Dr. Zoom's Greyhawk Campaign Characters

Dr. Zoom

First Post
I am running a Greyhawk campaign in which I am taking the players through the published WotC adventures. The characters began at 1st level with Sunless Citadel and are now level 4 and in the middle of Forge of Fury. We started with 4 player characters and have grown to 6 plus one NPC. Here are the stat blocks and most of the backgrounds.



Arco: Male human Pal 4; CR 4; Medium-size humanoid (human); HD 4d10+12; HP 47; Init +1 (dex); Spd 30; AC 17 (+4 chain shirt, +2 large shield, +1 dex); Atk +9 melee (1d8+5/crit 19-20, +1 longsword), or +5 ranged (1d10/crit 19-20, heavy crossbow); SQ Detect evil, divine grace, lay on hands, divine health, aura of courage, smite evil, remove disease, turn undead; AL LG; SV Fort +9, Ref +4, Will +5; Str 18, Dex 13, Con 16, Int 15, Wis 14, Cha 14.

Skills & Feats: Concentration +4, Diplomacy +9, Handle Animal +9, Heal +9, Intimidate +3, Knowledge (religion) +4, Ride (horse) +8, Spot +3, Mounted Combat, Power Attack, Cleave.

Magic Items: +1 Longsword – Shatterspike, Everburning Torch (green light), Potion of Cure Moderate Wounds (2d8+4), 3 Potions of Bull’s Strength

Spells (1): Bless Weapon

Background: Arco is a loyal servant of St. Cuthbert. After bandits killed his parents during the Greyhawk wars, he swore vengeance on them and all other evildoers. The church of St. Cuthbert took him in and found that he had been blessed with the qualities and faith to be a paladin. After his training was complete, the church sent him to explore the Sunless Citadel in the western Kron Hills to find a missing paladin of St. Cuthbert. Arco joined a group of adventurers and together they defeated the evil of the citadel, but could not rescue the missing paladin and his friends from the vampiric tree and twisted druid they defeated.

After this, Arco decided to stay with his friends and fight evil together with them. The church agreed. There was a small mining town nearby that reported recent raids by orcs purported to be held up in an old dwarven stronghold at the base of the Lortmils. This would be a good test for Arco and his new companions.



Questor Featherstone: Male elf Rgr 2, Rog 1, Ftr 1: CR 4; Medium-size humanoid (elf); HD 3d10 + 1d6; HP 35; Init +4 (dex); Spd 20 ft.; AC 16 (+2 leather, +4 dex); Atk +5 melee (1d8+1/crit 19-20, mw longsword), or +3/+3 melee (1d8+1/crit 19-20, mw longsword; 1d4+1/crit 19-20, +1 dagger), or +9 ranged (1d8/crit x3, +2 longbow); SA Two-weapon fighting and ambidexterity in light or no armor; favored enemy (+1), sneak attack +1d6; SQ Immune to sleep, +2 vs. Enchantment, Low-light vision, +2 to listen, search, and spot checks, Search check within 5 ft. of secret door; AL LG; SV Fort +7, Ref +8, Will +2; Str 13, Dex 18, Con 11, Int 16, Wis 10, Cha 13.

Skills & Feats: Animal Empathy +2, Climb +2, Disable Device +5, Escape Artist +6, Hide +10, Intuit Direction +1, Jump +2, Knowledge (dragons) +1, Knowledge (nature) +4, Listen +5, Move Silently +10, Open Lock +5, Ride (horse) +7, Search +9, Spot +8, Swim +3, Tumble +5, Wilderness Lore +6, Track, Point Blank Shot, Alertness, Rapid Shot, Precise Shot.

Magic Items: Quaal’s Feather Token (tree), +1 dagger, +2 longbow (distance), +2 cloak of resistance, wand of entangle (10), 2 Potions of Cure Light Wounds (1d8+4), 2 Potions of Cat’s Grace, Potion of Invisibility

Background: Questor was born into the small elven community of Flarignon in the northwest Gnarley forest. His dream from the earliest time of his life was to be a member of the elite Gnarley Rangers, protecting southern Furyondy, the lands of Dyvers, and the Verbobonc territory from the dangers of the depths of the Gnarley Forest and beyond. One day, a rogue group of hill giants and orcs penetrated to the edge of the Gnarley and attacked Flarignon, killing many elves and wrecking much of the village. Questor fought bravely in that battle, killing many orcs and two hill giants with his bow. His personal heroism that day caught the eye of a Gnarley Ranger and he was invited to join their illustrious ranks. Questor’s boyhood dream became real. But he never forgot the ferocious and vicious giants. A burning hatred for the creatures began to fester in his bones. Questor made a silent vow to rid the world of vile and evil giants.

Soon enough Questor was a Gnarley Ranger. Learning the ways of the outdoors came naturally to his elven senses, but he found that he had no natural talent for the tracking skills he was being shown. He worked hard at it, though, and finally achieved a respectable level of ability. But giants were on his mind. He wanted to stay near his home, but rumors of giants in the nearby Kron Hills and the Lortmils tugged on his soul. He must find his destiny there.

But his friends and comrades were concerned for him. They knew he was not ready to fight giants, not alone anyway. He needed to improve his skills first. Then a message came that one of their own, a ranger named Karakas, who was investigating an ancient citadel in the Kron Hills near the village of Oakhurst, was missing along with his adventuring band. Questor jumped at the chance to travel to the Kron Hills to investigate the missing ranger. Perhaps giants captured him, he hoped. They would pay.



Reaf Lutgehr: Male dwarf Clr 4; CR 4; Medium-size humanoid (dwarf); HD 4d8+12; HP 43; Init +1 (dex); Spd 15 ft.; AC 20 (+6 chain mail, +3 large shield, +1 dex); Atk +7 melee (1d8+2/crit x3, mw warhammer), or +5 ranged (1d8/crit 19-20, mw light crossbow); SA Turn undead, +1 on attack rolls against orcs and goblinoids, +4 Dodge bonus vs. giants; SQ Darkvision 60 ft., Stonecunning, +2 SV vs. poison, +2 SV vs. spells, +2 to Appraise and Craft checks with stone or metal items; AL CG; SV Fort +7, Ref +2, Will +8; Str 15, Dex 12, Con 16, Int 10, Wis 18, Cha 14.

Skills & Feats: Concentration +7, Craft Armor +3, Craft Weapons +3, Heal +9, Knowledge (arcana) +1, Knowledge (dragons) +1, Knowledge (nature) +1, Knowledge (religion) +1, Spellcraft +1, Scribe Scroll, Martial Weapon Proficiency (warhammer), Weapon Focus (warhammer), Craft Wondrous Item.

Spells (5/4+1/3+1)(Domains: War, Luck): 0 – Create Water, Detect Magic, Read Magic, Guidance, Resistance; 1 – Magic Weapon (D), Bless, Protection from Evil (x2), Summon Monster I; 2 – Spiritual Weapon (D), Bull’s Strength, Silence, Sound Burst

Magic Items: +1 Chain Mail, +1 Large Steel Shield, Scrolls (command, delay poison, inflict light wounds – L3, magic stone, bull’s strength [x2], protection from evil, lesser restoration, endurance, remove paralysis, hold person, magic weapon), Potion of Cure Light Wounds (d8+4), Potion of Protection from Elements (fire), Everburning Candle

Background: Reaf comes from a small tribe of hill dwarves in the Kron Hills. At his coming of age, Reaf wished a life of a dwarven craftsman of weapons and armor for his tribe, but his profound wisdom, which he could not hide, marked him for clerical studies. At first, being a rebel at heart, Reaf refused this honor and brought shame upon his family. But even Reaf could not allow that to continue, so he began his training in divinity. Initially, he disliked his studies. His chaotic nature did not mesh well with the strict discipline of Moradinism. But Reaf began learning about the other dwarven gods. Clanngeddin filled his imagination with bloody battles and the thrill of combat, while Vergadain titillated his bent toward individualism and mischief. Reaf decided that he could not be a cleric of Moradin, but would instead adopt the best aspect of each of the dwarven gods, except for the accursed Abbathor. Reaf was, after all, good at heart. So Reaf learned the ways of war from Clanngeddin and Moradin, which allowed him to hone his crafting skills with weapons and armor, too. His devotion to the ways of Vergadain began to change his luck for the better, most of the time anyway.

Reaf’s relationship with his family and his tribe grew more strained after this. They expected him to be a cleric of Moradin and use his divine gifts to protect and serve his people. But Reaf just could not do this. His path took a different fork than most of his kinsmen. He began feeling that he might have to leave his tribe and strike out on his own. He would serve his people in his own way, and in his own time.



Morpheus: Male human Monk 4; CR 4; Medium-size humanoid (human); HD 4d8+4; HP 27; Init +7 (+3 dex, +4 Improved Init.); Spd 40 ft.; AC 17 (+3 dex, +2 wis, +2 ring); Atk +7 melee (1d8+4 unarmed), or +5/+5 melee (1d8+4/1d8+4 unarmed, flurry of blows), or +7 melee (1d6+4 siangham), or +6 ranged (1d10/crit 19-20, heavy crossbow); SA Unarmed strike, Stunning attack; SQ Evasion, Deflect Arrows, Still Mind, Slow Fall (20 feet); AL LG; SV Fort +5, Ref +7, Will +6; Str 18, Dex 16, Con 12, Int 12, Wis 15, Cha 10.

Skills & Feats: Balance +10, Climb +10, Escape Artist +9, Hide +7, Jump +13, Knowledge (arcana) +2, Knowledge (dragons) +1, Listen +5, Move Silently +7, Tumble +12, Dodge, Improved Initiative, Mobility

Magic Items: +2 Ring of Protection, Potion of Aid, 2 Potions of Cure Light Wounds (d8+4)

Background: Morpheus’ origin is unknown. He was abandoned by his parents as an infant and left at the front gate of old monastery near the village of Oakhurst in the Kron Hills. The monks of the Order of the Crescent Moon took him in and gave him the name Morpheus because they would change his destiny for the better. He did not disappoint his masters. Morpheus grew strong and wise, excelling in all the disciplines of his Order. He learned especially that his greatest enemy in the world was the hated Ninja of the Crescent Moon, a secret sect that long ago split from the true Order. This sect of Ninja was secretive and evil, and all true monks of the Order of the Crescent Moon took oaths to destroy the ninja sect.

Morpheus’ master learned many years ago that the goblins living in the old citadel, now buried beneath the earth, sold each year to the people of Oakhurst a magic apple that had the power to heal all who ate of it. He wished to learn the secrets of this apple. How do the goblins get it? How does it grow? Can it be grown elsewhere? His plan was simple. He would send Morpheus to Oakhurst to gather all the knowledge he could about the apple. If possible, he could accompany or start an expedition to the old citadel itself to learn more. Morpheus happily accepted this new assignment, as he had not been away from the monastery since his arrival. He was anxious to see more of the world.



Tilan Nailo: Male wild elf Wizard (abjurer) 4; CR 4; Medium-size humanoid (wild elf); HD 4d4+8; HP 20; Init +2 (dex); Spd 30 ft.; AC 14 (+2 dex, +2 bracers); Atk +4 melee (1d8+1/crit 19-20, mw longsword), or +4 melee (1d4+2/crit 19-20, +1 dagger), or +5 ranged (1d8/crit x3, mw longbow); SQ Immune to sleep, +2 vs. Enchantment, Low-light vision, +2 to listen, search, and spot checks, Search check within 5 ft. of secret door; AL N (G); SV Fort +3, Ref +3, Will +5; Str 13, Dex 14, Con 14, Int 17, Wis 13, Cha 12.

Skills & Feats: Alchemy +10, Concentration +9, Heal +5, Knowledge (arcana) +8, Profession (herbalist) +6, Spellcraft (abjuration) +10 (+12), Scribe Scroll, Spell Focus (evocation), Brew Potion.

Spells (4/4+1/3+1): 0 – Resistance, Detect Magic, Read Magic, Ray of Frost; 1 – Endure Elements, Protection from Evil, Mage Armor, Burning Hands, Feather Fall; 2 – Protection from Arrows, Cat’s Grace, Daylight, Invisibility

Magic Items: Scrolls (Shield (x2), Spider Climb, True Strike, Knock), Potions (Cure Light Wounds, Invisibility, Cure Moderate Wounds), Wand of Magic Missiles (L3, 30 charges), Bracers of Armor +2, +1 Dagger, +1 Arrows (10).

Background: Coming Soon.



Amon: Male human Barbarian 4; CR 4; Medium-size humanoid (human); HD 4d12+16; HP 61; Init +7 (+3 dex, +4 improved init.); Spd 40 ft.; AC 18 (+4 chain shirt, +1 buckler, +3 dex); Atk +9 melee (2d6+6/crit 19-20, mw greatsword), or +8 melee (1d8+4/crit x3, warhammer), or +7 ranged (1d8+4/crit x3, [+4] mighty composite longbow); SQ Fast movement, Uncanny dodge; SA rage 2/day; AL NG; SV Fort +8, Ref +4, Will +2; Str 19, Dex 16, Con 18, Int 14, Wis 12, Cha 14.

Skills & Feats: Balance +6, Climb +18, Intimidate +9, Intuit Direction +3, Jump +8, Listen +8, Ride (horse) +9, Spot +4, Wilderness Lore +8, Power Attack, Cleave, Improved Initiative.

Magic Items: Ring of Climbing, Potions (4 cure light wounds [d8+1], 2 cure moderate wounds [2d8+3], cat's grace, speak with animals).

Background: Coming Soon.



NPC – Erky Timbers: Male gnome Fighter/Cleric 2/2
 
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Aeris Winterood

First Post
Where did you...

... insert the Sunless Citidel in your world? I have it in mine and put it in the Gull Clifts, south west of Roland... I am just curious....
 

Dr. Zoom

First Post
My new campaign is set primarily between Furyondy and Veluna to the north, the Lortmils to the west, Celene to the south, and the Gnarley, Greyhawk Lands, and Pomarj to the East. Oakhurst is a small settlement along a major trade route in the western Kron Hills, about one days ride from the Lortmils. Verbobonc is the major city of the area.

I chose this section because it seamed close to much of the action taking place in Greyhawk, plus it offers many terrain types in the near vicinity, and it makes it simple to start the new Temple of Elemental Evil.
 

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