Name: Theyok Garg. Role: Ex-gladiatorial professional mercenary. Setting: Any city. Background: Captured as a young adult and thrown into a gladiatorial ring as a supposed easy target for the more seasoned warriors, just about everyone in the crowd that day were surprised when Theyok Garg was the last man standing at the end of a bloody spectacle. Perhaps even more surprising was the fact that he had survived the battle with only a couple of scratches, and armed only with a simple bone dagger. The gladiatorial master saw that he had a potential gladiatorial champion on his hands and immediately took Theyok under his wing to train and nurture him. It was only seven years later that Theyok was able to buy his freedom, such was his skill and popularity, and he immediately left the city he had grown to hate in search of his tribe. He soon found that he no longer fitted in with his clan, and that he found their company distasteful and tedious. Not wishing to return to the city that had been his prison for the last seven years, he travelled to a distant human city in the guise of a halfling and began to build up a reputation in certain circles for his combat prowess and his willingness to take on just about any job, assuming that the money is right of course. He has worked as a thief, assassin, bodyguard and simple thug in his time, and is a good choice for anyone needing a skilled and stealthy fighter with no questions asked. Just about the only people who have ever discovered Theyok’s true heritage are the ones that end up on the wrong end of his daggers. Usage: Theyok can provide a very challenging encounter to any single character of about his level. This is the way he prefers to work, as he knows it would be his suicide to attempt to take on a group of skilled warriors. He prefers to work at night, where he can take full advantage of the shadows and his darkvision to turn a battle his way. He could be sent to give a warning to the PCs if they are treading on toes that they perhaps shouldn’t be, as an assassin, or perhaps as a bodyguard to some unsavoury character the PCs are stalking through the city at night. Stats: Theyok Garg Goblin Fighter 2/Rogue 3/Invisible Blade 5 (ECL 10/CR 10). Male Small Humanoid (goblinoid). Hit Dice: 2d10, plus 3d6, plus 5d6. Hit Points: 43. Initiative: +6. Speed: 30 ft. Armour Class: 21(+6 Dex, +2 Int, +2 Bracers, +1 size), touch 19, flatfooted 13, incorporeal 21. BAB: +9; Grapple: +5. Attack: mwk dagger +18 melee (1d3/19-20/x2), or mwk dagger +18 ranged (1d3/19-20/x2). Full Atk: mwk dagger +18/+13 melee (1d3/19-20/x2), or mwk daggers +16/+11 and +16 melee (1d3/19-20/x2), or mwk daggers +18/+13 ranged (1d3/19-20/x2). Space/Reach: 5 ft./5 ft. Special Attacks: Bleeding wound, dagger sneak attack +5d6, feint mastery, uncanny feint. Special Qualities: Darkvision 60 ft., evasion, trapfinding, trap sense +1, unfettered defence. Alignment: Neutral Evil. Saving Throws: Fort +6, Rex +12, Will +1. Abilities: Str 10[-], Dex 21[+5](*23[+6]), Con 11[-], Int 14[+2], Wis 8[-1], Cha 14[+2]. Skills: Bluff +18, Disguise +8, Escape Artist +14, Hide +21, Listen +8, Move Silently +21, Ride +10, Sense Motive +9, Spot +8, Swim +8, Tumble +19. Feats: Far Shot, Point Blank Shot, Skill Focus (bluff), Two Weapon Fighting, Weapon Finesse, Weapon Focus (dagger). Languages Spoken: Common, draconic, goblin, orc. Deity: Maglubiyet Bleeding Wound (Ex): On a successful dagger sneak attack, Theyok can sacrifice 1d6 points of the extra damage to inflict a bleeding wound. The wound caused by this dagger attack bleeds for 1 point of damage per round. Multiple such wounds result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of any cure spell or other healing spell. Creatures immune to sneak attack damage are immune to bleeding wounds as well. Dagger Sneak Attack (Ex): When catching an opponent flatfooted, or when flanking an opponent, Theyok can inflict an additional 5d6 damage with a successful dagger, kukri or punching dagger attack. See the rogue sneak attack ability on page 50 of the Player’s Handbook for further details. With any weapon other than a dagger, kukri or punching dagger, this extra damage is only 2d6. Evasion (Ex): Theyok takes no damage on a successful Reflex saving throw. Feint Mastery (Ex): Theyok can take 10 on all Bluff checks when feinting in combat, even if stress and distractions would normally prevent him from doing so. This ability only works when armed with a dagger, kukri or punching dagger. Trapfingding: Theyok can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Trap Sense (Ex): Theyok gains a +1 bonus on Reflex saving throws to avoid traps, and a +1 dodge bonus to AC against attacks made by traps. Uncanny Feint (Ex) Theyok can feint in combat as a free action. Unfettered Defence (Ex) Theyok can add 1 point of Intelligence bonus per invisible blade class level to his Armour Class. If he is denied his Dexterity bonus to Armour Class for any reason (such as being caught flatfooted), Theyok also loses this bonus. Possessions:Bracers of armour +2, *gloves of dexterity +2, hat of disguise, mwk bandoleer holding 12 mwk daggers, belt pouches, disguise kit, 500gp in mixed coin and gems.
Name: Vilyen Naurindel. Role: Young elven prince. Setting: Any. Background: Vilyen Naurindel is the younger son of Hianalin Naurindel and prince of the Naurindel nation. Little more than a boy, his heart lies in the forests and wild lands of his home, not in the intrigue and politics of life at court. Though he respected and loved his recently deceased father, he has always felt closer to Respen Tarinell, the skilled soldier who taught him the martial arts. He is quiet and reserved, and does not believe himself above others even though his bloodline says otherwise. Vilyen has been in hiding since his father’s death, for fear of his own life. His older half-brother N’Dengin has never felt anything but animosity towards him, due to his belief that his father’s remarriage was a dishonour to his mother’s memory. Now that N’Dengin is king, and has all the power that comes with his position, Vilyen believes that he might make an attempt on his life, or try to have him accused of some crime that would involve his execution or imprisonment. It is for this reason that he travels far from his home under an assumed name, where his face is unlikely to be recognised. Though apprehensive of travelling in this way at first, Vilyen soon realised that it has given him the chance to discover new wild lands that he would never have visited were his father still alive. And it was not long after leaving his home that the wanderlust of his kin took a firm hold and propels him ever onwards. The young prince has the coppery skin common to his people and hazel eyes. His blonde hair, uncommon amongst his people, comes from his mother’s side of the family. Vilyen stands 5’8” tall and is of slim build. He is 105 years old. Usage: Though his heart lies in the forests, Vilyen knows that he is not a skilled woodsman. Therefore, he has to make regular stops at settlements during his travels to buy new provisions and such-like. Though brought up in an elven court, he is not ignorant to the outside world and is fully aware that his possessions are worth a small fortune. Therefore he keeps them as well hidden as possible, knowing that in some of the places he visits, there are people who would not think twice about killing him for his treasure. He also realises that the money he has will only last him so long, if he does not want to start selling his possessions, so looks for work wherever he can. But for most of the time, he is travelling the roads and pathways of lands new to him. Vilyen can be used with the PCs in a number of ways. Perhaps he joins them as a travelling companion due to them both taking the same road between towns. This may be as part of a caravan guard or something similar or just due to meeting them on the road. The PCs may come across him being accosted by thieves (either on the road or within a settlement) and help him in his plight. In this case, he may also ask to join the PCs if they are travelling on, and may even accompany them on adventures if they get on well. Whatever this encounter entails, he will most likely keep his name and history a secret, but may end up a powerful ally of the group - especially if things change back home in the elven court. Stats: Vilyen Naurindel. Aristocrat 1/Fighter 1 (ECL2). Male Medium Humanoid (wood elf). Hit Dice: 1d8, plus 1d10. Hit Points: 13. Initiative: +3. Speed: 30 ft. Armour Class: 25, touch 14, flatfooted 22. BAB: +1; Grapple: +3. Attack: +5 melee (1d8+3/17-20/x2, +1 keen longsword), or +5 ranged (1d8+2/x3, mwk composite longbow). Full Atk: +5 melee (1d8+3/17-20/x2, +1 keen longsword), or +5 ranged (1d8+2/x3, mwk composite longbow). Space/Reach: 5 ft./5 ft. Special Qualities: Elven racial traits. Alignment: Chaotic Good. Saving Throws: Fort +2, Rex +3, Will +2. Abilities: Str 15[+2], Dex 17[+3], Con 10[-], Int 8[-1], Wis 11[-], Cha 14[+2]. Skills: Diplomacy +8, Knowledge (nobility and royalty) +3, Ride +4, Sense Motive +6. Feats: Feats: Negotiator, Weapon Focus (longsword). Languages Spoken: Common, elven. Deity: Ehlonna. Elven Racial Traits (Ex): Immune to magic sleep effects; +2 save bonus vs. enchantments; low-light vision; weapon proficiencies (longsword, rapier, longbow and shortbow); +2 bonus on Listen, Search and Spot checks; hidden portal sense. Skill Modifiers: +2 bonus on Diplomacy and Sense Motive checks from Negotiator feat. Possessions:Mithral shirt +2, heavy steel shield +2, keen longsword +1, mwk composite longbow (+2 Str), x2 quivers of arrows, amulet of natural armour +1, ring of protection +1, backpack and travelling gear, 500 gp in mixed gems and coin.
Saves: Fort: 5 (Base Save 5 + Abi Mod 0) Ref: 7 (Base Save 5 + Abi Mod 2) Will: 12 (Base Save 8 + Abi Mod 4)
BAB: 9/4 (11/6 with +2 Abi Mod)
Special Abilities: Sneak Attack +3d6, Trap Finding, Evasion, Trap Sense +1, Uncanny Dodge, Turn/Rebuke Undead, Great Orator (Inspire Dread or Inspire Hope), Fast Talk, Great Orator (Inflame the Righteous), Skill Mastery (Bluff, Sense Motive), Great Orator (Convert the Unfaithful)
Skills: This includes untrained skills, marked with an * *Appraise 1, * Balance 2, Bluff 18, *Climb 2, Concentration 2, Disguise 10, *Escape Artist 2, *Forgery 1, Gather Information 9, *Heal 4, Hide 10, *Intimidate 4, *Jump 2, Knowledge (Religion) 9, Listen 15, Move Silently 10, Open Lock 7, Perform (Oratory) 16, *Ride 2, *Search 3, Sense Motive 12, Slight of Hand 5, *Spot 4, *Survival 4, Swim 2, Use Magic Device 5
Languages: Common, Elven
Armor: Ethereal Leather +2: On command, this armor allows the user to become etherial once per day (DMG. pg. 218)
Weapon: Quarterstaff +1
Misc. Magic Items: Ring of Mind Shielding (dmg. pg 232), Ring of Weeping (BoVD pg. 113), x2 Cure Moderate Wounds Potion(s)
Equipment: Belt Pouch, Backpack, 50ft. Rope (tied to Backpack), Hooded Lantern, Oil x2, Map Case (contains map), Flask (filled with Unholy water), Flint and Steel, Clay Tankard, Waterskin, Signent RingParchment (12 sheets), Ink x1, Quill X2
Motives: Kristen’s Primary goal in her life is to spread the word of Hextor. Through her own experiences and upbringing she has learned that Hextor can be quite the thankful and rewarding god. Nothing else in her life truly matters, for she abandoned her past as a thief in order to focus on her devotion to Hextor. Personal gratification of converting a person to worship Hextor motivates Kristen now, and helps her fight the battles against good through the power of her words.
Desires: **In terms of level projection, if the DM is willing (and has the books) Kristen would progress two more levels in cleric until she qualifies in Righteous Zealot (DLCS pg. 83), and will follow that class until the campaigns max level is met. If this is not allowed, she would continue in cleric until max level. **
As with her motivations, Kristen desires little but to be recognized as a powerful voice for the ways of Hextor. Her life goal now is to build the largest temple known to man, dedicated to her chosen deity, and to spread the word of her lord to any that would listen, and even to those that refuse.
History: Kristen was the young daughter of a priest of Hextor, and so Hextor was always a close part of her life. As she grew older, her father attempted to sway her from worshipping Hextor and becoming a part of the clergy dedicated to this tyrannical god of evil. You see, during his time as a priest of this god, Kristen’s father (Jaden) met a Paladin of Heironeous who convinced Jaden that to worship evil was to risk ones life needlessly. The Paladin proved this with his sword, and it was not long after their initial meeting that Jaden had left the priesthood. Returning home, a newfound zeal on life and a desire to leave his past behind, Jaden packed his home and family into the family wagon and rode away from their home. Even this did not dissuade Kristen from pursuing her true calling.
In their new home, Kristen began to hang with the wrong elements of the city, and was also learning how to hide this information from her father. Developing skills that could only be useful in less than honorable work, such as pick pocketing and breaking and entering, Kristen became a self-proclaimed rogue at the age of 15. In this time she held little regard for what she would steal, whether it was someone’s coin purse, a valuable heirloom, or even a few magical rings from a mage shop. Ironically, the magical rings she stole also helped set a trend of double talk and lies that she would use to her advantage, as she went back to the very place she took them from and had them identified for her. With her witty speech, Kristen managed to convince the shop keep that the Ring of Mind Shielding and the Ring of Weeping were items that she had found while roaming around in the nearby forest.
However, in all this, it was when Kristen unexpectedly broke into a hidden temple to Hextor that her life took a dramatic change. Kristen failed in her attempts to steel the coin from the, “collection plate,” and was caught by the temples Blackguard. Initially she fought the restraints, but it was not long until she realized that the men holding her were in the service of Hextor. All this time that she had been living in this city, during her endeavors as a thief, and in hiding of her parents disapproving eyes, Kristen had been loyal to Hextor. Though it was her skill with her words that convinced the Blackguard and the priests to let her free, it was the truth and conviction with that she spoke that convinced them to teach her the true ways of Hextor. In this short time she had begun her training as a priest of Hextor, and had sworn to never steal again unless Hextor wished it. Her talents with the clerical arts were far beyond those of her skills as a rogue, but yet even this was not enough. Feeling restrained by worshiping alone, Kristen expanded her life to spread the word to others, and she would start by convincing her parents to rejoin the faith. Months went by, constantly talking about and preaching the ways of Hextor, her father arguing back about how Hextor ruined their lives and nearly got him killed. However, in all this time, Kristen proved her words more powerful than her fathers, and she won over her family by convincing them that Hextor had changed.
After this victory, Kristen began to roam the land, spreading the word of Hextor and convincing one person after another to convert to Hextor. In many cases she was successful, and in the few that she was not or the situation turned violent, Kristen would simply revert to her training as a rogue and cleric to escape the situation. Kristen had become the leading voice of Hextor, and chalked up several conversions under her name. She was highly coveted in the temple, and considered to be a leader amongst Hextor’s more dedicated worshipers. All this, and she was still not satisfied, now setting her sights on crafting the largest temple in his name. Kristen now looks to become the top priest for Hextor, and continues to spread his name. At her right hand is the very Paladin that had once convinced her father to leave Hextor, however her words even beat out the blinding light of good, as she continues to climb the ladder of power.
Name: "Short Sword" (actual given name - Kepper Mandkin)
Race: Human Class: Commoner Alignment: CG (see - DMs Use As An NPC) Level: 1 Gender: Male Age: 9 Size: Currently Small Height: Short, even for his age Weight: Scrawny and Thin Hair: Brown and Scraggily Eyes: Gray Speckled, Alert, Inquisitive and Wide-eyed Speech: A high-speed banter that lilts along at the cadence of a runaway cart when he is in a good mood. A hushed, monosyllabic voice when he is depressed.
Generation Method: 27+ Years of DMing Experience and my stepson, Josh
Initiative: +6 (+2 DEX +4 Improved Initiative) AC: 13 (10 + 2 Dex + 1 Small Size) BAB/GRAPPLE: +0/-7 Melee Attack: -5 Great Sword (0 BAB +1 Master Work -3 STR -4 Non-Proficient +1 Size Modifier vs. Medium) Ranged Attack: +3 Thrown Rock (0 BAB +2 DEX +1 Size Modifier vs. Medium) Hit Dice(Hit Points): 1d4 (4 hps) Speed: 30
FORT:+0 REF:+2 WILL:-1
Feats: Improved Initiative, Dodge Skills: Climb +1; Gather Info* +4; Listen +2; Spot +2; Swim +1 (All Skills Shown Are Calculated With Ranks and Stat Modifiers; *Cross-Class Skills) Languages: Common, Elvish Weapon & Armor Proficiencies: Proficient with his Smooth Throwing Rocks; No Proficiency With Any Armor or Shield
Armor: None Weapons: Battered, Master Work, Great Sword; Belt Pouch of Smooth Throwing Rocks (x6) Gear: Impoverished Clothes; 3 Belt Pouches; Signet Ring (see Background) Fish Hooks; Fishing Line; Assorted Random 'Neat-Oh' Stuff (feathers, bolt from a wagon wheel, bird claw, piece of wire, et cetera)
Background: Kepper was orphaned when his father, Harker Mandkin, left him to battle an impending Troll onslaught. His mother had died shortly after giving birth to him.
Kepper's father, a Paladin stationed at a small citadel near an Elvish City, raised him lovingly and in the best way he knew how after his mother passed away. Some years passed as they grew close - remembering with honor the dearly departed wife and mother. Not enough years passed to allow Kepper to fully mature before all the knights of the citadel were wiped-out when they tried desperately to stall an impending horde of Vile, Corrupted, Trolls. Kepper, along with all the other children in the citadel became orphans within a few short hours.
The Paladins' desperate assault worked as it was long enough for the nearby Elven City to raise their troops and drive the Troll hordes back and finally obliterate them. The Elven Warlords returned to their home, but not before checking on the Orphans of the Citadel.
Notoriously free-thinking, the Elves decided to leave the human orphans to their own devices. The one eldest, strong-spirited, teenager named Rudder was officially recognized by the Elven Warlords as being responsible for his younger compatriots. Leaving what supplies they had on them and the equipment they had found on the knights' bodies, the Elven Warlords rode the remaining half-day's ride to their home - vowing to return at need with the blow of the Signal Horn mounted atop the Upper Tower.
Rudder soon elected several of the Older Orphans to be his "Commanders" - and it would be Kepper that would challenge each and every one, saying that because his dad was a Company Commander, that he deserved to be a "Commander" more than anyone else there. Kepper's plea was mostly met with laughs, until the strongest of the newly elected Commanders (by the name of Doogan), came forward and laid his sword at Kepper's feet vowing to support his claim and station.
Kepper, literally dragging his father's favorite Great Sword (returned to him by the Elven Warlords), stepped forward amid a few snickers and laughs - that were quickly quelled by the stern stare of his new friend, Doogan - to accept his Signet Ring representing his new station as Garrison Commander.
Doogan backs his every decision when he is there - not very often really, since he loves to swim, climb, run-around and practice with his father's great sword - although he has aquired the name Short Sword (not because he practices so much, but because he is constantly dragging the sword everywhere he goes). He has, good-naturedly, adopted this new name with pride knowing that 'someday' he will be able to use this sword to exact revenge on those that took his father from him.
Short Sword always makes sure that he is there at the Gate when visitors arrive (especially the Elves - whom he has learned to converse with).
Personality: Suprisingly single-minded for a child of his age, he is rarely further than an arms length away from his father's sword (he can be caught holding onto it like another child might hold onto a security blanket). His moods are sometimes random though, struck with periods of malaise or tearful rememberances, nearly as much as they are chipper and excited by new things - this is not to say that he is scattered all the time. He is just a kid that sometimes misses his daddy (usually when he stops or becomes quiet for any length of time).
DMs Use As An NPC: Short Sword can be used to tug at the 'knightly' PCs heartstrings, or to amuse those that expect a somewhat different "Guard Captain Type" as Kepper, dragging a sword on the ground that is nearly twice his height, comes walking out to challenge the PCs identity before allowing them an audience with the 'Head Commander.' Since he enjoys spending so much time with the Elves when they visit - he obviously can be a source of info for local legends and happenings.
Kepper is easily a fantastic NPC for any campaign that runs for years in-game. He can mature into several different directions - becoming more LG and following his father's footsteps as a Paladin), or staying more revenge-oriented to become a Ranger with Trolls as Favored Enemies - even seeing him become a standard Fighter specializing with a Great Sword is a viable option.
Equipment: Silent Shadowed Mithril Chainshirt +5, Flaming Composite (+1 Str) Thundering Longbow of Shock +4, Quiver of Ehlonna x4, Greater Bracers of Archery, Ring of Protection +2, Cloak of Resistance +3, Stone of Good Luck (Luckstone), Belt of Dwarvenkind, Amulet of Natural Armour +2, Gauntlets of Ogre Power, Eyes of the Eagle, Boots of the Winterlands, Heward’s Handy Haversack, Elixir of Hiding, Elixir of Sneaking, Unguent of Timelessness, Quaal’s Feather Token - Bird, Goggles of Following, +2 Buckler of Light Fortification, Wand of Endure Elements, Wand of Magic Fang, Oil of Bless Weapon x3, Large Studded Leather Barding + 1 (Horse), Medium Spiked Studded Leather Barding + 1 (Dog), Light Warhorse (Celeb), Bit and Bridle, Military Saddle, Saddle Bags, Masterwork Dagger (Bootknife), Masterwork Kukri, Masterwork Throwing Axe, Masterwork Arrows x 200, Masterwork Cold Iron Arrows x 200, Masterwork Silver Arrows x 200, Adamantine Arrows x 60, Tanglefoot Bags x2, Bedroll, Winter Blanket, Belt Pouch, Fishhook x4, Flint and Steel, Sewing Needle x6, Masterwork Artisan’s Tools, Silk Rope - 50 ft., Climber’s Kit, Hammer, Pitons x20, Crowbar, Grappling Hook, Spade, Miner’s Pick, Explorer’s Outfit, Courtier’s Outfit and Jewellery, Silver Holy Symbol of Corellon Larethian, Wooden Holy Symbol of Boccob, Wooden Holy Symbol of Ehlonna, Wooden Holy Symbol of Fharlanghn, Wooden Holy Symbol of Garl Glittergold, Wooden Holy Symbol of Kord, Wooden Holy Symbol of Moradin, Wooden Holy Symbol of Obad-Hai, Wooden Holy Symbol of Pelor, Wooden Holy Symbol of Yondalla, 12gp, 5sp.
Description: 133 year old grey elf. Brown hair, long and intricately braided. Pale skinned but tanned and made leathery through decades of exposure to the elements. Amber eyes with a warm glow and a twinkle that belies an inner humour. Five foot two tall, broad shouldered but slim with a litheness to his movement and a long measured gait that tells the tale to those who can hear it that he is a traveller used to the roads and long journeys.
Dinavano will typically be dressed in leather breeches, warm knitted shirts and jumpers, the heavy dark green cloak that is typical of his profession and a woolly hat that he pulls down to cover the tips of his ears. When necessary he will pull out his finery, a court outfit that he has had since his adolescence but due to the styles of the elves tending toward timeless classics and not having changed much for centuries he does not appear to be in old fashioned dress, and the suit still looks fairly new, not having been worn too often.
History: Dinavano (Din to his friends) was born and raised in the Lost City of the elves, a haven ruled over by the benevolent Annalise Larethian, sister to Corellon, placed in a hidden valley deep in the heights of a mountain range. The city is the essence of elvishness, tall trees are dotted with elevated walkways and platforms, protected by Annalise’s magic there is no need for caution, no armed guards, just the constant tinkle of elven music and the sound of laughter and happiness.
The only child of his bard mother and druid father Din was raised with tales of the outer world and lessons in nature, his father developed in him the association with and love of nature that, although common to all elves, is especially strong with him. His mother’s tales filled him with the urge to explore and to see the sights of which she spoke from her days on the road as a youth. Becoming a ranger was almost inevitable when being raised in this environment and following his heart.
As an aspiring ranger Din was one of a select few trained specifically by the order of Annalise. With her understanding of the things to come she directed the ranger trainers to teach Din and some of his peers how best to fight against the evil and devilish from other planes of existence, as well as the Drow, as is usual for elves, and Giants due to their local population and occasional forays to rustle cattle from the elven herds. In this way she hoped to offer some protection to her people should her worst fears be realised.
Although being blessed with a happy and friendly nature Din was never overly comfortable with his more spiritual side. Having been in the presence of his god while serving Annalise ( a duty shared among all young elves) on occasions when Corellon stopped by to visit his sister he obviously believed in him but having seen him eating and drinking and heard him passing the time in idle chatter with her he found it difficult to have the kind of faith that he saw others held in him and this concerned him. He always felt as if there was a missing part of him.
This, along with his urge to follow in his mother’s footsteps were the two major factors that led to his leaving the city to travel the world as he reached the equivalent of his late teens. And travel he did, in his time it is likely that he has crossed the continent upon which he lives from coast to coast, north and south, east and west, he has seen places long forgotten and met people of every race, religion and outlook. Always on his travels Din has tried to help those in need whenever possible and despite his insistence that there is no payment necessary he has received gifts from many races.
Din also aimed to increase his knowledge as he travelled, each stop he would ask to speak with an elder or a cleric of the people he was with to hear of their views and beliefs and this he would walk away with, having asked only for one gift, a wooden holy symbol of their god. With this knowledge he sought to discover where he could place his own faith and thus set at peace his spiritual turmoil. The holy symbols he has gathered in this way hang from his belt, together at his right hand side, often when in thought he fiddles with them unconsciously, the nine wooden and one silver holy symbol that swing at his side as he walks.
Din was given a name by his parents, but feeling that he was his own person he looked for a name that best described him as is the elven way. It was some time before he chose one, and it was more foisted upon him than chosen. Din spent a handful of years in a gnomish community, training some gnomes to work with nature as rangers, helping them to protect their community from threats and so forth, and, as ever, learning what he could of their beliefs. It was the gnomes who first began to call him Silentstep Bowmaster in their usual way of naming as they found, and Din took this name to be an honour, and aside from translating it into Elven he has never changed it and for fear of showing disrespect to those who gave him this name he no longer discloses his original name to anyone.
It was during a short stay with the halflings after helping a nomadic family group to cross a treacherous stretch of swampland that he was gifted with a puppy from a litter bred for use as a riding beast, a giant mastiff (MM. Riding Dog) who became his companion. Din found this dog to be so faithful and such a boon to him that he has always kept this breed as his companions ever since (only looking to take on a new companion after the natural death of his current companion through old age).
Despite his best intentions Din did not always meet those who wished the best upon him, and one day he discovered that not all men of the cloth are to be trusted, while in company with a cleric of Olidamarra Din was robbed of almost everything he owned one night while he slept. Driven to the heights of anger by this Din set out to track down and bring to justice this miscreant. The tracking took several days as the cleric did his best to cover his tracks and put off Din from his trail and led him from the urban to the rural as the cleric became more and more concerned by the dedication of this tracker to his cause. Eventually, however, Din prevailed, and with his thoughts full of revenge he finally found the cleric. As the cleric spotted Din he began to run, and in his haste he ran directly into a dangerous forest, inhabited by wild beasts and with a soggy ground dangerously dotted with patches of quicksand that were fatal to the unwary. It was in one of these patches of quicksand that Din came across the struggling thief, and as he watched him fight against the deadly pull of gravity his heart softened and he felt compelled to pull the cleric from the trap and lead him back to safety through the forest.
The cleric was amazed by this treatment and took Din to the hideout where he had stashed his gear. As he returned it to him he told him that he had learned a lesson, one that he will not forget, that he had been saved, not by luck but by determination and compassion, but although Din has those traits in abundance they will not always be enough to keep him alive, there is always room for a little luck. With that he gave Din a small pebble, telling him that so long as he kept it on his person good luck would always travel alongside him. Dubious though Din may have felt he thanked the man for his generosity and has kept the stone ever since, mounting it within a leather cloak clasp he made one day upon his travels. He did not, however, choose to carry a holy symbol of this god, feeling that he had learned enough of his ways already, and mistrusting the followers of Olidamarra that he has met since he refused to be hipocritical and place his symbol amongst those of the gods for whom he holds respect.
His favourite stop was with the dwarves and he became fascinated by them. He met a clan while underground exploring a cave formation that was rumoured to be infested by ghosts, these ghosts turned out to be tricks employed by the dwarves to keep intruders out of their valuable gold mine. The dwarves, uncomfortable in the open, found that he could fulfill a role as an external negotiator that they found difficult to fill, and he in turn was housed and fed. Din became firm friends with the clan elder, a cleric of Moradin and craftsman of renown. He stayed in the caves for three decades, leaving only when the elder passed away and that jogged Din into noticing again the passage of time. The dwarves remain his favoured folk and he has taken on several of their mannerisms. His belt of dwarvenkind was a gift from the clan to assist him as he lived with them underground, but when he tried to give it back they asked that he keep it so that other dwarves may recognise in him that he is a true friend to dwarfkind.
It happened once upon his travels that he saw an old man being attacked and ran to his defense, beating off a party of highway bandits and seeing the old man back to his feet. As the old man was injured Din carried his bag and supported him as they made the long trek to the nearest inn, a journey of some days during which time Din fed and nursed the man. Along the journey the man explained to Din his worship of the god of the roads and travel and that his faith had been rewarded, for in his hour of need a champion was sent to rescue him from danger. As he was dropped off the man promised that he would pray to Fharrlanghn and ask that Din be rewarded for he is a knight of the roads. It was that night that a visitor came to him, a celestial being who claimed to be an emissary of Fharrlanghn, thanking Din on behalf of his god he presented him with a suit of armour and he told him “This armour is a gift from my lord, it will help to protect you, as you protect the other travellers you meet upon your journey, and it may help you from time to time to reach those in need who you may believe to be beyond your reach as you spot them at the extremes of your vision.” Although Din has taken steps to increase the protective properties of this armour he has never divested himself of it, nor would he.
It was through these adventures and many others that Din came to the realisation of where his faith lies. Although he had heard of many gods, and had met with many learned men he could not decide where to place his faith and to whom he could commit himself, until one day as he hunted for his meal. As he took aim he muttered to himself “let my aim be true and my bow be strong, for otherwise I go hungry tonight!” and as his arrow sped toward the rabbit he had spotted he realised that there was a tenet that he could hold on to. So long as he was true to his bow it would never let him down. And thus he turned his mind to spiritually atuning himself with his bow, and since then he has never been without it. He oils and treats it everyday, looks after it and his arrows and makes sure that it is in the best of condition. Having come to this understanding Din began to realise that he could perform feats that surpassed most people’s bow use, gaining more power and accuracy with his bow, making it deal more damage and using it effectively in melee.
This brought Din back to peace with his spiritual side and as this belief developed so he began once more to think of home. The journey back to the lost city was long, and he has had several more adventures on the way and also begun to meet a few others who share his beliefs, mostly rangers and fighters, occasionally a cleric of Ehlonna and he has learned that he has become a member of a select circle, the Order of the Bow. There is no official insignia, but one member may recognise another by his striving to attain a perfect symbiosis with his weapon.
Character: His time alone has bred a fierce independence and self-reliance in him, as is reflected by the nature of his few material possessions. Although comfortable in company he will often seek solitude and will frequently enter periods of silence, at times not speaking at all during the course of a day, particularly when he is concentrating on tracking or something similar. Despite this he is friendly and loyal in the extreme. The loyalty that he saw practised by the dwarves has made an indelible impression upon him, and although he is, compared to many other elves, almost as dour as a dwarf he also developed a fine sense of humour from his time spent with gnomes and halflings and is not opposed to carrying out the occasional practical joke, his usually quiet exterior often helps to allay suspicion as well! He will not tolerate bullying or the oppression of the weak, and has very little time for the selfish and mean of spirit, being highly generous himself. He is not given to following rules and laws, and does not take to the leadership of others terribly well, he is better left in roles requiring initiative and quick action.
I have SO been looking for this thread all my life! I even tried to start this thread once, but it died for lack of participation. Thank you, Evandar! Where was the thread located before the boards upgrade???
PS - As soon as my D&D files are on the same computer as my internet, I'll post what I've got.
The original thread was only started a couple of weeks ago, and I transfered all the posts across to this one. As I've had sketchy responces to this thread, I'm going to start pinching NPCs I come across from other threads (like the competition thread) to keep this going.
If anyone else wishes to do the same then feel free - just make sure to state the original poster when doing so to give them the credit they deserve.
Edward Weatherby is the owner/manager of The Purple Moon, a magic supplies store and occult ‘new age’ store. He can be fitted into almost any campaign as an ally to the PCs if befriended or an enemy if so decided. A young and bookish wizard, slight of build and pale skinned, Edward looks the typical mage, even down to his glasses. Typically Edward will be polite, charming and friendly to all, he is above all else a shrewd and capable business man, but do not be mistaken, behind his polished and businesslike exterior Edward packs a nasty punch.
Name: Edward Weatherby Age: 29 Race/Class: Male Human Wizard 9 CR: 9 Size/Type: M HD: 9 HP: 46 Init: +3 Spd: 30 AC: 19, 15 Touch, 16 Flat Footed Base Att: 4 Grp: 5 Att: +6 melee (1d4+2/19/x2, +1 dagger) or +8 ranged (1d4 +2/19/x2, +1 dagger) Full Att: +6 melee (1d4+2/19/x2, +1 dagger) or +8 ranged (1d4 +2/19/x2, +1 dagger) Space/Reach: 5ft/5ft AL: NG SV: 5, 6, 8 Ability Scores:STR: 13 DEX: 16 CON: 14 INT: 20 (22) WIS: 15 CHR: 15 Skills: Concentration +14, Craft (Alchemy) +16, Craft (Glassware) +16, Decipher Script +12, Knowledge (Arcana) +18, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (The Planes) +10, Knowledge (Psionics), +10, Move Silently +6, Profession (Merchant) +11, Spellcraft +18 Feats: Scribe Scroll, Craft Magic Arms and Armour, Craft Wondrous Item, Craft Wand, Eschew Materials, Spell Mastery, Brew Potion, Craft Rod Details: Can prepare, Teleport, Sending, Greater Invisibility, Dispel Magic, Gaseous Form, Scorching Ray without Spellbook Spells Known/Spellbook: Most common spells are available to Edward Spells Prepared: 4/6/6/4/3/2 (Save DC = 16 + spell level) 0 lvl: Resistance, Detect Magic, Prestidigitation, Mending 1 lvl: Shield, Unseen Servant, Identify x2, Magic Missile, Alarm 2 lvl: Melf’s Acid Arrow, Detect Thoughts, Scorching Ray, Fox’s Cunning, Enhance Magical Flow, Knock 3 lvl: Dispel Magic, Nondetection, Gaseous Form 4 lvl: Greater Invisibility, Detect Scrying, Evard’s Black Tentacles 5 lvl: Teleport, Fabricate Possessions: Bracers of Armour +2, Ring of Protection +2, Amulet of Natural Armour +2, Headband of Intellect +2, +1 Dagger, Wand of Magic Missile (CL 9, 44 charges), Boccob’s Blessed Book
Clancy, Ginger Tom Cat Familiar: CR --; Tiny animal; HD 9; hp 23; Init +2; Spd 30 ft; AC 19, touch 14, flat-footed 17; Base Att +4; Grp -8; Att +8 melee (1d2 –4, Claw) or +3 melee (1d3 –4, Bite); Full Att +8 melee (Claw 1d2-4) x2 and +3 melee (1d3 –4, Bite); Space/Reach 2-1/2 ft./0 ft.; SQ Low-light vision, scent, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with cats; AL N; SV Fort +3, Ref +5, Will +7; Str 3, Dex 15, Con 10, Int 10, Wis 12, Cha 7 Skills: Balance +10, Bluff +6, Climb +10, Hide +22 (+26 in undergrowth), Jump +18, Listen +3, Move Silently +10, Spot +3 Feats: Weapon Finesse Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage. Clancy takes no damage if he makes a successful saving throw and half damage even if the saving throw fails
Elina Weatherby is the wife of Edward. Slim, pretty and graceful, her green eyes flash with an inner energy, and her red hair appropriately warns of her quick temper at a glance. She works in Edward's store crafting crystal jewellery and assisting about the place as well as being paid to assist people in the capacity of a sage. She is also The Purple Moon’s first line of defence. Elina occasionally has to leave for short periods to visit her homeland. She keeps Edward aware of what is happening with her people.
Elina is hard to get to know, she does very little serving of customers in the shop due to her abrupt manner, she is fiercely overprotective of Edward, and aware of the short time (by her standards) that they have together is highly jealous of his time and likes to take as much of it as she can. Elina starts all her relationships from the position of distrust. If a continued effort is undertaken she can be made to warm to someone and then becomes the epitome of Elven hospitality, charm and friendliness. Elina will defend anyone she considers a friend, and in combat has a violent temper and will always take the aggressive offensive.
Name: Elina Weatherby Age: 116 Race/Class: Female Elven Wizard 7/Loremaster 2 CR: 9 Size/Type: M HD: 9 HP: 35 Init: +3 Spd: 30 AC: 19, 15 Touch, 16 Flat Footed Base Att: 4 Grp: 4 Att: +8 melee (1d6+1/18/x2, +1 Rapier) or +8 ranged (1d8 +1/x3, Comp. Longbow +1) Full Att: +8 melee (1d6+1/18/x2, +1 Rapier) or +8 ranged (1d8 +1/x3, Comp. Longbow +1) Space/Reach: 5ft/5ft AL: CG SV: 3, 5, 10 Ability Scores:STR: 11 DEX: 16 CON: 12 INT: 18 (20) WIS: 15 CHR: 15 Skills: Appraise +10, Concentration +13, Craft (Jewellery) +10, Decipher Script +10, Gather Information +3, Handle Animals +2, Heal +2, Knowledge (Arcana) +18, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (The Planes) +10, Knowledge (Religion) +15, Perform +2, Spellcraft +13, Tumble +7, Use Magic Device +7 Feats: Scribe Scroll, Skill Focus (Knowledge (Arcana)), Weapon Finesse, Energy Substitution (Sonic), Eschew Materials, Split Ray Details: Has taken Loremaster Secret Instant Mastery (Tumble), Lore (Knowledge (Everything)!) +9 Spells Known/Spellbook: Most common spells are available to Elina Spells Prepared: 4/6/5/4/3/2 (Save DC = 15 + spell level) 0 lvl: Resistance, Detect Magic x2, Read Magic 1 lvl: Shield, Magic Missile, Sleep, Lesser Acid Orb, Negative Energy Ray, Lesser Fire Orb 2 lvl: Melf’s Acid Arrow, Scorching Ray x2, Fox’s Cunning, Ice Bolt 3 lvl: Dispel Magic, Vampiric Touch, Negative Energy Burst, Bolt of Conjuring 4lvl: Greater Invisibility, Acid Orb, Enervation 5 lvl: Feeblemind, Mordenkainen’s Private Sanctum Possessions: Bracers of Armour +2, Ring of Protection +2, Amulet of Natural Armour +2, Headband of Intellect +2, +1 Rapier, Composite Longbow +1, 20 Arrows, Spellbook
Creation Method - stats by DM based on history This villain is designed to be plugged into any campaign, and is thus constructed using only the core rules. Note: Vool's gear is valued at 28,000 gps, higher by 1,000 gps than the normal value of a 12th level character's gear. He also possesses a minor artifact that is intended as a plot device rather than treasure - there is no way that a party of good alignment will want to keep it.
Name: Vool Race: Human Class: Wizard / Cleric Alignment: Neutral Evil Deity: Most neutral evil deities could be used. Despite the fact that Vool is a cleric, his contact with an adventuring party will probably focus on his minor artifact, not upon his specific theology. Vecna works with Vool's particular domains. Level: Wiz 6/ Clr 6 Gender: Male Age: 40 Size: M Height: 5' Weight: 200 lbs Description: A short, strikingly corpulent little man, whose eyes glitter madly from within the folds of his fat face. He wears a tattered overgarment, but as he moves about his waddling gait reveals flashes of a fine blue robe beneath. He walks with a slight limp - observant players may notice that one of his legs is quite thin, while the other is as fat as the rest of his body.
Str: 10 Dex: 15 Con: 10 Int: 18 Wis: 17 Cha: 14
Saves: Fort: 7 (Base Save 7 + Abi Mod 0) Ref: 6 (Base Save 4 + Abi Mod 2) Will: 13 (Base Save 10 + Abi Mod 3)
AC: 13 (+2 Dex, +1 natural armor)
Special Abilities: Domain Ability (Evil):Cast evil spells at +1 caster level Domain Ability (Magic): Add 3 caster levels to use of devices with spell completion or spell trigger activation.
Spells per day: Arcane: 4/4/4/3 Divine: 5/4+1/4+1/3+1
Arcane Spells Known: All/7/6/5 0: All 1: Alarm, Disguise Self, Hold Portal, Magic Missile, Mage Armor, Ray of Enfeeblement, Unseen Servant 2: Blur, Detect Thoughts, Glitterdust, Melf's Acid Arrow, Rope Trick, Scorching Ray 3: Magic Circle against Good, Protection from Energy, Gaseous Form, Slow
Weapon: Quarterstaff +1 (2,000 gp)
Magic Items: Amulet of Natural Armor +1 (2,000 gps), Cloak of Resistance +2 (4,000 gps), Ring of Invisibility (20,000 gps), Soultrifuge (minor artifact - see below). Value of the soultrifuge is not included in Vool's gear.
Equipment: Adventurer's outfit, belt pouch with magical components, belt pouch with 20 copper pieces. Vool also has a sketchbook containing diagrams of windmills, gears, and of the soultrifuge (see below). His notes are in Abyssal, written in the Dwarven alphabet, and cannot be precisely interpreted without a knowledge of both languages. Interpreting the sketchbook will alert the reader to the fact that Vool is engaged in some very sinister activities indeed.
Personality: Vool is an inveterate tinkerer with magic items. Some years ago, he purchased a magical quintain at the auction of a dead knight's posessions. A quintain is a T shaped construction with a shield on one "arm" and a sandbag in the other. The top bar of the T spins, so that when the shield is struck, the sandbag spins around. Having no use for a quintain, Vool has been adding minor additional items to this device, unaware at the beginning that it possessed a rudimentary intelligence (Int 2). The quintain's sandbag has been replaced with a chair, and a frenzy of wires and tubes rises from the central post, arching away from the quintain to join with a tangle of alchemical instruments designed for distillation. The quintain, which Vool calls his "soultrifuge," sucks away the goodness from any creature spinning in the quintain's chair at a high enough speed, pulling the good essence into the distilling apparatus. The subject creature's alignment is thereby modified to remove any good. Vool has been using the soultrifuge to secretly steal the goodness of several individuals in the town where he lives, and has been sacrificing the essence of their goodness in his foul religious rituals. Needless to say, the town's rulers have noticed the slow but steady decrease in the town's charity and compassion, but are at a loss to explain it. Vool's motivation for using the soultrifuge on people is simple; he likes using the gadget, and feels no compassion for the people who are the device's raw material.
Vool's passion is magical tinkering - he has little interest in people or in wealth, and he is generally regarded as a repellent but harmless blot upon the town's population. Not many people have an inkling that he is as powerful as any of the town's prominent personalities. Any conversation with him will be frustrating, as he will always ask adventurers what magic items they own - clearly without intent to steal, but purely from an interest in the items themselves. He will ask to touch the items, inquire about command words, reliability, quality of construction, materials used, and so forth. He will keep trying to peek at various items of gear while he is talking: "Is that magical? How about that?" He may even try to surreptitiously lift the hem of a PC's pants leg to check out the boots underneath - clearly thinking that he might succeed in this task without being noticed.
In any conversation with players, Vool will mention that he is an inventor. He will especially seek out the advice of wizards, sorcerers, gnomes, or dwarves about his latest project, a device that will extrude fat from a person's body (he is rather tired of being overweight). His last attempt was a wind-powered lipid extruder, but the experiment proved a failure. He had hooked himself up to a windmill, with the extruder attached to his leg (the thin one). A gust of high wind spun the windmill violently, sucking all the fat from the limb and resulting in a limp. He is now obsessed with developing a regulating device for windmill speed, so that he can safely extrude the rest of his fat without damaging himself.
Many players may write Vool off as a harmless, obsessive, evil-aligned twit. Vool, on the other hand, may view a foreign adventuring party as prime material for his soultrifuge...