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CRUCIBLE OF THE GODS by Sersa V Centuries ago, the four deities worshipped by mortals – Kishar, Kotaresh, Lyth, and Asar-Segt – threatened to drown the world in a flood of saltwater to punish the living for their impiety. The oracles and witches of your realm struck a desperate bargain with the gods, however, and convinced them to spare the world. In exchange, the mortal kingdoms from which you hail were bound to demonstrate their faith once every generation by sending their most courageous and adroit warriors to the Crucible, a ziggurat in the lowest valley of the land. You are one of these champions. Every quarter-century, on the first full moon of summer, an eclipse darkens the night and the sealed ziggurat opens. Many traps, tricks, and guardians lie within the Crucible to test those who enter. Few who heed the challenge of the gods survive – most find only quick death. If the races of your world are deserving of the gods’ affection, you will overcome the trials of the Crucible and light the Divine Brazier hidden in its uppermost chamber. If you fail, the flickering candle of civilization will be snuffed. Little of value will have been lost. Please read the following very carefully. There may be a test. This is the recruitment thread for a play-by-post running of the FourthCore adventure C1:The Crucible of the Gods. What is FourthCore? Fourthcore is a genre of DUNGEONS & DRAGONS 4TH EDITION that is: • Difficult. The challenges in a fourthcore adventure are designed to be especially difficult, requiring players to multitask, balance risk, adapt their strategies to complex and unpredictable scenarios, and decide on courses of action with incomplete information while under a pressing time limit. • Deadly. Dungeoneers will die quickly and often, sometimes as a result of instant death and save-or-die effects. The consequences for failure are severe. • Lucrative. The rewards found in fourthcore adventures are numerous, valuable, and very powerful. • Over-the-Top. Fourthcore adventures are brought to life with extravagant threats and adventure sites that are both evocative and gruesome. • Bleak. The world in which fourthcore adventures take place is grim, amoral, violent, and unhappy. • Dungeon-Centered. Nearly all fourthcore adventures are traditional dungeon delves in the spirit of Tomb of Horrors, Hidden Shrine of Tamoachan, and other classic tournament modules. • Game-Oriented. A fourthcore adventure emphasizes the players’ struggle to ‘win’ the module by overcoming the challenges presented to them by the Dungeon Master. Player skill takes center stage in many fourthcore encounters. Metagaming is encouraged. It will be handled as a One-Shot — once the adventure is completed, it will not continue (on these forums, anyway). Under normal conditions of play (ie: around a table), there is a 3 hour time limit (give or take....) for the adventure to be completed. Due to the nature of Play by Post, the DM will instead be keeping track of Action Time — the In Character time it takes for actions to occur. This will, generally speaking, be based upon the times provided in the rulebooks for 4e (though I admit that it may take a little bit of fiddling, since it's the first time I'll be doing so on a strict basis). We will be using the Pre-Generated characters provided with the adventure (character sheets provided below) with no changes other than name and fluff. To that end, instead of submitting a character to play, players will decide which of the 6 characters they wish to submit applications for, and will then provide a background story, explaining who they believe that character is. Pictures may be submitted but are not required. Players may submit applications for multiple characters (but will only be chosen for one). There will be no quotas regarding players who've never played before, players who've played with me before, and so on; I'll be choosing the six character sketches which I believe best get the feel for what is coming, no matter who they may be. If there are any questions, please feel free to ask; I will answer as soon as feasible in the best manner I can. Character #1: Dwarf Knight Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Your Name Here, level 1 Dwarf, Fighter (Knight) Knight Option: Shield Finesse FINAL ABILITY SCORES STR 18, CON 18, DEX 10, INT 10, WIS 12, CHA 10 STARTING ABILITY SCORES STR 16, CON 16, DEX 10, INT 10, WIS 12, CHA 10 AC: 20 Fort: 16 Ref: 12 Will: 11 HP: 33 Surges: 13 Surge Value: 8 TRAINED SKILLS Athletics +7, Dungeoneering +8, Endurance +9, Heal +6 UNTRAINED SKILLS Acrobatics –2, Arcana +0, Bluff +0, Diplomacy +0, History +0, Insight +1, Intimidate +0, Nature +1, Perception +1, Religion +0, Stealth –2, Streetwise +0, Thievery –2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Dwarf Racial Power: Dwarven Resilience Fighter Attack: Battle Guardian Multiple Class Utility: Defender Aura Fighter Utility: Defend the Line Fighter Utility: Measured Cut Multiple Class Attack: Power Strike FEATS Shield Finesse Level 1: Skill Training (Dungeoneering) ITEMS Climber's Kit Adventurer's Kit Torch Warhammer x1 Plate Armor x1 Heavy Shield x1 ====== End ====== Character #2: Eladrin Evoker Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Your Name Here, level 1 Eladrin, Wizard (Mage) School: Evocation School FINAL ABILITY SCORES STR 9, CON 14, DEX 14, INT 18, WIS 14, CHA 10 STARTING ABILITY SCORES STR 9, CON 14, DEX 12, INT 16, WIS 14, CHA 10 AC: 14 Fort: 12 Ref: 14 Will: 15 HP: 24 Surges: 8 Surge Value: 6 TRAINED SKILLS Arcana +12, History +12, Nature +8, Religion +10, Thievery +8 UNTRAINED SKILLS Acrobatics +2, Athletics –1, Bluff +0, Diplomacy +0, Dungeoneering +2, Endurance +2, Heal +2, Insight +2, Intimidate +0, Perception +2, Stealth +2, Streetwise +0 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Eladrin Racial Power: Fey Step Wizard Utility: Light Wizard Utility: Mage Hand Wizard Utility: Prestidigitation Wizard Attack 1: Phantom Chasm Wizard Attack 1: Sleep Wizard Attack 1: Burning Hands Wizard Attack 1: Charm of Misplaced Wrath Wizard Attack 1: Arc Lightning Wizard Attack 1: Phantasmal Assault Wizard Attack 1: Magic Missile FEATS Level 1: Disciple of Lore ITEMS Climber's Kit Adventurer's Kit Torch Quarterstaff x1 Thieves' Tools Spellbook Cloth Armor (Basic Clothing) x1 ====== End ====== Character #3: Elf Slayer Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Your Name Here, level 1 Elf, Fighter (Slayer) FINAL ABILITY SCORES STR 16, CON 13, DEX 12, INT 9, WIS 18, CHA 10 STARTING ABILITY SCORES STR 16, CON 13, DEX 10, INT 9, WIS 16, CHA 10 AC: 17 Fort: 15 Ref: 11 Will: 14 HP: 28 Surges: 10 Surge Value: 7 TRAINED SKILLS Athletics +8, Endurance +6, Heal +9, Nature +11 UNTRAINED SKILLS Acrobatics +1, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +4, History –1, Insight +4, Intimidate +0, Perception +6, Religion –1, Stealth +1, Streetwise +0, Thievery +1 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Elf Racial Power: Elven Accuracy Multiple Class Attack: Power Strike Fighter Utility: Battle Wrath Fighter Utility: Poised Assault FEATS Level 1: Skill Training (Nature) ITEMS Climber's Kit Adventurer's Kit Torch Greatsword x1 Scale Armor x1 Dagger ====== End ====== Character #4: Half-Elf Sun Priest Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Your Name Here, level 1 Half-Elf, Cleric (Warpriest) Domain: Sun Domain Half-Elf Power Selection Option: Knack for Success FINAL ABILITY SCORES STR 10, CON 14, DEX 10, INT 16, WIS 18, CHA 10 STARTING ABILITY SCORES STR 10, CON 12, DEX 10, INT 16, WIS 16, CHA 10 AC: 18 Fort: 13 Ref: 15 Will: 15 HP: 26 Surges: 9 Surge Value: 6 TRAINED SKILLS Arcana +8, Heal +9, Insight +11, Religion +11 UNTRAINED SKILLS Acrobatics –3, Athletics –3, Bluff +0, Diplomacy +2, Dungeoneering +4, Endurance –1, History +3, Intimidate +0, Nature +4, Perception +4, Stealth –3, Streetwise +0, Thievery –3 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Half-Elf Racial Power: Knack for Success Cleric Attack: Smite Undead Cleric Utility: Healing Word Cleric Utility 1: Soothing Light Cleric Attack 1: Blessing of Battle Cleric Attack 1: Brand of the Sun Cleric Attack 1: Sun's Glow Cleric Attack 1: Sun Burst Cleric Attack 1: Nimbus of Holy Shielding FEATS Level 1: Skill Focus (Religion) ITEMS Climber's Kit Mace x1 Chainmail x1 Heavy Shield x1 Holy Symbol x1 Crossbow Crossbow Bolts Adventurer's Kit ====== End ====== Character #5: Halfling Thief Show ====== Created Using Wizards of the Coast D&D Character Builder ====== Your Name Here, level 1 Halfling, Rogue (Thief) FINAL ABILITY SCORES STR 10, CON 15, DEX 18, INT 9, WIS 16, CHA 10 STARTING ABILITY SCORES STR 10, CON 13, DEX 16, INT 9, WIS 16, CHA 10 AC: 16 Fort: 12 Ref: 16 Will: 13 HP: 27 Surges: 8 Surge Value: 6 TRAINED SKILLS Acrobatics +11, Dungeoneering +8, Insight +8, Perception +11, Stealth +9, Thievery +11 UNTRAINED SKILLS Arcana –1, Athletics +0, Bluff +0, Diplomacy +0, Endurance +2, Heal +3, History –1, Intimidate +0, Nature +3, Religion –1, Streetwise +0 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Halfling Racial Power: Second Chance Rogue Utility: Backstab Rogue Utility: Ambush Trick Rogue Utility: Unbalancing Trick FEATS Level 1: Skill Focus (Perception) ITEMS Climber's Kit Adventurer's Kit Torch Short sword x1 Leather Armor x1 Shortbow Arrows Thieves' Tools ====== End ====== ====== Created Using Wizards of the Coast D&D Character Builder ====== Your Name Here, level 1 Human, Ranger (Hunter) Archery Style Option: Bow Hunter Ranger Wilderness Knacks Option: Ambush Expertise (Ranger) Ranger Wilderness Knacks Option: Mountain Guide (Ranger) Human Power Selection Option: Heroic Effort FINAL ABILITY SCORES STR 11, CON 13, DEX 18, INT 10, WIS 16, CHA 8 STARTING ABILITY SCORES STR 11, CON 13, DEX 16, INT 10, WIS 16, CHA 8 AC: 16 Fort: 13 Ref: 16 Will: 14 HP: 25 Surges: 7 Surge Value: 6 TRAINED SKILLS Acrobatics +9, Athletics +5, Dungeoneering +8, Insight +8, Nature +10, Perception +10, Stealth +9 UNTRAINED SKILLS Arcana +0, Bluff –1, Diplomacy –1, Endurance +1, Heal +3, History +0, Intimidate –1, Religion +0, Streetwise –1, Thievery +4 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Human Racial Power: Heroic Effort Ranger Utility: Aspect of the Dancing Serpent Ranger Utility: Aspect of the Regal Lion Ranger Attack: Disruptive Shot Ranger Attack: Aimed Shot Ranger Attack: Clever Shot Ranger Attack: Rapid Shot FEATS Bow Expertise Level 1: Skill Training (Insight) Level 1: Wasteland Wanderer ITEMS Climber's Kit Adventurer's Kit Longbow x1 Arrows Torch Leather Armor x1 Longsword ====== End ======
I'd be happy playing any of the listed characters, but I will be applying for the Dwarf and Human. Would theme and background be available, or are they completely as is?
Hamgrimm Grenit is a young soldier of a clan of Shield Dwarves. He's a trained rock climber and expert dungeoneer, but is probably the least skilled of the clandestined group. What he's really good at is protecting those weaker than he; Hammgrim has proved to be as resilient in combat with full armor and hammer as a dwarf twice his age or more. His beard is new and full, and black as a iron. He's as hale and strong as any dwarf, but he's just wise enough not to rush headlong into a fight, and to rely upon friends when that fight gets thick. It's hard to imagine anybody more brave or Stalwart than Hammgrim Grenit, especially when faced with certain doom. Hallen Coldbow has survived more during his short life than most will ever face. He has become a skilled mountain ranger by avoiding starvation, avalanches, sickness and attack. He's had no mentor, no family to speak of, and few friends. He's socially inept, but is somehow an amazing judge of character from trading skins and occasionally guiding explorers and hunters through alpine terrain. Hallen's expertise lies in hunting big game. Grizzly bear, Elk and Bison are the primary staple in his area, although he is an adept forager and fisherman. He especially loves White Bark Pinenuts. Hallen's good natured but realistic when it comes to surviving the hardships in nature.
Completely as is. You can fluff whatever you wish, as regards to those things, but there's no mechanical benefits whatsoever for them.
I suppose, if "everyone" allowed, we could do customs instead of pre-gens, but they still strongly recommend (a) Essentials classes/races, (b) no Backgrounds/Themes, and (c) no Setting-Specific feats.
Understood.
I could see some fine tuning (ie Hammer Hands for the Knight), but I def get the impression that skill competency will be as important as combat prowess. As I said, I'd be cool with any of them, although the Elf could use some love, maybe a higher Dex and a Longbow.
This sounds like quite the challenge, I'm in. I will apply as the Theif and possibly another if I can think of one.
Known in theives circles only as Shivv, a heartless, invisible plague of the rich and powerfull. In the trade from the time of a small child, his life has been a series of horrible hardships and missions deemed impossible. A hardness has grown over him, never knowing trust, never knowing the love of friends or family. His interaction with others has always been towards an end, something must be gained for Shivv to be involved, and it better be something expensive. His only qualm is of the children he leaves in his path, those as innocent as he was.... ...in the beginning.
Sounds intense, but I will give it a go. I will try out for the Elf Slayer.
Mavar the Branded, Elf Slayer Show Mavar is the black sheep of the Coramals, the ruling house of Ederstone, city of the elves. Deep in the Sundergloom, the primordial woods of the west, the folk of Ederstone have endured one ordeal after another, fending off drow invaders, plagues, in-fighting, and political strife. For centuries, Ederstone has withstood time's worst trials, and has weathered the challenges of the gods themselves. The folk of Ederstone learned long ago to appreciate what fruits life bore, and to savor them, for the evil that pervaded the world was an ever-vigilant threat, waiting for the collective guard of the elves to lower before striking anew. The Coramals have guided Ederstone through its darkest hours, and several of the Sundergloom's most praised heroes have been descendants of that proud line. Eruka the Red, Salazal the Sly, Uromor Brightblade - the list of legendary Coramals is impressive, yet such a lineage never mattered to Mavar. Ever since the boy was born under the new moon, a frown has perpetually rested on his face. His grandfather remarked once that Mavar was the first grey cloud to appear in the skies, the perpetual herald of a storm coming. Needless to say, Mavar was not a popular child; he frightened his fellow children, and unnerved or irritated his elders, who looked at the boy and felt a coldness. Some whispered the boy was cursed, but none dared say so around his kin. Exile from Ederstone was a rare punishment, but no one wished to give the Coramals a reason to pursue retribution. Mavar, for his part, grew up learning the blade. Swordplay was his passion - though his brothers and sisters loved books, poetry, and song, Mavar had time for only his martial training. Books were trivial, whereas wielding a blade made him feel alive. If the folk of Ederstone believed Mavar's entrance into adulthood would change their impression of him, they were proven wrong, for Mavar's dedication to combat and honing himself as a warrior only made him all the more bizarre and disconcerting. The people of Ederstone valued capable warriors, but it was odd to see someone devote himself wholly to battle. Still, Mavar's training seemed to pay off. By the time he was ready to be betrothed, Mavar had already proven himself to be a useful soldier in repelling the drow skirmishes that threatened the forest city's borders. His father, however, unwilling to risk his son's life, typically arranged for his son to be kept on guard duty, which irked Mavar to no end. Though several began to praise his skill with a blade, most others looked down on him, wrongly believing he had asked his father to intervene. In truth, Mavar knew no greater joy than putting his sword to work in defense of his city. Then, tragedy struck. Mavar's betrothed, Elysyra, was kidnapped by a hag, who wished to use the woman as leverage to regain an artifact stolen from her decades ago by the Coramals. Mavar searched blindly for her, but could not locate the hag's lair. He did, however, wander into a drow scouting party - five warriors who all recognized Mavar by his appearance and knew of his family. Beaten to a pulp, Mavar was held prisoner and mocked by the drow, who mutilated his back with a branding iron, burning wicked sigils into his flesh. A rescue team eventually arrived and put the drow to the sword, but by then, Mavar had been covered in horrible brands, earning him a lasting nickname. Elysyra, meanwhile, was liberated by Mavar's brothers; the young woman, however, scorned Mavar for failing her, and their betrothal came to an abrupt end. With no direction in life, Mavar's sole focus lay in the Crucible. Obtaining his mother's permission, Mavar secretly prepared himself for the trial. His father was kept in the dark, misled by his mother and deceived into holding a tournament to determine who would quest on behalf of the elves of the Sundergloom. Mavar, however, had already departed, secretly wondering whether he would ever lay eyes on his home again. Appearance Show Mavar's flesh is pale, and in a certain light, people have remarked that he appears grey. Though never a sickly man at any point in his life, Mavar does seem to lack the same flame that seems to be eternally lit within his kin. His trademark frown has not softened in the years since his childhood, though it is not a look of frustration or hostility, but rather a look of disinterest, as if Mavar sees something in the distance for which he does not care. The man's eyes are the Coramal dark blue, and he sports long, jet black hair, from which hang a pair of small stone totems from his home. Having spent so much of his life training and skirmishing, he has grown accustomed to wearing his armor in most places, even at certain formal events (much to the chagrin of his parents). His armor feels like his own skin, and Mavar is comfortable in it. Beneath his garb, however, lies his namesake - the Branded does indeed sport a number of grotesque brands, souvenirs from his time at the drows' mercy. Twisted thorns, jagged letters, and disembodied jaws and claws mar his once-flawless flesh. They still look quite painful, but Mavar no longer seems to notice them. They are as much a part of him now as his own eyes or fingers. Mavar keeps his sword on his back, from which it is easily retrieved. He also carries a dagger in his boot, in case of an emergency. The sword has no name and is a standard issue sword for Ederstone guards. Although offered various quality blades from his family's official forge, Mavar turned them all down, believing a blade is a blade. He feels a kinship with his current blade, but the same could be said for any sword he picks up.
Haelloon Goldwit, Halfling Thief
Show
Haelloon never wanted for anything in his life. He was never wealthy, but he has taken life as it came to him, and his family was rich enough to prevent hunger from ever entering his thoughts. Together his parents own a small jeweler's shop in one of the minor cities that ring the Crucible, making a comfortable living from the profits. At the age of twenty Haelloon started to become an unruly child, fed up with the ease with which the days passed. Coincedentally his parents had contacted the civil watch not a year prior, and the young Halfling was delighted for this change of pace, while his parents knew their child would be well taken care of, and would be raised with a decent sense of courage and honor. His quick wit and fast reflexes helped him well during this period of his life, and the growing number of thieves entering the city caused his training to venture away from the usual training in strength and arms, instead focusing more on trailing and capturing elusive lawbreakers. Through word of mouth he quickly found out the thieves had a good sense of respect for the thiefcatcher, a fact in which the Halfling took a great amount of pride. Only seven years after he joined the Civil Watch he was already a top-ranking officer amongst them, and it hardly came as a surprise when he was asked to join the Royal Spy Guild. Confident and prideful, but never cocky, Haelloon accepted. In those years he was taught to move swiftly and silently, but he knew he could still make mistakes when nervous when the call for Heroes went up. At first Haelloon never imagined himself putting his name forward, but his superiors were confident that he would succeed, and encouraged him to join the brave men and women. Mester Divali, Human Hunter Show Mester is a greyhead. His wiry frame belies his strength, however. He has kept strong and fast over the years, but it has come to a point where even wild beasts began to underestimate the deadly force that still lies buried within Mester's old muscles. He often wanders about the wildlands, dressed in a wide, dark robe. A black hood attached to the robe hides all but his whispy grey beard and yellowed teeth. He has never forgiven himself for failing to go on the last expedition into the Crucible twenty-five years ago, but he is confident he is still strong enough to travel with the nation's most powerful young warriors and hold his own in his second chance, knowing that he will not be able to keep this strength up for another quarter-century. Broken Brear, Half-Elf Warpriest Show Notes: Refluffing the mace as Broken Bear's fist/hand.
Broken Bear is a massive Half-Elf, uglier than an Ettin but almost of the same height. He's most certainly a son of his father Jack Bearhug, a notorious brawler that was constantly on the move, more often forced to move out of a city than leaving out of free will. His mother was nothing more than a victory to him, but if Jack had gotten to know her he would have realised she would have been a good match. Sillyssa is still a shame to all Elves who have heard of her existance, giving herself to any strong burly man who comes across her path. The moment she had laid eyes on Jack she knew she had find her way into his bed. Broken Bear is the result of that night. Her mother had not even realised she had been pregnant, believing her weight-gain was nothing more than a result of her drinking and feasting that summer. She did not even hesitate to send her ugly baby child to a monestary, refusing to let a child ruin her fun, especially one as ugly as the one she had birthed. The monestary recieved the child gladly. The Hawk and Hammer Temple was dedicated to training men and women to participate in the Crucible, selecting their Hero by holding a tournament every quarter-century among the students. Broken Bear practiced vigorously, taking advantage of his massive height inherited from his father to impose his might. His training came to a peak when he was working out on his own in the middle of the night and a black bear wandered into the temple. With one swing Broken Bear caved in the bear's skull, dropping it before it could raise as much as a paw. It was his name-day, and it gave the monks the incentive to take the training to a new level. With the help of a coven of warlocks, a Sun Elemental was summoned into the central courtyard and coerced to reveal some of its secrets and share its power with Broken Bear and the other students. Broken Bear soaked in the knowledge, and surprised the tutor monks by his speed in transferring this knowledge to combat techniques. When finally the tournament came, it was no surprise that the massively wide and tall Half-Elf to emerge as victor.
I'll freely admit that I'm not one for pre-generated characters but I like the premise enough that I'll suffer through that little gripe. I'm aiming for the evoker. Hopefully she'll keep her head on her shoulders.
Amarides Le'Nesaa, Eladrin Evoker Show Amarides was the only daughter of her family and among the few eladrins living in the city of Northbrook. Although the city was predominantly human and it had its share of problems, Amarides rarely knew of them. Her parents were very well off. They controlled the legal banks and loan brokers in the city. One could make the statement that they helped keep the economy of the city running. However, her parents would probably say they were the reason there was an economy in the first place. Proud of their accomplishments, they tried to teach Amarides the finer points in life. Reading wasn't a hobby but a requirement in their household. Considering that she was the heir of an empire, her parents sheltered her from the horrors of the world. She was never allowed to go anywhere without escorts save her family's manor house and the nearby arcana school when the eladrin maiden developed a talent for the art. For her part, Amarides really didn't know any other way to live. She never questioned her parents overprotective nature and enjoyed her gilded cage.
In the academy, she was easily among the more attractive females in the entire student body. Every week, she was receiving date offers and even the odd marriage proposals. Her female counterparts varied between jealous rivals to fair weather leeches. As such, she often kept herself locked up away from crowds. If she wanted to access the school's library, she did so in the early morning hours. That was when she met Greg, an apprentice summoner whom happened to be an early riser by habit. Back when Amarides was still trying to decide her school of vocation, she and Greg crossed paths by reaching for the same book. After that initial meeting, they started to see each other more in the library. Even as Amarides finally settled on evocation, she still found it comforting to meet with Greg every morning. He was a vibrant man and had just the slightest knack for getting into trouble. He taught her slight of hand tricks that didn't rely on magic. Amarides was practically beaming with pride the day she challenged a few of the house guards to a game of primero and won. Sure, she cheated a little in the card game but it only added to the thrill. As the years past, Amarides made frequent trips to Greg's dorm and his popularity grew a bit thanks to her presence. Everyone constantly asked if the duo were a couple but both replied no for the sake of the other. One of her potential suitors in particular, an eladrin wizard named Ferwin, was extremely critical of their relationship. Ferwin was actually from a different settlement and only came to Northbrook to study at the academy. When he heard about Amarides he thought that he could snag a bride for himself as well. He was a gifted mage but exceedingly arrogant. He saw himself and Amarides as the perfect power couple which meant that Greg was a minor annoyance in his path. Ferwin took every opportunity to embarrass and belittle the human whenever Amarides was not around. Greg decided to keep this to himself since he didn't want to run to a friend for a problem he could deal with. If anything, Ferwin's heckling pushed Greg's desire to be a world class summoner. However, this goading would eventually be Greg's downfall. One day, Amarides came by his room to discover the door locked. It was highly unusual and when she knocked she got no response. She probably would have gone away if she hadn't come up with a brilliant idea. She pulled a hairpin out of her hairdo and began using her nimble fingers to pick his lock. She smiled a little as she imagined his shocked face. When she got the door open, she arrived to see several boys including Ferwin inside Greg's room. Greg himself was in the middle of casting a ritual of some kind. The boys were shocked but regained their composure quickly. They grabbed Amarides and pulled her in. After re-locking the door, they explained that Greg had made a bet with Ferwin. He was trying to summon a Nymph. Amarides found the idea distasteful and berated the boys for even coming up with it. She wanted to stop the ritual but Ferwin held her back. He had full confidence Greg would screw up the spell and likely just summon a rock. Amarides argued that he could complete the spell just fine but the fact that these guys were here to watch a nymph prance around was downright crude. As the two continued to argue, their voices distracted Greg from his spell and the ritual went haywire. The spell did manage to summon a creature...but instead of a naked nymph, Greg summoned a ticked off owlbear. The screams from the room were loud enough to attract the attention of the staff. When they finally broke down the door, The owlbear had killed all the students except Ferwin and Amarides whom barely survived by teleporting and keeping their distance. The owlbear was promptly slain and a council hearing was formed to place blame. Amarides blamed Ferwin for goading Greg while Ferwin blamed Amarides for trying to interrupt the ritual. As the hearing continued over several days, Amarides noticed a change in the student body. No one bothered to talk to her anymore and all the attention she had previously got was gone. Ferwin had been working hard to paint his side of the story as the truth. While the staff weren't completely buying it, the students were. In the end though, both of them were expelled from the academy. Ferwin decided to head back home so the only scapegoat around was Armarides. Even at her manor home, relatives and friends of the students killed demanded reparations from Amarides' parents. They were turned away and rebuffed. Amarides wanted to speak to them and tell them how sorry she was this happened and explain there was nothing she could have done. Her parents denied her request and told her she would remain quietly in the house. They would hire tutors and eat indoors. After a decade or two, the humans would likely forget all about this mess. For once, Amarides couldn't abide by her parents wishes. She wanted to do something to make up for the accident. What was the point of studying magic if she couldn't make a difference in the world. Eventually, one of her tutors mentioned the approaching catastrophe and she naively saw it as her chance to make things right. She gathered as many things as she could carry and used her skills to break out of her parent's home. In retrospect, Amarides was surprised how easy it was. Apparently, the manor alarms were set to magical threats rather than mundane ones. The guards were there to handle the mundane but she knew their patrol patterns by heart. She knew it would be a difficult trial but even her wildest nightmares understated the danger.
The difficulty level of this is intriguing, I'm up for the challenge. I'll try to get something up for the warpriest soon, then possibly details for some of the others if I can find the time. Pretty much anything other than the knight would be fine by me, since I haven't tried any of the classes but that one yet.
Also: Hey Lin, welcome back.
Oh ho, Walrus -- if the difficulty is what is intriguing you, then you are in for a sweet surprise. Steph ran it for our table top group and we all died.
Oh yes, I shall be following along -- this is gonna be fun to watch!!
Submissions thus far:
Dwarf Knight: • Hamgrimm Grenit (Damngrim) Eladrin Evoker: • Amarides Le'Nessa (DemonicHeart) Elf Slayer: • Mavar the Branded (LordManshoon) Half-Elf Warpriest: ~ Halfling Thief: • Shivv (MagicalFungai) • Haelloon Goldwit (LinYurena) Human Hunter: • Hallen Coldbow (Damngrim) • Mester Divali (LinYurena) Not bad for a couple of days so far. If you have any friends, feel free to point them this way. ![]() We'll see how we look at the weekend.
If it helps, i just came up with an idea for the warpriest. A massive halfelf going by the name Broken Bear.
If necessary/interested i can put up more info tomorrow.
Alrighty then ^^ I'll put it up later today
Although I did realise that it won't help much because we'd then need another player to fill the Dwarf or Human slot ![]() Edit: I've added it to the other post with my characters.
Are there any slots open? I have experience in 4e and could whip up character for this.
Hi swmabie. You're playing in one of mine, so I thought I'd try one of yours. I'll take any leftover PCs after everybody has had their choices.
Alrighty.... Not the Final list, but the semi-final list. There's a couple things, so please read.
![]() I've read through the submissions to this point. I took the ones I liked best from each of the characters, and if there was more than one from the same person, I took the ones I liked best from that player. In no particular order, the characters assigned thus far are: • Shivv, Halfling Thief, as portrayed by MagicalFungai. • Mavar the Branded, Elf Slayer, as portrayed by LordManshoon • Amarides Le'Nesaa, Eladrin Evoker, as portrayed by DemonicHeart • Hamgrimm Grenit, Dwarven Knight, as portrayed by Damngrim • Broken Bear, Half-Elf Warpriest, as portrayed by LinYurenya This leaves one character unassigned — the Human Hunter — and three people (TheWalrus42, muckitymuck, and Astromath) who've expressed interest. So the first 5 are tentatively set. I would appreciate hearing from each of y'all, either here or via PM, just to confirm y'all are on board. (Yes, I've lost players before they even posted to the OOC thread. Go figure.) The rest (or any others reading this): Post a character sketch/abstract/backstory/whatever you can come up with for the human slayer. Who is he or she? Tell me about them. What is your feel for the character? (See the statblock in the first post. It's #6.) Obviously, don't have to worry about building yourself a character, stat-wise. So build one story-wise. It needn't be long, though if you want to go long please feel free. If more than one of you post before I confirm the 6th one, I'll take the better submission. Otherwise, I'll take the next submission. Simple enough. ![]() And if any of the first five fail to confirm, we'll do the same.
One pretty eladrin wizardess ready to likely be chopped into pieces.
Massive Half-Elf reporting to smash in some noses, and break everyone who shoots a mean look at the pretty Eladrin.
Human hunter:
Name: Gantz He's rather quiet and usually works alone, but has been known to work in a group. He prefers not to stand out and lets others plan the strategy and tactics. He hates evil and will try to eradicate it when he meets it. However, he also understands that evil is not always black and white. So when in doubt, he will try to assess the situation before acting, but sometimes that is not a luxury. Appearance: Dresses in black leather armor and has a "plain" face with a permanent 5 o'clock shadow. Slightly taller than average and leaner.
Ok, simple enough. Astromath's the 6th one.
![]() Sorry to the others; but keep an eye out. I may have need of your services as replacements in some other games of mine, soon. The rest of y'all: Finish confirming (Dammgrim, though I know you're around ). Due to the amount of information that needs to be relayed to y'all (ie, the Player Handouts), I have some heavy posting to do, and my day off is Friday, so that's when I'll be starting the OOC and IC threads.
Hamgrimm Grenit, clad in his father's plate and helm, hefts a shield bearing his clan's sigil, an ale barrel topped warhammer. Lastly, he takes up his great-grandfather's hammer, the Mighty Craftsman.
As he leaves his hall for the Ziggurat, his kinsman are not clapping, crying, or praying for his return. They instead stand somberly, a Dwarven Pint in hand. Each would make eye contact with Hammgrim, for each would know what it is to be the champion of their clan. He ascends to the Zigguratan Priests that await him.
OOC Thread is up, linked here. IC Thread will come later tonight.
Go ahead and subscribe, read over all the information presented, and post when you're ready. If you have any questions, please feel free to ask. If you're not happy with your character picture, feel free to submit something else.
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