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drnuncheon's Freeport Story Hour - Dramatis Personae
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<blockquote data-quote="drnuncheon" data-source="post: 286013" data-attributes="member: 96"><p><strong>Freeport Watch Special Crimes Unit: Glunnyn Mernig</strong></p><p></p><p>Formed after the regrettable incident at Milton's Folly and backed by Lady Elise Grossette and her faction on the council, the SCU exists to handle the crimes that the regular Watch cannot: wizards...cults...incursions of the undead...bizarre monsters...</p><p></p><p>With a job description like that, who better to train and lead them than Watch-Detectives Dru and Di'Fier? The pair scoured the city for suitable candidates, using all the resources at their disposal, and eventually assembled their team.</p><p></p><p><span style="font-size: 12px"><strong>Glunnyn Mernig</strong></span></p><p></p><p>Glunnyn was the first member of the team to be recruited. Realizing that information would be key to their endeavors, Di'Fier spoke with High Wizard Thuron, who recommended the strange little gnome as being well-known in the field of divination magic.</p><p></p><p>Mernig is best known in wizardly circles for his development of the <em>object loresight</em> spell. In addition to his divinatory expertise, Glunnyn brings with him an advanced knowledge of alchemy, which Dru and Di'Fier eagerly encouraged by supplying the equipment confiscated from the lab of the gnomish alchemist whose potions wreaked havoc throughout the city earlier that year.</p><p></p><p><strong>Description</strong></p><p></p><p>Glunnyn is a short, wiry gnome with a shock of wild red hair atop his head that makes him resemble a cross between Albert Einstein, a leprechaun, and one of those little troll dolls. He is, in fact, brilliant - although sometimes less grounded than his companions would like. He is very happy to share his thoughts and theories on most any topic, at great and vastly detailed length - but especially magic, fine tableware, and politics. The theories about magic may seem fanciful at first but are in fact are on the cutting edge of divination arcana, and his knowledge of fine china and crystal is second to none. His opinions on politics, sadly, fall far short of those lofty and educated marks. Glunnyn has, to be polite, the political sense of a cucumber.</p><p></p><p>When 'in the field' Glunnyn tends to take things a little overboard, wearing not only a custom-designed potion belt and a bandoleer full of alchemical mixtures but also a shoulder-slung scroll carrier. Because of this, he sometimes spends far more time than necessary trying to sort through his many options...</p><p></p><p><strong>Glunnyn Mernig, M Gnome Wiz5 (Diviner)</strong>: CR 5; Small Humanoid (Gnome); HD (5d4)+10; hp 24; Init -1 (-1 Dex, +0 Misc); Spd Walk 20'; AC 10 (flatfooted 9, touch 10); Melee +1 (1d6-2 20/x2, club) or +1 (1d4-2 19-20/x2, dagger); Ranged +2 (1d4-2 19-20/x2 dagger); SA spells; SQ: low-light vision, save +2 vs illusions, +1 to hit kobolds/goblinoids, +4 dodge vs giants, dancing lights, ghost sound, prestidigitation 1/day; AL: TN; Sv: Fort +3, Ref +0, Will +4; Str 7, Dex 9, Con 15, Int 19, Wis 10, Cha 12</p><p></p><p><em>Skills and Feats</em>: Alchemy +14, Hide +3, Innuendo +2, Knowledge (Arcana) +14, Knowledge (Porcelain & Crystal) +12, Listen +2, Scry +12, Sense Motive +2, Spellcraft +12; Enlarge Spell, Extend Spell, Scribe Scroll, Skill Focus (Knowledge: Arcana)</p><p></p><p><em>Possessions</em>: <em>goggles of minute seeing</em>, wand of <em>color spray</em>, potions of <em>cure light wounds</em> (x2), <em>cure moderate wounds</em>, <em>expeditious retreat</em>, and <em>truth</em>; arcane scrolls of: <em>comprehend languages</em>, <em>darkvision</em>, <em>detect secret doors</em>, <em>detect thoughts</em>, <em>dispel magic</em>, <em>locate object</em>, <em>see invisibility</em>, <em>sleep</em>, <em>web</em>; scroll organizer, bandoleer, potion belt</p><p></p><p>Wizard Spells (4+1/4+1/3+1/2+1, DC 14+lvl, prohibited school: Evocation): 0 - <em>Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic, Resistance</em>; 1-<em>Alarm, Comprehend Languages, Hold Portal, Identify, Know Protections, Mage Armor, Message, Object Loresight</em>; 2 - <em>Arcane Lock, Detect Thoughts, Locate Object, See Invisibility</em>; 3 - <em>Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic</em> </p><p></p><p></p><p><strong>Delithrawien</strong></p><p></p><p>Delithrawien is Glunnyn's familiar, an enormous long-hair cat that seems almost as large as he is. Like most cats, she is almost entirely self-absorbed, and regards her duties as a familiar as a nuisance that she must put up with in order to get food and attention.</p><p></p><p><strong>Delithrawien</strong>: Tiny Animal; HD 5d8; hp 12; Init +2 (Dex); Spd 30; AC 17 (+2 size, +2 dex, +3 natural); Attacks +6 melee (1d2-4 2 claws) and +1 melee (1d3-4 bite); Face 2.5’x2.5’; Reach 0; SA Touch spells; SQ Improved Evasion, Share Spells, Speak with Master, Empathic Link; Saves Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7</p><p></p><p><em>Skills and Feats</em>: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (Claw, Bite)</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 286013, member: 96"] [b]Freeport Watch Special Crimes Unit: Glunnyn Mernig[/b] Formed after the regrettable incident at Milton's Folly and backed by Lady Elise Grossette and her faction on the council, the SCU exists to handle the crimes that the regular Watch cannot: wizards...cults...incursions of the undead...bizarre monsters... With a job description like that, who better to train and lead them than Watch-Detectives Dru and Di'Fier? The pair scoured the city for suitable candidates, using all the resources at their disposal, and eventually assembled their team. [SIZE=3][b]Glunnyn Mernig[/b][/SIZE] Glunnyn was the first member of the team to be recruited. Realizing that information would be key to their endeavors, Di'Fier spoke with High Wizard Thuron, who recommended the strange little gnome as being well-known in the field of divination magic. Mernig is best known in wizardly circles for his development of the [i]object loresight[/i] spell. In addition to his divinatory expertise, Glunnyn brings with him an advanced knowledge of alchemy, which Dru and Di'Fier eagerly encouraged by supplying the equipment confiscated from the lab of the gnomish alchemist whose potions wreaked havoc throughout the city earlier that year. [b]Description[/b] Glunnyn is a short, wiry gnome with a shock of wild red hair atop his head that makes him resemble a cross between Albert Einstein, a leprechaun, and one of those little troll dolls. He is, in fact, brilliant - although sometimes less grounded than his companions would like. He is very happy to share his thoughts and theories on most any topic, at great and vastly detailed length - but especially magic, fine tableware, and politics. The theories about magic may seem fanciful at first but are in fact are on the cutting edge of divination arcana, and his knowledge of fine china and crystal is second to none. His opinions on politics, sadly, fall far short of those lofty and educated marks. Glunnyn has, to be polite, the political sense of a cucumber. When 'in the field' Glunnyn tends to take things a little overboard, wearing not only a custom-designed potion belt and a bandoleer full of alchemical mixtures but also a shoulder-slung scroll carrier. Because of this, he sometimes spends far more time than necessary trying to sort through his many options... [b]Glunnyn Mernig, M Gnome Wiz5 (Diviner)[/b]: CR 5; Small Humanoid (Gnome); HD (5d4)+10; hp 24; Init -1 (-1 Dex, +0 Misc); Spd Walk 20'; AC 10 (flatfooted 9, touch 10); Melee +1 (1d6-2 20/x2, club) or +1 (1d4-2 19-20/x2, dagger); Ranged +2 (1d4-2 19-20/x2 dagger); SA spells; SQ: low-light vision, save +2 vs illusions, +1 to hit kobolds/goblinoids, +4 dodge vs giants, dancing lights, ghost sound, prestidigitation 1/day; AL: TN; Sv: Fort +3, Ref +0, Will +4; Str 7, Dex 9, Con 15, Int 19, Wis 10, Cha 12 [i]Skills and Feats[/i]: Alchemy +14, Hide +3, Innuendo +2, Knowledge (Arcana) +14, Knowledge (Porcelain & Crystal) +12, Listen +2, Scry +12, Sense Motive +2, Spellcraft +12; Enlarge Spell, Extend Spell, Scribe Scroll, Skill Focus (Knowledge: Arcana) [i]Possessions[/i]: [i]goggles of minute seeing[/i], wand of [i]color spray[/i], potions of [i]cure light wounds[/i] (x2), [i]cure moderate wounds[/i], [i]expeditious retreat[/i], and [i]truth[/i]; arcane scrolls of: [i]comprehend languages[/i], [i]darkvision[/i], [i]detect secret doors[/i], [i]detect thoughts[/i], [i]dispel magic[/i], [i]locate object[/i], [i]see invisibility[/i], [i]sleep[/i], [i]web[/i]; scroll organizer, bandoleer, potion belt Wizard Spells (4+1/4+1/3+1/2+1, DC 14+lvl, prohibited school: Evocation): 0 - [i]Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Read Magic, Resistance[/i]; 1-[i]Alarm, Comprehend Languages, Hold Portal, Identify, Know Protections, Mage Armor, Message, Object Loresight[/i]; 2 - [i]Arcane Lock, Detect Thoughts, Locate Object, See Invisibility[/i]; 3 - [i]Arcane Sight, Clairaudience/Clairvoyance, Dispel Magic[/i] [b]Delithrawien[/b] Delithrawien is Glunnyn's familiar, an enormous long-hair cat that seems almost as large as he is. Like most cats, she is almost entirely self-absorbed, and regards her duties as a familiar as a nuisance that she must put up with in order to get food and attention. [b]Delithrawien[/b]: Tiny Animal; HD 5d8; hp 12; Init +2 (Dex); Spd 30; AC 17 (+2 size, +2 dex, +3 natural); Attacks +6 melee (1d2-4 2 claws) and +1 melee (1d3-4 bite); Face 2.5’x2.5’; Reach 0; SA Touch spells; SQ Improved Evasion, Share Spells, Speak with Master, Empathic Link; Saves Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7 [i]Skills and Feats[/i]: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (Claw, Bite) [/QUOTE]
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