RMSS Role Playing Aide
RMSS (Role Master Standard System) is a set of Fantasy Role Playing Game (FRPG) products copyrighted by
Iron Crown Enterprises (ICE). This site is NOT affiliated or endorsed by ICE. The RMSS Role Playing Aide
application, used to generate and maintain the characters accessible at this
site, is not sanctioned, written, acknowledged or endorsed by ICE.
The application adopts the majority of the RMSS concepts and approaches, with modifications
to the experience/skill gain process, which was conceived Clarence
himself (in a fit of spurious logic). The dungeon mapping and generation process is unique and
is based on earlier programs developed for VGA Planets Cluster mapping.
The Role Playing Aide facilitates administration and maintenance activities to reduce in game paperwork; It does
not replace the requirement for access to and use of the RMSS Manuals. You will be
UNABLE to use the application without
the manuals; for example, you may know how many skills you have or what percentage you have with a Battle-axe, but none of the
combat tables, skill tables, maneuver tables, in fact no tables relating to
in-game role playing and die rolls are included in this application. The security files to gain access to areas which
may be questionable regarding intellectual property will NOT be provided. I have protected against hacking the code so you
will not find the passwords conveniently located in string variables or .dbf files.
Distribution / Redistribution
The application is for personal and private use of the author and a group of 5 players who
regularly game together. This website is a method by which this group of players can transfer characters
or create new characters for update and maintenance outside of game play. The application is NOT available
for access or redistribution in an unprotected form or manner. Source Code is
NOT available for this application as that would provide a means of circumventing embedded protection,
presuming access to the programming language and compilers.
Note that ONLY my local gaming group has full access to the application. If you wish to obtain a copy of
the application in its protected form (many features locked out) such that you can maintain or create your own characters,
E-Mail Lord Bailey to request access to the application. If granted, you could then import the
characters stored on this page, however, most random generation (encounters,
etc.) modules will be unavailable to protect the intellectual property rights
of ICE. What is available, is freeware, and may be provided via
e-mail of the required executables or a transient page for download.
Protection of Intellectual Property
The application goes beyond simple character creation and maintenance. It provides many aides to the
mundane paperwork faced by the GM. While the application CAN NOT be used as a stand alone application
and a gaming session still requires access to all RMSS rule books, some of the aide modules do contain tables
based heavily on those found within various RMSS rule books and manuals. In order to respect the intellectual
property of ICE, or their Chapter 7 Trustee, this application has embedded access controls
and protection.
This protection allows the private gaming group access to all functions, however, it prevents anyone who
obtains a copy of the application from accessing any functional elements that might infringe or violate on
the intellectual property of the Trustee. Passwords are NOT distributed, are NOT available and will NOT be
provided to anyone outside of the private gaming group. In this fashion, steps have been taken to prevent
distribution and protect intellectual property.
About the Character Files
These character text print and export/import files are created by the RMSS Role Playing Aide, a private character maintenance
application. While you can easily view the printed versions ("View Text") of the characters
currently being played within various campaigns, downloading the zip file will not be of much benefit
unless you have also downloaded the application and installed it on your desktop.
Character Downloads - Version 4.17+
NOTE! Character File Contents were changed for Version
4.17 (New fields added).
These will only work with the Version 4.17 or higher applications and tables. The version of the application
installer (RMSS4.17.EXE) needs
to be equal to or higher than version 4.17 in order to access these characters without potentially corrupting the files.
| Character |
Download Zip |
View Text |
Blais, Urban Man Fighter / Duelist - unnamed Campaign:
This campaign started just before I returned to Victoria. Oddly, both myself and Solo created almost identical Urban Man Fighter / Duelists,
independently; we decided that they should be brothers. Blais is retired as we will not be finishing the campaign. |
Cathbad, High Man Animist / Warden - Ven-el-Rath Campaign, then LOM pre-work Campaign:
Cathbad was a healer of the race of the Panthora, half high-man, half panther. Cathbad was assigned by his God to join an epic quest to save the world of Ven-el-Rath from an encroaching evil. Cathbad, as the healer, had a destiny to reunite the healing power and to spread the healing across the land to remove the poison being spread by evil.
The campaign went sideways pretty quickly. As a 9 chapter epic, the team made it through chapter 1 fairly successfully. Infighting in chapter 2 caused party members to attack each other and resulted in the death of
the Panthora warrior Rasfar. The team skipped chapter 3 and went on a side quest and then
to Chapter 6. Then, I moved and the game campaign ended. By the end, we had achieved a good deal and were on the right track, but we also had a number of relatively major setbacks. A resurrected Rasfar
was corrupted by darkness and stole the most powerful artifact I ever allow in my
world. Our magic user was severely dead, for the second time. The bard was sacrificed to a vampire in return for a
favor and some information, and Cathbad had merged with a powerful amulet to become a Unicorn,
chapters earlier than intended. The campaign restarted with a new gaming crew and to reset everything, I decided the Unicorn was killed by a rogue bone-worm. Cathbad was re-incarnated for a brief cameo into
a Land Of Mists pre-work campaign where we learned he was gay. Some years later he took his own life, which in the land of the dead is not too easy actually, due to loneliness for his people, Rasfar, and others of his persuasion. |
Corwin, Nomad Layman / Layman - Master of the Hunt Campaign:
Corwin is actually the reincarnation of Pinball, who died in the overrun campaign, and a
portion of Thror who went on to the Land of Mists Pre-Work campaign. The
concept behind the Master of the Hunt is for a very vanilla character (Layman / Layman) to become the First Rider of the Apocalypse.
Corwin's task was to hunt every known creature with various outcomes (taming, killing, breeding) for each creature, and naturally starting with low level creatures (the first adventure was to kill a flea which required finding a mangy dog in the nearby village and figuring out how to de-flea it. Tied in was an eventual meeting with the Goddess of the Woods who would help by occasionally handing out magical items as rewards. I
mismanaged parts but the theory was good. |
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Dekay, High Man Shaman / Animist - Overrun Campaign, then Ven-el-Rath Revisited Campaign:
Dekay was 1 of 6 chosen to find a set of magical stones needed to create a magic portal. His world was in risk of being swept over by hoards of goblins. The magic portal would enable them to escape to a new world, and possibly reunite the smaller and taller folk against
a common enemy. Dekay survived this trip, bringing back the stones and helping 90% of his people escape. Along the way he 'inherited' a young Zephyr Hound, much to the consternation of the party, especially Lupin who had a thing about carnivorous dogs. Dekay gained great fame and not a small amount of magical ability in this adventure and he moved on to join his team mate Harpoon in the Epic Ven-el-Rath campaign revisited. With the shuffling of universes and the loss
of a need to save Ven-el-Rath anymore, Dekay could have chosen to stay in the main city of Ven-el where he would have joined the Magicians guild and lived out his days mastering his art. He would have likely retired a relatively famous animist, especially known for his ability with plants and canines. He might have become the first
character to EVER retire in over 20 years of campaigning. But, he decided to journey to Rath to try and save the people there from the evil that still threatened it. Dekay lost his life in the dungeons known as Shen's Folly, just 2 hours and 55 minutes after entering the dungeon, killed by a Night Zephyr Hound, cousin to the Fire hound pup we had adopted, and kin to the
animals Dekay had so often befriended. The constitution loss he had suffered in those few hours left his soul incapable of resurrection. |
Sir Fadamor, Defender of the Realm, Knight (Lieutenant) of Genesis, Knight of Freemont, Dwarf Friend, Eagle Rider, Beholden to Elves, Crusade Ender, Peace Bringer, High Man Paladin - Genesis Campaign:
I had long felt like playing a pure knight of high principles and great nobility. So,
Dwayne created the campaign and we plunked Sir Fadamor into it. I learned that Paladins' gain skills very very slowly. I also learned that unlucky rolls are contagious when trying to make a riding maneuver. Fadamor was coming along quite nicely having; saved a
neighboring kingdom, put down a rebellion, brought his crooked brother in law to justice, and being all set to wed his sweetheart. The nightly visions sent by
God and his task to track down and stop a mad arch mage from opening the gates of hell were only just starting to intrude on his otherwise busy schedule. |
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Fahfred, High Man Rogue / Mercenary - Shadows Campaign:
This character was based on the Fahfred and the Gray Mouser Lankhmar stories. Unfortunately I did not explain to
Gray Mouser that he was not supposed to be an elf. This didn't matter too much as we immediately went into a Middle Earth, Western Gondor area, campaign being run by Solo. Talk about hard to survive. With my basic ineptness as a character, and the Solo killing field in effect, I spent much time running, reminiscent of the way Incus spends most of his time being unconscious. Fahfred and Mouser did OK though. We stormed a castle, saved a princess and got a nice townhouse out of it. The campaign had to be shelved because I moved, just shortly before we were going to somehow be enticed into walking the paths of the dead -
Ack! Fahfred has also been retired. |
Father Tim, Rural Man Cleric / Cleric - No Campaign:
This campaign never started. Father Tim was to replace the Gray Mouser as needed in a campaign. |
Gray Mouser, Half Elf Thief / Dancer - Shadows Campaign:
This character was also based on the Fahfred and the Gray Mouser stories. Mouser did much better than Fahfred at combat, which was odd given he was supposed to be the picklock and agile, sneaky one while Fahfred was supposed to be the axe wielding madman berserker (well comparatively speaking anyway). |
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Gurda Proudfoots, Halfing Animist / Herbalist - Bit Player (Baron Mordo Campaign):
Gurda is the great great ... great niece of Gorbo Proudfoots, a character from my
MERP days in the early 80's. She was taken into a campaign with the group I worked with in Calgary and survived past two distinct segments of a campaign to find magical swords. This including being the only one of the party not to run screaming from a basilisk encounter (awesome fear resistance roll - ignorance IS bliss).
Gurda did a guest spot in the Baron Mordo campaign to help develop Roland and to bring Halfdan back to life - after all they were both needed to move into the eventual Ven-el-Rath Revisited campaign. Gurda travels around in a large wagon that is more than suitable as a house for her. She smokes a mithril pipe, of which she has no concept of the value. She is quite knowledgeable about herbs. As a result of working with Roland, her wagon is drawn by Serpentus. |
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Hain Greataxe, Super-Dwarf Fighter / Avatar - Guest Player (Harasian):
Hain is a character from my MERP days in the early 80's, 1 of 3 that worked together including Gorbo Proudfoots. He is Gurda's 'unky Hain' and he is the one that gave her the mithril pipe she has. He meanwhile has her dolly and he does not wish to talk about it. It is best to respect this wish as Hain was also an experiment in testing the RMSS Role Playing Aide to see how much experience a 16,000 year old dwarf might have and where percentages max out (around level 150 it seems). If it can be had, in terms of armor and weapons, he has it, and even then I think I have underplayed the magical armor. He is pretty-much demi-deity and as such appears for
color, miracle rolls to save the party, and to portend ominous events. Completely unplayable due to
overbearing capabilities. (i.e. Black Reavers have cause to fear him). |
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Halfdan, Half-Orc Sorceror / Necromancer - Baron Mordo Campaign, then Ven-el-Rath Revisited:
Halfdan was designed for the Ven-el-Rath campaign. He is a half orc necromancer who has a strong hatred for both Orcs and the Undead. He comes from a world where light necromancers spend the most of their time protecting villages and cities from roving undead, created in a past age of dark necromancy. He joined Roland in
a preparatory campaign to get some basic experience before wandering into Ven-el-Rath. Unfortunately, he got killed, rather
easily and quickly. I brought Gurda in to work with Roland to get the herbs and crystals necessary to bring him back to life. Then I shipped him into the Ven-el-Rath campaign.
That campaign concluded (just can't seem to make it work - need a bigger cast of players I think - 3 people can't play the 6 necessary characters effectively, especially as I don't want to be one of the players in the campaign). Halfdan
went on to the second part of the campaign which involves surviving the crypts of the dead - the most horrendous killing field I have created. I wanted to test my dungeon mapper in the RMSS Role Playing Aide and
sent Halfdan, Worf, Lupin, Dekay, Ninerick, and Harpoon in to test it out and see how far they get.
Their failure shows the dungeon is too deadly unless the first portions of the Ven-el-Rath campaign are played through completely
to gain the items, artifacts, spells and experience, necessary to survive and tame the dungeon. Halfdan was the last to lose his life. After finding entrance to the second level and passing several traps, the partyencountered an evil beyond their
capability. As Worf and Lupin fell, Halfdan turned and fled, only to find his end at the fangs of Ghost Wolves. Halfdan Resurrects. |
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Harpoon, Wood Elf Magehunter / Commander in Chief - Overrun Campaign, then Ven-el-Rath Revisited Campaign:
Harpoon was part of a quick precursor to the Overrun campaign with Pinball and Masque II. Unfortunately, the Solo effect pretty much did Masque in during the first session. so I moved the other two into the Overrun campaign right away linking the gems they were seeking to the previous death of Harpoons Father. The person he thought killed his father did not by the way, his father was actually killed by Corwin in the future, who was actually still Pinball during this campaign, only now learning of Harpoon's father being killed in the past (this convolution happens more often than one would think desirable in my campaigns - the damn things all link together somehow or other). Harpoon would be the leader of the party of 6 chosen to find a set of magical stones needed to create a magic portal. His world was in great risk of being swept over by hoards of goblins. The magic portal would enable them to escape to a new world, and possibly reunite the smaller folk and the tall folk against the common goblin enemy. Harpoon
survived the travels and was heralded as the savior of most of the free peoples of the world. He then escaped himself with his band to start the Ven-el-Rath revisited campaign. With its shut down, Harpoon might have retained the wealth he had and retired in among the
Elven people in his peaceful new land. He might have grown to relative prominence due to his magical and leadership skills and lead as a councilor in the major city in Ven-el. But, he decided to journey to Rath to try and save the people there from the evil that still threatened it. Harpoon was the first to lose his life in the dungeons known as Shen's Folly, just 2 hours and 52 minutes after entering the dungeon, killed by a Skull Pack, which turned out to be the most aggressive and dangerous combatant yet encountered by the group. He died and his soul departed at the same moment that Lupin struck down the last of the pack, rendering the flight inactive. His body was carried to a cavern by the party to see if he could be saved, but he was already gone and all the party found in the cave was their next set of opponents, who would take Dekay's life and force Lupin into Lycanthrope form.
Harpoon, although suffering constitution loss in Shen's Folly, was resurrected and is available for a new campaign. |
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Incus, Ranger / Ranger: This was
Incus' first incarnation. Incus started as an AD&D Ranger in a pre-chaos
war campaign. Incus came from a small village near Rainpool, which had just been wiped out by a band of what he believed to be
Vampires. He arrived back too late to help save the town (just as well
as he had no chance of doing anything but dying if he was there). His only
clue was an earring shaped like a man with bat wings. Incus set out to
gain experience and gain the skills necessary to exact his revenge. Early
in the campaign we switched to the RMSS System. Equally early, the chaos
war happened and magic went topsy turvey. The party Incus was traveling with got transported to another world with strange beings and stranger
surroundings. As they traveled Incus started to exhibited strange behavior
and his fellows became sure that the earring was starting to possess him.
They forcefully remove it from him and after regaining consciousness (Incus
spent much of his early career unconscious from either friend or foe),
Incus was back to as normal as he ever got. The party soon got involved in
the adventures of a Warrior Princess by the name of Xena (not by
choice) and ended up fighting on the side of a golden unicorn goddess
against a castle infested with demons. Although given a special sword,
Incus, and most of his comrades were rapidly ripped to bits. Incus died
after meeting a Vile, that lived up to its name. |
Incus (II), Wolfen Partial Construct: Incus
came back for a brief while after merging with his sword into a wolfen
type creature. Unfortunately the merging of Incus with the blade caused
his spine to have no mobility. At 4' per round maximum maneuver, Incus was
quick to fall to the next combat. He is not sure what killed him, but it
was big, and black winged and nasty. Initially it looked like a harmless
child, but Incus now surmises that was just a ruse. |
Incus (III), Biomedic Technician - Xena
Future Campaign: Incus found himself in a place of souls that was
very library like. His previous party joined him there in some sort of
dream state and they choose a book from the library and started to merge
into it. Incus went with them. Incus would find himself in the body of
future Xena. Incus then determined that he was now a traveling soul and
was able to enter soulless bodies and live through them, and, in some
cases subjugate an existing soul that might still be present. The
experiences of his past live, his half sword intellect, and his new experiences
in a technological world in a woman's body was more than his already
fragile psyche could take so he went merrily insane. The party
eventually discovered a way to return to their time and world, but Incus
would be 'stomped' quite fatally into the ground by a very large dragon
just after reaching their goal. At least he spent very little of this
campaign unconscious, which was a first. |
Incus (IV), Ranger / Warden - Overrun
Campaign: Incus found himself again inside a woman's body, but at
least one of a ranger. He joined a party to help lead them to a set of
magical stones they needed to create a magic portal. Their world was in
great risk of being swept over by hoards of goblins. The magic portal
would enable them to escape to a new world, and possibly even show Incus a
way back to Rainpool and his world, where he was sure a Vampire awaited
destruction. Incus was still lapsing into bouts of random insanity and
spurious logic, but the process of planar soul travel and the reducing impacts
of the sword that he had previously merged with, was starting to leave
Incus in a more stable frame of mind. Partially he had rationalized his
experiences into a dream state or a spiritual voyage of learning. The
dichotomous forces of the swords intelligence (that had merged with Incus)
was starting to subside, and Incus was in turn gaining not only his own
persona back but was increasing in his own wisdom and strength. He
was bringing his past experiences with him, although not his physical
capabilities which seem tied to the bodies he was inhabiting. Incus
was able to lead the party to their destination and in the process
effected a soul transfer on one of his fallen comrades (Pinball) into the body of a Dwarf (Thror) who was near them at the time.
Unfortunately Pinball (or Thror) would again get into trouble being shot
at point blank range by a Kobold with a cross bow (the Solo effect). This
time, as Incus tried to save him, the transfer would fail and Incus would
temporarily be thrown into the body of a large spider, who would travel
with the group for a few days until Incus lost grip and started soul traveling
again. |
Incus (V), Half Elf Cleric / Confessor - Land of Mists Pre-Work
Campaign: This was Incus's first transition into a non-human body.
He didn't know it, but he also reincarnated in the
very land of his enemy the Vampire Strahd. (got to love Ravenloft).
Here Incus would learn many useful skills and some good spells, should he
ever be able to return to his original body. For a while, I had a grandiose and very convoluted plan to get
Incus back inside his own body. This involved duplicating his original
body from the foreign world he was first killed in, regaining the earring,
getting him a hat, capturing his soul to stop it from eternally moving
between bodies and transferring the soul across time to his duplicate old
body, thus completing the dream voyage he believes himself to be in.
Trouble is, every time I find an ally to help, they get killed. In this campaign, Incus would be joined by
Thror, who had just been split from his previous body with Pinball
becoming Corwin. Incus would meet and marry Elspeth, A dead
ringer for Strahd's lover, and possibly a reincarnation or
descendant. Incus and Elspeth had twin boys, one of whom will
hopefully teach a younger original Incus to be a ranger one day (see above
for the timescaping that occupies much of my stories). They also had twin Girls, Rosemary and Dahlia, who would become Thorn
and Lupin and who are planned to meet up with the original
Incus one day when he gets back to being the Schatten Jaeger he is
supposed to be. Meanwhile Strahd is frustrated at losing track of his ancient enemy and is
pissed off at this upstart elf who would dare marry the image of his lost
love. Strahd cannot track Incus in his current soul skipping form -
Strahd could always track the Schatten Jaeger though - I have not
yet determined how or why. To avoid Strahd's wrath and protect his Family,
Incus and Thror have used a Demon gate to leave the Land of Mist and have
gone..... Unfortunately, the choking effect of the land of mists and the
three demons that were on the outside of the gate proved too much for the
party and they pretty much all died. |
Incus (VI), xxxx / xxxxx - No specified Campaign: . |
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Isten, Halfling Thief / Finder - Overrun Campaign: Isten was
1 of 6 chosen to find a set of
magical stones needed to create a magic portal. His world was in great risk
of being swept over by hoards of goblins. The magic portal would enable them
to escape to a new world, and possibly reunite the smaller folk and the tall
folk against the common Goblin enemy. Isten would survive the travels deep
into the kobold jungles and back out again although he many time wished he
was back in his little hobbit hole, smo.... No, NO! wait, lets focus...
Isten would prove semi-valuable at disarming some traps, but he was never to
see the salvation of his world as he was killed by Goblins when they were
but days away from safety and the end of their journey. As usual, Solo would
be rolling the dice for the opponents and as usual, Solo was rolling many
open ended highs for the opponents and doing damage to the campaign party.
Last Words: Take the Dice away from Solo! |
Koss, Ssithian Ssith / Fighter - Dark Side Campaign:
This campaign never started. |
Londo, Half Elf Magician / Magician -
Land of Mists Pre-Work:
Londo was reincarnated into the Land of Mists due to a nasty Fire Ball
problem during his apprenticeship. He was actually brought in because
Thror and Incus could sure benefit from someone who could speed up their
castle building activities. With Londo, the entire town was rebuilt within
3 years instead of the 100 odd years I had initially planned. Londo did
not leave with Thror and Incus, choosing to remain behind as he had built
a decent reputation and was valued in the community. Depending on when
Thror and/or Incus return, he may still be in Throrstown, Bleriot
Marsh. |
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Lupin, Half Elf Warrior Monk / Master - Overrun Campaign, then
Ven-el-Rath Revisited Campaign:
Lupin, at the time of this adventure is 97 years old, not very old for
an Elf. Her father was Incus in his Half Elf form (as Solufed) in the Land
of Mists Pre-Work campaign. Lupin was my attempt at running a martial
artist (and thus
learning about the impacts of martial arts use in the RPG). Due to her odd
background, she had a few flaws that enabled me to pump up her MA skills,
which was needed as first level Martial Artists don't seem likely to live
too long. Lupin is mute from a childhood plague that went through Bleriot
Marsh. She is also cursed with Lycanthropy, as is her sister (neither of
her brothers are). She is a ringer for Kolyana, Strahds long lost lover,
so she is both a target for his desire, should he become aware of her, and
in some cases is protected as undead under Strahd's control will not
attempt to harm her. She has a number of other psychoses from her
upbringing. At the time of the Overrun campaign she had ended up in a monastery
(of sorts) and joined the party as they were returning from the adventure. She went with them to Ven-el Rath and
stayed there
with Halfdan and Worf to tempt luck in the death-trap dungeon. If
she survived this, she was going to seek to travel to Rolands world where there is an enclave
of Half-elves where she might be welcome. Some of Rolands people are shape
shifters, although not Lycanthropes, and may be able to help her. Some of this
depended on how I think I can bring her to meet the Incus of
the future, once he has his original form back. It's kind of convoluted.
Actually, to a great extent, I was not happy with the outcome of
introducing Lupin into this campaign and will likely take her into the
Dungeon of Death to finish her off. I don't believe I played her properly
and her background and my concept of her was not right for the Ven-el-Rath
campaign. Lupin was the second last to lose her life. She fell
defending Worf, cruelly cut down by a Major Wight. Lupin Resurrects. |
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Lupin (II), Half Elf Warrior Monk / Master - Twins Campaign:
In this attempt to playing Lupin, I will likely go with tying both of
the characters together. Their family line really requires they eventually
end up working with the original Incus against Strahd. |
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Lupus, Half Elf Warrior Monk / Master -
Twins Campaign:
This is just a level 1 version of Lupin under a different name in the
RMSS Role Playing Aide so I can restart the campaign until I get it right.
The disadvantage to experience based playing and real time update is that
you quickly lose track of the starting character. |
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Masque, Rural Man
Magent/Magent:
The original Masque was a replacement to a very short lived Lady Death in
a campaign being run in Calgary. Masque aided his mistress, in traveling into the depths of the Kobold Jungles (a scenario I used later
in my Overrun campaign) to retrieve a sarcophagus for a master Vampire
that Masque somehow got recruited to work for. Masque had tremendously
poor luck with his rolls (multiple consecutive 66's made me lose
invisibility by slicing my Foil sideways through a colleagues neck,
slightly before tripping in the middle of the Kobold camp), but he managed
to survive none the less. Unfortunately, siding with my mistress against
an ally we gained in that campaign angered the master and he placed us in
a pit of death, where Masque was killed by Durbill, a traditional Armored
Dwarf Land Tank. Durbill was also my character which means I killed
myself, and quite handily with a critical that knocked Masques head from
his shoulder in a display of gratuitous graphical goriness. Last Words:
None. Vocal cords with body no longer attached to head. |
Masque (II), Rural Man Magent
/ Bounty Tracker - Overrun Campaign:
This second attempt at Masque proved to be shorter than the first. After
meeting up with Pinball and Harpoon, they were on the road and camped.
Allowing Solo to roll for the lone Orc that ambushed us resulted in Masque
being slain by a crossbow bolt to the head. While not counting as one of
Solo's kills in the campaign, it was the first for the group along that
thread. (I almost had them kill each other but they were both clever
enough to prevent it). Last Words: zzzzzzzz... |
Masque (III), Rural Man Magent
/ Bounty Tracker - Land of Mists Pre-Work Campaign:
Still thinking the Masque character could be interesting, I threw him into
the Land of Mists pre-work campaign as an aide to Thror (Incus was
unconscious at the time - remember he spends much of his gaming time
unconscious). This was probably a mistake as the Land of Mists had very
little for an assassin to do. He became town constable and seemed quite
adequate at that role. Then one day, years later, he disappeared and was
found some time later washed up on the shore. What never became apparent
was that he was corrupted by Strahd's influence and was killed while
attempting to assassinate Rosemary (Thorn). What is also not apparent is
Who assassinated the Assassin??? Last Words: None. I have given up
on an albino assassin, for now. |
Modru , High Man Fighter /
Realm Protector - Shadows Campaign:
Solo introduced Modru as an aide to Fahfred in a pre-run of the Shadows
Campaign. Modru helped storm the castle and save the princess. As a bit
player, he was promoted within the guards and left the campaign, to be
replaced by Thanos, a Necromancer. |
Mordid Guthral, Gnoll
Dabbled / Spy - Guest part in LOM pre-work Campaign:
Mordid was originally a replacement for a campaign that Gurda
was in. Mordid replaced someone whose name I forget, but who upset the
party greatly by stealing one of the swords we had worked hard to get.
Gurda liked Mordid because they were both the same size. Thus when he was
finally killed (by Vampiric Trolls) Gurda was able to take his
clothes and use them for garden scrubbies. Mordid did a guest part in the
Land of Mists Pre-Work campaign when he joined Cathbad there. Mordid
eventually used his stone traveling capability to return to his people. |
Ninerick Nimble Hands, Halfling Thief /
Master Assassin - Ven-el-Rath Revisited Campaign:
Ninerick was actually from Rath, and was persecuted there, for reasons
that were never discovered. He had an interesting void bolt natural
ability that enabled him to escape and join Harpoons epic party. The
campaign never really progressed to the point where Ninerick was able to
come into play. I imagine he might have retired to his cousins in halfling settlement
nearest to the major city of Ven-el. But, he also decided to journey to
Rath to try and save the people there from the evil that still threatened
it. Ninerick would fall, 3rd of the party to do so in the dungeons,
victim to spike trap that his own greed (in collecting gems and coins)
prevented him from escaping. Ninerick Resurrects. |
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Oberon, Urban Man Fighter / Duelist
- unnamed Campaign:
This campaign only just started before I returned to
Victoria. See Blais. Oberon is retired as we will not be
finishing the campaign. |
Oxx, Loyal Rural Man Fighter / Groom:
Every super-hero needs a sidekick, comic relief, a wooster. Fadamor had
Oxx to 'do for him'. |
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Pinball, Nomad Rogue / Bounty
Hunter - Overrun Campaign: Pinball was 1 of 6 chosen to find a set
of magical stones needed to create a magic portal. His world was in great
risk of being swept over by hoards of goblins, and they were all coming into
'civilized' territory through his beloved plains. The magic portal would
enable them to escape to a new world, and possibly reunite the smaller folk
and the tall folk against the common Goblin enemy. Pinball did not even
survive the start of this adventure as he was slain by a Killer Rabbit
prior to even meeting with half of the troop. He would live on in the body
of a passing Dwarf Nobleman by the name of Thror and would, in
that form, survive the entire campaign and lead his people to safety, before
he himself underwent another transformation where his spirit split to
become Corwin and Thror. Thror would regain control of his own body but
in the Land of Mists, reunited in a strange way with Incus V. This was the
first 'Solo' victim in the campaign. Solo would take the lives of 3 of the party members,
although none of his own characters, during the campaign through rolling die
for the enemy. Last Words:
Wellllll... |
Random, High Man Bard / Spy - Ven-el-Rath Revisited Campaign:
Random was developed specifically for the Ven-el-Rath campaign, and
was based on Silk, a character from the Beleriad series of books by David
Eddington. He initially came
from a world that he had to flee. He had fallen in love with a young
girl of noble descent and his affections were unwelcome by her parents.
Once the campaign ended, Random returned to his own world, hoping that his
love would still be waiting for him and that the law may have stopped
looking for him. Unfortunately he would find that time had progressed
differently and his 3 years were over 30 years in the world he had
left. His love was long grown up and had children of her own. Is it
presumed that all turned
out well though with him falling in love with her daughter and this time
being more successful in following through. |
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Roland Shadow Banisher, Half-Elf Ranger
/ Warden
- Baron Mordo Campaign, then Ven-el-Rath Revisited:
Roland was also designed for the Ven-el-Rath campaign. He joined Halfdan in
a
preparatory campaign to get some basic experience and to locate a magic
item needed for the campaign that had somehow come into his world. Unfortunately,
Halfdan got killed and Roland worked with Gurda Proudfoots to obtain the herbs and crystals
necessary to bring him back to life. Then he went to the
Ven-el-Rath campaign to act as the teams guide. With that campaign
concluded, he returned home. In his case, nigh 50 years had passed in
his world since his departure and the minor dalliance he had with a
Half-Elf Ranger (Baran) early in the Baron Mordo campaign proved fruitful. He has twin children and he will find that Baran has
not forgotten him and that his beloved hills and forests are still there
needing his protection. |
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Ssith 547, Ssithian Paladin / Ssith - Dark Side Campaign: This campaign never started. |
Thanalore, High Man Sorceror / Witch - Dark Side Campaign: This campaign never started. |
Thanos, High Man Sorceror / Necromancer
- Shadows Campaign:
With the departure of Modru, Fahfred and Mouser put out an ad for
companions for their troop. Little did they expect a Necromancer to come
calling. They both fear him and his magic and constantly debate on whether
or not to kill him in his sleep. He is oblivious to their concerns and is
actually a good hearted and well intentioned magic user. |
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Thorn, Half Elf Warrior Monk / Master -
Twins Campaign:
Thorn is Incus' (IV) other daughter Rosemary. While not mute, she is
also cursed with Lycanthropy. Her similarity to her sister is limited to
appearance as her psychoses travel to the far opposite scale. Given to intense
fits of anger, she is relatively sadistic and very unstable. She has no
control at all over her lycanthropic tendencies and is not greatly
bothered by who she kills while in that, or even in her own form.
Realistically, the mix of flaws make this character unplayable for most
campaigns She would get herself killed very very quickly in any civilized
realm, although she might do fine with a small group of mercenaries or in
a war of some sort. My thinking is to have some sort of campaign where
they can balance each other out. Where Lupin's presence calms Thorn down,
and where Lupin feels less isolated. With the Twins campaign, I will
likely go with tying both of the characters together. Their family line
really requires they eventually end up working with the original Incus
against Strahd. |
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Thror, Dwarf Paladin / Hephuzad - Overrun Campaign,
the Land of Mists Pre-Work campaign: Thror was a noble
Dwarf at the wrong place and the wrong time. He happened to be nearby when
Pinball was killed by a Killer Rabbit. Incus effected a soul transfer
that moved Pinball into Thror's body and Pinball ran it for most of the
Overrun campaign. Thror ended up being 1 of 6 chosen to find a set
of magical stones needed to create a magic portal. His world was in great
risk of being swept over by hoards of goblins, and they were all coming into
'civilized' territory through his beloved plains. The magic portal would
enable them to escape to a new world, and possibly reunite the smaller folk
and the tall folk against the common Goblin enemy. Thror survived the campaign and lead his people to safety,
although he was theoretically killed by a Kobold cross bow bolt until
Incus sacrificed himself to save Thror. Incus managed to get Thror back to health and he managed to keep himself alive for
the remainder of the campaign. After saving this world,
he underwent another transformation where Pinball went onto
become Corwin and Thror would regain control of his own body but
in the Land of Mists, where he was reunited in a strange way with Incus V.
This was initially very odd as Pinball the Nomad, being sexually
hyperactive, had intimate relations with Incus III (Sandy whatwashername)
who was highly unstable and basically a tramp. In the land of Mists,
Thror would become a primary figure in the town of Bleriot, which would
later be renamed Throrstown in his honor. He regimented the guards into a
fighting force, rebuilt the city out of stone (with Londo's help), rebuilt
the holy church, (despite Incus's help), defeated demonic invaders who
were herding the villagers for their own future plans, and corralled the
wandering undead making the countryside safe for the people again. Thror
was eventually raised almost to kingship level, and was named Prince
Thror, in spite of the Land of Mists being all part of Strahd's Domain.
Thror and Incus spent almost 25 game years in Bleriot Marsh, during which
time many adventures, political included, transpired. Eventually Strahd
visited them (during the day time - odd for a Vampire?) and caught sight
of both Elspeth and her children. While nothing untoward happened, the
fear that Strahd would call for Rosemary and Dahlia (Thorn and Lupin) to
be sent to be his brides, visages of his beloved Kolyana (who they are in
fact descended from, and from the Schatten Jaeger, Strahd's mortal enemy
although no one including Incus really knows much about that),
grew inside Elspeth. She confided in Thror, mostly because she felt
Incus was a bit too unbalanced to understand all the ramifications and
they, as a group, decided it was time to leave the land of mists. They
used the Demon Gate that Thror had disconnected years before to enter the
4th pale and escape to new a world. Unfortunately, the choking effect of
the land of mists and the three demons that were on the outside of the
gate proved too much for the party and they pretty much all died. Thror
ressurects.
I had originally intended to put
Thror in the Land of Mists to meet up with Incus some 100-125 years later,
but Incus seemed too lucky to die all of a sudden. Also, I had planned on
Thror being busy building the town and castle for about the same time
period and it got fast tracked. Oh well, I will find a way to put Thror
back there before Incus needs to go there and meet with him. Oh! And
Incus does have a good grasp as to what is going on, in fact he knows an
awful lot, he just believes he is dreaming and goes with the flow a bit
too often. Even when he comes back to Throrstown, he will not believe that
he was ever really there, to him, it will be a set of visions into other
peoples lives. This may get weirder than it already is.
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Worf, Greater Orc Fighter / Shaguk
Sh'rmauk-end - Overrun Campaign, Then Ven-el-Rath revisited:
Worf was developed specifically for the Overrun Campaign. He was also
developed as Jeff never really had a honking-big fighting machine as a
character before. Worf was 1 of 6 chosen to find a set
of magical stones needed to create a magic portal. His world was in great
risk of being swept over by hoards of goblins, and they were all coming into
'civilized' territory through his beloved plains. The magic portal would
enable them to escape to a new world, and possibly reunite the smaller folk
and the tall folk against the common Goblin enemy. Worf would rock through
this adventure merrily spewing Goblin and Kobold spleens across the
countryside, marching through rows of Black Baboons, and shredding mostly
everything that stood in his way. For all his strength and ferociousness,
he was a very tender-hearted Orc. He took an especial liking to Lupin,
especially when she danced naked in the rain. He took to being her
protector and she took to stopping him from killing everything in
sight. Worf traveled from this campaign onto the Ven-el-Rath
campaign where he would get even more immense with special training in
awareness (which helps him control bloodlust and his general tendency
towards being obtuse) and he would also receive Krags Fist, a special artifact
obtained by Roland in the Baron Mordo campaign. Worf went on to
the second part of the campaign which involved surviving the crypts of the
dead - the most horrendous killing field I have created. With Krags Fist which has grown to a powerful
weapon against undead, and his incredible fighting prowess, they got part way through.
Worf fell, after an inopportune fumble against their greatest
foe yet, a Major Wight. He succumbed to fear and then spells and was
blissfully unaware of the blade that separated his head from his body.
Worf Resurrects, but no longer a servant to the War God. |
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Zartec, Ssithian Fighter / Fighter - Dark Side Campaign: This campaign never started. |
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