Teaser
They say Col Tobinson was once a fine ship's mate, aye, able to navigate on maps incomplete and uncharted. Many a ship would hire him, and he was decently well off for his efforts. That was his life for many a year, travellin' upon the Blue Mistress called the sea. Even when he got the white hairs, his eye was keen and his mind sharp.
That all be changed with his last trip on the sea. A tall, black ship, the Midnight Fury was, and paid a pretty penny for Col Tobinson. But something happened on that trip. No one knows for sure, and, well, Col doesn't speak of it much. All thats really known is that he was found upon floatsam, clutching to gnawed remains of the Fury's late Captain, and babbling about "THEM" and "IT CANNOT BE" and similar nightmares.
"Mad" Col was what we be calling him from that day. He gave up the sea, and instead began lookin'. Lookin' for answers to questions only he be know'n. He dove into book upon book, and learnt things that most people wouldn't. They say he can channel some carsed power now, and knows more 'bouts the dark secrets of the depths than most, but... he's a touched one, "Mad" Col Tobinson is.
"Mad" Col Tobinson (CR 2) (1300 XP)
Male human
archivist 2
CN Medium humanoid
Init +0;
Senses Listen +1, Spot +1
Languages Abyssal, Celestial, Common, Draconic, Infernal
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AC 14, touch 10, flat-footed 14; +4 armor
hp 9 (2 HD)
Fort +3,
Ref +0,
Will +5
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Spd 20 ft. (30 ft. base)
Melee longspear +1 (1d8/x3) or
Melee sickle +1 (1d6) or
Melee cold iron dagger +1 (1d4/19-20) or
Ranged light crossbow +1 (1d8/19-20)
Base Atk +1;
Grp +1
Special Attacks dark knowledge (tactics) 3/d
Combat Possessions 2
elixirs of swimming,
wand of cure light wounds (36), 2
scrolls of cure light wounds,
earth elemental gem (
wand of lesser vigor pending)
Archivist Spells (CL 1)
- 1st:
bless, protection from evil, summon monster I,
summon monster I
- 0:
detect magic, light, read magic, unprepared
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Abilities Str 10, Dex 10, Con 10, Int 18, Wis 15, Cha 9
SQ absent minded, dark knowledge (tactics) 3/day, lore mastery, middle aged
Feats Academy Graduate, Master of Knowledge, Scribe Scroll (B)
Skills Concentration +5, Decipher Script +11, Knowledge (arcana) +11, Knowledge (architecture and engineering) +7, Knowledge (dungeoneering) +10, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +7, Knowledge (nature) +10, Knowledge (nobility and royalty) +8, Knowledge (religion) +10, Knowledge (the planes) +13, Listen +1, Search +4, Sense Motive +2, Spellcraft +11 (+13 to decipher scrolls), Spot +1, Swim -6, Survival +2 (+4 planar), Use Magic Device +4 (+8 w/ scrolls)
Possessions combat possessions and longspear, sickle, cold iron dagger, light crossbow with 30 bolts, chain shirt, backpack, bag of augury bones, 2 belt pouches, 10 pcs. chalk, collection of wooden holy and unholy symbols, ink, inkpen, 10 sheets parchment, prayerbook (20 pages used), scrollcase, spell component pouch, rumpled traveler's outfit, 2 sunrods, waterskin; 94 gp 3 sp, 3 cp. 267.5 lbs.
Prayerbook 0: all SRD cleric; 1st:
bless, comprehend languages, divine favor, doom, magic weapon, omen of peril, protection from evil, shield of faith, summon monster I.
Afilliations The Seekers +0.5
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Absent Minded Col's monomania with his studies gives him a +1 bonus on knowledge skills but a -1 penality on Spot and Listen checks.
Dark Knowledge (Ex) Three times per day, Col can draw upon his expansive knowledge of monsters, granting allies benefits against the creatures they face. Doing so counts as a move action. The secrets of dark knowledge can only be applied to aberrations, elementals, magical beasts, outsiders, or undead. To use the ability requires a Knowledge check vs. DC 15; it applies to one or more targets within 60 ft. He has the following abilities:
--
Tactics With a successful check, allies gain a +1 bonus on attack roles. By every +10 he makes the check, the bonus increases by +1.
Lore Mastery Col has a +2 bonus on Decipher Script and Knowledge (the planes) checks.
Middle Aged (Ex) Col is middle aged, gaining a -1 penalty on physical attributes and a +1 bonus on mental attributes.
[sblock=Advancement]
L1->Archivist 1 HP 6 (1d6+0) SP: 36 (4x4+1x4+4x4)
Concentration +4, Decipher Script +4, Knowledge (arcana) +4, Knowledge (architecture and engineering) +1, Knowledge (dungeoneering) +3, Knowledge (geography) +1, Knowledge (local) +1, Knowledge (nature) +3, Knowledge (religion) +3, Knowledge (the planes) +4, Spellcraft +4, Use Magic Device +4
Abilities: Str 11 (3pts) - 1 age, Dex 11 (3pts) - 1 age, Con 11 (3pts) - 1 age, Int 17 (13pts) +1 age, Wis 14 (10pts) + 1 age, Cha 8 (0pts) + 1 age
Feats: Academy Graduate (STAP Player's Guide: Knowledge (arcane), Knowledge (dungeoneering), and Use Magic Device class kills, +2 bonus on Knowledge (history) and Knowledge (nobility), those skills can be used untrained), Master of Knowledge (HoH 123: +1 to knowledge checks)
Spells:
omen of peril (CD 171, SC 149: get indication of safety of next hour)
Other: dark knowledge (tactics) 3/d
L2->Archivist 2 HP 3 (1d6+0) SP: 9 (4+1+4)
Concentration +1, Decipher Script +1, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (nature) +1, Knowledge (religion) +1, Knowledge (the planes) +1, Spellcraft +1, Use Magic Device +1
Spells: doom, magic weapon
Other: Lore Mastery (+2 in Decipher Script and KN: Planes[/sblock][sblock=Future Advancement]
L3: Archivist 3 (dark knowledge 4/d). Feat: Spell Penetration
L4: Archivist 4 (still mind). +1 Wis
L5: Archivist 5 (dark knowledge: puissance)
L6: Archivist 6 (dark knowledge 5/d). Feat: Spell Focus (conjuration)
L7: Archivist 7 (lore mastery)
L8: Thaumaturgist 1 (improved ally). +1 Int
L9: Thaumaturgist 2 (Augmented Summoning). Feat: Imbued Summoning
L10: Thaumaturgist 3 (extended summoning)
L11: Archivist 8 (dark knowledge: foe)
L12: Thaumaturgist 4 (contingent summoning). +1 Int. Feat: Greater Spell Penetration
L13: Thaumaturgist 5 (planar cohort)
L14: Archivist 9 (dark knowledge 6/d)
L15: Archivist 10 (bonus feat: Skill Focus (Knowledge (the planes))). Feat: Elder Giant Magic
L16: Archivist 11 (dark knowledge: dread secret). +1 Int
L17: Archivist 12 (dark knowledge 7/d)
L18: Archivist 13 (lore mastery). Feat: ?
L19: Archivist 14 (dark knowledge: foreknowledge)
L20: Archivist 15 (dark knowledge 8/d). +1 Int.[/sblock][sblock=Tracking]There is No Honor:
- XP
- 375 XP: Blue Nixie Thugs and Giant Bug
- 200 XP: Vanderboen vault
- 725 XP: Parrot Island
- Gold
- +11 gp, 5 sp: Start
- +68 gp, 7 sp, 3 cp : Loot from the Blue Nixie
- -50 gp: 2 scrolls of cure light wounds
- -10 gp: Id elixirs of swimming
- +200 gp: Payment from Lavinia
- -125 gp: Col's share of the wand of cure light wounds
- -1 gp, 3 sp: Money for the grifter Shefton
- Possessions
- +Light crossbow and 30 bolts: Blue Nixie
- +2 elixirs of swimming: Soller Vark
- +2 scrolls of cure light wounds: Purchased
- +wand of cure light wounds: Purchased
[/sblock]
Background
Col was born to a well-off family in Sasserine, an only child. There were tales that his folks may have been scions of the scions of minor nobles going all the way back to Sasserine's founding, but all that was really known is that they had a very small but well kept manor in the Noble District and no particular occupation to speak of. The boy Col, however, was always drawn to the sea. He grew up near, on, and under the water. His youth was not remarkable for one of his middling station. His folks, according to their wealth, paid for him to go to the House of the Dragon. He was a sharp boy, but only passively participated in his studies, only really paying attention to the classes on geography and sailing, though some of the arcane lore classes he snuck into held his fancy. He dropped out when he could finally have gainful employment on the Blue Mistress.
Col was a navigator in and around the waters of Sasserine for almost five decades. His services were used by wealthy captains both legitimate and questionable. Col was well regarded both for his skill and for his discretion. Col also had a keen mind for remembering forgotten grottos, dangerous reefs, and the frightening tales that sailors tell each other. These germs of tales would germinate into the obsession that now grips him.
Col never exactly became rich, but, with his families wealth---which he inherited after their death while he was at sea---money was not his concern. He was not as rich as some of his merchant captains or the others that lived in the Noble District, but he was better off than many. He met many on his travels, such as the tribesman Chongo and the up-coming sailor Anar, and developed a good reputation. All that changed after the trip on the Midnight Fury.
No one knows what happened on the Midnight Fury. The captain did not post his course with the harbormaster, and only Col survived the journey---and he is not talking. All anyone knows is that was the day Col became Mad Col, the day everything changed.
Col left the sea, burning several bridges as he did so. He burnt through the money he inherited trying to learn the things he needed so desperately to learn. He started with the books only accessible to the wealthy; he even re-enrolled at the House of the Dragon, one of the oldest graduates ever. When they would not have him anymore, he found lore wherever he could, making bargains with disreputable sorts in town. Col would hunt down any speaker of tales or odd sort, such as the mysterious elven traveller Kalen or the odd tribesman Keoni. He as spent almost every coin on seeking occult knowledge, and now lives almost in a destitute existence. The old manor is in tatters, and his neighbors in the District give him a cold eye whenever he passes. No one will hire him for his sailing skills anymore, though a few secretly seek him out on bits of arcane knowledge about the area they will sail through---just enough to sustain his existence.
Journal[sblock=Waterday, Goodmonth 12th, 596 CY]Odd day, t'day. Started on
The Legends of Black Furyondy that I gots from the Inner Labryinth on Moonday. Been at it for gods know how long now. There are definitly signs of the green worm moving south towards the Mistmarsh, but that is far, far from here. Almost found the proof I be lookin for of of the Dark Mountain Walker in the mountains to the south when there was a knockin at the door. I ws a grumpy, so I dinna even open it up, just called through. Some bit halfling named Kora prattling about some Lady VWhatever wanten ta see me. Told the bint to leave her note at the door and I'd get to it later. Took her a bit, but she finally let up, leavin me to peace. Wasn't till several hours later, when I lost whatever I had though to find in
Black Furyondy and decided to see if Crystal Whisper had that Koran Horn I'd ordered when noticed the parcel that witch had left a me. Here's the original, neat hand writtin and all:
Greetings, and I trust this missive finds you in good health!
My name is Lavinia Vanderboren, and I humbly request your attendance at dinner at my estate on Festival Street and Blue Skink Lane tomorrow evening. I think that I can present you with an opportunity uniquely suited to your skills. Please inform the bearer of this letter of your response to this invitation, and I hope to be speaking to you soon!
-Lavinia Vanderboren
That got me head ascratchin fer sure. Half remembered some Lady V or somesuch, but couldn't place the name exactly. Donna know what she want, but she be laying the table, so who am I to turn that down.
Oh, and the Whisper still doesn't have the Horn, curses![/sblock][sblock=Sunday, Goodmonth 16th, 596 CY]That Vaderboren bint sure do have her claws everywhere. The dinner on Freeday was good an all, but she had many odd blokes from cross this carsed town there: Kalen, the hoot'n enchanter, Chongo, that friendly savage, Keoni, the beholden to the Dracolexi, Anar, a scallywag tongue-waggler and skuldugger, and some odd boy Damash I'm sure had some'n to do with Ishtishia. Anyhow, she do have problems with some dockmen, and asked us to be gett'n her boat. A trifling matter, but worth con. Trifling, until we do find them thugs not too happy w' us and they do be smuggl'n exotics and vile vermin! Said varmint almost kilt us all, but a luck stab by Anar do put it down. Now that crazy lady do want us to 'elp her w'gett'n her booty from her family's vault. Odd work, to be sure, but she's gonna pay. Got more research on the Three Hexes that needs pay'n.[/sblock]
Appearance and Personality
Mad Col is a man in his middle age (about 40) who looks like he has not been taking care of himself. His salt-and-pepper hair is in tangles, and his beard would make a dwarf cry. His hands and face show the signs of a life at sea with permanent creases and a deeply burnt tan. Col has piercing hazel eyes, and strangely enough, all of his teeth (apparently, he likes his citrus). He has obviously slept in his clothes a few times. When expecting trouble, he wears an ill-kept chain shirt under his disheveled clothes and carries a tall spear in hand and a wicked sickle at his hip. He is 5' 11" and 180 lbs.
Col is obsessed with forbidden lore almost to the point of monomania. He sees dark signs everywhere, and always has a comment on the strangeness of the world, peppering his speech with such observations. He is quite erudite in his knowledge, even if he expresses it in a course, semi-educated manner. The one thing he absolutely will not talk about is what happened on the Midnight Fury, and asking him about it is a quick way to boil his anger.
Thoughts on the other PCs
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Keoni: Col discovered the tribesman soon after he came off the boat. He has pestered the young man about his strange tales of dragons using drink and food to purchase this information. Col is not sure how the green native think of him, but is not particularly concerned about it.
-
Damash: Col spends some time at the docks and has heard the stories of the "Man who swims like a fish." He has some questions about him, but without any evidence, he has not approached the dockworker.
-
Chongo: The jungle man Chongo has been in Sasserine for a while, and had been on the same vessel as Col more than once before the accident. After the accident, Col probed the jungle man for any information he could. They occasionally meet for drinks, and Col seems to like the man.
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Anar: Col and Anar had served upon the Velvet Lass before the Midnight Fury incident. Their acquaintance, however, is only a passing one.
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Nicolai: The ex-pirate and Col never served upon the same vessels. It is a possibility they may have crossed paths in Shadowshore.
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Kalen: Mad Col sought out such an obvious oddity in the search of his occult lore. Col listens aptly to any and all of Kalen's tales, though he trusts little of them, listening instead of the rare true nugget underneath the tales.
-
Bael: Col and Bael were both studying at the House of the Dragon at the same time (Col's second time around), though it is much more likely the former remembers the latter than the other way around.
Role
Col is a seeker of knowledge, and brings this knowledge to bear in his travels. He has backup divine might from his occult studies, and knows the weakness of many maddening foes. In combat, he uses this arts to directly punish his enemies, or fights from the background with his longspear.
Tactics
Col will stay in the background, using his longspear primarily. When he casts, he prefers summoning foul creatures to his aid (he sees it as only appropriate) and direct damage spells against more normal foes; he will buff the party to protect them from extra-planar or unusual foes as needed. He is not a healer, and does not know any of their arts.
[sblock=Common Summons]
Summon Monster I
Celestial Dog
LG Small animal
Init +3;
Senses darkvision 60 ft.; Listen +5, Spot +5
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AC 15, touch 14, flat-footed 12
hp 6 (1 HD)
Resist acid 5, cold 5, electricity 5;
SR 6
Fort +4,
Ref +5,
Will +1
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Speed 40 ft. (8 squares)
Melee bite +2 (1d4+1)
Base Atk +0;
Grp -3
Atk Options Smite Evil 1/day (1 hp)
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Abilities Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Feats Alertness, Track (B)
Skills Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)
Celestial Porpoise
NG Medium animal
Init +3;
Senses blindsight 120 ft., darkvision 60', low-light vision; Listen +8, Spot +7
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AC 15, touch 13 flat-footed 12
hp 11 (2d8+2 HD)
Resist acid 5, cold 5, electricity 5;
SR 7
Fort +4,
Ref +6,
Will +1
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Speed 80 ft. (16 squares)
Melee bite +4 (2d4)
Base Atk +1;
Grp +1
Atk Options Smite Evil 1/day (2 hp)
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Abilities Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6
SQ hold breath,
Feats Weapon Finesse
Skills Jump +7, Listen +5, Spot +5, Survival +1 (+5 to track by scent)
Fiendish Monstrous Scorpion, Small
NE Small animal
Init +0;
Senses darkvision 60 ft., tremorsense 60'; Listen +0, Spot +4
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AC 14, touch 11, flat-footed 14
hp 6 (1 HD)
Resist cold 5, fire 5;
SR 6
Fort +4,
Ref +0,
Will +0
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Speed 30 ft. (6 squares)
Melee claws +1 (1d3-1) or
Melee 2 claws +1 (1d3-1) and string -4 (1d3-1 plus poison)
Base Atk +0;
Grp -4
Atk Options constrict 1d3-1, improved grab, Smite Good 1/day (1 hp)
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Abilities Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2
Feats Weapon Finesse (B)
Skills Climb +3, Hide +8, Listen +0, Spot +4
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Poison (Ex) 1d2 Con, Fort DC 12
Fiendish Octopus
CE Small animal (Aquatic)
Init +3;
Senses darkvision 60 ft., low-light vision; Listen +2, Spot +5
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AC 16, touch 14, flat-footed 13
hp 9 (2 HD)
Resist cold 5, fire 5;
SR 7
Fort +3,
Ref +6,
Will +1
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Speed 20 ft. (4 squares), swim 30 ft.; jet
Melee arms +5 (0) or
Melee arms +5 (0) and bite +0 melee (1d3)
Base Atk +1;
Grp +2
Atk Options Improved Grab, Smite Good 1/day (2 hp)
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Abilities Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
SQ ink cloud
Feats Weapon Finesse
Skills Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Fiendish Snake, Small
CE Small animal
Init +7;
Senses darkvision 60 ft.; Listen +7, Spot +7
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AC 17, touch 14, flat-footed 14
hp 4 (1 HD)
Resist cold 5, fire 5;
SR 6
Fort +2,
Ref +5,
Will +1
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Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Melee bite +4 (1d2-1 plus poison)
Base Atk +0;
Grp -6
Atk Options Smite Good 1/day (1 hp)
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Abilities Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Feats Improved Initiative, Weapon Finesse (B)
Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
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Poison (Ex) 1d6 Con, Fort DC 10
[/sblock]