Eulalios
2014-09-03, 09:47 PM
Eastward from Calimport, up along the Calim River, the coastal desert merges into rugged scrubland, from which an upward sloping grassland continues northeastward into foothills where rain falls oft enough to raise a sparse forest of pines and other needly trees.
Above the forest are dry mountains, old and smoothed by wind and snowmelt, white capped four months or seven months out of each year.
East along the northern slopes of those old mountains, another forest ranges - the Mir. And beyond the Mir, far inland from the grandeur of Calimport, is the barbaric and backward Hill Country. It is there you're sent to find the tomb of an ancient elven King.
By who are you sent? You don't know, exactly. Within the past weeks, you each have been approached by a middle aged human eunuch fluent in your native language and claiming to represent a wealthy and powerful family. The eunuch's jewelry and opulent yet anonymous garments, along with the letters of credit and introduction and the purse of coin he offered toward traveling costs, substantiate those claims. However, your contact conformed to Calimport's commercial custom in concealment of his contractors' cognomina.
Calimport, 24th Alturiak, Year of the Turret (1360 Harptos): unseasonably warm and typically arid
The night wind from the desert onto the water has dwindled down through dawn to still, cool air. The sun hangs hot, a little bit south of east and low above the sharp lapis lazuli waves of the Shining Sea. In northerly lands this would be winter with snow on the ground. This morning, here, not even dew. The caravanserai reeks of donkeys, camels, spices, grain dust, spilled wine, salt fish, and dozens of lesser mercantile odors. Some might say it's too early to be up. Yet the infrequently-organized caravan, east along the coast then up the Calim River and over the Marching Mountains, toward the Sea of Fallen Stars, is getting underway, and you are meant to be among its dozen dozens of travellers and packbeasts.
First player post (once approved via PM) should be
Marshbloom
Female halfling(light foot) Rogue/2, formerly was a Sailor
You see a small and slight-framed (3'7", 47 lb) female with greenish-blonde hair down to her shoulder blades. Her eyes are large and brown/green shifty in color. Her smile is frequent, and also just a bit shifty. She stands quite still aside from her smile and her restless eyes. Her voice is high-pitched and liquid. She wears, over her traveling clothes, a set of studded leather dyed in dappled marshy colors. Weaponry is draped all over her.
The eunuch leaned forward just a little and lowered his quiet voice to a murmur. Rogues know that murmurs, lacking sibilance, don't carry as far as whispers. "You have stolen in every sook, and you owe money in every ward," he says - in competent Halfling. "It seems like a great time for you to leave town walking."
Combat
Size Small :: base move 25; total load 45#
Sneak Attack (+1d6 dmg), Cunning Action (Dash, Disengage, Hide)
HP 15, AC 15 (Small size studded leather armor 6#)
Rapier (2#) +5 atk, 1d8+3 prc
Shortsword (2#) +5 atk, 1d6+3 prc
Two daggers (2#) +5 atk, 1d4+3 prc, thrown (20/60)
Six darts (3#) +5 atk, 1d4+3 prc, thrown (20/60)
Hand crossbow (3#), +5 atk, 1d6+3 prc, rgd (30/120)
20 c/bow bolts in case (2.5#)
Languages
"Common," Halfling, *Draconic(?)
Thieves' Cant
Trait [roll0] -> I read omens in everything I see.
Ideal [roll1] -> A person's authority rests on their competence.
Bond [roll2] -> Whenever I can, I send my first captain a letter. Once in a long while, I receive a reply.
Flaw [roll3] Criminal -> If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
[roll4] -> DEX (+2 halfling) = 16 :: (+3) Acrobatics, Sleight of Hand, Stealth(x2), ST
[roll5] -> CHA (+1 lightfoot) = 10 :: (+0)
[roll6] -> WIS :: (+0) Perception(x2), Animal Handling*
[roll7] -> INT :: (-2) ST
[roll8] -> STR :: (+1) Athletics*
[roll9] -> CON :: (+1)
Expertise: Stealth, Perception
Tools: thieves' tools, a backgammon cloth with dice and pieces
Other skills: *Waterborne vehicles (turtle boats)
-45 -25 -0.6 +5 gp +0.2 -2 -75 -4 -17 -2 -50 -5 -10 -2
Other equipment: Small traveling clothes 2#, a tiny silver icon of a raven on a tarred rope bracelet around her wrist, a dungeoneer's pack 5# + contents 24.5# (bag of holding 15#{first sack 0.5#(Small common clothes 1.5#, Small fancy clothes 3#, a Small warm blanket 1.5#), second sack 0.5#(a mess kit 1#, a flask-and-cup of potent booze 1#, a carefully padded flask of fine red wine 5#), third sack 0.5#(a two person tent 20#), fourth sack 0.5#(30 days Small rations 30#), fifth sack 0.5#(20 torches 20#, 3 flasks of oil 3#, a lamp 1#), sixth sack(3x50 ft hemp rope 30#), seventh sack(a crowbar 5#, a hammer 3#, 10 pitons 2.5#, thieves tools 1#), pouch of 76gp}, a tinderbox 1#, a waterskin 5#, 2 torches 2#, backgammon cloth wrapped around pieces and dice 0.5#).
Above the forest are dry mountains, old and smoothed by wind and snowmelt, white capped four months or seven months out of each year.
East along the northern slopes of those old mountains, another forest ranges - the Mir. And beyond the Mir, far inland from the grandeur of Calimport, is the barbaric and backward Hill Country. It is there you're sent to find the tomb of an ancient elven King.
By who are you sent? You don't know, exactly. Within the past weeks, you each have been approached by a middle aged human eunuch fluent in your native language and claiming to represent a wealthy and powerful family. The eunuch's jewelry and opulent yet anonymous garments, along with the letters of credit and introduction and the purse of coin he offered toward traveling costs, substantiate those claims. However, your contact conformed to Calimport's commercial custom in concealment of his contractors' cognomina.
Calimport, 24th Alturiak, Year of the Turret (1360 Harptos): unseasonably warm and typically arid
The night wind from the desert onto the water has dwindled down through dawn to still, cool air. The sun hangs hot, a little bit south of east and low above the sharp lapis lazuli waves of the Shining Sea. In northerly lands this would be winter with snow on the ground. This morning, here, not even dew. The caravanserai reeks of donkeys, camels, spices, grain dust, spilled wine, salt fish, and dozens of lesser mercantile odors. Some might say it's too early to be up. Yet the infrequently-organized caravan, east along the coast then up the Calim River and over the Marching Mountains, toward the Sea of Fallen Stars, is getting underway, and you are meant to be among its dozen dozens of travellers and packbeasts.
First player post (once approved via PM) should be
Marshbloom
Female halfling(light foot) Rogue/2, formerly was a Sailor
You see a small and slight-framed (3'7", 47 lb) female with greenish-blonde hair down to her shoulder blades. Her eyes are large and brown/green shifty in color. Her smile is frequent, and also just a bit shifty. She stands quite still aside from her smile and her restless eyes. Her voice is high-pitched and liquid. She wears, over her traveling clothes, a set of studded leather dyed in dappled marshy colors. Weaponry is draped all over her.
The eunuch leaned forward just a little and lowered his quiet voice to a murmur. Rogues know that murmurs, lacking sibilance, don't carry as far as whispers. "You have stolen in every sook, and you owe money in every ward," he says - in competent Halfling. "It seems like a great time for you to leave town walking."
Combat
Size Small :: base move 25; total load 45#
Sneak Attack (+1d6 dmg), Cunning Action (Dash, Disengage, Hide)
HP 15, AC 15 (Small size studded leather armor 6#)
Rapier (2#) +5 atk, 1d8+3 prc
Shortsword (2#) +5 atk, 1d6+3 prc
Two daggers (2#) +5 atk, 1d4+3 prc, thrown (20/60)
Six darts (3#) +5 atk, 1d4+3 prc, thrown (20/60)
Hand crossbow (3#), +5 atk, 1d6+3 prc, rgd (30/120)
20 c/bow bolts in case (2.5#)
Languages
"Common," Halfling, *Draconic(?)
Thieves' Cant
Trait [roll0] -> I read omens in everything I see.
Ideal [roll1] -> A person's authority rests on their competence.
Bond [roll2] -> Whenever I can, I send my first captain a letter. Once in a long while, I receive a reply.
Flaw [roll3] Criminal -> If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
[roll4] -> DEX (+2 halfling) = 16 :: (+3) Acrobatics, Sleight of Hand, Stealth(x2), ST
[roll5] -> CHA (+1 lightfoot) = 10 :: (+0)
[roll6] -> WIS :: (+0) Perception(x2), Animal Handling*
[roll7] -> INT :: (-2) ST
[roll8] -> STR :: (+1) Athletics*
[roll9] -> CON :: (+1)
Expertise: Stealth, Perception
Tools: thieves' tools, a backgammon cloth with dice and pieces
Other skills: *Waterborne vehicles (turtle boats)
-45 -25 -0.6 +5 gp +0.2 -2 -75 -4 -17 -2 -50 -5 -10 -2
Other equipment: Small traveling clothes 2#, a tiny silver icon of a raven on a tarred rope bracelet around her wrist, a dungeoneer's pack 5# + contents 24.5# (bag of holding 15#{first sack 0.5#(Small common clothes 1.5#, Small fancy clothes 3#, a Small warm blanket 1.5#), second sack 0.5#(a mess kit 1#, a flask-and-cup of potent booze 1#, a carefully padded flask of fine red wine 5#), third sack 0.5#(a two person tent 20#), fourth sack 0.5#(30 days Small rations 30#), fifth sack 0.5#(20 torches 20#, 3 flasks of oil 3#, a lamp 1#), sixth sack(3x50 ft hemp rope 30#), seventh sack(a crowbar 5#, a hammer 3#, 10 pitons 2.5#, thieves tools 1#), pouch of 76gp}, a tinderbox 1#, a waterskin 5#, 2 torches 2#, backgammon cloth wrapped around pieces and dice 0.5#).