NPC Log.   Posted by Narrator.Group: 0
Narrator
 GM, 69 posts
Wed 25 May 2011
at 13:17
NPC Log
Satorio - hahren of the stockade

Sheriff Eugenia

Ursula - wife of Aleric - laundry maid

Callum of Thousand Oaks - farmer-landowner

Connor and Ulrich- templars

Pashya Porae - left PCs a taunting note

Derek and Sabina - chanters

Lugh - armorer

Shilani - a young woman either a Shaman (no one questioned Buliwyf on this point, or possessed

This message was last edited by the GM at 12:57, Fri 30 Nov 2012.

Narrator
 GM, 445 posts
Sun 30 Sep 2012
at 20:40
Former characters
Copy and Paste for combat:
Alain
HP: 35/35
Init: {3d6+1-result of roll}
Defense: 11
AR: 5
Favored Stunts:

Dragon Age Character Sheet
----------------------------------------------------------------------------
Name:  Alain                | Height: 5'8"             | Class:  Warrior
Background:  Orlesian Exile | Weight: 210 lbs          | Level:  1
Age:  32                    | Eyes  : Blue             | Exp:    410
Gender:  Male               | Hair  : Blond            | Next:   1999
Distinguishing Features:  funny hair
----------------------------------------------------------------------------
Speed:  11 (9 with armor)             |        Current Total
Defense:       11                     | Health:    35  /  35
Armour Rating/Penalty: 5 / -2         |
Armour Type:  light mail              |
----------------------------------------------------------------------------
WEAPON = Attack Roll + Ability     Weapon Damage + Ability
bastard sword      = 3d6+3                     2d6+4
two-handed sword   = 3d6+3                     3d6+3
two-handed axe     = 3d6+3                     3d6+3

Weapon Groups: Brawling, Heavy Blades, Light Blades, Axes
----------------------------------------------------------------------------
CLASS POWERS & SPELLS:

Talent: Armor Training (novice) you can wear leather and mail armor without
suffering a penalty to dexterity
Talent: Two-hander style (novice) When you hit with a melee attack with a
two-handed weapon you can move the target 2 yards in any direction

----------------------------------------------------------------------------
TALENTS:

LANGUAGES:   Speak / Read
Trade Tongue     x   x
Orlesian         x   x
----------------------------------------------------------------------------
FAVORED STUNTS:

---------------------------------------------------------------------------
ACHIEVEMENTS:

----------------------------------------------------------------------------
ABILITIES: Rolls: -1, 0, 1, 0, 1, 0, 3, 0

  Communication: 1
  Focuses: Persuasion

 *Constitution: 1
  Focuses:

  Cunning: 0
  Focuses: Heraldry

 *Dexterity: 1
  Focuses:

  Magic: -1
  Focuses:

  Perception: 0
  Focuses: Empathy

 *Strength: 3
  Focuses:

  Willpower: 0
  Focuses:

* = Primary Ability
----------------------------------------------------------------------------
EQUIPMENT: backpack, traveler's garb, waterskin, light mail armor,
two-handed sword, bastard sword, two-handed axe

metal flask, flint and steel, ink quill and book, lantern, oil 2 pints,
small tent, whetstone.

MONEY:
 Gold:    0
 Silver:  18
 Copper:  74

----------------------------------------------------------------------------
APPEARANCE: Not too tall not too short, a sturdy fellow
with funny looking blond hair, no scars or such.

----------------------------------------------------------------------------
BACKGROUND: Orlesian Exile

----------------------------------------------------------------------------
CONCEPT: Orlesian exile warrior named Alain,
would rather not give his family name.
Left Orlais after seen with his dead wife in his hands,
a crime he did not commit, on the run for now.
Has contacts in Orlais, spies to find out who did murder her beloved.

Though he is not of nobility, his family once was and he is the last of that line.

If he gets the information on this, it's time to return to his homeland.

Alain is a charismatic fellow with short hair that is a bit longer in the back,
as the new style in Orlais required. Tall and slender,
he has seen his share of hard work and does not lack muscles.

A devout believer in the chant of light, Alain has lived worshipping the maker all his life.
Likes to educate himself by reading books and writing a journal.
And by talking to people, more so on his travels.

----------------------------------------------------------------------------
GOALS, & TIES:

Goals: Long term: find out who murdered his wife and get revenge, get his nobility back.
Short term: survive, gain allies, get gear and money,
spread the chant of light to those willing to listen,
visit marvelous places and great monuments

TIES: Gaultier, childhood friend, fled Orlais with him under circumstances involving
Alains dead wife and a conspiracy.

_______________________________________________________________________________

Darrahn of Witenas
HP: 22/22
Init: 3d6+2
Defense: 12
AR: 0
Attack: 3d6+2 (staff); dmg = 1d6+1
Favored Stunts: Skirmish and Defensive Stance, Magic: Skillful Casting and Mana Shield.

Dragon Age Character Sheet
----------------------------------------------------------------------------
Name: Darrahn of Witenas    | Height: 5'9"             | Class:  Mage
Background: H. Apostate     | Weight: 157 lbs          | Level:  1
Age: 23                     | Eyes  : Green            | Exp:    250
Gender: Male                | Hair  : Brown            | Next:   1999
Distinguishing Features: He walks with a slight limp, due more to an affectation
than any serious wound. He's always ready for a drink, especially ales and lagers.
----------------------------------------------------------------------------
Speed:  12 (- with armor)             |        Current Total
Defense:       12                     | Health:    22 /  22
Armour Rating/Penalty: 0 / 0          | Mana:      17 /  17
Armour Type:  None                    | Spellpower 12 /  12 (Focus/Talent)
----------------------------------------------------------------------------
WEAPON = Attack Roll + Ability     Weapon Damage + Ability
Arcane Lance  = 3d6+2                     1d6+2
Staff         = 3d6+2                     1d6+1
Fists         = 3d6+2                     1d3

Weapon Groups: Brawling and Staves
----------------------------------------------------------------------------
CLASS POWERS & SPELLS:

Arcane Bolt
Magic School: Spirit | Spell Type: Attack | Mana Cost: 2 MP
Casting Time: Major Action | Target Number: 10
Test: Dexterity (Acrobatics) vs. Spellpower
A bolt of arcane energy springs from your hand or your staff and streaks towards
a visible target within 30 yards. The arcane bolt inflicts 2d6 damage, with
bonus damage equal to the casting rollís Dragon Die. If the target makes a
successful Dexterity (Acrobatics) test vs. your Spellpower, the spell only
inflicts 1d6damage.


Daze
Magic School: Entropy | Spell Type: Attack | Mana Cost: 2 MP
Casting Time: Major Action | Target Number: 11
Test: Willpower (Self-Discipline) vs. Spellpower
You ensorcell one visible target within 10 yards. A target that makes a
successful Willpower (Self-Discipline) test vs. your Spellpower is slightly
confused and suffers a Ė1 penalty on all ability tests until the beginning of
your next turn. A target that fails the test suffers the same penalty and
cannot take any actions on his next turn.


Heal
Magic School: Creation | Spell Type: Utility | Mana Cost: 1-3 MP
Casting Time: Major Action | Target Number: 10 | Test: None
Your touch seals wounds and restores vigor to one wounded target. You can
choose to spend up to 3 mana points when you cast this spell. For each mana
point spent, the target gets back 1d6 Health. You can cast this on yourself.


----------------------------------------------------------------------------
TALENTS:
Novice Chirurgy: Heal (the ability test, not spell) is a minor action.

LANGUAGES:   Speak / Read
Trade Tongue     Y   Y
----------------------------------------------------------------------------
FAVORED STUNTS:

---------------------------------------------------------------------------
ACHIEVEMENTS:

----------------------------------------------------------------------------
ABILITIES:

  Communication: 3
  Focuses:

  Constitution: 0
  Focuses:

 *Cunning: 1
  Focuses: Healing

  Dexterity: 2
  Focuses: Riding

 *Magic: 2
  Focuses:

  Perception: 1
  Focuses:

  Strength: 0
  Focuses:

 *Willpower: 4
  Focuses: Self-Discipline

* = Primary Ability
----------------------------------------------------------------------------
EQUIPMENT:
Backpack
Traveler's Garb
Waterskin
Staff
Wand
Healer's Kit

MONEY:
 Gold:    0
 Silver:  32
 Copper:  0

----------------------------------------------------------------------------
APPEARANCE: Darrahn has shoulder-length, wavy brown hair, with jade-green
eyes. Of medium height and weight, he has an easy smile and a boyish look
that he tries to soften up letting grow a gruffy beard and moustache. He
wears practical clothes and several necklaces and bracelets of dubious
magical protection.

----------------------------------------------------------------------------
BACKGROUND: An apostate mage. Born and raised in the Chantry orphanage in
Witenas, there were always rumours about his parents being mages executed
for infernal corruption. But it was not until his powers manifested at age
fifteen when he finally found out what had happened to them. A small korkari
raiding party snatched him from the orphanage in the dead of night, and
once they were at a safe distance they left him alone with a strange-looking
man. The man revealed himself as his mother's brother, the only family he
had left. His uncle was a Circle mage along with his parents, but they un-
covered a sinister scheme by senior circle members to kill the Gwaren teyrn
and the conspirator set them up to get all the blame. Their fathers were put
to the stake, but his uncle escaped with my character, vowing undying revenge.
The thing is, his uncle is totally nuts, consumed by its need for revenge,
and my character fled his company once his apprenticeship ended, hoping to
find out more about his parents and about the real perpetrators of the
assassination attempt.

----------------------------------------------------------------------------
CONCEPT: Fereldan warlock/Chasind shaman

GOALS, & TIES:
Goals:        - Find out who killed his parents and where are the Circle
              conspirators now.
              - Avoid his uncle whenever possible, or failing that best him
              in magical duel.
              - Learn magic from a tutor other than his uncle; widen his
              magical horizon, so to speak.

Ties:         * Ash: Potential tutor/colleague
              * Alain: Acquainted during Darrahn's many visits to the Chantry
              and orphanage
              * Grogg: Acquainted, a drinking buddy
              * Katerina: Acquainted, same as Alain.
______________________________________________________________________________

Gaultier
HP: 34/34
Init: x
Defense: 14
AR: 5
Attack: 3d6+3/2d6+4
Favored Stunts: Threaten and Defensive Stance plus Awareness, although situational and another may be a better option at the time.

GM may roll
Gaultier DeLauncet
----------------------------------------------------------------------------
Name: Gaultier              | Height: x'x"             | Class:  Warrior
Background: Orlesian Exile  | Weight: xxx lbs          | Level:  1
Age:  x                     | Eyes  : xxx              | Exp:    290
Gender:  x                  | Hair  : xxx              | Next:   1999
Distinguishing Features:  xxx
----------------------------------------------------------------------------
Speed: 12 (10 with armor)             |        Current Total
Defense:       14                     | Health:    34 /  34
Armour Rating/Penalty: 5 / -2         | Mana:      0  /  0
Armour Type: Light Mail               | Spellpower 0  /  0 (Focus/Talent)

----------------------------------------------------------------------------
WEAPON     = Attack Roll + Ability     Weapon Damage + Ability
Bastard S  = 3d6+3                     2d6+4
Long Bow   = 3d6+2                     xd6+4
Thrw Knife = 3d6+3                     1d6+3

Weapon Groups: Brawling, Heavy Blades, Spear, Light Blades, and Bows
----------------------------------------------------------------------------
CLASS POWERS & SPELLS:

----------------------------------------------------------------------------
TALENTS:
Novice Weapon and Shield: You can use shields of all shapes and sizes.You get the full
Defense bonus when using a shield.

Novice Armor Training: You can wear leather and mail armor without suffering a penalty
to Dexterity.

Novice Thrown: Your accuracy is uncanny. You gain a +1 bonus on attack rolls with
throwing weapons.

LANGUAGES:   Speak / Read
Trade Tongue     Y   Y
Orlesian         Y   Y

----------------------------------------------------------------------------
FAVORED STUNTS:

---------------------------------------------------------------------------
ACHIEVEMENTS:

----------------------------------------------------------------------------
ABILITIES:

  Communication: 3
  Focuses: Persuasion

 *Constitution*: 1
  Focuses:

  Cunning: 0
  Focuses:

 *Dexterity*: 2
  Focuses: Riding

  Magic: 1
  Focuses:

  Perception: 1
  Focuses:

 *Strength*: 3
  Focuses:

  Willpower: 0
  Focuses:

* = Primary Ability
----------------------------------------------------------------------------
EQUIPMENT:
Travelerís garb
Light Mail
Medium Shield
Bastard Sword
Long Bow
 20 arrows
Throwing Knife (x2)         10sp
Backpack
 Waterskin
 Whetstone                    10cp
 Flint and Steel              10cp
 Torch                        10cp
 1 week Travel Rations       2sp
 Small Tent                 10sp
Beltpouch                    1sp
 2 Lesser Healing Potions (2d6+Con)

MONEY:
 Gold:    x
 Silver:  36
 Copper:  x

----------------------------------------------------------------------------
APPEARANCE:

----------------------------------------------------------------------------
BACKGROUND:

----------------------------------------------------------------------------
CONCEPT:

GOALS, & TIES:

____________________________________________________________________________

Dragon Age Character Sheet
----------------------------------------------------------------------------
Name: Valten Durgrim        | Height: 4'10             | Class:  Warrior
Background: Duster          | Weight: xxx lbs          | Level:  1
Age: 23                     | Eyes  : blue             | Exp:    360
Gender: male                | Hair  : red              | Next:   1999
Distinguishing Features: casteless tattoo
----------------------------------------------------------------------------
Speed: 11 (10 with armor)             |        Current Total
Defense: 13 (15 with shield)          | Health:    37 /  37
Armour Rating/Penalty: 4 /-1          | Mana:      x  /  x
Armour Type: heavy leather            | Spellpower x  /  x (Focus/Talent)
----------------------------------------------------------------------------
WEAPON = Attack Roll + Ability     Weapon Damage + Ability
2H Axe = 3d6+3                     3d6+3
B.Sword= 3d6+3                     2d6+4
T.Axe  = 3d6+3                     1d6+5

Weapon Groups: Brawling, Axes, Bludgeons, Heavy Blades
----------------------------------------------------------------------------
CLASS POWERS & SPELLS:

----------------------------------------------------------------------------
TALENTS:
Novice- Armor Training, Two-Hander Style, Weapon and Shield Style

LANGUAGES:   Speak / Read
Dwarven          x   x
Trade Tongue     x   x
----------------------------------------------------------------------------
FAVORED STUNTS:

---------------------------------------------------------------------------
ACHIEVEMENTS:

----------------------------------------------------------------------------
ABILITIES:

  Communication: -1
  Focuses: Bargaining

* Constitution: 2
  Focuses:

  Cunning: 1
  Focuses: Evaluation

* Dexterity: 3
  Focuses: Legerdemain

  Magic: 0
  Focuses:

  Perception: 1
  Focuses:

* Strength: 3
  Focuses:

  Willpower: 2
  Focuses:

* = Primary Ability
----------------------------------------------------------------------------
EQUIPMENT: medium shield, backpack, traveler's garb, backpack,

MONEY:
 Gold:    x
 Silver:  60
 Copper:  x

----------------------------------------------------------------------------
APPEARANCE:

----------------------------------------------------------------------------
BACKGROUND:

----------------------------------------------------------------------------
CONCEPT:

GOALS, & TIES:


Ash
HP: 27/27
Mana: 16/16
Init: 3D6+2
Defense: 12
Spellpower: 12
AR: 0


----------------------------------------------------------------------------
Name:  Ash (Kellen Ergwyl)  | Height: 5'5"             | Class:  Mage
Background:  Elf Apostate   | Weight: 125 lbs          | Level:  2
Age:  21                    | Eyes  : Blue             | Exp:    2645
Gender:  M                  | Hair  : Ash gray         | Next:   4499
Distinguishing Features:  Ash gray hair, very pale skin, stark blue eyes.
----------------------------------------------------------------------------
Speed:  14 (14 with armor)            |        Current Total
Defense: 12                           | Health:    27  /  27
Armour Rating/Penalty: - / -          | Mana:      16  /  16
Armour Type:  -                       | Spellpower 12  /  12 (Focus/Talent)
----------------------------------------------------------------------------
WEAPON = Attack Roll + Ability     Weapon Damage + Ability
Staff  = 3d6+2                           1d6+1
Arcane Lance = 3d6+2                     1d6+3

Wearing Dalish Battery: With Arcane Lance or Staff, player does an additional
1 point of lightning damage while wearing the ring.

Weapon Groups: Brawling, Staves
----------------------------------------------------------------------------
CLASS POWERS & SPELLS:
Arcane Lance

Winter's Grasp 3MP, Major Action, TN:12 Test: Con(Stamina) vs SP Effect: 1d6 Pen
Vulnerability Hex 4MP, Major Action, TN: 12 Test: Magic (Entropy) vs SP Effect: -1 Defense, -2 Tests
Shock 4MP, Major Action, TN:13 Test Con(Stamina) vs SP: Effect 1d6+Mag damage
----------------------------------------------------------------------------
TALENTS:
Linguistics (Elven)
LANGUAGES:   Speak / Read
Trade Tongue     +   +
Elven            +/  +
----------------------------------------------------------------------------
FAVORED STUNTS:

---------------------------------------------------------------------------
ACHIEVEMENTS:

----------------------------------------------------------------------------
ABILITIES:

  Communication: +1
  Focuses:

  Constitution: +1
  Focuses:

 *Cunning: +2
  Focuses: Cultural Lore, Natural Lore

  Dexterity: +2
  Focuses:

 *Magic: +2
  Focuses:

  Perception: +2
  Focuses:

  Strength: -1
  Focuses:

 *Willpower: +3
  Focuses: Self Discipline

* = Primary Ability
----------------------------------------------------------------------------
EQUIPMENT:
Backpack
Travelers grab
Waterskin
Staff
Wand
Flint and Steel
Oil flask x3
1 Week rations
Lantern
Pouch x2
Tent (small)

Lamp from ancient ruin, function and value currently unknown

MONEY:
 Gold:    -
 Silver:  -
 Copper:  -

----------------------------------------------------------------------------
APPEARANCE:

The first thing that is obvious about Ash is his hair, he keep his ash gray hair long and braided. The second most striking feature of the young elf is his eyes, two almond shaped pools of pure blue the color of the summer sky above a forest. The young elf is very thin, slender nearly frail looking. He would have been considered handsome, as elves go, but for the haunted look in his eyes and the gloom that surrounds him.

Ash is dressed in traditional Dalish clothing, that were mixed with typical Ferelden clothes, pilfered from somewhere. Unlike the Dalish Ash face are not marked in any tattoo. The only weapon he carries is a long stout walking staff which he can use as a weapon or aid in his travels.

----------------------------------------------------------------------------
BACKGROUND:
Kellen was born in the Denerim alienage, the elders of the alienage whispered
that elves drew sad lot in life and from all the elves Kellen family drew the
worst. Once considered "noble" elven family the Ergwyl family was considered
old and respectable with the magic strong in its blood, if not less poor then the other elves, all of that change when a curse of bad luck plagued the family.

Erthir, Kellen younger brother, was trampled to death by a human noble when the
latter rode in haste. Sedreic, Kellen father, was murdered by the guards of the same nobleman when Sedreic tried to save Erthir and accused the nobleman of murder.

Linneah, Kallen mother, was a renown healer but a Templar named her an apostate and a maleficar, she was taken by the Chantry killed no doubt. Not a week passed and Kellen and his twin sister Nalia were tested by a Circle mage. Nalia was found to have the gift of magic and was taken into the Circle while Kellen manage to elude the Templars and escape their clutches.

In a short three months Kellen had become, an orphan fugitive without family and kin and he was not even twelve years old. Others might have given up waiting for death or to be taken by Circle. Not Kellen, he had burning desire to repay someone for the wrongs done to his family. Kellen knew he had the gift of magic, his mother had began tutoring both his sister and him in the healing magic. He knew the fate of mages was a poor choice between losing the battle to the demons or Templars. So he made his choice, he ran from the city and sought the Dalish.

Of course Kellen found out that seeking the Dalish and finding them are two different things. Many time had elven youth left for the woods and returned empty handed but Kellen was motivated by despair and worse, nightmares began plaguing him and his sleep became more and more erratic. He had no idea how long he wandered, he was always hungry, cold and tired by the time the Dalish found him he was nearly gone and taken over by demons.

Kellen was found by clan Yonwin, the clan keeper Zerdail manage to pull the young elf from the brink of demonic possession and into the fold of the clan. Life for Kellen was very different then before, the Dalish called him Nell'mash  the Lost one in their tongue and indeed the young elf felt lost. Not fully Dalish the customs and life style.

He was too old and weak to learn proper bow and had spent most of his time trying to learn what most Dalish children learn by the age of six. Kellen magical training seemed to be grounding into a halt. Kellen mentor found the young elf too moody and prone to vengeance and decided to slow down his training so that the boy would learn patience.

Kellen did not had many friends among the Dalish, he was too much of an outsider, the only one he grew to like was Millar, the Keeper daughter and apprentice. At first the two were rivals trying to win the attention of the same tutor but soon they grew to respect each other and even like. Millar tutored Kellen on elven and he had shown her the magic he had known. Friendship grew into love and by his fifteenth name day Kellen knew he wanted to be Millar mate.

Only he knew he had little chance in becoming one, not at the pace he was learning magic. Frustrated Kellen explored the Brecilian forest, he found an ancient elven ruin and in it he found something else, a crystal containing an entity a shadow of a memory of a great elven sorceress named Hebelsha.

With Hebelsha tutoring Kellen made great progress in his study, her magic was different more demanding selfish even but Kellen was eager to learn and turned a blind eyes to those little shortcuts. In the camp Kellen position was degrading since he never muster the courage and faith to take the tattooing ritual. Desperate he turned to Hebelsha asking for the spirit help, she agreed and told him to bring Millar to the ruins and conduct a certain ritual.

It had taken Kellen half way through the ritual to figure out its purpose, possessing Millar body. Magical energies were raging between them Kellen and Millar tried to undo his folly, it was then that Hebelsha revealed her true nature attacking them and releasing rage demons from the fade to trap them. Desperate Kellen shattered the crystal and was knocked unconscious by blast.

When he awoke he was alone in the clearing, from Millar or Hebelsha nothing remained. He saw some track but he was no tracker and quickly lost the trail. He reach to a stream and found his hair had turned gray white in color. He knew his time with the Dalish was over. They would not tolerate such behavior and would kill him for sure.

So he left the Dalish and set on his own, no longer a city elf never a Dalish, lost in the world and searching for a clan or family. He called himself Ash now and he knew any chance he had to avenge his family and make right from the thing he set wrong was in finding good friends and learning more about magic.



----------------------------------------------------------------------------
CONCEPT:

A young elven apostate seeking power and somewhere to belong.

GOALS, & TIES:

1. Avenge his family destruction by punishing the noble who killed his father and brother.

2. Discover what happened to the people he loved and rescue them (Millar in woods and Nalia in the Tower)

3. Earn the forgiveness of the Dalish and have them accept him as an equal.

4. Master magic and learn ancient elven magic that will help him make right of the mess he made by releasing Hebelsha.

The first thing that is obvious about Ash is his hair, he keep his ash gray hair long and braided. The second most striking feature of the young elf is his eyes, two almond shape pool of pure blue the color of the summer sky above a forest. The young elf is very thin, slender nearly frail looking. He would have been considered handsome, as elves go, but for the haunted look in his eyes and the gloom that surround him.

Ash is dressed in traditional Dalish clothing, that were mixed with tyical Fereldan cloths, pilfered from somewhere. Unlike the Dalish Ash face are not marked in any tattoo. The only weapon he carry is a long stout walking staff which he can use as a weapon or aid in his travels.

This message was last edited by the GM at 12:56, Fri 30 Nov 2012.