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4 years ago  ::  Aug 31, 2009 - 8:59PM #1
Balthanon
Date Joined: Nov 2, 2002
Posts: 4,718


Game Description:

Such Tangled Webs They Weave is an instance of the City of the Spider
Queen adventure with a few minor modifications. The group navigating
the adventure consists of adventurers who are following behind
another group of four as they try to find the source of a magical
disturbance in the Weave.

The game will follow the core party members as they go through the
adventure with occassional cameos by the members of the other group
when they encounter each other.

Character List

Cho [RadicalTaoist] Changeling, Battle Sorceror 2/Human Paragon 3/Unseen Seer 6
Melia Kobor [soudou] Half-Elf (Drow), Binder 8/Bard 1/Scion of Dantalion 2
Halandar Saranac [22_Over_7] Dark Strongheart Halfling, Swordsage 10
Aztari [Thramzorean] Draconic Kalashtar, Wilder 3/Paladin 2/Quori Nightmare 5
Mercutio [Blade2718] Hellbred, Crusader 1/Cleric 4/Knight Vindicator 6
Dax Feldspar [Ander Spectacular] Earth Dwarf, Barbarian 2/Fighter 4/Warblade 2/Swordsage 2
Desmond Issurius [elonin] Tiefling, Rogue 5/Scout 4
Leaghas Uirlis [Stormwind] Shade, Shade (bloodline) 4/Beguiler 1/Warlock 2/Eldritch Theurge 2

 
Game Rules:
Standard 3.5 D&D rules apply.

Additional rulings and backstory may be found on the Shadow's Edge page of Lands Beyond Reality.

Game Recap:
The nobles of Sarent Hall were given a quest by Mystra, to discover the cause of and hopefully eliminate a disturbance in the Weave somewhere near the Dales. Several compatriots had arrived and the nobles split into two groups, one traveling ahead and another following the next day.

When the group following arrived in the Dales though, the temple at which their former party had arrived had been massacred by drow. The party and a new companion began an investigation and encountered Randal Morn, the lord of Daggerdale. He tasked them with tracking down the drow and provided two of his best men to assist with the task.

The party began a harrowing journey through Daggerdale, following the tracks of the drow. Their travels took them into the Dordrien hills and eventually down into some crypts where they encountered a number of undead and picked up a couple of companions to replace those who had been lost on the journey through.

They eventually made it down into the Underdark, traveling through the crypts and encountered their first drow. Moving deeper into the area, they cleared out a barracks that held a number of drow and then eventually made their way into Szith Morcane, a drow outpost that was not terribly prosperous. They were able to rest here and eventually began investigations that revealed the first group of nobles had been here and encountered trouble.

Unfortunately, the innkeeper of the inn they had been staying at betrayed them and summoned the guards when they returned to her establishment. The group was trapped and battled a platoon of guards, plus two vampire commanders. While they overcame the platoon, they were wounded enough that they were only able to kill one of the vampires and the other managed to break their resistance capturing at least half of the party.

This is where we stand now... Lord Morn's warmage and saboteur flees for the surface, the half-drow only chance met flees, and the rest of the party has been captured by the drow of Szith Morcane.

Approved by seTiny
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4 years ago  ::  Aug 31, 2009 - 9:00PM #2
Balthanon
Date Joined: Nov 2, 2002
Posts: 4,718

Non-player Characters
Fersab Dawnglory - High Priest of Daggerdale's Temple of Lathander [dead]
Randal Morn - Lord of Daggerdale
Gareth - Priest of Ilmater
Harral - Warrior under Randal Morn, part of initial drow tracking party
Gregalevithix - Dragon King of the Goblins
Earthstar - Earth elemental familiar of Gregalevithix
Pelifia - Elven Cleric, mentally disturbed
Illanis - Halfling adventurer
Helgeis d'Santh - Drow matron of the Silvered Web
Maris - Dax's mentor and former combat instructor for Randal Morn and Lathan Delraven
Lathan Delraven - Lord of Dagger Falls, cousin of Randal Morn
Sace Endwell - cleric of Siamorphe in the service of Lord Morn

Combat Encounters
Gargoyle Attack
Swarm Eaters
Akritaur Displacer
Vasuthant
Fast White Dragon Zombie
Roper
Gravetouched Vazalkyon Ghoul
Zhentarim Hunter
Drow Advanced Guard
Drow Guard Post
Drow Barracks
Gargantuan Fiendish Monstrous Spider
Guard Squadron (Inn - Part 1)
Vampire Commanders (Inn - Part 2)
Tavern Fight


Links to previous threads in the Such Tangled Webs They Weave game can be found below:

Game Threads
CO Concept | Pre-Game Setup
Shadow's Edge - Gift of Nobility
CO Comments | Recruiting | Mid-Game Setup
Such Tangled Webs They Weave - The Dalelands
Such Tangled Webs They Weave - Crypts and Caves
Interim Game - Beginning | Recruiting | Mid-game Setup
Such Tangled Webs They Weave - Echoes of Silence
Mid-game Setup
Such Tangled Webs They Weave - Breaching the Spider's Web
Mid-game Setup
Such Tangled Webs They Weave - The Shattered Weave [Current]
Mid-game Setup


Fallen Characters Show

[POST=9279024]Torel Silvanus[/POST] [PM=329610][/PM] [Erithmu]...........Human, human paragon 3/druid 5
[POST=14884241]Simon[/POST] [PM=292358][/PM] [Blade2718].........Human, human paragon 3/cleric 4/prestige paladin 3/fist of Raziel 1
[POST=14886970]Alton Newcastle[/POST] [PM=251386][/PM] [Phoenix Inferno]...Human, scout 3/ranger 5/stalker of Kharash 2/horizon walker 1
[POST=14885020]Farif a'Delaame[/POST] [PM=160742][/PM] [Thramzorean].......Human, warblade 5/incarnate 4





Former players in the game:

Lost Nobles Show
[post=3664966]Sinwa Unseen[/post]  [Snow Savant].......Human, druid 10
[post=3658782]Morgan[/post]  [Previn]............Human, sorcerer 6/incantatrix 4

[post=3657814]Jama Stonewalker[/post]  [ZenRanger].........Spirit Folk, rogue 6/ranger3/horizon walker 1
[post=3665698]Maer Dallindel[/post]  [Mommy was an Orc]..Human, rogue 3/wizard 2/prestige bard 5
[post=3689762]Locke Amraphel[/post]  [Mucknuggle]........Human, cleric 5/dweomerkeeper 2/divine disciple 3
[post=3690601]Roryn Mira Chi[/post]  [horndgod]..........Gold Dwarf, monk 2/sohei 1/ranger 1/fighter 1/shou disciple 4/bear warrior 1




Lost and Awol Adventuring Party Members Show
[POST=9576531]Itzcuahl[/POST] [PM=164238][/PM] [Matt Neuman].......Were-eagle, barbarian 1/ranger 2/psion 2
[POST=14884816]Erut[/POST] [PM=154836][/PM] [Rilem].............Grimlock, psychic warrior 2/rogue 3/barbarian 1

[POST=9262749]Traisal[/POST] [PM=325596][/PM] [Todd]..............Half-Drow, wizard 5/war weaver 3
[POST=9578581]Mazlor Vandree[/POST] [PM=383653][/PM] [Jozell]............Drow, barbarian 1/fighter 2/psychic warrior 2/warmind 2
[POST=14932812]Karashun[/POST] [PM=328444][/PM] [PonTelon]..........Kobold, sorcerer 5/sandshaper 1/war weaver 3
[POST=14884714]Jekro[/POST] [PM=483703][/PM] [archerpwr].........Dragonborn deep imaskari, psion 9


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4 years ago  ::  Sep 01, 2009 - 4:32AM #3
Thramzorean
Date Joined: Jun 6, 2001
Posts: 4,642

Character moved to Character sheet thread... will delete shortly.

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4 years ago  ::  Sep 01, 2009 - 7:15AM #4
22_Over_7
Date Joined: Feb 1, 2008
Posts: 3,471

Halandar Saranac
Dark[sup]ToM[/sup] Strongheart[sup]FRCS[/sup] Halfling Swordsage[sup]ToB[/sup] 10
Small Humanoid (Extraplanar), Chaotic Neutral (largely good, however), worshipper of Valkur

Initiative +7; Listen +5; Spot +3
Languages: Common, Halfling, Shou
________________________________________
AC 27 (10 + 1 size + 4 DEX + 3 WIS + 6 armor + 1 deflection + 2 natural armor), touch 19, flat-footed 23
HP 78 (10 HD) (average method)
Fort +8 (3 base + 3 CON + 2 resistance) Ref +13 (7 base + 4 DEX + 2 resistance) Will +12 (7 base + 3 WIS + 2 resistance)
________________________________________
Speed 40ft (8 squares)

Melee +15/+10 (+7 base + 1 size + 4 DEX + 1 enhancement + 1 Weapon Focus +1 Unnamed) +1 Shadow Hand Spiked Chain (2d4 + 1 enhancement - 1 STR + 4 Shadow Blade)
Ranged

Space 5 ft; Reach 5ft (10ft w/ reach weapon)
Base Atk +7; Grapple +2 (7 - 4 size - 1 STR) ; Trip -5/+0 (-4 size -1 STR / + 4 DEX); Disarm -4 (-4 size)
________________________________________


Maneuvers Known Show

Maneuvers and Stances Known (IL 10th):
Stances - Step of the Wind, Island of Blades,
Assassin's Stance, Step of the Dancing Moth
Strikes - Sapphire Nightmare Blade, Emerald Razor, Soaring Raptor Strike,
[s]Insightful Strike*[/s], Ruby Nightmare Blade, Mind Strike*
Boosts - Burning Blade, Dancing Mongoose*, Sudden Leap*
Counters - Counter Charge*, Baffling Defense, Mind over Body*, Mirrored Pursuit
Other - [s]Shadow Stride*[/s], Shadow Jaunt*

Disciplines - Diamond Mind, Setting Sun, Tiger Claw, Shadow Hand

* Readied maneuver


________________________________________


Expanded Descriptions Show

[font="Courier New"]STR 08 (10 base - 2 racial)
DEX 18 (15 base + 2 racial + 1 level)
CON 16 (16 base)
INT 12 (12 base)
WIS 16 (15 base + 1 level)
CHA 08 (08 base)[/font]Racial Features Show
  • +2 DEX, -2 STR
  • Small sized - +1 size bonus to AC, +1 attack rolls, +4 size bonus to Hide checks, must use smaller weapons, 3/4ths carrying capacity
  • 20ft land speed
  • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks
  • Bonus feat
  • +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Favored Class: Rogue
Dark Creature template Show
  • LA +1
  • Darkvision 60ft
  • +10ft to all movement modes
  • Hide in Plain Sight
  • Cold resistance 10
  • Superior low-light vision
  • +8 Hide, +6 Move Silently
Class Features Show
  • Quick to Act +3 - +3 initiative
  • Weapon Focus (Shadow Hand weapons)
  • WIS to AC while unencumbered, wearing light armor and not using a shield
  • Insightful Strikes (Diamond Mind) - +WIS to damage when using Diamond Mind strikes
  • Sense Magic - Identify magic weapons and armor (level check vs DC 10+ caster level of weapon/armor)
  • Defensive Stance (Shadow Hand) - +2 saves while in a Shadow Hand stance
  • Evasion - take no damage on a successful Reflex save
Feats Show
  • Shadow Blade[sup]ToB[/sup]
  • Adaptive Style[sup]ToB[/sup]
  • Weapon Finesse
  • Exotic Weapon Proficiency (Spiked Chain)
  • Combat Reflexes
Skills Show
+01 Appriase ..........................(00 ranks + 1 INT)
+11 Balance ...........................(07 ranks + 4 DEX + 0 synergy)
-01 Bluff .............................(00 ranks - 1 CHA)
+01 Climb .............................(00 ranks - 1 STR + 2 racial)
+26 Concentration .....................(13 ranks + 3 CON + 10 competence)
+03 Craft .............................(00 ranks + 3 WIS)
+01 Diplomacy .........................(00 ranks - 1 CHA + 2 synergy)
-01 Disguise ..........................(00 ranks - 1 CHA)
+04 Escape Artist .....................(00 ranks + 4 DEX)
+01 Forgery ...........................(00 ranks + 1 INT)
-01 Gather Information ................(00 ranks - 1 CHA)
+03 Heal ..............................(00 ranks + 3 WIS)
+22 Hide ..............................(06 ranks + 4 DEX + 4 size + 8 racial)
-01 Intimidate ........................(00 ranks - 1 CHA)
+18 Jump ..............................(10 ranks - 1 STR + 2 racial + 2 synergy + 5 competence)
+05 Listen ............................(00 ranks + 3 WIS + 2 racial)
+09 Martial Lore ......................(08 ranks + 1 INT)
+18 Move Silently .....................(08 ranks + 4 DEX + 6 racial)
-01 Perform ...........................(00 ranks - 1 CHA)
+04 Ride ..............................(00 ranks + 4 DEX)
+01 Search ............................(00 ranks + 1 INT)
+15 Sense Motive ......................(12 ranks + 3 WIS)
+04 Sleight of Hand ...................(00 ranks + 4 DEX)
+03 Spot ..............................(00 ranks + 3 WIS)
+03 Survival ..........................(00 ranks + 3 WIS)
+04 Swim ..............................(05 ranks - 1 STR)
+00 Use Rope...........................(00 ranks + 4 DEX)

+03 Knowledge (History) ...............(02 ranks + 1 INT)
+03 Knowledge (Local - Lurien) ........(02 ranks + 1 INT)
+03 Knowledge (Local - Kara Tur) ......(02 ranks + 1 INT)
+03 Knowledge (Local - Dalelands) .....(02 ranks + 1 INT)
+03 Knowledge (Nature) ................(02 ranks + 1 INT)
+05 Profession (Sailor) ...............(04 ranks + 1 INT)
+14 Tumble ............................(08 ranks + 4 DEX + 2 synergy)


________________________________________


Equipment Show

Wealth 7,638.04 gold; Carrying Capacity 15.5 lbs (19.5/39.75/60); Other

Standard Equipment Array (Max Dex +6, Armor Check Penalty 0)
Head - (?? lbs, ??? gold)
Eyes - Third Eye - Concentrate (0 lbs, 10000 gold)
Throat - Amulet of Natural Armor +2 (0 lbs, 8000 gold)
Torso - +2 Mithril Chain Shirt (6.25 lbs, 5100 gold)
Body - (?? lbs, ??? gold)
Waist - Healing Belt (0.5 lbs, 750 gold)
Shoulders - Cloak of Resistance +2 (0.5 lbs, 4000 gold)
Arms - Strongarm Bracers (0.5 lbs, 6000 gold)
Hands - (:?? lbs, ???? gold)
Ring1 - Ring of Sustenance and Protection +1(0 lbs, 2500 gold)
Ring2 - (?? lbs, ??? gold)
Feet - Boots of Striding and Springing (0.5 lbs, 5500 gold)

M. Weapon - +1 Shadow Hand Spiked Chain (5 lbs, 8325 gold)
Shield - (?? lbs, ??? gold)
R. Weapon - (?? lbs, ??? gold)
Quiver - (?? lbs, ??? gold)

Possessions
Heward's Handy Haversack (5 lbs total, 2000 gold) [41.5/80 lbs]:
- Bedroll (5 lbs, 0.1 gold)
- Rod of Ropes (4 lbs, 4000 gold)
- Winter Blanket (3 lbs, 0.5 gold)
- Masterwork Manacles (2 lbs 50 gold)
- Lock (Good) (1 lbs, 80 gold)
- 10 pieces of Chalk (-- lbs, 0.1 gold, )
- Ink vial ( -- lbs, 8 gold)
- Ink pen (-- lbs, 0.1 gold)
- small steel mirror (-- lbs, 10 gold)
- 10 sheets of Paper( -- lbs, 4 gold)
- Shovel (2 lbs, 8 gold)
- 100ft Silk Rope (20 lbs, 10 gold)
- Crowbar (2 lbs, 5 gold)
- Empty Sack (0.1 lbs, 0.5 gold)
- 2 Flasks (0.06 lbs, 3 gold)
- 10 Tindertwigs (-- lbs, 10 gold)

Belt Pouch (0.5 lbs, 1 gold) []:
- Coins - ??pp, ??gp, ??sp, ??cp (?? lbs)
- Gemname - ??gp (-- lbs)
- Gemname - ??gp (-- lbs)
- Other pouch contents (?? lbs, ?? gold)

Potion Belt (?? lbs total):
- potion (?? lbs, ??? gold)
- flask (?? lbs, ??? gold)


________________________________________


Description and Background Show

Background
Despite being born in Lurien among the Stronghearts, Halanadar - or Hal, as others often call him - has always suffered from wanderlust. The Hin Nation train their young in a form of martial arts, similar to that which the Shou people are known for, so after a stint in the militia, Hal took off for points east, hoping to find the homeland of the Shou - the mysterious Kara-Tur. It took several months to make the journey, but at last, he arrived. He found a small monastery, where in exchange for work, he trained in their ways. He quickly became one of the top disciples and mastered some of the most difficult techniques known to the masters. After a decade of study, Hal felt the urge to travel again. He departed for the West along the Golden Way with a merchant caravan. During this trip, he disappeared without a trace.

He reemerged around the Moonsea a couple of years later - paler, and with jet black hair. He does not answer questions about those years. People who repeatedly ask tend to get hurt.
________________________________________
Bibliography Show
ToM - Tome of Magic
ToB - Tome of Battle
MIC - Magic Item Compendium
FRCS - Forgotten Realms Campaign Setting
Interesting article on integrating Tome of Battle into Forgotten Realms games - if it ever comes up, I will identify the fighting styles as described in the article

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4 years ago  ::  Sep 01, 2009 - 12:04PM #5
soudou
Date Joined: Jan 13, 2008
Posts: 1,348

Melia Kobor


Melia Show


Melia Kobor a.k.a. "Laeli Phaeanis"
Female Half-Elf (Drow)
Binder 8 / Bard 1 / Scion of Dantalion 2
Chaotic Good
reveres Eilistraee and Oghma

Medium Humanoid, 4'11" tall, 95 lb, 25 yrs old


Str 12 (+1) 12 base (4 pts)
Dex 16 (+3) 14 base (6 pts), +2 enhancement
Con 16 (+3) 14 base (6 pts), +2 enhancement
Int 16 (+3) 14 base (6 pts), +2 enhancement
Wis 8 (-1) 8 base (0 pts)
Cha 20 (+5) 16 base (10 pts), +1 4th level, +1 8th level, +2 enhancement

Hit Points: 82 (8 + 41 + 33 (3 con * 11))
AC 20 (base 10, dex +3, armor +5, shield +2), Touch 13, Flat 17
Init +3
BAB +7/+2, Grap +8
Speed 30  (base 30, light armour, light load)
Fort +12 (+9 base, +3 con), Ref +8 (+5 base, +3 dex), Will +10[+12] (+11 base, -1 wis, [+2 racial bonus against spells and spell-like abilities])
[+14/+10/+14 vs. Enchantment spells or effects (+2 racial bonus)]

+1 Gloryborn Mithral Chain Bikini, +5 AC, +6 max dex, 0 armor check
+1 Buckler, +2 AC, 0 armor check

+9 Melee, +1 Keen Rapier , 1d6+2, 15-20/x2, Piercing
+9 Melee, MW Flutter blade, 1d4+1, 19-20/x3, Slashing or Piercing
+8 Melee, Sap, *1d6+1, 20/x2, Bludgeoning
+10 Ranged, Hand Crossbow, 1d4, 19-20/x2, Piercing

*nonlethal damage

Full Attack:

Bound Vestiges and adjustments Show

Dantalion (automatic good pact)

The Triad (good pact)

(from Sealing the Remnant): Dahlver-Nar
Power Gained: Shield Self

Phylactery:  Zceryll (bad pact)


Binding Checks, The Triad and Zceryll
Binding Check, Dahlver-Nar



Spells Show

Spells Known
1st (3/day) - Charm Person*, Comprehend Languages, Improvisation, Undetectable Alignment
2nd (2/day) - Dark Way, Invisibility, Suggestion*

Save DC 15 (10 + cha mod) + spell level
+2 to DC of Enchantment spells*


Maneuvers Show

* = readied
> = expended

Maneuvers: (1/encounter)
*Shadow Garrote (from gloves)- 5d6 ranged touch


Skills Show

2+int(2)x4=16, 2+int(2)x8=32, 6+int(2)=8 = 56

Speaks Common, Undercommon, Elven (drow dialect)

+15 Bluff (10r, 5 cha)
+8 Concentration (5r, 3 con)
+18 Diplomacy (7r, 5 cha, +4 synergy, +2 racial)
+17 Disguise (5 cha, 2 synergy, +10 item)
+8 Gather Information (1r, 5 cha, +2 racial)
+8 Intimidate (1r, 5 cha, +2 synergy)
+5 Knowledge (arcana)  (2r, 3 int)
+4 Knowledge (architecture and engineering) (1r, 3 int)
+4 Knowledge (dungeoneering) (1r, 3 int)
+8 Knowledge (history)  (5r, 3 int)
+5 Knowledge (local, Underdark)  (2r, 3 int)
+4 Knowledge (nature) (1r, 3 int)
+4 Knowledge (nobility and royalty) (1r, 3 int)
+4 Knowledge (psionics) (1r, 3 int)
+5 Knowledge (religion) (2r, 3 int)
+5 Knowledge (the planes)  (2r, 3 int)
+0 Listen (-1 wis, +1 racial)
+5 Perform (caveharp) (3r, +2 circumstance)
+5 Search (1r, 3 int, +1 racial)
+4 Sense Motive (5r, -1 wis)
+0 Spot (-1 wis, +1 racial)

+5/+15 Bardic Knowledge (+1 Bard levels, +2 Int, +2 synergy)/[+10 EBL when bound to The Triad]


Feats Show

- Drow Legacy [sup]Lvl 1[/sup]
- Improved Binding [sup]Lvl 3[/sup]
- Ignore Special Requirements [sup]Binder 4 bonus feat[/sup]
- Expel Vestige [sup]Lvl 6[/sup]
- Sealing the Remnant (DM custom feat) [sup]Lvl 9[/sup]


Racial traits and class features Show

Half-elf (w/Drow Legacy) traits
- immune to magical sleep
- +2 bonus to saving throws vs. enchantment spells or effects
- low-light vision
- darkvision
- +1 racial bonus on listen, search, and spot
- +2 racial bonus on diplomacy and gather information
- elven blood
- favoured class: any
- +2 bonus on will saves against spells and spell-like abilities
- exotic weapon proficiency (hand crossbow)
- Undercommon and drow dialect of Elven as automatic languages
- spell-like abilities, 1/day:  Dancing Lights, Darkness, Faerie Fire (caster level = class level)
- dazzled (-1 to attacks, saves, checks) in bright sunlight or within daylight spell

Binder features
- Soul binding (2 vestiges)
- Pact augmentation (2)
- Suppress sign
- Soul guardian (immune to fear)
- save DC 22 on supernatural effects granted by vestiges (10 + effective binder level/2 + cha mod + Veil of Allure)



Equipment Show

+1 Gloryborn Mithral Chain Bikini (worn, 12.5 lb) 2250
+1 Buckler (left arm, 5 lb) 1165
Amulet of Health +2 (neck, --) 4000
Shadow Hands of Dexterity +2 (hands, --) 5500
Cloak of Charisma +2 and Resistance +1 (worn, 2 lb) 5000
Traveler's Outfit (sort of) (worn, --)
Vestige Phylactery (left thigh, 5 lb) 15,000
Hat of Disguise and Intellect +2 (head, --) 5800
Healing Belt (waist, 1 lb) 750
Veil of Allure (face, --) 14,000

+1 Keen Rapier (right hip, 2 lb) 8320
MW Flutter Blade (right boot, 2 lb) 315
Hand Crossbow (left hip, 2 lb) 100
10 bolts (, 1 lb) 1 gp
Drow knockout poison, 1 dose (, --) 400
Sap (, 2 lb) 1 gp

Wand of Fear [as 3rd lvl Bard spell, CL 7]  1575

Caveharp (, 3 lb) 150

chalk, 10 pieces (pouch, lb) 1 sp

Coins-  1672 gp, 9 sp (pouch,  lb)

Encumbrance:  33.5 lb [Light Load, 0-43 lb], [Medium Load, 44-86 lb], [Heavy Load, 87-130 lb]


Original Background Show

Melia was born in the forests known as the Archwood, in northern Sembia, the half-breed of two fugitives, rebelling against the societies in which they were hewn. 

Her mother was called Minrae, of the House Phaeanis.  Thrust into training for the priesthood at an early age, Minrae quickly lost her taste for the vicious nature of life in the Underdark and found her fear and respect of their patron Lolth turning more and more to hatred and loathing.  It was then that Eilistraee appeared to her in a dream, beckoning with two simple words, "Ascend, child."  Minrae found her way to the surface and almost immediately ran into an adventuring party, run by a young merchant noble named Andras Selkirk.  Seeing that she was alone (and very attractive and barely clothed), he asked her to travel with them, hoping to gain valuable information about the Drow culture.

As they adventured together, they became friends and more, and it was not very long before a child was conceived.  They attempted to settle down for a time in Daerlun, to raise the child, but it seemed just as fate had conspired to bring them together it would likewise drive them apart. 

Andras began to grow more and more tired of the adventuring life, and even moreso of the conniving nature of his merchant house.  Minrae, at the same time, was frustrated by the constant need for secrecy and disguise, knowing that members of her race were not often accepted as viable members of surface society (she most of all resented Andras' preference that she be disguised as a human woman).  So, they fled the city and made themselves a home in the Archwood.  Andras took the name Kobor, breaking his ties with his merchant kin.  Shortly thereafter, a daughter, Melia was born.

As Andras' comfort with life in the woodlands grew, so did Minrae's boredom and wanderlust.  One day, when Melia was but four years of age, she awoke to find her mother gone without so much as a word.

Her father raised her as best he could, knowing he could not keep her hidden and sheltered in the woods forever.  He taught her the value of disguise, and would bring her occasionally to the city, so that she might find a taste for society and not grow up as wild and flighty as her mother.

A skilled swordsman, he attempted to teach Melia the martial way, but she never paid much attention to his lessons, dancing and singing instead of performing his drills and exercises.  She was far more interested in the libraries of the cities they visited, and relished these visits.  She would spend hours rifling through old texts, fascinated by any reading she could lay eyes on.

As she matured, she began to sneak away despite her father's wishes and warnings, making solo trips to the city to delve further and further into older and more obscure texts.  It was through this unquenchable thirst for knowledge (and through a friend and, briefly, a lover she made in the process, a cleric of Oghma) that she discovered pact magic.  The study of binder history quickly became her favourite subject, along with the interest she always held in the Drow.  By reading about the latter, she subconsciously hoped to learn more about her mother who disappeared when she was so young. 

She stole a few books and began practicing binding at home, hiding it from her father.  He eventually discovered what his daughter had been doing and was enraged, demanding that she stop "that insidious witchcraft" at once or leave his home.  Temper flaring, she snatched up her books and stormed out of the house.  She realised later that night that she would need more than just her books if she were to set out on her own, so she returned to her home and broke in, intending to take her things and leave again without having to confront her father.  His temper had cooled, however, and he regretted his words.  So when she managed to sneak in, he was there waiting for her.  Melia's father begged her to stay, but she refused.  He sighed, nodding his head; he had always known this day would come.  "Take these, then," he requested, opening an intricately carved wooden box.  "They were commissioned for your mother."  Inside were a pair of shining black gems, carved in the shape of two delicate hands.  When Melia moved to pick them up, they vanished and a pair of black silk gloves appeared on her own hands.  She could feel their power coursing through her.

So she left, and given her fascination with her mother's kind, and her general dislike for the bright light of day, she found her way into the Underdark.  She worked as a mercenary for a time, serving as a hired soldier for trade caravans.  She walked a perilous line, sometimes disguising herself as a dark elf noblewoman (taking her mother's surname of Phaeanis, and the first name Laeli, which means "daughter of night") to find work with their kind, and sometimes appearing human, to work for those who were less friendly towards the Drow.  Though she grew frustrated with the dark elves' vicious ways, she was able to see that it was a product of their society and not built into their nature, and preferred to travel as Laeli whenever possible.

She progressed in her knowledge and ability, and after a time she discovered the vestige called Dantalion.  She felt a strong connection to him, and basked in the access to his wealth of knowledge in all things, and his given ability to read others' thoughts.  Using this and her own skill, she began to find more work, selling information and general intelligence to whoever was willing to pay for it.  She would, however, often give misleading information to those whose thoughts belied particularly evil intent.

She continues in her quest for knowledge, and her subtle attempts to undermine the evil doings in the area, hoping to somehow subvert Lolth's subjugation of her people and help them peacefully coexist with other beings.


Story of the Last Month or So... Show




Appearance Show

Melia possesses a slender, sculpted figure, platinum white hair flowing down about her shoulders.  She wears a "shirt" of elven chain armour that covers her bosom and little else.  Another small section of chain covers her pelvic region, held up by a fine belt from which hangs an ornate rapier and a traditional dark elf hand crossbow.  She wears knee-high black boots which seem to coordinate with the black silk gloves that tightly cover her hands and forearms.

Melia is most often seen as Laeli, a drow noblewoman just barely of mature age.  This persona wears even less than the real thing, keeping the boots and gloves pretty much as they are, and clothed in an evocative suit of fine leather that stretches across her ebony frame like spider webs, covering the important parts and leaving little else to the imagination.  She keeps her ornate rapier visible, thinking it helps add to the appearance and implication of nobility.


Personality Show

Melia is a woman of strong character.  She takes pride in her appearance, and tends to flaunt her considerably attractive looks.  To some, this may come across as narcissistic or vain, but she resents either opinion strongly, seeing no fault in being confident in her appearance.  She can also be very amorous, though by her own count she has had far too few lovers since beginning her travels beneath the surface, as she is usually unwilling to compromise her disguises.  Melia's preference for traveling as Laeli, while useful, is truly more from a combination of pride in her heritage and emulating a glorified memory of her mother than it is utilitarian.  She hopes to somehow find her mother some day, and when she is able, she attempts to use her considerable skill for gathering information to research who she was, at the very least before she came to the surface.  Her thirst for knowledge is likewise unquenchable, and it is this intense curiosity that has fueled her many adventures thus far.  Despite parting ways on somewhat rough terms, and not having spoken to him for several years on account of adventuring, Melia loves and respects her father (though she considers him a boring old man), and hopes to someday return to the surface and visit him.

Lorem ipsum dolor sit down and shut up.
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4 years ago  ::  Sep 01, 2009 - 2:09PM #6
elonin
Date Joined: Jun 30, 2003
Posts: 829

Moved to the charactor sheet thread.

Feb 13, 2007 -- 9:12AM, zombiegleemax wrote:

You know you qualify as artillery when it's more effective to use divination magic to locate your targets than a Spot check.

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4 years ago  ::  Sep 01, 2009 - 6:32PM #7
RadicalTaoist
Date Joined: Aug 17, 2004
Posts: 2,531

I have a few choice things to say about the reformatting task that I think the Code of Conduct prohibits me from posting. >_<#


Reserving spot, will place reformatted charsheet here shortly.

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4 years ago  ::  Sep 02, 2009 - 10:17PM #8
Blade2718
Date Joined: Mar 11, 2004
Posts: 585


Should be correct.


Mercutio, Death's Head


Crusader 1/Cleric 4/Knight Vindicator 6


Medium LN Humanoid (Hellbred); Patron Deity: Kelemvor


6'4" tall, 224 wt, 37 yrs old


 xp


 


Init +1; Senses: Darkvision 120', Listen +4, Spot +4


Aura of Law


Languages Common, Infernal, Drow, Drow Sign, Undercommon


 


AC 24 (+1 Dex +1 natural +7 armor +4 shield +1 deflection), touch 12, flat-footed 22


HP  57 (12+10d8); DR (none)


Fort +10 (8 base + 0 Con +2 resistance), Ref +6 (3 base + 1 Dex +2 resistance), Will +14 (9 base + 3 Wis +2 resistance)


 


Speed 30 ft. [6 squares]


 


Melee +1 holy morningstar +16/+11 (1d8+6, x2)


Ranged Masterwork lLongbow  +12/+7 (1d8, x3, 100')


 


 


Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon)


Base Atk +10/+5  Grapple +13  Trip +6  Disarm +10


 


Atk Options: Maneuvers


Special Actions: Turn Undead, Spellcasting


Combat Gear: wand of cure light wounds


 


Active Spells/Effects:


 


Spellcasting Show

Cleric CL 11, (6|5+1|4+1|4+1|3+1):


0th (DC 14) - guidance x3, light, detect magic, create water


1st (DC 15) - ray of hope x2, divine favor, blade of blood x2, protection from chaos[sup]D[/sup]


2nd (DC 16) - angelskin x2, animalistic power x2, locate object[sup]D[/sup]


3rd (DC 17) - ---, ---, ---, ---, fly[sup]D[/sup]


4th (DC 18) - panacea, revenance, ---, dimension door[sup]D[/sup]

Martial Maneuvers Show
[FONT="Courier New"]


Stances: Martial Spirit, Island of Blades, Press the Advantage


Strikes: Vanugard Strike, Shadow Garrotte, Tactical Strike, Stone Bones, Shadow Garrote, Revitalizing Strike, Overwhelming Mountain Strike, Divine Surge


Boosts: White Raven Tactics, 


[/FONT]

Expanded Ability Descriptions Show
Ability Scores


Str 20 (+5)  (11 pts +2 level +2 enhancement)


Dex 12 (+1)  (4 pts)


Con 10 (+0)  (4 pts -2 racial)


Int 10 (+0)  (2 pts)


Wis 18 (+4)  (11 pts +2 enhancement)


Cha 10 (+0)  (0 pts +2 racial)


Hellbred Traits Show

[FONT="Courier New"]- Infernal Mien: +2 racial to Intimidate


- Evil Exception (Ex): No penalty for using evil spells or magic items


- Hellbound (Su): Can only be raised by a resurrection or greater


- Devil's Favor (BF)


- Infernal Aspect: Spirit (+2 Cha, -2 Con, +2 Sense Motive, 120' Darkvision)[/font]

Skills (ACP -1) Show
[font="Courier New"]01 Balance (1 ranks +1 Dex -1 ACP)


04 Climb (0 ranks +5 Str -1 ACP)


09 Concentration (10 ranks +0 Con)


00 Escape Artist (0 ranks +1 Dex -1 ACP)


04 Jump (0 ranks +5 Str -1 ACP)


05 Hide (4 ranks +1 Dex)


10 Intimidate (8 ranks +2 racial)


08 Knowledge (Religion) (8 ranks +0 Int)


04 Listen (0 ranks +4 Wis)


08 Martial Lore (8 ranks +0 Int)


00 Move Silently (0 ranks +1 Dex -1 ACP)


08 Sense Motive (0 ranks +4 Wis +2 racial)


04 Spot (0 ranks +4 Wis)


03 Swim (0 ranks +5 Str -2 ACP)


 


Speaks  Drow, Drow Sign Language, Undercommon[/font]


Feats Show
[FONT="Courier New"]- Devil's Favor: 1/day +2 to any attack, save, or skill check.


- Extra Granted Maneuver


- Extra Turning


- Touch of Healing


- Law Devotion[/FONT]

Class Abilities Show
Crusader Abilities Show
[FONT="Courier New"]- Maneuvers


- Furious Counterstrike


- Steely Resolve 5[/FONT]

Cleric Abilities Show
[FONT="Courier New"]- Turn Undead


- Spontaneous Restoration (Requires material components; Replaces Law Domain power)


- Law Domain (spells only)


- Travel domain (Survival is a class skill.  For a total time per day of 1 round/cleric level you possess, you can act as if you were affected by freedom of movement.)[/FONT]

Knight Vindicator Abilities Show
[FONT="Courier New"]- Divine Recovery


- Armored Stealth[/FONT]

Items and Wealth Show
[b]Standard Equipment Array[/b] (Max Dex +5, ACP -1, 33.24 lbs)


 Arms      - [i]bracers of ogre power +2[/i]                      04,000.00


 Body      - [i]+2 mithril breastplate[/i] (15 lbs)               08,200.00


 Eyes      -                                               00,000.00


 Head      - [i]helm of wisdom +2[/i]                             04,000.00


 Ring 1    - [i]ring of sustenance and protection +1[/i]          04,500.00


 Ring 2    - [i]ring of feather falling[/i]                       02,200.00


 Shoulders -                                               


 Torso     - [i]vest of resistance +2[/i] (1 lb)                  04,000.00


 Throat    - 


 Waist     - [i]Healing belt of natural armor +1[/i]              02,750.00


 


[b]Unslotted Items[/b]


           - Traveller's outfit                            00,000.00


           - Money belt (17 pp, 27 gp, 18 cp) (1.24 lbs)   00,004.00


           - Silver holy symbol (1 lb)                     00,025.00


           - [i]Metamagic rod,  Extend[/i]                        03,000.00


           - [i]nightstick[/i]                                    03,000.00


 


[b]M. Weapon[/b] - [i]+1 holy morningstar[/i] (6 lbs)                    18,308.00


[b]Shield[/b] -    [i]+2 darkwood heavy shield of daylight[/i] (5 lbs)   07,257.00


 


[b][i]Heward's Handy Haversack[/i][/b] (5 lbs)                           02,000.00


-Left Compartment


Silver holy symbol (1 lb)                          00,025.00


Incense for divination                             00,075.00


Powdered diamond                                   00,200.00


Powdered silver                                    00,100.00


Augury focus                                       00,025.00


Cleric's vestments (6 lbs)                         00,005.00


Spell component pouch x3 (2 lbs each)              00,015.00


Small altar cloth                                  00,003.00


 


-Right Compartment


Tindertwig x10                                     00,010.00


Small steel mirror (0.5 lbs)                       00,010.00


8 oz. vial of ink                                  00,008.00


Inkpen                                             00,000.10


Whetstone (1 lb)                                   00,000.02


Chalk x10                                          00,000.10


Paper, 8 sheets                                    00,004.00


[i]Wand of cure light wounds[/i]                          00,750.00


 


-Center Compartment


Bedroll (5 lbs)                                    00,000.10


Winter blanket (3 lbs)                             00,000.50


Spruce altar case (5 lbs)                          00.020.00


Masterwork longbow (3 lbs)                         00,075.00


60 arrows                                          00,003.00


Character Background Show
Though he swore loyalty to the Lord of the Nine, the god of death gave the individual now known as Mercutio a second chance at life as a hellbred.  Sworn to the cause of death  

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4 years ago  ::  Sep 05, 2009 - 7:11AM #9
Ander_Spectacular
Date Joined: Dec 24, 2004
Posts: 2,149

Will fix formatting errors and some minor issues this week.  Still trying to get my head around the new forums(but I haven't spent much time here yet).


 


Dax Feldspar
Earth Dwarf Barbarian 2/Fighter4/Warblade2/Swordsage2
Alignment: NG Size: M Type (Subtype): Humanoid Patron Deity: Not religious
(Rolled Under Dax Feldspar)


Str: 22 (10pts, +2 race, +2 level, +2 gauntlets)
Dex: 10 (4pts, -2 race)
Con: 18 (10pts, +2 race)
Int: 10 (2 pts)
Wis: 12 (4 pts)
Cha: 8 (2 pts, -2 race)

Init +0; Senses Darkvision 60 ft; Listen +, Spot +

Languages Common, Dwarven

Encounter Information Notes Show





AC 23/28 v ranged (10 + 8 armor +3 enhancement+1 deflection +1 natural armor), touch 11, flat-footed 20
HP: 118 (78 rolled + 40 con) Great rolls1 Not great roll
HD: 10
Fort +16 (10base +4con +2resist), Ref +5 (3base +2resist), Will +6 (3base +1 wis +2resist)

Weaknesses: -2 penalty on all saving throws against spells, spell-like abilities, and supernatural abilities with the air subtype or used by creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.

Defensive Information Notes Show

Improved Uncanny Dodge
+5 AC vs ranged attacks due to crystal of arrow deflection
Wall of Blades: Immediate Interrupt, replace AC with attack roll
Moment of Perfect Mind(Use concentration check instead of will save)
Iron Heart Surge
Steadfast Boots(while wielding 2-handed weapon considered readied for charge)
Counterstrike Bracers (2/day on opponents miss make AoO)


Speed 20 ft. [4 squares]

Attacks: Greatsword: +20 (+9 BAB, +6 str, +1 enhance, +3 Discipline, +1 W.F.); 3d6 + 10(+9 strX1.5, +1 enhance, +1d6 Punishing Stance)

On charge: Greatsword +20/+15 (+9 BAB, +6 str, +1 enhance, +3 Discipline, +1 W.F., +2 charge, -2 Snap Kick) 3d6+37(+9 strX1.5, +1 enhance, +27 Power Attack, +1d6 Punishing Stance); Unarmed Strike +15(+9 BAB, +6 str, +2 charge, -2 snap kick) 2d6+18

Ranged ranged weapon + (1d6+3)

Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon)
Base Atk +8; Grapple +14; Trip +14; Disarm +18

Atk Options: See below
Special Actions: Rage 3/day; Dance of the Spider; Child of Shadow
Combat Gear

Offensive Information and Notes Show

+1 racial bonus on attack rolls against creatures of the air subtype, including extraplanar creatures from the Elemental Plane of Air.
Pounce
Power Attack
Shock Trooper(PA from AC instead of to hit)
Leap Attack
Snap Kick(+1 attack, -2 to all attacks)
Lesser Crystal of Lifedrinking(+3hp healed per attack up to 30)


Powers & Skills Show

Feats:
1 Adaptive Style
2(Fighter Bonus) Power Attack
3(Fighter Bonus) Imp Bullrush
3 Extra Rage
6 Leap Attack
7(Fighter Bonus) Shock Trooper
9(Swordsage Bonus) Improved Unarmed Strike
9(Swordsage Bonus) Weapon Focus: Stone Dragon(Greatsword)
9 Snap Kick

Maneuvers(* readied):
Warblade: Steely Strike, Moment of Perfect Mind*, Rabid Wolf Strike, Wall of Blades*, Iron Heart Surge*
Swordsage: Burning Blade*, Sudden Leap*, Mountain Hammer, Burning Brand, Shadow Jaunt*, Cloak of Deception, Soaring Raptor Strike*
Stances: Punishing Stance, Child of Shadow, Dance of the Spider

Skills: ACP(-5)*
Balance + 5(5 rank +2 synergy)*
Climb +13 (3 ranks + 6 str)*
Concentration +13 (9 ranks +4 con)
Jump +24 (11 ranks + 6 str + 5 competence+2 synergy)*
Listen +7 (6 ranks +1 wis)
Survival +6 (5 ranks +1 wis)
Tumble +6 ( 5 rank +2 synergy)*

Tricks:
Extreme Leap(CS 86, if jump at least 10', may spend a swift action to move an extra 10').
Twisted Charge(CS 90, make 90 degree turn during charge, cannot move more than speed.


Expanded Ability Descriptions Show

Earth Dwarf Show

Improved Stonecunning: An earth dwarf's racial bonus on Search checks to notice unusual stonework is +4 (instead of +2).

+4 racial bonus on Appraise checks and Craft checks that are related to stone or metal items: An earth dwarf has a particularly strong familiarity with objects made of the bones of the earth, hence the higher racial bonus.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.

Stability: An earth dwarf gains a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison.


Class Features:
Barbarian Show

Lion Totem Variant: Sacrifice fast movement for Pounce
Rage 1/day
Imp Uncanny Dodge


Fighter Show

Weapon & Armor Profs
Bonus Feats


Warblade Show

Maneuvers
Uncanny Dodge
Weapon Aptitude
Battle Clarity: Reflex Saves


Swordsage Show

Unarmed Variant: Sacrifice armor proficiencies to gain monk unarmed progression.
AC Bonus(n/a)
Maneuvers
Quick to Act +1



Items & Wealth Show

Equipment:
+3 Full Plate (10650gp)
Lesser Armor Crystal of Arrow Deflection(MIC 25) (1500gp)
Lesser Weapon Crystal of Lifedrinking(MIC 64) (1500gp)
Steadfast Boots(MIC 168): (1400 gp)
Counterstrike Bracers(MIC 90) (2500gp)
+1 Iron Heart Greatsword (8350gp)
Iron Heart Vest: Iron Heart Surge & Resistance +2 (7000gp)
Gauntlets of Ogre Power +2 (4000gp)
Amber Amulet of Vermin(Giant Wasp) & Natural Armor +1 (2800gp)
Ring of Protection +1 (2000gp)
Ring of Jumping (2500gp)
Healing Belt(MIC 110) (750gp)
Potion Belt (150gp)
Potion of Haste (750gp)
Potions of Enlarge Person(6) (300gp)
Potion of Gaseous Form (350gp)
Psionic Tattoo of Empty Mind (3) (150gp)
Psionic Tattoo of Force Screen(3) (150 gp)
Psionic Tattoo of Burst(5) (250 gp)
Magic Bedroll(MIC 163) (500gp)
Everfull Mug(MIC 160) (200gp)
Everlasting Rations(MIC 160) (350gp)
Daylight Pellets(3)(MIC 156) (450gp)
Masterwork Greatsword (350gp)
Dwarven Waraxe (30gp)
Longsword (15gp)
Light Hammer(4) (4gp)
Heavy Steel Shield (30gp)

31 gp


Equipment Notes:
Lesser Crystal of Arrow Deflection(+5 AC v ranged attacks)
Lesser Crystal of Lifedrinking(+3hp healed per attack up to 30)
Steadfast Boots(while wielding 2-handed weapon considered readied for charge)
Counterstrike Bracers (2/day on opponents miss make AoO)
Amber Amulet: Summon giant wasp 1/day for 1 min.


Character Background & Description Show

Background:
Dax was born into the dwarven clan of Steelheart. His family had been ordained as the protectors of dwarven clan leaders and shock troops in battle. They were battleragers by right of their elemental touched bodies and their rabid ferocity inspired by strong drink. Dax was the 16th son of a low ranking member of the clan and there were no special hopes for him. At least no one was disappointed. As rotgut liquor was an integral part of the training of Steelheart battleragers, Dax's complete and utter intolerance for alcohol of all sorts was not only shocking, but unheard of in the family's long lineage. While inundating the body with rank liquor was intended to build up the body's ability to fight poison and disease, for Dax a single drink caused his face to turn bright red and swell up, obscuring his vision and making breathing a chore. To make up for his weakness, he was sent away from home to be schooled in a more traditional art of fighting. As part of this, his clan named was stripped and instead of Steelheart he became a Feldspar, no longer the strong metal of his clan but simply a plain, common rock alone. His chance at a new life away from the prejudices of his kin was just the opportunity that Dax needed.

His "training" turned out to be service in the local militia of Tsurlagol in the Vast. For 5 years he toiled as a low ranking guardsman, before on one hot summer day a band of raiders assaulted the merchants gathered at the city gates waiting entrance to the city. Charging forth from the gate, Dax burst forward to rally the other guards. Seeing a raider stab an old, sword-wielding man in the back, Dax rushed to his side and blocked a sword strike aimed at the fat merchant cowering behind the old man. Pushing the man under a wagon loaded with goods, Dax leaped on top of the wagon, preventing any of the raiders from closing. Then he noticed the teenage girl hiding under the canvas tarps covering the merchant's goods.
Don't fret, they won't touch you.
For what seemed like an eternity, Dax fended off raiders, who seemed drawn to the dwarf standing above the fray. Finally a barrage of arrows flew from the city's great walls, breaking the morale of the attacking force.

Quickly Dax tended the old swordsman's wounds, which were deep, but not imminently fatal. Days later he received a message from the merchant requesting a meeting. At that meeting, Dax was hired as a personal bodyguard much to his surprise. Over the coming months, Dax was trained by the old swordsman in the secrets of swordplay, and he gave up the dwarven waraxe in favor of a huge greatsword. Under the tutelage of Maris he quickly became a master of the intricacies of combat, going so far as learning how to shrug off poison, bolster his mind, and vanish into the shadows. From town to town they traveled, buying and selling goods at each major city along the route. As they neared the Dales talk of drow attacks became more and more common, and eventually the remnants of their attacks could be seen in continual funerals and burned buildings. There was a somber mood when they arrived in Daggerdale and as the call when out for volunteers for a deadly and secretive service to the Dale, Maris shook Dax's hand for the last time.
They say there are no coincidences, you know.

Really? Who says that?

They..them...haven't you tired of asking me stupid questions after all these months?

With that, Dax wrote his name on the volunteer list and waited.

Description:

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4 years ago  ::  Sep 05, 2009 - 10:19PM #10
Balthanon
Date Joined: Nov 2, 2002
Posts: 4,718

That should be it for character sheets, so we can continue posting.  I'll try to get a summary/repost of the last thread up shortly unless someone else wants to do it.

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