drnuncheon's Freeport Story Hour - Dramatis Personae

drnuncheon

Explorer
If you don't know who these people are, then go immediately to the link in my .sig! If you do, then read on for a little more insight into our tough-talking guardsmen...

J
 

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drnuncheon

Explorer
"Dru" Naïlo

Background
"Dru", as she is known, is the only daughter of Tensin Naïlo, a well-known figure in the Freeport underworld. Her mother died at an early age, leaving Dru to be raised by her father - and the criminal organization that he headed. The elfmaid grew up with a dagger in her hand, taken care of by some of the most brutal and cold-blooded killers in the Serpent's Teeth. It was a very safe childhood.

The turning point in her life came when her father took the young girl along when it was time to teach a rival organization a "lesson". Tensin is a great believer in thoroughness, and so his daughter watched as he carefully and methodically slew each member of his rival's family, beginning with the wife and working his way to the youngest child. Tensin cradled the year-old boy on his knee and made him laugh before he cut his throat.

Naïlo failed to predict his daughter's reaction, however. Instead of becoming hardened to the death, she revolted against it - a move which lead to her eventual joining of the City Watch. Her father has made the occasional desultory attempt on her life, but whether their lack of success is due to Dru's skill or whatever scrap of paternal mercy her father might possess is a matter unclear indeed.

Appearance

Dru is 5' even, weighing about 115 lbs. She's wiry and muscular, especially for an elf. Her hair is a deep chestnut, cut short and ragged (she has her partner chop it off with a knife if it gets long enough to be in the way) and her eyes are a pale blue. She tends to dress in dark colors (usually black - her fashion sense was heavily influenced by the people that brought her up), over which she throws a navy cloak lined with a multitude of pockets. She wears her Watchmen's medallion on the clasp of her cloak.

Dru, female elf Ftr1/Rog2: CR 3; ECL 3; Medium-size Humanoid (elf); HD 2d6+1d10+3; hp 24; Init +4 (+2 dex, +2 blooded); Spd 30 ft; AC 16 (+3 mw studded leather, +1 mw buckler, +2 Dex); Melee mw rapier +4 (1d6+1/crit 18-20), or dagger +3 (1d4+1/crit 19-20); Ranged dagger +4 (1d4+1/crit 19-20), or shortbow +4 (1d6+1/crit x3); SA sneak attack; SQ elven traits, evasion; AL N; SV Fort +3, Ref +5, Will +3; Str 13, Dex 14, Con 13, Int 15, Wis 14, Cha 13.

Skills and Feats: Balance +5, Bluff +4, Climb +5, Decipher Script +3, Diplomacy +2, Disable Device +2, Gather Information +5, Hide +5, Innuendo +4, Intimidate +5, Jump
+4, Listen +7, Move Silently +6, Open Lock +3, Ride +3, Search +7, Sense Motive +6, Spot +10, Swim +2, Tumble +4, Use Rope +4; Blooded (+2 To Spot And Init),
Dodge, Point Blank Shot.

SA - Sneak Attack (Ex): Dru deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: rapier, proficient: longbows and shortbows.

Equipment: mw rapier, silver dagger (x2), mw mighty [+1] composite shortbow, mw studded leather, mw buckler.
 

drnuncheon

Explorer
Di'Fier

Background

Di’Fier is the son and grandson of a guardsman. His mother’s family are well-to-do and extremely influential in the Freeport Mage’s Guild – his uncle is the treasurer – and do not approve f her marriage to a "mere" guardsman. The fact that her son - a lad with enormous talent and potential for magic - has chosen to follow in his father's footsteps is a source of constant irritation to them.

Appearance
I’ve got a lovely picture drawn by DF’s player which I will someday scan and post.

Di’Fier is about 6’ tall and wiry in build. His hair is short and dark, and he is clean-shaven. His clothing is considerably less somber than Dru’s, although he wears his badge in the same way – as a cloak-clasp. His familiar, a raven, usually rides perched on the hilt of the bastard sword slung over his shoulder.

Di'Fier, male human Ftr1/Wiz2: CR 3; ECL 3; Medium-size Humanoid (human); HD 2d4+1d10+6; hp 21; Init +3; Spd 30 ft; AC 13 (+2 leather, +1 Dex); Melee mw bastard sword +3 (1d10/crit 19-20), or dagger +2 (1d4/crit 19-20); Ranged dagger +3 (1d4/crit 19-20), or mw longbow +4 (1d8/crit x3); SA spells; SQ summon familiar; AL NG; SV Fort +4, Ref +1, Will +3; Str 11, Dex 13, Con 15, Int 16, Wis 10, Cha 10.

Skills and Feats: Alchemy +4, Climb +4, Concentration +8, Craft Weapon +5, Handle Animal +2, Jump +4, Ride (horse) +5, Spellcraft +7, Spot +2, Swim +2; Blooded (+2 To Spot And Init), Combat Casting, Expertise, Improved Disarm, Scribe Scroll.

Spellbook: All PHB cantrips, disappear*, expeditious retreat, mage armor, obscuring mist, protection from evil, Shelgern's persistant blade**, ventriloquism

* - From Sword & Sorcery Studio's Relics & Rituals
** - From WOTC's Magic of Faerun

Equipment: mw bastard sword, mw longbow, silver dagger, leather armor, wand of magic missile.
 

drnuncheon

Explorer
Our Heros, post Death in Freeport

Right, here's the results of their leveling up to 4th. I'll put the full stat blocks in. Dru leveled in fighter, raising Con and taking Mobility as a feat. Di'Fier leveled in wizard for the 2nd level spells and raised his dex for better defense.

Dru, female elf Ftr2/Rog2: CR 4; ECL 4; Medium-size Humanoid (elf); HD 2d6+2d10+8; hp 31; Init +4 (+2 dex, +2 blooded); Spd 30 ft; AC 17 (+3 mw studded leather, +2 buckler, +2 Dex); Melee mw rapier +5 (1d6+1/crit 18-20), or dagger +4 (1d4+1/crit 19-20); Ranged dagger +5 (1d4+1/crit 19-20), or shortbow +5 (1d6+1/crit x3); SA sneak attack; SQ elven traits, evasion; AL N; SV Fort +3, Ref +5, Will +3; Str 13, Dex 14, Con 14, Int 15, Wis 14, Cha 13.

Skills and Feats: Balance +5, Bluff +4, Climb +6, Decipher Script +3, Diplomacy +2, Disable Device +2, Gather Information +5, Hide +5, Innuendo +4, Intimidate +6, Jump +5, Listen +7, Move Silently +6, Open Lock +3, Ride +3, Search +7, Sense Motive +6, Spot +10, Swim +2, Tumble +4, Use Rope +4; Blooded (+2 To Spot And Init), Dodge, Mobility, Point Blank Shot.

SA - Sneak Attack (Ex): Dru deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: rapier, proficient: longbows and shortbows.

Equipment: mw rapier, silver dagger (x2), mw mighty [+1] composite shortbow, mw studded leather, +1 buckler with a special property that Dru doesn't know about yet.


Di'Fier, male human Ftr1/Wiz3: CR 4; ECL 4; Medium-size Humanoid (human); HD 3d4+1d10+8; hp 25; Init +3; Spd 30 ft; AC 16 (+2 leather, +2 Dex, +2 ring of protection); Melee mw bastard sword +3 (1d10/crit 19-20), or dagger +2 (1d4/crit 19-20); Ranged dagger +3 (1d4/crit 19-20), or mw longbow +4 (1d8/crit x3); SA spells; SQ summon familiar; AL NG; SV Fort +4, Ref +1, Will +3; Str 11, Dex 14, Con 15, Int 16, Wis 10, Cha 10.

Skills and Feats: Alchemy +4, Climb +4, Concentration +9, Craft Weapon +5, Handle Animal +2, Jump +4, Ride (horse) +5, Spellcraft +9, Spot +2, Swim +2; Blooded (+2 To Spot And Init), Combat Casting, Expertise, Improved Disarm, Scribe Scroll.

Spellbook:
cantrips: all from PHB
1st level: disappear*, expeditious retreat, mage armor, obscuring mist, protection from evil, Shelgern's persistant blade**, ventriloquism
2nd level: bull's strength, flaming sphere

* - From Sword & Sorcery Studio's Relics & Rituals
** - From WOTC's Magic of Faerun

Equipment: mw bastard sword, mw longbow, silver dagger, leather armor, wand of magic missile, ring of protection +2.
 

drnuncheon

Explorer
Our Heros, just before Terror in Freeport (lvl 5)

Yep, they made level 5. I will update the Story Hour soon...I promise! In the meantime, here's the results. Changes are in red.

Dru, female elf Ftr2/Rog3: CR 5; Medium-size Humanoid (elf); HD 3d6+2d10+8; hp 35; Init +4 (+2 dex, +2 blooded); Spd 30 ft; AC 17 (+3 mw studded leather, +2 buckler, +2 Dex); Melee mw rapier +6 (1d6+1/crit 18-20), or dagger +5 (1d4+1/crit 19-20); Ranged dagger +5 (1d4+1/crit 19-20), or shortbow +6 (1d6+1/crit x3); SA sneak attack; SQ elven traits, evasion, uncanny dodge; AL N(G); SV Fort +4, Ref +5, Will +4; Str 13, Dex 14, Con 14, Int 15, Wis 14, Cha 13.

Skills and Feats: Balance +5, Bluff +5, Climb +6, Decipher Script +3, Diplomacy +2, Disable Device +2, Gather Information +5, Hide +5, Innuendo +4, Intimidate +7, Jump +5, Listen +8, Move Silently +6, Open Lock +3, Ride +3, Search +8, Sense Motive +6, Spot +11, Swim +2, Tumble +5, Use Magic Device +5, Use Rope +4; Blooded (+2 To Spot And Init), Dodge, Mobility, Point Blank Shot.

SA - Sneak Attack (Ex): Dru deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: rapier, proficient: longbows and shortbows.

Equipment: mw rapier, silver dagger (x2), mw mighty [+1] composite shortbow, mw studded leather, +1 buckler of arrow deflection.



Di'Fier, male human Ftr2/Wiz3: CR 5; Medium-size Humanoid (human); HD 3d4+2d10+8; hp 33; Init +3; Spd 30 ft; AC 16 (+2 leather, +2 Dex, +2 ring of protection); Melee mw bastard sword +5 (1d10/crit 19-20), or dagger +3 (1d4/crit 19-20); Ranged dagger +4 (1d4/crit 19-20), or mw longbow +5 (1d8/crit x3); SA spells; SQ summon familiar; AL NG; SV Fort +5, Ref +1, Will +3; Str 11, Dex 14, Con 15, Int 16, Wis 10, Cha 10.

Skills and Feats: Alchemy +4, Climb +4, Concentration +9, Craft Weapon +7, Handle Animal +2, Jump +5, Ride (horse) +5, Spellcraft +9, Spot +3, Swim +2; Blooded (+2 To Spot And Init), Combat Casting, Expertise, Improved Disarm, Scribe Scroll, Weapon Focus: Bastard Sword.

Spellbook:
cantrips: all from PHB
1st level: disappear*, expeditious retreat, mage armor, obscuring mist, protection from evil, Shelgern's persistant blade**, ventriloquism
2nd level: bull's strength, flaming sphere

* - From Sword & Sorcery Studio's Relics & Rituals
** - From WOTC's Magic of Faerun

Equipment: mw bastard sword, mw longbow, silver dagger, leather armor, wand of magic missile, ring of protection +2.



Just for fun, here's Di'Fier's raven, Ampiel. Di'Fier (and I) keep forgetting about the ability to grant Alertness when he's nearby.

Ampiel, Di'Fier's Raven Familiar: CR —; Tiny magical beast; HD 1; hp 16; Init +2 (Dex); Spd 10 ft. fly 40 ft. (average); AC 16 (+2 size, +2 dex, +2 natural); Atk +4 melee (1d2-5, claws);Face/Reach 2.5 ftx2.5 ft/0ft; SQ Speaks Common, grant Alertness, improved evasion, share spells, empathic link, deliver touch spells; AL NG; SC Fort +4, Ref +4, Will +5; Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +6, Spot +6 (or master's skills); Weapon Finesse (claws)
 
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drnuncheon

Explorer
Our Heros, post-Terror in Freeport (lvl 6)

After the 10-hour megasession, it turns out that our favorite Watchmen had plenty of XP to bring them up to level 6. Changes are, as usual, in red.

Dru, female elf Ftr3/Rog3: CR 6; Medium-size Humanoid (elf); HD 3d6+3d10+12; hp 44; Init +4 (+2 dex, +2 blooded); Spd 30 ft; AC 17 (+3 mw studded leather, +2 buckler, +2 Dex); Melee +1 rapier +7 (1d6+2/crit 18-20), or dagger +6 (1d4+1/crit 19-20); Ranged dagger +6 (1d4+1/crit 19-20); SA sneak attack; SQ elven traits, evasion, uncanny dodge; AL N; SV Fort +4, Ref +6, Will +5; Str 13, Dex 14, Con 14, Int 15, Wis 14, Cha 13.

Skills and Feats: Balance +5, Bluff +5, Climb +8, Decipher Script +3, Diplomacy +2, Disable Device +2, Gather Information +5, Hide +5, Innuendo +4, Intimidate +7, Jump +7, Listen +8, Move Silently +6, Open Lock +3, Ride +3, Search +8, Sense Motive +6, Spot +11, Swim +2, Tumble +5, Use Magic Device +5, Use Rope +4; Blooded (+2 To Spot And Init), Dodge, Leadership, Mobility, Point Blank Shot.

SA - Sneak Attack (Ex): Dru deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

SQ - Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: rapier, proficient: longbows and shortbows.

Equipment: +1 rapier, silver dagger (x2), mw studded leather, +1 buckler of arrow deflection, unidentified magic ring.



Di'Fier, male human Ftr2/Wiz4: CR 6; Medium-size Humanoid (human); HD 4d4+2d10+12; hp 36; Init +3; Spd 30 ft; AC 16 (+2 leather, +2 Dex, +2 ring of protection); Melee mw bastard sword +6 (1d10/crit 19-20), or dagger +4 (1d4/crit 19-20); Ranged dagger +5 (1d4/crit 19-20), or mw longbow +6 (1d8/crit x3); SA spells; SQ summon familiar; AL NG; SV Fort +5, Ref +1, Will +4; Str 11, Dex 14, Con 15, Int 16, Wis 10, Cha 10.

Skills and Feats: Alchemy +5, Climb +4, Concentration +9, Craft Weapon +7, Handle Animal +2, Jump +5, Knowledge (arcana) +9, Ride (horse) +5, Spellcraft +9, Spot +3, Swim +2; Blooded (+2 To Spot And Init), Combat Casting, Expertise, Improved Disarm, Leadership, Scribe Scroll, Weapon Focus: Bastard Sword.

Note: Apparently I forgot to add in DF's purchase of Knowledge (Arcana) last wizard level. Whoops. Got to go back through my notes and see how I missed that...

Spellbook:
cantrips: all from PHB
1st level: disappear*, expeditious retreat, mage armor, obscuring mist, protection from evil, Shelgern's persistant blade**, ventriloquism
2nd level: alter self, bull's strength, flaming sphere, knock

* - From Sword & Sorcery Studio's Relics & Rituals
** - From WOTC's Magic of Faerun

Equipment: mw bastard sword, mw longbow, silver dagger, leather armor, wand of magic missile, ring of protection +2, unidentified magical amulet.



Just for fun, here's Di'Fier's raven, Ampiel. Di'Fier (and I) keep forgetting about the ability to grant Alertness when he's nearby.

Ampiel, Di'Fier's Raven Familiar: CR —; Tiny magical beast; HD 1; hp 18; Init +2 (Dex); Spd 10 ft. fly 40 ft. (average); AC 16 (+2 size, +2 dex, +2 natural); Atk +4 melee (1d2-5, claws);Face/Reach 2.5 ftx2.5 ft/0ft; SQ Speaks Common, grant Alertness, improved evasion, share spells, empathic link, deliver touch spells; AL NG; SC Fort +4, Ref +4, Will +5; Str 1, Dex 15, Con 10, Int 7, Wis 14, Cha 6.
Skills and Feats: Listen +6, Spot +6 (or master's skills); Weapon Finesse (claws)
 
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drnuncheon

Explorer
Right, well, since Jon wanted to see them, here's a few of Freeport's Finest. A man who out-wrestles orcs, a man who survived the Freeport Noose, and the lucky fellow who gets to tell Dru and Di'Fier what to do...



Watch-Private Hallfred
Male human War2
: CR 1; Size M (5 ft., 9 in. tall); HD 2d8+4; hp 16; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Attack +5 melee (1d6+3/crit 19-20, short sword), or +4 ranged (1d8/crit 19-20, light crossbow); SV Fort +5, Ref +2, Will +0; AL N; Str 17, Dex 14, Con 14, Int 9, Wis 11, Cha 9.

Skills and feats: Balance +4, Climb +7, Hide +2, Listen +0, Move silently +2, Spot +0; Power Attack, Cleave.

Hallfred is unmistakable, with his perpetually messy hair, his huge beak of a nose - and his Olympian physique, developed over many years of long training. He is a devout worshiper of the God of Strength, and constantly seeks to test his - he even outwrestles T'saagrah, the Watch's token half-orc. He is without a doubt the most physically impressive of the guards, even if he is a little bit dim.



Watch-Private Jaffar
Male human War2
: CR 1; Size M (5 ft., 8 in. tall); HD 2d8+4; hp 16; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Attack +5 melee (1d10+2/crit x3 dwarven waraxe), or +4 ranged; SV Fort +4, Ref +2, Will -2; AL N; Str 15, Dex 13, Con 15, Int 11, Wis 7, Cha 7.

Skills and feats: Handle animal +2, Hide +2, Intimidate +2, Listen -2, Move silently +2, Profession +0, Spot -2; Exotic weapon proficiency (waraxe, dwarven), Weapon focus (waraxe).

Jaffar has been a guard for a couple of years now, which is amazing considering he was given the 'Freeport Noose' treatment his first night out. He is unable to speak any louder than a whisper. With the recent promotion of Dru and Di'Fier to detective status (and their removal from walking the beat), he feels he truly got the shaft - now the docks are his problem.



Watch-Captain Donnach
Male human Rgr2/Ftr2/Exp4
: CR 7; Size M (5 ft., 9 in. tall); HD 4d10 + 4d6; hp 38; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Attack +9/+4 melee (1d6/crit 19-20, short sword), or +10/+5 ranged; SV Fort +7, Ref +4, Will +5; AL LN; Str 14, Dex 17, Con 11, Int 16, Wis 12, Cha 11.

Languages: Common, Dwarven, Goblin, Orcish.
Skills and feats: Balance +8, Climb +7, Intimidate +4, Diplomacy +5, Disguise +3, Escape artist +4, Handle animal +2, Hide +4, Innuendo +8, Intimidate +10, Knowledge (local) +6, Jump +7, Listen +7, Move silently +3, Search +12, Sense motive +6, Spot +5, Swim +8, Use rope +9; Blind-fight, Expertise, Improved unarmed strike, Power attack, [Track], Weapon finesse (sword, short), Weapon focus (longsword).

Donnach has worked his way up from the ranks, mostly by the expedient of doing the jobs nobody else wanted to. In return, he got the job that nobody wanted: Watch-Captain of the night shift. Donnach is a workaholic - in fact, Dru and Di'Fier can't remember a time that they've gone to Watch Headquarters when he wasn't there. They see him a lot, because he is the only Watch-Captain who will deal with them anymore...


A Few Notes on the City Watch

Those of you who are lucky enough to own the Freeport: City of Adventure hardback will no doubt have already realized that the structure of the City Watch is far different from the one presented there. In fact, the City Watch is a completely separate entity from the Sea Lord's Guard.

This division took place in the time when the Sea Lord Marquetta was breaking the back of the city's monolithic Thieve's Guild in the Back Alley War. The then-Captain of the Sea Lord's Guard was an incompetent young fop who had been given the position as a sinecure - but he was far too well connected to consider sacking him.

Instead, Sea Lord Marquetta gave the Sea Lord's Guard the sole duty of guarding the Sea Lord's Palace and such other places of import as the Sea Lord cared to designate, while the dirty, unpleasant work of rooting out criminals was left to the commoners and their newly formed City Watch. The Captain of the Sea Lord's Guard adapted quite well to his new station, and the breastplates of the Guard never shone brighter...while the Watch got on with the real work.

A rather battered portrait of Sea Lord Marquetta still hangs in the Watch headquarters, where it is alternately the target of respect and thrown items, depending on the current mood of the Watchmen.
 

drnuncheon

Explorer
Kenzil

Kenzil, male human Wiz7: CR 7; Medium-size Humanoid (human); HD 7d4+7; hp 30; Init +3 (dex); Spd 30 ft; AC 14 (+2 Dex, +2 bracers of armor); Melee mw dagger +4 (1d4/crit 19-20); Ranged mw dagger +7 (1d4/crit 19-20) or light crossbow +7 (1d8/crit 19-20); SA spells; SQ spells; AL LE; SV Fort +3, Ref +5, Will +5; Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 12.
Skills and Feats: Bluff +4, Concentration +11, Disguise +4, Gather Information +4, Knowledge (history) +9, Knowledge (nature) +9, Listen +5, Profession (apothecary) +2, Profession (herbalist) +3, Spellcraft +14, Spot +5; Alertness, Combat Casting, Dodge, Empower Spell, Extend Spell, Scribe Scroll.
Spells Prepared (4/5/4/3/2; Base DC 14 + spell level): 0 - daze, detect magic, mage hand, resistance; 1st - change self, magic missile, spider climb, summon monster 1, unseen servant; 2nd - cat's grace, darkness, invisibility, locate object; 3rd - dispel magic, displacement, haste; 4th - minor globe of invulnerability, summon monster IV.
Possessions: mw dagger, bracers of armor +2, potion of cure light wounds, potion of cure moderate wounds, potion of alter self, scroll of change self, invisibility and summon monster I; wand of shield; room key; chest key; chest containing 324 gp; 150 sp. Most of these items were either used by Kenzil or confiscated after his arrest - it is unknown what resources he has currently.

Kenzil's Spellbook (currently in Di'Fier's possession)
0 - all cantrips
1st - alarm, change self, charm person, comprehend languages, magic missile, spider climb, summon monster 1, unseen servant
2nd - cat's grace, darkness, invisibility, locate object, resist elements
3rd - dispel magic, displacement, haste, sepia snake sigil
4th - minor globe of invulnerability, summon monster IV

Kenzil's spellbook is (er, was) protected by a sepia snake sigil.

Also in Kenzil's library were several works on obscure magical geomancy. Also present are scholarly works on druidism. Perusal of his research indicates that Freeport is on a "nexus" of "ley lines", although what this implies for the city is uncertain.

Unfortunately, I can't reveal much about Kenzil's personality, plans, and activities here, as he is still at large - although he was briefly arrested by Dru and Di'fier (in Session Eleven, Part One), a wealthy benefactor paid for his bail, and the wizard subsequently vanished. Rumor has it that the benefactor was the notorious pirate Bloody Jenkins...

In any case, some of you will no doubt be able to put the clues together and have at least a guess as to some of Kenzil's future...

J
 

drnuncheon

Explorer
More Assorted Folks

Antone

Antone has made a few appearances here and there, mostly as a background watchman. He's primarily notable for being the only other guard with elven blood besides Dru.

Antone, Male half-elf War2: CR 1; Size M (5 ft., 6 in. tall); HD 2d8+2; hp 16; Init +5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Attack +2 melee (1d6/crit 19-20, short sword), or +3 ranged; SV Fort +4, Ref +1, Will +0; AL LN; Str 11, Dex 13, Con 12, Int 10, Wis 10, Cha 8.

Skills and feats: Gather information +1, Hide +1, Intimidate +3, Jump +2, Listen +1, Move silently +1, Search +1, Spot +1; Improved initiative.

Hogni (deceased)

Poor, ill-fated Hogni. It's a miracle he survived as long as he did - attributable only to his cleverness and highly defensive fighting style. Unfailingly polite and a source of a myriad of herbal remedies (mostly for his own widely varied afflictions), Hogni was, if not liked, at least tolerated by his fellow Watchmen.

Hogni, male human War1: CR 1; Size M (5 ft., 3 in. tall); HD 1d8-2; hp 6 (well, none now); Init -2 (-2 Dex); Spd 30 ft.; AC 10 (-2 Dex, +2 leather armor); Attack +1 melee (1d6/crit 19-20 short sword); SV Fort +0, Ref -2, Will -1; AL CG; Str 11, Dex 7, Con 7, Int 13, Wis 9, Cha 7.

Languages Spoken: Common, Orc.

Skills and feats: Climb +2, Hide -2, Intimidate +0, Knowledge (herbalism) +3, Listen +3, Move silently -2, Spot +1, Use rope +0; Alertness, Expertise.


And, since he has been playing a larger role in Madness in Freeport...

Garto

Garto is an adventuring wizard - long ago he was a simple sage, but the adventuring bug seized him when dwarven excavations uncovered some Valossan ruins in his homeland. After meeting with a wizard also interested in the Valossans, he began his apprenticeship in the art of magic.

At some point he met the elf who would call himself "Gothos Ebonrazor", and the pair became friends and adventuring companions. The details of their travels - and how they ended up in Freeport - are as yet unrevealed.

Aside from the wizarding, Garto is a fairly typical dwarf. He even carries a large axe.

Garto, Male dwarf (hill) Exp1/Wiz5: CR 5; Size M (4 ft., 0 in. tall); HD 1d6+2 + 5d4+10; hp 35; Init +1 (+1 Dex); Spd 20 ft.; AC 12 (+1 Dex, +1 bracers); Attack +3 melee (1d10/crit x3, +1 dwarven waraxe), or +4 ranged (1d10/crit 19-20, mw hvy crossbow); SV Fort +3, Ref +2, Will +6; AL N; Str 10, Dex 13, Con 15, Int 16, Wis 10, Cha 8.
Languages Spoken: Common, Dwarven, Orc, Valossan.
Feats: Craft magic arms and armor, EWP: Dwarven Waraxe, Expertise, Skill Focus: Craft, [Scribe scroll]. Skills and feats: Alchemy +11, Appraise +9, Balance +3, Craft +8, Disable device +5, Escape artist +5, Handle animal +3, Hide +1, Knowledge (arcana) +11, Knowledge (Valossa) +8, Listen +0, Move silently +1, Read lips +7, Search +5, Spot +0, Wilderness lore +3
Possessions: +1 dwarven waraxe, mw heavy crossbow, scrolls of comp. languages, fireball (x2), web, potion of cure moderate wounds, potion of cure serious wounds, bracers of armor +1

Wizard Spells in Spellbook: 0th -- all cantrips 1st -- Change Self, Charm Person, Color Spray, Comprehend Languages, Identify, Mage Armor, Silent Image, Sleep, Spider Climb. 2nd -- Battering Ram (MoF), Detect Thoughts, Melf's Acid Arrow, Web. 3rd -- Dispel Magic, Fireball.

Typical Spells Memorized: (4/4/3/2, base DC 13+lvl): 0—detect magic, detect poison, disrupt undead, prestidigitation; 1st—charm person, color spray, mage armor, sleep; 2nd—battering ram, detect thoughts, melf’s acid arrow; 3rd—dispel magic (x2)
 

drnuncheon

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Paden Blackbatel (Create-a-Cohort entry by Jon Potter)

Paden Blackbatel: Male human Clr2/Rog3; Size M, HD 3d6+2d8+10; hp 34; Init +2 (Dex); Spd 30; AC 14 (+2 armor, +2 Dex); Atk +3 melee (1d6/19-20 short sword) or +5 ranged (1d4/19-20 dagger); SA Sneak Attack +2d6; SQ evasion, Unc Dodge; SV Fort +6, Ref +5, Will +5; AL LN; Str 10, Dex 15, Con 14, Int 11, Wis 14, Cha 14

Skills and Feats: Bluff +10, Conc +3, Escape Artist +8 (+10 ropes), Gather Information +8, Heal +3, Intimidate +12, Knowledge (Religion) +2, Listen +10, Search +6, Sense Motive +8, Spot +10, Use Rope +8 (+10 to bind someone); Track, Persusasive, Alertness

Spells (4/3+1, base DC 12+level): 0 - detect magic, guidance, light, resistance; 1st - bane, bless, cure light wounds, protection from chaos

Domains: Law, Strength

Possessions: shortsword, leather armor, dagger, light mace, 4 potions of cure light wounds, 1 potion of truth, 1 potion of darkvision.

Here's Paden described in Jon's own words:

"Paden is very dedicated to his ideals - perhaps a little too dedicated for his own good. His outlook on the world is very black and white: you're either a law-abiding citizen deserving of his aid or a black-hearted criminal who needs to be punished and chances are you aren't all that law-abiding. If that's the case, he's right there ready and willing to deliver that punishment. Some of his punishments have been a little more... severe than the crime warranted. As a result, his superiors in the Church of the Retribution God hope that assignment to the Freeport City Watch will soften his overzealous outlook somewhat. Captain Donnach secretly hopes that Paden's assignment to Dru and Di'Fier will make the
pair walk the straight-and-narrow a little more."
 

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