• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Garnfellow's World [Updated 12.26.05]


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Olive said:
Thanks for these... I just got the Dragon CD archive, so it's nice to see these things here.

I think you'll get a big kick out of this resource. I find it a little hard to browse issues online, if only because there's so much stuff. Here are a few old-school articles I think you'll really dig:

Demonology Made Easy (#20)
Demons, Devils and Spirits (#42).
The Nine Hells [Part I] (#75)
The Nine Hells [Part II] (#76)
The Nine Hells Revisited (#91)
Hearts of Darkness (#126)
The Ungrateful Dead (#138)
Out of the Shadows (#162)
Beyond the Grave (#198)
Too Evil to Die (#210)
 


Merodach, The Winged Wolf

The Winged Wolf, MERODACH, a vassal to the Lord of Iron Rod and Staff, commands 21 companies of barbed fiends.

Merodach: male unique devil; CR 19; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 21d8+189; hp 283; Init +10; Spd 40 ft, fly 30 ft (poor); AC 37, touch 27, flat-footed 24; BAB +21; Grp +33; Atk +35 melee (2d8+12/x3, masterwork halberd) or +35 melee (2d6+8, gore); Full Atk +35/+30/+25/+20 melee (2d8+12/x3, masterwork halberd) and +28 melee (2d6+4, gore) and +28 melee (1d10+4, bite) or +28 melee (2d6+8, gore) and +28 melee (1d10+4, bite) and +28 melee (1d4+4 plus fear, 2 claws) and +28 melee (1d4+4 nonlethal, tail); Space/Reach 10 ft/10 ft (15 ft with halberd or tail); SA fear, spell-like abilities, summon devil, tail attack; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 10, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 29; AL LE; SV Fort +21, Ref +18, Will +16; Str 26, Dex 23, Con 28, Int 19, Wis 19, Cha 22.

Skills and Feats: Bluff +18, Concentration +25, Diplomacy +22, Handle Animal +22, Heal +16, Hide +22, Intimidate +32, Jump +24, Knowledge (geography) +16, Knowledge (the planes) +16, Listen +28, Move Silently +26, Search +24, Sense Motive +20, Spot +28, Survival +28 (+30 to keep from getting lost or to avoid natural hazards, on other planes, or to find or follow tracks); Combat Expertise, Improved Disarm, Improved Initiative, Improved Multiattack, Improved Trip, Multiattack, Run, Track.

Fear (Su): A creature hit by Merodach’s claws must succeed on a DC 26 Will save or be affected as though by fear (caster level 20th). Whether or not the save is successful, that creature cannot be affected by Merodach’s fear ability for 24 hours. The save DC is Charisma-based.

Spell-Like Abilities: At will—animate dead, blasphemy (DC 23), charm person (DC 17), create greater undead, desecrate, detect good, detect magic, dispel magic, greater invisibility, greater teleport, hold person (DC 19), magic circle against good, major image (DC 19), polymorph, produce flame, pyrotechnics (DC 18), read magic, see invisible, suggestion (DC 19), telekinesis (DC 21), true seeing, unhallow, unholy aura; 1/day—symbol of pain (DC 21), wish. Caster level 20th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Merodach can summon 1d2 barbed devils with a 50% chance of success. This ability is the equivalent of an 8th-level spell.

Tail Attack (Ex): Merodach can use his long, prehensile tail as a whip in melee, even making trip attacks or disarm attempts. Unlike a whip, using this tail attack does not provoke an attack of opportunity.

Regeneration (Ex): Merodach takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Physical Description: Merodach has the body of a wolf, large, feathered wings, and a prehensile, serpentine tail. Atop Merodach’s head are two huge, spreading longhorns, and these he can turn slightly to strike an opponent.

Personality Traits: Reserved, cunning, and loyal.

Merodach is a duke in the service of Dispater, and leads 21 companies of barbed devils into battle on his master’s behalf. Merodach has the body of a wolf, large, feathered wings, and a prehensile, serpentine tail. Atop Merodach’s head are two huge, spreading longhorns, and these he can turn slightly to strike an opponent. A clumsy flyer, he prefers to run on all fours, but in battle often rears up to wield a weapon with his front claws. He has no special or magical weapons, but favors polearms of all sorts.
 
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Arioch the Avenger of Dis

Arioch serves Dispater in the office of avenger, meting out punishment upon all on Dis who defy or otherwise displease his master. He also wards off the intrusions of devils of all ranks from other planes, and accompanies his master as bodyguard in all situations of possible peril (such as visits to the court of Asmodeus or other planes).

The grim spirit ARIOCH is the protector and avenger to the Lord of Iron Rod and Staff. Arioch’s flat, reptilian head (rather like a stubby crocodile’s) is ringed with a leonine mane. His skin is dark wine-red, deepening to purple on the head and shoulders, and on his great bat-like wings. Arioch has a forked tail, great cloven hooves, and heavily muscled arms.

Arioch _____ CR 20
Male unique devil
LE Large outsider (devil, evil, extraplanar, lawful)
Init +12; Senses blindsight (5 ft), darkvision 60 ft, see in darkness; Listen +33, Spot +33
Aura fear (15 ft radius, DC 27)
Languages Infernal, telepathy 100 ft
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AC 40, touch 32, flat-footed 22
hp 312 (25 HD); regeneration 10; DR 15/epic and good
Immune fire, poison
Resist acid 10, cold 10; SR 31
Fort +22, Ref +22, Will +19
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Spd 40 ft, fly 50 ft (average)
Melee +4 keen adamantine double halberd +34/+29/+24/+19 (2d8+12/19–20 x3) and +4 keen adamantine double halberd +34/+29/+24/+19 (2d8+8/19–20 x3) and +27 bite (1d6+4/18–20 x3) or
+4 keen adamantine double halberd two-handed +36/+31/+26/+21 (2d8+16/19–20 x3) and bite +27 (1d6+4/18–20 x3,)
Space 10 ft; Reach 10 ft (15 ft with double halberd)
Base Atk +25; Grp +37
Special Atk augmented critical
Combat Options Blind-Fight
Spell-Like Abilities (CL 20th):
At will—animate dead, bestow curse (DC 19), blasphemy (DC 22), blink, charm person (DC 16), create undead, desecrate, detect good, detect magic, greater dispel magic, greater invisibility, greater teleport, hold person (DC 18), magic circle against good, magic missile, major image (DC 18), polymorph, produce flame, see invisible, suggestion (DC 18), true seeing, unhallow, unholy aura
1/day—limited wish
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Abilities Str 26, Dex 27, Con 26, Int 19, Wis 20, Cha 20
Feats Blind-Fight, Blindsight, 5-ft radius, Eyes in the Back of Your Head, Greater Two-Weapon Fighting, Improved Initiative, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Rend
Skills Bluff +21, Concentration +32, Disable Device +24, Gather Information +21, Hide +24, Intimidate +35, Jump +24, Knowledge (history) +24, Knowledge (the planes) +24, Listen +33, Move Silently +24, Search +32, Sense Motive +25, Spot +33, Survival +29 (+31 on another plane, +33 following tracks), Swim +24
Possessions +4 keen adamantine double halberd. This is a unique exotic double weapon
Hook Suspicious, dour, obedient
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Augmented Critical (Ex): Arioch's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Fear Aura (Su): Arioch can radiate a 15-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by Arioch’s aura for 24 hours. Other devils are immune to the aura.
Regeneration (Ex): Arioch takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
 
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Bitru

Poor, lost Bitru has a strange history. He was first described in Gary Gygax's article "New Denizens of Devildom: A Partial Preview of Monster Manual II," which appeared alongside Greenwood's first Nine Hells installment in Dragon # 75. But for whatever reason, Bitru never actually made it into the Monster Manual II. So here follows my 3e conversion of the lost Duke of Hell, Bitru.

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The vainglorious BITRU is a vassal and valued warlord to the Lord of Iron Rod and Staff.

Bitru: male unique devil; CR 19; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 22d8+228; hp 327; Init +5; Spd 30 ft, fly 50 ft (average); AC 36, touch 27, flat-footed 23; BAB +22; Grp +34; Atk +32 melee (3d6+15/17–20, +3 greatsword); Full Atk +32/+27/+22/+17 melee (3d6+15/17–20, +3 greatsword); SA fear aura, spell-like abilities, summon devil; SQ DR 15/epic and good, darkvision 60 ft, immunity to fire and poison, regeneration 5, resistance to acid 10 and cold 10, see in darkness, telepathy 100 ft; SR 30; AL LE; SV Fort +22, Ref +18, Will +17; Str 26, Dex 21, Con 28, Int 17, Wis 19, Cha 26.

Skills and Feats: Bluff +18, Concentration +29, Diplomacy +27, Intimidate +34, Knowledge (architecture and engineering) +28, Knowledge (geography) +23, Knowledge (history) +28, Knowledge (the planes) +18, Listen +19, Move Silently +15, Search +18, Sense Motive +24, Spot +29, Survival +24 (+26 to keep from getting lost or to avoid natural hazards, on other planes, or to follow tracks; +28 to find secret doors or hidden compartments); Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (greatsword), Improved Toughness, Power Attack.

Fear Aura (Su): Bitru can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 29 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by Bitru’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Spell-Like Abilities: At will—animate dead, blasphemy (DC 25), charm monster (DC 22), create greater undead, desecrate, detect good, detect magic, fog cloud, greater dispel magic, greater invisibility, greater teleport, hold person (DC 21), magic circle against good, major image (DC 21), mirror image, polymorph, produce flame, pyrotechnics (DC 20), read magic, see invisible, suggestion (DC 21), true seeing, unhallow, unholy aura, wall of fire; 1/day—symbol of pain (DC 23), wish. Caster level 20th. The save DCs are Charisma-based.

Summon Devil (Sp): Once per day Bitru can summon 1d6 erinyes with a 60% chance of success. This ability is the equivalent of an 7th-level spell.

Regeneration (Ex): Bitru takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor

Possessions: +3 greatsword.

Physical Description: Bitru is very muscular. His skin is shining crimson, and his horns, hooves, and wings are lustrous black. Bitru's visage is typically diabolical.

Personality Traits: Vainglorious, Mirthful, Fierce.

Bitru serves Dispater and leads 70 companies of erinyes in warfare. These devils are raised from the vast estates held in fief.
 
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Baalzephon

OK, here's the last fiend from me -- at least for a while. Baalzephon, the pit fiend prime minister under Dispater, was mentioned in both Gygax and Greenwood’s articles on the Nine Hells, although he was never statted out. I believe in Planescape Baalzephon was described as female, a not unreasonable change. And although there’s a serviceable 3e version of Baalzephon in the Tome of Horrors, I couldn’t help but go off on my own here.

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The terrible BAALZEPHON is the Prime Minister of Dis under the Lord of Iron Rod and Staff.

Baalzephon: Pit Fiend Clr 6/Fiend of Blasphemy 6; CR 26; Large Outsider (Devil, Evil, Extraplanar, Lawful); HD 18d8+180 plus 6d8+60 plus 6d8+60; hp 438; Init +15; Spd 40 ft, fly 60 ft (average); AC 39, touch 16, flat-footed 32; BAB +24; Grp +41; Atk +36 melee (2d8+13, claw); Full Atk +36 melee (2d8+13, 2 claws) and +36 melee (2d6+6, 2 wings) and +36 melee (4d6+6 plus poison plus disease, bite) and +36 melee (2d8+6, tail slap); Space/Reach 10 ft/10 ft; SA Constrict 2d8+19, fear aura, improved grab, kill cultist, spell-like abilities, spells, summon devil, torture cultist; SQ blood oath, DR 15/good and silver, darkvision 60 ft, detect magic, immunity to fire and poison, locate cultist, mind shielding, resistance to acid 10 and cold 10, regeneration 5, scry on cultist, sponsor worshiper, see in darkness, telepathy 100 ft, undetectable alignment; SR 32; AL LE; SV Fort +29, Ref +23, Will +33; Str 36, Dex 25, Con 30, Int 32, Wis 30, Cha 32.

Skills and Feats: Balance +24, Bluff +38, Climb +28, Concentration +43, Craft (alchemy) +20, Diplomacy +50, Disguise +37 (+41 acting), Heal +19, Hide +23, Intimidate +43, Jump +33, Knowledge (arcana) +37, Knowledge (history) +20, Knowledge (nature) +33, Knowledge (the planes) +38, Knowledge (religion) +38, Listen +36, Move Silently +27, Profession (administrator) +19, Search +37, Sense Motive +31, Spellcraft +45, Spot +37, Survival +30 (+32 above ground, +34 on other planes or following tracks), Tumble +27; Blinding Speed, Cleave, Epic Will, Great Cleave, Improved Initiative, Improved Multiattack, Leadership, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Superior Initiative.

Constrict (Ex): Baalzephon deals 2d8+19 points of damage with a successful grapple check.

Disease (Su): A creature struck by Baalzephon’s bite attack must succeed on a DC 29 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su): Baalzephon can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 30 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by Baalzephon’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Baalzephon must hit 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.

Kill Cultist (Su): Baalzephon can kill those who have sworn him a blood oath if they displease him. Distance is not a factor, but Baalzephon cannot kill a cultist who is on a different plane. The affected creature must make a DC 27 Fortitude save or die. If the save is successful, the creature takes 3d6+6 points of damage. Kill cultist is a death effect.

Poison (Ex): Injury, Fortitude DC 29, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities: At will—blasphemy (DC 28), create undead, fireball (DC 24), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 30), persistent image (DC 26), power word stun, unholy aura (DC 29); 1/day—meteor swarm (DC 30). Caster level 18th. The save DCs are Charisma-based. Once per year Baalzephon can use wish as the spell (caster level 20th).

Summon Devil (Sp): Twice per day Baalzephon can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Torture Cultist (Su): Baalzephon can inflict pain on those who have sworn him a blood oath. Distance is not a factor, but he cannot torture a cultist who is on a different plane. When he uses this ability, the target cultist suffers excruciating pain. The affected creature takes a –4 penalty on attack rolls, skill checks, and ability checks for 6 rounds. A successful DC 27 Fortitude save lessens the penalty to –2.

Blood Oath (Su): Baalzephon can perform a ritual of initiation that binds cult members to his service. The ritual forges a magical, mental bond between Baalzephon and those mortals who participate. It requires one day of preparation, during which time Baalzephon must meditate and ready a room in which the ritual will take place. The ritual itself lasts for 2 hours, plus an additional 10 minutes per mortal initiate. If either the preparation or the ritual is interrupted, the process is ruined and Baalzephon must start again. Every creature in the room (and no more than 60 feet away from Baalzephon) when the ritual begins or that enters that area during the ritual must make a DC 27 Will save or be affected as if by an enthrall spell. A willing participant in the ritual takes a –4 penalty on this saving throw, while a hostile onlooker receives a +4 bonus. After the first 2 hours of the ritual, each initiate receives Baalzephon’s individual attention for 10 minutes, during which time the bond between the two is formed, and the creature becomes one of Baalzephon’s cultists. An initiate who wishes to resist the bond can attempt a DC 27 Will saving throw. Willing participants may voluntarily fail their saving throws. If an initiate makes a successful saving throw, Baalzephon is aware that the bond was not properly formed, but this does not interrupt the ritual.

Detect Magic (Su): Baalzephon continuously has a detect magic effect in operation (caster level 12th).

Locate Cultist (Su): Baalzephon has a telepathic bond with each of his cultists. At will, he can generate an effect identical to that of a locate creature spell to sense the location of any creature that has sworn a blood oath with him.

Mind Shielding (Su): Baalzephon is immune to the detect thoughts and discern lies spells.

Regeneration (Ex): Baalzephon takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Scry on Cultist (Sp): Baalzephon can scry on any creature that has sworn him a blood oath, as if using the scrying spell. He cannot scry on cultists on other planes. Baalzephon can use this ability on any given cultist once per day, but there is no limit to how many cultists he can scry on in a day.

Sponsor Worshiper (Su): Baalzephon can channel spellcasting ability from the Shaithim to mortals with levels in the cleric class. He can sponsor a cleric of up to 12th level, who receives access to the full complement of cleric spells as well as any two domains chosen from Death, Evil, or Law.

Transfer Spell-Like Ability (Sp): Baalzephon can grant his cultists access to his spell-like abilities as though using the imbue with spell-like ability spell. He can give one creature that has sworn him a blood oath access to as many of his own spell-like abilities as he desires. The cultist can use each such ability once per day, with all variable characteristics (including caster level and save DC) determined as if Baalzephon himself were using the ability. When he transfers a spell-like ability, Baalzephon cannot use that ability as often as usual. He can use an ability normally available at will only 4 times per day, and he loses one use per day from more limited abilities. Baalzephon can bestow the same ability on multiple cultists or allow cultists to use the ability more than once per day, but in doing so he loses more of his own daily uses of the ability. Baalzephon can revoke the transfer at any time as a free action. If the cultist had already used the ability during the current day, it counts as if Baalzephon had used it that day as well.

Undetectable Alignment (Su): Baalzephon’s alignment is constantly concealed from all forms of divination as though with the undetectable alignment spell.

Cleric Spells Prepared (5/7/7/5; save DC 20 + spell level): 0—cure minor wounds, detect magic, inflict minor wounds, read magic, resistance; 1st—bane, command, deathwatch, doom, obscuring mist, protection from chaos*, shield of faith; 2nd—bear’s endurance, death knell, desecrate*, eagle’s splendor, inflict moderate wounds, shatter, silence; 3rd—bestow curse, contagion, deeper darkness, magic circle against good*, magic vestment.

*Domain spell. Deity: the Shaithim. Domains: Evil (Chaos spells as a 7th-level caster), Law (Evil spells as a 7th-level caster)

Fiend of Blasphemy Spells Prepared (6/6/4/4/4; save DC 20 + spell level): 1st—bane, cause fear, command, doom, sanctuary, shield of faith; 2nd—aid, bull’s strength, desecrate, enthrall, hold person, undetectable alignment; 3rd—bestow curse, deeper darkness, invisibility purge, prayer; 4th—discern lies, poison, sending, spell immunity; 5th—commune, dispel good, greater command, true seeing.

Possessions: rod of rulership.

Physical Description: Baalzephon appears as a hulking, regal pit fiend, its wings wrapped around itself like a grotesque cloak.

Personality Traits: Scrupulous, disdainful, demanding.

The pit fiend Baalzephon acts as Dispater’s prime minister, ordering and administering the Iron Duke’s armies and vassals.
 



Brother Gregory the Risen, Seeker Commander

Brother Gregory the Risen: male Ftr 4/Clr 7/Marshall 4; CR 15; HD 4d10+12 plus 7d8+21 plus 4d8+12; hp 134; Init +0; Spd 20 ft; AC 21, touch 11, flat-footed 21; BAB +12; Grp +15; Atk +19 melee (1d8+8, +3 heavy thundering mace); Full Atk +19/+14/+9 melee (1d8+8, +3 heavy thundering mace) or +13/+8/+3 melee (1d8+8, +3 heavy thundering mace) and +6 melee (1d8+2, +1 large steel bashing shield) or +12/+7/+2 ranged (1d4+3, sling); SA spells, turn undead; SQ grant move action, minor aura +3 (demand fortitude, over the top), major aura +1 (hardy soldiers); SV Fort +17, Ref +5, Will +14; Str 16, Dex 10, Con 16, Int 14, Wis 16, Cha 17.

Skills and Feats: Concentration +13, Craft (weaponsmithing) +9, Diplomacy +8, Handle Animal +10, Intimidate +16, Knowledge (history) +6, Knowledge (religion) +7, Listen +9, Profession (soldier) +10, Ride +15, Sense Motive +7, Spot +9, Survival +7; Alertness, Daunting Presence, Improved Bull Rush, Improved Overrun, Improved Shield Bash, Improved Sunder, Mounted Combat, Power Attack, Skill Focus (Diplomacy), Trample, Weapon Focus (heavy mace), Weapon Specialization (heavy mace).

Turn Undead (Su): Gregory may use this ability 6 times per day with a +2 synergy bonus.

Auras (Ex): Gregory may exert an aura that affects all allies within 60 feet (including himself) who can hear and understand him. Projecting an aura is a swift action. The aura remains in effect until Gregory uses a free action to dismiss it or activates another aura of the same kind (major or minor). Gregory can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before Gregory takes his first turn. Gregory’s aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies. All bonuses granted by Gregory’s auras are circumstance bonuses that do not stack with each other.

Minor Aura (Demand Fortitude): Bonus on Fortitude saves.

Minor Aura (Over the Top): Bonus on damage rolls when charging.

Major Aura (Hardy Soldiers): Gregory’s allies gain damage reduction 1/—.

Grant Move Action (Ex): Once per day, as a standard action, Gregory may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after Gregory’s turn is over. A character can take only one extra move action per round. If an ally chooses not to take the extra move action, it is lost.

Spells Prepared (6/6/5/4/2, DC 13 + spell level): 0—cure minor wounds, guidance (2), light, resistance, virtue; 1—bless, command, divine favor, enlarge person*, magic stone, shield of faith; 2—aid, bear’s endurance, bull’s strength*, hold person, silence; 3—daylight, magic vestment*, prayer, protection from energy; 4—divine power*, freedom of movement. * Domain Spell. Domains: Strength (1/day as a free action Gregory can gain a +7 enhancement bonus to his Strength for 1 round), War (gain Weapon Focus (Mace) as a bonus feat).

Physical Description: A large, broad-shouldered brother-knight of dour countenance, dressed in a simple white surcoat with the red emblem of the Seeker Order.

Personality Traits: Stern, driven, proud.

The Brother-Knight Gregory the Risen is a prominent member of the Seekers, also known as the Holy Order of St. Markham, which is an important military-religious order on the Frounter, charged with defending the Pentian lands from the ruck-men. Gregory is first Seeker in living memory to be brought back from the dead; he was resurrected after being slain by Rotting Eye ruck-men at Ordway almost ten years ago.

Gregory commanded the Seekers at the Blackwell before being recalled to assist in the siege at Grimall. He fought at Antace and now commands the Seeker forces at Eredy. Gregory is often named as a likely candidate for making Grand Master of his order, although his lack of political niceties probably hampers his advancement.

Possessions: +2 chainmail, +1 large steel bashing shield, +3 heavy thundering mace, ring of protection +1, cloak of resistance +1, potion of good hope, 168 gp.
 

Into the Woods

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