Iron Heroes - Dark Harbor


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Einan

First Post
Gregghor the Barbarious

Gregghor Bearbait
Human Berserker 1
Init +6; Senses Listen +1, Spot +1
Languages: Common
----------------------------
AC Active 12, Passive 10
DR: 1d4/magic
HP 18 (HD 1d4+8+3 con+3 toughness)
Reserve Points 18
Fort +4, Ref +3, Will +2
----------------------------
Spd 30';
Melee: Maul +5 (2d6+6/x3) or
Melee: Dagger +5 (1d4+4/19-20) or
Ranged: Javelin +3 (1d6+4/x2/30 ft.)
Attack Options: Chew, bite, gnaw, crush, beat into submission, crush into paste, smear into lumpy mass of formerly mobile flesh, etc.
Base Atk +1, Grapple +5;
----------------------------
Abilities: Str 18, Dex 14, Con 16, Int 10, Wis 12, Cha 8.
XP: 0
Class Features: Berserk Strength, Berserk Speed
Traits: Mountain Folk: Tough as Stone, Mighty Build
Feats: Improved Initiative, Cleave 1
Skills: Athletics 4; Balance +3 (1ranks), Climb +8 (4 ranks), Heal +2 (1 ranks), Hide +3 (1 ranks), Jump +8 (4 ranks), Move Silently +3 (1 ranks), Survival +5 (4 ranks), Swim +8 (4 ranks)
Martial Weapon Profs: Maul, Greatclub, Battleaxe
Possessions: Maul (Bonecrusher), 1 dagger, 2 javelins in a quiver at hip, Bearskin cloak, Leather Backpack containing fishhook, flint and steel, traveler’s outfit, waterskin, several small palm sized “good luck” stones, assorted tattoos and scars
Encumbrance: 52 lbs, Light 100 lbs, Medium 200 lbs, Heavy 300 lbs.
----------------------------

Ugly as sin and twice as mean in a fight, Gregghor earned his surname by being the bait in several bear hunts. He earned his bloody reputation by killing a bear with only a rock. He's ugly, illspoken, smells bad and laughs at inappropriate times. Society does not interest him and society would be quite happy to be rid of him. All in all, he's a great guy to have at your back if you're planning some violence.

Gregghor hails from the Gray Steppes, and has seen most of his tribe migrate to the city to give up the old ways. He's not committed to this step as a means of survival, but he has spoken with his tribal shaman, who has given him the task of seeking out something the shaman only knew as the Ebon Way. Thus he has headed to Malador to find out what he may. He still respects the old ways of living, and is a bit unsure whether the city is a step up or a step down. He's a pretty open fellow, as far as people go, choosing to trust them until he's been disproven. He is leery of magic, having seen very little of it and heard much of demon summoners and diabolic acts.
 

Ambrus

Explorer
Damien Montarr

Male human arcanist 1
Medium humanoid (human)
Init: +2; Senses Listen +4, Spot +4
Languages: Abyssal, Ancient Speech, Common,
Draconic, First Speech, Infernal, Kolorean, Sea Speech
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Height: 6 ft. 1 in.
Weight: 170 lb.
Hair: light brown
Eyes: sea green
Age: 17 years
----------------------------
AC: 12 (Active +2, Passive 0)
DR: 1d2/magic (leather armor)
hp: 8 (1d4+2 HD)
Fort: +3, Ref: +3, Will: +1
----------------------------
Spd: 30 ft.
Melee: dagger +5 (1d4/19-20)
Ranged: eldritch dart +5 (1d6+5/50 ft.)
Base Atk: 0; Grp 0
----------------------------
Spellcasting (Primary School): Transmutation
Spellcasting (Secondary School): ?
Mana Pool: 12
Aspect of Power: Eldritch Dart
----------------------------
Abilities: Str 10, Dex 14, Con 15, Int 20, Wis 10, Chr 12
Traits: Intelligent x2
Feats: Simple Weapon Proficiency, Political Mastermind, Tactics of the mind (Tactics)
Skills: Academia 4, Mysticism 4, Social 4, Theatrics 4, Appraise +9 [4 ranks (Academia skill group), +5 Int], Bluff +5 [4 ranks (Social skill group), +1 Chr], Concentration +6 [4 ranks (Academia skill group), +2 Con], Craft (parchment trinkets/tools) +11 [4 rank, +5 Int, +2 Cir.], Decipher Script +9 [4 ranks (Academia skill group), +5 Int], Diplomacy +5 [4 ranks (Social skill group), +1 Chr], Disguise +5 [4 ranks (Theatrics skill group), +1 Chr], Forgery +9 [4 ranks, +5 Int], Gather Information +5 [4 ranks (Social skill group), +1 Chr], Heal +4 [4 ranks (Academia skill group), 0 Wis], Intimidate +5 [4 ranks (Social skill group), +1 Chr], Knowledge (All) +9 [4 ranks (Academia skill group), +5 Int] +9 extra skill points, Listen +4 [4 ranks, 0 Wis], Perform (wind instruments) +7 [4 ranks (Theatrics skill group), +1 Chr], Profession (Scribe) +4 [4 ranks, 0 Wis], Search +9 [4 ranks, +5 Int], Sleight of Hand +6 [4 ranks (Theatrics skill group), +2 Dex], Speak Language (Academia skill group) +1 extra skill point, Spellcraft +9 [4 ranks (Mysticism skill group), +5 Int], Spot +4 [4 ranks, 0 Wis], Swim +2 [2 rank, 0 Str], Use Magic Device +5 [4 ranks (Mysticism skill group), +1 Chr]
----------------------------
Possessions: Scholar's outfit, reinforced jerkin (leather armor), backpack, dagger (concealed), scroll case, scrivening kit (masterwork artisan's tools), inkpen, ink vial, parchment (10 sheets), sealing wax (1/2 lb.), flint and steel, metal mirror, flute (masterwork musical instrument), 1/2 full waterskin
Treasure: 3.7 gp (carried) 4 gp (stashed)
Encumbrance: 33.5 lb; Load: light
----------------------------
Description: Damien is a fair skinned young man in his late teens. His thin frame combined with his six foot height gives him a mildly lanky appearance. He keeps his light brown hair trimmed to a finger's length and his face clean shaven. Since Damien regularly travels on foot he prefers to dress in a pair of practical breeches and boots with a thigh-length tunic rather than wearing a traditional scholar's ankle length robe. Over the tunic he wears a stiff leather jerkin along with a sleeved burgundy cloak for added warmth. He carries his trade tools and possession, oddly perhaps, in a canvas and leather mariner's bag slung over his shoulder while walking. He appears unarmed.

Personality: Quick to smile, Damien is generally cordial with those he meets. His knowledge of the city, its neighbourhoods and residents combined with his glib tongue often allow him to ingratiate himself easily into disparate social circles. He has many contacts among the city's merchants, civic functionaries, scholars and the few members of the upper class who make use of his scrivening skills. Few people however have the capacity or desire to understand the eldritch lore Damien obsessively seeks. The young arcanist fears revealing his arcane abilities for fear of being ostracized or unjustly condemned by others. So although he is often unexpectedly personable, even with strangers, Damien's single-minded curiosity and reluctance to confide in others means that he usually keeps the people around him at arm's length. Consequently, the young arcanist has few close friends.

Background: Damien first drew breath in the Haborside district of Malador. Born the eight child and seventh son of Lyndrill Montarr, master shipwright of the Malador boatyards, the boy grew up on the shores of the New Coast. Raised in the shadow of the ships his father built and maintained, Damien was taught his letters at an early age and showed a natural gift for engineering like his father. Lyndrill particularly encouraged Damien in this pursuit, grooming him with the intention of having him eventually become his apprentice. Although Damien had six older brothers ahead of him, the eldest was already apprenticed to the harbor pilot and two others dreamed only of sailing the open sea. Although Damien's other brothers showed some promise as craftsmen in the boatyards, they unfortunately had no aptitude for the finer points of ship design and engineering.

In Damien's thirteenth year strange things began to befall the Montarr household. Candles flickered to life without needing to be lit. An unexplained aroma of incense and saffron could be detected within the house. On occasion windows and pottery inexplicably shattered. The mysterious occurrences continued and along with them the endless speculation of hauntings by the house’s residents. Lyndril grew frustrated with the talk of the supernatural these occurrences inspired and the disruption it brought to his house. Priests were brought to bless the residence but their prayers seemed to have no discernible effect. Damien however knew the truth of the matter; he was somehow responsible. He didn't know in what way he was different or how he had come to be so, but it was then that he decided that he would learn what it was that had set him apart from his own family. He also learned to accept the inevitable; that he would have to turn his back on his father's dream and leave home.

Damien knew that the ancient Masters wielded eldritch power and that ancient tomes and grimoires were on occasion pulled out of the Drowning Towers and sold to collectors within the city. Although such tomes sold for far more money than he had, Damien knew he needed to gain access to those books. He used the education he'd been given and apprenticed himself to a local scribe. As he grew more skilled in calligraphy and illumination Damien graduated to journeyman status and offered his services to those residents of Clifftop who had an interest in rare books. While making copies of the unique books in their libraries for sale, the young scribe read and learned. Oftentimes Damien would find an overlooked grimoire previously undeciphered on his patrons' bookshelves. In his fifteenth year Damion managed to land a clerk's position at the Excise House in Haborside, working to record and appraise the worth of the treasures recovered in the Drowning Towers. He was now poised to be amongst the first people in the city to see the grimoires of the Ancients as soon as they were carried off ship.

During his research the young scribe taught himself to read the language of the Ancients, the tongue of dragons, old Kolorean and even terrible languages reputed to have been penned by demons and devils. By uncovering and studying such eldritch tomes as the Sathrap Codex and the eight volumes of the Invocations to Kaernath Damien began to piece together the fundamentals of magical theory. Putting into practice what he read, the young arcanist learned to drawn mana, to form it according to the recorded methods and to channel it into existence as a spell.

His father never accepted Damien's decision to leave the boatyards. Consequently, Damien is estranged from most of his family. The one exception is his older sister Natasha who he adores and with whom he meets regularly. Damien now lives by himself in a small single-room ground floor apartment in the Foot. He continues to freelance as a scribe, limner and bookbinder within Malador while maintaining a part time job as a clerk at the Excise House. The young scribe has a reputation for high quality reproductions amongst the scholars and learned book owners of the city.
 
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Erekose13

Explorer
Ghuntomas of Thorn;
human hunter 1;
medium humaniod (human);
Init +2; Senses Listen +7, Spot +7, Perceptive;
Languages: Common, (+4 others).
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AC 15, active 3, passive 2; -2 acp
DR: 1d2/magic
HP 10 (HD 1d4+6)
Fort +4, Ref +4, Will +5;
----------------------------
Spd 30';
Melee: longsword +5 (1d8/19-20/x2);
Ranged: longbow +5 (1d8/x3) Range 100', 20 arrows;
Attack Options: terrain advantage (ally gains +1 cover bonus/enemy gains -1 cover bonus/reduce terrain movement), war leader 1 (grant allies +4 for flanking)
Base Atk +1, Grapple +1;
----------------------------
Abilities: Str 10, Dex 14, Con 14, Int 18, Wis 16, Cha 10.
XP: 1100
Traits: Intelligent, Perceptive
Feats: War Leader (1), Tactics of the Mind (1)
Skills: Athletics 4, Perception 4, Stealth 4, Wilderness Lore 4; Balance 4 (+4), Climb 4 (+2), Disable Device 4 (+8), Handle Animal 4 (+4), Heal 4 (+7), Hide 4 (+4), Jump 4 (+2), Knowledge 4 (+8, Local, History, Geography, Nature), Listen 4 (+7), Move Silently 4 (+4), Open Lock 4 (+6), Ride 4 (+4), Search 4 (+8), Sense Motive 4 (+7), Spot 4 (+7), Survival 4 (+7), Swim 4 (+2), Tumble 4 (+4), Use Rope 4 (+6)
Possessions: longsword (15gp, 4lbs), longbow (76gp, 6lbs, 20 arrows), leather (10gp, 15lbs), light wooden shield (3gp, 5lbs), backpack (2gp, 2lbs), flint and steel (1gp).
Money: 93 gp.
Encumbrance: 33 lbs; Load: Light (33lbs)
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Description: Ghuntomas is a tall wild haired individual in his early thirties. With dark brown eyes and a tanned complexion as well as a generally unkept nature, he looks rather disheveled. He usually wears his traveling leathers, carrying his sword and shield in hand as he moves through the wilds. At home outside the comforts of a big city, Malador is a strange sight to him.

Personality: Ghuntomas is a lone wolf of little words. Wise and intelligent though, when he does speak those around would do well to pay attention. He speaks with a gruff voice, not normally associated with someone charismatic, but his words carry weight and he knows it. Out in the wilds he is accustomed to tracking prey and taking advantage of timing and location. Usually a trusting, honest fellow he has become somewhat jadded recently. He does not trust sorcerors and their foul magics but will not rush to conclusions unless he knows who the archanist is (see below).

History: A practiced hunter from a small thorpe in Borat called Thorn, Ghuntomas is an accomplised woodsman. Until only recently he was widower livingwith his one grown son almost ready to get out on his own. Last year during a difficult winter in the forests of Borat a stranger came to Thorn. The stranger was hurt and asked for shelter. It had looked like wolves had found the stranger late at night in the deep forest.

Ghuntomas, being an honourable and kind person agreed to take in the stranger where the rest of the village shunned him. For two days the stranger stayed with them, regaining his strength. While Ghuntomas' son was carring for the stranger Ghuntomas went out into the forest to try and find out what had caused the wolves in the area to grow so bold. With little luck in the heavy snows he returned home late the next night.

The scene in his hovel will haunt him for the rest of his days. The room was bathed in blood and neither his son nor the stranger was anywhere to be found. Disturbing signs had been drawn in the blood on the walls and a great circle and star pattern filled the floor of the small cabin. Great rending scratches in the dirt withing the circle look as if some great beast had rent the ground.

That very night Ghuntomas left Thorn following what information he could find about the stranger. Still he hunts him as he arrives in Malador looking for some clues that his son could still live and if not to take revenge on the stranger.
 

Old Fezziwig

What this book presupposes is -- maybe he didn't?
Grendel,
Male Armiger 1;
medium humaniod (human);
Init +0; Senses Listen -1, Spot -1;
Languages: Common, plus 3 others.
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AC 14 (+3 heavy shield), active +4, passive +3;
DR: 1d6+1/magic
HP 14 (HD 1d4+10)
Fort +5 (+4 Con), Ref +1, Will +0 (-1 Wis);
----------------------------
Spd 30';
Melee: +4 (longsword 1d8+3/19-20/x2; dagger 1d4+3/19-20/x2);
Ranged: +1 (dagger 1d4+3/10 ft/19-20/x2);
Attack Options: n/a
Base Atk +4, Grapple +4;
Combat Gear: chainmail armor, heavy shield (+3 defense), torches (6)
----------------------------
Abilities: Str 16, Dex 10, Con 18, Int 14, Wis 8, Cha 12.
XP: 0
Traits: Brave (immune to fear effects), Resilient Toughness (heal up to 18 hp/day as full-round action)
Feats: Diehard, Endurance
Skills: Athletics group +7 (4 ranks, +3 Str); Craft/Master Armorer +8 (+4 Con*), Climb +7 (4 ranks, +3 Str), Handle Animal +5 (4 ranks, +1 Cha), Intimidate +5 (4 ranks, +1 Cha), Jump +7 (4 ranks, +3 Str), Profession/Fisherman +3 (4 ranks, -1 Wis), Swim +7 (4 ranks, +3 Str), Wilderness Lore +3 (4 ranks, -1 Wis) (6*4=24 sp).
Class Abilities: Master armorer*, tough as nails, armor mastery.
Possessions: backpack [bedroll, 6 torches, 50 ft. silk rope, waterskin, flint & steel]
Encumbrance: Light load.
----------------------------
Description and Personality: Grendel is short and stocky, with skin and hair bleached and bronzed by the sun. His muscular arms are covered with tattoos, a reminder of his days at sea, and his body is laced with scars, a remnant of his participation in bare knuckles fighting contests on the docks during shore leave. Stubborn and methodical, Grendel has a hard time making quick decisions, aiming, instead, to outlast all opponents and detractors. Life for the young man is nothing but a war of attrition, and he fully intends to be the last man standing.

Background: Born to some poor fishermen in the Harborside district of Malador, Grendel was sent to work on the boats at an early age. After working on boats for most of his young life and spending his nights in seedy bare-knuckles boxing matches, Grendel found himself working with a man named Krum as a guard. He doesn't quite remember how he came to work for Krum, but he seems to recall that it involved a particularly nasty loss in one of the fights. But he can't be sure of that, either, as he's had too many concussions to count. In any case, he found himself caring for a pack of vicious mutts and guarding a huge warehouse a short distance from where he grew up. One thing led to another, Krum sold out, and Grendel found himself looking for work. He currently works for hire, providing guard work for caravans and in town mercenary work (he's not above working someone over for a few coins). His parents are still alive, and he sees them whenever possible, diverting his money their way as often as he can.
 


ByteRynn

First Post
Bendis Lancaster;
[sblock]human weapon master 1;
small humaniod (human);
Init +5; Senses Listen +0, Spot +0;
Languages: Common, (+1 other).
----------------------------
Defense 17, active 15, passive 12;
DR: 1d3/magic
HP 11 (HD 1d4+7)
Fort +2, Ref +6, Will +1;
----------------------------
Spd 30';
Melee: small shortsword +7 (1d4+2/19-20/x2) or
Melee: small shortsword +5 (1d4+2/19-20/x2) and
Melee: small shortsword +5 (1d4+2/19-20/x2)
Attack Options: two-weapon fighting 1, weapon finesse 1, weapon style: Expert Strike, Weapon Pool (0/11 tokens)
Base Atk +1, Grapple -1;
----------------------------
Abilities: Str 14, Dex 20, Con 12, Int 12, Wis 10, Cha 10.
XP: 0000
Traits: Dextrous, Short
Feats: Weapon Finesse 1, Two-weapon FIghting 1
Skills: Athletics 4: Balance 0 (+4), Bluff 4 (+4), Climb 4 (+5), Escape Artist 0 (+4), Hide 0 (+8), Jump 4 (+5), Knowledge 4 (+5, Local), Move Silently 0 (+4), Sense Motive 4 (+4), Swim 4 (+4), Tumble 4 (+8)
Possessions: 2 small short swords (20gp, 2lbs), small studded leather armor (25gp, 10lbs), backpack (2gp, 2lbs), flint and steel (1gp), waterskin (1gp, 4lbs), 2 days rations (1gp, 2lbs).
Money: 150 gp.
Encumbrance: 20 lbs; Load: Light (28.5 lbs)
----------------------------[/sblock]
Description: [sblock]Bendis is a child-sized, thin character of indeterminate age. His face has a number of scars on it that stand out against his splotchy complexion. His hair is light read, thin, and worn back in a pony-tail. His beard is cut close, but coaxed into a curl at the bottom. His eyes, both intense green, seem to be sizing everyone up, waiting for them to make a comment about his freakish appearance.[/sblock]

Personality: [sblock]Bendis is a man of short stature, but of high aspirations. Brash and short tempered, Bendis has been forced to developed skills and abilities that can back him up when his words fail him. He has a soft spot for anyone who is willing to look beyond his appearance, and see his true worth, which is, in Bendis' eyes anyway, very high. Bendis has a capacity for loyalty and friendship that is not obvious based on his short temper and few friends.[/sblock]

History: [sblock]Born the son to the wealthy merchant, Allistair Lancaster, and his wife, Liilian Lancaster, Bendis was immediately reviled and hated by his parents. Growing up, Bendis was raised by the servants of his household in Malador. His only friend was his brother, elder by 4 years, Bryan. Bryan was admittedly shy around Bendis early on, but as they grew up and grew close, Bryan saw past Bendis's exterior and grew to love his brother, helping him out of lots of trouble with their very strict father over the years. Bryan was given everything in the Lancaster house, and Bendis, nothing.

Eventually, Bryan was caught up in the adventuring fever, and being an excellent swordsman and an intellegent young lad, Allistair saw an opportunity. He funded an expedition for his son, hired him companions, and sent him across the seas to find a fortune in the ruins. Bendis, left to fend for himself, ran away from home, and took to living on the streets. After running from a number of unfortunate fights, he met a man named Fallstar the Fabulous. Fallstar looked like a fat, old drunkard, but he defeated a number of younger men al looking to harm Bendis. He took yound Bendis under his wing, and taught him a number of sword techniques, enabling Bendis to defend himself. Fallstar left Malador as well, but he gave Bendis a pair of blades built for his stature before he was called to parts unknown.

One month ago, Bendis was found by his father. His father told him that his brother, Bryan was likely dead, and his expedition lost beyond the sea. He offered Bendis funding to go across the waters and to bring his brother, or his brother's remains, home. If he could find some proof of his brother's death, or better yet, his brother alive and well, home again, he would receive enough wealth to set himself up comfortably for a long time. If he could find neither? Then he should never, ever come back to his father's house again. Not that Bendis had ever actually INTENDED to return home in the first place...but he does care enough about his brother and the prospect of money to do some searching. [/sblock]
 

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