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Khondar Battlehammer
Shield Dwarf Priest 1
Alignment: Lawful Good
Deity: Moradin
Region: shield dwarf
Height: 50"
Weight: 165 lbs
Hair: black
Beard: black
Eyes: brown
Skin: light brown
Age: 72 years old

Str: 12
Dex: 10
Con: 12+2=14
Int: 11
Wis: 16
Cha: 13-2=11

Class and Racial Abilities:
+2 CON; -2 CHA; Medium; landspeed: 20feet; 60' darkvision; stonecunning +2search for unusual

stonework; weapon familiarity: proficient in dwarven waraxes and dwarven urgroshes; stability: +4

to ability checks to remain on there feet; +2 save to poisons; +2 save to spells and spell-like

effects; +1 attack vs orcs and goblinoids; +4 AC vs "giant" types; +2 appraising stone items; +2

metalcraft and stonecraft

HP: 10
AC: 16 (10 +4 scale +2 shield)
Touch: 10
Flat-Footed: 14
Init: 0
Speed: 20 feet

Saves:
Fortitude: +6 (+2 cleric +2 greater fortitude +2 constitution)
Reflex: +0 (+0 cleric +0 )
Will: +6 (+2 cleric +1 bull headed +3 wisdom)
+2 save vs. poisons
+2 save vs. spells and spell-like effects

BAB: +0
Melee Atk: +2 (+1 warhammer*; +1 strength ) 1d8+1, x3,


Skills:
2 concentration (2ranks)
6 craft: weaponsmithing (4free ranks+2dwarf)
4 knowledge: religion (4ranks)
2 spellcraft (2ranks)

Feats:
Bullheaded (bonus regional feat)(+1 will saves,
Greater Fortitude (domain feat)(+2 fort saves)
Martial Weapon Profiency: warhammer (1st level)
Shield (cleric feat)

Domains:
Good (+1 caster level to good spells)
Dwarf (free greater fortitude feat)


Languages: Common, Dwarf,


Equipment:
chainmail (150gp 40lbs)
heavy wooden shield (7gp 10lbs)
wooden holy symbol (1gp -)
explorer's outfit (10gp 8lbs)
warhammer* (- 5lbs)
Soulforge Gauntlets, lesser

backpack (2gp 2lbs)
bedroll (1sp 5lbs)
2 days/trail rations (5s 1lbs)x2
waterskin (1gp 4lbs)
50' silk rope (10gp 5lbs)



pouch, belt (1gp ½lbs)
chalk (1cp -)
flint and steel (1gp -)
whetstone (2cp -)
signal whistle (8sp -)



Weight:
Carrying 81½ lbs

light 43lbs
medium 86lbs
heavy 130lbs



Money:
15 gp
7 cp

spells typically memorized:

0) 3
create water
detect magic
guidance

1) 2+1
bless
magic weapon*
protection from evil*
shield of faith

Personality and Background
[sblock]
"So, ye be wanting to know about me?" Khondar asks gruffly, while puffing on a pipe. Using his pipe to point to a nearby stool, he continues. "Sit your arse down then, ye be making me nervous standing there." Blowing out a smoke ring, Khondar looks you straight in the eye, "I be guessing you don't want me to start with me birthing. Good! As this would be a much longer story, accounting for my age."

"My da is a High Old One, in Sundabar, of the Battlehammer Clan, and my ma is a smith, making weapons for me clanmates to use against noror." Taking another puff from his pipe, Khondar continues. "Like me da, I be a priest of the Dwarffather.... me da's hammer glowed while I was holding it when I be a lad, a sure sign from The Soul Forger if there be one!"

Khondar goes on, "I left for Mithral Hall when it be liberated by Bruenor, and stayed there for a dozen seasons, helping some of me clanmates." Taking a deep swig of his ale, Khondar wipes his mouth with his tunic. "Prayer chants, mining, and smithy work, it be hard work, but we be having Mithral Hall back!"

Finishing his ale, he lifts the mug up, and a nearby serving girl scurries over to refill it. Waiting with the pitcher, she watches while Khondar gulps down the ale, spilling onto his beard. Lifting up the mug again, the girl fills it again. He gives her a coin and she gives him a toothy smile, and a slight bow, then hurries away. Khondar watches her for a moment as he wipes his beard, and puts the mug on the table. Relighting his pipe, he says, "Why did I leave?" Pausing to take a puff, Khondar is quiet for a moment, then takes another puff. "Just something I be having to do, which can't be done while I be sitting on my arse at Mithral Hall."

"Aye, I met that dark elf, Drizzt. He be samryn, a samman to Bruenor. No, never met that foul cat of his, praise the Dwarffather! It be a foul thing, I say." Leaning forward closer to you, "For a dark-skinned elf, he be a good one to have on your side, if ye be fighting sargh! And if ye be asking for trouble with him, ye shall be going through me!" Khondar says coldly.

After a few minutes of silence, Khalen gets up, hand guardedly on his hammer, and makes for the exit, with not a spare look at you.


[sblock]
Words in italics are from Dwarves Deep, an old 2E Forgotten Realms supplement.
[/sblock]

More background
Before leaving Mithral Hall, your father gave you a pair of worn gauntlets with Moradin's symbol etched upon them. Passed from generation to generation, these gauntlets would allow you to heal wounds even when you had used all of Moradin's blessings for a day.
[sblock]
The gauntlets grant you the ability to cast CLW i/day, as your current level, and grant you the ability to memorize an additional domain spell.
[/sblock]
[/sblock]
 
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Ulrich the Wanderer
photo48.jpg

Home Region: Damara
Male Human Monk 1
Lawful Good
Representing H4H


Strength 14 (+2)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 14 (+2)
Charisma 8 (-1)
Size: Medium
Height: 6' 8"
Weight: 280 lb
Eyes: Blue
Hair: White
Skin: Pale




Total Hit Points: 9

Speed: 30 feet

Armor Class: 14 = 10 + 2 [dexterity] +2 [wisdom]

Touch AC: 14
Flat-footed: 12
Initiative modifier: + 2 = + 2 [dexterity]

Fortitude save: + 3 = 2 [base] + 1 [constitution]
Reflex save: + 4 = 2 [base] + 2 [dexterity]
Will save: + 4 = 2 [base] + 2 [wisdom]
Attack (unarmed): + 2 = 0 [base] + 2 [strength]
Decisive Strike: 0 [includes strength modifier]
Attack (Guisarme): - 2 = 0 [base] + 2 [strength] -4 [penalty]
Attack (missile): + 2 = 0 [base] + 2 [dexterity]
Grapple check: + 10 = 0 [base] + 2 [strength] +8 [Feats]







Languages: Common, Damaran, Chondathan, Dwarven


Unarmed Damage: 1d6 +2 [strength]
Decisive Strike: 2d6+4


Feats:
Jotunbrud [Regional]
Combat Expertise
Improved Trip
Improved Unarmed Strike [monk]
Improved Grapple [monk]

Skills: (Includes 4 free ranks of Craft/Profession)
Climb Str* 5 = +2 + 3
Craft (Bookbinder) 5 = +3 + 2
Intimidate Cha 1 = -1 + 2
Jump Str* 5 = +2 + 3
Knowledge (Religion) Int 5 = +2 + 3
Listen Wis 6 = +2 + 4
Profession (Herder) 3 = +2 + 1
Sense Motive Wis 6 = +2 + 4
Spot Wis 6 = +2 + 4
Swim Str** 5 = +2 + 3



* = check penalty for wearing armor

Equipment: 6 sp
Guisarme 12lb
Backpack 2lb.
Bedroll 5lb.
Pouch, Belt .5lb.
Waterskin 4lb
Silver Holy Symbol 1lb
Everburning Torch 1lb
Silver Sai 1lb
Sling 0gp 0lb
10 bullets 5lb.
10 cold iron bullets 5lb

Total 36.5lbs.






Abilities:
Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
AC Bonus for Wisdom
Decisive Strike (Full Round Action to make one attack deal double damage, -2 to hit)
Unarmed Strike
Bonus Feats (levels 1 2 & 6)


Class HP rolled
Level 1: Monk 8

Ulrich the Wanderer was borne in the Cold, Hard Country of Damara, also known as the Land of Monsters. Orphaned as a lad, Ulrich was taken in by the Monks of the Yellow Rose and Indoctrined in the Philosphies of Ilmater. Even at a young age it was evident the Ulrich would stand head and shoulders over the other acolytes. He is striving to adapt thier Martial Teachings to compliment his enormous frame with mixed results.
When coming of age, Ulrich recieved a dream that he interepted as a Portent that he should wander the Realms in search of his destiny. He now does just that, meandering from town to town. Attempting to use his skills to earn a modest living, while seeking enlightenment.
 
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Riley VonLarich, Wizard

Code:
[B]Name:[/B] Riley VonLarich
[B]Class:[/B] Wizard 
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Mystra

[B]Str:[/B] 10 +0 ( 2p.)     [B]Level:[/B] 1        [B]XP:[/B] 590
[B]Dex:[/B] 14 +2 ( 6p.)     [B]BAB:[/B] +0         [B]HP:[/B][COLOR=Red]5[/COLOR]/5 (1d4+1)
[B]Con:[/B] 12 +1 ( 4p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] none
[B]Int:[/B] 16 +3 (10p.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] none
[B]Wis:[/B] 12 +1 ( 4p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] 
[B]Cha:[/B] 10 +0 ( 2p.)     [B]ACP:[/B] -X         [B]Spell Fail:[/B] 0%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +X    +X    +2    +X    +X    +X    12
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10

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

[B]Weapon                  Attack   Damage     Critical[/B]
Quarterstaff              +0     1d6       x2
m/w Longbow               +3     1d8       x3

[B]Languages:[/B] Common, Elven, Draconic, Dwarven

[B]Abilities:[/B] Summon Familiar

[B]Feats:[/B] Martial Weapon Proficiency (Longbow), Scribe Scroll, Spell Penetration,
Educated (bonus regional feat)

[B]Skill Points:[/B] XX       [B]Max Ranks:[/B] X/X
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              4    +1          +5
Craft (Alchemy)**          4    +3          +7
Decipher Script            4    +3          +7
Knowledge (Arcana)         4    +3    +1    +7 (+1 Educated feat)
Knowledge (Religion)       4    +3    +1    +7 (+1 Educated feat)
Listen*                    1    +1          +2 
Spellcraft                 4    +3          +7
Spot*                      1    +1          +2
* cross class skill, ** bonus skill points


[B]Equipment:               Cost  Weight[/B]
Spellbook                        3lb
Holy symbol              1gp     0lb
Component Pouch          5gp     2lb
Everburning Torch      110gp     1lb
Acid Flask*              5gp     1lb
Alchemist's Fire*        7gp     1lb
Sack                     1sp   1/2lb
[I]Glasses of Savras[/I]

[B]Total Weight:[/B]18 1/2lb      [B]Money:[/B] gp sp cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                33    66   100   100   500

[B]Age:[/B] 19
[B]Height:[/B] 6'00"
[B]Weight:[/B] 204lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Dark Brown
[B]Skin:[/B] Fair
Appearance: Riley's most notable features are his long brown hair and the blue tinted glasses that he wears only because he likes the look of them. He has a thin moustache, and his goatee consists of three thin lines of hair from his mouth to the bottom of his chin.

Even though his is not a cleric, he he is a devout follower of Mystra, and is always in possession of holy symbol in her name.

Background: Riley is a recent graduate from the University of Silverymoon. He has set out to find his way in the world. Young and full of life, his eyes and mouth are wide open absorbing all there is to take in.

[sblock=Glasses of Savras] The googles appeared like those a blacksmith would wear to keep the iron shavings from his eyes, but it was the small rune in them that caught your eye when you were cataloguing the dusty items on the shelves. Although the college spoke of all the deities of magic, Savras' name was rarely mentioned and anything baring the ancient god's sigil appealed to your taste in magical lore. Slipping them in your pocket, your quickly replaced the simple blue lenses of colored glass with the ones you had found. Your teachers were amazed with how quickly you were able to identify the magical auras of items and you quickly learned that while the lenses were a blessing, they could also be a curse.

[sblock=crunchy stuff ]
1/day, at current level, you can cast identify using the glasses and can read magic at will with them. When using the identify aspect you have to make a flat DC15 roll to avoid losing your prepared spells for the day. If you fail the roll and have no spells memorized, you take a -2 temp drain to Int. This loss can be regained through rest and restore spell. [/sblock][/sblock]


[sblock=Spells]
Known:
Level 0 - All

Level 1 - Color Spray, Hold Portal, Magic Missile, Protection from Evil, Ray of
Enfeeblement, Shield


Prepared (3/2): Detect Magic, Ghost Sound, Resistance; Color Spray, Magic Missile
[/sblock]
 
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Nilbalion ‘Shadowleaf’ Sa’Variel
Male Moon Elf Ranger 1
Alignment: Chaotic Neutral
Deity: Shar
Region: The High Forest
Height: 6' 1''
Weight: 120 lbs.
Hair: Silver
Eyes: Red
Skin: Albino
Age: 125

Str: 14 (+2) [6 points]
Dex: 17 (+3) [8 points, +2 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 10 (+0) [2 points]
Wis: 14 (+2) [6 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
+2 Dex, -2 Con, Medium size, Low-light vision, Immunity to magical sleep effects, +2 racial saving throw bonus against enchantment spells or effects, +2 racial bonus on Listen, Search, and Spot checks, Elven secret door sense (5 feet)

HP: 9
AC: 17 (+3 Dex, +4 armor [Chain Shirt]) / 18 with Dodge feat
Touch: 14
Flat-Footed: 13
Init: +3 (+3 Dex)
Speed: 30ft.

Saves:
Fortitude: +3 [+2 base, +1 Con]
Reflex: +6 [+2 base, +4 Dex]
Will: +2 [+0 base, +2 Wis]

BAB: +1
Melee Atk: +3 (1d8+2 19/20 x2, longsword)
Melee Atk: +3 (1d6+2 19/20 x2, short sword)
Melee Atk: -1/-5 (1d8+2 19/20 x2, longsword / 1d6+2 19/20 x2, short sword)
Ranged Atk: +4 (1d8+2 x3/110 ft., mighty composite longbow (+2))

Skills:
Climb +2 [0 ranks, +2 Str, -2 AC, +2 feat]
Craft (Skinning) + 4 [4 ranks, +0 Int]
Concentration +1 [0 ranks, +1 Con]
Heal +2 [0 ranks, +2 Wis]
Hide +5 [4 ranks, +3 Dex, -2 AC]
Jump +0 [0 ranks, +2 Str, -2 AC]
Listen +8 [4 ranks, +2 Wis, +2 racial]
Move Silently +5 [4 ranks, +3 Dex, -2 AC]
Perform (Dance) +2 [2 ranks (CC)]
Ride +3 [0 ranks, +3 Dex]
Search +6 [4 ranks, +2 racial]
Spot +8 [4 ranks, +2 Wis, +2 racial]
Swim -2 [0 ranks, +2 Str, -4 AC]
Use Rope +3 [0 ranks, +3 Dex]

Feats:
Treetopper (Free Regional feat)
Track (1st level Ranger bonus feat)
Simple Weapon Prof. (Ranger)
Martial Weapon Prof. (Ranger)
Light Armor Prof. (Ranger)
Shield Prof. (Ranger)
Dodge (1st level)

Languages: Common, Elven, Chondathan

Animals:

Shadar – Light Horse (75 gp)
Carrying – 42 lbs. (Light Load)

Light Load – 150 lbs. or less
Medium Load – 151-300 lbs.
Heavy Load – 301-450 lbs.

~(On Horse)
Riding Saddle (20 gp, 25 lbs.)
Saddlebags (4 gp, 8 lbs.)
Containing:
~
Grappling Hook (1 gp, 4 lbs.)
Rope, Silk (50 ft.) (10 gp, 5 lbs.)
~

Equipment:

Longsword (15 gp, 4 lbs.)
Short Sword (10 gp, 2 lbs.)
Mighty Composite Longbow (+2) (Regional, 3 lbs.)
40 Arrows (2 gp, 2 lbs.)
Explorer’s Outfit (10 gp, 8 lbs.)
Chain Shirt (100 gp, 25 lbs.)
Belt Pouch (1 gp, ½ lb.)
Belt Pouch (1 gp, ½ lb.)
Waterskin (1 gp, 4 lbs.)

Weight:
Carrying – 49 lbs. (Light Load)

Light – 58 lbs. or less
Medium – 59 – 116 lbs.
Heavy – 117 – 175 lbs.

Money:
0 gp

Background:

Nilbalion, or Shadowleaf, as he prefers to be called (if he prefers to be called at all), believes he was chosen at a young age by the Dark Goddess Shar. For what purpose, he is not sure, but he takes great comfort in his Mistress’ shadowy embrace. Perhaps her moniker ‘Lady of Loss’ presents a clue, for loss has been a great part of Shadowleaf’s existence. Being the result of forced conception between a mad sorcerer and his mother destroyed any chance of him having a normal upbringing. To make matters worse, experiments performed on him while still in the womb caused his affliction of albinism which would lead to further ostracizing from society later in life. If that were not enough, his mother died during his birthing and for decades after his father continued his magical experiments. What further damage this may have done to Shadowleaf’s physiology or psyche is not known.

His natural aversion to the sun and any excessive light caused Shadowleaf to seek solace in the darkest areas of the dungeon in his father’s tower when he was not “needed.” This is where he imagines that Shar found him; that she guided him through the dark dungeon, to a hidden spot where even his father did not remember. It was there that she guided him to sneak past his father’s guardian constructs and flee the tower, never to return.
Unfortunately, escaping from his father introduced new problems in Shadowleaf’s life; mainly being interaction with civilization. He had never been allowed to leave the tower growing up and so, as a result, was totally alienated from society. His father had at least taught him the few languages common to his region and race, but barely that. Consequently, another side effect of the experiments left his vocal chords irrevocably damaged, to a point where most of his speech tends to escape his lips as a hoarse whisper.

Possessing nothing but the tattered rags he wore, his first priority was to find food and shelter. He took to trapping animals and skinning them with crudely serrated rocks for food and clothing. Eventually he started selling the pelts in nearby cities for enough money to buy better tools, weapons and clothing. Presently, Shadowleaf dresses in multitudes of black clothing and differing shades of gray, the best suitable for his connection with the shadows around him. He wears a chain shirt underneath his clothing and constantly keeps himself draped in a large black, voluminous cloak; his hood drawn protectively over his head, keeping his sensitive red eyes from direct light of any kind. At his waist are strapped two belt pouches, both situated at his back, hidden behind his cloak, and also two sword belts, which sheath his weapons of choice. A quiver rests at his hip and a longbow is slung over his shoulder. Over the years his language skills have improved somewhat, as to almost appear normal to people who’ve lived civilly their whole lives, but on the whole, Shadowleaf’s anti-social nature leaves it to no real consequence.

Foremost, he remains deathly loyal to Shar; grateful to her for his freedom, as well as having something familiar to fill his life with. It comes to no surprise then, that he is a very secretive person and is generally rather mistrustful of others; partly because of his relationship with his goddess and his misfortunate upbringing, leaving him wary of all those he has not dealt with on a regular basis.
 

Albion Nodelkiir
Rogue (1)
Chaotic Neutral
Male
Half-elf
Celebrates Chauntea
Age: 32
Height: 5’-8”
Weight: 142lbs
Eyes: Hazel
Hair: Raven
Skin: Cream

STR: 10 (0)
DEX: 14 (2)
CON: 12 (1)
INT: 16 (3)
WIS: 10 (0)
CHA: 12 (1)

HP: 7
AC: 14
~ Touch: 12
~ Flat-Footed: 12

(1) Fortitude: 1 + 0 + 0
(4) Reflex: 2 + 2 + 0
(0) Will: 0 + 0 + 0

(2) Initiative: 2 + 0
BA: 0
~ (0) Grapple: 0 + 0

Weapons
Dagger - 0 (1d4) 19x2
Hand Crossbow - 2 (1d4) 19x2

Skills
(7) Appraise: 3 + 4 + 0
(6) Balance: 2 + 4 + 0
(5) Bluff: 1 + 4 + 0
(1) Climb: 0 + 1 + 0
(9) Craft (Glass Blowing): 3 + 4 + 2
(5) Decipher Script: 3 + 2 + 0
(3) Diplomacy: 1 + 0 + 2
(11) Disable Device: 3 + 4 + 4
(3) Disguise: 1 + 2 + 0
(5) Gather Information: 1 + 2 + 2
(4) Hide: 2 + 2 + 0
(1) Jump: 0 + 1 + 0
(5) Knowledge (Local): 3 + 2 + 0
(6) Move Silently: 2 + 4 + 0
(1) Listen: 0 + 0 + 1
(10) Open Lock: 2 + 4 + 4
(7) Search: 3 + 4 + 0
(4) Sleight of Hand: 2 + 2 + 0
(1) Spot: 0 + 0 + 1
(0) Swim: 0 + 0 + 0
(3) Use Magic Device: 1 + 2 + 0

Feats
Nimble Fingers [1st Level]
Mercantile Background [Regional]

Special Abilities
Immunity (Sleep)
+2 Save (Enchantment)
Low-Light Vision
Trapfinding
Light Armor Proficiency
Simple Weapon Proficiency
Rogue Weapon Proficiency
Sneak Attack 1d6

Languages
Common
Elven
Chondathan
Dwarven
Gnome
Undercommon

Possessions
Dagger (1lb)
~Type: P
~AB: 0 + 0
~Damage: 1d4
~Critical: 19x2
Hand Crossbow (2lbs)
~Type: P
~AB: 0 + 2
~Damage: 1d4
~Critical: 19x2
Leather Armor (15lbs)
~Type: L
~AC: 2
~MAX DEX: 6
~Check Penalty: 0
~Spell Failure: 10%
~Speed: 30ft
(10) Masterwork Bolts (1lb)
(8) Bolts (1lb)
Artisan’s Outfit (4lbs)
Waterskin (4lbs)
Glass Key (.5lbs)
Sack (.5lbs)
Masterwork Thieves’ Tools (2lbs)
Vial of Oil of Taggit

Weight Carried: 31lbs (Light Load = 30ft)
Light Load: 33lbs or <
Medium Load: 34lbs – 66lbs
Heavy Load: 67lbs – 100lbs
Lift Over Head: 100lbs
Lift Off Ground: 200lbs
Push or Drag: 500lbs

Speed: 30ft

Horse
Masterwork Artisan's Tools (5lbs)
(50ft) Silk Rope (5lbs)

Moneys
GP – 0
SP – 6
CP – 5

XP - 590

Background
Albion spent the first six years of his life in an orphanage in the big city of Amn. He was disobediant and stubborn as a child and scared away would-be adopters with his tenacious attitude. When he was seven, he was adopted by a master glass blower looking to take on an apprentice and teach his skills to the next generation. The old merchant had no patience for Albion's rebellious nature and a lot of resolution to make something out of the boy. Albion had other plans.
Delmar Greystone was a retired adventurer and had since made a name of himself as a master artisan; his crafts had made him a rich and respected man with a penchant for eccentric and valuable works. Albion was apprenticed under the master for fifteen years, maintaining a secret life of crime on the side.
Albion's underground reputation soon caught up to him, and the powers that be sought to put an end to his unlicensed thefts. The Thieves' Guild of Amn had Albion's good-natured mentor assassinated to send the budding burglar a message.
Albion came home from his nightly affairs to find Delmar murdered in his sleep. Albion heard the assassin scrambling around in the workshop downstairs and knew it was time to leave. The young man grabbed his mentor's toolbelt as a keepsake to remember him by as he dashed out the second story window and ran for his life.
Albion stuck around Amn for only a few days before he started hearing whispers of a bounty on his head. Apparently, the Guild had framed Albion for the murder of Delmar Greystone and the theft of some artifact or another of the former master artisan's. Albion was shocked at such a claim and soon found himself looking through his master's tools for any such item, knowing it was probably the assassin that stole... But there was something. A plain-looking glass key, wrapped in velvet and tucked into a pocket in the tool cache. Albion didn't know what it was or what it did, but he suddenly had a feeling that he had more of a reason to run from the Guild than a few petty thefts.
Albion fled Amn for the Dragon Coast, hoping to escape the Guild's assassins and the bounty hunters of the Sword Coast. He has spent the last few years of his life making contacts between Amn and the Dalelands, researching Delmar Greystone's past. He's currently looking to surround himself with a bit of muscle to keep him safe while he figures out what exactly his former master's secret is and why the Guild wants it so badly...

Personality
Albion is a simple man, but crafty and intelligent. He's used to surviving and, in a jam, will place the lives of others in front of his...literally. He tends to come off as congenial - usually only because he has to to avoid making enemies. He is neither strong nor powerful and knows it; he relies on his skills to get him ahead. When confronted with a life-threatening challenge and cornered, he will face it head on with an oddly suicidal alacrity. He's a little crazy, but he hides it well.

Description
Albion changes his appearance often to avoid notice and to adapt to the fashions of the new lands he's traveling in. He tends to keep his purplish blue-black hair shoulder length or shorter. His facial hair is never longer than a goatee, and he is usually seen clean-shaven. Albion dresses in comfortable common clothes, depending on the local mercantile, to blend in with soceity. Gray and green drabs mark him as just another face in the crowd.
 
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