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THE CURSE OF AMBERSTAR - ROGUE'S GALLERY
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<blockquote data-quote="JustinCase" data-source="post: 7144263" data-attributes="member: 6776182"><p><strong>Aanzu</strong></p><p>LN blue dragonborn barbarian 7</p><p></p><p>[sblock=Basic information]</p><p><strong>Name</strong>: Sethmek Aanzu, Oathbreaker, Prince of Sethmandu</p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Dragonborn (blue dragon heritage)</p><p><strong>Class/Level:</strong> Barbarian 7</p><p><strong>Alignment:</strong> Lawful Neutral </p><p><strong>XP:</strong> 23,300</p><p><strong>Next level:</strong> 34,000</p><p><strong>Size:</strong> Medium</p><p><strong>Type:</strong> Humanoid</p><p><strong>Languages:</strong> Common, Draconic, Primordial</p><p><strong>Speed:</strong> 40ft.</p><p><strong>Init:</strong> +3</p><p><strong>Prof. Bonus:</strong> +3</p><p><strong>Passive Perception:</strong> 16 </p><p></p><p><strong>DEFENSE</strong></p><p><strong>AC:</strong> 17 (+3 Dex, +3 Con, +1 cloak)</p><p><strong>Maximum HP:</strong> 105</p><p><strong>Current HP:</strong> 98</p><p><strong>Saves:</strong> Strength, Constitution</p><p><strong>Note:</strong> Resistance to Lightning damage (Draconic Ancestry); Resistance to all damage except psychic when in Rage (Totem Spirit); Advantage on Dexterity saving throws against effects you can see while not blinded, deafened or incapacitated (Danger Sense)</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Melee:</strong> +9 <em>Greatsword of Lightning +1 </em>(2d6+6 slashing damage; heavy; twohanded)</p><p><strong>Melee/ranged:</strong> +8 dagger (1d4+5 piercing damage; finesse; light; thrown 20/60)</p><p><strong>Ranged:</strong> +9 <em>Greatsword of Lightning +1</em> (2d6+6 slashing damage; range 120 feet; those within line take 4d6 lightning damage (DC13 Dex save for half damage))</p><p><strong>Breath Weapon:</strong> 5x30 feet line (3d6 lightning damage (DC14 Dex save for half damage); once per short or long rest)</p><p><strong>Note: </strong>Rage melee damage +2; Teraphim Blessing +4 to Strength; Extra Attack; Reckless Attack </p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 20 (+5), <strong>Dex</strong> 16 (+3) , <strong>Con</strong> 16 (+3), <strong>Int</strong> 10 (+0), <strong>Wis</strong> 15 (+2), <strong>Cha</strong> 7 (-2)</p><p>[sblock=Stats rolled]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank">_: 4D6.HIGH(3) = [1, 1, 1, 4] = 6</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank">4D6.HIGH(3) = [5, 5, 4, 5] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank">4D6.HIGH(3) = [4, 1, 3, 3] = 10</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank">4D6.HIGH(3) = [6, 6, 2, 4] = 16</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank">4D6.HIGH(3) = [2, 4, 5, 6] = 15</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank">4D6.HIGH(3) = [6, 5, 6, 4] = 17</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167752" target="_blank"></a></p><p>[/sblock][/sblock][sblock=Features & proficiencies]</p><p><strong>RACIAL FEATURES & PROFICIENCIES</strong></p><p><strong>Ability scores: </strong>Strength +2, Charisma +1</p><p><strong>Draconic Ancestry:</strong> Blue dragon </p><p><strong>Breath Weapon:</strong> Once per short or long rest, exhale lightning in 5 by 30 ft. line for 3d6 lightning damage (Dex save DC 14 for half damage). </p><p><strong>Damage resistance:</strong> Lightning</p><p><strong>Languages: </strong>Common, Draconic </p><p></p><p><strong>BACKGROUND FEATURES & PROFICIENCIES</strong></p><p>Far traveller (Sword Coast Adventurer's Guide)</p><p><strong>Skill Proficiencies:</strong> Insight, Perception</p><p><strong>Tool Proficiencies: </strong>One musical instrument (horn) </p><p><strong>Extra Language: </strong>Primordial </p><p><strong>All Eyes On You: </strong>Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. People are curious about you and your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. </p><p><strong>Personality Traits: </strong>I have a strong sense of honor and follow different codes of conduct that others don't comprehend. I also have my own ideas about what is and isn't food.</p><p><strong>Ideal: </strong>I must be careful, for I have no way of telling friend from foe here. </p><p><strong>Bond: </strong>Those responsible for my father's assassination attempt and my exile will pay for their crimes. </p><p><strong>Flaw: </strong>I am convinced of the superiority of my own culture over that of this foreign land. Also, I have a weakness for the fleshy humanoid creatures that do not share my draconic heritage. </p><p></p><p><strong>CLASS FEATURES & PROFICIENCIES</strong></p><p><strong>Armor Proficiencies: </strong>Light armor, medium armor, shields </p><p><strong>Weapons Proficiencies: </strong>Simple weapons, martial weapons </p><p><strong>Skill Proficiencies: </strong>Athletics, Survival</p><p><strong>Rage: </strong>Can enter rage state as bonus action on my turn, granting advantage on Strength checks and Strength saving throws, gaining +2 damage on melee weapon attacks using Strength, and gaining resistance to bludgeoning, piercing and slashing damage. 4 rages of 1 minute per long rest. </p><p><strong>Unarmored Defense: </strong>While not wearing armor, AC equals 10 + Dex modifier + Con modifier. </p><p><strong>Reckless Attack:</strong> When making first attack on your turn, can get advantage on melee weapon attacks using Strength, while attack rolls against you have advantage until your next turn.</p><p><strong>Danger Sense:</strong> Advantage on Dexterity saving throws against effects that you can see, such as traps and spells, while not blinded, deafened or incapacitated.</p><p><strong>Ability Score Increase: </strong>Strength +1, Dexterity +1</p><p><strong>Extra Attack:</strong> Attack twice whenever you take the Attack action on your turn.</p><p><strong>Fast Movement:</strong> Speed increases with 10 feet.</p><p><strong>Primal Path:</strong> Totem Warrior</p><p><strong>Spirit Seeker:</strong> Can cast <em>beast sense</em> and <em>speak with animals</em> as rituals only. </p><p><strong>Totem Spirit:</strong> Blue Dragon (Bear): While raging, resistance to all damage except psychic.</p><p><strong>Aspect of the Beast:</strong> Blue Dragon (Eagle): See up to 1 mile away with no difficulty, discern fine details as if no more than 100 feet away. Dim light does not impose disadvantage on Wisdom (Perception) checks. </p><p><strong>Feral Instinct:</strong> Advantage on initiative, and if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn</p><p></p><p><strong>ADVENTURE FEATURES</strong></p><p><strong>Teraphim Blessing:</strong> Aanzu, Harfik and the Captain are psychic 'brothers', able to establish a mental link to each other, as long as the parts in communication are within a hundred yards. The three now have a shared pool of skills. Each time any of them uses a power, a slot is employed. Aanzu also receives the ability to discern friend from foe three times a day, as an immediate spell. Additionally, he can muster the inner Teraphim strength, applying +4 to his strength during rage. (<a href="http://www.enworld.org/forum/showthread.php?561272-IC-THE-CURSE-OF-AMBERSTAR&p=7445326&viewfull=1#post7445326" target="_blank">post</a>)</p><p><strong>Blue Dragon Rage:</strong> While raging, Aanzu can grow wings that grant a fly speed or make an extra attack (unarmed +8, 1d8+2 plus any strength bonuses). In addition, Aanzu has limited control over the weather around his body, creating clouds that give attacks against him disadvantage and attackers take 1d4 blessed or electric damage per level on successful hits. (<a href="http://www.enworld.org/forum/showthread.php?561272-IC-THE-CURSE-OF-AMBERSTAR&p=7490166#post7490166" target="_blank">post</a>)</p><p></p><p><strong>SKILLS (Proficient in bold)</strong></p><p>+3 (dex) Acrobatics</p><p>+2 (wis) Animal Handling</p><p>+0 (int) Arcana</p><p><strong>+8 (str) Athletics</strong></p><p>-2 (cha) Deception</p><p>+0 (int) History</p><p><strong>+5 (wis) Insight</strong></p><p>-2 (cha) Intimidation</p><p>+0 (int) Investigation</p><p>+2 (wis) Medicine</p><p>+0 (int) Nature</p><p><strong>+5 (wis) Perception</strong></p><p>-2 (cha) Performance</p><p>-2 (cha) Persuasion</p><p>+0 (int) Religion</p><p>+3 (dex) Sleight of Hand</p><p>+3 (dex) Stealth</p><p><strong>+5 (wis) Survival</strong></p><p>[/sblock][sblock=Appearance & bio]</p><p><strong>PHYSICAL APPEARANCE</strong></p><p>[sblock=Portrait][ATTACH]85300[/ATTACH][/sblock]As a dragonborn from a royal bloodline tracing its origin back to blue dragons, Aanzu looks more draconic than most of his race. His scales are deep blue, with a tinge of brown closer to his belly. A shock of white hair, highly unusual for a dragonborn, frames his head and makes him look more human despite his cold reptilian yellow eyes.</p><p></p><p>Aanzu is muscled and strong, his whole posture that of an experienced warrior. The prince is dressed in gold and blue fabrics, leaving his arms bare, and he carries a huge sword on his back and an amulet made from a dragon's decorated fang around his neck. </p><p></p><p><strong>BIO</strong></p><p>Aanzu of the Sethmek dynasty, son of King Koozu of the land of Sethmandu in the deserts far to the southeast, has always had a weakness for soft, fleshy humanoids. Although he is a fierce and proud warrior blessed by the powerful Blue Dragon totem, it was a public secret that the Prince was often too friendly with the human slaves that were kept around court. Knowing of this weakness, the last Duke of Wellington sent a diplomatic envoy to negotiate a trading agreement for the coveted riches buried deep beneath the desert sands of Sethmandu. </p><p></p><p>The envoy was led by a female human called Ellah Ravenblade, and Aanzu found her irresistable. They had a brief but fiery fling, but when the negotiations turned ugly because proud King Koozu insisted on getting the famed Wellington weaponry, Ellah attempted to assassinate the king.</p><p></p><p>Aanzu, not believing his lover capable of such acts, tried to stop his twin brother Zuno and the guards, so that Ellah and the rest of the envoy fled back to Wellington. </p><p></p><p>The king, badly wounded and in no state to perform the duties of reign, appointed wise Zuno as regent. Feeling slighted, Aanzu asked what part he could play in his father's absence, but the king shook his head.</p><p></p><p>"Oathbreaker," he called Aanzu by his childhood nickname; a monicker he had gotten after breaking his promise to his brother to return a carved dragon statue he wanted to play with. It was now a serious accusation. Aanzu was banished by his father and brother, never to return unless he tracks down the envoy, and eat their hearts as the greatest insult known to Sethmandu.</p><p></p><p>It's been years and Aanzu has wandered the world, taking up jobs as a ferocious and effective sellsword, making his way to now-ruined Wellington. There he hopes to find the only person of the bloody envoy still alive; his old lover, Ellah Ravenblade...[/sblock][sblock=Inventory]</p><p><strong>COMBAT GEAR</strong></p><p><em>greatsword of lightning +1 </em></p><p>dagger x2</p><p>cloak of protection</p><p></p><p><strong>OTHER GEAR</strong></p><p>backpack</p><p>bedroll</p><p>clothes, fine</p><p>hourglass</p><p>perfume (vial) x3</p><p>poation of healing x5</p><p>rations x10</p><p>signet ring</p><p>waterskin</p><p>whetstone</p><p></p><p><strong>MONEY</strong></p><p>227 gp</p><p>7 sp</p><p>9 cp</p><p>[sblock=Wealth roll]</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=167787" target="_blank">1d20 x25GP: 1D20 = [19] = 19</a></p><p> <a href="http://roll.coyotecode.net/lookup.php?rollid=167787" target="_blank"></a></p><p>So 1500 + 1d20 x 50 gp makes 2,450 gp[/sblock]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JustinCase, post: 7144263, member: 6776182"] [B]Aanzu[/B] LN blue dragonborn barbarian 7 [sblock=Basic information] [B]Name[/B]: Sethmek Aanzu, Oathbreaker, Prince of Sethmandu [B]Sex:[/B] Male [B]Race:[/B] Dragonborn (blue dragon heritage) [B]Class/Level:[/B] Barbarian 7 [B]Alignment:[/B] Lawful Neutral [B]XP:[/B] 23,300 [B]Next level:[/B] 34,000 [B]Size:[/B] Medium [B]Type:[/B] Humanoid [B]Languages:[/B] Common, Draconic, Primordial [B]Speed:[/B] 40ft. [B]Init:[/B] +3 [B]Prof. Bonus:[/B] +3 [B]Passive Perception:[/B] 16 [B]DEFENSE[/B] [B]AC:[/B] 17 (+3 Dex, +3 Con, +1 cloak) [B]Maximum HP:[/B] 105 [B]Current HP:[/B] 98 [B]Saves:[/B] Strength, Constitution [B]Note:[/B] Resistance to Lightning damage (Draconic Ancestry); Resistance to all damage except psychic when in Rage (Totem Spirit); Advantage on Dexterity saving throws against effects you can see while not blinded, deafened or incapacitated (Danger Sense) [B]OFFENSE[/B] [B]Melee:[/B] +9 [I]Greatsword of Lightning +1 [/I](2d6+6 slashing damage; heavy; twohanded) [B]Melee/ranged:[/B] +8 dagger (1d4+5 piercing damage; finesse; light; thrown 20/60) [B]Ranged:[/B] +9 [I]Greatsword of Lightning +1[/I] (2d6+6 slashing damage; range 120 feet; those within line take 4d6 lightning damage (DC13 Dex save for half damage)) [B]Breath Weapon:[/B] 5x30 feet line (3d6 lightning damage (DC14 Dex save for half damage); once per short or long rest) [B]Note: [/B]Rage melee damage +2; Teraphim Blessing +4 to Strength; Extra Attack; Reckless Attack [B]STATISTICS[/B] [B]Str[/B] 20 (+5), [B]Dex[/B] 16 (+3) , [B]Con[/B] 16 (+3), [B]Int[/B] 10 (+0), [B]Wis[/B] 15 (+2), [B]Cha[/B] 7 (-2) [sblock=Stats rolled] [URL="http://roll.coyotecode.net/lookup.php?rollid=167752"]_: 4D6.HIGH(3) = [1, 1, 1, 4] = 6 4D6.HIGH(3) = [5, 5, 4, 5] = 15 4D6.HIGH(3) = [4, 1, 3, 3] = 10 4D6.HIGH(3) = [6, 6, 2, 4] = 16 4D6.HIGH(3) = [2, 4, 5, 6] = 15 4D6.HIGH(3) = [6, 5, 6, 4] = 17 [/URL] [/sblock][/sblock][sblock=Features & proficiencies] [B]RACIAL FEATURES & PROFICIENCIES[/B] [B]Ability scores: [/B]Strength +2, Charisma +1 [B]Draconic Ancestry:[/B] Blue dragon [B]Breath Weapon:[/B] Once per short or long rest, exhale lightning in 5 by 30 ft. line for 3d6 lightning damage (Dex save DC 14 for half damage). [B]Damage resistance:[/B] Lightning [B]Languages: [/B]Common, Draconic [B]BACKGROUND FEATURES & PROFICIENCIES[/B] Far traveller (Sword Coast Adventurer's Guide) [B]Skill Proficiencies:[/B] Insight, Perception [B]Tool Proficiencies: [/B]One musical instrument (horn) [B]Extra Language: [/B]Primordial [B]All Eyes On You: [/B]Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. People are curious about you and your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. [B]Personality Traits: [/B]I have a strong sense of honor and follow different codes of conduct that others don't comprehend. I also have my own ideas about what is and isn't food. [B]Ideal: [/B]I must be careful, for I have no way of telling friend from foe here. [B]Bond: [/B]Those responsible for my father's assassination attempt and my exile will pay for their crimes. [B]Flaw: [/B]I am convinced of the superiority of my own culture over that of this foreign land. Also, I have a weakness for the fleshy humanoid creatures that do not share my draconic heritage. [B]CLASS FEATURES & PROFICIENCIES[/B] [B]Armor Proficiencies: [/B]Light armor, medium armor, shields [B]Weapons Proficiencies: [/B]Simple weapons, martial weapons [B]Skill Proficiencies: [/B]Athletics, Survival [B]Rage: [/B]Can enter rage state as bonus action on my turn, granting advantage on Strength checks and Strength saving throws, gaining +2 damage on melee weapon attacks using Strength, and gaining resistance to bludgeoning, piercing and slashing damage. 4 rages of 1 minute per long rest. [B]Unarmored Defense: [/B]While not wearing armor, AC equals 10 + Dex modifier + Con modifier. [B]Reckless Attack:[/B] When making first attack on your turn, can get advantage on melee weapon attacks using Strength, while attack rolls against you have advantage until your next turn. [B]Danger Sense:[/B] Advantage on Dexterity saving throws against effects that you can see, such as traps and spells, while not blinded, deafened or incapacitated. [B]Ability Score Increase: [/B]Strength +1, Dexterity +1 [B]Extra Attack:[/B] Attack twice whenever you take the Attack action on your turn. [B]Fast Movement:[/B] Speed increases with 10 feet. [B]Primal Path:[/B] Totem Warrior [B]Spirit Seeker:[/B] Can cast [I]beast sense[/I] and [I]speak with animals[/I] as rituals only. [B]Totem Spirit:[/B] Blue Dragon (Bear): While raging, resistance to all damage except psychic. [B]Aspect of the Beast:[/B] Blue Dragon (Eagle): See up to 1 mile away with no difficulty, discern fine details as if no more than 100 feet away. Dim light does not impose disadvantage on Wisdom (Perception) checks. [B]Feral Instinct:[/B] Advantage on initiative, and if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn [B]ADVENTURE FEATURES Teraphim Blessing:[/B] Aanzu, Harfik and the Captain are psychic 'brothers', able to establish a mental link to each other, as long as the parts in communication are within a hundred yards. The three now have a shared pool of skills. Each time any of them uses a power, a slot is employed. Aanzu also receives the ability to discern friend from foe three times a day, as an immediate spell. Additionally, he can muster the inner Teraphim strength, applying +4 to his strength during rage. ([URL="http://www.enworld.org/forum/showthread.php?561272-IC-THE-CURSE-OF-AMBERSTAR&p=7445326&viewfull=1#post7445326"]post[/URL]) [B]Blue Dragon Rage:[/B] While raging, Aanzu can grow wings that grant a fly speed or make an extra attack (unarmed +8, 1d8+2 plus any strength bonuses). In addition, Aanzu has limited control over the weather around his body, creating clouds that give attacks against him disadvantage and attackers take 1d4 blessed or electric damage per level on successful hits. ([URL="http://www.enworld.org/forum/showthread.php?561272-IC-THE-CURSE-OF-AMBERSTAR&p=7490166#post7490166"]post[/URL]) [B]SKILLS (Proficient in bold)[/B] +3 (dex) Acrobatics +2 (wis) Animal Handling +0 (int) Arcana [B]+8 (str) Athletics[/B] -2 (cha) Deception +0 (int) History [B]+5 (wis) Insight[/B] -2 (cha) Intimidation +0 (int) Investigation +2 (wis) Medicine +0 (int) Nature [B]+5 (wis) Perception[/B] -2 (cha) Performance -2 (cha) Persuasion +0 (int) Religion +3 (dex) Sleight of Hand +3 (dex) Stealth [B]+5 (wis) Survival[/B] [/sblock][sblock=Appearance & bio] [B]PHYSICAL APPEARANCE[/B] [sblock=Portrait][ATTACH=CONFIG]85300._xfImport[/ATTACH][/sblock]As a dragonborn from a royal bloodline tracing its origin back to blue dragons, Aanzu looks more draconic than most of his race. His scales are deep blue, with a tinge of brown closer to his belly. A shock of white hair, highly unusual for a dragonborn, frames his head and makes him look more human despite his cold reptilian yellow eyes. Aanzu is muscled and strong, his whole posture that of an experienced warrior. The prince is dressed in gold and blue fabrics, leaving his arms bare, and he carries a huge sword on his back and an amulet made from a dragon's decorated fang around his neck. [B]BIO[/B] Aanzu of the Sethmek dynasty, son of King Koozu of the land of Sethmandu in the deserts far to the southeast, has always had a weakness for soft, fleshy humanoids. Although he is a fierce and proud warrior blessed by the powerful Blue Dragon totem, it was a public secret that the Prince was often too friendly with the human slaves that were kept around court. Knowing of this weakness, the last Duke of Wellington sent a diplomatic envoy to negotiate a trading agreement for the coveted riches buried deep beneath the desert sands of Sethmandu. The envoy was led by a female human called Ellah Ravenblade, and Aanzu found her irresistable. They had a brief but fiery fling, but when the negotiations turned ugly because proud King Koozu insisted on getting the famed Wellington weaponry, Ellah attempted to assassinate the king. Aanzu, not believing his lover capable of such acts, tried to stop his twin brother Zuno and the guards, so that Ellah and the rest of the envoy fled back to Wellington. The king, badly wounded and in no state to perform the duties of reign, appointed wise Zuno as regent. Feeling slighted, Aanzu asked what part he could play in his father's absence, but the king shook his head. "Oathbreaker," he called Aanzu by his childhood nickname; a monicker he had gotten after breaking his promise to his brother to return a carved dragon statue he wanted to play with. It was now a serious accusation. Aanzu was banished by his father and brother, never to return unless he tracks down the envoy, and eat their hearts as the greatest insult known to Sethmandu. It's been years and Aanzu has wandered the world, taking up jobs as a ferocious and effective sellsword, making his way to now-ruined Wellington. There he hopes to find the only person of the bloody envoy still alive; his old lover, Ellah Ravenblade...[/sblock][sblock=Inventory] [B]COMBAT GEAR[/B] [I]greatsword of lightning +1 [/I] dagger x2 cloak of protection [B]OTHER GEAR[/B] backpack bedroll clothes, fine hourglass perfume (vial) x3 poation of healing x5 rations x10 signet ring waterskin whetstone [B]MONEY[/B] 227 gp 7 sp 9 cp [sblock=Wealth roll] [URL="http://roll.coyotecode.net/lookup.php?rollid=167787"]1d20 x25GP: 1D20 = [19] = 19 [/URL] So 1500 + 1d20 x 50 gp makes 2,450 gp[/sblock] [/sblock] [/QUOTE]
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THE CURSE OF AMBERSTAR - ROGUE'S GALLERY
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