Welcome!
Word to the wise, heh, people talk about all kinds of things here. In-character, out-of-character, anything goes in this place, heh.
Sunday, December 21, 2008
Monday, December 15, 2008
It's go time!
The Daylight chronicle begins today!
Note: A couple of things to remember:
- Initiative, should we need it, is determined by whoever posts first. Once all the players have posted, it's the DM's turn, and so forth and so on.
- If you aren't going to be able to post in a 24-hour time period (excepting Saturday and Sunday), let the group know, and we'll let someone "play" your character for that round or turn or scene, depending.
Camp Grumblings 8 (Mira)
Sunday, December 14, 2008
Camp grumblings 7 (Hünfrid)
“Keep your warmth, you obviously enjoy it much more that I would.” growled Hünfrid at Mira. The dwarf reached behind him grabbing his pack. He shifted his weight, slung the large leather bag over his shoulders and with a lot of unnecessary grumbling and huffing made as if he was about to get up. Instead after a few moments he just leaned back letting the pack take his weight and waited to see if Mira would sit down fully. Although he would never admit it, there was something about the Eladrin that caused Hünfrid to feel a sense of Kinship with her.
Saturday, December 13, 2008
Camp Grumblings 6 (Mira)
Mira sits close to the fire laughing loudly before taking an extended pull from a borrowed flask. She has discarded her grey cloak exposing the blue of faded tattoos that wind up both of her arms and disappear beneath the sleeves of her tunic. She forfeits the last of her coins to the dice game, and holding the flask walks over (with only the slightest wobble) to where the dwarf wizard sits. "Hunfrid, it's too cold a night to sit so far from the fire. Here, if you insist on sitting back here at least keep your blood warm." She offers the flask to Hunfrid before squating down beside him.
Mira Miles
Description: Mira Miles is a tall (5' 8'') Eladrin woman with short black hair and eyes the color of polished lead. She has abandoned her race's famous grace and walks with the curt efficient step of an experienced soldier. When on duty she wears battered black leather armor and carries a paired set of long swords and bow.
Background:
Mira has worked as a mercenary for the past 5 years. The tattoos she wear contain the scripts of at least half a dozen languages. Why she decided to offer her services to the Grey Guard is something of a mystery. She, like Nessim, was brought into the grey cloaks for her knowledge of the area and as a liaison with the Eladrin. As a company scout she has been a great success, guiding the company through treacherous terrain and always finding comfortable and defensible campsites. However, her interactions with the natives have left much to be desired. She treats the fleeing elves the company meets with a combination of disgust and pity, while she greets her own kind (Eladrin) with nothing but hatred and barely repressed violence. She displays mostly a sense of comradery towards the soldiers of the company and she has quickly become popular despite reservations inspired by her race. There are those, however, who believe her impulsiveness and (mostly) functional alcoholism is a constant threat to the precarious truce with the Eladrin.
Stats:
Mira Miles
Level 1 Eladrin Ranger
Initiative: +3
Senses: Perception +6; Low-Light
HP 28; Bloodied 14
AC 15; Fortitude 14; Reflex 14; Will 12
Healing Surges: 6 per day, recovers 7 hp.
Speed 6
Basic Attacks: melee +3; ranged +3
Attacks: Longsword +6 melee (1d8+2), Longbow +5 ranged (1d10)
At-Will Powers: Hit and Run, Twin Strike
Encounter Powers: Evasive Strike, Fey Step [racial]
Daily Powers: Jaws of the Wolf
Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics* +8, Arcana +3, Athletics* +8, Bluff +1, Diplomacy +1, Dungeoneering +1, Endurance +0, Heal +1, History +3, Insight +1, Intimidate +1, Nature* +6, Perception* +6, Religion +1, Stealth* +8, Streetwise* +6, Thievery +3.
*indicates trained skills
Abilities: Str 16 (+3); Dex 16 (+3); Con 11 (+0); Int 12 (+1); Wis 12 (+1); Cha 13 (+1)
Feats: Toughness, Eladrin Soldier
Racial Abilities: Eladrin Education, Eladrin Weapon Proficiency, Eladrin Will, Fey Origin, Trance, Fey Step
Class Abilities: Hunter's Quarry, Prime Shot, Fighting Style [Two-Blade Fighting Style]
Gear: Leather armor, Paired longswords, Longbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 0 gp
tinwatchman 4e starting character generator v0.25
programmed by jon stout for the tinwatchman company. available at www.tinwatchman.com
Friday, December 12, 2008
Camp Grumblings 5
There is an edge to the banter of the men as they huddle around the fire, less for heat, than for light. The soldiers talk quickly, hurry to fill the spaces between comments. When it is quiet, they can hear the distant drumming of the eladrin in Winhava, can slowly feel their heartbeats shift to accompany the beating of those drums. And then there are the scufflings in the underbrush, just beyond the ring of tents, too-quickly dismissed as squirrels or rabbits. And when the wind shifts, sending sparks from the campfire to rise to the cold, distant stars, sometimes that wind carries with it a strangled cry that might belong to man or beast. Is it the cry of another elf brought down by the roving eladrin gangs? Or is it the cry of one of the horrible man-apes said to inhabit the unexplored margins of these rolling hills? Perhaps it just the memory of past violence in a land that has known centuries of bloodshed in a war that has crossed from one world to the next: elf against eladrin, eladrin against elf, and both against a race that is never mentioned, but that, for all the men of the Gray Guard know, might be hiding just beneath these very hills.
Old One-eye shivers, and draws his blanket tighter around his broad shoulders. But he is always too cold--in the same way that Hunfrid is always too warm. Kade raises his mug to Nessim as he returns from the elven huddle and continues to regale Bregga with the story of a nine-toed beauty he knew in Neverone, while Bregga slurps Savve’s spicy venison stew from a wooden bowl. “If it want for Savve, I’d of mustered out this outfit yeas ago. Praise to Pelor, wot.”
Camp Grumblings 4 (Soren)
Adhara.
New Moon.
Out under the stars I overheard others speak the name of a constellation unbeknown to me. Whether it is that I am now on the periphery of a land whose stars may be foreign to me, OR that the names for the arrangements of said stars is foreign, I have not yet surmised. Of both people and stars, new acquaintances. Bring hope to me. The new acquaintances, a man and man half-fey. The distinguished manner of each appealed to my curiosity and I spent a short time in discussing with them one whom they found to be stranger -- the dwarf. The long quarrel over petty circumstances, commodities, properties, etc that have so often contorted relations between the elves and their more well-earthened and roughly-faceted counterparts the dwarves will be forgotten upon the advent of battle -- may by the grace of Avandra it come not -- when we shall be all together facing our foes.
A parting entry for a time. I must conserve the ink which remains at my disposal, and dole out writing to myself as a rare pleasure in which to indulge. In the days to come I will devote these minutes before going to watch upon the wall to silent words not of ink, but of prayer.
S.
Camp Grumblings 3
"I believe some of the men still haven't lost all their money to me at dice." He says as he returns to the fire.
Camp Grumblings 2
Thursday, December 11, 2008
Soren Avándrálfar
Background: Soren is half-elven, and a devotee of Avandra. Soren was raised among the elves, and grew up under the care of his mother and grandparents and other elven elders at a refuge and shrine to Avandra. Under the guidance of his grandmother, Soren learned the art and prayer of healing. Under the tutelage of his grandfather, Soren became a skillful guardian of the shrine. Under the force of his enemies blows, Soren became a well-weathered warrior in the battles to which he committed himself, seeking ever to observe the dictates of Avandra to "urge others to fight for their own liberty." At the urging of his grandfather, Soren has now assumed another task to fulfill in honor of the god of change Avandra's blessed ways -- to strike out and travel the world and follow the call of "the faithful to ensure that change is for the better."
Appearance: Soren is plated in armor that once belonged to his elven grandfather, and it is modest in appearance, though well-cared for by Soren, who regards it an heirloom and thus burnishes out the scratches and signs of oxidization during furloughs. The plate is unadorned except for a design of paling colors etched on the center of the breastplate: a heart made of red coral branches, turquoise scrolling waves, and yellow spiraling winds. Soren wears the sword Revmos on his back, and a battleaxe at his hip. The light shield, Iremilimnos he has recently begun to favor is most often slung over his shoulder when not in use. The heavy shield - looted from a slain adversary at whose hands Soren had expected to die after his own shield was destroyed - now hangs on his back, attached to the rucksack he carries. Behind the thin whitewash and gaudily bright, teal-colored wind-and-wave forms Soren painted over the shield, a demonic-looking, greenish-yellow eye - the design of its former owner - can still be seen.
See Powers of Soren
Stats:
Soren
Level 2 Half Elf Paladin of Avandra
Initiative: +1
Senses: Perception +1; Low-Light
HP 35; Bloodied 17
AC: 20 w/ Iremilimnos, 21 w/ heavy shield; Fortitude 14; Reflex 14; Will 16
Healing Surges: 12 per day, recovers 7 hp.
Speed 5
Basic Attacks: melee +3; ranged +1 (2nd level)
Attacks:
Battleaxe +4 (+2 Proficiency, +1 STR bonus, +1 2nd lvl hit bonus)
= to hit: 1d20+4; damage: 1d10+1 standard
= to hit: 1d20+4; damage: 1d10+4 with Enfeebling Strike
The Sword and Shield of Cerenthes:
Revmos (+1 Scimitar)
Property: You do not sink beneath the surface of any body of water (unless you choose to do so). You can move across the surface of still water as if it was normal solid terrain, and across running water as if it was difficult terrain.
Combat Notes:
+5 melee (+2 Proficiency, +1 STR bonus, +1 magical enhancement, +1 2nd lvl hit bonus)
= to hit: 1d20+5; damage: 1d8+2 Standard
= to hit: 1d20+8; damage 1d8+ 5 with Enfeebling Strike
= to hit: 1d20+5; 11+1d8+1d6 Critical Hit damage (13+1d8+1d6 w/ E. Strike)
Iremilimnos (light shield)
Power (Daily): Minor Action. One ally adjacent to you gains a +1 power bonus to AC until the end of the encounter.
Power (Daily): Standard Action. By holding Iremilimnos over a body of still water, the wielder can see an image of their enemies, reflected in the reflected surface of the shield. The images that appear are brief, but may give some clue as to the enemies' number and whereabouts. Iremilimnos only shows the largest and nearest group of known and declared enemies.
Level 1:
At-Will Powers: Enfeebling Strike, Bolstering Strike, Divine Challenge, Lay on Hands
Encounter Powers: Shielding Smite, Channel Divinity: Divine Mettle, Channel Divinity: Divine Strength, Eldritch Blast [Dilettante Power], Healing Word [Initiate of Faith: Cleric Multi-class]
Daily Powers: Paladin's Judgment
Level 2:
Daily Powers: Martyr's Blessing Utility Prayer
Alignment: Unaligned
Languages: Common, Elven, Supernal
Skills: Acrobatics -1, Arcana +1, Athletics +1, Bluff +5, Diplomacy +7, Dungeoneering +2, Endurance* +6, Heal* +7, History +1, Insight +9, Intimidate* +10, Nature +2, Perception +2, Religion* +6, Stealth -1, Streetwise +5, Thievery -1.
*indicates trained skills
Abilities: Str 13 (+1); Dex 11 (+0); Con 14 (+2); Int 10 (+0); Wis 14 (+2); Cha 18 (+4)
Feats: Healing Hands, Initiate of the Faith (Cleric Multi-class)
Racial Abilities: Dilettante (Eldritch Blast), Dual Heritage, Group Diplomacy
Class Abilities: Channel Divinity, Divine Challenge, Lay on hands
Gear: Plate armor, Heavy shield, Iremilimnos (Light Shield), Revmos (Scimitar), Battleaxe, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 10 gp
Dungeons and Dragons Character Builder Open Beta
It actually seems like a pretty sweet app, plus it contains a lot of the information that's in the PHB in the sidebar as you go--particularly useful when picking feats and powers.
I'm still playing around with it, so for now, keep using the tinwatchman generator to create your characters.
Camp grumblings
Wednesday, December 10, 2008
With friends like these...
These are the people your life depends on from now on, so you might want to get to know them better.
Belfrin Balfore
Background:
Belfrin was named by the elves who raised him. Though fully human, his home town was destroyed by a horde of orcs, and at 1 year, Belfrin was left amidst the rubble of collapsed and burning homes, and the bloodied, lifeless bodies of his kin. As the sole survivor, the elven clan Balfore took him in as one of their own, partly out of pity, though also in accord with a legend which spoke of an infant human survivor who would grow with the elves, and be a great and invaluable leader.
Stats:
Belfrin Balfore
Level 1 Human Warlord
Initiative: +0
Senses: Perception +0;
HP 30; Bloodied 15
AC 19; Fortitude 17; Reflex 14; Will 15
Healing Surges: 8 per day, recovers 7 hp.
Speed 5
Basic Attacks: melee +4; ranged +0
Attacks: Warhammer +6 melee (1d10), Crossbow +2 ranged (1d8)
At-Will Powers: Viper's Strike, Commander's Strike, Wolfpack Tactics
Encounter Powers: Guarding Attack, Inspiring Word [class]
Daily Powers: Bastion of Defense
Level 2 Utility: Knight's Move
Alignment: Unaligned
Languages: Common, Elven
Skills: Acrobatics +1, Arcana +2, Athletics* +10, Bluff +3, Diplomacy* +8, Dungeoneering +1, Endurance +2, Heal* +6, History* +7, Insight +1, Intimidate* +8, Nature +1, Perception +1, Religion +2, Stealth +1, Streetwise +3, Thievery +1.
*indicates trained skills
Abilities: Str 18 (+4); Dex 11 (+0); Con 13 (+1); Int 12 (+1); Wis 10 (+0); Cha 14 (+2)
Feats: Armor Proficiency (Scale), Power Attack, Defensive Mobility
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Combat Leader, inspiring word, Commanding Presence [Inspiring Presence]
Gear: Scale armor, Light shield, Warhammer, Crossbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, -5 gp
tinwatchman 4e starting character generator v0.25
programmed by jon stout for the tinwatchman company. available at www.tinwatchman.com
Monday, December 8, 2008
Nessim
Nessim sits by the fire joking comfortably with the greycloaks, as comfortable with them as he is in the cloak they have given him. He regales them with tales of his exploits as a spy among the eladrin -- all utterly fabricated of course. The truth would be too frightening, and too painful now to even think of. He resembles an eladrin thanks to his father, and indeed the other Greycloaks would probably have killed him on the spot were it not for his pitiful state and the word "Traitor" in eladrin script branded on his right hand.
Background: Nessim's years in service to the empire as a spy have worn on him. At first the rarity of his half eladrin half human background brought him welcome work in espionage, but the assignments became more and more dangerous and desperate. His quick tongue remains, but spying on the Eladrin has changed him. He was forced him out of desperation to dabble in a pact with fey powers he still doesn't fully understand -- even that couldn't prevent his discovery, but it did allow him to escape with his life.
Nessim
Level 1 Half-elf Rogue
Initiative: +3
Senses: Perception +6; Low-Light
HP 24; Bloodied 12AC 15; Fortitude 11; Reflex 15; Will 13
Healing Surges: 7 per day, recovers 6 hp.
Speed 6
Basic Attacks: melee +0; ranged +3
Attacks: Short sword +3 melee (1d6), Hand Crossbow +5 ranged (1d6)
At-Will Powers: Sly Flourish, Deft Strike
Encounter Powers: Dazing Strike, Eyebite [multiclass], Eldritch Blast [Dilettante Power]
Daily Powers: Easy Target
Alignment: Unaligned
Languages: Common, Elven, Dwarven
Skills: Acrobatics* +8, Arcana +1, Athletics +0, Bluff* +8, Diplomacy +5, Dungeoneering +1, Endurance +1, Heal +1, History +1, Insight* +8, Intimidate* +8 (From Warlock Multi-Class), Nature +1, Perception* +6, Religion +1, Stealth* +8, Streetwise +3, Thievery* +8.
*indicates trained skills
Abilities: Str 11 (+0); Dex 16 (+3); Con 12 (+1); Int 12 (+1); Wis 13 (+1); Cha 16 (+3)
Feats: Multiclass | Pact Initiate (Fey Pact)
Racial Abilities: Dilettante, Dual Heritage, Group Diplomacy
Class Abilities: First Strike, Sneak Attack, Rogue Tactics [Artful Dodger], Warlock Pact (Fey) [Multiclass], Implement (rod, wand, pact blade) [Multiclass]
Gear: Leather armor, Short sword, Hand Crossbow, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 25 gp
Saturday, December 6, 2008
Hünfrid Märr
Background:
The years spent alone wandering the ice strewn slopes of his rugged homeland have taken there toll on Hünfrid Märr. Distrustful, obstinate and with no true love for elves, the one thing that goads him to raise his staff is the soft sound of opening purse strings.
Stats:
Hünfrid Märr
Level 2 Dwarf Wizard
Exp: 1000
Initiative: +2
Senses: Perception +4; Low-Light
HP 33; Bloodied 16
AC 16; Fortitude 13; Reflex 14; Will 16
Healing Surges: 8 per day, recovers 8 hp.
Speed 5
Basic Attacks: melee +0; ranged +1
Attacks: Quarterstaff +3 melee (1d8)
At-Will Powers: Ray of Frost, Cloud of Daggers, Ghost Sound [class], Mage Hand [class], Prestidigitation [class], Light [class]
Encounter Powers: Chill Strike
Daily Powers: Freezing Cloud or Sleep
Utility Powers: Shield or Expeditious Retreat
Rituals: Fastidiousness, Make Whole, Silence.
Alignment: Unaligned
Languages: Common, Dwarven
Skills: Acrobatics +2, Arcana* +9, Athletics +1, Bluff +1, Diplomacy +1, Dungeoneering* +11, Endurance +5, Heal +4, History* +9, Insight* +9, Intimidate +1, Nature +4, Perception +4, Religion +4, Stealth +2, Streetwise +1, Thievery +2.
*indicates trained skills
Abilities: Str 11 (+1); Dex 13 (+2); Con 14 (+3); Int 16 (+4); Wis 16 (+4); Cha 10 (+1)
Feats: Armor Proficiency (leather), Toughness
Racial Abilities: Cast-Iron Stomach, Dwarven Resilience, Dwarven Weapon Proficiency, Encumbered Speed, Stand Your Ground
Class Abilities: Arcane Implement Mastery, cantrips, Ritual Casting, spellbook
Gear: Leather armor, Quarterstaff, Dagger, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 0 gp, 84 cp
tinwatchman 4e starting character generator v0.25
programmed by jon stout for the tinwatchman company. available at http://www.tinwatchman.com/
Friday, December 5, 2008
Current Circumstances
While there are 1000 members in the Gray Guard, your regiment numbers roughly 100. You have been sent to the Imperial state of Adhara as a peace-keeping force (as the Captain put it, “We’re being sent to make sure the slaughter doesn’t degrade into lawlessness.”), and to serve as a guard for the prelate of nearby Oathu who has come to witness the onoing tragedy first-hand. You are currently bivouacked in an old shell of a fortress known as Storm’s Edge, perched high on a hill above the rolling, forested hills of Adhara. There is a road that runs along the Owa river that the fortress overlooks. During the day, the road is patrolled by eladrin soldiers. At night, elven refugees scurry across the road furtively, walking the long and dangerous path toward asylum in the city of Ashansa many miles to the west.
There is a small farming town nearby named Winhava, currently occupied by eladrin soldiers. Some of the non-elven inhabitants have stayed behind and so some small amount of trade continues in the occupied town. The Guard isunder strict order not to provoke the eladrin forces there, and so there is an uneasy truth between the two groups.