The Arwich Grinder
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- Raven_Crowking
- Cold-Hearted Immortal
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The Arwich Grinder
If you are interested, and you have not purchased/read Crawl! #9 post your 0-level characters here.
If we can get four people, each with four 0-levels, I'll run it.
Introduction
The Curwen Family have lived up among the pine woods on the outskirts of Arwich Village for as long as the oldest village gaffers can remember. They raise pigs, hunt, and trap among the wooded hills. Talk in the village is that they are quiet and clannish – perhaps something odd in their makeup – but they are well enough regarded. Seldom are the Curwens seen in the village, most often to sell furs or game, or to purchase supplies, but when famine hit Arwich hard two winters ago, it was they who kept many here gathered alive.
Arwich Village has a single tavern, known locally as The Hound, and you are gathered there one evening, drinking and talking away the vexations of another day’s labour, when a Very Large Man stumbles through the door to collapse on the floor. The Very Large Man is not tall – he barely tops five feet – but he is of enormous girth, seemingly equal parts fat and muscle. His arms and legs are so short in comparison that it is a wonder he could walk at all. He is naked, and when examined, dead. There is no obvious sign of a wound.
“His ticker must have gave out,” ventures one neighbour. No one in the tavern has ever seen a man like this before.
“That’s Bessie Curwen’s bonnet!” Jonas, the old tavern keeper gasps when they roll him over. “She was wearing it when she came in with her father for a bag of salt!” And, sure enough, the Very Large Man clutches a bluewhite bonnet decorated with embroidered roses in one fat dead hand.
“He must have come from the Curwen’s. What in the name of heaven or hell could be happening up there?”
The village owes much to their reclusive neighbours. And now, at last, a chance has come to repay that debt. Someone must go up into the pineshrouded hills to rescue the Curwen family. There are eight Curwen’s: The elderly Grandfather Ike; Uncle Charles Curwen, who lives with his brother as a confirmed bachelor; Ward and Caroline Curwen – she having married into the family from nearby Ipsam; their son Wilbur: their older daughter Eliza and her husband Allen Merritt; and their beautiful younger daughter Bessie, who cannot be more than sixteen, and who has set many a village lad’s mind to courting.
Saving them is up to you.
If we can get four people, each with four 0-levels, I'll run it.
Introduction
The Curwen Family have lived up among the pine woods on the outskirts of Arwich Village for as long as the oldest village gaffers can remember. They raise pigs, hunt, and trap among the wooded hills. Talk in the village is that they are quiet and clannish – perhaps something odd in their makeup – but they are well enough regarded. Seldom are the Curwens seen in the village, most often to sell furs or game, or to purchase supplies, but when famine hit Arwich hard two winters ago, it was they who kept many here gathered alive.
Arwich Village has a single tavern, known locally as The Hound, and you are gathered there one evening, drinking and talking away the vexations of another day’s labour, when a Very Large Man stumbles through the door to collapse on the floor. The Very Large Man is not tall – he barely tops five feet – but he is of enormous girth, seemingly equal parts fat and muscle. His arms and legs are so short in comparison that it is a wonder he could walk at all. He is naked, and when examined, dead. There is no obvious sign of a wound.
“His ticker must have gave out,” ventures one neighbour. No one in the tavern has ever seen a man like this before.
“That’s Bessie Curwen’s bonnet!” Jonas, the old tavern keeper gasps when they roll him over. “She was wearing it when she came in with her father for a bag of salt!” And, sure enough, the Very Large Man clutches a bluewhite bonnet decorated with embroidered roses in one fat dead hand.
“He must have come from the Curwen’s. What in the name of heaven or hell could be happening up there?”
The village owes much to their reclusive neighbours. And now, at last, a chance has come to repay that debt. Someone must go up into the pineshrouded hills to rescue the Curwen family. There are eight Curwen’s: The elderly Grandfather Ike; Uncle Charles Curwen, who lives with his brother as a confirmed bachelor; Ward and Caroline Curwen – she having married into the family from nearby Ipsam; their son Wilbur: their older daughter Eliza and her husband Allen Merritt; and their beautiful younger daughter Bessie, who cannot be more than sixteen, and who has set many a village lad’s mind to courting.
Saving them is up to you.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: The Arwich Grinder
Heres 4 I generated on Purple Duck. I ran them through wordpad to reformat them.
I just need to come up with names. 2 Dwarves, a tax collector & a farmer.
Name: Beergut
Occupation: Dwarven miner
Alignment: Law
AC 11 HP 3
Speed 20 Init 1
Strength 11 0
Agility 13 1
Stamina 7 -1
Personality 11 0
Intelligence 12 0
Luck 12 0
Reflex 1
Fortitude -1
Will 0+0 (1
d4)
Equipment
Lantern
Flask - empty (3 cp)
Starting Funds: 39cp
Weaponsck +0 (1d4)
Pick +0 (1d4)
Notes
XP
Lucky Roll: Hawkeye (Missile fire damage rolls)(0)
Languages: Common, Dwarven
Dwarven ability: Infravision
Name: Stovey
Occupation: Tax collector
Alignment:Neutral
AC 9
HP 4
Speed 30 Init -1
Strength 7 -1
Agility 7 -1
Stamina 11 0
Personality 10 0
Intelligence 13 1
Luck 14 1
Reflex -1
Fortitude 0
Will 0
Equipment
100 cp
Iron spike (1 sp)
Starting Funds: 46cp
Weapons
Longsword -1 (1d8-1)
Notes
XP
Longsword -1 (1d8-1)
Lucky Roll: Unholy house (Corruption rolls)(+1)
Languages: Common
Name: Lefty
Occupation: Dwarven blacksmith
Alignment: Law
AC 9 HP 4
Speed 20 Init 0
Strength 16 2
Agility 9 0
Stamina 7 -1
Personality 9 0
Intelligence 4 -2
Luck 13 1
Reflex 0
Fortitude -1
Will 0
Equipment
Mithril (1 oz.)
Holy water (1 vial) (25 gp)
Starting Funds: 30cp
Weapons Hammer +2 (1d4+2)
Notes
XP
Hammer +2 (1d4+2)
Lucky Roll: The raging storm (Spell damage)(+1)
Languages: Common
Dwarven ability: Infravision
Name: Red
Occupation: Parsnip Farmer
Alignment: Neutral
AC 10 HP 3
Speed 30 Init 0
Strength 11 0
Agility 12 0
Stamina 10 0
Personality 14 1
Intelligence 16 2
Luck 12 0
Reflex 0
Fortitude 0
Will 1
Equipment
Sheep
Sack (large) (12 cp)
Starting Funds: 40cp
Pitchfork +0 (1d8)
Weapons Pitch Fork + (1d8)
Notes
XP
Lucky Roll: Birdsong (Number of languages)(0)
Languages: Common
Roll Mode: 3d6 | HP Mode: normal | Average: 10.2 | Mod Sum: -2
I just need to come up with names. 2 Dwarves, a tax collector & a farmer.
Name: Beergut
Occupation: Dwarven miner
Alignment: Law
AC 11 HP 3
Speed 20 Init 1
Strength 11 0
Agility 13 1
Stamina 7 -1
Personality 11 0
Intelligence 12 0
Luck 12 0
Reflex 1
Fortitude -1
Will 0+0 (1
d4)
Equipment
Lantern
Flask - empty (3 cp)
Starting Funds: 39cp
Weaponsck +0 (1d4)
Pick +0 (1d4)
Notes
XP
Lucky Roll: Hawkeye (Missile fire damage rolls)(0)
Languages: Common, Dwarven
Dwarven ability: Infravision
Name: Stovey
Occupation: Tax collector
Alignment:Neutral
AC 9
HP 4
Speed 30 Init -1
Strength 7 -1
Agility 7 -1
Stamina 11 0
Personality 10 0
Intelligence 13 1
Luck 14 1
Reflex -1
Fortitude 0
Will 0
Equipment
100 cp
Iron spike (1 sp)
Starting Funds: 46cp
Weapons
Longsword -1 (1d8-1)
Notes
XP
Longsword -1 (1d8-1)
Lucky Roll: Unholy house (Corruption rolls)(+1)
Languages: Common
Name: Lefty
Occupation: Dwarven blacksmith
Alignment: Law
AC 9 HP 4
Speed 20 Init 0
Strength 16 2
Agility 9 0
Stamina 7 -1
Personality 9 0
Intelligence 4 -2
Luck 13 1
Reflex 0
Fortitude -1
Will 0
Equipment
Mithril (1 oz.)
Holy water (1 vial) (25 gp)
Starting Funds: 30cp
Weapons Hammer +2 (1d4+2)
Notes
XP
Hammer +2 (1d4+2)
Lucky Roll: The raging storm (Spell damage)(+1)
Languages: Common
Dwarven ability: Infravision
Name: Red
Occupation: Parsnip Farmer
Alignment: Neutral
AC 10 HP 3
Speed 30 Init 0
Strength 11 0
Agility 12 0
Stamina 10 0
Personality 14 1
Intelligence 16 2
Luck 12 0
Reflex 0
Fortitude 0
Will 1
Equipment
Sheep
Sack (large) (12 cp)
Starting Funds: 40cp
Pitchfork +0 (1d8)
Weapons Pitch Fork + (1d8)
Notes
XP
Lucky Roll: Birdsong (Number of languages)(0)
Languages: Common
Roll Mode: 3d6 | HP Mode: normal | Average: 10.2 | Mod Sum: -2
Last edited by marshal kt on Sun Mar 02, 2014 1:58 pm, edited 1 time in total.
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- Mighty-Thewed Reaver
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Re: The Arwich Grinder
sure! gotta type up my four...
- MrHemlocks
- Chaos-Summoning Sorcerer
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Re: The Arwich Grinder
Sure thing! Count me in if you have room Can we use the 0 level generator over at Purple Sorcerer Games? You are going to run the game here not EnWorld?
- Raven_Crowking
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Re: The Arwich Grinder
I am running the game here. I encourage the use of the PS generator; it is excellent.
I don't have anything to do with EN World these days.
I don't have anything to do with EN World these days.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- MrHemlocks
- Chaos-Summoning Sorcerer
- Posts: 756
- Joined: Wed Aug 10, 2011 6:07 am
- Location: The Rollings Hobbit Hills of Ohio
Re: The Arwich Grinder
Great! When do you plan to start? I can make characters later tonight or tomorrow.Raven_Crowking wrote:I am running the game here. I encourage the use of the PS generator; it is excellent.
I don't have anything to do with EN World these days.
- Raven_Crowking
- Cold-Hearted Immortal
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- Joined: Fri Mar 16, 2012 9:41 am
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Re: The Arwich Grinder
I will start as soon as I have four vict...er, players.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: The Arwich Grinder
I just wish there was a better way to save and copy the characters from PS. I copied them all and then had to reformat them.
- Raven_Crowking
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Re: The Arwich Grinder
You can store them somewhere and then link.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
- MrHemlocks
- Chaos-Summoning Sorcerer
- Posts: 756
- Joined: Wed Aug 10, 2011 6:07 am
- Location: The Rollings Hobbit Hills of Ohio
Re: The Arwich Grinder
I here you! I made four characters, using P.S. creator, but when pasting them on this site...butt ass ugly results So, I guess I will need to roll them and post them one at a time.marshal kt wrote:I just wish there was a better way to save and copy the characters from PS. I copied them all and then had to reformat them.
- MrHemlocks
- Chaos-Summoning Sorcerer
- Posts: 756
- Joined: Wed Aug 10, 2011 6:07 am
- Location: The Rollings Hobbit Hills of Ohio
Re: The Arwich Grinder
Name: Thulan ---DIED FROM CURWEN MUTANT BEAST
Occupation: Miller/Baker
Alignment: N
AC 11 HP 3
Speed 30 Init +1
Strength 8-1
Agility 14+1
Stamina 9
Personality 10
Intelligence 17+2
Luck 9
Reflex +1
Fortitude 0
Will 0
Equipment: 1LB Flour, 1 Empty Flask, 1 Flint & Steel, 3 Torches
Starting Funds: 0 copper
Weapons: Club
Notes
Lucky Roll: Skill Checks
Languages: Common, Eagle, Orc
Name:Pratel
Occupation: Orphan
Alignment: N
AC 10 HP 2
EXP: 8
Speed 30 Init 0
Strength 14+1
Agility 10
Stamina 9
Personality 12
Intelligence 13+1
Luck 13+1 -2
Reflex 0
Fortitude 0
Will 0
Equipment: Rag Doll, 1Empty Flask, 1 Flint & Steel, 3 Torches
Starting Funds: 14 Copper
Weapons: Club
Notes
Lucky Roll: Spell Checks
Languages: Common, Hobgoblin
Name:Balin
Occupation: Dwarf Rat-Catcher
Alignment: L
AC 10 HP 4 -3
EXP: 8
Speed 20 Init 0
Strength 14+1
Agility 9
Stamina 9
Personality 11
Intelligence 10
Luck 13-2
Reflex 0
Fortitude 0
Will 0
Equipment: 10' Pole, Net, 1 Crowbar, 3 Torches, 1 Empty Flask, 1 Flint & Steel
Starting Funds: 8 Copper
Weapons: Club
Armor:
Notes
Lucky Roll: Find Secret Doors
Languages: Common, Dwarf
Name:Zorathus ---dead via hands of Mrs. Curwen
Occupation: Chess Maker
Alignment: N
AC 10 HP 3
Speed 30 Init 0
Strength 9
Agility 12
Stamina 14+1
Personality 11
Intelligence 14+1
Luck 15+1
Reflex 0
Fortitude +1
Will 0
Equipment: Stinky Chess, 1 Large Sack, 1 Empty Flask, 1 Flint & Steel, 3 Torches
Starting Funds: 4 Copper
Weapons:Cudgel
Notes
Lucky Roll: All Save Throws
Languages: Common, Elf
Occupation: Miller/Baker
Alignment: N
AC 11 HP 3
Speed 30 Init +1
Strength 8-1
Agility 14+1
Stamina 9
Personality 10
Intelligence 17+2
Luck 9
Reflex +1
Fortitude 0
Will 0
Equipment: 1LB Flour, 1 Empty Flask, 1 Flint & Steel, 3 Torches
Starting Funds: 0 copper
Weapons: Club
Notes
Lucky Roll: Skill Checks
Languages: Common, Eagle, Orc
Name:Pratel
Occupation: Orphan
Alignment: N
AC 10 HP 2
EXP: 8
Speed 30 Init 0
Strength 14+1
Agility 10
Stamina 9
Personality 12
Intelligence 13+1
Luck 13+1 -2
Reflex 0
Fortitude 0
Will 0
Equipment: Rag Doll, 1Empty Flask, 1 Flint & Steel, 3 Torches
Starting Funds: 14 Copper
Weapons: Club
Notes
Lucky Roll: Spell Checks
Languages: Common, Hobgoblin
Name:Balin
Occupation: Dwarf Rat-Catcher
Alignment: L
AC 10 HP 4 -3
EXP: 8
Speed 20 Init 0
Strength 14+1
Agility 9
Stamina 9
Personality 11
Intelligence 10
Luck 13-2
Reflex 0
Fortitude 0
Will 0
Equipment: 10' Pole, Net, 1 Crowbar, 3 Torches, 1 Empty Flask, 1 Flint & Steel
Starting Funds: 8 Copper
Weapons: Club
Armor:
Notes
Lucky Roll: Find Secret Doors
Languages: Common, Dwarf
Name:Zorathus ---dead via hands of Mrs. Curwen
Occupation: Chess Maker
Alignment: N
AC 10 HP 3
Speed 30 Init 0
Strength 9
Agility 12
Stamina 14+1
Personality 11
Intelligence 14+1
Luck 15+1
Reflex 0
Fortitude +1
Will 0
Equipment: Stinky Chess, 1 Large Sack, 1 Empty Flask, 1 Flint & Steel, 3 Torches
Starting Funds: 4 Copper
Weapons:Cudgel
Notes
Lucky Roll: All Save Throws
Languages: Common, Elf
Last edited by MrHemlocks on Fri Jul 18, 2014 2:42 pm, edited 11 times in total.
Re: The Arwich Grinder
I copied them over to Wordpad and then refomatted them. I also printed them out to have a hard copy handy.MrHemlocks wrote:I here you! I made four characters, using P.S. creator, but when pasting them on this site...butt ass ugly results So, I guess I will need to roll them and post them one at a time.marshal kt wrote:I just wish there was a better way to save and copy the characters from PS. I copied them all and then had to reformat them.
- Raven_Crowking
- Cold-Hearted Immortal
- Posts: 3159
- Joined: Fri Mar 16, 2012 9:41 am
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Re: The Arwich Grinder
If we have no one else by Sunday night, I am starting Monday morning with who we have.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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- Mighty-Thewed Reaver
- Posts: 350
- Joined: Wed Feb 23, 2011 8:17 am
Re: The Arwich Grinder
Hey all
Tough as nails, the Mercenary Brom Valantar found a collection of vagabonds and brought them with him to the town of Arwich. Brom is a rugged type, with black hair and days of beard stubble. He wears a coat of hide armor (not added to his AC!), and is interested in whatever the mission is here in Arwich. That and getting his other charges safely through this adventure.
...and it won't let me add the pdf...
Tough as nails, the Mercenary Brom Valantar found a collection of vagabonds and brought them with him to the town of Arwich. Brom is a rugged type, with black hair and days of beard stubble. He wears a coat of hide armor (not added to his AC!), and is interested in whatever the mission is here in Arwich. That and getting his other charges safely through this adventure.
...and it won't let me add the pdf...
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- Mighty-Thewed Reaver
- Posts: 350
- Joined: Wed Feb 23, 2011 8:17 am
Re: The Arwich Grinder
Bandobor
Trapper
AC 10
hp3
s 10
a 11
sta 13
p13
int13
luck 17
ref 0
f 1
w 1
speed 30
lucky roll spell check +2
funds: 39cp
badger pelt
chain 10' (30gp)
sling 1d4
Bron
Mercenary
AC10
HP4
s 15
a12
st15
per14
int16
luck13
ref0
fort1
will1
longsword +1/1d8+1
funds: 40cp
hide armor
candle 1cp
lucky roll: broken star: fumbles +1
Arvanda
herbalist
ac10
hp 1
s9
a11
st8
personality 7
int 15
luck 17
ref 0
fort -1
will -1
funds: 33cp
herbs 1lb
rations 1day 5cp
lucky roll: spider bite: +2 vs poison
Lady Aelfwyn
elven forester
ac 10
hp1
str14
a12
sta5
per12
int6
luck 9
Ref 0
Fort -2
Will 0
Lucky roll: magical healing 0
elven traits: hieghtened senses; iron vulnerability
Trapper
AC 10
hp3
s 10
a 11
sta 13
p13
int13
luck 17
ref 0
f 1
w 1
speed 30
lucky roll spell check +2
funds: 39cp
badger pelt
chain 10' (30gp)
sling 1d4
Bron
Mercenary
AC10
HP4
s 15
a12
st15
per14
int16
luck13
ref0
fort1
will1
longsword +1/1d8+1
funds: 40cp
hide armor
candle 1cp
lucky roll: broken star: fumbles +1
Arvanda
herbalist
ac10
hp 1
s9
a11
st8
personality 7
int 15
luck 17
ref 0
fort -1
will -1
funds: 33cp
herbs 1lb
rations 1day 5cp
lucky roll: spider bite: +2 vs poison
Lady Aelfwyn
elven forester
ac 10
hp1
str14
a12
sta5
per12
int6
luck 9
Ref 0
Fort -2
Will 0
Lucky roll: magical healing 0
elven traits: hieghtened senses; iron vulnerability
- Raven_Crowking
- Cold-Hearted Immortal
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Re: The Arwich Grinder
If so, they were here for the famine as well.fireinthedust wrote:Hey all
Tough as nails, the Mercenary Brom Valantar found a collection of vagabonds and brought them with him to the town of Arwich. Brom is a rugged type, with black hair and days of beard stubble. He wears a coat of hide armor (not added to his AC!), and is interested in whatever the mission is here in Arwich. That and getting his other charges safely through this adventure.
...and it won't let me add the pdf...
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
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- Mighty-Thewed Reaver
- Posts: 350
- Joined: Wed Feb 23, 2011 8:17 am
Re: The Arwich Grinder
Sounds good
Those poor Curwens! We should go immediately, and find out who this strange dead man was. He could be a bandit, a raider, or some family friend who was visiting and was attacked, thus dying in an attempt to get help from us!
Those poor Curwens! We should go immediately, and find out who this strange dead man was. He could be a bandit, a raider, or some family friend who was visiting and was attacked, thus dying in an attempt to get help from us!
Re: The Arwich Grinder
Name: Godwin
XP:
Beadle
Law
AC: 10
HP: 5
Str: 8 -1
Agil: 9
Sta: 13 +1
Pers: 7 -1
Int: 10
Luck: 13 +1
Ref: 0
Fort: 1
Will: -1
Speed: 30
Init: 0
Lucky Roll: Righteous Heart (turn unholy) +1
Funds: 51 cp
Equipment: Holy Symbol, chalk, staff
Weapon: Butcher Knife -1 (1d4-1)?
Languages: Common
Name: Milo
Killied by mud monster tentacles
Occupation: Ditch Digger
Law
AC: 11
HP: 2
Str: 9
Agil: 8 -1
Sta: 8 -1
Pers: 14 +1
Int: 11
Luck: 16 +2
Ref: -1
Fort: -1
Will: 1
Speed: 30
Init: -1
Lucky Roll: Charmed House (AC) +2
Funds: 1 cp
Equipment: fine dirt (1 lb), lantern, oil flask
Weapon: iron axe +0 (1d6)
Languages: Common
Name: Bill
XP 7
Halfling Chicken Butcher
Chaos
AC: 12
HP: 3
Str: 10
Agil: 17 +2
Sta: 12
Pers: 10
Int: 8 -1
Luck: 15 +1
Ref: 2
Fort: 0
Will: 0
Speed: 20
Init: 2
Lucky Roll: Born on the Battlefield (Damage Rolls) +1
Funds: 40 cp
Equipment: Chicken Meat, Backpack
Weapon: Hand axe +0 (1d6+1)
Languages: Common, Halfling
Abilities: Infravision
Name: Robin
Dragged into alternate dimension by mud tentacle
Outlaw
Chaos
AC: 13
HP: 4
Str: 12
Agil: 13 +1
Sta: 13 +1
Pers: 10
Int: 11
Luck: 18 +3
Ref: 1
Fort: 1
Will: 0
Speed: 30
Init: 1
Lucky Roll: Path of the Bear (melee damage) +3
Funds: 39 cp
Equipment: Leather Armor, chalk
Weapon: Short Sword+0 (1d6+2)
Languages: Common
XP:
Beadle
Law
AC: 10
HP: 5
Str: 8 -1
Agil: 9
Sta: 13 +1
Pers: 7 -1
Int: 10
Luck: 13 +1
Ref: 0
Fort: 1
Will: -1
Speed: 30
Init: 0
Lucky Roll: Righteous Heart (turn unholy) +1
Funds: 51 cp
Equipment: Holy Symbol, chalk, staff
Weapon: Butcher Knife -1 (1d4-1)?
Languages: Common
Name: Milo
Killied by mud monster tentacles
Occupation: Ditch Digger
Law
AC: 11
HP: 2
Str: 9
Agil: 8 -1
Sta: 8 -1
Pers: 14 +1
Int: 11
Luck: 16 +2
Ref: -1
Fort: -1
Will: 1
Speed: 30
Init: -1
Lucky Roll: Charmed House (AC) +2
Funds: 1 cp
Equipment: fine dirt (1 lb), lantern, oil flask
Weapon: iron axe +0 (1d6)
Languages: Common
Name: Bill
XP 7
Halfling Chicken Butcher
Chaos
AC: 12
HP: 3
Str: 10
Agil: 17 +2
Sta: 12
Pers: 10
Int: 8 -1
Luck: 15 +1
Ref: 2
Fort: 0
Will: 0
Speed: 20
Init: 2
Lucky Roll: Born on the Battlefield (Damage Rolls) +1
Funds: 40 cp
Equipment: Chicken Meat, Backpack
Weapon: Hand axe +0 (1d6+1)
Languages: Common, Halfling
Abilities: Infravision
Name: Robin
Dragged into alternate dimension by mud tentacle
Outlaw
Chaos
AC: 13
HP: 4
Str: 12
Agil: 13 +1
Sta: 13 +1
Pers: 10
Int: 11
Luck: 18 +3
Ref: 1
Fort: 1
Will: 0
Speed: 30
Init: 1
Lucky Roll: Path of the Bear (melee damage) +3
Funds: 39 cp
Equipment: Leather Armor, chalk
Weapon: Short Sword+0 (1d6+2)
Languages: Common
Last edited by drpete on Fri Apr 18, 2014 6:06 pm, edited 6 times in total.
Re: The Arwich Grinder
I'm interested!
Abram Cove Warrior 1 (Bandit-beggar): XP: 10
AC 9; 13 hp; S 16 (+2), A 6 (-1), St 9, P 15 (+1), I 11, L 11; Chaos;
Ref 0, Fort +1, Will +1; Init 0; Speed 30
Crutches, waterskin, candle (x2), flint & steel, rations, large sack (x2), torch, 13 cp
club +2 (1d4+2), sling -1 (1d4+2), iron axe +2 (1d6+2)
Special:
Attack Modifier: d3
Mighty Deed of Arms:
--
Critical Hits: 19-20/1d12/Table III
Initiative: +level
Luck: Luck mod. to rolls with battleaxe (+0)
Action Dice: 1d20
HP Rolls:
1st lv HP (1d12=9)
Badr Balik (astrologer): Bashed by giant, malformed baby until dead.
AC 10; DEAD hp; S 12, A 12, St 7 (-1), P 11, I 11, L 8 (-1); Law;
Ref 0, Fort -1, Will 0; Init 0; Speed 30
Spyglass, iron spike, 10 ft. pole, torch, dagger +0 (1d4), 9 cp
Raised by Wolves (Unarmed attack rolls, -1)
Rogett Lammerson (wainwright): Plummeted to his death from the tentacles of other dimensional horror.
AC 10; DEAD hp; S 6 (-1), A 12, St 10, P 15 (+1), I 13 (+1), L 10; Law;
Ref 0, Fort 0, Will +1; Init 0; Speed 30
Pushcart (rocks), chalk (1 piece), 50 ft. rope, club -1 (1d4-1), 13 cp
Randow Lammerson (wainwright): Gutted by Bessie Curwen at the pit of the mud thing.
AC 8; DEAD hp; S 12, A 5 (-2), St 9, P 10, I 12, L 12; Neutral;
Ref -2, Fort 0, Will 0; Init -2; Speed 30
Pushcart (tomatoes), 10-ft pole, club +0 (1d4)
Abram Cove Warrior 1 (Bandit-beggar): XP: 10
AC 9; 13 hp; S 16 (+2), A 6 (-1), St 9, P 15 (+1), I 11, L 11; Chaos;
Ref 0, Fort +1, Will +1; Init 0; Speed 30
Crutches, waterskin, candle (x2), flint & steel, rations, large sack (x2), torch, 13 cp
club +2 (1d4+2), sling -1 (1d4+2), iron axe +2 (1d6+2)
Special:
Attack Modifier: d3
Mighty Deed of Arms:
--
Critical Hits: 19-20/1d12/Table III
Initiative: +level
Luck: Luck mod. to rolls with battleaxe (+0)
Action Dice: 1d20
HP Rolls:
1st lv HP (1d12=9)
Badr Balik (astrologer): Bashed by giant, malformed baby until dead.
AC 10; DEAD hp; S 12, A 12, St 7 (-1), P 11, I 11, L 8 (-1); Law;
Ref 0, Fort -1, Will 0; Init 0; Speed 30
Spyglass, iron spike, 10 ft. pole, torch, dagger +0 (1d4), 9 cp
Raised by Wolves (Unarmed attack rolls, -1)
Rogett Lammerson (wainwright): Plummeted to his death from the tentacles of other dimensional horror.
AC 10; DEAD hp; S 6 (-1), A 12, St 10, P 15 (+1), I 13 (+1), L 10; Law;
Ref 0, Fort 0, Will +1; Init 0; Speed 30
Pushcart (rocks), chalk (1 piece), 50 ft. rope, club -1 (1d4-1), 13 cp
Randow Lammerson (wainwright): Gutted by Bessie Curwen at the pit of the mud thing.
AC 8; DEAD hp; S 12, A 5 (-2), St 9, P 10, I 12, L 12; Neutral;
Ref -2, Fort 0, Will 0; Init -2; Speed 30
Pushcart (tomatoes), 10-ft pole, club +0 (1d4)
Last edited by GlassEye on Thu Jul 31, 2014 11:02 am, edited 18 times in total.
- Raven_Crowking
- Cold-Hearted Immortal
- Posts: 3159
- Joined: Fri Mar 16, 2012 9:41 am
- FLGS: The Sword & Board
- Contact:
Re: The Arwich Grinder
If everyone is ready, we can begin.
After the startling arrival of the Very Large Man, folk begin to stop making eye contact. Everyone knows that the villages owes much to the Curwens, but few wish to venture up to the dark pine-shrouded hills at night. Who knows what could be happening up there? The fact is that most folks are not cut out for greatness; many will not even reach for it when Fate extends the opportunity. The tavern slowly begins to empty, as one by one or two by two folk discover that they have a pressing need to be elsewhere.
After the startling arrival of the Very Large Man, folk begin to stop making eye contact. Everyone knows that the villages owes much to the Curwens, but few wish to venture up to the dark pine-shrouded hills at night. Who knows what could be happening up there? The fact is that most folks are not cut out for greatness; many will not even reach for it when Fate extends the opportunity. The tavern slowly begins to empty, as one by one or two by two folk discover that they have a pressing need to be elsewhere.
SoBH pbp:
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Cathbad the Meek (herbalist Wizard 1): AC 9; 4 hp; S 7, A 7, St 10, P 17, I 13, L 8; Neutral; Club, herbs, 50' rope, 50 cp; -1 to melee attack rolls. Hideous scar.
Re: The Arwich Grinder
Godwin kneels over the body, sayig Last Rites, and looking for a cause of death while gently taking the bonnet from the large man's hand.
Robin studies the man's features, to see if he can recognize him.
Milo looks around the room at the remaining crowd. "We owe the Curwens our lives! Poor Bessie might be hurt! Come on, folks, who's with us?"
Bill stops edging toward the door "Aw hell, you're right, let's go save Bessie!"
Robin studies the man's features, to see if he can recognize him.
Milo looks around the room at the remaining crowd. "We owe the Curwens our lives! Poor Bessie might be hurt! Come on, folks, who's with us?"
Bill stops edging toward the door "Aw hell, you're right, let's go save Bessie!"
Re: The Arwich Grinder
Umm what dead body? I only see where a very, large man walked into the tavern, and alot of people left.
Re: The Arwich Grinder
The man walked in and collapsed, dead... no obvious signs of a wound. (it's in the first post of this thread)
Re: The Arwich Grinder
The Lammerson twins (who hardly look like brothers let alone twins) watch with curiosity as Godwin the Beadle examines the dead body of the Very Large Man who also happens to not be very tall. “He’s a porky one, don’t ya think? ‘Bout as fat as one of those Curwen hogs,” says Rogett Lammerson who happens to be pretty scrawny himself as he pokes Randow in the ribs.
Randow Lammerson jumps and spills beer down the side of his mug. “Lookit! Ya made me spill the beer.” He frowns at his brother but it slowly turns to a sly smile. “Maybe he’s just a cousin on the visit who had a bit much to drink and went prancin’ around in his nekkid self. Think we could get a bit of coin for cartin’ him back up to the Curwen’s?”
“Dump out those moldy ‘maters and cart him up then,” says Rogett.
“What? Those to-matoes are still good. That’s slander, it is. You dump your pushcart; you ain’t got nothin’ but rocks in there.” The two brothers look like they could argue inconsequentials for hours but since they aren’t taking off like most of the others in the Hound they could probably easily be persuaded to check on the Curwens.
Badr Balik strokes his pointed beard and squats down next to the Beadle. “Found anything, Godwin? I feared something like this might happen. When the Razor cuts beneath the constellation of the Throne it is the heavens declaring ill favored deeds are in the offing. Of course, we must all go to the Curwen farm to make sure it isn’t being overrun by roly-poly, unclad dwarves.”
Abram Cove, sitting inconspicuously in the shadow farthest from the fire and trying to cadge drinks from the half drunk, snorts. Just like busybody Badr Balik to want to poke his nose in and drag half the town with him. But then again, if there really is trouble then there might be the opportunity to acquire some coin. Troublesome times are often profitable times, at least for those with keen mercenary senses. He catches Robin’s eye and raises one brow in an unspoken question.
Randow Lammerson jumps and spills beer down the side of his mug. “Lookit! Ya made me spill the beer.” He frowns at his brother but it slowly turns to a sly smile. “Maybe he’s just a cousin on the visit who had a bit much to drink and went prancin’ around in his nekkid self. Think we could get a bit of coin for cartin’ him back up to the Curwen’s?”
“Dump out those moldy ‘maters and cart him up then,” says Rogett.
“What? Those to-matoes are still good. That’s slander, it is. You dump your pushcart; you ain’t got nothin’ but rocks in there.” The two brothers look like they could argue inconsequentials for hours but since they aren’t taking off like most of the others in the Hound they could probably easily be persuaded to check on the Curwens.
Badr Balik strokes his pointed beard and squats down next to the Beadle. “Found anything, Godwin? I feared something like this might happen. When the Razor cuts beneath the constellation of the Throne it is the heavens declaring ill favored deeds are in the offing. Of course, we must all go to the Curwen farm to make sure it isn’t being overrun by roly-poly, unclad dwarves.”
Abram Cove, sitting inconspicuously in the shadow farthest from the fire and trying to cadge drinks from the half drunk, snorts. Just like busybody Badr Balik to want to poke his nose in and drag half the town with him. But then again, if there really is trouble then there might be the opportunity to acquire some coin. Troublesome times are often profitable times, at least for those with keen mercenary senses. He catches Robin’s eye and raises one brow in an unspoken question.
- MrHemlocks
- Chaos-Summoning Sorcerer
- Posts: 756
- Joined: Wed Aug 10, 2011 6:07 am
- Location: The Rollings Hobbit Hills of Ohio
Re: The Arwich Grinder
***Tavern of the Big Man***
"Look what we gots here." Balin reaches down and grabs the blue white bonnet from the dead man's paw. "I will give this to Bessie Curwen when I meet her. I am sure she would be glad to have it back." Looking up at the rest of the remaining villagers, "well I for one am going to help that family out. Hell, it is the least any of us could or should do."
Thulan, Pratel and Zoranthus raise up their mugs of mead in an agreement with Balin's proposal. They also will head to the old Curwen farm.
"Look what we gots here." Balin reaches down and grabs the blue white bonnet from the dead man's paw. "I will give this to Bessie Curwen when I meet her. I am sure she would be glad to have it back." Looking up at the rest of the remaining villagers, "well I for one am going to help that family out. Hell, it is the least any of us could or should do."
Thulan, Pratel and Zoranthus raise up their mugs of mead in an agreement with Balin's proposal. They also will head to the old Curwen farm.