Charwoman Gene's Scales of War - Rogue's Gallery


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Keyleth, Elven Cleric of Melora

Initiative +2

Hit Points 24/24
Temporary HP 0
Healing Surges 8/8

Action Points 2
Milestones 1

Armor Class 15
Fortitude 11
Reflex 12
Will 16

OA :bmelee: Unarmed -1, 1d4-1

Vision Low-Light
Passive Perception 21
Passive Insight 19

[SBLOCK=Power Tracker]Second Wind
Elven Accuracy
Hunter's Quarry
Channel Divinity: Divine Fortune
Channel Divinity: Turn Undead
Healing Word
Healing Word
Divine Glow

Beacon of Hope[/SBLOCK]

[SBLOCK=Character Sheet]Keyleth

Female Elf
1st-Level Cleric of Melora (421 XP)
Unaligned

Str 8 -1 (0 PB)
Con 12 +1 (2 PB)
Dex 15 +2 (3 PB; +2)
Int 10 +0 (0 PB)
Wis 19 +4 (12 PB; +2)
Cha 14 +2 (5 PB)

Speed 7

Initiative +2

Hit Points
Maximum 24
Bloodied 12
Surge Value 6
Healing Surges 8

Defenses
Armor Class 15
Fortitude 11
Reflex 12
Will 16

Racial Traits
Low-Light Vision
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step

Class Features
Channel Divinity
Healer's Lore

Languages
Common
Elven

Skills
Arcana +5
Heal +9
Insight +9
Nature +6
Perception +11
Religion +5

Feats
Ritual Caster
Warrior of the Wild

Powers
:melee: Melee Basic Attack (Unarmed -1, 1d4-1)
:ranged: Ranged Basic Attack (Longbow +4, 1d10+2, 20/40)
:ranged: Lance of Faith
:ranged: Sacred Flame
P.png
Elven Accuracy
__ Hunter's Quarry
P.png
Channel Divinity: Divine Fortune
:close: Channel Divinity: Turn Undead
:close: Healing Word
:close: Divine Glow
:close: Beacon of Hope

[SBLOCK=Power Details]:melee: Melee Basic Attack (Unarmed -1, 1d4-1)
__ At-WillWeapon
__ Standard ActionMelee weapon
__ Target: One creature
__ Attack: Strength vs. AC
__ Hit: 1[W]+STR damage.
__ Special: You can use an unarmed attack as a weapon to make a basic melee attack.

:ranged: Ranged Basic Attack (Longbow +4, 1d10+2, 20/40)
__ At-WillWeapon
__ Standard ActionRanged weapon
__ Target: One creature
__ Attack: Dexterity vs. AC
__ Hit: 1[W]+DEX damage.

:ranged: Lance of Faith
__ At-WillDivine, Implement, Radiant
__ Standard ActionRanged 5
__ Target: One creature
__ Attack: Wisdom vs. Reflex
__ Hit: 1d8+WIS radiant damage, and one ally you can see gains a +2 power bonus to the next attack roll against the target.

:ranged: Sacred Flame
__ At-WillDivine, Implement, Radiant
__ Standard ActionRanged 5
__ Target: One creature
__ Attack: Wisdom vs. Reflex
__ Hit: 1d6+WIS radiant damage, and one ally you can see gains ½LVL+CHA temporary hit points or makes a saving throw.

P.png
Elven Accuracy
__ Encounter
__ Free ActionPersonal
__ Effect: Reroll an attack roll. Use the second roll, even if it's lower.

__ Hunter's Quarry
__ Encounter
__ Minor Action
__ Effect: Designate nearest enemy as your quarry until the end of your next turn.
__ _ _ _ _ Once per round you can deal 1d6 extra damage to your quarry.

P.png
Channel Divinity: Divine Fortune
__ EncounterDivine
__ Free ActionPersonal
__ Effect: Gain +1 bonus to your next attack roll or saving throw before the end of your next turn.

:close: Channel Divinity: Turn Undead
__ EncounterDivine, Implement, Radiant
__ Standard ActionClose burst 2
__ Target: Each undead creature in burst
__ Attack: Wisdom vs. Will
__ Hit: 1d10+WIS radiant damage, push target 3+CHA squards, target is immobilized until the end of your next turn.
__ Miss: Half damage, target is not pushed or immobilized.

:close: Healing Word
__ EncounterDivine, Healing
__ Special: This power can be used twice per encounter, but only once per round.
__ Minor ActionClose burst 5
__ Target: You or one ally
__ Effect: Target can spend a healing surge and regain 1d6 additional hit points.

:close: Divine Glow
__ EncounterDivine, Implement, Radiant
__ Standard ActionClose blast 3
__ Target: Each enemy in blast
__ Attack: Wisdom vs. Reflex
__ Hit: 1d8+WIS radiant damage.
__ Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.

:close: Beacon of Hope
__ DailyDivine, Healing, Implement
__ Standard ActionClose burst 3
__ Target: Each enemy in burst
__ Attack: Wisdom vs. Will
__ Hit: Target is weakened until the end of your next turn.
__ Effect: You and each ally in burst regain 5 hit points.
__ _ _ _ _ Your healing powers restore +5 hit points until the end of the encounter.[/SBLOCK]

Rituals
Gentle Repose (Heal (no check); 10 gp; 1 hour; special)
Make Whole (Arcana (no check); [Item's Cost / 5] gp; 10 minutes; permanent)

Equipment
Hide Armor
Longbow
Arrows (29)
Backpack
Bedroll
Flint and Steel
Belt Pouch
Waterskin
Holy Symbol of Melora
Ritual Book
Ritual Components (Alchemical Reagents 12 gp)
11 gp, 9 sp

Appearance
Keyleth is an elf of average height (5 ft. 6 in.) with a slender and willowy built (120 lbs.). She is 22 years old. Her auburn hair is waist-long and worn open, and her eyes are emerald green. She typically dresses in comfortable clothes of green and brown color, protected by a hide armor, and carries a longbow. Her whole appearance makes it easy to mistake her for a hunter or ranger. On a leather cord around her neck, Keyleth wears the holy symbol of Melora, a shell with a blue wave symbol painted on it.

Background
Coming soon...[/SBLOCK]
 
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Brock, a Ranger (After Pit Battle)

Initiative +4

Hit Points 23/24
Temporary HP 0
Healing Surges 7/8

Action Points 2
Milestones 1

Armor Class 17
Fortitude 14
Reflex 16
Will 13

OA :bmelee: Unarmed +2, 1d4+2

Vision: Normal
Passive Perception 17
Passive Insight 12

Ammo: 54/60
Exp: 421
[sblock=Power Tracker]Careful Attack - (str+2 or dex+2 vs Ac):melee::ranged:
Hit n Run - (no AoO for leaving adj sq if move after atk):melee:
Nimble Attack - (shift before or after atk):ranged:

Second Wind [] -
Evasive Strike
[] -
(shift wis+1 before or after attack) 2[w].:melee::ranged:

Split the Tree [] - (hit two targets in 3 sq of each other;higher of 2 atk rolls.) :ranged:3[w].[/sblock]
[sblock=Character sheet]Brock

Male Human
Height 5'10", Weight 168'
Ranger, Archer Build
Good

Stats
Str 14 +2 (5 PB)
Con 12 +1 (2 PB)
Dex 18 +4 (9 PB; +2)
Int 10 +0 (0 PB)
Wis 14 +2 (5 PB)
Cha 9 -1 (1 PB)

Combat
Speed 6

Hit Points 24
Bloodied 12
Surge Value 06
Healing Surges 08

Armor Class 17
Fortitude 14
Reflex 16
Will 13

Racial/Class Features
Human Bonuses: Feat,Skill,Power,Def
Hunter's Quarry

Languages
Common
Elven

Skills
Athletics +06
Endurance +05
Heal +07
Nature +07
Perception +07
Stealth +08

Feats
Agile Hunter
Human Perseverance
Defensive Mobility

At-Will
Melee Basic Attack (Longsword +5, 1d8+2, V)
Ranged Basic Attack (Longbow +6, 1d10+4, 20/40)
Careful Attack
Nimble Attack
Hit n Run

Encounter
Evasive strike

Daily
Split the Tree

Equipment
Hide Armor
Longsword
Longbow
Arrows (60)
Backpack
Bedroll
Flint and Steel
Belt Pouch (2)
Waterskin
Rope
Journeybread (2)
Sunrods (4)

9gold 4coppers
/65' weight

Background
Northern apprentice hunter of animal pelts and skins. Surprisingly good singer for Charisma Score of 9.

Likes: Winter, Cheese, Furry-animals, Swimming, Red-headed Female Bards. (Named Natalia)
Dislikes: Deserts, Sailing, Splinters, Crossbows, Hairy-feet. (Paws,Claws=OK)

[/sblock]
[sblock=Wishlist/Hook List]Quick Bow: Av, pg76. (additional atk on hit.)
Cloak of Distortion: Av, pg151. (+5 AC vs. ranged.)
Reading Spectacles: Av, pg144. (read any language.)
Red-headed female bards:[/sblock]
obsidiantrigger
 
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[sblock=Character Sheet]
Kazim

Male Earthsoul Genasi
Shielding Swordmage
Lawful Good
AP: 1
XP: 471

Str 13 +1 (1 PB +2 racial)
Con 14 +2 (5 PB)
Dex 14 +2 (5 PB)
Int 18 +4 (9 PB +2 racial)
Wis 12 +1 (2 PB)
Cha 8 -1 (0 PB)

Speed 6

Hit Points 29
Bloodied 14
Surge Value 7
Healing Surges 10

Defenses:
Armor Class 19
Fortitude 13
Reflex 14
Will 13

Racial Features
+1 on saving throws
+1 to fort defense
+2 to endurance/nature checks
Earthshock racial power

Class Features
Swordbond
Aegis of shielding
Swordmage warding

Languages
Common
Primordial

Skills
Arcana +9
Athletics +6
History +9
Insight +6

Passive Perception: 11
Passive Insight: 16

Feats
Earthshock Master

At-will Spells
:bmelee:Melee Basic Attack (Longsword +4, 1d8+1)
:ranged:Ranged Basic Attack (Dagger +5, 1d4+1, 5/10)
:melee:Booming Blade (Longsword +7 vs AC, 1d8+4, if opp moves away 1d6+2 thunder damage)
:close:Sword Burst (Longsword +4 vs Ref, Burst 1, 1d6+4 to all enemies in burst)
:close:Aegis of shielding(minor action, close burst 2): Target is marked and takes a -2 to attack targets other than me. If marked creature attacks and hits a creature, I can use an immediate interrupt to prevent 7 damage from that attack.

Encounter Spells
:close:Earthshock(reliable), Close burst 1, +4 vs Fort(con based), 1d8 damage and knocks prone
:close:Flame Cyclone, Close blast 3, +4 vs Ref, 1d8+5 fire damage

Daily Spells
:melee:Frost Backlash(Immed interrupt, a creature hits you, Longsword +7 vs reflex, 3d8+4 cold damage, miss: half damage)

Equipment
Leather Armor
Longsword
5 Daggers
Standard Adventurers kit
40gp
5cp [/sblock]

[sblock=Appearance]
At a normal 5 feet and 10 inches tall and 170 pounds, Kazim could pass for a tanned, if bald, young human male. He could, if not for the golden marking covering his body and his face, including his head. The solid golden orbs kind of give it away as well. The markings on his face, feature many a sharp angle, much like chips of stone. His body is scarred in places, though the golden markings shine over any scars. Kazim is stronger than the average human, but only as strong as the average genasi or dragonborn. His hands are calloused from relentless bladework and his jaw is squre. His armaments are kept in plain view. He wears worn leather armor. A dagger is sheathed at each hip. Another dagger is tucked into each boot, and a final is hidden in the longsword sheathe that is on his back. The leather wrapped hilt of his longsword is a deep brown, and shows the grooves of his long fingers. The blade though ultimately plain, is well-cared for, and sharp as a wizened debater.[/sblock]

[sblock=Personality]
Kazim prefers to watch, and interpret the body language and words of those before judging them. He is slow to speak his mind, but when a cause rises his sprits, he is as active as an earthquake.[/sblock]

[sblock=Background]
A small village outside of town, is home to Kazim's parents, who initially migrated there from their home in the mountains. They raised their son with an eye for justice, for helping those in need, and for fighting evil in all it's forms. Both his parents were earthsoul genasi as well, and they implanted a love for the land in their son. Kazim came to Brindol for a brief apprenticeship with an Eladrin swordmage, who often passed through their small village on his way to Brindol. Kazim met the fey-mage in a tavern in Brindol and began his apprenticeship. This went on for a few weeks. Kazim would train during the day, and spend his nights at the taven, where he had met some ones of like worship. Life was good, until one morning, Kazim's master did not show up for his training. Kazim searched Brindol for him, there was no sign...he was just explaining his master's abscence to his friends, for it wasn't like the eladrin to disappear. Plus, Kazim's final test was today...his master was supposed to take him out and they would face a real threat...[/sblock]

[sblock=Combat Stat Block]
Speed 6

Hit Points 29
Bloodied 14
Surge Value 7
Healing Surges 10

Defenses:
Armor Class 19
Fortitude 13
Reflex 14
Will 13

:melee:Booming Blade (Longsword +7 vs AC, 1d8+4, if opp moves away 1d6+2 thunder damage)
:close:Sword Burst (Longsword +4 vs Ref, Burst 1, 1d6+4 to all enemies in burst)
:close:Aegis of shielding(minor action, close burst 2): Target is marked and takes a -2 to attack targets other than me. If marked creature attacks and hits a creature, I can use an immediate interrupt to prevent 7 damage from that attack.

:close:Earthshock(reliable), Close burst 1, +4 vs Fort(con based), 1d8 damage and knocks prone
:close:Flame Cyclone, Close blast 3, +4 vs Ref, 1d8+5 fire damage

:melee:Frost Backlash(Immed interrupt, a creature hits you, Longsword +7 vs reflex, 3d8+4 cold damage, miss: half damage)[/sblock]

[sblock=Wishlist]
Lv 1: Restful bedroll, AV, 176
Lv 2: Veteran's Leather armor, AV, 55
Lv 3: Catstep boots, PHB, 246
Lv 4: Cloak of the walking wounded, AV, 151
Lv 5: Lifedrinker weapon, PHB, 235[/sblock]
 
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Mognyr, Gnoll Barbarian
[sblock=CS]
Name: Mognyr
Gnoll Barbarian
Alignment: Unaligned

Humanoid, 7'4"tall, 276 lbs, 8 yrs old
Brown Mottled hair, Yellow eyes, dark skin

Languages: Common, Abyssal
Vision: Low-Light

Ability Scores

Str: 16
Con: 16
Dex: 16
Int: 9
Wis: 12
Cha: 10

Basic Combat Stats

Hit Points: 31
Bloodied: 15
Healing Surges: 11
Healing Value: 7

Initiative: +3
Speed: 7 squares (7 Base)
Action Points: 1

Defenses

AC: 16 (+3 Armor +3 Dex)
Fort: 15 (+3 Con, +2 Class)
Ref: 13 (+3 Dex)
Will: 11 (+1 Wis)

Basic Attacks

Melee: Falchion Hit: +6 damage: 2d4+3
Melee: Handaxe Hit: +5 Damage: 1d6+3
Ranged: Handaxe Hit: +5 Damage: 1d6+3 Range: 5/10

Passive Skills

Perception 18
Insight 11

Skills

Acrobatics (+3 Dex)
Arcana (-1 Int)
Athletics (+3 Str +5 Trained)
Bluff (+0 Cha)
Diplomacy (+0 Cha)
Dungeoneering (+1 Wis)
Endurance (+3 Con)
Heal (+1 Wis)
History (-1 Int)
Insight (+1 Wis)
Intimidate (+0 Cha +2 Racial)
Nature (+1 Wis +5 Trained)
Perception (+1 Wis +2 Racial +5 Trained)
Religion (-1 Int)
Stealth (+3 Dex)
Streetwise (+0 Cha)
Thievery (+3 Dex)

Feats
Powerful Charge: +2 to damage or bull rush attempt when charging


Racial Traits and Powers
Blood Fury: +2 to damage rolls when bloodied
Pack Attack: +2 to attack rolls vs. any enemy adjacent to two or more of your allies
Ferocious Charge (Encounter Ability)

Class Features
Rageblood Vigor: When you reduce an enemy to 0 hit points, you gain 3 temporary hit points.
Rage: Daily abilities are rages.
Rampage: Once per round when you score a critical hit with a barbarian power, make a melee basic attack vs. any legal target.

At Will Powers

Rage Strike (Standard, Primal, Weapon): +6 vs. AC, damage based on expended rage ability

Howling Strike (Standard, Primal, Weapon): +6 vs. AC, 2d4+1d6+3 damage. You can use this power as your charge attack, and if you are raging, you do not provoke opportunity attacks with the charge.

Recuperating Strike (Standard, Primal, Weapon): +6 vs. AC, 2d4+3 damage, gain 3 temp. hit points. If you are raging, gain 8 temp. hit points instead.


Encounter Powers

Swift Charge (Free): Trigger--your attack reduces an enemy to 0 hit points.
Effect: You charge an enemy

Ferocious Charge (Standard): You charge and deal an additional 2 damage on a successful attack.

Great Cleave (Standard, Primal, Weapon): Burst 1, target each enemy in burst, +6 vs. AC, 2d4+3 damage, +1 for each enemy adjacent to you.

Daily Powers

Bloodhunt Rage (Standard, Primal, Rage, Weapon): +6 vs. AC, 6d4+3 damage. Miss: half damage. Effect: Until rage ends, gain a +3 bonus to damage if either you or your target is bloodied.

Utility Powers

Rituals

Equipment
Hide Armor
Falchion
2 Handaxes
Standard Adventurer's Kit
Climber's Kit
Holy Symbol of Melora



Coins- 13gp, 0sp, 0cp
[/sblock]

[sblock=background]coming soon...[/sblock]
 

[SBLOCK=Kalon]Kalon

Male Elf
Fighter of Melora
Unaligned

Str 16 +3
Con 14 +2
Dex 15 +2
Int 8 -1
Wis 16 +3
Cha 10 +0

Speed 6

Hit Points 29
Bloodied 14
Surge Value 7
Healing Surges 11

Armor Class 17
Fortitude 14
Reflex 12
Will 13

Racial Traits
Elven Weapon Proficiency
Fey Origin
Group Awareness
Wild Step

Languages
Common
Elven

Skills
Athletics +8
Endurance +7
Heal +8
Nature +5
Perception +5
Religion +4

Feats
Initiate of the Faith

At-Will
Melee Basic Attack (Glaive +6 vs. AC, 2d4+3)
Cleave (+6 vs. AC, 2d4+3 and 3 to adjacent enemy)
Reaping Strike (+6 vs. AC, 2d4+3; Miss: 3)

Encounter
Elven Accuracy
Passing Attack (+6 vs. AC, 2d4+3, shift 1, second attack: +8 vs. AC, 2d4 +3)

Daily
Healing Word
Brute Strike (+6 vs. AC, 6d4+3; reliable)

Equipment
Scale Armor
Glaive
Backpack
Bedroll
Flint and Steel
Belt Pouch
10 trail rations
Hemp rope
2 sunrods
Waterskin
15 gp[/SBLOCK]
 

Horatio
[sblock=Character Record]
Male Human
Wizard (1st level)
Unaligned

Str 8 -1 (0 PB)
Con 14 +2
Dex 13 +1
Int 18 +4 (human +2)
Wis 14 +2
Cha 10 +0

Speed 6
Initiative +1

Hit Points: Maximum 24; Bloodied 12
Healing Surges 8; Surge Value 6

Defenses
Armor Class 14 (Int +4)
Fortitude 13 (Con +2 Human +1)
Reflex 15 (Int +4 Human +1)
Will 15 (Wis +2 Human +1 Wizard +2)

Racial Traits
Human Defense bonus
Bonus At-will power, Feat and Skill

Class Features
Arcane Implement Mastery – Orb of Imposition
Cantrips
Ritual Caster
Spellbook: know one extra Daily and Utility

Languages
Common,Draconic

Skills
(Jack of All Trades +2 to any untrained skill check)

Acrobatics +3 (+1 Dex)
Arcana +9 (+4 Int Trained)
Athletics +1(-1 Str)
Bluff +2 (+0 Cha)
Diplomacy +2 (+0 Cha)
Dungeoneering +7 (+2 Wis Trained)
Endurance +4 (+2 Con)
Heal +4 (+2 Wis)
History +9(+4 Int Trained)
Insight +7 (+2 Wis Trained)
Intimidate +2 (+0 Cha)
Nature +7 (+2 Wis Trained)
Perception +4 (+2 Wis)
Religion +6 (+4 Int)
Stealth +3 (+1 Dex)
Streetwise +2 (+0 Cha)
Thievery +3 (+1 Dex)

Feats
Human Perseverance
Jack of All Trades

Powers
Melee Basic Attack (Dagger +4, 1d4-1)
Ranged Basic Attack -

Ghost Sound
Light
Mage Hand
Prestidigitation

Ray of Frost (Arcane, Cold, Implement) Ranged 10; +4 vs. Reflex; 1d6+4 cold damage and slowed until end of my next turn.

Scorching Burst (Arcane, fire, Implement) Area burst 1 within 10; each creature in burst; +4 vs. Reflex; 1d6 +4 fire damage.


Thnderwave (Arcane, Thunder Implement) Close Blast 3; each creature in burst; +4 vs. Fort; 1d6 +4 thunder damage, and you push the target 2 squares (wis).

Orb of Imposition free action, you can use your orb to gain one of the following two effects: Designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect -2 (Wis).
Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell.


Icy Terrain (Arcane, Cold, Implement)
Area burst 1 within 10 squares; Each creature in burst ; +4vs. Reflex
Hit: 1d6 + Intelligence modifier cold damage, and the target is knocked prone.

Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

Sleep Arcane, Implement, Sleep)
Ranged 10; One creature adjacent to the flaming sphere; +4 vs. Reflex: 2d6 + 4 fire damage.
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.


Or
Flaming Sphere (Arcane, Conjuration, Fire, Implement)
Ranged 10; One creature adjacent to the flaming sphere; +4 vs. Reflex; 2d6 +4 fire damage.
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.


Rituals
Brew Potion (Arcane or Religion (no check);Potion’s Cost; 1 hour; special)
Comperhand Longuages (Arcana; 10 GP; 10 minutes; 24 hours)
Magic Mouth (Arcana (no ceck); 10 GP; 10 minutes; Until discharged)

Equipment
(24 gp))

Orb (Implement)
Spellbook
Writing Case and Notebook
Ritual Components (Alchemical Reagents 40 gp)

Dagger
Belt Pouch
Backpack
Bedroll
Flint and Steel
Trail Rations
Waterskin
[/sblock]

[sblock=Background]
Horatio was expected to follow his family tradition. Like his father, grandfather, great grandfather, great great grandfather (and his aunt Mimy) he was to master the art of turnip pickling. Later he was expected to marry a nice plump farm girl, preferably one who’s father owned a large turnip farm, as befitting a respected member of the village.

However, from early age it became apparent that Horatio was not meant to be a pickler. He preferred to spend his time wandering in the fields, observing the plants and animals, read a book, or follow the Urnestine local hedge-witch. In fact he was picking up with ease the simple tricks that the Urnestine would show him. At last the family elders gave up and, following Urnestine advice, sent him to be apprenticed with Rudgrub the wizard, an old acquaintance of Urnestine.

Apprenticing to a wizard seemed like a dream come true to Horatio. There were all those books and tomes to read, strange apparatuses to figure, and a magnificent collection of stuffed animals from all over the land. But soon Horatio began to miss the village and the fields. All he did was dust the books, and the tomes, and the manuscripts, clean the apparatuses, and the library, and the laboratory, and Rudgrub’s rooms. All the animals he saw was stuffed or mounted on the wall, and any plant was either in a jar or in the kitchen waiting to be pilled by him. He felt that there must be more to learning to be a wizard then that. Rudgrub for his part thought that Horatio had a bright mind but tended to daydream and lacked the focus required to become a wizard.


The one enjoyable part of this routine was when Rudgrub went to meet his colleges at the royal library and Horatio was free to roam it. Gradually he spent more and more time there, finding any excuse to visit the library. Helping the clerks and listening to the scholars debating.



After a couple of years Rudgrub declared that Horatio has learned all he would ever learn from him, he suggested that the young man may find a position at the library more suited to his talents, or lack of them as Rudgrub believed.



More years have passed and Horatio stayed at the library immersed in knowledge collected within the ancient volumes. Only rarely did he venture out of the city, or the library itself. Although lately he wished to see more with his own eyes rather then read the reports of others.



Horatio’s current assignment takes him to the village Brindol, in the fairly civilized Elsir Vale, where he is to search the late lord’s Vendenrose collection of books for items of interest to the library. Unfortunately he has lost most of the library’s money he was given to purchase books with. It was most likely stolen from him during the trip to Brindol, but is not sure where or when. Horatio dare not return to the library with out the books or at least the money and now stays at the Antler and Thistle tavern in Brindol trying to figure out how to regain the lost money.
[/sblock]
 
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