[Iron] IronNPC -- RAY SILVER WINS!


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theRuinedOne said:
Just wanting to double-check that the Crest of Curses isn't some established item, right?

Sorry for the long delay -- didn't see your question until now.

Nope, it's an item of flexible interpretation.

Drunken Master: Glad you like it! There will be a next time -- hopefully not overlapping with any Rat Bastard or other Iron events.

-- Nifft
 

My sincere apologies, but a bunch of work just got dumped into my lap and I'm going to have to concede the round to mythago.

I am very sorry that I am not able to offer you the challenge you deserve, mythago, and I wish you good fortune in the future rounds.
 

Hey, the server is back up! I'm running way behind on finishing up this NPC. (yeah, a trend with me). Not sure if I'll get it posted before deadline, but we'll see. Not neccesarily conceding, but I wanted to see how Ray was doing with his.

Anyways, back to the stats...
 

Ray Silver vs. theRuinedOne

Round 2

Constraints:
NPC Levels: 2, 5, 7, 12
NPC Race: Elf
NPC Class: Spellcaster

Ingredients:
- Yellow Fever
- Zombie City
- Aboleth
- Brewer's Guild
- Crest of Curses
- Dereliction of Duty


Anastrianna Siannodel was the first daughter of High Mage, the leader of Elabinam, an elven city known for its trade in items of magic. Anastrianna had been learning the arts of wizardry from before she could talk, and showed a remarkable aptitude for the spells of protection. She also had a remarkable knack for learning languages, and a talent for diplomacy Her father was confident that she would, in time, make a fine High Mage. Their city was both a center of trade, and a center of knowledge and arts. However, not all were welcome in Elabinam.

As elven cities tend to be, Elabinam was located in the deep woods. Most who found it tended to be forest dwellers, elves, gnomes, and fey. Many such adventurers of those races often patronized Elabinam in order to gain magic items to help them in their crusades against the Underdark. Elabinam’s isolated location made it a perfect place to buy such things in secret, as to not alert spies. It was understandingly surprising the day a caravan of svirfneblin traders found its way there. They were able to come no farther than the first ring of guards, who demanded they state their business. The shy svirfneblin leader stepped forward with a package to be conveyed to the leader of Elabinam. He said that his city had been repeatedly saved from drow by adventurers wielding items of magic bearing the stamp of Elabinam. They had already thanked the adventurers, and now they wished to thank the city that had provided them with such help.

The guards would let them come no further, as all Underdark races were suspect, but gave them grudging thanks. The package contained nothing more than a beautifully wrought crest for the city, to be placed over the door of the High Mage. Aside from its fine workmanship, it was utterly unremarkable, with not a hint of magic about it. The High Mage allowed it to be placed over his door, and admired it often. He often spoke to Anastrianna about it, saying that it was proof of the power of Elabinam, and the power of the magic they wielded. The city enjoyed several prosperous years after the gift of the crest. The design of the crest was eventually worked into many of the items made and the clothing wore in the city, until one could not walk anywhere without seeing it.

Little did the city know that the crest was actually a Crest of Curses, made by a being of immense power, both magical and mundane, the resided in the Underdark. Tired of having to deal with adventurers armed with such powerful magic, he captured a small group of svirfneblin to do his bidding. Using their wives and children as hostages, he made the Crest of Curses and bade them to deliver it to the city of Elabinam. The capture of a single loose-lipped and weak-willed elf had revealed to the deep gnomes the location of the city, and they did the bidding of their captor without delay. The crest would only work on items that were imprinted with its design, so its activation was delayed until it was certain it would be ruin to the city. The crest had been layered in spells to keep its magical nature from being known, so when it became active, no one knew what was happening.

The deadly yellow fever burned through the city, felling people as a farmer fells wheat. No one knew where it came from. It stole people’s strength, and in some cases, their sanity. Anastrianna and her father were stricken with it, and they both were weakened enough that even the thought of getting out of bed was nearly impossible. There were few priests and healers in town, and the deadly disease had no respect for them either. Anastrianna knew real fear and loneliness the day her father finally lost the strength to keep breathing. She was suddenly catapulted in the position of High Mage, and she was barely into the second tier of her magic!

She came to the balcony looking over the city, and looked out over the people she was supposed to lead. She saw bodies lying in the streets, some rotting where they fell, as no one had the time to tend to the dead. She smelled the thick stench of the sick and the dying, and heard the screams and moans of people in terrible pain. This was what she was supposed to lead, and she had not a single person to help her. It was far too much for her weak and fever-ridden mind. In the dark of deepest night, she shed the robes of the High Mage and took the plainest, unadorned robes she could find. With titanic effort, she wrenched the crest her father had so admired from above the door, and stole from the city on the horse of a dead man. This was a dereliction of duty beyond all common decency and sense, but Anastrianna could take no more.

She rode until she fainted, and did not wake for weeks later. She had been found by a kindly druid that had been tending her for all this time. When she first awoke, she thought she was still ill, as she had never felt weaker in her life. Her hands trembled, breathing seems to be an effort, and even pushing herself upright from bed was like scaling a mountain. She asked her savoir if she was still fevered, but he sadly shook his head. He said the yellow fever had stolen her strength, and that she would never regain it. As this, she started to weep, but the canny druid suddenly gave to her a tabby kitten. The curious kitten licked at her tears, then began to purr. Anastrianna hugged the little creature, her sorrow slowly become more bearable. Over the next few weeks, she learned to walk again with the aid of a staff, and eventually would be able to travel, albeit on horseback. Using the rituals she remembered from her father, she bound the kitten to her as a familiar, so that she would never be alone again. Finally the day arrived when she was able to leave her caretaker. She carefully mounted her horse, and settled her meager possessions on his back, with her familiar, called Feather, lying on her shoulders. As she made to leave, the druid asked her one question.

“What is your name?” Anastrianna barely hesitated.

“I am The Frail.”

Anastrianna Siannodel, The Frail, female elf Abj2: CR 2; ECL 2 Size: M Type Humanoid; HD 2d4-6; hp 2; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 9 (-1 Dex), Quarterstaff -1 atk 0'/B (1d6-1, 20/x2); SA: Spells, Elven Blood, Immunity to sleep, save +2 vs enchantment spells, +2 racial bonus on Listen, Search, and Spot checks; Vision: Low-light, Normal AL: NG; SV: Fort -3, Ref -1, Will +3; Str 7, Dex 8, Con 5, Int 18, Wis 13, Cha 14

Skills and Feats: Concentration +2, Craft (calligraphy) +8, Diplomacy +4, Knowledge (arcan-a) +9, Knowledge (history) +6, Speak Language +2, Spellcraft +9, Scribe Scroll, Spell Focus (abjuration)

Languages: Elven, Common, Draconic, Gnome, Sylvan, Orc, Celestial, and Auran.

Spells Prepared: Saving Throw 14 + spell level, 16 + spell level for Abjuration spells. Specialist Abjurer, prohibited school Enchantment. 0th – resistance, flare, light, mage hand. 1st – endure elements (fire) shield*, feather fall, expeditious retreat
Spellbook: 0th - resistance*, ray of frost, detect poison, flare, light, dancing lights, ghost sound, disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read magic. 1st – endure elements*, protection against evil*, protection against chaos*, shield*, hold portal*, identify, mage armor, feather fall, expeditious retreat.
*Abjuration spells

Possessions: Quaterstaff, spellbook, spell component pouch, riding horse, bit and bridle, saddlebags, riding saddle, winter blanket, scroll of endure elements (fire), scroll of shield, scroll of protection from evil, waterskin, 10 pages of parchment, calligraphy kit, ten candles, sack, flint and steel, bedroll, map case, potion of cure light wounds.

Feather, male cat familiar: CR-; Tiny Magical Beast; HD special; hp 1, Init +2 (Dex); Spd 30 ft.; AC 15 (+2 size, +2 Dex, +1 natural); AtK 2 claws +4 melee (1d2-4), bite –1 melee (1d3-4); SQ alertness, improved evasion, share spells, empathic link; AL NG; SV Fort +2, Ref +4, Will +3; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7.
Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4. Feats: Weapon Finesse (claw, bite)
Languages: Common

The Frail traveled from town to town, pausing several weeks in each place to regain her strength before moving on. She sold her scrolls to adventuring wizards and apprentice mages, and odd sorcerer. She brewed potions and made the items of magic her lost city had been famous for, for even though she had abandoned her city, she still remembered the lessons her father had taught her. The crest that she carried with her always served to remember what she had forgotten. She could not bring herself to go back, and cursed herself for a coward, but she tried to at least continue some of the good her city had done.

During her travels, she arrived in a Dwarven city. While the dwarves scoffed at first at the tiny, thin elf-maiden, she eventually proved herself to be very quiet and humble, not having the haughtiness that the elves were known for. She did not comment on their coarse manners, did not wrinkle her nose at their food, and listened respectfully when the dwarves spoke. They finally agreed to let her ply her trade in selling her small magical items. It was here she also learned the secrets of the forge combined with magic. Though sometimes she would swoon from the heat, she learned to enchant weapons and armor. It was this that truly endeared her to the dwarves, for her enchantments were true and powerful.

They agreed to allow her to stay amongst them for a time. So that she would not have to spend her money (or take up a room) at the inn, they found an empty room at the Brewer’s Guild where she could stay. The Frail could not sample their wares, citing her childhood illness that had left her so weak. Though this was rather distressing to the stout folk, she made it up to them by layering spells of protection on the guildhall, so that fire could not touch it. As the dwarves had been very patient and kind, if gruff, she gave them a symbol of her trust in them. She gave them the crest that had seemed to bring so much luck to her father. Touched by the gift, the Guildmaster immediately placed it above the door to the hall. They were impressed by the design, and even made a new kind of ale in celebration. The symbol of the crest was placed on the barrels to mark that they had been made the day the crest had been placed. Of course though, it would be some time before they could be sampled.

When the appointed day arrived, the new barrels of ale were broached. Every dwarf in the city took a mug of the beverage and congratulated the Guildmaster on a fine new ale. The Frail, of course, could not have any, but was given the occasional (very gentle) backslap for inspiring the guild to make the newest creation. Unknown to all, however, the Crest of Curses had done its vile work again. As the fragile elf watched in horror, the ale-drinking dwarves suddenly began sputtering and choking, turning an alarming shade of pale. Feather, her feline familiar, arched his back and hissed at these happenings, telling her that something tragic had befallen the dwarves, some vile magic. The Frail invoked her mage-sight, and could see the vile black and putrid greens and purples of necromantic magic crawling over her Dwarven friends. Each gasped his last, and fell to the floor, quite dead.

She cried and sobbed, certain now that she had somehow brought the evil that had befallen her own city with her. However, the Crest of Curses was not finished yet. Feather roused her again, and she began to get ready to run again. She would leave the crest behind, for it had now been responsible for the deaths of two cities. It was bad luck.

The Frail gathered her things, and went to her faithful horse. As she went to leave however, she noticed movement where before there had only been fallen bodies. The dead dwarves were rising up, stumbling to their feet. Looking at them again with her magic, she could see the foul evil magic still clung to them. She desperately tried to break its evil power, but her own magics were too feeble. She was startled, as magic was now her only strength. To have it not work was frightening. Her horse snorted and danced as the dwarves stumbled toward it. She could now see their glazed, unblinking eyes, pallid skin, and faint stench. They were zombies! Corpses animated by evil magic! Terrified, she galloped away from the zombie city.

It was her fault her Dwarven friends had fallen so low. And it was her responsibility to make it right. She had abandoned Elabinam, she would not abandon this place. She must find some way to break the magic that held them unlife, even if it took her the rest of her own life.

Anastrianna Siannodel, The Frail, female elf Abj5: CR 5; ECL 5 Size: M Type Humanoid; HD 5d4-15; hp 5; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 10 (-1 Dex, +1 natural), Quarterstaff +0 atk 0'/B (1d6-2, 20/x2); SA: Spells, Elven Blood, Immunity to sleep, save +2 vs enchantment spells, +2 racial bonus on Listen, Search, and Spot checks; Vision: Low-light, Normal AL: NG; SV: Fort -1, Ref +1, Will +6; Str 7, Dex 8, Con 5, Int 19, Wis 13, Cha 14

Skills and Feats: Concentration +5, Craft (calligraphy) +8, Diplomacy +5, Knowledge (arcan-a) +12, Knowledge (history) +12, Speak Language +4, Spellcraft +12, Scribe Scroll, Spell Focus (abjuration), Craft Magic Arms and Armor, Craft Wondrous Item.

Languages: Elven, Common, Draconic, Gnome, Sylvan, Orc, Celestial, Ignan, Dwarven, and Auran.

Spells Prepared: Saving Throw 14 + spell level, 16 + spell level for Abjuration spells. Specialist Abjurer, prohibited school Enchantment. 0th – resistance, flare, light, mage hand, detect magic. 1st – endure elements (cold)*, shield*, feather fall, expeditious retreat, protection from evil*. 2nd – resist elements (fire)x2*, protection from arrows*, darvision. 3rd - dispel magic*x3.
Spellbook: 0th - resistance*, ray of frost, detect poison, flare, light, dancing lights, ghost sound, disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read magic. 1st – endure elements*, protection against evil*, protection against chaos*, shield*, hold portal*, identify, mage armor, feather fall, expeditious retreat. 2nd – resist elements*, protection from arrows*, darkvision, whispering wind. 3rd – dispel magic*, protection from elements*.
*Abjuration spells

Possessions: Quaterstaff, spellbook, spell component pouch, riding horse, bit and bridle, saddlebags, riding saddle, winter blanket, scroll of endure elements (fire)x2, scroll of shield, scroll of protection from evilx2, scroll of protection against chaos, scroll of expeditious retreat, scroll of whispering wind, scroll of mage armor, amulet of natural armor +1, waterskin, 10 pages of parchment, calligraphy kit, ten candles, sack, flint and steel, bedroll, map case, potion of cure light woundsx4, bag of holding (type I), cloak of resistance +1, broach of shielding.

Feather, male cat familiar: CR-; Tiny Magical Beast; HD special; hp 2, Init +2 (Dex); Spd 30 ft.; AC 17 (+2 size, +2 Dex, +3 natural); AtK 2 claws +4 melee (1d2-4), bite –1 melee (1d3-4); SQ alertness, improved evasion, share spells, empathic link, touch, speak with master; AL NG; SV Fort +2, Ref +4, Will +5; Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 7.
Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4. Feats: Weapon Finesse (claw, bite)
Languages: Common

The Frail traveled to the mightiest cities in the region, looking for magic to break the curse, and for adventurers that would help her. While many were interested at first, at the point where she said she would be unable to pay them in gold, some left for more lucrative adventures. Most the rest left when she described the target. The though of assaulting an entire city of zombie dwarves daunted all but the bravest and most noble. It was a small adventuring company dedicated to Pelor that finally was willing to accompany her.

It had taken her quite a while to both hone her own magic and find people to help her, though her studies about such phenomena assured her that her former Dwarven friends would not be going anywhere. They would just exist in a sick parody of their former lives, unless they were commanded by the person that had created them.

It was a grim company that descended to the Dwarven town, all armed to the teeth with magic weapons from The Frail and blessed to the boots from the priest and paladin of Pelor. The battle that occurred was something bards sang about for years afterward. Using her magic to hold her former friends at bay, the adventurers waded through them with blade and spell, destroying the mockeries of life that the crest had created. The zombies cringed from Pelor’s light and The Frail’s own determined magics. Eventually all were destroyed, and collapsed into dust as the remaining magic destroyed their corpses from within. It was during a final search of the city that the priest of Pelor noticed the crest above the Brewer’s Guild door and gasped in shock. He told them that the crest was an extremely powerful force of evil, one that has just awoken to show its true face.

The Frail’s eyes narrowed in pain and determination. She turned to them and explained whom she was and where she had come from. That she was the scion of Elabinam and had watched her city dying and run away in fear. And now she was determined to find who had made the crest and punish him. The others were startled by her story, but they believed her. Whatever cowardice she had shown in the past was now erased by her actions to destroy the evil of the zombie city. They would help her find the evil one that had brought so much pain to so many. The crest was removed and placed in a blessed container to hold its evil at bay, while The Frail searched for the creator.

Anastrianna Siannodel, The Frail, female elf Abj7: CR 7; ECL 7 Size: M Type Humanoid; HD 7d4-21; hp 7; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 13 (-1 Dex, +1 natural, +3 armor), Quarterstaff +1 atk 0'/B (1d6-1, 20/x2); SA: Spells, Elven Blood, Immunity to sleep, save +2 vs enchantment spells, +2 racial bonus on Listen, Search, and Spot checks; Vision: Low-light, Normal AL: NG; SV: Fort +0, Ref +2, Will +7; Str 7, Dex 8, Con 5, Int 22, Wis 13, Cha 14

Skills and Feats: Concentration +7, Craft (calligraphy) +10, Diplomacy +7, Knowledge (arcan-a) +16, Knowledge (history) +14, Speak Language +6, Spellcraft +16, Scribe Scroll, Spell Focus (abjuration), Craft Magic Arms and Armor, Craft Wondrous Item, Craft Wand.

Languages: Elven, Common, Draconic, Gnome, Sylvan, Orc, Celestial, Ignan, Dwarven, Aquan, Infernal, and Auran.

Spells Prepared: Saving Throw 16 + spell level, 18 + spell level for Abjuration spells. Specialist Abjurer, prohibited school Enchantment. 0th – resistance, flare, light, mage hand, detect magic. 1st – endure elements (cold)*, shield*, expeditious retreat, protection from evilx3*. 2nd – resist elements (fire)x2*, protection from arrows*, darvision. 3rd - dispel magic*x2, halt undeadx2. 4th – minor globe of invulnerabilityx2, stoneskin.
Spellbook: 0th - resistance*, ray of frost, detect poison, flare, light, dancing lights, ghost sound, disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read magic. 1st – endure elements*, protection against evil*, protection against chaos*, shield*, hold portal*, identify, mage armor, feather fall, expeditious retreat. 2nd – resist elements*, protection from arrows*, darkvision, whispering wind. 3rd – dispel magic*, protection from elements*, magic circle against evil*, halt undead. 4th – minor globe of invulnerability*, stoneskin*.
*Abjuration spells

Possessions: Quaterstaff, spellbook, spell component pouch, riding horse, bit and bridle, saddlebags, riding saddle, winter blanket, scroll of endure elements (fire)x2, scroll of shield, scroll of protection from evilx2, scroll of protection against chaos, scroll of expeditious retreat, scroll of whispering wind, scroll of mage armor, amulet of natural armor +1, waterskin, 10 pages of parchment, calligraphy kit, ten candles, sack, flint and steel, bedroll, map case, potion of cure light woundsx4, bag of holding (type I), cloak of resistance +1, broach of shielding, bracers of armor +3, scarlet and blue sphere ioun stone, ring of feather falling, wand of dispel magic.

Feather, male cat familiar: CR-; Tiny Magical Beast; HD special; hp 3, Init +2 (Dex); Spd 30 ft.; AC 18 (+2 size, +2 Dex, +4 natural); AtK 2 claws +4 melee (1d2-4), bite –1 melee (1d3-4); SQ alertness, improved evasion, share spells, empathic link, touch, speak with master, speak with animals of its type; AL NG; SV Fort +2, Ref +4, Will +7; Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 7.
Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4. Feats: Weapon Finesse (claw, bite)
Languages: Common

Tracking the creation of a magic item is quite difficult, particularly when it is so evil that it has to be monitored constantly and blessed daily to keep it from wreaking havoc. Anastrianna spent a great deal of time researching it, but could find no way of unraveling the mysteries of its owner. Finally, she had to turn to investigation. Accompanied by her newfound friends, they traveled to the Underdark to start at the beginning; the svirfneblin that had brought the crest of Elabinam.

Her research had turned up one useful unique spell – one that would allow her to destroy the vile crest. However, to complete it, it had to be touching the creator of the spell. Her mission was all the more important just for that. They carried the crest with them, in a specially prepared container to prevent it from causing more damage. These precautions served them well, as they were able to move through the Underdark without more than minor resistance.

They sought out the svirfneblin that resided closest to the ruins of Elabinam, and questioned the frightened and quaking deep gnomes about their involvement. Anastrianna had bitter and pointed words with them, telling them in great detail what had happened to Elabinam and the Dwarven town of Kalbenak. Finally a young svirfneblin stepped forward and haltingly confessed that just before Elabinam had fallen, several families had been stolen by the thralls of an aboleth that lived nearby. A couple of them had escaped, returned to the svirfneblin city, told them what had happened, and kept running to avoid recapture. They had said the aboleth was an ancient wizard of astonishing power, and that he was angered by the constant excursion of elven and gnomish adventurers backed by the magic of Elabinam into his domain. As he could not leave, he sought to eliminate them at their source. Since Elabinam had been a staging point for Underdark raids, it was the first to fall. The captured svirfneblin men were given some powerful item of evil and were to deliver it to the city. That was all the deep gnomes knew.

Anastrianna now had her creator of her sorrow. They wrenched the location of the aboleth's lair from the deep gnomes, and set forth to destroy the creature. They knew the battle would be fierce, as no aboleth was without thralls of some sort. Indeed, the lair was guarded by many skum, though they were complacent with years of only dealing with scared svirfneblin, having not seen adventurers for years. The others were able to hold the skum at bay long enough for her to run to the edge of the pool and scream for the aboleth to show itself. It lazily tried to dominate her and her friends, as obviously they would be better servants than that ineffectual skum. The Frail shook off the compulsion and cried out over the pool that she was the scion of Elabinam.

The shocked aboleth raised itself out of the pool, and slung spells of destruction at them, determined to be rid of even the memory of Elabinam. Anastrianna’s spells of protection served her well, and the creature’s deadly magics were deflected. Enraged, he lashed out at The Frail with his tentacles. He whipped at her, tried to forced his vile transformation on her. She was thrown to the floor with the violence of the attack. Feather leapt into the fray, drawing the creature’s attention away from Anastrianna and forcing it to come further onto the land. With a cry of triumph, The Frail pulled the Crest of Curses from its container and rammed it into the aboleth’s flesh. With a scream, the aboleth collapsed into ashes as his magic devoured him. The remaining skum fled in terror at the sight, leaving the adventurers alone.

Anastrianna was grievously wounded from the aboleth’s touch, but still lived. Her actions freed the svirfneblin from ages of terror, and her own heart was at peace for finally seeing an end to the tragedy that had started at Elabinam. She still continues to adventure with her friends to this day, in order to carry on the memory of her friends and family lost. She has not hesitated or fled since after the cleansing of Kalbenak, and now is a potent force for good in the world.

The Lights of Pelor (The Frail’s adventuring companions)
Regias Kelborn – male human cleric of Pelor 13
Lina Justice – female half-elf paladin of Pelor 12
Kevlok Raeshias – male human fighter 12
Brynn Tosscobble – female halfling rogue 12

All are very devoutly religious, and devoted to Pelor.

Anastrianna Siannodel, The Frail, female elf Abj12: CR 12; ECL 12 Size: M Type Humanoid; HD 12d4-36; hp 12; Init +3 (+3 Dex, +0 Misc); Spd Walk 30'; AC 13 (-1 Dex, +1 natural, +3 armor), Quarterstaff +4/-1 atk 0'/B (1d6-1, 20/x2); SA: Spells, Elven Blood, Immunity to sleep, save +2 vs enchantment spells, +2 racial bonus on Listen, Search, and Spot checks; Vision: Low-light, Normal AL: NG; SV: Fort +4, Ref +4, Will +10; Str 7, Dex 8, Con 5, Int 23, Wis 13, Cha 15

Skills and Feats: Concentration +12, Craft (calligraphy) +10, Diplomacy +9, Knowledge (arcan-a) +21, Knowledge (history) +12, Speak Language +11, Spellcraft +21, Scribe Scroll, Spell Focus (abjuration), Craft Magic Arms and Armor, Craft Wondrous Item, Craft Wand, Forge Ring, Quick Draw, Great Fortitude.

Languages: Elven, Common, Draconic, Gnome, Goblin, Sylvan, Orc, Celestial, Ignan, Dwarven, Aquan, Infernal, Abyssal, Undercommon, Terran, Giant, and Auran.

Spells Prepared: Saving Throw 16 + spell level, 18 + spell level for Abjuration spells. Specialist Abjurer, prohibited school Enchantment. 0th – resistance, flare, light, mage hand, detect magic. 1st – endure elements (cold)*, shield*, expeditious retreat, protection from evilx3*. 2nd – resist elements (fire)x2*, protection from arrows*, darvisionx2. 3rd - dispel magic*x2, halt undeadx2, magic circle against evil*, protection from elements (fire)*. 4th – minor globe of invulnerabilityx2, stoneskin, wall of firex2, wall of ice. 5th – dismissal*, teleportx3, passwall. 6th – globe of invulnerability*, greater dispelling*, repulsion*, antimagic field*.
Spellbook: 0th - resistance*, ray of frost, detect poison, flare, light, dancing lights, ghost sound, disrupt undead, mage hand, mending, open/close, arcane mark, detect magic, prestidigitation, read magic. 1st – endure elements*, protection against evil*, protection against chaos*, shield*, hold portal*, identify, mage armor, feather fall, expeditious retreat. 2nd – resist elements*, protection from arrows*, darkvision, whispering wind. 3rd – dispel magic*, protection from elements*, magic circle against evil*, halt undead. 4th – minor globe of invulnerability*, stoneskin*, wall of fire, wall of ice. 5th – dismissal*, teleport, passwall, telekinesis. 6th – antimagic field*, globe of invulnerability*, greater dispelling*, repulsion*.
*Abjuration spells

Possessions: Quaterstaff, spellbook, spell component pouch, riding horse, bit and bridle, saddlebags, riding saddle, winter blanket, scroll of endure elements (fire)x2, scroll of shield, scroll of protection from evilx2, scroll of protection against chaos, scroll of expeditious retreat, scroll of whispering wind, scroll of mage armor, amulet of natural armor +1, waterskin, 10 pages of parchment, calligraphy kit, ten candles, sack, flint and steel, bedroll, map case, potion of cure light woundsx4, bag of holding (type I), cloak of resistance +1, broach of shielding, bracers of armor +3, scarlet and blue sphere ioun stone, ring of feather falling, wand of dispel magic, ring of freedom of movement, necklace of adaptation.

Feather, male cat familiar: CR-; Tiny Magical Beast; HD special; hp 6, Init +2 (Dex); Spd 30 ft.; AC 20 (+2 size, +2 Dex, +6 natural); AtK 2 claws +4 melee (1d2-4), bite –1 melee (1d3-4); SQ alertness, improved evasion, share spells, empathic link, touch, speak with master, speak with animals of its type, SR 17; AL NG; SV Fort +2, Ref +4, Will +7; Str 3, Dex 15, Con 10, Int 11, Wis 12, Cha 7.
Skills: Balance +10, Climb +5, Hide +17*, Listen +4, Move Silently +9, Spot +4. Feats: Weapon Finesse (claw, bite)
Languages: Common
 

theRuinedOne said:
Hey, the server is back up! I'm running way behind on finishing up this NPC. (yeah, a trend with me). Not sure if I'll get it posted before deadline, but we'll see. Not neccesarily conceding, but I wanted to see how Ray was doing with his.

Anyways, back to the stats...

I finished about 1am last night, and then nearly tore my hair out because the server was down. I had class this morning (I'm only home now because of a fluke) so I thought I was going to have to post it late.

Good luck RuinedOne! :D
 

And I did post it late. Feel free to penalize me. Ah, the woes of real life...

Marus Blackfeather

The early life of Marus Blackfeather was an easy one. He grew to maturity in the humid Jantos Forest, learning the ways of nature from his elders. He showed promise in the realms of brewing and herbal remedies, and was one of the youngest elves allowed into the age-old Guild of Brewers. Under the tutelage of the elder guildmaster, he excelled at his craft.

Marus was particularly devout in his faith, worshipping the nature spirits of the land around him. He became a laymen of the faith, journeying and training with human and elven druids from neighboring lands. As he grew older, Marus discovered his affections for one of the human druids, a female named Silva. They courted for well over a year, and were married soon afterwards in a quiet elven ceremony.

Although the call of the lands outside of the Jantos was intriguing, soon Marus found himself called back to his home at Broadleaf Village to work with the Guild. This in turn worked well for the newly formed couple, as Silva was given task to care for a specific area of land important to the druids. The two built a modest home not far from Marus’ village where Silva both could pursue their careers.

Marus Blackfeather, male elf, Druid 2: HD 2d8+ 0; hp 12; Init +2; Spd 30 ft; AC 15 (Hide armor, +2 Dex); Melee longspear (1d8/crit x3); SA spells; SQ elven traits, Nature Sense; AL NG; SV Fort +3, Ref +2, Will +8; Str 10, Dex 15, Con 11, Int 14, Wis 17, Cha 13.

Skills and Feats: (stats) Alchemy +4, Animal Empathy +2, Concentration +1, Craft (brewing) +4, Diplomacy +3, Handle Animal +4, Heal +6, Intuit Direction +4, Knowledge (nature) +6, Listen +5, Search +4, Spellcraft +4, Spot +3, Swim +1, Wilderness Lore +7, ;Iron Will

Druid Spells Prepared (4/3): 0– Detect Poison, Guidance (x2), Purify Food and Drink; 1– Cure Light Wounds, Magic Fang, Summon Nature’s Ally I.


Tragedy befell the young couple within a decade of their marriage. Silva contracted a strong outbreak of the Yellow Fever, and it quickly put her to bed rest. Marus tried to apply his remedies, but to no avail. When that and his minor magicks seemed fruitless, he gathered Silva up and carried her towards the elder druids that had taught them before. Silva would not survive the journey.

Marus’ grief was overwhelming. He had steeled himself early on, knowing that a pairing of human and elf was doomed due to the shorter lifespan. But he felt that he had been robbed of time with Silva, their love lasting only a decade. After laying her to rest, Marus roamed the ends of the Jantos forest, interacting with few sentient beings. His only companion in this was an owl he befriended a few months after Silva’s burial. He concentrated his efforts on learning the ways of the land, and following in Silva’s footsteps with the druidic faith.

Marus’ wandering had yet another tragic effect. With his departure from the grove outside of Broadleaf, there were no guardians to watch after the land. A sinister force must have discovered this, and used it to their advantage. A man known as Deragar entered the village as a conqueror. He brought with him a mass of undead abominations, and used sorcery to overcome the village’s lacking defenses. Within a night, the village of Broadleaf had fallen.

This was not unnoticed by the elder druids of the Jantos, who used a sending to rein Marus in. Horrified at what had quickly become of his home, Marus vowed to reclaim his home. Gathering a group of willing adventurers and a few younger druids, Marus led them into Broadleaf village.

Marus Blackfeather, male elf, Druid 5: HD 5d8+ 0; hp 30; Init +2; Spd 30 ft; AC 15 (Hide armor, +2 Dex); Melee longspear (1d8/crit x3); SA spells; SQ elven traits, Nature Sense, Woodland stride, Trackless Step, Resist Nature’s Lore, Wild Shape 1/day; AL NG; SV Fort +4, Ref +3, Will +10; Str 10, Dex 15, Con 11, Int 14, Wis 18, Cha 13.

Skills and Feats: Alchemy +5, Animal Empathy +4, Concentration +3, Craft (brewing) +6, Diplomacy +5, Handle Animal +8, Heal +9, Intuit Direction +5, Knowledge (nature) +7, Listen +6, Search +4, Spellcraft +4, Spot +7, Swim +2, Wilderness Lore +10; Iron Will, Combat Casting

Druid Spells Prepared (6/4/3/2): 0– Detect Magic (x2), Detect Poison, Guidance (x2), Purify Food and Drink; 1– Cure Light Wounds (x2), Magic Fang, Summon Nature’s Ally I; 2- Charm Person or Animal, Flame Blade, Warp Wood; 3- Cure Moderate Wounds, Spike Growth.


Marus found the city to be a nightmare come to life. The inhabitants, elves he had grown with, even his parents, had been slain by Deragar’s forces. What was worse, some foul magic had reanimated them to serve their new master. The Broadleaf had been turned into a city of zombies.

Leading the forces with relentless force, they waded into the Broadleaf and worked to destroy the zombies. As anticipated, this brought out the human Deragar, displeased that his forces were being slaughtered. A great conflict ensued, with Marus leading the charge against this necromancer. In the end, Deragar was laid low and all of the zombies dispatched.

As the other began the grim task of burial, Marus examined the fallen enemy. He noted that the man seemed to draw his power from a bizarre crested helm that he wore. Divinations revealed its potent magic and its inherent danger. Over the next few weeks, Marus did everything under his power to destroy the helm, but found himself unable. He learned something of it, a great necromantic device called the Crest of Yeorem. With his magic unable to destroy the cursed item, he looked to other methods. The device could not be entrusted to men, who would waver and use its power to summon great armies of the dead. In the end, he decided to secret the crest away in a hidden place within the fallen brewer’s guildhouse and used spells to conceal its whereabouts.

Marus, now having lost everything, returned to his wandering. For years he wandered, visiting other villages and tending to their sick. The people of the Jantos knew him, but his grim nature shied many away. Many years passed and still Marus traveled.

Marus Blackfeather, male elf, Druid 7: HD 7d8+ 0; hp 41; Init +2; Spd 30 ft; AC 15 (Hide armor, +2 Dex); Melee longspear (1d8/crit x3); SA spells; SQ elven traits, Nature Sense, Woodland stride, Trackless Step, Resist Nature’s Lore, Wild Shape 3/day; AL NG; SV Fort +5, Ref +4, Will +11; Str 10, Dex 15, Con 11, Int 14, Wis 18, Cha 13.

Skills and Feats: Alchemy +6, Animal Empathy +6, Concentration +4, Craft (brewing) +7, Diplomacy +6, Handle Animal +8, Heal +11, Intuit Direction +6, Knowledge (nature) +8, Listen +6, Search +4, Spellcraft +5, Spot +7, Swim +2, Wilderness Lore +10, ; Iron Will, Combat Casting, Weapon Finesse (longspear)

Druid Spells Prepared (7/5/4/3/2): 0– Detect Magic (x2), Detect Poison, Guidance (x2), Light, Purify Food and Drink; 1– Cure Light Wounds (x2), Entangle, Magic Fang, Summon Nature’s Ally I; 2- Charm Person of Animal, Flame Blade, Flaming Sphere, Warp Wood; 3- Cure Moderate Wounds, Plant Growth, Spike Growth; 4- Dispel Magic, Flame Strike.


Another outbreak of yellow fever caught Marus’ attention and forced him to remember his fallen love. Much more knowledgeable now, he noted certain peculiarities about the disease and how it did not conform to mundane diseases.

The trail of this mystery eventually led him to an area underneath the Jantos, into a system of partially submerged caves. Underneath, he learned of a horrible creature called Ys’Garnoth that had enslaved many humans and elves from the surrounding countryside. The yellow fever outbreak was a ploy of the creature to weaken the surface dwellers and make the populace more susceptible to its domination.

Enraged, Marus invaded the caverns intent on destroying the creature. He charged the creature, using every power at his command. To his dismay, Marus could not best the monster, and found himself poisoned by its lengthy tentacles. Unwilling to die without destroying Ys’Garnoth, Marus used his shapeshifting powers to escape from the caverns and heal himself. He would not be defeated so easily.

Marus took months to prepare for the inevitable conflict. He studied for a great deal of time, learning what he could of the rare aboleth creature. He worked on strategies to overcome not only the gargantuan beast, but also to stop the mind-controlled slaves that could hinder him. Marus slipped into desperation, and finally he decided upon a strategy to confront Ys’Garnoth. The Crest of Yeorem.

Retrieving the helm from its place in the guildhouse, Marus steeled himself to do what was necessary. He knew that the item would attempt to twist him, but his will was strong. His intentions were to enter the cave system with the Crest, use the slaves to his advantage, and destroy Ys’Garnoth once and for all. If successful, Marus’ last hope was that he could either remove the Crest, or die in the attempt. No one is sure of the final outcome.

Marus Blackfeather, male elf, Druid 12: HD 12d8+ 12; hp 81; Init +4; Spd 30 ft; AC 15 (Hide armor, +3 Dex); Melee longspear (1d8/crit x3); SA spells; SQ elven traits, Nature Sense, Woodland stride, Trackless Step, Resist Nature’s Lore, Wild Shape 4/day (Large, Tiny, Dire), Venom Immunity; AL NG; SV Fort +9, Ref +7, Will +14; Str 10, Dex 16, Con 12, Int 14, Wis 18, Cha 13.

Skills and Feats: Alchemy +8, Animal Empathy +8, Concentration +7, Craft (brewing) +9, Diplomacy +6, Handle Animal +10, Heal +13, Intuit Direction +6, Knowledge (nature) +11, Listen +6, Scry +4, Search +4, Spellcraft +9, Spot +8, Swim +4, Wilderness Lore +12; Iron Will, Combat Casting, Weapon Finesse (longspear), Dodge, Mobility.

Druid Spells Prepared (7/6/5/5/4/2/1): 0– Detect Magic (x2), Detect Poison, Guidance (x2), Light, Purify Food and Drink; 1– Cure Light Wounds (x2), Entangle (x2), Magic Fang, Summon Nature’s Ally I (x2); 2- Charm Person or Animal (x2), Flame Blade, Flaming Sphere, Warp Wood; 3- Cure Moderate Wounds (x2), Neutralize Poison, Plant Growth, Spike Growth; 4- Dispel Magic, Flame Strike, Summon Nature’s Ally IV (x2); 5- Ice Storm, Wall of Fire; 6- Healing Circle.

Equipment: Crest of Yeorem (Animate Dead 4/day)
 

Wow, half-way through Round 2, and two no-shows for Round 1! Yipes! :(

I fully sympathize with anyone who couldn't get through to the server -- no "late penalties" for these two rounds.

Assuming neither mythago nor Rune are able to finish their round: Stalker0 and Drunken Master -- would you two be up for a 24-hour Lightning Round to determine who will face Greybar in Round 2, Match 2?

Any other alternates up for a 24-hour Lightning Round?

-- Nifft
 



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