Heroes of Deepwater Story Guide

Knightfall

World of Kulan DM
Since I haven't had any interest for the PBP game, I'm going to do something a bit different with this thread. I'm going to create four PbP characters of my own design (starting at 3rd-level) and run them through a series of adventures set in Deepwater. All OOC rolls will be posted here for the the "PCs" and all "NPCs" but the results will provide a basis for a story hour to be posted in the main Story Hour forum.

This will be done mainly for my own amusement but I hope that people will enjoy the resulting story hour.
 

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Knightfall

World of Kulan DM
THE HEROES
Cefrey Haenraets (LG female human [Taali], Cleric 3)
Stedd Alfonsir (NG male human, Fighter 3)
Kansbar Rathbone (CG male halfling [lightfoot], Rogue 3)
Vi Zahtovic (LN female half-elf, Sorcerer 3)

I used my list of names to come up with these four character who will be the starting foursome for the tale to be told. I already know that Cefrey and Stedd will be siblings. However, both Stedd and Kansbar (sort of) originally will be from the City-state of Hellekan, which is roughly 40 miles south of Deepwater. Vi's origins will be from elsewhere yet near the edge of the Great Expanse. Her elven blood won't be desert elf, however.
 
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Knightfall

World of Kulan DM
Forgotten Realms Organizations on Harqual

● Agents of the Eye [Agents of De-Oog]
● College of the Eclipse [College of the Twin Moons]
● Cult of the Dragon
● The Destroyers [The Purge]
● Halaster's Heirs [Helm's Heritors]
● The Kaliesh-Erai [The Mindful]
● Order of the Aster [Knights of the Morning]
● Order of the Sun Soul
● The Plague Rats (to be renamed)
● Shadow Thieves, the [Schaduwen]
● Stray Thoughts [Streugedanken]
● The Unseen [Verborgen]

Based in Deepwater
● Blackstaff Academy [Arren Academie]
● City Guard [Deepwater Guardsmen | "The Gardesoldaten"]
● City Navy [Deepwater Marines | "The Seeleutes"]
● City Watch [Deepwater Watchmen | "The Observateurs"]
● Eltorchul Academy [Academie van de Edericks]
● Gray Hands, the
● Griffon Cavalry [Kavallerie der Vogel Greif]
● Order of the Blue Moon [Order of the Water Moon]
● Red Sashes [Rode Sjerpen]
● Watchful Order of Magists & Protectors [Watchful Order of the Tovenaars]
 
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Knightfall

World of Kulan DM
Deepwater Nobility [List]

NOBLE FAMILIES OF DEEPWATER
These are the major noble houses of the Free City of Deepwater. Most of them correspond to the noble families detailed either in Chapter 2: People of Waterdeep, pp. 59-64, in the City of Splendors: Waterdeep sourcebook for D&D v.3.5 or in Chapter 2: Waterdhavian Nobility, pp. 5-30, in the Who's Who in Waterdeep book in the AD&D 2E boxed set City of Splendors. However, there are a few unique noble families that I have included in the list, which are noted below.

UPDATE: I was updating this post so much that it was becoming too hard to keep track of what I'd changed. I've moved the detailed information into an OpenOffice ODT file, for now. I have replaced that detailed information with a simple list. I will go over each Noble House in its own post once I get my characters posted. The stats are all done, I just haven't worked on the descriptions or background for the three other DMPCs. B-)

The List
  • Addebrecht
  • Adlerschild
  • Agnusdai
  • Amantea
  • Arterbury
  • Asselman
  • Augustin
  • Balderk (new)
  • Barsamian
  • Bel Isoed (new)
  • Beltz
  • Bischoffs (new)
  • Bruderfeder
  • Buckmens
  • Cadwallader
  • Chaikin
  • Claesson
  • Crusan
  • Domme (new)
  • Dorpe
  • Durnin
  • Ederick
  • Einarsson
  • Émile-Pierre
  • Estéves
  • Falkenrath
  • Furneaux (new)
  • Gagliardi
  • Golfzilver
  • Grahn
  • Greenbottle (new)
  • Hardrada (new)
  • Havikwinter
  • Hellewege
  • Hillam
  • Hoekstra
  • Hunnisett
  • Hustovi
  • Illés
  • Iliev
  • Irvinstar
  • Jardine
  • Jansingh
  • Karralo
  • Klingesemmer
  • Konraed (new)
  • Korošec
  • Kot
  • Lannon
  • Laterza
  • Lunesstar
  • Maessen
  • Mantovani
  • Marinos
  • Marqueringh (new)
  • Mercator
  • Morgensterner
  • Muyskens
  • Nannini
  • Norup
  • Ohme (new)
  • Pontecorvo
  • Paternoster
  • Pherigo
  • Rabebaum
  • Rhydderch
  • Roggeveen
  • Rundstrom
  • Silverstein
  • Smedja
  • Smuler (new)
  • Sonnen
  • Spellmasson
  • Sturmweer
  • Sulzbach
  • Tarr
  • Ter Avest
  • Toverstaf
  • Tritten
  • Tuttleton
  • Van Der Laar
  • Venetianer
  • Wijnboer
  • Xiloscient (new)
  • Zabat
  • Zentai
  • Zilberschlag
  • Zimmermann
  • Zwaardal
 
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Knightfall

World of Kulan DM
CEFREY HAENRAETS
LG Female human (Taali), Cleric 3
Deity: Mayela
XP: 3,000

Age: 25
Languages: Celestial, Common, and Taal.

Armor Class: 16 (+1 Dex, +5 armor), Touch 11, Flat-Footed 15
Initiative: +1
Hit Points: 23 (3d8+6)
Speed: 20 ft. (4 squares), base 30 ft.

ABILITIES
STR: 13 (+1)
DEX: 13 (+1)
CON: 15 (+2)
INT: 13 (+1)
WIS: 16 (+3)
CHA: 16 (+3)
[sblock=Dice Rolls]Rolls: 4d6 (drop lowest), 9 times, pick best six, arrange > 1,2,5,6=13; 1,1,2,5=8; 3,5,5,6=16; 3,4,4,5=13; 2,3,6,6=15; 1,2,4,5=11; 1,2,5,5=12; 1,4,6,6=16; 1,4,4,5=13[/sblock]
SAVES
Fortitude +6
Reflex +5
Will +7

ATTACKS
Base Attack +2; Grapple +3
+5 melee (1d8+2/x2, +1 heavy mace)

SKILLS
Concentration: 4 ranks +2 (Con) = +6
Diplomacy: 4 ranks +3 (Cha) = +7
Heal: 4 ranks +3 (Wis) = +7
Knowledge (arcana): 3 ranks +1 (Int) = +4
Knowledge (history): 3 ranks +1 (Int) = +4
Knowledge (religion): 3 ranks +1 (Int) = +4
Profession (scribe): 3 ranks +3 (Wis) = +6
Spellcraft: 4 ranks +1 (Int) = +5

FEATS
Lightning Reflexes [bonus feat]
Combat Casting [1st]
Weapon Focus (heavy mace) [3rd]

RACIAL TRAITS
Bonus skill points; bonus feat.

CLASS FEATURES
Aura of Good and Law
Cannot cast Chaos or Evil spells
Divine Spells (see below)
Domains (see below)
Spontaneous Casting of healing spells
Turn Undead (6 times per day)

CLERIC SPELLS (spells/day: 4/3+1/2+1; DC 13 + spell level)
0 level: detect magic, guidance, light, resistance.
1st level: bless, command *, divine favor, protection from evil.
2nd level: aid *, lesser restoration, sound burst.

DOMAINS
Authority: save DCs of all Compulsion sub-school spells increases by +1
Good: casts good spells at +1 caster level

EQUIPMENT (2,700 gp total)
+1 heavy mace (2,312 gp)
Breastplate (200)
Antitoxin (50 gp)
Potion of cure light wounds (50 gp)
Silver holy symbol (25 gp)
Cleric's vestments (5 gp)
Traveler's outfit (1 gp)
Scroll of bless (25 gp)
Smokestick (20 gp)
Bonus Item [1,000 gp total]: Cloak of resistance +1.

Adventuring Gear: Backpack, bedroll, candle (x10), belt pouch (8 sp, 8 cp), trail rations (x4), signet ring, torch (x2) and waterskin (12 gp including belt pouch contents).

DESCRIPTION
Cefrey is a tall (5 ft., 11 in.) young woman with fair-skinned and blue eyes. She has long dark blonde hair which she usually wears down. However, when adventuring with her half-brother, Stedd, she tends to wear it in braids or cuts it short. She prefers the garb of a cleric, but has a set of clothes for adventuring. Either way, she always wears her amulet dedicated to Mayela — her holy symbol. She keep everything she owns as clean as possible, but she isn't extremely fussy about it. Her prized possession is a magical cloak gifted to her by an unknown patron on his deathbed. She rarely goes anywhere without it. When she knows that danger is likely, she brings her magical mace with her, which has been entrusted to her by the Church of Mayela. She also wears a breastplate that once belonged to her aunt, Jasmijn Driessen, who died in 748 N.C. during the attack on the city by the warlord, Markel Jaso.

BACKGROUND
Cefrey is the oldest living heir of the Haenraets — an upper-middle class family that has lived in the Free City of Deepwater for five generations. Her father, Alfons Haenraets, is the current patriarch of the family. He is a successful merchant who has grown the Haenraets fortune through shrewd business deals up and down the Chara Coast. Her mother, Gisela Ohme-Haenraets, is a noble born woman known for her bad temperament. Their marriage was arranged and Cefrey's parents have been miserable ever since.

Cefrey has eight siblings although most of them are bastards. Both of her parents have had affairs and there are four known children born by her mother who are not her father's children. Two others are bastards fathered by Alfons with another woman. Only two of her siblings — Helena (23) and Petrus (21) — are true born Haenraets. Cefrey is not close with either of them, as they are known for being vicious towards anyone they believe is beneath their station.

Only two of her mother's bastard children live in Deepwater, and they are being raised by lower class families without any knowledge of their real parents. The other two were sold into slavery by her uncle, Rens Driessen, at the request of Gisela. Cefrey hopes to discover all their identities even though they are her mother's children. Her father's bastards — Stedd (21) and Utina (12) — are well-known in the Free City of Deepwater. They were both born of a Charan woman from Hellekan named Apara Bahramir. She has been Alfons mistress for over two decades.

Of all her siblings, Cefrey is closest to Stedd. She has come to know him after her father adopted her half-brother into the Haenraets Family — much to the chagrin of Cefrey's mother. Cefrey is fond of Stedd's good-heart although not his roughhousing. She must always remind herself that he wasn't born into the same station in life as she. She tries hard not to let her upbringing dictate her behaviors, which has been a struggle considering her parents machinations.

Cefrey owes her own good-heart and respect for law to her church. It was fortunate that her father forced Cefrey into the Church of Mayela or she might have turned out like her mother. So unhappy was he that his firstborn was a girl that he dumped her with the priests of The Lady Judge when she turned 13. He would have done it sooner if not for the laws of Deepwater and the church. This turned out to be her lucky break, and Cefrey has thrived under the tutelage of the clergy of the Goddess of Nobility. (Note: Her sister was also given to the church at age 13, but she was kicked out for her inability to remain chaste.)

Even though Cefrey has made a name for herself as a cleric of Mayela, she is unlikely to inherit her father's estate. Her younger brother, Petrus, is being groomed by Alfons to be the next head of the household. Her father acknowledges her more now, but when he does so, he often wants something in return. She has little patience for him. However, their bond is growing due to Stedd's inclusion into the family.
 

Knightfall

World of Kulan DM
STEDD ALFONSIR
NG Male human, Fighter 3
Deities: Kord; Apollo
XP: 3,000

Age: 21
Languages: Charan and Taal.

Armor Class: 20 (+2 Dex, +6 armor, +2 shield), Touch 12, Flat-Footed 18
Initiative: +2
Hit Points: 33 (3d10+9 + 3)
Speed: 20 ft. (4 squares), base 30 ft.

ABILITIES
STR 17 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 11 (+0)
WIS 16 (+3)
CHA 14 (+2)
[sblock="Dice Rolls"]Dice Rolls: 4d6 (drop lowest), 9 times, pick best six, arrange > 3,4,6,6=16; 3,3,5,6=14; 2,2,3,3=8; 2,5,6,6=17; 3,3,5,6=14; 1,2,4,4=10; 3,5,5,6=16; 3,3,3,4=10; 1,2,3,6=11[/sblock]
SAVES
Fortitude +6
Reflex +5
Will +6

ATTACKS
Base Attack +3; Grapple +6
+7 melee (1d8+4/19–20/x2, +1 longsword) or
+3 melee (1d8+4/19–20/x2, +1 longsword) and -2 melee (1d4+1/19–20/x2, dagger) or
+6 melee (1d8+3/x3, battleaxe) or
+5 ranged (1d6/x3, 60 ft., shortbow)

SKILLS
Climb: 1 ranks +3 (Str) = +4
Handle Animal: 1 rank +2 (Cha) = +3
Intimidate: 2 rank +2 (Cha) = +4
Jump: 1 ranks +3 (Str) = +4
Perform (act) [cc]: 1 rank +2 (Cha) = +3
Profession (pugilist) [cc]: 1 rank +3 (Wis) = +4
Ride: 1 rank +2 (Dex) = +3
Speak Language [cc]: 1 rank
Swim: 2 ranks +3 (Str) = +5

FEATS
Iron Will [bonus feat]
Toughness [1st]
Lightning Reflexes [3rd]
Fighter Feats: Power Attack [2nd], Cleave [3rd]

RACIAL TRAITS
Bonus skill points; bonus feat.

CLASS FEATURES
Bonus Fighter Feats (see above)

EQUIPMENT (2,700 gp total)
+1 longsword (2,315 gp)
+1 chainmail (1,300 gp)
Shortbow (30 gp)
Heavy steel shield (20 gp)
Battleaxe (10 gp)
Cold weather outfit (8 gp)
Arrows [40] (2 gp)
Dagger (2 gp)
Traveler's outfit (1 gp)
Bonus Item [1,000 gp total]: +1,000 gp magical bonus for chainmail.

Adventuring Gear: Backpack, bedroll, flint and steel, belt pouch (6 gp, 9 sp, 6 cp), torch (x2), waterskin, and whetstone (12 gp including belt pouch contents).

DESCRIPTION
Stedd has his father's strength and his mother's attractive features. He stands nearly 6 feet, 3 inches tall, which is unusual for a Charan. His skin is a light brown and his hair is a dark brown. His hair is quite coarse, and he prefers to keep it cropped short. His eyes are amber. The Chara Coast is usually warm, so Stedd rarely feels the need for a beard. He wears only what he needs and prefers to go bare-chested on the hottest days. When it is cold, he bundles up. (He hates the cold.) Regardless of what else he is wearing, Stedd never goes anywhere without his magical longsword. Without it, he feels naked. He won the sword in a boxing match with a half-orc from Izmer. When going into a dangerous battle scenario, Stedd will use all his equipment to its full advantage. His magical armor was a gift from his father.

BACKGROUND
Stedd grew up the son of a lower-class woman from the City-state of Hellekan. Apara Bahramir was given over to the priests of Apollo soon after her birth. She was raised as an oracle, but her visions have never been very accurate. She met Stedd's father when he came to Hellekan to seek the wisdom of Apollo's clergy. The attraction was immediate and mutual.

Stedd was born exactly 9 months after Alfons Haenraets visit.

Stedd grew up in the temple and is considered a child of prophecy by Apollo's high priests. His mother was given a minor position and told to watch over him, constantly. Initially, she resented her son, but she quickly grew to love him for his spirit and wisdom. She kept the identity of his father from him. She told him, “Apollo is the only father you'll ever need.”

Stedd wasn't satisfied with this answer, and he constantly ran away from his mother and the priests. He didn't run away to hide. He ran away to experience life. He got into his first fight when he was just 8 years old. He stood his ground against a 14-year-old boy who liked to bully street urchins. Stedd fought him and won, and he did it in the middle of the piazza while dozens of souls watched.

It was then that the priests of Apollo knew that they were right. Stedd did have a destiny, but it wasn't to become a great cleric of Apollo. They sent him to the city's temple of Kord where he could be moulded into what he was destined to become. His mother did not go with him. This hurt his feelings, and his relationship with his mother is strained.

Under the tough hands of the Kordite priests, Stedd thrived. He was never inclined to become a cleric, but he grew into one of the toughest Kordites in the city. He is faithful to Kord, and he pays lip service to Apollo. However, his true love is the circle of fighters. He grew up in the bare-knuckle boxing arena of the Kordite temple. He also took to riding and athletics, as well as acting much to the surprise of the Kordite priests. Stedd likes to learn, so he's no simpleton.

Stedd's mother never wanted her son to know his father, but on his eighteenth birthday the priests of Apollo made her tell Stedd about Alfons. It was also then that he learned his mother now had another child by the same man. She had been despondent when the priests made her give up her son. She had sent a cryptic message to Alfons says that she needed him. The fires of passion stirred him to visit Hellekan and comfort her. She easily managed to keep Stedd a secret from Alfons.

She had given birth to Stedd's little sister, Utina, 10 months later. The pregnacy had been hard on her, which she believed was a sign from Apollo that he was unhappy with Stedd's path. Unwilling to risk her daughter's own destiny, Apara kept her existence from Stedd. Enraged, he forced the priests to accept his Right of Bloodline against his mother's wishes. Despite the temple's political power, they could not refuse him since he was of age and the oldest male in his family. Stedd had his mother ostracized for her actions and put his sister in the care of the only people he trusted, the Kordites.

Stedd loves his “little sis” dearly, and the Kordites treat her well. She isn't the tomboy type, although the girl was happy to be away from priests of Apollo, as they were only a few years away from grooming her to become an oracle. She is highly intelligent and is already showing signs of being a great beauty. Most believe she will become a bard or a wizard. After Stedd took a year to get to know his sister, he left for the Free City of Deepwater with his friend Kansbar Rathbone.

Stedd arrived in Deepwater with very little to his name. Regardless, he immediately sought his father out and told him who he was and how Apara had kept them apart. He didn't tell the man about Utina, however. Alfons didn't believe him right away and only when he saw how easily Stedd got along with Cefrey did he know that this Charan man was indeed his son. Stedd took the lengthy process all in stride. He was too busy enjoying all that Deepwater had to offer. His reputation as an inspiring pugilist brought him all sorts of offers. He might have accepted, if his father hadn't officially recognized Stedd as his son and welcomed him into the Haenraets family. (It was at this point that Stedd also told Alfons about Utina, privately.)

In the few years that Stedd has been in Deepwater, he has become quite the storyline within the city. If his new adopted family had been one of the true Noble Houses of the city, it would have been quite the scandal. But as a upper-middle class family, the Haenraetses felt little backlash. In fact, Stedd's arrival has improved their fortunes. Kord has a major temple in the city, and Stedd is the Kordites new favored son. This has strengthened the ties with the much smaller temple of Kord in Hellekan, which has brought money into the coffers of the Haenraets family.

Stedd has become very close to his half-sister, Cefrey. Morn the Coinmonger once remarked, “it is like the pair of them have one soul that has finally been brought together.” Stedd's relationship with his other half-siblings is cold. He openly dislikes them, and they hate him for it. Once every four months, Stedd travels to Hellekan to visit his sister. Cefrey always goes with him. Utina calls her “Seas-free.” Stedd does not see his mother, which greatly upsets Cefrey.
 
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Knightfall

World of Kulan DM
KANSBAR RATHBONE
CG Male halfling (lightfoot), Rogue 3
Deity: Brandobaris; Kuil
XP: 3,000

Age: 37
Languages: Halfling, Suar, and Taal.

Armor Class: 17 (+1 size, +2 Dex, +4 armor), Touch 12, Flat-Footed 15
Initiative: +2
Hit Points: 13 (3d6)
Speed: 20 ft. (4 squares)

ABILITIES
STR 14 (+2)
DEX 15 (+2)
CON 10 (+0)
INT 13 (+1)
WIS 10 (+0)
CHA 16 (+3)
[sblock="Dice Rolls"]Dice Rolls: 4d6 (drop lowest), 9 times, pick best six, arrange > 1,2,2,6=8; 2,2,3,5=10; 3,3,5,5=13; 4,5,5,6=16; 2,3,4,6=13; 2,3,3,4=10; 1,1,2,6=9; 4,5,5,6=16; 1,2,2,5=9[/sblock]
SAVES
Fortitude +2
Reflex +6
Will +2 (+4 vs. fear)

ATTACKS
Base Attack +2; Grapple +0
+5 melee (1d4+2/19–20/x2, masterwork short sword) or
+4 melee or ranged (1d3+2, 19–20/x2, dagger) or
+4 ranged (1d4+2/x3, 70 ft., composite shortbow [+2 Str bonus])

SKILLS
Appraise: +1 (Int) = +1
Balance: 2 ranks +2 (Dex) = +4
Bluff: 2 ranks +3 (Cha) = +5
Climb: 2 ranks +2 (race) +2 (Str) = +6
Decipher Script: 4 ranks +1 (Int) = +5
Diplomacy: +3 (Cha) = +3
Disable Device: 4 ranks +1 +3 (feat) = +8
Disguise: +3 (Cha) = +3
Escape Artist: 2 ranks +2 (Dex) = 4
Forgery: +1 (Int) = +1
Gather Information: 2 ranks +3 (Cha) = +5
Hide: 4 ranks +2 (Dex) +4 (size) = +10
Intimidate: +3 (Dex) = +3
Jump: 2 ranks +2 (race) +2 (Str) = +6
Knowledge (local): 0 ranks +1 (Int) = +1
Listen: 4 ranks +2 (race) +0 (Wis) = +6
Move Silently: 4 ranks +2 (race) +2 (Dex) = +8
Open Lock: 4 ranks +2 (Dex) = +6
Search: 4 ranks +1 (Int) = +5
Sense Motive: 2 ranks +0 (Wis) = +2
Sleight of Hand: 4 ranks +2 (Dex) = +6
Spot: 4 ranks +0 (Wis) = +4
Swim: 2 ranks +2 (Str) = +4
Tumble: 2 ranks +2 (Dex) = +4
Use Rope: +2 (Dex) = +2

FEATS
Urban Tracking [bonus feat]
Dodge [1st]
Skill Focus (Disable Device) [3rd]

RACIAL TRAITS
Small-sized, +1 racial bonus on all saves and +2 morale bonus vs. fear; +1 racial attack bonus with all ranged weapons; +2 racial bonus to the following skills: Climb, Jump, Listen, Move Silently; can use Knowledge (local) untrained; Urban Tracking as a bonus feat.

CLASS FEATURES
Evasion
Sneak Attack +2d6
Trapfinding
Trap Sense +1

EQUIPMENT (2,700 gp total)
+1 studded leather (1,175 gp)
Masterwork small-sized short sword (310 gp)
Potion of cure moderate wounds (300 gp)
Quaal' feather token [bird] (300 gp)
Elixir of vision (250 gp)
Composite shortbow [+2 Str bonus] (225 gp)
Thieves' tools (30 gp)
Dagger [x2] (4 gp)
Sunrod [x2] (4 gp)
Quiver w/20 arrows (1 gp)
Traveler's outfit (1 gp)
Bonus Item(s) [1,000 gp total]: Elixir of hiding, elixir of sneaking, elixir of swimming, and silversheen.

Adventuring Gear: Backpack, bedroll, caltrops, chalk (x10), fishhook, flint and steel, grappling hook, average lock, 5 pieces of parchment, vial of ink, 2 inkpens, belt pouch (30, 7 sp, 3 cp), silk rope (50 feet), signal whistle, trail rations (6 days), spade, torch (x5), waterskin, whetstone (100 gp including belt pouch contents).

DESCRIPTION
Kansbar is fairly typical for a lightfoot halfling, which suits him just fine. He tends to blend into the background with ease, although his quick wit tends to get him noticed. He is of average height and weight and his hair is a dirty brown and his eyes are a light brown. He ties his hair back in a ponytail as most lightfoots do who live in the Chara Cities, and he refuses to grow facial hair, as it would make him stand out. His studded leather is well kept, but he often smears it with a scentless oil that makes it look worn to casual inspection. His short sword never leaves his side and he sleeps with it sheathed under his head even if he doesn't have a pillow. Kansbar always keeps his thieves' tools and silversheen hidden whether it is on him or stashed nearby. He's less attached to his other gear, but he keeps everything handy when possible.

BACKGROUND
Kansbar grew up on the dangeorus streets of the City-state of Favir. The Littoral City is known more for its beautiful shorelines than for the hospitality of the city-state itself. In fact, the powerful druidic enclave that rules Favir lets the city-state rot, so it can invest all its time and coin to protect the sandy beaches, rock gardens, natural sea caves, and underwater reefs. Th rich and powerful live outside the city-state in walled estates. The city doesn't have a wall, and the city-state's streets are controlled by three powerful thieves' guilds who pay lip service to the druids who control every aspect outside the city-state. Getting near the shoreline is next to impossible while getting into the city is fairly easy. Getting out is a lot harder.

Kansbar is one of the few halflings to escape the city-state with his skin attached. He youth had been as a slave for the Black Worms thieves guild. His father had been a prominent member of the Pigstickers thieves guild. When his father was killed, Kansbar was taken captive. He spent four years licking the boots of the guildmaster of the Black Worms, literally. His way with words and quick feet kept him from the worst trouble. One evening when his master's guard was down, he disappeared into the night. He'd picked up enough skill from watching the Black Worms that he managed to flee back to the Pigstickers. By then, his father's loyalty was a memory and he was given a choice — leave the city or be a slave to the Pigstickers. He chose the former even though few made it past the Seawarden patrols.

Somehow, he managed to get through. He doesn't talk about it.

Knowing that enslavement is all he'd get if he fled south, Kansbar headed north to Hellekan, The City of the Sun. It was the lesser of all the evils that were open to him. He was forced to swear loyalty to the House of Lords and the Temple of Apollo before he was allowed into the city-state. He entered into Hellekan as a newly converted citizen in 741 N.C. He spent the next six months working odd jobs and practicing his skills clandestinely. Hellekan did have a thieves' guild, of sorts, but it was devoted to the North God, Kuil, more than it was to profit. He quickly found that it was better to be a member of the Protectors of the Coffers than to be a rogue thief in the city-state. He joined, but he wasn't forced to give up his devotion to Brandobaris.

It was a year later that Kansbar met Stedd for the for the first time. As a Protector, it was Kansbar's job to look out for the people of the city-state against robbers and other dangers, so when he came across 6-year-old Stedd running through the streets at night, he knew his duty to the little tyke. It took him an hour to catch the boy. He took him tho the guildhouse and presented Stedd to the Matron of the House. She didn't know who the boy was at first, and Stedd spent the night playing and sleeping in the guildhouse. He broke a lot of mugs and plates. Kansbar admired the boy's feisty spirit. Soon word came that one of the foundlings from the Temple of Apollo was missing, Kansbar's life quickly changed.

It was Kansbar's duty to take him back to the temple. The priests were thrilled to have Stedd back and asked Kansbar to be the boy's personal Protector. They felt that he needed more than his mother's attention (such as it was). Kansbar agreed on condition that Stedd not know that he was his Protector. It was important to the halfling that Stedd see him as the boy's friend before anything else. The priests agreed, reluctantly. Kansbar spent less time at the guildhouse and more time in a small house near the temple — gifted to him by the Temple of Apollo. When Stedd ran away, which happened a lot, it was Kansbar's job to track him down. More often than not it was Kansbar who knew where Stedd was before the boy's mother and the priests even knew he was gone.

Then on that fateful day when Stedd was 8 years old, Kansbar lost him. They wily boy had ran off with a plan. He a bully to face, and he didn't want Kansbar there to intimidate his rival. Kansbar got there just in time to see Stedd knock out the older boy. Several priests of Kord stood in the gathered crowd and they cheered the boy on as he whipped the bully's arrogant ass. Knowing who he was, they asked him to try to get Stedd moved from the Temple of Apollo to the Kordite Temple. Kansbar knew it would be a match, and when the priests of Apollo decided that Stedd was too much of a problem for them, it was Kansbar who first suggested the Kordite Temple. (He also suggested the Protectors guildhouse, as a less desirable option in hopes of pushing the priests towards the Kordites.)

Stedd moved to the Kordite Temple, and Kansbar went with him. He was released from his duties as a Protector, but he refused to leave the boy's side. When Stedd turned 10, Kansbar told the boy he'd been assigned to him, but when it had come time for them to part ways, he was allowed to leave the guild. Stedd just laughed. He'd always known. The two have been the best of friends ever since. Kansbar has watched Stedd grow into a man, deal with the machinations of the priests of Apollo and Stedd's mother, learn about and fight for his sister's rights, and even fought alongside him on a few adventures. So, when Stedd decided to travel to Deepwater to meet his father, Kansbar went with him.

And he's glad he did. The city is wondrous place, but it can be nearly as dangerous and Favir. Without Kansbar watching his back, Stedd would have died by an assassin's blade within the first month. Kansbar has also had to protect Stedd from himself. The young man loves a good fight and often gets into trouble. Kansbar is glad that Stedd's sister, Cefrey, is level-headed. Stedd listens to her more now than to Kansbar. Kansbar knows it's not his place to protect the young lord anymore, but he refuses to leave his friend unguarded in Stedd's weakest moments. Kansbar is trying to bring the Protectors to Deepwater, which, so far, has been next to impossible. The Schaduwen, or Shadow Thieves, are considered a major external threat and the Lords of Deepwater refuse to let another guild of thieves — even a respected Kuilite guild — to gain a foothold in Deepwater.

For now, Kansbar works with the local temple of Kuil to help those who wish to seek the protection of the church. He also has made many contacts amongst the Rode Sjerpen, or Red Sashes.
 
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Knightfall

World of Kulan DM
VI ZAHTOVIC
LN Female half-elf, Sorcerer 3
Deity: Wee Jas
XP: 3,000

Age: 29
Languages: Common, Elven, and Taal.

Armor Class: 11 (+1 natural), Touch 10, Flat-Footed 11; AC 19, Touch 10, Flat-Footed 19 (w/shield and mage armor spells)
Initiative: +0
Hit Points: 15 (3d4+6)
Speed: 30 ft. (6 squares)

ABILITIES
STR 10 (+0)
DEX 11 (+0)
CON 14 (+2)
INT 12 (+1)
WIS 11 (+0)
CHA 15 (+2)

Dice Rolls: 4d6 (drop lowest), 9 times, pick best six, arrange > 1,3,6,6=15; 1,2,2,5=9; 1,2,4,5=11; 1,1,3,6=10; 2,2,5,5=14; 1,2,3,5=10; 2,2,3,3=8; 2,3,4,5=12; 3,3,4,4=11

SAVES
Fortitude +3
Reflex +3
Will +3

ATTACKS
Base Attack +1; Grapple +1
+2 melee (1d6/x2, masterwork shortspear) or
+1 melee (1d4/x3, punching dagger) or
+1 ranged (1d8/19–20/x2, light crossbow)

SKILLS
Appraise [cc]: 0 ranks +1 (Int) = +1 | +4 (w/familiar)
Bluff: 2 ranks +2 (Cha) = +4
Concentration: 4 ranks +2 (Con) = +4
Craft (alchemy): 2 ranks +1 (Int) = +3
Diplomacy [cc]: 0 ranks +2 (race) +2 (Cha) = +4
Gather Information [cc]: 0 ranks +2 (race) +2 (Cha) = +4
Knowledge (arcana): 4 ranks +1 (Int) = +5
Listen [cc]: 0 ranks +1 (race) = +1
Profession (farmer): 2 ranks = +2
Search [cc]: 0 ranks +1 (race) +1 (Int) = +2
Speak Language [cc]: 1 rank
Spellcraft: 2 ranks +1 (Int) = +3
Spot [cc]: 0 ranks +1 (race) = +1

FEATS
Lightning Reflexes [1st]
Brew Potion [3rd]

RACIAL TRAITS
Immunity to sleep spells, et al.; Low-light vision; +1 racial bonus to these skills: Listen, Search, and Spot; +2 racial bonus to these skills: Diplomacy and Gather Information; elven blood.

CLASS FEATURES
Arcane Spells (see below)
Familiar (raven); +3 bonus on Appraise checks

SORCERER SPELLS (spells/day: 6/6; save DC 15 + spell level)
Spells Known (5/3)
0 level: acid splash, detect magic, ghost sound, resistance, read magic.
1st level: mage armor, magic missile, shield.

EQUIPMENT (2,700 gp total)
Amulet of natural armor +1 (2,000 gp)
Masterwork shortspear (301 gp)
Potion of cat's grace (300 gp)
Potion of hide from undead (50 gp)
Light crossbow (35 gp)
Spell component pouch (5 gp)
Punching dagger (2 gp)
Crossbow bolts [10] (1 gp)
Traveler's outfit (1 gp)
Bonus Item(s) [1,000 gp total]: Oil of magic weapon, potion of cure light wounds (x3), potion of mage armor, and wand of magic missile [1st] (50 charges).

Adventuring Gear: Bedroll, belt pouch (1 gp, 8 sp), trail rations (x2), sack, signet ring, and waterskin (11 gp including belt pouch contents).

DESCRIPTION
Still to be written.

BACKGROUND
TBD
 

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