Categories: Characters

Kildar Lvl 03

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Player Character Basics:
Kildar Dalar

Race and Background Goliath | Outlander
Class
Subclass
Barbarian (03)
Path of the Frostborn
Alignment | Deity CN | ???
AC |  HP 14 | 45
Speed | Init | Prof 30 | +3 | +2

 

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Ability Scores:

Str 18 +4 Int 10 +0
Dex 13 +1 Wis 14 +2
Con 16 +3 Cha 10 +0

 

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Skills, Senses, Languages:

Saving Throws: Str +6 Con +5
Skill Proficiencies: Ath +6 Int +4 Sur +4
Tools and Kits Tools and Kits
Senses: Darkvision 60ft
Languages: Languages

 

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Actions
:

Weapon Attack Damage Type Extra
Titans Tooth +1 +7 2d6 +5 Bludgeoning Melee

 

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Feats
:

Fury of Frost When you enter rage, you tap into the unbridled fury of winter and explode outward in freezing energy. While you are raging you are resistant to cold damage and all attacks done with melee attack do an extra 1d6 of cold damage.
Frostvine Protector As a bonus action, you create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Constitution Modifier * Proficiency Bonus.

This ability can be used a number of times daily equal to your Proficiency Bonus (twice at level 3)

 

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Magic
:

   

 

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Items Inventory
:
The things in the pack and on the back

 

Item Name Description and Quantity

The Path of the Frostborn

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The Path of the Frostborn

These Barbarians know few things, but what they do know is the rage and anger that winter brings. These warriors know how to take the fury of winter and transform it into a potent reservoir of power. While many of them come from the northern parts of the world, these barbarians come from anywhere where the winters are bitter and devastating, and because of this they often act as guides and helpers to those navigating the frigid north.

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Fury of Frost (Level 3)

When you enter rage, you tap into the unbridled fury of winter and explode outward in freezing energy. While you are raging you are resistant to cold damage and all attacks done with melee attack do an extra 1d6 of cold damage.

This cold damage Increases at higher levels in this class, with 2d6 at level 6, 3d6 at level 10, and 4d6 at level 14.

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Frostvine Protector (Level 3)

As a bonus action, you create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Constitution Modifier * Proficiency Bonus.

This ability can be used a number of times daily equal to your Proficiency Bonus (twice at level 3)

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Heart Of The Blizzard (Level 6)

You are able to focus the cold and shredding winds of a blizzard into your strikes. When you make a melee weapon attack, you can infuse it with the power of a blizzard, if the attack hits when you use this ability, the target must make a strength saving throw equal to your 8 + your proficiency modifier + your constitution modifier. On a fail, the creature is thrown backward 15 feet in a gust of freezing wind and they are knocked prone.

This ability can be used a number of times daily equal to your Proficiency Bonus

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Frostvine Aggressor (Level 10)

Upon any successful Melee attack, you can choose to inflict Frostvine Aggressor upon the target. Target must make a Constitution saving throw (Ki save DC). On fail, vines of ice spread around their body, restraining their movement and inflicting 2d8 Cold Damage. At the end of the targets each turn they can attempt another save. On fail, another 2d8 Cold Damage is inflicted. The effect ends after 3 rounds.

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Frostbite Barrage (Level 14)

You are able to empower yourself with the fury and anger of winter and send a barrage of attacks at your opponents. As an action you roll 1d4, you attack extra times equal to the roll. If all the rolls hit, the target must make a constitution saving throw equal to 8 + your proficiency modifier + your strength modifier, if they fail they take 5d6 cold damage and their movement speed is halved until the end of your next turn.

You can use this ability once per long rest.


Coin of Tymora and Beshaba

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Item: Coin of Tymora and Beshaba

Type Wonderous Item (Coin)
Rarity Uncommon
Attune? No
Prereqs This coin must be gifted by a priestess of Tymora to have any power. If it is lost or stolen, subsequent owners recv no benefits from it.

 

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Item Description
:

This coin has one face engraved with the the visage of Tymora, and the other of Beshaba, the gods of good luck and bad luck. As an action, you can flip this coin and allow it to fall to the ground (to represent a coin toss, roll any dice, even numbers represent Tymora’s face up, while odd numbers represent Beshaba).

 

– If the coin lands Tymora face up you can add current boon to any desired roll

– If the coin lands Beshaba face up – subtract  current boon from next roll (Attack, Skill, Saving)

 

The Coin will only land Tymora face up once per 24 hour period. Any subsequent flips during same period will always land Bashaba face up.

 

Note: DM may also decide to use results of the coin flip in ways that affect the surrounding world or story.

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Item Levels
:

The awarded boon increases according to the users level (Proficiency Tiers)

 

Tier Boon
1 (lvl 1-4) 1d4
2 (lvl 5-8) 2d4
3 (lvl 9-12) 3d4
4 (lvl 13-16) 4d4
5 (lvl 17+) 5d4

 

 

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Backstory:
Links out to sources about similar items or lore etc
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Categories: Characters

Dawndra Level 3

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Player Character Basics:
Dawndra Norlandr

Race and Background Artikos | Monastic
Class
Subclass
Monk (03)
Way of the Ice Pike
Alignment | Deity NG | Dunea
AC |  HP 18 | 30
Speed | Init Bonus 40 | +4

 

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Ability Scores:

Str 14 +2 Int 08 -1
Dex 18 +4 Wis 16 +3
Con 14 +2 Cha 10 +0

 

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Skills, Senses, Languages:

Saving Throws: Str +5 Dex +7
Skill Proficiencies: Ath +4 Acr +6 Perc +5 Int +2
Resistances: Cold Dmg
Tools and Kits Tools and Kits
Senses: Darkvision 60ft
Languages: Languages

 

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Actions
:

Weapon Attack Damage Type Extra
Ice Pike +1 +7 2d4 +5 Piercing Melee Reach
Unarmed +6 1d4 +4 Bludgeoning Melee

 

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Feats
:

Flurry of Blows. 1Ki. After Attack Action, make two unarmed strikes as a Bonus Action
If both are successful – +2d4 Cold Dmg
Patient Defense 1Ki. Take Dodge Action as a Bonus Action
Step of the Wind 1Ki. Take Disengage or Dash Action as a Bonus Action
Deflect Missiles Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack
Sharp Defender After taking the Dodge (or Patient Defense) action and you are attacked (Melee), you gain a Defender Reaction (in addition to normal Reaction). If the attack succeeds against you, the damage is halved. If the attack fails, you gain an attack of opportunity against the attacking enemy.

If a Ranged attack against you succeeds while you are taking the Dodge action, you can add your Proficiency Modifier to the Deflect Missiles roll to decrease damage.

Heavens Orbit This feat enhances your ki generation. If you spent at least 30 minutes in flow form practice, you gain additional ki points equal to proficiency bonus (+2) for 24 hours

 

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Magic
:

Ring of Shooting Stars Magic Item. While wearing this ring you can cast Daylight spell at will. Requires an action. Other capabilties are restricted to those with Elven descent.
Keepsake of Trenstino Magic Item.

AC +1
Saving Throws =1

 

 

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Categories: LGFLs

Race: Arktikos

Arktikos 

Born from the ice lands, the Arktiko appear mostly human with the exception of their larger size and the fine white fur that covers their body. One may suspect that the Arktiko were the result of some magical experiment intent on blending the polar bear with a giant. No one really knows as their history is lost… but when one meets an Arktikos – one always wonders. There are very few Arktikos living in the Forgotten Realms, though they have been around for over a thousand years, living in small isolated tribes in the wilderness areas of the Savage North.

 

Arktikos Traits

Arktikos share some common traits

 

Ability Score Increase

Strength Attribute increases by +2

 

Age

Arktikos generally live about twice the lifespan of humans 150-200 years

Speed

You have a walking speed of 30 feet and a climbing speed of 20 feet.

Size

Arktikos on average stand 7 to 8 feet tall and weigh between 250-330lbs. Your size is Medium.

 

Keen Smell
You have advantage on Perception (Wisdom) checks that rely on smell.

White Hide

You can weather the coldest temperatures and can survive in driving snow and freezing rain. You have resistance to Cold Damage. Additionally, you are energized when in temperatures below zero – Constitution Modifier Bonus is increased by +1 while in cold temps.

 

Powerful Build

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

 

A History of Violence

You have advantage on Intimidation (Charisma) checks against creatures of size Medium or smaller.


Categories: Notes

Credit Notes – Cycle One – Shield of the Northern Towers

Credit Notes

I am playing and writing in a world not of my creation. I owe credit to those creative minds which inspire my own creativity and enjoyment. May their effort and imagination be rewarded in full.

 

Adventure Design

The basic idea of the quest I am using for Cycle One: Shield of the Northern Towers came from the published adventure, Rime of the Frostmaiden. Honesty I’m not using any of the adventure content except for some of the lore of Ten Towns and surrounding locations.(Perhaps an NPC or two as well…) I am bringing the Frozenfar Fray Games into the Ten Towns, and also the abode of Shavisala, the mother of Dawndra.

 

For Scene 09 – Frostfall Pass – I have used the excellent adventure “The Snow Stalkers” by Kelsey D and her Arcane Library. (BTW… Nim Bragos as an NPC character has his origins in this published adventure… I embellished him a bit with a sister and bodyguard)

 

For the Tavern Brawl in Scene 06, I am using the system from

Tavern Brawl Builder by Jean Lorber

 

 

Ed Greenwood is owed credit for the Sword Coast of Faerun and much of what an adventurer such as myself might encounter there.

 

Wizards of the Coast is owed credit for Dungeons and Dragons  – Fifth Edition. I firmly believe they deserve both creative and legal credit for the game structure and mechanics and even the containers such as Stat Blocks which make the game a joy. Many of the characters, settings and storylines I play within are their creative property. I officially recognize this and express gratitude for it.

 

Fandom Wiki is a tremendous source of lore for playing within the Forgotten Realms. I link out to it extensively and I hope readers will benefit as much as I have from the resource.

 

OGL & SRD

To the best of my ability, this site conforms to the the Open Game License (OGL) and 5E Systems Reference Document (SRD). Exceptions are “homebrew” and “house rule” customizations. Nothing posted on this site is intended for commercial publishing. It is a mere blend of Solo Gameplay and Fan Fiction

 

Fan Fiction Disclaimer

The Wardens of Heroes Gates is essentially fan fiction. By no means am I attempting to tread upon any copyright or property rights. As far as I can tell, the content I use in this blog is covered under Fair-use.


Dawndra Arrives in Luskan

 

[Scene Notes]  
  Cycle One: Shield of the Northern Towers
  Scene 01 (C01.S03.01)- Scene Notes
  Credit Notes
[Setting Info]  
  Luskan
  Forenight of Merpenoth 22 – 1491 DR
  Slight southern wind with large clouds. Autumn chill.

 

 

] You have just arrived via portal in Luskan. A mere moment ago you were in the courtyard of the Treyvigg Monastery where you have spent the last ten years of your life. One of your teachers has a friend with the ability, and kind willingness, to portal you across the world in a moment. The portal destination nearly dropped you into a deep hole in the ground however. All around you are large blocks of stone and scaffoldings made of wood and steel. There is some large building project going on here. Tey Emberjaw, the portal maker, had warned you about the portal exit being a dangerous place – but she mentioned a tower ruin with ghosts and the like. The Host Tower of the Arcane had been brought down in destruction years ago. She said the last time she used this portal destination, she was immediately attacked by ethereal wanderers. It seems much has changed. The tower is apparently being rebuilt and with some haste.

 

] You are in Luskan because you are on your way to cold lands beyond the Spine of the World – a region called Icewind Dale. Your teacher at the Treyvigg Monastery, Elder Riandyl, has been encouraging you for nearly a year to consider joining as competition in the Frozenfar Fray Games. She herself had competed several years back and considers the experience among the most enriching for developing martial skill. She also suggested that maybe someone in the Ten Towns might know something about your kin. Although you know nothing of where you came from, Elder Riandyl seems to think you find others like yourself among the glaciers of Toril. Icewind Dale is the most feasible place to start. The games do not start for a month, giving you plenty of time to travel and to investigate your past. The journey from Luskan to Ten Towns can be accomplished either by land along the Nothern Means, or you could likely find a ship sailing between the Luskan Ports and Fireshear. You were referred to a local guide-for-hire named Shent. He, or someone like him, would be necessary to your safe arrival in Ten Towns. It was suggested you ask around at The Cutlass on Half-Moon Street for Shent. Teach Riandyl gave you a Star sapphire (1k gp) to use for payment to Shent if you can locate him. (if not, sell the gem and pay the going rates with it). The gem represents a large overpayment but Riandyl wanted to show her appreciation to Shent in a way she could not previously.

 

Dawndra] I will start with locating this guide, Shent, if possible.

 

] As you look around beyond the massive construction project, you see you are on a small island of sorts in the middle of a river delta. To the west you see open ocean and to the east, the River Mirar. There are bridges connecting the center isle to the two sides of the city of Luskan, the larger area to the south and a smaller area to the north. As you are walking towards the southern bridge, a large section of scaffolding around the new tower creaks and groans. You hear a sudden crack and part of the scaffold gives way and collapses. Several workers that were either on or beneath the scaffold are trapped under the mangled mess. Some are obviously dead, others are crying out in pain. What do you do?

 

Dawndra] I drop my pack and rush in to help clear away the fallen structure and save as many as I can.

 

] Skill Challenge. There are 8 workers still alive but they will likely die soon. A few other workers have also rushed in to help. The Difficulty of rescuing the trapped workers is DC 13. Determine which skill or skills you wish to use to try to free them. For each successful skill use, you save one worker. A critical success saves two.

 

Dawndra] I start with taking a look to determine the best approach to take. [Perception Check]

1d20 Perception 12 +5 = 17 [Success 1/8]

 

] You perceive a leverage point where you can lift a heavy section of the fallen scaffold.

 

Dawndra] I put my shoulder to it [Athletics]

1d20 Athletics 18 +4 = 22 [Success 2/8]

 

] You display your raw strength lifting a section of the debris. Two workers are pulled out safely. A crowd of onlookers is starting to form around – watching but not doing anything else.

 

Dawndra] “Hey! Get in here and help!” I growl menacingly [Intimidation]

1d20 Intimidation 12 +2 = 14 [Success 3/8]

 

] Several of the onlookers respond and scramble in to start helping. Some of the trapped workers have limbs caught in a puzzle broken wood and bent metal.

 

Dawndra] I try to figure out how to unravel the pieces to free them. [ Investigation]

1d20 Investigation 9 +0 = 9 [Fail 1/8]

 

] You spend several minutes trying to sort out the mess before moving another piece. A worker dies in the meanwhile.

 

Dawndra] “Blighted Balls! We need to hurry!” I start pulling out chunks of debris… [Athletics]

1d20 Athletics 18 +4 = 22 [Success 4/8]

1d20 Athletics 14 +4 = 18 [Success 5/8]

 

] Your increased urgency pays off, you save two more workers. There are now only two remaining which appear alive still. Tettering over them is a large stone block. If you move the part, it will fall and crush the remaining workers.

 

Dawndra] I try to see the best leverage point to lift the stone block without crushing them. [Perception]

1d20 Perception 12 +5 = 17 [Success 6/8]

 

] You determine how to lift the structure without crushing anyone, but the task may require more strength than you have alone. Help is needed.

 

Dawndra] I start yelling at the others to get over here and help me. [Persuasion or Intimidation]

1d20 Intimidation 2 +2 = 4 [Fail 2/8]

 

] Only a single worker responds to you and starts lifting along side you. One worker is pulled out, but your strength gives out before the other can be freed. The stone block collapses. Roll a Dex Save to see if you get hurt.

 

Dawndra]

1d20 Dex Save 4 +4 = 8 [Fail]

 

] The stone block falls, [()] crushing the remaining worker and [()] trapping your leg under debris. [()] You take 10 bludgeoning dmg. You are currently Restrained by debris.

 

Dawndra] “Scrag Spit! We failed them.” I try to free myself from the debris. [Athletics check]

1d20 Athlectics 20 +4 = 24 [Success]

 

] As you vent anger, you heave the debris away from your trapped leg and free yourself.

 

Dawndra] “These folks could use a healer. I could use a healer. Any of you looky-look’s know of a healer nearby?” I say to the bystanders.

 

] Someone shouts “Good idea, I will go find one.” and they run off.

 

Dawndra] I limp over and pick up my pack and begin walking towards the South bridge.

 

] One of the people you referred to as “looky-look” is an human woman who looks to be in her 70s or older. What little hair she has is grey and stringy and blows around wispy-like in the light breeze off of the river. She has not taken her eyes off of you since you rushed in to help.

 

] Old woman “No good deed goes unpunished eh?” She says to you as you begin to limp past her. Her voice is aged and cracklely. The smile on her face is difficult to judge -she might be ridiculing you, or perhaps she is just being kind.

 

Dawndra] I smile back and assume the best of intentions from the old human. “Clever saying that. Afraid it just might be true. Still… 6 of those workers are going home to family instead of to the longbox builders.” I nod and continue walking.

 

] Old woman “Ain’t you sticking around for your reward?”

 

Dawndra] “If your saying is right.. My only reward may be more punishment.”

 

] Old woman “How did it fall? Do you think?” she says to the back of your head as you continue walking.

 

Dawndra] I turn back around and shrug at her. “How do any bad things happen?”

 

] She steps slowly and with careful footing towards you. “Well don’t you want to find out? I mean… you tried to rescue all those workers, don’t you want to know why?”

 

Dawndra] “Can’t say I care. Honestly, I have somewhere to be, and I’m not going to get there quick with a limp.” I start to turn again.

 

] “Hold one more second my large friend. Allow me to touch your leg? I think I can fix that limp for you. At least take that as a reward.” She reaches out a bony and gnarled hand but waits for you to give your ascent.

 

Dawndra] I am somewhat  hestitant to trust the woman. [Insight]

1d20 Insight 8 +3 = 11 [Success]

 

] Odd though she be, you do not get the impression she is malicious.

 

Dawndra] I step back towards her and nod, allowing her to touch my leg.

 

] She places her hand lightly on your outer thigh and you feel a warmth flow into your body, increasing your strength and vigor. The pain in your leg is gone. She steps back and performs another motion with her hands and a wave of healing energy washes through you, past you, healing the injured workers as well as replenishing your hp.

 

Dawndra] “Thank you friend. Your powers are obviously great. I appreciate the boon. I am called Dawndra.” I extend a hand out in friendship.

 

] Vetla Vashingsteel “My name is Vetla. Well met friend. I will let you be on your way, but if you return this way, please find me in the Tymora temple. Not the Clearlight – it is overrun. The new temple is on the North side by the Red Dragon.”

 

Dawndra] “Well met Vetla. If I make it back this way, I believe a visit with you would top my list.”

 

] Vetla Vashingsteel “I case you don’t make it back this way. I think you might be the person to carry this forward.” She tosses you coin. “Just be careful how you use it yes?”

 

Dawndra] I catch the coin and look at it.

 

] The coin has a likeness of the Bright Lady Tymora herself on the face and on the back the likeness of antlers – (which is the symbol Beshaba – Black Bess herself).

 

Dawndra] “Thank you Vetla.” I act like I pretend I understand what she meant by ‘be careful’…. “And I will be careful.” I continue to the South Bridge.

 

] As you enter the South City you notice a lot of other buildings are also under construction – or are in ruins and need to be rebuilt. On your left is a market place with nearly a dozen merchant carts or stalls scattered around. On your right you see a section of what appears to be ancient ruins… crumbled walls and moss-covered statues. You see directly in front you of a street called South Gate Way leading SE and another smaller, unnamed street passing the ruins and then running parallel in the same direction. You can also go directly south to the South Bank docs or north thru the market..

 

Dawndra] I go up to one of the market stalls and ask the merchant “Can you direct me to The Cutlass Inn?”

 

] Merchant “Unfortunately I just sold my last map to The Cutlass.”

 

Dawndra] “My mistake.” I turn to find another.

 

] Merchant “Hey, don’t give so easy… maybe I can manage to find another… for a paying customer…”

 

Dawndra] “Eat Troll Shit.” I walk away.

 

] The human merchant calls after you “No need to be rude! Weirdling!”

 

Dawndra] I look for another market stall with a more friendly face.

 

] You notice a small cart against the eastern edge of the market with an older woman sitting on a stool and running a needle and thread through some white cloth. Her face is not exactly friendly, but it appears she might be a little more open to helping you.

 

Dawndra] I try a different tactic… I approach the cart and begin looking at the items for sale. “Good day to you friend.” I say without attempting any eye contact.

 

] The aging human greets you in kind without looking up from her sewing. In her cart you see various goods… blankets, used clothing, candles and small torches, some used mess kits and other similar utensils. There are several bits of used jewelery and a small box of leather coin pouches.

 

Dawndra] I pick up one of the coin pouches and examine it.

 

] It appears newly crafted. The leather is still stiff but the stitching appears to be of quality.

 

Dawndra] “How much for the coin pouch?”

 

] “8 silver.” she says without looking up from her task.

 

Dawndra] “It appears well-crafted… do you make these yourself?”

 

] The merchant looks up at you for the first time. “Yes, when I can get the material. It should last you many years with a little care.”

 

Dawndra] I give her a gold piece. “I will take this one. I have just recv’d a new coin, which I think best be kept separate.” I pull out the Coin of Tymora and Beshaba and put in the new pouch.

 

] Merchant “Hold… may I see this special coin?”

 

Dawndra] I show it to her and flip it back and forth. “I don’t know what to make of it really.”

 

] The merchants eyes have grown wide. “Where… where did you find this coin?”

 

Dawndra] “I helped rescue some of the workers in the construction over on the island there, a bystander there… she gave it to me – as reward I suppose.”

 

] Merchant “Was this lady a priestess? By any chance?”

 

Dawndra] “I’m not certain. She did say I was welcomed to visit at the Temple to Tymora. Vetla was her name.”

 

] The merchants eyes get even wider and her jaw drops “High Priestess Vashingsteel! Then it has… Tell me…. Have you used it yet?”

 

Dawndra] “No, I only just received it… minutes ago really.”

 

] She puts the 1 gold piece you paid for the coin pouch back into your hands “I have a favor to ask. First… allow me to introduce myself. I am Alnetha Taobethi.”

 

Dawndra] “I am called Dawndra. Well met.” I offer a small bow of respect.

 

] Alnetha “Well met Dawndra. My favor is this… I have been waiting for one blessed of Tymora. I know it may sound strange, but I had a dream several tendays ago and I was told to watch for one blessed of Tymora. All I ask is that you use the coin and allow me to see how it falls.”

 

Dawndra] “Vetla warned me to be careful how I use it… though I did not understand what she meant.”

 

] Alnetha “Indeed… if this was given to you by a priestess of Tymora – a High Priestess no less… then it is powerful. You would not want to ever use it frivolously. This would not be a friviolous use, by my sons lost name, I guarantee you.”

 

Dawndra] Uncertain yet intrigued… I take the coin and flip it into the air, letting it fall to the ground

1d20 Coin Flip 14 Even (Tymora)

 

] Add 1d4 to any roll of choice over the next 24 (in game) hours

 

] Alnetha “Surely then! You are one blessed of Tymora!” She begins digging through the inner folds over her clothing and pulls out an intricate bracelet. It is black leather braided with some sort of soft white metal. “I’ve been carrying this for years as a keepsake… it belonged to my son Trenstino. He served as Lieutenant to the High Captain Rethnor until he was killed – many years ago. It is time his boon was released back into the world. It is yours now. It has a powerful enchantment within it. Now I don’t expect you should trust a stranger with such an item. Were I you I would find a wizard to validate its magic before using it. ”

 

] As she places the bracelet in your hands, it triggers a memory

 

]] Dawndra] “The feel of the braid reminds me of when I was young on Norland Isle. My friend, my best friend, Sheogor, would sometimes braid my white hair and interweave a length of a beautiful vine of ivy. I’ve never felt so pretty as when I wore those ivys. The entire village of Firbolgs was always caring to me, kept me fed and sheltered…  but Sheogor was the only one who ever really made me feel like I had a place in the tribe, like I was actually family. We lived peacefully in the Jotunhammer Mountains on the South side of the island and mostly isolated from the other Firbolgs tribes (and of course the giants) who were always wanting war with the Ffolk of the lowland cities. Sheogor (I nicknamed him Shaggy – for obvious reasons if you ever saw him) was not quite at home in the tribe either. I often had to go search the valley forests for him… and I would usually find him just sitting and watching trees swaying or flowers blooming or, especially, watching the wildlife being wild. They all knew Shaggy… the deer, the wolves, the squirrels… I remember being jealous of them because I wanted his attention.  I imagine Shaggy is still there after all these years, sitting and watching over nature.”

 

Dawndra] “You would part with such an item based on the toss of a coin? Are you certain this is what you desire?”

 

] Alnetha “I am certain it needs to be back in play and not gathering lint in my pockets any longer. It is my hope that you would use it to protect life and not destroy the innocent – but I leave that up the gods. Tymora has given her sign and I trust in it.”

 

Dawndra] “Thank you friend. Surely it has great value… far beyond what I could pay… but can I not offer you some payment?”

 

] Alnetha “I ask only that you remember my lost son… Trenstino Taobethi. He was a young man with great valor, and great hope.  Once I pass, there will be none to remember – except now you.”

 

Dawndra] “That is the least I can do – and you have my promise. Say… I was told The Cutlass Inn was a decent place, might you be able to direct me?”

 

] Alnetha “Whoever told you that is a fiendish liar… Granted it ain’t as bad as it once was, but you could still get a knife in your back as quick as a blink if you ain’t careful around The Cutlass. But you look like you can handle yerself… just be forewarned friend.” She tells you to just follow South Gate Street to the end, then turn right. “It is down on the corner towards Dragons Beach, on Half-Moon Street.”

 

 

 

 

Next: A Night Spent in The Cutlass
Cycle One: The Northern Towers

 

Appreciation & Collaboration


Categories: Characters

Smokes


Categories: Characters

Rodan

“What has mood to do with it? You fight when the necessity arises—no matter the mood! Mood’s a thing for cattle or making love or playing the baliset. It’s not for fighting.”

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PC
: Rodan
Rodan is a Leonin Monk. He has a long and storied background – much of which has faded from his own memory. He is Spellscarred and practices The Way of Blue Iron

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Description:
Rodan is a striking figure. Nearly 7 and a half feet with a full mane of blazing-blue hair. His body fur is a pallate of exotic swirls of blue and gold. He wears a just enough of a loincloth to fain modesty when among civilised folk. He carries a flail made of cold iron with three large swinging mauls fashioned to look like baby orc heads. The handle of the fail is fashioned as a large orc leg bone.

 

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Combat Tactics
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Rodan can certainly afford to provide damage control, and loves to take on multiple opponents. He intimidates the weaker and breaks the stronger. Bloodlust can make him reckless but his enemies are usually dead before they can take advantage of the fact.

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Roleplaying
:
Rodan is not likely to win any congeniality awards… He is brusk and brash, speaking only when he has something to say. He is also extremely loyal to any who would walk alongside him – and any slight against his pack is slight against him.

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Objective(s):

Rodan used to want to return home to his pride in Tethmos. He replaced that objective when it became hopeless with an obsessive and unrelenting need to kill orcs. Both goals have faded into his complicated past and today he merely wants to dedicate himself to protecting his new pride – even if they are not of his kind (because he realizes that the spellscar he bears means no one is of his kind any longer).

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Motivations and Temptations:

Rodan is motivated by loyalty and relationship. He has held great fame and glory and wealth – but today he would trade them all for a close friend. A female Leonin or Tabaxi could easily tempt and manipulate him into compromise with single sexy sway of the tail. He may also be tempted by his hatred to destroy an Orc even when doing so is in no ones best interest.

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Relationships:

Rodan feels especially bound to Brava. Whether it is a romantic bounding or not remains to be seen.

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Characteristics: 

Traits: Brusk, Brash, but of few words
Ideals: Sometimes you can only fix things by breaking them further
Bonds: His Pride – his group over which he is ultra-protective
Flaws: Deep-seated hatred of Orcs and the Orcish

 

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Background:

Rodan lived his early life in a land no one has ever heard of – Oreskos. He was a famous champion of The Savage Throne – a grand battle arena in Tethmos. It was during one such event that his life changed forever. The crowds of catpeople were going wild as he demolished the last of three opponents, a vortex crackling of blue bolts of lightining opened above the entire arena. Thousands of Leonin were swept up into the magical storm, including Rodan. He awoke alone, surprised to be alive, if only barely. Days and days crawled by as he wandered in the Tortured Lands trying to understand what happened and where he now was. His once mighty gold mane and fur forever changed to a dizzying color of blue flame and the fur on his body appears to have been colored and swirled by the vortex which carried him away from Oreskos. He has not aged since that day, nor has he experienced any sickness. He wonders if he will ever die, and somedays he wished he would.

 

His spellscar also gave him innate shifting ability, similar to the Misty Step spell or a blink dogs teleport ability, he can teleport to a nearby space by simply willing it. His skin became hardened as well, allowing him to take far more damage than ever before.

 

He somehow got caught up in the struggle against the orcs of Thar and fought battle after battle against the Orc tribes. Ever since has a seething hatred for orcs (and often half-orcs) as if he blamed them for stealing him away from his home. His weapon is a flail made of cold iron with three large swinging mauls fashioned to look like baby orc heads. The handle of the fail is fashioned as a large orc leg bone. He also wears a ring that allows his to charge Cold Iron with Radiant energy for a strike. He treasures the items but claims to have forgotten how he got them.

 

The years of fighting and killing orcs eventually left him in a state of depression and he began drinking his unending time away. He drank away his martial skills and physical prowess and along with them, any hope for hope. That was when Li Pah found him passed out from extreme intoxication in a small row boat that floated ashore along the Moonsea. In the boat with him was Brava Toxori, who was near death from severe injuries. Li Pah (a Bearkin monk) rescued the blue lion man and the over-sized woman and brought them both back to his monastery in the Border Forest where they spent a long time convalescing.

 

Today his memories of all that came before his time in Nightstar Temple (wiki) are fading fast and he considers it a blessing. After several seasons of training with the monks to control his abilities and his spellscar, he ventured back out into the world with Brava.  Neither remember what happened that day, nor do they even remember each other from before that day. Brava was gravely injured and near death, Rodan was unharmed except for the high level of intoxication… The assumption is that Rodan fished Brava from the Moonsea that day, saving her life – and maybe his own.

 

 

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References:
Links out to sources about character class, race, etc.

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Categories: Characters

Shaggy (Sheogorath Nethers)