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drnuncheon's Freeport Story Hour - Dramatis Personae
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<blockquote data-quote="drnuncheon" data-source="post: 157153" data-attributes="member: 96"><p>Right, well, since Jon wanted to see them, here's a few of Freeport's Finest. A man who out-wrestles orcs, a man who survived the Freeport Noose, and the lucky fellow who gets to tell Dru and Di'Fier what to do...</p><p></p><p></p><p></p><p><strong>Watch-Private Hallfred</strong></p><p><strong>Male human War2</strong>: CR 1; Size M (5 ft., 9 in. tall); HD 2d8+4; hp 16; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Attack +5 melee (1d6+3/crit 19-20, short sword), or +4 ranged (1d8/crit 19-20, light crossbow); SV Fort +5, Ref +2, Will +0; AL N; Str 17, Dex 14, Con 14, Int 9, Wis 11, Cha 9.</p><p></p><p>Skills and feats: Balance +4, Climb +7, Hide +2, Listen +0, Move silently +2, Spot +0; Power Attack, Cleave.</p><p></p><p>Hallfred is unmistakable, with his perpetually messy hair, his huge beak of a nose - and his Olympian physique, developed over many years of long training. He is a devout worshiper of the God of Strength, and constantly seeks to test his - he even outwrestles T'saagrah, the Watch's token half-orc. He is without a doubt the most physically impressive of the guards, even if he is a little bit dim.</p><p></p><p></p><p></p><p><strong>Watch-Private Jaffar</strong></p><p><strong>Male human War2</strong>: CR 1; Size M (5 ft., 8 in. tall); HD 2d8+4; hp 16; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Attack +5 melee (1d10+2/crit x3 dwarven waraxe), or +4 ranged; SV Fort +4, Ref +2, Will -2; AL N; Str 15, Dex 13, Con 15, Int 11, Wis 7, Cha 7.</p><p></p><p>Skills and feats: Handle animal +2, Hide +2, Intimidate +2, Listen -2, Move silently +2, Profession +0, Spot -2; Exotic weapon proficiency (waraxe, dwarven), Weapon focus (waraxe).</p><p></p><p>Jaffar has been a guard for a couple of years now, which is amazing considering he was given the 'Freeport Noose' treatment his first night out. He is unable to speak any louder than a whisper. With the recent promotion of Dru and Di'Fier to detective status (and their removal from walking the beat), he feels he truly got the shaft - now the docks are <u>his</u> problem.</p><p></p><p></p><p></p><p><strong>Watch-Captain Donnach</strong></p><p><strong>Male human Rgr2/Ftr2/Exp4</strong>: CR 7; Size M (5 ft., 9 in. tall); HD 4d10 + 4d6; hp 38; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Attack +9/+4 melee (1d6/crit 19-20, short sword), or +10/+5 ranged; SV Fort +7, Ref +4, Will +5; AL LN; Str 14, Dex 17, Con 11, Int 16, Wis 12, Cha 11.</p><p></p><p>Languages: Common, Dwarven, Goblin, Orcish. </p><p>Skills and feats: Balance +8, Climb +7, Intimidate +4, Diplomacy +5, Disguise +3, Escape artist +4, Handle animal +2, Hide +4, Innuendo +8, Intimidate +10, Knowledge (local) +6, Jump +7, Listen +7, Move silently +3, Search +12, Sense motive +6, Spot +5, Swim +8, Use rope +9; Blind-fight, Expertise, Improved unarmed strike, Power attack, [Track], Weapon finesse (sword, short), Weapon focus (longsword).</p><p></p><p>Donnach has worked his way up from the ranks, mostly by the expedient of doing the jobs nobody else wanted to. In return, he got the job that nobody wanted: Watch-Captain of the night shift. Donnach is a workaholic - in fact, Dru and Di'Fier can't remember a time that they've gone to Watch Headquarters when he <u>wasn't</u> there. They see him a lot, because he is the only Watch-Captain who will deal with them anymore...</p><p></p><p></p><p><strong><u>A Few Notes on the City Watch</u></strong></p><p></p><p>Those of you who are lucky enough to own the <strong><em>Freeport: City of Adventure</em></strong> hardback will no doubt have already realized that the structure of the City Watch is far different from the one presented there. In fact, the City Watch is a completely separate entity from the Sea Lord's Guard.</p><p></p><p>This division took place in the time when the Sea Lord Marquetta was breaking the back of the city's monolithic Thieve's Guild in the Back Alley War. The then-Captain of the Sea Lord's Guard was an incompetent young fop who had been given the position as a sinecure - but he was far too well connected to consider sacking him.</p><p></p><p>Instead, Sea Lord Marquetta gave the Sea Lord's Guard the sole duty of guarding the Sea Lord's Palace and such other places of import as the Sea Lord cared to designate, while the dirty, unpleasant work of rooting out criminals was left to the commoners and their newly formed City Watch. The Captain of the Sea Lord's Guard adapted quite well to his new station, and the breastplates of the Guard never shone brighter...while the Watch got on with the real work.</p><p></p><p>A rather battered portrait of Sea Lord Marquetta still hangs in the Watch headquarters, where it is alternately the target of respect and thrown items, depending on the current mood of the Watchmen.</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 157153, member: 96"] Right, well, since Jon wanted to see them, here's a few of Freeport's Finest. A man who out-wrestles orcs, a man who survived the Freeport Noose, and the lucky fellow who gets to tell Dru and Di'Fier what to do... [b]Watch-Private Hallfred Male human War2[/b]: CR 1; Size M (5 ft., 9 in. tall); HD 2d8+4; hp 16; Init +2 (+2 Dex); Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Attack +5 melee (1d6+3/crit 19-20, short sword), or +4 ranged (1d8/crit 19-20, light crossbow); SV Fort +5, Ref +2, Will +0; AL N; Str 17, Dex 14, Con 14, Int 9, Wis 11, Cha 9. Skills and feats: Balance +4, Climb +7, Hide +2, Listen +0, Move silently +2, Spot +0; Power Attack, Cleave. Hallfred is unmistakable, with his perpetually messy hair, his huge beak of a nose - and his Olympian physique, developed over many years of long training. He is a devout worshiper of the God of Strength, and constantly seeks to test his - he even outwrestles T'saagrah, the Watch's token half-orc. He is without a doubt the most physically impressive of the guards, even if he is a little bit dim. [b]Watch-Private Jaffar Male human War2[/b]: CR 1; Size M (5 ft., 8 in. tall); HD 2d8+4; hp 16; Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Attack +5 melee (1d10+2/crit x3 dwarven waraxe), or +4 ranged; SV Fort +4, Ref +2, Will -2; AL N; Str 15, Dex 13, Con 15, Int 11, Wis 7, Cha 7. Skills and feats: Handle animal +2, Hide +2, Intimidate +2, Listen -2, Move silently +2, Profession +0, Spot -2; Exotic weapon proficiency (waraxe, dwarven), Weapon focus (waraxe). Jaffar has been a guard for a couple of years now, which is amazing considering he was given the 'Freeport Noose' treatment his first night out. He is unable to speak any louder than a whisper. With the recent promotion of Dru and Di'Fier to detective status (and their removal from walking the beat), he feels he truly got the shaft - now the docks are [u]his[/u] problem. [b]Watch-Captain Donnach Male human Rgr2/Ftr2/Exp4[/b]: CR 7; Size M (5 ft., 9 in. tall); HD 4d10 + 4d6; hp 38; Init +3 (+3 Dex); Spd 30 ft.; AC 15 (+3 Dex, +2 leather armor); Attack +9/+4 melee (1d6/crit 19-20, short sword), or +10/+5 ranged; SV Fort +7, Ref +4, Will +5; AL LN; Str 14, Dex 17, Con 11, Int 16, Wis 12, Cha 11. Languages: Common, Dwarven, Goblin, Orcish. Skills and feats: Balance +8, Climb +7, Intimidate +4, Diplomacy +5, Disguise +3, Escape artist +4, Handle animal +2, Hide +4, Innuendo +8, Intimidate +10, Knowledge (local) +6, Jump +7, Listen +7, Move silently +3, Search +12, Sense motive +6, Spot +5, Swim +8, Use rope +9; Blind-fight, Expertise, Improved unarmed strike, Power attack, [Track], Weapon finesse (sword, short), Weapon focus (longsword). Donnach has worked his way up from the ranks, mostly by the expedient of doing the jobs nobody else wanted to. In return, he got the job that nobody wanted: Watch-Captain of the night shift. Donnach is a workaholic - in fact, Dru and Di'Fier can't remember a time that they've gone to Watch Headquarters when he [u]wasn't[/u] there. They see him a lot, because he is the only Watch-Captain who will deal with them anymore... [b][u]A Few Notes on the City Watch[/u][/b] Those of you who are lucky enough to own the [b][i]Freeport: City of Adventure[/i][/b] hardback will no doubt have already realized that the structure of the City Watch is far different from the one presented there. In fact, the City Watch is a completely separate entity from the Sea Lord's Guard. This division took place in the time when the Sea Lord Marquetta was breaking the back of the city's monolithic Thieve's Guild in the Back Alley War. The then-Captain of the Sea Lord's Guard was an incompetent young fop who had been given the position as a sinecure - but he was far too well connected to consider sacking him. Instead, Sea Lord Marquetta gave the Sea Lord's Guard the sole duty of guarding the Sea Lord's Palace and such other places of import as the Sea Lord cared to designate, while the dirty, unpleasant work of rooting out criminals was left to the commoners and their newly formed City Watch. The Captain of the Sea Lord's Guard adapted quite well to his new station, and the breastplates of the Guard never shone brighter...while the Watch got on with the real work. A rather battered portrait of Sea Lord Marquetta still hangs in the Watch headquarters, where it is alternately the target of respect and thrown items, depending on the current mood of the Watchmen. [/QUOTE]
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