The narration is already passed, so it doesn't much matter, but Ace did give his Bag of Holding to Ashe, which the party's been using to keep the contents of the group loot bank in. So the weight of extraneous gear shouldn't be significant, and they could probably also put some of the food in there.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
I took the liberty of making some tokens for the rest of the party (I know Ashe already has one). You guys are free to keep using the default ones Dekkah's been using, but I thought these pictures were decent representations of the characters.
Monique:
Spoiler
Ace:
Spoiler
Bolerum:
Spoiler
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
yeah, that's super cool, dude. I'll take a little bit to get my ic post up, but I survived the forum maintenance and will get back in the swing pretty soon here.
__________________
Thanks Gigi Digi for the avatar.
Already made some suggestions for Monique on Themes, but I'm not sure if I did the same for Ashe and Bole. For Bolerum, I think that Iron Wolf Warrior or Uthgardt Barbarian would both work, given his barbarian multiclass and background. Uthgardt in particular has the fun ability "Thunder Stomp", where you stomp the ground so hard it makes it hard for your enemies to make opportunity attacks . For Ashe, Sarifal Feywarden and Seeker of Illefarn both make some sense, with some minor refluffing for the setting.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
What you think of as civilized, I know to be weak. The world is a savage place. It takes savagery to master it.
Prerequisite: Human
You are an Uthgardt barbarian—a member of one of the savage human tribes that took Uthgar’s name and worshiped him after he fell defending his people from the Pale Giants in ancient days. The deity Tempus took Uthgar into his service then, and now Uthgar fights beside the Lord of Battle in the realms beyond the mortal world. You are part of the Thunderbeast tribe, and even as you pay homage to Uthgar and the spirits of your ancestors, you keep the sacred secret of those great reptilian creatures where they hide in the shadowed heart of the High Forest.
Recently, your tribe left its High Forest home to travel far west to Neverwinter Wood. As is tradition for all Uthgardt, autumn is the time of Runemeet—a holy period when each tribe travels to its ancestor mound to worship the ancient spirits. Your tribe’s mound is Morgur’s Mound, considered to be the holiest site of your people. There, Uthgar shed his blood in battle against Gurt, Lord of the Pale Giants, and broke the back of Gurt’s armies to save the North from domination. Within that same mound are buried the remains of Uthgar’s mortal brother, the hero Morgur.
At Runemeet, youths in an Uthgardt tribe who want to become fully recognized members must engage in a ritual hunt of sworn enemies of their tribe—wolves, in the case of the Thunderbeast barbarians. This was to be your hunt year, and you looked forward to the ceremonies and celebrations at the most holy of the ancestor mounds with great anticipation. However, the ceremony was not to be.
Your tribe found Morgur’s Mound desecrated. The skeleton of the thunderbeast that had rested atop it for untold generations had been stolen, and the mound broken open like a gutted animal. The holy bones of Uthgar’s brother and the treasures they had been buried with were taken as well.
The immensity of the tragedy and the affront to your tribe—indeed, to all Uthgardt—drove your people mad for a time. Once rage cooled to grief, your chieftain Grandthur announced that the tribe would return to the High Forest. Whoever had defiled your ancestor mound had covered their tracks well, and it would take time to discover the culprits. To spend this time so close to the open wound in their hearts would weaken your people, for without an ancestor mound, they could not perform the traditions that would keep them strong.
Grandthur declared that the tribe would travel to Flint Rock, the ancestor mound of the Elk Tribe, to join their fellow Uthgardt there. Then the chieftain turned to you.
Although you were not yet ceremonially recognized, you had proven yourself an able hunter and a combatant who could rival the veterans of the tribe in skill and tenacity. To replace the ritual hunt that you had been meant to undertake, Grandthur gave you the task of discovering the defilers. It would be your duty to await the return of the Gray Wolf tribe—the Uthgardt who traditionally roam near Neverwinter Wood but who were currently away to the north at their own ancestor mound, Raven Rock. You will ask them what they know of the ruin brought upon your people and request their help in restoring Morgur’s Mound to its sacred purpose. Grandthur also made it clear that if you discover the Gray Wolves had some hand in the desecration, the quarry of your special ritual hunt will be a wolf of a different kind.
Uthgardt Barbarian Starting Feature (1st level): You gain the thunder stomp power.
Uthgardt Barbarian Level 5 Feature (5th level): You gain a +4 bonus to Perception checks made to find tracks, and a +4 bonus to Insight checks made against beasts and other Uthgardt.
Uthgardt Barbarian Level 10 Feature (10th level): You gain a +3 power bonus to Intimidate checks.
Thunder Stomp
Your foot comes down with the impact of a thunderbeast, shocking nearby enemies into inaction and hesitation.
Encounter Aura, Primal
Minor Action Personal
Effect: You activate an aura 2 that lasts until the end of your next turn. While in the aura, enemies cannot make opportunity attacks.
Spiritual Guidance - LVL 2
You feel the spirits of your ancestors around you, and in their barely discernible whispers, you hear the truth.
Daily Primal
Free Action Personal
Trigger: You make a History, a Nature, or a Religion check and dislike the result.
Effect: You reroll the check with a +5 power bonus. Use the second result, even if it’s lower.
Strength of the Beast - LVL 6
Your heart pumps thunderously in your chest as your body strains.
Daily Primal
Minor Action Personal
Effect: Until the end of the encounter, you gain a +4 power bonus to Athletics checks and Strength ability checks.
Spirit Swarm - LVL 10
Flickering phantasms of ghostly warriors swirl through the area, hampering your foes and aiding your allies.
Daily Primal, Zone
Minor Action Close burst 2
Effect: The burst creates a zone that lasts until the end of the encounter. Enemies in the zone cannot regain hit points or gain temporary hit points. Whenever you or an ally ends his or her turn in the zone, that character gains 5 temporary hit points.
Published in Neverwinter Campaign Setting, page(s) 30.
Iron Wolf Warrior
Spoiler
Every adult Iron Wolf member considers himself or herself a warrior, taking pride in his or her bravery, tenacity, and stoicism in the face of pain or adversity. An Iron Wolf warrior learns the ways of the forest as a child, mastering arts of woodcraft and honing senses long forgotten by the so-called civilized folk of the world. Each soon-to-be Iron Wolf warrior trains alongside his or her tribal brothers and sisters, taking part in fierce skirmishes against orcs, giants, and other marauders, and learning how to fight and survive under the tutelage of the tribe’s most honored warriors.
As outsiders to the ways of civilization, Iron Wolf warriors are sometimes frustrated and confused by rules of behavior that make no sense to them. When one warrior has a quarrel with one another, he or she confronts that person. A brawl in the road (or, rarely, a duel to the death) is a perfectly acceptable way to settle such conflicts. These warriors value their given word highly, and they hold liars and cheats in utter contempt. Likewise, they have little patience for those who hold positions they did not earn through skill or valor, or who wield power they do not deserve.
Iron Wolf Warrior Starting Feature (1st level): You gain the iron wolf charge power.
Iron Wolf Warrior Level 5 Feature (5th level): You gain a +2 power bonus to Nature checks and Perception checks.
Iron Wolf Warrior Level 10 Feature (10th level): When an enemy drops you below 1 hit point, you can make a basic attack against that enemy as a free action immediately before you begin dying.
Iron Wolf Charge
You scream out an unnerving howl as you charge into battle. Faint-hearted foes shrink from your savage wrath.
Encounter Fear, Martial, Primal
No Action Close burst 2
Trigger: You hit an enemy with a charge attack.
Effect: That enemy takes 1d6 extra damage from the triggering attack, and you make the following attack.
Level 11: 2d6 extra damage.
Level 21: 3d6 extra damage.
Target: Each enemy in the burst
Attack: Highest ability modifier vs. Will
Hit: You push the target up to 2 squares. The target takes a -2 penalty to attack rolls until the end of your next turn.
Savage Effort - LVL 2
Refusing to be defeated, you press on in a test of endurance or athletic prowess that would defeat softer, more civilized people.
Daily Martial, Primal
Minor Action Personal
Effect: Until the end of the encounter, whenever you make an Athletics check or an Endurance check, you can roll twice and use either result.
Wolf's Rend - LVL 3
You trip your foe, then follow up with a quick strike against it.
Encounter Martial, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Highest ability modifier vs. Reflex
Hit: The target takes damage equal to your highest ability modifier and falls prone.
Effect: Make the secondary attack against the target.
Attack: Highest ability modifier vs. AC
Hit: 2[W] + highest ability modifier damage.
Effect: If you hit with both the primary and the secondary attack, you can shift up to 2 squares after the attacks.
Savage Tenacity - LVL 6
When your enemy tries to get away from you, you press it harder and increase your efforts.
Encounter Martial, Primal
Immediate Reaction Personal
Trigger: An enemy adjacent to you shifts 1 square.
Effect: You shift 1 square to a square adjacent to that enemy. You also gain a +2 power bonus to your next attack roll against that enemy until the end of your next turn.
Wolf's Bound - LVL 7
You strike a foe and pull it to the ground, then bound toward another enemy, letting loose a snarl as you attack.
Encounter Fear, Martial, Primal, Weapon
No Action Melee weapon
Trigger: You hit an enemy with a melee attack.
Primary Target: The enemy you hit
Effect: You knock the primary target prone and shift up to 3 squares. Then make the secondary attack.
Secondary Target: One creature other than the primary target
Attack: Highest ability modifier vs. AC
Hit: 2[W] damage. You push the secondary target up to 2 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.
Savage Resurgence - LVL 10
The pain of your wounds drives you to fight even harder.
Daily Martial, Primal
Immediate Reaction Personal
Trigger: An enemy bloodies you or scores a critical hit against you.
Effect: You gain temporary hit points equal to your level + your highest ability modifier. Until you have no temporary hit points left, you gain a +2 power bonus to melee attack rolls.
Iron Wolf's Rend - LVL 13
You trip your foe, then follow up with a quick strike against it.
Encounter Martial, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Highest ability modifier vs. Reflex
Hit: The target takes damage equal to your highest ability modifier and falls prone.
Effect: Make the secondary attack against the target.
Attack: Highest ability modifier vs. AC
Hit: 3[W] + highest ability modifier damage.
Effect: If you hit with both the primary and the secondary attack, you can shift up to 3 squares after the attacks.
Iron Wolf's Bound - LVL 17
You strike a foe and pull it to the ground, then bound toward another enemy, letting loose a snarl as you attack.
Encounter Fear, Martial, Primal, Weapon
No Action Melee weapon
Trigger: You hit an enemy with a melee attack.
Primary Target: The enemy you hit
Effect: You knock the primary target prone and shift up to 4 squares. Then make the secondary attack.
Secondary Target: One creature other than the primary target
Attack: Highest ability modifier vs. AC
Hit: 3[W] damage. You push the secondary target up to 3 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.
Epic Iron Wolf's Rend - LVL 23
You trip your foe, then follow up with a quick strike against it.
Encounter Martial, Primal, Weapon
Standard Action Melee weapon
Target: One creature
Primary Attack: Highest ability modifier vs. Reflex
Hit: The target takes damage equal to your highest ability modifier and falls prone.
Effect: Make the secondary attack against the target.
Attack: Highest ability modifier vs. AC
Hit: 4[W] + highest ability modifier damage.
Effect: If you hit with both the primary and the secondary attack, you can shift up to 4 squares after the attacks.
Epic Iron Wolf's Bound - LVL 27
You strike a foe and pull it to the ground, then bound toward another enemy, letting loose a snarl as you attack.
Encounter Fear, Martial, Primal, Weapon
No Action Melee weapon
Trigger: You hit an enemy with a melee attack.
Primary Target: The enemy you hit
Effect: You knock the primary target prone and shift up to 5 squares. Then make the secondary attack.
Secondary Target: One creature other than the primary target
Attack: Highest ability modifier vs. AC
Hit: 4[W] damage. You push the secondary target up to 4 squares, and it takes a -2 penalty to attack rolls until the end of your next turn.
Published in Dragon Magazine 400.
__________________ My Homebrew
Currently DMing: Heroes on a Sea of Swords - IC - OOC - OOC II
Thanks to Arokh for all the wonderful avatars! May his computer never crash and his mouse arm never cramp!
Timlaff let me know this morning that his work firewall start to block the forum. He isnt sure if it is a temporary thing or not, but he might have to drop the game (Doesnt really have time at home to reply).
Well it could had been anyone, but yeah,I had the feeling you'd not let the food out fo your sight lol.
That is why I did not have you auto-follow the soldier.
I'll also had that Ung support you in my last IC post (in the 5 next minutes)