Tolliver Trask (Human Mercenary Warrior, Sinestri)

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Tolliver Trask (Human Mercenary Warrior, Sinestri)

Postby Tolliver Trask » Tue Jun 06, 2017 5:58 pm

Player Name: John
Google Hangouts: GarrisonBurne

Character Name: Tolliver Trask
Alias: Sarge, Bastard, Old One-Eye, The Deadman, Tek gözlü kurt.
Race: Human (Eastern)
O.C.C.: Mercenary Warrior
Alignment: Unprincipled
XP Level: 4
XP Points: 9,263 (SNAFU 2/01/18)
Next Level @ XP: 12,001
Racial Hostilities: Orcs, Goblins, and Hob-goblins
Sentiments/Western Empire: Those pansy milk drinkers wouldn't know a fight if you drew them a map and plotted their course for them.
Sentiments/Dominion of Man: Too many roads lead to Utu, but still they pay for my services.
Disposition: Complainer; constantly aggravated about something.
Insanity: Obsession: Death
Tolliver would seem to have an disinterest in the very threat of Death. Trask doesn't fear death because he knows that Utu doesn't seek his soul until his 99th year. Tolliver isn't stupid to believe that he's unkillable, he just aware that if he keep up with his prayers to Lord Utu, and continue sending souls to him in his place, that Utu will continue being pleased.

I.Q.: 13
M.E.: 19
M.A.: 11
P.S.: 29 +10 from 9th Ring
P.P.: 27 +3 from 9th Ring
P.E.: 19
P.B.: 8
Speed: 24 (Movement: 360' per Melee, 51' per action)

P.P.E.: 10
I.S.P.: 35
H.P.: 34
S.D.C.: 65
Age: 50 (Birth Date: 4/18/295)
Sex: Male
Height: 6'3"
Weight: 210 lbs
Description: Short white hair and a tired mustache cover the face of a man who has seen all of the bad roads the Eastern Empires can offer. The left side of his face and left ear are covered by hundreds of scars, resulting in one milky white eye paired with a watery blue one. His clothes may have once been an official uniform, but have been patched and repaired so many times that one would be hard pressed to guess what nation they were from. Everything about this man's style screams of a lifetime of warfare, trudging from one forgotten battlefield to another working to kill for the coin of uncaring masters.

Natural Abilities
Perception Bonus: 33% +2% Fox Fetish Factored in.
Charm/Impress: 20%
Invoke Trust/Intimidate: 0%
Max. Encumbrance: 84 lbs
Max. Carrying Weight: 360
Max. Lifting Weight: 720
Max. Jumping Ability: 9' length, 4.5' height.

Special Abilities
Ambidextrous: Can use both the right and left hand with equal skill and dexterity; Paired Weapons skill is automatic. +1 APM, +10% to Climbing skills, +5% to Pick Locks, Pick Pockets, Palming, and Concealment skills.
Lucky SOB (F&G): +3 to all Saves.
Professional Contacts: 33% (+3%)
Power of Prayer: 0 P.P.E.

Minor Sensitive
Sixth Sense (0; F&G)
See the Invisible (4)
Sense Evil (2)

O.C.C. Skills +2% Fox Fetish Factored in.
Climb/Scale Walls 72%/67% (+5%)
Athletics (General)
Language: Eastern 98%
Language: Gobbely 57% (+5%)
Language: Northern 57% (+5%)
Wilderness Survival 57% (+5%)
W.P. Shield
W.P. Sword
W.P. Archery
W.P. Blunt

O.C.C. Related Skills +2% Fox Fetish Factored in.
Field Armorer 52% (+5%)
Recognize Weapon Quality 47% (+5%)
Prowl 42% (+5%)
Swimming 57% (+5%)
Literacy: Eastern 57% (+5%)
Mathematics: Basic 62% (+5%)
Lore Religion 52% (+5%)
Land Navigation 36% (+4%; 2nd level)
Lore Demons & Monsters 42% (+5%; 2nd level)

Secondary Skills +2% Fox Fetish Factored in.
W.P. Knife
Cook 47% (+5%)
Detect Ambush 47% (+5%)
Detect Concealment & Traps 42% (+5%)

Combat Data
HTH Type: Expert (1 Level Higher; F&G)
Number of Attacks: 7
Initiative Bonus: +6 F&G: +3 bonus figured in. +1 Fox Fetish Factored in, +1 Red Brigade Bonus.
Strike Bonus: +8 +1 from 9th Ring
Parry Bonus: +16 +5 Warding Gauntlets Factored in, +1 from 9th Ring.
Dodge Bonus: +12 +1 Fox Fetish Factored in, +1 from 9th Ring
HTH Damage Bonus: +14 +10 from 9th Ring
Bonus to Roll w/Punch: +6 +1 Fox Fetish Factored in.
Bonus to Pull a Punch: +5
Bonus to Disarm: +4
Other: Kick (1D8), Karate Punch (1D6), Karate Kick (2D6)

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Shield (+1 to strike, +2 to parry)
W.P. Sword w/ Fencing (+2 to strike, +3 to parry, +1 to strike when thrown, +1D6 to damage)
W.P. Archery (+3 to strike, +1 to parry, +1 to disarm, ROF: as attacks, +50% range)
W.P. Blunt (+2 to strike, +2 to parry)
W.P. Knife w/ Fencing (+3 to strike, +3 to parry, +2 to strike when thrown)

Saving Throw Bonuses
Coma/Death: +8%
Magic (varies): +8 +3 Armor bonus.
Lethal Poison (14+): +10 +3 Armor bonus, +2 Fox Fetish Factored in.
Non-Lethal Poison (16+): +10 +3 Armor bonus, +2 Fox Fetish Factored in.
Insanity (12+): +8 +3 Armor bonus.
Psionics (14+): +8 +3 Armor bonus.
Horror Factor (varies): +8 +3 Armor bonus.
Disease: +8 F&G: Lucky SOB: +3 Factored in, +1 Fox Fetish Factored in, +3 Armor bonus.
All other Saves: +6 +3 Armor bonus.
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:31 am, edited 4 times in total.
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Tolliver Trask's Equipment

Postby Tolliver Trask » Tue Jun 06, 2017 5:59 pm


Carried/In Hand
Longsword of the Hex
• Damage: 2d6+10
• Modifiers: +5 to strike; +2 to parry
• Note: received from Clan Chief Runark Goldenbeard 15 years ago (Yr:330) for services rendered in the liberation of Northholme. Made from Pale Iron

Tower Shield of the Hex
• Damage: A shield-bash does 2D4+4 damage
• S.D.C.: 200
• Modifiers: +4 to parry
• Weighs 16 lbs
• Features: Subtract 5% of the damage that would normally be inflicted by a weapon when parried by a shield.
• Note: received from Clan Chief Runark Goldenbeard 15 years ago (Yr:330) for services rendered in the liberation of Northholme. Made from Yellow Wood and Pale Iron

Worn on Person
Mjorgullan Mail
• A.R.: 17
• S.D.C.: 360
• Modifiers: None.
• Features: Leggings; knee, shoulder, and elbow guards; helmet; coif; hauberk; arm bands; gloves; surcoat.
• Regenerating Armor (10 S.D.C./Hr)
• Wearer is Impervious to Fire
• +3 on all saves

Enchanted Kettle Hat
Magic Features
• Indestructible
• Wearer is resistant to Cold
• When used as a pot, water and anything at all edible will result in a delicious and nourishing soup once brought to a boil.

Warding Gauntlets of Deflection
(Unique magic item)
☞ S.D.C.: 100 each
☞ Bonus to Parry: +5 when worn; imparts Automatic parry to an unskilled wearer
☞ Wearer suffers only 1/2 damage from any form of magical attack
☞ Both gauntlets must be worn to receive the protections imparted

Guild Capes of the Agentes in Rebus
Enchanted Garment
S.D.C.: 60 (A.R. 10; clothing)
Magic Features
• Impervious to Fire: 60 minutes; twice daily.
• Impervious to Cold: 60 minutes; twice daily.
• Impervious to Horror Factor: 30 minutes; three times daily.
• Chameleon: 20 melees; twice daily

Leather Knife Bandoleer
Worn over shoulder and across the waist that can hold up the 8 small knives in the front and 2 reachable knives in the back (1 on top and 1 on the bottom).
• Sheath 1: Throwing Knife
• Sheath 2: Throwing Knife
• Sheath 3: Throwing Knife
• Sheath 4: Dwarven Throwing Knife
• Sheath 5: Dwarven Throwing Knife
• Sheath 6: Dwarven Throwing Knife
• Sheath 7: Kobold Dagger
• Sheath 8: Dwarven Dagger
• Back Sheath 1: Dwarven Cinquedea
• Back Sheath 2: Enchanted Stiletto

Ranir's Heavy Crossbow
• Range: 660'
• Damage: 2d6+3 (req. P.S.: 18
• Modifiers: +2 to strike

Bolt Case: 24 Crossbow Bolts

• Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
• Belt
• Waterskin
• Suicide Kings Badge (Small brass collar pin)

Minor Luck Fetish: Fox parts
Bonuses and Restrictions: +1 to initiative, +1 to dodge, +1 to roll with impact, +2 to save vs poisons and disease, and +2% to most skill rolls (+5% to cardsharp, seduction, demolitions, trap/mine detection and prospecting skills).
The duration of the luck/bonuses from a fox are constant, because fetishes made with fox are rare (the fox is a predator and cannot be hunted for food).

The Ring of Ages 1d6+1 = 4
Unique Legendary Enchanted Ring
S.D.C.: (if armor or weapon, this is the default amount for such items unless increased through enchantment)
Magic Features
• This simple ring of silver confers 1D6+1 extra lives to its owner.
• That means whenever the wearer is slain, after one minute (4 melee rounds), the character instantly revives, at full Hit Points and S.D.C. and P.P.E. (and/or I.S.P. if psychic).
• This effect only works 1D6+1 times; roll when the owner first takes possession of the ring and keep track of it. Should the owner ever lose the ring and regain it, the number of extra lives remains constant, as if he never lost it in the first place.
• After this ring runs out of extra lives, it will no longer serve any purpose to the wearer, but cannot be removed by any means. It must continue to be worn for the rest of the character's natural life, which will be the long end of normal. In fact, characters who are careful and die of old age are said to revive a minute later as a 20 year old! This is repeated until the last life provided by the ring is gone, lost by natural causes or through foul play.
History: This ring was worn by the sage and mystic Gaan the Reckless, so named for his many daring exploits. Unfortunately, Gaan tended to leap before he looked, and got himself seriously hurt or killed on a few different occasions. What kept him going was his most precious possession, his Ring of Ages.

Ninth of Twelve Rings for the Elder Dwarven Kings
Extremely Rare Legendary Enchanted Ring
M.D.C.: (if armor or weapon, this is the default amount for such items unless increased through enchantment)
Magic Features
• Fighting Spirit (MA 9): 3 minutes, three times daily.
• Demon Strength (Supernatural)
    This magic gives its recipient the equivalent of Demon Strength. In other words, add 10 points to the character's P.S. and turn it into Supernatural Strength for the duration of the spell: 8 minutes, three times daily.
• Increase P.P. by 3
• Increase P.S. by 10

Guild Ring of the Agentes in Rebus
Enchanted Ring
Magic Features
• Tongues: Gives the wearer the ability to understand and speak any language at 98%
• Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible. This ring does not allow the wearer to see through non-magical disguises, nor will the wearer be able to detect Changelings, other shapechangers (like werebeasts and dragons), or otherwise metamorphosed individuals or creatures.

Utility Belt
• Tinderbox
• Tobacco Pouch (w/ Gnomish Tobacco (Dried; 4 oz), Tobacco pipe (Cheap wood))

• Bedroll
• Clothing (Small clothes, Woolen Pants, Under tunic, Battered doublet)
• 2 large sacks
• 2 small sacks
• 200 gold
• Spare Cap
• Spare Pair of gloves


Llornese King Mule
Alignment: Aberrant
I.Q.: 9*
P.S.: 30 (carry 600 lbs; pull 2 tons)
P.E.: 24
P.B.: 2
Speed: 35
Physical Data
S.D.C.: 48
H.P.: 29
P.P.E.: 10
Dimensions: 56” tall; 1200 lbs
Age: 20
Average Life Span: 12
Natural Abilities
Nightvision 60’
Leap 6’ by 12’
Combat Data
+3 to strike; +4 to dodge
Front kick: 2d6+15; back kick: 4d6+15; bite: 1d8
Saving Throw Bonuses
+8 vs Horror Factor
+10 vs poison and disease
Skill Equivalents
Swim 60%
Sense of Balance 88%
Sense of Direction 68%
• Note: purchased 18 years ago; still not dead.

Stored on Animal
Wood Cask (10 Gallons)
2 Small wood Trunks
Earthenware Cup/Mug
Earthenware Bowel
Metal Pot
80 feet Rope

Knife Harness

Throwing Knife (3)
• Damage: 1d6
• Range: 40'

Dwarven Throwing Knife (3)
• Damage: 1d6
• Range: 40'
• Modifiers: +1 to strike when thrown

Dwarven Dagger
• Damage: 1D6+1
• Modifiers:

Kobold Dagger
• Damage: 1D6
• Modifiers: +2 to parry

Dwarven Cinquedea
• Damage: 1D6+4
• Modifiers: +1 to strike

Enchanted Stiletto
• Damage: 1D4+2
• Modifiers: +1 to strike; Armor Piercing (bypasses A.R)

Stored Gear

• Damage: 2D6+2
• Modifiers: 2-handed

Kobold Lucerne Hammer
• Damage: 3D6+2
• Modifiers: 2-handed

Morning Star
• Damage: 2d6
• Modifiers:

Condottiero Mace
• Damage: 2d6
• Modifiers:

Ott Mace
• Damage: 2d6
• Modifiers:

Dwarven Full Plate
• A.R.: 17
• S.D.C. by Location: 180
• Modifiers:
• Features:
• Weight: 68 lbs

Large Metal Kite Shield
• Damage: A shield-bash does 2D4 damage
• S.D.C.: 75
• Modifiers: Weighs 12 lbs
• Features: Subtract 10% of the damage that would normally be inflicted by a weapon when parried by a shield.
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:31 am, edited 2 times in total.
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Tolliver Trask's Background

Postby Tolliver Trask » Tue Jun 06, 2017 5:59 pm


Book wrote:Water drips from the rim of his wide-brimmed helmet, his tired body rests along the foot rack of the trench wall. A spear rest casually across his left shoulder. The soldier shrugs his soaked oilskin cloak a bit tighter around his shoulders. His face stays shrouded in shadow save for the soft glow from his smoking pipe. Other soldiers do the same, but they appear more alive and vibrant then the ghost of a man before us. If one were to peer between the layers of reality, one may even say that the harbingers of death hold their bony arms around his tired shoulders. In the distance dogs can be heard barking and the soft creak of soaked armor can be heard mingled among the quiet talking of the soldiers around. To them they are boys playing at war, to him he is a master of it's craft and has become tired of it. But how does one stray from a life such as this, the answer is simple, you don't. The wide-brimmed helmet shifts as the man's gaze lifts up ever so slightly, a single milky eye can be seen and it flashes in recognition. "To arms the dogs are upon us." The man yells, and the boys stop being boys, they are soldiers now and they know their leader has spoken truth.

~Excerpt of the final days of the Milligan line, contested land in the domain of man over run by Wolfen rangers.

Tolliver Trask may be called a great many things, but a coward isn't one of them. He has seen fighting in all of the major skirmishes in the past thirty years. Born to simple farmer stock, Tolliver strove to have a better life and joined up with a lords army, fighting for his masters lands. It was in these early fights that he cut his teeth on Orc and Goblin tribals who were raiding the countryside. Trask proved competent in his duties and rose to minor commanding ranks, leading the lesser men into battles. Trask moved from one liege to another fighting in border skirmishes across the Domain of Man. He made a name for himself, give him your rabble and they would be veterans by seasons end. Those that have hired the grizzled mercenary have noticed the man has an uncanny knack to know when there are ambushes and attacks about to happen, as well as seemingly unaffected by invisible creatures.

Trask has few claims to fame, but one keeps getting him hired, over and over again. Trask was and is a member of Red Brigade, one of the most powerful mercenary organizations in the Domain of Man and possibly the world. It was shortly after Trask decided to stop jumping from one minor nobles army to another that he joined the Red Brigade and that was over twenty-five years ago. They say something about mercenaries either you live or you die, but mercenaries say this about mercenaries, either the life gets to you in one manner or another or you live long enough to become scary. Trask is the survivor of a hand, (a mercenary squad) known as the Deadmen. Even among Red Brigade they are spoken about in hushed terms. The suicide kings, mercenaries so obsessed with death that they'll take the hardest missions and sometime come out on the other side. They would protect the unprotectable, raid the unraidable, and storm the unstormable. To have survived even this says a lot about Trask, either he really is as good as people think or maybe Death doesn't want him.

In the years of Trask's work, he has been mauled by vicious creatures and men leaving him with a rather scarred face and useless left eye. The old man swears he still sees trouble through the milky orb, whether true or not is up to debate or interpretation. In recent years Trask has been fighting in the border skirmishes that have accompanied the fighting between the eats and the Wolfen. He finds the Wolfen to be far more interesting then the goblins of his youth. Though now his contract has run it's course and he spends some time recuperating in Llorn. Some may ask about Trask's religious beliefs and all he'll usually answer with is he respects death. This is fairly close to the point as he makes his prayers to Utu lord of the dead, in hopes that he will be looked at favorably when he passes finally from the harsh world.

Note: Obsession: Death.
Tolliver would seem to have an disinterest in the very threat of Death. Trask doesn't fear death because he knows that Utu doesn't seek his soul until his 99th year. Tolliver isn't stupid to believe that he's unkillable, he just aware that if he keep up with his prayers to Lord Utu, and continue sending souls to him in his place, that Utu will continue being pleased.

Forgotten Tales wrote:Trask of the Danzi

It was several years into his contract with the Red Brigade that Tolliver Trask got involved with the Danzi. The much younger Trask was tasked to help outlying homesteaders in their battles with the Wolfen in the disputed lands. The squad sent was young and eager, but also woefully unprepared for the amount of Wolfen that would be involved in the operation.During one of the early attacks a majority of the Red Brigade mercenaries were slain and young Trask was left sorely wounded. It was here bleeding to death in an unfamiliar forest that Trask was found by a wandering Danzi hunter. This hunter was named Sani and he was a strange man even among his own people.

When Trask awoke next he was alone in a strange tent, wrapped in bandages and bear skins. ”I see you have awoken young wolf.” Comes an old wizened voice from a dark corner of the tent. The Ancient Danzi’s face suddenly becoming visible in the light of a burning pipe. Trask could barely see the Danzi elder because one of his eyes was bandaged over very tightly. ”Who are you?” Croaked Trask. ”I am Muata Shaman of the Dunne-Za Shabet of Clan E'Dehko. You were found by Sani one of our Shabet’s hunters. You were close to being claimed by the lords of death.” Says the old Danzi as he fades from view in his darkened corner.

Several days passed, but Trask didn’t really notice as he kept fading in and out of consciousness. When Trask finally came to, he again found himself in company, this time though it was a younger male and female Danzi in the tent and they appeared to be arguing about something in their native tongue. ”Water…” Trask rasped out, which caused the two of them to stop arguing and look over to the human lying on the floor. A quick nod from the female to the male set about getting Trask the water he needed. ”Who are you?” Asks the female Danzi, her voice betraying her middling years. ”Corporal Trask of the Red Brigade out of Llorn, ma’am.” Trask answers weakly. ”Why are you in our lands Cor-po-ral Trask?” She asks poignantly. ”I was ordered to help protect homesteaders on the northern reaches of the domains of man. My group was attacked by Wolfen and Coyles. I don’t know how many survived… if any.” The Danzi duo responded in unison ”Udlu-Set!” The woman looks to the male and he rushes out of the tent. ”Muata, see to this man’s needs I will need to speak to him in the future.”

Several more days passed and Trask’s strength returned. Trask had been questioned by the two Danzi regularly, eventually finding out that they were the leaders of the Dunne-Za Shabet. Trask found the Danzi people to be an interesting race, they’re closeness to the land intrigued him. Trask learns on walks with Muata that the E'Dehko were still at war with the Udlu-Set or Wolfen as they called them. Further Trask learns that the Danzi planned a massive attack on the Wolfen. Late that night sitting quietly in Muata’s tent, the old Shaman whispers to himself in his native tongue. ”Why do you fight them?” Trask asks, bringing the ancient Danzi Shaman from his thoughts. Muata tells Trask the tale of a great battle between his people and the Wolfen, where tens of thousands were killed, in the end even the Wolfen were shocked by the death toll. Muata grimly continues by telling the young mercenary that even though some of the tribes have given peace, the E’Dehko Clan vowed in blood that they would kill all of the wolfen for their transgressions.

Trask approaches Shabet-tza Dyami the next morning and offers his sword to their cause. The war leader was surprised by the humans offer, but decided to accept his aid. It was from that point that Trask and the Danzi of Dunne-Za began a campaign of terror against the wolfen in the region. The Danzi were excellent stealth fighters, but Trask brought something they had been missing, unconventional tactics. The Danzi now were hitting the Wolfen where it hurt, supplies, training grounds, and their wealth. The Wolfen of the area were slowly and painfully whittled away until they were decimated in a final battle.

Shortly afterwards members of the Red Brigade found Trask, having been sent to investigate the fighting in the area. They were surprised to find the young mercenary still alive and even going so far as prospering. With a sadness, Trask said his goodbyes to the Danzi of Dunne-Za E’Dehko, and returned to the civilized lands of the eastern territories. Among the E’Dehko tribe tales are told of the one-eyed wolf, Tek gözlü kurt.
Last edited by Tolliver Trask on Fri Sep 29, 2017 7:32 am, edited 2 times in total.
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Postby Tolliver Trask » Tue Aug 22, 2017 1:58 pm

Code: Select all
Perception: [dice]1d100[/dice]/33%
Just in Case: [dice]1d20[/dice]/[dice]1d100[/dice]
Constant Effects: Impervious to Fire, Ambidextrous, Resistant to Cold (1/2 Damage), Resistant to Magic (1/2 Damage).
Temporary Conditions: None.
[ooc=Stats]P.P.E.: 10/[color=red]10[/color]
I.S.P.: 35/[color=red]35[/color]
H.P.: 34/[color=red]34[/color]
S.D.C.: 65/[color=red]65[/color]
Armor: 360/[color=red]360[/color]
Shield: 200/[color=red]200[/color]

Code: Select all
[OOC=Combat Rolls]Initiative: [dice]1d20+6[/dice]
Number of Attacks: 7

Action One:
Action Two:
Action Three:
Action Four:
Action Five:
Action Six:
Action Seven:

Parries w/ Shield as needed: [dice]1d20+22[/dice], [dice]1d20+22[/dice], [dice]1d20+22[/dice], [dice]1d20+22[/dice], [dice]1d20+22[/dice], [dice]1d20+22[/dice], [dice]1d20+22[/dice].
Dodges (If armor is reduced to 50%): [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+12[/dice].
Roll w/: [dice]1d20+6[/dice], [dice]1d20+6[/dice], [dice]1d20+6[/dice], [dice]1d20+6[/dice], [dice]1d20+6[/dice], [dice]1d20+6[/dice], [dice]1d20+6[/dice].[/OOC]

Code: Select all
Long Sword of the Hex (Strike: [dice]1d20+15[/dice]; Damage: [dice]2d6+24[/dice])
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Tolliver Trask
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Hardcrossing; Trask's Property

Postby SNAFU » Thu Apr 05, 2018 4:25 pm

  1. Location: 30 miles Southeast of Llorn. On a tributary between the Old Kingdom River and the Great Canal.
  2. Population: formerly, Bartholomew Scott
  3. Surrounding Area: Orchards and farmland.
  4. Defenses: Fortified House: The farm has fortified its holdings, thickening doors, adding shutters to windows and barring all possible entrances. Arrow slits and murder holes are available on request.
  5. Loyalty: Subject of the Duchal crown.
  6. Wealth: Provides a steady income of 5000 marks a month
  7. Industry: Mill and River Crossing
  8. Buildings: Large Fortified House; Central Keep; Stables
    • Snafu is
      :SNA·FU; (snaˈfo͞o): 1. A less than desirable scenario in an environment where similar less than desirable scenarios are the norm. 2. A major glitch. 3. A ridiculously chaotic situation. 4. The natural state of things during combat or wartime.
      5. THE GM OF THE BADDEST (Spooks), TOUGHEST (Roughnecks) MERCS ON EU!!!
        MERC LIFE!
      • William Summers
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Game Master
Posts: 1569
Joined: Wed Jan 15, 2014 5:24 pm
Location: GAME MASTER: The Roughnecks

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