For five years, the faithful of Sandpoint have attended church in smaller wooden structures rebuilt after fire destroyed the previous temple, and while their new pastor Abstalar Zantus was helpful, kind, and wise, the church wasn’t the same. Now, the new cathedral is finally done. All that remains is for the Swallowtail Festival to renew the site’s blessings from the gods and it will be as if the Sandpoint Fire had never occurred.
Races of Varisia Ignore any fluff in the PHB that contradicts the Player’s Guide to this adventure.
Humans: - add to Chelaxians: A fair number of tieflings are of Chelaxian descend, most of them can trace their devilish heritage back to a recent pact with a fiend. Contrary to what the PHB says, tieflings can have a variety of looks; they commonly have horns and/or a tail of varying sizes, or some other pretty obvious marking denoting their heritage.
- interpret Shoanti as meaning “Dragonborn” here and everywhere else in the guide. Scratch the paragraph describing their appearance and refer to the PHB instead but add the hues of metallic and chromatic dragons to their possible scale colours. Dragonborn whose color matches that of a dragon have a tendency to share one or several character traits with the corresponding dragon.
- add to Varisian: Rarely, a tiefling is born among the Varisians, the origin of their heritage lost in time. Contrary to what the PHB says, tieflings can have a variety of looks; they commonly have horns and/or a tail of varying sizes, or some other pretty obvious marking denoting their heritage.
Elves: - those encompass both Elves and Eladrin.
Gnomes: - You may use the MM PC write-up
Half-Orcs - You may use the MM PC write-up for Orcs
Height and Weight table: - refer to the PHB instead
Adventurers of Varisia Classes - replace monks with roleplaying description, possibly a fighter - ignore the side-bar on varisian familiars - insert warlords into the fighter and paladin descriptions
Deities of Golarion For channel divinity feats, refer to the list below to find the PHB deities corresponding to the deities of Golarion: - Erastil: Avandra - Iomedae: Bahamut - Torag: Bahamut - Sarenrae: Pelor - Shelyn: Corellon - Desna: Avandra - Cayden Cailean: Moradin - Abadar: Erathis - Irori: Ioun - Gozreh: Melora - Pharasma: The Raven Queen - Gorum: Kord - Calistria: Sehanine
Equipment of Varisia Barbarian Chew: unavailable Dogslicer: A short sword weighing 1lb less. Ignore the sentence saying that it breaks on a natural 1. Earth Breaker: A mordenkrad. False Jewelry: Use as is. Harpy Musk: Unavailable. Klar: A spiked shield. Hide Shirt: Leather Armour. Ogre Hook: large Khopesh. Scarf: Spiked Chain. Third paragraph: erase everything except the first sentence. Fourth paragraph: erase. Sixth paragraph, erase third sentence. Starknife: Shuriken. Varisian idol: Arcane implement. First sentence: remove the word summoning. Remove the second sentence. War Razor: Kukri.
Varisia Feats of Varisia: - Big Game Hunter: Benefit: You gain the Dodge Giants Feat even if you're not a dwarf. If you are a dwarf, this feat stacks with the normal dodge giants feat.
- City Born: Benefit: Choose Magnimar, Korvosa or Riddleport as your home city. If you're from Magnimar, you have Skill Training in Diplomacy. If you're from Korvosa, you have Skill Training Intimidate. If you're from Riddleport, you have Skill Training Bluff. If you already have skill training, you gain skill focus instead.
- Country Born: Benefit: Replace "fatigued or exhausted" with "weakened". Erase last sentence.
- Lone Wolf: Benefit: add +2 to your death saving throws.
- Totem Spirit: Benefit: You gain skill training (or skill focus if you're already trained in that skill) in one skill depending on your clan: Lyrune-Quah: Stealth. Shadde-Quah: Intimidate. Shriikirri-Quah: Nature. Shundar-Quah: Perception. Sklar-Quah: Acrobatics. Skoah-Quah: Heal. Tamiir-Quah: Athletics.
- Varisian Tattoo: Prerequisite: Varisian. Benefit: You gain the Expanded Spellbook feat, with the additional spell known tatooed on your skin.
Varisian languages: ignore
Sandpoint - Rumors in Sandpoint: use streetwise (one check per rumor) - Sheriff Belor Hemlock is dragonborn now instead of human.
Those who head north from Magnimar along the rocky coastline quickly find themselves in a peculiar country. Fog drapes the rolling landscape, floating spectrally along damp and lonely moors. Small woodlands grace the region, their tangled depths redolent of nettles and pepperwood and pine sap, while further inland, river valleys lined by majestic redwoods wind between ragged tors and limestone escarpments. This vastness and the sense of isolation have earned the region its local name. This is the Lost Coast.
Yet there are pockets of civilization along the Lost Coast. Traditional Varisian campsites can be found in nearly every gulch and hollow along the cliff-lined reaches, and lonely houses sit upon bluffs now and then – domiciles for the eccentrics or rich seeking a bit of peace far from the bustle of Magnimar’s streets. Roadside inns grace the Lost Coast road every 24 miles or so, placed by virtue of the distance most travellers can walk given a day’s travel. Low stone shrines to Desna, goddess of wanderers and patron of the Varisians, give further opportunities for shelter should one of the all-too-common rainstorms catch the traveller unaware. Given time, any of these seeds of civilization could bloom into a full-grown town, or even a city. It’s happened once already, along the shores of a natural harbour nestled among the cliffs some 50 miles northeast of Magnimar. What was once a larger-than-normal Varisian campsite in the shadow of an ancient ruined tower has become the Lost Coast’s largest town: Sandpoint.
As one approaches the town of Sandpoint, the footprint of civilization upon the Lost Coast grows clearer. Farmlands in the outlying moors and river valleys grow more numerous, and the blue-green waters of the Varisian Gulf bear more and more fishing vessels upon its surface. Passage over creeks and rivers is more often accomplished by wooden bridge than ford, and the Lost Coast Road itself grows wider and better-kept. Sight of Sandpoint from either approach (south or east) is kept hidden by the large upthrust limestone pavements known as the Devil’s Platter or the arc of rocky outcroppings known as Whistler’s Tors, but as the final bend in the road is rounded, Sandpoint’s smoking chimneys and bustling streets greet the traveller with open arms and the promise of warm beds, a welcome sight indeed for those who have spent the last few days alone on the Lost Coast Road.
From the south, entrance to Sandpoint is governed by a wooden bridge, while from the north a low stone wall gives the town a bit of protection. Here, the Lost Coast Road passes through a stone gatehouse that is generally watched by one or two guards – the southern bridge is typically unattended. Aside from the occasional goblin, the citizens of Sandpoint have traditionally had little worries about invasions or banditry – the region simply isn’t populated enough to make theft a lucrative business. Hanging from a bent nail at both the gatehouse and the southern bridge is a sign and a mirror – painted on each sign is the message: “Welcome to Sandpoint! Please stop to see yourself as we see you!”
In recent years, settlers from the southern nation of Cheliax have come to Varisia. The city of Magnimar was settled by colonists dissatisfied with the strong reliance on Chelish support in Eastern Varisia, and before long the need for additional farmland grew apparent. To the south, the sloppy expanse of the Mushfens made farming difficult, so the settlers turned their eyes northward along the Lost Coast. For much of its length, the coast offered little shelter, with one exception: a perfect cove about 50 miles away. A cover overlooked by a curious stone ruin.
The foundation of a new town is not a matter to be taken lightly, nor one to be funded by one man. Four powerful families from Magnimar had designs on the region, and rather than work against each other, they consolidated their efforts and formed the Sandpoint Mercantile League. These four families, the Kaijitsus (glassmakers and jewellers), the Valdemars (shipbuilders), the Scarnettis (loggers) and the Deverin (farmers and brewers) sailed north to claim their land after securing the rights from the Charterhouse in Magnimar. Yet, when they arrived, they found the place already settled by a large tribe of Varisians.
Refusing to be set back, the Sandpoint Mercantile League began a series of talks with the Varisians, promising them an important place in the new township. Unfortunately, after a week of talks that seemed to be going nowhere, an impatient man named Alamon Scarnetti took matters into his own hands. Rounding up a group of his brothers and cousins, the Scarnettis mounted a murderous raid on the Varisian camp, intent on killing them all and leaving evidence to blame local goblins for the deed. Yet the Scarnettis, too drunk and overconfident, managed to kill only five Varisians before they were themselves forced to flee, leaving behind three of their own.
The Sandpoint Mercantile League fled back to Magnimar and, in the months to follow, were embroiled in the repercussions of Alamon’s assault. Magnimar’s Varisian Council demanded punishment for all four families, but the High Court arbitrated a peace between them, in no small thanks to the remarkable diplomatic skills of a young diplomat, member of one of the accused families, Almah Deverin. Not only did she manage to assuage the Varisians’ call for blood payment, she also managed to salvage the plans for Sandpoint by promising not only to incorporate the worship of Desna into the new town’s cathedral, but to pay the Varisian Council a generous share of any profits made by Sandpoint businesses over the course of the next 40 years. One year later, the Sandpoint Mercantile League began construction on several buildings with the full cooperation of the Varisian people. In the 42 years since Sandpoint’s foundation, it has flourished. Although the initial term of the contract with the Varisian Council has passed, Sandpoint’s government has elected to extend I for another 20 years, much to the consternation of a few locals.
Sandpoint is a thriving community. Many industries, including fishing, lumber, farming, hunting, brewing, tanning, shipbuilding and glassmaking have flourished, luring skilled laborers from as far as Korvosa and Riddleport to relocate here. Yet Sandpoint’s location on the Loast Coast has also recently drawn settlers of another bent. As explorers and adventurers begin to piece together the fragments of ancient Thassilon’s influence over the region so long ago, the presence of Thassilonian ruins have acted as a magnet. The Old Light is no exception, and a few of Sandpoint’s recent arrivals are more interested in this ruin than anything else.
Over its four decades of history, Sandpoint has been thankfully free of major disasters. Every winter brings its share of strong storms, yet the natural harbour, sandbars and cliffs do a remarkable job of blunting the force of wind and wave, leaving the town relatively untouched. Elders in town spin yarns of a few really big storms, but apart from the town’s somewhat rocky beginnings with the Varisians, only two events have really qualified as disasters: the Sandpoint Fire and Chopper. These two events, occurring in such close and recent proximity as they have, are generally lumped together as the “Late Unpleasantless”, even though the two events didn’t have any obvious links. Natives or Sandpoint are reluctant to talk about either event, preferring to look ahead to brighter times.
Five years ago, a murderer called Chopper ran rampant in Sandpoint. Chopper was finally killed, but not before he killed the former sherrif, and nobody likes to mention that incident.
A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly. The end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn dead.
Five years ago, a murderer called Chopper ran rampant in Sandpoint. Over the course of one long winter month, it seemed that every day brought a new victim to light. Each was found in the same terrible state: bodies bearing deep cuts to the neck and torso, hands and feet severed and stacked nearby, and the eyes and tongue plucked crudely from the head and missing entirely. Chopper was finally killed, but not before he killed the former sherrif, and nobody likes to mention that incident.
As fate would have it, the people of Sandpoint would soon have a new tragedy to bear, one that almost eclipsed Chopper’s rampage. A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly. As the town rallied to save the church, the fire spread, consuming the north Coast Stables, the White Deer Inn and three homes. In the end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn and his foster child Nualia dead.
When the bodies began to mount five years ago, the town initially had no idea how to react. Sandpoint’s sheriff at the time was a no-nonsense man named Casp Avertin, a retired city watch officer from Magnimar. Yet even he was ill-prepared for the murderer who came to be known as Chopper. Over the course of one long winter month, it seemed that every day brought a new victim to light. Each was found in the same terrible state: bodies bearing deep cuts to the neck and torso, hands and feet severed and stacked nearby, and the eyes and tongue plucked crudely from the head and missing entirely.
Over the course of that terrible month, Chopper claimed 25 victims. His uncanny knack at eluding traps and pursuit quickly wore on the town guard, taking particular toll on Sherrif Avertin who increasingly took to drinking. In any event, Sherrif Avertin himself became Chopper’s last victim, slain upon catching the murderer in a narrow lane, known now as Chopper’s Alley, as he was mutilating his latest victim. Yet in the battle that followed, Avertin managed a telling blow against the killer. When the town guard found both bodies several minutes later, they were able to follow the killer’s bloody trail up to Chopper's isle where he was found dead.
As fate would have it, the people of Sandpoint would soon have a new tragedy to bear, one that almost eclipsed Chopper’s rampage. A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly. As the town rallied to save the church, the fire spread, consuming the north Coast Stables, the White Deer Inn and three homes. In the end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn and his foster child Nualia dead.
When Jervis Stoot made clear his intentions to build a home on the island just north of the Old Light, locals paid him no mind. Jervis had already garnered something of a reputation for eccentricity when he began his one-man crusade to carve depictions of birds on every building in town. Stoot never made a carving without securing permission, but his incredible skill at woodcarving made it a given that, if Stoot picked your building as the site of his latest project, you seized the opportunity. “Sporting a Stoot” soon grew to be something of a bragging point, and Jervis eventually extended his gift to include ship figureheads and carriages. Those who asked or tried to pay him for his skill were rebuffed – Stoot told them, “There ain’t no birds in that wood for me t’set free,” and went on his way, often wandering the streets for days before noticing a hidden bird in a fencepost, lintel, steeple, or doorframe, which he’d then secure permission to “release” with his trusty hatchets and carving knives.
Stoot’s excuse for wanting to move onto the isle seemed innocent enough – the place was a haven for local birdlife, and his claim of “Wantin’ ta be with th’ birds” seemed to make sense. So much so, in fact, that the guild of carpenters (with whom Stoot had maintained a friendly competition for several years) volunteered to build a staircase, free of charge, along the southern cliff face, so that Stoot could come and go from his new home with ease. For 15 years, Stoot lived on the island. His trips into town grew less and less frequent, making it something of an even when he chose a building to host a new Stoot.
Sandpoint was no stranger to crime, or even to murder. Once or twice a year, passions flared, robberies went bad, jealousy grew too much to bear, or one too many drinks were drunk, and someone would end up dead. But when the bodies began to mount five years ago, the town initially had no idea how to react. Sandpoint’s sheriff at the time was a no-nonsense man named Casp Avertin, a retired city watch officer from Magnimar. Yet even he was ill-prepared for the murderer who came to be known as Chopper. Over the course of one long winter month, it seemed that every day brought a new victim to light. Each was found in the same terrible state: bodies bearing deep cuts to the neck and torso, hands and feet severed and stacked nearby, and the eyes and tongue plucked crudely from the head and missing entirely.
Over the course of that terrible month, Chopper claimed 25 victims. His uncanny knack at eluding traps and pursuit quickly wore on the town guard, taking particular toll on Sherrif Avertin who increasingly took to drinking. In any event, Sherrif Avertin himself became Chopper’s last victim, slain upon catching the murderer in a narrow lane, known now as Chopper’s Alley, as he was mutilating his latest victim. Yet in the battle that followed, Avertin managed a telling blow against the killer. When the town guard found both bodies several minutes later, they were able to follow the killer’s bloody trail.
A trail that led straight to the stairs of Stoot’s Rock.
At first, the town guard refused to believe in the implications, and feared that Chopper had come to claim poor Jervis Stoot as his 26th victim. Yet what the guards found in the modest home atop the isle, and in the larger complex of rooms that had been carved into the bedrock below, left no room for doubt. Jervis Stoot and Chopper were the same, and the eyes and tongues of all 25 victims were found upon a horrific altar to a birdlike demon. Stoot himself was found dead at the base of the altar, having plucked his own eyes and tongue loose in a final offering. The guards collapsed the entrance to the chambers, burned Stoot’s house, tore down the stairs and did their best to forget. Stoot himself was burned on the beach in a pyre, his ashes blessed and then scattered in an attempt to stave off an unholy return of his evil spirit.
As fate would have it, the people of Sandpoint would soon have a new tragedy to bear, one that almost eclipsed Chopper’s rampage. A month after the murderer was slain, a terrible fire struck Sandpoint. The fire started in the Sandpoint Chapel and spread quickly. As the town rallied to save the church, the fire spread, consuming the north Coast Stables, the White Deer Inn and three homes. In the end, the church burnt to the ground, leaving the town’s beloved priest Ezakien Tobyn and his foster child Nualia dead.
Nualia was an aasimar, viewed as blessed by Desna by the Varisians. Rumours had it that her touch or proximity could cure warts and rashes, that locks of her hair brewed into tea could increase fertility, and that her voice could drive out evil spirits, which made her a local celebrity. Several weeks before the fire, it had been revealed that she was pregnant, carrying the child of a local Varisian youth, Delek Viskanta, who promptly skipped town as he discovered her delicate condition. Upon this blow of fortune, she retreated into the church, loosing herself in prayers to Desna under strict supervision of her foster-father, who heartily disapproved of her liaison with Delek. Misfortune struck again a bare few days before the fire broke out: Nualia miscarried her child and fell into a stupor from shock, perishing in the church when the fire broke out. It is generally believed that Ezakien Tobyn burnt while trying to get her out of the church.
All that remains today of the once loved Stoot carvings are ragged scars on buildings and figureheads where owners used hatchets to remove what had become a haunting reminder of a wolf in their fold. The homes and businesses ravaged by the fire have been reconstructed, and the Sandpoint Chapel has finally been rebuilt as well. With the consecration of this new cathedral, Sandpoint can finally put the dark times of the Late Unpleasantness in the past.
1. Sandpoint Cathedral: shrines to Erastil, Abadar, Shelyn, Gozreh, Sarenrae and Desna. 2. Sandpoint Boneyard: cemetery 3. The White Deer: tavern and inn, clean and spacious accommodations for a fair price, Dragonborn owner 4. The Way North: cartographer 5. Jeweler 6. Junker’s Edge: garbage dump place (dumped over the edge of the cliff) 7. Gorvi’s Shack: Gorvi is head of the garbage collectors 8. Sage 9. Locksmith 10. Sandpoint Garrison 11. Sandpoint Town Hall 12. Savah’s Armory 13. Risa’s Place: Varisian tavern 14. Rovanky Tannery 15. Red Dog Smithy 16. The Pillbug’s Pantry: medicine and potions 17. Bottled Solutions: alchemist 18. Cracktooth’s Tavern: tavern with a large stage for entertainment 19. House of Blue Stones: monastery 20. Sandpoint Glassworks 21. Sandpoint Savouries: bakery 22. The Curious Goblin: bookshop 23. Sanpoint Theater 24. Carpenter’s Guild 25. Sandpoint Lumber Mill 26. General Store 27. Turandarok Academy: part shool, part orphanage 28. Madame Mvashti’s House: Varisian seer 29. Grocer’s Hall 30. Vernah’s Fine Clothing 31. Wheen’s Wagons 32. Scarnetti Mill 33. The Hagfish: popular tavern 34. Valdemar Fishmarket 35. Sandpoint Market 36. Sandpoint Meat Market 37. The Rusty Dragon: oldest inn, discount room for adventurers that tell a good story 38. Goblin Squash Stables 39. Two Knight Brewery 40. Sandpoint Mercantile League 41. Sandpoint Boutique: all manners of items 42. Fatman’s Feedbag: rough but popular tavern 43. The Pixie’s Kitten: house of pleasures 44. The Feathered Serpent: exotic and magical goods 45. Hannah’s: healer 46. Sandpoint Shipyard 47. Valdemar Manor 48. Scarnetti Manor 49. Kaijitsu Manor 50. Deverin Manor
Most of the buildings in Sandpoint are made of wood, with stone foundations and wood shingle roofs. Curiously, quite a few of them bear ragged scars on one or more of the timbers used to build them. The majority are single-story structures, with a few noted exceptions. The town is often thought of as two districts by the locals. Uptown consists of areas 1-12. Most of those buildings are relatively new, and the streets are open and less crowded. This section of town is also physically above the rest, situated on a level bluff overlooking the southern half of town, which consists of areas 13-46. The majority of the town’s buildings can be found downtown, which grows increasingly crowded as available space is claimed by new arrivals. Downtown is built on a gentler slope that runs from a height of about 60 feet above sea level to the west down to only a few feet above the waterline to the east and south.
Sandpoint Harbor is a fairly deep natural harbour, 30 feet for most of its expanse, with sharply rising slopes near the shore. The languid waters of the Turandarok River wind down from the hinterlands, skirting Devil’s Platter to empty into the harbour – the river is often used to transport lumber harvested far upriver down to the local saw mill. South of town rises another bluff on which Sandpoint’s most affluent landowners have staked their claims.
Only a few hundred feet north of town rises an upthrust spur of rocky land topped with a few trees – this is known now as Chopper’s isle, once the home to Sandpoint’s most notorious criminal. A remote outcropping accessible only by flight or by a skilled climber, locals now believe the island to be haunted by Chopper’s ghost. Children often dare each other to go out to the isle’s base at low tide and touch the barren cliff face that surrounds it, but no one’s visited the top in years.
The sight that strikes visitors to Sandpoint at first is the ruins of the Old Light. The original height of this tower is unknown, but those who have studied the ancient architecture of the crumbling remains estimate it might have stood more than 700 feet tall. Today, less than a quarter of that remains. The Old Light rises from sea level and is built into the face of a 120-foot-tall cliff, the tower extending another 50 feet above that level to culminate in ragged ruins. The remaining shell is yet another reminder that neither the Chelaxians, nor the Varisians are the first settlers of this land, yet apart from a few badly weathered carvings signifying that the peak of this tower once held a brilliant light, no insight to the tower’s true purpose remains.
Easily the largest building in Sandpoint, this impressive cathedral is also the town’s newest structure. Built over the foundations of the previous chapel, Sandpoint Cathedral is not dedicated to the worship of a single deity. Rather, it gathers under its eaves the six most commonly worshiped deities in the region (Desna, Abadar, Sarenrae, Shelyn, Gozreh and Erastil), providing chapel for all of these deities in a communal forum. In a way Sandpoint Cathedral is six different churches under one impressive roof.
Yet even the previous chapel wasn’t the first holy site in this location. The core of both the original chapel and the new cathedral is an open-air courtyard surrounding a circular stone altar. These stones served the Varisians for centuries as a place of worship.
Although the Varisians generally venerated Desna at these stones, the stones themselves have a much older tradition. Varisian oral tradition maintains that the seven stones represent the seven towers of Desna’s otherworldly palace.
History or Streetwise DC15 or Razzak or HimdurShow
The original chapel built here was a collection of six different shrines, each its own building and connected to the others by open-air walkways. Desna’s worship was incorporated into these shrines as part of a peace accord with the local Varisians, but the original builders also incorporated five other deities as well. Four of these (Abadar, Sarenrae, Shelyn and Gozreh) were patrons of the original founders of the Sandpoint Mercantile Leage, while the fifth, Erastil, was the most popular among the initial settlers.
When the chapel burnt to the ground five years ago, Mayor Deverin set into motion a bold initiative. Not only would the chapel be rebuilt, but it would be done on a grand scale. A cathedral would be built in place of the chapel, and it would be made of stone and glass. Funding for this project came partially from the founding families, partially from Sandpoint businesses eager to earn favour in the eyes of the gods, and partially from the respective churches. It took years to finish the cathedral, but the end result is truly impressive. To the south, facing Sandpoint’s heart, are the shrines of civilization: Erastil and Abador. To the west, offering a view of the Old Light and the sea beyond are the shrines of Shelyn and Gozreh. And to the east, offering a view of the Sandpoint Boneyard and the rising sun, are the shrines of Sarenrae and Desna.
The previous chapel hosted less than a dozen acolytes, led by a well-loved cleric named Ezakien Tobyn, who sadly perished in the fire that claimed his church. The new high priest of Sandpoint is his most accomplished student, a pleasant man named Abstalar Zantus. Himself a worshiper of Desna, Abstalar is very open about matters of faith and has slipped into the role of advisor for worshipers of other gods of Sandpoint with ease.
2. Sandpoint Boneyard
Set in the shadow of the Sandpoint Cathedral and accessible via a gate to the north or from several doors leading into the cathedral itself, this expansive cemetery overlooks the Turandarok River. Stone vaults owned by affluent members of the town stand near the cemetery’s edges or at its centre, while dozens of humble plots, each marked with a simple gravestone, sit amid trees and shrubberies.
3. The White Deer
A pair of wooden, life-sized deer, carved with painstaking care from white birch, stand astride the entrance to this sizable tavern and inn. The White Deer commands an impressive view of the Varisian Gulf to the north. The building is new, recently rebuilt after the previous inn at this location burnt to the ground five years ago in the same fire that destroyed the Sandpoint Chapel. The new building is a grand affair, three stories tall with a stone first floor and wooden upper floors with a dozen large rooms that can accommodate two to three guests each.
4. The Way North
As with several other buildings in the vicinity, this one-story structure was recently rebuilt after the Sandpoint Fire. Originally a stable, the building has been converted by its owner, an aged but spry gnome named Veznutt Parooh, into a cramped and cluttered library to house his tremendous collection of maps and sea charts. Maps of local regions, from the immediate vicinity up to the whole of Varisia and the Storval Plateau, can be purchased from him for prices ranging from 5gp to 100gp, depending on size and level of detail.
5. Jeweler
This squat stone building escaped the fire that ravaged northern Sandpoint, much to the relief of its owner, a wild-haired jeweller named Maver Kersk.
6. Junker’s Edge Garbage gathered by Gorvi’s boys (see area 7) is routinely dumped over the edge of this cliff to gather on the beach below.
7. Gorvi’s Shack
This dilapidated shack is home to one of Sandpoint’s few half-orcs, a fat, heavily tattooed lummox named Gorvi.
8. Sage
The sole occupant of this ancient building is a cantankerous old man named Brodert Quink, a balding expert on Varisian history and engineering.
9. Locksmith
A flamboyant dwarf named Volioker Briskalbert has owned and operated Sandpoint’s locksmith business since the town’s founding.
Something of an institution, most of the town’s locks were built by Volioker. He’s long been an enemy of the Sczarni (see are 43), who have used both diplomacy and intimidation in their attempts to recruit him to their side. Volioker’s distaste for thievery and scoundrels may have its genesis in his childhood as a street orphan in Magnimar, although he’s traditionally close-mouthed about his past. He’s a tremendous fan of the arts and never misses a new show at the playhouse.
10. Sandpoint Garrison
This stone fortress serves double duty as Sandpoint’s militia barracks and its jail. The jail itself is located in an underground wing, while the above-ground portion houses the town’s guard. Sandpoint’s town guard consists of a dozen full-time watchmen, about twice this many servants and other experts (smiths, cooks, bookkeepers, couriers and the like) dwell here as well. Guards patrol the city alone, there’s generally not much trouble beyond the odd drunk for them to handle, so usually only three or four are on duty at any one time.
The majority of the ground floor of this two-story building consists of a metting hall large enough to seat most of Sandpoint’s adults, although town meetings have rarely been even half so well attended. The upper floor contains offices and storerooms, while a vault in the basement below has been functioning as the town bank for decades. Plans to build a proper bank have been stalled for various reasons since the town was founded. Sandpoint’s maor, Kendra Deverin, can often be found in this building, tending to the town’s needs.
12. Savah’s Amory
The northeast corner of this building bears a few scars from the Sandpoint fire, but fortunately for his owner, Savah Bevaniky, the building escaped significant damage. Savah’s shop sells all manner of weapons and amour, including several exotic weapons.
13. Risa’s Place
Risa Magravi operated this tavern for the first 30 years of Sandpoint’s history, and even now that she’s gone mostly blind in her old age and has left the day-today affairs of the job to her three children Besk, Lanalee and Vodger, the mysterious Varisian sorceress remains a fixture of the tavern. Known as much for Risa’s tales of ancient legends and myths as for its spiced potatoes and cider, this tavern is a favourite of the locals, if only because its out-of-the-way location ensures strangers rarely come by.
14. Rovanky Tannery
Situated at the edge of town, Larz Rovanky runs Sandpoint’s tannery.
15. Red Dog Smithy
Named for its owner’s affection for large red mastiffs, two or three of which can always be seen lounging about nearby, Red Dog Smithy is owned by a bald and powerfully muscled man named Das Korvut.
Das’s temper is, perhaps, his true claim to fame – he has little patience for customers, and even less for everyone else. Sandpoint suffers his foul-mouthed attitude and frequent drunken midnight rants because he really does know his job. And as long as he’s busy hammering metal, he stays relatively calm and confined to his smithy.
16. The Pillbug’s Pantry
Nestled at the base of a cliff and tucked between several old tenements, nothing but a painting of a pillbug perched on a mushroom indicates that this building’s anything more than yet another home. The proprietor of this establishment is a short, rotund man named Aliver “Pillbug” Podiker, an accomplished herbalist and gardener.
17. Bottled Solutions
This cluttered shop is filled with shelves upon shelves of bottles, bags and other alchemical containers, some covered with dust, others so new that the pungent stink of their brewing still fills the air.
18. Cracktooth’s Tavern
A particular favourite of patrons of the Sandpoint Theater, Cracktooth’s Tavern is always full after the latest show at the nearby playhouse lets out.
19. House of Blue Stones
This long stone building is primarily a single large chamber, the floor decorated with polished blue stones set within winding pathways of reed mats, used a monastery.
20. Sandpoint Glassworks
One of the oldest industries in Sandpoint, the Glassworks has been owned by the Kaijitsu family from the town’s founding. The glassworking trade has been in the family for generations and many of their techniques, perfected in distant Minkai, result in dazzling and impressive works that fetch top price among the nobles of Magnimar, Korvosa and beyond.
The smells issuing from this bakery fight against the salty tang of the sea every morning except on Sunday. It is owned and operated by the Avertin family, currently by Alma Avertin and her twin daughters Arika and Aneka.
22. The Curious Goblin
The sign out front of this shop shows a wide-eyed goblin reading a book nearly as tall as him. Inside, this bookshop is a testament to one man’s obsession with the printed word. Chask Haladan has maintained his love affair with books for nearly 70 years and shows no sign of giving it up any time soon. His store is surprisingly complete and while almost all of his wares are far too pricy for any of the locals to shop here with any frequency, a nest egg gathered in his adventurous youth combined with frugal lifestyle makes the success of his business secondary to his own satisfaction.
23. Sandpoint Theater
Brand-new cathedrals and ancient ruins aren’t the only incongruities Sandpoint boasts. This massive playhouse, financed entirely by its larger-than-life owner, Cyrdak Drokkus, a flamboyant tiefling with a golden tongue, features one of the most impressive theatres on this side of Varisia – it certainly competes with the playhouses of Magnimar, a fact that Cyrdak takes great pride in, since he was forced to flee that city for mysterious reasons he’s eager to hint at but reticent to expound upon (although they certainly involve another local of note – Jasper Korvaski).
The Sandpoint Theater often showcases local talent, but it’s the three weekend shows that locals generally look forward to. Cyrdak uses his contacts in Magnimar to great extent, ensuring that the most exiting new productions in the big city are available here as well.
Although Cyrdak enjoys flirting with all of Sandpoint’s young women, his romantic relationship with Jasper (area 40) is one of the town’s worst-kept secrets. It is generally tolerated by the people of Sandpoint, so far Cyrdak’s charm and the excuse of his fiendish blood have been enough of an explanation.
24. Carpenter’s Guild
The vast majority of the buildings in Sandpoint were erected by members of the town’s large and eternally-busy Carpenter’s Guild.
Currently overseen by Guildmaster Aesrick Battlethorn, a dwarf who left his homeland with a near heretical fondness for working with wood rather than stone, the Sandpoint Carpenter’s Guild has recently been accepting a growing number of projects in the outlying farmlands as well as work about town. The guild has been in a minor feud with the Sandpoint Shipyard (area 46) for years, one that most often flares up over which guild has claim to the best lumber from the mill. (area 25).
25. Sandpoint Lumber Mill
This long building was one of the first to be built when Sandpoint was founded. Owned by the Scarnetti family, daily operation of the mill has recently been left more and more to a penny-pinching businessman named Banny Harker and his partner Ibor Thorn.
26. General Store
Owned and operated by Ven Vinder and his family, Sandpoint’s oldest and best-stocked general store has a little bit of everything – farm equipment, weapons, tack, tools, furniture, food and even homemade pies by Ven’s wife Solsta.
27. Turandarok Academy
As families thronged to Sandpoint, the town founders quickly came to realize that they needed somewhere to handle the education of children, a place to house the unfortunate orphans and somewhere to busy the older children to keep them from becoming delinquents. The answer was Turandarok Academy, part school, part orphanage, run by Ilsoari Gandethus, a retired adventurer.
The retired chelish adventurer Ilsoari Gandethus volunteered to be the academy’s headmaster if he could have the basement of the two-story building to himself. The town agreed and today, the rooms below the Academy are almost a museum of the strange things and trophies Ilsoari has collected over his years. He keeps these chambers locked, but the children who attend classes on the ground floor and the orphans who live on the upper floor have countless stories about what’s down there, ranging from a goblin farm to a nest of phantom spiders to the Sandpoint Devil itself.
Although the contents are much less sinister and Ilsoari is all too happy to show off his collection of exotic weapons, strange maps and monster trophies to anyone who asks nicely, the old wizard does nothing to dissuade the children’s tales.
28. Madame Mvashti’s House
Although from the outside this appears to be an ancient decrepit manor house with several rooms, only one person lives in this old building: ancient and mysterious Niska Mvashti, a Varisian Seer.
Madame Mvashti survives primarily on the support and volunteer help from local Varisians, although she spits and curses at those she knows belong to the Sczarni. Druids from the hinterlands make weekly visits to her home, often helping her along on the long walks she still enjoys in the nearby countryside.
29. Grocer’s Hall
This building’s facade is open to the air where it faces the market. During the day, bins and trays and tables here are heaped with produce brought in that morning from the outlying farms. Near the back of the store are tools, seeds, feed, tack and other supplies useful for farming. The other half of the building is filled with living quarters, meeting halls, file rooms and storage. The halfling Olmur Danvakus took up the post of guildmaster here after the previous one was murdered by Chopper.
30. Vernah’s Fine Clothing
Half-elven Rynshinn Povalli has owned and operated this clothing shop for the last five years, since her mother’s death during Chopper’s murder spree. since then, Rynshinn has used much of her money to expand her mother’s tailoring business, and even founded a guild that brings together dozens of quilters, crafters, sewers and tailors, so they can sell their wares here.
A lanky man named Bilivar Wheen owns this workshop.
32. Scarnetti Mill
As with the Sandpoint Lumber Mill, this building is owned by the Scarnettis. All of the flour and grain produced here is supplied by local farmers.
33. The Hagfish
One of Sandpoint’s most popular taverns, especially among fishermen and gamblers, the Hagfish is also Sandpoint’s best bet for a good old-fashioned seafood meal. It is owned by a gregarious one-legged man named Jargie Quinn. Jargie’s game tables are always well-attended, with games ranging from cards to checkers to dice to darts.
34. Valdemar Fishmarket
Like the Grocer’s Guild across the market, the façade of this long building is open to the air. Here, locals can shop among the day’s catch, picking out cod, salmon, tuna, shellfish and even the odd octopus for the evening’s meal.
35. Sandpoint Market
On most days, Sandpoint’s market place is empty save for the odd group of children who enjoy using the wide-open area to play whistleball or other games. Twice a week, the market fills with vendors. At the start of each week, the farmer’s market radically increases the daily selection of goods available at the Grocer’s Hall, while all day at the end of the week merchants from Magnimar, Galduria, Nyphor, Wartle and beyond take part in the Town Market.
36. Sandpoint Meat Market
Local butcher Chod Bevuk runs the Sandpoint Meat Market. Half of this building doubles as a slaughterhouse, with the meat itself put on display for sale in the front half of the market. Most of the meat processed here is from livestock or animals caught by hunters.
37. The Rusty Dragon
This large structure is Sandpoint’s oldest inn, notable for the impressive (and quite rusty) iron dragon that looms on the building’s roof, doubling as a lightning rod and decoration. Owned and operated for the past six years by the lovely and popular Ameiko Kaijitsu, the Rusty Dragon is not only one of the town’s most popular eateries (made so, in large part, by the spicy and exotic food served here), but also a great place to meet visitors from out of town, since most newcomers in Sandpoint come upon this inn first, the north Lost Coast Road being less travelled. It certainly doesn’t hurt that Ameiko’s exotic beauty is more than matched by her skill at music, and few are the evenings that pass without at least two or three songs by the talented woman. In any event, the Rusty Dragon is probably the most adventurer-friendly establishment in town, with its ubiquitous “Help Wanted” board near the bar and Ameiko’s “discount rooms for anyone who tells an exciting adventure story” policy.
Some bad blood exists between Ameiko and Cyrdak, and one never seems to miss a chance to badmouth the other, but no one in town really understands the reason behind their rivalry.
Cyrdak has confided in you, under oath of silence, that Ameiko has tried to court him but he refused. Ever since, she’s been slandering his name, which he won’t stand without retaliating in the same vein.
38. Goblin Squash Stables
The sign above this door displays a goblin being trampled underfoot by a horse. Tended by a retired hunter named Daviren Hosk, Daviren’s hatred of goblins is nearly legendary in Sandpoint. In a somewhat grisly display, over the entrance to the stable’s covered barn is his collection of goblin ears: preserved and nailed to three different rafters, each bearing the goblin’s name burned into the leathery flesh. The bitter ranger’s pride and joy is a large glass bottle filled with brine in which he’s preserved the body of Chief Whartus of the now extinct, due in large part to Daviren, Bonegrinder Tribe.
39. Two Knight Brewery
While Sandpoint’s taverns serve a wide variety of spirits, they all proudly serve the mead, ale and rum brewed here at the Two Knight Brewery, established almost 40 years ago by two brothers (both worshippers of Abadar and cousins of Mayor Deverin) only a few years after Sandpoint was founded, their expertise at brewing has only increased over the years. Tragically Wade Deverin was one of the first of Chopper’s victims, a murder that has shaken his brother Gaven’s faith.
40. Sandpoint Mercantile League
This large building serves many purposes. One can book passage on a ship bound for other ports, arrange for caravans or carriages for overland travel, or send messages to folk in town or as far away as Korvosa or even Riddleport. Inquiries to land ownership, building construction, and founding new businesses both in Sandpoint proper and in the surrounding hinterlands, must begin their processes of official foundation here. Although ownership of the League remains split evenly between Sandpoint’s four noble families, few of them take part anymore in the actual day-to-day business, leaving such matter in the capable hands of Sir Jasper Korvaski.
In his younger years, Jasper was a paladin of Abadar and although he’s long since given up the more dangerous lifestyle of a crusader, he remains loyal and devout. Despite his best efforts, his romance with Cyrdak Drokkus (area 23) has become one of Sandpoint’s worst-kept secrets. The Scarnettis, easily Sandpoint’s most conservative family find the rumours of this relationship scandalous and offensive, but it’s unclear if they’re more offended by the relationship itself or the fact that the majority of Sandpoint is so accepting of it.
This large boutique and shop sells all manner of clothing, weapons, toys, artwork, books and tools imported from throughout the world, although most of the wares here are Varisian in nature. The place is owned by Hayliss Korvaski, who is, like her brother Jasper, a devour worshipper of Abadar.
42. Fatman’s Feedbag
If the Hagfish is Sandpoint’s most popular tavern, Fatman’s Feedbag is its most notorious. Bar fights are common, and Sheriff Hemlock typically has to come down here two or three times a week to sort them out when they grow particularly violent or loud. The majority of the clientele here are Varisian scoundrels, members of the Sczarni, or less-reputable sailors. It is operated by an enormous man named Gressel Tenniwar.
The Sczarni are an extended network of Varisian thieves, highwaymen, con artists, graverobbers, smugglers and muderers. It is estimated that at least a score of Sandpoint’s Varisians are members of the Sczarni, all cruel and self-serving men and women who take care to maintain respectable jobs as laborers, fishermen and hunters, but who draw their true income taking part in various illegal Sczarni scams and stunts.
43. The Pixie’s Kitten
Many of Sandpoint’s crasser locals have a much more colourful name for this establishment, but Shoanti Kaye Tesarani runs the town brothel with class and distinguished grace. She pays her girls and boys quite well and the three Shoanti bouncers she employs are more than enough to handle troublemakers. Although prostitution isn’t illegal in Sandpoint, the Scarnettis have long lobbied for it to be outlawed, viewing the Kitten as a place where vice and criminal activity can take root.
44. The Feathered Serpent
This cramped and cluttered shop smells of a strange mixture of incense, spice and dust. It’s sole proprietor, Vorvashali Voon, an exotic-looking character with bright blue eyes, long red hair and almost bronze-coloured skin, is gregarious and excited about every customer. Not everything in his shop is for sale, rendering it part museum in its eclectic collection of strange relics, statues and monument fragments. Vorvashali’s stock changes constantly, as his dozens of contacts from Magnimar come in weekly to buy and trade stock. Adventurers seeking magic items and other tools of the trade can order here what they’re looking for, including materials for rituals.
45. Hannah’s
While Abstalar Zantus does his best to take care of Sandpoint’s truly sick and needy, he can’t help everyone. For minor aches, pains and illnesses, most of Sandpoint’s citizens depend on Hannah Velerin. Hannah spends most of her mornings out in the surrounding wilds, gathering herbs or simply enjoying Gozreh’s bounty. In the afternoons, she returns to her shop and home here to prepare medicines and receive patients. She also acts as a midwife, it seems that half of Sandpoint has been born under her watchful eye.
46. Sandpoint Shipyard
The southern facade of this long building is open to Sandpoint Harbor, allowing its small army of shipwrights, ropemakers and sailmakers to work their trade in one of four drydocks right on the shore. The shipyard is owned by the Valdemars, with Belven Valdemar, old Ethram’s eldes son, overseeing the constant work here.
47. Valdemar Manor
This manor house commands a breathtaking view of the town of Sandpoint and the harbour below, as befits the family most connected to the town’s shipbuilding and fishing industries. The family itself remains under the patriarchal rule of old Ethram Valdemar, the only one of the original members of the Sandpoint Mercantile League still alive.
48. Scarnetti Manor
Perhaps Sandpoint’s most notorious noble family, the Scarnettis are headed by Titus Scarnetti. They control Sandpoint’s mills and the lumber industry. The control of the lumber the Valdemars need for their enterprises is not lost on the Scarnettis, and they use this fact as often as possible to leverage Valdemar support. The Scarnettis are easily Sandpoint’s most traditional family, who cling to old Chelish values that are, in many cases, outdated today.
49. Kaijitsu Manor
This manor is the smallest of the four noble houses overlooking Sandpoint, yet the Kaijitsus are perhaps the richest family in town. What this manor lacks in stature and size, it more than makes up for in the exotic and impressive furnishings within. Lonjiko Kaijitsu has carried on his father’s proud work as a glassmaker, and the Sandpoint Glassworks is perhaps the town’s most prosperous business, with its products regularly shipped as far as Korvosa.
Lonjiku’s accomplishments are all the more impressive when one takes into account that he and his family are newcomers to Varisia, the survivors of an exiled family from Minkai sent over the crown of the world a half century ago for unknown crimes. Lonjiku was born in Magnimar and never visited his motherland, but he carries memories of its wonders in the form of stories told to him by his now deceased parents. Yet for all of his success at business, Lonjiku has found the role of father to be one he’s particularly ill-suited for. His eldest son Tsuto, in addition to being proof of his wife’s affair with an unknown elf, left the region several years ago after an argument that resulted in Lonjiku striking his son with his cane. His eldest daughter Ameiko shamed him not only by becoming an adventurer, but by opening and running a tavern and flophouse, “hardly women’s work”, he’s fond of telling anyone who’ll listen. Of course, those who know Lonjiku know his short temper is his real problem.
50. Deverin Manor
Living within the largest manor, the Deverins have traditionally held the role of “leader” in Sandpoint. Old Amos Deverin served as the town’s mayor for its first 23 years. And his son Fenchus served for the next 11. Both Deverins perished to unfortunate accidents (Amos to a runaway horse on Festival street and Fenchus to a snake-bite while on a boar hunt), leaving Amos’s youngest daughter as the heir to the family fortune and a likely candidate for mayor. Kendra Deverin didn’t initially want the job, but after she was nominated for the role by the former sheriff, Casp Avertin, she won the election by a landslide, something her primary opponent in the elections, Titus Scarnetti, has never quite come to terms with. She shares this manor with her brother’s rather large family and although her sister-in-law Vana constantly complains about needing even more space and luxuries, Kendra has done a saintly job so far in keeping her temper under control.
Cyrdak Drokkus is capable of making people love him despite or rather because he is tiefling. Cyrdak is ruggedly handsome, attractive, with just a hint of danger, claiming in fact that there's succubus blood running in his veins. CyrdakShow
Size: Medium Race: Dwarf Class/Level: Cleric (Battle Cleric)/ 2 Experience Points: 1300 Experience Needed: 2,250 4’ 9” tall, 198 wt, 40 years old Burgundy hair, Sparkling Green eyes, Reddish Pink skin Diety: Torag, God of the forge, protection and strategy. Favored weapon is the warhammer. Alignment: Lawful Good
Roll 1 Reroll 1 Reroll 2 I went with the statement in the PHB that said if the total of the stat bonuses are less than +4. My first two rolls were +2 total. If you want me to take the first set, Let me know and I will.
Hit Points: 34 – Bloodied: 17 Healing Surges: 10/day – 8 hp
Action Points: 1
Skills: -01 Acrobatics (-2 Dex +1 lvl) +08 Arcana (+2 Int +1 lvl +5 trained) +03 Athletics (+2 Str +1 lvl) +02 Bluff (+1 Cha +1 lvl) +02 Diplomacy (+1 Cha +1 lvl) +05 Dungeoneering (+2 Wis +1 lvl +2 racial) +06 Endurance (+3 Con +1 lvl +2 racial) +08 Heal (+2 Wis +1 lvl +5 trained) +03 History (+2 Int +1 lvl) +08 Insight (+2 Wis +1 lvl +5 trained) +02 Intimidate (+1 Cha +1 lvl) +03 Nature (+2 Wis +1 lvl) +03 Perception (+2 Wis +1 lvl) +08 Religion (+2 Wis +1 lvl +5 trained) -01 Stealth (-2 Dex +1 lvl) +02 Streetwise (+1 Cha +1 lvl) -01 Thievery (-2 Dex +1 lvl)
Feats: Ritual Caster Dwarven Weapon Training: +2 damage and proficiency with axes and hammers. Shield Proficiency (Light)
Dwarf Abilities: +2 Con and Wis Size Medium Low light vision Speaks Common and Dwarven Skill Bonuses: +2 Dungeoneering and Endurance Cast Iron Stomach: +5 racial bonus to saving throws against poison. Dwarven Resilience: can use your second wind as a minor action instead of a standard action. Dwarf Weapon Proficiency: gains proficiency with throwing hammers and warhammers. Encumbered Speed: armor and heavy loads do not affect your speed. Stand Your Ground: when an effect forces you to move – through a pull, push or a slide – you can move 1 square less than the effect specifies. Also if an attack would not you prone, you get to make an immediate saving throw to avoid falling prone.
Cleric Abilities: Role: Leader Power Source: Divine Key Abilities: Wisdom, Strength, Charisma Armor Proficiencies: Cloth, leather, hide, and chainmail Weapon Proficiencies: Simple melee and simple ranged Implement: Holy Symbol Bonus to Defense: +2 Will Hit Points: 12 +Constitution score at 1st level, +5 per level gained Healer's Lore: adds his Wisdom bonus to all healing surges brought about by his use of one of his powers. Healing Surges per Day: 7 + Constitution modifier Trained Skills: Religion, Heal, Arcana, Insight
Lance of Faith Divine, Implement, Radiant Standard Action Ranged 5 Target: One Crature Attack: Wisdom + 1/2 lvl (+3) vs. Reflex Hit: 1d8+2 radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Priest’s Shield Divine, Weapon Standard Action Melee Weapon Target: One Creature Attack: Strength +1/2 lvl (+5) vs. AC Hit: 1d10+4 (1d6+4 for hand axe and throwing hammer) damage and you and one adjacent ally gain a +1 power bonus to AC until the end of your next turn.
Channel Divinity: Divine Fortune Divine Free Action Personal Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead Divine, Implement, Radiant Standard Action Close burst 2 Target: Each undead creature in the burst Attack: Wisdom + 1/2 lvl (+3) vs. Will Hit: 1d10+2 radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier (3). The target is immobilized until the end of your next turn. Miss: Half damage, and the target is not pushed or immobilized.
Healing Word Divine, Healing Special: you can use this power twice per encounter, but only once per round. Minor Action Close burst 5 Target: You or one ally. Effect: The target can spend a healing surge +2 HP and regain an additional 1d6 hit points.
Healing Strike Divine, Healing, Radiant, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength + 1/2 lvl (+5) vs. AC Hit: 2d10+4 (2d6+4 for hand axe and throwing hammer) radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge +2 HP.
Beacon of Hope Divine, Healing, Implement Standard Action Close burst 3 Target: Each enemy in burst Attack: Wisdom + 1/2 lvl (+3) vs. Will Hit: The target is weakened until the end of its next turn. Effect: You and all your allies in the burst regain 5 hit points and your healing powers restore +5 hit points until the end of the encounter.
Shield of Faith Divine Standard Action Close burst 5 Targets: You and each ally in burst. Effect: The targets gain a +2 power bonus to AC until the end of the encounter.
Gentle Repose Level: 1 Category: Restoration Time: 1 hour Key Skill: Heal (no check) Duration: Special Component Cost: 10 gp Market Price: 50 gp The ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raise Dead or a similar ritual. Gentle Repose also protects the corpse from being raised as an undead creature for 150 days.
Comprehend Languages Level: 1 Category: Exploration Time: 10 minutes Key Skill: Arcana Duration: 24 hours Component Cost: 10 gp Market Price: 50 gp When you start the ritual pick a language you have seen or heard in the last 24 hours. If you heard it, then you can understand it when spoken for 24 hours and, if you make an Arcana check DC 35 you can speak it too. If you saw it the you can read it for 24 hours and if you make an Arcana check DC 35 you can write it in its native script or any other script you know. If you have both heard and seen the language in the last 24 hours you can understand it in both forms for 24 hours and if you make an Arcana check DC 35 it allows you to speak and write the language.
Equipment: Chain Mail (worn, 40 wt) 40 gp AB: +6, CP: -1, Sp -1
+1 Vengeful Warhammer (belt left, 6 wt) 15 gp Att vs AC: +6 WP: +2, Str +2, 1/2 lvl +1, +1 magic, Dmg: 1d10+5, Prop: Versatile +1d6 on a crit, encounter power (free action: use this power when an attack hits a bloodied ally within 10sq of you. Gain a +2 power bonus to attack rolls and +1d10 on damage rolls against the attacker until the end of your next turn. Warhammer (belt left, 6 wt) 15 gp Att vs AC: +5 WP: +2, Str +2, 1/2 lvl +1, Dmg: 1d10+4, Prop: Versatile Throwing Hammer (belt rear, 2 wt) 5 gp Att vs AC: +5 WP: +2, Str +2, 1/2 lvl +1, Dmg: 1d6+4, R: 5/10, Prof: Offhand, heavy thrown Hand Axe (belt rear, 3 wt) 5 gp Att vs AC: +5 WP: +2, Str +2, 1/2 lvl +1, Dmg: 1d6+4, R: 5/10, Prof: Offhand, heavy thrown
Standard Adventuring Kit (33 wt) 15 gp -Backpack (center back) -Bedroll (below backpack) -Flint and Steel (backpack) -Belt Pouch (belt front) -Trail Rations – 10 days (backpack) -50’ of Hemp Rope (backpack) -Sunrods – 2 (backpack) -Waterskin (backpack)
Ritual Book (backpack, 3 wt) Components for Gentle Repose (backpack, 0 wt) 10 gp Components for Comprehend Languages (backpack, 0 wt) 10 gp
Coins- 37 gp(pouch, 0 wt)
Duties: currently he has been sent out missionary work to bring the word and might of Torag to those who have not heard it. And to try to set up some trading business for Janderhoff when ever possible.
Background: Himdur was born and raised in the dwarven city of Janderhoff. His mother and father are both miners and followers of Torag, so as he grew he was taught to revere him. At an early age he showed a great interest in the teachings of Torag and shortly after that it was clear that his calling was to be a cleric. At the age of 14 he was taken into the temple and began his acolyte training. At 18 he became a full cleric and continued to serve in Janderhoff. His training was more martial than some of the other acolytes, so he also joined the guard for a while lending his skills and healing abilities to the soldiers and joining with them in defending their home from orcs, goblins, giants and other monsters that constantly threatened his people. Two years later he was given the title of missionary and sent out into the world to bring the word of Torag to all who would here it. As with al dwarves who wander, he is also working on setting up trade between the town he is in and the dwarves back home. His travels took him down river to Lake Syrantula, stopping at each of the towns/cities along the way. He would join up with the local dwarves and/or militia assisting them in exchange for a place to live and some cash to live off of. He stayed in a lot of nice places, and some not so nice, but something always felt wrong. He always felt the urge to move on. He contributed this as nudging from Torag and so moved on. He continued following the river west. Eventually he ended up in Magnimar. Although it is a wonderful city in its own right, it still did not feel like where he was supposed to be. He then heard of a small town named Sandpoint that was fairly young and was striving to build itself up. So for the last 20 years Himdur has been a resident of Sandpoint. Soon after coming to town he hooked up with and made friends with Volioker Briskalbert, the local locksmith and with Aesrick Battlehorn, a strange dwarf who prefers to work with wood instead of stone. A couple years after moving into town he enlisted their aid and with permission from the town dug his small home into the cliff face just north of the Undercliff Way road where it enters town from the east. It is a small place that consists of a main living room with the kitchen of to the side in the same room. He has a pantry, his bedroom and another room for possible guests. Outside, also set back into the cliff wall he has set up a small forge/smithy. He cleared this with the Red Dog Smithy with the understanding that he would only do small tasks and refer all big projects to them. It helped that the main reason for the forge was that it also served as a temple to Torag. Through his years in the town he has made many friends. He serves as a member of the militia and also travels to the outer farms offering medicinal and magical help where needed. He uses this as a chance to spread the word of Torag, but does so without being overbearing about it.
Personality: Himdur is a fairly relaxed person with a witty sense of humor. Through his training and upbringing he has been taught to always face life with hope and to face adversity with a strong determination to do what is right and what must be done. He is a fairly open minded dwarf and prefers to give people the benefit of the doubt, but is not stupid or easily gullible. He generally has an aggressive personality and will try to take control of most situations. He is pragmatic and does not shirk from what must be done. He is also very protective of his friends and family and of any he perceives as unable to defend themselves. When faced with life threatening situations he rarely ever backs down and forges ahead with the certainty that Torag will see him through.
Description: Himdur stands at 4’9” tall, tall for a dwarf, and weighs in around 200 pounds. He has burgundy colored hair, which covers his head and a beard on his face. Unlike some older dwarves he has not lost the hair on top of his head yet. His eyes are a deep sparkling green and his skin is a reddish pink. His prefered weapon is the warhammer he carries about with him. He usually wears chainmail armor just about anywhere he goes.