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Library [Library Thread] A Tide of Flames: a d20 Dungeons & Dragons adventure

Discussion in 'Role Playing Resource' started by Saintheart, May 5, 2010.

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  1. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Corrath Marktos
    Race: Half-elf
    Class: Rogue 9/Swordsage 1
    Hit Dice: 9d6+1 +1d8+1
    HP: 68
    Initiative: +8 = +7 [DEX] +1 [Quick to Act]
    Speed: 30ft (or 6 squares)

    AC: 24 (10 +7 [DEX bonus] +5 [Mithral Shirt +1] +2 [Ring])
    Touch AC: 18
    Flat-Footed AC: 24
    Base Attack: +6/+1
    Grapple: +6
    Attacks:
    - Melee: +6/+1
    - Dagger: +6/+1
    - Rapier (Carduus ex Dei): +16/+11 (+17/+11 when in Shadow Hand stance)
    - Short Sword (Bloodthirst): +14/+9
    - Ranged: +14/+9
    Damage:
    - +2 Keen Shadow Hand Rapier 1d6+9 (15-20/x2+5d6+10) (Carduus Ex Dei) (Dex and +1 to attack rolls added when in Shadow Hand stance)
    - +1 Kukri (In Drop Sheath, with Crystal of Life Drinking affixed) 1d4+8 (18-20/x2+5d6+10) (Bloodthirst) (Dex added when in Shadow Hand stance)
    - Masterwork Shortbow 1d6 (20/x3+5d6+10)
    - Masterwork Dagger 1d4 (19-20/x2+5d6+10)
    NB: All attack rolls rise by +3 if Corrath is reduced to half hitpoints or less.
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    - Sneak Attack +5d6+10 [Craven]
    Special Qualities:
    - Trapfinding
    - Low-Light Vision (racial)
    - Evasion
    - Uncanny Dodge (can’t be caught flatfooted)
    - Can sneak attack corporeal undead
    - Improved Uncanny Dodge (can’t be flanked)
    - Quick to Act: +1 to initiative
    - Discipline Focus (Diamond Mind): treated as having Weapon Focus for all Diamond Mind weapons (spec.: rapier)
    Saves:
    - Fortitude: 15 = +3 [Base] +1 [CON] +1 [Vest]
    - Reflex: 14 = 8 [Base] +7 [DEX] +1 [Vest] -2 [Craven]
    - Will: 16 = +5 [Base] +0 [WIS] +1 [Vest]
    NB Saves vs. fear rise by +3 (Morale bonus) if Corrath is at half hitpoints or less.

    Abilities:
    - Str 10(+0), Dex 25(+7), Con 13(+1), Int 16(+3), Wis 10(+0),Cha 13(+1)

    Skills:
    Acrobatics +20 = 10 + 3 [Level +3] +7 [Dex]
    Diplomacy +16 = 10 + 3 [Level +3] +1 [Cha] +2 [Synergy from Deception]
    Disable Device +18 = 10 + 3 [Level +3] +3 [Int] +2 [Masterwork Thieves’ Tools]
    Deception +14 = 10 + 3 [Level +3] +1 [Cha]
    Stealth +25 = 10 + 3 [Level +3] +7 [Dex] +5 [Cloak of Elvenkind]
    Perception +18 = 10 + 3 [Level +3] +3 [Int] +2 [Scout's Headband]
    Thievery +20 = 10 + 3 [Level +3] +7 [Dex] (And a further +2 on opening lock checks from Masterwork Tools)
    Concentration +15 = 10 + 3 [Level +3] +1[Cha]
    Use Rope +20 = 10 + 3 [Level +3] +7 [Dex]
    Linguistics +15 = 10 + 3 [Level +3] +2 [Int]
    Athletics +13 = 10 + 3 [Level +3] +0 [Str]
    Forgery + 16 = 10 + 3 [Level + 3] +3 [Int]
    Feats:
    --Armor Proficiency (Light): (automatic to rogues)
    --Telling Blow: Add sneak attack damage (+4d6) to every critical hit.
    --Weapon Finesse: use Dex modifier instead of Str for attack rolls
    --Craven: -2 to Reflex Defence, add character level to sneak attack damage
    --Two-Weapon Fighting: penalties for fighting with two weapons are minimised. With a light weapon in the off hand, the penalties are -2/-2.
    --Improved Two-Weapon Fighting: gain an additional attack with the weapon in the off hand, albeit at a -5 penalty.
    --Shadow Blade: When in a Shadow Hand stance and using a light weapon, add Dex to damage
    Maneuvers and Stances
    Known/Readied/Stances: 6/4/1
    -Stance:
    --Assassin's Stance (Shadow Hand, 3) - Gain Sneak Attack +2d6
    -Manoeuvres:
    --Burning Blade (Desert Wind, 1) (swift action) - +1d6+5[initiator level] fire damage on each attack until end of turn
    --Distracting Ember (Desert Wind, 1) (swift action) - Fire elemental appears, flanks enemy until end of turn (and does nothing else)
    --Sapphire Nightmare Blade (Diamond Mind, 1) (standard action) - Attack and make a Concentration* check vs AC. Success: +1d6 dmg and target is flat-footed. Failure: -2 penalty to attack
    --Flashing Sun (Desert Wind, 2) (full-round action) - Gain extra attack at highest bonus, but all attacks have -2 penalty
    --Cloak of Deception (Shadow Hand, 2) (swift action) - Turn invisible until end of turn
    --Shadow Garrotte (Shadow Hand, 3) (standard action) - Ranged touch attack, deals 5d6 damage
    Languages: Chondathan, Common, Elven, Sylvan, Illuskan, Goblin
    Alignment: Chaotic Neutral
    Deity: Erevan Ilsere
    Gender: Female
    Age: 22
    Height: 5'3"
    Weight: 110lbs


    Equipment:
    Magic Items in Body Slots
    Head: Scout's Headband
    Face:
    Throat: Wink Brooch
    Shoulders: Cloak of Elvenkind
    Body: Blueshine Mithral Shirt +1
    Torso: Vest of Resistance +1
    Arms: Bracers of Quickstrike and Drop Sheath
    Hands: Gloves of Dexterity +4
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +2
    Waist:
    Feet: Boots of Swift Passage
    Weapon Information:
    - +2 Rapier (Carduus ex Dei) (2lb)
    * Least Crystal of Return: Allows Carduus to be drawn as a free action.
    - Sleeve Blade (drops a Masterwork Dagger into the hand. DC 15 to spot, +5 to Sleight of Hand check to conceal its presence)
    * Masterwork Dagger 1d4+1, crit 19-20/x2+3d6(1lb)
    - Bracers of Quickstrike and Drop Sheath (Magical item: (1) drops a light weapon into the wearer's hand on command as a free action, hides weapon from view and (2) allows +1 attack after full attack made in round. Does not stack with other “+1 attack” effects, feats, or spells.)
    * Currently holding Bloodthirst, a +1 Kukri with Least Crystal of Life-Drinking affixed.)
    ** Least Crystal of Life-Drinking: heal 1 hitpoint from each successful hit (maximum of 10 hitpoints healed)
    - Finger Blades
    - Masterwork Shortbow (2lb)
    - Quiver & Arrows x20 (3lb)
    - +1 Short Sword (formerly Bloodthirst)

    Armour and other Clothing Information:
    - Scout's Headband: provides a passive +2 competence bonus to Perception checks. Has 3 charges each day.
    * Spend 1 charge: Gain darkvision out to 60 feet for 1 hour.
    * Spend 2 charges: See invisible creatures and objects (as See Invisibility) for 10 minutes.
    * Spend 3 charges: Gain True Seeing (as the spell) for 1 minute.
    - Blueshine Mithral Shirt +1: Grants +2 to Stealth checks (competence bonus) (10lb)
    * Lesser Armor Crystal of Rubicund Frenzy: +3 morale bonus on weapon damage rolls and saves against fear when its wearer is at half or fewer hitpoints.
    - Cloak of Elvenkind: +5 to Stealth checks (competence bonus) (1lb)
    - Rending Gauntlets: 3/day, if you deal damage to a creature with two weapons, use a swift action to add +2d6 to the second weapon's damage.
    - Gloves of Dexterity +4 (+4 enhancement bonus to DEX)
    - Vest of Resistance +1
    - Ring of Communication
    - Ring of Protection +2 (+2 deflection bonus to AC)
    - Wink Brooch: A small brooch of a smiling gnome's face. +2 on a single Bluff or Diplomacy check made before the end of your turn, 3/day.
    - Belt Pouch
    * Thunderstone x 3
    - Boots of Swift Passage: 5/day, when activated using a move action, teleport 20 feet to a point within line of sight.

    Other Gear, Tools and Equipment:
    - Handy Haversack (5lb)
    * Masterwork Thieves' tools (1lb)
    * Chime of Opening (10/10 charges)
    * Magic Bedroll (5lb)
    * Waterskin (4lb)
    * Rope, silk (5lb)
    * Climber's Kit
    * Spyglass
    * Everburning Torch
    * Flint and steel
    * Candles x5
    * Torch x5 (5lb)
    * Vial of Striped Toadstool Poison
    * 1 x Potion of Cure Light Wounds
    * 1 x Potion of Cure Serious Wounds
    * 1 x Potion of Cure Moderate Wounds (of Tiamat)
    * 1 x Potion of Cure Moderate Wounds
    * 1 x Potion of Cat's Grace
    * 1 x Potion of Flight
    * 1 x Elixir of Sneaking (NB does not stack with Cloak of Elvenkind)
    * Rations x10 (10lb)
    * Rope, silk (5lb)
    * Grappling hook (4lb)
    * Tindertwigs x 20
    * The Deed to Vraath Keep

    Mount:
    Light Horse, "Altair"
    - Military Saddle (30lb)
    - Bit & Bridle (1lb)
    - Saddlebags (8lb)
    Weight: 39lb


    Appearance: Corrath has slightly pointed ears, sharp features, pale skin tinged with blue due to her Moon Elf heritage, and wavy dark brown hair from her human (largely Chondathan) side. Like most elves and half-elves, she has bright green eyes. She's slenderly built and can look rather attractive if she cares to clean up to look the part - useful when conning people.
    Personality: First and foremost, Corrath is an individualist with precious little in the way of scruples. She's quite willing to steal, con or kill if there's something in it for her, although out of prudence she tries to avoid killing people if she can con them - it's a messy solution to a problem - but won't stand for anyone forcing her to do any of those things. Generally speaking, she's equally likely to kill someone for money as she is to steal things because they're pretty or help a friend with a long quest on a whim. She's able to handle herself in both cities and the wilds, although she is most comfortable in an urban environment.

    Biography: Corrath was born in a half-elven enclave in the Silver Marches. Both her parents were from half-elven stock themselves and had her rather young - unfortunately, this resulted in her mother dying in childbirth, for which her father never forgave her. He was an alcoholic, a mean drunk and a lousy parent, and to survive Corrath began to steal: first from him, then later from others. By her early teens she had become a rather accomplished thief and con artist (the wide-eyed innocent look fooled many people, although usually not more than once) and it wasn't long before she left her father's house in Silverymoon to strike out on her own.


    She city-hopped for a while after that, finding work whenever she needed money, but mostly just out for adventure. Then by chance, Corrath was passing through Alqidar's Crossing the night of the Mossgarde Fire. She and seven others banded together to drive off the goblin raiders, and rescued Lissa Mossgarde and her children. The goblins themselves slipped through their grasp - but the experience had forged them into a group, unlikely though it was.


    Time passed. Travelling in a group outdoors proved an instructional experience for the young rogue. Her strength and dexterity improved from practice, and a few more close shaves, particularly nearly dying at the battle of Cadeford, hammered a bit more common sense into her head. That the battle in question also saw the death of Radok Keghammer made it a particularly sobering experience. Corrath had not liked the dwarf very much, but they had been travelling companions for several months and she was surprised to find she missed having him around. Not long after, Simwar Saddlebrook disappeared into the night - perhaps he had been shaken by Radok's death and decided to find a safer group to travel with, or perhaps he simply found a better path to riches.


    Not that the Company didn't come across sufficient riches during their travels. They were soon able to afford the horses they couldn't buy at Alqidar's Crossing; Corrath's mount was a spirited black stallion named Altair. A craftsman in a tiny nondescript shop crafted Corrath's Blueshine Mithral Shirt, a beautiful piece of armour that fit her like a glove and glittered with a blue-black sheen, as if covered in oily liquid sapphire. But her prize possession was a reward from one of their adventures: a razor-edged rapier with a sky blue crystal set in its hilt and the letters "Nox" etched on the blade. The previous owner had done her level best to behead Corrath with it, and subsequently Corrath took a certain amount of vindictive pleasure in claiming it as her own.


    Ariel Elandinai ("Arrowbreeze")
    Race: Winged Elf (Avariel)
    Class: Fighter 4/Duskblade 6
    Level: 10
    Hit Dice: 4d10+2 + 6d8+2
    HP = 108

    Initiative: +6
    Speed: 30 ft, fly 50ft (6 squares, fly 10 squares) (Good manueverability)

    AC: 24 = 10 +6 [Max Dex Bonus in Mithral Shirt] +5 [mithral shirt +1] +1 [Ring of Protection +1] +2 [Amulet of Natural Armor]
    Touch AC: 17
    Flat-Footed AC: 18

    Base Attack: +10/+5
    Grapple: +13
    Attack/Damage:
    --Dagger +17/+12, 1d4+3 (19-20/x2)
    --Avariel Thundering, Sudden Stunning Courtblade +1 (Sulsalka) +18/+13, 1d10+5 (19-20/x2 +1d8 [sonic], DC 14 Fort save or target is deafened) +1d6 electricity assault (from its Weapon Crystal).
    * Sudden Stunning: 3/day (Cha bonus), take swift action to force a DC 16 Reflex save or target is stunned.
    --Rapier (Morsul) +18/+13, 1d6+3 (18-20/x2)
    --Composite Longbow +16/+11, 1d8+3 (20/×3)
    --Bolas +16/+11, 1d4+3 (20/x2)
    - NB Dive Attack: on charge attack, damage is doubled.
    - NB Diving Charge: on charge attack, damage is +2d6.


    Face/Reach: 5x5, 5 ft
    Special Attacks: Dive Attack, Flyby Attack
    Special Qualities: Elf traits, Keen sight
    Special Abilities:
    --Armored Mage (medium): You can cast spells in medium armor without any arcane spell failure chance.
    --Arcane Attunement: You can use the spells dancing lights, detect magic, flare, ghost sound, and read magic at will as spell-like powers.
    --Ability Focus: Spellcraft: +3 to any Spellcraft checks required to cast a spell.
    --Arcane Channelling: May cast a touch-range spell into a weapon (as standard action) to discharge on making a melee attack.
    --Quick Cast: 1/day, may cast a standard action spell as a swift action.
    --Spell Power +2: +2 to attack rolls to overcome spell resistance.

    Saves:
    Fortitude: 22 = +9 [Base] +2 [CON] +1 [Cloak]
    Reflex: 20 = +3 [Base] +6 [DEX] +1 [Cloak]
    Will: 18 = +6 [Base] +2 [WIS] +1 [Cloak]

    Abilities:
    Str 16 (+3), Dex 22 (+6), Con 14 (+2), Int 13 (+1), Wis 15 (+2), Cha 16 (+3)

    Skills:
    Perception +8 = (10 + 3)/2 [Level +3/2] +2 [Wis]
    Stealth +12 = (10 + 3)/2 [Level +3/2] +6 [Dex]
    Heal +10 = (10+3)/2 [Level +3/2] +2 [Wis] +2 [Healer’s Kit]
    Perform (Wind Instruments) +9 = (10 + 3)/2 [Level +3/2] +3 [Cha]
    Sense Motive +12 = 15 + 3 [Level +3] +2 [Wis]

    Feats:
    --Weapon Focus (Light Blades): +1 to attack rolls with light weapons
    --Flyby Attack: may move both before and after making an attack while flying, up to maximum movement allowance.
    --Improved Flight: Maneuverability increases from average to good.
    -- Hover: May hover in place
    --Power Attack: may subtract up to 10 off attack roll and apply to damage roll instead.
    --Weapon Finesse: May apply DEX bonus instead of STR bonus to attack rolls when using light weapons (up to rapier in size.)
    --Fearless: immune to fear effects, including dragonfear.
    --Versatile Spellcaster: may combine two 0-level spells to cast a single 1st level spell.
    --Improved Weapon Familiarity: all elven racial weapons are martial, not exotic.
    --Diving Charge: When dive attacking at least 10 feet moving 30 feet, add +2d6 to damage.

    Spells:
    Level 0: Acid splash, disrupt undead, ray of frost (usable at will).
    Level 1: True Strike, Resist Energy, Ray of Enfeeblement, Shocking Grasp, Chill Touch (7 spells maximum per day.)
    Level 2: Ghoul Touch, Dimension Hop (3 spells maximum per day).
    NB: Arcane Spell Failure chance: 15%, where shield is worn and spell has a somatic component.
    Languages: Elven, Common, Auran, Draconic
    Alignment: Chaotic Good
    Deity: Aerdrie Faenya
    Gender: Female
    Age: 51 (Young mature)
    Height: 5'11"
    Weight: 110
    Equipment:
    Magic Items and Body Slots
    Head: Hat of Disguise
    Face:
    Throat: Amulet of Natural Armor +2
    Shoulders: Cloak of Resistance +1
    Body: Mithral Shirt +1
    Torso:
    Arms:
    Hands:
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +1
    Waist:
    Feet:

    Weapon Information:
    -Sulcabedoo, an Avariel thundering, sudden stunning glasteel rapier +1.
    * Lesser Crystal of Electricity Assault: +1d6 [electricity] damage on each successful hit.
    * Thundering weapon: on a critical hit, add +1d8 [sonic] damage and the target must make a DC 14 Fort save to avoid being permanently deafened.
    * Sudden Stunning: (Cha bonus/day), after a successful melee attack, as a swift action, may force the target to make a Reflex save (DC 10 + half your level + Cha bonus). Failing the save means the target is stunned for 1d4+1 rounds.
    - Composite Bow (+3 strength bonus) 1d8+3 (20/×3)
    - Efficient Quiver
    * 60 arrows
    * 20 bullets
    * Bolas
    * Masterwork Rapier (Morsul)
    * Sling
    * Dagger
    - Battle Net

    Armour and other Clothing Information:
    - Mithral Shirt +1: adds a total of 5 to AC.
    - Hat of Disguise: Allows wearer to disguise herself as the disguise self spell.
    - Ring of Communication
    - Ring of Protection +1: adds +1 deflection bonus to AC
    - Cloak of Resistance +1: adds +1 to all saving throws
    - Empowered Shardspell (Produce Flame); 3/day, apply feat Empower Spell to Produce Flame spell.

    Other Gear, Tools and Equipment:
    -Handy Haversack:
    *Flint and steel
    *Water/wine skin
    * rope, silk x2 - 100 feet of rope
    * torch
    * spyglass
    * caltrops 2lb bag
    * 3 flasks oil
    * 6 candles
    * 2 torches
    * first aid/healers kit
    * 2 smokesticks
    * Rations
    * Wooden buckler shield. +1 to armor.
    * 1 Soap
    * 5 Piton
    * 1 Ink (1 oz. vial)
    * 1 Inkpen
    * 1 Hammer
    * 1 Grappling hook
    * 1 piece of chalk
    * 1 Twig with Continual Flame cast on it.
    - Scroll Case
    * Resist Energy x4
    * Blank scroll x1
    * Parchment sheet x2
    * Necklace (to be appraised)
    * Filthy silk cloak
    * Universal Solvent
    * Everlasting Rations
    * Replenishing Skin
    * Two manticore spikes
    * 1 of Ozyrrandion's teeth
    * 1 of Ozyrrandion's scales
    * 1 of Varanthian's teeth
    - Magic bedroll
    - Horn of Fog: when blown, creates a mist as Obscuring Mist spell.
    - Horn.
    - 2 x Potion of Cure Light Wounds (of Ilmater)
    - 1 x Potion of Cure Moderate Wounds (of Tiamat)
    - 1 x Potion of Cure Moderate Wounds (of Torm)
    - 1 x Potion of Shield of Faith (of Tiamat)
    - 1 x Elixir of Sneaking

    Background:
    Much has changed in the year that Ariel has spent with the company of folks she found herself with. But still, nothing felt as wonderful, as their first gathering, when they had saved the mother and her children. From Alqidar's Crossing, she had retained a horn, which looked like some kind of dire boar tusk. She had purchased it to sound warnings if necessary, but found she liked the instrument, and began practicing with it, to become a decent player of the thing, and it provided her fond, if not sometimes frustrating memories of her first true campaign.

    Later, after the battle of Cadeford where they had lost the dwarven warrior Keghammer, came something she could barely believe. As she traveled with the others, they came upon a dark forest, it was like places she had heard whispered about in the airie as a child. And there, she had found it. A crystal weapon, of her own people. The others thought it was but a trinket, as it looked delicate, and made of glass, but Ariel recognized it immediately. She wondered what of the Avariel that might have been here before her. The rapier was beautiful, looked as light as a breeze, with gold writing around its crystaline hilt. She softly read the script, 'Saesa omentien lle', and nearly burst out laughing at it's translation. "Pleasure meeting you." Seems the prior owner had a sense of humor. So she came to named her regular rapier, Morsul, The Black Wind, and the crystal one, Sulcabedoo, the Windycliffes to remind her of home. Not long afterwards, the halfling Sadlebrook disappeared from the group.

    As the year wound down its days, they came upon other fabulous treasure, which made it easier for Ariel to carry the few things she now claimed as hers. She honed her archery and rapier skills. She stayed airborne as much as possible, finally claiming the skies as hers, when she received the ability to hover. Yes, she had much to be thankful, and sang praises to the winged mother come end of the year. When she is in WING mode, she tends to use the glass rapier. But if she is using her hat of disguises, and hiding her wings, she uses the other, so as not to stand out. She rather likes the ability to not be the 'BIG BIRD' of the group, only to suddenly appear later, wings in all. It also allowed her to deal more directly with the other elves in the party she was with. For while the other landers were polite, she enjoyed the chance to speak the home tongue to those elves around her. And she was fascinated by the Clerics and Mages, Clerics being quite well looked upon by her people. She love to listen to stories as she traveled as well, watching with a curious eye, as the party changed with the loss and growth of others, and how much their skills had changed, since they had first joined in combat. Other lessons came to her as well, such as why her people wore the belts that they did. After losing her weapons a few times, she quickly decided to adopt the belt system that others of her kind did, tying her rapiers to her belt so that she would not lose them. Also, as she travels, she has done her best to collect the most beautiful or unusual feathers from different creatures as she can, for she knows she will need them soon enough.

    She often takes to the skies at night, to avoid the gawks and stares of the locals when in town, but away from cities, the skies are hers to fly. Her horn, can often be heard in the distance, playing a gentle tune as she floats aloft in the clouds.

    Skadi (Sa'adi Adim)
    Race: Human (Calishite)
    Class: Cleric 10 (Variant from the SRD, substitutes Turn Undead for Smite Evil and Aura of Courage as a paladin)
    Hit Dice: 10d8+34
    HP: 115

    Initiative: +1
    Speed: 20 feet (4 squares)

    AC: 25 = 10 +8 armor +2 shield +1 Dex +3 Enhancement +1 Ring
    Touch AC: 11
    Flat-Footed AC: 19

    Base Attack: +7/+2
    Grapple: +9
    Attacks: +12/+7 Winterfall (+1 frost longsword), +9/+4 Heavy Mace (NB Skirmisher Boots potentially add one more attack per round)
    Damage: 1d8+4 + 1d6 cold damage (Winterfall) (+3 to damage while Gauntlets of War donned), Heavy Mace 1d8+3 (+4 to all damage if Divine Power is memorized).
    Face/Reach: 5x5, 5 ft
    Special Attacks: Smite Evil 4/day (+2 Hit, +8+1d6 damage vs. evil, good-aligned), Spells
    Special Qualities: Aura (Good, Law), Aura of Courage
    Saves:
    Fortitude: 21 = +7 [Base] +3 [CON] +1 [Cloak]
    Reflex: 15 = +3 [Base] +1 [DEX] +1 [Cloak]
    Will: 24 = +7 [Base] +6 [WIS] +1 [Cloak]

    Abilities: Str-17(+3), Dex -12(+1), Con -16(+3), Int -12(+1), Wis -26 (+8), Cha -15(+2)

    Skills:
    Diplomacy +15 = 10 + 3 [Level +3] +2[Cha]
    Heal +23 = 10 + 3 [Level +3] +8[Wis] +2 [Healer’s Kit]
    Intimidate +15 = 10 + 3 [Level +3] +2[Cha]
    Knowledge (religion) +14 = 10 + 3 [Level +3] +1[Int]
    Profession (sailor) +21 = 10 + 3 [Level +3] +8[Wis]
    Spellcraft +21 = 10 + 3 [Level +3] +8[Wis]
    Armor Check Penalty: -6

    Feats:
    --Improved Smite: From Complete Warrior, adds 1d6 damage to any evil target smote, weapon counts as good-aligned
    --Improved Toughness: From Complete Warrior, adds 1 HP per HD
    --Weapon Focus (heavy blades)*
    --Weapon Group Proficiency (heavy blades)*
    --Martial Study (Devoted Spirit- Shield Block): From Tome of Battle: Book of the Nine Swords, makes Intimidate a class skill and allows once per encounter, to add +4 shield bonus to an adjacent ally's AC
    --Martial Stance (Devoted Spirit- Martial Spirit): From Tome of Battle: Book of Nine Swords, a stance adopted as a swift action. Upon each successful attack made while in this stance, Skadi or an ally within 30 feet (her choice with each attack) is healed 2 points of damage.
    --Extra Smiting: From Complete Warrior, adds 2 extra smites per day.
    --Holy Warrior: As long as you have a 4th-level or higher War domain spell available to cast, you gain a bonus on your weapon damage rolls equal to the level of the highest-level War spell you have available to cast. As a secondary benefi t, you gain a +1 competence bonus to your caster level when casting force spells. (i.e. +4 to damage while Divine Power is memorised).
    --Power Attack: can subtract up to 7 off your attack roll and add it to your damage roll.

    Languages: Alzhedo, Chondathan, Common
    Alignment: Lawful Good
    Deity: Tyr
    Gender: Female
    Age: 46
    Height: 5’11”
    Weight: 150 lbs

    Equipment
    Magic Items and Body Slots:
    Head:
    Face:
    Throat: Periapt of Wisdom +6 (+6 to WiS)
    Shoulders: Cloak of Resistance +1
    Body: +2 Platemail
    Torso:
    Arms:
    Hands: Gauntlets of War
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +1
    Waist: Healing Belt
    Feet: Skirmisher Boots

    Weaponry Descriptions:
    - Winterfall, a +1 frost longsword, once owned by Amery Vraath.
    * Least Crystal of Return: this weapon may be drawn as a free action.
    - Standard Heavy Mace

    Armour and Other Clothing Descriptions:
    - +2 Light Fortification Platemail from Rhest
    * Least Restful Crystal: may sleep in this armor without becoming fatigued.
    * Light Fortification: when sneak attacked or critical'd, 25% chance to negate the damage.
    - +1 Heavy Steel Shield: Adds +3 to AC when readied.
    - Gauntlets of War: while wielding longsword, adds +3 to melee damage rolls.
    - Cloak of Resistance +1: +1 to all saving throws
    - Periapt of Wisdom +6: +6 to WIS
    - Ring of Communication
    - Ring of Protection +1: +1 deflection bonus to AC.
    - Belt of Healing: heal up to 6d8 damage per day depending on how many charges expended: 1 charge for 2d8, 2 charges for 3d8, 3 charges for 4d8. (Belt has 3 charges in it.)
    - Skirmisher Boots: 2/day, after moving at least 10 feet from your previous position, as a swift action, gain a single extra melee attack at highest attack bonus.

    Other Gear, Tools and Equipment:
    - Magic Bedroll
    - Backpack
    - Handy Haversack
    * Healer’s Kit
    * Bedroll
    * Tent
    * Torch x3
    * Waterskin
    * Rations
    - Holy symbol (silver)
    - 1 x Potion of Cure Moderate Wounds (of Tiamat)
    - 1 x Potion of Owl's Wisdom (of Torm)
    - 1 x Potion of Cure Moderate Wounds (of Torm)
    - 1 x Potion of Bull's Strength (of Tiamat)
    - 1 x Elixir of Sneaking
    - 1 x Potion of Flight
    - 1 x Potion of Blur

    Spells: (At will/7/7/6/6/4) DC (18+Level) Domains: Retribution, War Caster Level: 10 (Caster Level 11 for [force] spells.)
    0:
    1:
    2:
    3:
    4:
    5:

    Appearance: Black curly hair streaked with grey, tan skin, dark brown eyes. Scar on her upper lip, and a chunk missing from her right earlobe. She has a large but very faded sunburst tattoo covering her upper right arm. She walks with a slight stoop from the days when she lived on a ship.


    [IMG]


    Personality: Brave, bossy, a bit set in her ways, can be very judgemental. Likes things to go the way she plans them to. Won’t back down from a fight. Unfortunately her definition of ‘fight’ is extremely loose.
    Biography: When she was younger Skadi was a notorious pirate operating around the Sea of Fallen Stars. She was known for her skill at fighting and was renowned amongst other pirates for her drive and determination. However, during one raid Skadi's crew kidnapped a cleric of Tyr. While imprisoned in the ship, he started to teach Skadi about his religion and eventually she became certain that the life of a pirate was not for her any more, and that she should dedicate her life to Tyr.
    Skadi helped him to escape and followed the cleric to an abbey where she decided to dedicate her life to Tyr. Her pirate fighting skills were not allowed to atrophy, but this time they were used for justice.
    That was many years ago now, but Skadi has continued to faithfully follow the way of Tyr.


    Zanaek Grahorn [zahn-ach gray-horn]
    Race: Human (Tethyrian)
    Class: Cleric 8 / Divine Oracle 2
    Hit Dice: 8d8 +8 [Con] + 2d6 +2
    Hitpoints: 84

    Initiative: +2 = +2 [Dex]
    Speed: 30 feet (6 squares)

    AC: 24 = 10 +9 [Full Plate +1] +1 [Max DEX in Full Plate] +3 [heavy steel shield +1] +1 [Ring of Protection +1]
    Touch AC: 12
    Flat-Footed AC: 23

    Base Attack: +7/+2
    Grapple: +7 [base + Str]
    Attacks/Damage:
    -- Crossbow, light +9/+3 [1d8, crit 19-20/x2, range inc 80 ft., 4 lb., light, piercing]
    -- +1 Longsword +9/+3 [1d8+2, crit 19-20/x2, 4 lb., medium, slashing]
    -- +1 Heavy Steel Shield +9/+3 [1d3+2, crit x2, 6 lb., light, bludgeon]
    -- Dagger x 2 +9/+9 [1d4+1, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    -- Turn Undead 3 + (+5) [Cha] = 8x per day
    (NB +2 to Turn Undead check from ranks in Knowledge (Religion).
    Special Qualities:
    -- Scry Bonus: +1 sacred bonus to save DC of divination (scrying) spells
    -- Prescient Sense: functions as Evasion. i.e. If save against half damage spell, take no damage instead.
    -- Trap Sense +1: +1 to Reflex saves against traps
    Saves:
    --Fortitude: 18 = 6 [base] +1 [CON] +1 [Vest]
    --Reflex: 15 = 2 [base] +2 [DEX] +1 [Vest]
    --Will: 28 = 9 [base] +8 [WIS] +1 [Vest]

    Abilities: [Base Score] + [Modifier]
    Str: 12 (+1), Dex: 14 (+2), Con: 12 (+1), Int: 12 (+1), Wis: 27 (+8), Cha: 20 (+5)

    Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
    --Heal: +23 = 10 + 3 [Level +3] +8[Wis] +2 [Healer’s Kit]
    --Spellcraft: +21 = 10 + 3 [Level +3] +8[Wis]
    --Knowledge [Religion]: +18 = 9 + 3 [Level +3] +1[Int] +3 [Discipline Focus]
    --Diplomacy: +18 = 10 + 3 [Level +3] +5[Cha]
    --Ride: +10 = (10 + 3)/2 [Level +3/2] +2[Dex] +2 [Military Saddle]
    --Perception: +14 = 10 + 3 [Level +3] +1[Int]
    --Athletics: +2 = (10 + 3)/2 [Level +3]/2 +1[Str] -5 [Armor Check Penalty]
    Armor Check Penalty: -5

    Feats:
    --Armor Proficiency (All): No armor check penalty on attack rolls, clerics receive this feat automatically.
    --Augment Healing: Healing spells do +2 per spell level
    --Create Magical Item: see item creation rules.
    --Discipline Focus (Knowledge (Religion): +3 to Knowledge (Religion) checks.
    --Touch of Healing: As long as you have a healing spell of 2nd level or higher available to cast, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level conjuration (healing) spell you have available to cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you've healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can't be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (healing) spells.
    --Sacred Healing: You can spend a turn attempt as a full-round action to grant fast healing 3 to all living creatures within a 60-ft. burst. The fast healing lasts for a number of rounds equal to 1 + your Cha modifier (minimum 1 round).
    --Imbued Healing: When you cast a 1st-level or higher Conjuration (Healing) spell, you confer a carrier effect on the subject at your choice of either DR 3/evil (lasting 1 minute per level of the healing spell cast) or 8 temporary hitpoints (lasting 1 hour).
    --Spontaneous Healing: Swap out your spells for cure spells on your list
    --Weapon Proficiency [Longsword]: granted by virtue of faith in Torm
    --Oracle Domain Power: +2 to caster level for divination spells
    --Protection Devotion: as immediate action 1/day (more with 3 turn attempts), grant a +4 sacred bonus to AC and allies' AC within 30 feet. Lasts 1 minute.

    Languages: Common, Chondathan, Goblinoid
    Alignment: Lawful Good
    Deity: Torm
    Gender: Male
    Age: 23
    Height: 5'9"
    Weight: 122 lbs


    Equipment:
    Magic Items and Body Slots:
    Head:
    Face: Pearl of Speech (Infernal)
    Throat: Periapt of Wisdom +6
    Shoulders: Cloak of Charisma +2
    Body: Full Plate +1
    Torso: Vest of Resistance +1
    Arms:
    Hands:
    Ring 1: Ring of Protection +1
    Ring 2: Ring of Communication
    Waist: Healing Belt
    Feet:


    Weaponry Descriptions:
    - +1 Longsword (Previously Skadi's weapon until Winterfall was recovered (4 lbs)
    - Dagger x 2 (2 lbs)
    - Light Crossbow
    * Bolts, quiver of 10 x3 (3 lbs)

    Armour and Other Clothing Descriptions:
    - Full Plate +1 (Previously Skadi’s armour until Rhest was liberated)
    - Heavy Steel Shield +1 (6 lbs)
    - Cloak of Charisma +2
    - Periapt of Wisdom +6
    - Holy Symbol
    - Vest of Resistance +1: +1 to saving throws
    - Pearl of Speech (Infernal): allows the user to translate the Infernal language
    - Ring of Protection +1: +1 deflection bonus to AC
    - Ring of Communication
    - Healing Belt (1 lbs): Cure up to 6d8 of hitpoints depending on charges expended: 1 charge 2d8, 2 charges 3d8, 3 charges 4d8.
    - The Staff of Life: The Staff of Life has 8 out of 9 charges. It can cast Heal (expending 1 charge); Raise Dead (expending 5 charges); and Revivify (from the Spell Compendium) expending 3 charges.
    - Potion belt, masterwork (1 lbs)
    * Cure Light Wounds, potion of x2 (of Corellon Larethian)
    * Cure Moderate Wounds, potion x 17 (of Tiamat)
    * Cure Serious Wounds, potion x 2 (of Torm)
    * Cure Moderate Wounds, potion x1 (of Torm)
    * Cure Moderate Wounds, potion x5
    * Elixir of Sneaking x2 (1 lbs)
    * Owl's Wisdom, potion of x1 (of Torm)
    * Blur, potion of x1
    * Invisibility, potion of x1
    * Elixir of Truth x2
    * Elixir of Love x2

    Other Gear, Equipment, and Tools
    - Metamagic Rod of Lesser Spell Extension: double the duration of any spell 3rd level or lower, 3/day.
    - Pearl of Power, 1st level: Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast.
    - Pearl of Power, 2nd level: Once per day on command, a pearl of power enables the possessor to recall any one level 2 spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast.
    - Handy Haversack (5 lbs)
    * Daern's Instant Tent (1 lbs) (Magic Item Compendium page 155): This small patch of canvas, when activated, grows to become a twenty-foot square tent. The inside is always temperate in climate; eight people can sleep inside cots which appear inside it. It also has a fire pit with a smoke hole, and has resistance 10 to fire, electricity and acid, and immunity to cold.
    * Candle x2
    * Healer's Kit 10/10 (1 lbs)
    * Grappling Hook w/ 50' hemp (14 lbs)
    * Lantern, hooded (2 lbs)
    * Oil (1 lbs)
    * Rations x 7 (7 lbs)
    * Torch x 2 (2 lbs)
    * Waterskin (4 lbs)
    * Holy Water (1 lbs)
    * Sunrod x 2 (2 lbs)
    * Ink
    * Inkpen
    * Vial x 5 (.5 lbs)
    * Parchment x 14
    * Pot, iron (10 lbs)
    * Case, map (.5 lbs)
    * Holy text (3 lbs)
    * Spyglass (1 lbs)
    * Tinderwig x 10
    * Pestle and Mortar (1 lbs)
    * Tongs, metal (4 lbs)
    * Antitoxin, vial x 2
    * Hourglass (1 lbs)
    * Blank Book 100pg (3 lbs)
    * Scroll of Invisibility Purge (1 lbs)
    - Pouch x 2 (1 lbs)
    * Flint & Steel
    * Signal Whistle

    Mount:
    Military Saddle (30 lbs)
    Saddlebags (8 lbs)

    Spells: (At will/7/7/6/6/4) DC 18+Level, Caster Level 10 (Caster Level 12 for [Healing] and [Divination] spells, Caster Level 11 for [Good] spells.)
    0:
    1:
    2:
    3:
    4:
    5:
    Quick reckoner for how much Zanaek's healing spells do:
    Cure Light Wounds: 1d8 + 1 per caster level (max +5) +2 [Augment Healing] = 1d8+7.
    Cure Moderate Wounds: 2d8 + 1 per caster level (max +10) +4 [Augment Healing] = 2d8+14.
    Cure Serious Wounds: 3d8 + 1 per caster level (max +15) +6 [Augment Healing] = 3d8+18.
    Cure Critical Wounds: 4d8 + 1 per caster level (max +20) +8 [Augment Healing] = 4d8+20.

    Appearance:
    [IMG]

    Torm's Symbol
    [IMG]

    Looks exactly like images above minus the helm and the Templar Cross is replaced with Torm's symbol above.

    Personality: Zanaek Grahorn is a kind, simple and religious man. He will help those who are in need of healing and does not turn away even a dying enemy. It is of his opinion that kindness can turn even a diehard enemy into a friend, even if he's only a temporary ally. He is loyal to his cause and to those he calls friends. He has courage but he will not foolishly fight a battle that cannot be won. He will also protect those who cannot protect themselves, particularly innocent and unarmed civilians. He may not be a genius, but he has a lot of sense and wisdom to make up for his lack of intelligence.
    Biography: Zanaek Grahorn is a healer and an explorer of a religious sect that follows the lesser deity, Torm; a god of loyalty, goodness, healing, protection, and strength. Zanaek grew up in a war torn region and has seen various acts of cruelty and hatred which eventually led him to studying under the clerics of Torm with a belief to protect and help those in need from the same cruelties and hatreds he had seen as a child. Zanaek soon discovered that he could do more than become a knight of his sect when he realized that he had been blessed with a keen ability to heal others as well as himself from injury either through divinity from his god or simply with his knowledge in herb lore.


    Name: Evelios D’Rtan

    Race: Human [Tethyrian]

    Class: Bard 10
    Hit Dice: 10d6 + 20
    Hit Points: 80
    Initiative: +2
    Speed: 30 feet

    AC: 21 (10 +2 [Max Dex Bonus] +8 [Ectoplasmic Skin of Armor] +1 [Ring of Protection] – When not wearing armor, AC is 13.)
    Touch AC: 12
    Flat-Footed AC: 19

    Base Attack: +7/+2
    Grapple: +9
    Attacks:
    -+1 Harmonizing Sudden Stunning Crystal Echoblade Rapier +10/+5 Attack, 1d8 + 3 Damage, Critical 19-20/x2
    * Crystal Echoblade: If bardic music is being used, add +5 [sonic] damage [half character level].
    * Sudden Stunning: 6/day [Cha], as swift action force a DC 20 Reflex save. Fail means target is stunned 1d4+1 rounds.
    - Masterwork Whip +10/+5 Attack, 1d3 + 2 (Nonlethal) Damage, Critical x2, Range 15 ft +2 to Disarm Checks, Null vs. +1 or more Armor Bonus (+3 or more Natural Armor Bonus)
    - Masterwork Shortbow +11/+6 Attack, 1d6 Damage, Critical x3, Range 60 ft 40 Arrows, Ranged Piercing

    Face/Reach: 5x5, 5 ft

    Special Attacks:
    Snowflake Wardance:
    -Raises all attack rolls by +6 for 11 rounds.
    Bardic Music (10/day)
    -Countersong (Su)
    -Fascinate (Sp): Perform Skill Check +1 = Will save vs. the Fascinate effect. Works for up to 15 rounds.
    -Inspire Courage (Su): Adds a +6 to attack, damage rolls, and saves vs. charm, fear (If Song of the Heart and Badge of Valor if used.) If no Badge of Valor use, it's a +4 to the above. (NB Vest of Legends in effect)
    -Inspire Competence (Su): +2 competence bonus to skill checks of a party member.
    -Suggestion (Sp): (Doesn't count vs. Bardic Music uses, but requires Fascinate first. Will save DC 20.)
    -Inspire Greatness: 3 targets, for duration of song +5 rounds, get +2 HD (d10s) and temporary hitpoints with CON bonuses, +2 competence bonuses to attack rolls, +1 to Fort save.

    Spells Per Day (Base Save DC 18)
    0 – At Will
    1 – 5
    2 – 5
    3 – 4
    4 - 2

    Spells Known
    0 – Prestidigitation, Summon Instrument, Detect Magic, Songbird, Light, Message
    1 – Improvisation, Inspirational Boost, Charm Person, Hideous Laughter
    2 – Tongues, Glitterdust, Detect Thoughts, Resounding Voice
    3 – Haste, Glibness, Dispel Magic, Confusion
    4 - Fugue, Sirine's Grace

    Special Qualities
    Bardic Knowledge +14
    Familiar: Raven “Poe”
    +3 to Appraise, Speaks Common (Su)
    HD: 8d6 + 14, HP: 34
    Natural Armor Regular + 4
    Familiar Skills (Master’s or Familiars for Ranks)
    Familiar Attacks (Master’s BAB)
    INT – 9
    Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Birds

    Saves:
    Fortitude: 15 = +3 [Base] +2 [CON] +4
    Reflex: 19 = +7 [Base] +2 [DEX]
    Will: 25 = +7 [Base] +8 [CHA]
    [+1 vs Spell-like effects: Nymph's Kiss]

    Abilities: Str 14(+2), Dex 14(+2), Con 14(+2), Int 16(+3), Wis 12(+1), Cha 27(+8)]

    Skills:
    Deception (Cha) +26 = 10 + 3 [Level +3] +8 [Cha] + 3 [Circlet of Persuasion] + 2 [Nymph's Kiss]
    Diplomacy (Cha) +33 = 10 +3 [Level +3] +8 [Cha] + 3 [Circlet of Persuasion] +2 [Nymph's Kiss] +2 [Synergy from Sense Motive] +5 [Vest of Legends]
    Knowledge (History) (Int) +15 = 10 + 3 [Level+3] +3 [Int]
    Perception (Wis) +14 = 10 + 3 [Level +3] +1 [Wis]
    Perform (Cha) +31 = 10 + 3 [Level + 3] + 8 [Cha] + 3 [Circlet of Persuasion] +2 [Nymph's Kiss] +5 [Vest of Legends]
    -- NB Perform is +33 if two performance skills used at the same time [Versatile Performer]
    --NB Perform is +35 if Harmonising Rapier is wielded while using Perform (Sing)
    -String Instruments
    -Wind Instruments
    -Keyboard Instruments
    -Sing
    -Dance
    -Act
    -Comedy
    -Oratory
    Sense Motive (Wis) +18 = 10 + 3 [Level +3] +1 [Wis] +4 [Harper Token]
    Intimidate (Cha) +26 = 10 + 3 [Level + 3] + 8 [Cha] + 3 [Circlet of Persuasion] + 2 [Nymph's Kiss]
    Use Magic Device (Cha) +26 = 10 + 3 [Level + 3] + 8 [Cha] + 3 [Circlet of Persuasion] + 2 [Nymph's Kiss]
    Linguistics (Int) +16 = 10 + 3 [Level +3] +3 [Int]

    Feats:
    --Melodic Casting – Inspire Courage effect increases by +1.
    --Song of the Heart: use Perform checks for Concentration checks.
    --Obtain Familiar: You can obtain a familiar the way a sorcerer or wizard does.
    --Nymph’s Kiss [Exalted]: You are fey to fey creatures. You get +2 to CHA-based skill checks, and +1 vs. all saving throws vs. spells or spell-like abilities.
    --Versatile Performer: +2 to Perform checks if two performance skills used together.
    --Snowflake Wardance: Expend a bardic music use as a free action. You may then add your CHA bonus to attack rolls with any slashing melee weapon wielded in one hand. This ability lasts for a duration of your ranks in Perform (Dance). When it ends, you are physically fatigued for 10 minutes.
    --Words of Creation: take 3d4 nonlethal damage per round sung to double inspire courage effect, i.e. inspire courage becomes +7. Also has other effects, see Book of Exalted Deeds for details.

    Languages: ]Common, Chondathan, Aglarondan, Chessentan, Damaran

    Alignment: Chaotic Good
    Deity: Milil
    Gender: Male
    Age: 23
    Height: 178 cm
    Weight: 70 kg

    Equipment:
    Magic Items and Body Slots
    Head: Circlet of Persuasion
    Face: Artificer's Monocle
    Throat: Harper Token of Valor
    Shoulders: Cloak of Charisma +6
    Body: Psychoactive Skin of Ectoplasmic Armor
    Torso: Vest of Legends
    Arms:
    Hands: Arcanist’s Gloves
    Ring 1: Ring of Communication
    Ring 2: Ring of Protection +1
    Waist:
    Feet:

    Weaponry Descriptions:
    -- +1 Harmonising, Sudden Stunning Crystal Echoblade Rapier: when wielded, adds +2 competence bonus to Perform (Sing) checks.
    * Harmonising: one round after beginning a bardic music effect allowing or requiring continued use or concentration, the weapon picks it up and continues it for up to 10 rounds, until you commence another bardic music effect, or end the effect as a swift (mental) action.
    * Crystal Echoblade: If use bardic music ability while wielding the weapon, gain half bard level in [sonic] damage per hit.
    * Sudden Stunning: (Cha bonus/day), after a successful melee attack, as a swift action, may force the target to make a Reflex save (DC 10 + half your level + Cha bonus). Failing the save means the target is stunned for 1d4+1 rounds.
    ** Lesser Crystal of Cold Assault: +1d6 [cold] damage to any weapon to which this weapon is affixed.
    -- Masterwork Whip
    -- Masterwork Shortbow

    Armour and Other Clothing Descriptions:
    - Psychoactive Skin of Ectoplasmic Armor: - +8 AC, -6 Check Penalty, +2 Max Dex, Light Armor, Donned as a standard action from globe form.
    - Circlet of Persuasion: A silver headband that grants +3 Competence bonus to Charisma-based skill checks.
    - Harper Token of Valor
    * 3/day, you and all allies within 60 feet gain a +2 to next save vs. charm or fear; or
    * Add a +1 to Inspire Courage for the duration of the effect.
    * Functions as a Harper Token (Sense Motive)
    - Arcanist’s Gloves: 3/day, raise the caster level of a level 1 spell by 2.
    - +6 Cloak of Charisma
    - +1 Ring of Protection
    - Ring of Communication
    - Artificer's Monocle (Detect Magic and study item for 1 minute = as if identify had been cast on an item.)
    - Vest of Legends (DMG p. 272): +5 competence to Diplomacy and Perform checks; Bard level treated 5 higher for the purposes of calculating inspire courage, fascinate, inspire greatness, and inspire heroicslevel.

    Other Gear, Equipment and Tools:
    - Staff of Stormclouds: Allows use of the following spells on a “charge” basis:
    * Fog cloud (1 charge)
    * Call Lightning (2 charges)
    * Control weather (4 charges).
    The staff has 40-odd charges of its 50 charges left.
    - Masterwork Flute
    - Najos's Bag of Holding:
    * Masterwork Violin
    * Masterwork Lute: renders you one bard level higher for the purpose of Inspire Courage effects.
    * Backpack
    * Bedroll
    * Sack
    * Ink Vials (5, 1 oz)
    * Ink Pens (8)
    * Spellbooks (3)
    * Bottle of Wine and Two Glasses
    * Magnifying Glass
    * A young black dragon's skull, which is not magical
    * A set of forest giant teeth, which are also not magical
    * 7 x Quivers of 20 arrows
    * Hat of Disguise
    - 1 Potion of Cure Moderate Wounds (of Tiamat)
    - 1 Potion of Cure Moderate Wounds
    - 1 Elixir of Sneaking
    - 1 Potion of Glibness
    - 1 Potion of Bull's Strength (of Tiamat)
    - Wand of Magic Missiles (5th level, 15 charges)
    - Wand of Web (5th level, 15 charges)
    - Spell Component Pouch
    - Sunrods (3)
    - Focus for Fugue spell

    Weight: 49.5 lbs (22.45 kg) [Light Load]

    Appearance: [IMG]

    Personality:
    Evelios is something of a bon vivant. His tendency to be spontaneous is legendary, and he often prefers writing a new routine or playing a new tune to actually fighting. He’s a generally good person, though, and does what he can to help those in need. Just don’t try to stifle his creativity.

    Biography:
    The only son of the legendary Harper agent Leviat D’Rtan, Evelios was taught the importance of fighting the good fight from an early age, to the extent that his father, the night before he left for Waterdeep and never returned, bestowed upon him a Harper Token, a mystical object that allowed him to better read others’ true intentions. A relatively common magical item, perhaps, but nonetheless his most prized possession; Evelios wears his Harper token to this day, although typically hidden beneath the folds of his cloak.


    Always the creative type, at the age of fifteen Evelios left his home to travel the Realms in search of new and exciting inspirations. He’s picked up more than a few different tricks along the way (He often boasts that he can play anything, except the drums, for which he has no love lost), and has one over many a cold heart with his abilities.


    While he’s traveled far and wide in his wanderlust, the closest thing Evelios has to a home could possibly be considered Cormanthor forest. During his first trek there, on a trek from Tilverton to the Moonsea, he encountered perhaps the most beautiful woman he had ever seen. So beautiful, in fact, that when he first saw her he literally almost went blind. She was a nymph, and her name was Lia. Evelios was positively smitten.


    Over the course of several years, and with the help of his trusty companion Poe (A raven he had met and altered into his familiar while in the Cormanthor), Lia and Evelios fell steadily further in love with each other, and while they aren’t married in any binding definition of the word, they may as well be. Evelios makes sure to stop by their house in the Cormanthor periodically.

    In the meantime, he continues wandering. And he wouldn’t have it any other way.


    Name: Ragnar Ingvarson
    Race: Human (Illuskan)
    Class: Wolf Totem Barbarian 10
    Hit Dice: 10d12+34 = 151 (While Raging: 172)
    Initiative: +2
    Speed: 50 ft (30 + 10 Fast Movement + 10 Boots of Striding and Springing)

    AC: 19 (10 +2 [DEX bonus] +7 [Mithral Breastplate +2])
    Touch AC: 12
    Flat-Footed AC: 17
    NB: While raging, -4 to AC

    Base Attack: +10/+5
    Grapple: +16
    Attacks: +2 maul +18/+13
    While raging: +1 maul +21/+16
    Damage: +2 maul 1d10+8/(20 x3) +1d6 [electricity]
    While Raging: +2 maul 1d10+11/(20 x3) +1d6 [electricity]

    Face/Reach: 5x5, 5 ft
    Special Attacks: Rage 5/day: +6 to STR (i.e. +3 to attacks, damage), +6 to CON (i.e. gets 21 extra hitpoints) and +2 to Fort save, +2 Morale bonus to Will, -4 to AC (Lasts 13 rounds with Extra Rage, and is boosted by Reckless Rage)
    Special Qualities:
    Damage Reduction 2/-: Subtract 2 from any damage taken from natural attack or a weapon.
    Fast Movement: +10 feet to speed
    Illiteracy: Can't read.
    Trap Sense +3
    Saves:
    Fort: +8 [Base] +5 [Con] +2 [Cloak] = 25
    Ref: +2 [Base] +2 [Dex] +2 [Cloak] = 16
    Will: +3 [Base] +0 [Wis] +2 [Cloak] = 15
    While raging: Fort save rises by +3, Will save rises by +2

    Abilities: Str-23(+6), Dex - 15(+2), Con -21(+5), Int -9(-1), Wis -10(+0), Cha - 13(+1)
    NB: STR has a +2 bonus for STR checks (Armbands of Might)

    Skills:
    Athletics: +21 = 10 + 3 [Level +3] + 6 [STR] (and +5 to Jump checks specifically) +2 [Armbands of Might]
    Handle Animal: +14 = 10 + 3 [Level +3] +1 [CHA]
    Perception: +13 = 10 + 3 [Level +3] +0 [WIS]
    Survival: +13 = 10 + 3 [Level +3] +0 [WIS]

    Feats:
    --Improved Trip : +4 to STR checks on trip attacks, and immediate melee attack follows on successful trip attack.
    --Extend Rage: +5 rounds to rage attack
    --Extra Rage: +2 rage attacks per day
    --Power Attack (PHB): subtract up to 10 from attack roll, add to damage roll (or x2 to damage roll if two-handed weapon used.) NB: Armbands of Might add a further +2 to damage if at least a -2 penalty is taken.
    --Reckless Rage: +2 to STR, CON while raging, but additional -2 to AC.
    --Track: As per the ranger feat. Can detect and follow tracks from use of the Survival skill.
    --Improved Bull Rush: +4 to STR on opposed check when making a Bull Rush attempt.
    --Leap Attack: You can combine a jump with a charge by making a Jump check. If you do, and cover 10 feet of distance and end the leap in a square next to an enemy, any Power Attack damage you use in the attack with a maul is tripled.
    --Shock Trooper: Allows 3 tactical feats:
    ---Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right.
    ---Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails.
    ---Heedless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attack roll must be -5 or worse. In addition to normal charge modifiers (which give you a -2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus.


    Languages: Common, Illuskan
    Alignment: Chaotic Neutral
    Deity: Tempus
    Gender: Male
    Age: 25
    Height: 2.12 meters
    Weight: 310 lbs.

    Equipment:
    Magic Items and Body Slots:
    Head:
    Face:
    Throat: Amulet of Health +4
    Shoulders: Cloak of Resistance +2
    Body: Mithral Breastplate +2 of Easy Travel (with Armor Crystal of Least Adaptation)
    Torso:
    Arms: Armbands of Might
    Hands: Gauntlets of Ogre Strength +2
    Ring 1: Ring of Sustenance
    Ring 2:
    Waist: Healing Belt
    Feet: Boots of Striding and Springing

    Weaponry Descriptions:
    +2 Adamantine Maul: Has a hardness of 20.
    * Lesser Crystal of Electricity Assault: +1d6 [electricity] damage on a hit.

    Armour and Other Clothing Descriptions:
    - Gauntlets of Ogre Strength +2 (4000)
    - Armbands of Might: add +2 to STR checks and STR-based skill checks; when take at least -2 on Power Attack, add a further +2 to damage.
    - Amulet of Health +4: adds +4 to CON
    - Boots of Striding and Springing (5500): +5 to Jump checks, +10 feet to movement allowance
    - Ring of Sustenance (2500)
    - Mithral Breastplate +2
    - Mithral Chain Shirt +1 of Easy Travel (3500) (MIC)
    * Armor Crystal of Least Adaptation: protects wearer as the Endure Elements spell.
    - Healing Belt (750) (MIC)
    - Cloak of Resistance +2
    - Skirmisher Boots: 2/day, after moving at least 10 feet from your previous position, as a swift action, gain a single extra melee attack at highest attack bonus.

    Gear, Equipment and Other Tools:
    - Everburning Torch (110 gp)
    - Potion of Cure Moderate Wounds
    - Potion of Flight
    - Potion of Shield of Faith

    Appearance:
    Personality: Though he's loath to admit it, Ragnar has a big heart and is a secret admirer of the epic sagas of his people. Though illiterate, he loves stories and feels most at home around a campfire with a skin of mead and his friends about him. He may also be delusional.
    Biography: The song of Ragnar Ingvarson began in 1378 DR, the first notes called out by Ingvar Silvertongue and Greta Thrarsdottir, his parents. A sickly child, Ragnar was lucky to survive a particularly harsh winter and even luckier that his runtiness did not stunt a social life. His fellow villagers watched out for him when they could - they were his large extended family. By adolescence, Ragnar Ingvarson was favoured by the gods and sprouted up to the height of his fellows and then a head and a half further. His health improved drastically and as he grew, he did not forget those that had lent a hand before. Ragnar thought nothing of hunting an extra buck here and there; if someone was in need, he'd help them. Despite his remarkable phyiscal prowess, Ragnar was never the brightest boy, a fact that bothered him little, but he had a way about his person that seemed to attract friends and supporters. He was naturally one of the first of his friends to be chosen as a warrior.

    This decision would forever change the boy's life. Out patrolling the wild about his village, he and his comrades were attacked by a band of prowling raiders. Recklessly, he charged them headlong, managing not only to survive completely unscathed, but also fell the enemy leader. This planted the seed in Ragnar's mind, and further battles confirmed it: though battered, he was invincible, for the gods had a particularly grand death in store for him. Wanderlust took him, and he has been searching ever since for a glorious exit from this reality.

    Mazarun Zothyrr
    Race: Drow
    Class: Fighter 6/Wizard 2/Warblade 2
    Hit Dice: 6d10+2d4+2d12+30
    HP: 121

    Initiative: +6 (+4 Dex +2 Hit-and-Run Tactics)
    Speed: 30ft (or 6 squares)

    AC: 21(10 +4 dex +4 armour + 2 enhancement +1 ring)
    Touch AC: 15
    Flat-Footed AC: 17

    Base Attack: : +9/+4
    Grapple: +14
    Attacks:
    - Melee: +10/+5
    - +16/+11 Rapier
    - +15/+10 Hand Crossbow
    Damage:
    - 1d6+7 Rapier (18-20/x2)
    - 1d4+3 Hand Crossbow
    Face/Reach: 5x5, 5 ft
    Special Attacks:
    - Hit and Run Tactics (DrU): Attacking flatfooted opponent within 30 feet, add DEX bonus as competence bonus to damage rolls.
    - Spells
    - Spell-like Abilities (3/day), CL 10 [character level]:
    * Detect Good
    * Detect Magic
    * Levitate – NB this ability can be used 27 times per day for 10 minutes at a time.
    * Dancing Lights
    * Darkness
    * Faerie Fire
    * Confusion
    * Dimension Door
    * Summon Nature's Ally V
    Special Qualities:
    - Hit and Run Tactics (DrU): Lose proficiency with heavy armor and tower shields.
    - Spell Resistance 19
    - Darkvision to 120 feet.
    - Battle Clarity: INT bonus (max +1) to Reflex defence while not flatfooted)
    - Weapon Aptitude
    - Uncanny Dodge: Can't be caught flatfooted
    Saves:
    - Fortitude: 23 = 9 [Base] +3 [CON] +1 [Vest]
    - Reflex: 17 = 2 [Base] +4 [DEX] +1 [Vest] (NB 18 if not flatfooted)
    - Will: 19 = 5 [Base] +3 [WIS] +1 [Vest] (NB +3 if it's an enchantment effect)
    NB +2 to Will saves vs. spells/spell-like abilities.

    Abilities:
    - Str 20(+5), Dex 19 (+4), Con 16(+3), Int 19(+4), Wis 16(+3), Cha 14(+2)

    Skills:
    Acrobatics +17 = 10 + 3 [Level +3] +4 [Dex]
    Athletics +18 = 10 + 3 [Level +3] +5 [Str]
    Intimidate +15 = 10 + 3 [Level +3] +2 [Cha]
    Knowledge (arcana) +17 = 10 + 3 [Level +3] +4 [Int]
    Perception +18 = 10 + 3 [Level +3] +3 [Wis]
    Spellcraft +17 = 10 + 3 [Level +3] +4 [Int]
    Stealth +22 = 10 + 3 [Level +3] +4 [Dex] +5 [Piwafwi]

    Feats:
    -- Armor Proficiency (Light, Medium): Automatic to fighters
    --At Home in the Deep (DrU): Can see through a Darkness spell as if it were not there.
    --Crossbow Sniper (PHB II): Gain half DEX bonus to damage with crossbow. Sneak attack range rises to 60 feet instead of 30.
    --Hand Crossbow Focus (DrU): Reload hand crossbow as free action, +1 to attack rolls with hand crossbow.
    --Highborn Drow (RoF): May use detect good, detect magic, and levitate as spell-like abilities (see Magic in the Blood) with CL = character level.
    --Improved Levitation (RoF): May use levitate 24 times per day for 10 minutes at a time (!) (Calcs: 3/day x character level 8 x 10 mins at a time)
    --Improved Two-Weapon Fighting: gain an additional attack with the weapon in the off hand, albeit at a -5 penalty.
    --Magic in the Blood (PGtF): All spell-like abilities rise to 3/day uses.
    --Constant Guardian (DoTU): 1/turn, as a free action, take -2 to attack rolls to grant a single ally within 10 feet +2 dodge bonus to AC. Lasts until next turn or if movement is greater than 10 feet.
    --Point Blank Shot: +1 to attack rolls made at less than 30 feet.
    --Practiced Spellcaster (CArc): CL rises by 4 for wizard, to max of HD. QED Wizard CL is 6).
    --Create Potion or Scroll (instead of Scribe Scroll.)
    --Versatile Combatant (DrU): when armed with rapier and hand crossbow, treated as having Two-Weapon Fighting (i.e. penalties are reduced to -2/-2.)
    --Fey Heritage (CM): +3 to Will saves vs. enchantment effects.
    --Fey Legacy (CM): You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

    Maneuvers and Stances (Known/Readied/Stances) 4/3/1
    -- Wall of Blades: substitute attack roll for AC for one attack.
    -- Leading the Charge
    -- Iron Heart Surge
    -- White Raven Tactics
    -- Steel Wind.

    Languages: Common, Draconic, Drow Sign Language, Elven (drow dialect), Goblin, Undercommon
    Alignment: Chaotic Neutral
    Deity: Currently none.
    Region: Menzoberranyr
    Gender: Male
    Age: 85
    Height: 5'5"
    Weight: 130lbs

    Equipment:
    Magic Items in Body Slots
    Head: Hat of Disguise
    Face: Sundark Goggles
    Throat: Drow House Insignia (Cat's Grace)
    Shoulders: Lesser Drow Piwafwi
    Body: +2 mithral chain shirt
    Torso: Vest of Resistance
    Arms:
    Hands: Gauntlets of Ogre Power +2
    Ring 1: Ring of Protection +1
    Ring 2: Ring of Communication
    Waist: Healing Belt
    Feet: Sandals of Sprinting


    Weapon Information:
    - +2 Rapier (2lb)
    * Least Crystal of Return: Allows rapier to be drawn as a free action.
    - +1 Hand Crossbow
    * Least Crystal of Return: Allows hand crossbow to be drawn as a free action.

    Armour and other Clothing Information:
    - Mithral Chain Shirt +2 (10lb)
    - Drow House Insignia (Cat's Grace): 1/day, can be affected as the Cat's Grace spell.
    - Lesser Drow Piwafwi: +5 to Stealth checks (competence bonus) (1lb)
    - Vest of Resistance +1
    - Ring of Protection +1 (+1 deflection bonus to AC)
    - Gauntlets of Ogre Power +2: +2 to STR
    - Arcanist’s Gloves: 3/day, raise the caster level of a level 1 spell by 2.
    - Sandals of Sprinting (3/day, add +30 feet to move speed until next turn.)
    - Pink Ioun Stone (Intelligent: Casts Deathwatch constantly, as well as +1 insight bonus to AC.
    - Scarlet and Blue Ioun Stone (+2 to INT)

    Other Gear, Tools and Equipment:
    - Crossbow bolts (quiver of 10) x2
    - Spell component pouch
    - Handy Haversack (5lb)
    * 7 black pearls
    * Facepaint
    * 6 vials of Drow Poison (450 gp)
    * Pearl of Power, 1st level (1k)
    * Spellbook
    * Blanket, winter x2
    * Bottle
    * Case (for map or scroll)
    * Ink pen
    * Mirror
    * Parchment sheets x2
    * Rations (1 day) x2
    * Rope (50', hempen) x1
    * Soap
    * Comb
    *Vial (for ink or potions) x2
    * Waterskins x1

    Spells Known:
    0th: All
    1st: Alarm, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Invisible Servant, Mage Armor, Magic Missile, Mount, Protection from Evil, Protection from Good, Ray of Clumsiness (SpC), Ray of Enfeeblement, Shield, True Strike


    Spells Prepared (4/3) (CL 6)
    0:
    1:

    Description: Short and slim, as one would expect from a drow, Mazarun has a fondness for dressing well when out of combat, but danger trumps fashion, and so armour is more frequently his outfit of choice. The standard obsidian-black skin, pure white hair (worn in two forelocks that reach slightly past his shoulders, and reaching to his waist at the back) and red eyes apply here. Mazarun is oddly pretty-faced, even by drow standards - and has yet to work out whether this is a good or bad thing in entirety, given his origins.
    Picture:
    [IMG]
    And a drawn pic may be found here.

    Personality: There's a saying; it's not paranoia if they really are out to get you. And in Menzoberranzan, they are. Mazarun is extremely wary, constantly trying to work out if anyone might be plotting against him. He is, at times, prone to the sulkiness of one who is sure he's a superior individual but is being denied chances to show it. He has somewhat of a fear of spiders - not for their appearance, to which he is accustomed, but due to the superstitious fear that the Spider Goddess might be watching through their eyes. He does not even say Her name, lest he catch her attention. Still, aside from his ingrained belief that surface creatures aren't that clever, he tends to react well to kindness if it seems genuine, not having experienced much of it.

    Biography: Let me tell you a tale of a city of depravity and wickedness, and one young man struggling to find his place there... Oh. Already heard that one? This story doesn't quite go like that one. Mazarun was born to a Menzoberranzan House as their fourthborn son, the third having been sacrificed according to custom. While in the early years, he had some help from the less sadistic of his kin, it began to fall apart once he witnessed his father's final punishment for speaking out blasphemously, just once. It left a lesson engraved in his mind - keep your head down and don't make trouble. He trained at Melee-Magthere, and from there moved on to the other duties of a drow warrior, gradually losing both his childhood shreds of ethics and whatever courage might have permitted him to flee. And thus he might have spent the rest of his life as just another cold and deadly killer in a city of killers, had there not been an accident on one surface raid. A botched teleport spell flung his way scattered the group. He ended up far from home, alone, and unsure what to do next, until he was taken in by an old woman, blind and thinking him to be an ordinary elf. His time with her, helping her maintain life in her little cottage, gradually began to show him that things could be different. And thus he stands now, no longer quite one thing or another, unsure where to go from here...


    Name: William Marshall
    Race: Human (Tethyrian)
    Class: Wizard 7/Loremaster 3
    Hit Dice: 10d4 + 30 = 69

    Initiative: +5
    Speed: 30 ft

    AC: 10+ 1 Dex + 1 natural + 1 deflection + 2 [Bracers - armor] = 15
    Touch AC: 12
    Flat-Footed AC: 14

    Base Attack: +4
    Grapple: +4
    Attacks: N/A
    Damage: N/A
    Face/Reach: 5x5, 5 ft
    Special Attacks: Spells
    Special Qualities:
    Lore: Functions like Bardic Knowledge. May roll a +2 +10 +2 [Knowledge History] = 1d20+12 for this check.
    Familiar: Peregrine falcon, “Maeghen”
    Saves: Fort - 19, Ref - 21, Will - 26
    Abilities: Str - 10, Dex - 12, Con - 16, Int - 30 (+10), Wis - 17, Cha - 14

    Skills: Diplomacy +15, Heal +16, Knowledge (Arcana) +24, Knowledge (History) +24, Knowledge (the Planes) +22, Linguistics +20, Perception +16, Ride +13, Spellcraft +22, Survival +15, Use Magic Device +14

    Feats: Collegiate Wizard (CArc), Create Magic Item*, Extend Spell, Fiery Burst (CMag), Improved Initiative, Sculpt Spell*, Split Ray, Skill Focus (Knowledge: History), Twin Spell, Persistent Spell

    Languages: Common, Chondathan, Draconic, Elven, Sylvan, Ruathlek, Alzhedo, Undercommon
    Alignment: Neutral Good
    Deity: Currently none
    Region: Waterdeep
    Gender: Male
    Age: 49
    Height: 5'9"
    Weight: 157 pounds

    Equipment:
    Magic Items and Body Slots
    Head: Headband of Intellect +6 (INT +6)
    Face:
    Throat: Amulet of Natural Armour +1
    Shoulders: Cloak of Comfort +1
    Body: Brooch of Shielding
    Torso: Vest of Resistance +1
    Arms: Bracers of Armor +2
    Hands:
    Ring 1: Ring of Protection +1
    Ring 2: Ring of Communication
    Waist: Healing Belt
    Feet:

    Other Gear, Tools and Equipment:
    Sudden Stunning Dagger +1
    Bracers of Armor +2
    Brooch of Shielding (Absorbs 101 points of damage from Magic Missile)
    Ring of Communication
    Hobgoblin Spellbook
    Handy Haversack (5lb) (2k)
    Tome of Worldly Memory (1lb) (1.5k)
    Blessed Book (1lb) (3k)
    Rod of Metamagic, Lesser Extend (3k)
    Rod of Metamagic, Lesser Spell Chain
    Rod of Metamagic, Lesser Quicken
    Wand of Web
    Scroll of Sending
    Scroll of Servant Horde
    Fortifying Bedroll (2lb) (3k)
    Bottle
    Candle
    Case (for map or scroll) (1lb)
    Chalk
    Flasks x1 (2lb)
    Ink vial
    Ink pen
    Paper sheets x4
    Parchment sheets x4
    Pouch x1 (1lb)
    Rations (1 day) x2 (2lb)
    Sealing wax (1lb)
    Vial (for ink or potions) x2 (1lb)
    Waterskins x1 (4lb)
    Spell component pouch (2lb)
    Soap (1 lb)
    Razor
    Mirror (1lb)
    Scrolls: Cone of Cold, 2x Feeblemind, 1x Mass Fire Shield, 1x Mass Fly, 1x Overland Flight, 2x Greater Invisibility, 2x Polymorph, 1x Wall of Ice, 1x Wall of Sand, 1xFly, 2 x Teleport
    3,500 gp

    Weight: 30lb

    Spells per Day: (At-will/6/7/6/4/4) Attack Roll 1d20+10+spell level
    0th:
    1st:
    2nd:
    3rd:
    4th:

    Spells Known:
    0th:
    1st: Alarm, Cause Fear, Charm Person, Chill Touch, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Expeditious Retreat, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Mount, Protection from Evil, Protection from Good, Ray of Clumsiness, Ray of Enfeeblement, Shield, Sleep, True Strike
    2nd: Detect Thoughts, False Life, Flaming Sphere, Ghoul Touch, Glitterdust, Invisibility, Ray of Stupidity, Rope Trick, Scare, Scorching Ray, See Invisibility, Shatter, Web, Whispering Wind
    3rd: Claiaudience/Clairvoyance, Deep Slumber, Dispel Magic, Fireball, Greater Mage Armor, Greater Magic Weapon, Haste, Lightning Bolt, Phantom Steed, Servant Horde, Slow, Tongues
    4th: Assay Spell Resistance, Confusion, Defenestrating Sphere, Dimensional Anchor, Dimension Door, Enervation, Greater Invisibility, Lesser Geas, Mass Resist Energy, Orb of Fire, Polymorph, Scrying, Shout, Solid Fog, Summon Monster IV, Wall of Ice, Wall of Sand
    5th: Cone of Cold, Feeblemind, Hold Monster, Magic Jar, Mass Fire Shield, Mass Fly, Overland Flight, Sending, Teleport, Unfettered Heroism

    Appearance: William is a fairly competent-looking human, not overly solid in build but not particularly thin either. He has shoulder-length hair - medium brown in colour and generally messy - blue eyes, and a round, unremarkable face. Although he is almost fifty, no hint of grey shows in his hair yet, and his face more closely resembles that of a man in his late thirties. A general air of preoccupation hangs around him much of the time, belying his actual alertness to his surroundings. His usual dress is a blue robe, frequently inkstained, over sturdy trousers and a shirt, and sensible boots suited for travelling. His only concessions to any kind of decoration are the enchanted items of jewellery he wears. He has a few scars; the main ones are a thick burn scar in a diagonal across his chest, and an old gash across his right arm.

    [IMG]

    Personality: William is essentially deeply kind-hearted. He will go out of his way as often as not to help others, and refuses to harm the innocent. He will challenge injustice if he feels able to do so effectively. He is determined, and both studious and a traveller; on one hand, it would be perfectly possible to lose him in a library for days, but on the other hand he’s willing to undertake long journeys if necessary. He’s very cheerful around people willing to be friendly, and isn’t easy to provoke, but does not take kindly to insults.

    Biography: Born in Waterdeep to comfortably well-off glassware makers Edward and Ruth Marshall, William grew up a rather studious child. From an early age he was fascinated with mages and wizardry, and read any books he could get his hands on in hopes of finding out more. Once old enough to consider a trade, he persuaded his parents to allow him to study magic; his efforts wound up with him becoming a student in Blackstaff Tower at the age of fifteen, where he applied himself to his studies thoroughly. It was over twenty years before he left, feeling he had mastered the arts of magic sufficiently in the Tower and now needed to find out what other places had to offer.

    And so he became something of a traveller, seeking out new knowledge in other cities - and being side-tracked on occasion by hints of danger to Waterdeep and the surrounding realms, which he diligently worked to counter. Throughout his journeys, he retained his love for learning and would often spend as long as possible in any collection of books and other learnings that he came across. In this endeavour, he was joined perhaps eight years ago by a young female falcon named Maeghen, whom he made his familiar after coming across her on one of his journeys.

    And thus things remain with him; travelling wherever he can in order to seek out both threats and knowledge, and deal with them as efficiently as he can.

    Familiar: Maeghen was an ordinary peregrine falcon until William stumbled across her, trying to recover from an injured foot, when she was perhaps a year old. Heartstrings tugged by her struggles, he kindly treated her, and then decided to make her his familiar. He has since jokingly claimed to regret this decision; she’s loyal and devoted to him, but often treats him more like her hatchling than her master. She’s frequently the one who gets him to eat and sleep when he gets lost in his books, and her sharp beak has enforced her insistence more than once. For all his complaining, though, he’s truly fond of her and regards her as his closest friend. To others, she’s a little more distant, but in general her opinion of others is influenced by his.
    Last edited by Saintheart, Sep 28, 2012
  2. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Current Funds of the Company of the Crescent Flame
    86315.48 gold pieces

    Action Point totals for all party members:
    Ariel: 7
    Corrath: 9
    Skadi: 9
    Zanaek: 9
    Evelios: 9
    Ragnar: 9
    William: 9
    Mazarun: 9

    Current Body Count of the Company of the Crescent Flame
    Corrath: 1 hell hound, 1 worg, 1 goblin, 6 hobgoblins, 1 minotaur, 2 ogres, half a green dragon, 2 "harrowblades"
    Ariel: 2 hobgoblin clerics, 1 hobgoblin, 1 manticore, half a green dragon, 1 ogre
    Skadi: 1 hobgoblin champion, 10 hobgoblins, 1 ogre, half a black dragon, 1 half-fiend behir
    Zanaek: 2 hobgoblins, 1 worg, 1 chimaera, 1 Wyrmlord (Koth), 1 bulette.
    Evelios: 1 bulette
    William: 1 lich (the Ghostlord)
    Mazarun: 3 hobgoblins.
    Ragnar: 3 ogres, 6 hobgoblins, 2 hobgoblin casters, 1 ettin, 1 "harrowblade", 1 goon, 1 nobleman of Brindol, 1 bonedrinker
  3. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    An Abridged Chronicle of the Elsir War
    (Being thee Accounte of thee Learned Chronicler, Sainhartte, upon the readings of many Notes and Accounts in this year of Risen Elfkin):

    The Year of Scattered Lanterns, 1378 Dale Reckoning):

    1 Mirtul - The changeling Masc and his two companions are ambushed in the Blackfens by a harrowblade; only Masc survives this encounter, and is rescued and taken in by the elves of that area, the Tiri Kitor.

    6 Mirtul - The Company of the Crescent Flame, seeking the legendary treasure of Vraath Keep, is ambushed by a Red Hand raiding party outside Drellin's Ferry, which it defeats, discovering troubling links to a cult of Tiamat. That night the Company is hired by the Town Speaker, Norro Wiston, to investigate and if possible destroy those hobgoblin forces besetting the town.

    7 Mirtul - The Company moves out for Vraath Keep, stopping on the way to enlist the services of Jorr Natherson, a local forester, who calls the treasure of Vraath Keep the "Fool's Cache", and camping in the Witchwood that night.

    8 Mirtul - The Company attacks and overcomes the Red Hand forces hiding at Vraath Keep, capturing Wyrmlord Koth and sending him back to Drellin's Ferry with Alessandro Itrayem and Halden Virthyr. (Almost as an afterthought, the Company also distributes the proceeds of the Fool's Cache, which they have located.) Learning of the Hand's plans for Elsir Vale, the Company travels north to destroy Skull Gorge bridge while Ariel flies to Drellin's Ferry and back carrying word of the Red Hand's intentions. Late that evening Alessandro and Halden arrive at the Ferry with Koth in their custody, Halden volunteering to join the Vale's defence personally; Norro dispatches Halden to Brindol to raise the alarm. Alessandro cons Iormel out of his weapon and is imprisoned in the Old Toll House.

    9 Mirtul - The Company attacks and destroys Skull Gorge Bridge, along with its guardian dragon Ozyrrandion, though Najos Halcyon is killed during the assault. One hobgoblin bard escapes the Company. On the way back to Drellin's Ferry through the foothills of the Wyrmsmoke Mountains, the Company enlists the aid of Warklegnaw, a forest giant, in the defence of the Vale. An Alliance of Gods visits the Company with its strength that night, raising them all to level 7. Tempus also visits Ragnar Ingvarsson some miles to the east of the Ferry, telling him he must be at the Old Bridge Inn on the morning of 11 Mirtul, and that he is to seek out a Crescent Flame and join his strength with theirs.

    10 Mirtul - Word reaches Drellin's Ferry that the Old Rhest Trail north out of Vale has been blockaded by hobgoblins, and the Lion of Brindol bearing the news takes word of the Red Hand's intentions back to Brindol. At a council meeting in the Grove of the Old Ones outside the Ferry, the Company persuades Norro Wiston and the Council to evacuate Drellin's Ferry by the Council. Alessandro Itrayem is returned to the Company by Sergeant Hersk, while Jorr Natherson, Warklegnaw, and a druid named Avarthel head for the Wyrmsmoke Mountains to seek out and enlist the forest giant's kin to attempt to slow the Horde's advance. That same night, a small hobgoblin force attempts a rescue of the Wyrmlord, apparently having discovered from the scene at Vraath Keep that Koth was captured rather than killed. The Company repels this attempt -- barely -- killing the Wyrmlord as he attempts to escape. Demetrius Kemali joins the town's guard to escort the villagers in their flight east down the Dawn Way.

    11 Mirtul - Drellin's Ferry is evacuated, and the Company rides for the Rhest Trail.

    13 Mirtul - On the road to Rhest, five miles north of Talar, Celbrandir Silverwind is transformed into a true dragonborn at dawn. Durin Shieldbreaker breaks from the Company and rides east to Brindol. The Company reaches the close vicinity of the roadblock around sunset on this day. There, they attack and destroy the blockade, clearing the Rhest Trail for reinforcements from Shaarmid to the north. The same evening, the Company arrives at a ruined manor house and settles in for the night.

    14 Mirtul - In the early hours of this day, Celbrandir Silverwind is killed by two harrowblades the Company encountered. Shortly after the fight is over, though, a flight of Tiri Kitor elves arrives to question the Company as to its presence in the Blackfens. The Company, after explaining its motives, is flown to Starsong Hill, home of the Tiri Kitor. There, the Company presents its case to the Speaker for the Tiri Kitor and rests a few hours before being joined by Masc, guest of the Tiri Kitor. Masc, Ariel, and Poe the Raven fly to Rhest with Taliessar Quickleaf, an elven ranger, to scout out the ruins and their inhabitants, returning that night. Plans are made for the assault on the ruins.

    15 Mirtul - The Company sets out from Starsong Hill to the ruins of Rhest, guided by Killiar Arrowswift, arriving by midday and settling in for three hours to wait for the dragon to depart. Once it does, they steal into the ruins underwater, overwhelming the defenders of the ruins' belltower and penetrating the town hall through the lowest levels and finding their way into what appears the dragon's own lair. The Company then ambushes and defeats Regiarix, the black dragon of the ruins, as well as capturing Saarvith, the Wyrmlord. It also recovers what appears to be the phylactery of an undead spellcaster named the Ghostlord, and it is learned that the Ghostlord is creating an army of ghosts for the Horde. After some interrogation of Saarvith, the Wyrmlord is released to his fate and the Company returns to Starsong Hill, where a funeral is held in honour of Celbrandir and a great celebration proceeds.

    16 Mirtul - The gods again visit the Company with dreams, infusing them with strength. On waking, the Tiri Kitor agree to join the cause against the Red Hand and gift the Company with eight giant owls; it is the Company's intent to fly to Brindol to seek the Ghostlord's location, his origin and background revealed in conference with the Speaker of the Tiri Kitor. The Company flies southeast, reaching Brindol by sunset on this day; Skadi visits the caravan'aserai of Brindol, alerting a Calimshan caravan as to the coming threat and attempting entry to Brindol Keep unsuccessfully. Elsewhere, Avarthel, Warklegnaw, and Jorr bring their flag to Vraath Keep for the campaign of resistance against the Horde's advance into the Witchwood.

    17 Mirtul - In the early hours of the morning, the Company captures and then kills the Horde's master spy in Brindol. Following this, the Company secures the aid of Lady Kaal by handing over Masc and Alessandro to her service. Zanaek discovers the true location of the stone lion; and Mazarun and William join the party. Together, the party flies for the Thornwaste, and the abode of the Ghostlord.

    20 Mirtul - The Company reaches the stone lion at around three bells in the afternoon on this day. Mazarun and Corrath proceed to scout out the lion's interior, discovering both hobgoblins camped within the upper level of the massive structure and eventually finding their way through terrifying chambers of death to the Ghostlord's presence. The Ghostlord demands the return of his phylactery and allows the scouts to leave; they also locate what appears to be an elven skeleton within a diseased tree. On the ridge itself, the remainder of the Company deals with two magical aberrations resulting from the Ghostlord's presence. Meanwhile, in the Witchwood, Vraath Keep is attacked by the Red Hand and destroyed; Warklegnaw and Jorr Natherson are able to escape, though Avarthel the druid is captured.

    21 Mirtul - The Company raids the stone lion and destroys entirely the hobgoblin forces therein, managing to capture Ulwai Stormcaller, the Wyrmlord who struck the bargain with the Ghostlord. They also kill a massive fiendish behir named Varanthian. Ulwai begs the Company not to give the phylactery back to the Ghostlord. The Company withdraws to prepare for the confrontation against the Ghostlord.

    22 Mirtul - This morning, the Red Hand reaches Drellin's Ferry, burning and destroying it entirely. Avarthel the druid dies at Kharn's hand. The Company enters the stone lion once more, making their way to the Ghostlord's chambers and in a short, brutal battle, destroying the lich that has haunted the Valesfolk's stories for four hundred years. They proceed to then destroy the source of the lich's might, the Heart of the Lion, and raid the Ghostlord's not-inconsiderable treasury of all its wealth. Mazarun, very ironically, recovers the bones of Kasovilar, Sellyria's husband and who fought the Ghostlord four hundred years ago, to bring them home as the diseased tree in the Ghostlord's chambers withers and dies. That same day, however, the party is drawn into a collective dream which threatens to kill them until Ariel manages to break the enchantment, allowing the party to awaken on the morning of 23 Mirtul.

    23 Mirtul - The party awakens to discover a demon has ridden out of the dream into Ulwai Stormcaller's mind. Zanaek is able to drive the demon back to its mortal form, and the Company, releasing the giant owls from their service, teleports back to Brindol.
    Last edited by Saintheart, Sep 5, 2012
  4. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    House Rules


    Introduction:
    As you might guess, these are variations to the standard D&D rules we'll be using in this campaign, for those of you intimately familiar with the system. Heck, those of you not familiar with it might want to cast an eye over this list anyway and keep some of it in mind when you're generating characters. Most campaigns do have house rules of one kind or another. In no particular order, then:


    Ability enhancements:
    At every 4th level reached, you get to boost two ability stats by +1.


    Additional feats:
    Leaving aside any bonus feats you get as part of the character creation process, you get an additional feat at 1st level and then at every even level after that (2, 4, 6, 8, etc...)


    Critical Hits:
    No rolls to confirm critical hits, if it's a threat and it hits, it's a critical.


    Attacks of Opportunity:
    Do not exist and are not taken. Any feat which is directed solely to attacks of opportunity (whether improving yours or avoiding them) no longer needs to be taken and is not a prerequisite for any feat which would otherwise require it.


    Dodge Feat:
    Dodge feat gives a flat +1 Dodge bonus, no need to pick an opponent against whom the bonus applies.


    Casting spells in combat:
    If you're in meleé combat, and you try to cast a spell, you must make a Spellcraft check. Failure means you lose the spell. The rationale for this rule is that it's hard to concentrate when somebody is screaming and trying to hit you with a three-foot piece of sharpened steel.


    Charging:
    Charge is not the full round action of moving in a straight line. Instead, charging is a standard action where you move up to your movement rate in a straight line and make an attack at the end. So yes, you can move or perform a move-equivalent action before commencing a charge.


    Heighten Spell Feat:
    All magic users can Heighten their spells (as the metamagic feat) for free. If you want to amp up your spell and blow higher level slots, that's fine by us.


    Weapon Focus/Specialisation applies to the weapon group, not just the weapon.
    If a player selects weapon focus/specialization feats, it applies to the weapon group instead of just the weapon. This is so if you pick up a slightly larger sword you won't suddenly start sucking (metaphorically).


    For Druids, Shapeshifting replaces Wild Shape.
    This is the Shapeshifting rule, from the PHB II.


    Skill system:
    You don't have skill points as such. Instead, you're permitted to take a certain number of skills as learned when you create your character, according to the following table:


    Barbarian 4 + Int modifier
    Bard 6 + Int modifier
    Cleric 4 + Int modifier
    Druid 4 + Int modifier
    Fighter 4 + Int modifier
    Monk 4 + Int modifier
    Paladin 4 + Int modifier
    Ranger 6 + Int modifier
    Rogue 8 + Int modifier
    Sorcerer 4 + Int modifier
    Wizard 4 + Int modifier


    For each of the class skills you pick, your modifier is deemed as your character level plus three. For cross-class skills you pick, your modifer is deemed as your character level divided by 2 plus 3. So Conan the Librarian, a level 6 monk, with an intelligence of 18, can pick 8 skills that he's then deemed to have learned. 7 of them are skills which his class knows ("class skills"). The 8th skill is Riding, which is ordinarily the province of fighters (a "cross class skill"). For each of the class skills his modifier is +9 (level 6 + 3). On the other hand, for Ride, a cross-class skill, his modifier is +6 (level 6 divided by 2 + 3).


    You can use other skills which require no training, but if you haven't picked them as skills in the above list, your modifier for them is half of your current level. For example, Conan the Librarian has not learned anything about bluffing people, so his modifier is +3 (His level being 6, divided by 2).


    Just to restate that:
    • For class skills you've learned, your modifier is your ch
  5. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Combat Tokens:

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/ragnartoken.png]
    Ragnar finally gets his token as per the image Peng provided! (And incidentally, of all the portraits he's the only guy facing right...)

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/alessandrotoken.png]
    Alessandro, I know, already had a sketched token, but I wanted to try and get everyone in colour at least, and I came across this one during wanderings of the Internet. Keeps in with Alessandro's original picture, I hope...

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/masctoken.png]
    Masc. Didn't really want to just have a question mark or Bassil's avatar, so I figured this is kind of nice and unsettling. The eyes are the window to the soul, and yet ... you can't see anything of his face.

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/arieltoken.png]
    Found this one for Ariel after much googling. Word to the wise: try not to search up images using the terms "dark haired female elf". There are some sick people out there ... anyway, this was as close as I could get, but the wings simply didn't make it in. Portrait seems to have a nice resonance with Zanaek's, too, for some reason I can't quite put my finger on...

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/eveliostoken.png]
    Wasn't sure if ramza wanted his front page token or the one he'd searched up. I think this one works better for combat (and Evelios is the only guy who's looking front and centre, too!)

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/skaditoken.png]
    Skadi. She gets a gold backing because it works better with her portrait.

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/corrathtoken.png]
    Corrath. Need we say more?

    [image=http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/zanaektoken.png]
    And Zanaek, fundamentally unchanged from his last sitting for a portrait. ;)
  6. LightWarden Force Ghost

    Member Since:
    Oct 11, 2001
    star 4
  7. LightWarden Force Ghost

    Member Since:
    Oct 11, 2001
    star 4
  8. DarthXan318 Manager Emeritus

    Member Since:
    Sep 12, 2002
    star 6
    This space for rent.

    Ramza Note: Maps have been moved to a post further down because HTML
  9. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 6
    Evelios D'Rtan, Bard Extraordinaire, and Poe the Raven

    Images On File

    [IMG]

    [IMG]

    [IMG] (Errol Flynn, disguise and alias. You may think he looks familiar, but you definitely haven't seen him in any movies. What's a movie, anyway?)

    Up-To-Date Biography, In Which We Attempt To Explain Known Contradictions:

    The only son of the legendary Harper agent Leviat D?Rtan, Evelios was taught the importance of fighting the good fight from an early age, to the extent that his father, the night before he left for Waterdeep and never returned, bestowed upon him a Harper Token, a mystical object that allowed him to better read others? true intentions. A relatively common magical item, perhaps, but nonetheless his most prized possession; Evelios wears his Harper Token to this day, although typically hidden beneath the folds of his cloak. It has since been combined with another magical trinket to become even more effective.

    Always the creative type, at the age of fifteen Evelios left his home - wherever it was, he can no longer recall - to travel the Realms in search of new and exciting inspirations. He?s picked up more than a few different tricks along the way (He often boasts that he can play anything, except the drums, for which he has no love lost), and has won over many a cold heart with his abilities. He unfailingly has an amusing tale for almost every conceivable situation, though how many of these are made up is anyone's guess. At some point, Evelios came under the mentorship of an older bard whose name D'Rtan has long since forgotten, whom he refers to as What's-His-Face out of a strange sort of respect.

    (Chronicler's Note: D'Rtan's shaky hold over his own origin makes any of his tales extremely suspect at best. He seems to be generally convinced of them, which either makes his memory spotty with regards to earlier events or is an indication of tendencies towards pathological lying.)

    While he?s traveled far and wide in his wanderlust, the closest thing Evelios has to a home could possibly be considered Cormanthor forest. During his first trek there, on a trek from Tilverton to the Moonsea, he encountered perhaps the most beautiful woman he had ever seen. So beautiful, in fact, that when he first saw her he literally almost went blind. She was a nymph, and her name was Lia. Evelios was positively smitten.

    Over the course of several years, and with the help of his trusty companion Poe (A raven he had met and altered into his familiar while in the Cormanthor), Lia and Evelios fell steadily further in love with each other, and while they aren?t married in any binding definition of the word, they may as well be. Evelios makes sure to stop by their house in the Cormanthor periodically.

    (Chronicler's Note: The conversion of an existing animal into a familiar is scientifically and magically unprecedented feat but has appeared in several obscure books of ancient lore [Schumer, Of Mice and Mages].)

    Evelios and Poe joined the Company of the Crescent Flame on 9 Mirtul 1368 DR, after being sent to their location by a powerful mage by the name of Sertieren. He has been traveling with this group for approximately six days.

    (Chronicler's Note: Based on distances involved, such a mage would be extraordinarily powerful. No such mage by the name of Sertieren has existed for over 2000 years - the exact means by which Evelios actually arrived, ring in hand, are currently unknown.)

    Known Personalities
    Evelios is so batty at this point that it's easier to just say it's probably a different him speaking every time.
    Last edited by Ramza, Sep 5, 2012
  10. Livi-Wan Force Ghost

    Member Since:
    Sep 29, 2002
    star 4
    Excerpt from the Book of Deeds of Cleric Sa'adi amat-Tyr, bint-Ahmed, ibn-Farouk, ibn-Khalid, al Adim, reproduced by kind permission of the Tyrian Hall of Records

    [image=http://i15.photobucket.com/albums/a360/Livi-Wan/saadi.jpg]

    Introduction
    by Chronicler Gudrun


    To introduce this Book of Deeds is to introduce a figure of a great many contradictions. Born in Calimport in the Year of Dancing Water, Cleric Sa'adi al-Adim could not have been raised further from the church of Tyr. Her father was a fisherman, her mother the youngest daughter of a disgraced merchant clan. The youngest of four children, Sa'adi grew up around boats, and sailing was as natural to her as riding (indeed, she often confessed a great dislike for horses). In many ways, it was an idyllic childhood until young Sa'adi came of age and decided that she was not going to marry anyone, and especially nobody her parents picked out for her. Calimshan being a country that frowns on such independence, Sa'adi (perhaps rashly) took matters into her own hands and ran away to sea, joining the crew of the notorious pirate vessel Harpy. Ten years passed in blood and terror along the coasts.

    On a routine raid, Sa'adi (now Captain Skadi) captured Cleric Isak Sturlosson, who was at the time on a mission to Calimshan, hoping to set up a church of Tyr. Despite his advanced age, Cleric Isak was not afraid and, sensing the anger and regret within the young Captain, began to tell her of the way of Tyr. It did not take long for Sa'adi to realise that this was the new life she wanted. Helping Cleric Isak escape, the two journeyed together to the Abbey of the Rock, where Isak lived to see Cleric Sa'adi complete her training (at thirty, she is recorded as the oldest novice to date) and take holy orders as a full-fledged Cleric of Tyr. Over the next fifteen years, Cleric al-Adim became restless with monastery life and longed for the chance to right the wrongs of her past. This led her to travel beyond the Abbey to meet up, quite by chance, with what we now call the Company of the Crescent Flame.

    And it was there, at Alqidar's Crossing, that her story truly begins.



    Much Less Serious Twitter Proceedings

    />
  11. DarthXan318 Manager Emeritus

    Member Since:
    Sep 12, 2002
    star 6
    The Life and Times of Corrath Marktos

    [image=http://img.photobucket.com/albums/v605/xany/corrath_by_livi-wan.jpg]


    Miscellaneous Traits:

    • Corrath likes shiny things. She'll also steal shiny things she likes with complete disregard for morality (sadly, travelling with two clerics has not rubbed off on her), although so far she's refrained from stealing from the party. Or has she?

    • Hates drunks; will go out of her way to ridicule them. Does not hate alcohol itself, only those who can't handle it.

    • Like most half-elves, Corrath is a very light sleeper and doesn't need more than 4 hours' sleep per night. She also sleeps with a dagger under her pillow, but this is habitual rather than a specific lack of trust in the group.

    • She has a soft spot for horses. She's a lousy rider, but she likes them anyway, and has probably stolen a few in her lifetime too. (Her current horse, Altair, was however obtained legally.)




    Non-Canonical Shenanigans

    Corrath's Twitter Account/>/>
  12. Penguinator RPF Modinator and Batmanager

    Manager
    Member Since:
    May 23, 2005
    star 5
    Ragnar Ingvarsson

    [image=http://th09.deviantart.net/fs7/300W/i/2005/182/3/f/Viking_Warrior_by_severeene.jpg]


  13. Ragnar likes Ale

  14. Ragnar likes fighting

  15. Ragnar likes puppies

  16. Ragnar cannot read

  17. Ragnar doesn't like complicated things



  18. />
  19. CmdrMitthrawnuruodo Force Ghost

    Member Since:
    Jul 1, 2000
    star 6
    Intelligence on the Horde


    Interrogation of Koth


    7. Who is the leader of the Red Hand?

    "Four Wyrmlords lead the Red Hand -- myself, a goblin ranger named Saarvith, a hobgoblin bard named Ulwai Stormcaller, and a hobgoblin Talon of Tiamat named Hravek Kharn. The High Wyrmlord above them is named Azarr Khul, a powerful cleric of Tiamat."

    10. What are the plans of the Red Hand?

    ?To conquer Elsir Vale, and sack, pillage, and occupy its settlements. The horde will descend from the mountains, crossing Skull Gorge Bridge. The initial assault will fall on Drellin's Ferry, followed by the Red Hand moving along the Dawn Way to remove Brindol as a threat, and from there to destroy remaining resistance in the Vale. The Red Hand will kill all human, elven, or dwarven resistance that stands in its path until these objectives are met."

    25. How long until those forces attack Drellin's Ferry?

    "The horde is due to march from Cinder Hill five days from now. It will take them one day to clear Skull Gorge, and then four more days to manuever through this forest. The plan was to attack Drellin's Ferry on the eighteenth day of this month."

    26. Who is your master?

    "Each of us Wyrmlords each answer to the High Wyrmlord, Azarr Khul -- but Hravek Kharn is his commander in the field. I answer to Kharn."

    28. Why are the goblin races in possession of Tiamat artifacts?

    "Tiamat is our goddess, as shown to us by Azarr Khul. We are given gifts of Tiamat by her clerics with our army."

    30. How large is the force gathering at Cinder Hill?

    "I do not know the exact number. Many thousands. Every goblin, hobgoblin, and bugbear tribe in the Wyrmsmoke Mountains has united under our banners."

    31. How soon will that force attack Drellin's Ferry?

    "As I have said -- the horde is due to attack Drellin's Ferry ten days from now."

    32. How many patrols have you sent out that are expected back?

    "I have six raiding and scouting parties in these woods at present. I expect one of them to report back here at one hour after sundown."

    36. Tell me about Saarvith?

    "He is a goblin ranger, strong and dangerous with a bow. He is not with the horde forces at present; he has been sent to a drowned city north of the Vale to work on a secret weapon of the horde."

    37. Tell me about Ulwai Stormcaller?

    "She is a hobgoblin bard. A great teller of tales. I do not know her whereabouts."

    38. Tell me about Hravek Khar?

    "He is a Talon of Tiamat, the strongest of us and favoured by Azarr Khul with Tiamat's blessings. He is the overall commander of the Red Hand's forces in the Vale, though he, too, answers to Azarr Khul. If you think that his removal will cause the destruction of the horde, think again. Another Wyrmlord will simply be promoted in his place."

    39. Tell me about Azarr Khul?

    "He is our leader, the one who showed us the way of Tiamat and ended our squabbling amongst ourselves. He is a great priest of Tiamat, a dragonborn hobgoblin. I met him once when he made me the fourth Wyrmlord. I do not know where our leader is. Kharn has told us he is praying, seeking blessings for the horde's success, and some say he has a refuge in the mountains, but I have never been there."

    42. What is this secret weapon?

    "I am unsure. It has something to do with our goddess, but Saarvith revealed its nature only to Wyrmlord Kharn and the High Wyrmlord."

    44. How large is this raiding/scouting party that is returning soon?

    "Ten hobgoblin warriors, a priest, a captain-at-arms, and two hell hounds."

    45. How long until the other five return to the Keep?

    "They are due in at varying points over the next three days. The second is due three
  20. Rilwen_Shadowflame Force Ghost

    Member Since:
    Mar 27, 2005
    star 6
    Posted here with LightWarden's okay, a brand new bold adventurer!

    Mazarun Zothyrr
    Race: Drow
    Class: Fighter 6/Wizard 2
    Hit Dice: 6d10+2d4+24 HP: 97
    Initiative: +6
    Speed: 30ft
    AC: 21(+4 dex +4 armour + 2 enhancement +1 ring)
    Touch/Flat-footed: 15/17
    Base Attack/Grapple: +7/+11
    Attacks: +14/+9 Rapier, +13/+8 Hand Crossbow
    Damage: 1d6+6 Rapier, 1d4+3 Hand Crossbow
    Face/Reach: 5x5, 5 Feet
    Special Attacks: Hit-and-Run Tactics (DrU), Spells, Spell-like Abilities
    Special Qualities: Spell Resistance 19,
    Saves: Fort +10 Ref +7 Will +9 (+2 vs Spells/Spell-like abilities)
    Abilities: Str 18(+4), Dex 19 (+4), Con 16(+3), Int 17(+3), Wis 16(+3), Cha 14(+2)
    Skills: Acrobatics +15, Athletics +15, Intimidate +13, Knowledge (arcana) +14, Perception +16, Spellcraft +14, Stealth +20,
    Feats (10): At Home in the Deep (DrU), Crossbow Sniper (DrU), Hand Crossbow Focus (DrU), Highborn Drow (RoF), Improved Levitation (RoF), Improved Two-Weapon Fighting, Magic in the Blood (PGtF), Master of Poisons (DrU), Point Blank Shot, Practiced Spellcaster (CArc) Scribe Scroll*, Versatile Combatant (DrU), Weapon Focus (Light Blades)
    Languages: Common, Draconic, Drow Sign Language, Elven (drow dialect), Goblin, Undercommon
    Alignment: Chaotic Neutral
    Deity: Currently none.
    Region: Menzoberranyr
    Gender: Male
    Age: 85
    Height: 5?5?
    Weight: 130 lbs

    Equipment:
    +2 rapier (8k) + least crystal of return (.3k)
    +1 hand crossbow (2k) + least crystal of return (.3k)
    +2 Mithral Chain Shirt (5k)
    Handy Haversack (2k)
    Lesser Drow Piwafwi (2.5k)
    Vest of Resistance (1k)
    Ring of Protection +1 (2k)
    Healing Belt (750)
    Sundark Goggles (RotD)
    6 vials of Drow Poison (450 gp)
    Arcanist?s Gloves (MIC) (500 gp)
    Pearl of Power, 1st level (1k)
    Spellbook
    Crossbow bolts (quiver of 10) x2
    Blanket, winter x2
    Bottle
    Case (for map or scroll)
    Ink pen
    Mirror
    Parchment sheets x2
    Rations (1 day) x2
    Rope (50', hempen) x1
    Soap
    Comb
    Vial (for ink or potions) x2
    Waterskins x1
    Spell component pouch


    Spells Known:
    0th: All
    1st: Endure Elements, Enlarge Person, Grease, Identify, Invisible Servant, Ray of Clumsiness (SpC), Shield, True Strike

    Spells Prepared (4/3) (CL 6)
    0: Detect Poison, Ghost Sound, Mage Hand, Prestidigitation,
    1:

    Magic Items and Body Slots:
    Head: Hat of Disguise
    Face: Sundark Goggles
    Throat:
    Shoulders: Lesser Drow Piwafwi
    Body: +2 mithral chain shirt
    Torso: Vest of Resistance
    Arms:
    Hands: Arcanist?s Gloves
    Ring 1: Ring of Protection +1
    Ring 2:
    Waist: Healing Belt
    Feet:

    Weight:



    Description: Short and slim, as one would expect from a drow, Mazarun has a fondness for dressing well when out of combat, but danger trumps fashion, and so armour is more frequently his outfit of choice. The standard obsidian-black skin, pure white hair (worn in two forelocks that reach slightly past his shoulders, and reaching to his waist at the back) and red eyes apply here. Mazarun is oddly pretty-faced, even by drow standards - and has yet to work out whether this is a good or bad thing in entirety, given his origins.
    Picture:
    [image=http://i27.photobucket.com/albums/c169/ShadowflameDemonchild/Misc/MazarunZolond01.png]
    And a drawn pic may be found here.


    Personality: There's a saying; it's not paranoia if they really are out to get you. And in Menzoberranzan, they are. Mazarun is extremely wary, constantly trying to work out if anyone might be plotting against him. He is, at times, prone to the sulkiness of one who is sure he's a superior individual but is being denied chances to show it. He has somewhat of a fear of spiders - not for their appearance, to which he is accustomed, but due to the superstitious fear that the Spider Goddess might be watching through their eyes. He does not even say Her name, lest he catch her attention. Still, aside from his ingrained belief that surface creatures aren't that clever, he tends to react well to kindness if it seems genuine, not having experienced much
  21. cassie5squared Jedi Grand Master

    Member Since:
    Dec 8, 2010
    star 2
    OOC: Hi there! I'm a newbie to all this, as you can probably guess; I was recruited by Rilwen_Shadowflame for this game specifically, and have been working with her and LightWarden over the last few weeks to put together this character to hopefully join the gang and have some adventures. Posting here with LightWarden's okay.

    Name: William Marshall
    Race: Human (Tethyrian)
    Class: Wizard 7/Loremaster 1
    Hit Dice: 8d4 + 24 = 57

    Initiative: +5
    Speed: 30 ft

    AC: 10+ 1 Dex + 1 natural + 1 deflection = 13
    Touch AC: 12
    Flat-Footed AC: 12

    Base Attack: +3
    Grapple: +3
    Attacks: N/A
    Damage: N/A
    Face/Reach: 5x5, 5 ft
    Special Attacks: Spells
    Special Qualities:
    Familiar: Peregrine falcon, ?Maeghen?
    Saves: Fort - 7, Ref - 5, Will - 14
    Abilities: Str - 10 (+0), Dex - 12 (+1), Con - 16 (+3), Int - 24 (+7), Wis - 17 (+3), Cha - 14 (+2)

    Skills: Diplomacy +13, Heal +14, Knowledge (Arcana) +20, Knowledge (History) +21, Knowledge (the Planes) +18, Linguistics +18, Perception +14, Ride +12, Spellcraft +18, Survival +14, Use Magic Device +12

    Feats: Collegiate Wizard (CArc), Create Magic Item*, Extend Spell, Fiery Burst (CMag), Improved Initiative, Sculpt Spell*, Split Ray, Skill Focus (Knowledge: History)

    Languages: Common, Chondathan, Draconic, Elven, Sylvan, Ruathlek, Alzhedo, Undercommon
    Alignment: Neutral Good
    Deity: Mystra
    Region: Waterdeep
    Gender: Male
    Age: 49
    Height: 5'9"
    Weight: 157 pounds

    Equipment:
    Magic Items and Body Slots
    Head: Headband of Intellect +2 (INT +2)
    Face:
    Throat: Amulet of Natural Armour +1
    Shoulders: Cloak of Comfort +1
    Body:
    Torso:
    Arms:
    Hands:
    Ring 1: Ring of Protection +1
    Ring 2:
    Waist:
    Feet:

    Other Gear, Tools and Equipment:
    Handy Haversack (5lb) (2k)
    Tome of Worldly Memory (1lb) (1.5k)
    Blessed Book (1lb) (3k)
    Rod of Metamagic, Lesser Extend (3k)
    Fortifying Bedroll (2lb) (3k)
    Bottle
    Candle
    Case (for map or scroll) (1lb)
    Chalk
    Flasks x1 (2lb)
    Ink vial
    Ink pen
    Paper sheets x4
    Parchment sheets x4
    Pouch x1 (1lb)
    Rations (1 day) x2 (2lb)
    Sealing wax (1lb)
    Vial (for ink or potions) x2 (1lb)
    Waterskins x1 (4lb)
    Spell component pouch (2lb)
    Soap (1 lb)
    Razor
    Mirror (1lb)
    3,500 gp

    Weight: 30lb

    Spells per Day: (At-will/6/5/5/3)
    0th:
    1st:
    2nd:
    3rd:
    4th:

    Spells Known: (many/16/8/8/8)
    0th:
    1st: Alarm, Charm Person, Color Spray, Comprehend Languages, Endure Elements, Enlarge Person, Feather Fall, Grease, Identify, Mage Armor, Magic Missile, Protection from Evil, Ray of Clumsiness, Shield, Sleep, True Strike
    2nd: Detect Thoughts, Glitterdust, Invisibility, Ray of Stupidity, Rope Trick, See Invisibility, Shatter, Web
    3rd: Deep Slumber, Dispel Magic, Fireball, Greater Mage Armor, Greater Magic Weapon, Haste, Phantom Steed, Slow
    4th: Confusion, Defenestrating Sphere, Greater Invisibility, Mass Resist Energy, Orb of Fire, Scrying, Solid Fog, Wall of Sand

    Appearance: William is a fairly competent-looking human, not overly solid in build but not particularly thin either. He has shoulder-length hair - medium brown in colour and generally messy - blue eyes, and a round, unremarkable face. Although he is almost fifty, no hint of grey shows in his hair yet, and his face more closely resembles that of a man in his late thirties. A general air of preoccupation hangs around him much of the time, belying his actual alertness to his surroundings. His usual dress is a blue robe, frequently inkstained, over sturdy trousers and a shirt, and sensible boots suited for travelling. His only concessions to any kind of decoration are the enchanted items of jewellery he wears. He has a few scars; the main ones are a thick burn scar in a diagonal across his chest, and an old gash across his right arm.

    [image=http://i301.photobucket.com/albums/nn45/Cassie5squared/WilliamDD.png]

    Personality: William is essentially deeply kind-hearted. He will go out of his way as often as not to help others, and refuses to harm the innocent. He will challenge injustice if he feels able to do so effectively. He is determined, and both studious and a traveller; on one hand, it would be perfectly possible to lose him in a library for days, but on the
  22. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    What you know of the Vale's history, in quoted form and otherwise:

    - Skadi wears the armour of King Elias Kharmantle, the king who first reached accord with the Tiri Kitor and who conducted a war of expansion south of the Witchwood against Urikel Zarl (who later became the Ghostlord).

    - Ragnar bears Elias's hammer.

    The oral history of the Ghostlord and Rhestilor, as recorded in bardic legend:
    ?He was not always a necromancer,? said Trellara. ?He was once a druid. A wise druid; a human who knew the ways of Nobanion and Silvanus -- one who loved the land as much as we do. He dwelt in the green plains south of the great wood.?
    ?South of the great wood?? asked Skadi, her brow furrowing. ?The Witchwood is the only forest nearby. Do you refer to Elsir Vale??
    ?Yes. The name is drawn from our tongue: e?lesir?ae channariya, Land of Emerald Winds. The druid led several tribes of nomads; they are said to have built a massive lion of stone in honour of him ? for he had taught them the ways of the lion and how to live at peace with them.?
    ?We haven?t seen many lions in our travels in the Vale,? said Alessandro.
    ?Forgive me ? I forget how fleeting the human lifespan is. It was long ago for your people. He who is now the Ghostlord lived in Elsir Vale in what the sage Alaundo called the Year of the Dawn Rose.?
    ?So, about six hundred years ago, then?? Evelios amplified for the Company. The Year of the Dawn Rose was the year 720 in Dale Reckoning. Leviat D?Rtan had taught him that was the year the Harpers had been refounded; it also dated back to the fall of Myth Drannor ? a rather seminal event in the life of the Cormanthor, Evelios?s home.
    ?Yes. Rhestilor was then still in its infancy. Its kings, in the summer of their reign, were upright men who knew how to conquer without war,? Trellara continued. ?When they began to expand their lands south past the great wood, they secured a peace with the druid and his tribesmen. Rhestilor would seek no claim past the gulf between the Wyrmsmoke Mountains and the Wyvernwatch Mountains in the south, if the druid and his tribesmen withdrew into the plains west of the Vale and took the lions with them. The druid?s magic allowed that to take place. Legend has it they secured the compact by the raising of a circle of menhirs upon the agreed border, in honour of Silvanus. In turn, the king in Rhestilor set a human outpost to guard the circle and took a crowned lion as his sigil to signify he would always remember the agreement.?
    ?The legend is true,? said Ariel suddenly. The smallest of smiles danced around her lips. ?We have seen the circle.?
    Alessandro frowned. ?We have??
    ?In Drellin?s Ferry,? said Ariel. ?The Grove of the Old Ones ? the site that Avarthel the druid tended.?
    ?It remains? With a druid to defend it, no less?? asked Trellara.
    Ariel nodded. ?We spent a night there ourselves, and Silvanus?s blessing is still strong upon it.?
    ?Corellon be thanked,? breathed Illian Snowmantle, standing next to Sellyria. Even so, the more perceptive members of the Company didn?t notice a matching expression from the Speaker of the Tiri Kitor.
    Quite the opposite: she seemed to be troubled.
    ?But here the tale grows dark,? said Trellara. ?We elves say it is the doom of men that their summers should be bright and warm, but short and tragic. And as time went on, the ? asa?ko?tumitha ? of the kings in Rhestilor faded.?
    ?Nobility,? translated Corrath, her lip curling.
    ?Deep of root, green of leaf, to be precise,? said Mal Windrider, ?though it translates roughly the same, really. Sorry. Go on.?
    ?One year, a large band of nobles rode into the west, into the tribesmen?s lands. The nomads befriended them, but were betrayed when the visitors hunted down and killed a lion monarch for his pelt and claws. The tribesmen honoured the lion above all else; they slew the visiting nobles to a man. The king in Rhest was roused to wrath. Rhestilor?s army marched against the plains.? Trellara shook her head. ?It must have been a slaughter. Disorganised nomads were no match for steel, bow, and spell, even with lions rising t
  23. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    I like soundtracks, you see, and it occurred to me that whilst we?ve had the odd theme here and there, I?ve never tried to look for specific ?themes? for you, my party members.

    Hence the below choices. I know some of these may not fit with your visions of the characters; that?s almost inevitable given we all have different ideas about the people who are part of the adventure. Think of this as simply my humble gifts to you all, after watching you all play so beautifully in the game :)

    Skadi
    This piece seems to reflect Skadi?s history. We have an oppressive, dark-sounding opening, with what sounds like the cries of a soul crushed under that darkness ? and then a martial, redemptive theme which seems to fit what happened to Skadi. And the third movement almost sounds like Skadi singing in concert with Tyr's own house band ;) Given Skadi has sung before, I thought this appropriate.

    Corrath
    Again, some reflections on Corrath?s past; we have the echoes of elven music in her heritage, followed by a more energetic sequence. And the theme is called ?Enigmatic Soul?, after all ;)

    Evelios
    Completely off the wall here, just as Evelios is. Source is The Fifth Element, and the reason for selection is that, for a large part, it?s composed entirely of people?s voices. Hence, a look into the crazy bard?s head. :)

    Mazarun
    Quiet, reflective piece; pared back, and even a little melancholy, as distinct from some of the more full-on pieces. Reflects drow furtiveness and sense of isolation in being on the surface.

    Zanaek
    Yes, it?s for a technical NPC, but Z has been with you all for so long he deserves a piece of his own. Simple; from the heart; the essence of a healer?s care for all people.

    Ragnar
    Not, as you might expect, the full-on battle music, but rather a more contemplative, ?walker? theme that isn?t scared of going straight into battle, either. And the name of the tune is ?Heart of Courage?, what else can I say?

    William
    A little enigmatic, but suggestive of resolve, hidden strength, and the wandering William?s done over the years. Hope it works.

    Ariel
    Off to the Eyrie! An exotic first movement suggesting a fortress, hidden, far away in the mountains, strengthening into a warm place where wings beat endlessly as the Avariel rebuild their people. Although the tune is from somewhere ?deeper?, it works for Ariel?s status as a warrior of her people.

    Hope you enjoy. :)


    Party's clean combat stats:

    Corrath Marktos
    HP: 56/56
    AC: 22
    Attack/Damage: Carduus ex Dei/Bloodthirst: +12/+7/+11/+7 (R/R/K/K), +14/+9 Rapier, +13/+8 Kukri, +12/+7 Ranged, +7/+2 Dagger
    - +2 Keen Rapier (Carduus) 1d6+2 (15-20/x2 +4d6)
    - +1 Kukri (Bloodthirst) 1d6+1 (18-20/x2 +4d6)
    - Masterwork shortbow 1d6 (20/x3 +4 d6, range inc 70 feet)
    - Masterwork Dagger 1d4 (19-20/x2 +4 d6, range inc 10 feet)
    Rending Gauntlets uses: 3/3
    Boots of Swift Passage uses: 5/5
    Saves: Fort - 14, Ref - 22, Will - 13
    NB: All damage rolls increase by 3 if at half hitpoint total or less ? but doesn?t stack with bard bonus.
    Saves vs. fear increase by +3 if at half hitpoint total or less ? but doesn?t stack with bard bonus.

    Potions: 1 x CLW, 1 x CMW, 1 x CSW, 1 x Cat?s Grace, 1 x Elixir of Sneaking


    Evelios D'Rtan
    HP: 68/68
    AC: 21 (with Skin of Ectoplasmic Armor activated); 13 (when not)
    Attack / Damage: Legeia +9/+4, Whip +7/+1, shortbow +8/+3
    - Legeia 1d6 +3 (18-20/x2) +1d6 [cold] + 4 [sonic]
    - Whi
  24. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Defensive bump!

    Why not come to magnificent Sweden this year?
  25. Ramza JC Head Admin and RPF Manager

    Administrator
    Member Since:
    Jul 13, 2008
    star 6
    Maps for the Map God:


    Drellin's Ferry:

    <img src="http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/95681.jpg">

    1. - Guardposts.
    2. - The Village Green.
    3. - Town Speaker's House.
    4. - The Green Apple.
    5. - Morlin's Smithy.
    6. - Shrine of Lathander.
    7. - Sertieren the Wise's House.
    8. - The Old Toll House.
    10. - The Old Bridge Inn.
    11. - Jarrett's Sundries.
    12. - Delora's Livery Stable.
    16. - Gausler's Brewhouse.
    18. - Sterrel's Provisioning.
    19. - Avarthel's Grove (the Old Ones)


    Elsir Vale:

    <img src="http://farm1.static.flickr.com/82/213852209_03f19afa5a_o.jpg">


    The Witchwood:

    <img src="http://www.wizards.com/dnd/images/rhod_maps/95682.jpg">

    A) Dawn Way
    B) The Witch Trail
    C) Jorr's Cabin
    D) Blackwater Causeway (a bridge across Swift Creek)
    E) Vraath Keep
    F) The Old Forest Road
    G) An old trail
    H) The Twistusk Steading
    I) Skull Gorge Bridge
    J) The hills & mountains

    Wyrmlord Koth's map:

    <img src="http://www.wizards.com/dnd/images/rhod_maps/95685.jpg">


    Starsong Hill:

    <img src="http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/95689.jpg">

    1 - Sentry posts
    2 - Giant owl nests
    3 - Guest tents
    4 - The Speaker's House
    5 - The Temple
    6 - The Hall
    7 - A large tent


    Saarvith's map of the Blackfens:

    <img src="http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/blackfens.jpg">


    Brindol:

    <img src="http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/brindolfirstmap.jpg">

    Districts of Brindol:

    <img src="http://i217.photobucket.com/albums/cc4/Borf_the_Dwarf/brindoldistrictmap.jpg">
  26. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
  27. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Intelligence on the Horde


    Interrogation of Koth


    7. Who is the leader of the Red Hand?

    "Four Wyrmlords lead the Red Hand -- myself, a goblin ranger named Saarvith, a hobgoblin bard named Ulwai Stormcaller, and a hobgoblin Talon of Tiamat named Hravek Kharn. The High Wyrmlord above them is named Azarr Khul, a powerful cleric of Tiamat."

    10. What are the plans of the Red Hand?

    “To conquer Elsir Vale, and sack, pillage, and occupy its settlements. The horde will descend from the mountains, crossing Skull Gorge Bridge. The initial assault will fall on Drellin's Ferry, followed by the Red Hand moving along the Dawn Way to remove Brindol as a threat, and from there to destroy remaining resistance in the Vale. The Red Hand will kill all human, elven, or dwarven resistance that stands in its path until these objectives are met."

    25. How long until those forces attack Drellin's Ferry?

    "The horde is due to march from Cinder Hill five days from now. It will take them one day to clear Skull Gorge, and then four more days to manuever through this forest. The plan was to attack Drellin's Ferry on the eighteenth day of this month."

    26. Who is your master?

    "Each of us Wyrmlords each answer to the High Wyrmlord, Azarr Khul -- but Hravek Kharn is his commander in the field. I answer to Kharn."

    28. Why are the goblin races in possession of Tiamat artifacts?

    "Tiamat is our goddess, as shown to us by Azarr Khul. We are given gifts of Tiamat by her clerics with our army."

    30. How large is the force gathering at Cinder Hill?

    "I do not know the exact number. Many thousands. Every goblin, hobgoblin, and bugbear tribe in the Wyrmsmoke Mountains has united under our banners."

    31. How soon will that force attack Drellin's Ferry?

    "As I have said -- the horde is due to attack Drellin's Ferry ten days from now."

    32. How many patrols have you sent out that are expected back?

    "I have six raiding and scouting parties in these woods at present. I expect one of them to report back here at one hour after sundown."

    36. Tell me about Saarvith?

    "He is a goblin ranger, strong and dangerous with a bow. He is not with the horde forces at present; he has been sent to a drowned city north of the Vale to work on a secret weapon of the horde."

    37. Tell me about Ulwai Stormcaller?

    "She is a hobgoblin bard. A great teller of tales. I do not know her whereabouts."

    38. Tell me about Hravek Khar?

    "He is a Talon of Tiamat, the strongest of us and favoured by Azarr Khul with Tiamat's blessings. He is the overall commander of the Red Hand's forces in the Vale, though he, too, answers to Azarr Khul. If you think that his removal will cause the destruction of the horde, think again. Another Wyrmlord will simply be promoted in his place."

    39. Tell me about Azarr Khul?

    "He is our leader, the one who showed us the way of Tiamat and ended our squabbling amongst ourselves. He is a great priest of Tiamat, a dragonborn hobgoblin. I met him once when he made me the fourth Wyrmlord. I do not know where our leader is. Kharn has told us he is praying, seeking blessings for the horde's success, and some say he has a refuge in the mountains, but I have never been there."

    42. What is this secret weapon?

    "I am unsure. It has something to do with our goddess, but Saarvith revealed its nature only to Wyrmlord Kharn and the High Wyrmlord."

    44. How large is this raiding/scouting party that is returning soon?

    "Ten hobgoblin warriors, a priest, a captain-at-arms, and two hell hounds."

    45. How long until the other five return to the Keep?

    "They are due in at varying points over the next three days. The second is due three hours before sunrise tomorrow; the third, sunset that day; the fourth, midnight day after tomorrow; the fifth, dawn the day after tomorrow; the last, sunset of that day."

    47. Are there any spies or informants working for the Red Hand within the villages and cities of Elsir Vale?

    "I have heard Kharn has sent his master spy into Elsir Vale to further identify potential problems and weak spots across its defences, but little more than that."

    48. Name the ones that you know and where they are operating.

    "The name of Kharn's master spy is a closely-guarded secret, as is their current location. It is known the master spy is an aranea, but I do not know anything more about it. We were also contacted by a female storekeeper in Drellin's Ferry offering her services as a spy, but we rejected it because she demanded first pick of any prisoners to be taken."

    51. Where are your raiding parties currently assigned to raid at or along?

    "Each captain-at-arms is given a brief to reconnoitre the southern, southwestern, and eastern edges of the Witchwood and make extensive notations of the lay of the land where he goes. They are given permission to raid as they see fit, but not to capture or conquer. The raiding is nearing an end, anyway; when they come in over the next few days, most of them will return to join up with the horde's main force for its march on the Vale."

    52. Who or what is Tyrgarun?

    "Tyrgarun is a large blue dragon. He is the confidant of the High Wyrmlord."

    53. What is an aranea?

    "An intelligent spider, able to take the shape of a human."

    55. How many more dragons and what kinds are working with the horde?

    "One for every Wyrmlord. A green, a black, a blue, and a red. The blue dragon, Tyrgarun, is the eldest of them."

    56. That is only four dragons for four Wyrmlords. There are five of you and five chromatic dragon breeds which make up Tiamat's draconic form. Do you not have a white dragon?

    "We did. Xerostilian, a female white, was Ulwai Stormcaller's appointed charge. But the stupid wyrm challenged Abithriax, the red, to a dragon's duel. Abithriax killed it with about five strokes."

    57. Which dragons are allied with which Wyrmlords?

    "Tyrgarun, the blue, is the dragon of the High Wyrmlord. Ozyrrandion, the green, was ... allied, as you call it ... with me. Regiarix, the black dragon, is Saarvith's close friend. I never understood their 'bond'. Abithriax, the red, is assigned to Wyrmlord Kharn and the horde."

    58. You said Tyrgarun is the oldest and Ozyrrandion is the youngest. How old or large are these four dragons?

    "I do not know their exact ages. Ozyrrandion is the youngest and smallest of them, while Tyrgarun is the largest and the oldest. Abithriax is second-largest, and Regiarix smaller than him."

    59. When are you expected to give your next report to Kharn?

    "Seven days from now, as the final confirmation of Drellin's Ferry's defences. If I do not report in, Kharn may be delayed a day or so, but not for any great length of time."

    Koth’s Papers

    - During the period of their occupation of Vraath Keep, the hobgoblins and Koth had detected no presence of any form of haunting or any sign that a ghost or any other form of undead inhabited Vraath Keep. It seemed that there was, after all, no substance to Jorr's superstitions about the keep being haunted, or Amery Vraath's spirit remaining to watch over his fallen fief. Quite the opposite: the hobgoblins had -- through Kharn's master spy, apparently -- discovered the existence of the legend and played up to it, lashing up a farmer's corpse in the keep's watchtower and illuminating it with a continual flame spell so during the night hours it continued to keep the curious away.

    - The hobgoblin force here at Vraath Keep was definitely a scouting force only, both by description of the numbers of troops in the Witchwood and the ruse of the "ghost" Koth had set up. Corrath was able to nail down the number of hobgoblins in the Wood to a total of sixty not including Koth's guard at Vraath Keep. On the other hand, the documents confirmed with chilling assurance that the Red Hand army gathering at Cinder Hill was expected to total in the thousands.

    - Just as chillingly, Koth's final assessments of the Vale's defences, yet to go to Wyrmlord Kharn, were quite dismissive, though from their authoritative tone, probably accurate. Drellin's Ferry only fielded a permanent guard of thirty -- presumably under Captain Soranna -- and had raised a militia of only a hundred able-bodied men and women out of a population of about a thousand altogether in the past few days. It was very clear that neither Koth nor Kharn seemed to anticipate any real resistance from such a force based purely on the Red Hand's numerical superiority.

    - Although Koth's men hadn't themselves penetrated deeply enough into the Vale to accurately spy out the strength of the various towns along the Dawn Way, there were some notes -- missives quite possibly from the Red Hand's master spy -- which suggested Terrelton, Nimon Gap, and Talar were of similar sizes to Drellin's Ferry and had similar defences. That was to say, very little. The missives did identify the city of Brindol -- which seemed to be the heart of Elsir Vale -- as something else: a walled city, apparently the Vale's only major city, if not its capital. Walls, as Corrath knew from Cadeford, counted for a lot. And Brindol's military forces seemed to be several grades stronger than those in Drellin's Ferry, both in terms of the quality of troops -- with the local lord's "Lions of Brindol" forming the spearhead, and maybe eight hundred or more militia available for call-up.

    From Rhest Ruins

    Saarvith—
    Take great care with the enclosed phylactery. I need not explain to you what the Ghostlord would do if he knew where I had sent his little bauble for safekeeping. Hide it somewhere safe – perhaps it could be trusted to your dragon friend’s keeping? Keep it hidden until Brindol is taken. Should it fall into the hands of someone who could return it to its owner, the consequences for your effort could be dire indeed.
    --Ulwai”


    Saarvith's Interrogation

    1. Now let's begin. What is this secret weapon that you were creating or guarding here?

    "Sounds as if you already foun' it. Well, from the lack of noise, anyway. Azarr Kul had me breeding greenspawn razorfiends here; he called a female here, and we had it in th' corral just south of here, makin' a nest for itself. Kul was plannin' on breedin' up a whole platoon of 'em -- make 'em a spearhead for his attack on Brindol. Damn things're hard to bring through in large numbers."

    2. How many eggs in the nest?

    "Thirty in there at the moment. Though I'm guessin' you've already taken a bit of a count. Hope you know the High Wyrmlord's going to be mighty mad at you if you wipe them out." He hadn't specified how the razorfiend reproduced. "We originally had another test clutch of four to see how the setup fared, but they were too damned quick and hostile. All four of those got out. One of them we killed before it got clear of the lake; another the elves got, we know. The last two we don't know where they went."

    3. What forces do you have here exactly?

    “None now, I’m guessin’; you’ve probably killed them all," said Saarvith. "There was me, Regiarix the dragon, and the razorfiend. Nurklenak had his friend Korkulan, six ogres, and six more hobgoblins over on the belltower for protection – although whether it was protection for me or protection from me and the dragon, I don’t know. We didn’t think we’d need a lot more than that with all the lizardfolk living ‘round the edges of the lake. They started worshipping Regiarix as a god or something. We were also supplyin’ a blockade Nurklenak had set up on the road east of here, but somebody burned it to th’ ground a couple o’ days ago.”

    4. What is this Ghostlord the other Wyrmlord spoke of?

    The goblin’s eyes fogged with confusion as Zanaek mentioned the ‘other Wyrmlord’, but the elixir of truth still opened his mouth: “Necromancer – a lich of some kind. Very powerful, I hear. Commands a lot o’ ghosts, hence the name. Azarr Kul managed to recruit him to the cause.”

    5. What do you know of the planned assault on Brindol?

    “Not a lot of specifics. Kul’s general in the field’s kept most of the details to himself. The plan was to assemble pretty well all of the hobgoblin, bugbear, and goblin tribes of the Wyrmsmoke Mountains and bring ‘em down the Dawn Way and just overrun the city’s walls. They won’t be needing a lot of siege engines, if that’s what you’re talkin’ about; Kharn’s got a couple of platoons of giants he could use to either scale ‘em or just smash ‘em down. I heard from the dispatches we had out here recently was that things had been delayed a few days for some reason, but they didn’t say why. I do know they were plannin’ to attack the walls of Brindol in the third week of Kythorn, but I can’t remember the exact date. It’ll be midsummer then. By then we’d have been out of here and joined up with Kharn’s army and the Ghostlord’s forces. ”

    6. Where is Stormcaller?

    “Ulwai? She’s at the Ghostlord’s lair, waitin’ on him to finish his preparations to bring his ghost army out. It’s somewhere in the Thornwaste – a wilderness way off to the southeast of here. I don’t know exactly where it is – it’s supposed to be some kind of local legend or something – but I hear he’s been there for a long, long time.”

    7. Where is Kharn?

    “Far as I know, he’s still with the main body of the Horde. Last dispatches I had said he’d crossed over into ah, some forest called the ‘Witchwood’ very recently, but I don’t know and frankly I don’t really care exactly where he is. Where the army is, he’ll be there – and his dragon, Abithriax.”

    8. What are your current orders from Azarr Khul?

    “Well, my orders come from Kharn, not from Azarr Kul direct, y’see. I just had standin’ orders to finish off hatching this batch of razorfiends, then get ‘em transported to the Horde so they can mature by the time they get to Brindol. But I can’t go back to th’ Horde now. They only made me a Wyrmlord because Regiarix was my friend and because I knew how t’ raise animals. Now you’ve killed m’ dragon and you’ve wiped, or you’re gonna wipe, the eggs I was raising. I’d last about five seconds with Kharn.”

    9. Who is the aranea currently impersonating and where?

    “You must be talkin’ about Kharn’s master spy. I’ve got no idea where he is or who he is. Or even if it’s a ‘he’. Wouldn’t be much of a spy if they told you where they were, now, would they?”

    10. Why did you steal the phylactery from the Ghostlord?

    “You mean you found it? Well, look, that was Ulwai, not me. I didn’t want that creepy thing anywhere around here, I only kept it because Ulwai sent it here and it’s either her or the damn Ghostlord I’d have to answer to if I lost it. But I can tell you why Ulwai took it – because it’s the only guarantee Azarr Kul’s got that the Ghostlord will finish his work and keep his troops with the Horde. See, Kul only got the Ghostlord to agree to build him an army o’ ghosts by getting Ulwai to steal the Ghostlord’s phylactery in the first place. Ghostlord gets his phylactery back, he’d withdraw his troops from the Horde in a heartbeat. Well, not a heartbeat, because he’s not alive and all that, but you get what I mean. I’m guessing the fact the Ghostlord doesn’t know where his phylactery is, is the only reason Ulwai isn’t already dead.”
  28. Saintheart Chosen One

    Member Since:
    Dec 16, 2000
    star 6
    Triple posting like a boss to bring back the MAPS.

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    1. - Guardposts.
    2. - The Village Green.
    3. - Town Speaker's House.
    4. - The Green Apple.
    5. - Morlin's Smithy.
    6. - Shrine of Lathander.
    7. - Sertieren the Wise's House.
    8. - The Old Toll House.
    10. - The Old Bridge Inn.
    11. - Jarrett's Sundries.
    12. - Delora's Livery Stable.
    16. - Gausler's Brewhouse.
    18. - Sterrel's Provisioning.
    19. - Avarthel's Grove (the Old Ones)

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    The Witchwood:

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    A) Dawn Way
    B) The Witch Trail
    C) Jorr's Cabin
    D) Blackwater Causeway (a bridge across Swift Creek)
    E) Vraath Keep
    F) The Old Forest Road
    G) An old trail
    H) The Twistusk Steading
    I) Skull Gorge Bridge
    J) The hills & mountains

    Wyrmlord Koth's Map:

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    Brindol:

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    Map of Brindol Districts:

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