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.
Unusual creatures they are known to inhabit wild mountain areas or wild plains. Despite their wild appearance, intelligent, can wield weapons and magic, and have very complex matriarchal societies. They hunt and fight for food or monetary gain.
Human bandits can be found all across the realms, wherever there is poverty or wherever there is greed bandits abound. One must always be alert when traveling in small groups our through deserted sections of the land.
Enforcers can have the appearance of anyone, though they are usually humanoid. They can be recognized by their eyes which are solid black. They enforce the divine will of Eshowdow and are enchanced by a great negative energy which has enslaved their will and their shadow but given them near undying bodies. They cast no shadow.
Like enforcers dark priests can be anyone, of any rank. They are true coverts to the dark god, their wills not enslaved but they are still enhanced by their faith in their god. The access divine magic of a dark nature--fear, manipulation, deceit, illusions, and harm spells. The do tend to dress in priestly vestments of black accented with red or purple sashes.
Strange bipedal amphibians, bullywugs possess at least a mid-range amount of intelligence and cunning. They hunt in groups, and can use a variety of weapons, magicks, and natural attacks. They also come in a variety of colors and skin tones. They inhabit the lands around rivers, lakes, and swamps where they moisture keeps them hydrated and their skin healthy.
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.
Current Party (name, age, race, base class): Brisa. 14. Human. Mage. (spells allowed. Lvl0=3) Argurios. 13. Half-Orc. Ranger Aiden. 15. Human. Fighter
Geographical Skills: Troll Lore. Brisa, Argurios, Aiden. Knowledge of preferred environment, habits, food sources, calls, how to kill/dispose of the body. Sea Port Trade. Brisa, Argurios, Aiden. Knowledge of how seaports work, the chain of command in the port and dock workers, knowledge of how ships are registered, docked, and recorded as they enter a city.
Other Skills: Brisa: Language (common, arcane, Chultean) Pottery Reading (common, chultean) Writing (common) Herbalism (+2) Running Endurance (+2) Map Reading (+3) Signal Whistling Spellcraft (+5) Concentration (+3) Scribing Heraldry Bureaucracy
Aiden: Language (common) Reading (common) Writing (common) Blacksmithing (+3) Survival (forest, city) Fishing (fresh water, salt water) Arithmatic Hunting (spear) Tracking (forest) Dagger (+1) Spear (+5) trapping (humanoid) combat movement close quarter fighting carpentry
Argurios: Languange (common) Hunting (sling) Leatherworking (+5) Farming (+2) First aid (+2) Trading Endurance (+2) Map Reading Observation (+2) Bowyer Hand axe (+5) Sling (+3) Non-magical warding close quarter fighting carpentry woodcutting
Battle Cry. Aiden (1 rank). Can be used only at the beginning of a fight. Yelling as you join a fight gives your allies a bonus to morale enabling them to get a partial extra action, break an enthrallment, or get a second wind to delay exhaustion. Further ranks in this skill will grant allies a bonus to strength, speed, and spell/feat effectiveness in that order.
Charge. Argurios (1 rank). When running all out at a target there is chance for surprise and to knock them off their feet. If charging with a weapon there is an increased change to damage target. Further ranks in this skill will increase the damage caused from the charge and the size of opponents able to knock down as well as add the ability to charge from a mount.
Grapple. Argurios (1 rank). Aiden (1 rank). In a close quarter fight the user can effectively tackle a humanoid opponent of no more than 25% size difference to the ground. Further ranks allow vastly larger or smaller opponents, the chance to successfully pin the target immobile, and the ability to take down non-humanoid targets.
Color (lvl 0). Brisa. Allows the caster to permanently change the surface color of a single item or a single body part (such as hair, eyes, or skin) as desired. (verbal, somatic) Adrenaline (lvl 0). Brisa. Allows the caster or other chosen target to double movement for a round, this does not increase the speed of other actions, only movement. (somatic,verbal) Firefinger (lvl 0). Brisa. Flame spurts several inches from the caster’s finger. Combustibles are ignited if dry. (verbal, material: pitch) Warm (lvl 0). Brisa. Enchants a single person to be as warm as if they were dressed in goose down clothing. (verbal, material: goose down feather) Camouflage (level 0). Brisa (unique). Allows the caster to alter his/her own appearance to match any natural surroundings. He/She remains hidden as long as their actions only affect themselves and they do not speak. (verbal, material: mud)
Writing above the bodies in Twiddledale & at the hanging (Brisa & Argurios) Druidic book of maps each detailed in druidic + local map area tongue (brisa) Obsidian & petrified wood knife (aiden) Holy symbol of Eshowdow (argurios--secret) Knowledge that Residents of Loudwater controlled by a magic from the priests of the new god Eshowdow (Argurios, Aiden, Brisa) “Gods have Enemies” (Argurios, Aiden, Brisa) Knowledge that the 3 dark priests came from Chult via ship into/out of the town of Baulder's gate. (Argurios, Aiden, Brisa)
Quality from best to worst: masterwork/craftsman/fine/good/fair/poor Only “natural” or “masterwork” items can be magical items. “Natural” items are unaltered items procured directly from nature (rocks, bones, etc)
Aiden: 2 Basic travel outfit (good) Leather belt (good) Dagger (good) Hemp Rope (10’) Short hunting/soft boots (fine) Wooden spear (fine) Crossbow bolts, 9 (good) Hooded cloak (good) Large cloth belt pouch (fine) “Blank” books, 2 (craftsman) Leather Survival kit (masterwork) Thin wire, 3’ (masterwork) Small barbed Steel arrowheads, 5 (masterwork) Large steel arrowheads, 2 (masterwork) Small folding knife (masterwork) Flint & steel (craftsman) Sinew twine, 6’ (craftsman) Small squares of parchment, 3 (craftsman) Grease pencil, (craftsman) Charcoal (craftsman) Tiger eye stone horse carving (masterwork) Small set of tin pots (good) Stone long knife *clue* (masterwork) Backpack (good) Spear (good)
Brisa: 2 Basic travel outfit (good) Soft travel boots (good) Satchel (fine) Spellbook (masterwork) Scribe's kit (masterwork) Leather case (masterwork) 3 quills (fine) 10 sheets of paper (fine) 10 sheets of parchment (fine) 3 bottles of ink, blue, black, red (masterwork) blotting paper (masterwork) dried ink powder, black (masterwork) Knife (good) Scrollcase (fine) Map Book *clue* (craftsman) Oilskin pouch (craftsman) Charcoal (fair) Parchment, 1 sheet *clue* (fair) Creosote twigs, 5 (natural) Waterskin (fine) “blank” book (fine) dried herbs, lavender, mint (natural) book of plant identification: Riparian (fine) hooded cloak (good)
Argurios: holy symbol of eshowdow *clue* (masterwork) leather backpack (fine) Leather working tools (masterwork) Knife (fine) Short bow (craftsman) Bowstrings, 2 (craftsman) Basic traveling outfit (fine) Leather jerkin (craftsman) Set of small tin pots (good) Waterskin (good) Hand axe (craftsman) Leather cloak (masterwork) Broken tusk (natural) Sling (masterwork) first aid kit (good)
Basic Realms Info--good for simple basic info and quick answers to general questions Realms Wiki--good for more complex info and very specific questions
Currency within Faerun: Metal based. Copper, silver, gold, platinum. They come in a variety of shapes and mints but the generic value is the same (based on metal weight) however unscrupulous merchants/people might “shave” the coins so they are worth less to try and scam unsuspecting travelers. There are also “location specific” coins which we might, rarely, run across. These have almost no value except in their specific locales. 1 sp = 10 cp 1 gp = 10 sp 1 pp = 10 gp
gems, pearls, gond bells, shaar rings, ivory, elven coins are also often used as currency. Silver trade bars are unique to Baulder’s gate and we will encounter them; they only have value if undamaged; they weigh about 2 lbs and are worth 10 gp in Baulder’s gate, 5 gp everywhere else.
In our adventure gems, platinum, and bartering (goods or work) will be more reliable means of securing supplies needed.
Backpack 2 gp Blanket 5 sp Fishhook 1 sp Paper 4 sp Belt pouch 10 sp Waterskin 10 sp Tent 10 gp Peasant outfit 10 sp Light leather armor 10 gp Dagger 2 gp Hand axe 6 gp Short sword 10 gp Arrows (20) 10 sp Sling bullets (20) 1 sp Short bow 30 gp Longbow 75 gp Sling 1 cp
1:All of RPGs rules. 2:Respect other RPers…this is non-optional 3:No Godmodding...none. Period. 4: GM’s word is Law but I welcome suggestions and ideas for your character/story…please always feel free to PM me. OrcPunx will be assisting me as co-gm. 5: Quality & Quantity—this story focuses on character depth and development, as your character grows emotionally, morally, physically so to will the story and it will be adapted to your characters strengths and weaknesses. There is no posting minimum but about 1x/week is preferred. Co-posts are also welcome. I can rarely post more than 2x/week so if you are looking for a fast moving RP this might not be for you. 6: Warning—Bad things may happen to your characters. Very little of it is unavoidable or irreversible however. 7: if you intend a length of absence PM the GM, in this story one can easily be lost and recovered later. 8: Remember your characters are extremely inexperienced and downright weak—they should not act suddenly as if they know everything, are able to do all, and can survive anything. The obvious course of action is rarely the best course of action. 9.) I use PMs regularly to convey information, hints, clues, trouble…things unique to your character. 10.) On the occasions I am gone others may be drafted to keep the story moving. If you are interested in helping out with this please leave a note at the bottom of your character sheet and I’ll keep you in mind.
There is a limit of 8 player characters, not counting the GM, as well as a limit to the number of particular class archetypes.
Races are mostly limited to the ‘common’ fantasy races, particularly those from 3.0-3.5 Dungeons and Dragons, (human, dwarf, elf, half-elf, gnome, halfling, half-orc). If you have another let me know but remember these kids are exceptionally ordinary.
Characters may be drawn towards a specific fantasy “class” but it is not yet theirs to claim. They are, in numerical terms, 0 level. They have very little experience of life or the world. They are between the ages of 10-15 and simply haven't had time or experiences to truly perfect many skills. Most often the obvious solution to a problem will simply not be achievable with the limited skills and abilities of these youth—they will need to learn to use their wits to survive. .
What you want to be when you grow up? (What do you aspire to be, or to do, in the future when your apprenticeships and training are complete?)
Who is your mentor? (name, relationship, craft: Someone must have raised you? Taught you a trade? Your skills? The only ones who might not have had a mentor are those petty thieves and urchins who were raised on the street.)
Brief Biography: Tell us where you came from and how you were raised.
What person(s) of interest do you know where you are from? Who all do you have a relationship with?:
Equipment: As a child, you don’t have much aside from a few tools of your trade and perhaps some knickknacks that have special sentimental value. Nothing magical, those things must be earned.
Class Skills: (What skills do you possess? Can you play an instrument? Pick a lock? Remain hidden in the shadows? Can you swing a sword? Draw a bow? Perhaps you’re even studying the magical or divine arts and know a few basic cantrips that you can list? Most of the skills your mentor taught you should be listed and described here. Please limit yourself to no more than 4 skills [NOTE: each cantrip/spell/orison counts as one skill])
Life Skills: (What special things have you learned just growing up in general? In your day-to-day life? Can you read? What about write? Has your training as a blacksmith taught you how to repair metal equipment? Has farming taught you how to tend a garden or animals? Have you spent your life running from bullies so you’ve gotten very good at hiding? Maybe your mind is sharp and you can instantly recall names and faces after a single meeting? Your life skills should be listed here. Please limit yourself to no more than 4 points of knowledge.)
Regional Skills: See GM for this
Adventure Clues: (what have you personally collected on the adventure, physical items, advice, encounters, that are clues to what is happening or how to stop it? Have you told anyone about each?)
Jatan played by Shadowefil Serra Angel Played by Serra Angel Dakin Windwalker by Lupus Intus Ronin by FatalError1337 Kaya Gheine by Milkman Atrus Talen by Pyroman Thovren Trannyth by Ollumhammersong Mia Feral by PhantomSekai Divine by Bunnita
aaand we are back. Im lost and confused but I will learn. Hard for this old dog to learn new site layout. :-)
we do have this fancy schmancy new character tab though so I would love it if people would move their own characters over. However, please do not move over any equipment save the sentimental items you have and the few items that are specifically plot items (Brisa's book of maps for example). Our standard inventory is going to be so fluid I'm going to keep track of it separately.
@Genkai..I'm still waiting for a couple answers to questions if you would be so kind ( when you get a chance naturally). That way I can finish up my character.