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Garnfellow's World [Updated 12.26.05]

Garnfellow

Explorer
I’ll be periodically posting PCs, NPCs, and monsters from our long-running campaign here. A little background is probably in order first. The Frilond Campaign is set in a low magic world, very similar to Western Europe in the late Twelfth Century. Most action takes place in a wild region that borders the fell lands of the ruck-men—barbaric creatures that may (or may not) be degenerate humans.

The first character is an NPC. He would probably claim that he is the central hero, narrator, and focus of the entire campaign. My PCs, and the rest of the NPCs, for that matter, would strongly disagree with this assertion.

==

Sir Will Garnfellow, the Lion of Upchurch: male Rog4/Ftr8; CR 12; HD 4d6+23 plus 8d10+40; hp 126; Init -1; Spd 20 ft; AC 16, touch 11, flat-footed 16; BAB +11; Grp +12; Atk +14 melee (1d8+1/19–20, longsword); Full Atk +14/+9/+4 melee (1d8+1/19–20, longsword); SA sneak attack +2d6; SQ evasion, trap sense, trapfinding, uncanny dodge; AL NG; SV Fort +12, Ref +5, Will +3; Str 12, Dex 9, Con 20, Int 17, Wis 10, Cha 16.

Skills and Feats: Appraise +6, Bluff +19, Diplomacy +12, Escape Artist –3*, Gather Information +16, Handle Animal +14, Intimidate +14, Knowledge (local) +13, Hide +1*, Listen +7, Perform (oratory) +6, Perform (stringed instrument) +10, Profession (gambler) +5, Ride +12, Search +8, Sense Motive +7, Sleight of Hand +1*, Spot +5; Combat Expertise, Diehard, Endurance, Improved Disarm, Improved Feint, Improved Trip, Mounted Combat, Persuasive, Skill Focus (bluff), Toughness, Weapon Focus (longsword).

* Includes -5 armor check penalty for masterwork chainmail and heavy steel shield

Possessions: ring of protection +2, amulet of health +2 (reflected in statistics above), masterwork chainmail, masterwork heavy steel shield, WELSUNG masterwork longsword, masterwork viol, 3,315 gp.

A boisterous knight of great girth, Sir Will Garnfellow is known to frequent the Bristling Boar Inn of Heremac—though of late he can be found dutifully serving under Sir Hamral, Bailiff of Upchurch. Garnfellow is a mirthful, garrulous man in his middle years, always willing to share in the telling of his past martial exploits. He has a blond curly beard and mustache, and wears fine livery when he can afford it. A most lusty fellow, his appetites for food, ale, women, dice, story, and song are nigh insatiable. Garnfellow served as a household knight to the Baron of Bellenore for several years, but due to some undisclosed grievance, he fell into disfavor there. Garnfellow wields the sword Welsung; his shield bears the image of three rampant lions on an azure field; his battered old war-horse is named Justicar. Garnfellow plays the viol and is often accompanied by his trusty men-at-arms, the old veteran Nym and the young lad Bardolph.
 
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A Note on Equipment

Sharp-eyed readers will note that the gear possessed by most of the characters in this thread do not match typical gear values as suggested by the DMG.

Because Frilond is supposed to be a low-power, low-magic, (and relatively low tech) setting, one way I enforce this restriction is by limiting the value of NPC gear. I am still fiddling with formulas, but currently I use the following:

NPC Level x .05 x Typical NPC gear value.

This means a 1st level Frilond NPC has only 5% of the gear suggested by the DMG; a 10th level Frilond NPC has gear worth 50% suggested in the DMG; and a 20th level Frilond NPC has 100% of the suggested gear.

The rationale being that in a low magic setting, magic goodies would be much more highly concentrated amongst powerful NPCs than in settings where magic is more common.
 

Sir Hamral, Bailiff of Upchurch

The following character has enjoyed the longest continuous run of any PC in the campaign. He began modestly enough, scraping a living together by fighting wild dogs and bandits. But now he has great esteem and freely walks among noblemen. He has even had audiences with such luminaries as King Wenric and Bishop Martin.

Sir Hamral, Bailiff of Upchurch: male Ftr 12; HD 12d10+36; hp 91; Init -1; Spd 20 ft; AC 18, touch 9, flat-footed 18; BAB +12; Grp +16; Atk +19 melee (1d8+8/17–20, +2 longsword); Full Atk +19/+14/+9 melee (1d8+8/19–20, +2 longsword); SV Fort +11, Ref +3, Will +3; Str 18, Dex 8, Con 16, Int 12, Wis 8, Cha 10.

Skills and Feats: Climb +7*, Handle Animal +13, Hide –5*, Intimidate +6, Jump +0*, Listen -1, Move Silently –5*, Ride +16, Spot -1, Swim +1*; Endurance, Great Cleave, Improved Critical (longsword), Improved Sunder, Leadership, Mounted Combat, Power Attack, Ride-By Attack, Run, Spirited Charge, Weapon Focus (longsword), Weapon Specialization (longsword).

* Includes -4 armor check penalty for masterwork chainmail.

Possessions: +2 chainmail, +1 light steel shield, LEGRAND, +2 longsword.

Sir Hamral is a towering but soft-spoken warrior from Heremac, born to the middle-class. His father was a former serjeant in the town militia. Hamral himself was once active in the militia—especially following his brother's death at the hands of ruck-men. Hamral is a shrewd tactician, though he will sometimes take great risks to finish an enemy. He enjoys a very good reputation in Heremac and throughout the surrounding lands, and is well known as a hard worker and sometimes hero. Hamral was knighted by Sir Aleck Rowland, in gratitude for Hamral's service at the Geaunt's Tower. Following the death of Sir Aleck, the Count of Kirke installed Hamral as the next Bailiff of Upchurch, and the young knight is beginning to emerge as a very promising leader on the Frounter.

Sir Hamral's warhorse, Fiasco:

Fiasco: male heavy warhorse; CR 3; Large Animal; HD 4d8+24; hp 46; Init +2; Spd 50 ft; AC 15, touch 11, flat-footed 13; BAB +3; Grp +12; Atk +7 melee (1d6+5, hoof); Full Atk +7 melee (1d6+5, 2 hooves) and +2 melee (1d4+2, bite); Space/Reach 10 ft/5 ft; SQ low-light vision, scent; AL N; SV Fort +10, Ref +6, Will +1; Str 21, Dex 14, Con 22, Int 2, Wis 11, Cha 8.

Skills and Feats: Listen +4, Spot +3; Endurance, Run.

Low-Light Vision (Ex): Fiasco can see twice as far as normal in dim light and can see outdoors on a moonlit night as well as he can during the day.

Scent (Ex): Fiasco can detect approaching enemies and sniff out hidden foes by sense of smell.
 
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Valerius the Mysterious

Here's another PC from the campaign:

Valerius: male Conj 14; HD 14d4+28; hp 61; Init +4; Spd 30 ft; AC 10, touch 10, flat-footed 10; BAB +7; Grp +6; Atk +6 melee (1d6-1, quarterstaff); Full Atk +6/+1 melee (1d6-1, quarterstaff) or +7/+2 ranged (1d4-1, dart); SA spells; SQ familiar benefits, raven familiar (Noxumbra); SV Fort +8, Ref +6, Will +15; Str 9, Dex 10, Con 14, Int 18, Wis 14, Cha 11.

Skills and Feats: Appraise +12, Climb -1, Concentration +19, Craft (Alchemy) +14, Decipher Script +14, Hide +0, Jump -1, Knowledge (Arcana) +21, Knowledge (History) +10, Knowledge (Religion) +12, Knowledge (the Planes) +21, Listen +4, Move Silently +0, Profession (Herbalist) +15, Speak Other Language (Aeptetean) +5, Speak Other Language (Herachean) +5, Speak Other Language (Ruckish) +4, Spellcraft +23, Spot +5, Swim -1; Augment Summoning, Combat Casting, Greater Spell Focus (conjuration), Improved Initiative, Iron Will, Quicken Spell, Scribe Scroll, Spell Focus (conjuration).

Familiar Benefits: Valerius has a raven familiar named Noxumbra. He gains the benefits of the Alertness feat when she is within arm's reach. He also gains the following benefits.

Empathic Link (Su): Valerius has an empathic link with Noxumbra out to a distance of up to one mile. Valerius cannot see through Noxumbra's eyes, but the two of them can communicate telepathically. Because of the empathic link between Noxumbra and Valerius, Valerius has the same connection to an item or place that Noxumbra does.

Deliver Touch Spells (Su): Noxumbra can deliver touch spells for Valerius. When Valerius casts a touch spell, Noxumbra can be designated as the "toucher." (Valerius and Noxumbra have to be in contact at the time of casting.) Noxumbra can then deliver the touch spell just as Valerius could. As normal, if Valerius casts another spell, the touch spell dissipates.

Scry on Familiar (Sp): Valerius may scry on Noxumbra (as if casting the scrying spell) once per day.

Share Spells (Su): At Valerius's option, he may have any spell he casts on himself also affect Noxumbra. Noxumbra must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting Noxumbra if she moves farther than 5 feet away. The spell's effect will not be restored even if Noxumbra returns to Valerius before the duration would otherwise have ended. Additionally, Valerius may cast a spell with a target of "You" on Noxumbra (as a Touch range spell) instead. Valerius and Noxumbra can share spells even if the spells normally do not affect animals.

Spells Prepared (5/6/6/6/6/4/4/3, DC 14 + spell level): 0—acid splash*, arcane mark, detect magic, read magic, touch of fatigue; 1—grease*, mage armor*, obscuring mist*, shield, summon monster I* (2); 2—fog cloud*, glitterdust*, protection from arrows, summon monster II*, summon swarm*, web*; 3—flame arrow, ghost armor*, phantom steed*, summon monster III* (3); 4—black tentacles*, dimension door*, quickened grease*, scrying, summon monster IV*, stoneskin; 5—cloudkill, summon monster V*, quickened summon swarm*, wall of stone*; 6—acid fog*, summon monster VI* (2), wall of iron*; 7—power word blind, summon monster VII* (2). * Conjuration spell. The save DC, where applicable, for these spells, is 16. Valerius’s opposition schools are Evocation and Illusion.

Possessions: candle of shadows, cloak of resistance +2, horn of fog, potion of intelligence, scroll of numa's mystical aura and mage armor.

Valerius is a mysterious figure in his thirties, dressed in black robes like a cleric in minor orders. He is very tall and thin, with dark hair and eyes and a small, mustacheless beard. He is literate and highly intelligent, and commands formidable occult forces. On more than one occasion he has conjured forth monstrous servants from beyond this world. Valerius is sometimes haughty and distant, but he is always true to his word. His personal sigil resembles a labyrinth.

Noxumbra, female raven familiar: Tiny Magical Beast (Augmented Animal); HD 1/4d8 (effective 14d8); hp 30; Init +2; Spd 10 ft, fly 40 ft (average); AC 21, flat-footed 19, touch 14; BAB +7; Grp -6; Atk +11 melee (1d2-5, claws); Full Atk +11 melee (1d2-5, claws); Space/Reach 2 1/2 ft/0; SQ improved evasion, low-light vision, speak language, speak with master, speak with birds; SR 19; SV Fort +4, Ref +6, Will +11; Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6.

Skills and Feats: Appraise +9, Concentration +17, Decipher Script +11, Knowledge (arcana) +18, Knowledge (history) +7, Knowledge (religion) +9, Listen +4, Speak Language (Aeptetean) +2, Speak Language (Herachean) +2, Speak Language (Ruckish) +2, Spellcraft +20, Spot +5; Weapon Finesse.

Improved Evasion (Ex): If Noxumbra is subjected to an attack that normally allows a Reflex saving throw for half damage, she takes no damage if she makes a successful saving throw and half damage even if the saving throw fails.

Speak Language (Su): Noxumbra can speak Common.

Speak with Birds (Ex): Noxumbra can communicate with other birds, including dire variants. The communication is limited by the Intelligence of the conversing creatures.

Speak with Master (Su): Noxumbra and Valerius can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
 
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Saint James

Saint James: male Rog 9/Ftr 2; HD 9d6-6 plus 2d10-2; hp 53; Init +8; Spd 30 ft; AC 18, touch 14, flat-footed 14; BAB +8; Grp +7; Atk +14 (1d6-1/19–20, short sword); Full Atk +12/+7 (1d6-1/19–20, short sword) and +11 (1d4/19–20, +1 dagger) or +12/+7 ranged (1d6/x3, shortbow); SA sneak attack +5d6; SQ evasion, improved uncanny dodge, trap sense +3, trapfinding; SV Fort +5, Ref +10, Will +3; Str 8, Dex 18, Con 8, Int 12, Wis 11, Cha 12.

Skills and Feats: Balance +13, Climb +8, Craft (Alchemy) +4, Craft (Cooking) +5, Craft (Trapmaking) +4, Disable Device +12, Disguise +8, Gather Information +7, Hide +14, Jump +2, Listen +8, Open Lock +17, Search +10, Sleight of Hand +10, Spot +8, Swim -1, Tumble +14; Dodge, Improved Initiative, Mobility, Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword).

Evasion (Ex): St. James can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Trapfinding (Ex): St. James can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. St. James can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. If he beats a trap's DC by 10 or more with a Disable Device check, he can generally study the trap, figure out how it works, and bypass it (with his party) without disarming it.

Trap Sense (Ex): St. James has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): St. James retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Possessions: bracers of armor +3, talisman of protection +1, Flitten, +1 dagger, masterwork short sword.

A fast-talking youth, St. James is sarcastic and disrespectful, but also quite perceptive. He is of medium height and build, with brown hair and blue eyes. St. James is prone to catching colds and cannot abide drafts. He also hates to carry anything heavier than a bag of coins. St. James is very clever at working with both traps and locks—skills which have served him well in the last few years. He is fine cook and brewer, and was known to occasionally moonlight at the Bristling Boar. When in Heremac St. James often enjoyed the company of a certain lady named Maggie, but he has recently fallen out of her favor. St. James hails from a small village called Mattin, where he was known as Destin Waller; his parents owned a tavern there called the Wellstone. St. James was forced to leave his home town after being accused of thievery. For a while St. James was accompanied by a childhood friend, Dale. Unfortunately, Dale was devoured by Old Brown while exploring Owl Island.
 

Mendelor Stoneheart

We recently reworked this next PC using help from the EnWorld community. The concept is a hardy warrior who is also reasonably skilled in forestry and scouting. For various reasons, levels in ranger or barbarian were not viable for this character. The winning suggestion was to make use of the Versatile feat from the Rokugan d20 book. This feat allows you to choose two skills, which then become class skills for you.

Mendelor: male Ftr 12; HD 12d10+12; hp 79; Init +8; Spd 30 ft; AC 21, touch 14, flat-footed 17; BAB +12; Grp +15; Atk +16 melee (1d8+4/x3, +1 battleaxe); Full Atk +16/+11/+6 melee (1d8+4/x3, +1 battleaxe) or +16/+11/+6 ranged (1d6+3, throwing axe); SV Fort +9, Ref +8, Will +6; Str 16, Dex 18, Con 12, Int 10, Wis 10, Cha 12.

Skills and Feats: Bluff +1, Climb +2*, Escape Artist +3*, Gather Information +1, Hide +10*, Intimidate +1, Jump +2, Knowledge (Nature) +7, Listen +8, Move Silently +12*, Spot +8, Survival +8 (+10 in aboveground environments), Swim +1*, Use Rope +4; Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Point Blank Shot, Precise Shot, Spring Attack, Track, Versatile (Move Silently and Hide), Versatile (Knowledge (nature) and Survival), Versatile (Listen and Spot).

* Includes a -1 armor check penalty for masterwork chainmail shirt.

Possessions: masterwork chain shirt, +1 throwing axe, +1 shield, +1 battleaxe.

A hardy forester, Mendelor is handy with an axe and always eager to jump into any adventure or scrap. Mendelor is loyal, generous, and deeply suspicious of all magic. Mendelor's bravery is renown, and he slew Prince Briareus in single combat.
 
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The Barefooted Friar

Friar Sidrach Landry: male Clr 11; HD 11d8-11; hp 51; Init -2; Spd 30 ft; AC 11, touch 8, flat-footed 11; BAB +8; Grp +7; Atk +8 melee (1d6-1, quarterstaff); Full Atk +6/+1/+6 melee (1d6-1, quarterstaff, double weapon) or +8/+3 melee (1d6-1, quarterstaff) or +6/+1 ranged (1d4-1, sling); SA spells, turn undead; SV Fort +6, Ref +1, Will +12; Str 9, Dex 7, Con 8, Int 13, Wis 20, Cha 13.

Skills and Feats: Climb -1, Concentration +10, Craft (Alchemy) +1, Craft (Tailoring) +2, Gather Information +2, Heal +8, Hide -2, Jump -1, Knowledge (Local) +2, Knowledge (Nature) +2, Listen +5, Move Silently -2, Profession (Gambler) +6, Profession (Herbalist) +6, Spot +5, Survival +7, Swim -1; Combat Casting, Combat Expertise, Extend Spell, Improved Disarm, Two-Weapon Fighting, Weapon Focus (quarterstaff).

Spells Prepared (6/8/6/6/5/4/2, DC 15 + spell level): 0—create water, cure minor wounds, detect magic, detect poison, mending, purify food and drink; 1—bless, command, cure light wounds, divine favor, magic weapon, protection from evil*, sanctuary, shield of faith; 2—aid*, bear’s endurance, bull’s strength, cure moderate wounds, enthrall, hold person; 3—cure serious wounds, daylight, dispel magic, magic vestment, prayer, protection from energy*; 4—cure critical wounds, divine power, greater magic weapon, neutralize poison, spell immunity*; 5—flame strike, mass cure light wounds, righteous might, spell resistance*; 6—antimagic field*, heal. * Domain spell. Domains: Good (casts Good spells as a 12th-level cleric); Protection (protective ward).

Turn Undead (Su): Sidrach may attempt to turn or destroy undead four times per day.

Protective Ward (Su). As a standard action, Sidrach may grant someone he touches a +11 resistance bonus equal on his or her next saving throw. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Possessions: quarterstaff, incense of bless, bracers of armor +3.

A charming fellow, Friar Sidrach is gentle, inquisitive, and very talkative. He is a member of the Gerardian Order, a newly-formed group of mendicants who are also known as Black Friars for the color of their robes. Friar Sidrach is very wise, but has had little formal education. He enjoys gaming and drinking his Blackbelly stout. Friar Sidrach is an excellent public speaker with a genuine concern for the common folk, and relishes wandering the countryside. His faith in the Five is very strong, and the friar has performed several notable miracles. The friar is also a good tailor and has, on occasion, fashioned warm winter clothing for his comrades. As he gives almost all of his money to the Gerardian order, Friar Sidrach rarely has any coin of his own.
 
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Renton

Renton McAllister: male Ftr 8; HD 8d10; hp 55; Init +6; Spd 20 ft; AC 19, touch 12, flat-footed 17; BAB +8; Grp +10; Atk +12 melee (1d8+4/17–20, longsword); Full Atk +12/+7 melee (1d8+4/17–20, longsword) or +10/+5 ranged (1d6/x3, shortbow); SV Fort +6, Ref +4, Will +2; Str 14, Dex 14, Con 11, Int 12, Wis 11, Cha 5.

Skills and Feats: Climb +2, Handle Animal +8, Hide +2, Intimidate +2, Jump +2, Listen +0, Move Silently +2, Profession (Hunter) +5, Ride +10, Spot +0, Swim +2; Cleave, Dodge, Great Cleave, Improved Critical (longsword), Improved Initiative, Power Attack, Improved Sunder, Weapon Focus (longsword), Weapon Specialization (longsword).

Possessions: masterwork chainmail, masterwork longsword, helm of resolve, potion of firebreathing (1 use).

A young lad, tall and well built with fine black hair. A large dark birthmark cruelly mars much of the left side of his face. Despite his youth, the he handles himself coolly and carries a serjeant's longsword, along with a hunting bow. Renton hates rucks and is a former member of Heremac's militia.
 

Owen Grey

Owen Grey: male Rog 5/Ftr 4; HD 5d6+15 plus 4d10+12; hp 66; Init +8; Spd 30 ft; AC 17, touch 14, flat-footed 13; BAB +7; Grp +11; Atk +12 melee (1d6+4/19–20, short sword) or +13 ranged (1d6+1/x3, +1 shortbow); Full Atk +12/+7 melee (1d6+4/19–20, short sword) or +13/+8 ranged (1d6+1/x3, +1 shortbow); SA sneak attack +3d6; SQ evasion, uncanny dodge, trap sense +1, trapfinding; SV Fort +8, Ref +9, Will +4; Str 18, Dex 18, Con 16, Int 8, Wis 14, Cha 8.

Skills and Feats: Balance +14, Climb +9, Hide +15, Jump +6, Listen +12, Move Silently +15, Spot +11, Swim +4, Tumble +15; Dodge, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Shot on the Run, Weapon Focus (short bow).

Evasion (Ex): Owen can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Trapfinding (Ex): Owen can use the Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Trap Sense (Ex): Owen has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex): Owen retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Possessions: masterwork studded leather armor, masterwork short sword, +1 shortbow.

An archer from Antace, Owen is a tough and plucky fighter, as handy with a sword as with his bow. He has also distinguished himself as an excellent scout.
 

Garnfellow said:
Sharp-eyed readers will note that the gear possessed by most of the characters in this thread do not match typical gear values as suggested by the DMG.

I know you use a number of monsters in your campaign, so I was wondering how the paucity of magical wealth effects the PCs in their struggles against such.
 

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