
| Rogue5 |
10000 |
Halfling |
S |
37" |
35
lbs |
Normal |
| CLASS | EXPERIENCE | RACE | SIZE | HEIGHT | WEIGHT | VISION |
| 5 |
15000 |
25 |
Male |
Green |
Dark
Brown,
Long, well kept |
Neutral
Evil |
| LEVEL |
NEXT LEVEL |
AGE |
GENDER |
EYES |
HAIR |
ALIGNMENT |
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
T=Trained |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| *Mithral
Shirt |
TYPE | ARMOR BONUS | MAX DEX BONUS |
| Light |
+4 |
+6 |
| CHECK PENALTY | SPELL FAILURE | SPECIAL PROPERTIES |
| +0 |
10 |
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| STROM |
||||||
![]() |
||||||
| Animal2 | 0 | War Dog | M | 26" at Shoulder | 110 lbs. | Low-light, Normal |
| CLASS | EXPERIENCE | RACE | SIZE | HEIGHT | WEIGHT | VISION |
| 2 | 3000 | 3 | Male | Black | Brindle, Black Muzzle, Short, dense. | True Neutral |
| LEVEL | NEXT LEVEL | AGE | GENDER | EYES | HAIR | ALIGNMENT |
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Trip (Ex) A Wolf or War Dog that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Players Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the attacker.(Monster Manual pg 196) |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| FORCER |
||||||
![]() |
||||||
| Animal2 | 0 | Riding Dog | M | 36" at Shoulder |
165 lbs. | Low-light, Normal |
| CLASS | EXPERIENCE | RACE | SIZE | HEIGHT | WEIGHT | VISION |
| 2 | 3000 | 3 | Male | Black | Black, Short, dense. | True Neutral |
| LEVEL | NEXT LEVEL | AGE | GENDER | EYES | HAIR | ALIGNMENT |
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||
|
||||
| Biography | ||||
| History: Tuzon grew up in a Haradadian syndicate, his mother was the cook and his father was major domo for the Capo so Tuzon was raised in the Capo's estate house which was also the guilds hq. Being an only child raised in the atmosphere of wealth he was spoiled and demanding. His parents gave him anything he wanted many times over but he cared little for their efforts. Whenever he became too much of a hassle they gave him over to 'aunts and uncles' who were specialists, they taught him much, maybe too much. Only his talents and abilities redeemed him for his poor attitude. As he grew older he became more of a problem. He became an able thief, a good earner who found and planned many operations, but his cocky and ambitious attitude caused friction amongst his peers. There were other problems also, whoring and drinking chief among them. He liked to think of himself as notorious and would brag about hauls. In Haradad this was a severe problem. Several times he was asked to 'scale it back' but instead he would 'ramp it up'. This brought attention from the Capo and Commissari and when brought before them the second time he was drunk and laughed in their face while they issued their demands. Within a week of that meeting he awoke with a start, a loud knock at his chamber door. He took his dagger and carefully opened the door expecting attack. What he found instead were the heads of his mother and father in a bag pinned shut with a note; 'A result of their inaction. You should be in their place. Get out now.' Less than a dramatic scene; the young halfling was more upset at losing a resource than anything. He stomped around destroying his room in a rage before packing up. Tuzon moved warily through the house knowing that his life was in danger. When he did encounter someone they would turn away and leave in a hurry without speaking to him. Even the estate stable master turned away although Forcer his riding dog and Strom the fighter were ready. Tuzon sulked in town for a few days wondering what to do. He had the material and know how to get his revenge. His pack was full of arsonists supplies but he was worried that he was being watched. He frequented the same haunts as before but his old acquaintances treated him like a civilian. They would talk about the weather or trivial matters but ignore any questions he had. Tuzon knew better than to pull off any heists or even a simple pilferage. A freelance had two choices when caught, join up and pay upwards or die. Tuzon only had one choice if he was caught. He considered getting out; leaving the life behind and going straight. But he knew better. He did have two choices; he could go freelance here and die or leave town and start over in a different crew. Not much of a choice. He knew where to go. He would head to HarlotQueen, the Whore of the North. It was a dangerous place but no worse than HairyDad for him now. Besides with added danger came a shot at higher profits. The halfer hired on as a caravan guard headed to Harlequinn though he had an odd feeling that the caravan master was more interested in Strom and Forcer as guard dogs. The trip was peaceful and Tuzon again considered leaving the life behind. All such thoughts left his mind when they rounded the bend and saw Harlequinn ahead. A turning point in his life lay dead ahead. Today: When they clear the gates he thumbs his nose at the caravan master and realizes he is in his element. He reverses his soft leather jerkin and pants to display the dark grays and blacks. Riding Forcer while keeping the muzzled Strom on a short leash he moves through the city looking for the telltale signs of an operation. He listens as he rides slowly so he hears the rumors about the Blue Wizards and even some things about the different factions hoping to gain their favor. A halfling all dressed in black and gray and riding a huge black hound is an odd sight even in Harlequinn and he pretends not to notice the people pointing and staring. Inside he grins like a child. After a while Tuzon notices a sure indicator of an underground, a healthy fat beggar. Tuzon watches for signs of survelliance before moving up with his hand held in a subtle sign, he gives over a generous amount of coinage and says the right things as he had been taught. All these symbols are seemingly innocuous but in fact identify Tuzon as a professional seeking contact. The fat beggar smiles and reciprocates with subtle symbolic gestures before insisting that Tuzon gave him too much. The beggar reaches into the cup and gives him a wooden coin with an address on one side. Tuzon finds a better quality stable and makes sure the master understands about the dogs care with coin and tutelage. He leaves the saddle and saddle bags with the dogs and takes his backpack before continuing to the address on the wooden coin. Tuzon is stopped just outside and is asked a few questions after displaying the coin. The door opens and he steps through the side door into the common room of a tavern. Just inside another man nods at the men outside before pointing Tuzon to a corner table where a thin bald tattooed man sits with an unimpressed look on his face. Tuzon grabs a full mug from a passing serving girl and sits down across from the tattooed man. Tuzon appraises the man for an instant before asking in a quiet tone. "I just got into town today and am looking for work. Know where a guy might find some work around here?" |
| Notes | |
| Title:
Harlequinn - trade war (3E
player driven) From: Mike P.C. avidroleplayer@yahoo.com Date: Sunday, March 14, 2004 Harlequinn, sometimes called Harlot Queen with a sneer, for its tendency to always sell itself to anybody with the cash, is the Gateway of the North, the Port on the Border, the last deepwater port before the Frozen Sea, the only proper port of the Astrian Empire. It used to be bad, the slum of the empire, the hiding spot of wanted criminals and the entryway of forbidden merchandise. Everything that could not happen in Haradad, the capital, happened there. Then the blue ships arrived, and it got worse. Far worse. The blue ships, swan pulled, pushed by magewind or skimming lightly, inches above the waves, carried wizards - more powerful than any wizard in the north - and magic. Lots of it and far more wondrous than anything made this side of the desert kingdoms. And they want to trade it all for anything and everything that a desert does not provide: building stone, wood, both hard and precious, wool, furs, fine linen, northern spices, and especially metal - mithral, adamantine, and masterfully worked steel, ready to be enchanted. Now, everybody knows that THE way to do business is through a monopoly. So everybody who is anybody in Harlequinn wants to get it all for himself and his faction. The blue wizards are neutral and do not care who they're dealing with, as long as the price is right. The primary (local) factions are: The Governor General - wants trade to be properly taxed, regulated, and used by the rulers. The Frozen Sea Captains - want to move the magic north on their flatbottomed cogs, act as middlemen and fix prices. The Paired Temples - want magic to be controlled by religion, and used to increase their influence and power. The Hidden - are the mob of Harlequinn. Beggars, thieves, thugs who want trade turned into smuggling for their own profit. The Council of Five, the arcanists of Harlequinn want magic. It's as natural as water flowing downhill. And maybe something else ... All merchants belong to the factions as of now, but an unaligned merchant faction might arise at any time. The Secondary (outside) factions: The Dwarves of Ironpeak are the main suppliers of stone and metal, while the Elves of High Forest offer the best wood and plant spices. Obviously, they'd like to cut the middleman. The Astrian Emperor trusts his cousin, the Governor, but blood is thinner than money, is it not? Here's where the PCs come in. You're all outside agents for one of the factions, so that's why you don't know much about Harlequinn. Your intro will most likely start with "You asked for a [specialist.] Well, here I am!" but feel free to improvise and impress me. The background is free, make it up. Your goal is to secure, or help secure, as much of the blue magic trade as possible for your faction or ... for yourself. Lead or follow. Join others (PC or NPC) or act alone. Negotiate on your own or go dungeoneering for the [Artefact of Persuasion] and help others negotiate. Your choice. But you will all begin one on one with me. Character creation: Races: Any. You won't be able to blend in as a non-human. This can be a blessing or a curse. Stats: 32 point buy, as per the DMG. Alignment: any. Try to guess the suitable alignments for the factions. Classes: any. Give me a good reason why you fit the faction and you're in. Northern spellcasters are limited to 9th level and they multiclass often. The reason for that and the way to avoid the limitation is an important secret. Religion: there are two gods: Stormfather - violent, active, fire and air, and Myrra, his sister and wife, peaceful, passive, earth and water. Both cover all alignments. Together they offer all the domains for your cleric. Figure them out. Starting level: up to and including 5th, no more than 3 levels in any one spellcasting class. The lower you start, the faster you advance. Equipment: DMG wealth level, no item above half the amount. Metagame:At least in the beginning, this will be pure e-mail, at at least a long-ish post a week. I will try to write back ASAP. Anybody not posting for two weeks, whether IC to play or OOC to let me know they're not posting, will disappear. There are many ways to disappear in Harlequinn. I'll take on many players, so don't bother asking if I have room. Jump right in. I expect noncommitted players to drop out by themselves, so I'll have about the right number of real players left after a while. Send me your intro. Let's have fun PS: Yes, I love Thieves World. !@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@!@ Hello! I love Thieves World too. I bought that box set in 1981 the week after it came out. Before I played rogues 3e I played thieves in AD&D. This Tuzon Thume halfling character is one of my first character creations and he was originally from a custom game that I shared with 2 friends in the late 70's and early 80's. I enjoyed him so much I have taken his name to be mine for online gaming. If you wonder at where I found the name, I hijacked it from Robert E Howards Kull of Atlantis. I have recreated him here in the hopes he can join your game and we can have some fun as you suggested. Also as you suggested I have taken some liberty in his intro to the game and the Hidden faction in Harlequinn. If you decide to have me in your game feel free to rewrite any of his description/bio or edit his character sheet. I considered starting him at first level but found it easier to recreate him at higher level. |
|