Tark is my local campaign name for the D&D Troll, you know the Green Warty Kind. These nasty things started showing up about a century ago near the City State of Tarakon and have spread across Midrea ever since.
Wizard. Not a fire specialist but a crafty and clever Wizard with an arsenal of spells. Being obsessed with revenge for the death of loved ones dies not means suicidal or reckless. After all, you can't kill Tark if you are dead,
Fighter/Flame Steward. These Tark are an abomination that needs to be destroyed. You Sacred Flame powers and combat prowess make you uniquely suited to the task and its one you fill with glee. Your powers also let you heal which balances out you wrath.
Druid. You may not agree with the Flame Stewards faith but you are allies in this mission. You second job is of course to protect nature from your own parties actions. Fireballs do not go well with dry grasslands.
Monster Hunter/Ranger. Half Elf with a little Demon thrown in but still far more human than not, you take equally well to two related crafts. A little magic, a little stealth and a lot of sneaky mean many dead Tarks.
Rogue . Ending up with these loons was hardly the plan but it beats hanging.It helps that you have more than a little talent for Alchemy. Acid and Alchemists Fire are most handy when facing Tarks.
MERP resurrected? Against the Darkmaster! - MERP (*Middle-earth Role-playing*) by ICE (Iron Crown Enterprises) is one of my favourite games of all time. It was the second game I played regularly (a...
4 days ago