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Post by Rabbit on May 14, 2009 13:56:58 GMT -5
Duvik’s Pass is a small town nestled within one of the few valleys that cross through the Serpentcoil Mountains. It has long been a waystop for travelers seeking to rest and resupply within her gates. Moreover, it has also gained attention recently as a potential power in the area’s commerce, due to a discovery of substantial silver deposits buried in the mountains nearby. Over the past three years, the men of Duvik’s Pass have burrowed into the ground seeking the wealth therein. Able-bodied folk from neighboring villages flocked to the town, hoping to lend their strength within the mines and garner some share of the prize.
Duvik’s Pass is the central town in the Valley of Fallwick, which is mostly made up of smaller hamlets and farm fields.
But a sickness has come unto the simple mining community of Duvik’s Pass, poisoning their wells and blighting their crops. Hope and industry turned to despair and potential ruin with the advent of the Beggar’s Plague four months ago. It began quietly enough, with the miners returning home from their work complaining of blistering sores and an unbearable thirst. Shortly thereafter, the town’s livestock was decimated by an unknown illness and her crops began to wither. The elders of Duvik’s Pass declared that the well water had been soured by an unknown disease, but by then the Beggar’s Plague had already begun claiming the young and the sickly.
It is now mid-Fall. And the leaves throughout the valley have begun to change color. Usually a pretty sight this Autumn seems more like a foreboding harbinger.
Locations: Duvik's Pass (small town): conventional—AL NG; Population 1540; Mixed (90% human, 5% hill dwarf, 2% gnome, 2% halfling, 1% other races)
Marsh Bay (large city): commercial port- AL LN; Population 2460; Mixed (75% human, 5% hill dwarf, 5% halfling, 5% half-elf, 3% elf, 2% gnome, 5% other races)
Notable NPCs: Mayor Cristofar Sendars: male human noble Stefan Doverspeak: male human, influential merchant and mine financier Father Samual: male half-elf, Cleric of Pelor, town priest and healer Captain Kurdow: male human, Keeper of the King’s Peace Gendrew Hopcrusher: male dwarf, Master Chief and Alchemist, owner of "Gendrew’s Gourmet" tavern and inn Andolyn Brester: female human, sorceress, has a permanent room in "Gendrew’s Gourmet" (in an openly romantic relationship with Gendrew)
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Post by Enric on May 14, 2009 15:37:15 GMT -5
What classes are people thinking about? I'm leaning toward wizard, but I'm not too attached to that idea.
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Post by michael on May 14, 2009 16:19:19 GMT -5
I think I'm going to be a gnome druid. And Tuesday would work great for me.
A full background for my character will be forthcoming.
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Post by Rabbit on May 14, 2009 16:28:37 GMT -5
A full background for my character will be forthcoming. Yeah, people should feel free to go ahead and roll up characters if they want. 4d6 drop the lowest. And post backstories if you want to write one up here, too.
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Post by reefwood on May 14, 2009 18:36:41 GMT -5
Rolling stats...
11 (+0) 14 (+2) 18 (+4) 11 (+0) 10 (+0) 13 (+1)
Apparently, rolling on the floor works out kind of nicely. I'm thinking of being a human Ftr with Improved Feint. Maybe doing stats like this:
Str 18 (+4) Dex 13 (+1) Con 11 (+0) Int 10 (+0) Wis 11 (+0) Cha 14 (+2)
And a roll for starting gold... 19 x10 = 190 gp.
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Post by michael on May 14, 2009 19:25:33 GMT -5
Yeah, go rolling on the floor!
14 (+2) 14 (+2) 16 (+3) 13 (+1) 8 (-1) 10 (+0)
Just to confirm, we're allowed one re-roll, right? If not, my 13 is a 7. Anyway, after racial modifiers for being a gnome, this is what I've got.
Str 8 (-1) Dex 14 (+2) Con 15 (+2) Int 14 (+2) Wis 16 (+3) Cha 8 (-1)
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Post by reefwood on May 14, 2009 20:44:40 GMT -5
Here's a quick character sheet... still needs fine tuning... had to bump up Int to qualify for Improved Feint... thinking that when he feints, he is going to do it by spitting out outlandish "facts" that are more like wacky half-truths based off his minor knowledge pool... decided since he needed to have a decent Int, might as well take some Knowledge skills since his armor check kills most of the standard physical Ftr skills.
Name - Ftr1 [Human] Alignment: ?? Hit Dice: 1 Exp:
Age: Sex: Height: Weight: Eyes: Hair: Other Features:
ABILITY SCORES Str 18 (+4) Dex 11 (+0) Con 11 (+0) Int 13 (+1) Wis 10 (+0) Cha 14 (+2)
SAVES [Ability + Class + Misc] Fortitude: 2+0+0 = +2 Reflex: 0+0+0 = +0 Will: 0+0+0 = +0
COMBAT STATS Hit Points: 10 Initiative: +0 Speed: 20 AC: 17 (flat-footed 17, touch 10) BA/G: +1 / +5 Weapon #1: +5 melee (damage; critical) Weapon #2: +1 ranged (damage; critical)
SKILLS [Abil+Ranks+Syn+Misc] *Denotes Trained Only ^Apply Armor Check Penalty: -7 Appraise 1+0+0+0 = +1 ^Balance 0+0+0-7 = -7 Bluff 2+2+0+3 = +7 ^Climb 4+0+0-7 = -3 Concentration 0+0+0+0 = +0 Craft (______) 1+0+0+0 = +1 *Decipher Script 1+0+0+0 = n/a Diplomacy 2+0+0+0 = +2 *Disable Device 1+0+0+0 = n/a Disguise 2+0+0+0 = +2 ^Escape Artist 0+0+0-7 = -7 Forgery 1+0+0+0 = +1 Gather Info 2+0+0+0 = +2 *Handle Animal 2+0+0+0 = n/a Heal 0+0+0+0 = +0 ^Hide 0+0+0-7 = -7 Intimidate 2+4+0+0 = +6 ^Jump 4+0+0-13 = -9 *Knowledge (geography) 1+1+0+0 = +2 *Knowledge (nature) 1+1+0+0 = +2 *Knowledge (nobility) 1+1+0+0 = +2 *Knowledge (religion) 1+1+0+0 = +2 Listen 0+0+0+0 = +0 ^Move Silently 0+0+0-7 = -7 *Open Lock 0+0+0+0 = n/a Perform (______) 2+0+0+0 = +2 Profession (______) 0+0+0+0 = n/a Ride 0+0+0+0 = +0 Search 1+0+0+0 = +1 Sense Motive 0+0+0+0 = +0 *^Sleight of Hand 0+0+0-7 = n/a *Spellcraft 1+0+0+0 = n/a Spot 0+0+0+0 = +0 Survival 0+0+0+0 = +0 ^Swim 4+0+0-14 = -10 *^Tumble 0+0+0-7 = n/a *Use Magic Device 0+0+0+0 = n/a Use Rope 0+0+0+0 = +0
FEATS 1) Combat Expertise [1st level] 2) Skill Focus: Bluff [human bonus] 3) Improved Feint [Ftr1 bonus]
CLASS ABILITIES 1) 2) 3)
RACIAL TRAITS (human) 1) Bonus feat 2) Bonus skill points 3) Favored Class: Any [human]
LANGUAGES 1) Common 2) Dwarven?
EQUIPMENT Item (Weight) Warhammer Chainmail Heavy Wooden Shield
LOAD Light: Medium: Heavy: Current:
COIN [190 gp] PP: GP: SP: CP:
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Post by Enric on May 15, 2009 0:45:41 GMT -5
Now I'm thinking about maybe a human ranger or rogue. I'd like him to be maybe the younger of two brothers in a family, and that the older brother was sort of the favorite kid - athletic, handsome, kind, and well-liked. When silver was discovered, he took to mining, but was lost in a cave-in or some other kind of terrible accident. My character, meanwhile, is kind of a fuck-up - drinks a lot, keeps to himself, makes his living as a criminal or a poacher or something. Needless to say, he has some issues with the mines. Would that work for you, Rabbit?
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Post by Rabbit on May 15, 2009 12:00:39 GMT -5
Rerolling that 7 is fine. No problem.
I like that! We talked a little yesterday about this idea and yeah it works for me.
This all works for me. I have some ideas for your brother I would like to implement. He was, as you say, “athletic, handsome, kind, and well-liked” and was quickly promoted to assistant foreman at the top commercial mine outside town. Perhaps, he tried offering you a job at the mines and as good intentioned as the offer was it sounded (as they always do) more like just another pity offer. …an event I will get into later occurred that caused the death of your brother several months ago. And yes, the death is related to the mines.
Does that flow with what you are thinking Enric?
And FYI, Talik is planning on playing a high Int and Charisma bard. He will have some connection to local woodland fey. So Michael, perhaps that will be a connection between you and him since you are a gnome druid?
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Post by reefwood on May 15, 2009 14:14:17 GMT -5
This all works for me. I have some ideas for your brother I would like to implement. He was, as you say, “athletic, handsome, kind, and well-liked” and was quickly promoted to assistant foreman at the top commercial mine outside town. Perhaps, he tried offering you a job at the mines and as good intentioned as the offer was it sounded (as they always do) more like just another pity offer. …an event I will get into later occurred that caused the death of your brother several months ago. And yes, the death is related to the mines. Does that flow with what you are thinking Enric? And FYI, Talik is planning on playing a high Int and Charisma bard. He will have some connection to local woodland fey. So Michael, perhaps that will be a connection between you and him since you are a gnome druid? Rabbit & I talked about my guy being in the militia. Maybe his detail helped protect the mine? Or patrolled the woods and has come across Michael's character like that? Or maybe he's come across Enric's character causing minor trouble and has had to toss him in the drunk tank every once in a while? And if Talik is a high Cha guy, maybe we know each other just from being kind of social around town... playing cards at the tavern or something.
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Post by Enric on May 15, 2009 15:24:41 GMT -5
Rabbit - Yeah, that sounds good to me. I like the idea of having been offered a job out (what my character considers to be) pity, and that not long after my brother died in the mines. And Franco, if you are militia, and if it works for Rabbit, I'm into being familiar with each other from around town, and I like the tension that would come from having had run-ins in the past.
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Post by Rabbit on May 15, 2009 16:17:57 GMT -5
Rabbit - Yeah, that sounds good to me. I like the idea of having been offered a job out (what my character considers to be) pity, and that not long after my brother died in the mines. And Franco, if you are militia, and if it works for Rabbit, I'm into being familiar with each other from around town, and I like the tension that would come from having had run-ins in the past. I like the idea of tension between you two as well. Perhaps, while it may not have happened yet you both have understand you may someday find yourselves on opposite sides of the law... and Michael, How do you envision the Druid culture of the area? What about a bit of a “Wardens of the Wood” feel? Like a small group live in the region and consider themselves protectors of the woods and those that consider the woods their home. The druids have some dealings with the local town and perhaps even the towns and druids work together for mutual benefits? Does that work or are you thinking more of a lone druid type thing?
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Post by michael on May 15, 2009 17:28:59 GMT -5
So I had to do a lot of research on mounts and animal handling, which is why it took me a while to get back to my character.
I was envisioning a lone druid, somewhat crazy. He's well known around Fallwick Valley, almost infamous, and is frequently seen by himself running combat drills against imaginary giants while riding his dog. I'm picturing kind of a tiny Don Quixote. In most of the valley's settlements, he's treated a bit like the town mascot. Well liked, but only as a source of humor, and nobody takes him seriously in the least. (Although he's oblivious to this.)
Male Gnome Druid 1 Neutral Good
Strength 8 (-1) Dexterity 14 (+2) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 16 (+3) Charisma 8 (-1) Size: Small Height: 3' 0" Weight: 37 lb Skin: Tan Eyes: Brown Hair: Brown
Total Hit Points: 10
Speed: 20 feet
Armor Class: 16 = 10 +2 [leather] +1 [light wooden] +2 [dexterity] +1 [small]
Touch AC: 13 Flat-footed: 14
Initiative modifier: +2 = +2 [dexterity] Fortitude save: +4 = 2 [base] +2 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +5 = 2 [base] +3 [wisdom] Attack (handheld): +0 = 0 [base] -1 [strength] +1 [small] Attack (unarmed): +0 = 0 [base] -1 [strength] +1 [small] Attack (missile): +3 = 0 [base] +2 [dexterity] +1 [small] Grapple check: -5 = 0 [base] -1 [strength] -4 [small]
Light load: 20 lb. or less Medium load: 20-40 lb. Heavy load: 41-60 lb. Lift over head: 60 lb. Lift off ground: 120 lb. Push or drag: 300 lb.
Languages: Common Druidic Dwarven Gnome Goblin
Short Spear [1d4, crit x2, range inc 20 ft., 1 1/2 lb, one-handed, piercing]
Leather armor [light; +2 AC; max dex +6; check penalty 0; 7.5 lb.]
Light Wooden Shield [+1 AC; check penalty -1; hardness 5; hp 7; 2.5 lb.]
Feats:
Mounted Combat
Traits:
Skill Name Key Ability Skill Modifier Ability/Modifier/Ranks/Misc. Modifier Appraise Int 2 = +2 Balance Dex* 2 = +2 Bluff Cha -1 = -1 Climb Str* -1 = -1 Concentration Con 6 = +2 +4 Craft_1 Int 2 = +2
Craft_2 Int 2 = +2 Craft_3 Int 2 = +2 Diplomacy Cha -1 = -1 Disguise Cha -1 = -1 Escape Artist Dex* 2 = +2 Forgery Int 2 = +2 Gather Information Cha -1 = -1 Handle Animal Cha 3 = -1 +4 Heal Wis 7 = +3 +4 Hide Dex* 6 = +2 +4 [small]
Intimidate Cha -1 = -1 Jump Str* -7 = -1 -6 [speed 20]
Knowledge (nature) Int 8 = +2 +4 +2 [druid]
Listen Wis 5 = +3 +2 [gnome]
Move Silently Dex* 2 = +2 Perform_1 Cha -1 = -1 Perform_2 Cha -1 = -1 Perform_3 Cha -1 = -1 Perform_4 Cha -1 = -1 Perform_5 Cha -1 = -1 Ride Dex 6 = +2 +4
Search Int 2 = +2 Sense Motive Wis 3 = +3 Spot Wis 3 = +3 Survival Wis 9 = +3 +4 +2 [druid]
Swim Str** -1 = -1 Use Rope Dex 2 = +2 * = check penalty for wearing armor
Zero-level Druid spells: 3 per day
First-level Druid spells: 2 (1+1) per day
Gnome:
* +2 constitution / -2 strength (already included)
* Small (combat bonuses, +4 to hide already included)
* Low-light vision
* +2 racial bonus on saves vs. illusions
* +1 on DC of opponent's save vs. gnomish illusions
* +1 racial bonus to hit kobolds and goblinoids
* +4 dodge bonus on AC against giants
* +2 bonus on listen checks (already included)
* Speak with burrowing animals once per day
Druid:
* Spontaneous Casting (summon nature's ally)
* Animal Companion
* Wild Empathy
* +2 on Knowledge (nature) and Survival (already included)
* Woodland Stride (level 2)
* Trackless Step (level 3)
* Resist Nature's Lure (level 4)
* Wild Shape (level 5)
* Venom Immunity (level 9)
* A Thousand Faces (level 13)
* Timeless Body (level 15)
* High wisdom gains bonus spells daily
Equipment:
12 lb
2 lb _____ 14 lb Weapons / Armor / Shield (from above) Holly and mistletoe Spell component pouch
Total
Animal Companion: Dog (riding)
* Medium-Size Animal
* Hit dice 2d8+4
* Initiative +2 (Dex)
* Speed 40 feet
* AC: 16 ( +2 Dex +4 natural)
* Attacks: Bite +3 melee;
* Damage 1d6+3 (bite);
* Special Qualities: Scent
* Saves: Fort +5; Ref +5; Will +1
* Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
* Skills: Listen +5; Spot +5; Swim +5; Survival +1;
* Link, share spells
* Bonus tricks: 1
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Post by Rabbit on May 15, 2009 17:43:45 GMT -5
I was envisioning a lone druid, somewhat crazy. He's well known around Fallwick Valley, almost infamous, and is frequently seen by himself running combat drills against imaginary giants while riding his dog. I'm picturing kind of a tiny Don Quixote. In most of the valley's settlements, he's treated a bit like the town mascot. Well liked, but only as a source of humor, and nobody takes him seriously in the least. (Although he's oblivious to this.) Love it! Nice. You are the only Druid in the area. And the area was inhabited by Orcs and Goblinoids a few hundred years ago but Human (and some other races) settlements pushed them back. The orc tribes tend to fight everyone including other orcs and so they could not put up a lasting fight against the organized settlers and the militias that joined them. Orcs and goblinoids still roam the area but are more common on the North side of Serpentcoil Mountains were some of the larger tribes remain influential. On the South side of the mountains (your side) the monster races are something to be wary about for lone travelers and isolated farmers though they are no threat to society as a whole. This could play into your defender delusions and army drills. Perhaps you know Franco's character because you hang around the militia. Maybe even pester them for 'frontier reports.'
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Post by icnivad on May 15, 2009 17:52:26 GMT -5
Looks like there's lots of good thoughts on here.
I'm thinking of making Duin a bard, someone chatty and musicy. As a child, he ran into the woods and heard some beautiful music coming from a cave. He snuck up to the cave and found a Satyr playing. Scared, the child ran away, but came back often and sang along from the bushes. Quietly at first, completely to himself, but over time he started singing louder, and louder. Eventually, the Satyr noticed the singing bushes, and realizing what was within, enticed him in, and ended up teaching him the way of the music.
Duin did well in school, both intellectually, as well as socially. He grew up well liked by the other students as well as the adults in the small town, but always has a glint of some far off place in his eye. Some place he'd rather be. Some world he'd rather see.
Since school let out, Duin has kind of been at a loss. The town can't really support the kind of performance group that he would like to be a part of, so he's spent a fair amount of time performing at the local bars, singing and playing his guitar wherever people will listen. For a drink, for some coins, or just for a good time -- It doesn't really matter to Duin
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