The Alliance of the Fallen Star

randomling

First Post
The Alliance of the Fallen Star is an 8th/9th level adventuring party, trying to make themselves known in a new region after much travel. They named themselves after the mystery of their first adventure, engendered by a meteor crash they witnessed. Now each wears a golden badge in the shape of a five-pointed star to denote their membership. Their friendships are strong: comrades may fall, but the Alliance will never be broken.

First up: Enid Gund, a stout warrior in the dwarven tradition. Born and bred deep underneath the mountains, Enid abandoned the mining life of her parents to defend her delve from its enemies. Battle, toil and adventure took her far from her homelands, and she joined with the Alliance to take destruction to the door of any evil that threatens innocent folk.

Enid Gund: Female Dwarf Fighter 9; CR 9; Medium-size humanoid (dwarf); HD 9d10+27; hp 79; Init +2 (Dex), Spd 15ft; AC 21; Atk +18/+13 melee (1d10+10, dwarven waraxe); Face/Reach 5ft by 5ft/5ft; SQ Dwarven traits; AL LG; SV Fort +9, Ref +5. Will +3; Str 22, Dex 14, Con 17, Int 14, Wis 11, Cha 12; Skills Climb +17, Jump +17, Swim +17, Ride +14; Feats Exotic Weapon Proficiency (dwarven waraxe), Power Attack, Cleave, Great Cleave, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Expertise, Improved Disarm, Improved Critical (dwarven waraxe); Possessions +2 dwarven waraxe, Rhino Hide, Lion's Shield, Gauntlets of Ogre Power, backpack, bedroll, waterskin, 20 torches, flint and steel, 470ft hemp rope, crowbar, sack, winter blanket, 1460 gold.
 
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Nathaniel Garrison calls himself a "defender of truth", and loves nothing better than to wield his sword in defence of someone in distress -- and if that person happens to be a beautiful woman, things are even better. Nate has the strength of powerful convictions and adheres rigidly to the law, but all the same, he has his weaknesses: specifically a love of fine wine, good music, and gambling. He joined with the Alliance as much for fame and glory as he did to help damsels in distress. There's nothing Nate likes better than a bit of attention!

Nathaniel Garrison: Male Human Fighter 8; CR 8; Medium-size humanoid (human); HD 8d10+16; hp 74; Init +3 (Dex); Spd 20ft; AC 21; Atk +15/+10 (2d6+10, greatsword); Face/Reach 5ft by 5ft/5ft; AL LG; SV Fort +8 Ref +5 Will +3; Str 20, Dex 17, Con 15, Int 11, Wis 12, Cha 12; Skills Jump +15, Craft (weaponsmithing) +11, Handle Animal +12; Feats Weapon Focus (greatsword), Power Attack, Cleave, Great Cleave, Weapon Specialization (greatsword), Improved Critical (greatsword), Combat Reflexes, Dodge, Mobility; Possessions +1 keen greatsword, +2 scale mail, Ring of Protection +1, Amulet of Natural Armour +1, Gauntlets of Ogre Power, potion of jump, backpack, bedroll, waterskin, sack, 32 days' trail rations, grappling hook, hammer, 1500 gold
 

Carmel Orison is a wanderer by nature. The daughter of an itinerant merchant, she spent much of her childhood on the road, and it was at a roadside shrine that she discovered Mosstor*, to whom the wisdom of travellers is valuable. All her adult life she has continued the lifestyle her father was accustomed to, walking the roads of her homeland, her only purposes to acquire knowledge and help others. She joined the Alliance to see more of the world, and like her friend Enid, to help rid the world of evil.

Carmel Orison: Human Cleric of Mosstor* 8; CR 8; Medium-size humanoid (human); HD 8d8+8; hp 40; Init +2 (Dex); Spd 30ft; AC 20; Atk +8/+3 (1d8+1, heavy mace) or +8/+3 (1d8, heavy crossbow); Face/Reach 5ft by 5ft/5ft; SA Turn undead 6/day SQ Spontaneous casting (cure), Knowledge domain power, Travel domain power; AL NG; SV Fort +7, Ref +4, Will +10; Str 12, Dex 14, Con 13, Int 14, Wis 21, Cha 16; Skills Wilderness Lore +15, Concentration +12, Spellcraft +13, Knowledge (religion) +4, Knowledge (geography) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +3, Diplomacy +14; Feats Combat Casting, Empower Spell, Extend Spell, Spell Penetration; Spells (6/6+1/4+1/4+1/3+1) Detect magic, read magic, purify food and drink, mending, resistance, guidance, guidance, bless, divine favour, shield of faith, command, sanctuary, comprehend languages, expeditious retreat, hold person, consecrate, lesser restoration, spiritual weapon, locate object, daylight, prayer, remove disease, summon monster II, fly, divination, lesser planar ally, dismissal, dimension door; Possessions Masterwork heavy mace, Masterwork heavy crossbow, +3 large steel shield, Gloves of Dexterity +2, Bracers of Armour +1, Amulet of Natural Armour +1, Ring of Protection +1, Periapt of Wisdom, wand of cure light wounds, potion of wisdom, potion of haste, Heward's Handy Haversack, wooden holy symbol of Mosstor*, bedroll, waterskin, flint and steel, 20 crossbow bolts, 15 gold

*The party is in Tallarn's campaign setting, but he hasn't figured out his pantheon yet so I'm using one of my own deities in the interim.
 

Aaand finally:

Edriel Kagonath is unusual for an elf. Many of her kin study magic, but she somehow mastered the arcane arts without the aid of books. This was looked on as a bad omen by some elves -- and, shunned by her people, Edriel left the forests she was born in and sought out human lands. There, in towns and cities, she discovered a talent for roguery: her quickness and natural charm -- as well as her magic -- served her well in minor scams she took part in. She developed a love for performing and a talent for the piccolo, preferring jaunty dances and soulful folk tunes. She was offered a place in a thieves' guild, but seeing the evil it did, she fled. Soon after, she met Nate, and made friends with him over their shared love of good music. She joined the Alliance to practise her skills and for the thrill of adventure.

Edriel Kagonath: Female Elf Sorcerer 4/Rogue 4; CR 8; Medium-size humanoid (elf); HD 4d4+8 (sorcerer) and 4d6+8 (rogue); hp 49; Init +5 (Dex); Spd 30ft; AC 20; Atk +11 ranged (2d6+1, shortbow) or +4 melee (1d6-1, rapier); Face/Reach 5ft by 5ft/5ft; SQ Evasion, uncanny dodge (dex bonus to AC), elven traits; AL NG; SV Fort +5, Ref +11Will +8; Str 9, Dex 21, Con 14, Int 16, Wis 14, Cha 18; Skills Concentration +9, Spellcraft +10, Knowledge (arcana) +10, Alchemy +10, Spot +8, Listen +8, Hide +9, Move Silently +11, Diplomacy +8, Perform (piccolo, song, storytelling, dance) +8, Sense Motive +6, Disguise +8; Feats Combast Casting, Dodge, Point Blank Shot; Spells (6/3/1, casts 6/7/4) Detect magic, read magic, ghost sound, dancing lights, mage hand, arcane mark, true strike, charm person, change self, invisibility; Possessions +1 shock shortbow, Bracers of Armour +3, Amulet of Natural Armour +1, Ring of Protection +1, Gloves of Dexterity +4, Cloak of Resistance +1, potion of charisma, rapier, 20 masterwork arrows, potion of hiding, backpack, bedroll, waterskin, piccolo, 20 arrows

Githionel: Owl Familiar; CR -; Tiny magical beast; HD 1; HP 24; Init +3 (Dex); Spd 10ft, Fly 40ft (average); AC 18; Atk +5 melee (1d4-2, claws); Face/Reach 2 1/2ft by 2 1/2ft/0ft; SQ Low-light vision, grant +2 Move Silently, grant Alertness, improved evasion, share spells, empathic link, touch; AL NG; SV Fort +2, Ref +5, Will +4; Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 4; Skills Listen +14, Spot +6 (+8 in dusk and darkness); Feats Weapon Finesse (claws)
 

Excellent stuff randomling! Glad to see you've written up some backstory for them...thanks!

This adventuring company are the first to play in my Campaign World, as yet unnamed. I'll be posting up the story of their adventure in the SH forum.
 


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