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Solinburg - City and Environs
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<blockquote data-quote="Memnus" data-source="post: 1628126" data-attributes="member: 14001"><p><strong>High-level NPC: Dreamwalker</strong></p><p></p><p><span style="font-size: 15px">Lillian Lifebreath, Mardnab, Ward of the Solinburg Refuge</span></p><p></p><p>Mardnab was born as a slave in Ulruz, but her family escaped when she was 20. They fought with the resistance for another two decades, then finally fled the country to Mittendien. Her parents left Mardnab in good care, then returned to the fight. Mardnab was taken in by the newly-formed Refuge in Solinburg, and apprenticed as a bard and healer under the name Lillian Lifebreath. Eventually she learned the craft of the Dreamwalker, and when the Refuge's old Ward retired in 43 A.K., Mardnab took over at the age of 70. Now going on middle age, Mardnab is kindly and beautiful, and considers every gnome in or near the city to be in her care, so long as they don't show themselves undeserving of it. She keeps vigil over the Ward and the city both night and day, and has a wide network of contacts both in arcane communities and the well-hidden criminal underbelly.</p><p></p><p>Her brown hair is turning silver at the temples, and she wears it short and free, or for special occasions she'll color it some strikingly bright hue with a simple cantrip. Her eyes are a deep royal blue, and she wears a pair of lenses over her eyes, held in place by a simple and elegant wire frame. In public, she wears older, beat-up clothing, blending in seamlessly with crowds. She speaks whatever language is best suited to her audience: Gnomish among her kin, Mittendienish or Thusesti for others, or Tradespeak, in which she can affect a Mittendien, Thoradur, Lorlynia, Cryndon, or Ulruz accent.</p><p></p><p>Mardnab may be encountered on the streets of Solinburg, on her way to or from meeting someone; she may even have a message for a gnome in the party. She can also be found at the Ward, doing resistance business or singing. The Ward is an uncomfortable place for anyone taller than a gnome, though, and outsiders are not generally welcome unless brought in as a trusted friend. If given a good reason, Mardnab will also offer her spellcasting to aid a gnome PC with Scrying, Identify, or similar, charging only the cost of material components. She uses dimension door or her wand of invisibility to avoid fighting when she can; if she has to, she uses spells and her bag of tricks to break up and distract opponents, trying to keep out of melee range and attack with her +1 returning dagger. She keeps the dagger in a concealed sheath on her left bicep; it is the only weapon she keeps on her person.</p><p></p><p>Female gnome, NG</p><p>Bard 8, Dreamwalker 5</p><p><strong>Hit dice</strong>: 13d6+13 (59 hp)</p><p><strong>Initiative</strong>: +2</p><p><strong>Speed</strong>: 20 feet (run 100 feet)</p><p><strong>Armor class</strong>: 20 (+1 size, +2 dex, +5 armor, +2 deflection)</p><p><strong>Base attack/grapple</strong>: +8/+4</p><p><strong>Attack</strong>: Dagger +10 melee (1d3+1), or thrown dagger +12 (1d3+1)</p><p><strong>Full attack</strong>: Dagger +10/+5 (1d3+1), or thrown dagger +12 (1d3+1)</p><p><strong>Abilities</strong>: <em>Speak with animals</em> 1/day (burrowing mammals only); <em>dancing lights</em> 1/day; <em>ghost sound</em> 1/day; <em>prestidigitation</em> 1/day; bardic knowledge +10; bardic music 8/day (countersong, fascinate, inspire courage, inspire competence, or suggestion); dreamsight (DC 19); dreamspeech; walk in dreams; dreamwhisper (DC 19)</p><p><strong>Save</strong>s: Fort +4, Will +12 (+14 vs. illusion), Reflex +10</p><p><strong>Abilities</strong>: Str 11, Dex 14, Con 13, Int 14, Wis 12, Cha 17</p><p><strong>Skills</strong>: Bluff +14, Concentration +12, Decipher Script +13, Diplomacy +20, Forgery +13, Gather Information +14, Knowledge (planes) +7, Perform +14, Sense Motive +13, Spellcraft +18</p><p><strong>Feats</strong>: Spell Focus (Divination), Combat Casting, Brew Potion, Run, Negotiator, Eschew Components</p><p><strong>Languages spoken</strong>: Tradespeak (many accents, see above), Gnomish, Thusesti, Mittendienish</p><p>Spells per day: Bard, caster level 12, 3/4/4/4/2 (10% arcane spell failure chance)</p><p>Spells known: 6/4/4/4/3</p><p>Level 0 (DC 13, *14): <em>daze, know direction*, mage hand, mending, message, read magic</em>.</p><p>Level 1 (DC 14, *15): <em>alarm, cure light wounds, identify*, ventriloquism*</em>.</p><p>Level 2 (DC 15, *16): <em>cure moderate wounds, dettect thoughts*, hypnotic pattern*, suggestion</em>.</p><p>Level 3 (DC 16, *17): <em>charm monster, cure serious wounds, illusory script*, scrying*</em>.</p><p>Level 4 (DC 17, *18): <em>cure critical wounds, dimension door, shadow conjuration*</em>.</p><p><strong>Equipment</strong>: leather armor +3, returning dagger +1, ring of protection +2, wand of invisibility (30 charges left), bag of tricks (tan)</p></blockquote><p></p>
[QUOTE="Memnus, post: 1628126, member: 14001"] [b]High-level NPC: Dreamwalker[/b] [SIZE=4]Lillian Lifebreath, Mardnab, Ward of the Solinburg Refuge[/SIZE] Mardnab was born as a slave in Ulruz, but her family escaped when she was 20. They fought with the resistance for another two decades, then finally fled the country to Mittendien. Her parents left Mardnab in good care, then returned to the fight. Mardnab was taken in by the newly-formed Refuge in Solinburg, and apprenticed as a bard and healer under the name Lillian Lifebreath. Eventually she learned the craft of the Dreamwalker, and when the Refuge's old Ward retired in 43 A.K., Mardnab took over at the age of 70. Now going on middle age, Mardnab is kindly and beautiful, and considers every gnome in or near the city to be in her care, so long as they don't show themselves undeserving of it. She keeps vigil over the Ward and the city both night and day, and has a wide network of contacts both in arcane communities and the well-hidden criminal underbelly. Her brown hair is turning silver at the temples, and she wears it short and free, or for special occasions she'll color it some strikingly bright hue with a simple cantrip. Her eyes are a deep royal blue, and she wears a pair of lenses over her eyes, held in place by a simple and elegant wire frame. In public, she wears older, beat-up clothing, blending in seamlessly with crowds. She speaks whatever language is best suited to her audience: Gnomish among her kin, Mittendienish or Thusesti for others, or Tradespeak, in which she can affect a Mittendien, Thoradur, Lorlynia, Cryndon, or Ulruz accent. Mardnab may be encountered on the streets of Solinburg, on her way to or from meeting someone; she may even have a message for a gnome in the party. She can also be found at the Ward, doing resistance business or singing. The Ward is an uncomfortable place for anyone taller than a gnome, though, and outsiders are not generally welcome unless brought in as a trusted friend. If given a good reason, Mardnab will also offer her spellcasting to aid a gnome PC with Scrying, Identify, or similar, charging only the cost of material components. She uses dimension door or her wand of invisibility to avoid fighting when she can; if she has to, she uses spells and her bag of tricks to break up and distract opponents, trying to keep out of melee range and attack with her +1 returning dagger. She keeps the dagger in a concealed sheath on her left bicep; it is the only weapon she keeps on her person. Female gnome, NG Bard 8, Dreamwalker 5 [B]Hit dice[/B]: 13d6+13 (59 hp) [B]Initiative[/B]: +2 [B]Speed[/B]: 20 feet (run 100 feet) [B]Armor class[/B]: 20 (+1 size, +2 dex, +5 armor, +2 deflection) [B]Base attack/grapple[/B]: +8/+4 [B]Attack[/B]: Dagger +10 melee (1d3+1), or thrown dagger +12 (1d3+1) [B]Full attack[/B]: Dagger +10/+5 (1d3+1), or thrown dagger +12 (1d3+1) [B]Abilities[/B]: [I]Speak with animals[/I] 1/day (burrowing mammals only); [I]dancing lights[/I] 1/day; [I]ghost sound[/I] 1/day; [I]prestidigitation[/I] 1/day; bardic knowledge +10; bardic music 8/day (countersong, fascinate, inspire courage, inspire competence, or suggestion); dreamsight (DC 19); dreamspeech; walk in dreams; dreamwhisper (DC 19) [B]Save[/B]s: Fort +4, Will +12 (+14 vs. illusion), Reflex +10 [B]Abilities[/B]: Str 11, Dex 14, Con 13, Int 14, Wis 12, Cha 17 [B]Skills[/B]: Bluff +14, Concentration +12, Decipher Script +13, Diplomacy +20, Forgery +13, Gather Information +14, Knowledge (planes) +7, Perform +14, Sense Motive +13, Spellcraft +18 [B]Feats[/B]: Spell Focus (Divination), Combat Casting, Brew Potion, Run, Negotiator, Eschew Components [B]Languages spoken[/B]: Tradespeak (many accents, see above), Gnomish, Thusesti, Mittendienish Spells per day: Bard, caster level 12, 3/4/4/4/2 (10% arcane spell failure chance) Spells known: 6/4/4/4/3 Level 0 (DC 13, *14): [I]daze, know direction*, mage hand, mending, message, read magic[/I]. Level 1 (DC 14, *15): [I]alarm, cure light wounds, identify*, ventriloquism*[/I]. Level 2 (DC 15, *16): [I]cure moderate wounds, dettect thoughts*, hypnotic pattern*, suggestion[/I]. Level 3 (DC 16, *17): [I]charm monster, cure serious wounds, illusory script*, scrying*[/I]. Level 4 (DC 17, *18): [I]cure critical wounds, dimension door, shadow conjuration*[/I]. [B]Equipment[/B]: leather armor +3, returning dagger +1, ring of protection +2, wand of invisibility (30 charges left), bag of tricks (tan) [/QUOTE]
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