Characters for the Risen Goddess

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Indianichus, male halfling Rogue 4 / Wizard 5 / Arcane Trickster 3: CR 12; Small Humanoid; HD 4d6+4 plus 8d4+8; hp 53; Init +8; Spd 20 ft., climb 20 ft.; AC 23 (flatfooted 23, touch 16) (+5 armor, +5 Dex, +2 shield, +1 size); BAB +7/+1; Atk +2 shock half-spear +10/+5 melee (1d6+3 plus 1d6 electricity, x3) or +2 MC frost short bow +15/+10 ranged* (1d6+4 plus 1d6 frost, x3); SA Impromptu Sneak Attack, Sneak Attack +5d8; SQ Halfling Traits, Evasion, Uncanny Dodge (Dex), Ranged Legerdemain; AL NG; Sv Fort +5, Ref +12, Will +9/+11 (vs. fear); Str 12, Dex 20, Con 12, Int 21, Wis 10, Cha 12.
&nbsp&nbsp&nbsp*Includes +1 arrows.
&nbsp&nbsp&nbspSkills and Feats: Bluff+8, Decipher Script +12, Diplomacy +3, Disable Device +17, Escape Artist +18, Hide +29, Jump +33, Knowledge (Arcana) +10, Knowledge (Dwarves) +10, Listen +9, Move Silently +27, Open Locks +19, Profession (Pirate) +1, Profession (Revolutionary) +1, Scry +13, Search +15, Spellcraft +13, Spot +7, Tumble +15; Craft Wondrous Item, Expert Tactician, Improved Initiative, Improved Sneak Attack, Scribe Scroll, Silent Spell, Weapon Finesse (Rapier).
&nbsp&nbsp&nbspImpromptu Sneak Attack: 1/day Indy can declare one attack an impromptu sneak attack. The target is denied Dex bonus to AC against the impromptu sneak attack, but only against that attack.
&nbsp&nbsp&nbspHalfling Traits: +1 saves, +2 vs. fear, +2 to Climb, Jump, Move Silently, +2 Search, Spot, Listen, +4 Hide, elf chance to spot secret doors.
&nbsp&nbsp&nbspEvasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Indy takes no damage with a successful saving throw.
&nbsp&nbsp&nbspUncanny Dodge (Ex): Indy retains his Dexterity bonus to AC if caught flat-footed or struck by an invisible attacker.
&nbsp&nbsp&nbspRanged Legerdemain (Sp): Indy may use the skills Disable Device, Open Locks and Pick Pockets at a range of up to 30 ft.
&nbsp&nbsp&nbspPossessions: +2 shock short spear, +2 MC frost short bow, 10 +1 arrows, +1 shadow silence moves mithril shirt, cloak of displacement (major), gauntlets of ogre power, headband of intellect +4, potion of glibness, potion of neutralize poison, ring of force shield, ring of jumping, scroll of fly, scroll of shield (x3), scroll of stoneskin, scroll of tongues, slippers of spider climbing, vest of escape, wand of mirror image (14); pimp’s outfit (100 gpv), Marner’s Brooch (600 gpv), 761 gp; total value = 135,796.
&nbsp&nbsp&nbspWizard Spells (4/6/4/4/3; Spell DC = 15 + spell level, cast as 8th level wizard, 10% spell failure): 1st—change self, charm person, comprehend languages, detect secret doors, detect undead, expeditious retreat, grease, identify, jump, mage armor, magic missile, protection from evil, shocking grasp, spider climb; 2nd—cat’s grace, darkvision, detect thoughts, invisibility, knock, locate object, mirror image, resist elements, see invisibility, spectral hand, web; 3rd—dispel magic, displacement, fireball, fly, haste, major image, portal sense, protection from elements, tongues, vampiric touch; 4th—arcane eye, backlash, charm monster, improved invisibility, polymorph self, remove curse, scrying.


Kyreel, female drow Cleric 10 / Paladin 2 / Divine Emissary 2: CR 16; Medium-size humanoid, HD 11d8+11 and 2d10+2; hp 94; Init +0; Spd 40 ft.; AC 27 (flatfooted 27, touch 12) (+9 Armor, +5 Shield,+2 Deflection, +1 natural); BAB +10/+5; Atk +3 holy flaming bastard sword +16/+11 melee (1d10+6 and 2d6 Holy and 1d6 Flame, 19-20/x2) or short bow +12/+7 ranged (1d6+1); SA Smite Evil 1/day (+4 Attack and +2 Damage), Drow Spells; SQ: SR 24, Drow Traits, Drow Special Abilities, Paladin Abilities, Turn Undead 12/day, Spontaneous Casting, Renewal Domain Ability; AL LG; SV Fort +19 Ref +10 Will +22; Str 16 Dex 10 Con 12 Int 12 Wis 24 Cha 18
&nbsp&nbsp&nbspSkills & Feats: Concentration +14, Craft (Weaponsmith) +6, Diplomacy +15, Heal, +12, Jump +5, Knowledge (Religion) +12, Listen +9, Professional (Sailor) +7, Spot +9, Scry +6, Search +3, Scry ; Exotic Weapon Proficiency (Bastard Sword), Daylight Adaptation, Brew Potion, Craft Arms & Armor, Magical Artisan (Magic Arms & Armor).
&nbsp&nbsp&nbspDrow Traits: Spell resistance (11 + class level), immunity to sleep spells, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment magic, +2 racial bonus on Listen, Search and Spot checks, low-light vision, darkvision 120 feet.
&nbsp&nbsp&nbspDrow Spell-Like Abilities (Sp): 1/day—dancing lights, darkness, and faerie fire (cast at Kyreel’s character level).
&nbsp&nbsp&nbspPaladin Abilities (Sp): Detect evil, divine grace (Cha bonus to saves), lay on hands (Cha bonus x class level), divine health, aura of courage (immune to fear, allies within 10 ft. gain +4 morale bonus vs. fear), smite evil (+Cha bonus to hit, + level damage).
&nbsp&nbsp&nbspFamily Domain Ability (Sp): As a free action, Kyreel can protect a number of creatures equal to her Charisma modifier with a +4 dodge bonus to AC. This protection lasts 1 round per level. An affected creature looses this ability if it moves more than 10 feet from Kyreel.
&nbsp&nbsp&nbspRenewal Domain Ability (Sp): Regain 1d8+Cha bonus hp when below 0 hp.
&nbsp&nbsp&nbspSpells: (6 / 6+1 / 6+1 / 5+1 / 4+1 / 4+1 / 3+1; DC17 + spell level; Good, Family and Renewal Domains) 0-; ): 0—create water, detect magic (x2), detect poison, guidance (x2); 1st—charm person*, detect undead (x2), faith healing (x3), weildskill; 2nd—aid*, divine zephyr (x2), endurance, hold person (x2), zone of truth; 3rd—dispel magic (x2), magic circle vs. evil*, invisibility purge, searing light (x2); 4th—divine power (x2), holy smite*, recitation (x2); 5th—flame strike, rary’s telepathic bond*, righteous might (x2); 6th—heal (x2), heroes’ feast*.
&nbsp&nbsp&nbsp*Domain spells. Domains: Good, Family and Renewal.
&nbsp&nbsp&nbspPossessions: +3 holy flaming bastard sword, +3 banded mail, +3 large light fortification shield (25% negate critical hit), MC shortbow (Str 14), 50 MW arrows, amulet of natural armor +1, belt of giant strength +4, boots of striding & springing, cloak of resistance +1, pearl of wisdom +4, ring of counterspells (disintegrate), ring of protection +2; 2,000 gp.
&nbsp&nbsp&nbspPotions: cat’s grace, cure light wounds (x8), heroism, lesser restoration, neutralize poison, remove blindness, remove disease, remove paralysis, water breathing.


Taran Tar-Ilou, male human Ranger7 / Sorcerer 4 / Spellsword 4: CR 15; Medium Humanoid; HD 11d8+22 plus 4d4+8; hp 109; Init +3; Spd 30 ft., fly 90 ft.; AC 26 (flatfooted 23, touch 17); BAB +12/+7/+2; Atk +2 keen bastard sword +20/+15/+10 melee (1d10+9, 15-20/x2) and sun blade +20/+15/+10 melee (1d10+5, 17-20 x2), sun blade versus evil +22/+17/+12 melee (1d10+7), or MC longbow +18/+13/+8 ranged (+19/+14/+9 within 30 ft.) (1d8+6 [+7 w/in 30 ft.], x3); SA Sun Blade, Favored Enemy, Channel Spell I, Spells; SQ Ignore Spell Failure 15%; AL NG; Sv Fort +12, Ref +10/+13 (shield), Will +10; Str 25, Dex 16, Con 14, Int 14, Wis 10, Cha 14.
&nbsp&nbsp&nbspSkills and Feats: Concentration +11, Hide +25, Intimidate +10, Knowledge (Warcraft) +8, Listen +11, Move Silently +25, Profession (Sailor) +1, Search +12, Spot +11, Wilderness Lore +13; Alertness, Ambidexterity, Cleave, Exotic Weapon (Bastard Sword), Expert Tactician, Greater Two Weapon Fighting, Improved Critical (Bastard Sword), Improved Two Weapon Fighting, Power Attack, Shield Expert, Tracking, Two-Weapon Fighting, Weapon Focus (Bastard Sword).
&nbsp&nbsp&nbspSun Blade: +2 bastard sword, +4 vs. evil creatures, double damage and x3 crit against negative material or undead creatures. 1/day—sunbeam (full daylight).
&nbsp&nbsp&nbspFavored Enemy (Ex): Dragons +2, Giants +1; Taran gains this bonus to damage, and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks.
&nbsp&nbsp&nbspChannel Spell II (Sp): Taran may deliver a 1st level spell with a sword blow as a free action 3/day.
&nbsp&nbsp&nbspIgnore Spell Failure 15% (Ex): Taran reduces his arcane spell failure chance by 15%.
&nbsp&nbsp&nbspPossessions: +2 keen bastard sword (“Black Lisa”), sun blade (“Little Sister”), MC longbow [+4], 40 +1 arrows, +3 silent moves shadow chain shirt, amulet of natural armor +2, headband of intellect +4, ring of protection +4, belt of giant strength +6, bracers of archery (+2 to hit, +1 damage), cloak of charisma +2, cloak of resistance +1 (not worn), lens of detection, ring of flying; 3,844 gp, 2,250 gp credit with church of Chauntea in Mistledale.
&nbsp&nbsp&nbspWands: cat’s grace (28), dispel magic (5th, 8), fireball (5th, 3), fireball (9th, 9), haste (12) (5 rds), knock (23), slow (7).
&nbsp&nbsp&nbspPotions: aid, cure moderate wounds (x4), cure serious wounds, heroism, lesser restoration, neutralize poison (x2), remove disease.
&nbsp&nbsp&nbspSorcerer Spells (6/6/5/3; DC = 12+spell level, caster level 6, 5% spell failure): 0—arcane mark, daze, detect magic, flare, ghost sound, light, read magic; 1st—expeditious retreat, message, shocking grasp, shield; 2nd—mirror image, resist elements; 3rd—displacement.


Thelbar Tar-Ilou, male human Wizard 15 / Cleric 1: CR16; Medium Humanoid; HD 15d4+60 plus 1d8+4; hp 115; Init +1; Spd 30 ft.; AC 22 (touch 17, flatfooted 21); Atk: Melee touch +6 (special), ranged touch +8 (special); SQ SR 17, familiar, lowlight vision, permanenced spells, Turn Undead (5/day), Spontaneous Casting; AL NG; SV Fort +13, Ref +9, Will +15; Str 8 Dex 12 Con 18 Int 27 Wis 12 Cha 14
&nbsp&nbsp&nbspSkills and Feats: Alchemy +19, Concentration +22, Craft (Shipbuilding) +10, Craft (Stonemason) +11, Diplomacy +9, Knowledge (Arcana) +24, Knowledge (Engineering) +19, Knowledge (The Planes) +17, Knowledge (Ritual Magic) +13, Listen +5, Move Silently +13, Perform (Lyre) +9, Scry +22, Search +8, Spellcraft +25, Spot +13; Chain Spell, Craft Wand, Craft Wonderous Item, Greater Spell Focus (Enchantment), Magical Artisan (Wonderous Item), Quicken Spell, Scribe Scroll, Spell Focus (Enchantment), Spell Focus (Illusion), Spell Penetration (Robe of the Archmagi), Toughness.
&nbsp&nbsp&nbspLanguages Spoken: Celestial, Draconic, Elvish, Faerunian Common, Frosttongue (Greyhawk), Giant, Greyhawk Common, Infernal, Isenthanian (Isk), Undercommon.
&nbsp&nbsp&nbspPermanenced Spells: Arcane sight, tounges, darkvision, protection from arrows (10/+3), see invisible.
&nbsp&nbsp&nbspWizard Spells Prepared (4/10/6/6/6/4/4/3/2; base DC 18 + spell level; +2 DC to Illusion and +4 DC to Enchantment):
&nbsp&nbsp&nbspCleric Spells Prepared (3/2+1, Domains Healing, Sun): 0—guidance, purify food & drink, detect poison; 1st—cure light wounds, faith healing (x2).
&nbsp&nbsp&nbspPossessions: Amulet of natural armor +3, ring of protection +3, belt of resistance +3, Boccob’s blessed book, boots of elvenkind, bracers of health +4, eyes of the eagle, headband of intellect +6, Heward’s handy haversack, lyre of building, portable hole, robe of the archmagi, ring of wizardry (1st level), ring of counterspells (feeblemind); 1,125 gp.
&nbsp&nbsp&nbspWands: Cure light wounds (37 chgs), cure moderate wounds (16), cure serious wounds (50), detect secret doors (50), expeditious retreat (48), faith healing (38), faith healing (50), fireball (5th lvl, 25), invisibility (14), magic missile (5th lvl, 34), protection from elements (17).
&nbsp&nbsp&nbspPotions: Cure light wounds, cure serious wounds, lesser restoration, neutralize poison, remove disease.
&nbsp&nbsp&nbspScrolls: Cure moderate wounds, dispel magic (10th lvl) (x2), faith healing (x7), limited wish, neutralize poison (x2), silence.&nbsp&nbsp&nbsp
&nbsp&nbsp&nbspWizard Spellbook (4/10/6/6/5/4/4/3; base DC = 17 + spell level; +2 DC to Illusion and +4 DC to Enchantment): 0—all, 1st—burning hands, cause fear, change self, chill touch, color spray, expeditious retreat, grease, identify, jump, mage armor, magic missile, protection from evil, ray of enfeeblement, shield, shocking grasp, silent image, sleep, spider climb, summon monster I; 2nd—Aganazzar’s scorcher, blur, bull’s strength, continual flame, darkness, darkvision, endurance, hypnotic pattern, invisibility, knock levitate, locate object, mirror image, protection from arrows, resist elements, rope trick, scare, see invisibility, spectral hand; 3rd —clairaudience/ clairvoyance, dispel magic, displacement, fireball, fly, haste, hold person, lightning bolt, magic circle against Evil, nondetection, summon monster III, tounges; 4th—charm monster, confusion, detect scrying, ice storm, improved invisibility, phantasmal killer, remove curse, scrying, stoneskin, wall of fire, wall of ice; 5th—cone of cold, fabricate, feeblemind, greater shadow conjuration, hold monster, Leomund’s secret chest, permanency, stone shape, teleport, wall of stone; 6th—chain lightning, disintegrate, eyebite, globe of invulnerability, greater dispelling, imbue familiar with spell ability, legend lore, move earth, project image, quickened invisibility; 7th—spell turning, finger of death, limited wish, plane shift, power word stun, prismatic spray, quickened haste.

Sarte, owl familiar: Tiny Animal; HD 15; hp 63; Init +3 (Dex); Spd 10 ft., fly 40 ft. (average); AC 29 (+2 size, +3 Dex, +12 natural, +2 Dodge); Atk Claws +14 melee (1d2); Face/Reach: 2’ ft. by 2’ ft./0 ft.; SA Deliver Touch Spells; SQ Improved Evasion, Share Spells, Empathic Link, Speak, Scry from Master, SR 20; AL N; SV Fort +9, Ref +10, Will +15; Str 6, Dex 17, Con 10, Int 13, Wis 14, Cha 4.
&nbsp&nbsp&nbspSkills and Feats: Listen +14, Move Silently +20, Spot +6*; Weapon Finesse (claws).
 

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Character statistics immediately prior to entry into Great Delve

Khuumar: Male drow Ftr7/Ex-Blk 4/Divine Champion 5; CR 17; Medium-size humanoid; HD 16d10+16; hp 108; Init +8; Spd 20 ft.; AC 33, flatfooted 29, touch 19 (+10 armor, +5 deflection, +4 natural, +4 Dex); BAB +16; Atk +3 shock greatsword +26/+21/+16/+11 melee (2d6+11 plus 1d6 electricity, 17-20 x2); SA Drow Spells; SQ Drow Qualities, SR 27; AL CE; SV Fort +20, Ref +17, Will +10; Str 23, Dex 19, Con 12, Int 10, Wis 10, Cha 16.
&nbsp&nbsp&nbsp&nbsp&nbspSkills & Feats: Climb +6*, Concentration +4, Hide +3*, Intimidate +7, Listen +2, Knowledge (Religion) +8, Move Silently +7*, Search +2, Spot +2; Blind Fight, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Initiative, Power Attack, Sunder, Weapon Focus (dagger), Weapon Focus (greatsword), Weapon Specialization (greatsword).
&nbsp&nbsp&nbsp&nbsp&nbsp*-5 armor check penalty.
&nbsp&nbsp&nbsp&nbsp&nbspDrow Spell-Like Abilities (Sp): 1/day—dancing lights, darkness, and faerie fire (cast at Khuumar’s character level).
&nbsp&nbsp&nbsp&nbsp&nbspDrow Qualities: Spell resistance (11 + class level), immunity to sleep spells, +2 racial bonus to Will saves against spells and spell-like abilities, +2 racial bonus to saves against Enchantment magic, +2 racial bonus on Listen, Search and Spot checks, low-light vision, darkvision 120 feet.
&nbsp&nbsp&nbsp&nbsp&nbspPossessions: +2 full plate of balance, +3 shock greatsword, crappy rusted dagger of slapping, amulet of natural armor +4, belt of giant strength +4, boots of elvenkind, cloak of resistance +3, gloves of dexterity +4, potion of cure serious wounds (2), potion of endurance, ring of protection +5, ring of see invisible.


Taran Tar-Ilou: Male human Rgr9 / Sor4 / Spellsword 4; CR 17; Medium Humanoid; HD 13d8+65 plus 4d4+20; hp 159; Init +3; Spd 30 ft., fly 90 ft.; AC 27, flatfooted 24, touch 18 (+9 armor, +5 deflection, +3 Dex); BAB +14; Atk +5 keen bastard sword +26/+21/+16 melee (1d10+13, 15-20/x2) and sun blade +23/+18/+13 melee (1d10+6, 17-20 x2), sun blade versus evil +25/+20/+15 melee (1d10+8), or +2 mc longbow* +23/+18/+13 ranged (1d8+8 plus 1d6 electricity [+8 w/in 30 ft.], x3); SA Sun Blade, Favored Enemy, Channel Spell II, Spells; SQ Kiss of Arunshee, Ignore Spell Failure 15%; AL NG; Sv Fort +17, Ref +15/+18 (shield), Will +17; Str 26, Dex 16, Con 20, Int 14, Wis 14, Cha 18.
&nbsp&nbsp&nbsp&nbsp&nbspSkills and Feats: Concentration +18, Hide +32, Intimidate +11, Knowledge (Warcraft) +8, Listen +22, Move Silently +32, Profession (Sailor) +3, Spot +22, Wilderness Lore +15; Alertness, Ambidexterity, Cleave, Exotic Weapon (Bastard Sword), Expert Tactician, Greater Two Weapon Fighting, Improved Critical (Bastard Sword), Improved Two Weapon Fighting, Power Attack, Shield Expert, Tracking, Two-Weapon Fighting, Weapon Focus (Bastard Sword).
&nbsp&nbsp&nbsp&nbsp&nbspSun Blade: +2 bastard sword, +4 vs. evil creatures, double damage and x3 crit against negative material or undead creatures. 1/day—sunbeam (full daylight).
&nbsp&nbsp&nbsp&nbsp&nbsp Favored Enemy (Ex): Dragons +2, Giants +1; Taran gains this bonus to damage, and Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks.
&nbsp&nbsp&nbsp&nbsp&nbspChannel Spell II (Sp): Taran may deliver a 1st level spell with a sword blow as a free action 3/day.
&nbsp&nbsp&nbsp&nbsp&nbspKiss of Arunshee (Su): Taran receives a +4 divine bonus to all Cha-based skill checks when dealing with drow.
&nbsp&nbsp&nbsp&nbsp&nbspIgnore Spell Failure 15% (Ex): Taran reduces his arcane spell failure chance by 15%.
&nbsp&nbsp&nbsp&nbsp&nbspPossessions: +5 keen bastard sword (“Arunshee’s Kiss”), sun blade (“Little Sister”), +2 mighty composite longbow [Str 16], +2 shock arrows (16), +2 arrows (20), +5 silent moves shadow chain shirt, belt of giant strength +6, boots of speed (haste 10 rds/day), bracers of archery (+2 to hit, +1 damage), cloak of charisma +6, gauntlets of health +6, goggles of stalking (darkvision and see invisible), headband of intellect +4, periapt of wisdom +4, robe of teleportation (3/day), ring of flying, ring of protection +5, scroll of teleport, vest of resistance +4.
&nbsp&nbsp&nbsp&nbsp&nbspWands: cat’s grace (3rd, 24), cure critical wounds (5th [3d8+5], 50), dispel magic (5th, 10), invisibility (3rd, 10), knock (3rd, 23), slow (5th, 7).
&nbsp&nbsp&nbsp&nbsp&nbspPotions: cure moderate wounds, cure serious wounds, heroism, neutralize poison (x2), remove disease.
&nbsp&nbsp&nbsp&nbsp&nbspRanger Spells Prepared (2/2): 1—resist elements (2); 2—barkskin (2).
&nbsp&nbsp&nbsp&nbsp&nbspSorcerer Spells (6/7/6/4; DC = 12+spell level, caster level 6, 5% spell failure): 0—arcane mark, daze, detect magic, flare, ghost sound, light, read magic; 1st—expeditious retreat, message, shocking grasp, shield; 2nd—mirror image, resist elements; 3rd—displacement.
 


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Pardon my french... but what the heck is this?!?[/B]

Ah, the crappy rusted dagger of slapping. Remember this scene?:

From Chapter 63 -- A new form, a new way:

“Shut the f-ck up and quit whining,” Taran says. “We just upgraded your sorry ass.” Taran kicks the blackguard’s vile unholy weapon away from him, and points to the drow’s other armament, a small dagger strapped to his side that glows with a foul greenish light. “What the f-ck is that?” he says.

“I . . . I am a specialist with the dagger,” the drow says apologetically. Taran snatches the blade from its sheath, and laughs.

“What are you, a sailor?” He flings the blade away. “Get real. And take that armor off while you’re at it.”

I was astonished when my DM handed me Khuumar's character sheet. There it was, in black and white. Khuumar had the Weapon Specialization (Dagger) feat. I couldn't belive someone would waste a feat so callously. I siezed on this in-character, and we kept laughing that every time Khuumar reached for his dagger, Taran would slap him.

"Get a hold of yourself man! That thing will do you no good!"

When it came time to re-equip Khuumar so he could adventure with us, we gave him suitable magical equipment and a crappy rusted dagger. It's non-magical, but it does have one special property-- if he touches that dagger, he gets slapped.

-----

Later, I realized that Khuumar had the Weapon Focus (Dagger) as a pre-req for his Divine Champion class, so we can't blame either the character or the designer.

I blame society.
 

blargney

First Post
(contact) said:
It's non-magical, but it does have one special property-- if he touches that dagger, he gets slapped.

*lol*

Taran should take Weapon Specialization (slap) to really get the message across. Some messages are worth burning a feat.

-blarg
 




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Seriously, those are good points, but frankly, those scenarios don't come up very often in our game; and while PCs do carry around small-sized weapons for the insides of Tyrannosaurus Rexes, spending a feat to specialize in one is for sailors, schoolgirls, and interior decorators. :)
 

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A Glossary of the People and Places of the Risen Goddess Campaign


A


Abyss: A lower plane of existance, representing Chaos and Evil .

Ahk Velar (AHK-vey-lar): Elven chivalric order dedicated to the goddess Ishlok, from the world of Isk.

Ahl-Ithevia: Elven High Speaker to Corellon Larethian. The High Speaker is the voice of the Elven High God for his people.

Alardia Banare: Daughter to the Matron Mother Banare, and mortal mother for the rebirth of the goddess Sharlequannan, known as Arunshee in the Forgotten Realms. Alardia was defeated by Gorquen and Ilwe.

Alein: “Sun's Champion Alien”, paladin of Pelor encountered by Kyreel and Indy when they were dealing with the troubles in Ratik.

Alusair: The “Steel Regent”, regent of Cormyr.

Alvodar “Cursebreaker”: An old adventuring companion of Taran, Thelbar and Indy, believed to be involved with the Great Delve, although the exact connection is unclear.

Amn: A nation in Faerun.

Andruthar: Called “Stinky”, guide to Taran and Thelbar for the High Forest)

Arabel: A town in Cormyr,

Arborea: A higher plane of existence, representing Chaos and Good.

Arunshee: The surface elven name for Lolth, called also Sharlequannan by the Iskian elves.

Arvandor: The proper name for the Elvish paradise, located in Arborea

Ashahsa: The name Kyreel gave herself when traveling in disguise through Marner.

Asharladon (see Iiam): Iskian deity, son of Ishlok/Palatin Eremath, a god of Evil and dragonkind.

Axhell: A fire giant who surrendered to Taran and Thelbar after the brothers destroyed the realm of King Kovas.

Azoun: The former king of Cormyr, deceased.



B


Baatezu: The native race of Baator.

Baator: A lower plane of existence, representing Law and Evil.

Bane: A Faerunian deity of destruction, evil, hatred and tyranny.

Battledale: A community within the Dalelands, in the heartlands of Faerun.

B'hii: The wind duke opposed by Ragna and her Raiders during the party's brief foray into the Elemental Plane of Air.

Blasingell: A town in Greyhawk, and the closest point to the Forge of Fury.


Cc


Caledni: The advisor to Alusair, the “Steel Regent”.

Cerin: “Master Cerin”, leader of the Marner gang, the Night Walkers.

Chauntea: The Faerunian deity of animals, earth, protection and growth.

Cocrane: Gnomish barrister and legalist, hired by Indy to free the “Ratik Four”.

Corellon Larethian: Elven High God, ruler of the Elven Pantheon.

Cormanthyr: A forest in the Heartlands of Faerun, and home to the legendary Myth Drannor.

Cormyr: A nation in Faerun, bordering Sembia and the Dalelands.

Corwyn: Thelbar's son from his previous lifetime, and brother to Esara.

Crystalmist Mountains: A mountain range in the High Forest, and the location of a lost temple to Palatin Eremath, where the heroes returned her star to the sky.


D


Daggerdale: A community within the Dalelands, in the heartlands of Faerun.

Dalelands: A community of independent towns, in the heartlands of Faerun.

Dantrak: First sword to the Matron Mother Banare.

Dlardrageth: Fiendish elves-the descendants of a lost elven royal house, in the Far Forest.

Dodrian (the Crypts of): Crypts in Shadowdale that contained an opening to the Underdark, which has since been sealed by Thelbar.

Drelar Daergeth: A drow house of surface-dweling dark elves, in the High Forest.

Drow: Dark elves, generally evil and primarily dwelling in the Underdark.

Duergar: Degenerate evil dwarves, who live deep within the Underdark.

Dugeddin: Dwarvish god favoring the Duergar.

Dugeddin the Black: Dwarven master smith in Blasingdell.


E


Eelacrimalicros: Ancient Green Dragon said to reside in the High Forest.

Eilistraee: Drow goddess, daughter to Arunshee/Lolth/Sharlequannan, and member of the Ermathian Pantheon.

Elbis: Former cleric of Bane, encountered in Undermountain, and converted to the worship of Palatin Eremath.

Elgin Trezler: High priest to Lathander, and member of the group that destroyed the home of Taran and Thelbar in Daggerdale. (See also Enae Enhallo and Jumdash Dir.)

Elita: A drow priestess of Palatin Eremath, encountered in Undermountain.

Elminster: The great sage of Shadowdale, and chosen of Mystra.

Enae Enhallo: A lay-follower of Corellon Larethian, and self-proclaimed prophet, one of the trio of adventurers who sacked the home of Taran and Thelbar in Mistledale. (See also Elgin Trezler, and Jumdash Dir.)

Eremathan Pantheon: A confederacy of deities who have taken the pasoun, and hold to the teachings of Palatin Eremath.

Eric B. and Rakim: Real world hip-hop duo, quoted in Chapter 16: “I came in the door / I said it before / I never let the mic magnetize me no more”.

Erlann: Lost elven kingdom, centered in the Far Forest and High Forest.

Esara: Thelbar's daughter from his previous lifetime, and sister to Corwyn.

Evaliegh: The Baroness of Ratik, and Indy's imaginary lady-love.

Everlund: A town in the Silver Marches, Faerun.


F


Faerun: The Forgotten Realms, a campaign world.

Far Forest: A forest in the North of the Forgotten Realms, now home to the Champions of the Risen Goddess and their kingdom of refugees.

Filas Hali: A dwarven clan from the Great Delve, the name was recognized by Indy when he encountered dwarves claiming to have knowledge of Alvodar, called the Cursebreaker.

Flannaes: The proper name for the campaign world of Greyhawk.

Forge of Fury: A former dwarven stronghold, in Greyhawk.

Frutzii: Barbarian clan of Greyhawk campaign, to the North of Ratik.


G


Galathonriel: Taran's silver viper familiar, also the name for a silver dragon companion from a previous life.

Gith: Thin, grey and dour humanoids, they form the majority of Ragna's Raiders.

Glim: A sell-sword, partner to Juron, and retainer of Taran.

Gorquen Alistral: A Champion of the Risen Goddess, Gorquen was an avarial (winged) elf, reincarnated as a high elf after the battle with bugbears at the entrance to the Great Delve. Gorquen has since been given a new pair of wings by the grace of Arunshee.

Great Delve: A massive dwarven city, said to be the First Home of the dwarves, and the place where Moradin created the stout race. (See also Kor'En Eamor.)

Great Scar: The canyon marking the place where Corellon Larethian struck down Palatin Eremath, and entrance into the demi-plane containing the Heart of Nightfang Spire.

Greyhawk: A campaign world.

Greyhawk City: The starting point for the Risen Goddess adventure-- a large, cosmopolitan trade city.

Grummush: The chief orcish deity, concerned with orcs, war and honor.

Gulthais: A vampire follower of Asharladon/Iiam, encountered in the Heart of Nightfang Spire.


Hh


Hahtzhak: Bugbear, first lance for reserve company, encountered by Taran after the battle in Maermydra.

Halaster Blackcloak: A powerful and mad Faerunian wizard, said to be the creator of Undermountain.

Hamm: Ragna's son, half-orc fighter.

Hanadah: Leader of the Hidden, a band of resistance fighters in Maermydra.

Haresk Malorn: High Councilor of Mistledale.

Harpers: A covert organization, formerly led by Khelbin “Blackstaff”, dedicated to combating evil in Faerun.

Heart of Nightfang Spire: A ruined temple to Asharladon, in a demi-plane bordering on the Great Scar.

Heironious: A Greyhawk deity of war, honor and knightly virtue. Brother and rival to Hextor.

Hellgate Keep: A ruined keep in Faerun, said to be overrun by fiends.

Heshalth: The name given to the Matron Mother by Arunshee.

Hextor: Greyhawk deity of war, and ruthless dedication to victory. Brother and rival to Heironious.

High Forest: A forest in the North of Faerun.

High Speaker: A title given to a great prophet of the elven god Corellon Larethian.

House Banare: A drow house, based in Menzoberranzan.

House Jaelre: One of the drow houses currently occupying the Cormanthyr forest.

Hustaire: Iskian deity, daughter of Isholk/Palatin Eremath, a goddess of Neutrality and magic.


I


Iiam (see Asharladon): Iskian deity, son of Ishlok/Palatin Eremath, a god of Evil and dragonkind.

Ilwe: An elven priest of Solonor Thelandira, and companion to Gorquen.

Indianichus: An elven rogue and wizard, reincarnated as a halfling after the battle with bugbears at the entrance to the Great Delve.

Indy: The nickname for Indianichus.

Irae T'ssarion: A high priestess of Kiransalee, Irae T'ssarion led the rebellion against the followers of Lolth when Lolth entered into the pasoun.

Irilun Empire: A fallen Elvish Empire, in the High Forest.

Isenthanian: The name for the language spoken by Taran, Thelbar, Indy and Kyreel, Isenthanian is the trade-tounge of Isk.

Ishlok: A name for Palatin Eremath, used in the campaign world of Isk.

Ishlokian: The Iskain name for the worship of Ishlok, also given to an aggressive nation of magic-hating heathens.

Ishlokians: Members of the Nation of Ishlok, most recently encountered as the party was adventuring in Ratik. The Ishlokians hate all users of magic and demihumans, branding them as “daemonic”. Ishlokians arrived on the Eastern shores of the Flannaes through mysterious means, and have since inserted themselves into local politics, claiming that Ishlok is another name for Pholtus of the Blinding Light.

Isk: The campaign world where the Champions of the Risen Goddess adventured in their past lives.

Ixilt: A Balor, second in command to Kurgoth Hellspawn, and commander of the battle for Maermydra.


J


Jhanira Barasstan: A priestess of Chauntea, resident of Mistledale, and Taran's former lover.

Jumdash Dir: A Champion of Tempus, one of the three adventurers who sacked Taran and Thelbar's home in Mistledale. (See also Elgin Trezler, and Enae Enhallo.)

Juron: A sell-sword, partner to Glim, and retainer of Taran.


K


Keltie: A young Rider of Mistledale (Mistledale's elite light infantry), Keltie adventured with Taran and Thelbar in Undermountain.

Khelben Arunsun: Called “Blackstaff”, a powerful Faerunian wizard, former head of the Harpers, and one of the Lords of Waterdeep.

Kheldegan Tolm: A Dwarven merchant, encountered as the heroes explored the Forge of Fury.

Khundrukar: the Forge of Fury, an ancient dwarven stronghold in the Flannaes.

Khuumar: Former Champion to Kiransalee, Khuumar renounced his former goddess and was taken into the service of Arunshee. He was assigned to serve and learn from the Champions of the Risen Goddess.

Kiransalee: Drowish deity of the undead.

Klauth: A monstrously powerful and ancient red dragon, the scourge of Faerun.

Kor'En Eamor: The dwarven name for the Great Delve. Literally, it means “Throne of All Dwarvenkind”, or alternately “First Home”.

Kovas: A Fire Giant King, encountered in the High Forest.

Kruul: A minotaur, second in command of the Lighthouse, and servant of the Wind Dukes.

Kurgoth Hellspawn: The commander of a bestial army dedicated to sacking Maermydra, and worshipper of the demon lord Orcus, known in his new incarnation as Tenebrous.

Kyreel: drow paladin and cleric to Ishlok, killed in Maermydra, and currently serving as the avatar for Arunshee.


L


Labelas Enorath: Elven god of time and longevity.

Lathander: Faerunian god of renewal, the dawn and new beginnings.

Leeryk: Indy's stupid code name for Kyreel, when the duo was adventuring in disguise in Ratik.

Lhaeo: Assistant to Elminster.

Light of the Morning, The: The highest priest of Lathander, the Light of the Morning is a prophet and ultimate arbiter of the god's will.

Lighthouse: A floating lighthouse, used as a vessel by servants of the Wind Dukes in the Elemental Plane of Air.

Lilline: Widow to the fallen adventurer discovered in Undermountain. Taran brought Lilline treasure from the Undermountain adventure, along with false stories of her husband's bravery.

Lolth: The drowish name for Arunshee.


M


Macho Sticks: A real-world dog chew, Macho Sticks are dried bull penises. Rumors that Macho Sticks are the central component for the spell bull's strength are unconfirmed.

Maermydra: A drowish city in the underdark, Maermydra was the center for the rebellion of Irae T'ssarion.

Malwyn: A high priest to Ishlok first encountered in Undermountain, Malwyn leads the followers of Palatin Eremath in Faerun.

Marner: The capitol city of Ratik, home to Lady Evaliegh.

Menzoberranzan: A large drowish city, in the Underdark.

Mishkal: Ragna's son, half-orc fighter.

Mistledale: One of the Dalelands, Mistledale was briefly the home of Taran and Thelbar in Faerun before their ousting by Elgin Trezler, Enae Enhollo, and Jumdash Dir.

Moradin: The Dwarven father-god and creator of the dwarven race.

Mordenkainen: A powerful and famous Greyhawk wizard. Said to be truly one of the oldest wizards in existence.

Morninglord, The: A title for Lathander.

Multiverse: The entirety of all known planes of existence.

Murg: A talking skull, encountered in Undermountain, and later unceremoniously thrown at a trio of nagas.

Myth Drannor: An ancient elven city, now ruined and overrun by all manner of monsters, widely considered to be the most dangerous place in Faerun. Taran is terrified of Myth Drannor, but Elgin Trezler is the founder of a temple to Lathander on the outskirts of the city.

Myth-Iskok: A former home for Palatin Eremath in Faerun, Myth-Iskok is said to be filled with all sorts of terrible and fearsome foes.

Mystra: Faerunian goddess of magic.


N


Nathe: Taran's drow lover, and former First Sword to the Matron Mother Banare. Nathe received her position after Gorquen defeated the Matron Mother's previous First Sword in honorable battle.

Nerval Watchwill: A priest of Torm, in Mistledale.

Nesme: A town in the Silver Marches, Faerun.

Neteraiis: An elvish-held island in Isk, and Gorquen's homeland.

Nightscale: The wyrmling black dragon encountered in the depths of the Forge of Fury.

Northman's Court: A form of justice in the Northeast of the Flannaes, wherein only Noblemen are allowed to speak.

Nyrond: A nation of the Flannaes.


O


Obuld Many-Arrows: The orcish king threatening Silver Marches with his horde of rapacious orcs.

Ollidimara: Greyhawk deity, and Indy's justification for the stupid disguise-names “Leeyrk” and “Ydni”.

Orcus: A demon-lord, belived dead, but now returned to unlife as Tenebrous. Tenebrous has replaced the worship of Lolth amongst many of the evil drow since her acceptance of the pasoun. (See also Scaladar.)

Otyugh: A foul monster that lives in fetid pools of waste and rotting matter. Taran calls Juron a “gap-toothed otyugh licker.” in Chapter 50.


P


Palatin Eremath: The Risen Goddess. Palatin Eremath was killed during the great Kinslayer War of the elves, and her name was banished from the memory of mortals, but Palatin Eremath returned from Beyond as Ishlok, and founded the world of Isk. She has since revealed herself to the multiverse, choosing to do so in Faerun, and with the assistance of the Champions of the Risen Goddess.

Pale: A nation in Greyhawk, to the South of Tenh. The Pale is ruled by the priesthood of Pholtus.

Pasoun: Palatin Eremath's doctrine of endless choice and rebirth. In the pasoun, all creatures are reborn when they die, attaining enlightenment through a series of lives, until they are removed from the Multiverse, and enter the Beyond.

Pelor: A Greyhawk deity of sun, light and goodness.

Phanatons: Small, monkey-like sentient creatures encountered in the Plane of Elemental Air.

Philius: Captain of the Lighthouse, servant of the Wind Dukes.

Pholtus of the Blinding Light: A Greyhawk deity famed for his rigidity, Pholtus represents order, unchanging law, and dominion over others.

Pomarj: An orcish empire of the Flannaes, to the south of Greyhawk City.


R


Ragna: Orcish fighter, commander of Ragna's Raiders, and devout believer in Chaos.

Ragna's Raiders: The name for the crew of Ragna's pirate vessel, Ragna's Raiders attack the shipping lanes of the Wind Dukes in the Elemental Plane of Air.

Ratik: A small nation in the Northeast of the Flannaes, Ratik is ruled by the Lady Evaliegh.

Ratikill: A small town in Ratik.

Rethmiir: The former Iskain domain ruled by Taran and Thelbar, in their previous life.


Ss


Salim: The pit fiend turned from evil and bound to the service of Thelbar in his former life, Salim now guards Thelbar's Children, Corwyn and Esara.

Sartre: Thelbar's owl familiar, Sartre holds to the belief that freedom of choice is the cornerstone of all Law.

Scaladar: An entity who was one of the “first made” of the Elven Pantheon, Scaladar was champion to Palatin Eremath. After her fall, he was torn by bitterness and consigned to the Abyss. There he became the demon-lord Orcus, now known as Tenebrous.

Scardale: One of the Dalelands, a place near ruined by war and disease, on the edge of the Great Scar.

Sembia: A Faerunian nation, known to be lovers of commerce, and expansionistic. Currently at war with Cormyr.

Shadowdale: One of the Dalelands, home to Elminster.

Shamath Ahl'Nathak: A charmed drow wizard, Shamath was executed by Solom Ned'razak for leading the Champions of the Risen Goddess into the city of Szith Morcane.

Shamath Ilmyrn: The powerful drow wizard accompanying the Matron Mother Banare and Nathe when they enlisted the aid of the Champions of the Risen Goddess to retrieve the child Sharlequannan.

Sharlequannan: The Iskian name for Arunshee/Lolth, Sharlequannan is a figure in Ishlokian prophecy.

Shella: Captain of the guard in Ratik.

Shelvaras: “The Black Bow”, elven god of vengeance against the drow and archery.

Silver Marches: A loose confederacy of towns in the North of Faerun.

Silverymoon: Town in the Silver Marches, Faerun.

Skullf--ker: A charmed hill giant companion, encountered in Undermountain.

Solom Ned'razak: Head of the wizard's order in the drowish city of Szith Morcaine.

Solonor Thelandira: Elven god of warfare, wilderness knowledge and stealth.

Southspur: A district of Marner.

Spellguard: A drow title referring to the wizards who protect the leaders of Lolth's faith.

Steel Regent: A name for Alusair, regent of Cormyr.

Stinky: See Andruthar.

Storm Silverhand: A famous Faerunian adventurer, and rumored leader of the Harpers.

Sundabar: A town in the Silver Marches, Faerun.

Suzail: Capital of Cormyr, Faerun.

Szith Morcane: A drowish city in the Underdark beneath Shadowdale, sacked by the Champions of the Risen Goddess.


T


Taran Tar-Ilou: Human ranger and sorcerer, brother to Thelbar, one of the Champions of the Risen Goddess.

Tar-Elentyr: A fallen elf, Tar-Elentyr led the demonic elven forces occupying one of Palatin Eremath's former strongholds in the Far Forest.

Tarkh: The first orc killed by the party, Tarkh was assigned to watch the entrance of a barrow his war-band was looting.

Tenebrous: The new name for the undead form of Orcus. (See also Scaladar.)

Tenh: A fallen nation in the East of the Flannaes, Tenh is separated from Ratik and the Northern Lords by a mountain range, and is currently claimed by the Pale.

Thay: Acruel magocracy where the strongest citizens become wizards, and all others are slaves or worse.

Thay, Red Wizards of: The most famous Thayvian organization, the Red Wizards of Thay are mercantile, exporting their magic across Faerun.

The D.F. Piercer (ship of the Ducal Fleet): A Wind Duke fighting vessel (in actuality a gargantuan peircer manned by a crew of Wind Duke loyalists), defeated by Ragna's Raiders in a massive ship-to-ship melee.

The Hidden: An organization of drowish rebels, fighting against both Irae T'ssarion and the forces of Kurgath Hellspawn in the city of Maermydra.

Thelbar Tar-Ilou: A human wizard and cleric of Ishlok, brother to Taran Tar-Ilou, one of the Champions of the Risen Goddess.

T'sun: A form of Ishlokian ritual murder, believed to destroy the soul along with the body, T'sun is reserved for only the most wicked of criminals. Taran was given the T'sun by the Ishlokians in his previous life as a great general.

Tyr: Faerunian deity of honor, duty, loyalty and justice.


U


Ulfe: The ogre war-leader of the band of orcs inhabiting the Forge of Fury.

Ulwe (OOL-way): An Ishlokian psionic order.

Undercommon: The trade-language of the Underdark.

Underdark: The myriad of caverns, caves and tunnels that form a land beneath the land of Faerun.

Undermountain: A massive dungeon complex beneath the city of Waterdeep, believed to be the home and creation of the mad mage Halister Blackcloak.


V-Z


Vognu: Indy's toad familiar, reincarnated as a faerie dragon.

Waterdeep: A large Northern city in Faerun, cosmopolitan and grand.

Wind Dukes: The self-proclaimed rulers of the Elemental Plane of Air, the Wind Dukes are mysterious entities devoted to the principles of Law.

Xagyg: A Greyhawk deity, Xagyg is said to be mad, and watches over insane wizards.

Ydni: Indy's stupid code name for himself, when he and Kyreel were adventuring in disguise in Ratik.

Zhentarim: A Faerunian group of evil merchants and covert slavers, opposed most often by the Harpers.

Zhentil Keep: The home of the Zhentarim.
 
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