The Heroes of Darmon - RG


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Isida Kep'Tukari

Adventurer
Supporter
Vivri Zepher
Female Human Holy Warrior of Darmon 1

Alignment: Chaotic Good
Height: 5' 7"
Weight: 113 lbs.
Hair: Flax Blond
Eyes: Gray
Age: 18

Str: 15 (+2) [8 points]
Dex: 10 (+1) [2 points]
Con: 12 (+1) [4 points]
Int: 14 (+2) [6 points]
Wis: 12 (+1) [4 points]
Cha: 15 (+2) [8 points]

Class and Racial Abilities:
Bonus feat at 1st level, Diplomacy and Bluff as class skills, 4 extra skill points at 1st level, 1 extra skill point per level beyond 1st. Aura of good. Travel and Mind Domains. Winged Feet - +10 to movement, not encumbered by up to Medium armor and Medium load). Impervious Mind - Immune to all effects that directly alter her mind.

Hit Dice: 1d10+1
HP: 11
AC: 16 (+0 Dex, +6 armor)
Init: +0 (+0 Dex)
Speed: 40 ft.
Armor check penalty: -7 (with Medium load)

Saves
Fort +3 [+2 base, +1 Con]
Ref +0 [+0 base, +0 Dex]
Will +1 [+0 base, +1 Wis]

BAB: +1
Melee Atk: +4 (1d8+2/x3/B, Doomstriker [warhammer])
Melee Atk: +3 (1d6+2/19-20/x2/S Laughing Blade [shortsword])
Ranged Atk: +0 (1d6+2/x2/P/20 ft. range, shortspear)

Skills
Bluff +6 [4 ranks, +2 Cha]
Diplomacy +6 [4 ranks, +2 Cha]
Handle Animal +6 [4 ranks, +2 Cha]
Knowledge (religion) +6 [4 ranks, +2 Int]
Ride +4 [4 ranks, +0 Dex]

Feats
Attached Soul (human bonus)
Weapon Focus (warhammer) (1st level)

Languages: Common, Celestial, Dwarven

Equipment
Wearing
Explorer's outfit
Scale mail - 50gp (30 lbs)
Heavy wooden sheild - 7gp (10 lbs)
Doomstriker (warhammer) - 12gp (5 lbs)
Laughing Blade (shortsword) - 10gp (2 lbs)
2 daggers - 4gp (2 lbs)
Map case - 1gp (0.5 lbs)
Belt pouch - 1gp (0.5 lb)
Wooden holy symbol - 1gp (0 lbs)
Backpack - 2gp (2 lbs)
Silver broad belt, armband, and earrings - 4gp, 1sp (0 lbs)
Weight - 50 lbs

In backpack
Traveler's outfit - 1gp (5 lbs)
Whetstone - 2cp (1 lb)
Bedroll - 1sp (5 lbs)
Soap - 5sp (5 lbs)
Flint & Steel - 1gp (0 lbs)
10 Day's Rations - 5gp (10 lbs)
2 Waterskins - 2gp (8 lbs)
Weight - 34 lbs

Total weight carried - 84 lbs, Medium load

On the mule
Mule (Velvet) - 8gp
Pack saddle - 15gp
Tent - 10gp (20 lbs)
10 torches - 1sp (10 lbs)
100 ft. hemp rope - 2gp (20 lbs)
5 shortspears - 5gp (15 lbs)
Mess kit -6sp (1 lb)
Iron pot - 5sp (10 lbs)
Weight (not counting mule and pack saddle) - 76 lbs

Money:
12gp, 5sp, 8cp

Carrying Capacity - 66 lbs Light load, 67-133 lbs Medium load, 134-200 lbs Heavy load

Appearance: Vivri Zepher is bright and shining young woman, from her pale hair to her gray eyes that take on the sheen of silver in sunlight. She wears scalemail that she keeps polished to a high shine, as well as bits of silver jewelry. Tall and thin, she seems to be a large silver fish that swims through land instead of water. Her shield is large and painted white, with a large yellow circle bisected by a shortsword on it. In her other hand she carries a massive warhammer with ease, lovingly polished and obviously fairly old. Around her neck she wears a painted golden holy symbol of Darmon, a golden circle. Vivri usually has a smile on her face and you often catch her laughing.

Personality: Vivir is a bright, vivacious young woman who seems to have boundless energy. It's hard to get her to sit still, as she craves action, adventure, and thirsts to see what lies over the next hill, in the next town, across the next river. While willing to help those who find themselves down on their luck and can't travel, she's sometimes hard to keep up with on the road.

History: Vivir was born into a family of traveling merchants and grew to love the variety of cities and countryside she would see. When her family would camp for the night, she would join her older brother Thom in ranging around the camp, surprising the boy by being able to keep up with him despite the five-year separation in their ages.

As much as she liked traveling with her family however, Vivri became insatiable in her desire to see far-off places. She wanted to see places that brough her father's exotic animal trade no profit, and eventually her parents had to let her go before she ran away. Gifting her with traveling supplies, her favorite mule, and gold to purchase what she might need and suggesting she find one of Darmon's clerics to team up with, she was turned loose with hugs and tears of good-bye.

Though Vivri was on fire to see some new places, she knew she had to get some training in weapons if she were to be a woman traveling alone on the road. Asking around, she eventually found an aged dwarf called Thorad Doomstriker. He was heading to his home several hundred miles away and wanted some competent youngster to do the camp chores for him. Vivri lept at the chance.

It turned out the dwarf was a priest of the Great Church, and quite competent in the ways of weapons. Vivri decided to forgo her payment in gold for a payment in knowledge. From Thorad she learned how to fight, wear armor, and learned a great deal about all the gods. She was patient when it came to her weapons training, and by the end of her journey, Thorad was rather fond of the girl. As a gift, he gave her his old warhammer, the first weapon he had ever owned, as a sign of luck. Thanking him brightly, Vivri stayed for a few weeks at Throad's home to commission some armor for herself as well.

Now armed and dangerous, she set out on her first real independent journey. It was when she was traveling over the mountain passes when the true, pure love of travel welled up in her heart as she beheld the beauty of the valley below her. It was then she heard laughter, like that of a young man, sound through the air. Remembering Thorad's teachings, she realized it was a sign from Darmon that she was destined to travel as he did.
 

Dark Nemesis

First Post
Brandy Galanodel
Female Elf Rogue 1

Age: 178
Gender: Female
Alignment: Chaotic Good
Height: 5’9
Weight: 142 lbs
Eyes: Green
Hair: Blonde
Skin: Pale

STR: 10 [+0] (2 points)
DEX: 16 [+3] (14 base +2 racial, 6 points)
CON: 11 [+0] (13 base –2 racial, 5 points)
INT: 16 [+3] (10 points)
WIS: 12 [+1] (4 points)
CHA: 13 [+1] (5 points)

Hit Dice: 1d6 + 0
HP: 6 (6 + 0)
Armor Class: 16 {10 base + 3 Dex +3 Armor)
Initiative: +3
BAB: +0
- Melee: +0
- Ranged: +3

Speed: 30’

FORT: +0 (0 Base + 0 Con)
REFL: +5 (2 Base + 3 Dex)
WILL: +1 (0 Base + 1 Wis)

Racial abilities:
- +2 Dex, -2 Con
- Medium Size
-Immune to magical sleep effects, +2 on saves vs enchantment spells
-Low-light vision
-+2 on Listen, Search and Spot checks
-Entitled to a search check after passing within 5 feet of a secret door.


Class abilities:
-Sneak attack +1d6
-Trapfinding


Feats:
1st Level
- Martial weapons proficiency with certain weapons
-Simple Weapons Proficiency
-Light armor Proficiency
-Nimble Fingers


Skills:
-Bluff: +5 (4 ranks + 1 Cha)
-Decipher Script: +5 (2 ranks + 3 Int)
-Diplomacy: +3 (2 ranks + 1 Cha)
-Disable Device: +9 (4 ranks + 3 Int +2 feat)
-Hide: +5 (2 ranks + 3 Dex)
-Listen: +7 (4 ranks + 1 Wis + 2 racial)
-Move Silently: +5 (2 ranks + 3 Dex)
-Open Lock: +9 (4 ranks + 3 Dex +2 feat)
-Perform: +5 (4 ranks + 1 Cha)
-Search: +9 (4 ranks + 3 Int + 2 racial)
-Sleight of Hand: +7 (4 ranks + 3 Dex)
-Spot: +7 (4 ranks + 1 Wis + 2 racial)
-Use Magic Device: +5 (4 ranks + 1 Cha)


Languages:
- Common, Elven, Draconic, Sylvan, Goblin


Equipment:
Weapons
-Dagger, +0 Melee, 1d4 + 0, 19-20, x2; 1 lb
-Light crossbow, +3 Ranged, 1d8, 19-20, x2

Armor
-Studded leather (+3 to AC)

Mundane equipment
-Backpack (2 lb)
-Bedroll (5 lb)
-Crossbow bolts x20 (2 lb)
-Flint and steel (0 lb)
-Grappling hook (4 lb)
-Trail rations x2 days (2 lb)
-Hemp rope (10 lb)
-Waterskin (4 lb)
-Soap (1 lb)
-Entertainer’s outfit (4 lb)

-Belt pouch (.5 lb)
-Thieves tools (1 lb)
-Mirror (.5 lb)
-Musical instrument (Fife) (3 lb)


Total weight: 60 lb
Remaining money: 4 gp, 4 sp


Character Background

Brandly Galanodel led a very normal childhood. She had parents who loved her and supported her in all she did, and two siblings with whom she got along with. Her life was relatively carefree, until the age of 120. That was the age, according to village tradition, in which she was to go forth into the world and learn the lessons needed to become an adult.

So she said farewell to her family and friends, and set off on the dusty road. She had no destination in mind, and had no idea how she was supposed to learn her ‘life’s lessons’.

About a week into her journey, Brandy became lost. It was the middle of the night, and she had somehow lost the path that she had been following in an ancient forest. She had been quite frightened, especially when she remembered rumors of bandits who used the forest to hide from the law.

Three days passed, and with each day, Brandy became more and more lost. Tired, cold, and hungry, she had just about to give up hope when her ears picked up the clear notes of a flute. She followed the music until she found a small campfire, and sitting beside it, a handsome human male, playing the flute. He invited her to sit beside his campfire. They talked late into the evening, and Brandy found that she felt safe with the stranger. She fell asleep beside the fire, and when she awoke, the stranger was gone.

Once again, she began to wander the forest, but every once in awhile, she thought she would hear the notes of a flute in the distance. She followed those notes, until at last she emerged from the forest. She was safe, but she did not even know the name of the traveler whom she had encountered.

That was 22 years ago, and Brandy is still working on learning her life’s lessons. Though she does not claim to follow any particular deity, she has been known to leave several gold coins in the collection box of Darmon’s temple. She remembers all too well what it felt like to be lost and alone, and figures it is money well spent to see to it that others do not find themselves in such a situation.
 
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Creamsteak

Explorer
Gray the Nomad
Chaotic Neutral Male Half-Orc Druid 1
Hit Dice: 1d8+2 (10 hp)
Initiative: +3 (Dex)
Speed: 20 ft. (medium load)
Armor Class: 17 (+3 Dex, +3 Armor, +2 Shield)
Base Attack/Grapple: +0/+3
Attack: Shortspear +3 (1d6+3/x2) melee or shortspear +3 (1d6+3/x2) ranged
Full Attack: Shortspear +3 (1d6+3/x2) melee or shortspear +3 (1d6+3/x2) ranged
Special Attacks: None
Special Qualities: Animal companion, darkvision (60 ft.), nature sense, orc blood, wild empathy
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 16, Dex 16, Con 14, Int 10, Wis 14, Cha 6
Skills & Feats: Concentration +3 [1 ranks], Handle Animal +1 [3 ranks], Heal +3 [1 ranks], Knowledge (nature) +3 [1 ranks], Listen +5 [3 ranks], Ride +3 [1 ranks], Spellcraft +1 [1 ranks], Spot +3 [1 ranks], Survival +7 [3 ranks], Swim + 4 [1 ranks]; Improved Unarmed Strike.
__________________________________________________
Alignment: Chaotic Neutral
Languages: Common, Druidic, Orcish

Druid Spells: 0th - Virtue x3; 1st - Magic Fang, Produce Flame

Equipment (69 lb.)
Backpack (2 gp/2 lb.)
Bedroll (0.1 gp/5 lb.)
Belt pouch (1 gp/0.5 lb.)
Heavy wooden shield* (9 gp/10 lb.)
Hide armor (15 gp/25 lb.)
Holly and mistletoe (0 gp/0 lb.)
Sack (0.1 gp/0.5 lb.)
Shortspear (1 gp/3 lb.)
Spade (2 gp/8 lb.)
Spell component pouch (5 gp/2 lb.)
Trail Ration (3 gp/6 lb.)
Waterskin (1 gp/4 lb.)
Winter blanket (0.5 gp/3 lb.)
Gold coin (1 gp)

* Father's wooden shield

Description
Name: Gray (or Grey)
Gender: Male
Age: 23 years
Height: 6'3"
Weight: 235 lb. (304 lb. with gear)
Skin: Light gray pigmentation, only faint green
Hair: Long wavy gray and black, partially bald
Eyes: Deep gray-blue
Teeth: Dull white with slight jaggedness

Animal Companion
Sandhair
Horse, Heavy - Large Animal; Hit Dice: 3d8+6 (19 hp); Initiative: +1; Speed: 50 ft. (10 squares); Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12; Base Attack/Grapple: +2/+9; Attack: Hoof –1 melee (1d6+1*); Full Attack: 2 hooves –1 melee (1d6+1*); Space/Reach: 10 ft./5 ft.; Special Attacks: None; Special Qualities: Link, low-light vision, scent, share spells; Saves: Fort +5, Ref +4, Will +2; Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Skills: Listen +4, Spot +4; Feats: Athletic, Endurance.
Tricks: Come, Defend, Down, Guard, Heel, Stay, Work.

Related Gear: Feed (0.3 gp/60 lb.), Pack saddle (5 gp/15 lb.), saddlebags (4 gp/8 lb.).
 
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Jarval

Explorer
Dacre Argyros
Human Cleric of Darmon 1, CG

STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 14 (+2)
CHA 14 (+2)


Combat Stats:
Base Attack Bonus: +0
Melee: +1 [+0 BAB, +1 STR]
Ranged: +2 [+0 BAB, +2 DEX]
Hit Points: 7 [6 (levels) + 1 (CON)]
Armor Class: 14 [10 + 2 (DEX) + 2 (Leather armor)]
Initiative: +2 [+2 DEX]
Movement Rate: 30 feet

Attacks per round:
Light crossbow (+2 to hit, 1d8 dmg, Crit 19-20/x2, Rng 80 ft.)
Quarterstaff (+1 to hit, 1d6+1 dmg, Crit 20/x2)
Dagger (+1 to hit (melee) +2 to hit (thrown), 1d4+1 dmg, Crit 19-20/x2, Rng 10 ft.)

Armor:
Leather armor (+2 AC, +6 Max Dex bonus, 10% ASFC)


Saving Throws:
Fort: +1 [+2 base, +1 CON]
Ref: +2 [+0 base, +2 DEX]
Will: +2 [+2 base, +2 WIS]


Feats:
Negotiator (1st level feat)
Persuasive (bonus human feat)


Skills:
Appraise +4 (2 ranks, +2 INT)
Bluff +8 (4 ranks, +2 CHA, +2 Persuasive)
Concentration +3 (2 ranks, +1 CON)
Diplomacy +8 (4 ranks, +2 CHA, +2 Negotiator)
Disguise +6 (4 ranks, +2 CHA)
Gather Information +4 (2 ranks (cc), +2 CHA)
Knowledge (religion) +4 (2 ranks, +2 INT)
Profession (merchant) +4 (2 ranks, +2 WIS)
Sense Motive +8 (4 ranks, +2 CHA, +2 Negotiator)


Languages:
Common, Celestial, Elven.


Special Abilities:
Bonus skill point at every level (4 at 1st).
Bonus feat at 1st level.
Favored Class: Any.
Turn Undead.
Commerce Domain (Granted power: +10 competence bonus on Profession checks to earn a living. Appraise is a class skill. Spells: Comprehend Languages.)
Trickery Domain (Granted power: Bluff, Disguise, and Hide are class skills. Spells: Disguise Self.)


Spells:
Spells per day: 3/2+1
DCs: 12/13
Domains: Travel, Trickery.
Level 0: Cure Minor Wounds, Light, Purify Food and Drink.
Level 1: Cure Light Wounds, Obscuring Mist.


Equipment:
Backpack:
- Hooded lantern
- 2 flasks of oil
- Ink pen
- Vial of ink
- 20 sheets of paper
- 2 day's trail rations
- Full waterskin
Wearing / Carrying:
- Artisan's Outfit
- Wooden holy symbol
- Leather armour
- Light crossbow
- 20 bolts
- Quarterstaff
- Dagger
- Pouch (Spell Component)
- 5 gp, 7 sp.

Other:
Mule
- Pack saddle
- Saddlebags
20 gp worth of assorted trade goods (spices, cloth, silver trinkets)


Total Weight Carried: 40 lb
Load: Light


Current XP:
Current: 0
Next Level: 1,000


**********

Height: 5' 7"
Weight: 150 lbs
Hair: Brown
Eyes: Green
Age: 22


Background: Born into a Saer Solva merchant family three years after the death of Gauraxoloth, Dacre grew up the apple of his parents' eyes. He took to the family trade quickly, learning how to haggle and barter (and cheat just a little...), as well as the basics of judging an item's worth.

After his eigth summer, Dacre began to accompany his father as he traveled between cities finding more exotic wares to sell in the family shop. His travels brought him into contact with many people, including Saris, friend of his father and a high wayfarer of Darmon. Dacre and Saris quickly became firm friends, Dacre enjoying the old priest's tales of adventure, war and excitement, and Saris noting the boy's quick mind and skill at debate. Given Saris' aparently endless supply of Darmon's sayings, these debates were frequent occurances.

By his fourteenth year, Dacre was convinced of Darmon's faith, and joined the church. Splitting his time between his duties with the church and helping his parents, it didn't take long for Dacre to reconsile the two tasks. Both needed a quick wits and the skill to convice others, and as a merchant he was well placed to learn of distant cities, lands and people. After all, Darmon walks among all races, so perhaps there were new words of wisdom to be learned?

A year ago, he became a fully-fledged cleric and wayfarer. Now feeling ready to leave the city and House he had called home for all his life, Dacre's attention turned to Hurunam. Prudent saving and several canny business deals gave him the money for a passage, and he bid farewell to his family and friends.

On arrival, Dacre quickly aclimatised to the new land. He was welcomed into a new House, and he's found his skill for buisness is proving just as useful overseas. A new land lies before him, and who knows what it might hold?
 

G

Guest 11456

Guest
Galstadt Trustryke
Male Human Conjurer 1
Alignment: Neutral Good
Height: 5' 1"
Weight: 125#
Hair: Pitch Black with streaks of White
Eyes: Deep Violet
Age: 17

Str: 10 (+0) [2 points]
Dex: 14 (+2) [6 points]
Con: 14 (+2) [6 points]
Int: 18 (+4) [16 points]
Wis: 10 (+0) [2 points]
Cha: 8 (-1) [0 points]

Class and Racial Abilities:
Bonus feat at 1st level, 4 extra skill points at 1st level, 1 extra skill point per level beyond 1st. Conjuration specialization; illusion and necromancy prohibited schools. Can prepare one additional conjuration spell per spell level each day. Gain +2 bonus on Spellcraft checks to learn the spells from conjuration. Summon familiar ability and scribe scroll bonus feat.

Hit Dice: 1d4+2
HP: 6
AC: 12 (+2 Dex) [16 with mage armor active]
Init: +2 (+2 Dex)
Speed: 30 ft.
Armor check penalty: +0

Saves
Fort +2 [+0 base, +2 Con]
Ref +2 [+0 base, +2 Dex]
Will +2 [+2 base, +0 Wis]

Combat
BAB: +0
MAB: +0
RAB: +2

Skills
Concentration +6 [4 ranks, +2 Con]
Craft (alchemy) +8 [4 ranks, +4 Int]
Knowledge (arcana) +8 [4 ranks, +4 Int]
Knowledge (dungeoneering) +6 [2 ranks, +4 Int]
Knowledge (nature) +6 [2 ranks, +4 Int]
Knowledge (religion) +8 [4 ranks, +4 Int]
Knowledge (the planes) +8 [4ranks, +4 Int]
Spellcraft +8 [4 ranks, +4 Int]

Feats
Scribe Scroll (wizard bonus)
Spell Focus (conjuration) (human bonus)
Augment Summoning (1st level)

Languages: Common, Draconic, Celestial, Aquan, Ignan

Spellbook: (*: conjuration spell)
0: Acid Splash*[VS], Arcane Mark[VS], Dancing Lights[VS], Daze[VSM- A pinch of wool or similar substance], Detect Magic[VS], Detect Poison[VS], Flare[V], Light[VM- A firefly or a piece of phosphorescent moss], Mage Hand[VS], Mending[VS], Message[VSF- A short piece of copper wire], Open/Close[VSF- A brass key], Prestidigitation[VS], Ray of Frost[VS], Read Magic[VSF- A clear crystal or mineral prism], Resistance[VSM- A miniature cloak]
1: Burning Hands[VS], Mage Armor*[VSF- A piece of cured leather], Magic Missile[VS], Mount*[VSM- A bit of horse hair], Shield[VS], Sleep[VSM- A pinch of fine sand, rose petals, or a live cricket], Summon Monster I*[VSF- A tiny bag and a small candle]

Spells/day: 3/3
Spells in memory:
0: Acid Splash, Light, Ray of Frost
1: Mage Armor, Burning Hands, Sleep

Equipment
Wearing
Traveler's outfit
Spell component pouch – 5gp (2#)
Backpack - 2gp (2#)
Weight – 4#

In backpack
Spellbook – 0gp (3#)
6 Day's Rations - 2gp (6#)
Waterskin - 1gp (4#)
Scroll (Acid Splash) – 12.5gp (0#)
Scroll (Mount) – 25gp (0#)
Scroll (Summon Monster I) – 25gp (0#)
Weight – 13#

In component pouch
Material:
Wool bits
Several pieces of phosphorescent moss
Several miniature cloaks
Horse hair
Several rose petals
Focus:
Short piece of copper wire
Brass key
Clear crystal
Piece of cured leather
Tiny bag
Small candle

Total weight carried – 17#, Light load

Money: 2gp, 5sp

Carrying Capacity - 0-33# Light load, 34-66# Medium load, 67-100# Heavy load

Appearance: Galstadt Trustryke is a short thin young man. He seems to stay mostly to himself and speaks little, if at all, about his past. He has pitch black hair with streaks of white here and there. His one remarkable feature is his deep violet eyes, but few people see these as he seems to make a conscious effort not to make eye contact. He generally wears drab traveling clothes with a pouch at his side and a backpack on his back. He can most often be seen with his nose in a book.

Personality: Galstadt is an introvert who keeps mostly to himself. He has few friends but those he does call friend know him as a competent wizard. He takes his magic seriously and strives for perfection in his spells.

History: Gallen Trustryke had been an adventurer in his youth. He had done well and was ready to settle down. Catching the eye of Marta Wistl, a local barmaid he chose to leave the adventuring life for farming. So he married Marta, bought several acres just outside of town and started his family.

Although he had been a good adventurer Gallen found that farming eluded him. But he and Marta had no trouble having children and by the time of their tenth anniversary their ninth child was due in a month. Although farming wasn’t going well, Gallen still had plenty of money from his adventuring days and he was able to provide well for his large family.

Things changed when little Gail arrived. She was their first daughter and both daughter and mother came down with a terrible fever. It took all of Gallen’s remaining wealth to pay for the healers to take care of his wife’s and daughter’s illness. In order to keep food on the table, he found work for all eight of his sons at a local wizard’s tower. Waltuz the Conjurer made arrangements for the boys to work for him and stay at the tower with him.

The Trustryke boys cleaned up and did odd jobs for the wizard. Galstadt was the youngest of the eight boys and the brightest. Because of this he was often picked on by the others. It didn’t help matters when Waltuz decided to make Galstadt an apprentice. Galstadt was glad when he had finally mastered his first cantrip of prestidigitation. This allowed him to entertain his brothers and they tended to let up on him, some.

At first Galstadt found conjuring spells difficult. Several attempts left white streaks in his normally pitch black hair. Waltuz, whose hair was completely white, told the boy that such things were normal while learning. Soon Galstadt was conjuring without ill effects. He had placed a number of spells into his own spellbook, given to him by his master.

Things changed drastically when one day Waltuz was in the middle of conjuring a terrible demon. One of Galstadt’s brothers accidentally tripped and fell into the wizard as he was completing the spell. The demon was successfully conjured, but was not binded correctly. Enraged and not bond the demon quickly made short work of the wizard and Galstadt’s three brothers that were present in the room. Galstadt himself was knocked unconscious by flying debris.

When he awoke he found the room in shambles. From the sounds in an adjoining room he surmised that the beast was still there. Thinking quickly he loaded a backpack with his spellbook, his spell components pouch, several scrolls he found nearby, some food, and a waterskin. Trying to be as quiet as possible he snuck away.

Next he decided to check in with parents and sister. Returning to his home he found it had been abandoned for at least ten years. Asking around, he got the real story. His parents had sold him and his brothers to the wizard and then they had moved far away with the money they had made from the transaction.

Not knowing what to do next he heard that the terrible demon had been vanquished by heroes of Darmon. Feeling a sense of indebtedness to the church of Darmon he sought them out to offer his services.
 
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