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Post by Rabbit on May 21, 2009 17:54:18 GMT -5
I'm leaning toward making a kobold. An "expert" brought in from Marsh Bay to deal with the unexpected kobold problem in the mines. As we discussed, this idea works fine with me. Stereotypically, kobalds tend to be simplistic and devious creatures. They are physically weak and often considered more a nuisance than a serious threat. Small clans and groups of kobalds ‘infest’ boarder territories pestering goblinoids/orcs and humans/dwarves/elves/gnomes/halflingd equally. Though there are some exceptions. Some kobalds, have assimilated into ‘civilized’ life in various degrees. These are rare but not completely unheard of.
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Post by icnivad on May 22, 2009 17:19:49 GMT -5
Kuvpax Drolwaph was born of the large and prosperous Drolwaph clan in a far-off land across the sea. The Drolwaph is a mighty clan of kobolds living in the base of a mountain in the ___ region. The Drolwaph get much of their prestige from their symbiotic relationship to an elder gold dragon living in the peaks of the mountain. The kobolds take care of the land around the mountain and secure the base against intruders or treasure seekers and in exchange the dragon protects the kobolds (although, when an elder dragon is your protector, you tend to have enough deterrent that you never actually need the protection). Due to this relationship with a goodly dragon, the Drolwaph were known across the land for their honor and loyalty. While the clan was still reclusive (why would they want to interact with the lesser races not born of dragon blood?) they would permit select caravans to trade. The ability to trade with the Drolwaph was highly cherished because their rich mines and clever mining techniques were both technical as well as magical and offered an excellent source of precious metals and jems.
When Kuvpax was a young adult, he was involved in a rare teleportation mishap. Somehow two sorcerers, a few miles apart, had their subject’s destinations get crossed, and Kuvpas ended up on the hull of a trading ship while a human ended up in the mines of the Drolpaph mountains. Although loyal to his clan, and wanting to return, there was no choice but to continue with the trading ship to its destination, Marsh Bay--the ship’s sorcerers and wizards were not familiar enough with his homeland to send him back. It was perhaps lucky that the ship was trading magic items and was full of wizards and sorcerers, rather than uneducated sailors who would likely have thrown him overboard in an instant. These well educated scholars knew of the reputation of his clan, and he quickly became friends with a few of the sorcerer traders, whose magic was proof of some trace dragon blood running through their veins.
After many hard months at sea, Kuvpax reached Marsh Bay, and immediately left town for the mountains to find the local kobold population. He was received well enough by a clan much smaller than the one he came from. However, Kuvpax quickly found the kobolds of the area to be lacking. The clan was unorganized, and not particularly progressive in their mining, technology or magic. Their constant bickering and squabbling amongst themselves seemed beneath the honor of their blood ancestry. While they worshipped a small dragon carving, he found their rhetoric hollow and unmeaningful. It seemed they knew very little of actual dragons and warshipped out of habit, more than anything else. Disgusted, he left the kobolds and headed back to Marsh Bay.
Once in Marsh Bay, he found the friends he had made on the ship, and tried to find a way home, but due to the length and hardships of the sea crossing, ships made the travel very rarely. Content to wait, he picked up odd jobs from the Sorcerers whenever they needed anything. He proved to be excellent at procuring hard to find items and was often sent on missions to caves or into the deep forest to bring back some special root or mushroom that was needed for a spell. When not out hunting through caves, he would enjoy a pint at the local tavern, The Swine Flew Pub, or a game of dulong with his sorcerer friends. Eventually, it became known that a ship was leaving for his homeland. This caused Kuvpax somewhat of a dilemma, because he had come to enjoy his life in Marsh Bay and had come to enjoy the uniqueness of character that the human settlement offered. After careful consideration, Kuvpax decided that he enjoyed his life here too much to leave and would stay.
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Post by Rabbit on May 27, 2009 18:40:53 GMT -5
so once you post a response to your in character thread i am going to start your own in character thread. i did not want to start a bunch in case some people did not end up using them. post your first response in the original thread with your name in bold.
word up.
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Post by Rabbit on May 27, 2009 21:52:09 GMT -5
I was wondering if Ziff and Brass are immune to the plague now, having caught it once. Also, I'm looking to do a bit of shopping before we start the session, if I can afford it. You mentioned a reward for the last session, and I was wondering what that might be. Not that I'm greedy or anything. But... y'know... Gimme the loot. Father Samual has advised you that now that you have survived the Beggar's Plague you do have a stronger resistance to it, but with enough regular and direct contact to infected you could catch it again. I will allow people to shop as needed before setting out on the adventure again. The town will give you some basic supplies again. There was a reward; it was 50 gold up front (that you should still have minus any supplies you got) and then more once you resolved the crisis. The reward was offered by the merchant Doverspeak who has not come forward to offer you more. Now as a DM I would say that you did not resolve the matter so no reward. BUT if you think your character would look for some payout then go ahead and roll play it...
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Post by michael on May 27, 2009 22:26:24 GMT -5
There was a reward; it was 50 gold up front (that you should still have minus any supplies you got) and then more once you resolved the crisis. The reward was offered by the merchant Doverspeak who has not come forward to offer you more. Now as a DM I would say that you did not resolve the matter so no reward. BUT if you think your character would look for some payout then go ahead and roll play it... Nah, Ziff wouldn't go looking for a payout, just me. I only brought it up because you mentioned something about rewarding me at the end of the last session. But, y'know, if you want to go back on what you said, then I guess that's your prerogative. (Just so it's clear, I'm not being serious at all. Just giving you a hard time. It really doesn't make sense within the story for me to get something, anyway.)
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Post by Rabbit on May 27, 2009 22:38:07 GMT -5
Did I say you would get you something? I really don't member that... Maybe the Captain has something for you should you accept the mission.... And don't worry. I know smack when I read it.
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Post by reefwood on May 28, 2009 9:39:11 GMT -5
It looks like things really picked up here yesterday! I'm not sure how much time I'll have to participate between now and tomorrow night, but I'll try to at least get a loose background figured out.
Oh, and I do remember Rabbit saying he would give Michael some sort of reward, and it was around when he was talking about the rest of us making new characters starting at 2nd-level, so I'm guessing the reward was to make sure Ziff didn't fall behind.
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Post by Rabbit on May 28, 2009 10:30:24 GMT -5
It looks like things really picked up here yesterday! I'm not sure how much time I'll have to participate between now and tomorrow night, but I'll try to at least get a loose background figured out. Oh, and I do remember Rabbit saying he would give Michael some sort of reward, and it was around when he was talking about the rest of us making new characters starting at 2nd-level, so I'm guessing the reward was to make sure Ziff didn't fall behind. ok, cool. michael, if Isaid you'll get a little something then you'll get a little something. and you know your suppossed to level up to 2nd as well right?
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Post by Rabbit on May 28, 2009 16:27:31 GMT -5
michael, read the red edit in my last post of your thread and let me know what you want to do
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Post by michael on May 28, 2009 16:39:19 GMT -5
I think I'd prefer to have you respond to one I wrote, only because I've already got another response kind of planned out. You can feel free to refuse Brass's request and give me the spear anyway, if you want, I'd just like to continue that conversation thread.
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Post by Rabbit on May 28, 2009 17:32:33 GMT -5
I think I'd prefer to have you respond to one I wrote, only because I've already got another response kind of planned out. You can feel free to refuse Brass's request and give me the spear anyway, if you want, I'd just like to continue that conversation thread. blam-o!
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Post by reefwood on May 28, 2009 19:04:19 GMT -5
The name of my character will be Darven Prell.
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Post by reefwood on May 30, 2009 11:25:22 GMT -5
Is it safe to assume our characters can sell standard equipment in Duvik's Pass for half-price? I'm thinking of getting a masterwork chainshirt and won't need the studded leather armor (20 lb, 25 gp). Or does anyone else want it?
If I take another level of Ranger, I'll probably go with Two-Weapon Defense for my 3rd-level feat. Although, Combat Expertise would also help boost AC and put me on the path toward Improved Trip, and Davren did make a few trip attempts with the guisarme, much more than the not at all two-weapon attacks, and I do try and aim progress based on what the character has done. Or if I took a level in Fighter, I could get both those feats thanks to the bonus Ftr feat. Decisions, decisions...
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Post by Rabbit on May 30, 2009 14:34:07 GMT -5
Is it safe to assume our characters can sell standard equipment in Duvik's Pass for half-price? I'm thinking of getting a masterwork chainshirt and won't need the studded leather armor (20 lb, 25 gp). Or does anyone else want it? Yep, You can sell and buy items in Duvik's Pass with the standard rules as in the PH. As the plague lightens up the merchants begin coming into town and so supplies once again become available. I am working on a post adventure write up and I also edited the first post here a bit to add info for some locations and NPCs. FYI.
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Post by Rabbit on May 30, 2009 15:05:24 GMT -5
And;
Adolyn, the sorceress, offers to inspect the magical items you brought back from the mines;
Once you provide the material costs Adolyn can determine the exact nature of the cloaks; Cloak of Resistance +1 (+1 to will, fort, and ref saves) Cloak of Elven Kind (+5 hide)
And inspecting the three vials of potion the sorceress can determine the school of magic but not the exact effects, she could learn the details with a indentify spell; Vial 1) Conjuration with a faint Aura Vial 2) Transmutaion with a faint Aura Vial 3) Transmutaion with a faint Aura
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