Black Eyed Susan hails from far off Lantres, she's in exile due to a series of unfortunate events where her family House Blackey lost their lives, their lands to a knave who calls himself Duke Donal Black. Susan owes her life to several loyal servants, who helped her evade the agents of Duke Donal Black. Susan has long blonde hair, which normally flows loose and dark brown eyes, she is eighteen, flirtatious but protects her virtue.
Her talent for deception, disguise and use of thieves tools came from the sheer necessity to survive. There is a family legacy within the Blackey/Blackeye bloodline, an ancestor forged a pact with the Seeker (A deity of forgotten lore). True heirs to of the blood will manifest magical talents. Susan's power manifested, when she was desperate to evade capture and she charmed some one to help her. At some point Susan hopes to further develop her magical talents, mainly to help her acquire shiny sparkling gems and with the long term goal of regaining her heritage and becoming Duchess Susan Blackeye of Lantres.
The city of Seacast has been Susan's home for the past 7 years. When she first arrived, she found sanctuary within the criminal underworld. When she was 17, she applied to join the Seacast Guard and was accepted. Now she is one of the guard, many of her former friends no longer like her. Susan is a charming lady(even without using magic), who can wrap most people round her little finger. She has found new friends within the guard and is slowly learning to trust them. She currently avoids talking about her past, claiming that its too painful.
She has had a few encounters with Rex, sometimes on the other side and has developed a respect for his integrity and skill. Susan is fascinated by Irhthos and his magical abiliy. She looks up to Finn as a mentor and likes Barigil. Susan is not religious, but is respectful to those of faith.
Irthos was searching in the forest for answers, when he found a black, sentient weapon. Thinking nothing was wrong about it, he decided to test how strong it was on his arm, but when he picked it up, it told him to not do that, and irthos was so shocked he asked for all the power it could grant him. The sword "Blacklight" decided to do so, and irthos had finally found what he was looking for. He then traveled to a city, needing some advice from humanoids on how to use it.
5 years later, irthos had become a champion with using magic, and vowed to protect the world from evil! (And good. Too much good is evil again.) From then, he has acted like a moral policeman, judging whether the attackers had a vaild argument, then calling them stupid if they actually did have a reason to attack.
In the present day, he wants to learn knowledge about these "Goblins" and "Oni". Also, he likes lizards.
He is looking for a large scythe and black cloak, and enjoys playing dragonchess.
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
Barigil is a good natured half-elf who comes from an Elven father and human mother. His father created woodcarvings ranging from posts and headboards to fine statues. Barigil learned the basics of this trade from his father, and was then apprenticed to a Dwarf named Toduk, where he completed his apprenticeship and enjoyed journeyman status in the woodcarver’s guild. Woodcarving is more than his trade, it is a passion he enjoys.
He has always appreciated art, and was most interested in the techniques and methods used to create it. During his apprenticeship he would visit the temple of the god of knowledge (Name?) and see works people had created. During one visit he saw a creation used to map the stars, and when he inquired how it works, the priest said that no one knew. The particular device was uncovered during an excavation. This lead Barigil to question how much knowledge had been lost to time, and after several discussions with the priest, Barigil knew he wanted to make it his duty to find and preserve art, devices, and knowledge that have been or could be lost. After all, where would he be if he hadn’t learned his trade?
Barigil believes people should be free to pursue their own livelihoods. He freely chats with people, and enjoys laughter and the company of others. When alone, if he isn’t working a wood carving, he is reading scrolls or books.
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I don't like quotations, tell me what you know. - Ralph Waldo Emerson
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
The outrider arrived about an hour ago. The head baron, Baron Arald has called an emergency war meeting.
"The town of Timberbottom had fallen to the Oni and their goblinoid lackeys."
"How should we procede?" asks one of the generals. His name is General Duncan and he is well respected.
The head baron points a finger at a map of the realm. "We must get to Timberbottom, but to do so we must pass through or near several towns that could be potential enemy outposts. I think we should leave the decision up to the council. Town Protectors, you will be allowed to argue your case."
You can choose tomorrow morning, two days after or a fortnight (two weeks) after. The council is made up of eleven parts. These are the Head Baron, General Duncan (commander of the infantry), General Harker (commander of the archers and rangers), General Berrigan (commander of the heavy troops), the Merchants Council, the common people representatives, the soldier representatives, the Barons Council, the Lord's Alliance representative, the artisans guild, and the adventures league. You must convince the outrider and at least two of the following: Barons Council, Head Baron, Merchants Council, General Berrigan, and the Lord's Alliance representative. You must convince at least 7 of the 12 parts of the council for your plan of attack to be put into action. Otherwise, I will choose one of the other two randomly.
Some figures of great influence, such as Duncan influence other parts of the council. It you convince someone to see it your way, the DC drops by five for those influenced by the convinced person, but if you don't, the DC rises by 5.
The starting DC is 15.
The council is slightly friendly towards you, if that helps.
Please let me know if you have any questions.
Other notes: If you use only 1 person you can only pick a fortnight, two people two days or a fortnight and so on. If the plan of attack is a fortnight or two days, you can explore Seacast and do a few side quests for gold and xp.
As an officer, Fin is used to taking charge, but he is also keenly aware of the chain of command. I believe Fin would be under the direction of General Duncan, so he would first confer with him. Fin would like to do so in private if possible, believing that Duncan will share his thoughts, and preferring to let his superior speak publically.
"Sir, it is of course folly to rush under-prepared, headlong into known danger. Leaving in the morning seems unwise. We should send a discreet fastrunner to scout out the towns ahead of us, and report back, while we take a tenday or so to prepare. Timberbottom has already fallen, so there is no need for undue hast; and, as you have oft said sir, forewarned is forearmed."
Barigil will talk with the merchants council and artisans guild, it will be easy to get an audience, and as a fellow member he will be able to appeal to them on a personal level.
"Brothers in craft and trade, Timberbottom has been a key ally for us. It provides us with raw materials, and a market for our goods, and the goods of others that flow through here. To leave them in the hands of Oni and goblins would be tantamount to leaving our own families in those hands. [mumbles and grumblings of agreement and headshakes] But, as the Head Baron pointed out we must past by several towns on the way, and we don't know what those towns hold. To rush out now would be to rush into the darkness. We need to know what lies ahead of us, to do so would allow us to prepare and not become fodder. I suggest we take the time to prepare, and gather what information we can about the situation."
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I don't like quotations, tell me what you know. - Ralph Waldo Emerson
Rex will approach the Head Baron and pull him aside if possible.
"Sir, I hope I do not speak out of turn but I do believe we should give it some time. You may have heard of my successes throughout town in the past, perhaps you can give us a few days to assess the challenge set before us. I'd like to reach into my pocket full of contacts to see if I can get some more information on this, I don't like to make a habit out of falling for traps. As you are the one with the most say in the room, I feel with your support I can ensure that this mission is a complete success." Saying this Rex will peer over to his company of fellow guardsmen. He continues, "They are still green, and I talk a big game but I know when a challenge ahead of us should be taken with caution. We need scouts sent out ahead of us, and we need the support of your generals here."
With a nod Rex will await his response.
- For persuasion I got a 14. So unless I get some sort of bonus somewhere this may not got my way ha ha!
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
Rex was focused upon talking with the baron, he probably didn't notice Susan's approach, once she was about 5 feet away from him and the baron. She smiles and makes a gentle cough. "Baron, please forgive my intrusion. May I add my words in support of Rex, good intelligence about what is going on will enhance the effectiveness of our cities forces and yes our troops are inexperienced here for their skills have been focused upon city defense and patrols."
(She is taking the help action, to enable Rex to roll with advantage or add+5 to his dice roll at the same time, thinking that soldiers would focus their efforts on intelligent action and let the socially adept deal with the political battlefield).
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Black Eyed Susan hails from far off Lantres, she's in exile due to a series of unfortunate events where her family House Blackey lost their lives, their lands to a knave who calls himself Duke Donal Black. Susan owes her life to several loyal servants, who helped her evade the agents of Duke Donal Black. Susan has long blonde hair, which normally flows loose and dark brown eyes, she is eighteen, flirtatious but protects her virtue.
Her talent for deception, disguise and use of thieves tools came from the sheer necessity to survive. There is a family legacy within the Blackey/Blackeye bloodline, an ancestor forged a pact with the Seeker (A deity of forgotten lore). True heirs to of the blood will manifest magical talents. Susan's power manifested, when she was desperate to evade capture and she charmed some one to help her. At some point Susan hopes to further develop her magical talents, mainly to help her acquire shiny sparkling gems and with the long term goal of regaining her heritage and becoming Duchess Susan Blackeye of Lantres.
The city of Seacast has been Susan's home for the past 7 years. When she first arrived, she found sanctuary within the criminal underworld. When she was 17, she applied to join the Seacast Guard and was accepted. Now she is one of the guard, many of her former friends no longer like her. Susan is a charming lady(even without using magic), who can wrap most people round her little finger. She has found new friends within the guard and is slowly learning to trust them. She currently avoids talking about her past, claiming that its too painful.
She has had a few encounters with Rex, sometimes on the other side and has developed a respect for his integrity and skill. Susan is fascinated by Irhthos and his magical abiliy. She looks up to Finn as a mentor and likes Barigil. Susan is not religious, but is respectful to those of faith.
Irthos was searching in the forest for answers, when he found a black, sentient weapon. Thinking nothing was wrong about it, he decided to test how strong it was on his arm, but when he picked it up, it told him to not do that, and irthos was so shocked he asked for all the power it could grant him. The sword "Blacklight" decided to do so, and irthos had finally found what he was looking for. He then traveled to a city, needing some advice from humanoids on how to use it.
5 years later, irthos had become a champion with using magic, and vowed to protect the world from evil! (And good. Too much good is evil again.) From then, he has acted like a moral policeman, judging whether the attackers had a vaild argument, then calling them stupid if they actually did have a reason to attack.
In the present day, he wants to learn knowledge about these "Goblins" and "Oni". Also, he likes lizards.
He is looking for a large scythe and black cloak, and enjoys playing dragonchess.
I'm that cat guy, and i do stuff. Youtube account: https://www.youtube.com/channel/UCGyrtkNMBOOCxyH4Eueno3w
Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)
Barigil is a good natured half-elf who comes from an Elven father and human mother. His father created woodcarvings ranging from posts and headboards to fine statues. Barigil learned the basics of this trade from his father, and was then apprenticed to a Dwarf named Toduk, where he completed his apprenticeship and enjoyed journeyman status in the woodcarver’s guild. Woodcarving is more than his trade, it is a passion he enjoys.
He has always appreciated art, and was most interested in the techniques and methods used to create it. During his apprenticeship he would visit the temple of the god of knowledge (Name?) and see works people had created. During one visit he saw a creation used to map the stars, and when he inquired how it works, the priest said that no one knew. The particular device was uncovered during an excavation. This lead Barigil to question how much knowledge had been lost to time, and after several discussions with the priest, Barigil knew he wanted to make it his duty to find and preserve art, devices, and knowledge that have been or could be lost. After all, where would he be if he hadn’t learned his trade?
Barigil believes people should be free to pursue their own livelihoods. He freely chats with people, and enjoys laughter and the company of others. When alone, if he isn’t working a wood carving, he is reading scrolls or books.
I don't like quotations, tell me what you know. - Ralph Waldo Emerson
Sounds like a lovely cast, I'm getting more excited now!
I'm that cat guy, and i do stuff. Youtube account: https://www.youtube.com/channel/UCGyrtkNMBOOCxyH4Eueno3w
Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)
Expect the first part within a few hours.
When in doubt, magic missle
All right here goes; Part 1: Seacast War Council:
The outrider arrived about an hour ago. The head baron, Baron Arald has called an emergency war meeting.
"The town of Timberbottom had fallen to the Oni and their goblinoid lackeys."
"How should we procede?" asks one of the generals. His name is General Duncan and he is well respected.
The head baron points a finger at a map of the realm. "We must get to Timberbottom, but to do so we must pass through or near several towns that could be potential enemy outposts. I think we should leave the decision up to the council. Town Protectors, you will be allowed to argue your case."
You can choose tomorrow morning, two days after or a fortnight (two weeks) after. The council is made up of eleven parts. These are the Head Baron, General Duncan (commander of the infantry), General Harker (commander of the archers and rangers), General Berrigan (commander of the heavy troops), the Merchants Council, the common people representatives, the soldier representatives, the Barons Council, the Lord's Alliance representative, the artisans guild, and the adventures league. You must convince the outrider and at least two of the following: Barons Council, Head Baron, Merchants Council, General Berrigan, and the Lord's Alliance representative. You must convince at least 7 of the 12 parts of the council for your plan of attack to be put into action. Otherwise, I will choose one of the other two randomly.
Some figures of great influence, such as Duncan influence other parts of the council. It you convince someone to see it your way, the DC drops by five for those influenced by the convinced person, but if you don't, the DC rises by 5.
The starting DC is 15.
The council is slightly friendly towards you, if that helps.
Please let me know if you have any questions.
Other notes: If you use only 1 person you can only pick a fortnight, two people two days or a fortnight and so on. If the plan of attack is a fortnight or two days, you can explore Seacast and do a few side quests for gold and xp.
P.S. I am really excited to play with you guys.
When in doubt, magic missle
As an officer, Fin is used to taking charge, but he is also keenly aware of the chain of command. I believe Fin would be under the direction of General Duncan, so he would first confer with him. Fin would like to do so in private if possible, believing that Duncan will share his thoughts, and preferring to let his superior speak publically.
"Sir, it is of course folly to rush under-prepared, headlong into known danger. Leaving in the morning seems unwise. We should send a discreet fastrunner to scout out the towns ahead of us, and report back, while we take a tenday or so to prepare. Timberbottom has already fallen, so there is no need for undue hast; and, as you have oft said sir, forewarned is forearmed."
Barigil will talk with the merchants council and artisans guild, it will be easy to get an audience, and as a fellow member he will be able to appeal to them on a personal level.
"Brothers in craft and trade, Timberbottom has been a key ally for us. It provides us with raw materials, and a market for our goods, and the goods of others that flow through here. To leave them in the hands of Oni and goblins would be tantamount to leaving our own families in those hands. [mumbles and grumblings of agreement and headshakes] But, as the Head Baron pointed out we must past by several towns on the way, and we don't know what those towns hold. To rush out now would be to rush into the darkness. We need to know what lies ahead of us, to do so would allow us to prepare and not become fodder. I suggest we take the time to prepare, and gather what information we can about the situation."
I don't like quotations, tell me what you know. - Ralph Waldo Emerson
Roll Charisma (persuasion) checks and tell me the result. Barigil, since you are a member, I will give you advantage on that check.
When in doubt, magic missle
Also, that's two votes for attacking a fortnight later right?
When in doubt, magic missle
I rolled a six, and I add nothing to Persuasion, so... six. I don't get advantage, because I'm talking to my commanding officer? :-P
Edit: Wouldn't matter, the next roll was a seven. Yeah, this game is off to a great start. >_<
General Duncan apparently doesn't take the short man very seriously, thinking his bushy eyebrows makes him look like a muppet.
You can try again, but the DC is now twenty.
When in doubt, magic missle
Or you can let someone else do it, but the DC is still 20
When in doubt, magic missle
While he respects you, you are still not anywhere near equals, so no advantage.
When in doubt, magic missle
There are others says to convince him (hint hint).
When in doubt, magic missle
If you guys choose fortnight or two days, feel free to explore Seacast. I have a couple of side quests already planned.
When in doubt, magic missle
Rex will approach the Head Baron and pull him aside if possible.
"Sir, I hope I do not speak out of turn but I do believe we should give it some time. You may have heard of my successes throughout town in the past, perhaps you can give us a few days to assess the challenge set before us. I'd like to reach into my pocket full of contacts to see if I can get some more information on this, I don't like to make a habit out of falling for traps. As you are the one with the most say in the room, I feel with your support I can ensure that this mission is a complete success." Saying this Rex will peer over to his company of fellow guardsmen. He continues, "They are still green, and I talk a big game but I know when a challenge ahead of us should be taken with caution. We need scouts sent out ahead of us, and we need the support of your generals here."
With a nod Rex will await his response.
- For persuasion I got a 14. So unless I get some sort of bonus somewhere this may not got my way ha ha!
Irthos is searching around the city, seeing if there's anything he missed in the year he'd known of most locations, and if anything odd is happening.
I rolled a 21 (Nat 20 - 1 +2 (Prof. bonus)) if that counts.
I'm that cat guy, and i do stuff. Youtube account: https://www.youtube.com/channel/UCGyrtkNMBOOCxyH4Eueno3w
Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)
Rex was focused upon talking with the baron, he probably didn't notice Susan's approach, once she was about 5 feet away from him and the baron. She smiles and makes a gentle cough. "Baron, please forgive my intrusion. May I add my words in support of Rex, good intelligence about what is going on will enhance the effectiveness of our cities forces and yes our troops are inexperienced here for their skills have been focused upon city defense and patrols."
(She is taking the help action, to enable Rex to roll with advantage or add+5 to his dice roll at the same time, thinking that soldiers would focus their efforts on intelligent action and let the socially adept deal with the political battlefield).