Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Players
1. Rhun - Korbryn Rivenshield, of the Dwurfolk of the Lortmils, Dwarf Male Fighter 4
2. Voadam - Miltiades inquisitor of Rao, Male Oeridian Human cleric 5
3. Stonegod - Thandis "The Kid" Ornth, Male human (Oeridian) scout 3/fighter 2
4. s@squ@tch - Lenuran of Lortmills, Male Gnome Bard 5
5. Defcon - Ithiken Naru, Male High Elf Sorcerer 5
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Ostler Gundigoot - Oeridian human, Owner of the Inn of the welcome Wench, an Old man
Vesta Gundigoot - Oeridian/Flan female Human, Ostler's Daughter, runs the inn.
Maridosen - female Half-elf, Barkeeper in the Welcome wench. DEAD
Mr. Gastesh - Baklunish/Oeridian Human, Gold seeker adventurer, you found out that is name is Chatrilon Unosh, a vile informer and a traitor. DEAD
Elmo - Oeridian Human, Captain of the militia and Hero of the second fall of the temple.
Burne and Rufus - The town protectors and rulers.
Nierethi Poscurian - Rock Gnome, Historian from the Cairn Hills
Questin Himmble - Halfling, Extremely ugly, looking for his parents.
? - Human Brute, you saw him in the Welcome wench.
Redithidoor Halfmoon - High Elf Bard, performing in the Welcome wench at nights.
Gister Noshim - Human, Stone mason.
Tragge Liftsilver - Hill dwarf, Stone mason.
Haunor - Hill dwarf, Local Guardian.
Alphon - Halfling, weapon smith.
Carl Harris - Oeridian human, Armorer.
Calmer - St. Cuthbert's Priest.
Y'dey - St. Cuthbert's Canoness.
Terjon - Father of St. Cuthbert.
Yether the keen - Priest of Pelor.
Telna - spy of Iuz, her cover is a cook.
Spugnoir - the wizard you saved, owns potions store in the town.
Renne - Spugnoir's daughter.
Edirion's letter
Edirion
You will take the cover of a loyal worshipper of the cursed Corellon
Your first task is to infiltrate to the secret meeting in Verbobonc, acting as a Representative from the elven community of Highfolk. when you reach to Hommlet Contact Chatrilon Unosh, he is a local vile informer of some kind, selling his services to the highest bidder, he calls himself Mr. Gastesh, be cautious with him, he is treacherous and possibly works with others as well, but his knowledge is something to rely on when you pay the right price.
Any problem should be solved with our local and trust worthy agent Telna.
If problem arose with the pitiable servants of the council (referring your party) kill them with the help of Chatrilon, then get rid of the slimy traitor.
folded letter of the Mad priest Festrath
"The water Temple will soon make its move against the forces of fire. Return quickly, Festrath, for we need your aid. Together, we shall win the favor of the doomdreamers and the Triad itself"
Excerpts from the Journal of Geynor Ton
I do not claim to understand fully the workings of the Great Church and the Masters of All-Consumption. Thier alliance with these foul-smelling brutes is one that surprises me. I had assumed that we were the favored of the Dark Lord. Who are these scaly beast men to tell us what to do? No matter. Soon we'll leave this accused town and I won't be cooped up in this flourmill with the creature.
Annihilation takes you Hommlet! I've not enjoyed my brief stay here. The food from the inn brought by Chatrilon was very good, however. Venison cured very nicely. What is that seasoning? Perhaps when weve slain all the people of this place, I can discover the secrets of its preparation. Great will be that day. Praise to the Elder Elemental Eye!
Just as the Doomdreamers proclaimed, the Dark Obelisk is here, under a pool in a cave. We discovered that below the pool was a shaft with a false bottom, sealed for many years. Once penetrated, the pool drained down into a wondrous cave pulsating with the power of our revered Master of Masters. O great day!
Apparently, the water from the stream above was diverted into the shaft, to fill up the pool and hide the cave from unworthy eyes! Truly the Dark God inspired such a wondrous plan, although it surely was carried out only after his unjust imprisonment. Yours shall be the name we proclaim, Dark Lord, once we have breathed new life into your most deserved worship. Once you are free all shall be set right, and those who deserve it most shall meet their cruel, cruel fate. Blessed destruction!
I marvel at the skill of our enlightened predecessors who constructed the Obelisk to honor and commune with the Dark Lord. Those must have been wonderful, heady days in which to live. Under the leadership of Master Thaque, we shall recover the relics of our lost heritage. Praise the Elder Elemental Eye!
Alas! Foul beast! What fate has befallen us? It must be a test sent to us from beyond we must now go on without the leadership of Master Thaque, may his soul rest with the Dark God in the cold embrace of dissolution now and forevermore. Oh, wicked, cruel fate I seek not your judgment in the claws of some dragon!
But Gungash is also dead. I hated him he stole my lunch two days ago, and it was an excellent boiled egg and some of Tashis delicious spice bread. Take his soul, Dark Lord, and crush it beneath your contemptuous heel.
It appears that we are trapped here for a time. Festrath cannot convince the Gnolls to attack the beast together-not after what happened two days ago. I think the dragon laughs at us. A grand joke, beast, but one that youll pay for with your very soul! Now Festrath hides with the Obelisk and the creature. We will continue our work here, but eventually we shall run out of food. Perhaps we shall have to live as the lovely ghouls do here. Or perhaps Gnoll flesh can be flavored in some way so as to make it palatable.
Chatrilon came here to warn us, it seems a bunch of adventurers proclaiming to be heroes found the place and defeated the dragon. We heard nothing from priestess Gren who watch some of the relics in the upper room. Garrik is dead and most of his Gnolls, two were left to protect the portcullis against invasion, we are going to leave in two days, and we must claim all the relics, seal the holy chamber and leave the foul, dead infested place.
Map Key
#1 Temple to Ehlonna
#2 Temple to Pelor
#3 Church of St. Cuthbert.
#4 Inn of the Welcome Wench
#6 Old Trading Post where some of you stabled their horses.
#7 Weavers.
#8 Tailor.
#11 Teamster
#12 Woodcutter
#16 Old Town Hall.
#18 Stone Maison, Tragge Liftsilver.
#19 - Telna's Kitchen - It seems that Telna is Iuz's spy
#20 Wheel and Wainwright
#21 Leatherworker, Naddy Tomanloft (female gnome), Lenuran knows her.
#25 Potions and Elixirs.
#26 Jaroo's Grove
#27 Impressive Keep.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Experience: Level 5 to 6 (15000) Level 4 to 5 (10000)
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100 xp each - Gathering information with roleplaying. (Miltiades/Thandis/Korbryn Only)
350 xp each - Defeating the blue dragon in the moathouse.
275 xp each - Defeating The Gray Ooze.
225 xp each - For Finishing the First level of the moathouse and because the DM is a kind person.
360 xp each - Gnoll Guards on the staircasr chamber.
160 xp each - for Defeating the Ghast in the jail hall.
420 xp each - Human Priestess and Skeletones.
658 xp each - For defeating the Gnoll's ambush.
450 xp each - Defeating Cockatrice.
1102 xp each - Assassins in the Welcome wench. (Miltiades/Thandis/Ithiken Only)
100 xp (Thandis/Miltiades) / 120 xp (Korbryn/Ithiken) - Destroying Ghouls.
150 xp (Thandis/Miltiades/Ithiken) / 160 xp (Korbryn/Lenuran) - Destroying Ghast.
60 xp each - Killing the Two patrolling Gnolls.
100 xp (Thandis/Miltiades/Ithiken) / 120 xp (Korbryn/Lenuran) - glyph disabled.
300 xp (Thandis/Miltiades/Ithiken) / 320 xp (Korbryn/Lenuran) - Festrah the Mad Priest.
150 xp (Thandis/Miltiades/Ithiken) / 160 xp (Korbryn) - Killing the summoned Grell.
200 xp (Lenuran) - Visiting the black spherical room of the dark room and make it alive.
320 xp (Thandis/Miltiades/Ithiken) / 350 xp (Korbryn/Lenuran) - Killing the blue dragon.
450 xp (Thandis/Miltiades/Ithiken/Korbryn) / 480 xp (Lenuran) - Waterside Hostel, Nulb, destroying Wat the ghost.
960 xp (Thandis/Miltiades/Ithiken/Korbryn) / 980 xp (Lenuran) - Defeating the hobgoblins of the temple.
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Loot + party equipment: Gnoll Guards in the Moathouse Dungeon - 72 gold.
Excavated Relics (Room #24) (Female Priest) - Ochre robes, 3 potions, MW Morningstar, splint armor, large steel shield, light crossbow, 10 bolts, 20 gold coins, 20 silver coins, holy symbol.Torch of revealing and 3 Incense of dream, A black scepter with violet gems, and a black metal tube.
Gnoll's Ambush - Full plate, MW Great Axe, +1 magical studded leather armor, MW longsword, MW short sword, Brooch of shielding(Thandis), clw potion
Assassins loot – 4 scrolls (1 protection from elements fire, 3 clw), Necklace of prayer beads (2 blessing), mw rapier, 2 feather tokens (bird), Brooch of shielding, holy symbol (obex), Ring of mind shielding.
Ceremonial relics from the cave #34A – Bead of force , set of silver chimes, bronze brazier and three chunks of incense, skin-covered black drum.
Cleric's Quarters #30 – two ceramic liquid vials, two scrolls, six tindertwigs, a sheaf of papers with “G.T” letters scribed on the binding.
Up the shaft #32 – small statue, +1 Rapier, +1 buckler, wand of invisibility, 60 gold, 15 silver,Cloak of resistance +1.
The Big cave with the mad priest – Pearl of power (level 1), potion, 23 gold coins, gem worth 20 gold.
Temple of Elemental Evil ruins (The Hobgoblin tribe) - 142 gold coins on bodies of fallen hobgoblins. Treasure room:845 copper, 698 silver, 572 gold.
small iron box witth 10 bloodstones in silk padding (50 gold each), A bolt of cloth with gold embroidery (100 gold), A suit of full plate. golden flagon with obsidian inlays (200 gold), Silver platter (75 gold), painting of green dragon (120 gold), 6 smokesticks, flask of holy water.
italic = magical
__________________
Spoiler:
Zirat Igruf, Gladiator (Rhun's ToEE): OOC ; IC ; RG
Thandis "The Kid" Ornth CR 5 (12690 xp)
Male human (Oeridian) scout 3/fighter 2
N Medium humanoid Init +4; Senses Listen +6, Spot +6 Languages Common, Dwarven, Elven, Orc
----------------------------------------------------------------- AC 18, touch 13, flat-footed 15; +5 armor, +3] Dex; Two-Weapon Defense, skirmish (+1 AC), uncanny dodge hp 38 (5 HD) Fort +7, Ref +6, Will +1
----------------------------------------------------------------- Spd 40 ft. Melee+1 dragon tooth dagger +6 (1d6+3/19-20+2d6 skirmish) and +1 dagger +6 (1d4+3/19-20+2d6 skirmish); Two-Weapon Fighting or Melee+1 dragon tooth dagger +8 (1d6+3/19-20+2d6 skirmish) or Melee+1 dagger +8 (1d4+3/19-20+2d6 skirmish) or Ranged dagger +9 (1d4+3/19-20+2d6 skirmish); Point Blank Shot or Ranged dagger +8 (1d4+2/19-20) Base Atk +4; Grp +6 Attack Options Point Blank Shot, Precise Shot, skirmish (+2d6), Two-Weapon Fighting Combat Possessions 3 potions of cure light wounds, 2 potions of shield of faith +2
----------------------------------------------------------------- Abilities Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 10 SQ battle fortitude, fast movement +10ft., trackless step, trapfinding, uncanny dodge Feats Point Blank Shot, Precise Shot, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (dagger) Skills Appraise +3, Balance +5, Bluff +4, Climb +2, Concentration +2, Diplomacy +2, Disable Device +11, Disguise +0, Escape Artist +3, Forgery +3, Gather Information +0, Heal +0, Hide +9, Intimidate +0, Jump +4, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (untrained) +3, Listen +6, Move Silently +9, Open Lock +11, Ride +5, Search +9, Sense Motive +8, Sleight of Hand +7, Spot +6, Survival +0, Swim +2, Tumble +11, Use Rope +3 Possessions combat possessions plus +1 dagger, +1 dragon tooth dagger, mwk cold iron dagger, 9 daggers, ceremonial dagger (Cleric's room), +1 mithral chain shirt, backpack, bedroll, 2 belt pouches, 10 pc. chalk, everburning torch, 100 ft. silk rope, traveler's outfit, mwk thieves' tools; light warhorse with military saddle, mwk studded leather barding, and saddlebags; 4749gp, 45cp.
----------------------------------------------------------------- Battle Fortitude (Ex) The Kid gets a +1 competence bonus on Fortitude and initiative checks. Fast Movement (Ex) The Kid is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Skirmish (Ex) If The Kid moves 10 ft. during a round, he deals an extra +2d6 damage with his melee attacks and ranged attacks within 30 ft. and +1 to AC. The extra damage is treated as sneak attack damage. Trackless Step (Ex) The Kid leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired. Trapfinding (Ex) The Kid can find and disarm traps as a rogue. Uncanny Dodge (Ex) The Kid is never considered flat-footed unless immobilized.
The Kid's Mount (Dragonbane)
Skirmish
Male light warhorse
N Large animal Init +1; Senses low-light vision, scent; Listen +4, Spot +4
----------------------------------------------------------------- AC 17 touch 13, flat-footed 13 hp 22/22 (3 HD) Fort +6, Ref +4, Will +2
----------------------------------------------------------------- Spd 60 ft. Melee hoof +4 (1d4+3) or Melee 2 hooves +4 (1d4+3) and bite -1 (1d3+1) Base Atk +2; Grp +9
----------------------------------------------------------------- Abilities tr 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Listen +4, Spot +4 Possessions bit and bridle, mwk studded leather barding, military saddle
Advancement
L1->Scout 1 HP: 10 (1d8+2) SP: +48 (8x4+1x4+3x4)
Bluff +4cc, Disable Device +4, Hide +4, Knowledge (geography) +2, Knowledge (local) +2, Listen +4, Move Silently +4, Open Lock +4, Search +4, Sense Motive +4, Sleight of Hand +4cc, Spot +4, Tumble +4
Abilities: Str 14 (6pts), Dex 15 (8 pts), Con 14 (6pts), Int 16 (10pts), Wis 10 (2pts), Cha 10 (2pts)
Feats: Point Blank Shot, Precise Shot (human bonus)
Other: skirmish +1d6, trapfinding
L2->Fighter 1 HP: 7 (1d10+2, avg down) SP: +6 (2+1+3)
Bluff +1cc, Sense Motive +2cc, Sleight of Hand +1cc, Tumble +2cc
Feats: Weapon Focus (dagger) (fighter bonus)
Thandis Ornth was born the son of a loyal Furyondy solider of Grabford. His father fought in the Greyhawk Wars, and was killed shortly after Thandis' birth, never having seen his son. Clashes with the Empire of Iuz and other forces would eventually claim Thandis' mother's life, leaving him a war orphan in a war-torn city.
Thandis' life on the mean street could have ended poorly except for one constant reminder of his father---a special dagger, military issue, given to his mother at a memento and for protection. Thandis treasured the dagger, and treasured the memory of his father and the military that claimed his life. He used that blade more than once to save himself or others, all the while dreaming that one day he would be a hero like his father.
That day came in his 14th year of life. A brief incursion of raiders threatened Grabford, at the time when an outbreak of the Red Death was hindering the town. The surprised and weakened Furyondy garrison, desparate for any assistance, allowed the assistance of "The Kid"---so named because he wasn't even old enough to shave yet. In the following battles, The Kid made a good showing of himself, his rough life on the street paying off. Though he was not vital in any encounter, his enthusiam (and willingness to do *anything* to ensure victory) earned him the admiration of his fellows. Enough to earn him an early enlistment.
The Kid (he is still called that, even several years later) served as a loyal scout and fierce skirmisher for Furyondy, his father's dagger always at his side. Now, the Kingdom has a new job for him.
Appearance and Personality
"The Kid" is only 19, and looks younger than that due to the lack of any real facial hair (he has a problem growing any). He is wry and constantly in motion, always twitching or fiddling with something (usually a dagger). His is dressed in functionally scouting attire, with the seal of Furyondy hidden by easily displayable. Several blades are hidden about this perrson. His is an Oeridian is tan skin and curly red hair.
The Kid is a solid supporter of Furyondy, though not to the point of jingoism. He is a stalwart companion, though he will not hesitate to use brutal (he would say "effective") means to protect his friends. His is affable and eager.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Growing up in the gnomish community of Lortmills, Lenuran seemed to spend all of his free time with a book in his hand. He was fascinated by the power of the written word and as soon as he finished one book, he begged his family to supply him with another. Soon he was borrowing books from everyone in the village and when he encountered a writing that he did not understand; he did not rest until that too had been mastered. His family still held high hopes for him, as it seemed that even with his obsession with books there was nothing in the gnomish culture that he was not partially good at doing. On the eve of his fortieth birthday, he surprised those gathered at his surprise party by having his sister tell everyone there that he had stepped out for a short walk and would be back soon. This short walk took him nearly the span of the northern regions of Oerth and forty years to finish.
When he returned to Lortmills, Lenurans brown hair was prematurely streaked with gray and he carried himself with an ease that instantly earned him coy smiles by many of the gnomish women, both married and single. From a comfortable seat in the inn over the course of the next three months, Lenuran told of the fierce battle he had witnessed between the glacier dwarves to the far North and the wicked frost giant who sought to enslave their village. He spoke of his time aboard a privateer vessel where he earned his keep by tracking the stars to keep them on course and of the wonders of the open sea. His tales of living with the noble wood elves in their secluded tree homes drew skeptical looks from his relatives until he showed them the fine elvish mesh shirt and nearly weightless shield they had given him when they parted ways.
Everyone assumed that Lenurans wandering days were behind him and that like a respectable gnome he would settle down and take a wife, but the one story that Lenuran had not told his family was that his fate no longer was his to control as it was bound to a legend he was chasing.
Twenty years ago, Lenuran apprenticed to the Royal Scribe and was given the task of making sense of the fragmented documents concerning a place known as the Temple of Evil. The details were vague, but Lenuran was able to gather that a small band of strangers had stormed the temple and disrupted a great evil there, but shortly afterwards they all seemed to vanish into thin air.
Jotting down the few notes on who they were, Lenuran began tracking the legendary people down to find out what truly happened, but despite his best effort, his search brought only dead ends upon dead ends.
Returning to Lenuran to rest and weigh the options before him, he received a letter from the Court telling him of the need for another gathering to venture to the Temple once more. As he was still in service to the Crown, albeit on an extended leave of absence from his Scribe duties, Lenuran packed his bag quickly and disappeared into the night once more.
Appearance and Personality
Lenuran appears to be a gnome of average height and weight with a nose that makes his race proud. His brown hair is shot with gray streaks and while he is well into adulthood, his limbs retain the last vestige of youth in them. He wears his armor under his shirt and vest when traveling, but rarely places himself in situations where he would have to draw Frostfang, the blue ice sword that was crafted for him during his stay in the Far North.
Lenuran sees himself as nothing more than a simple scribe who has had the luck to find himself in situations no scribe should ever be. He has seen much in his eighty years and none would fault him if the road began to lose its appeal, but until Lenuran can place the mystery of what happened in the Temple so long ago to rest, his spirit will never allow him to rest.
Last edited by Tonks; 14th August 2006 at 03:37 PM..
0 Cure Minor Wounds, Detect Magic, Create Water, Mending, Light
1 Cure Light Wounds, Bless, Comprehend Languages, Summon Monster I, X2, X3
2 Cure Moderate Wounds, Hold Person, Spiritual Weapon, Summon Monster II X2
3 Clairaudience/Clairvoyance, Speak With Dead, Summon Monster III X2
Equipment
Full plate +2 5,650 gp
Cure light wounds wand x2 750x2 gp
Handy haversack 2,000 gp
Pearl of Power 1st level x2
3.0 Necklace of Prayer Beads (blessing)
Holy symbol 25 gp
Spear 2 gp
Food, water, sundry gear, 10 gp
Historical, demonological, and religious reference texts 15 gp
Everburning torch 110 gp
Cloak of protection +1 1,000
682.09 gp
Description
A tall thin man, Miltiades has the thoughtful look of a scholar to him, though he has the bearing of one trained to wear the armor he does. Olive skinned with short cut black hair and dark brown eyes he is easily identified as an Oeridian.
Background
Miltiades is a church loremaster, trained in history, demonology, and arcanology. He knows the past history of the Temple and was sent by the church in Veluna to investigate rumors that indicate the possibility of a return of the elemental cults.
A disciple of the secret Order of Serenity Miltiades is trained to confront attacks to the very fabric of Oerth's reality. Fiends walking the world, Far Realms invaders, Chaos Abominations that twist men's minds by their very presence, these are what the Order quietly works to stop. Their mission is nothing less than to save the world. Enlightenment. Peace. World-wide serenity undisturbed by Things That Should Not Be.
Miltiades takes his ultimate mission seriously, as his most sacred trust and duty. On the surface he is a friendly scholar ready with healing magics to help those in need. But at his core underneath he is a dedicated zealot fanatically devoted to his cause.
Nightwind
Male light warhorse
N Large animal Init +1; Senses low-light vision, scent; Listen +4, Spot +4
----------------------------------------------------------------- AC 17 touch 13, flat-footed 13 hp 22/22 (3d8+9) Fort +6, Ref +4, Will +2
----------------------------------------------------------------- Spd 60 ft. Melee hoof +4 (1d4+3) or Melee 2 hooves +4 (1d4+3) and bite -1 (1d3+1) Base Atk +2; Grp +9
----------------------------------------------------------------- Abilities Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Feats Endurance, Run Skills Listen +4, Spot +4 Possessions Mwk. Bit and bridle, Mwk studded leather barding, Military saddle
Background(unfinished)
Footman in skirmishes against the Iuz threat, dancing through the battlefield and cutting where it hurts, feinting and moving between his enemies until they wore off, defeated by themselves in their attacks against the air.
Never accepted to be promoted due to more than one reason: He had grown pretty aquaitanced to his company, he supported fully his commander, knowing that his abilities for leadership -altough he got along with the men- were far from similar, and also a spirit for freedom in action which wouldn't mesh well with the responsability of having men under his command. For ten years (?) they worked together...
His last mission was an utter failure... worse... he and a marksman were the only survivors... torn by the happenings and all the men for whose (altough he didn't want to) death felt responsible for, he disappeared for some time... a scout found his unconscious body sorrounded by men in dark armor... some fear arose of him having lost an eye but he hadn't lost it, it was just blanched with a scar running perpendicular to it, having only caressed his eye...
Now, what could his superiors do with a loyal, somewhat unruly, and heart-striken elf?
Highfolk(personal note)
Located in the northwestern portion of the continent of the Flanaess, on the world of Oerth, the area now known as Highfolk has long been the source of many conflicts, grand adventures, and stories of heroism down through the years. Elves and humans battle Iuz's forces in the Vesve Forest on the eastern edge of the region; farther to the west, peaceful farmers harvest the land in the verdant earth called the Highvale; to the south, the town of Highfolk moderates the activities of both peace and war, and keeps diplomatic contacts with its allies, Veluna and Furyondy. The region of Highfolk is a wild land, parts untamable to many, a peaceful land, full of the beauty of nature, and a dangerous land, with the forces of evil ever present, looking to destroy the harmony and hard-fought freedoms that the people of the region enjoy.
The city of Highfolk is ruled by the human elected mayor, Tavin Ersteader, and is the center for politics with the region. Only about ten percent of the population is human (mostly concentrated in the city and valley of the Velverdyva), with eighty percent of the population being elves. High and Sylvan elves predominate, though there is a small minority of Grey Elves. The people of Highfolk hold their freedom highly, and their fealty to the elven lord Kashafen Tamarel is couched in guarantees of personal liberty. The few humans tend to worship Elohnna, Obad-Hai, the Oeridian sky/agricultural gods, or Trithereon.
Founded thousands of years ago, Highfolk was the "Western Watch" of the elves, to keep an eye on the Suel and Baklunish Empires. It suffered heavily from attacks during the brutal wars with Vecna, but found unlooked-for assistace from some Oeridian tribes that had fled east from the Suel and Baklunish. They maintained their independence from the Great Kingdom of Aerdy and befriended Furyondi and Veluna when they broke free of the Great Kingdom. The Elves of the immense Vesve forest have recognized the threat of Iuz, and have supplied their archers and knights to the cause. Iuz has roused dark races and given them greater strength to contend with the elves.
Variant Fighter
*Variant Fighter:
No Armor Proficiency (Heavy)
No Armor Proficiency (Medium)
No Shield Proficiency (Tower)
No Shield Proficiency
d8 Hit Die
Tumble & Bluff as class skills
"Sneak" Attack +1d6 at levels 3,6,9,12,15,18
Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
Korbryn Rivenshield, of the Dwurfolk of the Lortmils Lawful Neutral Dwarf Male Fighter 6
Background/Appearance/Personality
Background
Although still a young dwarf, Korbryn has seen his fare share of battles. Hailing from the southernmost portion of the Lortmils, Korbryn and his clan have had ample opportunity to prove their valor against humanoids and giants from the nearby Pomarj.
When the stories of Korbyrn’s battle prowess reached the ears of the dwarven kings, they summoned him to their halls to test for the honor of joining their personal guard. The tests consisted of a series of combat against other worthies, and a series of endurance tests as well. When the testing was completed, Korbryn found was offered the honor of serving, and dutifully took his place among the elite defenders of the dwarven kings.
When the call came for the dwarf lords to send a representative to Verbobonc, Korbyrn was quickly chosen from amongst the guard. While not a diplomat, Korbryn is a loyal, courageous dwarf who will speak plainly, and put the needs of the dwarves before his own personal concerns.
Appearance
Korbryn is tall for a dwarf, at 4’ 5” in height. He is powerful of build, with a weight of about 190 pounds, most of it solid muscle. He has long blonde hair and a long blonde beard, both of which he wears braided with fine silver chain. His face is badly scarred down the left side, where an ogre’s club has mangled his visage, though he tries to hide the worst of this with his facial hair. His voice is grating and always sounds hoarse.
The fighter is almost always found in his well-polished plate armor, and dresses in the leathers and wools favored by his people, in shades of blues and grays. While most dwarves are fond of wearing jewelry and precious metals, Korbryn disdains this practice. His clothes are generally worn and travel stained, but his armor and weapons are always clean and freshly oiled. He wears a collection of goblin, gnoll and orc ears around his neck, and a fine set of matching blue boots and gloves...crafted from the hide of a blue dragon. In full battle gear, Korbryn is quite the sight to behold…wielding a sword that is larger than himself, and with enough weapons strapped to himself to outfit a troop of dwarves.
Personality
Quiet and taciturn, Korbryn rarely speaks. He prefers to let his actions speak for themselves. He is gruff and ill tempered, and is brutally honest, whether those listening to his words will like them or not.
Korbryn is not a smith or a miner, as are most of his kin. He is a warrior, first and foremost. He was trained to fight and defend his people, and he sees that as his only duty. Anyone that he deems a threat to the dwarves of the Lortmils will find Korbryn to be a most implacable foe. He is practical and methodical, and fully confident in his fighting prowess. Although a disciplined and honorable warrior, he is not above using dirty tricks to carry the day…
Racial Features:
- Move at full speed, even in heavy armor or while carrying heavy load
- Darkvision 60’; Stonecutting bonuses
- Weapon familiarity (dwarven waraxe and dwarven urgrosh)
- Stability (+4 vrs. attempts to bullrush or trip)
- +2 save bonus vrs. poison
- +2 save bonus vrs. spells and spell-like effects
- +1 attack bonus vrs. orcs and goblinoids
- +4 dodge bonus to AC vrs. giants
- +2 on appraise checks concerning stone or metal items
- +2 on craft checks when working with stone or metal
Equipment/Possessions Full Plate +1 2650 gp 50 lb
Armor Spikes 50 gp -----
Heavy Steel Shield 20 gp 15 lb
Anrak, greatsword +1 2350 gp 8 lb
Dwarven waraxe 30 gp 8 lb
Warhammer 12 gp 5 lb
Dagger 2 gp 1 lb
Comp. Longbow (+4 str, mw) 800 gp 3 lb
39 arrows, cold iron 4 gp 6 lb
20 arrows, silver 21 gp 3 lb
Cloak of Resistance (+1)
Ring of Protection (+1) 2000gp
Blue Dragon Hide Boots
Blue Dragon Hide Gloves
Explorer’s Outfit 10 gp 8 lb
Backpack 2 gp 2 lb
Beltpouch 1 gp ½ lb
Bedroll 1 sp 5 lb
Chalk, 2 pieces 2 cp -----
Crowbar 2 gp 5 lb
Flint & Steel 1 gp -----
Grappling Hook 1 gp 4 lb
4 pitons 2 sp 2 lb
Rations, trail 10 days 50 sp 10 lb
Rope, silk 50’ 10 gp 5 lb
2 sacks (empty) 2 sp 1 lb
Waterskin 1 gp 4 lbs
3 flasks of alchemists fire 60 gp 3 lbs
5 tindertwigs 5 gp ----- 1 smokestick 20 gp ----- Used12/20/2008
Carved wooden pipe and halfling-kin's pipeweed Light warhorse (named Werglori "War Silver") 150gp Killed by undead
Riding Saddle 10gp
Bit & Bridle 2gp
Money Pps: 92
Gps: 148
Sps: 20
Cps: 33
10 bloodstones (worth 50gp each)
2000 spent on ring of protection +1
-150gp to Miltiades for Wand
Last edited by Rhun; 18th November 2009 at 04:28 PM..
Reason: Updated wealth
Racial Abilities:
-Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
-Low-light vision.
-Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
-+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
-Automatic Languages: Common, Elven.
Class Abilities:
-Summon Familiar
-Scribe Scroll (B)
Equipment:
Amulet of Natural Armour +1 (2000 GP)
Wand of Colour Spray (50 Charges, 750 GP)
Scroll of Detect Secret Doors, Hold Portal, Knock (200 GP)
Scroll of Invisibility, Summon Monster II, Summon Swarm, Silence
6 Potions of Cure Light Wounds (300 GP)
1 Potion of Remove Disease (750 GP)
1 Potion of Shielf of Faith +4 (600 GP)
Feather Token (whip) (500 GP)
50 crossbow bolts (5 GP)
140 GP
Spellbook
0 Level: All (DC 15) 1st Level:Shield, Mage Armour, Magic Missile, True Strike, Protection from Evil, Endure Elements, Burning Hands, Expeditious Retreat, Ray of Enfeeblement, Unseen Servant (DC 16) 2nd Level: Web, Scorching Ray, Blindness/Deafness, Resist Energy (DC 17)
Background
Llewellyn Mourner's family history is as tragic as his family name would suggest, with many of his ancestors having lost their lives in past battles and to plagues that ravaged the elven communities. Llewellyn has drawn on this history for personal strength, throwing himself into his study of the arcane arts. He is rough around the edges and tends to alienate more people than he befriends, but he is generally oblivious to this anyway. In his youth, his reckless ways earned him the sardonic nickname of "Caution", but it doesn't get used much.
For the last few years he has been training with Bigby (of interposing hand fame) and has served as something of a go-between for the famous wizard and the outside world. He is town on business.
Appearance
Llewellyn is skinny even for an elf. His dirty blonde hair is long and somewhat unkempt, as he is more preoccupied with his work than his appearance. More than one person has mentioned that he has a disconcerting way of looking at people, as though he wasn't really seeing them.
Miltiades has augment summoning, stats for summoned creatures below
Summon Monster I
Spoiler:
Celestial Dog
Spoiler:
Celestial Dog
Size/Type: Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
Celestial Fire Beetle
Spoiler:
Celestial Giant Fire Beetle
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (2d4+3)
Full Attack: Bite +3 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills:
Feats:
Environment: Warm plains Any good-aligned plane
Organization: Cluster (2-5) or colony (6-11)
Challenge Rating: 1/3
Alignment: Always neutral Always lawful good
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
Celestial Giant Fire Beetle
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe.
Celestial Owl
Spoiler:
Celestial Owl
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Full Attack: Talons +5 melee (1d4-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon FinesseB
Environment: Temperate forests Any good-aligned plane
Organization: Solitary
Challenge Rating: Ό
Alignment: Always lawful good
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills
Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Celestial Owl
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe.
Summon Monster II
Spoiler:
Celestial Giant Bee
Spoiler:
Giant Bee
Size/Type: Medium Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Sting +4 melee (1d4+3 plus poison)
Full Attack: Sting +4 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 15, Dex 14, Con 15, Int Ψ, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Feats:
Environment: Temperate plains
Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex)
Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills
Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Smite Evil (Su)
Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe.
Celestial Bombardier Beetle
Spoiler:
Size/Type: Medium Vermin
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+4)
Full Attack: Bite +4 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5
Saves: Fort +7, Ref +0, Will +0
Abilities: Str 17, Dex 10, Con 18, Int Ψ, Wis 10, Cha 9
Skills:
Feats:
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex)
When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Smite Evil (Su)
Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe.
Summon Monster III
Spoiler:
Celestial Bison
Spoiler:
Celestial Bison
Size/Type: Large Magical Beast
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Combat
Stampede (Ex)
A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su)
Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe.
Air Elemental Small
Spoiler:
Air Elemental, Small
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +7
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-1
Attack: Slam +5 melee (1d4+3)
Full Attack: Slam +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su)
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elementals size. The elemental controls the exact height, but it must be at least 10 feet.
The elementals movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creatures space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwinds effects varies with the elementals size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwinds volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwinds base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwinds height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Name: Ithiken Naru
Class: Sorcerer
Race: High Elf
Size: Medium
Gender: Male
Alignment: Neutral Good
Str: 10 +0 (2p.) Level: 5 XP: 10000
Dex: 18 +4 (10p.) BAB: +2 HP: 19
Con: 12 +1 (6p.) Grapple: +2
Int: 10 +0 (2p.) Speed: 30'
Wis: 12 +1 (4p.) Init: +8
Cha: 17 +3 (10p.)
Base Armor Shield Dex Size MiscArmor: 22 10 +4 +4 +4 +0 --
Touch: 18
Flat: 18
Base Mod MiscFort: +2 +1 +1 --
Ref: +5 +1 +4 --
Will: +5 +4 +1 --
Weapon Attack Damage Critical
Rapier +2 1d6 18-20
Shortbow +6 1d6 x3
Languages: Common, Elf
Abilities:
Immunity to magical sleep
Low-light vision
+2 racial bonus to Listen, Spot, and Search checks
+2 racial bonus to Enchantment Saves
Proficiency with longsword, rapier, longbow, shortbow
Feats: Alertness, Improved Initiative
Skill Points: 16 Max Ranks: 8/4
Skills: Ranks Mod Misc
Appraise +3 0 +0 +3 (familiar)
Balance +4 0 +4
Bluff +3 0 +3
Climb +0 0 +0
Concentration +9 8 +1
Diplomacy +3 0 +3
Disguise +3 0 +3
Escape Artist +4 0 +4
Forgery +0 0 +0
Gather Information +3 0 +3
Heal +1 0 +1
Hide +4 0 +4
Intimidate +4 0 +4
Jump +0 0 +0
Listen +5 0 +1 +4 (feat/elf)
Move Silently +4 0 +4
Ride +4 0 +4
Search +2 0 +0 +2
Sense Motive +1 0 +1
Sleight of Hand +4 0 +4
Spellcraft +8 8 +0
Spot +5 0 +1 +4 (feat/elf)
Survival +1 0 +1
Swim +0 0 +0
Tumble +4 0 +4
Use Rope +4 0 +4
Spells Known:
0th (6) - Daze, Disrupt Undead, Detect Magic, Mage Hand, Open/Close, Read Magic
1st (4) - Floating Disk, Magic Missile, Shield, Bigby's Tripping Hand
2nd (2) - Invisibility, Bigby's Warding Hand
Spells Per Day: 0th (6) / 1st (7) / 2nd (5)
[Spells Remaining: 6/7/5]
Bigby's Tripping Hand: Medium range / Reflex save negates / Force spell
Trip attack causing no AoO
Attack bonus: +11 (caster level + CHA modifier + 2 for STR of hand [14] + 1 / 3 caster levels)
Bigby's Warding Hand: Medium range / 1 round per level duration [5] / Force spell
Target makes a STR check vs DC 15 each round (Base 12 + CHA modifier)
Failure: target moves at half-speed, new check made each round
Familiar: Yernn
Raven familiar
+3 to Appraise checks
Speaks Elvish
Equipment: Cost
Bedroll 1sp
Belt Pouches (2) 2gp
Flint & Steel 1gp
Lantern, Hooded 7gp
Oil (3) 3sp
Rations (4 days) 2gp
Waterskin 1gp
Whetstone 2cp
Parchment (4)
Rapier 20gp
Shortbow 30gp
Arrows (40) 2gp
Wand of Mage Armor [44] 750gp
Wand of Magic Missile 3rd [32] 2250gp
Handy Haversack 2000gp
Potion of Cure Mod x1 600gp
Potion of Blur 300gp
Brooch Of Shielding
Appearance:
Ithiken Naru looks very young for a gray elf. His light blue eyes denote an air of uncertainty, and his skittish movement accent his inexperience. He has long, flowing golden hair that he keeps tied up in very intricate braids down his back. He wears deep purple robes of the finest velvet, the sleeves wide and open to allow easy access to the wands he keep strapped to his forearms. His boots are tanned and supple leather, and his raven Yerrn can always be found upon his shoulder.
History:
It is never easy to gain an audience to the wizard Bigby… even less so to study underneath him. It requires extreme patience and diligence to finally work your way into his good graces, and your skills at tapping and using the eldritch force is of the highest priority. All of the archmage’s “hand” spells make use of eldritch force, and he demands that his students be proficient in it too. Ithiken has been studying and using that force since his birth, his sorcerous abilities coming to him almost from the crib. As part of a family of arcane casters… his parents knew that he had to nurture his magical abilities from the earliest point, and thus Ithiken was “floating” on magical force even before he knew how to walk.
He grew up sheltered, being the youngest of eight children… but he was never without a helping hand when he had problems with his arcane studies. Throughout his childhood and early years his progression was remarkable, and as he approached young adulthood, his reputation preceded him and several less known wizards inquired about his interest in becoming an apprentice. Ithiken certainly considered all of his options, but determined for himself that with his particular speciality in the arcane arts… only the wizard Bigby would truly be able to open up the world of being a force-caster to him.
Of course… it is certainly a lucky thing that Ithiken is a long-living elf… because he was not accepted immediately. Quite the contrary, he had to wait twenty-five years until he was finally taken in by the aging wizard to begin his advanced studies. But throughout that entire time he never gave up hope, and the day he was finally let into Bigby’s study was the greatest day of his life.
It is now several years later and the intensive training is over and done. Ithiken now acts as a liason to the wizard Bigby, and puts his arcane focus to a practical use… going out and performing whatever services the wizard needs him to do. He currently finds himself in the village of Hommlet as the newest representative of the Circle of Eight.
Add +1 to the DC for any illusion spell (gnome racial bonus)
Background
Growing up in the gnomish community of Lortmills, Lenuran seemed to spend all of his free time with a book in his hand. He was fascinated by the power of the written word and as soon as he finished one book, he begged his family to supply him with another. Soon he was borrowing books from everyone in the village and when he encountered a writing that he did not understand; he did not rest until that too had been mastered. His family still held high hopes for him, as it seemed that even with his obsession with books there was nothing in the gnomish culture that he was not partially good at doing. On the eve of his fortieth birthday, he surprised those gathered at his surprise party by having his sister tell everyone there that he had “stepped out” for a short walk and would be back soon. This short walk took him nearly the span of the northern regions of Oerth and forty years to finish.
When he returned to Lortmills, Lenuran’s brown hair was prematurely streaked with gray and he carried himself with an ease that instantly earned him coy smiles by many of the gnomish women, both married and single. From a comfortable seat in the inn over the course of the next three months, Lenuran told of the fierce battle he had witnessed between the glacier dwarves to the far North and the wicked frost giant who sought to enslave their village. He spoke of his time aboard a privateer vessel where he earned his keep by tracking the stars to keep them on course and of the wonders of the open sea. His tales of living with the noble wood elves in their secluded tree homes drew skeptical looks from his relatives until he showed them the fine elvish mesh shirt and nearly weightless shield they had given him when they parted ways.
Everyone assumed that Lenuran’s wandering days were behind him and that like a respectable gnome he would settle down and take a wife, but the one story that Lenuran had not told his family was that his fate no longer was his to control as it was bound to a legend he was chasing.
Twenty years ago, Lenuran apprenticed to the Royal Scribe and was given the task of making sense of the fragmented documents concerning a place known as the Temple of Evil. The details were vague, but Lenuran was able to gather that a small band of strangers had stormed the temple and disrupted a great evil there, but shortly afterwards they all seemed to vanish into thin air.
Jotting down the few notes on who they were, Lenuran began tracking the legendary people down to find out what truly happened, but despite his best effort, his search brought only dead ends upon dead ends.
Returning to Lenuran to rest and weigh the options before him, he received a letter from the Court telling him of the need for another gathering to venture to the Temple once more. As he was still in service to the Crown, albeit on an extended leave of absence from his Scribe duties, Lenuran packed his bag quickly and disappeared into the night once more.
Appearance and Personality
Lenuran appears to be a gnome of average height and weight with a nose that makes his race proud. His brown hair is shot with gray streaks and while he is well into adulthood, his limbs retain the last vestige of youth in them. He wears his armor under his shirt and vest when traveling, but rarely places himself in situations where he would have to draw Frostfang, the blue ice sword that was crafted for him during his stay in the Far North.
Lenuran sees himself as nothing more than a simple scribe who has had the luck to find himself in situations no scribe should ever be. He has seen much in his eighty years and none would fault him if the road began to lose its appeal, but until Lenuran can place the mystery of what happened in the Temple so long ago to rest, his spirit will never allow him to rest.