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EN World - Morrus' D&D / d20 News & Reviews Site - General - PCs and NPCs for Endur'sRTTOE
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Players
Dalamar: Kerwyn, Dwarven Spellthief (was Suel Human)
Isida Kep'Tukari: Craven Proudheart, Human Paladin of St. Cuthbert
Manzanita: Torn (Rowena Eldred), Human Cleric
Paxus Asclepius: Belaver Thornfoot, Halfling Druid
Pyrex: Raner Bluestone, Dwarven Fighter
Seonaid: Toriah, Dwarven Rogue (was Half-elven, then Goblin)
Thanee: Lenya, Rhennee Warlock
Xael: Lylamwyn Aleandlues, Dwarven Wizard (was Gray Elf)
Party NPCs:
Nierethi Poscurian, Gnome level 4 Illusionist (Swallowed by Giant Frog outside Moathouse)
Redithidoor Halfmoon, Half-elf level 2 Bard (Ambushed by Gnolls in Moathouse basement)
Spugnoir, Human Level 7 Wizard (Assassinated by Chat in Moathouse, later raised by Y'Dey)
Chat, Human Level 5 Rogue/Level 1 Assassin (Killed by an Angry Party of PCs in Moathouse)
Neshi, Cobra Animal Companion of Belaver (Killed by Claagingred the Gargoyle in Rastor, reincarnated by Belaver as a Riding Dog)
Xaod, drunken paladin (slain by an advanced Howler in the Crater Ridge Mines)
Slaazh, Troll Fighter 2 (charmed, then slain by party of PCs after trying to eat Lylamwyn)
"Olive Rustkettle", halfling "bard" (assassinated by Bethe)
Doppleganger captured by party (turned over to the dwarves as a prisoner)
Bethe, Human level 5 Monk/level 4 Assassin (slain by Belaver's summoned minions after killing Olive and Craven)
Final, Mimic Guardian (Lawful Good, hp 60)
Lenya Female Rhennee, 9th-Level Warlock Medium Humanoid (Human)
Hit Dice: 10d6+20 (53 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 17 (+2 Dex, +5 armor), touch 12, flat-footed 15 Base Attack/Grapple: +7/+6 Attack:Eldritch Blast +9 ranged touch (5d6) Full Attack: - Space/Reach: 5 ft./5 ft. Special Attacks:Eldritch Blast, Invocations Special Qualities: Damage Reduction 2/cold iron, Energy Resistance 5 (Cold, Fire), Detect Magic, Deceive Item, Fiendish Resilience 1 Saves: Fort +6, Ref +6(9), Will +7 Abilities: Str 8, Dex 14, Con 14, Int 12, Wis 8, Cha 17 Skills: Bluff +8[14](5), Concentration +10(8), Diplomacy +7[13](0), Intimidate +6[12](1), Knowledge (arcana) +6(5), Profession (tavern wench) +1(2), Sense Motive +9(10), Spellcraft (decipher scrolls) +10/12(7), Use Magic Device (scroll related) +15/17(12); * Armor Check Penalty 0 Feats: Simple Weapon Proficiency, Light Armor Proficiency, Ability Focus (eldritch blast), Point Blank Shot, Precise Shot, Empower Spell-Like Ability (eldritch blast), Craft Wand Alignment: Chaotic Neutral
Lenya stands 5 feet 5 inches tall and weighs 111 pounds. She is 19 years old. Her dark brown hair falls in slight waves down over her shoulders, framing a pretty face with hazel eyes. Her petite figure is usually dressed in a long green skirt and a form-flattering blouse of matching color, which nicely accentuates her slim waistline. She also wears a green bandana on her head and some simple silver jewelry, mostly earrings, rings and a few slim bracelets.
Lenya speaks Common, Rhopan and Giant.
Invocations: As 10th-level warlock Warlock Invocations Known (save DC 13 + spell level equivalent): Least - Beguiling Influence (2nd), See the Unseen (2nd), Dark One's Own Luck (2nd); Lesser - Charm (4th), Stony Grasp (3rd), Eldritch Chain (4th).
Equipment:+1 Mithril Chain Shirt, Entertainer's Outfit, Traveler's Outfit (2), High Quality Explorer's Outfit (soft leather; 40 gp), High Quality Entertainer's Outfit (silk; 20 gp), High Quality Traveler's Outfit (linen; 10 gp), Cloak of Resistance +1, Heward's Handy Haversack, Backpack, Bedroll, Winter Blanket, Scroll Case, Belt Pouch, Sack, Soap, Waterskin, Wand of Shield (39 charges) in Wrist Sheath, Wand of Cure Light Wounds (50 charges) in Wrist Sheath, Wand of Disguise Self (10 charges), Silver Medaillon (old family heirloom with the likeness of the first daughter; 50 gp), Silver Jewelry (30 gp), Medaillon of the Temple of Elemental Evil, Moradin's Hammersphere; 110 gp, 8 sp, 0 cp.
Background:
Spoiler:
Lenya was born free in the County of Urnst, but her familiy did not ever live there and not always in freedom. Their roots on this world trace back into the far east of the Flanaess, from where they had fled to escape the oppression they had suffered from in these lands once known as the Great Kingdom of Aerdy. For some generations, the women in her family showed a considerable knack for arcane magic and often became sorceresses or followed similar traditions.
One of Lenya's ancestors had the mixed blessing of mating with a fiend she had lured into this world with powerful spells, in exchange to providing their children with some amenities and protection. However, the result of this unspeakable act was not as expected. The children were still human, showing only little signs of their fiendish ancestry. Instead the magical talents of her offspring were raised considerably, but would lessen with every coming generation; many of them even showed a natural talent of wielding the arcane forces without any training at all. Another effect of this bonding was, that there were more daughters than sons born into the family, but this also would eventually grow back to normal levels over time. Needless to say, the fiend broke all of his promises as soon as it was discovered. He slew the mother in anger, but by then their first daughter had already disappeared with the rest of the family. This daughter became their youngest matriarch and she led her people west, far away from their home, to flee the oppression and the raising influence of the fiend. Thanks to her inborn magical talents, most of them made it alive, the wish of her mother finally coming true.
All this lies four generations back by now. From the infernal deed remained only a story to scare the children, the full extent of it only known to the elders. The first daughter was the great-great-grandmother to Lenya, one of the children and the youngest daughter at this time. Like many before her, she also inherited an inborn talent, able to wield the raw fiendish magic slumbering within her - a rare gift and a mixed blessing as well. Lenya spent much of her time exploring and investigating her magical abilities and rarely met any people outside of her family and their close friends. Her extraordinary powers woke reactions of envy and rejection, further heightened by the prejudice the Rhennee suffered from already. For a century her family was now living in the County of Urnst, keeping to themselves the way the Rhenn-folk became used to, migrating the great lakes and rivers. Life was bearable, but the Rhennee were always shunned for their reputation as thieves and their secrecy.
The isolation took its toll and Lenya grew anxious and restless with the years. There was so much to know and so little she had seen. When Lenya turned sixteen, she gave in to the calling and left for her own adventure. Before she set off, Lenya's mother gave her a silver medaillon, an old family heirloom, which depicts the first daughter, to protect her on her travels. Lenya first traveled westwards to the port city of Dyvers where others of her folk had settled, but after a few weeks she continued upcountry and to the capital city of Greyhawk. She managed to join up with a group of St. Cuthbert clergy bound for Verbobonc and from there she headed straight south with another group of travelers. And so Lenya came to Hommlet.
Life in the small town was different than what Lenya had known in the past. There was only little prejudice and the smallfolk was cheerful and friendly. Especially Vesta, the daughter of the old owners of the Welcome Wench inn and its manager, who allowed Lenya to work there. Having spent all her coins on her travels by the time and lacking the deft fingers of her uncles and brothers to steal for a living, which for some reason Lenya also felt wrong about with these people, she was happy to find a place of employment as a tavern wench and a small room in the inn. First Lenya only wanted to collect just enough to continue her journey, but at some point she realized, that this was the best place she had been to in the past and so Lenya decided to stay. Summer came, winter went by, once, twice. It's now the third year of her staying in Hommlet and Lenya has found a few friends among the townsfolk even. Yet, she still fears for their reactions to the powers resting within her and has kept them a secret. And the secret of her ancestry she had left behind long ago, when she left her family, remembering only the scary stories her old grandmother had always told.
Family Tree:
Spoiler:
Martha (Lenya's great-great-great-grandmother (M); a conjurer) *412 CY †455 CY (slain by Infinitus)
Infinitus (Lenya's great-great-great-grandfather (M); a demon of power, cunning, and rage) *unknown †unknown
Jana (Lenya's great-great-grandmother (M); Martha's first child; a sorceress of immense power) *439 CY †546 CY (died of old age)
Thân (Lenya's great-great-grandfather (M); an Oeridian merchant-wizard) *448 CY †479 CY (slain in a bandit attack, refused resurrection)
Kayla (Lenya's great-great-grandaunt; Martha's second child; a powerful warlock) *447 CY †unknown
Rowena (Lenya's great-great-grandaunt; Martha's third child; just a babe) *455 CY †455 CY (slain by Infinitus)
Martha (Lenya's great-grandaunt; Jana's first child; a sorceress) *469 CY †553 CY (died of old age)
Romanus (Lenya's great-granduncle; Jana's second child; Romana's twin-brother; a skilled thief) *473 CY †512 CY (suicide)
Romana (Lenya's great-grandmother (M); Jana's third child; Romanus' twin-sister; a sorceress) *473 CY †512 CY (ride accident)
Julian (Lenya's great-grandfather (M); a leatherworker) *469 CY †512 CY (slain by Romanus)
Kylie (Lenya's great-grandaunt; Kayla's first child; an enchantress) *474 CY †507 CY (slain in a raid)
Ferd (Lenya's granduncle; Romana's first child; a warrior) *496 CY †578 CY (died of old age)
Anna (Lenya's grandmother (M); Romana's second child; a sorceress; current matriarch) *508 CY
Geomer (Lenya's grandfather (M); a traveling merchant) *492 CY †unknown (missing since 557 CY)
Kyle (Lenya's granduncle; Kylie's first child; a warrior) *501 CY †530 CY (drowned)
Deirdre (Lenya's grandmother (P); a herbalist from Dyvers) *520 CY
Olaf (Lenya's grandfather (P); a carpenter from Dyvers) *513 CY
Ferris (Lenya's uncle; Ferd's first child; a warrior) *527 CY
Florimel (Lenya's aunt; Ferd's second child; a rogue) *530 CY
Aeryn (Lenya's mother; Anna's first child; a sorceress) *541 CY
Sollis (Lenya's father; a warrior from Dyvers) *544 CY †584 CY (died in battle)
Balon (Lenya's step-father; Aeryn's second husband since 587 CY; a warrior) *546 CY
Renelaus (Lenya's uncle; Anna's second child; a rogue and leatherworker) *547 CY
Joryn (Lenya's cousin; Ferris' first child; a young warrior) *560 CY
Peet (Lenya's cousin; Renelaus' first child; a young warrior) *567 CY
Tanya (Lenya's cousin; Renelaus' second child; a young herbalist) *569 CY
Sheila (Lenya's sister; Aeryn's first child; a young illusionist) *567 CY
Lenya (herself; Aeryn's second child; a young warlock) *572 CY
Valeris (Lenya's brother; Aeryn's third child; a young rogue) *576 CY
__________________
“THIS IS A THINKING PERSON’S MODULE.
_AND IF YOUR GROUP IS A HACK AND SLAY GATHERING,
_THEY WILL BE UNHAPPY!” -- Gary Gygax, Tomb of Horrors.
Last edited by Thanee : 04-27-06 at 06:15 PM.
Reason: 10th-level update
Wizards Spells Prepared (4/6/5/4/3/3; Save DC 15 + Spell Level):
0th - Detect Magic, Light, Message, Read Magic.
1st - Enlarge Person, Grease, Magic Missile x3**, Ray of Enfeeblement*.
2nd - Command Undead, Resist Energy x2*, Scorching Ray*, Web*.
3rd - Dispel Magic*, Fireball*, Haste*, Slow*.
4th - Dimension Door*, Evard's Black Tentacles, Greater Invisibility*.
5th - Cone of Cold*, Hold Monster*, Teleport*.
* = Already cast or otherwise unavailable.
Custom Items
Lylamwyn's Circlet: This circlet confers +2 Enhancement bonus to Intelligence and allows the wearer to utilize Disguise Self at will.
Description & Personality: Lylamwyn could easily be described as a "typical Elf". He's somewhat short, thin, and has a slim face. He has somewhat long, silvery hair, which usually hangs free. He dresses in white and silver robes, and sometimes wears his long and gray travel cloak. His backpack is also gray.
Lylamwyn is usually calm, as most people think elves always are, and certainly shows his race's usual share of patience and sometimes thinks that the humans are way too busy for their own sake, but he has lost some of his disregard towards time, and learned to do his job quickly. He thinks that the fast way of doing things is the only way the races with shorter lives can actually get something done, and accepts it as another cultural difference, which sometimes amuses him.
Temporary Modifiers: Medium load. Speed 20ft, -3 Armor Check Penalty.
Total Money Used: 12,250 gp. Total Experience Used: 980 Xp.
Background:
Spoiler:
Lylamwyn was born some little under one and a half centuries ago somewhere in Celene, and was not raised in any exeptional circumstances. He spend his childhood and youth helping out his parents. Since he wasn't really strong enough to practice with the longbows, which we're primarily used by the elves, he trained with the crossbows instead, and actually found out that he could shoot pretty well. He spend a lot of his time reading books, since his father is a librarian, and picked a few topics of interest from different areas. As many elves do, he caught an interest towards magic, specifially arcane, and focused his studies towards that part.
Since there was only one wizard in the close family, Xanastriathe, his grandmother from his mother's side, Lylamwyn asked her to teach him about the arcane arts. She agreed, pleased to see one of her grandchildren to show interest towards the art, since there hadn't been wizards in the family after her. Lylamwyn spend time learing wizardy, and somewhat quicly mastered the basics. He continued his studies with the help of his grandmother, and quickly developed a somewhat sceptical outlook towards some of the more one-sided views of other people and places outside Celene in some literature.
After finishing his apprenticeship, Lylamwyn had picked up an interest towards the world outside Celene. He decided that in order to educate and train himself, he would have to search for experiences outside his own people and homeland, who seemed to be stuck in time and following their centuries old traditions. In order to see the truth behind the stories he found in the books and tales of the elders, he would have to see the outside world himself. In truth, as he noticed later, he was also mostly starting to get bored.
Lylamwyn bid farewell to his family for now, and left to see the outside world. His joyrneys didn't take him to far, and he soon (for an elf) found himself from a small Hommlet, listening to stories of nonelved kingdoms and heroes, tales of evil risen and beaten back. He stayed, soon finding himself working as a Scribe and trying to gather information from the people around him. He was impressed by the skills of lord Burne, and made several very well detailed and comprehensive applications for the positions of his apprentice. He wasn't particulary surprised when Burne declined.
Lylamwyn has been staying in the Hommlet for a little under a year, a time which he would have barely noticed before, but now he has had to become somewhat used to the humans' way of seeing time flow faster.
Family Tree Index (Incomplete):
Spoiler:
X = Lylamwyn Aleandlues.
1. Lylamwyn’s younger sister Linthe Aleandlues, about twenty years old. Wants to be an adventurer like his brother.
2. Lylamwyn’s older sister Felophinua, 160 years or so old. A baker. Thinks that Lylamwyn is wasting his life as an adventurer, but recognises his arcane talents. Is married to Tharivo.
3. Lylamwyn’s older sister’s husband Tharivo. A merchant.
4. Lylamwyn’s cousin Araos Maernthym.
5. Lylamwyn’s cousin Analania Maernthym.
6. Anaquithe Maernthym (surname changed when married).
7. Aravor Maernthym.
8. Lylamwyn’s mother Lisithe Aleandlues (surname formerly Maernthym, changed when married).
9. Lylamwyn’s father Thariian Aleandlues. A librarian.
10. Lylamwyn’s aunt Xanathe.
11. Lylamwyn’s aunt’s husband Laucior. Killed by robbers fifteen years ago.
12. Lylamwyn’s Grandmother Xanastriathe Maernthym. Taught Lylamwyn wizardy for some time.
13. Lylamwyn’s Grandfather Quarilol Maernthym (surname changed when married).
14. Valanna.
15. Lylamwyn’s Grandmother Drusinia Aleandlues (surname changed when married).
16. Lylamwyn’s Grandfather Laucios Aleandlues.
17. Hevol Aleandlues.
18. Qillalia, Lylamwyn’s oldest living relative (if you don’t count Thamion), who will probably soon be dead. Qillalia is pretty much ancient, and her health has been fading rapidly in the past few years. She has been the family’s storyteller, and has always been respected by everybody.
19. Thamion Maernthym. Somewhat powerful, almost a millennia old arcanist. Black sheep of Lylamwyn’s mother’s family, and he’s told to be long dead if somebody outside the family asks. Resides somewhere in Celene, in his own well-protected haven, researching and performing arcane experiments. He’s a Lich. The general location of his haven is passed down in the family, but no one ever really bothers to go looking for him, unless the need is really extreme. He isn’t particulary friendly, but isn’t hostile towards his family either, but wouldn’t want relatives pay him a visit more than once in a century. Lylamwyn hasn’t met him personally, and neither is his mother, but his grandmother Xanastriathe has seen him a few times after Thamion retired to his haven, and in her childhood.
Belaver Thornfoot Male halfling druid 10 Small Humanoid (halfling)
Hit Dice: 10d8 (44 hp) Initiative: +3 Speed: 20 ft. (4 squares) Armor Class: 19 (+3 Dex, +1 size, +5 armor), touch 14, flat-footed 16 Base Attack/Grapple: +7/+1 Attack: Shortspear +8 Melee (1d4) Or Sling +11 Ranged (1d3) Full Attack: Shortspear +8/+3 Melee (1d4) Or Sling +11/+6 Ranged (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: - Saves: Fort +7(8), Ref +7(8), Will +10(12) Abilities: Str 10, Dex 16, Con 10, Int 10, Wis 17 (19), Cha 10 Skills: Balance +2 (0), Bluff +0 (0), Climb +2 (0), Concentration +7 (8), Decipher Script +0 (0), Diplomacy +0 (0), Disguise +0 (0), Heal +13 (10), Hide +6 (0), Intimidate +0 (0), Jump 0 (0), Knowledge (Nature) +10 (12), Listen +3 (0), Move Silently +4 (0), Profession (apothecary) +1 (1), Search +0 (0), Sense Motive +0 (0), Spellcraft +0 (0), Spot +10 (6.0), Survival +14 (9), Swim +0 (0). Feats: Spell Focus: Conjuration, Augment Summoning, Natural Spell, Ashbound. Alignment: Neutral Good
Special Abilities: Nature Sense (+2 to Knowledge: nature and Survival), Wild Empathy (+8), Woodland Stride, Trackless Step, Resist Nature's Lure (+4 to saves against fey Spell-like Abilities), Wild Shape 4/day (Small, Medium, or Large), Venom Immunity.
Description: Belaver is slightly taller than your average halfling, and slightly stouter; he dresses in plain brown robes, accentuated only by an ornate periapt. He is constantly accompanied by his companion, a shaggy, very affectionate dog larger than he is.
He is slowly becoming visibly paranoid, his head and that of his familiar constantly scanning the area in the absolutely certain knowledge that he has been outmaneuvered and that an ambush is imminent. So far, he has usually been right. Fortunately, he has grown in his powers to the point where he need not fear most calamities, which has lessened his morbid tendencies.
Languages: Common, Druidic
Spells Prepared (6/5/4/4/2; Save DC 13(14) + Spell Level):
0th - Create Water, Cure Minor Woundsx5.
1st - Cure Light Woundsx5.
2nd - Barkskinx3, Fog Cloud, Lesser Restoration
3rd - Cure Moderate Woundsx4, Protection from Energy
4th - Ice Stormx3, Reincarnate
5th - Baleful Polymorph, Cure Critical Wounds
Equipment: Explorer's Outfit, Shortspear, Sling, 100 Bullets, Backpack, Bedroll, Flint & Steel, Two Torches, 5 Trail Rations, Sack, Spell Component Pouch, Waterskin, Periapt of Wisdom+2, cloak of resistance +1, Hammersphere, chitin breastplate, 70 gp, Greater Ring of Fire Resistance.
When Wild Shaped as a brown bear: AC 15, Attacks 2 claws +15 (1d8+8), one bite +10 (2d6+4). Fort +11, Ref +4. Move 40 ft. Improved Grab.
Background: The Thornfoot family has a long tradition of service in the Old Faith. Belaver learned the Druidic tongue, prayers, and practices from his grandfather Artorius Thornfoot, a respected patriarch in his home village. His youth was never particularly eventful, nor was Belaver ever seized with wanderlust; his presence in Hommlet is, like most of Belaver's actions, a product of his grandfather's guidance. The old halfling directed his youthful grandchild to this village after a day-long consultation of cloud patterns and various natural "concentration enhancements," telling the boy only that he'd see why his journey was important in time.
Belaver has now been in Hommlet for two years, making his living by selling various natural remedies, and supplementing it with hunting and fishing.
Family tree:
Father: Jonas Thornfoot, miller, resident of (halfling village between one and two week's travel)
Mother: Asa Thornfoot, housewife, resident of (above village)
Paternal Grandfather: Artorius Thornfoot, druid (semi-retired), resident of (above village).
Paternal Grandmother: Jenny Thornfoot, resident of (above village)
Maternal Grandfather: Friedrich Silvertooth, farmer, deceased, former resident of (above village)
Maternal Grandmother: Shana Silvertooth, farmer, resident of (above village)
Aunts: Alice Dart, wife of Joman Dart, trader, resident of Hommlet
Sonia Silvertooth, midwife/matchmaker, resident of (above village)
Siblings: David Thornfoot, apprentice miller, five years younger, resident of (above village)
Meghan Thornfoot, fourteen years younger, resident of (above village)
Illegitimate half-sister: Cassandra Stone, twelve years older, blackguard in service of Hextor, whereabouts unknown.
Needless to say, Jonas doesn't talk about Cassandra much.
__________________
"What do you want?"
"I want to get the hell out of here!"
"Oh, I'm sorry, we're fresh out of that. I'm afraid all we have left is untimely death!"
Last edited by Paxus Asclepius : 04-26-06 at 12:19 AM.
Kerwyn Nimeton Male Dwarf, formerly Suel Human, 10th-Level Spellthief Medium Humanoid (dwarf)
Hit Dice: 10d6+10 (43 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 17 (+4 armor, +3 Dex), touch 13, flat-footed 14 Base Attack/Grapple: +7/+7 Attack: Dagger +11 melee or ranged (d4+1, 19-20/x2, 10ft incr.), or Light crossbow +11 ranged (d8, 19-20/x2, 80ft incr.) Full Attack: Dagger +11/+6 melee (d4+1, 19-20/x2) Space/Reach: 5 ft./5 ft. Special Attacks:Arcane Sight, Detect Magic, Sneak Attack +3d6, Spells, Steal Energy Resistance 10, Steal Spell (up to 5th), Steal Spell Effect, Steal Spell-like Ability (up to 3rd) Special Qualities: Absorb Spell, Lenya's Invocations, Spellgrace +1, Trapfinding; Dwarf traits Saves: Fort +4(+7), Ref +6, Will +7; Spellgrace +1 Abilities: Str 10, Dex 14(16), Con 12, Int 14, Wis 10, Cha 16 Skills: Balance +5(0), Bluff +16(13), Diplomacy +5(0), Disable Device +17(13), Disguise +13/+15[act in character](0), Forgery +4(2cc), Hide +13(10), Intimidate +5(0), Jump +2(0), Knowledge (Arcana) +7(5), Knowledge (Local - Hommlet) +3(1), Knowledge (Planes) +6(3), Knowledge (Religion) +3(1cc), Move Silently +13(10), Open Locks +15(10), Search +15(13), Sleight of Hand +10(5), Spellcraft +10(6), Spot +10(10), Tumble +10(7) Feats: Combat Expertise, Eschew Materials, Improved Feint, Improved Initiative, Weapon Finesse Alignment: Chaotic Neutral
Absorb Spell: If Kerwyn succeeds on a save against a targeted spell of 5th level or lower, he can make a level check against DC 10 + the spell's caster level. On a success, Kerwyn absorbs the spell, exactly as if he had stolen it using his Steal Spell ability, instead of its normal effects. Arcane Sight: As a spell-like ability 3/day, Swift action, caster level 10 Detect Magic: As a spell-like ability 3/day, caster level 10 Lenya's Invocations: Kerwyn gropes Lenya daily to gain the benefits of the following invocations: Dark One's Own Luck (Fort), See the Unseen Spellgrace: +1 competence bonus to all saves against spells Steal Energy Resistance: Can sacrifice +1d6 sneak attack to instead gain Energy Resistance 10 of the same type as the target. The target's Resistance drops by 10, but multiple uses of this ability do not stack in regards to the same resistance. Lasts 1 minute. Steal Spell: Can sacrifice +1d6 of sneak attack to instead gain a single spell of the target's. Can either choose, or gain a random one. Spell acts as if cast by the original owner in all respects. Max level 5th. The spell remains up to 1 hour or untill discharged or dismissed. Can hold a maximum total of 10 levels of spells. Steal Spell Effect: Can sacrifice +1d6 sneak attack to instead gain the benefits of a single spell effect, max caster level 13, affecting the target for 10 minutes. Can only gain the benefit of spells that could've been cast on him by the original caster, though the target loses the effect even if Kerwyn can't gain the benefits. Steal Spell-like Ability: Can sacrifice +1d6 sneak attack to gain a use of a spell-like ability the target currently has available for use, maximum level 3rd. Can either choose, or gains a random one. The target can't use the stolen spell-like ability untill Kerwyn uses the stolen charge, or 1 minute passes, when the stolen charge dissipates harmlessly. Trapfinding: Can use the Search skill to find Traps with a DC greater than 20.
Kerwyn is a suel-originating human man 20 years of age, five feet eight tall with a slim build of around 150 pounds. His unruly, dark-blonde hair (check the illustration of Gimble in the PHB for the hair style) goes well with his light grey eyes and the charming smile he shows to the customers of the Welcome Wench as he moves among them, when pulling coins out of people's ear or nose, when 'finding a stolen purse' in the pocket of the one sitting next to whomever the purse belongs to, when merely doing simple card tricks.
Equipment: Explorer's outfit; Backpack, belt pouch, masterwork thieves' tools, masterwork light crossbow with a case of 10 bolts, +1 dagger taken from Festrath, +1 studded leather armor, two identical decks of cards, Bandana of Disguise, Cloack of Resistance +1, Gloves of Dexterity +2, Elixir of Hiding, Potion of Darkvision, Potion of Levitate, Potion of Spiderclimb, Potion of Glibness, Potion of Cure Light Wounds, Potion of Cure Moderate Wounds; no valuables
Background: Parents forced him to magic academy, went along, making fake magic scrolls or stealing those of his fellow students when they were assigned such work. Tagged along a while when practical spell training began by leeching spells off his teachers and the other apprentices, but was caught and forced to take an extended leave (under construction).
Family Tree: Under construction, most likely includes a couple of wizards and/or sorcerers of some power
Elmo, Captain of the Hommlet Militia (on patrol out of town)
Elmo: Male human Rgr6; CR 6; Medium-sized humanoid (human); HD 6d8+24; hp 52; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +6; Grp +10; Atk +11 melee (1d8+7/x3, +1 battleaxe ) or +10 ranged (1d8+5/x3, +1 mighty composite longbow [+4 Str bonus]); Full Atk +11/+6 melee (1d8+7/x3, +1 battleaxe ) or +8/+8/+3 ranged (1d8+5/x3, +1 composite longbow [+4 Str bonus]); SA Favored enemy (goblinoids +4, undead +2);
AL NG;
SV Fort +8, Ref +8, Will +5;
Str 18, Dex 16, Con 18, Int 15, Wis 16, Cha 11.
Skills and Feats: Climb +11, Concentration +6, Handle Animal +6, Hide +7, Knowledge (nature) +13, Listen +12, Move Silently +7, Ride +12, Search +5, Survival +12, Swim +9, Use Rope +8; Cleave, Endurance, Great Cleave, Improved Unarmed Strike, Power Attack, Track.
Wild Empathy (Ex): Elmo can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being He rolls 1d20+8, or 1d20+4 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Combat Style (Ex): Elmo has chosen the archery combat style, which grants him the Rapid Shot and Manyshot feats when he wears light or no armor.
Spells Prepared: (2; base DC 13 + spell level): 1st- delay poison, speak with animals.
Possessions: +1 chain shirt, +1 battleaxe, +1 mighty composite longbow (+4 Str bonus), 40 arrows, 31 gp.
Gwella: Mount/Animal Companion, Heavy Warhorse, Hit Dice: 6d8+18, HP: 45, AC: 21 (chain shirt barding, +2 dex, +6 natural ac, -1 size), Str 19, Dex 14, Full attack: 2 hooves +7 melee (1d6+4), bite +2 melee (1d4 +2), Fort: +10, Will: +3, Reflex: +7, feats: endurance, run, Great Fortitude, link, evasion, 2 extra tricks, extra skill points
Description & Personality:
Raner is 60 years old, 4' tall and weighs 160lbs. Unlike many dwarves he keeps his coal-black hair and beard short (short, for a dwarf, being down to his breastbone). Having spent many of his early years among humans he is less dour than is typical for his kin, but no less serious when it comes to business.
Background:
For several generations the dwarves of Clan Bluestone operated a diamond mine in the Lortmil mountains. A hundred years ago disaster struck when they tunneled into a cavern that was home to a mighty demon of fire and shadow. Try as they might they could not prevail against the demon and it's minions, the clan was soon routed, fleeing the mine in disarray. Cut off from any route deeper into dwarven territory, Raner's parents Elossa and Dvalin fled to the surface; eventually finding their way to Hommlet.
Currently, Raner works for Gister Noshim the Stonemason, inspecting and purchasing raw materials from quarries in the area as well as smaller quantities of semi-precious stones brought through town by traders.
One decision that needs to be made is where were you caught? i.e. Did you attend the Magical Academy in Greyhawk or Niole Dra or somewhere else?
Since pretty much everything I know about the setting is the info you can get from the PHB, I'm open for suggestions. Most likely not a very high-profile school since he was able to fool the teachers long enough to actually learn the basics of magic.
Quote:
Originally Posted by Endur
Another decision is do you want to have famous or infamous relatives? All the wizards in the PHB live in the Flanaess, i.e. Tenser, etc.
Prolly not any of the Circle of Eight (that's the name, isn't it?), most likely just somebody/-ies a step or two above your run-of-the-mill hedge wizard. Not somebody nationally known, but somebody whose name is known in the neighboring towns too.
Quote:
Originally Posted by Endur
A third decision is that Suel wizards in general have an evil reputation, do you want your family wizards to be evil wizards, or good or neutral or both.
Not "I want to take over the world"-evil, but "I don't care who gets hurt if the job gets done"-evil would fit the bill, I think
Quote:
Originally Posted by Endur
Fourth, why are you in Hommlet? Did you grow up here? Are you hiding here? Did you try to persuade Lord Burne to provide you with Magical training?
Hiding. Don't think he'd ask for magical training from Lord Burne, he's not really into the book thing at all. He tried to stay in his original school just for the thrill he got from the thievery and because that's what his family wanted. I'd say he hasn't done really anything that has to do with real magic since the day he fled.
Class and Racial Abilities: Extra feat at first level, 4 extra skill points at level 1, one additional skill point for each level thereafter. Aura of good, detect evil, smite evil 2/day, divine grace, lay on hands (5hp), aura of courage, divine health, turn undead 4/day, special mount. Proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields).
Relic from Canoness dy'Dey (saint's fingerbone)
- Amulet of Natural Armor +1, from Spugnoir. Not identified. (temporary) 2000 gp. Returned to Spugnoir's family.
- 15 Arrows, from Chat. 7 sp, 5 cp.
Total weight – 126.5 lbs, heavy load.
Money
24.48gp
~~~~~
Appearance: Craven is tall and well-muscled, his face chiseled, with a firm, cleft chin and a proud beaky nose. He wears a neat goatee and moustache, and keeps his blonde hair cut short. His face is often neutral of expression, showing neither happiness nor fear, almost to the point of being habitually mask-like. When expecting trouble, he wears a suit of scale mail, otherwise he wears clean traveling clothes of buff and tan. He keeps a dagger in his belt at all times, and carries his favorite warhammer when permissible.
Personality: Craven often tries to master his expression and voice to avoid betraying his true feelings. Those who have just met him might get the impression that he is rather stoic and stiff. With close friends or family he will show a smile, but with anyone else he tends to be reserved, unwilling to let too many get under his skin, for fear of what they might find there.
Background: Craven’s life started out rather inauspiciously, actually starting with his great grandfather Orwal. Orwal was a priest of St. Cuthbert who led a group of adventurers to destroy a small orc tribe that had been plaguing Hommlet. However, the battle was close, and Orwal was captured by the tribe’s shaman. Knowing that he could not expect to survive, the shaman chose to curse Orwal’s line rather than just kill him.
In a frantic ceremony, the shaman cursed Orwal’s third generation. “Your firstborn son will share your god’s worst vice, cowardice. The stain upon your family name will never be erased.” In a final gesture of defiance, the shaman immolated himself along with all of his articles of power, leaving Orwal alive. Orwal tried to dismiss the curse from his mind, but it lingered, through his marriage, the marriage of his daughter, and the birth of their firstborn son. He had told his family of the curse, and in defiance of the curse, Lilinda named her son Craven.
However, the curse was not dismissed from Craven’s mind, even if outwardly he wore the cowardly name as a badge of courage. Often he heard the tales of glorious battle from the elders of the community, and outwardly he praised them, but inwardly he was relieved that he hadn’t had to do them, for her was certain that he would have run away or surrendered. Most of his dreams were filled with thoughts of cowardice, of men that ran instead of fought, who escaped instead of dying.
In as much defiance as his parents, Craven began training as a warrior, and found a calling in the Church of St. Cuthbert, a god of stoicism and protection. Certainly within such a church his mental cowardice could be trained away. He learned the art of weaponsmithing and armor-making, as well as the use of both of the things he made. Preferring the solidity of a warhammer to the mace, he chose to use one in the service of his god, becoming ordained as a paladin and knight.
Proudheart is a family name, bestowed seven generations before by a grateful noble. Craven's many-times-great-grandfather was a squire in his service, and had just achieved his knighthood when the noble's cousin was kidnapped. Many experienced knights went to rescue her, and were unsuccessful. The young knight was eager to prove his worth, and proud of his abilities, and promised to deliver the noble's cousin to him. Despite his youth, the noble agreed, for all others had failed, so what harm could come of the boy's attempt?
It took no less than three years for the young knight to track down the cousin's kidnapper. Each time he thought about abandoning his quest, his pride would not let him, and his great love for his lord could not let him rest. Eventually he did find the kidnapper, and dealt justice to him swiftly. He took the lord's cousin home, and the lord bestowed upon him a family name to commemorate his deed. Proudheart, Proud for the pride that refused to let him fail, and heart for the compassion and love that drove him ever onward.
Hommlet, however, is a small town. Great crusades are hard to come by, and even the noblest warrior must make a living. Putting his skills to work in helping supply the temple with weapons, Craven put his skills to work to earn his bread. He moonlights in the Welcome Wench as a peacekeeper, and the temple has him protect travelers on the road to nearby towns, for a suitable donation.
Though Craven has crossed blades with the occasional bandit and been able to do his duty, he has fought down intense surges of fear so great they come close to paralyzing him. Though he has managed to face down human foes and the occasional goblin or orc, he fears his fear will cause him to freeze before the face of any greater evil. His fear feeds upon itself, and he dares not even mention it to his superiors. He cannot even bring himself to pray for courage, believing that any change must come from within.
Family Tree: (P = paternal side, M = maternal side, D = deceased)
Mother – Lilinda (potter)
Father – Trevor (leatherworker for the temple)
(P) Uncle Evan (single)
(P) Uncle Lars (Married Aunt Elanor, had cousins Fredrick and Ingrid)
(M) Uncle Wiran (Married Aunt Saran, had cousin Jame)
(M) Uncle Iben (D) (died at 15 in goblin raid)
(M) Aunt Sibby (Sibria) (Married Uncle Pol, had triplet cousins Jan, Elorn, and Nol; work in neighboring town)
Sister Jona (younger, 16, married to Rolf, had niece Yeldara; employed as bakers)
Sister Marly (next oldest, 14)
Brother Frex (baby, died year after Jona was born, of fever)
Craven has a good relationship with his family, though he has kept a bit of distance with his parents since he joined the temple. He hopes to keep them from knowing his inner heart by pledging his duty to keep him from home. However, he does try to take care of his sister Marly from time to time. Of all those in his family, only she has some knowledge of how he feels, and she would not reveal his secret for the world. He knows soon she will marry, and is carefully screening all potential suitors. If anyone dares break her heart, they will face the full force of Craven’s anger.
(GM – Grand Maternal line, or grandmother’s siblings, visa versa with GP)
Lilinda’s Line
(M) Grandmother Thessela (Age 85)
(M) Grandfather Thoran (D, natural causes, five years ago)
(GM) Great-Aunt Isily (D, red ache fever, age 43)
(GM) Great Uncle Boar (Age 90, elder priest in Pelor’s temple)
(GP) Great Aunt Deba (D, age 30 flood, spinster)
(GP) Great Uncle Kuvan (D, age 50, heart attack, married Great Aunt Tamara, age 40)
(GP) Great Uncle Lagress (D, age 13, fall down a well)
(MG) Great Grandmother Frissaly (D, age 47, bandit raid)
(MG) Great Grandfather Wander (Age 94, priest of Fharlaghn, still travels)
(GGM) Great-Great Uncle Budorn
(GGM) Great-Great Uncle Jarek
(GGM) Great-Great Aunt Yilinda
(GGP) Great-Great Aunt Gillian
(PG) Great Grandmother Kara (D, age 50, natural causes)
(PG) Great Grandfather Jorlin (D, age 46, natural causes)
(GGM) Great-Aunt Pressa
(GGM) Great-Aunt Sharla
(GGM) Great-Uncle Oak
(GGP) Great-Uncle Albon
(GGP) Great-Uncle Horace
Trevor’s line
(P) Grandmother Ginara (D, 78, natural causes)
(P) Grandfather Salarn (D, 68, heart attack)
(GM) Great Uncle Yarb (married Great Aunt Merilla)
(GM) Great Uncle Prudarin (married Great Aunt Georgina)
(GP) Great Uncle Eiclax (died as a child, 3 years old, stampede)
(MG) Great Grandmother Quina (D, age 30, childbirth)
(MG) Great Grandfather Wander (D, age 75, natural causes)
(GGM) Great-Great Uncle William
(GGM) Great-Great Uncle Saru
(GGP) Great-Great Uncle Olva
(GGP) Great-Great Uncle Yargu
(PG) Great Grandmother Irene (D, age 67, orc raid)
(PG) Great Grandfather Orwal (D, age 65, heart attack)
(GGM) Great-Aunt Shira
(GGP) Great-Uncle Damar
(GGP) Great-Uncle Alder
(GGP) Great-Uncle Gathur
(GGP) Great-Uncle Urich
Class & Level: Rogue 7
Race: Half-elf
Alignment: CN
Deity: Olidammara
Size: M
Age: 23
Gender: M
Height: 5'3"
Weight: around 135#
Eyes: Green
Hair: Dark
Skin: Tanner than usual for a half-elf
Background
Toriah had lived in Verbobonc until a few years ago. His mother was a Rhenne and his father was a half-elven man she met in the town. The two settled in long enough for Toriah to grow up a bit, but in his thirteenth year they left, following the call of the river and further adventure. He never saw them again, though he listened to every bit of gossip that came in. Some days he wished they were dead, upset for leaving him, and some days he hoped they were out there still, amassing their fortunes. He has pretty much given up hope that they are going to return to him, but that possibility has crossed his mind once or twice.
When they left him, he had a decent education and the attractiveness of a half-elf in a mostly human town. However, restless and angry after his parents' departure, he dropped their surname and took to petty thievery. His parents had left him a small inheritance with a neighbor, who was to hold it until he came of age. He spent several weeks with the neighbor, until the disillusionment of being abandoned by his parents drove him into the streets, where he commenced his petty larceny. A minor figure in the local Thieves' Guild took Toriah in and taught him a few basic skills. After some time scraping by and paying dues to the Guild, Toriah struck out on his own, leaving the Guild with no hard feelings between them.
He spent a few years on his own, cheating and swindling the upright citizens of Verbobonc until he received an unsigned message from a friend in the Guild. Leave town, it read. You've well and truly done it now, and you've seriously annoyed Someone Important. I don't know who or how. Insider in the constabulary told me you should have a week, but I wouldn't outstay my welcome if I were you. Toriah was not alarmed, having been in tight places with the law before, but he was smart enough to heed the anonymous message. He returned to the neighbor, who was shocked to see him, having resigned himself to watching the boy--now a man--remain a criminal for the rest of his days. Toriah thanked him for his care and his concern, received what was left of the inheritance (some of it having been used already, for Toriah's care while living with the neighbor, who had been scrupulously good about keeping it), gathered up what belongings he had, buying what he thought he might need, and after three days of preparation, set off from Verbobonc.
He arrived in the small town of Hommlet, secure in the knowledge that he would not be pursued. He thought he knew which "Someone" was chasing him, and if his thoughts proved correct, that "Someone" wouldn't venture outside of his comfortable town to find a minor thief. Upon arriving in Hommlet, Toriah realized that he did not have the skill or means to support himself through the less-than-legal means he was used to, particularly since the town was so much smaller than Verbobonc. He hired on with The Welcome Wench and Terrigan's and finally settled on Telna's Kitchen, working as a general laborer. A few months after he started, he approached the owner with a proposition: he would take one night off a week from laboring to dance inside for the customers. The owner looked Toriah up and down, laughed to himself, and agreed. Since then, Toriah has spent a night or two every week entertaining--fairly successfully--at Telna's. He retained the grace of his mother's Rhenne heritage and in some ways, this dancing connects him with her.
Toriah has been inducted into the Temple Raiders of Olidammara.
Toriah's Family Tree
Toriah doesn't know much about his family. The information below is based on what he knew when his parents left him (10 years ago). It's possible they have all passed on, or have all had multiple children and marriages. As far as he knows, he has no siblings.
Nierethi Poscurian, Gnome level 4 Illusionist (Swallowed by a Giant Frog)
Redithidoor Halfmoon, Half-elf level 2 Bard (Ambushed by Gnolls)
Spugnoir, Human Level 7 Wizard (Assassinated by Chat, later raised by Y'Dey)
Chat, Human Level 5 Rogue/Level 1 Assassin (Killed by an Angry Party of PCs)
Neshi, Cobra Animal Companion of Belaver (Killed by Claagingred the Gargoyle)
Distributed (114,507 gp):
Items with * are not counted towards the invidual treasure total.
Kerwyn (14,612 gp):
- +1 Dagger, from Festrath. 2,302 gp.
- Masterwork Light Crossbow. 335 gp.
- +1 Studded Leather, from Gnoll Ranger. 1,175 gp.
- Eyes of the Eagle. 2,500 gp.
- Slippers of Spider Climbing. 4,800 gp.
- Bandana of Disguise. 1,800 gp.
- Potion of Glibness. 750 gp.
- Potion of Darkvision. 300 gp.
- Potion of Levitate. 300 gp.
- Elixir of Hiding. 250 gp.
- Masterwork Thieves' Tools. 100 gp.
- Medallion of the Temple of Elemental Evil, from Gnolls.
- Black cape with a yellow Eye of Fire sewn on it, from western rooms in NW part of the Moathouse (Note to self: Reasonably cool).
- Some Stolen, Valuable Gem. ? gp.
- Egg-sized gem. ? gp.
- Diamond. (Post 909).
Craven Proudheart (8,807 gp):
- +1 Warhammer. 2,312 gp.
- Masterwork Mighty Composite Longbow (+2 Str). 600 gp.
- +1 Full Plate. 2,650 gp.
- +1 Heavy Steel Shield. 1,170 gp.
- Lesser Strand of Prayer Beads (Blessing & Healing). 9,600 gp. *
- Relic from Canoness Y'Dey, Saint's Fingerbone. As Phylactery of Faithfulness. 1,000+ gp.
- Potion of Bull's Strength. 300 gp.
- Potion of Water Breathing, from trapped box. 750 gp.
- Flask of Holy Water. 25 gp.
Belaver Thornfoot (6,270 gp):
- Masterwork Sling. 300 gp.
- Small Chitin Breastplate. (Post 932).
- Periapth of Wisdom +2. 4,000 gp.
- Cloak of Resistance +1. 1,000 gp.
- Greater Ring of Energy Resistance (Fire). (Post 1105).
- Pearl of Power (1st). 1,000 gp.
- Potion of Delay Poison, from trapped box. 300 gp. *
Raner Bluestone (15,600 gp):
- +1 Dwarven Waraxe. 2,330 gp.
- Masterwork Mighty Composite Longbow (Str 16). 700 gp.
- +1 Full Plate. 2,650 gp.
- +1 Heavy Steel Shield. 1,170 gp.
- Gauntlets of Ogre Power +2. 4,000 gp.
- Amulet of Natural Armor +1. 2,000 gp.
- Cloak of Resistance +1. 1,000 gp.
- Potion of Fly, from trapped box. 750 gp.
- Elixir of Swimming. 250 gp.
- Potion of Water Breathing, from trapped box. 750 gp.
Lylamwyn Aleandlues (16,511 gp):
- Circlet of Intelligence +2. 4,000 gp.
- Robe of Resistance +1. 1,000 gp.
- Bracers of Armor +1. 1,000 gp.
- Brooch of Shielding (90 hp left). 1,336 gp.
- Scroll of Deep Slumber. 375 gp.
- Scroll of Rage. 375 gp.
- Spell learning stuff. 725 gp.
- Black Cloak, from room with 8 Gnolls.
- Dusty Black cape with a yellow Eye of Fire sewn on it, from Gnoll Ranger's room (Note to self: Reasonably cool).
- White Blanket.
- Spellbook 1 (Written in Gnomish). 3,700 gp.
- Spellbook 2 (Written in Ancient Suel). 4,000 gp.
Lenya (6,395 gp):
- +1 Mithral Shirt. 2,100 gp.
- Hevard's Handy Haversack. 2,000 gp.
- Cloak of Resistance +1. 1,000 gp.
- Lesser Tentacle Rod. (Post 1105).
- Wand of Shield (45 Charges). 675 gp.
- Wand of Disguise Self (10 Charges). 150 gp.
- Medallion of the Temple of Elemental Evil, from Gnolls.
- 130 gp, to buy stuff with.
Toriah (7,990 gp):
- +1 Rapier, from Chat. 2,320 gp.
- Small Masterwork Rapier. (Post 916).
- +1 Shortbow. 2,330 gp.
- +1 Buckler, from Chat. 1,165 gp.
- Small Mithral Chain Shirt. (Post 916).
- Masterwork Studded Leather. 175 gp.
- Necklace of Fireballs (1x 6d6 & 1x 4d6). (Post 1105).
- Boots of Elvenkind. (Post 852).
- Potion of Water Breathing. 750 gp.
- 2 Potions of Bull's Strength. 600 gp.
- Potion of Blur. 300 gp.
- Disguise Kit. 50 gp.
- Medallion of the Temple of Elemental Evil, from Gnolls.
Torn (25,447 gp):
- +2 Longsword, silver circle set into the pommel. 8,315 gp. Not Identified.
- Masterword Heavy Mace. 312 gp.
- +1 Full Plate. 2650 gp.
- +1 Heavy Steel Shield (Red Dragon insignia). 1,170 gp. Not Identified.
- Gauntlets of Ogre Power +2. 4,000 gp.
- Periapth of Wisdom +2. 4,000 gp.
- Cloak of Resistance +2. 4,000 gp.
- Ring of Feather Falling. (Post 1105).
- Pearl of Power I. 1,000 gp.
Items Not Counted Towards Invidual Treasure (12,875 gp):
- Potion of Delay Poison, from trapped box. 300 gp.
- Lesser Strand of Prayer Beads (Blessing & Healing). With Craven. 9,600 gp.
- 2 Wands of Cure Light Wounds (50 Charges). (Posts 1196 & 1203).
- +2 Greatsword with Brown Triangle set into the pommel. (Post 862).
- +1 Huge (Large?) Greatclub. 2,305 gp. Not Identified.
- +1 Greataxe. 2,320 gp. Not Identified.
- +1 Rapier. 2,320 gp. Not Identified.
- 2 +1 Longswords. 4,630 gp. Not Identified.
- +1 Morningstar. 2,308 gp. Not Identified.
- 2 Masterwork Morningstars. (Post 909).
- 2 Greatswords. (Post 862).
- 3 Battle Axes. (Post 862).
- Curved Dagger. (Post 862).
- Blood-stained knife. (Post 862).
- 52 Javelins. (12 from Post 862, 40 from Post 909).
Armor (8,895 gp):
- +1 Chain Shirt. 1,250 gp. Not Identified.
- +1 Studded Leather. 1,175 gp. Not Identified.
- +1 Full Plate (Black). 2,650 gp. Not Identified.
- +1 Full Plates. 2,650 gp. Not Identified.
- +1 Heavy Steel Shield. 1,170 gp. Not Identified.
- Chitin Half Plate. (Post 862).
- Chitin Brestplate. (Post 852).
- 7 Chain Shirts. (3 from Post 862, 4 from Post 909).
- 2 Masterwork Heavy Shields. (Post 909).
Rings etc (2,000 gp):
- Bag of holding 1. (Post 852). Who has?
- Amulet of Proof Agains Detection & Location. (Post 877).
- Gauntlets (Transmutation). Not Identified. (Post 1316).
- Gauntlets/Gloves of Dexterity +2. (Post 909, Kerwyn?).
- Ring of Climbing. (Post 862).
- 3 Cloaks of Resistance +1. 2,000 gp. (1 from post 862).
Potions & Flasks (2,380 gp):
- 3 Potions of Invisibility. (Post 852).
- 2 Flasks of Alchemist's Fire. 40 gp.
- 3 Thunderstones. 90 gp.
Scrolls (2,125 gp):
- Scroll of Cure Moderate Wounds. (Post 862).
- Scroll of Protection from Energy (Fire, Divine). 375 gp. (Used?).
- Scroll of Protection from Energy (?). 375 gp. (Post 909).
- Scroll of Remove Paralysis. (Post 909).
- Scroll of Summon Monster III. (Post 862).
- Scroll of Dispel Magic (Post 909).
- 2 Scrolls of Hold Person. 150 gp. (1 from Post 909).
- Scroll of Silence. 150 gp.
- Scroll of Augury. 150 gp.
- Scroll of Darkness. 150 gp.
- Scroll of Neutralize Poison. 700 gp.
- Scroll of Resist Elements (Cold).
- Scroll of Doom. 25 gp.
- Scroll of Magic Weapon. 25 gp.
- Scroll of Bless. 25 gp.
- Scroll of Shield. 25 gp.
Wands (0 gp):
- Wand of Summon Monster 3 (12 Charges). (Post 909).
- Wand of Divine Favour (25 Charges).
- Wand of Inflict Light Wounds (20 Charges). 300 gp.
- Wand of Shatter (10 Charges).
- Scroll, from Festrath.
- Message, from trapped box in wagon.
- The Book of the Dark Eye.
- Copy of the Book of the Dark Eye. (Post 976).
- Black Metal Tube & a 1000 Years Old Scroll, from trapped box.
- Letter to Mereclar.
- Letter to Terrenyget.
- Note from Hedrack to Uskathoth. (Post 877).
- Letter from Hedrack to Tessimon. (Post 976).
- Ochre-colored Robe.
- Paper, Ink and Inkpen.
- 3 Smokesticks.
- 6 Sticks of Incense. (Post 862).
- Bag of Bones.
- Map to Trollhome.
- 3 Unholy symbols of the Elder Elemental Eye. (2 from Post 862).
- 2 Unholy Symbols. (Post 909).
- Dozen Cultist Robes. (Post 909).
- Symbol of Tharzidun, God of Destruction. (Post 852).
- Book about worship of Elder Elemental Eye and History of Temple of Elemental Evil. (Post 852).
- 5 Hammerspheres.
- Shackles & key to them.
- Iron Key. (Post 909).
- Master Key. (Post 928).
- Treasure map (Kerwyn?). (Post 976).
- Map of the fire temple. (Post 976).
Unknown:
- Torch of Revealing, from trapped box. ? gp.
- 3 Cones of Incense of Revealing, from trapped box. ? gp.
- Half-full Waterskin, from unnamed Ghast. Slays and reanimates drinker as a Ghast. ? gp.
- Magical Dust.
- Magical Incense. (Post 877).
- Magical Emerald. (Post 909).
Money & Valuables (10,631 gp):
- Pearl Necklace. 4,000 gp. (Post 1316).
- Red ceramic dish with an aber triangle containing five large deep blue spinels. 3,000 gp. (Post 976).
- Jewelry. 3,000 gp. (Post 976).
- Ominous looking golden orb set with multiple pieces of amber (at least 1000gp). (Post 976).
- Emerald Stone Dragon Eyes. 1,000 gp. (Post 976).
- Small Ebony Statue of Trog. 275 gp. (Post 862).
- 4x 200gp Deep Blue Spinels. 800 gp. (Post 1262).
- Black urn with gold inlay. 100 gp. (Post 976).
- 2x 100gp Gems (Identify Components, Used?). 200 gp. (Post 916).
- 10x 100gp Amethysts. 1,000 gp. (Post 877).
- 9x 100gp Deep Green Spinels. (Post 1262).
- 90gp gem. 90 gp. (Post 909).
- 3x 75gp gems. 225 gp. (Post 909).
- 13x 50gp Citrines. (Post 1262).
- 10x 10gp Agates. 100 gp. (Post 1262).
- 3x 10gp Moss Agates. 30 gp. (Post 877).
- Some Stolen, Valuable Gem. ? gp. Kerwyn.
- Egg-sized gem. ? gp. Kerwyn.
- Pearl. 100 gp.
- 5 Identify component Pearls. 500 gp.
- 33 pp
- 4,765 gp
- +2 Longsword, silver circle set into the pommel. 8,315 gp. Not Identified.
- +1 Huge (Large?) Greatclub. 2,305 gp. Not Identified.
- +1 Greataxe. 2,320 gp. Not Identified.
- +1 Rapier. 2,320 gp. Not Identified.
- 2 +1 Longswords. 4,630 gp. Not Identified.
- +1 Morningstar. 2,308 gp. Not Identified.
- +1 Chain Shirt. 1,250 gp. Not Identified.
- +1 Studded Leather. 1,175 gp. Not Identified.
- +1 Full Plate (Black). 2,650 gp. Not Identified.
- +1 Full Plate. 2,650 gp. Not Identified.
- +1 Heavy Steel Shield (Red Dragon insignia). 1,170 gp. Not Identified.
- +1 Heavy Steel Shield. 1,170 gp. Not Identified.
- Cloak of Resistance +1. 1,000 gp. Not Identified.
Total Unidentified Items: 13
Otherwise Unknown or Unclear Items (8):
Spoiler:
- Scroll of Resist Elements (Cold).
- 2 Iron keys engraved with a silver circle (faint transmutation, 5" long, weighs 1 lb.). Can be combined.
- 5 Hammerspheres.
- Torch of Revealing, from trapped box. ? gp.
- 3 Cones of Incense of Revealing, from trapped box. ? gp.
- Half-full Waterskin, from unnamed Ghast. Slays and reanimates drinker as a Ghast. ? gp.
- Magical Dust.
- Some Stolen, Valuable Gem. ? gp. Kerwyn.
- Egg-sized gem. ? gp. Same as Kerwyn's Gem?
Total Unclear Items: 8
Tentative To-Be-Sold List (Income 11,329 gp):
Spoiler:
Weapons (Income 6,306 gp, 5 sp):
- +1 Huge (Large?) Greatclub. 2,305 gp. Not Identified.
- +1 Greataxe. 2,320 gp. Not Identified.
- +1 Rapier. 2,320 gp. Not Identified.
- 2 +1 Longswords. 4,630 gp. Not Identified.
- +1 Morningstar. 2,308 gp. Not Identified.
Armor (Income 4,447 gp, 5 sp):
- +1 Chain Shirt. 1,250 gp. Not Identified.
- +1 Studded Leather. 1,175 gp. Not Identified.
- +1 Full Plate (Black). 2,650 gp. Not Identified.
- +1 Full Plate. 2,650 gp. Not Identified.
- +1 Heavy Steel Shield. 1,170 gp. Not Identified.
Misc (Income 1,000 gp):
- 2 Cloaks of Resistance +1. 2,000 gp. 1 Not Identified.
- 5 Hammerspheres.
- +1/+1 Two Bladed Sword. 4,700 gp.
- 6 Masterwork Greatswords. 2,100 gp.
- Light Crossbow, from Kerwyn. 35 gp.
- +1 Chainmail. 1,300 gp.
- Masterwork Full Plate armor. 1,650 gp.
- 6 Suits of Banded Mail. 1,500 gp.
- Masterwork Studded Leather. 175 gp.
- Brooch of Shielding (47 hp left). 698 gp.
- Thieves' Tools, from Kerwyn. 15 gp.
- Bronze Statue of a Mounted Elf Warrior. 300 gp.
- 10 Bloodstone Gems. 500 gp.
- A Large Box wrapped in an iron chain and padlocked that contained a golden flagon with obsidian inlays. 200 gp.
- Silver Platter. 75 gp.
- Painting of a Green Dragon. 120 gp.
Last Bought List (13,075 gp):
Spoiler:
- Wand of Shield. 750 gp for Lenya.
- Components for Periapth of Wisdom +2 for Belaver. 2,000 gp.
- Components for Cloak of Resistance +1 for Belaver. 500 gp.
- Components for Circlet of Intelligence +2, for Lylamwyn. 2,000 gp.
- Components for Bandana of Disguise, for Kerwyn. 900 gp.
- 1225 gp for Lylamwyn, for Robe of Resistance +1 components, Learning Disguise self (scroll), Eagle's Splendor and Fox's Cunning. 1,225 gp.
- Masterwork Sling for Belaver. 300 gp.
- 53 Identify component Pearls, for Mithral Shirt Shopping and components. 5,300 gp.
- Masterwork Thieves' Tools, for Kerwyn. 100 gp.
Male Human of Oeridian descent
Crude, loud, and often boorish, with a reputation as a dangerous fighter and a bit of a drunkard.
Level 6
HP: 35
Init: +0
Spd: 20 ft.
AC 22 (touch 10, flat-footed 22)
Atk +9/+4 melee (dmg 1-8 +2) or +7/+2 ranged (dmg 1-8 +2)
Fort +8, Ref +5, Will +5
Str 14, Dex 10, Con 10, Int 13, Wis 10, Cha 16
Feats: Mounted Combat, Ride By Combat, Spirited Charge, Power Attack
Skills
Craft Armorsmith +2
Craft Blacksmith +2
Craft Weaponsmith +2
Diplomacy +7
Handle Animal +8
Heal +5
Knowledge Nobility and Royalty +6
Knowledge Religion +6
Ride +10
Sense Motive +5
Heavy Warhorse "Clarity"
Equipment: MW Long Sword, +1 Full Plate, +1 Large Steel Shield, MW Mighty Composite Longbow (+2 str bonus), Chain Shirt Barding for Warhorse, Warhammer, Saddle and other equipment.
Utreshimon Blue Dragon
Utreshimon: Male young blue dragon; CR 6; Medium dragon (earth); HD 12d12+24; hp 102; Init +0; Spd 40 ft., burrow 20 ft., fly 150 ft. (poor); AC 21, touch 10, flat-footed 21; Base Atk +12; Grp +15; Atk +15 melee (1d8+3, bite) or +15 melee (1d6+1, claw) or +15 melee (1d4+1, wing); Full Atk +15 melee (1d8+3, bite) and +10 melee (1d6+1, 2 claws) and +10 melee (1d4+1, 2 wings); Space/Reach 5 ft./5 ft.; SA Breath weapon; SQ blindsense 60 ft., create/destroy water, immune to sleep, paralysis, and electricity, keen senses; AL LE; SV Fort +10, Ref +8, Will +9; Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 12; SR 12; Frightful Presence DC 17.
Skills and Feats: Bluff +16, Diplomacy +20, Hide +15, Intimidate +3, Listen +16, Search +16, Sense Motive +16, Spot +16, Awaken Frightful Presence, Awaken Spell Resistance, FlyBy Attack, Hover, Power Attack.
Breath Weapon (Su): 60-ft. line of electricity, 6d8 points of electricity damage, Ref save DC 18 half.
Create/Destroy Water (Sp): Utreshimon can use this ability three times per day. It works like create water, except that he can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.
Blindsense (Ex): Utreshimon can pinpoint creatures within a distance of 60 feet. Opponents he can’t actually see still have total concealment against him.
Keen Senses (Ex): Utreshimon sees four times as well a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.
Howler: Huge Outsider (Chaotic, Evil, Extraplanar); CR 7; HD 12d8+60 (114 hp); Init +6; Spd 60; AC 18 (-2 size, +2 Dex, +8 natural; touch 10, flat-footed 16); Base Atk +12; Grapple +30; Atk +20 melee (4d8+10, bite); Full Atk +20 melee (4d8+10, bite) and +15 melee (1d8+5, 1d4 quills); SA Quills, howl; SQ Darkvision 60ft; Space/Reach 15/10; AL CE; SV Fort +13, Ref +10, Will +10; Str 30, Dex 15, Con 20, Int 6, Wis 14, Cha 8.
Skills and Feats : Climb +25, Hide +9, Listen +19, Move Silently +17, Search +13, Spot +19, Survival +2 (+4 following tracks); Improved Natural Attack (Bite), Alertness, Combat Reflexes, Improved Initiative, Ability Focus (quills).
Quills (Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 20 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity based. A quill can be removed with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 15 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.
Slaazh: Male Troll Fighter 2; CR 7; Large Giant; HD 6d8+36 plus 2d10+12 (86 hp); Init +2, Spd 20; AC 23 (-1 size, +8 MW platemail, +5 natural, +1 Dex; touch 10, flat-footed 22); Base Atk +6; Grp +17; Atk +13 melee (3d6+10/19-20, masterwork greatsword) or +12 melee (1d6+7, claw); Full Atk +13/+8 melee (3d6+10/19-20, masterwork greatsword) or +12 melee (1d6+7, 2 claws) and bite +7 melee (1d6+3); SA Rend 2d6+10; SQ Darkvision 90ft, low-light vision, regeneration 5, scent; Space/Reach 10/10; AL CE; SV Fort +14, Ref +4, Will +3; Str 24, Dex 14, Con 22, Int 8, Wis 8, Cha 7.
Skills and Feats : Climb +5, Listen +6, Spot +5; Alertness, Cleave, Iron Will, Power Attack, Track.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.
Regeneration (Ex) : Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Possessions : Masterwork Large greatsword, Mastework Large Spiked Full Plate, key to chest in area 38.
D’Gran: Male half-fiend/half-ogre mage; CR 10; Large Outsider (Augmented Giant); HD 5d8+20 (43 hp); Init +6; Spd 40, fly 40 (good); AC 21 (-1 size, +2 Dex, +4 chain shirt, +6 natural; touch 11, flat-footed 19); Base Atk +3; Grp +15; Atk +11 melee (3d6+12/19-20, greatsword) or +4 ranged (2d6/x3, longbow) or +10 melee (1d6+8, claw); Full Atk +11 melee (3d6+12/19-20, greatsword) and +5 melee (1d8+4, bite) or +4 ranged (2d6/x3, longbow) or +10 melee (1d6+8, 2 claws) and +5 melee (1d8+4, bite); SA Smite good, spell-like abilities; SQ Damage reduction 5/magic, darkvision 60ft, immunity to poison, lowlight vision, natural weapons treated as magic weapons for purposes of overcoming DR; regeneration 5, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 19; Space/Reach 10/10; AL CE; SV Fort +8, Ref +3, Will +3; Str 27, Dex 14, Con 19, Init 18, Wis 14, Cha 19.
Skills and Feats: Concentration +12, Hide +0, Intimidate +8, Knowledge (arcana) +8, Knowledge (religion) +8, Listen +10, Move Silently +4, Search +8, Sense Motive +6, Spellcraft +12, Spot +10, Survival +6; Combat Expertise, Improved Initiative.
Spell-like Abilities (Sp): caster level 5, DC=14+spell level (Cha-based): 1/day – desecrate, unholy blight; 3/day - darkness.
Spell-like Abilities (Sp): caster level 9, DC=14+spell level (Cha-based): At will – darkness, invisibility; 1/day – charm person, cone of cold, gaseous form, polymorph, sleep.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Smite Good (Su) : Once per day D’Gran can make a normal melee attack to deal +5 points extra damage against a good foe.
Possessions: gauntlets of ogre power, MW Large chain shirt, MW Large greatsword, MW Large longbow, 12 arrows, temple unholy symbol
Last edited by Endur : 10-23-05 at 08:27 PM.
Reason: D'Gran, Demonic Ruler of the Fire Bridge
Standard Spells (6/5+1/5+1/4+1/4+1/2+1)
1st – Protection from Evil(D), Comprehend Languages, obscuring mist, shield of faith, hide from undead, command
2nd – Spiritual Weapon (D), calm emotions, Bulls Strength, Silence, Zone of Truth, align weapon
3rd – Magic Circle against Evil(D), Dispel Magic, Prayer, Stone Shape, searing light
4th – Holy Smite(D), Summon Monster IV, Dismissal, Divine Power, Restoration
5th - flame strike(D), scrying, summon monster V
Equipment:
periapt of wisdom +2 4000
gauntlets of ogre power 4000
long sword +1 2315 [replaced by a +2 longsword found in caverns]
Pearl of power 1000
Full Plate +1 2650
Ring of feather falling
Heavy steel sheild 20 [+1 heavy steel shield from caverns]
Light crossbow 35
20 bolts 2
wand of CLW 750 (Less 5 charges(post 789)
cloak of resistance +2 4000
vial ink 8
inkpen 0.1
5 flasks oil 0.5
2 sheets parchment 0.4
2 flasks holy water 50
50' silk rope 10
flint & steel 1
travel rations(5 days) 2.5
quiver
10 cold iron bolts 2
10 silver bolts 10.5
Description: Rowena is active and alert. She has reddish brown hair, and pale, freckled skin.
Background: Rowena was born the only daughter of The Lord Mayor of Elredd, on the wild coast, in CY 570. Her three older brothers each was destined for a post in the government, but Rowena’s best hope was being assigned a husband who wouldn’t beat her. Her eldest brother, Sigmund, was a redoubtable warrior, 10 years her senior. He second and third brothers, Karl and Dane turned out to be more of playboys. When the wild coast was attacked by the forces of the Pomarj, she didn’t recognize the danger, and didn’t flee in time. The Elredd militia was no match for the orcs hoards, and Rowena was captured. She endured a brutal, harrowing week in captivity. Then one night, she was shaken awake. It was no brutal orc shake, but the gentle touch of love. Looking up, there was her eldest brother Sigmund. He had escaped the battle, hidden in the Suss forest, and now returned to rescue her. After a week of hunger and fear, slipping through orc patrols, they escaped to Verbobonc, where her brother Karl and others of the court had fled. Her parents and Dane had been killed in the battle and subsequent slaughter.
Having escaped, she realized the worst of it. She was pregnant. Young, foolish, and full of shame, she concealed her condition as long as possible. Finally, she knew the baby would come soon. Unable to face her family, she took a horse and fled the city.
She fled to the only safe place she could think of, a monestary of Heironeous outside of town. There she arrived, anonymous, and took refuge for the last few days of her pregnancy. She had come to the right place. Trained midwives prepared her, the coaxed her through the hard labor. A cleric healed her tears afterwards. The baby’s head was large, and the labor difficult, but the result was a healthy half orc boy. She pushed the baby away, and refused to name him. But the midwives insisted she nurse the child, for otherwise, he would die.
Rowena stayed at the Monestary for the next two years. She told no one her real name, referring to herself only as Torn. She nursed her child, and slowly came to love him, eventually naming him Dane, after her dead brother. But she was full of shame and had no desire to see her family. Yet one day, there was a knock on the door of her small chamber, and she opened it to see her beloved brother Sigmund. He had tracked her down after nearly a year of searching. She embraced him and eventually told him everything. Sigmund was a capable warrior, and a fair minded and responsible man. He had risen high in the Verbobonc military, and was now a captain, in charge of supply and support. Her other brother, Karl, had not come along so well. Unable to turn his life around after losing his wealth and position, he had turned to drink, and only held onto a guard position in the army by Sigmund’s good word.
One such group of adventurers invited Torn to travel with them on a quest to recover a kidnapped ambassador. The ambassador had been sent to the Kron Hills, to mediate on tax matters between the Gnomes and the town council of Verbobonc.
Besides Torn, the party of adventurers consisted of:
Jurrikath Musseloto: Male Human Swordsman, Mage, Rogue, and gregarious teller of tales.
Kerry, Radiant Vigil: Male Human Knight of the Watch (worshipper of Heironeous)
Tymerian: Female Human Wizard and owner of a Flying Carpet.
Vister: Female Elven (Olven) Knight of the High Forest (Knight of the Hart).
Vister tracked the ambassador’s party until they found the spot where it was ambushed by a horde of orcs. Vister then followed the tracks of the orcs until it led to Mount Stalagos.
Tymerian flew over the Mountain and reported that there was a dark tower in the center of the crater. The party decided to use Tymerian’s flying carpet to fly to the center of the crater and defeat the owner of the black tower.
Unfortunately, the plan led to disaster.
When the flying carpet descended upon the dark tower, terrible lightning bolts flashed up at the party from the sides of the crater. Huge flying creatures raced towards the flying carpet. Finally, Tyermian lost control of the carpet before she could place the carpet down next to the Tower.
Instead of a gentle landing, the party was scattered when the carpet upturned and crashed upon the hard volcanic ground. The flying creatures left the party alone and returned to their nests in the volcanic cliffs above.
Terrible undead creatures attacked the party members. Kerry, Radiant Vigil of the Knights of the Watch refused to flee. He fought the undead until they destroyed him. The rest of the party fled from the undead in every direction.
Torn and the others (except for poor Kerry) were captured by living servants of the evil cult.
Torn was separated from the others. She was tortured both night and day and remembers little of her torment. She does remember is that they wanted her to turn aside from her worship of Heironeous. They wanted her to worship the Gods of evil and dedicate herself to evil deeds.
Torn resisted their conversion attempts.
A bald, short, and over-weight evil cultist with a dark goatee became her chief tormenter (the other cultists call him ‘high priest’). He wore ochre robes with a long silver sash. He worn a symbol around his neck of three black triangles inside another triangle. The High Priest promised Torn that she would convert. Her mind was ravaged by an tentacled alien creature. She lost all of her memorized spells. Every secret she knew was revealed to her captors. Torn’s tormentors taunted her with the facts that they knew her worse nightmares.
The cultist with the goatee handed Torn over to another cultist, a woman named Choranth with long blonde hair, woven with feathers and small animal bones. She wore ochre colored robes with a silver sash and a black cape.
Choranth laughs as she taunts Torn, “You will beg to be allowed to worship our demonic masters. You will curse Heironeous with your every breath. But before that, you will be used and abused by the orcs you escaped when you were younger. Your every nightmare will come true in this place.”
Torn’s hands were shackled behind her back. She is roughly escorted by Choranth, a brutish orc, four gnolls, and four cave bear skeletons.
Original Equipment(currently elsewhere):
light warhorse 150
military saddle 20
saddlebags 4
Bedroll 0.1
winter blanket 0.5
Heavy Mace 12
Level up to 8th (12/11/05)
+6/+1 BAB
+1 Fort & Will saves
+1 3rd & +1 4th lvl spells
1d8+2 hps
+1 WIS - results in +1 will save, & +1 4th lvl spell
+1 rank in spellcraft, concentration, & know-religion
Level up to 9th (01/26/05)
+1 Ref
+1d8+2 hps (7)
+1 2nd and 2 5th level spells
+1 rank spellcraft, knowledge (planes), and concentration
Level up to 10th (04/26/06)
+1 Fort & Will
+1 BAB
+7 HPs
+1 4th & 5th level spell slots
+1 ranks concentration, knowledge (arcana & history)
add feat: craft wand (neglected to take a feat at 9th level)
__________________
My signature thread contains links to all my PCs and games.
(This is a temporary placeholder of Craven's stats until Isida has the time to permanently update Craven's stats ... Isida can make her own choices of how to level Craven when she has the time)
Craven Proudheart
Male Human Paladin 9 Alignment: Lawful Good Deity: St. Cuthbert Height: 5' 11'' Weight: 185lbs Hair: Dark Blonde Eyes: Hazel Age: 17
Class and Racial Abilities: Extra feat at first level, 4 extra skill points at level 1, one additional skill point for each level thereafter. Aura of good, detect evil, smite evil 2/day, divine grace, lay on hands (9hp), aura of courage, divine health, turn undead 4/day, special mount. Proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields).
Relic from Canoness dy'Dey (saint's fingerbone)
- Amulet of Natural Armor +1, from Spugnoir. Not identified. (temporary) 2000 gp. Returned to Spugnoir's family.
- 15 Arrows, from Chat. 7 sp, 5 cp.
Total weight – 126.5 lbs, heavy load.
Money
24.48gp
~~~~~
Appearance: Craven is tall and well-muscled, his face chiseled, with a firm, cleft chin and a proud beaky nose. He wears a neat goatee and moustache, and keeps his blonde hair cut short. His face is often neutral of expression, showing neither happiness nor fear, almost to the point of being habitually mask-like. When expecting trouble, he wears a suit of scale mail, otherwise he wears clean traveling clothes of buff and tan. He keeps a dagger in his belt at all times, and carries his favorite warhammer when permissible.
Personality: Craven often tries to master his expression and voice to avoid betraying his true feelings. Those who have just met him might get the impression that he is rather stoic and stiff. With close friends or family he will show a smile, but with anyone else he tends to be reserved, unwilling to let too many get under his skin, for fear of what they might find there.
Background: Craven’s life started out rather inauspiciously, actually starting with his great grandfather Orwal. Orwal was a priest of St. Cuthbert who led a group of adventurers to destroy a small orc tribe that had been plaguing Hommlet. However, the battle was close, and Orwal was captured by the tribe’s shaman. Knowing that he could not expect to survive, the shaman chose to curse Orwal’s line rather than just kill him.
In a frantic ceremony, the shaman cursed Orwal’s third generation. “Your firstborn son will share your god’s worst vice, cowardice. The stain upon your family name will never be erased.” In a final gesture of defiance, the shaman immolated himself along with all of his articles of power, leaving Orwal alive. Orwal tried to dismiss the curse from his mind, but it lingered, through his marriage, the marriage of his daughter, and the birth of their firstborn son. He had told his family of the curse, and in defiance of the curse, Lilinda named her son Craven.
However, the curse was not dismissed from Craven’s mind, even if outwardly he wore the cowardly name as a badge of courage. Often he heard the tales of glorious battle from the elders of the community, and outwardly he praised them, but inwardly he was relieved that he hadn’t had to do them, for her was certain that he would have run away or surrendered. Most of his dreams were filled with thoughts of cowardice, of men that ran instead of fought, who escaped instead of dying.
In as much defiance as his parents, Craven began training as a warrior, and found a calling in the Church of St. Cuthbert, a god of stoicism and protection. Certainly within such a church his mental cowardice could be trained away. He learned the art of weaponsmithing and armor-making, as well as the use of both of the things he made. Preferring the solidity of a warhammer to the mace, he chose to use one in the service of his god, becoming ordained as a paladin and knight.
Proudheart is a family name, bestowed seven generations before by a grateful noble. Craven's many-times-great-grandfather was a squire in his service, and had just achieved his knighthood when the noble's cousin was kidnapped. Many experienced knights went to rescue her, and were unsuccessful. The young knight was eager to prove his worth, and proud of his abilities, and promised to deliver the noble's cousin to him. Despite his youth, the noble agreed, for all others had failed, so what harm could come of the boy's attempt?
It took no less than three years for the young knight to track down the cousin's kidnapper. Each time he thought about abandoning his quest, his pride would not let him, and his great love for his lord could not let him rest. Eventually he did find the kidnapper, and dealt justice to him swiftly. He took the lord's cousin home, and the lord bestowed upon him a family name to commemorate his deed. Proudheart, Proud for the pride that refused to let him fail, and heart for the compassion and love that drove him ever onward.
Hommlet, however, is a small town. Great crusades are hard to come by, and even the noblest warrior must make a living. Putting his skills to work in helping supply the temple with weapons, Craven put his skills to work to earn his bread. He moonlights in the Welcome Wench as a peacekeeper, and the temple has him protect travelers on the road to nearby towns, for a suitable donation.
Though Craven has crossed blades with the occasional bandit and been able to do his duty, he has fought down intense surges of fear so great they come close to paralyzing him. Though he has managed to face down human foes and the occasional goblin or orc, he fears his fear will cause him to freeze before the face of any greater evil. His fear feeds upon itself, and he dares not even mention it to his superiors. He cannot even bring himself to pray for courage, believing that any change must come from within.
Family Tree: (P = paternal side, M = maternal side, D = deceased)
Mother – Lilinda (potter)
Father – Trevor (leatherworker for the temple)
(P) Uncle Evan (single)
(P) Uncle Lars (Married Aunt Elanor, had cousins Fredrick and Ingrid)
(M) Uncle Wiran (Married Aunt Saran, had cousin Jame)
(M) Uncle Iben (D) (died at 15 in goblin raid)
(M) Aunt Sibby (Sibria) (Married Uncle Pol, had triplet cousins Jan, Elorn, and Nol; work in neighboring town)
Sister Jona (younger, 16, married to Rolf, had niece Yeldara; employed as bakers)
Sister Marly (next oldest, 14)
Brother Frex (baby, died year after Jona was born, of fever)
Craven has a good relationship with his family, though he has kept a bit of distance with his parents since he joined the temple. He hopes to keep them from knowing his inner heart by pledging his duty to keep him from home. However, he does try to take care of his sister Marly from time to time. Of all those in his family, only she has some knowledge of how he feels, and she would not reveal his secret for the world. He knows soon she will marry, and is carefully screening all potential suitors. If anyone dares break her heart, they will face the full force of Craven’s anger.
(GM – Grand Maternal line, or grandmother’s siblings, visa versa with GP)
Lilinda’s Line
(M) Grandmother Thessela (Age 85)
(M) Grandfather Thoran (D, natural causes, five years ago)
(GM) Great-Aunt Isily (D, red ache fever, age 43)
(GM) Great Uncle Boar (Age 90, elder priest in Pelor’s temple)
(GP) Great Aunt Deba (D, age 30 flood, spinster)
(GP) Great Uncle Kuvan (D, age 50, heart attack, married Great Aunt Tamara, age 40)
(GP) Great Uncle Lagress (D, age 13, fall down a well)
(MG) Great Grandmother Frissaly (D, age 47, bandit raid)
(MG) Great Grandfather Wander (Age 94, priest of Fharlaghn, still travels)
(GGM) Great-Great Uncle Budorn
(GGM) Great-Great Uncle Jarek
(GGM) Great-Great Aunt Yilinda
(GGP) Great-Great Aunt Gillian
(PG) Great Grandmother Kara (D, age 50, natural causes)
(PG) Great Grandfather Jorlin (D, age 46, natural causes)
(GGM) Great-Aunt Pressa
(GGM) Great-Aunt Sharla
(GGM) Great-Uncle Oak
(GGP) Great-Uncle Albon
(GGP) Great-Uncle Horace
Trevor’s line
(P) Grandmother Ginara (D, 78, natural causes)
(P) Grandfather Salarn (D, 68, heart attack)
(GM) Great Uncle Yarb (married Great Aunt Merilla)
(GM) Great Uncle Prudarin (married Great Aunt Georgina)
(GP) Great Uncle Eiclax (died as a child, 3 years old, stampede)
(MG) Great Grandmother Quina (D, age 30, childbirth)
(MG) Great Grandfather Wander (D, age 75, natural causes)
(GGM) Great-Great Uncle William
(GGM) Great-Great Uncle Saru
(GGP) Great-Great Uncle Olva
(GGP) Great-Great Uncle Yargu
(PG) Great Grandmother Irene (D, age 67, orc raid)
(PG) Great Grandfather Orwal (D, age 65, heart attack)
(GGM) Great-Aunt Shira
(GGP) Great-Uncle Damar
(GGP) Great-Uncle Alder
(GGP) Great-Uncle Gathur
(GGP) Great-Uncle Urich
Male Hill Dwarf
Stubborn and Old, with a bit of optimism of late
Level 5 Cleric/ Level 4 Fighter (dwarven substitution levels 1+2)
HP: 84
Init: -1
Spd: 20 ft.
AC 9 (touch 9, flat-footed 9)
BAB: +7/+2
Atk: +9/+4 warhammer (dmg 1-8 +2) or +10/+5 waraxe (dmg 1-10 +2)
Fort +12, Ref +1, Will +7 (+2 vs. poison or spells)
Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 10
Feats: Axe Focus, Racial Enemies, Power Attack, Cleave, Great Cleave, Craft Magic Arms and Armor, Craft Wands
Skills
Climb +4
Craft Armorsmith +4
Craft Blacksmith +4
Craft Weaponsmith +4
Diplomacy +1
Heal +3
Knowledge History +2
Knowledge Religion +5
Spellcraft +1
Class & Level: Rogue 7/ShadowDancer 1
Race: Dwarf (formerly Goblin, Originally Half-elf)
Alignment: CN
Deity: Olidammara
Size: M
Age: 23
Gender: M
Height: 4" (formerly 5'3")
Weight: 145# (formerly around 135#)
Eyes: Green
Hair: Dark
Skin: Tanner than usual
Background
Toriah had lived in Verbobonc until a few years ago. His mother was a Rhenne and his father was a half-elven man she met in the town. The two settled in long enough for Toriah to grow up a bit, but in his thirteenth year they left, following the call of the river and further adventure. He never saw them again, though he listened to every bit of gossip that came in. Some days he wished they were dead, upset for leaving him, and some days he hoped they were out there still, amassing their fortunes. He has pretty much given up hope that they are going to return to him, but that possibility has crossed his mind once or twice.
When they left him, he had a decent education and the attractiveness of a half-elf in a mostly human town. However, restless and angry after his parents' departure, he dropped their surname and took to petty thievery. His parents had left him a small inheritance with a neighbor, who was to hold it until he came of age. He spent several weeks with the neighbor, until the disillusionment of being abandoned by his parents drove him into the streets, where he commenced his petty larceny. A minor figure in the local Thieves' Guild took Toriah in and taught him a few basic skills. After some time scraping by and paying dues to the Guild, Toriah struck out on his own, leaving the Guild with no hard feelings between them.
He spent a few years on his own, cheating and swindling the upright citizens of Verbobonc until he received an unsigned message from a friend in the Guild. Leave town, it read. You've well and truly done it now, and you've seriously annoyed Someone Important. I don't know who or how. Insider in the constabulary told me you should have a week, but I wouldn't outstay my welcome if I were you. Toriah was not alarmed, having been in tight places with the law before, but he was smart enough to heed the anonymous message. He returned to the neighbor, who was shocked to see him, having resigned himself to watching the boy--now a man--remain a criminal for the rest of his days. Toriah thanked him for his care and his concern, received what was left of the inheritance (some of it having been used already, for Toriah's care while living with the neighbor, who had been scrupulously good about keeping it), gathered up what belongings he had, buying what he thought he might need, and after three days of preparation, set off from Verbobonc.
He arrived in the small town of Hommlet, secure in the knowledge that he would not be pursued. He thought he knew which "Someone" was chasing him, and if his thoughts proved correct, that "Someone" wouldn't venture outside of his comfortable town to find a minor thief. Upon arriving in Hommlet, Toriah realized that he did not have the skill or means to support himself through the less-than-legal means he was used to, particularly since the town was so much smaller than Verbobonc. He hired on with The Welcome Wench and Terrigan's and finally settled on Telna's Kitchen, working as a general laborer. A few months after he started, he approached the owner with a proposition: he would take one night off a week from laboring to dance inside for the customers. The owner looked Toriah up and down, laughed to himself, and agreed. Since then, Toriah has spent a night or two every week entertaining--fairly successfully--at Telna's. He retained the grace of his mother's Rhenne heritage and in some ways, this dancing connects him with her.
Toriah has been inducted into the Temple Raiders of Olidammara.
Toriah was slain by a group of skeletal dire bears under the command of the evil cultist Choranth of the Air Temple. Toriah was reincarnated and came back as a goblin.
Toriah's Family Tree
Toriah doesn't know much about his family. The information below is based on what he knew when his parents left him (10 years ago). It's possible they have all passed on, or have all had multiple children and marriages. As far as he knows, he has no siblings.
Skassik the Blackguard Salamander of the Fire Temple
Skassik: Male salamander Blk4; CR 10; Medium-size outsider (Extraplanar, Fire); HD 9d8 +27 plus 4d10 +12; hp 99; Init +1; Spd 15 ft.; AC 27, touch 11, flat-footed 26; Base Atk +13; Grp +15; Atk +19 melee (2d6+7/17-20 plus 1d6 fire, barbed +1 greatsword) or +17 melee (2d6+4 plus 1d6 fire, tail slap); Full Atk +19/+14/+9 melee (2d6+6/17-20 plus 1d6 fire, barbed masterwork greatsword) and +12 melee (2d6+2 plus 1d6 fire, tail slap); Reach 5 ft. (10 ft. with tail); SA Command undead 7/day, constrict 2d6+2 and 1d6 fire, improved grab, poison, smite good (1/day, +4 attack, +4 damage); SQ Blackguard abilities, damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL CE; SV Fort +15, Ref +10, Will +12; Str 18, Dex 12, Con 16, Int 12, Wis 17, Cha 18.
Skills and Feats:Bluff +16, Craft (blacksmithing) +17, Hide +13(-armor mod), Intimidate +18, Knowledge (religion) +17, Listen +15, Move Silently +13(-armor mod), Search +13, Spot +15; Cleave, Improved Sunder, Power Attack, Weapon Focus Great Sword, Improved Critical Great Sword
Blackguard Abilities: Detect good at will, Smite Good +2/+4, Sneak Attack 1d6, aura of despair (enemies within 10 ft. suffer -2 penalty on all saves.
Constrict (Ex): Skassik deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to Large size.
Improved Grab (Ex): Skassik must hit a creature of up to Large size with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.
Poison: Giant wasp poison. Fort save DC 18; 1d6 Dex/ 1d6 Dex.
Rebuke Undead: Skassik gains a +2 synergy bonus on Rebuke Undead checks because he has 5 ranks in Knowledge (religion).
Vulnerability to cold: Skassik takes half again as much (+50%) damage as normal from cold effects.
Spells Prepared (2/1; save DC 12 +spell level): 1st- corrupt weapon, cure light wounds 2nd- bull’s strength, death knell.
Possessions: +1 Bright red full plate armor, +1 barbed greatsword, ring of feather falling, giant wasp poison (2 doses).
Bethe: Human Monk5/Asn4;
Medium humanoid (human); HD 5d8+5 plus 4d6+4; hp 45; Init +7; Spd 40 ft.; AC 16, touch 16, flat-footed 10; Base Atk +6; Grp +11; Atk +9 melee (1d8+1, unarmed strike); Full Atk +8/+8/+3 melee (1d8+1/20 x2); SA sneak attack +2d6, death attack; SQ evasion, poison use, uncanny dodge, +2 bonus on saves against poison and enchantment spells, Stunning Fist 6/day (DC 16); AL CE; SV Fort +6, Ref +11, Will +7;
Assassin Spells Known (4/1; save DC 12 + spell level): 1st—disguise self, detect poison, feather fall, true strike; 2nd—alter self, spider climb, undetectable alignment
Death Attack (Ex): If the assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+4 rounds) or kill the victim. Fort save DC 15 to resist.
Guoquog: Female sea hag Ftr4; CR 8; Medium monstrous humanoid (aquatic); HD 3d8+4d10+10; hp 37; Init +1; Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +7; Grp +13; Atk +14 melee (1d4+8, claw) or +8 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Full Atk +14/+14 melee (1d4+8, claw) or +8/+3 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Space/Reach: 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ amphibious, spell resistance 14; AL CE; SV Fort +6, Ref +5, Will +5; Str 22, Dex 12, Con 12, Int 10, Wis 13, Cha 10.
Skills and Feats: Climb +7, Hide +7, Jump +7, Knowledge (Outer Fane) +3, Listen +6, Spot +6, Swim +14; Alertness, Cleave, Power Attack, Toughness, Weapon Focus (claws), Weapon Specialization (claws)
Evil Eye (Su): 3/day direct gaze at target within 30'. Will save (DC 11), or be dazed for 3 days and must make a Fortitude save (DC 11) or die from fright.
Horrific Appearance (Su): Any creature that looks at Guoquog must make a Fort save once per day (DC 11) or take 2d6 points of temporary Str damage. Creatures who save or who are affected by this power cannot be affected by Guoquog’s horrific appearance for one day.