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Posted: Tue Feb 06, 2007 4:51 pm
Alright guys... the first role-play. I'll explain the rules for you.
Player Name: Character Name: Class: ((List of classes shall appear in the next post)) Level: ((Must start at 10)) Race: ((One of those in the poll, details will be given on each race)) Alignment: ((Details later)) Deity: Gender: Age: Height: Weight: Picture:
These next bits are tricky and will be explained as well. Please fill them out with less than 90 as your total. Ex. Strength:10 Dexterity:20 Constitution:10 Intelligence:14 Wisdom:16 Charisma:20 and this equals out to 90.
And here are the classes... Barbarian (Bbn) Bard (Brd) Cleric (Clr) Druid (Drd) Fighter (Ftr) Monk (Mnk) Paladin (Pal) Ranger (Rgr) Rogue (Rog) Sorcerer (Sor) Wizard (Wiz)
Now for class descriptions:
Barbarian: A ferocious warrior who uses fury and instinct to bring down foes, the barbarian is an untamed class suitable for people who love the thrill of combat without the patience for strategy or Rules of War. Also known as berserkers, these people often hail from outlands or the untamed wilds and come seeking fame, coin, or bloodshed. These are an unlawful (though sometimes honorable) people who use their rages to their full advantage, which gives them more strength and toughness in order to defeat powerful enemies. Role: Front-line combat specialist/scout Main Stats- Strength, Dexterity
Bard: A performer whose music works magic, the bard is a wanderer, a tale-teller, and a jack-of-all-trades. They thrive on the old adage "Music is magic to all its audience" by using otherwise untapped magical powress in the form of lyrics, tale-weaving, acting, dancing, or (most commonly) instrumental music. They are the people with all the information, all the skills of the other classes, and the trust that is reserved normally for friends and tavern-keepers. They can easily fill the place of any missing member, but herald very few powerful skills of their own. Opportunistic and untamed, the bard is one of the livelier ways of life and definitely an asset. Role: Generalist/team leader/supporter Main Stats- Charisma, Intelligence
Cleric: A master of divine magic and a capable healer, the cleric is the epitome of religion and faith. Depending on the deity they honor in their quests, they can be from the most honorable to the utterly bloodthirsty. Good clerics can banish the undead with a simple burst of holy aura, while evil clerics can bring such creatures under his control. Magic is granted to them because of their faith, magic holding the ability to tap godly powress. They can wander for any number of reasons, but they are a very good class to have around in case of a fight because of their battle worthiness and healing capabilities. Role: Healer/diviner/defensive specialist Main Stats- Wisdom, Constitution
Druid: One who draws energy from the natural world to cast divine spells and gain strange magical powers, the druid is the class most at one with nature. Don't let this fool you; the fury of the storm, the cunning of a fox, the strength of a bear... all and more are at the druid's complete command. Adventuring to gain knowledge and power more often than riches, they hold a deep attachment to the wilderness and are known for neutrality in some aspect. With an animal companion to walk with them and fight with them, druids can be as deadly as an assassin or as resourceful as a hardened adventurer. Role: Melee fighter/hunter Main Stats- Wisdom, Charisma
Fighter: A warrior with exceptional combat capability and unequaled skill with weapons, these are highly varied though powerful people. Mercenaries, street-brawlers, criminal enforcers, duelists, and ex-military can all fit the fighter class, as can many others. They are as their title says; warriors who thrive on combat and strategy. Unparalleled in the arts of weapons-fighting, they are deadly in combat and definitely a must for any campaign. Role: Melee or ranged combatant
Monk: A martial artist whose unarmed strikes hit hard and fast, the monks are masters of exotic powers. Striving for personal perfection above all other ambitions, not many are as pious as commonfolk believe, but all fight unarmed and with honor. Rigorous training accompanies being a monk, so only the lawful can take up the challenge, but the swift blows from non-lethal weapons and well trained body parts can leave enemies in a lot of pain or render them unconscious in a matter of moments. Seeing adventures as personal tests, many wander from town to town while just as often staying in temples and monasteries. With the power of their training and soul energy (ki) fueling them, they can be unstoppable. Role: Opportunistic combatant/scout Main Stats- Strength, Dexterity
Paladin: A champion of justice and destroyer of evil, paladins are the knights of law and goodness with a massive arsenal of divine abilities. They are the final hope that cannot be vanquished, and it is their sword duty to carry out their honorable mission wherever they may walk. While not always pious, paladins have considerable devotion to their righteousness and honor. Loyal to those who follow at least a part of her code and a protector of the weak, paladins are rare and powerful. Charismatic, trustworthy, and well respected, a paladin is an undeniably huge asset to any adventuring party. Main Stats- Strength, Constitution, Wisdom, Charisma
Ranger: A cunning, skilled warrior of the wilderness, the ranger provides the perfect combination of the druid’s love of and protective nature towards the untamed wilderness with the martial skills of the fighter. Though not as adept as either, it is this combination that allows the ranger to do what few people can; track, hunt, and use the forest as his ally and cover. They are the protectors and are loyal to their lands as a knight is to his king with an animal companion by his side to assist. While hiding among the underbrush, he can be as stealthy as a rogue, and in melee combat he can be as vicious as any fighter. They usually have a specific type of prey they will forever hunt, usually out of personal vengeance or a hatred for all things unnatural. When fighting such enemies, they are much more likely to succeed due to their extreme devotion to hunting and destroying these creatures. Role: Scout/secondary combatant Main Stats- Dexterity or Strength (Depending on combat type) Wisdom
Rogue: A tricky and skillful scout who wins the battle by stealth rather than brute force; this is the way of the rogue. Like a ninja, they lurk in the dark for a sneak attack opportunity. Ranging from the petty pickpockets to the illustrious trapmasters to the infamous assassins, rogues are masters of deception and secrecy, able to pick locks and disarm traps better than any other party member. While they may not be the most winning group of people, but despite being opportunistic and deceitful, they are good people to have in case of an emergency or a dungeoneering quest. Role: Sneak attacker/scout Main Stats- Dexterity, Intelligence, Charisma
Sorcerer: A spellcaster with inborn magical ability and the ability to summon it from his very soul… who wouldn’t want to be a sorcerer? Summoning magic like a bard scribes music, it comes from within rather than books, making them much more powerful than a wizard in combat casting situations. Many claim to have the blood of dragons within their lines, though it is doubtful whether or not this is always true. Without the need to prepare a spell before-hand, a sorcerer is a lightning fast magic user who can strike repeatedly and do much more damage in one round. And the powers of animal companions pale in comparison to the familiar of the spellcaster class, as they share like minds with their masters. With the power to control magic without a thought, sorcerers are charismatic and dangerous in more ways than one. Role: Spellcaster Main Stats- Charisma, Constitution, Dexterity
Wizard: A potent spellcaster schooled well in the arcane arts, a wizard can give a fleeting gesture or an unknown phrase. Little do you know what it can do until you see the mystic effects before your eyes. Masters of knowledge and gifted with the ability to master numerous spells, wizards are the most heralded of spellcasters in the world, and definitely the most revered. With the calm passion of a school teacher and the determination and flaming ambition of a scholar, wizards are more common than their sorcerer brothers but have the upper hand on them. With their vast knowledge of spells, all they have to do it bide their time and strike when the enemy is weak… or, better yet, put that weakness there in the first place. Role: Spellcaster Main Stats- Intelligence, Constitution, Dexterity
Well now that that’s over with, it will be on to the many different worlds of the races...
Human: Versatile and flexible, humans are the most common of people in Eberron, and the shortest lived. Don't count them out yet, though; because of their short amount of time, humans are masters at conforming themselves to whatever lifestyle they wish to pursue. Hardy or fine, light-skinned or dark, showy or austure, primitive or civilized, devout or impious... humans are definately all unique. Role: Any. Humans are very flexible creatures, and capable of handling any life they chose.
Elf: Graceful and hauntingly beautiful, elves are one of the more mystic of races. Their grace is only accentualted by their frailty, and their apathy allows them to seem superior to the other races. Skilled in mystic arts as well as swordsmanship and archery, elves can be as deadly as they are beautiful, especially if you insult or threaten them. Though, they are rather haughty and think less of all people not elves... Role: Wizard/ranger
Dwarf: Skilled in warfare and craftsmanship, dwarves are definately the hardiest of the races. Short and stocky, it is as difficult to a dwarf catch off-balance as it is to make them laugh. They love gems and precious metals, and often have been known to succumb to greed. With lawful hearts and ties to their clans forged in steel, they are hard to move or persuade into breaking oaths. Masters of weaopns and mining, these short but sturdy folk are fair-minded and are willing to give anyone a chance. Role: Fighter
Gnome: Valued as technicians and tricksters, gnomes are playful and curious. Though one of the smaller races, it doesn't stop them from dreaming big and trying to achieve "the big score". Impulsive and fun-loving, a gnome might wander the world simply out of curiosity or wanting to make a lot of gold. Many are good-hearted, though an evil gnome is as frightening as it is rare. Role: Bard
Halfling: Clever and capable offortunists, halflings have no homes of their own and are used to the wanderig lifestyle. They work hard and are often reliable, but some are just thieves waiting for "the big score" and will disappear in the dead of night. They enjoy the wealth of the world and their nomadic life, and they tend to spend gold as fast as they get it. Because they are so small, they are often looked down upon, but this makes them better at being rogues. They are suspicious of the taller races, but mostly they will work with anyone. Role: Rogue
Half-Elf: When humans and elves meet, sometimes sparks fly. These sparks quickly die out due to the short human lifespan, but sometimes a lasting legacy is left; half-elves. Niether elf nor human completely, they are outsiders wherever they grow up. However, because of their hard lives and mingled cultures, half-elves are natural diplomats and get along well with every race, though they are often uncomfortable around other half-breeds like themselves. They are a perfect combination of their two races; the elf's grace and love of art as well as the human's energy and curiosity. Role: Any. Half-elves are just as ranged as their human parents.
Half-Orc: A cross between a human and an orc, half-orc are definately the biggest and least charismatic of the races. Though not all of them are barbaric, they are definately wild at heart and usually enjoy the thrill of combat. They are the strongest of the main races, but because of their barbaric backgrounds, many of the other races distrust them. Because of this, many of them choose to be like their orc brethern, though adventuring half-orcs try to fit in with a human society as much as possible. Role: Barbarian/fighter
And now for the 9 Alignments! Stick with me here, folks; we're just about done!
Lawful Good (LG) Neutral Good (NG) Chaotic Good (CG) Lawful Neutral (LN) True Neutral (TN) Chaotic Neutral (CN) Lawful Evil (LE) Neutral Evil (NE) Chaotic Evil (CE)
And their descriptions...
Lawful Good: Known as the "Crusaders", the lawfully good are the perfect example of how a civilized and honorable person should act. They tell the truth, keep their word, help those in need, and speak out against injustice. They hate to see the guilty go unpunished, and will fight evil without mercy to protect the innocent. Lawful good is the best alignment you can be because it combines honor and compassion.
Neutral Good: Also known as the "Benefactors", the neutrally good are the best a person can be. They are devoted to helping others and work with kings and the like without feeling beholden to them. They help others according to their needs; no more, no less. Neutral good is the best alignment you can be because it means doing what is good without bias or against order.
Chaotic Good: Also know as the "Rebels", the chaotically good act on their conscience without heeding what others expect of him. While they make their own way, they are benevolent and kind. Though they believe in goodness and right, they have little to do with rules and regulations. They follow their own moral compass, but it doesn't always see eye to eye with the law. Chaotic Good is the best alignment you can be because it combines a good heart with a free spirit.
Lawful Neutral: Also known as the "Judges", the lawfully neutral acts as law, tradition, or a personal code directs them. They believe only in the law, order, and organization. They follow their discipline without being swayed by the petty demands of good vs. evil. Lawful Neutral is the best alignment you can be because it means that you are honorable and reliable without being a zealot.
True Neutral: Also know as the "Undecided", a truely neutral character does what seems to be a good idea. They are not strictly bound by law, nor do they follow their own code always. They would rather have good neighbors than evil ones, but they are not so partial when it comes to their own actions. Though some actually commit themselves to the philosophy of neutrality, many are simply undecided in their beliefs. True Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.
Chaotic Neutral: Also know as the "Free Spirit", a chaotically neutral character follows his own whims first and last. They value their own freedom, but do not fight for the liberties of others. Challenging tradition and resisting law is what they do best, though they do not campaign for anarchy. Though they may be unpredictable, their actions are not random. Chaotic Neutral is the best alignment you can be because it represents true freedom from both society's resrictions and a do-gooder's zeal.
Lawful Evil: Also know as the "Dominator", a lawfully evil person takes what they want withing their own code of morals without caring who they hurt. Though they care about tradition, loyalty, and order, freedom, dignity, and the value of life is lost to them. They loath breaking promises or oaths, and many have their own taboos to keep themselves honorable. Devils are epitome of lawful evil. Lawful Evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.
Neutral Evil: Also known as "Malefactors", the neutrally evil do what they can get away with. They are out for themselves, and sheds no tears for those they kill, whether for profit, sport, or convenience. Though they don't try to make themselves more noble by having codes of honor, they are not combat-junkies like their more chaotic bretheren. Neutral Evil is the most dangerous alignment because it represents pure evil without honor and without variation.
Chaotic Evil: Also known as the "Destroyers", the chaotically evil do whatver greed, hatred, and lust for destruction drives them to do. Hot-tempered, vicious, violent, and unpredictable, these people are ruthless and brutal when attempting to get what they want. If committed to the spread of evil and chaos, they are worse. Fortunately, their plans are often haphazard and poorly organized, and often the only reason while a leader is in place is because he has not yet been assassinated. Demons are the epitome of chaotic evil. Chaotic Evil is the most dangerous alignment because it represents the destruction of not only beauty and life, but also the order they depend upon.
Now, for the deities...
Boccob- The God of Magic, is neutral.Boccob is a distant deity who promotes no special agenda in the world of mortals. As a god of magic and knowledge, he is worshipped by wizards, sorcerers, and sages. The domains he is associated with are Knowledge, Magic, and Trickery. The quarterstaff is his favored weapon.
Corellon Larethian- The god of elves, Corellon Larethian is chaotic good. Corellon Larethian is the creator and protector of the elven race. He governs those things held in highest esteem among elves, such as magic, music, arts, crafts, poetry, and warfare. Elves, half-elves, and bards worship him. The domains he is associatred with are Chaos, Good, Protection, and War. His favored weapon is the longsword.
Ehlonna- Ehlonna, goddess of the woodlands, is neutral good. Ehlonna watches over all good people who live in the forest, love the woodlands, or make their livelihood there. She is pictured sometimes as an elf and sometimes as a human. She is especially close to elves, gnomes, half-elves, halflings, and brownies. She is also worshipped by Rangers and some druids. The domains she is associated with are Animal, Good, Plant, and Sun. Her favored weapon is the longsword.
Erythnul- The god of Slaughter, Erythnulis is chaotic evil. Erythnul delights in panic and slaughter. In civilized lands, his followers form small, criminal cults. In savage lands, evil barbarians, gnolls, bugbears, ogres, and trolls commonly worship him. The domains he is associated with are Chaos, Evil Trickery, and War. His favored weapon is the morningstar.
Fharlanghn- Fharlanghn, the god of roads, is neutral. Fharlanghn's wayside shrines are common on well-used roads, for he is the god of travel, roads, distance, and horizons. Bards, other wandering adventurers, and merchants favor Fharlanghn. The domains he is associated with are Luck, Protection, and Travel. The quarterstaff is his favored weapon.
Garl Glittergold- The God of Gnomes is neutral good. Garl Glittergold discovered the gnomes and led them into the world. Since then, he has been their protector. He governs humor, wit, gemcutting, and jewelrymaking. The domains he is associted with are Good, Protection, and Trickery. His favored weapon is the Battleaxe.
Gruumsh- God of orcs, is chaotic evil. He calls on his folloeers to be strong, to cull the weak from their numbers, and to take all the territory that Gruumsh thinks is rightfully theirs. (which is almost everywhere). The domains he is associated with are Chaos, Evil, Strength, and War. Gruumsh's favored weapon is the spear. He harbors a special hatred for Corellon Larethian, Moradin, and their followers. In ages past, Corellon Larethian put out Gruumsh's left eye in a fight.
Heironeous- God of Valor, is lawful good.Heironeous promotes justice, valor, chivalry, and honor. The domains he is associated with are Good, Law, and War. His favored weapon is the longsword, and he is worshipped by Paladins, good fighters, and good monks. His archenemy is Hextor, his half-brother.
Hextor- God of tyranny, is lawful evil. Hextor is the six-armed god of war, conflict, and destruction. Hextor's worshippers include evil fighters and monks, and his favored weapon is the flail. The domains he is associated with are Destruction, Evil, Law, and War. He sends his followers to commit evil, and their special purpose is to overthrow the followers of Heironeous wherever they are found. Heironeous is Hextor's half-brother.
Kord- god is strenght, is chaotic good. Kord is the patron of athletes, especially wrestlers. His worshippers include good fighters, barbarians, and rogues. The domains he is associated with are Chaos, Good, Luck, and Strength. Kord's favored weapon is the Greatsword.
Moradin- God of the Dwarves, is lawful good. Moradin forged the first dwarves out of metal and gems and breathed life into them. He governs the arts and sciences of the dwarves: smithing, metalworking, engineering, and war. The domains he is associated with are Earth, Good Law, and Protection. His favored weapon is the Warhammer.
Nerull- God of death, is neutral evil.Nerull is the patron of those who seek the greatest evil for their own enjoyment or gain. The domains he is associated with are Death, Evil and Trickery. His worshippers, who include evil necromancers and rogues, depict him as an almost skeletal cloaked figure who bears a scythe, his favored weapon
Obad-Hai- God of nature, is neutral. Obad-Hai rules nature and the wilderness, and he is a friend to all who live in harmony with the natural world. Barbarians, rangers, and druids sometimes worship him. The domains he is associated with are Air, Animal, Earch, Fire, Plant, and Water. Because Obad-Hai strictly adheres to nature, he is a rival to Elhonna.His favored weapon is the quarterstaff.
Olidammara- god of rogues, is chaotic neutral. Olidammara delights in wine, women, and song. He is a vagabond, a prankster, and a master if disguise. His temples are few, but many people are willing to raise a glass in his honor. Rogues and bards or frequently among his worshippers. The domains he is associated with are Chaos, Luck, and Trickery. The rapier is his favored weapon.
Pelor- god of the sun, is neutral good. His title is the Shining One. Pelor is the creator of many good things, a supporterof those in need, and an adversary of all that is evil. He is the most commonly worshipped deity among ordinary humans, and is priests are well received wherever they go. Rangers and bards are found among his worshippers. The domains he is associated with are Good, Healing, Strength, and Sun. The mace is his favored weapon.
St. Cuthbert- god of retribution, is lawful neutral. St. Cuthbert exacts revenge and just punishment on those who transgress the law. Because evil creatures more commonly and flagrantly violate laws than good creatures do, St. Cuthbert favors good over evil, though he is not good himself. (His clerics cannot be evil.) The domains he is associated with are Destruction, Law, Protection, and Strength. His favored weapon is the mace.
Vecna- god of secrets, is neutral evil. Vecna rules that which is not meant to be known and that which people wish to keep secret. The domains he is associated with are Evil, Knowledge, and Magic. He usually appears as a lich who is missing his left hand and left eye. He lost his hand and eye to his traitorous lieutenant, Kas. Vecna's favored weapon is the dagger.
Wee Jas- Goddess of death and magic, is lawful neutral. Wee Jas is a demainding goddess who expects obedience from her followers. her temples are few and far between, but she counts many powerful sorcerers and wizards (especially necromancers) among her worshippers. The domains she is associated with are Death, Law, and Magic. The dagger is her favored weapon.
Yondalla- Goddess of the halflings, is lawful good. Yondalla is the creator and protector of the halfling race. She espouses harmony within the halfling race and stalwart defense against its enemies. Her followers hope to lead safe, prosperous lives by following her guidance. The domains she is associated with are Good, Law, and Protection. The short sword is her favored weapon.
All right! There you have it! Now, fill ou those character sheet and show me whatcha got!
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Posted: Wed Feb 07, 2007 6:23 pm
((I think I might go into some kind of fit from the amount of info in that last post... burning_eyes
xd I'll get working on my profile!))
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Artemis Wolfkin Vice Captain
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Posted: Thu Feb 08, 2007 4:10 am
OH MY GODDESS! some one has been a little busy bee. Well good for you. I haven't played d&d in ten years or so. This ROX I'll be getting started on mine as well. I'm only half way done with Artemis's charicter profile sheet I want to finish but life keeps getting in the way. So pardon me if it takes me a bit to get it done. I'm working 12 hour days and weekends too cry
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Posted: Thu Feb 08, 2007 4:35 pm
This took me FOREVER! I almost went into a misfit... my hands hurt bad... hehe.
Edit: Come on guys! More is needed than just me, Chris, and Artemis!
EDIT 2: The level has been changed to lvl 10! Sorry guys.
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Posted: Sat Feb 10, 2007 2:36 am
Player Name: Cernnunoz (Chris) Character Name: Aaron Swiftarrow Class: Ranger/ Druid Level: 10 Race: Elf Alignment: LN Deity: Ehlonna Gender: Male Age:111 Height: 5'6 Weight: 120 Picture:  Strength:16 Dexterity:16 Constitution:15 Intelligence:15 Wisdom:14 Charisma:14 Ok there we go.... Do I need anything else like gold and equipment? how do we handle initial gold?? random roll?
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Posted: Sat Feb 10, 2007 11:47 am
((Yes Chris, you can multiclass. But you to tall and weight to much, I suggest 5'6 (tallest an elf can be) and about 120 lbs.)) Player Name: Sakumi-San (Ryan) Character Name: Arya Moonwhisper Class: Arcane Archer Level: 15 (me only) Race: Elf Alignment: NG Deity: Ehlonna Gender: Female Age: 110 Height: 5'4 Weight: 105 Picture:  Edit: Fixed... I'm such a doush! i was in a hurry! hehe. Strength-10 Dexterity-20 Constitution-14 Intelligence-12 Wisdom-14 Charisma-20
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Artemis Wolfkin Vice Captain
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Posted: Sat Feb 10, 2007 3:36 pm
Okay... here we go. Hey, lookit that! We all picked Ehlonna! whee
(I kinda don't think that's a gender, Ryan hehehe wink )Player Name: Artemis Wolfkin Character Name: Cael Shadow Class: Druid Level: 10 Race: Half-Elf Alignment: CG Deity: Ehlonna Gender: Female Age: 21 Height: 5”4’ Weight: 115 lbs Picture:
 tektek version-

Strength: 12 Dexterity: 16 Constitution: 12 Intelligence: 13 Wisdom: 20 Charisma: 17(( xp I just can't seem to get anything right in this, Ryan!))
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Posted: Sat Feb 10, 2007 5:41 pm
((Dont worry about the gold! hehe.))
You are all in the city of Saradush. You're here for whatever reasons, wither trainging, drinking, partying, or just for the damn sex! But you hear some commotion in the middle of town. You all rush to see the disturbance. There, you see a Beautiful Elf, dressed in black, running, with her bow behind her, shooting her assailants. Finally, she has one left. He's stopped running, and she turns to face him. She lifts her bow and says, "Death Arrow!" and it shines Red. She shoots it, and it strikes him in the head, an Instant Kill. She notices you 2 and approaches you. "Ah, Hello. Thanks for being here if I needed any assistance." She puts away her bow, and bows. "My name is Arya Moonwhisper, an Arcane Archer." Then lifts her head. "What are your names, fellow elves?" She asks.
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Artemis Wolfkin Vice Captain
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Posted: Sat Feb 10, 2007 6:11 pm
Cael bowed her head respectfully as the striking elf addressed her. "I'm sorry, but you are mistaken," she said quietly, "I am merely a half-elf. My name is Cael Shadow." She finally looked up at the other woman, wonder shining in her young eyes. "You have great skill, I must ask why in Ehlonna's name you would think you would ever need assistance?"
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Posted: Sat Feb 10, 2007 6:20 pm
Just a note: Elves have alway been depicted as taller and more slender than human. Living to the ripe old age of 3 to 400 yerars old. 15 and 21 you are just a wee babes. I will adjust if I must. Your the DM. Let me know
Touching two fingers to his lips then his heart and bowing deeply " Aaron Swiftarrow at your service M'Lady. Why are you being chased? Fellow elf may we assist you?" Aaron reached into his hip mounted quiver and pulled out 5 finely crafted arrows with shafts made from the silver bark tree and feathers from the yellow winged hawk. An arrow that she knew must have been crafted from the LLegeareath Elves from the hidden vale of Cloud Haven. Aaron raised them above his bowed head and said. "No bow bearing elf should be left defenceless. Shall we find a more descreat place to recipricate pleasantries?"
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Clefaiiry rolled 1 20-sided dice:
3
Total: 3 (1-20)
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Posted: Sat Feb 10, 2007 6:52 pm
((ahh! But D&D has been updated in the 10 years you've been away. Elves are now 4'5 to 5'6 in height, shorter than a human, and weighs 80 to 130 lbs. And now they reach adulthood at 110 years, while they can live to be over 700 years old.))
"Oh dear..." I lifted my hand and gently touched Cael's check. "You're an Elf in my eyes. It seems you've experienced much loneliness and pain, the fate of a half-human..." I paused. "But you do have Elven blood, thus, I call you elf. Now, pleasantries... no no... I don't need your arrows. Those are sacred. Keep them. My magic fuels my arrows. I imbue them, so no matter the bow, thine arrows are more accurate, and deadly. But my bow..." I reached behind my back, and grabbed my long bow. "This bow is called the Darkwood Mage Bow. Watch..." I cocked the string back. Suddenly, an arrow encased in blue light just appeared in the bow. I pulled the string back, and the arrow disappeared. "This bow is magical. It summons arrows from the depth of the void, and brings them to me. Come, the tavern is a great place. I know the owner, and he's very kind. Come!" I beckoned, pleading them to go with me to the tavern.
((I have an 8 to persuade you guys to go with me. It's either way. You can say yes, or no.))
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Posted: Sun Feb 11, 2007 9:42 am
"Yes, of coarse lead the way. But won't your foes be looking for you? or was he the only one? A nice mug of stout would definatly hit the spot. lets be off." I said.
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Posted: Sun Feb 11, 2007 10:10 am
((Omg......it's been like 20 years since I have done this.......I don't even remember how!!!!! Ok, let me think and I'll get back to you with who I'll be.))
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Clefaiiry rolled 1 20-sided dice:
2
Total: 2 (1-20)
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Posted: Sun Feb 11, 2007 10:32 am
"Shhh!" I hissed to Aaron. "They found out my identity. I know they're not done trying to kill me. I'll explain everything at the tavern!" I lead them to a house that was covered in straw, and smoke rolled out of the smokestack. Once inside, I put my hood over my head, and led them to a corner. "Ok, I'm a Princess all but unknown here. I'm Princess Arya Moonwhisper, of the Brightwater region. There is a bounty on my head. The Shadow Thieves have overtaken my home, and killed my parents. So, I guess I'm not Princess anymore, but they've been hunting me for the past 5 years. I still don't have enough power to defeat them. I've led one other attack group I thought wouldn't fail. A Paladin, Ranger, Cleric, I, a Sorceror, and a Rogue. A perfect team I thought. I thought wrong. They slaughtered them all, and I was the only one left alive... at least I think. I never saw the Rogue fall. But, I ran for my life. They told me too, and I've been here ever since." I fell silent, but quickly gathered my thoughts. "Now is the time to strike again. I need to reclaim my region from the Shadow Thieves... and save my people. The Elves need me..." I finished. "Are you two willing to help me?" I pleaded.
((I got a 7 to plead for help. Again, up to you. My rolls suck so bad... crying ))
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Artemis Wolfkin Vice Captain
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Posted: Sun Feb 11, 2007 10:54 am
"A princess," I whispered, though amazed more by the woman herself than the position. It explained a lot, and she certainly had the beauty of a princess. I blushed slightly as I ducked my head again. "I would be honored to help you, if you would have me, Your Majesty."
((I feel so insanely foolish... I have no idea how D&D is usually played... sweatdrop burning_eyes ))
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