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Topics - Blackspear

In Character Discussions / Chalice of the Holy Grail?
January 16, 2010, 04:59:37 PM
As Dale walked away from the campfire and his conversation with Maccabeus, he started to think over the events of the day.   As he walked, his mind kept coming back to the arachnid's lair.   He just wished that there had been more time to search it for signs of who created it and what it had been used for.   Was there more to the structure that they had not discovered?   The scrolls of arcane spells and the cloak of protection suggest the possibility of the ruin having been occupied by an arcanist.   Could there be clues about Valekai or Sorcer 'Nyx in the arachnid's lair?

Dale stopped in mid stride when he thought about the chalice that Bastion had taken from the lair.   Dale had not truly examined the ornate cup.   Could there be a clue there?  

Dale turned and walked back towards the camp looking for the priest of Sardior.   He hoped he wouldn't find him asleep.   As Dale neared the fire, he spotted Bastion caring for his horse.

Dale approached the priest and greeted him.  "Good evening Bastion.   I was wondering if I might have a word with you?"   Dale stopped on the other side of the horse and patted its head in long strokes along its mane.
In Character Discussions / A Sticky Situation
January 03, 2010, 11:13:11 PM
After the battle with the strange human like arachnid, Dale and Maccabeus sat around the camp's fire discussing the magical cloak that was found in the creature's lair.   Dale had studied the cloak and discovered that it was a cloak of armor.   Once it was identified, both of them desired the cloak very much.    

Maccabeus was worried that the large cloak was too big for him and altering it might destroy its magic.   Dale was certain that the right person could tailor it to fit the little fellow and told him so.   However, Dale knew that he needed the cloak as much, if not more than the gnome.
Maccabeus suggested that they shoot dice for the cloak, winner take all.

Dale agreed and was greatly relieved when he cast his gaming dice for the high score.    Maccabeus was clearly disappointed but he did not complain.

Knowing that this was no mere trinket, Dale dug through his pack and pulled out an ornate wineskin.   The skin was made of a deer bladder, but what made it special were the beautiful carvings of a tree on one side and a long narrow leaf on the other.   Both carvings were etched in bronze.   They were clearly images of the bronze leaf tree from Whispers grove.

"Maccabeus, this is a wineskin that Whisper gave to me.   It contains water from the spring within her home.   I do not know its value, although I imagine that it is not as valuable as the cloak."   Dale paused as if trying to make up his mind.  

"This skin is dear to me, yet I think that you may find it even more precious.   I would be honored if you would take it in exchange for the cloak.   It seems only fair that you should get something for your efforts today."

Dale smiled at Maccabeus and extended the skin towards his little friend.
General Info / N'arth 07
June 17, 2007, 08:19:36 AM
I would love to get a N'arth campaign started this summer. I plan to take a page from Wildfire's notebook and attempt to run each scenario as a one or two evening session. The characters can be switched in and out as players are available.
For a while now, I've wanted to run a campaign in my world based 150 years before my current campaign. Its a very pivotal and intriguing point in the history of N'arth and I would absolutely love to play it! There are a few major points that are written in stone. These major points will happen to keep my overall history consistent, but everything else is free to be written as we play it out. At Wildfire's urging, I've decided to give it a go.

There are a few class and racial changes that go with my world:

Dwarves, gnomes and halflings are extremely rare, but they do exist.

Humans, Elves, and half Elves are the major races with an overwhelming majority being humans.

There are 2 unique races to my world: Vernman and Welverns. They are half breeds with wyverns which in my world are extremely intelligent and can shape change. Vernman are half human and Welverns are half elf.

Any other race probably does not exist, but feel free to run it by me.


There are no barbarians unless you play a human looking half ogre or half orc, which may be heavily persecuted in the realm of N'arth. The Druids of Flaern may even try to kill a half ogre or half orc to glorify their goddess.

Pscionicists I'm working on developing in my world.

Sorcerers are extremely rare, as they are actively hunted by the Zyrithian and Shadan Wizards and occassionally the Druids of Flaern. Their reputation of having dragon blood and their potential power is scary to everyone. If you would like to play one, please do, but have a good disguise and cover story ready if you play a sorcerer.

Druids are modified to be much more militant. See my post on druids.

There is one new class and its an important one to this campaign. It is a Mace of N'arth. A Mace of N'arth is your all purpose cavalier. He or she is a skilled fighter and as he progresses will broaden his skills to possibly include clerical or wizardly magic, thieving/spying skills, or survival skills akin to a ranger. I will draw up a kit and post it shortly.

The Maces of N'arth are an organization of knights formed by King Brennan IV as his personal bodyguard, to counter the growing power of the Zyrithian and Shadan Wizards. They were originally trained to fight magic users and developed highly specialized skills including magic resistance. As time went on the threat from the wizards decreased, but others arose. They became more diversified and acquired new skills and allowed other classes into their ranks including rogues. In short, they became a cross of intelligence gatherers and crack fighting troops.

If you have interest in playing in this campaign, drop me an email. Feel free to ask questions. Again this will be a low pressure/commitment campaign. That way everyone who is interested can get involved when they have time or become less involved when they get busy.
General Info / Northpost
June 16, 2007, 10:54:00 PM
In Character Discussions / Lost in Thought
June 14, 2007, 09:10:40 PM
In Character Discussions / Purple Haze
July 23, 2006, 09:12:07 AM
"Damn I'm glad to get out of that keep!  That purple fog was really startin to get to me.   It smelled worse than that dwarf in the common room back at that inn...... Come to think of it, it didn't tatse too good either and made me almost as nauseous as that Goldleaf brew!"   Dale says this turning to anyone who will listen to him as they leave the keep and head on the trail back to Threshold.   As he walks along the trail, he fights off the desire to go into the woods and purge himself.
Whether we go into the fort or simply go back to Threshold, we need to work together.   We are so banged up right now and with little resources, that we must stick together.   Sending half the party back to Threshold while the other half explores the fort  is a mistake.   Both groups are very weak and in serious danger of being overcome in a battle.   When I originally posted asking you guys to consider exploring the fort,  I assumed it would be all of us together.   We are not strong enough to divide this way and survive.  ALL FOR ONE AND ONE FOR ALL?
In Character Discussions / Sayer ain't the only scribe!
January 24, 2006, 10:03:06 PM
Duthash Zinnyas Arkus  (May 10th)

Dale packs up his gear and prepares to leave the common room of the Thornhedge.   As he makes his way towards the door, he looks at the smelly dwarf sleeping late into the morning.  His snoring is thunderous.   Dale shakes his head in disbelief and strides down the stairs.  "His clan must have kicked him out.   If not for the smell, the snore could cause a cave in.....Slob."

Dale strides through the tavern and heads off towards the bronze trees just outside of Threshold.  As he makes his way through town, he mentally checks off all of the things that he will need to scribe his scroll.  He has been in fights an awful lot lately.  Its always a good thing to have an extra spell on hand.   "The bronzewood looks peaceful and secluded.  Hopefully I can write this thing without being disturbed or discovered.  Besides Xorn hasn't been able to stretch his legs in a long time."
House Rules / Natural Healing
January 13, 2006, 02:10:46 PM
Another good idea from Johan:

Untended wounds will heal at a rate of CN bonus per night. Tended by the Heal skill will heal as follows:

Success: 1+ CN bonus per night (Heal check made each day)

Critical Success: 2+ CN bonus per night (Heal check made each day)

See the defenition of a Critical Success for a skill roll in the Critical Dice Rolls post.

A character may benefit from natural healing and treatment from someone with the healing skill  (PHB p.75)during the same night.   First aid if the character is unconsciuos and natural healing may also be combined.  Spiritual, herbal or magical means may be combined with natural healing.   All healing is good!
House Rules / Critical Dice Rolls
January 13, 2006, 01:53:07 PM
Thanks to Wildfire and Johan for some great additions to our House Rules options:

Critical Hits:
Per the D&D rules a critical hit is a natural roll within the threat range and then another successive hit. I'm going to add that each successive hit within the threat range adds another die of damage.

example: Miranda is using a scimitar in a scrape with an Ogre. It's critical threat range is 18-20/x2. She hits with a natural 19. She follows up to see if it's a critical and rolls an 18. Normally the critical would end there. However, in my game it will continue on. So the next roll she gets is a 20. Miranda is happy and will roll to hit again. She rolls a 16 ending her critical spree. So, in total the damge that she would deal would be x3 (x2 for the initial crit roll, x3 for the roll of 20; the roll of 16 was out of her threat range for another critical. Only hits within the threat range can add another die to the damage).

Critical Miss:
So as has been done in the past, with acceptance I might add, is that a roll of a 1 poses a threat to a critical miss. A successive miss means a reduction of 4 to one's initiative for the following round. I would like to add that each successive miss will pose an additional reduction of 4 to initiative. Going into negative on initiative means losing the weapon giving the opponent an attack of opportunity (this is to reflect the fumbling nature that a critical miss puts a character into). The weaponless individual can then draw another weapon the following round at the expense of a move action.

Critical Success: if you roll a natural 20 on any given skill, you roll again. If that second roll would be a successful one, then you have garnered a critical success. If that second roll would not be a successful one, then you now have a Success.

A Critical Success on a Heal check is additional healing that occurs. A critical opposed skill check adds 2 to your opponent's DC (for instance if you're hiding (skill modifier = 5), and roll a critical success, your oponent's spot DC is going to be 27, or 2 above the modified 25 that you rolled).

Critical Failure: if you roll a natural 1 on any given skill, you roll again. If that second roll would be a successful one, then you have garnered a Failure. If that second roll would not be a successful one, then you now have a Critical Failure

A Critical Failure on a Heal check is reduced healing that ocurrs (instead of 1+ CN bonus in the event of a success, it is now CN bonus -1 - you actually did damage to your patient).

Critical Failures for other skill rolls will be handled on an as-needed basis. Rest assured that something bad will happen.
Game Log / Hit Points
January 13, 2006, 10:08:49 AM
..."the MSI GM is a hard arse, he makes you roll 2 of the class hit dice and you get to keep the highest roll.

What a bastard!"

I had toyed with the idea of sticking with the conventional rules and making everyone roll for their hit points, but I think the above quote is ample evidence of what an unpopular idea that is.   Therefore, max hit points for all!! :wink:
House Rules / Sorcerers
January 13, 2006, 10:02:15 AM
Sorcerers will get a d6 for hit dice.    Thanks Johan!

Furthermore, sorcerers barring some very creative storyline will be required to have either wyvern or dragon bloodlines.   This will have to be worked out with me as the character is made.    This will also add to a lot of potential opportunities for the player who is looking for a unique character to play.

Sorcerers tend to be reclusive.   They are not accepted by mainstream society and they are actively searched for by the Druids of Flaern.   They tend to be very good at assuming everyday lives while hiding their abilities.   Many pose as mercenaries.   Sorcerers are highly valued by the Pirates of Blackport as members of their crew.    One Sorcerer even rose to become the leader of the Pirates for a time...
House Rules / The Human Advantage
January 13, 2006, 08:56:53 AM
1.   Quoting Wildfire, "Humans in my Campaign World will not suffer the point penalty of Cross-Class skills. In other words humans will not pay double the skill points for skills that aren't allowed by their class.

Anyone who has a human in my Campaign right now that has taken cross-class skills please feel free to make the proper adjustments."

2.   N'arth is predominantly populated by humans.   Therefore, they get a +2 bonus to the following skills: Diplomacy, Disguise, and Gather Info.   Its assumed that all of these skills get the bonus while dealing with humans on N'arth.   A human trying to gather info amongst the Ogre's will not get that benefit.   The disguise check applies if the human is trying to disguise himself as a human.   Likewise diplomacy checks will only be granted the +2 when dealing with other humans.
In Character Discussions / Hangover
December 20, 2005, 03:32:47 PM
Duthash Zinnyas Fehy [May 8th]: Morning

"HUUUUUUGGHHHHH"  a few ragged gasps at air.


Although vomiting on the smelly dwarf felt rather vindicating, the dry heaves that followed were not so glorious.

"Oh Paladine, have mercy on my soul.   Taakhisis take me now.   Where's Severen when I need to be stabbed in the back....   HUUGGGHHHHH!"

Dale's only thought was that he'd rathr die than suffer through this hell any longer.   What was in that drink anyway?   It was only one small glass!!

The last of this wave of heaves seemed to be over.   Dale leaned his head on the privy in relief, not caring that his face was in his own vomit and who knows what else from so many others..."I hope that was the end of it.!"   He wearily fell asleep
In Character Discussions / Temple of the Lost
December 18, 2005, 10:21:49 PM
As the beat up party enters the Zyrithian Temple, they see a large sanctuary that is enshrouded in dust.   Their booted footsteps echo and reverberate endlessly.  

Looking straight ahead, the party can't help but notice the remains of an altar, formerly devoted to Azyrith.   Above the altar is a large stained glass window, remarkably intact.  

The scene depicted in the stained glass is of Azyrith with his armored boot on the chest of Karthos, the former god of fire, taking his Essence.  The sunlight streaming through the western facing window highlights the silver and maroon bolt of power that is emanating from Karthos and flowing towards Azyrith.   It seems as if the combatants are alive, eternally trapped within the glass, acting out Azyrith's greatest triumph in perpetuity.

Awestruck by the beauty and power of the window, the party can't help but feel the presence of greatness within the temple.   As they stare at the stained glass, they hear the sound of stone sliding on stone.   Soon they notice the altar begin to move to the side.

As the party scrambles for cover, they notice a small human like figure, seemingly rise from the floor where the altar once stood.   As the mysterious figure reaches the top of the staircase, it turns to face the adventurers.   "Long have we awaited your presence, son of Brendan."  The voice is raspy and not much louder than a whisper, but it is distinctly female.   "It has been foretold that you would seek the path through darkness to find the light....

"Come, you and your friends need assistance.   We shall aid you..."

At that moment, the companions notice many more figures surrounding them.  These beings are all of diminutive stature, wearing rags and random pieces of armor, that look to be hundreds of years old.   Many have cloaks with deep cowels, a few wear ancient helmets, others have their faces wrapped in veils, but none of them show their faces.

In a non threatening way, the little people herd the party towards the altar and the woman standing in front of it.

Despite her tiny size, the woman carries herself with the bearing of a great one.   She looks at Quinton and says, "My name is Elsyra.  I am the Great Mother of these people.   What is your name, son of Brendan?"
It seems to me that Himo has an excellent point.   Gathering arms and equipment in preperation for an attack seems like it might be a good idea.
Maybe we can train a few locals to help out.  Although they would need to stay in the back.  Maybe extra archers?

Furthermore, looking at the layout of Threshold, we should start patrolling the high ground above the town.  Hopefully we won't give away the tactical advantage to the dark cloaks like we did last time. (i.e no arrows raining down from above.)  

It may not be possible, but maybe we could build some small outposts on the hill to ward off attacks.

We definitely need to keep pushing the council to let the keep be reopened.

Just some thoughts.  Let me know what you think.
General Info / Revised Maces of N'arth
September 26, 2005, 10:56:21 PM
The Maces of N'arth are the elite guards of the King of N'arth. They are his personal standing army. Maces  are trained to defend the king from all forms of attack. Particularly magical attack. They relentlessly study the arts of war, magic, and espionage.
All Maces are sworn to defend their king and country. In these endeavors, they are ruthlessly loyal. They are not only the king's protectors, they are the men who do his dirty work. However, they occasionally face conflicts of interest when they have to choose between king and country.
The Maces of N'arth are the toughest fighting force in the realm of N'arth. They tend to be viewed as fanatical magic wielding, axe chopping, sword slashing, well armored myrmidons, with a flare for the daring. On top of all that, they are famed for their skill in espionage. One never knows when they are being eavesdropped upon by a Mace of N'arth. An ally of the Maces can trust that his back is well protected, while an enemy must continually look over his shoulder lest his back be pierced.

Adventures: Maces typically find themselves in tights spots.    Whether they are battling an enraged band of ogres, posing as a Pirate of Blackport on a corsair and living among the crew, or simply protecting the King from a Deltharite Assassin, the Maces are always near the heart of the storm.   Serving the King of N?arth is a highly rewarding and truly dangerous undertaking.

Characteristics: Maces excel in hand to hand combat.   They tend to get the job done without worrying about the consequences.   Maces also excel at espionage. They have been known to spend years developing alternate personas to hide their true identities.   Maces can be quite charming when need arises.   Of course if traditional methods of diplomacy fail, they are usually very willing to break a skull or two to enforce their will.   Maces revere their horses, pride themselves on their battle skills, and enjoy showing off their polished armor and honed physiques for the fairer sex.   They are nothing if they are not vain.

Alignment:  Maces can be of any good alignment, but most are chaotic or neutral good.    Those who are lawful often struggle with the fact that the Maces are essentially a law unto themselves.   They are given broad freedoms and power and they are not afraid to work outside of the law so long as their acts are performed for the greater good.   In rare instances Maces will feel compelled to choose between serving a despicable king or doing what they perceive to be right.

Religion:   Shada is the god of the Maces.  His ideals of justice and morality are revered by the clerical leadership of the Maces.   However, many of the Maces are not as idealistic and faithful as their more spiritual clerical brethren.   While they generally follow the tenants of being kind and just to their fellow man, they are fond of skipping their religious devotions and more than a few have been caught giving less than their full tithing to the church.

Background:  Most Maces join the ranks as teenagers hoping to make a career for themselves.   They receive all of their training and education from the Order of Maces.   A few joined as older adults who often had a change of heart from their former ways and found the Maces as a perfect place to serve King and country while continuing their adventurous lifestyle.    Many Maces are orphans gathered off the streets to serve as pages and serving boys.  In exchange for their services, these orphans are given food, shelter, clothing, and an education.   Most of these orphans eventually join the ranks of the Maces.

Although the Maces are all male, there are no rules or codes preventing a woman from joining.   However, no woman has ever attempted to become a Mace.   This has much to do with the Maces ?good old boy? mentality.   Any woman daring to join the ranks had better be prepared.

Races:  Maces are typically human.   Half Elves are common, because the Maces accept them as brethren and provide a sense of belonging that they can?t find anywhere else.   Elves are less common, but young elven males will often join the brotherhood in search of adventure, much to their parents chagrin.

Classes:   Maces typically keep counsel only with other Maces.   They generally view all other fighters with disdain.   They will occasionally consort with rogues to help them gather info.    They respect clerics of Shada and Azyrith as well as Druids of Flaern.   They despise wizards and sorcerers unless they are members of the Order of Maces.   They revere bards, treating them like royalty, with the hopes that their next act of heroism will be sung throughout all the land.

Role:  Maces are extremely versatile and can serve many functions within an adventuring party.   While they are skilled in magic, both clerical and wizardly, and they have some skill in tracking and spying, their strength is their battle prowess.   They make excellent primary fighters and good assistants to rogues, clerics and wizards.   They do not however have enough skill in any of those areas to sufficiently replace a cleric, rogue, or wizard.  Although they will never admit to that.

Abilities:  Strength is the primary requisite for a Mace.   Intelligence and Wisdom are also important abilities, because they effect the Maces ability to cast spells at higher levels.   Intelligence and Wisdom scores of 15 or higher is required to be able to cast spells.

Alignment: Any good alignment.

Hit Dice:  d10

Class Skills:  The Maces class skills are Concentration, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal (Horse), Heal, Hide, Intimidate, Knowledge Arcana, Knowledge Local, Knowledge Nobility and Royalty, Knowledge Religion (Shada), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope

Skill Points: At 1st level (6 + Intelligence modifier) x 4.
At each additional level: 6 + Intelligence modifier

Class Features:

Weapon and Armor Proficiency: A Mace is proficient with all simple and martial weapons except for bows, crossbows, and slings.    A Mace is proficient with all types of armor and shields, except for tower shields.

Maces of N'arth have the same base attack bonus and saving throws as a ranger.

Bonus Skill: At 1st level a Mace is trained in the following skills.   Ride, Handle Animal, and Alertness.   These skills are in addition to the skill points normally allowed.

1st Level: Initiates are +1 to hit and damage with their chosen weapon.   At 1st level, a Mace initiate must choose his chosen weapon.   This will be his weapon of choice throughout his career as a Mace.   Any simple or martial weapon (except for bows, crossbows and slings, can be a Mace?s chosen weapon

2nd Level: Endurance

3rd Level: Can choose to gain Survival and Track or gain Move Silent and Hide; +1 to hit and damage with chosen weapon this bonus stacks with the bonus from 1st level.
4th Level: An initiate becomes a Man at Arms. He is no longer required to apprentice with a Mace. He will receive a 10 gold crown stipend per month. This stipend is considered a living/travel expense and is not subject to tithing.

5th Level: A Man at Arms can choose to gain a +1 on  Survival/Track or Move Silent/Hide; +1 to hit and damage with chosen weapon.   These bonuses stack.

6th Level: Mounted Combat, Diehard.   If the character takes Mounted Combat on their own at a lower level, this can be substituted with ride by attack or trample.

7th Level: A Man at Arms becomes a full fledged Mace of N'arth. He will receive a 25 gold crown stipend per month (this stipend is not subject to tithing). He will be required to train an initiate. He can choose to cast either as 1st level cleric or 1st level wizard*. He attracts a bonded mount.   Usually a warhorse.    This mount functions in the same manner as a Paladin?s bonded mount PHB page 45.

8th Level: Spellcraft, +2 to Move Silent/Hide or Survival/Track

10th Level Iron Will, +1 to hit and damage with chosen weapon.  These bonuses stack.

12th Level +2 to Move Silent/Hide or Survival/Track.  This bonus stacks.

*For every two levels after 7th, a Mace can add another level of spellcasting to his repertoire. He may mix and match between clerical and wizard spell levels. For example, he may choose 1st level cleric spells at 7th level, 1st level wizard spells at 9th level, 2nd level cleric spells at 11th level, or he can devote each level to either clerical or wizardly magic, thereby being able to cast 3rd level spells at 11th level.
 A Mace must have at least a 15 Intelligence to cast 1st level wizard spells, a 15 Wisdom to cast 1st level clerical spells. A 16 in the requisite score for 2nd level spells, a 17 for 3rd level spells, 18 for fourth level spells and so on.    Maces cast both clerical and wizardly spells spontaneously.   They do not have to prepare them ahead of time.   They are not allowed to gain the create magic items or metamagic feats.   Arcane spell failure is reduced by 50%.   For example, if a person normally suffered a 40% spell failure chance, he now only suffers a 20% chance.

1st Level: Entitled to royal chain and heavy shield.  
4th Level: Entitled to royal half plate and heavy shield.
7th Level: Entitled to royal full plate and a Mace's Shield.
All royal armor is owned by the king and must be treated appropriately.

Detriments: All Maces are subject to the will of the King. They are required to tithe 25% of their earnings to the Royal Treasury, and 10% to the Church of Shada. Maces must defend King and country with their lives if needed. Maces are despised by all evil beings, particularly the minions of Delthara. They tend to attract many assassins. Furthermore, if the Mace is in battle against an evil priest or shaman, he must fight the priest(s) until all are vanquished. If an evil priest or shaman of 3rd level or higher is present, he can incite 1d10 followers into a fanatical rage against the Mace.   The evil priest must chant uninterrupted for 2 rounds to incite the followers.   Once the followers are incited, the priest or shaman may then participate in the battle normally.   No concentration checks are required to maintain the rage.   The presence of the priest is enough to maintain the rage.    The rage functions as a barbarian rage, except that it lasts as long as the priest or shaman continues to live or until the Mace is killed.   Maces can only multiclass after 7th level.   If a character changes class before 7th level, they lose the abilities and skills they had gained as a Mace. Finally, Maces disdain the use of bows, crossbows, and slings, except to hunt. They will not ever use these weapons in battle. This does not preclude them from using other ranged weapons. (More than one Mace has been known to throw his sword at a fleeing enemy.)
General Info / Vernmen/Welverns
September 15, 2005, 11:52:13 PM
Vernman and Welverns are cross breeds between either humans or elves, and wyverns.   This happens when wyverns, who are highly intelligent and magical creatures change their shape and assume the foem of either a human or an elf.   The children of this pairng tend to be slightly larger and stronger than their elven or human parents.   Their features take on an angular look and many of them develop scaly skin as they get older.   There is one way to be certain that someone has wyvern blood.   That is their eyes.  Upon reaching maturity, around the age of 25, females develop purple colored eyes.   Males develop red colored eyes.  
Due to the fact that the Druids of Flaern actively hunt wyverns and their offspring, most welverns and vernmen don't survive very long after maturity.

Vernman: +2 Strength, +1 Constitution, -3 Charisma, 60' Darkvision

Welverns: +1 Strength, +1 Dexterity, -1 Con, -3 Charisma 90' Darkvision

Bonus Feats: Alertness, Stealthy, Run, Self Sufficient

1st level: Can cast Pass w/out trace as 1st level druid once per day.

3rd level: Develops natural retractable claws that cause 1-4/1-6 points of damage.

5th level: Can cast Obscuring Mist as 1st level druid once per day.

7th level: Can sprout wings and fly for short durations.   Can fly up to one round per level, but must rest for 2 rounds per round of flight, or suffer under forced march rules.

9th level: Can cast Wood Shape as 3rd level druid, once per day.

11th Level: Gains Natural Armor Class Bonus of +2.

13th level: Can cast Meld into Stone as 7th level druid once per day.
In Character Discussions / Merriment at the Thornhedge
September 01, 2005, 04:56:17 PM
Dale made his way back to the Thornhedge, passing many people along the way.   Most of them giving Dale a sidelong glance at his sooty appearance.   Dale meanwhile politely nods to the passersby.   As he gets closer to the inn, he notices the crowd starting to thicken and he can smell the aromas of fresh boar being roasted.   His stomach starts to growl.   Soon his nose is picking up the comforting scent of roasted potatoes.  As if driven by his stomach, Dale begins to pick up his pace.   He quickly passes by a small crowd gathering around a street performer, doing his best to juggle three balls while balancing a mug of stout on his forehead and twirling a colorful ribboned ring around on his foot.   The crowd gently chides him as he adds a fourth ball to the mix, but loses control of them.    Undaunted, he takes a long swill from the mug, places it back on his forehead and begins anew....

Dale sees Ragnar as he enters the inn and he waves hello as he passes him by, "Can't wait to soak in that tub.  I feel like this grime is oozing off of me."    Dale quickly heads upstairs and strips as quickly as he can, leaving his soot covered clothes in a pile on the floor.  

After soaking in the hot bath and scrubbing the grime from his weary body, Dale dresses himself in his old set of travelers clothes.  His brand new shirt and pantaloons were horrifically soiled.   Regretting the costly error, (His mother always told him to change out of his best clothes when he was goin outside.) he appreciates the comfort of the worn pants.   Despite the patches and frayed cuffs, these garments helped him to relax and begin to appreciate the simple pleasure of a job well done.

Descending the stairs into the common room Dale looks for the familiar faces of Thurgin and his farming companions and notices them sitting quietly in a corner.   Dale smiles to himself and strides to the bar.   "What can I do fer ya" asks the barkeep?  
"I'd like six of your finest ales, a mug of cider, a plate of that pork with some of those potatoes and that pie over there."
"Hungry, huh?"
"Well I intend to share the drinks and pie with my friends over there in the corner."
"Oh, very good.  Well, since you're a new member of the protectorate, the meal is already taken care of, but the pie and the drinks will cost you 12 silvers."
Dale smiles and hands the appropriate coins to the keep and says "I'll be over at that table when the dinner is ready.   Thanks for your help!"
Dale takes the drinks and carries them to Thurgin's table and heartily greets them.   "Its good to see you folks could all make it!  I have a Kazbourne Stout here for each of you and a cider for Daniel as promised.  I also took the liberty of securing a pie for all of us to share."
Dale sits down and as the farmers give him a hearty "Huzzah".   Dale raises his mug and states, "A toast...  To a good meal, a bountiful growing season, and great friends."
Dale revels in the moment.  I has been a very long time since he has been able to share a meal without the fear of looking over his shoulder.
"So Thurgin, tell me about the valley and the four artifacts you mentioned earlier today.  That sounds like a great legend."
Four 6 sided
Take highest 3.
Reroll lowest of the top 3 at your peril.