Bramble Butterfoot, Halfling Ranger Level 1

Bramble Butterfoot, Halfling Ranger Level 1
Hit Points: 18/18 Body Points: 20/20 Experience Points: 5 Experience Base: 28
Stats STR 10; DEX 15(+2); MIND 13(+1); CHA 10
Saves FORT +3; REFLEX +5; WILL+3 PRESENCE +2 (+4 to save vs magical effects)
Armor Class 15; Shortbow +6 to hit, 1d6+3; Dagger +2 to hit, 1d4+1
Rangers are expert at wilderness tracking and survival and good at moving quietly and hiding in cover in the wilderness.
Current Money: 2gp

Calix, Human Cleric Level 1

Calix, Human Cleric Level 1
Alignment: Neutral Scoundrel Hit Points: 16/16 Body Points: 20/20 Experience Points: 5 Experience Base: 20
Stats STR 10; DEX 18 (+3); MIND 17 (+2); CHA 16 (+2)
Saves FORT +3; REFLEX +5; WILL +5; PRESENCE +4
Armor Class 16; Light Mace +1 to hit 1d6 dmg
Can cast divine spells and have the Turn Undead and
Smite special Abilities.
Current Money: 5 gp

Sarhan Soth, Gnome Thief Level 1

Sarhan Soth, Gnome Thief Level 1
Alignment: Neutral Trickster Hit Points: 16/16 Body Points: 20/20 Experience Points: 5 Experience Base: 24
Stats STR 10; DEX 14 (+1); MIND 11; CHA 9
Saves FORT +3 REFLEX +6 WILL +3 PRESENCE +3; +4 to save vs poison
Armor Class 13; Dagger +1 to hit, 1d4+1
They have the Sneak Attack special ability, which adds the Thief's class level to the damage of his first attack, if he successfully sneaks up on a foe. Thieves are experts at urban
survival as well as picking pockets, hiding, sneaking, and other
tasks associated with theft.
Current Money: 5gp

Rathman, Elf Magic-User Level 1

Rathman, Elf Magic-User Level 1
Hit Points: 22/22 Body Points: 20/20 Experience Points: 5 Experience Base: 37
Stats: STR 16 (+2); DEX 8; MIND 16 (+2); CHA 8
Saves: FORT +3; REFLEX +1; WILL +5; PRESENCE +1
Armor Class 10; Dagger +3 to hit, 1d4+2 dmg
Spellbook: Read Magic, Sleep, Feather Fall, Hold Portal, Identify.
Current Money: 5gp

Gault, Human Fighter 1

Gault, Human Fighter Level 1

Alignment: Guardedly Neutral. Hit Points: 24/24 Body Points: 20/20 Experience Points: 5 Experience Base: 20
Stats: STR 16 (+2); DEX 13 (+1); MIND 11; CHA 13 (+1)

Saves: FORT +8; REFLEX +5 WILL +4; PRESENCE +5

Armor Class 15 (heavy shield, leather armor, dex bonus); Throwing Axe +3 to hit, 1d6+1 dmg; Spear +4 to hit, 1d6+3 dmg

Current Money: 5gp

Sunday, October 30, 2011

An Ill Omen

Excellent writing thus far, friends, thank you. We shall continue on this posting.

Rathman: The three boys all perk up at your words, and rush over to you. Their attention is split between you and the cart of fireworks, but thus far they keep their hands to themselves.

Sarhan: When you return to your family table amidst the festivities, you notice your eldest daughter, Messa, is no longer her usually cheery self. A grim, almost fearful look has overcome her, and her eyes are distant with worry. She has long had the gift of foresight; never knowing exactly what events would come in the future, but having a general feeling for things that have not yet come to pass.

Calix: You see Gault leading a wild-looking halfling into town through the North Gate. The halfling looks a bit weary but uninjured. The guards along the walls are much more active now. One of them has rushed past you towards Lower Fallcrest and the Market Square in quite a hurry.


  1. Sarhan is deep in thought staring at his feet as he crosses the Market Green. "Drew is just getting by like the rest of us. I can't hold it against him. Certainly, something is bound to happen." He surprises himself by arriving back at the table without focusing on it.

    Sarhan immediately sees the concern on Messa and he pulls himself up on the bench beside her. "Messa, my dear, you look worse than I feel. You look worried. What is wrong?"

  2. "Aye, lads, I were your age once. Here, takes this broom and", he pauses to break off two leafy branches from a nearby bush" these and clear the leaves from here." he points to a nearby spot of ground.

    "We needs a clear space for lighten' of the fireworks. Once the space is done and we gets the word to start, I'll light a punk for yer to use. None of the werks are to be touched before my word, and we only touch what a says we touch. That all being said, there should be enough for all of us to get our fair share of lighten' werks and scaring some of the others for good measure" ;)

  3. @Sarhan: Messa looks up at you, and you see now that tears are streaming down her face. "Oh, Papa," she says, grabbing ahold of you and hugging you tightly. "It was... Awful... A waking nightmare. Fire everywhere around here when I closed my eyes... I-I don't know what it means, but I am scared, Papa," she says in a hushed voice.

    @Rathman: the troublesome boys set themselves to work immediately, clearing the area. "What else would you have us do, Sir Wizard?" the eldest among them asks, once their chore is complete.

  4. Calix cautiously joins Gault and the halfling, his concern over another's safety briefly overriding his own desire to stay out of the situation, whatever it may be.

    He sees that the halfling is unhurt physically, but he also sees the worry in his eyes. He heard the last bit of Bramble's halting conversation and felt his flesh crawl.

    "Are you certain no others survived this attack?" Calix knows it's not his place to ask these questions, that the guard could handle it, but he also knows that if there are others hurt, they must be tended to immediately.

  5. Bramble eyed the new comer suspiciously for a moment. Where he came from others seldom invested themselves into other's affairs without wanting something.

    But he, himself, wanted something now too, to know just what the new human asked,

    "I am not... Why else would I have come to such a strange place?" he said gesturing about, but, this was the closest civilized place to where we were camped."

    If there were survivors, and they are not here, where would they go? he thought...

    [OOC: Rolled Knowledge (+2; +1 Mind + Lvl) and sent to you. Dumb thing rolled seven times. First roll was abysmal.]

  6. Sarhan wraps his arms around Messa to try and calm her, but he is disturbed by how distraught she has become. As his thoughts turn to the other kids, he spots his second youngest, Yassa, and cries out to her. "Yassa! Collect your brothers and sisters. Please have them come here at once."

    "Was it just the Green or the entire town? We have supped and can leave, if that will ease your worry," says Sarhan as he looks towards his wife Myra to read her face.

  7. @Bramble: no need for a roll for that. Your tribe has always had a plan for such a disaster as has just occurred. If you are unable to locate your kin in the area, or things get too dangerous and you are alone, the tribe will reconvene within three months at the Sacred Temple of Melora in the Harken Forest. Melora is the goddess of luck and travel, and if gypsy halflings pray to any god, it is to her. The Harken forest is southeast of Fallcrest, at least a few days journey. You have been there once before, but know the secret markers that reveal the way to the hidden temple.

  8. Gault quickly scans his memory to recollect if he knows this newcomer. "Perhaps you should join us,"

    "but please, let us find you a seat. When you've gotten something to drink, you can tell what you remember."

    Gault continues in to the gatehouse.

  9. "Hmmf! Wizard indeed. No need to puff my chest lad, I can do that but fine myself."

    Scratching his chin in thought.

    "Right, now that the area has been cleared I need 2 of ye lads to bring back water buckets... with water mind ye. The other will help me set up some of the bamboo tubing for launch. Neither job is glamorous yet each must be done. Decide among yourselves, lads, but no worries, we all share in the final duties in setting' off the werks! Now, get to and be quick. Werks wait for no men... 'kept us."

  10. Calix nods, silently thanking Gault for allowing him to tag along. He had to admit, his curiosity was piqued, along with a lingering hint of unease.

    "I will be along in a moment," he tells Gault and the halfling.

    Knowing that he cannot leave Father Quinlaven without some kind of explanation, Calix returns to the old man's side and briefly informs him of what he has heard, a gnoll attack on some halfling community outside of Fallcrest.

    "Father, could this have anything to do with your vision?" Though he was skeptically of Father Quinlaven's occasional divine visions, he would admit to knowing only a little of how such things worked, and would never discount a warning, no matter its source. "Haven't those furred fiends worked in concert with the greenskins before?"

    He awaits an answer from Father Quinlaven before returning to the guardhouse.

  11. @ Calix: Father Quinlaven ponders for a moment before answering. "This is an ill omen indeed, my son. Most of our problems around here have been goblin-related. The little buggers sneak out of the swampland south of here to steal and wreak havoc on a regular basis. And as for the gnolls and orcs, I seem to recall, when last the Bloodspear Clan of orcs came out of the mountains, they spent as much time fighting with the gnolls of the eastern plains as they did attacking peaceful villages and farmsteads. I am sure that hatred still runs deep between those vicious creatures."

    @ Sarhan: Messa hugs you. "Thank you Papa," she says. "I... I don't know, it was just an awful feeling, a flash, and now it is gone, thank goodness." 

    @ Rathman: the children rush off to their next jobs, scurrying about, and competing with each other over who can do the best, trying to earn your favor. 

    @ Everyone

    A chilling, awful howl suddenly fills the air, seemingly emanating from the southwest, across the River Nen from Lower Fallcrest. The howl cuts through the noise and merriment of the festival, and the townsfolk fall silent, looking to and fro in worry. 

    A moment later, a sick, cackling laughter comes from the same area, followed by a trio of howls. 

    Father Quinlaven recognizes the howls. Calix, he grabs your arm. "Worg riders. Bloody goblins!"

    Bramble, you have heard those howls before in your travels, and also recognize them as worgs, the large dire wolf beasts the goblins like to ride. 

  12. Bramble followed Gault to the gatehouse reluctantly. He wanted to move on, find some of his own, but a drink and perhaps a bite to eat would help him in that endeavor...

    "Thank you kindly for..."

    His words were cut off by the distant howls, "Well Cap'n, appears you have problems similar to mine. Worgs, and iffen I don't miss my guess, Goblins to boot..."

    Bramble looked from the Southwest to the Northern gate. He was torn; find any possible survivors of his own people, or help the people of Fallcrest...

    His gaze fell back to this human, 'Gault was his name? Bah, "Cap'n" will do... What is he made of?...' he wondered.

    "What it be Cap'n, we get that drink now?" he ask sizing the guard up.

  13. Sarhan began to feel better as Messa became at ease. As the kids arrived, he explained how she had not been feeling well... and that was when the howl cut through the Green.

    The kids fell silent along with everyone else in the Green. Sarhan could see the fear on their faces. "Sounds too close," he thinks. In a quiet voice he says, "Well, I don't know what the rest of these people are doing, but I think the festival is done for our family. Let's go home. If everything turns out all right, maybe we can still see the fireworks from the house."

    He grabs his cap from the table and urges everyone along ahead of him. As the last of his family passes by, he pats his vest and feels for the dagger on his belt... not that it would do much, but it felt good to know it was there.

  14. The howl sends a chill through Calix's veins. "Oh bloody hells, what now?" Hearing Father Quinlaven's explanation did not ease the mounting fear.

    "Father, we should get you to safety. If they come for the walls, you should be inside." He doesn't add that he'd much rather be inside as well, but resolves to return after leading Father Quinlaven to safety. After all, if there was fighting, he might be needed at the wall. He wasn't much for cracking skulls, but he could mend wounds well enough, and for all his nervous thoughts of flight, he knew that he couldn't abandon Fallcrest so easily. Not when it was the only home he knew.

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  16. "Lads! Forget the water! The least of our troubles will be fire. In truth it may be out best asset."

    Rathman digs hurriedly through the cart, quickly separating out the werks that will hang and illuminate for some time (15-30 seconds or more) and those of the 'flash-bang' variety.

    "Help me move these and some bamboo nearer the cliff edge, quick now! then race home to yer folks and do as they says."

    He then positions the remainder of the weeks still in the cart (and the cart itself) about 10 yards to his east on the path. 'If I need to light off the cart, at the very least it should buy me time to think of a way out. In the meantime, these werks may serve to illuminate and / or spook the worgs' he thinks to himself. 'Leastways, I can hope so'.

  17. "Bah, you know as well as I that drink will have to wait," gathering his armaments about himself Gault moves to leave. "Stay here, you'll be safe."

    Gault moves at a run for the northern gate and see to it that it is closed as swiftly as possible. Hopefully, it had admitted it's last visitor.

  18. "Never pass up the opportunity for a drink..." Bramble cautioned as the "Cap'n" ran off to his post.

    'Seems I won't be getting out of here for the foreseeable future...' he thought.

    Bramble un-slung his bow and placed three arrows in the hand that held it, for easy access, and headed South through Fallcrest.

    [OOC: See him using the bluff/cliff as a site to scan over the lower portions of the town from.]

  19. (OOC: Rehearsal tonight and getting married tomorrow... I may be MIA until Sunday ;)