Title: Korhantop's Curse
Description: Character List and OOC
Luc_Arkhame - May 12, 2005 05:44 PM (GMT)
Player: Vriishnak the Twisted
Name: Jelani
Height: 6'5"
Appearance: Jelani is a hulking monster of a man, towering well above the average Empire citizen and corded with thick muscle. His dark skin is covered with tattoos, seemingly in random patterns, and it is pierced with fetishes and scraps of metal, apparently souvenirs of battles won. His thick black hair hangs in braids to either side of his head, held together with thick, foul-smelling grease. Jelani wears very little real armour, though the skins and furs that cover him offer some protection from blades and arrows.
Strapped to Jelani's broad back is the weapon that has made him infamous among the mercenaries of the Empire - a massive steel warhammer, large and heavy enough that men of smaller frame, even among soldiers, would be unable to lift it, nevermind wield it as a weapon. In battle, he swings it two-handed, each swing smashing through the defences - and, for the most part, bodies - of those who have set themselves against him. It is a sight that none forget, impressive even among the savagery of a battlefield, as the corpses of his opponents are sent flying through the air, to land crumpled and broken behind their own ranks. Jelani charges a large amount of money for his services, and none of his employers have ever complained.
Background: Jelani is the lone surviving member of a tribe of barbarians from somewhere far to the south, either in the deserts of Khemri or beyond - none have ever managed to draw the details of his past life from him, and those who attempt to pry are met with a feral grin, more chilling than any words could be. The tattoos that cover his body appear to have some meaning, as he often traces them slowly with a hand as he speaks, but whatever pattern may be hidden there is beyond the understanding of the men who have met him.
For years, he has served as a mercenary, pledging his hammer to whatever cause pays the most. Yet he follows a code of honour, unwilling to break his word once it has been given, unlike many of his fellow sell-swords, something which has set him apart from them, and prevented him from making any long-term acquaintances.
Personality: For the most part, Jelani is quiet and introspective, avoiding drawn-out conversation when the solution seems clear to him, and will act quickly once his mind is made up. Most questions asked of him are met with a cold smile, fierce enough to prevent further attempts to understand him. However, he is not a stupid man, and his opinions and decisions tend to be well reasoned, if sometimes short sighted.
In battle, he acts completely different - loud, aggressive, and fighting entirely on instinct, he has little use for plans, preferring to smash his way through the enemy forces. If asked how he would prefer to fight, he tends to expect that any companions will do their best to support his actions, protecting his back and eliminating ranged combatants before they can bring the big man down.
Magic seems to have a lesser effect on him than most men, and those who have fought by his side have often remarked upon the faint glow that seems to emanate from his tattooing, draining the power of the spells sent his way. Jelani himself seems unaware of this, and is disdainful towards both mages and those who are struck down by them.
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Fighter
2277 Exp
Strength 18 (exceptionality 3)
Dexterity 8
Constitution 15
Intelligence 10
Wisdom 10
Charisma 10
Hit Points - 15/16
Skills
Greathammer Specialization
Saves
AC 8
Paralysis/Poison/Death 11
Rod/Stave/Wand 13
Petrify/Polymorph 12
Breath Weapon 13
Spells 14
Equipment
Backpack
10 Rations
3 Wineskins (mostly empty with unidentified liquid)
3 Wineskins of Water
1 Wineskin (empty)
Furs and Hides
Sand Robe
Blanket
Greathammer
49 gp
Luc_Arkhame - May 12, 2005 05:56 PM (GMT)
Player: Ross
Name: Skalfi Backbite
Race: Dwarf
Age: 79
Appearance: Dwarven, About 4’5" tall, with a leather unbuttoned waistcoat and striped breeches, with a few golden rings dangling from his battered ears make him look like the pirate he once was. He has a long bushy brown beard and slightly balding hair, with an ugly squashed face. An eye patch covers one of his eyes.
Equipment: 2 pistols, a bettered telescope, and a curved sword.
Background: Born in Barak-Varr, from a young age Skalfi has been exposed to water. He loved the sea since his was a small child, and as soon he was old enough he opted to join the dwarven navy. He became a seaman when he was 20, and served the navy for a lengthy period of time. He was respected as a decent navy man, serving the high king many a time and attacking would-be besiegers of Barak-Vaar.
His love of ale however got ahead of them, as he and a bunch of fellow navy men snuck ale onto the ship one night, and held a booze-feast in one of the ship's lower compartments. When the ship captain heard of this, he became angry of how his once-noble warriors had disobeyed orders and ordered them to be sent back to Barak-Vaar and disbanded from the navy.
Why they didn't become slayers there and then has been a mystery, though a lot of dwarfs believe it was because they were too drunken or stupid to notice. What they do know, is that the following evening Skalfi and his band of fellow dwarfs snuck into the dockyard and boarded a ship. The next day, the ship had sailed out into the deep blue and could not be found.
Skalfi and his fellow dwarfs became pirates of the black gulf, plundering ships that sailed there, and became rich in gold, silk, and other treasures that was on the ships that sailed there. Skalfi and his dwarfs became known as the terror of the black gulf, until the blue face orcs caught word of them. The orcs attacked the ship, and the dwarfs fought to protect all their hoardings of treasure, determined not to let it go into the hands of the orcs. During the battle, the orc leader issued a challenge to Skalfi. The orc managed to take Skalfi's eye out, so in return Skalfi blew the orcs face apart with his pistol. Seeing how the orcs had overrun most of the ship, the remaining dwarfs ran under board the ship, the orcs in hot pursuit, to where their wares lay. Skalfi shot at a box of gunpowder, blowing up the whole ship and all who were on it.
Skalfi turned up near the shores, floating on a piece of driftwood. From that day onward, Skalfi has hated the colour blue (so now stays clear of the sea) and has wandered the world. He was in Khemri because he travelled south, hearing of the hoards of treasure hidden there. While stopping in a small inn on his way south, a notice stuck to a wall caught his eye. After he had it read to him, he immediately set off for the Imperial embassy, hoping to find some good treasure.
Personality: Gruff, tactless, and most of the time in a drunken stupor. He is often moody, and drinking copious amounts of alcohol can get him into a drunken rage and at that point, little can calm him down. He is supposed to be fiercely loyal to those who he likes, and can be kind-hearted once you know him. He will do ANYTHING for treasure.
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Fighter
2209 Exp
Strength 14
Dexterity 9
Constitution 16
Intelligence 10
Wisdom 12
Charisma 6
Hit Points - 15/19 [Aggravated Damage to Left Arm (Four Healing Points Required)]
Skills
Infravision
Masonry Recognition
One-Eyed (Large Blind Spot, Poor Depth Perception)
Pirate Weaponry Proficiencies
Saves
AC 10
Paralysis/Death 14
Poison 10
Rod/Stave/Wand 12
Petrify/Polymorph 15
Breath Weapon 17
Spells 13
Equipment
Backpack
Headwrap
Rope (1 length)
Cloth
Flint and Steel
9 Rations
Wineskin of Ale
1 Wineskins of Water
1 Wineskin (empty)
2 Pistols
9 & 1/3 Powder Packets and 23 Bullets
Cutlass
Battleaxe
Pickaxe
24 gp
Luc_Arkhame - May 12, 2005 06:02 PM (GMT)
Player: LordChilipepa
Name: Johann Moescher
Age: 38
Background: Moescher was born in Altdorf, the first son of a wealthy burgher, Dietrich Brossman. Even then, he was a competent sailor: eclipsed by his younger brother, who enrolled in the Reiksguard, he quietly found his own place as his father’s helper, overseeing the expansion of a successful shipping business that exported Brossman goods to Marienburg and Nuln, and quite unexpectedly failing to resent his brother: a sociable man to the core, he remained good friends with Marius, and this was to be his undoing. His brother had a catastrophic row with Dietrich, the old man disowning his second son: within months, Brossman was dead, having wasted away under the influence of some malign disease, while Marius had fled the city, accused of worship of the Ruinous Powers. The Brossman business empire had collapsed, and the Witch Hunters were scouring the city for friends of those in the Brotherhood of the Golden Path – leaving a note bidding his remaining parent goodbye, Johann changed his name and took one of the company’s river-boats north before they could be repossessed, vanishing into the vast morass of Marienburg.
For years, Johann Brossman was a nonentity, neither his mother, his friends or his fugitive brother knowing his whereabouts: he was working in the bustling ports of Marienburg. Within weeks, he was contracted as a navigator by a Tilean captain bound to Kislev: within months, he had carved a name for himself as a man with the sea in his veins. In the bustling ports of the Old World, the closed bud of ambition blossomed: if he remembered or regretted his past, he showed no sign of it, and with his new life his old values seemed to slough away. He joined a crew of corsairs out of Sartosa: on the Marienburg route once more, the crew mutinied, with him at their head.
Now Moescher, as he called himself, began to prey on the shipping routes: never staying in one place for too long, he captained the Bellone with a ruthless, predatory skill. His crewmen became rich, albeit in temporary bursts, and he earned a nickname amongst the Bretonnians, on whose shores he preyed the most: Le Loup de Mer, the Sea Wolf. Moving down the coastline even more as the Bretonnian warships began to become aware of his presence, he began to traverse the ragged shores of the Border Princes, trading with the Dwarves of Barak-Varr and working a lucrative transport trade with Bretonnian smugglers going across the border. Again, the dukedoms began to respond: on what was to be a routine transportation of smugglers and their goods to a secure bay on the Bretonnian side of the border, the Bellone was attacked by two Bretonnian frigates, and driven out onto the open seas. After a long and dogged chase southwards, the weather took a turn to the foul, and Johann escaped his pursuers in a thick fog.
The Bellone limped towards the Arabyan coast, but the weather worsened steadily: the fog had thickened, and the water was cutting up dreadfully. A second night fell, with glimpses of land between tall waves and swirling, wind-torn mist: in the darkness, the Bellone ran straight onto a reef, tearing out its bottom. At first, the pirates were calm, lowering the lifeboats and trying to set off in the direction of the land – however, as the sea grew higher and the mist began to shred away, rain and wind tearing at the wreck, many decided to try and weather the storm on their grounded ship, seeing the open boats of those of their brothers that had already tried to escape overturning in the mountainous seas. Around midnight, the continual pounding of the waves and howling of the wind finally broke the back of the ship, the impaled wreck splintering at the centre and sliding into the water: many drowned, while others were cast onto the waves. A few managed to cling on to the parts of the reef that remained above the roaring water, jagged rocks and sandbanks that offered some shelter from the elemental assault. Johann himself floated free, having been thrown into the water by the collapse of the wreck: clinging to a shattered plank through the whole of the night, he found himself drifting further and further away from the fateful bar, a strong current carrying him out to sea again. By Ranald’s luck, he managed to catch hold of a rock on the fringes of the deadly reef as he passed it, struggling, soaked and freezing, onto the tiny scrap of land. He could see the remnants of his crew as the sun rose, distant shapes running up a white signal flag on the half-eroded sandbank. They had started a fire out of the remaining timbers, a black column of smoke acting as a signal to would-be-rescuers. The sea was as still as a millpond, the great storm of the night having blown itself out.
He shouted himself hoarse, but he was too far away, and too tired to be heard. He watched, the sun beating on his bare head, as his men stacked the fire higher: finally, their prayers seemed to be answered as a sail appeared, a raked sail that put the wrecked corsairs in mind of an Arabyan dhow. However, as it drew nearer, the long, sweeping lines and the ranks of oars of a Dark Elf galley became apparent: scale-cloaked warriors departed from the moored ship and went among those on the half-submerged reef, slaying those who resisted and bundling the remainder on board ship. Several tried to swim out – one got as far as Johann’s hiding place when a light boat from the galley caught up with him, a trio of elves stepping out onto the damp rock. Emerging from cover, Johann had killed two of them before they even saw him: by the time he despatched the third, however, the poor sailor was slain.
Taking the Druchii boat, Johann fled, the screams of the men on the sandbar haunting his mind. He rowed for what seemed an age, finally washing up on an Arabyan beach: a caravan of traders found him, and were it not for the few scavenged goods he could sell and his frightening appearance after around a week alone at sea he would probably have been sold into slavery. Making his way back to the nearest settlement with them, he has eaten and filled out once more, finding work wherever possible: ultimately, he aspires to equip a second ship, and hunt down the elves that enslaved his old crew.
Personality: When Marius fled Altdorf, and Johann in turn was forced to flee, he changed: he realised that the safe mechanism of Empire society could just as easily turn on one’s self as protect one, and lost his trust in the ruling castes of the Empire: this was in part from his brother’s involvement with them, and in part from the way the Witch Hunters hounded him. Rejecting the law, he sought freedom on the sea, and found it: while still an affable, sociable man superficially, he had gained an unpleasant edge of ruthlessness and savagery, living life for the present because of the uncertainty that both future and past held. With the enslavement of his crew, he has also gained an absolute hatred and distrust of elves, seeing no difference between their supposed divisions, and seeing them all as cruel, manipulative and cold.
Appearance: Johann a tall man: he might have been gangly if he had taken a different career, but decades on the seas have toughened and broadened his frame. With a tousled, iron-grey hair and dark brown eyes, he has a rough, close-cut beard, almost more like an Estalian than a man of the Empire. He tends to wear a plain, but tattered and faded black doublet, its sleeves still bearing tarnished remains of gold thread, while his sun-bleached, sand-scuffed trousers clearly used to be of high quality – his clothes are still the relics of command, and he is loath to relinquish them.
Trappings: Most of Johann’s possessions were lost when he washed up in Araby, but he still retains the two things that have kept him alive: a battered, basket-hilted sabre and a wide-mouthed, heavy pistol, wooden handle and steel barrel scuffed and dented by prolonged use. Neither of these weapons are his, each retrieved from dead members of his crew: the pistol has been knocked, filled with sand and used as an impromptu club so many times that Moescher would only use it in desperation. Aside from these and the clothes on his back, the only other thing he can call his own is the pendant he wears around his neck: a copper charm in the sign of a cat, the symbol of the trickster-god Ranald. For the most part, he keeps it hidden under his tunic, worship of the thief-deity being unpopular in most parts of the Empire.
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Fighter
2234 Exp
Strength 14
Dexterity 15
Constitution 15
Intelligence 12
Wisdom 12
Charisma 14
Hit Points - 14/14
Skills
Business Sense (Appraisal, Barter)
Pirate Weaponry Proficiencies
Saves
AC 9
Paralysis/Poison/Death 14
Rod/Stave/Wand 16
Petrify/Polymorph 15
Breath Weapon 17
Spells 17
Equipment
Backpack
6 Rations
3 Wineskins of Water
1 Wineskin (empty)
Dagger
Sabre
Pistol in Ill-Repair
8 Powder Packets and 18 Bullets
Luck-Charm
King Scorpion's Amulet
38 gp
Luc_Arkhame - May 12, 2005 06:13 PM (GMT)
Player: Kael Anduar
Name: Jean-Jacques Dupres
Age: 37
Appearance: Jean-Jacques is well dressed, as befitting a son of a Bretonnian noble. He wears a plumed tricorn hat, a fine blue overcoat, a grey shirt, and blue breeches. He wears high boots of Tilean craftsmanship, and fine leather gloves. His goatee and thin, pointed moustache are well trimmed, and he has a trim figure, the build of a runner or swimmer, not that of hired muscle.
Personality: Jean-Jacques is somewhat cocky, although not overly so, and has certain problems with authority. His is generally easy-going, however, and lacks the latent stiffness and arrogance that is displayed by many of his countrymen. A free spirit since birth, Jean-Jacques loves adventure and action, and detests long periods of boredom and waiting.
History: Jean-Jacques Dupres was born the third son of Henri Dupres, a Bretonnian noble of good repute and stature. As the third son, his chances of every inheriting his father’s land were slim, and from early age, he was often overlooked in favour of his older brothers and let roam free about his father’s lands. He developed more of a free spirit than his brothers and father, and it seemed as a knight’s life was not for him. Despite his somewhat cavalier attitude, there were few opportunities for a Bretonnian noble outside of knighthood, and he was trained practically from birth to ride and fight, destined to forever remain in his brothers’ shadows, passed over by his superiors and deprived of the opportunity to gain the wealth and fame he so desperately desired.
It seemed, however, that fate had other plans for the young Bretonnian. At the time that he was coming of age, Bretonnia had decided that it would substantially expand its fleet of privateers, and the king was offering letters of the manqué to any young, fit nobleman willing to lay down their lances and captain a vessel in search of enemy merchants to prey upon. Of course, this was just the opportunity that Jean-Jacques had been waiting for: the chance to earn fame and fortune outside of the lengthy shadow cast by his older siblings. Although many amongst his family looked down on a maritime profession, seeing it as cowardly and dishonourable, Jean-Jacques father, who’s views were quite a bit more liberal than his peers, saw it as just another service to Bretonnia, and kindly gave Jean-Jacques the money for a ship and crew. Soon, Jean-Jacques was roaming the high seas in his frigate Magicienne, hunting down merchantmen and claiming the wealth he had always dreamed of.
During a stop off in Bretonnia to collect food, crew and ammunition, Jean-Jacques heard of an expedition bound for the New World. Always looking for adventure, Jean-Jacques couldn’t help but volunteer his ship and crew for the voyage. Joining the Magnifique and La Belle, he set sail for uncharted territory and treasure. Unfortunately, the expedition was led by a Knight of the Realm, a skilled warrior who nonetheless had no idea how to sail or fight in the steaming Lustrian jungles. The voyage itself was perilous, but once the expedition reached the New World, minus the Magnifique, the blunders of Louis Angon, the leader of the expedition, began to amount to a full-blown massacre. Louis refused to embrace the missile weapons used by Jean-Jacques and his crew, and he and nearly all of his men were killed, desperately trying to engage a virtually invisible enemy in honourable one-on-one combat. Jean-Jacques lead a desperate retreat through the jungles, leaving all of his spoils behind in the interest of speed, and was able to get a few of his men out of the retched jungle through cunning, guile and martial prowess. Though only a few of his men remained, he had enough to crew his ship and he set sail for home with all possible speed. A great storm struck the Magicienne, however, and the ship was thrown horribly off course and nearly sunk. In desperation, Jean-Jacques sailed for the nearest possible land, which because of the misdirection caused by the storm, happened to be Northern Khemri.
Having garnered no treasure in Lustria, Jean-Jacques was unable to pay for the necessary repairs and hire fresh crew for the voyage back to Bretonnia. Desperate for money, Jean-Jacques has decided to hire out his considerable services to the highest bidder, taking on whatever is required in hopes that he may one day see fair Bretonnia again.
Equipment: Jean-Jacques wears no armour, seeing it as too cumbersome for use on a ship. He carries a pair of finely crafted Hemmler and Co. duelling pistols, special ordered from Nuln, and a sabre of exquisite quality. The handle is inlaid with gold filigree, and the blade is made of folded Estalian steel. The sabre is elegant yet deadly, sharp enough to slice through flesh and heavy enough to crack a skull. Jean-Jacques also carries a small dagger slipped into one of his boots.
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Fighter
2359 Exp
Strength 15
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 12
Charisma 13
Hit Points - 15
Skills
Duelling Specialist
Saves
AC 10
Paralysis/Poison/Death 14
Rod/Stave/Wand 16
Petrify/Polymorph 15
Breath Weapon 17
Spells 17
Equipment
Backpack
9 Rations
2 Wineskins of Water
1 Wineskin (empty)
Rope (2 lengths)
Flint and Steel
Lamp Oil
Cloth
Sabre (+1)
2 Pistols (+1)
8 & 1/3 Powder Packets and 39 Bullets
Dagger
9 King Scorpion's Amulets
21 gp
Luc_Arkhame - May 12, 2005 06:20 PM (GMT)
Player: Darmort
Name: Kyla
Age: 20
Equipment: A long bow, two throwing daggers, two long duelling daggers, curved long sword, silver medallion.
Appearance: Rough tunic and breeches, long blond hair, blue eyes, normal flesh tones. She wears calf-high leather boots and hardened leather jerkin.
History: Kyla, growing up a street urchin in Wolfenburg, quickly learnt two very important things about staying alive; never act the Bretonnian (old Empire joke), and always fight with whatever you've got your hands on, including legs and head.
At the age of 16, Kyla became a wench in a bar, and although a boring job, she gained a living for the next year of her life. At the age of 17, a Norseman in the bar was killed, Kyla was ordered to dispose of the body, and since no-one had taken the Norseman's dagger hidden in his left boot, Kyla took it, as well as money and a silver medallion.
A night later she snuck out of her room with her belongings, including her hard earned money and more she had stolen from the Norseman and barkeep. In the nearest blacksmith she bought her remaining swords and daggers, at a fletchers' a longbow and arrows, and begun her adventuring journey around the Old World. By the age of 19, she went to Cathay, returning a year later. After some discussion with another travelling hired-sword, she went south, to the unforgiving lands of Khemri.
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Rogue
1477 Exp
Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 14
Hit Points - 9/9
Skills
Thief Skills (Pick Pockets, Open Locks, Find Traps, Sneaking, Hiding, Climbing)
Small Arms Proficiencies
Bow Proficiencies
Saves
AC 7
Paralysis/Poison/Death 13
Rod/Stave/Wand 14
Petrify/Polymorph 12
Breath Weapon 16
Spells 15
Equipment
Backpack
9 Rations
6 Wineskins of Water
1 Wineskin (empty)
4 Daggers
Longsword
Longbow, Quiver, 45 War Arrows
10 Arrows Shafts, 30 Flight Fletching, 10 Sheave Fletching
Hardened Leathers
Silver Medallion
King Scorpion's Amulet
20 gp
LordChilipepa - May 12, 2005 09:33 PM (GMT)
Three pirates, eh? This should be fun :D. That being said, we do seem to have quite a range of well-crafted characters here... I'm looking forward to this :).
This RP might be very technically interesting, from a GM's point of view: I've begun to find that 7 characters is a tad cumbersome, so seeing how an RP works with 5 might change the setup of the next one I try (I have all the ideas already, floating in my head... frankly, it's a shame that TSB is running so slowly, because I want to have a chance to enact this one too!). Of course, as a sequel to TWE, it would have to include at least one of the three survivors, and that would impose limitations on how many others I can take (since I'd be looking to compensate those who missed being in TSB by a whisker), but still... 5 characters...
Out of interest, can you tell me when Vriishnak gave you his character, Luc? 's just that I've been trying to contact him over TSB/activity, and I can't seem to get hold of the chap. I'm wondering whether he's inactive or just very busy. And Vriishnak, if you're reading this, give me some kind of indication, because there are fights coming up and I'm looking to scythe back the autopilot characters.
Luc_Arkhame - May 13, 2005 12:17 AM (GMT)
Vriishnak the Twisted
Character submission: Apr 28 2005, 07:10 PM
Last Activity: Apr 29 2005, 06:39 PM
That's strange... but oh well, he will be back soon I would assume.
Luc_Arkhame - May 13, 2005 04:06 AM (GMT)
Player: Prince Caledorian
Name: Freidrich Schneil
History: Freidrich since he was born has had a rather short temper and had an adventurous nature though those of a less kind disposition would call it rabble rousing. He does take offence to things that are normally quite trivial and does like to make fun of or more often cause trouble to people who are quite stupid or rather large.
However, on a lighter note he is normally a rather pleasant and outgoing person who is quite easy to get along with and because of this has a knack of getting out of the continuous trouble he is in. He is what you could call a lad’s lad as he loves to have a drink and some fun which probably along with his rabble rousing gives him the image of a bandit and that is one which he would be most pleased with unusually.
Physical description: Fredrick is a tall person at about 5’10”. For this reason he looks very lanky as he is also rather thin and some would call him bony. His skin colour is of a dark tanned disposition which has been in his family for many generations. His hair is long and a very dark brown which can be mistaken for black. He has a very large pair of ears and a rather short nose, as he has got mocked about these in the past he is very sensitive about this and this can bring out his bad temper. His eyes are brown and his mouth is very big. When he smiles you see the rotten black teeth below which are a truly disgusting sight.
He is quite physically fit and strong which is probably due to the work he does. His clothes are all plain and natural colours (mainly brown and green) with some long boots. His hat normally has a feather in as he likes to chew on them.
Background: Freidrich was born 25 years ago into a family of peasant labourers with nothing much to aim for apart from living their comfortable yet hard working life, yet Friedrich was always different to the rest of his family. He always has and continues to love living on the edge and this has meant that he has been in countless arguments over wrongs that he has committed. To list a few, when he was 3 years old he was caught stealing food from their neighbours, when he was 5 he stole over a hundred apples and would have got away with it if someone had not pointed that the apples were missing to the farmer/village idiot he took them from, when he was 13 he was caught poaching deer (and hitting them as he is actually a rather good shot) and his family were ordered to pay back the worth of the animal to it’s owners family or do service for them, they choose the latter and finally and one of the few things he has managed to keep secret is that he once waylaid a carriage containing a nobleman and his wife. So for all it is clear to see Freidrich is somewhat of a rabble rouser and one who will go down to lows depths.
Though Freidrich has never had any formal education he has spent many long hours skiving and listening to a somewhat crazy yet undeniably knowledgeable hermit/soothsayer and so he has a vague understanding of the written word. When it comes to writing his ability to spell out simple words is better than most of his social standing but that is not much considering his absolutely abysmal ability when it comes to spelling
Moving onto matters closer to hand, when Freidrich heard that a massive chaos invasion was coming he decided that he would stand his ground and stay there and die a valiant death. But as the invasion came ever closer to his farmstead he was getting more and more worried about his decision and how his family would cope. Other families left but he still stood his ground and at the last possible moment he stole some horses and with his family he fled away and towards Carroburg which seemed to be a suitably safe distance from the encroaching armies. As he travelled he began to feel a sense of adventure serge through him and the will to fight again, but he knew he could not leave his family now and so decided to continue on to Carroburg and once they were safe there go and look to find adventure and his fortune wherever he could find it.
As the journey drew to a close people they were passing by said that the siege at Middenheim was drawing to a close and victory over the chaos hordes was at hand. This pleased Freidrich hugely as he knew people who were fighting and had been to the city once when he had spent some time in service for his wrong doings. After they had finally reached the city and found somewhere to stay a messenger came saying that a great victory had been won and the armies of light were now pushing home their advantage. These tidings both pleased Freidrich and rekindled his will to go and find adventure. Then out of the blue a rumour started circulating of a new expedition going off and that it would involve shadows. Though this was all the information Freidrich could gather he set out in search of where it was.
Equipment:
Longbow: This is an ancient family heirloom and something Freidrich would die to protect.
Sword: This is a recent aqquisition of Freidrich's which he had made at Carroburg so he could start on his life as an adventurer.
Dagger: From his days on the farm to protect himself.
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Ranger
2209 Exp
Strength 14
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 14
Charisma 11
Hit Points - 12/15 [Aggravated Damage to Right Leg (Three Healing Points Required)]
Skills
Ranger Skills (Move Silently, Hide)
Tracking
Small Arms Proficiencies
Bow Proficiencies
Saves
AC 9
Paralysis/Poison/Death 14
Rod/Stave/Wand 16
Petrify/Polymorph 15
Breath Weapon 17
Spells 17
Equipment
Backpack
9 Rations
3 Wineskins of Elixer
1 Wineskins of Water
1 Wineskin (empty)
Dagger
Short Sword
Scimitar (+1)
Balanced Quarterstaff
Longbow, Quiver, 30 War Arrows, 6 Flight Arrows
10 Arrows Shafts, 24 Flight Fletching, 16 Sheave Fletching
Hardened Leather
18 gp
Luc_Arkhame - May 13, 2005 04:08 AM (GMT)
I've decided to go with six characters, although five would be interesting, my original aim was for six. This number fits the difficulty level appropriately.
No rush on the first post for anyone, as this is just the opening, and Vriish seems to be missing.
Prince Cal - May 13, 2005 06:48 AM (GMT)
Wow, I'm in :eek:, that's a bit unexpected but I'm really rather happy about it.
I'll be posting later today as I've got school to go to now. Oh and Luc, I'm loving the first post in the game thread.
Luc_Arkhame - May 13, 2005 08:07 PM (GMT)
Just so you know, there will be a chance for all of you to have a look around the city to procure your travel supplies using whatever downpayment is negotiated.
I will have a full list of what you can find in the city when such a time comes that you can all go about your business.
If for some reason my list does not include something you are looking for, please PM me as soon as possible and I will decide if it should exist or not.
Also, for the journey, Jacob is a completely neutral NPC, he will only fight if his life is in immediate danger, and even then he will not do very well. Just a little tidbit you will need to remember if you get into any trouble during the cousre of the game.
Vriishnak the Twisted - May 13, 2005 10:39 PM (GMT)
Just so everyone knows, I exist again now. Had a bit of trouble with my computer lately, and I just now managed to get back into Windows...
Anyway, yeah. Look for my first post soon, hopefully with more to follow.
Prince Cal - May 16, 2005 04:13 PM (GMT)
Luc: What type of sword is mine and can you sell things to the mercahnts we are dealing with?
Luc_Arkhame - May 16, 2005 07:06 PM (GMT)
Sorry, its a short sword, and you can sell, but you will only get a fraction of the original value back.
Prince Cal - May 16, 2005 07:49 PM (GMT)
Thanks, I won't sell it I think but would I be able to use 2 short swords togethor? Never thought about that when I developed freidrich and am curious. You'll get my reply in the morning.
Luc_Arkhame - May 16, 2005 08:57 PM (GMT)
You can use two if you so desire, but you are not ambidexterous so there will be penaltys attached.
Darmort - May 20, 2005 09:34 AM (GMT)
Dratted holidays - anyway, Luc, I'm going to Wales from tomorrow through to the next weekend, I'm still interested in the RPG, so just have my Character tag along or something. Thanks,
Darmort
Luc_Arkhame - May 25, 2005 09:16 PM (GMT)
I apologize for my own absence, I moved to a different location for my summer, and it took much longer than I expected to establish a solid internet connection.
No worries now though, so I can get back to posting regularly.
Again, sorry for the unexplained disappearance.
Luc_Arkhame - June 13, 2005 11:23 PM (GMT)
Wow, I wasn't expecting such fast replies, I guess I'll go get to work; thanks to you guys for all being active.
LordChilipepa - June 18, 2005 08:54 AM (GMT)
Wow. We took out 11 armed men with minimal injuries. :eek:! I see we're going for the heroic approach to combat, then.
Great writing, by the way, Luc. Very nicely done :)
Darmort - June 18, 2005 11:03 AM (GMT)
Nice combat, and we're Heros! :D
Other than a very nasty combat for some (A Dwarf I could mention, for one, and me for another), I enjoyed it.
Let's hope that the Stranglers and No More Heros come into the RPG, :lol:
Luc_Arkhame - June 19, 2005 02:54 AM (GMT)
Thanks for the compliment Chili.
Oh, and don't worry Darmort, it gets much worse.
Luc_Arkhame - June 28, 2005 06:00 PM (GMT)
All characters have recovered 1 HP, used 1 Ration, and used 1 Wineskin (due to the fight being more draining than a normal days journey).
Morning!
LordChilipepa - July 3, 2005 08:37 AM (GMT)
Er, Kael.... we need to be woken up.
Luc_Arkhame - July 3, 2005 11:29 PM (GMT)
I've sent an e-mail and a PM, hopefully he has his e-mail set on notification so that he will realize I am trying to contact him.
If he doesn't return shortly I will continue for him.
Prince Cal - July 18, 2005 08:23 PM (GMT)
Well I'm going away from Saturday for 2 weeks so Freidrich can be in auto mode from when I leave until I come back.
Luc_Arkhame - August 5, 2005 08:45 PM (GMT)
OOC: Ok, I don't know what happened to the rest of my last post, I hadn't even noticed until now that it had been cut off, that's really wierd. I'll retype it as soon as I can find it in my notes.
LordChilipepa - August 17, 2005 04:17 PM (GMT)
I'm back... sorry about the messenger thingamajig, Luc, that's cleared now. My messenger thingy has a bug where it insists it's 48% full even when there are no messages in it, so it can fill up quite fast... but I'll just stop making feeble excuses now and stop typing.
Prince Cal - August 23, 2005 05:11 PM (GMT)
Tomorrow I'm off again and am away till tuesday so Freidrich goes on auto again.
Luc_Arkhame - August 24, 2005 01:41 PM (GMT)
There is no real rush right now in this game, as many people are still coming and going with summer holidays. Just keeping everything moving slowly until we all get to go back to school.....
Luc_Arkhame - September 15, 2005 12:28 AM (GMT)
Ok, just so you know, there is nothing that says you have to stick together in this situation.
Make whatever choice you think would be appropriate for your character.
So far, I see Jelani, Jean-Jacques, Skalfi want to stay; Kyla and Johann want to try to make the oasis; and Freidrich seems undecided.
So I need Cal to make a decision one way or the other, and for any who want to change their mind to do so quickly so that I can continue.
Luc_Arkhame - September 28, 2005 10:25 PM (GMT)
Sorry for the delay on the 'to be continued', I'm just writing Ross out since he decided to leave the Palace.
Kael Anduar - October 12, 2005 10:14 PM (GMT)
Ummm...question for Luc. Is the sandstorm over yet? There's not much to say while we can't move.
Luc_Arkhame - October 12, 2005 10:23 PM (GMT)
I'm trying to give Freidrich and Kyla a chance to learn something if they take the initiative on it, if Cal and Darmort don't come up with anything soon I will continue.
I didn't really notice that Darmort has been inactive again lately, I might continue sooner rather than later.
Prince Cal - October 14, 2005 08:18 PM (GMT)
I can try and build something if Kyla replies, luc if you do an autopost I can try and move it along.
Kael Anduar - November 14, 2005 08:21 PM (GMT)
Question: has the tent been packed? And can we see the structure that Kyla and Fredrich are being held in?
Luc_Arkhame - November 30, 2005 03:17 AM (GMT)
Apologies for my unexpected and prolonged absence, computer went 'boom' (to put it very simply) and it had to be replaced.
Alright, lets get this show back on the road.
The tent will now be fully packed (as of my next post), but the sands shifted quite a bit, so you can make out a mound of sand piled against something beside the oasis (which is also in the post).
Kael Anduar - November 30, 2005 04:03 AM (GMT)
WOOOOO! I had almost given up on this. Excited to pick it back up, Luc.