Not the epic kind that the bards of House Orien might tell of, but a good fight nonetheless. Say what you want of the Emerald Claw but they don't shy away when blades are drawn and spells are slung.
Now it's just a simple matter of finishing off the last one standing between you and the completion of your task.
Wait! Mercy! I implore you! Spare my life and I'll... I'll... tell you a tale will make it worth your while.
Have you heard of the Shadow Auction? Of course not. It's not something nannies whisper to wee ones at bedtime. Nay. It's an auction for the most nefarious, treacherous, villianous schemers. They'll all be there. The Aurum, the Claw, cultists and the Daelkyr.
What draws them to one place you ask? It's different every time and no one ever is certain of what will be up for auction. One thing you can bet on. It'll be an item, or items, with the potential to unleash great havoc on the world.
You remember Cyre? Rumor has it that the thing that did that was bought at the Shadow Auction.
Aye. Blood chilling.
Here's the thing. The next one is coming up and I happen to know where and when. I can see yer interested. Now is knowing more worth my life to you?
Feats Skill Focus (Concentration) Extra Turning (+4 Turn Attempts) Reach Spell (touch spell to ray) Divine Metamagic (reach) Placeholder (9)
Radiant Servant Traits Turn undead (13/day) Extra Greater Turning Divine Health Empower Healing Aura of Warding (+2 will saves for all allies within 10 feet)
Domains: Sun, Travel, Knowledge
Racial Traits Desert elves have the general desert racial trait described above and all elf racial traits, with additions and exceptions as noted below.
* -2 Strength, +2 Dexterity: Desert elves are physically weaker than their normal cousins, but are also hardier, toughened by the harsh reality of desert life. * Weapon Proficiency: Desert elves receive the Martial Weapon Proficiency feats for the scimitar, rapier, and shortbow (including composite shortbow) as bonus feats. Desert elves prefer the scimitar to the longsword and the shortbow to the longbow, because they can use shortbows while mounted. * +2 racial bonus on Handle Animal and Ride checks: Desert elves spend most of their lives riding and working with animals. * No racial bonus on Listen checks.
--Spells-- Known 6,6+1,4+1,4+1,3+1 0: Mending , Read Magic, Light, Detect Magic X2, Detect Poison 1: Protection From Evil, Resurgence, Ebon Eyes, Shield of Faith +3, Obscuring Mist, Snowshoes, Longstrider (D) 2: Detect Thoughts (D), Aid (+1AB, 1d8+8), Spiritual Weapon, Wave of Grief, Hold Person 3: Fly, Searing Light (D), Dispel Magic, Mass Resist Energy, Mass Aid 4: Divination (D), Summon Monster 4, Discern Lies, Freedom of Movement 5: Need these...
Dahdmib had proven himself through the years as an acolyte, healing the sick, feeding the poor and generally being a great guy. He hadn't always been this way. The monks of the temple had taken him in, after he had been rescued from the captivity of a goblin slave camp below the earth. As a boy, he would keep his head down to the ground not speaking to anyone for several months.
Each day Sage Maronius, the only other elf in the temple, would take him for a walk into the quite desert not speaking himself but always looking up at the sky. Then one day the boy finally looked up to the sun and simply said, "Light". Maronius nodded with a smile and returned to find the boy had now begun to look up to the sky instead of looking at the ground. Dahdmib grew into a fine cleric, but he always had this odd way of never looking at you.
After several years, he was ready to take the rite of passage for any servant of Pelor. This involves resting upon the Pinnacle of the Sun, a 30 foot high pillar just large enough to sit upon. Hoeful clerics must wait upon the pilla until Pelor gives them a sign that they may come down. Typically this ritual may last anywhere from a few days to many months. For Dahdmib, it would take much longer.
He climbed onto his perch and mad salutations to Pelor before assuming a sitting position to meditate upon the passage of the sun. Days passed as he kept his eyes skyward, oblivious to the world below and even to his own body. Becoming badly burned, he remained focused on the passing of the day. In time his mind had wandered into the heavens to become one with Pelor, while passerby looked up to see the sunburned elf sitting like a statue there for 30 years.
None could say what forms of enlightenment had been revealed to him, but they could see changes come over him through the years. His skin was now tanned and smooth, yet pure and beautiful, not leathery as would be typical of one who had spent many years under the sun. and during the evenings, his body cast a light upon the square as a beacon of comfort to all around. For after many years, he begain to radiate a holy aura to pretect the temple from the forces of darkness, which were many in the harsh desert.
For Dahdmib the years passed in a blink, for he had embraced the light of the sun which is timeless. What brought him back to the earth was a simple realization, one that only could have been reached through intense meditation. For he was born of darkness and there was much work in shedding light in the dark corners of his spirit. "To live in the world is not enough, one must live with the world." Upon this realization, his spirit descended from the celestial realms and back onto the top of that pillar.
Dahdmib is caring and kind to everyone, while seeking enlightenment through understanding people. He has a voracious appetite for learning and enjoys listening to stories of his companions. He will even have compassion for those who tend toward evil ways, though, this kindness does not apply to those creatures made of darkness. He sees darkness as the enemy, and will seek to destroy what forces seek to snuff out the light of Pelor.
He is very knowledgable, but more book smart that street.
+3 Mithral Shirt 10200gp +2 Medium Shield 4200gp +2 Gloves of Dextertity 4000gp +2 Periapt of Wisdom 4000gp +2 Cloak of Charisma 4000gp Caduceus Bracers 2000gp (convert heal to restore ability 5/1) Chronocharm of the grand master 500gp (+5 dodge vs ranged 1/day) Reliquery Holy Symbol 1000gp (+3 turn attempts) Ring of Silent Spells 2000 gp (silence 1/day & 3 silent spells <= 3rd level) Ring of Spell Battle 12,000gp (detect and counterspell w/in 60 feet) Vanisher Cloak 2,500gp (invis 3/day) Vest of Resistance +1 1000gp Daylight Pellet X2 300gp (daylight 10 rounds) 47,700 gp total Coins- 0gp, 0sp, 0cp
Str 12 –- (04 pts) Dex 10 --- (02 pts) Con 12--- (04 pts) Int 14 --- (06 pts) Wis 11 --- (03 pts) Cha 23 --- (13 pts) +2 @4th, 8th +4 Cloak of Charisma
Hit Points : 47 (4+1+(3+1)*4+(4+1)*4) AC 14 (+2 Armor, +1 NA, +1 Deflection), Touch 11, Flat 13 Init +0 BAB +4, Grap +5 Speed 30 (base 30, load 24/44 (87/130), No Armor) Fort +7, Ref +3, Will +9 (+6 to saves against magic sleep, paralysis, and spells and abilities with the Light descriptor) [includes a +1 Resistance bonus from cape]
Heart of Light [Reserve] Your inner light is so strong it begs to be released. Prerequisite : Ability to cast 4th level spells Benefits : As long as you have a Light spell of fourth level or higher available to cast, you can create a 30-foot cone-shaped burst of light. This cone deals 1d4 point of Light damage per level of the highest Light spell you have available to cast. A successful Reflex save halves the damage. This Reserve Feat has no secondary benefit.
Fly (30 ft, average) – Fatigued after a time (from Wing feat)
Arcane Insight (+4) (sub level 1 and 3)
Spell-like ability (sub level 4) : Cast False Life as a Spell-like ability 3/day, CL : 8.
Breath weapon (2D6 / slot level, DC = 10+slot level+Cha mod). Line of Electricity.
Heart of Light (Reserve Feat) : 4d4 of Light damage in a 30ft cone. Ref halves.
Gear : Still 950 to spend, roughly. Ideas from MIC, DM or RoD ?
Worn : Explorer’s outfit Belt Left : Spell component pouch 1wt 2gp Belt Right : Crossbow Bolts (10) 1wt 1gp Belt Front : Wand of RLD (50) 1wt 750gp Belt Rear : Pouch ½ wt 1gp Other items attached to belt : - -
Left shoulder : CrossBow (light) 2wt 35gp Right shoulder : Shortspear 5wt 2gp Center back : Heward's Handy Haversack 5wt 2000gp Below backpack : Bedroll 5wt 0,1gp Other items worn on back or shoulders -
Head : - Eyes : - - Worn : Cloak of Charisma +4 2wt 16000gp Worn : Amulet of Natural Armor +1 - 2000gp Left finger : Ring of Sustenance - 2500gp Right finger : Ring of Protection +1 - 2000gp Worn : Healing Belt - 750gp Worn : Mantle of Resistance +1 - 1000gp Hands : - - Wrists : Bracers of Armor +2 1wt 4000gp Feet : Black Boots (?? wt ??gp) Other minor accessories (?? wt ??gp)
Case : Paper (sheet) – 5 - 2gp Case : Id papers (with portrayal) - 5gp
Pouch : Coins- 149gp, 7sp, 0cp 1wt Other pouch contents : 1 letter of Marque (Kundarak) - 500gp Other pouch contents : 1 letter of Marque (Kundarak) - 200gp Other pouch contents : 1 letter of Marque (Kundarak) - 100gp
Background : Early Days : So far, his birth is still a mistery to him. Parellan was raised near in a small house near a small village named Xoa’l, by his mother Elsara alone. She never mentioned his father, and no one in the village seemed to know anything about him. At first, it seemed normal to him, since he had never known anything else. Yet, the more he grew, the more he realized that he alone was in this situation. All the other children knew both of their parents, and the very few that had talked to him, soon turned at him, branding him an outcast in his own place. As he reached puberty, he began displaying weird abilities, like keener senses or patch of scale on his skin, not to mention the lights he summoned. Being the superstitious lot they were, the villagers decided it was unclean, and began treating him and his mother even worse. And one night, when they were aroused by an eclipse, they assaulted the hut, and burned it. As soon as Parellan fled, they stoned him, and his mother, and they hardly managed to escape. In fact, only he fled with his life, since his mother succumbed shortly after, due to her wounds. On her dying bed, she made one last confession to him. “About your father, I hid things from you, biding my time. I would have liked to wait further, but alas, I’m not given this time. I am not from Xoa’l, and neither is your father. I come from Khorvaire, and landed on shores North of here after my boat had sunk. A man rescued me. I fell in love with him, and a few months later, you were born. He had promised me nothing though, and he seemed quite at a loss. After some months, he told me he had to leave, and gave me this book, and that amulet. He told me the book would enlighten me, and grant me powers to overcome most difficulties. As for the amulet, it was a ‘lucky charm’. Now, they are your heirlooms, take them. I have a hunch that they may be somehow linked to your father, if you decide to go after him. As for me, I’ll watch you forever, my beloved son…”. Sadness overtook him, and he spent days in grief, between blissfull sleep and agonizing hours awake, completly lost. It's only when rot began tarnishing his mother's rest that he acknowledged her death, and he buried her with his own hands. He remained some time again, and tried to exact vengeance upon the villagers. He stayed in the woods, and used some of his powers in malevolent ways : getting people lost, stealing food and gear, distracting preys... He would possibly have kept on for months if he had not gotten killed another young villager by the name of Agil. Agil's father, Aber, was the main responsible for Elsara's death. Parellan had lead Agil into a nearby swamp, and attacked him, hoping to make Aber feel as he himself felt. Since he had ambushed Agil, he managed to kill him easily. The boy's cries and pleas did not stop him at all, and he felt glad, and alive at last when the boy's body ceased to move. For a second... But his warm body, unmoving, eyes staring in the void, reminded him instantly of his mother, and Parellan fainted. When he awoke, he felt ashamed, void, aimless. He dragged the body near his mother's tomb, and buried him beside, a constant reminder of the price of anger, and life. He managed to have a message sent to Aber, though he never dared to go back to Xoa'l, and instead left for the North, hoping to find this Khorvaire his mother had said she came from. His father could wait.
Growing Up : Barely manage to reach Khorvaire (Qbarra). Does not understand life there, and learns the hard way that sometimes, killing / cheating / lying is mandatory. After some years, realize that finding more about his mother is illusory without more information, and settles about finding his father. Studying the book and the amulet, Parellan finds some clues (thanks to gnomes in Zilargo), leading him back to Argonessen. Is looking for any contact with dragons, since he has tied his abilities with them. Learns that dragons on Khorvaire may be more free-speaking, so moves again. Understands that his powers may be thanks to his father bloodline. Finds a group of people during his journeys, and stays with them, since they share many goals.
Maturity : Recents adventures with Talon Seekers, and how they came to be in the place where the adventure starts.
Personality : Dedicated, and inquisitive. Not at ease with women. Tries to right wrongs as had been done to him. Does not know anymore if he's more interested in finding more about his mother or father. Feels more drawn to his father as time goes by, and feels remorse about giving up his mother...
Feats -Dragontouched: (Dragon Magic) count as Sorc for Draconic feats, gain Dragonblooded subtype, +1hp, +1 to Listen, Search and Spot, +1 vs paralysis and sleep. -Draconic Tail: (Races of the Dragon) Have tail, can make tail slam attack as secondary natural attack, 1d6dmg -Jaws of Death: (Races of Eberron) Gain a 1d6 bite as a secondary natural attack -Second Slam: (Races of Eberron) Gain an additional slam attack as a secondary natural attack -Extra Rage: (Complete Warrior) Gain 2 extra uses of Rage. -Multiattack: (Monster Manual) Secondary natural attacks are made at -2. -Diligent: (PHB) +2 to Appraise and Decipher Script
Warforged traits -Immune to: poison, sleep effects, paralysis, disease, nausia, fatigue, exhaustion, sickness, and energy drain. Does not eat, sleep or breath. -Light fortification: crit hits/sneak attacks have a 25% chance to fail. -Natural weapon: slam attack 1d4 -Does not heal naturally.
History: Scale was found ten years ago, inert, deep within an ancient ruin. Brought awake by a repair spell, the first sight the ancient construct ever saw was the adventurers that found him. Scale helped the band explore the rest of the ruin and accompanied them back to civilization, not having any other purpose. He's been traveling ever since.
Scale knows literally nothing about his past beyond his awakening 10 years ago. He knows that he was created a very long time ago, though he doesn't know whom by or why. He's felt a connection to dragonkind since his first moments, and his form would seem to indicate that this was part of his creation. Beyond that his past is a mystery to all, including himself.
Personality: Scale, despite his rather frightening appearance, is a timid and friendly soul. He desperately wants to know more about his past; who created him, why, what they meant for him to accomplish. He's sought answers whenever he could, but has discovered almost nothing. Undaunted, he spends much of his off time pouring through history books and ancient scrolls, looking for answers.
Appearance: In natural form Scale looks like a cross between a wyvren and a dragon in construct form, executed in a smaller scale. He has a long, serpentine head, a broad neck and wide chest, heavy arms terminating in long claws, and his lower half is a seven foot long tail. The parts of his body that aren't dark steel look like some kind of strange hybrid between dark hardwood and fine dragon scale. His eyes are brilliant green gems, smooth and rounded like snake eyes.
Draconic Graft: (Races of the Dragon) (cumulative: DR 1/magic, all natural weapons considered magic for DR) Glaring Eye 10000gp, -2hp (Blindsense 30ft, +2 Search and Spot, Immunity to Sleep) Gleaming Scales 9000gp, -4hp (+1 NA, Resist 5/lightening)
+2 enhancement added to Warforged Composite Armor - 4000gp +1 Amulet of Natural Armor - 2000gp Battlefist +1 x2 (ECS) - 5200gp 8 Oils of Repair (backpack, --) 400gp 2 Potion of Enlarge Person (backpack, --) 600gp
Feats -Track (1-lvl: Use survival skill to track) I would like this to please be for more than just background purposes! -Least Dragonmark of Finding(Bonus 1-lvl for being human; grants Locate Object 1/day & +2 on Search Skill) -Skill Focus: Gather Information (Class bonus, 2-lvl) -Lesser Dragonmark of Finding (Locate creature 1/day 3-lvl) -Breath of Siberys [DM;135] (6-lvl; grants extra 1d6 damage for breath weapon) -Skill Focus: Survival (Class bonus, 8-lvl)
HumanTraits -1 extra feat at 1st level -4 extra skill points at 1st level and 1 extra skill point at ea. additional level -Favored Class: All
Dragon Shaman Abilities -Totem dragon is the Brass Dragon (grants Class skills Bluff, Gather Information, Survival, and the Breath Weapon and Energy Type is a line of fire. -Proficient with simple weapons, light and med. armor, and with all shield except the tower shield. -Bonus language options include Draconic. -Draconic Aura (Su): (You channel the powers of dragonkind to project an aura that grants you and nearby allies a special benefit. See descriptions below.) -Skill Focus (gain as a bonus feat at 2-lvl, 8-lvl, & 16-lvl. -Draconic Adaptation for Brass Dragon, Endure Elements (Sp): As the spell, except you can only target yourself (at will). -Breath Weapon (Su), Line of Fire: Deals 4d6 pts. of damage. A successful Reflex save halves the damage dealt; the save DC is 14. Line of fire is 30’ long and once used, she must wait 1d4 rounds to reuse her breath weapon. -Draconic Resolve (Ex): Immune to paralysis and sleep effects. Also immune to a dragon’s frightful presence. -Touch of Vitality (Su): Can heal the wounds of living creatures, your own or others, by touch. Each day she can heal 38hp worth of damage. This can be divided up between multiple targets and does not need to be used up all at once. -Natural Armor (Ex): The skin has thickened, developing faint scales and granting an AC bonus of +1.
Draconic Aura: +2, 6 known auras [PHBII; 13] Draconic aura affects all allies within 30-ft of the Dragon Shaman, including self, with direct line of sight. Projecting an aura is a swift action and can be done at any time. There is no time limit. The aura fades when dismissed (a free action), when the character becomes unconscious or is slain, but remains active even if the character is unable to act. 1. Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of fire damage for each point of your aura bonus. 2. Power: Bonus on melee damage rolls equal to your aura bonus. 3. Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to your aura bonus. 4. Resistance: Resistance to fire equal to 5 x your aura bonus (DR/-10 fire) 5. Toughness: DR 1/magic for each point of your aura bonus, up to 5/magic at 20-lvl. (DR 2/magic) 6. Vigor: Fast healing 1 for each point of your aura bonus, but only affects characters at or below one-half their full normal hit points.
Ring, dragon shaman symbol (left 4th finger, -wt) 27gp Torc with dragon heads on either end, brass (worn, -wt) 120gp • 4 ruby eyes on dragon heads, 25gp each (torque, -wt) Hands of Fire [MoE;132] (hands, -wt) 13000gp Bracers of Dex +2 instead of gloves (wrists, -wt) 4000gp Gemstone beads on the end of each braid (hair,-wt) 500gp worth (some beads are also intricately carved wood)
Bedroll (HHH, 5wt) 1sp Rope of Climbing, 60-ft [DMG;266] (HHH left side pocket, 3wt) 3000gp Waterskin- water (backpack, 0/4wt) 1gp 2 Torches (backpack, 0/2wt) 2cp 4 Sunrods (backpack, 0/4wt) 8gp Trail Rations- 4 days (backpack, 0/4wt) 2gp Map case w/ four detailed & accurate maps of Breland, Karrnath, Valenar, and a fairly decent one of the entire continent of Khorvaire. 5gp each except continental map is worth 25gp. (backpack, 0/.5wt) 40gp Vial of dirt from Argonnessen Beach (backpack, 0/.5wt) –gp Masterwork Tool Carving Set, scrimshaw carving (HHH, 0/2wt) 100gp Scrimshaw – various pieces of bone, tusk (HHH, 0/10wt) 200gp **Iron Chest, 12x12x18 inches, weighs 20wt. Locked with 3 separate locks and protected by a needle trap. Top and sides feature a peculiar carving of what appears to be a dragon eating its own tail in circular fashion.
As with all children born to the Tribe, the stars were read, auguries were drawn up and her destiny was charted. This was nothing out of the ordinary, though what was revealed for the newborn was anything except ordinary. Raynē was born on a night when three of the twelve moons were in a rare eclipse, all at the same time. What the Shaman was able to reveal was heartening to the girl’s mother and to the rest of the Tribe. The stars were aligned in such a way as to reveal that the girl just born would be a great warrior, a Dragon Shaman who would serve first the Tribe and later the dragon-god herself. While everyone serves the dragon-gods, those of the Tribe understood the auguries to mean that Raynē would grow up to personally serve the dragon-god the Tribe worshipped, almighty Klyminestran, the brass dragon the Tribe worshipped as their personal dragon-god. Klyminestran watched over the Tribe and claimed them as her own.
Raynē was allowed to remain with her mother until she was weaned, when she was then given over into the care of the Dragon Shaman Rokkard. Her training began that very day and the young girl ate, drank, slept, and dreamt of all that was required of her to follow the Destiny laid out before her. The first thing the Shaman did was to take the young toddler to a special place where they were met by their dragon-god. While her Destiny had been laid out by the stars, it was still required that the infant be accepted by their god. Klyminestran did something completely unexpected, dismissing the Shaman and taking the infant.
The Tribe did not know what to make of what happened but accepted it as they accepted all things their god did. They were here to serve, not to question. Five years to the day their dragon god called the Shaman and returned the young girl, whose eyes seemed much older than her mere seven years of age. What passed between god and child has never been spoken of by either of them and none in the tribe were willing to intrude without invitation. Whatever took place, it was clear the young girl had been trained in the ways of the Dragon Shaman. She had a draconic aura, able to shield her allies and strike at their enemies at the same time. Energy Shield Draconic Aura Her hands glowed with contained fire and it was clear to all that somehow she had undergone a rite that grafted a fire elemental onto both her hands, which are lined with flickering flames.
She continued to train, both as a warrior and a shaman, her skills improving as she grew. She also became quite adept at finding out anything she felt she needed to know. Able to be in the right place at the right time to overhear a conversation meant to be secret or to see something meant to be unseen, all without revealing herself. Such skills are put to good use, both for the tribe and for the dragon-gods. She would occasionally disappear for weeks or months, off doing only the Klyminestran knows what.
As Raynē entered womanhood something quite unusual and unexpected happened, a dragonmark burst up, splashing red and black across her right temple and curving downward along her cheekbone. She always knew who her parents were. Her mother was a member of the Tribe and she had gone on to bear several other children after Raynē, though Raynē is the only offspring to develop a dragonmark. Her father was a different story. He was not a member of the Tribe; instead he was a captive, held prisoner by the Tribe.
Occasionally, instead of killing all who intruded upon Argonnessen, the warriors would capture those who showed exceptional skills in battle. It was rare that a man or woman captured in this way easily accepted their lot and such was the case with Raynē’s father. His thumbs were removed upon capture so that he would not be able to use a weapon against any in the Tribe nor choke his Chosen while performing his duties for the Tribe. He was given a sound beating the first time he tried to escape. The second time he tried to escape his was hamstrung. Then the man was caught trying to preach sedition to several impressionable youngsters and the Tribe had his tongue removed. The one thing they did not remove was his ability to add his strength to the Tribe, which was the only reason he was spared when all others who were with him were killed. There are herbs that the Tribe used to overcome his reluctance and Raynē’s mother was one of those who made good use of the herbs. What the Tribe did not know was that the man who had his tongue removed was Lord Keegan from House Tharashk. He had come with a group who were trying to slip into Argonnessen in search of dragonshards. They were not successful, neither in finding the shards nor in slipping into the country. The Seren barbarian tribes living along the coastline of Argonnessen are dedicated to keeping out all incursions into the continent and they take the mandate by their gods very seriously. The only other thing besides her dragonmark that Raynē has from her father is his weapon, a beautifully crafted morningstar made from a metal cast with a purple sheen. Beyshk metal
When she reached adulthood approx 14 she was sent to guard the shores of Argonnessen against invasion by those who saw the continent as a means of amassing a fortune and getting rich. She joined other warriors from various tribes, all coming together to defend Totem Beach [PGtE;44] and the Great Barrier of Argonnessen from all incursions against those who had no right to be there, which happened to be 99.9 percent of all those who trespassed onto their lands. They are known as the Totem Beach Guardians. The favor of her god continued and during the years she served as protector Raynē continued to show that favor. During a battle with a flying ship full of elves and half elves, Raynē inhaled further than she ever had before, exhaling the breath of her god and striking the leader with a line of fire that melted his pretty armor to his skin.
After several years, instead of returning to serve out the remainder of her years as Shaman for her tribe, she was called into service by Klyminestran and given a mission. It was a mission she had been training for her entire life, to seek out the rogue dragon-god Kamentrontonimin and kill him. This was her Destiny, laid out for her in the very stars, written in the dragonshards that circle Siberys. She is a dragon hunter, one who seeks out those who go against the collective will of the dragon-gods, a part of a dragon police force that is made up of a cadre of dragon agents armed with detailed knowledge and deadly tactical coordination. [PGtE;42]
Additions to background... -Could also be on a mission her dragon-god feels is important in bringing about the fruition of the Prophesy. Her dragon-god is ancient & high up in the hierarchy that the dragons have. He believes the Prophesy is close at hand and is not above trying to take an active hand in bringing about its completion. -Went through special rituals to acquire hands of fire and become worthy of being a rogue dragon seeker.
Goals: I’ll take another level in Dragon Shaman and then, if it works with the DM’s game, take the PrC Duraak´ash [Dragonmark;107].
Personality: -Straightforward, she doesn’t believe in dancing around the truth or in trying to manipulate others into doing or saying what she wants. She hates deception & finds those who manipulate and lie to be personally distasteful. She is up front and tends to get straight to the point. She isn’t gregarious or chatty and doesn’t care what people think of her. She has a job to do and that is her focus, and she is very, very focused!
She is also loyal and her belief in the godhood of the dragons is without the tiniest shred of doubt. She does not trust strangers easily but those of her clan, whether by birth or by association, they are her family and to be trusted, protected, and valued above all except her god and the orders of her god. She looks down on those who live rich, pampered lives without any responsibility or accountability and refuses to pay attention to those who refuse to put in a decent days work. ‘If you don’t work you don’t eat.’ It is a simple proverb but those are often the ones that carry the deepest amount of truth.
Wherever Raynē has traveled she has managed to collect a beautiful stone or gem bead, adding another braid into her hair. For her it is a walk down memory lane when she redoes each braid. The beads can be used for emergency currency, although to date she has managed to always find a reason not to need to use them. Raynē is a practical person and if needed she will use them, but only if needed.
Rayne is more like ‘one of the guys’. She doesn’t succumb to flirting or pay much attention to the outward appearance of a person. She is not romantically inclined, not where mere mortals are concerned. She spent some time in her dragon god’s lair and the experience has quite tainted her where mere humans are concerned. When a man does attempt to flirt with her they usually discover they are completely ignored. Rayne doesn’t have time to bother with such things. This is not to say she isn’t above doing a little teasing herself, especially when it comes to the other men in her small circle of friends.
She enjoys games of skill and chance, though isn’t much of a gambler. Throwing daggers for drinks, finding the odd stranger to spar against, those are things that she considers a good time.
Slight racial prejudice against elves, especially Aerenal elves. -Doesn’t really care for disturbing the dead by way of communicating with them unless absolutely necessary. It isn’t something she has a superstition about, she simply that she feels it is disrespectful to disturb the soul after it has departed from the body. -She prefers sleeping and being in a wilderness or outdoor setting over being in a city and having to sleep and live in what is essentially a big box. (Opposite of being Agoraphobic but not to the point where it is truly a problem. This is an rp device.) She isn’t fond of large crowds and doesn’t see why people would want to live this way, all shoved up close to one another. - Those who know her know that she has a routine and after each battle one of the first things she does is makes sure her armor, weapons, and gear are ready to go for the next battle. Only after those things have been done does she allow herself to relax, eat, spend time with family and/or friends, drink, sleep...
Appearance: Raynē is exotic looking and from the first glance it is clear she does not come from some metropolitan city. There is something essentially ‘barbaric’ about her that no amount of civilized living can ever erase, not that she would want it to. She has a faint shimmer of scales covering her body, giving her deeply tanned skin a brassy appearance. Her almond shaped green eyes have flecks of brassy gold throughout and her pupils are minute pinpricks in a sea of deep green and brassy gold. A strong chin proclaims to all that she is most likely stubborn of spirit.
She wears a set of black bracers edged with arcane markings in silver which set off her slightly glowing hands quite well. Liquid orange fire seems to race and pulse just beneath the skin of her hands. When called upon, this fire burst forth in white heat, lining her hands with fire and heating up whatever she is holding, be it her weapon or another being. During this time her hands become translucent, showing the tracings of fiery veins and the white-hot bones beneath the skin. From her hands one can hear the crackling sound of flames, but only when the graft is activated. Her long blue-black hair hangs down to her waist and is liberally sprinkled with beaded braids. Each braid ends in a gemstone type bead which can be used for emergency currency, though at the moment, with times being plentiful, the gems instead mark the path of her journeys, a type of journal.
Around her neck is a brass torque with dragon heads at both ends, a symbol of her status as personal dragon shaman to Klyminestran. Rubies shine out of each dragon head, staring malevolently in all directions, or so it seems. The eyes will seem to glow occasionally, mostly when she is using her shamanistic powers. She will often reach up to rub at one of the heads when deep in thought. Around the pinkie of her left hand is a ring that has a stylized dragon done in a type of filigree work. It is much more delicate than most would expect from a barbarian tribe and in fact it is from her god, a symbol of her status as Dragon Shaman. Occasionally the stylized dragon changes shape, but never where anyone can see it. She will simply look down and find that it has changed pattern. This is strictly role play, unless the DM wants to make it into more.
She wears a beautifully crafted suit of ancient elven chain mail. A historian, or perhaps an elf, would recognize it as dating back to the Age of Monsters. It is a gift from Klyminestran, from his very own private hoard. It is part of the spoils from an incursion by the Aerenal elves against the dragons back in the year -18993 of the Age of Monsters and Raynē wears it as a proud symbol of the dragons superiority over the elves. At her side hangs a morningstar made completely of a purplish colored metal known as byeshk, a reluctant ‘gift’ from her father. When she uses the power of her fire glowing hands, the morningstar heats up, giving the purple metal an opalescent sheen that is deceptively beautiful. A dagger is tucked into the front of her belt and another tucked into the back. She carries a simple backpack with a coil of rope hanging from its side, not needing anything else except her wits and her companions.
Has a dragonmark of Finding. Not quite sure where to put it; whether to leave it hidden or place it in plain sight.
Xp at game start (after creation deductions): 34000 xp
Possible DM hooks for the game • Raynē wears ancient Aerenal elven chain mail. This came from her dragon-god’s hoard and is loot from during the Elven-Dragon wars during the Age of Monsters, approx 10000 years ago. Bears the crest of some ancient, noble family that has long since died out. This armor is a symbol of her status as a Dragon Shaman, though if any Aerenal elves recognize what it is she is wearing, what it stands for and that a human is wearing it, they may not think it quite the honor she does. • She carries her father’s morningstar. He was evidently quite the scion of House Tharashk and his name and station are engraved into the weapon. Since her father disappeared when he invaded Argonnessen, any who recognize the weapon may just have a few questions, and they may question her validity to carry the weapon. Her dragonmark is hidden (most likely, haven’t completely decided yet) and she may react to anyone needing proof of her right to carry the weapon with a bit of irritation. She has no knowledge of whether the man who sired her had a family in his previous life, before he was captured. He was middle aged and thus could have had a wife and children. With his tongue cut out it was rather a hard issue to discuss and really, no one in her tribe was interested in such things. It could be she has brothers and sisters or cousins out there that she is completely unaware of. Do of it what you wish.
Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup
Maneuvers *Insightful Strike (3 DM), Standard Action Melee Attack, damage = concentration check (1d20+18). Sudden Leap (1 TC), Swift Action, Jump check as swift action and move that distance, provoking AoO, can tumble to avoid. *Claw at the Moon (2 TC), Standard Action Melee Attack, Jump check DC = Targets AC, if succeeds, extra 2d6 damage and +4 to confirm criticals on that attack. *Mountain Hammer (1 SD), Standard Action Melee Attack, deal 2d6 additional damage and overcome any hardness. Soaring Raptor Strike (3TC), Standard Action Melee Attack vs larger foe, Jump check DC = Targets AC, if check succeeds make melee attack with +4 to roll and extra 6d6 damage * = Readied
Stances Punishing Stance (1 IH), +1d6 damage with melee attacks, -2 penalty to AC.
Medium Size, 20’ base rate (not reduced for Load or Armor) +2 Con, -2 Cha +2 Racial Bonus to notice unusual stonework Automatic Search check within 10’ of unusual stonework Can search for stone-based traps as a Rogue +4 on checks to avoid being Bull Rushed or Tripped while standing on the ground Darkvision 60’ +1 Racial Bonus on attack rolls vs orcs and goblinoids (half-orcs, bugbears) +2 Racial Bonus on Appraise checks for metal and stone +2 Racial bonus on craft checks for metal and stone +2 Racial bonus on saves vs spells and spell-like effects +2 Racial bonus on saves vs poisons +4 Dodge bonus to AC vs Giants, Ogres, Trolls, etc.
Durithen was born into Clan Azjak, deep in the Mror Holds. His parents Kreldak and Mara knew that they had a special child on their hands when he was born with bright green eyes. There was a prophecy that a child would come into the clan that would deliver them through their darkest hour, and that child would be marked with green eyes. So it was with mixed emotions that he was received, for though he was to be the deliverance of the clan, it certainly meant that there would be trouble for him to deliver them through.
Kreldak was a scouting patrol leader for the Rokke Clanhold, of which Clan Azjak was a significant member. So naturally, he expected his boy to follow in his footsteps. Once he was old enough to join up and start training with the militia, Kreldak pulled some strings and got Durithen assigned as a scouting trainee. So every morning, he would head up to the upper tunnels for the days lessons. He would learn how to read trails sign and track creatures; he learned what fungi were good to eat, and what were bad (and which caused… “intestinal distress” when surreptitiously snuck into Trailmaster Gellros’ breakfast); he learned his way around the caves, and the forests outside the caves. One thing he didn’t learn was the art of stealth. He tried; he definitely tried. But Durithen was born with a slight disadvantage in the stealth category, and that was that he was big. Really massive, especially for such a young dwarf. He’d try to sneak through a tight space and just scrape along the walls and alert his ‘victim’, one of the other trainees. Gellros did manage to pass along the knowledge of how to effectively use his armor and his toughness to REALLY protect yourself to Durithen, figuring that if he was that bad at stealth, he better be able to protect himself because he’d always be spotted.
He persevered with the scout training for a while, until Gellros became so disgusted with his lack of stealth (“You couldn’t even sneak up on a dead rock, boy!!” he used to say) that he sent him back to train with the regular militia. There, back in the tunnels, he traded in his flimsy leather armor for some much stouter material. He tried the scale mails, the breastplates; but what he felt most comfortable in was the full plate armor. “Ah, that’s the stuff!” he said when he first got buckled into a set of 50lb steel shells. Due to his extreme heartiness, he didn’t notice the extra weight of the armor, and was quite comfortable in it. During most of the sparring drills, no one wanted to face off against Durithen because of the armor; the opponents could beat on him incessantly and he’d scarcely notice inside his shell, and they had a hard time defending against his powerful blows. They would usually wear themselves out before their attempts to strike home a telling shot would be felt, and he would get in plenty of solid shots against them.
Eventually the others gave up sparring with him, but he didn’t mind. It’s not like he was an outcast, they just wouldn’t bother anymore, because they knew all they’d get for their troubles was a good-natured thrashing. Besides, a new idea had crossed his mind. Ok, so he wasn’t sneaky. Usually, sneaky allowed you to get up close to the bad guy and get the jump on him. But what if, he reasoned, what if you didn’t feel the need to get the jump on him? Not giving away the element of surprise on purpose, per se, but if they happened to hear you coming, and you were inside your steel shell, what were they going to do to you? At this point he went back to Gellros and convinced him (when the old man himself couldn’t get in a hit that he’d notice) to let him go back on patrol in the deeps. Gellros did have a few more tricks to show him, though, before sending him out. He figured that since Durithen was so durable and tough to get a hit in on, there was an attack form, called a ‘stance’, that allowed him to sort of tempt opponents into hitting him in exchange for knowing he’d be able to land a bigger hit against them. A calculated risk, of course, but the young lad seemed able to handle it. He also showed him that, tough as he was, there were ways to roll with attacks rather than try to avoid them entirely, that would also serve to protect him a little better.
Armed with these new tactics, Durithen would go out on long patrols, trusting in his abilities to withstand massive amounts of punishment to see him through. Down in the deeps, he patrolled the outskirts of Azjak territories for months at a time, dispatching any threats to his home before they could get anywhere close. Then came the news, news that no son ever wants to hear; his father was dying.
Upon returning to the Hold, Durithen spent the next several hours deep in conversation with Kreldak. He hadn’t forgotten the prophecy to which his son was perhaps the heir. He wanted Durithen to be as prepared as he possibly could for whatever lay before him, so he sent him on a mission. A death-bed request from a father is not something any dwarf can refuse, not that he wanted to. Truthfully, it had been getting a little bit boring down in the tunnels, and this was a new and exciting opportunity. There was a training academy, in the city of Korranberg, far to the southwest in the land of the gnomes, Zilargo. This academy trained skilled fighters, allowing them to perform feats of impressive prowess . His father told him that old Gellros had studied there for a short time, which was where he’d learned that stance he’d passed on. Durithen found the idea intriguing, and so, once his father had passed and the rites had been performed, he said goodbye to his family and set out across Khorvaire.
Upon reaching the Vigor Academy, the instructors tried to turn away Durithen at the main gate. They told him his armor was too heavy, he wasn’t maneuverable enough. After inviting them to attempt to keep him from getting past them and subdue him, if they could, he lowered his visor, raised his axe, and bulled his way through the guards. They tried to knock him down and trip him, but he shrugged them off, and the blows from the flats of their swords went unnoticed. After several minutes of this, one of the senior instructors came over to investigate the commotion, and after the situation was explained to her, observed Durithen for a few moments more before she called off the guards and invited him in, impressed with his durability if nothing else.
Over the next year, he trained diligently, further reducing the negative impact that his full plate armor had on his athletic ability until it was almost negligible. He even learned to launch his stubby body through the air and over opponents heads, swiping at them on the way across. He traveled the land, attempting to improve his martial prowess, and ended up meeting up with a group of likeminded adventurers and forming a companionship known as the Talonseekers. But in the back of his mind, he always wondered if, and when, the prophecy would make itself known.
Recently the Talonseekers have discovered Ozymandias, a dragon-god in a book, and fought off orcs, hobgoblins, and drugged giants at a monastery known as the House of Calm.
Durithen Azjak is one solid individual. Relatively tall for a dwarf at just under 5’, and just over 200 lbs, he is a slab of muscle on short stubby legs. With the exception of the time he spends asleep in his chain pajamas, he’s invariably wearing his set of battered full plate armor. It doesn’t gleam as much as it used to, but the straps and buckles are all replaced yearly, whether they need it or not.
With the helmet on, all that can be seen of his face are a bushy brown beard flowing to his chest and those green eyes. A friendly smile usually occupies the face underneath the helmet, when it is finally revealed. A large darkwood shield with the Azjak crest (crossed axes in silver on a field of dark grey) is strapped to his left arm, and his right hand rests on the pommel of an axe on his belt. The head is well-polished, and wisps of vapor seem to condense in the air around it from the chill it exudes. A shortbow is slung over one shoulder, with a quiver of arrows on the opposite hip. A worn dirt-colored haversack looks a bit small on the broad expanse of his back.
Generally a good-natured fellow, Durithen rarely gets himself worked up. A good fight will do that, but he has a different definition of a good fight than most. With his solid armor and strong spirit, he usually doesn’t find much that affects him. He seems amazed when something actually manages to get through his defenses. That’s when you know he’s about to get serious.
In social situations, he doesn’t possess the most tact in the party, so he’s usually content to let the others lead the discussions. If asked for his opinion, or he thinks he needs to be heard, he has no problems speaking up. Having been through a vastly varied array of training regimens, he has a firm grasp of tactics, and in internal politics, he will be a force to be reckoned with. He usually takes it upon himself to either use his surprising speed and mobility to take the fight to the enemy, or sit on the front line and hold them off for his supporting combatants.
Melee +14 Frost Shortsword+1 1d6+7+1d6[sup]cold damage[/sup] 19-20/x2 [Strike: +5 Bab, +6 Dex, +1 SwS weapon focus, +1 item. Damage: +6 Dex, +1 item +14 Blue Dragon tooth short sword 1d6+6+1[sup]electrical[/sup] 19-20/x2 Note: -2 TWF not included Lucky Dice bonus to hit and damage NOT included. Bluesteel bracers will usually in combat add 2pts extra damage as well. Ranged +12 Ranged Touch Attack : Shadow Garrotte - 5d6 damage 60' range +13 MW Hand Crossbow 1d4 19-20/x2 30' range +12 Heavy Crossbow 1d10 19-20/x2 120' range +12 Light Crossbow 1d8 19-20/x2 80' range +13 MW Javelins 1d6+2 x2 30' range
Racial and Class Abilities Rogue: -- Sneak attack 2d6 -- trapfinding -- Evasion -- Spell Sense (Com Mage alternative to trap sense: +1 dodge bonus to AC vs. spells and spell-like abilities) -- Disrupting Strike (PHBII option to uncanny dodge: -5 AC on target hit by waived sneak attack regardless if creature type can be affected by sneak attack)
Warblade -- Battle clarity (Reflex saves) Int bonus to reflex saves -- weapon aptitude Maneuvers and Stances : 3 : 3: 1 -- Maneuvers Known: Sapphire Nightmare Blade, Emerald Razor, Steel Wind -- Stances: Hunter’s Sense (scent)
Typical default prepared and active on a day to day basis of 4 readied Swordsage, 3 Warblade Maneuvers and 1 Stance – SwS Maneuvers: Distracting Ember, Cloak of Deception, Shadow Jaunt, Shadow Garrote, Wbl Maneuvers: Sapphire Nightmare Blade, Emerald Razor, Steel Wind Stance: Hunter’s Sense [sup][Scent ability][/sup]
Incarnate: -- Aura (2th level lawful) -- detect opposition: detect chaos at will -- Chakra bind (crown) Soulmelds: 3 Meldshaping Essentia: 3 Chakra Binds: 1 Typcial Daily Default Soulmelds and Essentia, Non-Combat Specific: Lucky Dice – +1 to hit and damage during melee, +1 to saves otherwise Bluesteel Bracers: +2 insight bonus on initiative with default +1 damage essentia moving to +2 during combat. Keeneye Lenses [i]+2 Essentia : +8 insight bonus on spot [/i]
Kenku (MMIII): +2 Dex, -2 Str Great Ally (Ex): When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll. Kenkus gain +4 on attack rolls on a flanked opponent Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices and accents. Skills: Kenku have a +2 racial bonus on Hide and Move Silently Natural Weapons: 2 claws (1d3) Low Light Vision.
Equipment Carried Custom Explorer's Outfit/Shadow weave Robes Worn (130gp) Mithril Chainshirt of Silent Moves +1 Worn (6.25lb, 5,850gps) Vest of Resistance +1 Back (0.5lb, 1000gp)[sup]Com Arcane[/sup] Cloak of Elvenkind Feet (0.5lb, 2,500gp) Gloves of Dexterity +2 Hands(0.5lb, 4,000gp) +1 Short Sword of FrostRight hip (2lb, 8,310gp) Blue Dragon Tooth Short Sword Left hip (2lb, 612gps Dracominium) Eyes of the EagleHead(0.5lb, 2,500gp) Ring of Protection +1 Right Hand(0.5lb, 2,000gp) Silver dagger Right hip (1lb , 22 gp) Belt of Healing Left hip (0.05lb, 750 gp) Cold Iron Holy Symbol of Law Neck, tucked under shirt (0.25lb , 10 gp) Beyshk Dagger Belt rear (2lb, 1504 gp) Cold Steel Short Sword Belt rear (3lb, 10gp) 10 MW Javelins Right shoulder rear(8lb, 70gp) MW Handcrossbow Belt rear (2lb, 400gp) Handcrossbow Right shoulder rear(2lb, 100gp) 10 hand crossbow bolts Belt rear (1lb, 1gp) 4 x Force Screen Tattoos ML:1 200gps
Bedroll (1.25lb, 1sp) Blanket, Winter (0.75lb, 5sp) Flint & Steel (1gp) (3) Candles (3cp) (3) Chalk (3cp) (1) Empty Flask (1 lb, 3cp) (1) Masterwork Manacles (2 lb, 50gp) (10) Paper sheet (4 gp) (2) Ink (16 gp) (1) Inkpen (1 sp) 100' Hemp Rope (2gp, 10 lb) 20 Shortbow arrows (1gp 3lb) 1 Heavy crossbow (50gp 8lb) 20 Heavy crossbow bolts (2gp 2lb) 1 x Light crossbows (35gps 8lb) 20 Light crossbow bolts (2gps 2lbs) 1 Heavy Mace (12gp 8lb) Caltrops x3 (3gp 6lb) Sunrod x 6 12gp 6lb Smokestick 20gp 1/2lb Tindertwigs x3 3gps Oil flask x 4 4sp 4lb Camouflage Kit 40gp 5lb [sup]Com Adv[/sup] Listening Cone 20gp 1lb [sup]Com Adv[/sup] Thieves tools MW 100gp 2lb Flash Pellet x1 50pg [sup]Com Adv[/sup] Lantern, bullseye (12gps, 3lb) 1 x Catsink [sup]Com Adv[/sup] Oiled waterproof skin (can work as a cape/poncho or cover over bedroll) 1gp 2lb Chalk powder 2sp 2lb (4 x .5lb bags for tossing in air over invisible creatures) 30 Hand crossbow bolts 3lb 3gps
Current Weight in Haversack: 76.5lb
Money: gp sp cp
Appearance Caaw is a kenku who looks the part of a creature perhaps a little bit special. He chooses, when in distant realms, not to cover himself in the typical ubiquitous brown kenku robes. He rather wears a tasteful outfit of black with silver embroidery tracing complicated patterns over the material. Sigils of law are worked into the design (DC:15 knowledge planes or religion to notice) with otherworldly substances incorporated into the weave and trims. Coupled with his soulmelds Caaw can make an impressive appearance.
Background Mik is an aberration amongst his own kind; that is, he is certainly someone ‘different’. Disillusioned with the manner of kenku society, already well on the path to wishing to change the environment in which he lived and impose his own ideals upon the world to enable himself to live by his rules, Mik’s life changed when a chance encounter with a Justicator (MMIII Pg 85) from Daavnis, the plane of perfect law in Eberron, provided the substance to the core of his own philosophical drive and taught him the skills necessary to achieve it. Mik was instructed in the ways of the power of souls that gravitate to the plane of ultimate law and how to draw power and aid from there. Mik considers the manner of Kenku life a waste. That one of the most cooperative capable races known should fritter away their abilities in petty self-serving schemes is pointless. He would see a unified race of kenku working in harmony to carve out their niche in the world, not just skulk in the shadows. After a preliminary aborted uprising against the powers that be amongst the kenku, Mik has learned that the opportunity is there for a revolution of more significant scale. Many of the kenku elders see him quite correctly as a threat and more than one bird assassin has been dispatched after Mik. Other races may also think he is a danger, should they ever appreciate his true motives. Mik has currently departed his old life, finding refuge and different companions in adventuring. Mik serves the group well while he accumulates power and knowledge in preparation for the future. As well as keeping a low profile in the interim Mik has found new allies to shield his back. It works both ways and Mik has put his life on the line more than once for his companions. A fair balance of a social contract that Mik is well pleased with. He also enjoys the companionship of his new friends, being naturally a gregarious creature, though their preoccupation with the might and majesty of dragons leaves him bewildered, though he in no way belittles the ancient creatures of Argonessen. One piece of history that Mik rarely let’s interfere with his life but nevertheless simmers beneath it: he carries a considerable antipathy towards fiend and aberrant blooded warlocks. Perhaps some past betrayal or flock slaughter, an ancient feud of his kith and kin, but it takes a long association with him to ever gain his trust by an invocation wielder. His kind have an ongoing three-way conflict with the fiendish deviants of the offshoots of the black dragon of Q'barra, the Lords of Dust themselves who constantly attempt to manipulate kenku affairs in the shadows, and the twisted aberrations that regularlarly emerge from the remnants of the ancient dwarf realms below them - so it is perhaps to be expected. It is part and parcel of this that Mik met the party. He heard of Scale and came to investigate and 'deal' with the creature, only to find himself defeated and indebted to the group while admiting his initial mistake once he learned what Scale's true nature was. Agreeing to the charismatic Parellan's views on the situation Mik decided to work with rather than against the group and has found a happy nest away from the nest.
Personality Mik is at one moment dour and focused, considering twenty sides to every minor issue and nitpicking the slightest fault, then next overly familiar and fond of his own humor relaxing with companions of his ‘flock’. His personality takes some getting used to, along with the braying caw he unleashes at some off-color joke. Nevertheless he would not have reached where he is without some genuine qualities which can surface in odd, unexpected ways.
For the past several weeks The Talonseekers have been following a trail that started in southern Khaarnath and ended in the far western edge of the Eldeen Reaches. Your wits, strength, courage, and skills have brought you all to this place; a remote and well hidden stronghold of ancient goblin build, nestled among some stony crags of the Byeshk Mountains.
At the center of this stronghold you have found a pentagonal chamber, nearly 200' across with a high domed ceiling. Back in it's glory days the domed ceiling had what appears to have been a glass top, nearly 80' in diameter. The glass has long since been destroyed leaving the chamber open to the elements. Dirt and a layer of snow cover the floor, all of which is covered with footprints and fresh splashes of crimson blood. The bodies of several men lay broken and scattered among a dozen hobgoblin warriors and an ogre magi who had proven to be a dangerous opponent.
In the moments before the battle you had seen and heard just enough to prove that the elven merchant Cortland had told you the truth. The Emerald Claw were indeed spreading their influence, and brokering a deal for some powerful tome of ancient magic. The heavy brass and iron chest still sits on the ground at the base of some raised dias that was presumably used for a throne or altar in the forgotten past. From the conversation between the ogre magi and the Claw leader, the book is presumably inside.
Other than yourselves, the chest, and some burning braziers the only other living being is a wretched warrior of the Emerald Claw. His arm is clearly shattered and blood can be seen trickling down his left leg. Most likely from an unseen wound beneath his chainmail. Having given you his terms, his life in return for some valuable information, he spits a mouthful of blood onto the last remaining patch of pure white snow, and awaits your decision.
Scale lets out a sounds that seems to be mix of a crocodillian growl and pebbles in a rock tumbler, low and ominous. Nuanced relations between the softer races are sometimes hard for him to follow, but he's learned more than enough about the Claw since he awakened. He doesn't trust the man.