CB's Shackled City v3.5

Rogue's Gallery posts go here, please. Feel free to use whatever format you prefer to post your character sheet. I'll be referencing this thread when I adjudicate events in the IC, so it will be helpful if you attempt to keep things updated in here.
 

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NAME: Bollaron Gustafson
CLASS: Bbn/Sor/Rog
LEVEL: 2/2/3
RACE: Human
ALIGNMENT: CG
DEITIES: Gelarn Tenuviel and Madriel
AGE: 17
GENDER: M
HEIGHT: 5' 11"
WEIGHT: 185 lbs

STATS
STR: 15 (+2)
DEX: 16 (+3)
CON: 8 (-1)
INT: 14 (+2)
WIS: 14 (+2)
CHA: 15 (+2)

SAVES TOT = BASE+AB MOD+MGC+MISC
FORT: 3 = 4 - 1 + 0 + 0
REF: 9 = 3 + 3 + 0 + 3
WILL: 6 = 3 + 3 + 0 + 0

AC: 17 = 10 base + 2ROP +2 Bracers +3Dex
19 = 10 base + 2ROP +4 Armor spell +3Dex
Touch: 13
Flat: 14 or 16 (not possible)

HP: 24
INIT: +3
BAB: +5 GRAPPLE +7 = +5 Base + +2 Str
SPD: 50 (fast movement and boots of strding and springing)

WEAPONS | ATK BNS | DMG | CRIT |NOTES
HEAVY FLAIL | +8 | D10+4 | 19-20 x2 | ADD D6 DMG AND ALL DMG NON LETHAL
OF MERCY +1 | +6 TO DISARM (TWO HANDED)
-----------------------------------------------------------------------------------------
LONG BOW | +8 | D8 | x3 | RNG = 100, 66 ARROWS
-----------------------------------------------------------------------------------------

LANGUAGES
Nordic
Navarran
Elven
Common

SKILLS MOD = AB MOD + RANKS + MISC
APPRAISE 2 = 2 + 0 + 0
BALANCE 3 = 3 + 0 + 0
BLUFF 7 = 2 + 5 + 0
CLIMB 6 = 2 + 4 + 0
CONCENTRATE 0 = -1 + 1 + 0
DECIPHER SCRIPT 2 = 2 + 0 + 0
DIPLOMACY 4 = 2 + 0 + 2 *from Bluff
DISABLE DEVICE 12 = 2 + 6 + 4 *from MW tools and nimble fingers
DISGUISE 4 = 2 + 0 + 2 * from Bluff
ESCAPE ARTIST 3 = 3 + 0 + 0
FORGERY 2 = 2 + 0 + 0
GATHER INFO 2 = 2 + 0 + 0
HANDLE ANIMAL 7 = 2 + 5 + 0
HEAL 2 = 2 + 0 + 0
HIDE 8 = 3 + 3 + 2 *from stealthy
INTIMIDATE 10 = 2 + 6 + 2 *from bluff
JUMP 13 = 2 + 6 + 5 *from boots of S&S
LISTEN 9 = 2 + 5 + 2 *from Alertness from familiar
MOVE SILENTLY 8 = 3 + 3 + 2 *from Stealthy
OPEN LOCK 13 = 3 + 6 + 4 *from MW tools and Nimble Fingers
RIDE 4 = 3 + 1 + 0
SEARCH 9 = 2 + 7 + 0
SENSE MOTIVE 2 = 2 + 0 + 0
SLEIGHT OF HAND 6 = 3 + 1 + 2 *from Bluff
SPELLCRAFT 7 = 2 + 5 + 0
SPOT 9 = 2 + 5 + 2 *from Alertness from familiar
SURVIVAL 9 = 2 + 5 + 2 *from Search (for Tracking)
SWIM 6 = 2 + 4 + 0
TUMBLE 3 = 3 + 0 + 0
USE ROPE 5 = 3 + 0 + 2 *from silk rope

FEATS AND FEATURES
FAST MOVE
RAGE 1/DAY *must make fort save DC15 after 1/2 of rage time or out of rage immediately suffering full penalties
SNEAK ATTACK 2d6
TRAP FINDING
EVASION
UNCANNY DODGE
TRAP SENSE +1
COMBAT EXPERTISE
IMPROVED DISARM
NIMBLE FINGERS
STEALTHY

ITEMS Wt
Merciful Hv Flail +1 9lb
Quiver of Ehlona 3lb
MW Long Bow
Green Boots
Brown torn Breeches
Loose gray shirt
Brown Cloak
Belt
BackPack 2lb
Bedroll 2lb
flint & steel
Silk rope 5lb
Bracers +2
66 Arrows
MW Dagger
Flaming Dagger +1
MW Thieves Tools
Boots of Springing and Striding
thunderstone
tanglefoot bag
smoke stick
ROP +2
White wand of sleep (2 charges)
Ring of Dk Vission
Wand of Mage Armor (40 charges)
Orange sneaky potion
2X sm clear blue vials
Nobles Outfit

Guard Dog (Edgar)
Dog Food
Familiar - Weasel (Allen)

100 GP
 
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Mellubb

First Post
NAME: Aaron Welling
CLASS: Wizard/Elemental Savant
LEVEL: 5/2
RACE: Human
ALIGNMENT: NG
DEITIE: Loki
AGE: 19
GENDER: M
HEIGHT: 5' 8"
WEIGHT: 140 lbs

STATS
STR: 9 (-1)
DEX: 15 (+2)
CON: 12 (+1)
INT: 18 (+4)
WIS: 15 (+2)
CHA: 10 (+0)

SAVES TOT = BASE+AB MOD+MGC+MISC
FORT: 2 = 1 + 1 + 0 + 0
REF: 3 = 1 + 2 + 0 + 0
WILL: 9 = 7 + 2 + 0 + 0
Note - 2 to all saves VS Earth Based Spells
immune to sleep

AC: 17= 10 base + 1ROP +2 Dex +4 Mage Armor
Touch: 13
Flat: 15
Energy resistance 5/Electricity
HP: 26
INIT: +2
BAB: +3 GRAPPLE +2 = +3 Base + -1 Str
SPD: 30
Languages: Common Navaran, Gnome, Auaran, Draconic

WEAPONS | ATK BNS | DMG | CRIT |NOTES
Heavy Crossbow| +5 | D10+4 | 19-20 x2 |
-----------------------------------------------------------------------------------------



Skills Ability Score Ability Mod Ranks Check Penalty Misc
Appraise INT 5 4 1
Balance DEX 2 2 0
Bluff CHA 0 0 0
Climb STR 0 0 0
Concentration CON 11 1 10
Craft(Locksmith) INT 12 4 6 2
Craft( ) INT 4 4 0
Craft( ) INT 4 4 0
Decipher Script INT 4 4 0
Diplomacy CHA 0 0 0
Disable Device INT 4 4 0
Diguise CHA 0 0 0
Escape Artist DEX 2 2 0
Forgery INT 4 4 0
Gather Information CHA 0 0 0
Handle Animal CHA 0 0 0
Heal WIS 2 2 0
Hide DEX 2 2 0
Intimidate CHA 0 0
Jump STR 0 0 0
Knowledge(The Planes)INT 14 4 10
Knowledge( Arcana )INT 14 4 10
Knowledge(Dungeoneering) 12 4 8
Knowledge(Local ) INT 12 4 8
Knowledge( ) INT 4 4 0
Knowledge( ) INT 4 4 0
Listen WIS 2 2 0
Move Silently DEX 2 2 0
Open Lock DEX 2 2 0
Perform( ) CHA 0 0 0
Perform( ) CHA 0 0 0
Perform( ) CHA 0 0 0
Perform( ) CHA 0 0 0
Profession(Sailor) WIS 2 2 0
Profession( ) WIS 2 2 0
Profession( ) WIS 2 2 0
Profession( ) WIS 2 2 0
Ride DEX 2 2 0
Search INT 4 4 0
Sense Motive WIS 2 2 0
Slieght of Hand DEX 2 2 0
Spellcraft INT 16 4 10 2
Spot WIS 2 2 0
Survival WIS 2 2 0
Swim STR 0 0 0
Tumble DEX 2 2 0
Use Magi Device CHA 0 0 0
Use Rope DEX 2 2 0
Speak Language N/A 0 N/A

Spells
Spell book pages used 81/100
*marks spell prepared for today.
^marks spell with energy substituted for electricity

0-Level
^Acid Splash
Arcane Mark
Dancing lights
Daze
Detect Magic**
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Light
Mage Hand
Mending
Message
Open/Close
Prestidigitation*
Ray of Frost
Read Magic*
Resistance
Touch of Fatigue

1st-level
Animate Rope
Charm Person*
Color Spray
Feather Fall
Identify
Mage Armor*
Magic Missile**
Ray of Enfeeblement
Shocking Grasp
Silent Image
Unseen Servant*
Lesser Orb of Lightning

2nd-level
Arcane Lock
Blindness/Deafness
Detect Thoughts
Knock*
^Scorching Ray*
Spider Climb
Summon Monster II
Web*

3rd-level
Arcane Sight*
Dispel Magic*
^Fireball
Fly*
Gentle Repose
Keen Edge
Tongues

4th-level
Globe of Invulnerability, Lesser*
Polymorph*

Platinum Pieces
Gold Pieces 3708
Silver Pieces 2095
Copper Pieces 536
Total in Coin 3922.86
Total Gems and Jewels 0
Total Wealth 3922.86

Gear

Everburning Coin
Potion of Inivsability
Boots of S&S
Reall cool Locks(3)
Gem in a pouch
Ring of Elemental Control(Air)
Spell Book
Wand of Knock (30 Charges)
Wand of Dispel Magic (30 Charges)
 
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Li Shenron

Legend
Code:
[B]Name:[/B] Meenah
[B]Class:[/B] Rogue
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Female
[B]Alignment:[/B] CG
[B]Deity:[/B] None. She occasionally worships her ancestors or make small offerings for deities of luck or travel.


[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 6        [B]XP:[/B] 15000
[B]Dex:[/B] 18*^ +4 (10p.)     [B]BAB:[/B] +4         [B]HP:[/B] 31 (6d6+6)
[B]Con:[/B] 12^ +1 (03p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] nil
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] nil
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +8        [B]Spell Save:[/B] -
[B]Cha:[/B] 13 +1 (05p.)     [B]ACP:[/B] 0         [B]Spell Fail:[/B] na
*1 level increase
^special CB bonus

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +5    +0    +4    +0    +0    +1*    20	*from Dodge
[B]Touch:[/B]  15             [B]Flatfooted:[/B] 20

                          [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +1   +0        +3
[B]Ref:[/B]                       5    +4   +0        +9
[B]Will:[/B]                      2    +0   +0        +2

[B]Weapon                  Attack   Damage     Critical[/B]
Shortbow                    +9     1d6        19-20/x2
Dagger (thrown)             +8      1d4     19-20/x2
Dagger                      +8      1d4      19-20/x2
Rapier +1                   +9     1d6+1      18-20/x2

[B]Languages:[/B] Common, Draconic, Auran, Celestial

[B]Proficiencies:[/B] all Simple weapons, Hand Crossbow, Rapier, Sap, Shortbow and Short Sword; Light Armors

[B]Abilities:[/B] Trapfinding; Evasion; Uncanny Dodge; Trap Sense +2; Sneak Attack +3d6

[B]Feats:[/B] Weapon Finesse, Endurance, Dodge, Improve Initiative

[B]Skill Points:[/B] 108       [B]Max Ranks:[/B] 9/4.5
[B]Skills                   Ranks  Mod  ACP Item Synergy Total[/B]
Appraise (INT)             0    +3                     +3
Balance (DEX)              9    +4    0        +2*     +15	*from Tumble
Bluff (CHA)                5    +1                     +6
Climb (STR)                9    +0    0                +9
Craft (untrained) (INT)    0    +3                     +3
Diplomacy (CHA)            0    +1                     +1
Disable Device (INT)       9    +3        +2*          +14	*from tools
Disguise (CHA)             0    +1                     +1
Escape Artist (DEX)        9    +4    0                +13
Forgery (INT)              0    +3                     +3
Gather Information (CHA)   2    +1                     +3
Hide (DEX)                 3    +4    0   +10*         +17	*from cloak
Intimidate (CHA)           0    +1                     +1
Jump (STR)                 9    +0    0   +2*          +11	*from Tumble
Listen (WIS)               0    +0                     +0
Move Silently (DEX)        9    +4    0                +13
Open Lock (DEX)            9    +4        +2*          +15	*from tools
Perform (Dance) (CHA)      4    +1                     +5
Ride (DEX)                 0    +4                     +4
Search (INT)               9    +3        +5*          +17	*from goggles
Sleight of Hand (DEX)      4    +4    0        +2*     +10	*from Bluff
Spot (WIS)                 0    +0                     +0
Swim (STR)                 0    +0    0                +0
Tumble (DEX)               9    +4    0        +2*     +15	*from Jump
Use Magic Device (CHA)     9    +1                     +10
Use Rope (DEX)             0    +4                     +4

[B]Equipment:               Cost  Weight[/B]
Rapier +1                     2320gp  2lb
Dagger                         2gp  1lb
MW Shortbow                    330gp  2lb
20 arrows                      1gp  3lb
Studded leather +2          4175gp  20lb [+3 AC, max Dex 5, ACP 0, ASF 15%]

Goggles of Minute Seeing	1250gp	+5 Search
Ring of Feather Falling	2200gp
Cloak of Elvenkind		2500gp	+10 Hide

Backpack                 2gp  2lb
Belt pouch                 1gp  0.5lb
Scroll case               1gp  0.5lb
Waterskin                 1gp  4lb
Flint & steel            1gp  0lb
Rope*                      1gp  10lb
Rations* (4)              2gp  4lb
Winter blanket*          0.5gp  3lb
Lamp and oil* (4)        0.5gp  5lb
Soap*                       0.5gp 1lb
Sewing needle*           0.5gp  0lb
MW Thieves' tools            100gp  1lb	+2 Disable Device, Open Locks

Explorer's outfit         0gp  0lb
Entertainer's outfit*     3gp  4lb

Scroll of Mount** (CL 1, arcane)   25gp
Scroll of Comprehend Languages** (CL 1, divine) 25gp
Scroll of Cure Light Wounds** (CL 1, divine) 25gp

*in the backpack
**in the scroll case

[B]Total Weight:[/B]  63lb    [B]Money:[/B] ??gp

                           [B]Lgt   Med   Hvy   Lift  Push[/B]
[B]Max Weight:[/B]                

[B]Age:[/B] 26
[B]Height:[/B] 5'5"
[B]Weight:[/B] 115lb
[B]Eyes:[/B] Dark brown
[B]Hair:[/B] Dark brown, tied in a long straight tail
[B]Skin:[/B] Tanned olive


Appearance: Meenah appears as a quite small and frail girl at first sight. She is not noticeably beautiful, but she's very graceful in her movements and her eyes often seem particularly alive when in conversation with other people, as she could not hide her innate curiosity for almost anything strange and new. She has learned to use her voice to give others the impression of her being friendly, innocent, dangerous or in desperate need of help, depending on the circumstances.

Background: Meenah has always lived her life within her travelling peaceful tribe of merchants, artists, performers, problem-solvers, fortune-tellers, healers and jack-of-all-trades. She herself has usually been dancing for the most varied (and sometimes questionable) audiences to gain a few spare coins, but the truth is that in her tribe everyone is a little bit of all those things, as the necessity arises or as soon as there is someone willing to pay for a job.
Of course, in a travelling life there has been already plenty of occasions for adventuring, including troubles. Her people are welcome almost everywhere in their homeworld, but sometimes the legends they tell about ancient mysteries or the existence of outside worlds have irritated some communities, especially those ruled by strong religious hierarchies. Rumours have been spread often about her people (normally called simply "the travellers" or "the restless" by others) having mysterious origins or bloodlines, and these rumours mixed up with her people tales of past generation and grew in time, so that not even the restless remember what was history and what was myth.

Meenah's start as an adventurer: A sad event has stroken into Meenah's life only six month ago: one of the eldest member of her tribe has prophesized that she will never give birth to any child. Not that she had particularly cared before about this, but for the first time in her life she suddenly knew that there was something, and not a minor thing, which she could have never done... life was not completely free as she always had felt. She turned very sad, with shame and guilt for not being able to give continuity to her family, but she was not left alone by her people. Some of the other elders spoke to her, and conviced her that this was a sign for her destiny to be something else, that she would have been very important for her people, but in another way than what most are, and that's why the ancients have forbidden her to give birth: because she has another road to walk, a much more unique path to find.

In the past months the elders spent much more time with her than they did during her first 20 years of life. They treated her with care and love, and they told her the stories she has always heard, about strange worlds to explore beyond home, some of them wondrous and some deadly dangerous, with weird creatures and amazing people. Only that this time, these tales sounded different... unlike when she was a child, and the voices of the storytellers inspired wonder and awe in her, now she felt like she was not being entertained, but teached.

They told Meenah soon that the charioteer would have joined their tribe, while travelling along the salted river. The charioteer would have stayed three days, and would have accepted her on his mount if the girl had agreed to leave with him. He arrived one day of heavy rain, and the rain hadn't stopped on the third day when she made her choice of leaving her people and following the rider. There was no feast or celebration for her departure, but all her closest family members went one by one into her wagon cabin to hug her to their heart, and each gave her a little useful thing to keep in her backpack. Three of the elders gave her one scroll each: one to help her understand the strangers, one to cure her when in need, and one to run away from danger. Before leaving, she finally packed up her dancing dress in her backpack, more for sentimental reasons than because she thought she needed it.

The ride with the charioteer never seemed to have an end. In the rain it felt like they travelled for days without ever dismounting. Then she saw an archway in the rain. Not a material construction, just an invisible arch in the air, where the rain was not falling through and seemed instead to slip around an imaginary entrance, and the charioteer was indeed going to ride through it. She was so tired and battered by the heavy rain, and the emotion was too much for her, so she fainted as they passed.

Edit: added +1 to Dex and Con
 
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Eydis

First Post
Name: Nyla Ohmsford
Class: Cleric 6/Fighter 1
Race: Human
Size: Medium
Gender: Female
Alignment: NG
Deity: Errol

Str: 14 +2 Level: 7 XP: 27,307
Dex: 12 +1 BAB: +5 HP: 47
Con: 12 +1 Grapple: +7 Dmg Red: nil
Int: 12 +1 Speed: 30' /20'(in armor) Spell Res: nil
Wis: 18* +4 Init: +1
Cha: 14 +2
*+2 periapt of wisdom

Base Armor Shld Dex Size Nat Misc Total
Armor: 10 +9 +2 +1 +0 +0 +0 22
Touch: 11 Flatfooted: 21

Base Mod Misc Total
Fort: 7 +1 +0 +8
Ref: 2 +1 +0 +3
Will: 5 +3 +1 +9

Weapon Attack Damage Critical
+1 Greatsword +9 2D6+4 19-20/x2
Lt. Mace +7 1D6+2 20/x2
Lt. x-bow +6 1D8 19-20/x2 80ft. range
20 bolts x

Languages: Common, Latin

Abilities: Turn Undead 5 times/day mod. +4

Feats: Combat Casting, Nimbus of Light (free-action, 5ft. bright, 10ft. shadowy), Spell Penetration, Weapon Focus: Greatsword, Scribe Scroll

Skill Points: 40 Max Ranks: 10/5
Skills Ranks Mod Misc Synergy Total
Appraise (INT) 0 +1 +1
Climb (STR) 0 +2 -7 -5
Concentration (Con) 5 +1 +4 +10
Craft (INT) 0 +1 +1
Diplomacy (CHA) 3 +2 +5
Handle Animal (Cha) 0 +2 +2
Heal (WIS) 7 +4 +2 +13
Intimidate (CHA) 0 +2 +2
Jump (STR) 0 +2 -7 -5
Knowledge Arcana (Int) 1 +1 +2
Knowledge History (Int) 5 +1 +6
Knowledge Planes (Int) 0 +1 +1
Knowledge Religion (Int) 10 +1 +11
Listen (WIS) 0 +4 +4
Ride (DEX) 0 +1 +1
Search (INT) 0 +1 +1
Spellcraft (Int) 9 +1 +10
Spot (WIS) 0 +4 +4
Swim (STR) 0 +2 -14 -12
Use Rope (Dex) 0 +1 +2 +3 (silk rope)

Equipment: Weight
+1 Greatsword 7lb
+1 Full Plate 50lb
Animated Darkwood Lg. Steel Shield 5lb
Lt. Mace 4lb
Lt. x-bow 4lb
Backpack 2lb
Waterskin x 4 16lb
Ink, inkpen, paper x5, and case 1/2lb
oil x 5 5lb
hooded lantern 2lb
Traveler's clothes (2 extra sets) 10lb
Sealing wax & signet ring -
belt pouch 1/2lb
spell component pouch 2lb
Holy Symbol, silver 1lb
Torch x 3 3lb
flint & steel -
Whetstone 1lb
Grappling Hook 4lb
50ft Silk Rope 5lb
Bedroll 5lb
Rations x 4 4lb
2 Healer's Kit (10 uses ea.) xxxxx 2lb
Holy Water x4 4lb
Periapt of Wisdom +2 -
Pearl of Power I -
Noble's Outfit 8lb
Huge Pink Diamond Ring (from Balarron - appraised at 5000gp)
Matching Ring, Bracelet and Earrings -100gp
Map of the fissure
Book in common - Kopru - aquatic race in this underground place
(MW lute and 3 black gems (in which I have appraisals)- not sure who's carrying them)
Kidnapped Victims scrolls

Wands:
Cure Lt. Wounds (1d8+5) (cumberstone) 50charges xxxxxxxxxxxxxxxxxxxxxxxxxxxx
Detect Secret Doors (inspectus) charges 15
Cure Mod. Wounds (1d8+3) (jinglestop) 50charges
Cure Serious Wounds (1d8 + ?) Kongang 7charges left (got from Treil - on a leather chain)
Inflict Mod. Wounds (1d8 +?) Gremag -in Giant 35 charges left (got from Tarkilar)

Scrolls:
6 Lesser Restoration
Hide from Undead
Protection From Law
Status
Gentle Repose
Inflict Minor Wounds
*some things stay in Temple unless I feel need them

Potions:
Clear
Bright Violet
Moldy Outside
Black
Black
Changes color when shaken
Black
Black
Violet (illusion)
Black (Necromancy)
2 clear blue
3 orange (opaque scentless) faint illusion
clear odorless (faint Trans.)
2 blue (Faint Conj.) - Treil
2 sm. vials w/clear blue liquid (healing)
Orange (faint --?)

Total Weight: 95lb Money: 5pp , 41gp , 11sp , 41cp
Temple of Errol fund: 400pp , 840gp
20 black embossed coins; Not Local Minting : 192g , 4 s, 1000 black iron
In Temple of Welafluer: 112pp, 3281gp, 2050s, 3675cp + my jewelry
Group Fund: 3183 cp, 8006 sp, 94 gp, 100 pp

Lgt Med Hvy Lift (o h) Lift (o g) Push
Max Weight: 58 116 175 175 350 875

Age: 23
Height: 5' 7"
Weight: 140lb
Eyes: Green
Hair: Red w/ Black streak on front right side
Skin: Creamy white

Spells:
5 0 lvl : DC 14
Detect Magic
Guidance
Read Magic
2 Resistance

4 1st lvl : DC 15 *recall 1 spell previously prepared per day
Comprehend languages
Detect Evil
2 Protection from Evil

3 2nd lvl : DC 16
2 Bull's Strength
Silence

3 3rd lvl : DC 17
3 Stone Shape

Domains:
Sun: 1/day perform greater turning against undead instead of reg. turning. Undead are destroyed instead of turned.
1. Endure Elements
2. Heat Metal x
3. Searing Light x

War:
Martial Weapon Proficiency w/God's favored weapon + weapon focus.
1. Magic Weapon x
2. Spiritual Weapon
3. Magic Vestment
 

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The History of Bollaron Gustafson

Born the son of Arik and Helen Gustafson of the Havalen tribe in the Nordlands. He was always quicker than most of the children, but was prone to coughing fits, sometimes even coughing up blood. Nevertheless, Bolarron excelled at weapons play and was often times able to dance around his slower playmates and take their weapons from them forcing them to yield while never having to strike them.​

Helen Gustafson, a follower of the all mother, was a healer and wise woman in the tribe and instilled in her son a reverence for all forms of life and in fact for life itself. Arik was a warrior and Hunter who taught Bolarron to fight, use a bow and and handle animals.​
When Bolarron was 10, his tribe was travelling out of the mountains for winter and were set upon by a large band of armed men who killed most of his tribe, including his father, and took Bollaron captive. He was taken to a camp in the hills and sold into slavery. For almost 2 years he worked in fields planting and harvesting under the slavemasters whip. His coughing fits, though, kept getting worse and no number of whippings could cause him to stop. He was brought to the houseto serve and carry and was eventually bought by an Elven trader who needed a stable boy and guard for his shop. He was allowed, even encouraged to continue his weapons training and while in the Elves homelearned to speak Elven as well as realizing there was an innate magical ability inside of him. He was well treated by his Elven master, but was constantly aware that he was not free. He developed a loathing for slavery and slavers having felt firsthabd the oppression one can only know by having their freedom denied.​
On the night of his 15th birthday, Bolarron gathered what belongings he could (actually they were the elves belongings that he had used, but he figured his 2 1/2 years of service had paid for his clothes armor and weapons.)He also found a few coins in the house and snuck out, leaving the city and eventually hiring on as a guard for a Gnomish trading caravan. He left the service of the caravan when it reached Cauldron and was told by the Gnomish trader that his friend Keegan Shield was looking for a guard for a special assignment. A day later Keegan offered 10 gold pieces a week to watch an inner door at night.​
Because of Bolarrons love from animals, he took a day job at the Kennel/Stables to ocupy his time. He became rather fond of one particularly smart Mastiff and played on Keegans paranoia to get him to agree to split the cost of the impressive animal. He named the dog Edgar and the two are nearly inseperable.​
He continues to work on feats of nimbleness and quickness, preferring those over brute strength as well as realizing the other doors that quick fingers can open so to speak. Magic also continues to find its way into his life and he has spent no little time trying to use that talent for preserving life while at the same time disrupting evil. Even evil life is life and therefor must be preserved and rectified if possible.​
 
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