Character Sheet
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Jebediah Krane
Elan Psion (Telepath) 3
XP: 4665
Alignment: Lawful Neutral
Deity:
Size: Medium
Type: Aberation
Base Speed: 30'
STATS
Str: 10 (+0)
Dex: 14 (+2)
Con: 12 (+1)
Int: 16 (+3)
Wis: 13 (+1)
Cha: 14 (+2) -2 Racial
HP: 19 (3d4+3+6 Psionic Body)
AC: 14 (10 base +2 Dex +2 Arm)
Saves:
Fortitude: +2 (1 Base +1 Con)
Reflex: +3 (1 Base +2 Dex)
Will: +4 (3 Base +1 Wis)
Init: +2
Base attack bonus: +1
Attacks:
Walking Stick(Club) +1 1d6 x2
Ranged Attacks +3
Code:
Skills Total Ranks Stats Misc
Appraise 3 0.0 3 0
Balance 2 0.0 2 0
Bluff 8 6.0 2 0
Climb 0 0.0 0 0
Concentration 6 6.0 1 0
Craft (Untrained) 3 0.0 3 0
Diplomacy 6 4.0 2 0
Disguise 2 0.0 2 0
Escape Artist 2 0.0 2 0
Forgery 2 0.0 2 0
Gather Information 8 6.0 2 0
Heal 1 0.0 1 0
Hide 2 0.0 2 0
Intimidate 2 0.0 2 0
Jump 0 0.0 0 0
Listen 1 0.0 1 0
Knowledge(Psionics) 5 2.0 3 0
Move Silently 2 0.0 2 0
Perform 2 0.0 2 0
Psicraft 3 0.0 3 0
Ride 2 0.0 2 0
Search 3 0.0 3 0
Sense Motive 7 6.0 1 0
Spot 1 0.0 1 0
Survival 1 0.0 1 0
Swim 0 0.0 0 0
Tumble 2 0.0 2 0
Use Rope 2 0.0 2 0
Feats
Inquisitor[Psi], Psionic Body[Psi], Psionic Talent[Psi]
Languages: Common, Elvin, Dwarven, Goblin
Equipment
Items Carried
Walking Stick (With Secret Compartment) 50gp (3lb)
Leather Armour 20gp* (15lb)
Explorers Outfit 20gp*
Satchel 2gp* (1lb)
-Ink 8gp
-Inkpen 1sp
-Notebook 10gp (2lb)
Acid 10gp (1lb)
Potion of Cure Mod Wounds 300gp
(1)Smokesticks 40gp (1lb)
(2)Sunrods 2gp (2lb)
(10) Tinder Twigs 10gp
Signal Whistle 8sp
Signet Ring 10gp*
Carried by Hireling (16.5lbs)
Bedroll 1sp (5lb)
Blanket 5sp (3lb)
Goblet 5gp
Healing Kit 50gp (1lb)
Potion of Cure Light Wounds 50gp
Soap 5sp (1lb)
(2) Trail Rations 1gp (2lb)
Tea Leaves 5gp (2lb)
Waterskin 1gp (1lb)
Wine 10gp (1.5lb)
Chest 2gp (25lb)
-Cooking Gear 50gp (10lb)
-Clothing (Assorted) 40gp* 16lb
-(5)Parchment 1gp
-Sealing Wax 1gp 1lb
-(4)Sunrods 4gp (4lb)
* Exceptional Quality
** Carried by Hireling
Treasure: 386gp spent (164gp remaining)
Weight Carried: 25lbs
Carrying Capacity: Light(33 lb), Medium(34-66lb), Heavy(67-100lb)
Thomas, Trained Hireling 8gp/ week (32gp paid in advance)[sblock]
Human Expert 2 / Warrior 1 (XP 4063)
S16 D12 C14 I10 W12 Ch10
Skills
Craft(Cooking)-5, Gather Info-5, Heal-6(5), Listen-8(5), Profession-6(5), Ride-3(2), Sense Motive-6(5), Spot-8(5).
Feats
Alertness, Improve Init, Weapon Focus(Longsword)
AC 17 (10 +1 Dex +4 Arm +2 Shield)
HP's 19/19 (2d6 +1d8 +6 Con)
Init: +5
Saves: F4 R1 W4
Attacks
+6 Longsword 1d8+3 (19-20x2)
Equipment[sblock]
Explorers Outfit
Scale mail Armour (30lb)
Heavy Wooden Shield (10lb)
Longsword (4lb)
Signal Whistle
Backpack (2lb)
-Bedroll (5lb)
-Blanket (3lb)
-Explorers Outfit (8lb)
-Flint & Steel
-(2) Trail Rations
-Hooded Lantern (2lb)
-(2)Oil (2lb)
-Silk Rope (5lb)
-Waterskin (4lb)
-Whetstone (1lb)
Weight Carried: 76lb + 16.5lb (92.5lb)
Carrying Capacity: Light(76 lb), Medium(77-153lb), Heavy(154-230lb)[/sblock]
Psion Abilities
PP 19/19
Powers
1st
Attraction
Energy Ray
Inertial Armour
Matter Agitation
Mindlink
2nd
Psionic Suggestion (DC 15)
Read Thoughts (DC 15)
Height: 5'10
Weight: 160 lbs
Eyes: Blue
Hair: Bald
Skin: Tanned
Appearance:
Jebidiah appears to be a well dressed human male of average height and weight in his early 20's, Jebidiah is a handsome bald man with piercing blue eyes who speaks in a pleasant rich baritone.
Background:
Not much is known about Jebidiah Krane, despite his looks Jebediah is actually 60 years old and has worked as a private investigator for the King in the past.
Jebidiah is believed to have been orphaned and raised by the Monks of the 'Reflective Spiirt', an insular group which dedicates itself to developing the little known powers of the mind.
Jebidiah is infact part of a secret group of Psionic Aberations called Elans, who are highly placed throughout the Kingdom of Furyondy as well as many others.
The ruling body (the Shadow Council) of the long lived Elans has been working from the shadows of Furyondy since it's inception, mentally guiding it along suitable paths and moulding and protecting the society into what it is today.
Recognising the threat posed by the Temple in the area around Homlett, the Shadow Council has been keeping tabs on the abandoned temple, after hearing reports of renewed activiites the Shadow Council has arranged for the young Jebidiah Krane to be 'selected' as part of the group to investigate matters in Homlett.[/sblock]
Things Learnt in Hommlet[sblock]
A chat with the Important Locals[sblock]
Jebediah spends his time wandering about town, and talking to the important residents. It is a sunny day, and Jebediah enjoys the fresh air and warm as he moves about town.
Terjon, Chief Cleric of St. Cuthbert
The Church of St. Cuthbert is a fairly new edifice of fine stone architecture. The main doors to the place are locked, but Jebediah finds entrance by side door into a small audience chamber. A young priest, who introduces himself as Calmert, greets Jebediah upon entry. He bids him to sit on one of the hardwood benches near the door, to peruse the religious tracts and scrolls on a nearby table, and indicates the location of the poor box. He then excuses himself from the room.
Calmert returns about ten minutes later, and inquires as to Jebediah’s business. Upon learning that he would like to talk to Terjon, Calmert clears his throat and nods at the poor box. Only after Jebediah deposits a gold coin does he step out of the room again, saying that he will see if Canon Terjon is about.
After another ten minutes or so passes, Calmert returns to inform Jebediah that Canon Terjon is unavailable, and suggests that he returns another time for an audience.
Mytch, the Miller
Arriving at the millhouse, Goodwife Miller quickly summons her husband Mytch to speak with Jebediah. The man is terse, and when Jebediah mentions the Temple, Mytch (too) quickly states the he is a very busy man and has much work to do. He states simply that he would prefer not to talk of such dark things, and asks Jebediah to leave.
Jebediah gets the feeling that Mytch is nervous and hiding something from him.
Danit, the Village Elder
The walled manner house of the Village Elder is surrounded by an eight foot high wall with a heavy gate. Ringing the gate bell, a servant answers and escorts Jebediah to a richly appointed sitting room in the manor house. After a wait of about a quarter of an hour, and older man dressed in fine clothing enters, and introduces himself as Danit.
During the course of the conversation, Jebediah learns that Danit is a retired farmer and prosperous landowner, and that he is also the Justice of the Peace in the village.
When it comes to the topic of the Temple, Danit tries to be helpful. Jebediah finds out that while the Temple of Elemental Evil flourished, earthquakes, unnatural storms, great fires and flash floods would strike areas nearby with seeming capricousness. All of that ceased once the Temple was assaulted and sealed. He also gives you a brief background of the Temple’s history. Apparently, the original cult was dedicated to evil and chaos was established on the shores of the Nyr Dyv. The cult was based on the premise that the elemental forces of the universe are chaotic and opposed to mankind, and thus (from a humanocentric view) evil. The forces of the Temple worked to destroy all things good and to disrupt order. Many thieves, brigands and assassins worshipped the cult. Fire was regarded as the first elemental evil, its capriciousness and ability to destroy proof of its evil and chaos. Water was worshipped as an even more powerful force of chaos and evil, in the form of floods and raging seas. The epitome of chaos and evil, though, was the combination of earth and air, represented by blackness and corresponding with the demonic Abyss. This combination was regarded as the complete negation of matter.
After an hour or so of talking, Danit excuses himself, saying that he has things that need attending. He warns Jebediah to be careful in his search for information on the cult, but doesn’t elaborate upon the warning.
Jebediah sense no ill will from Danit during the conversation, though it seems that the Village Elder probably knows more than he is actually telling.
Rufus and Burne
Rufus and Burne dwell in a tall stone tower on the eastern edge of Hommlet, overlooking the village and countryside. Two men-at-arms on the tower’s roof watch Jebediah’s approach, one of them disappearing as he walks up a set of stone stairs that terminate at a landing about ten feet up. A few moments later, a drawbridge lowers from the tower to the landing on which you stand. A man-at-arms escorts Jebediah into the tower, leaving him to wait as he goes to fetch his masters.
The entry chamber is about 40 feet in diameter, with ramps leading both up and down. Several comfortable armchairs are placed along the walls, and the walls themselves are hung with tapestries and decorated with shields, arms and hunting trophies. Jebediah is not made to wait long, as Burne, His Most Worshipful Mage of Hommlet, comes to greet him. As Jebediah sits and chats with the man, a man-at-arms keeps a suspicious eye on him, his hand very near the hilt of his sword the whole time.
Although Rufus is apparently absent right now, leading a patrol of men somewhere south of Hommlet, Burne seems pleasant enough. He is a tall, slender man with dark hair and a well-trimmed spade beard, who dresses in very fine clothing. Jebediah gets the feeling that he knows much about the Temple of Elemental Evil, much more than he tells. Rufus often poses questions to Jebediah during the conversation, about Jebediah’s background and interest. Jebediah’s telepathic powers tell him that the shrewd wizard is uncertain and untrusting, and skeptical of the “historian” cover.
About all he manages to get from Burne is that the Temple of Elemental Evil is hidden away in the hills near the village of Nulb, some ten league’s to the Northeast of Hommlet. Apparently, most of the upper works of the Temple were thrown down and destroyed in the final siege of the war. Because of the great evil and power of the Temple, though, the armies did not actually raze the Temple proper. Instead, the sealed the doors and placed mighty wards upon the place and the labyrinth beneath it. He explains that even so great of force that overthrew the Temple, could not cleanly deal with the things that lurked below. The place is shunned now, he says, and considered haunted. He also informs Jebediah that the village of Nulb near the Temple is a questionable place, filled with thieves, brigands and river pirates.
He wishes Jebediah luck as he sees him off, but invites him to call upon him again should he need anything else.
Jaroo, Druid of the Grove
The Grove is an obvious place of worship; the trees are neatly pruned and the grass is well-tended. Jebediah follows a carefully placed path of bluish stones into the trees to a rock cairn where flowers, nuts, berries and garlands have been placed. He waits and even calls out, but apparently the Druid of the Grove is nowhere to be found.
While he waits, Jebediah does get the impression that he is being watched, but by whom or by what he cannot tell.
Torl, Captain of the Militia
Jebediah finds Torl hard at work in the fields behind his home. The elderly farmer stll appears to be in good physical shape, and moves with the grace of a veteran warrior. He has little enough to say, suggesting that others may have more to tell. It is apparent that he has a dislike of foreigners (those not from the area near Hommlet). He suggests you talk to his son Elmo, who can often be found at the Inn. His other son, Otis, took service with another man who came asking questions about the Temple. He hasn’t been seen since.
Jebediah can’t really tell if the man knows more than he says or not. Jebediah gets the feeling that the man is not pleased to talk with him, and that there is a definite dislike on the captain’s part.
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A chat with the local Trademen[sblock]
It takes little time for Jebediah to realize that most of the tradesmen in the village work from their homes, where they live with their families.
The elderly weaver, Emmit, greets you warmly, and is more than happy to talk to you. However, he knows almost nothing about the Temple of Elemental Evil, besides the basic history of the area. He is a newcomer to the area, having moved to Hommlet just two years ago. He reveals no new information to Jebediah, but it seems as though he is honest not hiding things.
Tindar the tailor is a small man, short and thin, who lives by himself. He too knows little about the Temple, having moved to the area only a few months ago. He is more than happy to talk to you, but again, reveals no new information. He appears to be telling the truth.
The traders, Rannos and Gremag, are also quite friendly and talkative. They know only the basic history of the Temple, and thus provide you with no additional information. However, Jebediah is confident that Gremag, at least, knows more than he is telling. He cannot get a good read one way or another on Rannos.
Nira, the moneychanger and jewelry maker, is a quiet, soft-spoken man. Apparently the village has grown significantly over the last decade, as Nira also is a relative newcomer to the village He professes no interest in the history of the area or of anything not related to business, and Jebediah believes him.
The potter, Radker, is too busy to spend any time chatting with you. Even the offer of silver merely causes him to roll his eyes at you and then hastily rush you along on your way as he returns to work.
Keln the brewmaster has resided in the village for a very long time, and in fact, even fought with the forces of good against the Temple of Elemental Evil at the Battle of Emridy Meadows. He speaks with you over a mug of excellent hand-crafted ale, telling you stories of the depredations that the minions of evil inflicted upon the region. Robberies, murders, rapes, etc. He even shows you the finely crafted spear that hangs over his mantle, the spear he used against the gnolls, orcs and evil men of the Temple. He informs you that he has heard whispers of interdicted places beneath the old ruins of the Temple, where even the forces of good dared not go. He also tells you that he suspects many of the survivors of the evil forces may have resettled in Nulb, the small community a day or so travel up the road, near the actual temple site. The place has an evil reputation. He recommends that you be extremely careful in your quest for knowledge regarding the Temple, as there are some things that are best left alone. The man does not seem to hiding anything.
The cabinet maker, Arrod, also provides little useful information. He suggests you speak with the Village Elder about such things, as few of the villagers have any knowledge of the Temple besides the basic history of the region. He does not seem to be hiding anything.
The teamster, Laugo, seems to be a nice enough man, and is happy to speak with you. Although is too is a relative newcomer to the village, he explains to you that he has lost one wagon and team to the bandits in the area. He doesn’t know if it has anything to do with the Temple or not, but the rumors of bandits and such are certainly true. He provides little information on the Temple, but makes a point of telling Jebediah that the traders are not to be trusted. He says nothing further. It seems that he may be hiding something, but he quickly excuses himself, saying he has to get back to work.
The cheesemaker and cowherd is an elderly man by the name of Nim. He spends a few moments chatting with Jebediah, but waves off the rumors of evil in the area. He seems to think that too many people are paranoid, and informs you that he has no doubts that the Temple is destroyed and its forces extinct. He attributes the stories of bandits to the fact that business has been excellent of late, and that brigands always follow where trade is good. You learn nothing new, and Nim seems to be telling the truth as he sees it.
Jebediah finds the blacksmith, Brother Smythe, pounding away furiously at his forge. The short, brawny man speaks with you only briefly, but you discover that he is the assistant to the Druid of the Grove, Jaroo. He suggests that you speak with the Druid for the information that you seek. He then turns back to the forge.
The stonemason is not at home, but Jebediah is told that he can be found overseeing the construction of the new fortifications around Burne and Rufus’ tower. Jebediah tries to seek him out, but the man is nowhere to be found. The workers all claim that he was here a short time ago.
The carpenter, Yentum, is another newcomer to the village. He too has nothing worthwhile to relate to Jebediah. He simply goes about his work, and doesn’t take too much stock in the rumors of evil in the area. He seems to be telling the truth.
The wheel/wainwright is a middle aged man named Jasc. He doesn’t impart much information about the Temple, but says if there is any evil in the village it is that no-good Druid of the Grove. Jasc seems to believe the man is practicing evil arts, and holds many of the village folk under some mystic charm. While he seems to be telling the truth, Jebediah also detects the smell of alcohol on the man’s breath.
The last person on Jebediah’s list for the day is Marty the Leatherworker, who again knows little of the Temple besides the local history. He did live in the village during the time when the Temple held sway, though, and can speak on the vileness and despicable acts that the Temple folk inflicted upon the innocent. Although he doesn’t know much about the rumors of evil, he claims that one night, just a few weeks ago, that he saw a demon on the outskirts of town. He claims that it was a huge, hairy looking beast, twice the size of a man, with large twisted horns and long serpent-like tail, wielding a large axe. He says he reported it to the village elder, but when some of the militia investigated, they found nothing. Marty appears to be telling the truth, and doesn’t seem to be hiding anything.
Upon returning to Burne, and showing him the King’s writ, the mage seems most interested in helping Jebediah. Although Burne is an agent of the Viscount of Verbobonc, and not the King of Furyondy, the two good realms are closely allied. He agrees to provide you with two men-at-arms to protect you while you are in the village.[/sblock]
A chat with Burne[sblock]
Concerning symbols, Jebediah is told that each type of elemental evil has a symbol associated with it: Square for Water, triangle for Earth, circle for Air, and two squares laid over one another to form a sort of eight-pointed star for Fire.
Generally, followers of Elemental Earth wore brown, followers of Fire wore red, Water wore green and Air wore gray. Additionally, some followers did not follow any particular elemental evil, and simply pledge their loyalty to the quadrate system...these types generally dressed in garments of black coloration.
Additionally, the Lord Wizard Burne said he would do some research to try and find some more information that would be of use to Jebediah. He asked Jebediah to check back with him in a few days.
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Interviews:
[sblock]
Thomas quickly ushers in the first of the interviews, and Jebediah gets to work asking his questions and such. There are five adventurer types that show up to express their interest:
Spugnois: Spugnois appears to be a mage of some sort, though he tells you that he is a scholar interested only in studying magical writings and such. He has come to the area to search for old scrolls and books, as he had heard rumors that there were many rare magics used by the Temple in its heyday. He claims that he has learned that a Wizard inhabited the ruined Moathouse outside of the village, and that he is planning on searching it soon. He appears to be telling the truth.
Zert: Zert is a well-built warrior type, clad in scale armor. He claims to know nothing of the Temple, and says that he is simply looking for work as a man-at-arms. He says that he is a veteran of many wars and such that have been fought over the last decade, and has always worked as a mercenary of sorts. Jebediah can tell that this man is outright lying, and that he knows much more about the Temple than he is letting on.
Kobort: Companion of Turuko (below), Kobort is a huge, lumbering warrior in banded armor. He knows little of the Temple beyond simple rumors, and he and his companion are simply looking for work. He doesn’t appear to be lying, although he answers many of your questions by telling you to speak with Turuko, who would know more about that sort of thing.
Turuko: A short, slim man of Baklunish origin, Turuko dresses in simple robes. He professes no love of combat, but says that it is how he and his companion Kobort have made their living. They had come to Hommlet upon hearing rumors of bandits and such in the area, hoping to find work as guards or mercenaries. He can tell you only the basic background of the Temple, although he hints that he may know more. However, he says that it is unwise to speak of such subjects until you know who you can and can’t trust. He appears to be telling the truth in his statements.
Elmo: Elmo is a tall and well-built man dressed in dirty leathers, with greasy brown locks and dull eyes. He smells of alcohol, and by the way he staggers upon entering the room, Jebediah has a suspicion that he may already be drunk. His speech is slow and halting, and he gives the impression of lacking somewhat in intelligence. Elmo claims to be a mercenary looking for work, and explains that he has lived in Hommlet his whole life. When questioned about the Temple, he tells Jebediah that much evil still lurks in the Temple ruins, and that if you are truly interested in the history of the place, you should investigate the ruins themselves. He warns you that none have ever returned from exploring the remains of the place, though, and that you should be extremely careful. After the interview ends, Jebediah is stuck with the impression that the man is much more intelligent then he is letting on, and that the drinking is possibly a ruse of some type.
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