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/builders/ - Hero and Nation Builders!

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The King Is Dead; Long Live The King!

File: 448e4f8622462a0⋯.jpg (5.11 MB,4000x2000,2:1,Maradoc.jpg)

446049 No.30081 [Last50 Posts]

Welcome to the world of Maradoc. The world is in a golden age now as peace reigns across the entire world for the first time in known history. Though peace does not come freely to this war ravaged world. The large armies held by most nations now chafe at the bit they are bored and restless. Bandits are in never before seen numbers thanks to deserters and the nations hesitate to respond with conventional armies due to the risk of collateral damage. The naga are rising from the sea and have been raiding the Aeldun harder than ever before. There are even rumors of a dragon sighting west of Tythorp. Truly what kind of peace is this?

For new joins there are now 3 open slots. First come first serve. Understand that there is very little magic in this world and as such magical races do not exist. Every race has come to be through a much more robust evolutionary system. You can still create your own but understand it is limited to something you can explain via non magic. The only traditional fantasy race you can not play is dragons and their lesser kin like drakes wyrms as they are not fully sentient. If you have any questions feel free to pm me at any time)

The world is currently ruled primarily by 7 great empires and their wondrous capital cities. http://pastebin.com/Z6mL0yu9. Though this by no means limits you from creating kingdoms of other kinds. (such as bidderlyn having created a yuan ti kingdom east of the frog/lizard empire, or the drakonids of westerner) Quite a few of the traditional races have been heavily modified due to no magic casting (please do pm me if you wish for a race to be explained in their current state)

This will eventually translate into a NB your heroes will be the leaders of those nations and you will gain bonuses over people who just join the nb and not this HB.

Hero Name:

Hero race:

Hero's race description:(if a traditional fantasy race you don't need to explain much)

Hero fluff:

———do not fill out———-

Inventory:

Skills:

Companions:

Eccentricities:

____________________________
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446049 No.30083

>>30081

Caldor

Your tackle misses by a longshot and you end up tackling a small tree instead. With your current injuries even basic movements are becoming debilitating and the venom is spreading. The wyrm escapes, though you could follow the blood trail if you wish. Staying in the forest at all right now is exceedingly dangerous the scent of fresh blood is bound to attract more predators and even undead.

resume 2d100 die usage

Drenari Whitewater

1.You do find a merchant's caravan going to Yerdale. Normally the prices for joining them would be outragous but at the mention of bringing along 4 guards and yourself you are immediately welcomed into the caravan. He passes word that the caravan leaves in 2 days time you will need to sort out any business left here before then.

2.You listen all day but sadly no voices are heard in your mind, only through your ears many of which are the crying baby and its tired mother from the next room.

Cele Elensar

12v12

You and the troll trade blow after blow slowly wearing each other down but neither truly committing just yet to the combat. Cele manages some surprising and daring dodges of the trolls generally more powerful strikes and the crowd is loving it. Cele already had the crowds admiration but it is now growing to a fever pitch. The announcers see a chance to prolong the battle to get more bets in and do so. Ringing the round out timer for the first time in years. You both go back to your sides of the arena and their respective pits to take a moment to relax and recover before resuming combat. +3 to next combat bonus.

roll 2d100 for regular actions of anything in the pit and a d20 for combat

Exobo The Dishonored

[W&S fighting (unique) III] 6/12

You sneak out of your room via the window and retreat to the forest. This time you truly bare your soul to the sword and it responds in kind, the edge of the blade cutting multiple falling leaves into more but smaller falling leaves. Your master would be proud.

Your mercenaries form a true bond with one another they now work very well together but will not seperate from one another on missions in the future.

Companions:

Remove 3 Mercenary apprentices

Add mercenary apprentice group (3) Lvl 1

Gargoz Ironhand

3. The scientist quickly replies that this is not an chimney fire and due to the spacing it is not a natural house catching fire either. The smoke indicates that fires are set in multiple houses but missing spaces in between. He assumes this is a raid of some kind.

1.2. You manage to get the village extremely quickly and get the jump on various horsed bandits chasing the farmers through the villages while some stop to loot or set fire to even more houses.

(you can roll d100 for regular actions or 1d20 to engage in combat immediately you can have the scientist fight as well with a second d20 though I would advise against it as the gm)

Zargoz Ironhand

With the agreed upon amount. The Captain informs you that they will set out on the morrow for the village.

(2d100 remaining for actions in the bandit city roll third d100 for travel)

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446049 No.30086

>>30081

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

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446049 No.30087

Dice rollRolled 3 (1d20)

>>30083

STOMP THE BANDITS!

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446049 No.30089

>>30087

"Stomp the bandits" Roars Gargoz. Simple as it is, Gargoz actually does use a modicum of instinctual tactics.

He realizes he doesn't have armored boots, so swips on his feet or legs by a man with a horse would sting quite a lot. Repeated strikes more so. He does his best to prevent this, jumping up and down and making it nearly impossible to actually hit his foot, (on top of shaking the earth and possibly squashing anyone who comes by).

More importantly, he has two long weapons at his disposal the Hammer and the Shovel.

The Shovel could be used to fling dirt at the bandits. What to a giant is a simple bit of dust and pebble is a flying avalanch to any poor bandit in its way, not to mention the long swipes from the shovel able to launch man and horse into the air. Not to mention fast and quick trenches to trap any runners.

As for the hammer, with a single mighty blow Gargoz could bring it crashing to the ground and shake the earth, causing man and horse to loose their footing.

Last but not least the shield. If things got very bad, Gargoz would place his shield down on the ground and push forward, or tilt it over to crush them.

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446049 No.30090

Dice rollRolled 10, 11, 4, 7, 16 = 48 (5d20)

>>30087

1.Bandit captain

2.3. Mounted bandits

4.5.Foot bandits

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446049 No.30105

Dice rollRolled 140, 155 = 295 (2d200)

>>30081

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 armed unarmored household guards.

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. Well we have plenty of time. Keep working on the randomfactored sketch to find out what I can do with it.

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446049 No.30106

Dice rollRolled 72, 64 = 136 (2d100)

>>30105

I fucked up

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446049 No.30107

Dice rollRolled 32, 91 = 123 (2d100)

>>>>Hero Name: Cele Elensar

>Hero race: Elf

>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered

>Inventory: Basic longsword, Leather armor w/ coverings 10 GP, Medium Hot Egg

>Companions: None

>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II

1: Cele heads to her corner. Tired and bloody. Yet as she looks up and sees the crowd cheering all of it overwhelms her. As she waits for the next round begin she peacefully sits and lets the crowds energy flow through her.

2: Before the next round officially begins Cele offers the troll her hand with a genuine smile so that the two will put on the best fight they can together.

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446049 No.30108

Dice rollRolled 14 (1d20)

>>30107

LETS GET READY TO RUUUUUUUMBLE!

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446049 No.30131

>>30081

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

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446049 No.30133

File: 819d24286d29985⋯.jpg (82.66 KB,630x531,70:59,troll.jpg)

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446049 No.30134

Dice rollRolled 52, 100, 9 = 161 (3d100)

>>30083

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold

Companions: 2 Troll Warriors: Mercs

Skills: [Smithing II] [Intimidation I][Irregular Tactics II]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1-2. Get the [Troll Warriors] to spar with me [Irregular Tactics III]

3. Travel with the Crimson Sigil

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446049 No.30135

>>30133

GO HOME TROLLS

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446049 No.30138

>>30135

POO POO PEE PEE ON THE FLOOR

TIME TO WRECK SOME GIANTS' BACK DOOR

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446049 No.30158

File: 00688d621df2a77⋯.jpg (99.51 KB,700x700,1:1,curiousmount.jpg)

>>30086

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor, mountain boar mount.

Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

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446049 No.30160

>>30131

Much of your fluff is outright incorrect for trolls in this world. It's why I said pm me first kek. But there is enough here to start with

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446049 No.30162

>>30131

>>30133

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

Inventory:

Skills: Regeneration I(unique), Clubbin II, Intimidation II

Companions: N/A

Eccentricities:

Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.

Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.

Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.

Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.

Gmnote: Your regeneration skill can't be leveled up in a normal builder manner ie improve regeneration *roll dice* It will naturally level up the more you fight.

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446049 No.30163

>>30162

fuck I forgot your inventory

:3x Big ass club

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446049 No.30170

Dice rollRolled 7, 5, 73 = 85 (3d100)

>>30083

Exobo the Dishonored? I have never been dishonored!

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, ssssssssssseven GP

Companions: Mercenary apprentice group(3) lvl 1

Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons I], [Survival I]

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

-

[W&S fighting (unique) III] 6/12

1&2 "I Sssstill don't desssserve such a Sssword! Training is the only honorable thing to do until the Ssssword calls in my name to bear it!" Keep training with the sword

3: The bonded group of mercenaries still do not find Exobo, assuming he is still training they go to find some work to do. "The master may return any moment, if he sees us just sitting on our asses he may give us a taste of his new sword…"

Mercenaries look for work

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446049 No.30171

>>30170

fucking useless

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446049 No.30174

Dice rollRolled 30, 66, 37 = 133 (3d100)

>>30083

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

Inventory: 3x Big Ass Club

Skills: Regeneration I(unique), Clubbin II, Intimidation II

Companions: N/A

Eccentricities:

Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.

Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.

Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.

Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.

1. Look for work. These 'adventurers' must have some kind of thing that needs breaking around here.

2. Practice Clubbin'. You can never have too little Clubbin'.

3. Practice Wrestlin'. For in case I lose a club, y'know.

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446049 No.30176

Dice rollRolled 6 (1d8)

>>30158

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446049 No.30182

>>30158

You start in the port of Aeldun. The trading capital of the world more gold flows through this city in a day than most kingdoms will see in a decade. The harbor stretches for hundreds of miles and the entire thing is crowded day and night with ships and people in an endless quest for money and power. At the moment you have a room at one of the smaller dockside inns and have just awoken to the sound of the Aeldunian guard marching past the inn in large numbers, probably bound the eastern colonies to fight the naga you have been hearing about lately. You grumble and mutter as you drag on your boots wishing that you had a nice whiskey at hand for the moment.

roll 2d100 for your actions

>>30174

You stand beside the markets of Tythorp as many an armed and armored adventurer passes you by. You stand menacingly guarding the shop of your current employer as he yells out his advertisements and self created jingles. The city burns with the heat of the desert sun in summer, something you still haven't quite gotten used to.

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446049 No.30183

>>30174

2d100

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446049 No.30186

Dice rollRolled 95, 74 = 169 (2d100)

>>30158

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor, mountain boar mount "Borste", 40 gp.

Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

1. "Fookin guards wakin me up. Ah sod it i'm going to get a drink." Dural goes to get a drink to wake himself up, listening for rumors of ruins or work while he does so. Now if only he could climb that stool easily…..

+Long Time Merc

2.After waking up in the way every dwarf should, Dural goes to explore the markets of Aeldun. If he's lucky he'll find work, or maybe something he could sue in his work and travels. Or more Ale, mmmmm ale.

+Long Time MErc

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446049 No.30187

>>30174

Ignore the third roll.

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446049 No.30195

File: 0b529311b52b0c7⋯.jpg (66.92 KB,525x768,175:256,ogre-005.jpg)

>>30081

Hero Name: Shrek

Hero race: Ogre

Hero's race description: Big, mean, green and hungry.

Hero fluff: Somebody once told Shrek the world was gonna roll him, and that he ain't the sharpest tool in the shed. So he picked the humie up scream, bashed his skull in, and played around with his head. Shrek just wanted a simple life, just peace in his swamp, and for the most part he had it. A full fay of picking onions and frogs for his stew, the occasional mob of angry farmers to give him some fresh meat, nice and tender, just the way he liked it. Yep, he was living the life, until those goddamn fucking giants came and ruined it. They just couldn't say "no" to shitting everywhere and eating all the humans. Their massive turds poisoned the swamp water, killing almost everything, and they ate all the humans to boot. Now Shrek has no where to go, no swamp to return to, and only the fiery rage of unbridled hatred burning in his heart.

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446049 No.30198

>>30195

Shrek is wearing some furs and that's about it, but back when he was a tribal orge he wore the full get-up, armor and all, and is comfortable in both. He typically fights with large, blunt objects. Since his early retirement to his swamp, he left much of his old gear behind, only keeping a large wooden club to kill things with real good.

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446049 No.30201

Dice rollRolled 6, 10 = 16 (2d100)

>>30083

Hero Name: Caldor

Hero race: Drakonid (lizardman variant)

Hero's race description: 8-9 feet tall on average and more like a bipedal lizard than a man, natural armour and weapons in their scaled skin and powerful muscles and claws. Due to living in very barren regions the race is primarily nomadic with semi-permanent villages built around naturally important locations such as mines, trading camps, and religious grounds.

Hero fluff: Mercenary by trade and a warrior at heart Caldor recently travelled from his people's home in the wastelands of Maradoc to prove himself and bring back a trophy to prove himself worthy of the chief's daughter's hand in marriage. Caldor primarily wields an exceptionally large axe (2 handed for someone 9 feet tall is huge) but also carries javelins for anything he can't personally reach. Armour is leather made from the same beasts of burden found back home

Inventory: Massive battle axe, 2x Javelins, leather armor 0gp

Companions: None

Eccentricities:

OMFG WHAT IS THAT THING?: You have a giant axe and a couple javelins for ranged not much to say about it other than be wary of spears.

Drakonid scales: Increased natural armor

Nomadic: Nomadic tribes to produce hardy people and you are no exception traveling through any terrain rarely effects you and the dangers of the road rarely bother you.

Lizards of war: You are a trained mercenary your combat capabilities are very much above average. However your real skill comes with finding people willing to hire the giant scary lizard -10 to diplomacy with people of other races if they haven't already or aren't looking to hire you

[Axe fighting II] [Javelins I][Hunting/tracking I]

-10 from injuries

1. Quickly see about closing my wounds with some cloth from the dead knights

2. Begin following the blood trail this fight ends with me carrying it's skull home

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446049 No.30731

>>30081

Updates tonight

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446049 No.30763

File: f9e43bc0f8e2e01⋯.png (333.05 KB,846x717,282:239,LIAR TANSEN.png)

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446049 No.30770

Dice rollRolled 2 (1d20)

>>30108

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446049 No.30774

>>30201

recalculated and you still missed (dual 15s) though you didn't aggravate your wounds more.

>>30089

>>30087

Gargoz goes into a general rage. flinging dirt and jumping around it is somewhat reminiscent of a child throwing a temper tantrum. You somehow manage to do more damage to the peasants buildings around you than the actual bandits. None the less you are still a terrifying sight and the bandits flee from you. You now stand in a small village with half of it burned down or currently burning another fourth of it collapsed buildings buried under the dirt from your childish attacks. And the living peasants cower in the final fourth waiting for you to kill them.

>>30105

1.2. As before you spend alot of time alone staring into your sketch but you make no real progress in understanding what it does. No voices appear this time. Though on the plus side your household guards managed to find some good armor and weren't even charged for it. Generous merchants here, how do they stay in business? None the less the armor is a welcome boon. And their experience in the naga fight and watching the giant lizardmen fight the wyrm has increased their fighting capabilities

Change

2 armed unarmored household guards

to

2 Experienced HH guards

>>30107

1. The cheers dim down as cele fails to do anything to rouse them. But still they are quite invigorating

2. Fup Wun is somewhat shocked by the second offer…….but you can see something change in his face. He looks at you differently not as just some upstart but as a genuine opponent. Something worthy of respect even the crowd can sense the change. He takes your hand gives it a brief shake and takes a few steps back to his starting position.

Lose: Nemesis: Fup Wun

Gain: Rival: Fup Wun

Battle:

The battle is spectacular. The raw strength of Fup is terrifying but somehow your dodges just seem to always come through and you gain many small strikes on him after his power attacks. The battle is long and drawn out but by the end only one is left standing in the cloud of dust. As the sunshine filters through. Illuminating you in a glorious golden aura in the dust. It looks like a scene out of legends: The small elf stands victorious above the massive troll bleeding out on the ground. But now comes the choice (free action, will update after you make your choice but before the turn update and then you will take your proper actions). This is the championship match. Not the qualifiers not the finals. This is the blood match. Surrounded by adoring fans and the clear victor. You can end your opponent here. As the champion you can kill your opponent removing your only real competitor you have found so far but mostly removing a potentially dangerous threat. Will you claim his life as your prize or spare him?

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446049 No.30775

>>30774

>>30170

1.2. You fuck up….bad. The lack of sleep and lack of disciprine leave you making very stupid mistakes (including but not limited to: dropping your sword, tripping over your wip, pulling back your whip too hard and hitting yourself in the face , etc) you in fact do so bad that you pass out from exhaustion and end up losing some of your hard earned progress [W&S fighting (unique) III] 4/12

3. Your mercenaries once again manage to complete some odd jobs for you and gain 1d30 gp

>>30174

1. Your attempt at looking for work doesn't meet with much direct success. Most people try to run away if you approach them and many are too scared to hire you. But on the other hand some people do point you towards the adventurer's guild. You can go there after on your off day tomorrow.

2. Clubbin III 2/12

>>30186

(it amuses the hell out of me that you spent an action on climbing a chair and crit it)

1. You manage to scramble up the chair despite the stupor you awake in. And the rumors. Lord do they fly. Mercs are being hired in droves to fight the naga. The prince of blood (the heir to the empire) is said to have sailed out himself to take charge. The empire seems to be panicking there are even rumors that some colonies have already been raided and burnt to the ground. It seems the naga aren't the small annoyance the empire propaganda keeps making them out to be.

2. There a few offers for you line of work. You get multiple offers to join the bands going east to fight the naga but you shrug them off knowing you can easily come back to any of the recruiters if you decide to accept those contracts. You also get some offers to guard merchant ships as they travel to various places (pretty much any port on the map take your pick and pm me if you chose one of these.) There are 2 caravans leaving by land that are also hiring guards (one to stebury keep to the east and the other to yerdale to the south east).

>>30201

(smh taking cloth from fucking rotting undead corpses 2 of which are literally pancakes of metal and goo the other one is covered in gore from stab wounds and a beheading)

1. You quickly take some of the cloth that has less corpse goo on it from the dead knights but you still got quite a bit of dead body on it. You shrug and stuff the cloth into your open wounds to stop the bleeding which it does…….but at what cost.

2. You reel from blood loss and the wyrm venom. You attempt to follow the blood trail but end up realising what you actually followed was a path of small red flowers. You collapse down onto your knees the venom combined with the undead ichor have quickly melded together in your body. You fade into unconsciousness maybe to never wake again.

(bad rolls combined with bad decisions my friend. Roll 1d100 this turn for survival take no regular actions. Higher is better, under 80 will give you a long term disease/injury, anything under 50 will give you a permanent malus, under 20 means you die )

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446049 No.30776

>>30195

Hero Name: Shrek

Hero race: Ogre

Hero's race description: Big, mean, green and hungry.

Hero fluff: Somebody once told Shrek the world was gonna roll him, and that he ain't the sharpest tool in the shed. So he picked the humie up scream, bashed his skull in, and played around with his head. Shrek just wanted a simple life, just peace in his swamp, and for the most part he had it. A full fay of picking onions and frogs for his stew, the occasional mob of angry farmers to give him some fresh meat, nice and tender, just the way he liked it. Yep, he was living the life, until those goddamn fucking giants came and ruined it. They just couldn't say "no" to shitting everywhere and eating all the humans. Their massive turds poisoned the swamp water, killing almost everything, and they ate all the humans to boot. Now Shrek has no where to go, no swamp to return to, and only the fiery rage of unbridled hatred burning in his heart.

Companions: N/a

Inventory: 1 large wooden club, fur armor, 25gp

Skills: [Two handed weapons II] [Intimidation I] [farming I]

Eccentricities:

[All around foe] You are comfortable with almost any weapon but prefer large ones. You gain a small bonus to bonus to fighting with large weapons. But don't really excel at anything.

[It's all ogre now] You are an ogre you are strong….very strong but not all that fast or bright or pleasant to be around. But having lived most your life in a swamp you are an expert at surviving gaining natural bonuses in the untamed lands and have a knack for knowing when to fight and when to fuck off.

[Giant hunter] You have a huge grudge against giants and while trying to figure out how to kill them you have actually learned quite a bit about fighting things larger than you. (you gain bonuses to fighting things bigger than you)

[It's cuz i'm green] People don't like you probably because you are a cunt. Diplomacy is difficult for you with….well everyone and anyone.

You start in the middle of the shadowy swamp surrounded by swamp and shadows. To your east lies the yuan ti kingdom of Elleah. To the west lies the frogman and lizardman empire. You don't really know much of the outside world beyond that.

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446049 No.30780

>>30134

1.2. you spar and train with your new mercs for hours on end. You don't know how or why but the training goes miraculously well. By the end your mercs have gained alot of power and have become truly loyal to you and even your own strength has made large progress

Change

2 Troll Warriors: Mercs

to

2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]

and gain [Irregular Tactics III 6/12]

3. The travel….it does not go well you barely make any progress and get bogged down quickly when one of the carriages breaks an axle.

(continue to roll 3d100 for regular actions and travel]

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446049 No.30782

Dice rollRolled 37, 94, 30 = 161 (3d100)

>>30780

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold

Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]

Skills: [Smithing II] [Intimidation I][Irregular Tactics II]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1-2. Work on my skills [Irregular Tactics III 6/12]

3. Travel with the Crimson Sigil we got places to go and people to krump

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446049 No.30785

Dice rollRolled 48, 88 = 136 (2d100)

>>30775

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor, mountain boar mount "Borste", 40 gp.

Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

1. Goin on ship ain't dwarfy at all, also I ain;t leavin Borste behind. The naga fightin seems like a battle of trition so ah'lll pass too. Let's see if'n I can't get on that caravan to Yerdale. Failin that the Stedbury one.

+diplomacy I

+Long time Merc

2.Now find a place to train with my hammer, feeling a wee bit rusty.

+Long time Merc

+Heavy weapons I

+Big Ass Hammer

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446049 No.30810

Dice rollRolled 42, 34 = 76 (2d100)

>>30774

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 Experienced HH guards

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. It is about time we met up with the merchants to head off. One step closer to meeting with the archdruid.

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446049 No.30811

Dice rollRolled 20, 95 = 115 (2d100)

>>30775

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

Inventory: 3x Big Ass Club

Skills: Regeneration I(unique), Clubbin II, Intimidation II

Companions: N/A

Eccentricities:

Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.

Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.

Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.

Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.

1. Well, the Adventurer's Guild ought to have some work, then. Work fit for a troll.

Visit the Adventurer's Guild and see what jobs they have. 'Course, I probably won't fit through the door.

2. Practice Clubbin'. Clubbin III 2/12

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446049 No.30842

Dice rollRolled 14 (1d30)

>>30775

Rolling for gold first

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446049 No.30843

Dice rollRolled 91, 53, 52 = 196 (3d100)

>>30842

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, ssssssssssseven GP

Companions: Mercenary apprentice group(3) lvl 1

Skills: [W&S fighting (unique) II] [Adventuring I] [Poisons I], [Survival I]

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

-

[W&S fighting (unique) III] 6/12

1&2

Exobo realized his skills alone might not be enough to master these weapon. Humbled by the his own limitations Exobo travels back to the city to find a trainer, something truely honorable who knows the secrets of the sword to help him. (First roll - Find a worthy trainer, Second roll - train with trainer if found. alone if not)

3. Exobo is pleased by the gold the mercenaries have brought to him, and orders them to keep going on the same path. (Keep looking for jobs with merc)

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446049 No.30844

>>30843

Fix: [W&S fighting (unique) III] 4/12***

My bad forgot to change

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446049 No.30853

>>30774

Cele looks down at Fup, tired and with heavy breath. The crowd cheering, saying her name. But over the sound of applause and chanting of her name she here's something else. Chants for blood. Chants for her to kill Fup. As Cele looks down at the man who was, just seconds ago attempting to kill her, she can not bring herself to want to end his life.

Thus she extends her hand down to him, helps him to get to his feet (mostly symbolically when considering their size), and then raises his hand into the air.

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446049 No.30965

Dice rollRolled 10 (1d100)

>>30774

rollin for death

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446049 No.30974

Dice rollRolled 52, 24, 58 = 134 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1-2. Put out the fires and help the townspeople. I'm sorry for being big and scary and. . .throwing dirt everywhere. But no more bandits, I'm here to help!

3. Galag can help translate for me!

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446049 No.31121

>>30853

The troll takes your hand. Exhausted and humbled, he bows to you before leaving the arena. The people roar on adulation and you quickly gain the title of "the merciful". It isn't long before tradition takes hold and the game's master calls for an end to the days events. You are escorted to the outside of the coliseum and told to return tomorrow for the Victor's parade and speech in your finest clothes. You will receive your prize there as well. For now you head back to the inn to do as you please.

2 turns till Victor's parade take your actions now.

Add section "Titles:" to char sheet

Add title: The Merciful

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446049 No.31122

>>31121

>>Hero Name: Cele Elensar

>>Hero race: Elf

>>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered

>>Inventory: Basic longsword, Leather armor w/ coverings 10 GP, Medium Hot Egg

>>Companions: None

>>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II

>Titles: The Merciful

1: After the match Cele is somewhat freaking out with all the hype from the show washing over her. However without actually knowing anyone in town she figures the best person to talk to about how happy she is is that egg that she found a couple days ago… She's not crazy alright?

2: "Wait… "finest clothes"?" Cele looks down at her current armor/clothing outfit she wore to the tournament which is currently soaked in literal blood and sweat. She then rushes out of her room to buy an actual set of nice clothes.

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446049 No.31123

Dice rollRolled 17, 83 = 100 (2d100)

>>31122

dice

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446049 No.31159

>>30782

1.2. 11/12

3. The travelling does not go well once again. Progress is made but not much. The wagons continue breaking down much to the captain's disgust. His yelling and screaming begin turning to quiet fury. This is all quite funny to watch from an outsider's perspective.

>>30785

1. The merchants are more than happy to accept you on the caravan and you are quickly assigned to the front carriage. Due to your experience as a mercenary you are assigned as the guard captain for the front carriage. You will meet your new men in 3 days (turns) when the caravan leaves.

2. 4/8

>>30810

1.2. You set out with the merchant caravan. The road will be long and many experiences can be had. The merchants offer you a seat on one of the carriages or your own horse to ride for the duration of the trip. The choice is yours.

(next turn roll an extra d100 for general travel)

>>30811

1. When you arrive at the adventurers guild weirdly enough it seems to be closed. You could have sworn it was open an hour ago when you first glimpsed it. But whats a troll to do.

2.You decide to head home and practice your clubbin 6/12

>>30843

1.2. Your particular brand of fighting is rare even among the yuan-ti. But you are in luck one of the more famous champions of the city has decided to train with you for a day. A very rare pleasure and not one you should expect to have again.

Under his tutelage your mastery of the fighting techniques grows fast and before you know it you feel as if you have made a large breakthrough in your skills.

convert skill to [W&S fighting (unique) III]

3. Your mercs once again manage to wrangle some minor jobs. But the jobs are starting to dry up. It won't be much longer before apprentice jobs are gone and the work will become far more dangerous for just lowly apprentices

1d15 gold

>>30965

The venom in your blood has now fully mixed with the disgusting undead goo. Your pain slowly fades away as you pass into a deep sleep. You almost don't feel that weird buglike thing crawling from the undead goo in your shoulder up into your ear and settling in your brain.

(you are dead and I have a new NPC =D)

>>30974

1.2. The fires are quickly put out and the townsfolk slowly start to relax but they still look at you with fear expecting the dream to end and the nightmare to begin once again.

3. Galag helps to put your words into a more eloquent and friendly terms to help ease the common folk. It actually seems to work.

Gm Note: Everyone can speak common. Even giants so you don't have to worry about a language barrier with the regular sentient races. About the only ones who don't speak common are ones who purposely ignore it (like the naga) or some backwards villages in the the far southern contininent.

>>31122

1. The egg seems to continue to warm to you as you speak to it. Though it doesn't seem to have grown anymore you feel like it enjoyed the talk nonetheless……maybe you are just a tad bit crazy Maternal bonding 9/10

gm note: God damn it glittz keep track of your progress on things. Next time I will just restart your progress instead of hunting it down in the old thread.

2. While you don't have that much money since you haven't recieved your winnings yet you do manage to find a wonderful dress. It probably generally isn't your style to wear dresses but quite frankly it does cut a dashing figure and you can even hide your sword between some of the folds. The owner of the shop happens to be a fan of yours and won alot of money betting on you. He charges you only 10gp for the dress.

Add item: Noble quality ball dress

remove: 10gp

(1 turn till victors parade)

as the tournament is now over you look forward to the parade but even now your heart begins to ache for the open road and adventure. You begin to tire of the city and the same sights.

(after the victor's parade is over you will begin to suffer maluses from your wanderlust-)

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446049 No.31160

Dice rollRolled 50, 99 = 149 (2d100)

>>31159

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor, mountain boar mount "Borste", 40 gp.

Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I(4/8)

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

1. Keep practicing with my hammer. I know I'm getting somewhere now! (4/8)

+Long time Merc

+Heavy weapons I

+Big Ass Hammer

2. Well if'n I'm going to be the captain, I better look that part. See if I can't find better armor and a proper Dwarven helmet.

+diplomacy I

+Long time Merc

+30 Gold

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446049 No.31161

Dice rollRolled 32, 26 = 58 (2d100)

>>31159

>Hero Name: Cele Elensar

>>Hero race: Elf

>>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered

>>Inventory: Basic longsword, Leather armor w/ coverings , Medium Hot Egg

>>Companions: None

>>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II

>Titles: The Merciful

1: Cele realizes she's becoming a bit stagnant and that she must keep moving once the parade ends. But until then she does her best to keep herself busy by taking a walk around the city to see what sights there are to behold. She hasn't actually had much of a chance to explore since arriving.

2: Then after her long day is over she returns to her room to cuddle with the egg while she gets some sleep. 9/10

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446049 No.31169

Dice rollRolled 59, 11, 75 = 145 (3d100)

>>31159

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing I]

Companions: 2 Experienced HH guards

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. Sketch some more while riding in the carriage.

3. Travel

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446049 No.31174

>>31159

>>31159

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

Inventory: 3x Big Ass Club

Skills: Regeneration I(unique), Clubbin II, Intimidation II

Companions: N/A

Eccentricities:

Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.

Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.

Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.

Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.

1. I'll make me a sign. A nice, big sign, out of a tree trunk and a rock. "Troll Looking For Job: Will Break Things. Payment Accepted In Meat Or Gold. If Interested, Go To Old Bridge." And I'll plant it somewhere in the city. Or outside the city. So that way if they want my help they can come get it.

2. Practice Clubbin', by bashing trees and rocks. 6/12

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446049 No.31175

Dice rollRolled 77, 100 = 177 (2d100)

>>31174

fucking dice

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446049 No.31176

File: cced456b19f27e9⋯.png (29.62 KB,1014x525,338:175,1454309012653.png)

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446049 No.31177

Dice rollRolled 55, 40, 15 = 110 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1. Build up this town again, uh. . .because I sort of wrecked it.

2. Help in other ways too. Maybe I can, I dunno, help chop some wood or flatten more farmland or dig a river.

3. Galag. . .you're smart. Help me win over more peoples faster. Do you have any ideas?

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446049 No.31179

>>30842

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, 14GP

Companions: Mercenary apprentice group(3) lvl 1

Skills: [W&S fighting (unique) III] [Adventuring I] [Poisons I], [Survival I]

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

-

1&2&3. "Itssss time" Exobo whispers to the picture on the wall, his former master is looking at him from that picture. Exobo can feel his masters response and excitement through the dancing of the candle on the small shrine dedicated to him. "I have ssspent too much time here already, masster. I have gathered followers for you, a weapon, and skills. Now itsss time to put them in use, itsss time for blood to be shed"

(1&2&3) (1).Exobo is gathering information about the nearest dark-elves settlement (2) then embarks on a journey with his (3) protective party of mercenaries)

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446049 No.31180

Dice rollRolled 11, 31, 64 = 106 (3d100)

>>31179

them forgotten rolls

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446049 No.31426

Dice rollRolled 90, 26, 16 = 132 (3d100)

>>31159

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold

Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]

Skills: [Smithing II] [Intimidation I][Irregular Tactics II]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1. Work on my skills [Irregular Tactics III 11/12]

2. Collect so good throwing boulders

3. Travel with the Crimson Sigil we got places to go and people to krump

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446049 No.31576

>>31160

1.6/8

2. As you stumble around the marketplaces somewhere between smashed and hungover you manage to find your way to a rather shabby looking pawnshop. They had some signs about cheap and strong liquor so hey why not all this midsummer cold needs a drink or two to warm ya up. The old git is babbling on about some helmet he got a ways back. Swears up and down about how it's the highest quality of item true mithril he says. You laugh and ask why no one has bought it yet then. He says cuz it only fits a dwarf and there aren't many round these parts. At least none that come to his shop. As you get drunker your tongue becomes edged in merc silver talking about supply and demand. Within a few hours he practically pushes it into your hands to get you to leave despite the massive loss he is taking.

Remove: 30 gold

Add: Mithril dwarven knight's helm.

Gmnote: Since you are probably gonna ask. Normally a piece of mithral armor like gloves helm or boots would cost around 500+ gold a piece.

>>31161

1. Too lazy to write a full description at the moment. so I will roll this into your parade update as well ( a more detailed description and such)

2. Your egg you seem to feel has bonded to you in a way it hadn't previously. Now it seems to just be a waiting game till it hatches.

>>31169

1.2. Gain skill sketching/Drawing II

3. Your travel goes well and before too long you are in the first stopping town on the way to your destination. It's a mid sized town populated only by a few thousand people. The caravan master tells you that you are free to do as you please as the main guards will be enough here. He isn't sure how long it will take to conclude their business anywhere from a day to a week though.

>>31174

1. Your sign is planted firmly at the entrance of the city along with the other merc advertisements. You have a good feeling that this will pay dividends in the future.

2."Clubbin clubbin clubbin gonna go clubbin smash them goblins and eat their brains cause Ima going clubbing" you sing as you practice. The practice goes very well and many poor trees and rocks are left destroyed in your path

Gain skills:

[Clubbin IV]

[Warbling II]

>>31177

1.2. You surprisingly manage to be halfway competent at fixing things this time. Probably because you are mostly just picking heavy things up and putting them down where Galag tells you to. But before too long the parts of the town that could be easily fixed and debris cleared away are done. The people even start to look at you in a new light they still think you are a freak but at least you seem to be a nice freak.

3. Galag suggests you talk about the physics and mechanics behind crossbows because that's how he makes friends. Before you can stop him he goes on talking and talking and talking about things way over your head and all you can do is stand there staring down at him slackjawed because you are too polite to stop him when he seems so happy. But maybe you are starting to understand why Galag didn't have many friends back in Dene

1. The nearest dark elves settlements are in the southern continent along with most of the other neo-barbarians. Many people are quite shocked when you express a wish to go there with just you and a few apprentice mercenaries. At which point they clam up and your reputation for being a bit of an idiot starts to rise again.

2. none the less you figure a boat has gotta go there at somepoint. So maybe go west and try the lizard capital? you set out on your journey west with only some minor problems.

3. (you only roll mook die if they are doing something seperate from you)

Gmnote: Next turn roll an extra d100 for traveling. Depending on the roll you could get stuck in the mud, have some excellent adventures, or even travel so fast its a miracle.

>>31426

1. Gain [Irregular Tactics III] and a +15 bonus one time bonus to your next skill roll

2. You collect a few boulders large enough to do good damage but still practical enough to carry around.

Add

[3 throwing boulders]

3. Your travel this time is absolutely miserable. It seems elven outriders have spotted you. The continuously raid the party and worst of all every time you manage to finally get where they are attacking from, they escape. This trip is quickly becoming a disaster.

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446049 No.31577

>>31576

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

Inventory: 3x Big Ass Club

Skills: Regeneration I(unique), Clubbin Iv, Intimidation II, Warbling II

Companions: N/A

Eccentricities:

Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.

Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.

Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.

Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.

1. Clubbin' is fine. I know how to club real good. But I need to keep my skills sharp. No bridge-bummin' for me.

Find something big and mean and evil to kill.

2. Good as I am with clubs, I need even more clubs. Clubs to club my clubs. Clubs in case i break clubs. Clubs to scare people into giving me, you guessed it, more clubs.

Learn [Club-making].

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446049 No.31578

Dice rollRolled 17, 3 = 20 (2d100)

>>31577

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446049 No.31579

Dice rollRolled 80, 83 = 163 (2d100)

>>31576

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor,Mithril dwarven knight's helm, mountain boar mount "Borste", 10 gp.

Skills: Mounted warfare, Diplomacy I, Brawling I, Heavy weapons I(6/8)

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

1. Nice, nice this ere is a right quality helmet. Proper dwarf helmet and makes me look like a real leader. Poor sods are going to be so confused when I work for a living. Well I still have two days to work on my hammer skills, get back too it! (6/8)

+Long time Merc

+Heavy weapons I

+Big Ass Hammer

2. After training, go to a bar, get something to drink, and work on my silver tongue. It'll be mithral yet!

+Long time Merc

+Diplomacy I

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446049 No.31580

Dice rollRolled 18, 39, 98 = 155 (3d100)

>>31576

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing II]

Companions: 2 Experienced HH guards

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. Explore what this town has to offer I guess.

3. Leave a guard behind and have him fetch me if they decide when they are setting off. +2

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446049 No.31612

Dice rollRolled 15, 26, 59, 72 = 172 (4d100)

>>31576

Hero Name: Exobo

Hero race: Yuan-Ti

Hero's race description: pic related

Hero fluff: I was sold by my parents so they could keep their tea-establishment to a pure-blooded yuan ti sellsword called Ksor when I was just a child.

All my life I have been following and squiring for this sellsword, who taught me not only how to fight but the true way of the sword which requires peace of

mind and harmony. We traveled the world together until one day we were caught by an elven ambush - I managed to escape and left my master behind for dead.

It was a cowardly disgrace for both him and myself. Its been 20 years since and I'm no longer the coward i once was for since that faithful day I decided to

travel the world seeking to re-establish my master's honor and seek for my own redemption.

Inventory: 2 healing potions, 2lbs posonous herbs, snake tongued whip (unique), Average Scimitar, Kozane dou gusoku, 14GP

Companions: Mercenary apprentice group(3) lvl 1

Skills: [W&S fighting (unique) III] [Adventuring I] [Poisons I], [Survival I]

Eccentricities:

Whip and scimitar dual wield: Your fighting style is complex and difficult to pull off. While it doesn't have any particular weaknesses against other armaments it does have a higher rate of critical failure. It also has a higher rate of critical success. 1 and 2 are both critfails to you when rolling combat die 19, and 20 are both crit success.

Yuan-Ti Pureblood: You are the snakey snake the most snaked of all. You gain bonuses to situations in which you can wrap yourself around the subject and also in general espionage/subtelty rolls.

Damn elves get off my land: You are the territorial nemesis of elves or at least view yourselves as such you gain a +2 (d20) in combat rolls against elves.

Dishonored: The yuan-ti have a very strict code and if you ever break it consequences would be extreme

The townpeople know nothing about honor, and exobo knows that! He ignores their stares and laughs as he prepares to venture out into the wild to find the dark elves On the way he tries to make the most out of the journey and become as strong as possible.

1. TRAVELING DICEEEE

2. pick up useful herbs along the way

3. Create some strong poison from 1lb of poison herb i have in inventory

4. Mercenaries are hunting along the way.

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446049 No.31769

>>31577

1. You search for something big mean and evil to kill and it doesn't take you long to find something on the outskirts of the city. You see a massive ugly and quite frankly stupid looking beast and roar in to battle it. The battle lasts for hours but you can never seem to truly damage it. Truly this foe is insidious. You retreat for now but you will find your ugly evil nemesis again in the future

Gain Nemesis: Lake reflection

2. You try hard to learn how to make a club but for all your efforts you only seem to manage to break one of your own.

- 1 big ass club

>>31579

1.Gain Heavy weapons II

2. A little unclear on if you are collecting rumors or working on diplomacy skill. Clarify for me and I will fix the update for yah.

>>31580

1.2. You stroll through town. Most of the townsfolk avoid you as you seem to emanate a haughty noble's aura (see resting douche face) But you do notice some interesting buildings. A crafts shop, a blacksmith, lots of gardens and even a small bookstore.

3. Your guard guards the shit out of the shit he is guarding

>>31612

1. You set out in high spirits. Unfortunately you seem to trip over your own tail about ever 5-10 minutes. Not much progress is made.

2. You manage to find some more poisonous herbs

+ 0.3 lbs of posonous herbs

3. You craft and craft and while you seem to do well, your skill in poisons isn't that high but you do produce some.

+ Bottle of Stinging poison [3 uses]

- 1lb of herbs

4. Your apprentices unlike you actually manage to move and do well today. They come back with a decent amount of meat but you aren't quite sure what the meat is from.

+4 lbs of raw ??? meat

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446049 No.31771

Dice rollRolled 64, 22 = 86 (2d100)

>>31769

Hero Name: Drenari Whitewater

Hero race: High Elf

Hero's race description: Different variety of elves known for their love of knowledge, light skin, and building beautiful buildings.

Hero fluff: Drenari is a younger elf. He never really practiced with the sword or bow like many others trying to become soldiers or adventurers. Instead Drenari studied old tomes for arcane knowledge and power.

Inventory: A book listing all well known randomfactored items (Memorized),

+ theories of the great leaders and the loyalty shown to them

+ the Lord of the Rings.

+bloody quill

+paper and charcoal

Simple bow and arrow, 130gp

Artifacts:

「Ring of command」: +2 to mook rolls for as long as you wear this item

Masterpiece sketch of wyrm battle: ????????????

Skills: [Education II] [Research II] [Nobility I] [Sketching/drawing II]

Companions: 2 Experienced HH guards

1 Syl -HH guard「Identifier」

1 Illien Elite Longbowman

Eccentricities

Combat?!?!?! EWWWWW-bow and arrow: Your character is among the only high elf in history to be bad with a bow and arrow….but still better than your non existant melee capabilites. Pray you never enter combat.

Elven patience: Unlike many of the lesser races your people know how to wait for the right opportunity to come along. bonuses apply when you bide your time on something.

Bookworm: You have lived your life in books and can gain knowledge from them at a speed and skill few can surpass. You also tend to have at least a small knowledge of almost everything you will encounter in your quest for magic.

Adventuring is for plebians: When forced to actually go in the wilds your moral tends to drop the longer you are there conferring random penalties. You are fine to travel just don't go places only plebians go like places without roads and gardens.

1&2. Check the bookstore for anything of interest while I wait for the caravan to move on.

+Elven Patience

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446049 No.31822

Dice rollRolled 15, 66, 3 = 84 (3d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1-2. Help the town one more time. Maybe they can spread the good word about Gargoz the Good Giant!

3. Galag can help too. We should look at a map to find more places to help.

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446049 No.31823

>>31769

>Hero Name: Cele Elensar

>>Hero race: Elf

>>Hero fluff: Cele lived in the city her whole life. Upon coming to age she decided that she would choose to spend her life traveling the world and compete in tournaments of swordsmanship. Her only dream is to become reknown as one of the greats of the sport, and die knowing her name will be remembered

>>Inventory: Basic longsword, Leather armor w/ coverings , Medium Hot Egg

>>Companions: None

>>Eccentricities Balanced fighting style: Your fighting style doesn't have any particular advantages or disadvantages.>Elven beauty: Many a mortal is enchanted by the grace of elves. When dealing with a male of any other species odd things and reactions can happen.>Wanderlust+: Your character lives to explore and spread their name. +10 to exploration rolls and +5 to anything that helps spread your fame (does not apply to combat)Wanderlust-: Your character does not like to stay in one place too long and will begin suffering from lethargy if they do. Getting a -5, -10, etc in increasing amounts to all rolls if they do so. (this will not apply if currently participating in a tournament)[Swordsmanship II] [Exploration I] [Dueling II

>Titles: The Merciful

1-2:"Shit I over slept. Shit shit shit shit" Cele quickly puts on her dress and rushes to the parade

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446049 No.31824

Dice rollRolled 78, 43 = 121 (2d100)

>>31823

Dice

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446049 No.31826

Dice rollRolled 95, 84 = 179 (2d100)

>>31769

Hero Name: Gorr the Jotunkind

Hero race: Troll

Hero's race description: Trolls are a rare and utterly ferocious species of giant humanoid, with bone-crushing teeth and a thick rocky hide, possessed of fantastic regenerative powers and an unslakeable hunger for flesh. Scarcely distributed all over the world, trolls favor bridges, mountain passes and gloomy caves to make their lairs, ambushing passersby or, in some cases, serving as toll-takers. Trolls are solitary creatures and only rarely do they gather to mate; the females are generally larger than the males, and take their mates among the strongest once the males have finished slaughtering each other to near-death. Thanks to their regenerative powers, which are stymied only by fire and certain caustic liquids, Trolls can live for hundreds, even thousands of years. Trolls that reach the 1000 year mark are known as "Jotun," reaching a size rivaling that of Giants.

Hero fluff: Gorr, born to Vurdra the Elfgrinder, is something of an oddity among Trolls. Gorr possesses no aversion to direct sunlight, has a knack for cunning, and knows the common tongue. A massive specimen of several hundred years, Gorr is known as "Jotunkind," for he has reached a prodigious size and is "on his way" to becoming a full-fledged Jotun, though he still has several centuries of growing left to do. Gorr is cunning enough to have offered his services to Tythorp as a problem-solver, body-breaker and intimidator. All they need to do is pay him in new clubs and raw meat… any kind will do.

Inventory: 2x Big Ass Club

Skills: Regeneration I(unique), Clubbin IV, Intimidation II, Warbling II

Companions: N/A

Nemesis: Lake Reflection

Eccentricities:

Take me to the club: You fight with a club. Like a brute. You are gonna have issues fighting skilled patient fighters but can take out large amounts of unskilled people with ease.

Primal Troll: You are a harken back to the trolls of ancient history. The new age trolls of the OGT do not like you and will likely try to kill you. But on the other hand you are stronger than those pussies you are almost as strong as a giant in fact. You also gain a special skill of the primal trolls, regeneration.

Dear god no+: Your size and strength are on par with a giant while your intelligence is about average for a human. You are a force to be reckoned with plain and simple.

Dear god no-: No one will ever really serve you. You can buy slaves but they will likely run away or try to turn on you out of sheer fear. But you can still serve others….though they fear you too.

1. Well, -hell-. I'm gonna need me another club!

Find another Big Ass Club or club-like object.

2. If I'm gonna break that lake-thing in half, I'll need to find somethin' nastier. And kill it.

Find something ELSE big and evil and mean to fight and kill.

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446049 No.31827

Dice rollRolled 3, 15, 73 = 91 (3d100)

>>31769

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold

Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]

Skills: [Smithing II] [Intimidation I][Irregular Tactics III]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1-2. Crush me some fucking elvish vanguards! These fucks can't outrun a giant!

3. Traveling

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446049 No.31830

Dice rollRolled 60, 56 = 116 (2d100)

>>31769

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor,Mithril dwarven knight's helm, mountain boar mount "Borste", 10 gp.

Skills: Mounted warfare, Diplomacy I(3/8), Brawling I, Heavy weapons II

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

1. Well as Captain I better get some more information on mah rute. That means gathering rumors, which means a bar, which means drinks, it also means my nemesis, the stool….

+Diplo I

+Long Time MErc

2. While I'm here better work on mah talkin skills too.

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446049 No.31831

>>31830

3/8 on 2

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446049 No.32196

>>31824

You rush to the parade. It's close but you just made it in time. Confetti and wine is everywhere. The various special champions and past champions line up on the podium as you the general champion of Hatun prepare to step up to the podium and give your speech prior to the March off. You did write a speech didn't you?

>>31826

1. You try your hand at making some clubs but they always end up borderline useless. In your rage you toss one of the rejects and it smashes into the skull of a passing ogre. You stare at the corpse for a moment before breaking out into laughter then loot the damn thing. The guards happen upon you while looting but turns our the ogre was a notorious public masturbator whenever he saw an the color red he went to town jerking himself off. His death is classified and accident and you are free to go.

+1 large wooden club, fur armor, 25gp

1 Partly learned skill

Club tossing I 1/4

2. 4/5 monster hunt

>>31827

1.2 surprisingly enough those fucks could in fact outrun a giant.

3. Finally finally finally things seem to go somewhat right. And little goes wrong. But the repeated failures and slow downs have made the elves aware of your coming. They have locked themselves tightly into the town/city the walls are barricaded and packed tight with elven archers.

>>31830

1. You begin collecting rumors at a rapid speed. There has been reports of a religious zealot spreading troubles in the town though she seems to have disappeared as of late. Other than that the route seems to be pretty peaceful. But who knows things can change rapidly on the road.

2. 5/8

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446049 No.32229

Dice rollRolled 64, 100 = 164 (2d100)

>>32196

Hero Name: Dural "Shinsnapper" Blackhammer

Hero race: Dwarf

Hero's race description: Short, Stocky, Bearded, good at forging and building shit. Greedy but if you befriend they will have your back through thick and thin.You know, Dwarves.

Hero fluff: Dural is a Mercenary. Unusual for his kind, but not unknown for younger dwarves. Dural started his craft as a relatively young age in a small and mostly unknown forge hold and never once looked back. Creating works of iron and stone never really clicked with him, and he is more comfortable drinking, brawling, exploring or delving than he forging or crafting. Several times he has been mocked for his stature, which usually end with people learning why he got the nickname Shinsnapper. You would think people would not try to bully the dwarf wielding a large hammer normal men would be hard pressed to wield any length of time, but no, they have to start a fight and get the shins snapped or gibblies mashed. Dural is usually dour, disagreeable and drunk, not that any of this has stopped him from doing his job.

Inventory: Average Warhammer, Leather merc armor,Mithril dwarven knight's helm, mountain boar mount "Borste", 10 gp.

Skills: Mounted warfare, Diplomacy I(5/8), Brawling I, Heavy weapons II

Companions: N/A

Eccentricities:

Big ass hammer: You specialize in hitting things with a hammer in a most un-dwarven way. Bonus to fighting heavily armored opponents and triple bonus to fighting people who underestimate you.

Dwarf: Dwarfs like the stone they love working with are solid creatures. You take reduced damage from almost everything and heal quite quickly but your short stature puts you at a distinct advantage in alot of diffent situations. Maybe that nice human girl will get that jar of pickles for you.

Long time merc+: You have been there and done that for pretty much everything and get small bonuses to almost everything adventure or merc related. You have also stacked up a decent amount of knowledge on most things that happen in maradoc (you can pm the gm for extra details on most situations you encounter)

Long time merc-: Most don't last long in the merc business without having to break one contract or another to survive. You having been as active as you have for as long as you have makes many question your loyalty even without any real reason to do so. you have a hard time maintaining long contracts due to this rather unfair treatment.

1.A zealot? Well I need to find out more! Buy the man who knows about her a drink.

+Diplo I

+Long Time Merc

2.Keep working on my diplomatic skills while I am at it. (5/8)

+Long Time Merc

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446049 No.32230

Dice rollRolled 10, 78 = 88 (2d100)

>>32196

Hero Name: Zargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains. Zargoz however was unlike the other giants who were content to waste their days away in these petty conflicts, he had fire in his soul and this fire drove him to learn. Raiding human and elvish settlements he taught himself their greatest trade, smithing. Forging himself a set of crude iron armour and a massive bronze-sword he set out from his mountain home. Determined to forge something great with his life.

Inventory: Crude Iron Armour, Massive Bronze Longsword, Smithing tools, 8 Pounds of Iron, 100 Gold

Companions: 2 Troll Warriors [Elite] [Guerilla] [Fanatical] [Heavy]

Skills: [Smithing II] [Intimidation I][Irregular Tactics III]

Eccentricities:

[Free Hand Fuckery style-Longsword] You are quite mighty and fearsome with a sword in hand, however your real threat lay in the fact that you are unpredictable and frequently your off hand to grab/slap/choke/throw something at your opponent. This leaves many an opponent off balance due to your unconventional tactics however if someone has the chance to learn your moves before facing them it is likely that your hand will end up with a sword through it. Be wary of intelligent opponents.

[FEE FI FO FUM] You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

[Duergar at heart] You are somewhat a Duergar in a giant's body you live to forge, drink, fight and scare people. +5 to any traditionally duergar actions including terrorizing the innocent

[Long memories] Humans and elves know you well. They likely will not react well to your presence and you really aren't that smart so have fun with that.

Bonus trait: [Brother of Gargoz] should you and Gargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

—–

1-2. Begin to soften the gate with my throwing boulders [3 throwing boulders]

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446049 No.32237

>>32229

>>32230

>Posting before updates are finished

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446049 No.32242

>>32237

>Being a huge fag

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446049 No.32250

>>31822

1.2. You continue helping the town and soon have the fields not only cleared but plowed as well. The people will remember this and spread the word.

3.galag goes out to find a map. You expect to meet up with him after the day is over but he never shows up.

Gain situation:where the fuck is Galag?

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446049 No.32251

>>31771

1.2. You are now an npc.

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446049 No.32845

Dice rollRolled 20 (1d100)

>>32230

Gate health +20 reinforced

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446049 No.32846

Dice rollRolled 1, 52 = 53 (2d100)

>>32230

clashes

1. Raiders (-5 travel troubles)

2. Elves (+10 defending +10 prepared

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446049 No.32962

Dice rollRolled 40, 30 = 70 (2d100)

Hero Name: Gargoz Ironhand

Hero race: Giant

Hero fluff: Born deep with the mountains of Crathal where all giants dwell his formative years where ones of desperation and conflict as the giant clans battled from the scarce resources of the mountains.

He is the twin of the two Ironhand brothers, born from the same mother, sired by the same father. Once he and his brother were very close, dreaming of greatness. Yet as they aged it was clear they were not the same. Gargoz believed in doing good, Zargoz thought only of greatness. Zargoz raided and pillaged, Gargozed protected and earned. Gargoz believed the greatness of the Giants lies not in squashing the small folk but inspiring them, to stand above not as conquerors but leaders. After a fierce fight between them both, they parted ways never see each other again.

Gargoz dwells in a nearby Dwarf mountain hold, where he befriends the locals and seeks to learn their trade. His first creation was not a sword but a mighty bronze shield and a mighty hammer, which he uses to defend those he believes should be defended.

Inventory: Crude hammer, Bronze shield , Smithing tools, Mining gear, massive shovel

+25 GP

Companions: None

Skills: [Smithing II] [Leadership I][Sword and board I] [Dwarven Mining I]

Eccentricities

Paladin of defense: Your style of fighting is unique among giants specializing in defense. While this would give you a definite boost against other giants your slowness of movement and lack of sheer violent rage common to the rest of your kin would leave large gaps when facing more agile races such as elves. (you do gain a small bonus if you are directly defending an innocent)

FEE FI FO FUM: You are giant. Like holy shit its a fucking giant. There is no creature other than dragons that can match much less beat your raw physical power. It's good to be big.

Dwarf at heart: You are somewhat a dwarf in a giant's body you live to forge, teach, create and fight for the innocent. +5 to any traditionally dwarven actions including fighting to protect those you love.

Outcast: Giants do not like you….at all few will even acknowledge you as one of their race far fewer would ever consider you a friend. Giant territory is no home of yours and prolonged interaction with other giants will likely end very badly for you.

Bonus trait: [Brother of Zargoz] should you and Zargoz ever meet again blood will likely be spilled but as for who will come out on top no one can tell. But the winner would surely gain much. And the loser would likely lose almost everything.

+Location of a medium iron vein

+forge access at the Dene fortress

Smithing III 1/12

Mook: Galag

1-2. FIND

GALAG

Gargoz searches far and wide, and asks the villagers if they have seen the little talking dwarf.

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