Company of the Random Encounter - Characters

Tallyhoop (NPC)

Tallyhoop
Male Gnome Expert5
HD (5d6)+15; hp 34; Init +0; Spd Walk 20';
AC 12 (flatfooted 12, touch 11)
Attacks: Mace (Light) +4 (1d6 20/x2)
SA: +1 to hit kobolds/goblinoids, +4 dodge vs giants, save +2 vs illusions, Speak with Burrowing Animals 1/day, Low-light Vision, Gnome spells (Dancing Lights, Ghost Sound and Prestidigation each 1/day)
AL: NG; Sv: Fort +6, Ref +1, Will +4;
Str 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10
Skills: Alchemy +18*, Appraise +11, Bluff +7, Craft (Gemcutting) +14**, Decipher Script +10, Diplomacy +11, Gather Information +6, Hide +4, Intimidate +2, Knowledge (Arcana) +10, Listen +2, Profession (Apothecary) +8, Search +9, Sense Motive +7, Spot +2;
* includes +2 for Alchemist's Lab
** includes +2 for Masterwork Tools
Feats: Great Fortitude, Skill Focus (Alchemy)
Possessions: Mace (Light); Leather Apron (+1 AC); Alchemist's Lab; Alchemy materials; Masterwork Gemcutting Tools; Goggles of Minute Seeing

Tallyhoop is the local Alchemist, Apothecary and all round expert in matters arcane, though when offering advice of the magical nature, he makes it clear that his knowledge is entirely theoretical.

He's commonly perceived as being a rather odd old bird, and also far too indulgent of his niece, who regularly 'enlivens' the village with practical jokes - generally of the noisy or smelly kind.
 

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Macwood Fleetfoot

Macwood Fleetfoot
Male Halfling Bard1
HD (1d6); hp 6; Init +2; Spd Walk 15';
AC 15 (flatfooted 13, touch 13)
Attacks: Sword (Long) +1 0'/S (1d8 19-20/x2) or Sling (Stone Ammo) +2 50'/B (1d3 20/x2);
SQ: +1 on all saves, +1 to hit with thrown weapons, +2 morale bonus vs fear, Bardic knowledge (+2), Bardic music 1/day;
AL: NG; Sv: Fort +1, Ref +5, Will +2;
Str 10, Dex 15, Con 11, Int 13, Wis 9, Cha 14
Skills: Climb +2, Decipher Script +3, Diplomacy +3, Gather Information +3, Hide +6, Intuit Direction +2, Jump +2, Listen +3, Move Silently +4, Perform +6, Pick Pocket +4, Profession (Cartographer) +2, Spot +1, Wilderness Lore +1
Feats: Alertness
Bard Spells: (0:2 1:0 2:0 3:0 4:0 5:0 6:0 7:0 8:0 9:0)
Spells Known: Bard (0): Dancing Lights, Mage Hand, Prestidigitation, Read Magic
 

Just had an interesting though, given the tone of your campaign, and I figured this is probably a better place for it than the main storyhour.

What are the odds of seeing Scratches reappearing as a ghost/revenant?

Only seems deserving after all. :D
 
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I can see it now ...

The grim shade of your greatest failure stalks toward you, eyes glowing with an eerie yellow light, legs disappearings into mist below its body.

The apparition seems to float toward you, intangible chains writhing around its scarred and blackened body. Eyes full of pain and anger lock on yours, and you feel too chilled to move.

The beast's mouth opens: in your heart you know it is hear to pass judgement on you for your failures:

"Meow" says Scratches the Ghostly Cat.


Maybe not! :)
 

True, but having a revenant cat drop down on your head while you're trying to sleep may well have the desired effect.

Think of it as an undead facehugger :)
 

Briar Rose

Briar Rose
Male Human Rogue1
HD (1d6)+2; hp 8; Init +6; Spd Walk 20';
AC 14 (flatfooted 12, touch 12)
Attacks: Sword (Short) +2 0'/P (1d6+2 19-20/x2) or Crossbow (Light) +2 80'/P (1d8 19-20/x2);
SQ: Sneak Attack +1d6;
AL: NG; Sv: Fort +2, Ref +4, Will +2;
Str 14, Dex 15, Con 14, Int 11, Wis 15, Cha 10
Skills: Balance +1, Climb +1, Disable Device +4, Escape Artist +1, Hide +5, Jump +1, Listen +4, Move Silently +3, Open Lock +5, Pick Pocket +0, Read Lips +1, Search +4, Sense Motive +3, Spot +5, Tumble +1, Use Rope +3
Feats: Improved Initiative, Shadow

Briar's Background (or at least what he tells people)
Raised on the streets, Briar has only a hazy recollection of his mother. She just didn't come home one day when he was about 4.

He was taken into a gang and raised by them earning his keep by being small enough that he could act as look out without gaining attention.

As he grew, so did his usefulness. Unfortunately, the inevitable happened and he was caught. He managed to escape and began
adventuring alone. After all, he's 16 now, he doesn't need anyone.
 

Twinkle

Tweedlefinkle Dessandri Rhowyn (Twinkle)
Female Gnome Rogue1
HD (1d6); hp 6; Init +3; Spd Walk 20';
AC 16 (flatfooted 13, touch 14)
Attacks: Sword (Short) +1 (1d6 19-20/x2) or Dagger (Thrown) +4 (1d4 19-20/x2)
SQ: +1 to hit kobolds/goblinoids, +4 dodge vs giants, save +2 vs illusions, Sneak Attack +1d6, Speak with Burrowing Animals 1/day; Low-light Vision
AL: CG; Sv: Fort +0, Ref +5, Will +0;
Str 10, Dex 16, Con 11, Int 12, Wis 11, Cha 13
Skills: Appraise +3, Balance +4, Bluff +3, Climb +2, Disable Device +5, Gather Information +4, Hide +11, Innuendo +1, Listen +4, Move Silently +7, Open Lock +7, Read Lips +3, Search +5, Spot +6, Tumble +6
Feats: Alertness
 

Macwood's Background

Macwood is the sixth and youngest son of Goodwyn Fleetfoot, a halfling baronet of sterling reputation, but only modest means. The family have been nobles for only three generations: Macwood's grandmother Aspen was captain of a caravel that ran a pirate blockade to bring supplies to Duke Galiban's army.

As the sixth son, Macwood's familial duties were light: his older brothers had already shouldered the family's burdens of inheritance, military & clerical service, and trade. This lack of responsibility, together with his innately exuberant personality, soon led to him becoming something of the 'class clown' in his erratic and wide-ranging education.

Despite his irreverent attitude, however, Macwood felt a need to contribute to the family's fortunes, just as he saw his older siblings doing. However, the idea of dedicating himself to a disciplined, organised life never occurred to the youngster. Instead, he resolved to set out on the road as an adventurer. Not only would this lifestyle satisfy his desire for excitement and his love of travel, but he would be able to send back information to his family which might provide them with mercantile and political advantages.

In keeping with his extravagant personality, Macwood employs a full-sized longsword as his weapon of choice. Though well-crafted, this weapon is not really balanced for use by someone of such short stature. Macwood wields it with such gusto, however, that enemies are usually too busy dodging the blade to take advantage of this weakness.
 

Mantreus' Background

Mantreus's earliest memory was of a man hitting his mother. He hit her for so long, and so hard that she never woke up again. He had to leave her when he became hungry. He brought back food and water that he'd stolen or begged for, but she still didn't wake up. After that he had to leave because he couldn't keep all the rats away...

He made his way by begging and stealing until he became quite good at it and caught the notice of the local thieves guild. The guild didn't appreciate a rogue thief in their midst and offered to take him into the guild, but Mantreus was unable to pay the outrageous fees they asked. They gave him a week to come up with the entry fee or to leave Northgate.

He decided to attempt the robbery of Turkul the Merchant. He was a wealthy individual from far away lands that temporary lived in tents on the outskirts of Northgate, and Mantreus foolishly believed that he could easily sneak into the small sea of tents and steal away with a fortune. He almost made it and was about to cut a small slit into one of the tents when a small flame leapt from his finger igniting the tent...

He was chased out of town wearing only the clothes on his back and wandered the land, gradually acquiring the tools of his trade through either honest or dishonest means. He still had problems with things igniting at his touch, but he kept these problems to himself, thinking himself abnormal. He did find over time that his quiet demeanour and ready smile seemed to please people, and he found himself generally liked wherever he went. In fact, a serving maid in Amberdale seemed to take quite a liking to him indeed, and he found himself visiting there often, particularly during the festival.

Mantreus believes that the man who killed his mother was a sailor, so he tends not to like men of the sea. Having spent so much of his life alone, he is uncomfortable with family structures in general and with patriarchal figures in particular.
 

Sirdros

Sirdros
Male Elf Cleric1
HD (1d8)+1; hp 9; Init +0; Spd Walk 20';
AC 16 (flatfooted 16, touch 10)
Attacks: Shortbow +0 (1d6 20/x3) or Morningstar +1 (1d8+1 20/x2)
SQ: Automatic Search check if within 5' of secret/concealed door, Immunity to sleep, save +2 vs enchantment spells, Spontaneous casting, Turn Undead 4/day; Low-light vision
AL: CG; Sv: Fort +3, Ref +0, Will +4;
Str 13, Dex 10, Con 12, Int 15, Wis 15, Cha 12
Skills: Appraise +3, Concentration +3, Heal +4, Knowledge (Arcana) +4, Knowledge (Religion) +4, Listen +4, Scry +4, Search +4, Spellcraft +4, Spot +4;
Feats: Combat Casting
Deity: Pelor Domains: Healing and Strength
Cleric Spells: (0:3 1:2+1 2:0 3:0 4:0 5:0 6:0 7:0 8:0 9:0)

The elves of Galiban are overwhelmingly followers of the Druidic faith. Sirdros' adherenece to Pelor thus makes him quite unusual. The reasons for his ardent conversion are not yet known - but there must be a story behind it!
 

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