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DingoWalley

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Hello again, everyone! Welcome to another campaign of Unforgotten Realms Live, in which I've shortened the name down simply to Unforgotten Realms because it's pretty much the same and we aren't necessarily playing this Live!

Sadly, the last campaign, The Caravan, didn't really pick up steam. There could be a number of factors for this; people could have been too busy for a campaign like that, people might not have wanted to play as Goblins, and people might have been intimidated by the Community Voted Events, or the randomness it would have caused (Even though I had everything plan out). So, I waited until the week of Thanksgiving, when people should have some spare free time to sign up. I've also gotten rid of CVE's, as this kind of forum doesn't really support them anyways. Finally, there are no Player Goblins in this campaign! So no one plays as the most hated race in all the Realms. Basically, this campaign is more in line with Plutuss then it is with The Caravan.

As a New Player, what is this game about and how do I play it?

Unforgotten Realms (Live) is a Medieval Fantasy RPG created by Robert Moran and his friends. It is a simplified version of Dungeons and Dragons, and unlike most RPG's, URL has a greater focus on Comedy then Drama. URL is also a video series, created by Robert Moran and played by his friends, and serves as a Beta test for his game. Normally it is played on Tabletop Simulator, and there are several differences between the official version of the game and my version of it. For the purposes of this campaign, we're going to play it here. The point of the game is to complete a Campaign created by the Game Master (The OP). Although you lose if your character dies, you don't lose the game if he or she dies, or if all of your allies die. As long as you had a good run, you win.

Before we can play a game, players must create their Character. Characters are created by using cards for the various aspects of it; their race, subrace, class, spells, abilities, gear, gold and accessories. Characters can get "Stamina", their health, from these cards, and they also get additional stamina from rolling a 20 sided die during character creation. You also give them a name, a gender, and a backstory.

Afterwards, 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, known as an action. Each turn, your character can do an action or a move, or two actions, but they cannot do two moves. Unlike Dungeons and Dragons, Spells do not cost mana, but instead take away from a Characters stamina. If a character runs out of Stamina, then they faint. If an enemy continues to attack an unconscious character, or attacks them very powerfully when they are low on health, then the character can die. If the team wins a battle, they receive new items and additional gold. The team looses a battle by not beating it (if they all go unconscious or if they flee past it).

Keep in mind that this RP is very art-intensive. All the characters, settings, monsters and even dice rolls, will be represented in Board-Game style art. As such, every time your character moves, a tile on a board representing your character will move with you. Every time the dice is rolled, you will all see the number rolled. All characters will have Character Sheets that have their art, their tile and the Cards that represent their character. Sooner or later, I could also make a Comic that represents the actions of this game for all to enjoy and read.

Alright, that sounds fine. 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).
  • All dice rolls are to use a 20-sided Die Roll. To protect from cheating, I shall be rolling all dice in game and will provide evidence of these rolls. The only time you will roll a Dice yourself will be for your characters' stamina. All Dice rolls must be from this website.
  • While the RP is comedy oriented, Don't go too far with your Jokes!
  • Keep your actions PG-13 Please. Swearing, however, is acceptable in Character.
  • Only 4-6 Characters Will be Accepted. We need 4 Characters to start this campaign.
  • If you have any Questions about the game, please PM me immediately.

I hope everyone enjoys the RP! Get to signing up!
 
Sign Ups:
  • 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)
  • Treasure: (10 Items and Treasures Max for all Characters)
  • Items: (10 Items and Treasures Max for all Characters)
  • Accessories:
  • Gold:

PLAYABLE RACES AND SUB RACES:
* Dwarf: Dwarves are short, muscular, hardy creatures with a lot of hair, even on their women. Dwarves are mainly found in Mountains, and have a penchant for ale and beard styles. Dwarves generally dislike Elves and Kobolds. All Dwarves start with 1000 Gold. Dwarves have the Passive Dwarven Spirits, in which anytime an ally goes unconscious, or dies, during combat, your character heals all of his stamina immediately. Dwarves start with 10 stamina.
** Hill Dwarf: Dwarves that prefer the Hills to the Mountains. Hill Dwarves have the Passive Dwarven Adrenaline, in which anytime an enemy goes unconscious, or dies, in combat, your character gets a Bonus Action immediately. Adds 2 stamina.
** Mountain Dwarf: Standard Dwarves. Mountain Dwarves have the Passive Dwarven Tolerance, in which Dwarves are immune from Diseases. Every time a Non-Dwarven ally goes unconscious, or dies, during combat, you can heal a Non-Dwarven ally's stamina to full immediately, so long as this ally isn't the one who went unconscious. Adds 4 stamina.
** Pit Dwarf: Dwarves that live in Pits and Valleys instead of Mountains or Hills. Pit Dwarves have the Passive Dwarven Resilience, in which every time a character goes unconscious, or dies, during combat, your character becomes immune to all damage for a single round of Combat. Adds 1 stamina.
** Tall Dwarf: Dwarves that are taller then the rest of them; almost as tall as normal Humans. Tall Dwarves have the Passive Dwarven Fury, in which they can do two additional actions during a single round of Combat. If a character goes unconscious, or dies, in combat, they can do this again. Adds 3 stamina.
** Dvergr Dvergr: Incredibly hairy Dwarves that tend to repeat the last word in their sentences. Dvergr Dvergrs have the Passive Stoneform, in which, using a turn in combat, they can turn into a statue of themselves. They cannot attack, use spells or abilities, or move, but they cannot be attacked or moved either. It takes another turn in combat to get out of this Statue form. Adds 6 stamina.
** Dwelf: Dwarf-Elf Hybrids. Dwelves have the Passive Runekeeper, in which the first time you are supposed to go unconscious or die from an attack, you negate the attack, heal for 7 stamina, and cast each of your spells and abilities for free immediately. Adds 7 stamina.
* Kobold: Kobolds are furry, dog like creatures with rocky fur. Kobolds tend to live on top of mountains, where they eat rocks and gems of all kinds. Kobolds tend to lie to Non-Kobolds constantly, and most of them are very religious. They generally dislike Dwarves. All Kobolds have the ability Kobold Rabies. Kobolds have the Passive Fortunately Unfortunate, in which every time your character needs to roll a die, they roll 2 dice instead, and take the higher number. However, if you roll a 1 on either die, it will count as a Critical Fail. Kobolds start with 8 stamina.
** Triton Ground: Triton Ground Kobolds have the Passive Tri-Wield, in which they can do 3 (or 4 without the move) actions per turn if they have 3 melee weapons. Subtracts 1 stamina.
** Seaswagger: Seaswagger Kobolds have the Passive Luck of the Sea, in which every time an ally rolls a Critical Failure, your character gets a Bonus action immediately. Adds 8 stamina.
** Stonequisitor: Stonequisitor Kobolds have the Passive Divine Wrath, in which every time an ally rolls a Critical, you can attack an enemy you had previously attacked with 2 actions. Adds 2 stamina.
** Clay-Paw: Kobolds who's fur is actually mud. Clay Paw Kobolds have the Passive Muddied Mess, in which they can only move 3 spaces in Combat, but leave behind Mud. This Mud stuns enemies that walk over it, or are hit by a Clay-Paw Kobold who throws it. Adds 5 stamina.
** Glamourbold: Kobolds with shiny, diamond like fur. Glamourbold Kobolds have the Passive Reflective Fur, in which every time your character is hit with a Ranged Weapon, Spell or Ability, you have a chance to reflect it back at the attacker. Adds 2 stamina.
* Elf: Elves are the tallest, and most Prominent, Race in the Realms. Elves are a highly disciplined race with a love of Magic and Justice. Elves tend to look down on, and dislike, most races, but outright despise Goblins whom they view as Parasites. Elves have the Passive Master of Knowledge, in which they get 2 additional spells and/or abilities from any playable class. Starts with 3 stamina.
** Nobleborn: Nobleborn Elves have the Passive Melding Magic, in which every time an ally rolls a Critical, you may cast a Spell as a Bonus Action immediately. Adds 3 stamina.
** Spellblade: Spellblade Elves have the Passive Elven Discipline, in which they can attack with a Melee or Ranged Weapon immediately after using a Spell. Subtracts 1 stamina.
** Enochian: Enochian Elves have the Passive Tarot Reading, in which you gain a spell or ability from your ally randomly by using your turn. You can do this with all of your allies. Adds 1 stamina.
** Arch-Ranger: Arch-Ranger Elves have the Passive Magic Shots, which allows them to cast a Spell immediately after using a Ranged Weapon. Adds 3 stamina.
** Crack Elf: Elves who have become dependent on Magic and Magic-related Drugs. All Crack Elves start with a Rancid Swammie Accessory. Crack Elves have the Passive Magic Addiction, in which they start with a Class but have no Spells or Abilities. They get 5 random Spells and Abilities at the beginning of every Combat. Adds 6 stamina.
** Dwelf: Dwarf-Elf Hybrids. Dwelves have the Passive Runekeeper, in which the first time you are supposed to go unconscious or die from an attack, you negate the attack, heal for 7 stamina, and cast each of your spells and abilities for free immediately. Adds 7 stamina.
** Gobolf: Half Elf, 2/3rd Goblin Hybrids. Gobolfs have the Passive Soul Mates, in which they Soul mate with an ally, allowing them to take damage for this ally. They also learn a Spell or Ability from this Soul Mated Ally. Adds 5 stamina.
* Gnome: Gnomes are the smallest race in the Realms. Gnomes have a love for Treasures and Items, and love to collect and use them. Gnomes are generally friendly with all races in the Realms. Gnomes have the Passive Technological Preference, in which they get 4 random Treasure Cards at Character Creation. Gnomes, however, only start with 2 spells and/or abilities. Starts with 6 stamina.
** Okagnoma: Okagnoma Gnomes have the Passive Tinker, in which your character starts with a 3rd spell or ability that you share with an ally. Adds 4 stamina.
** Keen: Keen Gnomes are incredibly small; they are only 2 feet tall. Keen Gnomes have the Passive Passback, which allows them to use an ally's Treasure as long as they are within 5 spaces of the ally. Adds 4 stamina.
** Lurker: Lurker Gnomes have the Passive Scavanger, which allows them get a Bonus action every time they successfully steal an Item or Treasure. Lurker's also add 2 additional treasures every time your party can buy things. Adds 4 stamina.
** Magistrate: Magistrate Gnomes have the Passive Tome Keepers, in which every time you use a Treasure, you get 1 random spell or ability you keep until your next turn. Adds 3 stamina.
** Cygmy: Cyborg Gnomes. Cygmy Gnomes have the Passive Terminator, in which five Treasures are melded to the Cygmy and are unstealable. Every time a character goes unconscious, or dies, in combat, your character will also heal for full stamina. Adds 2 stamina.
* High Bear: High Bears are gigantic bears that can talk. High Bears are very religious, but very barbaric. High Bears are friendly with allies of any race. High Bears have the Passive Grizzly, in which your character is 2x2 tiles large. Your character cannot use Melee or Ranged Weapons. Your character naturally deals 9 damage with its paws. Allies that stand on 2 legs can ride your character without the need of a Spell or Ability. Starts with 10 stamina. (1/1 Slot Reserved. All Slots Taken. Please Choose another Race.)
** Squire: Squire High Bears are smaller then their brethren. Squire High Bears have the Passive Body Guard, in which your character will take the hit for any ally that is supposed to go unconscious, or die, in combat. Adds 8 stamina.
** Hospitaller: Hospitaller High Bears have fur that is always on fire, or at the very least burning. Hospitaller High Bears start with the Thane Spell Dragon Fire. Hospitaller High Bears have the Passive Fire Armor, in which anytime they are hit with a Melee Weapon, Spell or Ability, the one who's hitting them takes 4 damage as well. Adds 10 stamina.
** Knight Templar: Knight Templar High Bears have the Passive Spell Immunity, in which your character is unaffected by Spells. Adds 10 stamina.
** Teuton: Teuton High Bears are always under the affect of the Berserker Spell Bearserker. Teuton High Bears have the Passive Infuriated, in which anytime any character goes unconscious, or dies, in combat, your character gets a Bonus Turn immediately. Adds 8 stamina.
** Ordained: Ordained High Bears have the Passive Almsgiving, in which they never get Gold from Combat, but are no longer limited when it comes to casting Healing Spells.
* Walrus: Walruss are Walruss that talk and wear people clothes. They tend to live by the Drink, and tend to be Sailors or Merchants. Walruss have the Passive Blubber Bod, in which they never take any multiplied damage. Starts with 7 Stamina.
** Hrossvalr: Hrossvalr Walruss have the Passive Frigid Fury, in which they never take damage from Ice or Frost Spells. Adds 3 Stamina.
** Rostungrin: Rostungrin Walruss have the Passive Sauna Bather, in which they never take damage from Fire Spells. Adds 1 Stamina.
** Morsen: Morsen Walruss have the Passive Toothy Terror, in which everytime they are hit by an ability, they get a Bonus Action on their turn, so long as they use a Melee or Ranged Weapon for that Bonus Action. Adds 2 Stamina.
** Aivuki: Aivuki Walruss have the Passive Spiritualism, in which they always have a spell under the affect of the Witch Doctor spell Incantation. Adds 4 Stamina.
** Bern-Hardy: Bern-Hardy Walruss have the Passive Thick Hide, in which they can't they never take damage from Ranged Weapons. Adds 4 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.
* Buccaneer: Buccaneer is a pirate class that acts a support for the rest of the party. All Buccaneers start with a Cutlass and a Flintlock Pistol. Their passive gives them their own personal treasure shop to buy treasures from for themselves, every time they can shop. Their spells and abilities include: Weigh Anchor, Avast Ye Maties, Down the Throat, Jolly Roger, Shiver Me Timbers. Starts with 2000 Gold, and adds 5 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.
* Magician: The Magician performs a wide range of utility skills in an often dramatic display. All Magicians start with a Regal Top Hat. Their passive lets them pick a lucky number that isn't 1 or 20, and every time that number appears, they get to pull a spell out of their hat. Their spells and abilities are: Copycat, Encore, Flock of Ravens, Levitate, Rabbit Trick. Starts with 1000 Gold, and adds 5 Stamina.
* Monk: The Monk uses a variety of tactics focused on harnessing the power from deep within. Monks start with either a Bo Staff or Fist Wraps. Their passive gives them a Nimbus Familiar, who is allowed to interrupt 1 attack per turn by moving you or your ally away from the attack. Their spells and abilities are: Force Pillar, Serenity, Spirit Rush, Shift Style Punch, and Windwalk. Starts with 1000 Gold, and adds 7 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 that 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.
* Swashbuckler: The Swashbuckler is a pirate-themed, mixed-focus class that can force targets to focus on themselves, while being agile throughout the map. All Swashbucklers start with a Cutlass and a Flintlock Pistol. Their passive allows them to refresh the Treasures in a Shop when they can buy Treasures. Their spells and abilities are: Swish Swosh, Buckle Buddy, Grandpa's Smoke Screen, Lunge, Long Range Boarding. 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.
* 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:
* Smokey Nagitana: Melee Weapon with a Range of 3. Deals 4 Damage. It's so long and sharp that you may attack multiple targets within this range. Costs 500 Gold. (BOUGHT)
* Windu Morning Star: Melee Weapon with a Range of 2. Deals half the damage from a Dice Roll. The rounding is determined by the GM and this weapon's damage cannot be doubled. Costs 500 Gold.
* Dwarven Runeblade: Melee Weapon. Deals 5 Damage. This damage is doubled if it's wielder is a Dwarf. Anytime you make an enemy go unconscious, or die, in combat, you may immediately attack with this weapon as a Bonus Weapon. Costs 500 Gold.
* Bag of Holding: The Inside of this Bag is as deep as you need it. As such, you can now hold as many treasures and item cards as you want. Costs 500 Gold. (BOUGHT)
* Coober's Cutlass: Melee Weapon with 2 Range. Deals 5 Damage. After using this, you get 1 Random spell to cast immediately for free. You loose this spell after casting it. Costs 1000 Gold.
* Succulent Shovel: Melee Weapon. Deals 3 Damage. If you roll a Critical, then you summon a Skeleton who will fight for your team until the end of Combat or until it dies again. Costs 500 Gold.

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 Ax: Melee Weapon. Deals 4 damage. Costs 500 Gold.
* Battle Mace: Melee Weapon. Deals 4 damage. Costs 100 Gold.
* Blacksmith Hammer: Melee Weapon. Deals 3 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, makes members of your race like you more. 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:
*Ankh of the Paladin Order: A small Golden Ankh that can be worn as a necklace or charm. It is a symbol of the Paladin Order.
*Arachnid Essence: The essence of some powerful arachnid creatures. Very easy to make at home, throw some spiders in a blender and freeze overnight.
*Arakkidd Silk Hat: A White Silk Hat. Often Worn by Religious Spellcasters.
*Bag of Bones: A bag of assorted bones mostly from animals and Goblins.
*Bag of Juicy Beetles: A bag of live beetles. Beetles are somewhat of a delicacy to Gnomes. It's really gross.
*Bard Boots: Leather Boots, often used by Bards, to create a type of Music that involves stomping. It's not very popular.
*Book of Faces: This magical book shows the face of every other character its owner has met in their life.
*Book of Items: A Magical Book that knows the Value of every Item and Currency. It updates every hour on the hour.
*Boyfriend Quest: A series of short stories written by the Elf Davey "Dave" Davidson. The book is mostly about fictional love stories inspired through Dave's work.
*Broken Chastity Belt: A Broken Chastity Belt that either you or someone you knew wore and are fond of it. Proof that you know someone, somewhere, who had sexual relations.
*Burlap Waist Sack: A small pair of bags that you wear on your character to carry your Treasures. Elves often make fun of those who wear these.
*Chastity Belt: A Chastity Belt that you wear visibly. Proof that your Oath of Celibacy is being kept. Religious Characters will like you better.
*Compass: A small, golden device that tells you which way is North. It doesn't tell you which way East, West or South are, though.
*Coral Comb: A small comb made of coral used to comb hair and beards by sailors mostly. Goblins are often allergic to coral.
*Eaglebear Earmuffs: A pair of plus earmuffs made from the thick, wooly fur of a mighty Eaglebear. While wearing these you cannot hear any sound other than the thoughts in your own mind.
*Elephelk Skin Backpack: The rough skin of Elephelk is great for waterproofing bags to carry your personal belongings and is most common in the Unforgotten Realms.
*Elephelk Tusk Ear Trumpet: A funnel-shaped tusk which collects sound waves and leads them to your ear. Some believe you can use this to hear "The Voice of the Sky".
*Flute: A Wind Instrument used to Create Music. Popular with Elves, Goblins and High Bears.
*Glamourshark Skin Gloves: Gloves made from the finest of Glamoursharks. They make you more attractive to members of your own race.
*Glass Vial: An empty 2oz glass vial. Used for Consumables. Very easy to conceal.
*Jar of Elven Brown Sand: A jar of dirt from a distant Elven Territory. Often used to pay respect to the deceased.
*Keen Stone Flask: An 8oz flask made of Keen Stone, a bendable, rubbery type of magical rock. Used for Consumables.
*Locket of a Loved One: A small piece of silver jewelry that contains a picture of someone who has passed away.
*Lucky Silver Coin: A lucky silver coin you found on a day long ago. You tend to love telling people that story and how much this coin means to you.
*Lute: A Stringed Instrument used to Create Music. Popular with Dwarves and Kobolds.
*Map of the Area: A map of the surrounding area. Often useless to those who can't read.
*Merchant Flag:
*Pearl of Hindsight: Looking into this pearl will let you understand your mistakes you have made in life. Basically the GM will tell you what you did wrong recently.
*Pocket Mirror: A mirror which has a crystal clear reflection. Excellent for maintaining your looks.
*Pot Puppy Seeds: Some seeds that, when placed in a small pot and watered, will allow you to grow your very own Pot Puppy after a few weeks.
*Raksum Skin Gloves: Gloves made from giant, intelligent Panthers called Raksum, who can only die from old age.
*Rancid Swammie: A rotten fish that becomes more potent in its magical abilities as it ages. Used for its oils, which can cause hallucinations, as well as make your magic more unstable.
*Sextant: A tool that almost no one can use properly, but has the word 'sex' in it.
*Skull: The skull of a dead adventurer. Well I mean... I guess they could be alive still, but that's unlikely because you have their skull.
*Spellblade Pasta Bread: An enchanted bread that, when held by a gifted magic user, becomes warm and coated with a fresh pasta sauce. The elven word for this bread is "Pissa".
*Spoon of Realities: Holding this spoon allows you to check if you are under the effect of an illusion or stuck inside an illusionary world.
*Spyglass: Great for seeing far distances.
*Sundial Hourglass: A pointy Hourglass that not only keeps track of the current time, but can also measure it up to an hour.
*Torch: A wooden rod with a piece of cloth wrapped around it and soaked in oil.
*Tricorner Hat: A Hat with 3 Corners. Nothing is more piratey then a Tricorner Hat!
*Twenty Sided Die: A twenty sided die used by people all over the realm for niche roleplay games.
*Unforgotten Realms Rulebook: A rulebook on how to play the Roleplaying game "Unforgotten Realms". It's not very popular, and is normally used by weaker Spellcasters.
 
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WANTED: DEAD OR ALIVE:
The Peace of the Realms is under threat. Criminals run amok, Gangs terrorize the innocent, and the Cult of Bones, a mysterious, ancient cult ruled by Skeletal Beings, is threatening the World! The Elves of the Elven Kingdom, lead by the High Council, is doing everything they can to keep the Peace and Stability of the Realms, but with the Cult of Bones, and the ensuing Elf-Cult War, the Elves are being overwhelmed. On top of that, two very dangerous criminals known as The Murder Brothers have escaped from the Silvermine Mountain, and they will go on a new Murder and Thieving Spree. The Elves have no choice, they had to hire adventurers and mercenaries from across the Realm to capture these two menaces of society. Virgo Sunsword, the highest ranked leader of the Elven Armies, has personally hired you, to capture the Murder Brothers, either Dead or Alive...

ACCEPTED CHARACTERS:
Haarkin Rosmarus - Bern-Hardy Walrus Monk - Noco19
Ursa Attonius - Teuton High Bear Berserker - Luftwafer
Lucas Bush II - Noble Born Elf Paladin - Ironhide G1
Marion Paxton - Seaswagger Kobold Sorcerer - Corman50
Rasmir Tylthe - Clay-Paw Kobold Shinobi - Myoon
Yanshir Kashun - Enochian Elf Theurgist - Aflasizo
(SIGN UPS ARE FULL. SIGN UPS ARE CLOSED.)

If you have any further questions, please PM me.
 
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  • Name: Haarkin Rosmarus
  • Race: Walrus
  • Sub Race: Bern-Hardy
  • Class: Monk
  • Spells: Serenity, Shift Style Punch, Spirit Rush
  • Stamina: (7+4+7+15=32+0 = 33)
  • Treasure: N/A
  • Items: Fistwraps, Cloth Robe, Monocle
  • Accessories: Coral Comb
  • Gold: 1000-500-500=0
Brief Description: In his younger years, Haarkin was a two-bit scallywag drunkard, serving aboard a terrible ship, under a terrible captain, doing terrible things. A chance encounter, whilst in a drunken stupor, with a street thug, who proceeded to nearly kill Haarkin over his belongings, forever changed his mind. Resolved to change, Haarkin emulated the lifestyle of the monks he had heard of before, and has resolved to be a force for good. Still, there's the occasional drink or twelve, but overall Haarkin is a new Walrus. Watching over him is his long-lost grandpappy - Jooarkin - who was an old seafarer until a storm ended his career.

((This good?))
 
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  • Name: Haarkin Rosmarus
  • Race: Walrus
  • Sub Race: Bern-Hardy
  • Class: Monk
  • Spells: Serenity, Shift Style Punch, Spirit Rush
  • Stamina: (7+4+7+15=32+0 = 33)
  • Treasure: N/A
  • Items: Fistwraps, Cloth Robe, Monocle
  • Accessories: Coral Comb
  • Gold: 1000-500-500=0
Brief Description: In his younger years, Haarkin was a two-bit scallywag drunkard, serving aboard a terrible ship, under a terrible captain, doing terrible things. A chance encounter, whilst in a drunken stupor, with a street thug, who proceeded to nearly kill Haarkin over his belongings, forever changed his mind. Resolved to change, Haarkin emulated the lifestyle of the monks he had heard of before, and has resolved to be a force for good. Still, there's the occasional drink or twelve, but overall Haarkin is a new Walrus.

((This good?))

This is perfect! Accepted!

What spells/Abilities do you want your Robes and Monocle to make free?

Also, as a Monk, you have a Nimbus Familiar, who must be someone who's related to you, and who's passed on. Who's your Nimbus?
 
  • Name: Ursa Attonius
  • Race: The High Bear
  • Sub Race: Teuton
  • Class: Bearserker
  • Spells: cleave Double frost Whirlwind
  • Stamina: 45+15 armour I rolled an 18
  • Treasure:None
  • Items: arcane signet, plate armour better the double frost will be free
  • Accessories: compass eaglebear earmuffs
  • Gold: 500
One of the famous high bears of high bear land. He is from a family of lesser high bears that are servants for their social superiors.
He joined the posey to escape a life of servitude, but as is tradition he had to fight his Lord for the right to leave.
It was a close fight until Attonius learnt he had the power to become a berserker and then kicked his Lord in the nads ;)
They are now writing buddies.

He went and joined the band, only to find out that nobody actually knew what the group should do.

So he joined a superior group, one of the members called Bush seemed familiar, like something he had seen on the high bear game forums.

After many successful missions he became an important member of the group.

Then he heard they were hunting Two brothers, maelstrom and Chimeria.
After looking them up on the forums yet again it turned out that There were conspiracy theories saying a Kobolds named Philippe was actually the same person as Chimeria!

He likes giving people rides on his back, and can jump really far!

Fun fact:
All High Bears are called Ursa!
 
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  • Name: Lucas Bush II of the House of George, aka Lucas Bush George II.
  • Race: Elf
  • Sub Race: Nobleborn Elf
  • Class: paladin
  • Spells: Blessing of Strength, Lay on Hands, Desperate Prayer, Honor Chains, Chivalry
  • Stamina: (Race+Subrace+Class+A 20 Sided Die Roll=x+Any Gear that increases Stamina = Your Stamina) 3+3+5+15=26.
Born of Lucas Bush, like his father and grandftaher before him, he was a pladin. At the age of 14, while in school, his mother received word of his father's death at the hands of the vile porc Plutus. Spurred for revenge, he left home and went to Plutus's camp. There, however, he only found a steel longsword buried into the ground, with the word "Achilles' Heel" written in them- the name of his fathers and grandfathers mercenary team, andon one side the names engraved: "Lucas. Rob. Ampwitz. Llelewyn. Lidruna." On the other side was engraved: "Achilles. Elgar. Xena. Celes." Sad, he went home, and showed his weeping mother the blade. From that day, no longer filled with revenge, he has worked hard adventuring. Marrying at the age of 15 to his disant cousin Selene George, 14, heiress to the House George's land, of which his father in law is still living.. However, after fathering his first child at 16, Lucas Bush III, and second at 18, Selene, and after the birth of his third, Lidruna, at age 20 he left his wife to earn some money for his family. He is a charismatic, kind, thoughtful and wise young man who looks much like his father, except rather than a goatee he has a neatly trimmed and short yet full blonde beard.
  • Treasure:
  • Items: Plate Armor, Steel Longsword(Achilles Heel Sword)
  • Accessories: pearl of Hindsight, Glamourshark Skin Gloves, Spyglass, Map of the Area, Book of Faces
  • Gold: 0
 
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This is perfect! Accepted!

What spells/Abilities do you want your Robes and Monocle to make free?

Also, as a Monk, you have a Nimbus Familiar, who must be someone who's related to you, and who's passed on. Who's your Nimbus?
Shift Style Punch Spirit Rush for free
As for my familiar...I'll add to my description that the Nimbus Familiar is Haarkin's long-lost grandpappy
 
Quick question: can I use the same longsword as Lucas Bush used in Plutus, which according to this bio he acquired, not eaten by Plutus? If I have to pay I will do so, I was just wondering. Also check my character. Is it alright? And my stamina needs work. Thank you!
 
Quick question: can I use the same longsword as Lucas Bush used in Plutus, which according to this bio he acquired, not eaten by Plutus? If I have to pay I will do so, I was just wondering. Also check my character. Is it alright? And my stamina needs work. Thank you!

Sure! You can have your characters' fathers' sword, although it will cost what it has to Cost. Sadly, I can't give you weapons for free.

I actually really like your character. Especially since, for a future campaign, we're going to see Plutuss again, and if your guy survives this, then you can use this character for that campaign and I'd allow him to be even better for that campaign. So far, I'd say your character is looking great, and I can't wait to see how he does in the Campaign I'm setting up.

I should mention right now, especially for the Veterans of the First Campaign (Ironhide and Luftwafer) that, while the Murder Brothers aren't going to have 2 forms, they're going to be almost as hard as Plutuss. That's a heads up for all the players.:D
 
  • Name: Marion Paxton
  • Race: Kobold
  • Sub Race: Seaswagger
  • Class: Sorcerer
  • Spells: Blink, Rolling Fog, Flare
  • Stamina: (8+8+5+15=36+10 = 46)
  • Brief Description: At first many can't tell Marion is a sorcerer, and his attitude doesn't help either. A sort of contradiction in that he is very outgoing yet he seems suspicious even for a Kobold. This is made worse but the fact with his abilities he tends to literally disappear and do who knows what.
  • Treasure: Bag of Holding
  • Items: Hand Cannon, Arcane Signet(makes Blink Free), Freeboot Coat, Oaken Staff (makes Flare Free)
  • Accessories: Lucky Silver Coin, Merchants flag, Glass Vial
  • Gold: 400
 
  • Name: Marion Paxton
  • Race: Kobold
  • Sub Race: Seaswagger
  • Class: Sorcerer
  • Spells: Blink, Rolling Fog, Flare
  • Stamina: (8+8+5+15=36+10 = 46)
  • Brief Description: At first many can't tell Marion is a sorcerer, and his attitude doesn't help either. A sort of contradiction in that he is very outgoing yet he seems suspicious even for a Kobold. This is made worse but the fact with his abilities he tends to literally disappear and do who knows what.
  • Treasure: Bag of Holding
  • Items: Hand Cannon, Arcane Signet(makes Blink Free), Freeboot Coat, Oaken Staff (makes Flare Free)
  • Accessories: Lucky Silver Coin, Merchants flag, Glass Vial
  • Gold: 400

Interesting character. I like it alot. Accepted!

Man, I was not expecting to get 4 Players in one day, but this is great! We basically the party ready! Sign ups will run until Wednesday for 2 extra players, so if anyone wants to join, you got 2 slots left! The Campaign will start Wednesday (11/25/15 or 25/11/15).

Finally, here's the art for Haarkin:
fKoYihY.png

Walrus's are super hilarious to think of punching enemies, because they can't punch, so they're going to be slapping people in the face!
 
Nice. I picked a Walrus Monk with fistwraps for that exact reason, the idea of him slapping people around.
 
  • IN PROGRESS

  • Name: Dietrich von Rawr
  • Race:High Bear
  • Sub Race:Hospitaller
  • Class:Bersekker
  • 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)
  • Treasure: (10 Items and Treasures Max for all Characters)
  • Items: (10 Items and Treasures Max for all Characters)
  • Accessories:
  • Gold:
 
  • IN PROGRESS

  • Name: Dietrich von Rawr
  • Race:High Bear
  • Sub Race:Hospitaller
  • Class:Bersekker
  • 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)
  • Treasure: (10 Items and Treasures Max for all Characters)
  • Items: (10 Items and Treasures Max for all Characters)
  • Accessories:
  • Gold:

I'm sorry, but High Bears are kind of OP, so there could only be one, and Luftwafer's got that. You're going to have to be a different Race.