jdavis
First Post
Rez Highwind
Rez is a good time, fun loving gambler and party addict. He always shows up at the best parties and formal balls, he charming and whimsical and always makes a big splash with the ladies. Nobody knows much about his past except he is obviously of noble blood and is wealthy. He is a regular at the castle and is said to be close to Lady Kelvin, some say maybe even related to her. Rez is a sorcerer of some power but enjoys the thrill of dueling with his rapier and seems to prefer physical action to using his store of magic. Rez is a real mystery man in the city of Mor’s End.
Plot Hooks
1. Rez has hired the characters to go on a quest for him to retrieve a valuable object stolen by raiding goblins. What is this valuable object and why is Rez willing to pay for it’s return? When asked he is vague about what the object is and only says the party will know when they locate it.
2. The characters have been hired to learn the truth about Rez Highwind by one of the Noble houses. What is his connection to Lady Kelvin and why does he always seem to know more about this families private business than he should?
3. Rez is come up missing and the Lady Kelvin wants answers, can you discover who kidnapped Rez and return him before Lady Kelvin assigns the city guard to do a house to house search of the whole city, a act that would undoubtedly cause chaos and riots in the street. Why is Lady Kelvin so set on finding this one missing noble?
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Rez Highwind: Male Human Ftr1/Sor6; Medium Humanoid ; HD 1d10+2 (Fighter), 6d4+12 (Sorcerer); hp 42; Init +6; Spd 30; AC 18; Atk +5 base melee, +6 base ranged; +8 (1d6+2, +1 Rapier); +5 (1d4+1, Dagger, silvered); AL CG; SV Fort +7, Ref +5, Will +7; STR 12, DEX 15, CON 14, INT 15, WIS 12, CHA 18.
Skills:
Alchemy+3, Climb+3, Concentration+9, Jump+3, Knowledge (arcana)+11, Knowledge (The Planes)+5, Ride+11, Scry+3, Spellcraft+12, Swim+2.
Feats:
Extra Spell, Improved Familiar, Improved Initiative, Weapon Finesse: Rapier, Weapon Focus: Rapier.
Possessions:
Weapons: +1 Rapier: Spell Storing; Dagger, silvered.
Armor: Mithral Shirt.
Magic: Ring: Protection +2; Wondrous: Cloak of resistance (+1); Potion: Charisma; Potion: Change Self; Potion: Cure Light Wounds.
Spells Known (Sor 6/7/6/4): 0 - Detect Magic, Disrupt Undead, Flare, Light, Mage Hand, Mending, Prestidigitation; 1st - Burning Hands, Mage Armor, Magic Missile, Protection from Evil; 2nd - Darkvision, Invisibility, Melf's Acid Arrow; 3rd - Lightning Bolt.
Rez is a good time, fun loving gambler and party addict. He always shows up at the best parties and formal balls, he charming and whimsical and always makes a big splash with the ladies. Nobody knows much about his past except he is obviously of noble blood and is wealthy. He is a regular at the castle and is said to be close to Lady Kelvin, some say maybe even related to her. Rez is a sorcerer of some power but enjoys the thrill of dueling with his rapier and seems to prefer physical action to using his store of magic. Rez is a real mystery man in the city of Mor’s End.
Plot Hooks
1. Rez has hired the characters to go on a quest for him to retrieve a valuable object stolen by raiding goblins. What is this valuable object and why is Rez willing to pay for it’s return? When asked he is vague about what the object is and only says the party will know when they locate it.
2. The characters have been hired to learn the truth about Rez Highwind by one of the Noble houses. What is his connection to Lady Kelvin and why does he always seem to know more about this families private business than he should?
3. Rez is come up missing and the Lady Kelvin wants answers, can you discover who kidnapped Rez and return him before Lady Kelvin assigns the city guard to do a house to house search of the whole city, a act that would undoubtedly cause chaos and riots in the street. Why is Lady Kelvin so set on finding this one missing noble?
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Rez Highwind: Male Human Ftr1/Sor6; Medium Humanoid ; HD 1d10+2 (Fighter), 6d4+12 (Sorcerer); hp 42; Init +6; Spd 30; AC 18; Atk +5 base melee, +6 base ranged; +8 (1d6+2, +1 Rapier); +5 (1d4+1, Dagger, silvered); AL CG; SV Fort +7, Ref +5, Will +7; STR 12, DEX 15, CON 14, INT 15, WIS 12, CHA 18.
Skills:
Alchemy+3, Climb+3, Concentration+9, Jump+3, Knowledge (arcana)+11, Knowledge (The Planes)+5, Ride+11, Scry+3, Spellcraft+12, Swim+2.
Feats:
Extra Spell, Improved Familiar, Improved Initiative, Weapon Finesse: Rapier, Weapon Focus: Rapier.
Possessions:
Weapons: +1 Rapier: Spell Storing; Dagger, silvered.
Armor: Mithral Shirt.
Magic: Ring: Protection +2; Wondrous: Cloak of resistance (+1); Potion: Charisma; Potion: Change Self; Potion: Cure Light Wounds.
Spells Known (Sor 6/7/6/4): 0 - Detect Magic, Disrupt Undead, Flare, Light, Mage Hand, Mending, Prestidigitation; 1st - Burning Hands, Mage Armor, Magic Missile, Protection from Evil; 2nd - Darkvision, Invisibility, Melf's Acid Arrow; 3rd - Lightning Bolt.