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Twiddledale: Lost to the shadows

The town of Twiddledale was isolated, edging on the moors, and close to the great desert, it was known for exactly two things; its clay pottery and as a water supply stop for caravans heading into the desert. Otherwise it was entirely unremarkable.

Yet that didn't save it. As it didn't save a handful of other smaller villages along the black road. Empty, abandoned, as if the all the inhabitants simply teleported out one day. The only sign of sinister action was the bloodless murders of the towns leaders. These villages were a lesson to others, submit or face an eternal fate worse than death, the enslavement of one's very essence, their shadow selves.

Other towns, larger and more prosperous, did not suffer the unknown strange fate. Instead they were visited by a trio of powerful priests of a dark and unheard of god. These priests ordered the town to give up its “heathen” ways of worship to the gods of Faerun and worship only their own god. Through magic, trickery, and fear they “converted” entire towns, leaving behind faithful followers and soulless warriors to protect them and ensure the town's cooperation and worship. For worship fueled a god's power, and the more worshipers, the stronger they grew. These towns were withdrawn and filled with fear, but for most life simply continued. The only difference now was that life continued permeated with an aura of fear and distrust.

This was all very mysterious and vague to our adventurers however. Children from the various villages, some from villages that had been completely vanished, others from towns that had been converted. AS they combined clues to learn what happened they grew more determined to stop it; either as revenge for the death of those they cared about or in an effort to save others from the same fate. Skill, and no small amount of luck, has kept them alive so far. Luck and the aid of those who wish to see them succeed. But even as they grow in confidence and skill, away from all the have known up to this point, so to does the enemy grow in power for every village conquered strengthens them.

Chapter 1...


Loudwater: A town of a dark god

Aiden, Brisa, and Arugrios were the last known survivors of the town of Twiddledale. By fate and luck they have reunited again far from their home, after surviving long miles of walking, living off the land, gnoll and bandit attacks, lost friends along the way, and general harsh weather. Joining them is a young monk-in-training from one of towns that had been converted. His whole monastery, teachers and the only family he knew, had been slaughtered by fanatical townsfolk and he was left to fend for himself and learn what he may in a town where the slightest wrong move would result in death. In a desperate bid the four children bolted from the darkly doomed town; through luck and the sacrifice of friends, they managed to get into a skiff and escape down the river, away from the fanatics and despair.

Chapter 2...The Adventure Continues

River Delimbiyr

The travel on the river was safe and calm but as the night came so too did the rain. Now landed due to a deluge they face more unusual assailants as the group ventures further and further from all they know. A group of frog-men attacked the children, during which one of the party vanished and the other were badly hurt. They were saved by a boar-man, but that escape came with a price. Unfortunately it was the boar-man who paid it as his niece was grievously injured by friendly fire. With the stranger's niece, Laodike, wounded and Argurios badly injured as well the children were in for a rough couple of days if the frog-men attacked again. The boar man, Jaim's, helped and they set up defenses and braced themselves. The attack never came. Instead a bout of bad weather and a swollen river kept them safe through the night. In the morning a barge traveling downriver passed them and the little group of children and boar-people were welcomed aboard. On board they found a mage who explained what happened to the frog-men and a shaman who helped heal the injured. For 10 relaxing days they shared and learned and rested before being put ashore further downriver; picking up a major trade route to the sea once more.

Intermission 1: Making it to the great port city of Baulder's Gate

Once they left the boat the children quickly found their rythym, the trade roads here were wide and though rutted from hundreds of carts and wagons they were easy to travel on foot. It might have been hard once, but for these three they built up their endurance, learned how to quickly make camp, how to find food on the road, life settled into a simple effective routine. They managed to reach the huge metropolis (to their eyes) of Baulder's gate ahead of the winter storms. All that remained was to settle into city life and find a way to support themselves through the winter. It would be a new challenge...

Intermission 2: Baulder's Gate

It was a long fall and winter that the children had to spend here in this great port city. The time did not go idily by however...they took jobs, learned new skills, developed new crafts, made money, made friends, and planned. When the southern bound ships started sailing again they had accumulated enough money to outfit themselves properly and book passage. They were not continuing on into the strange new land completely unprepared now.

Chapter 2: Sailing South

Laden with supplies, and the skills and knowledge learned over the past few months, the children booked passage on the first ship headed south for the spring. Life on the ship was challenging, space was limited, food was repetitive, and work was hard.
Hidden 10 yrs ago 6 yrs ago Post by Astarael42
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CURRENT STATUS

Current Party (name, age, race, base class):
Brisa. 14. Human. Mage. (spells allowed. Lvl0=3)
Argurios. 13. Half-Orc. Ranger
Aiden. 15. Human. Fighter









Hidden 10 yrs ago 6 yrs ago Post by Astarael42
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Non Player Characters of Import. These are re-occurring folk that we encounter on our travels. They will be posted as we encounter them (so that's a hint that we will see a person again if they show up here) and will be "with" us until the end of the adventure in multiple encounters.

--this symbol (with slight variations occasionally) is carved in the holy symbol found and also on the maps of the unknown land that Brisa is carrying

--A high priest of S'seth, this Yuan-ti Pureblood is one of the most powerful of his priesthood. As a pureblood she was considered a lesser member of her race, a low caste creature, more close to humans than Yuan-ti. Hairlissa didn't accept that, she was all ambition and drive and as a powerful natural shapeshifter she learned how to use it to her advantage as well as use her hated human appearance to deceive and manipulate the humans who shared the land. She devoted herself to the yuan-ti god, and found favor with him. She climbed the ranks of his priesthood faster than anyone in the past and soon was not only a high priest but one of his Chosen; gifted with more than just spells but a touch of his divine power. She has been watching the children in various reptile forms since Loudwater, remaining hidden and observing their actions only without interfering. At least for the time being.

--A devotee of Ubtao, the Chultean god of creation, Kief has been removed from his rank as a priest of Ubtao. A true lycantrhope, a were-boar, his family shuns strong emotions...anger, hate, passion, fear, even love. Were-boars are above such things. Or they are supposed to be. But Kief fell in love, and discovered jealousy, and killed in anger. He was cast out of his clan. He was demoted from the priesthood which also shuns violence. Only because of this, because he was not longer a priest of Ubtao and no longer seeing the world through Ubtao's eyes, was he able to see the darkness of Eshowdow and at least see that he was working to bring down the Chultean gods. Even if he couldn't tell what the plan was he knew something was wrong. His family and the priesthood refused to listen to him so on his own he headed out to find out. Though he was shunned by the priesthood his god never left him, and he still has a few spells at his disposal but most of his strength is in his determination. Only in Baulder's gate did he begin to put together Eshowdow's plan. Unfortunately he has no idea how to stop it, but he discovered the children and their determination and it resonated with his own. His animal instincts told him these young people were the key to it all.
Hidden 10 yrs ago 9 yrs ago Post by Astarael42
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Monsters, Beasties, & Enemies. Traveling the world there will be much we are unfamiliar with, as we travel from our isolated very rural homelands. This is our monsters & villains compendium.




Hidden 10 yrs ago 6 yrs ago Post by Jollan
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Name: Aiden Folkvar

Age: 15

Race: Human

Apperance: A little tall for his age and has large bone structure. He has toned muscles that are well on the way to forming into an impressively built adult. His jaw is squared with a hint of fuzz starting to come in on his upper lip. His hair is light brown and kept in a crew cut. He has Hazel eyes (green in center to brown on edge). He wears plain boots and brown pants, and has a plain black tunic. He has a few scars on his arms from his work.

Wants to be: a Blacksmith

Teacher/Father: Gurick Folkvar

Person he cares about: His sister Fiina. She is seven years younger than him and ill. Aiden tries to keep her entertained while he can. Even though she is bedridden, he can every now and again take her around town to see how things are outside the house.

equipment:


brief history:


class skills:
hunting, using a dagger as a weapon

life skills:
reading, writing, smithing, hunting/gathering, fishing, basic arithmetic (money-wise at least), using a dagger as a tool

Regional Skills:
troll lore--appearances, types, calls, habits, signs, methods of disposal of a variety of trolls. These are taught to all residents of Twiddledale as trolls are a common problem in that area.

Abilities:


clues: Sarah's ornate dagger, tiger eye carving
Hidden 10 yrs ago 10 yrs ago Post by Shadowefil
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Name: Jatan (no last name, as he never knew his parents)
Age: 15
Gender: Male
Race: Elf
Class: Monk (Level 0)

What you want to be when you grow up?
Jatan aspires to be a master monk and to one day run his own monastery. He believes it is his duty to set others on a path to spiritual enlightenment, as his master did for him.

Who is your mentor?
When Jatan mysteriously arrived as a baby in Loudwater, his parents could not be found. Lacking a home, the orphan was taken in by the head monk at the local monastery: Edgar Blackheart. Edgar became a mentor and spiritual guide for Jatan. He has earned Jatan's unwavering admiration and loyalty, and Jatan hopes to become a head monk himself one day.

Brief Biography:
Little is known about Jatan's parents. The elven boy was left abandoned on the streets of Loudwater late one night. The local monastery that Jatan, like many orphans, was taken to quickly became his home. Although he is an elf, he adapted quickly to many of the human rituals he encountered. Particularly fascinated by the monastery's patron deity, Torm, Jatan delved into religious and spiritual studies. He strives to promote justice and protect the weak, as any true servant of Torm would. In addition to religious studies, Jatan was also taught basic martial arts. Early morning runs with the other boys, solitary prayer, tumbling and combat practice, and meditation became normalized parts of his daily routine. As an elf, Jatan often felt at odds with the other boys, all of whom were human. Although he was never picked on outright, he would rarely be invited to free hour activities, so he spent a lot of time to himself. Most of this time was used to read poetry, which Jatan views as an avenue through which he can become closer to Torm. Though he will never publicly admit it, Jatan longs to befriend other elves, find his parents, and reconnect to that lost part of his heritage.

Recently, Jatan fled the monastery and has taken to hiding in Loudwater. The forced religion hit the monastery even harder than the rest of the town. Few monks agreed to give up their faith. Locals stormed the monastery, dragging Edgar out and publicly executing him. Edgar became the first of several such executions. Knowing in his heart that he must do what he can to resist this tyranny, Jatan has holed up in a shady part of town where he can continue his worship of Torm in secret and bide his time until an opportunity for justice arises.

What person(s) of interest do you know where you are from? Who all do you have a relationship with?:
Jatan knew his mentor, Edgar, (now deceased). He knows many of the other boys and leaders of the monastery, though he was never particularly close to anyone except Edgar. Moreover, many of the monks have dispersed after Edgar's execution, and Jatan has no way to find them.

Equipment:
- A backpack
- Small Hunting Knife
- Spare Robes
- A canteen
- Standard Peasant Garb
- A quarterstaff he took from the monastery before he left (Jatan left his few silver pieces behind to cover the expense, of course).
- A small book of poetry by famous Elvish poet Arphenion

Class Skills:
- Basic meditation
- Basic unarmed combat training
- Basic tumbling
- Basic quarterstaff training
- Dodge: small chance to avoid basic attacks that are seen beforehand
- Potion Use: Some familiarity with holy potions, can slightly enhance their effect

Life Skills:
- Literate in common (not Elven, as he was orphaned and never learned the language or cultural practices of the Elves)
- Basic knowledge of poetry
- Religious knowledge about Torm

Clues:
Realizes that the townsfolk are controlled by some type of magic.

Was told by the monks at his monastery that "Even Gods have enemies."
Hidden 10 yrs ago 10 yrs ago Post by orcpunx
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Name: Argurios Leathertramp

Age: 13

Gender: male

Race: half-orc

Class: ranger

What you want to be when you grow up?
A Brewer of the finest ale. Having a big beehive, lots of fruit trees and a shipbuilder.

Who is your mentor?
My father Raknar, he though me how to take care of the land and the family trade, which is tailoring and leather smiting.

Brief Biography: at the village. His mother was a human whore, but his father an orc. Raknar spent half of his wealth, which he got from serving in the army paying a whore to bore him a son. After the birth Raknar took his son and traveled to a distant small village. Here he settled down. The boy’s name is Argurios. Since he was small Argurios helped his father at the farm and in crafting leather. Like at any farm, pestilence was a great problem. His father set traps for moles and rats, but this didn’t end the problem, just lessened it. Argurios advised to buy a dog or some pet to keep watch of the fields, but his father disagreed. For Argurios’s seventh birthday Raknar gave him an old sling which Raknar used in the army. The boy learned how to use the weapon fast and grew fond of it. For exercise he used the sling to hunt rabbits, rats and other pests that ruined the fields. One time, as he was chasing a rabbit and swinging the sling above his head he tripped and loosened the sling. The stone flew and accidentally slammed into Raknar's face breaking one of the tusks. Work on a farm was full of wounds of all sort. At young age Argurios was constantly wounded, being cut, broken, or infected. For most of these wound his father took care of. Even when the wound was infected Raknar rarely sent Argurios to the village healer. Each time Raknar took care of Argurios, Argurios carefully watched the work and in time learned how to patch himself up. When he was 12 he accidentally messed up an order of one of the village men, and so he had to help him at the saw mill for half a year. He worked through the mornings. At afternoons he had nothing to do. The saw master showed him how to make bows. With his first bow Argurios made, he spent practicing. Before he could become skilled with it, he already played his debt and went back to his farm. At home he didn’t have the time to practice with the bow so the weapon just sat in his room. Argurios and his father also took care of the house. Raknar was a stubborn orc and whenever something in the house broke he had to fix it himself, or it would stay broken. Argurios naturally helped every time and learned how to fix multitude of things along the way.

Argurios was one of the few people who survived the trouble at Twiddledale and he joined the group of children desperately seeking the rest of the villagers. Unfortunately trouble in various forms found them as they traveled and now only he and Brisa remain, still working their way forward to try and find their friends and family from Twiddledale.

As he and Brisa found their way to loudwater So did one of the children who they thought was gone forever, Aiden. Togeather they replenish their supplies, and within their short wisit of the city they experiance first hand the horrors of the rising dark god. With the help of a former boy-monk, together, they escape from the dark gods priests and find themselvs in a skif, on a river, to the next town ahead.
What person(s) of interest do you know? Who all do you have a relationship with?: all of his home village. His family was the only one with such quality leather crafting, and so all came to him for all sorts of things. They all knew Argurios is, yet had no personal relationship. The Greyman, an old man who helped Argurios and his friends escape the city.

Equipment: pack--rope, leather crafting equipment, 1 knife, blanket, water-skin, flint & steel, Good quality bow, 2 additional bow strings, food supplies for a week, A new set of travelling clothes, basic outdoor cooking set.
On his person/miscelaneous--resonable amount of gold,strange medallion, leather cloak, axe, broken tusk, & sling.

Class Skills: basic skills with double handed axe. Very good with an ancient sling. Knows how to shoot and make a decent bow. Good observation (can see hiden things, and through weak illusions.)

Active spells/skills:
Charge (if he has the element of surprise he can charge an opponent and knock them off balance, if he charges with a weapon there's a chance to deeply wound the target.)

Life Skills: 'Basic Farming Knowledge'. Leather crafting. Basic wound healing. sling hunting, Basic Trading

Clues:

a copy of the writing over the dead bodies in twiddledale, written in the same language as the notes in the book of maps. not secret

the hanging in the name of the dark god. not secret.

a golden medallion with a dark black figure on it. SECRET!!
Hidden 10 yrs ago 9 yrs ago Post by Astarael42
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Name: Brisa Potter
Age: 14
Gender: female
Race: human
Class: mage (Level 0)

Appearance: Brisa is dexterous girl, slim actually fairly short. The bane of her existence is her height; others tend to make fun of her for it. Her hair is dark brown and full of natural ringlets. She keeps it cut short to just above her shoulders, much to her mother’s dismay. She rarely bothers with it, just shoves a headband on to keep it out of her face. It’s constant disarray gives her a wild look. Her hair could be pretty, but she doesn’t go in for pretty. She refuses to wear the frocks her mother made for her, preferring instead to wear her brother’s castoff tunics and trews. The tomboyish attitude and dress confound her parents but they don’t bother Autry at all. Autry allows her to wear whatever is comfortable and won’t be distracting and approves of the boyish dress as it makes her work in the garden and cellar easier.

What you want to be when you grow up?
Brisa is too unfocused to figure out what she really wants to be. All she knows is that she, under no circumstance, wants to be a potter. And she doesn’t want to be poor. And she doesn’t want to be married. She does like working with her teacher and is a quick study…she often finds herself wondering if she could make good money selling potions or charms.

Who is your mentor?
Old Autry. Old Autry saw Brisa when the girl was 9 and had come with her mother to purchase a tea for a cough. Her keen eyes saw Brisa’s unhappiness and general listlessness and offered to teach the girl at her house. Brisa begged and begged her mother to let her go learn from Autry and soon a formal apprenticeship was established.

Brief Biography: Brisa was born and raised in the village of Twiddledale. Her parents were born and raised there too. They have never traveled and have no desire to do. They are completely at a loss as to why Brisa is interested in leaving but Brisa is bored in the town. She has a quick mind, she gets bored quickly; and she hates clay and pottery. She knows she is destined to be stuck in this little village as a potter or a farmers wife. Each option is equally repulsive to her. Thus when Autry offered to teach her herbalism she jumped at the chance. She didn’t realize what Autry was truly offering; to teach her magic. Autry had seen Brisa’s magical talents, recognized her intelligence immediately. She knew, however, that Brisa’s parents would never approve so offered instead to teach the girl herbalism. She made Brisa promise not to tell. Autry began Brisa’s magical studies in secret, and Brisa learned Autry’s craft if not quickly then at least diligently. Every time Brisa wanted to quit she remembered two things…the first was that Autry let her dress and act like herself. The second was that magic would be away out of the town and the life she feared awaited her.

When the catastrophe fell on the village she was one of the few that survived. Together with a small group of children they went in search of what happened to the villagers, and how to undo it. In Brisa’s case she also sought revenge. The distance they have traveled so far has not been great but it has been challenging. Through a variety of trouble only Brisa and Argurios remain from Twiddledale, and they are traveling together still not having given up on trying to find the rest of the villagers.

What person(s) of interest do you know in the village? Who all do you have a relationship with?: Brisa is very close with her teacher, Autry. Autry gave her an escape; her mother was threatening to turn her into a farm wife or a clay potter. Or both. She loves her parents deeply but under that is a deep resentment too for they never accept her interest in things outside their small village.

Equipment:A small journal of pressed plants and sketches detailing the plant life around the village. A bundle of lavender & mint leaves. Her first spellbook; crafted entirely by her under Autry’s tutelage. A shoulder bag. A small “bladder” for carrying water. Two sheets of paper which she is taking notes on. A druidic book of maps. A blank sheet of parchment. Trail rations. A small knife, utility item not weapon. A few pieces of charcoal collected from old fires.

Class Skills:
Cantrip: Adrenaline--This cantrip enables the caster to double his/her movement rate for 1 round. No extra attacks are possible with this cantrip; solely movement.
Cantrip: Color--With this cantrip the caster can alter the color of any surface, if used on ones body then separate castings are required for hair skin eyes if used on clothes then it can enchant one piece of clothing at a time. This is a permanent cantrip.
Cantrip: Firefinger--When cast, the firefinger cantrip causes flame to spurt several inches from the wizard's outstretched finger. Combustibles will be ignited by the flame if they are dry. The material component is pitch, which must be rubbed on the finger prior to casting.
Spellcraft--able to understand the methods of crafting spells, how to best maximize a spell, and recognize the effects and castings of basic common spells.
Concentration--able to block out distractions and focus on a goal, even in mid combat, as long as she herself is not directly damaged/injured breaking her focus. Can be used for mundane means like quickly finding a solution or escape or for casting a spell without loosing focus.

Life Skills:
Reading--Brisa can read common easily.
Writing--Brisa can write common easily.
pottery--Brisa hates the job but she is a decently skilled potter able to form and shape common clay items (bowls, vases, utensils, mugs) and knows how to prep the clay for usage as well as how to bake a finished product.
Map Reading—Brisa has grown skilled at reading and deciphering maps as they have traveled, her book of maps is incredibly detailed and she has taught herself quite well how to use it.
Running--through repeated use and several times running for her life Brisa has gained wind and endurance running. She is now able to keep up even with Argurious for a short distance, despite the fact his legs are much longer and he covers more ground.

Regional Skills:
troll lore--appearances, types, calls, habits, signs, methods of disposal of a variety of trolls. These are taught to all residents of Twiddledale as trolls are a common problem in that area.

Clues:

a druidic book of maps, one of which has a drawing of the holy symbol of the dark god and indicates that it is prevalent in a certain region of someplace no one recognizes. There is also writing in a strange language that Brisa is still working on deciphering. not secret

a copy of the writing over the dead bodies in twiddledale, written in the same language as the notes in the book of maps. not secret

a sheaf of parchment containing expenses but while the expenses are listed in copper pieces the items are listed in the unknown language. not secret


Hidden 10 yrs ago 10 yrs ago Post by Girlie Go Boom
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Girlie Go Boom Hey~hey~!!

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~Later~~
Hidden 10 yrs ago 10 yrs ago Post by PhantomSekai
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Hidden 9 yrs ago Post by Astarael42
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@phantomSekai & @bunnita: Your characters have been shifted to Missing Presumed Dead. should you wish to rejoin us they can certainly be added back in.
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@shadowefil if we do not hear from you (no post needed just need to know if you are still around) your character will be moved to "missing presumed dead" and written out of the story.
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