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DingoWalley

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Feb 13, 2014
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Hello again, everyone! Welcome to another campaign of Unforgotten Realms Live! As we draw close to the end of the The Revenge of Plutuss (Which is still going on), it's time to begin the next campaign.

The Revenge of Plutuss taught me a number of things about the game on this forum, though. Specifically, it taught me that Instances (Spells and Abilities you could do at any time) won't work due to people constantly being busy. In the previous campaign, we only had one use of an Instant Spell. I don't blame the players or the game for that, but it did teach me that the game needs to be changed for use of a Forum, as URL is normally played on Tabletop Simulator. As such, there have been several changes to the game, specifically in spells, abilities and passives.

What about the Revenge of Plutuss?

Currently, the Campaign has ended. As such, you can go read it to completion. In relation to this campaign, however, the timelines have always been wonky in URL. Although I have a personal timeline, I'd rather keep you guys guessing when this new campaign occurs in relation to the other campaign.

That's fine, but I'm a new player, how do I play?

The game is basically divided into 2 parts after character creation; Out of Combat and In Combat. During Out of Combat, you are allowed to move and communicate with anyone for free. However, if you want to do something like "Search for Traps" or "Attack the Beggar", you must roll a 20 sided die. In combat, a character can move 5 spaces for free and must roll if he/she wants to move further. Then a character can attack with either a physical attack or a spell that they have. Unlike Dungeons and Dragons, Spells do not cost mana, but instead take away from a Characters "Stamina", which is their health. If a character runs out of Stamina, then they faint. If an enemy continues to attack an unconscious character, then the unconscious character can die. If the team wins a battle, they receive new items and additional gold.

What are the Rules?



    • Be kind! Don't insult other players or the GM. Doing so will kick you out of the group.
    • The GM is always Right. Even when he's wrong, he's right (Unless you point it out).
    • While the RP is comedy oriented, Don't go too far with your Jokes!
    • Keep your actions PG-13 please. You can swear in this game, but not when your OOC.
    • Up to 8 Characters Will be Accepted.
    • If you have any Questions about the game, please PM me immediately.
 
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Sign Ups:
  • Race:
  • Subrace:
  • Name 1:
  • Class 1:
  • Spells: (Pick 3 from your Class)
  • Brief Description:
  • Gear 1: (10 Max Items and Treasures)
  • Accessories 1:
  • Gold 1:
  • Name 2:
  • Class 2:
  • Spells (Pick 3 from your Class)
  • Brief Description:
  • Gear 2: (10 Max Items and Treasures)
  • Accessories 2:
  • Gold 2:
  • Stamina: (Race+Subrace+Class 1+Class 2+A 20 Sided Die Roll=x+Any Gear that increases Stamina = Your Stamina)

  • Name:
  • Race:
  • Sub Race:
  • Class:
  • Spells: (Pick 3 from your Class)
  • Stamina: (Race+Subrace+Class+A 20 Sided Die Roll=x+Any Gear that increases Stamina = Your Stamina)
  • Brief Description: (Appearance, Personality and Some History here)
  • Gear: (10 Items and Treasures Max for all Characters)
  • Accessories:
  • Gold:

PLAYABLE RACES AND SUB RACES:
  • Goblin: Goblins are the most despised race in all of Unforgotten Realms. Goblins are middle height, weird creatures that like stealing and collecting things. Their passive is Pure Greed, which allows them to attempt to steal from the GM when buying Items and Treasures. Also, Some Goblins can read the minds of other Goblins, and so Goblins never lie. Starts with 10 Stamina.
  • Greenskin Goblins: The dominant race of Goblin. They have Green Skin. Their passive is Specieism, in which you create two characters that share a Stamina Pool but are different otherwise. They have 2 separate moves, but they go Unconscious quicker. Adds 10 Stamina.
  • Omphalopagus Goblins: Conjoined Twin Goblins. They are either Light Green or Light Grey. Their passive is Conjoined Twins, in which you create two characters that share a Stamina Pool and Items, but are different otherwise. They have 2 actions but 1 move. They do not have an Unconscious state, and will die when they hit 0. Adds 10 Stamina.
  • Piggerback Goblin: Grey Skin Goblins. They tend to be hunchbacks, with long arms and large teeth. Their passive is Switcheroo, in which they can change places with a certain kind of Goblin as long as both Goblins agree to it. They also temporarily learn a 4th spell from the person they switched with, and keep it until the end of Combat. Adds 4 Stamina.
  • Herlagoblin: Light Red Goblins. Tend to live in the wild and have a strong devotion to Nature. Their passive is Lifetap, in which they start with 4 spells, and can steal up to 5 health from a certain kind of Goblin if they are below half their health. Adds 4 Stamina.
  • Hobgoblin: Red and Brown Goblins. Tend to be fat, and are usually very friendly and outgoing. Their passive is Bulky, in which their dice roll is doubled. They also know 2 spells or abilities from ally's classes that they didn't take themselves. Adds 0 Stamina.

  • Keye: Keyes are Donkeys that can Talk. Often treated poorly by Goblins and Gnomes. They always start with the Treasure Card Bag of Holding. Their passive is Investments, in which their Gold is always doubled. Allies that stand on 2 legs can ride Keyes without the need for a spell. Starts with 7 Stamina. (2/3 Slots Reserved/Taken)
  • Jack Ass: Wilder, hairier Keyes. Often act angry and hostile, even to allies. Their passive is Bucking, in which every time they are attacked with a Melee Weapon or Ability, they can attack right back with a Melee Weapon. Adds 1 Stamina.
  • Donquistador: Gentle, suave Keyes. Often have Spanish accents and know how to play the Lute, even though they are hooved. Their passive is Sword Artist, in which they gain bonus actions on their turn every time an enemy rolls a Critical Fail. Adds 4 Stamina.
  • Burreole: Smaller Keyes. Stern and steady, they often speak with thick accents that are hard to understand by other races. Their passive is Quixotic, in which every time you are hit with a Critical, you get a random spell to cast immediately. Adds 3 Stamina.

PLAYABLE CLASSES:
  • Bard: The Bard class is a support and utility caster with the ability to deceive or manipulate enemies. All Bards start with either a Flute, a Lute or Bard Boots. Their passive allows them to use any spell or ability from a nearby ally as long as it isn't once per combat. Their spells and abilities are: Charm, Lullaby, Storyteller, Folktune, Disguise. Starts with 2000 Gold, and adds 6 Stamina.
  • Berserker: The Berserker Class is a supremely aggressive Tank class meant to deal large amounts of damage and take large amounts of damage, especially in unfavourable situations. Their passive keeps them from going unconscious as long as all of their allies are still alive, but they will die if they are hit with a Critical at 0 Stamina. Their spells and abilities are: Bearserker, Whirlwind, Cleave, Ravanger, Doublefrost. Starts with 2000 Gold, and adds 7 Stamina.
  • Booty Raider: Booty Raider is a pirate class that specializes in the collecting treasure cards for either the major stat build up or the destruction of treasure cards for a devastating final attack. All Booty Raiders start with a Cutlass and a Flintlock Pistol. Their passive allows them to get bonus treasure every time they roll 18 or higher. Their spells and abilities include: The Booty Curse, Plunder the Booty, Golden Shot, Bombardier, Riptide. Starts with 2000 Gold, and adds 4 Stamina.
  • Cabalist: The Cabalist is a spell caster relies heavily on offensive dark magic attacks, at the cost of significant stamina. All Cabalists start with either an Oaken Staff, Clothe Robes or an Arcane Signet. Their passive allows their spirit to continue fighting even when they go unconscious, although they can't use items in their spirit form. Their spells and abilities include: Blanket of Darkness, Grand Raven's Claw, Pestilence, Lifedrain, Mark of Death. Starts with 1500 Gold, and adds 1 Stamina.
  • Lumberjack: The Lumberjack is a direct combat class that packs a serious punch at single enemies. Their passive gives them a Pet that they get at the beginning of Combat. Their spells and abilities include: Earthquake, Wolf Rush, Yodel, Paincakes, Mount. Starts with 1500 Gold, and adds 5 Stamina.
  • Paladin: The Paladin is a tank class that supports his team, even in the most dire of situation. All Paladins start with Plate Armor. Their passive gives them Blessing of Strength, even if they don't have the spell themselves, meaning they always deal double damage. Their spells and abilities are: Blessing of Strength, Chivalry, Desperate Prayer, Lay on Hands, Honor Chains. Starts with 1000 Gold, and adds 5 Stamina.
  • Rouge: The Rouge is a dominant seducer or seductress who is rarely seen unattended by a consort. All Rouges start with a Succubus Whip. Their Passive allows them to pick one other character to be their Concubine, and if he or she accepts, the Concubine must call them 'master' and do as they wish. Their spells and abilities are: Taste of Blood, Infatuation, Abusive Shriek, Lucky Kiss, Painful Pleasure. Starts with 1500 Gold, and adds 4 Stamina.
  • Shinobi: The Shinobi is a master Ninja who uses a wide variety of tactics to fight enemies and to keep himself alive. All Rouges start with either a Katana or Nunchucks. Their Passive allows them to go invisible when they are below half health, which makes them nearly impossible to hit. Their spells and abilities are: Ambush, Meditation, Replacement, Shadow Clones, Smoke Bombs. Starts with 2000 Gold, and adds 5 Stamina.
  • Sorcerer: The Sorcerer is a spell caster gifted in the magical arts. The Sorcerer can use a variety of multi-purpose skills to buff allies, reposition, confuse, or even cause a moderate amount of damage. All Sorcerers start with either an Oaken Staff, Clothe Robes or an Arcane Signet. Their passive allows them to cast one of their spells for free every time they attack with a Melee Weapon, Ranged Weapon, or Non-Sorcerer spell or ability. Their spells and abilities are: Blink, Blizzard, Enlarge, Flare, Rolling Fog. Starts with 2000 Gold, and adds 5 Stamina.
  • Theurgist: The Theurgist is a spell caster that mainly relies on their elemental abilities to attack enemies or call upon other NPCs to help them and their party. All Theurgists start with either an Oaken Staff, Clothe Robes or an Arcane Signet. Their passive allows them to summon either Air Sprites or an Earth Lord for free on their first turn, regardless of whether they have the proper spells or not. Their spells and abilities are: Summon Earth Lord, Summon Air Sprites, Summon Frost Elemental, Ice Blast, Ice Bolt. Starts with 1500 Gold, and adds 5 Stamina.
  • Witch Doctor: The Witch Doctor is a spell caster that calls on the Spirits to cause pain or help his team. All Witch Doctors start with either a Goblin's Paw, a Tiki Mask, a Feather Bonnet or a Bone Piercing. Their passive allows them to cast any spell that misses or fails immediately. Their spells and abilities are: Voodoo Doll, Blood Oath, Call to the Underworld, Incantation, Juju Sacrifice. Starts with 1500 Gold, and adds 6 Stamina.
  • Wizard: The Wizard is a class that relies heavily on offensive magic to attack enemies. All Sorcerers start with either an Oaken Staff, Clothe Robes, a Monocle or an Arcane Signet. Their passive allows them to cast all of their spells for free the first time they cast them in combat. Their spells and abilities are: Windblast, Arcane Beam, Arcane Bolt, Fireball, Ray of Frost. Starts with 1500 Gold, and adds 3 Stamina.

STARTING TREASURE:
  • Arakkid Silk Robe: Increases your stamina by 10. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold. (BOUGHT)
  • Muddy Billhook: Melee Weapon. Deals 5 damage. Criticals kill most enemies. Costs 200 Gold.
  • Dashers' Boots: Armor. Doubles your movement in Combat. Costs 1000 Gold. (BOUGHT)
  • Coin of Providence: Instead of rolling a die, you flip a coin. Heads count as Criticals, Tails count as Critical Failures. Costs 500 gold.
  • Jar of Leeches: Ranged Weapon. A jar filled with leeches. Throwing it at an enemy steals 1 maximum stamina from them every turn of combat. Costs 200 gold. (BOUGHT)
  • Believer Stone: In combat, it turns into one random treasure. It reverts back to a Believer stone at the end of Combat. Costs 500 gold. (BOUGHT)

ITEMS:
  • Arcane Signet: Armor. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold.
  • Arquebus: Ranged Weapon. Deals 4 damage, and 2 damage to anyone in the next space. Costs 500 Gold.
  • Battle Mace: Melee Weapon. Deals 4 damage. Costs 100 Gold.
  • Blunderbuss: Ranged Weapon. Deals 3 damage, and 3 damage to anyone in the next space. Costs 1000 Gold.
  • Bold Scalemail: Armor. Increases your stamina by 15. Costs 1000 Gold.
  • Bone Piercing: Armor. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold.
  • Bronze Mace: Melee Weapon. Deals 4 damage or stuns an enemy. Costs 500 Gold.
  • Cloth Robe: Armor. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold.
  • Cutlass: Melee Weapon. Deals 2 damage, plus 1 damage if it bleeds. Costs 100 Gold.
  • Dwarven Shield: Armor. Increases your stamina by 5, makes attacks on you more likely to miss or fail. Costs 500 Gold.
  • Elven Shield: Armor. Increases your stamina by 10, makes attacks on you more likely to miss or fail. Costs 1000 Gold.
  • Elven Spear: Melee Weapon. Deals 5 damage, has a range of 3. Costs 500 Gold.
  • Feather Bonnet: Armor. Makes attacks on you more likely to miss or fail. Costs 1000 Gold.
  • Flail: Melee Weapon. Deals 3 damage, has a range of 2. Costs 500 Gold.
  • Flintlock Pistol: Ranged Weapond. Deals 4 damage. Costs 100 Gold.
  • Freeboot Coat: Armor. Increases your stamina by 10. Costs 100 Gold.
  • Gobo Spear: Melee Weapon. Deals 3 damage. Can be thrown to deal 6 damage at a range of 5. Costs 500 Gold.
  • Golden Gauntlets: Melee Weapon. Deals 6 damage. Costs 1000 Gold.
  • Hand Cannon: Ranged Weapon. Deals 5 damage. Costs 500 Gold.
  • Iron Knuckles: Melee Weapon. Deals 4 damage, and allows you to move 1 space after attacking with it. Costs 500 Gold.
  • Katana: Melee Weapon. Deals 3 damage. Criticals will kill most enemies. Costs 1000 Gold.
  • Khopesh: Melee Weapon. Deals 3 damage. Criticals will kill most enemies. Costs 500 Gold.
  • Leather Armor: Armor. Increases your stamina by 5. Costs 100 Gold.
  • Matchlock Rifle: Ranged Weapon. Deals 6 damage. Costs 1000 Gold.
  • Monocle: Armor. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold.
  • Nunchucks: Melee Weapon. Deals 3 damage, has a range of 2. Costs 100 Gold.
  • Oaken Staff: Melee Weapon. Deals 2 Damage. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold.
  • Plate Armor: Armor. Increases your stamina by 15. Costs 1000 Gold.
  • Porc Skin Armor: Armor. Increases your stamina by 15, makes Porcs hate you. Costs 500 Gold.
  • Rapier: Melee Weapon. Deals 4 damage. Costs 100 Gold.
  • Rejuvination Potion: Consumable. Heals your character for 10 stamina. Costs 200 Gold.
  • Regrowth Potion: Consumable. Heals you and your allies for 5 stamina. Costs 200 Gold.
  • Scimitar: Melee Weapon. Deals 4 damage. Criticals will kill most enemies. Costs 500 Gold.
  • Slingshot: Ranged Weapon. Deals 2 damage. Costs 100 Gold.
  • Steel Longsword: Melee Weapon. Deals 5 damage. Costs 1000 Gold.
  • Studded Armor: Armor. Increases your stamina by 10. Costs 500 Gold.
  • Tiki Mask: Armor. Makes one of your class Spells or Abilities stamina free. Costs 500 Gold.
  • War Axe: Melee Weapon. Deals 5 damage. Criticals will kill most enemies. Costs 500 Gold.
  • Wolf Skin Armor: Armor. Increases your stamina by 10. Makes one of your class Spells or Abilities stamina free. Costs 1000 Gold.

ACCESSORIES:
  • Arakkidd Silk Hat
  • Bag of Bones
  • Bard Boots
  • Blacksmith Hammer
  • Blood Flame Lantern
  • Book of Bones
  • Book of Items
  • Burlap Waste Sack
  • Elephelk Skin Backpack
  • Elephelk Tusk Ear Horn
  • Flute
  • Gobo Fishing Net
  • Locket of a Loved One
  • Lucky Silver Coin
  • Lute
  • Map of the Area
  • Pocket Mirror
  • Pumpkin Light
  • Qhatahn Flag
  • Rancid Swammie
  • Sextant
  • Skull
  • Spyglass
  • Sundial Hourglass
  • Torch
  • Twenty Sided Die
  • Unforgotten Realms Rulebook
  • Water Candle
 
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THE CARAVAN:
The Qhatahn Caravan Company. One of the most successful Goblin Caravans in all of the Goblin Swamps. So successful, that they do business for some of the richest and most powerful people on the planet. A rich Goblin from the town of Qhatahn has told the Caravan that it must transfer a vary sacred, very important artifact worth millions of gold to the Goblin town of Khanni. But the route is treacherous, as the Goblin Swamps are known to be safe havens for criminals and pirates. To make matters worse, the Goblin town of Zynock'iee has recently fallen to the hands of the Cult of Bones. It's also the Goblin Month of Death; where Goblins both honor and fear the dead, whom they believe come back to roam the Realms this month. The Caravan, worried and superstitious, have sent their best Merchants and Mercenaries to get this artifact to Khanni in one piece. Can it survive? Will they survive?

ACCEPTED CHARACTERS:
Molly Galway - Hobgoblin Bard
Horatio Longhurst & Zaine Blankley - Greenskin Wizard and Cabalist
Dan - Donquistador Booty Raider
(5 More Spaces Available)

If you have any further questions, please PM me.
 
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In will make character later
 
You guys don't think Goblins are intimidating to play as, do you? I understand if you do, it's not easy playing 2 people at once, or playing a race everyone else despises.
 
I'm IN
 
Character
  • Name: Molly Galway
  • Race: Goblin
  • Sub Race: Hobgoblin
  • Class: Bard
  • Spells: Charm, Lullaby, Storyteller
  • Stamina: 31
  • Gear: Flute, Porc Skin Armor, Rapier, Believer Stone
  • Accessories: Map of the Area, Bard Boots, Lucky Silver Coin
  • Gold: 1400
Brief Description:

A traveling hobgoblin, goodnatured, though she has always been thin compared with her plump relatives, though proud and tall. She always carries a charming carefree personality, but also has a wise serious side. She was the daughter of the goblin chieftain Galway, but her village was burned down by Elves. Wise beyond her years, she uses her cheerful disposition and her great talents to hide her spite and desire for revenge. However, she has enough skill and wisdom to hide what she feels and wait for her opportunity.
 
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Character
  • Name: Molly Galway
  • Race: Goblin
  • Sub Race: Hobgoblin
  • Class: Bard
  • Spells: Charm, Lullaby, Storyteller
  • Stamina: 10+0+5+7=22
  • Gear: Flute, Porc Skin Armor, Rapier, Believer Stone
  • Accessories: Map of the Area, Bard Boots, Lucky Silver Coin
  • Gold: 900
Brief Description:

A traveling hobgoblin, goodnatured, though she has always been thin compared with her plump relatives. She was the daughter of the goblin chieftain Galway, but her village was burned down by Elves. Wise beyond her years, she uses her cheerful disposition and her great talents to hide her spite and desire for revenge.

I like this alot. The only complaint I really have is your Stamina; Hobgoblins Dice Rolls are doubled, so that 5 would become a 10, while Bards add 6 stamina. Porc Skin Armor also adds 15 to your stamina. By my count, you have 31 stamina. You're character is in, just update your Stamina.

Also, here's the rolls to see if you can steal from me, thus having more gold.
BIgteEz.png


You stole the Porc Skin Armor.
dhpP7VB.png


You buy the Rapier.
KR9ByRG.png


You buy the Believer Stone.

Meaning you actually have 1400 Gold. Update that too.

Finally, keep in mind that as a Hobgoblin, you will also get 2 additional spells and/or abilities once everyone else has chosen their Class. You can only have spells and/or abilities that the others don't pick, so be prepared for that.

Welcome aboard Molly Galway! I'll have a picture of your character up shortly. :)
 
((Thanks, it fantastic. I hate to do this but could I change porc armor to studded armor?))
 
  • Race: Goblin
  • Subrace: Greenskin
  • Name 1: Horatio Longhurst
  • Class 1: Wizard
  • Spells: (Pick 3 from your Class): Windblast, Ray of Frost, Arcane Missiles
  • Brief Description: Horatio is an interesting fellow (interesting being the word other use when trying to describe him). Unlike what most would expect for a Wizard he is quite brash, often acting on a sudden whim. This is perhaps the main reason for his joining the Caravan, the ability to travel the land and have access to ancient relics is something that calls to one such as him especially loudly. This may also be the reason he has been paired someone like Zaine. Horatio has been the only one to repeatedly interrupt Zaine while was lost and has also been able to dissuade most of his scheming. He's above average height for a Greenskin, but besides that he is of normal build
  • Gear 1: (10 Max Items and Treasures): Oaken Staff, Arakkid Silk Robe, Rejuvenation Potion, Rapier
  • Accessories 1: Book of Items, Elpelkskin Backpack, Arakkid Silk Hat, Torch
  • Gold 1: 800
  • Name 2: Zaine Blankley
  • Class 2: Cabalist
  • Spells (Pick 3 from your Class): Mark of Death, Blanket of Darkness, Lifedrain
  • Brief Description: While Zaine is also described as interesting it is for very different reasons than Horatio. Always thinking, calculating few dare to try to comprehend his mode of thought for he often enters fits of rage when his train of thought is interrupted. Even then much of what he thinks about would make most shutter. Most people of his personality would be lone hermits or members of cults practicing dark forms of magic. However this not so surprising when one remembers the high status of caravan gives him access to objects of considerable note (and power). He is slightly slimmer than most Greenskins but other than that he physically average, though some say there are times when his eyes emit a sinister glow.
  • Gear 2: (10 Max Items and Treasures): Oaken Staff, Cloth Robes, Jar of Leeches, Bronze Mace
  • Accessories 2: Book of Bones, Skull, Elpelkskin Backpack, Blood Flame Lanturn
  • Gold 2: 1000
  • Stamina: (10+10+3+1+11=35+10=45)
 
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  • Race: Goblin
  • Subrace: Greenskin
  • Name 1: Horatio Longhurst
  • Class 1: Wizard
  • Spells: (Pick 3 from your Class): Windblast, Ray of Frost, Arcane Missiles
  • Brief Description: Horatio is an interesting fellow (interesting being the word other use when trying to describe him). Unlike what most would expect for a Wizard he is quite brash, often acting on a sudden whim. This is perhaps the main reason for his joining the Caravan, the ability to travel the land and have access to ancient relics is something that calls to one such as him especially loudly. This may also be the reason he has been paired someone like Zaine. Horatio has been the only one to repeatedly interrupt Zaine while was lost and has also been able to dissuade most of his scheming. He's above average height for a Greenskin, but besides that he is of normal build
  • Gear 1: (10 Max Items and Treasures): Oaken Staff, Arakkid Silk Robe, Rejuvenation Potion, Rapier
  • Accessories 1: Book of Items, Elpelkskin Backpack, Arakkid Silk Hat, Torch
  • Gold 1: 1500
  • Name 2: Zaine Blankley
  • Class 2: Cabalist
  • Spells (Pick 3 from your Class): Mark of Death, Blanket of Darkness, Lifedrain
  • Brief Description: While Zaine is also described as interesting it is for very different reasons than Horatio. Always thinking, calculating few dare to try to comprehend his mode of thought for he often enters fits of rage when his train of thought is interrupted. Even then much of what he thinks about would make most shutter. Most people of his personality would be lone hermits or members of cults practicing dark forms of magic. However this not so surprising when one remembers the high status of caravan gives him access to objects of considerable note (and power). He is slightly slimmer than most Greenskins but other than that he physically average, though some say there are times when his eyes emit a sinister glow.
  • Gear 2: (10 Max Items and Treasures): Oaken Staff, Cloth Robes, Jar of Leeches, Bronze Mace
  • Accessories 2: Book of Bones, Skull, Elpelkskin Backpack, Blood Flame Lanturn
  • Gold 2: 1500
  • Stamina: (10+10+3+1+11=35+10=45)

Interesting Characters. I especially like Zaine. Perhaps he is a Cult of Bones member?

Accepted! Welcome aboard Horatio and Zaine! I'll have your character's art up by tomorrow!:)

In the meantime, here's the Rolls for your characters thievery:
JEIlpCw.png


Horatio buys the Arakkid Silk Robes.
G5OqRQN.png


Horatio buys the Rejuvination Potion.
sJA5TtA.png


Horatio steals the Rapier. So Horatio has 800 Gold. Update him please.
VhvKDEy.png


Zaine steals the Cloth Robes.
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Zaine steals the Jar of Leeches.
vDbq54S.png


Zaine buys the Bronze Mace. So Zaine has 1000 Gold. Update him please.
 
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