recent years that would-be unifiers have learned their lesson. King Aelfar is one of the lucky ones to march into Vyshan and walk out alive. Years ago, he brokered an alliance with the most powerful clans of Vyshan. The exact terms of the alliance remain a mystery even to the King's advisors, but suffice it to say, Vyshan stands loyal to the Drygba, and the rest of the kingdom has found itself gobsmacked. What could the Vysh possibly gain from this? What has given them cause to show Aelfar a fairness that his predecessors begged for and failed to achieve? This has been talk in places high and low, but the answer lies with the most powerful clan of all within the wintery domain - House Norn. An ancient line that stretches back into the first few pages of history, the Norn have unofficially ruled Vyshan for countless generations. Though never did a Norn take up a crown or call himself conqueror, the family has been regarded by their fellow Vysh as men and women born to rule. It is the Norn who embody the purity of the Vysh - a common saying is "The Ice of the Heavens flows through Norn veins", and to any Vysh, it is a show of respect for the bloodline's strength. Naturally, the Norn have not earned their powerful position without the aid of several strong and loyal families, who tied their lot to the Norn back when man first began to see the benefit in going to war with outsiders. Of these houses, several remain in power today, bound to the Norn as a tree trunk to its roots. The Synells are one such family, tracing their lineage to Kal Syn, the terrifying archmage of ages past, master of storm and snow, who helped lay low the enemies of the Norn. The Synells are a proud family, and it is true that they identify themselves as knights. Although their virtues are met with suspicion and shock in most other territories, they are a respected line in Vyshan. Algaris Synell is the sixth of eight children, a young man even by elven standards, who stands apart from his peers. The typical knight is the sort of chivalrous figure who gallops around on his horse, wooing his lady from near and afar, jousting, drinking (but never to excess), slaying wicked men and spreading good will from hilltop to hilltop. This is the sort of man beloved in the tales and in the public eye. It is that very eye that Algaris loves to spit in. In his teenage years, Algaris detested swordplay and courtly grace. He loved books and knowledge, and adopted the ageless adage that with knowledge comes power. His training as a knight was spent as much in the libraries of the ancient fortress Vysharash as it was on the field or in the churches. Algaris devoured tome after tome, and in the process, he unlocked a hidden potential within himself. By the time he was entering manhood, Algaris discovered that he had a knack for spellcraft. As a boy, he had sometimes managed to make things move by willing what he mentally envisioned to be a hand and having it grasp or knock over things. Years later, he discovered that it was a part of him, and that other spells lay within his reach. Under the tutelage of one of the Locharaen, an ancient cabal of witches devoted to the fey queen Ilekina, he honed his craft, toiling away in the yearlong winter of Vyshan as he mastered one spell after another. He continued to further himself as a knight when not studying magic with the Locharaen witch, Syme. He participated in a number of raids against neighboring territories, all under the creed of "knightly vigilance and righteousness". Those who crossed swords with the Vysh and survived spread word of a silver-haired elf atop a horse, sending bursts of frost and flame to scour his enemy's ranks. They said he had the face of a serpent - unsettling without blatant malice, cold without absolute heartlessness. In this way, Algaris soon picked up the name "Viper", which gave him a bit of mirth as he returned home. In truth, the Vysh had enjoyed exploiting the vulnerabilities of their neighbors, and they got away with it due to the King's unwillingness to rebuke his much-needed allies and namesake "subjects". Algaris made his family proud, and the Norn-Synell friendship continued to remain as strong as ever. Upon receiving an invitation to the King's birthday, Ondaryk Norn, patriarch of the family, elected his second son, Morryk, to attend the celebrations as his proxy. Needing a proper honor guard, Morryk requested for Algaris, an old friend, to accompany him. Bidding Syme - his former tutor, now his mistress - farewell, he has traveled to the Court in order to ensure that no harm befalls his friend and perhaps future lord. Algaris, like most Vysh, cares not for the southerners or their ways, and he is not particularly enamored with the Drygba family, yet he believes there may be magic for him to study, and so he looks forward to perusing the foreign libraries and colleges. Appearance Show The elves of House Synell have long been likened to the snowfall in the northlands - beautiful to behold, yet undeniably cold. To gaze upon Algaris is to understand this concept. In terms of his physical appearance, Algaris is the stuff of those old knightly fables and tales. He wears his silver hair to his waist, having never felt the need to cut it. His ivory skin is unmarred by scar or blemish, and his pale lips often curl up into a look of disdain when dealing with liars or cowards (yet it can also be said that such a face does know heartfelt smiles in the company of those rare few who can elicit such a reaction). His eyes are twin pools of cerulean, a trademark of his mother's side of the family. He stands close to six feet in height and is rather lean, having never developed the same muscles that are obvious on the bodies of more outdoorsy types. Algaris prefers to dress in dark blues, greys, and blacks. His current set of robes is a frosty grey, far lighter than charcoal but far darker than silver. He also takes a set of traveler's garb wherever he goes, as well as a bit of finer dress for those situations that demand something nicer than a wizard's robes. His boots are jet black and seem the sort of thing that would drive librarians mad, for they easily retain mud and grime (yet Algaris has by now learned to clean them with the most minor of spells). Rarely does Algaris allow others to gaze upon his spellbook; given to him by Syme, he considers it his most prized possession, and has entertained thoughts of slaying those who might attempt to steal it. Unaccustomed to more serious martial weapons, Algaris relies on his trusty stave - or, as is his preference, his trusty crossbow. Still, it cannot be denied that when battle rages, he does what any wizard would do, and uses his spells to bathe enemies in fiery blasts and thunderous bursts. Combat Stat Block Show Algaris Synell HP: 8/8 [] AC: 12 Initiative: +4 [] Speed: 30 ft. Senses: Low Light Vision (up to 30 ft.) Languages: Common, Elven STR: 9 (-1) [] CON: 14 (+2) DEX: 14 (+2) [] INT: 18 (+4) WIS: 11 (0) [] CHA: 12 (+1) Combat: Melee Weapon Attack: -1/+2 (+2 Class -1 STR/+2 DEX) + Quarterstaff - 1d20+2 [] 1d8 bludgeoning damage Ranged Weapon Attack: +2 ( + 2 DEX) + Light Crossbow - 1d20+2 [] 1d8 piercing damage Magic Attack: +5 (+1 Class + 4 INT) Spellbook (* denotes memorization): Cantrips Show (x4): Chill Touch, Detect Magic, Mage Armor, Ray of Frost X. Mage Hand - Algaris can conjure an invisible hand within 50 ft. of him. The hand lasts for 1 minute or until he casts the spell again. The hand can perform such actions as opening doors, grabbing items, or otherwise manipulating an object, though it cannot attack, activate magic items, or carry over 10 lbs. 1. Chill Touch - Algaris can touch a living creature and seal its life force, dealing 1d10 necrotic damage and preventing it from regaining hit points until the start of his next turn. 2. Detect Magic - Algaris can detect any magical presence within 30 ft. of him for one minute. Although he does not learn what specific effect the presence suggests, he does learn if it belongs to a certain school. Certain obstructions can cause this to fail, such as 3 ft of wood or 1 ft. of stone between himself and the presence. 3. Mage Armor - Algaris produces an invisible armor that bumps his AC to 14 (12 + DEX mod). This lasts for one hour, although it can be dismissed at any time. 4. Ray of Frost - A creature within 100 ft. of Algaris takes 1d10 cold damage on a hit. In addition, the victim's movement speed is reduced by 10 ft until Algaris's next turn. 1-Level Show (x3): Burning Hands*, Charm Person*, Thunderwave* 1. Burning Hands - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 3d6 fire damage, and those who succeed take half that. 2. Charm Person - Charms a living humanoid within 25 ft. of Algaris. If this creature is engaged in battle with Algaris or his companions, the humanoid has advantage on its Wisdom saving throw to resist the effect. The humanoid retains memory of being charmed. 3. Thunderwave - Each creature caught in the blast of a 15 ft. cone must make a Dexterity saving throw. Those who fail take 2d8 thunder damage and are each pushed 15 ft away from Algaris. Those who succeed take half the damage and are not pushed. This spell can be prepared at higher levels; increase the damage by 1d8 and the push effect by 5 feet for each level above 1st. I will be using TEAL for Algaris's speech and thoughts.
Character sheet:
Spoiler: Show Name: Nicolaus -DESCRIPTION- Alignment: Lawful Good Race: Human Class: Fighter Gender: Male Eyes: Brown Hair: Brown Height: 6'3" Specialty: Endurance Background: Knight -DEFENSES- Armor Class: 17 Hit Points: 13 (max: 13 + lvd10) -EXPERIENCE POINS- Level: 1 XP: 0 NL: 160 -ABILITIES- Strength: 18 (4) Constitution: 16 (3) Dexterity: 14 (2) Intelligence: 10 (0) Wisdom: 12 (1) Charisma: 9 (-1) -ATTRIBUTES- Speed: 25 feet Hit Dice: 1d10+3 Initative: 2 Vision: Normal Size: Medium -LANGUAGES- Common -ATTACKS- Longsword: 1d8 slashing (+7 to hit, +5 to damage) Lance: 1d12 piercing (+7 to hit, +5 to damage) Hand Crossbow: 1d6 piercing (+5 to hit, +2 to damage; disadvantaged if loading and attacking same turn; range 30/120) -CLASS FEATURES- Expertise Fighting Style: Protector -RACIAL TRAITS- +1 to abilities, except one which is +2. -SKILLS- Knowledge: Heraldry Knowledge: Warfare Persuade Ride -FEATS- Durable (can reroll Hit Dice) -MANUEVERS- Deadly Strike Protect -EQUIPMENT AND TREASURE- Longsword Lance Hand Crossbow (20 bolts) Chainmail Adventurer's Kit Token of Affection Signet Ring Sealing Wax Light Warhorse (Saddle & Bridle) Grooming Kit Feed (7 days) Traveler's Clothes 61 gp 5 sp -NOTES- As a knight, can expect quarter from other members of the nobility. Disadvantaged stealth. Backstory, appearance, and personality: Spoiler: Show 30 years before the birth of King Aelfar, the Aidara family made a name for itself -- literally, as they were serfs at the time, and metaphorically, as they rose up and were knights within a year. That year was the year of the Fourth Peasant War, a three-way war which broke out when Amaranthir rebelled against the Valkyrate, but lost several major battles. To pay for the war, the much-unliked king, Mitha, heavily raised taxes on his vassals, who promptly raised taxes on the peasants. This might not have ended badly, but the Valkyrate waged total war against the southern duchies of Amaranthir, burning down entire crop fields and causing countless peasants to starve to death. They took up arms both against the Valkyrate and Mitha's troops, and managed to besiege Amaranthir's capital; they severely outnumbered Mitha's troops, most of whom (that weren't noblemen) betrayed the king and sided with the peasants. They killed Mitha, but his son secretly bargained with the Valkyrate to pay more tribute in exchange for aid in bringing down the rebels. The serfs, surrounded, surrendered and were massacred by the Valkyrate and what was left of Mitha's army. An estimated 3000 peasants were killed on the last day of the war alone. One of the first noblemen to fall to the rebel army was Mirwyld Orval, a generous halfling lord. A peasant named Drak whose life had been saved by Orval and considered him one of the finest lords in the land turned on his fellow rebels, and helped secure the Valkyrate victory at the end of the war. Orval's son, Kylmil, knighted Drak in thanks, and he took the surname Aidara, reverse of Aradia, the legendary witch who was said to grant peasants dark magical aid when they rebelled against their rightful masters. Aiydan Aidara, a descendant of Drak, was trained in knighthood at a young age, like his father, grandfather, and great-grandfather before him. Aiydan never questioned his birthright and, like the other Aidaras, treated peasants like pawns -- not even having to kill them, with his terrifying size, and long brown beard. He never took off his thick steel armor, not even when going to bed, to increase this intimidation factor. When he did take off his helm, his face was very light skinned due to lack of exposure to sunlight, and his hair was a long dirty blonde. His eyes alone showed that he had feelings: he would close them in despair when somebody he cared about was harmed. He was never seen without a weapon, be it the longsword passed down from the first Drak, or a common crossbow. House Aidara collapsed the day Aiydan's father, named Drak after /his/ great-grandfather, went to a major jousting tournament in the capital. His opponent, the dwarf knight Tondan Fulin, was said to never be defeated by the same foe twice, but outside of jousting was not a very notable warrior, and was considered a coward on the battlefield. Drak and Tondan battled for two hours, until Tondan's horse collapsed under exhaustion, and he fled. Drak pursued Tondan through the crowd, both of them literally hacking through spectators to escape. Finally Drak's horse caught up to and kicked Tondan to the ground. He submitted. Tondan got his revenge, however: in the pub that night, he took his maul and ambushed Drak, who grabbed his lance. Aiydan, who was in the other room, heard the scream for help, and tried to save his father. But it was too late. Tondan killed Drak and Aiydan killed Tondan, but not before Tondan admitted that he had been paid a large sum of money by a jealous baron to secretly kill Drak, who was widely respected among the nobility for his skill and bravery. Aiydan, the last living male descendant of the first Drak, could not stand to keep his name. He knew the family history, but had never looked at it from the peasants' point of view. But the screams in pain of both his father and the spectators were the same. The wealthy fought for more power, never thinking of their vassals. How could he be part of this? He took the lance, changed his name to just Nicolaus, and left the duchy for a neighboring one where he was not recognized easily. To be safe, he cut off his beard with his longsword, scarring his shoulder in the process. He also began praying to Bahamut four times a day to atone for his actions and gain the strength and wisdom to do what he considers his duty. He stopped worrying about his life for himself, but only so that he could be kept alive long enough to change something, anything, about the feudal system -- and he believes Bahamut will reserve him a special place in the heavens. He knows the other PCs well enough (with the exception of Warinor, since he started off in the "lower classes"), and was a childhood friend of Reynald (if that's okay with Blakey). He pretends to not know any of them, however, and only came to the king's birthday celebration along with the rest of the knights he was living with after fleeing his home duchy. They most likely don't know the truth about him (or even recognize him) -- in fact, he believes only he and his trusty warhorse Marbuksus know the truth about who he is, and what became of House Aidara and Tondan that fateful day. Nicolaus talks in dark red.
Character Sheet:Spoiler:
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Warinor Hilltopple --Description-- Race: Halfling(lightfoot) Class: Wizard Specialty: Hedge Magician Background: Sage Alignment: Chaotic Good Gender: Male Eyes: Deep Green Hair: Bluish-Grey Height: 3'3" Weight: 67 lbs. --Abilities-- Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 12 (+1) Cha 11 (+0) --Attributes-- Speed: 25 ft. Hit Dice: 1d6 Initiative: +2 Vision: normal Size: small Languages: Common, Halfling --Attacks-- Melee (Atk +0, Dmg +0) Ranged (Atk +2, Dmg +2) Magic (Atk +5, Dmg +4) --Class Features-- Wizardly Knowledge Arcane Magic Tradition of Wizardry: Scholarly --Racial Traits-- Halfling Weapon Training Lucky Halfling Nimbleness Naturally Stealthy --Skills-- Knowledge (Arcana) Knowledge (Sciences) Knowledge (Forbidden Lore) Knowledge (Nature) Knowledge (Heraldry) --Feats-- Herbalist --Spells-- Save DC: +1 Cantrips per day: 4 Lv. 1 Slots: 2 Ray of Frost Light Prestidigitation Shocking Grasp Thunderwave Comprehend Languages Shield --Equipment-- Robes Quarterstaff Spellbook Adventurer's Kit Candles(10) Tome (contains nature-related topics) Dolphin Whistle Ink Quill Paper (10 sheets) --Coins-- GP 76 SP 16 CP 8 --Character Notes-- -Background- Warinor used to live on a quiet shire just outside Amaranthir. However, this shire was burned down when the king of that time refused to accept the terms proposed by the valkyrs in exchange for continued peace. He lost most of the people close to him, except his best friend, Senerol. Senerol and Warinor journeyed far away, finding themselves in the frozen wastes of Vyshan. They finally collapsed, about to die. Fortunately, A wizard, named Algaris, took them in, and nursed them back to health. The wizard then taught them the art of spellcraft, and the two boys became very good wizards. They moved back to amaranthir a few years later, and by that time, king Aelfar was now on the throne. Both received invitations to the king's birthday, and they eagerly accepted, hoping they might be able to make suggestions for battle plans... -Motives- Warinor is motivated mainly by the pursuit of knowledge. He seeks to learn the deepest, darkest secrets of the universe. He also has a burning desire to avenge his village. -Personality- He is somewhat reserved, and usually does not start conversations, instead waiting for someone to speak to him. He is slow to trust, but to those who earn his trust he is fiercely loyal. He is a little different from other halflings in that he pays little regard to tradition, and prefers colors of darker hues, particularly blues and greens. Warinor is adaptable and intelligent, able to think of many different responses to situations. he is usually calm, but becomes restless and fierce when faced by setbacks. Warinor will be using Blue. Javier TischlerHistory Show The Tischler's trace their history back many generations and through a great many trials and tribulations. The family has known great wealth but due to mismanagement and misdeeds have often fallen back on hard times. Over the past fifteen years the current head of the house, Baron Artus Tischler, has seen his family rise back into favor and hopefully soon wealth, his daughter has been married off to a high ranking noble and most recently his son Javier has made a name for himself under Ambassador Cardell. Mariella is Javier's older sister and was married to Manard heir to the very wealthy Ferrand whilst he was away. Whilst house Tischler does not expect to see any of that wealth directly having a very stong connection between the two houses has increased their standing dramatically and also opens up many new business opportunities. Javier had heard much of Lord Caer Ferrand from his father who thought highly of the man. He knows little of the two sons though had seen the younger, Reynard, competiting in tournaments. Ambassador Cardell has recently returned from the Valkyrate Kingdom with Javier in tow. Javier has been officially working as an administrative assistant and minor advisor to the Ambassador for the previous three years. Unofficially he's spent much of those three years spying on the Valkyrs for the Ambassador and doing his best to undermine their political structure. Very few people know of his actual role and he has carefully fosted a reputation of being a friendly, hard partying, hard working individual with little care about the bigger picture and anything beyond the latest fashion and impressing his peers. Javier has made a number of superficial friends amongst the Valkyrs young nobels and a signficiant number of friends amongst people unhappy with the current situation from many different walks of like there. Personality Show Javier's personality is rather variable. Rarely is he so at ease with his companions that he can be his true self, and in fact after years of working the nobles of various houses and countries he wouldn't even be so sure what is his true personality anymore anyhow. His father and sister recall a fairly thoughtful young boy given to periods of sky gazing and wandering. These days he tends is known by most as a friendly and playful man willing to take up any noble on his word and take their idea a little further than they had expected. A technique that tends to leave the suggestive noble in his debt in thought if not always in deed. He dislikes much of the Valkyrate system of government and most of their gentry who he feels are rather self righteous fools. He is very disgusted by those simpering bafoons in his own country that feel that by imitating them they will be successful. He hates it even more when they are. Description Show Always one to imitate the latest fashion with a little of his own flair, often driven by the necessity of spending a little less than his peers. Still his frugalness is rarely commented on as Javier usually fits in with the in crowd no matter what he wears. Long flowing well groomed locks of golden hair tied back with black silk ties frame a handsome face. Some care has been made to his skin and grooming but no flamboyant colouration or tattoos adorn his flawless skin. Deep blue eyes and brilliant white teeth distract from he occasional little too knowing and uncaring expressions that crosses his face at times of carelessness. Picture Show ![]() Character Sheet: docs.google.com/spreadsheet/ccc?key=0Ai3... Javier will use "Orange" for text.
Warinor's freind is very late. At Eis9_M0th's discretion, he might have been captured or killed by a Valkyrate spy, serving as an extra motivation for Warinor or a quest hook.
Reynard FerrandCharacter Sheet: Spoiler: Show Reynard Ferrand, the Young Dragon. Gender: Male Race: Human Class: Cleric Background: Noble Specialty: Defender Alignment: True Neutral Size: Medium Hit Points: 10 Conbat AC: 17 [16 chainmail +1 shield], AC 10 when in just clothes. Initiative: +0 Speed: 25ft. Senses: Standard Languages: Common STR: 15 (+2) CON: 14 (+2) DEX: 11 (0) INT: 9 (-1) WIS: 18 (+4) CHA: 13 (+1) Racial Bonuses: Ability Adjustment: +2 to Wisdom, +1 to all other stats. Class Bonuses: Ability Adjustment: +1 to Wisdom. Starting Hit Points: 8 + Con Modifier Armour and Shield Proficiencies: all armour and shields Weapon Proficiencies: All simple and martial weapons. Channel Divinity: 1/day: Channel Strength (gain advantage on a Str based attack), Channel Wrath (do +2d10 extra damage on a weapon attack) Deity: The Warbringer Spell Slots: 2 x 1st level. Feats and Other Bonuses: + Shield Bash + Retainers: Reynard is a member of a noble family and has the service of three retainers loyal to his family. These retainers are: one squire and two general servants. His retainers can perform mundane tasks for Reynard, but they do not fight for him and will leave if they are frequently endangered or abused. Skills: Background:Spoiler: Show House Ferrand has always been a strong house in Aramanthir. They have always pushed for independence from the yoke of Valkyrate. Lord Caer Ferrand is current head of the Ferrand House and has always been a strong voice in the ear of the king, pushing for independence, pushing for military action against their oppressors. Lord Caer Ferrand is aging. He has two sons. Manard, the elder and heir, is a pacifist and Lord Caer despairs what will happen to House Ferrand when he dies and Manard takes over. Reynard is the second son and has been secretly sent to the temples of the War God, outlawed in Aramanthir since the Valkyrates have been in occupation here. Reynard is a blood thirsty warrior and his father's favourite. Reynard has one goal in life: break the yolk that Valkyrate hangs around the neck of Aramanthir. He intends to do this by stirring up war. A settled and powerful royal house is good for his ambitions as he needs the country pulling together. A civil war, though it would provide a small offering to his god, would be nothing compared to the potential carnage a full blown war between the two nations would bring. As his father is ancient and his older brother does not take part in tourneys, Reynard has become the defacto representative of House Ferrand on the jousting circuit. “The Young Dragon”, as he has become known, has much potential but has yet to break into the ranks of the tournament favourites. Appearance and Personality:Spoiler: Show Reynard appears as a powerful human, tall and broad, fit and good looking. He is known as a persuasive talker and a good listener. He is considered in court as a loyalist and a strong supporter of his father and his house. It is known he does not get on with his older brother. Reynard wears fine and expensive clothes when in court. He wears a suit of heavy chain and carries a large shield when there is risk of battle. His surcoat and shield both have the device of his house on them: a black dragon. He carries his longsword with him at all times - often to the chagrin of house carls who have him visiting. Squire: Carson Spoiler: Show A human male, eighteen years of age. He is the youngest son of one of the vassals to Bos Loringen, Earl of Forsythe. He's been with Reynard for three years now and they get along very well. They go drinking together and he shares many of Reynard's secrets. He knows about Reynard's training as an acolyte of the Warbringer and supports his desire for the kingdom to be plunged into war. He gets that they have to be subtle about this though. As far as Reynard knows he is 100% loyal to him. Reynard has told him much but not all of his secrets. He has kept him in the dark about any family secrets they might have for he is aware of his connections to the Earl of Forsythe - even though Reynard thinks his loyalty is much stronger to him than that far off relation. Reynard would call him a fast friend as well as his squire. Carson was injured in a riding accident at a young age and as such is not fit for battle. He is fine to carry and fetch and mend - and his armour polishing and sword sharpening skills are second to none. But he will never wield a sword in battle. Reynard is accutely aware that being his squire might place Carson in danger and he will do all he can to make sure that doesn't happpen and that Carson is protected if it does. Reynard will speak in Purple when In Character.
Apologies for the late arrival - had a weekend of teething baby to deal with.
Should be okay to post most days from now on though.Have to say as my first experience of this sort of thing, this looks like it could be fun. Although I'm having to work hard to recall all the PCs and who they are. Perhaps each of us could post a one or two line summary of our PC which the DM could stick on the first post, so we can all easily remember? Mine would be: Reynard Ferrand. Human cleric of war god. Noble of House Ferrand. Tall, strong, charismatic and insightful warrior. Nickname: The Young Dragon. Brother in law to Javier.
I like the idea.
I've started a summary for my own reference on the second page of my character sheet that you are also welcome to refer to in the meantime. docs.google.com/spreadsheet/ccc?key=0Ai3... -- Will we be converting to the new playtest straight away?
Quick question from a PbP newbie: are we supposed to post in present tense, or in past tense?
Answer from an old hand at PbP (well since '09).... all depends on the GM and how strict they are... and how reliable the player is at keeping to the same tense... and narrative mode. I must admit I'm not so reliable at that even when gming pbp games. :D
Sure, why not?
Algaris Synell. High Elf Wizard. Nicknamed "The Viper of Vysharash". Knight in service to House Norn of Vyshan. Student of the Locharaen, an ancient order of fey witches. A handsome and scholarly mage, lean of build and pale as frost.
Ok then, here's my summary:
Warinor Hilltopple. Lightfoot Halfling Wizard. Village burned down during a Valkyrate attack. Only he and his best friend survived. Saved by Algaris, who found him in the frozen wastes of Vyshan, and taught him his wizard skills. Curious, but reserved. Slow to trust.
Updating Algaris to reflect the newest playtest package.
Basically, spells have been shuffled around a bit, and the Wizard no longer gets the same inherent bump to attack rolls with spells.
Nicolaus, born Aiydan Aidara, is a human fighter who was a knight who abandoned and came to resent the nobility after his father was killed after a jousting match; now is arrogant and judgemental, but still works with a brigade of knights out of necessity. Childhood friend of Javier before he went missing.
Discussing how to convert in one of my other games now. Already looking at a few house rules as some of the new maneuvers don't favor small races... and it's an all halfling party.
![]() In my games I'm doing a mix of mapless and grid based combat depending on the situation. I use ditzie for maps but happy to use anything. ie. beta.ditzie.com/x/50c9711912810
I have no problem adjusting w/ every new update. It's no big deal for me.
As for grid v gridless combat, I don't have a preference. As long as I have the details for an environment or area, I can paint a mental picture. That being said, grids help make sure everyone is on the same page and helps avoid confusion, so there is a definite advantage there.
Created a version of Javier with the new rules. Rather unsure about this skill die mechanic... but I guess that's what the playtest is for.. testing it.
Had to modify the default skills again for the background and scheme to match concept ad existing skills. Overall not much changed. Scored Gilded Tongue. He can avoid a bit more damage with Artful Dodger. His weapons do a bit less damage and he now really want's a rapier once he can afford it. I'm guessing his last rapier broke recently and his allowance doesn't stretch that far.
I have updated my character sheet to reflect the latest playtest packet. Thankfully it wasn't too difficult. As for combat, I prefer gridded maps.
Fighters weren't changed much by the update, so it didn't take long for me to fix up Nicolaus's stats. The only real difference is this 'skill die' thing, which actually seems like a good idea the more I think about it.
Oh, and with regards to the IC thread: Blakey, unless you were doing some on-the-fly role-playing (which is fine by me), Javier was Aiydan's childhood friend, not Reynard.
Hehe.. it's gets more complicated...
![]() it was 'and was a childhood friend of Jarvier (if that's okay with Blakey).' Which was when I pointed out that Reynald was your character. It must have then got changed to Reynald and Blakey in one and left as Javier in another. Think best thing now if okay with all.. is that Aiydan had a couple of different childhood friends at times. Maybe Javier when he was quite young and later after Javier's family fell out of favour, Reynald till around the time his father was killed. That work?
Yeah, I edited one description but not another by accident; things like that seem to happen too much to me
But it's fine with me if they all knew each other pretty well - a guy who knows a guy who knows a guy thing, at least. So yeah, fine with me, just wanted to make sure everything was cleared before going IC.
Fun times. :D My preference would be to keep things the way they already are in the IC thread.
New version of Reynard on the first page, updated to the new play test packet. I have had to change him a bit as his old Speciality has gone. Seeing as he is a sword and board warrior I have picked up Defender speciality instead. Had to slightly change his spells too due to the reworking of clerics. I now have Lance of Faith at-will which is funny as it's much more effective than his Longsword! But I think I'll be using my Longsword and Shield a lot - for style reasons alone.
![]() Also as a trait for his Noble background I am supposed to have three retainers. I think three are far too many to control/remember/deal with so I'm planning on making him have a squire and two man servants. The squire will be a fairly significant part of this story but the man servants will just be background fluff. All with the DM's approval of course. ![]() Squire: Carson A human male, eighteen years of age. He is the youngest son of one of the vassals to Bos Loringen, Earl of Forsythe. He's been with Reynard for three years now and they get along very well. They go drinking together and he shares many of Reynard's secrets. He knows about Reynard's training as an acolyte of the Warbringer and supports his desire for the kingdom to be plunged into war. He gets that they have to be subtle about this though. As far as Reynard knows he is 100% loyal to him. Reynard has told him much but not all of his secrets. He has kept him in the dark about any family secrets they might have for he is aware of his connections to the Earl of Forsythe - even though Reynard thinks his loyalty is much stronger to him than that far off relation. Reynard would call him a fast friend as well as his squire. Carson was injured in a riding accident at a young age and as such is not fit for battle. He is fine to carry and fetch and mend - and his armour polishing and sword sharpening skills are second to none. But he will never wield a sword in battle. Reynard is accutely aware that being his squire might place Carson in danger and he will do all he can to make sure that doesn't happpen and that Carson is protected if it does. Added this to my background on page #1.
Struggling to get an account with Invisible Castle - I've tried to register twice but no email comes through to me. Are there any other online rollers anyone could suggest?
Oh my goodness. We are in big trouble now!
![]() Are we allowed to discuss the current IC situation and strategies and options here, or should we just do it in character only?
Strategizing is one of the OOC's main purposes. Now let's see what can be done to salvage the situation... Lemme think on it for a while.
If we can't talk our way out of it immediately, it seems we have three obvious options:
1. Run for it. 2. Surrender. 3. Fight. I assume fighting would mean getting killed - presumably the King's Guards are the best in the land and therefore will whoop us. By the sounds of things surrender means torture - no thanks. Which seems to leave: Leg it!
Actually, Algaris could attempt to use Charm Person to dissuade Clarisse from pursuing her current intentions. It might be a long shot depending on how good her Wisdom is (or how poorly I roll). Plus, if it fails, and Clarisse realizes a certain Vysh elf was attempting to beguile her to benefit her suspects, that might make things astronomically worse. Same thing if I tried to use it on the King.
Fighting will probably end up more disastrous than running. Clearing the group's names seems like it would be impossible to do when they have suspicions of murderous intentions on the group's behalf. Truth be told, Algaris isn't willing to risk a brawl when House Norn's name is on the line.
I think" After Nicolaus and Javier finish" should read "After Nicolaus and Reynard finish"...
I'm all for trying anything at this point.. even a successful persuade hardly likely to work for the lot of us at this point... however Javier will do his bit in case it covers up something... oh I don't know.. maybe magical happening in the background.
Ah, Cynan's last roll made me realise I'm still using the old "+3" for trained skills, not 1d4 for skill die at first level. So I guess I gained a +0.5 average advantage on my Persuade rolls. Apologies for that. Will rectify this from now on when making Skill Checks.
Also "spotted" that my Spot check roll was +3 when should have been +4. Have edited my IC post mechanics with both these notes.
Hell I was just chatting to a wizard and have a dagger in my boot.. even with my great skills at persuasion I am all but heading to that door already. Let's see how she reacts to my last words... and then get the hell out of dodge... there'll be hell to pay but likely most of the worst is going to happen either way now.
Holding off for a little bit to see if Snarguffle comes back, as Warinor should probably get to have some input in this.
Holding off for a little bit to see if Snarguffle comes back, as Warinor should probably get to have some input in this.
I've had a busy week, but I am back, and I have posted Warinor's response.
Too eager to go get tortured there
Just had a thought, if Javier gets even a partially positive response to his last words is there anyone in the room that would make a good target for the accusation. Ie some noble Javier despises? I have a dagger I could plant on them if I could get close.
Good to see you back, Snarguffle. And Happy New Year, all.
Anyhow, these are some of the worst Persuade rolls I've seen... well except 18 and 14, and after those bad rolls it won't be enough. Just our luck. I'd like to say "lay the blame on Clarice somehow", but ... somehow I don't think that'd work. You'll definitely have to get rid of the dagger somehow, that's the last thing you want them to see you with.
You can't lay the blame on Clarisse. If it was her, she would have assasinated the real king. One could lay the blame on one of the guards, considering how oddly they were acting. At any rate, if we blame someone else, and we fail, it will make everyone even more convinced that we are guilty.
I say we lay the blame on the halfling.. short people always cause trouble
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Happy with being searched yes. Was seriously considering running but happy to let this pan out and see where it leads to.
Not a bad set of rolls.. not brilliant but certainly not a disaster... I hope..
Hey... sounds like people think I was going to give them the weapon before they were searched... that wasn't my idea at all. honest!!
I feel like I sort of rushed through the search of the party and the events of the rest of the evening as a result of posting late and being really tired, but oh well. Onwards!
Question for everyone: Do you want to keep track of XP for levelling purposes, or use the system that a lot of people went to in 4e and level when appropriate for story?
Well, after the 2 and the 5, our rolls started to improve. As for the comment about Clarisse, that was mostly a joke. Who better to "prove" guilty other than the person who was making the accusations in the first place?
![]() Now, maybe it's different with play-by-post since everything's stored in Google Docs and whatnot, but it seems like half the time in tabletop DnD the person who's supposed to be keeping track of the XP (the DM or one of the players) forgets the amount they're going to get. I wouldn't mind if we wanted to level during "downtime", though.
Play by post games tend to crawl along compared to Table top so I'd suggest leveling when it suits the story. I've played in pbp games where after certain points in the story all the characters skip up a few levels. I don't know if that'll suit that plot you have in mind but something to consider.
Algaris wasn't invited, but that doesn't mean he won't try to learn what's going on.
![]() I figured both a Stealth and a Listen attempt would be appropriate. If he's caught, he's prepared to throw himself under the bus rather than have the spotlight thrown on the Vysh. And, as someone who abandoned the XP system for the level-through-appropriate-story intervals method, I will definitely support the latter.
I believe there was some talk of questioning Jeeves? If so, that can be done now. If not, we can skip ahead to the morning. Also pending whatever Algaris wants to do.
Javier will wait till everyone finishes questioning but he still wants to examine the body, and retrieve his dagger, before the end of the day. Also if he spots Algaris before then he can chat to him though happy for that to happen after Warinor has a chance to speak about him.
Algaris will look for an opportunity to "bump into" the four and proceed with them. Obviously, if it is literally within earshot of the others' meeting, that would be awkward, so let's say Algaris will pop into view when it is a reasonable distance away from where the meeting occurred.
Sorry I have been absent for a while - I stopped getting emails when a new post got added. I should just get in the habit of checking in here each day regardless. Also, early warning but I'm on holiday for a week the last week of January (snow boarding - woot!) with no access to the Internet whilst away. Will try and post here the day or two before I go to remind you.
Levelling when appropriate to the story is something we've been doing in our home games for about the last 5 years so I'm 100% behind it as a style. Reynard is itching to head out to the camp now rather than waiting till morning - too much chance for the assassins to escape if we give them too much time. Also, I think there might be some neat RP coming up as Algaris obviously works hard to stop a war against his people and Reynard might be actively (but probably secretly) trying to promote it. From my point of view this is all just character development - I have no intention of being disruptive to the storyline nor to Algaris' development, so I'll be mindful of that - I'm just looking forward to seeing how that all develops!
Arghh.. I stopped getting updates and whilst I regularly check Myth-Weavers for updates on the games there that I might have missed I only just wondered why it had been so long since anyone posted for this game and decided to manually check. :/
Have a little reading then will have a post up soon.
I don't think you missed a whole lot--it's been slow :P
I'm still here.. been going a little slow in all my games but not going away.
It's been quite a while since Eis9_M0th last posted. Not sure what's up; I assume RL has thrown him a curveball and he's busy. Hopefully he posts in the next few days.
Sadly it does seem that way.
![]() I'm not planning on running any more games at the moment.. my time is stretched too far with the two I'm running and the many I'm currently playing in on myth-weavers... however if you drop me a line there I can let any one here know when I next have open places. User id there is Cyco. Cheers all, Cy
I completely forgot this game existed, it's been so long since anything happened. Sadly, all three of the 5E games I was in folded very shortly after getting started. Ah well.
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