Who's Who in "Out of the Frying Pan"


log in or register to remove this ad

I'll soon be adding stat blocks for Escher of Fallon, his assistant Rastfar the Goblin-Medicus and for the Half-Fiend Gnome brothers, Moad and Frear.

Anyone else anyone would like to see? And don't say Richard the Red, because you know the answer. . .
 
Last edited:

Dwarves of Abarrane-Abaruch

The Dwarves of Abarrane-Abaruch

This troop of nine dwarves were brought back from Abarrane-Abaruch by Belear Gritchkar (who is counted among the nine), a dwarven stronghold over a fortnight north by northwest of the Kingdom of Gothanius. Belear was a “guest” of the Garvan gnomes at the same time as the party that would become known as the Fearless Manticore Killers, and first trained Kazrack Delver in the ways of the dwarven rune-throwers.

The nine dwarves were all that could be spared, and each of them an outsider of some kind among their own people for one reason or another. For example, Helrahd and Kirla are hill dwarf survivors taken in by the mountain dwarves of Abarrane-Abaruch.

-------------------------------------------------------------------------------------------------------

Helrahd of the Riverbed (First Appearance: Session #35)
Male Red Dwarf – Ranger 4; medium sized humanoid (dwarf); HD: 4d10 +12; hps: 39; Init +2; Speed 25 ft; AC 18/16/14 (+6/+4/+2 chain shirt, +2/+2/+2 Dex); Attack: BAB: +4; +6 (melee), + 6 (ranged), +5/+5 (two hand axes), +6 (short bow); Dmg: 1d6+2/1d6+1 (hand axes), 1d6+2 (short bow built for str) - Alignment: Chaotic good.

SV Fort +6, Ref +3, Will +3; AL CG - Str 14, Dex 15, Con 16, Int 12, Wis 14, Cha 13

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone, Spell Prog (1), Species Enemy (Goblinoids, +1 to damage)

Skills: Animal Empathy +4, Climb +2, Craft (weapon-smithing) +3, Handle Animal +4, Heal +4, Hide +8, Intimidate +3, Knowledge (goblin-lore) +2, Listen +4, Move Silently +9, Speak Language (goblin) +2, Speak Language (common) +2, Speak Language (dwarven) +3, Spot +6, Wilderness Lore +8

Feats: Ambidexterity, Two-Weapon Fighting, Weapon Focus (hand axe), Tracking, Fleet-footed

Equipment: Three hand axes, masterwork short composite bow, 20 arrows, chain shirt, healer’s kit, among other things. . .

Helrahd of the Riverbed is a hill dwarf (or “red dwarf” as they are often referred to in Aquerra), and he and his sister Kirla are the only survivors of their stronghold, Krauch-targan, which was overrun by bugbears and goblins. Slightly older than his sister, he never became used to the black dwarf lifestyle, and spent most of his formative years out in the woods, learning the lore of the wilderness and how to track and hunt, as a special clan of dwarves in his home stronghold had.

Helrahd is not well-liked among the dwarves of Arbarrane-Arbaruch, especially since he is held responsible for the “odd” behavior of his sister. As any good dwarf would be, he is protective of his sister and loyal to her, but sees no reason why she cannot determine her own fate and live her life as she likes.

Helrahd is strange for a dwarf in that he can speak the goblin language, and will converse with humans and elves to gain information, and prefers sleeping under the open sky than in a cave. Helrahd does not speak much, but when he does he spits and growls as much as he actually articulates words.

Helrahd has fiery and bedraggled red-hair and beard, that is natty in places. Unlike the other dwarves, who are dressed in gray and black, he wears green and white.

------------------------------------------------------------------------------

Kirla - First Appearance: Session #37
Female Red Dwarf – Fighter 3; medium sized humanoid (dwarf); HD: 3d10 + 15; hps: 35; Init +1; Speed 20 ft; AC 18/16/14 (+6/+4/+2 chain shirt, +1/+1/+1 Dex, +1/+1/+1 small shield);

Attack: BAB: +3; +4 (melee), + 4 (ranged), +5 (light flail; weapon focus); Dmg: 1d8+1 (light flail)

SV Fort +7, Ref +2, Will +4; AL LG - Str 13, Dex 13, Con 18, Int 11, Wis 12, Cha 13

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone.

Skills: Climb +3, Jump +4, Heal +3, Literacy (dwarven) +3, Literacy (ancient dwarven) +2, Knowledge (Religion) +3, Knowledge (dwarven history) +2 Handle Animal +3, Literacy (common) +2, Profession (engineer) +2, Scry +4, Concentration (+5), Spot +4, Listen +3.5, Speak Language (dwarven) +2, Speak Language (common) +1.

Feats: Iron Will, Dodge, Weapon Focus (flail), Toughness

Equipment: Chain Shirt, Helm, Small shield, light flail, light crossbow (15 bolts).

Kirla is a shield-maiden, that is, a dwarven female warrior trained in the defense of a stronghold. She came to Abarrane-Abaruch in her late childhood, but remembers her early life and the months in the wilderness with her brother very well. She is an obstinate and has an independent spirit that is often looked down upon by the black dwarves she has lived with until very recently. This is because of her refusal to take a husband. As a shield-maiden she is allowed to choose whatever unpromised husband she likes in a community, but has refused to do so despite the strong dwarven taboos against not being married, because she “has not met the right dwarf”. Unlike her brother (and many dwarven women), Kirla talks a great deal and never hesitates to give her opinion on things, even if unasked for.

As a ward of the stronghold, Kirla has no clan (family) name until she chooses a husband.

Kirla’s beard and hair is more coppery-colored than her older brother’s, and a lot more well-kempt and short. She has the special braided medal of honor (a four piece braid wrapped around a gold wire holding a garnet at the bottom) in her beard for saving a group of dwarven children from a goblin raiding party on her own.


------------------------------------------------------------------------------

Captain Adalar

Captain Adalar Barnath
Male Black Dwarf – Fighter 4 / Rune-thrower 2; medium sized humanoid (dwarf); HD: 4d10 + 2d8 + 18; hps: 51; Init +1; Speed 20 ft; AC 17/18/19 (+6/+7/+8 splint mail, +1/+1/+1 Dex); Attack: BAB: +5; +7 (melee), + 6 (ranged), +9 (masterwork great axe; weapon focus); Dmg: 1d10+5 (masterwork great axe)
SV Fort +7, Ref +2, Will +6; AL LG - Str 15, Dex 13, Con 16, Int 11, Wis 14, Cha 11

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone, Spell Prog (3+1), Turn Undead (3/day), Rune-Throwing,

Skills: Climb +3, Jump +4, Heal +3, Literacy (dwarven) +3, Literacy (ancient dwarven) +2, Knowledge (Religion) +3, Knowledge (dwarven history) +2 Handle Animal +3, Literacy (common) +2, Profession (engineer) +2, Scry +4, Concentration (+5), Spot +4, Listen +3.5
Feats: Fleet-Footed, Power Attack, Cleave, Improved Charge, Weapon Focus (great axe), Weapon Specialization (great axe), Dodge, Two-Weapon Fighting (virtual)

Equipment: Great Axe, 2 battle axes, 3 throwing axes, splint mail, helm.

Captain Adalar is young for his position of captain, being only 54 years old. He only recently joined the priesthood and is having a hard time tempering himself – thus his dedication to Krauchaar. Captain Adalar hates humans and elves. He has mixed feelings about Helrahd. He respects him for his ability, but dislikes his outlook. Adalar is very protective of the Tarnitch brothers, hoping to guide them and mold them into powerful warriors for the gods.


------------------------------------------------------------------------------

Golnar, Jolnar & Tolnar

Golnar Tarnitch
Male Black Dwarf – Fighter 2; medium sized humanoid (dwarf); HD: 2d10+8; hps: 24; Init +4 (Improved Initiative); Speed 20 ft; AC 16/14/11 (+6/+4/+2 chain shirt); Attack: BAB: +2; +4 (melee), + 2 (ranged), +5 (warhammer; weapon focus); Dmg: 1d8+3 (war hammer)
SV Fort +7, Ref +0, Will +1; AL LG - Str 14, Dex 11, Con 18, Int 11, Wis 12, Cha 10

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone

Skills: Climb +4, Craft (armor-smithing) +2, Handle Animal +3, Literacy (dwarvish) +1, Spot +2
Feats: Power Attack, Improved Initiative, Weapon Focus (warhammer)


Tolnar Tarnitch
Male Black Dwarf – Fighter 2; medium sized humanoid (dwarf); HD: 2d10+7; hps: 22; Init +0; Speed 20 ft; AC 16/14/11 (+6/+4/+2 chain shirt); Attack: BAB: +2; +6 (melee), + 2 (ranged), +7 (maul; weapon focus); Dmg: 1d10+6 (masterwork short sword)
SV Fort +5, Ref +0, Will +1; AL LG - Str 18, Dex 10, Con 15, Int 9, Wis 12, Cha 10

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone

Skills: Climb +5, Craft (weapon-smithing) +2, Handle Animal +2, Jump +6, Literacy (dwarvish) +0
Feats: Power Attack, Toughness, Weapon Focus (maul)


Jolnar Tarnitch
Male Black Dwarf – Fighter 2; medium sized humanoid (dwarf); HD: 2d10+4; hps: 22; Init +3; Speed 20 ft; AC 20/18/16 (+6/+4/+2 chain shirt, +3/+3+3 Dex, +1/+1/+1 small shield); Attack: BAB: +2; +3 (melee), + 5 (ranged), +3 (short sword); Dmg: 1d6+1 (short sword)
SV Fort +5, Ref +3, Will +0; AL LG - Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 11

Special Abilities: Darkvision, +2 racial bonus on all saves vs. magical effects, +2 racial bonus on all saves vs. poison, Stone-cunning, +1 to racial bonus to attack orcs and goblinoids, +4 dodge bonus to AC vs. giants, +2 racial bonus to appraise stone or metal items or gems, +2 racial bonus to Craft skills related to working on metal or stone

Skills: Climb +3, Craft (weapon-smithing) +2, Handle Animal +1, Jump +3, Literacy (dwarvish) +3, Spot +1
Feats: Dodge, Mobility, Toughness

These three dwarven brothers are very close, both on and off the battlefield. They are strong dwarven traditionalists who hope to create a bond with another dwarven stronghold by traveling there and marrying three dwarven women (or at least that is their plan). They love song, hate orcs and distrust humans. They keep an eye out on each other in battle and work well together as a team.


------------------------------------------------------------------------------
 
Last edited:

More NPCs

The Half-Fiend Gnomes of Garvan

These gnomish brothers all share demonic ancestry, and live to cause havoc and fear and be as destructive as possible. Ruled by their eldest brother, the vicious and power-hungry Mozek Steamwind, they all vie with each other to prove their worth, and gain as much power as they can to be able to branch out on their own little evil projects. However, fear of Mozek’s greater power, intellect and influence with their demon mothe, forces them to obey him, though often grudgingly.

The party (now known as “The Fearless Manticore Killers”) has been led to believe there are 11 of these half-fiend gnomish brothers – whether this is an over-estimation, or wishful thinking remains to be seen.

The half-fiend gnomes of Garvan will be listed in order of appearance in the story hour:

------------------------------------------------------------------------------

Brinks (First Appearance: Session #17 – Death: Session #17)

Small-sized humanoid half-fiendish template – Fighter 4 / Rogue2 – HD: 4d10+2d6+12 hps: 48 Spd: 20 ft

Initiative: +3, Armor Class: Slashing: 21 Piercing: 19 Blunt: 17 (chain shirt + dex + nat & size),

Atk: Warhammer +10 or 2 claws: +9 and bite +4 - DMG: Masterwork Warhammer “Ball-Breaker” 1d8+6 (+1 to knockdown), claws: 1d3+3, bite: 1d4+1

SQ: +1 to hit kobolds or goblinoids, +2 on all saves vs. spells, Darkvision, +4 Dodge bonus to AC vs. giants; Immune to Poison, acid, cold, electricity and fire resistance (20), Evasion. SA: Sneak Attack +1d6, Darkness (3/day), Desecrate, Unholy Blight

Saves: Fort: +6 Ref: +7 Will: +2; Str: 16 (+3) Dex: 16 (+3) Con: 14 (+2) Int: 16 (+3) Wis: 8 (-1) Cha: 14 (+2)

Feats: Iron Will, Weapon Focus (warhammer), Weapon Specialization (warhamer), Power Attack, Cleave, Combat Reflexes

Skills: Appraise +5, Bluff: +6, Climb: +5, Handle Animal: +1, Hide: +10, Intimidate: +10, Jump: +5, Listen +2, Move Silently: +7, Search: +7, Spot: +5, Tumble: +7, Use Rope: +4, Wilderness Lore: +1, Literacy (gnomish) +2

Equipment: Potion of Cure Moderate Wounds (2d8+5)

Brinks was killed as he attempted to stop the party from escaping the gnomish community of Garvan and he clutches of Mozek Steamwind. Brutish, direct, short-tempered and often whiny, it is likely that he was chosen for this job because even if he failed, Mozek would still have the satisfaction of having gotten rid of one his more annoying and troublesome brothers.

Here is as he was described in the story hour, “It was agnome wrapped in a shabby jacket of some kind of scaly hide. He had white hair with yellow and green highlights, and bright green eyes, above his head a dull gray warhammer was as its apex and it swung down on Beorth (still on the ground) smashing into his hip.”. However, all these gnomes have at least two forms, one of a typical gnome with gray to ruddy to earth brown skin, and large noses and big eyes and a stocky form, and the other a more demonic form which causes them to grow at least a foot in height, their eyes to glow bright green and their skin to become a scaly hide with a green and golden tint; their fingers grow thick black claws and their jaws enlarge to fit long sharp teeth of a demonic maw.

Brinks’ masterwork warhammer, ”Ball-breaker” (which is now Ratchis’ favored weapon) was built to be weighted in such a way to make knocking down an opponent more likely, in addition it also does an extra point of damage. *

------------------------------------------------------------------------------

Reserved for Zelig

------------------------------------------------------------------------------

Reserved for Mokad

------------------------------------------------------------------------------

Reserved for Frear

-------------------------------------------------------------------------------

* In Aquerra, masterwork items come in a wider variety than the standard type listed in the Dungeon Master’s Guide. They can be forged to grant up to +3 to damage and/or to the attack roll, and are sometimes designed to have others benefits or features.
 
Last edited:


I'd love to see an update on the major characters. Martin is a 5th level wizard by now & some of the others are 6th level are they not? Tell me they haven't permanently lost levels from those wights! Don't let them suffer so, Nemmerle!
 

Manzanita said:
I'd love to see an update on the major characters. Martin is a 5th level wizard by now & some of the others are 6th level are they not? Tell me they haven't permanently lost levels from those wights! Don't let them suffer so, Nemmerle!

I would not want to spoil the story - so I won't comment on the level draining - but part of the problem is that I don't have the PCs' stats at each level - so for example Martin is currently 6th level - so while he is 5th level in the current story hour - I no longer have a copy of his character at 5th level - I guess I could reconstruct it - but that'd be a pain in the ass. . .

I will update the main characters again eventually - but likely it will skip a level.

I will be adding Kirla's stats soon - so keep an eye open for them.
 

Updated to include the dwarven brothers - Golnar, Jolnar and Tolnar, and Captain Adalar (see above)
 
Last edited:

Remove ads

Top