All these characters are found in Sterin Barony in the Godsblood Straits.
Baron Samthor Wildtide
10th level fighter, align neutral, age 45, gender male
Str 12, Int 14, Wis 14, Dex 10, Con 16, Cha 14
AC 3, Move 120', HP 60, THAC0 10, Att 1 sword for 1d8+2
Equipment: Chain Mail +2, Sword +2, Dagger +2, Amulet vs Crystal Balls and ESP, 2 potions of extra healing
Baron Samthor is interested in both his continued rulership of Sterin and also Sterin Barony's expanding role in the wider world. He is interested in developing trade and military connections with Teiglin while staying independent. He is also interested in the Island of Lost Souls as a possible fiefdom. Baron Samthor is a smooth operator who is the biggest fish in a small pond (Sterin). He is interested in meeting similar rulers (such as the Town Council of Ironmarket and the Barons of Luthien and Stelmit) to assess what they are like.
Sister Goralash Wildtide
11th level cleric, align neutral, age 48, gender female
Str 10, Int 12, Wis 17, Dex 9, Con 14, Cha 12
AC 0, Mv 120', HP 44, THAC0 13, Att 1 mace for 1d6+2 or by spell
Equipment: Chain Mail +2, Mace +2, Shield +2, Holy Symbol, Potion of Invisibility
Sister Goralash is the half-sister of Baron Samthor and the leader of the Church of Vought on Sterin Island. She views control of the sea as vital to Sterin Barony's trade, military, diplomacy and fishing, and encourages Samthor to build up a powerful navy and merchant fleet. Sister Goralash is ambitious and some think she meddles too much in politics. She wants Vought to be the pre-eminent deity on Sterin Island, and she will pull political strings to achieve this.
Durnold Broadbough
7th level magic user, align neutral, age 56, gender male
Str 8, Int 16, Wis 13, Dex 16, Con 11, Cha 13
AC 4, Move 120', HP 18, THAC0 18, Att 1 dagger for 1d4 or by spell
Equipment: Wand of Magic Missiles, Robe of Protection +1, Ring of Protection +2, 2 potions of extra healing, Dagger +1
Durnold is a merchant who inherited his father's business. He sees new opportunities opening up and wants to seize them. Durnold has visited Tearfall several times and Luthien and Tredgor in Teiglin as well as scouting the east side of the Godsblood Strait for a suitable port or trading post. Durnold considers himself primarily a merchant, with magic using and sailing as secondary skills - being a competent mage reduces the risk of robbery and fraud. Durnold does not have political ambitions - he is quite happy making a healthy profit.
Brogvar the Unyielding
11th level dwarf warrior, unaligned, gender male
Str 18, Int 7, Wis 10, Dex 10, Con 16, Cha 8
AC 1, Move 90' HP 62, THAC0 7, Att 1 battleaxe for 1d8+5
Equipment: Plate Mail +2, Battleaxe +2, Ring of Spell Turning
Brogvar is Baron Samthor's champion and bodyguard. He is unquestioningly loyal to the baron and will do anything short of outright suicide. Brogvar is not the cleverest of dwarves, and has a tendency to kill first and ask questions later. His one weakness is chocolate which may distract him from his duties. Brogvar has a dangerous reputation in Sterinport, and most folks give him a wide berth, particularly after he mistook an over-enthusiastic wellwisher who tried to hug the Baron as a would-be assassin. The results were messy but nobody has tried to hug the Baron since.
Brother Rastis
9th level cleric, align Lawful, gender male
Str 12, Int 12, Wis 15, Dex 10, Con 10, Cha 14
AC 2, Move 90', HP 34, THAC0 14, Att 1 mace for 1d6+2 or by spell
Equipment: Chain Mail, Shield +2, Mace +2 +3 vs chaotic creatures, holy symbol, 2 vials of holy water, scroll of protection from elementals
Brother Rastis is a follower of Adonor and runs a chapel in Sterinport. He is eager to seek out and destroy the forces of Chaos, and considers the Island of Lost Souls the first priority. Once the Island of Lost Souls is cleansed, he has his holy sights set on Maquosmouth, Aerisport and the rest of Kaelaross. He dislikes Sister Goralash, and considers her manipulative and unspiritual. He is one of the very few people of Sterin to openly criticize her.
Monday, 15 August 2011
Friday, 12 August 2011
Campaign Settings and Wikis
I love Wikipedia - it is my go-to reference source on the internet for most questions, especially real-life things. I love the way you can meander for hours at a time, following one link to another, going through hundreds of articles until you realise it's past midnight and you've got work tomorrow.
Can you do the same with campaign settings? Hell yes!
Some of my favourite wikis for campaign settings (not all of them D&D) include:
Greyhawk Wiki (part of the great Canonfire website)
Forgotten Realms Wiki
Obsidian Portal (where DMs can create wikis for their own campaigns)
Fighting Fantasy Titannica (ok, not D&D, but I still like the books)
These group wikis are potentially huge - Star Wars Wookiepedia (love the name!) has 85,000+ pages. Wowpedia (for World of Warcraft) has 93,000+ pages (although a lot of that is gameplay info).
Another part of my inspiration has been fantasy worlds created before the rise of the Internet - in a Dragon magazine interview with Ed Greenwood (the original creator of the Forgotten Realms) he said he had 80 boxes of notes of Realms lore at his home, while the depth of history and culture for settings like Tolkein's Middle Earth and R.E. Howard's Hyborean Age (both before the rise of D&D and other RPGs) or M.A.R Barker's Tekumel and David Hargrave's Arduin (at the dawn of RPGs) is astounding, with the internet allowing these to be increased exponentially by fan contributions (of variable quality but unquestionable enthusiasm).
Have I done the same with Kaelaross? Not exactly. The amount of effort required for a proper wiki of Kaelaross would be overwhelming. I would look at the range of subjects to be done and I would bottle out and end up playing computer games instead. Loss of confidence is a major part of my quitting projects.
This is why I have decided to do a blog instead of a wiki - regular additions to the blog about three times a week is manageable - that does not worry or overwhelm me. I just add a page every two or three days.
Nonetheless, I have tried to link pages together in a similar way to a wiki. Blogger might have its problems, but at the moment it is relatively simple to link one page of my blog to another page if folks want to find out more about a name or a subject. One thing that this does require is going back through previous posts and creating links to newer pages. This is a bit of a bore, but it can be done.
Can you do the same with campaign settings? Hell yes!
Some of my favourite wikis for campaign settings (not all of them D&D) include:
Greyhawk Wiki (part of the great Canonfire website)
Forgotten Realms Wiki
Obsidian Portal (where DMs can create wikis for their own campaigns)
Fighting Fantasy Titannica (ok, not D&D, but I still like the books)
These group wikis are potentially huge - Star Wars Wookiepedia (love the name!) has 85,000+ pages. Wowpedia (for World of Warcraft) has 93,000+ pages (although a lot of that is gameplay info).
Another part of my inspiration has been fantasy worlds created before the rise of the Internet - in a Dragon magazine interview with Ed Greenwood (the original creator of the Forgotten Realms) he said he had 80 boxes of notes of Realms lore at his home, while the depth of history and culture for settings like Tolkein's Middle Earth and R.E. Howard's Hyborean Age (both before the rise of D&D and other RPGs) or M.A.R Barker's Tekumel and David Hargrave's Arduin (at the dawn of RPGs) is astounding, with the internet allowing these to be increased exponentially by fan contributions (of variable quality but unquestionable enthusiasm).
Have I done the same with Kaelaross? Not exactly. The amount of effort required for a proper wiki of Kaelaross would be overwhelming. I would look at the range of subjects to be done and I would bottle out and end up playing computer games instead. Loss of confidence is a major part of my quitting projects.
This is why I have decided to do a blog instead of a wiki - regular additions to the blog about three times a week is manageable - that does not worry or overwhelm me. I just add a page every two or three days.
Nonetheless, I have tried to link pages together in a similar way to a wiki. Blogger might have its problems, but at the moment it is relatively simple to link one page of my blog to another page if folks want to find out more about a name or a subject. One thing that this does require is going back through previous posts and creating links to newer pages. This is a bit of a bore, but it can be done.
Wednesday, 10 August 2011
Adventure Seeds around Teiglin 1
Good Shepherds: The Voina Hills are not the most dangerous of terrain, but they are not completely safe either. The village of Oldship on Stelmit's north coast normally has a fair number of sheep farmers and shepherds. However, wolves have been attacking the flocks of sheep, and the shepherds are suffering as a result. The dwarves are not very interested - they have enough problems keeping the village safe from pirate raiders. The PCs are asked to hunt down and kill the wolves.
The wolves are not alone - they are partially trained and partially magically controlled by a kobold shaman and his band of kobold followers.
Diffusing the Fireballs: In Brandir town two powerful but not so wise mages are becoming more and more hostile towards each other. They have already factionalised many in the magical college there and it seems only a matter of time before a magical duel ensues - and the more sensible mages believe there will be considerable damage as a result, both to the town and to the reputation of mages across Teiglin. The town mayor has contacted the PCs and offered them a decent reward if they can somehow diffuse the situation either by negotiations or by sabotaging the mages' ability to cast spells.
The Tower in the Woods: In Luthien there was a wizard who fled from his tower in the Karalos Woods during the invasion of Chaos. He subsequently died of old age without returning to the tower. His daughter is still alive and wants the adventurers to go into the tower and retrieve her mother's pendant. The Karalos Woods are still dangerous, and once they get to the Wizard's tower they will find a chaotic rival mage with his hobgoblin minions about to break in and ransack the place, looking for the wizard's spellbook. The daughter's pendant is purely of sentimental value, but if the chaotic mage hears of it he will assume this is a powerful magic item, and will not let the PCs take it peacefully. There are also traps and guardians inside the wizard's tower, including crystal and wax animated statues.
The Red Handed Assassin: A killer has murdered a witness in Alvenir who was going to tell the Captain of the Watch about Red Hand activities in the town. However, the murder happened in view of a number of people, and now the killer has fled town. The PCs have been sent after him - there is a substantial bounty on his head, wanted dead or alive. The killer tried to get to Troutmarket but was blocked by a patrol so he diverted into Hawkswood.
There is a safehouse in Hawkswood run by a secretive cleric of Bhael who will take in the fugitive for a high price. However, the insect infestation has almost reached the safehouse, threatening the cleric, the fugitive and anyone following.
The wolves are not alone - they are partially trained and partially magically controlled by a kobold shaman and his band of kobold followers.
Diffusing the Fireballs: In Brandir town two powerful but not so wise mages are becoming more and more hostile towards each other. They have already factionalised many in the magical college there and it seems only a matter of time before a magical duel ensues - and the more sensible mages believe there will be considerable damage as a result, both to the town and to the reputation of mages across Teiglin. The town mayor has contacted the PCs and offered them a decent reward if they can somehow diffuse the situation either by negotiations or by sabotaging the mages' ability to cast spells.
The Tower in the Woods: In Luthien there was a wizard who fled from his tower in the Karalos Woods during the invasion of Chaos. He subsequently died of old age without returning to the tower. His daughter is still alive and wants the adventurers to go into the tower and retrieve her mother's pendant. The Karalos Woods are still dangerous, and once they get to the Wizard's tower they will find a chaotic rival mage with his hobgoblin minions about to break in and ransack the place, looking for the wizard's spellbook. The daughter's pendant is purely of sentimental value, but if the chaotic mage hears of it he will assume this is a powerful magic item, and will not let the PCs take it peacefully. There are also traps and guardians inside the wizard's tower, including crystal and wax animated statues.
The Red Handed Assassin: A killer has murdered a witness in Alvenir who was going to tell the Captain of the Watch about Red Hand activities in the town. However, the murder happened in view of a number of people, and now the killer has fled town. The PCs have been sent after him - there is a substantial bounty on his head, wanted dead or alive. The killer tried to get to Troutmarket but was blocked by a patrol so he diverted into Hawkswood.
There is a safehouse in Hawkswood run by a secretive cleric of Bhael who will take in the fugitive for a high price. However, the insect infestation has almost reached the safehouse, threatening the cleric, the fugitive and anyone following.
Monday, 8 August 2011
The City of Najask
Najask (population 6400) was attacked by raiders from Bursia sailing up the river during the Wars between the Empires. The count and his noble family fled the town to the hills, taking a large number of the town guards with them. The two groups who took command were lawful churches and the college of magic. The mages managed to persuade or bully the clerics to take second place, and now an uneasy alliance exists between the two. Najask is effectively a magocracy, ruled by the council of the College of Magic, but backed up and (usually) supported by the churches of Rhondus, Sestarna and Sturnornel.
Teryxton (pop 2200) was raided several times during the wars. However, the last attempted raid resulted in Bursian soldiers and sailors mutinying and getting shipwrecked off the coast. The survivors made their way to Teryxton and were held prisoner until the end of the wars, after which they were released. Most of them decided to settle in Teryxton. The town now has a multicultural feel about it.
Untheris (pop. 1430) is mostly human, with 230 dwarves. The town is the closest human settlement to the Goldseeker Clan of dwarves in the Cortacus mountains, and as such it serves as a trading post with the dwarves. Untheris is also the town closest to the mineral wealth of the Orgrist Hills to the south, and so hardy prospectors of different races (usually dwarves and humans) will use the town as a base for their expeditions.
Fjordport (pop. 3100) is reliant on fishing, with some sheep and reindeer farming. The baron of the town is desperately trying to find heroes, mercenaries or the like to fend off attacks by a band of frost giants and their ogre footsoldiers and polar bear pets. The giant raiders attacked and slaughtered an outlying village two years ago and last year attacked two other farmsteads. This year it is feared they are brave enough to attack the actual town.
Friday, 5 August 2011
Golems and Animated Statues
Golems and Animated statues are found across Kaelaross, and are constructed by powerful mages using rare materials, immaculate craftsmanship and ancient magical formulae. They are of particular importance in the city of Maquosmouth where a group of mages are using them to fend off hordes of chaotic monsters.
Existing types of golem include
Existing types of golem include
Wood
Amber
Bone
Bronze
Mud (from Rules Cyclopedia)
Obsidian (from Rules Cyclopedia)
Mud (from Rules Cyclopedia)
Obsidian (from Rules Cyclopedia)
Existing types of Animated statues (also mistakenly called Living Statues) include
Crystal
Rock
Iron
I was going to create rules for constructing golems and animated statues, but on page 253 of the Rules Cyclopedia there seem to be a complete set of rules for creating constructs, so I shall use those instead.
I was going to create rules for constructing golems and animated statues, but on page 253 of the Rules Cyclopedia there seem to be a complete set of rules for creating constructs, so I shall use those instead.
New Animated statues
Name Wax Animated Statue Terracotta Animated Statue
No. App. 1-4 2d10
Alignment Unaligned Unaligned
Intelligence 3 (Semi) 0 (Non)
Armour Class 9 5
Hit Dice (hp) 3* (13 hp) 4* (18 hp)
Movement 90' 60'
THAC0 17 16
Attack 1 weapon 1 weapon
Damage 1d8 or by weapon 1d8+1 or by weapon +1
Save As T3 F4
Morale 12 12
Hoard Class nil nil
Size Medium Medium
Type Construct Construct
XP Value 65 135
Wax animated statues are not very effective in combat, but they can use normal weapons in their waxy hands. They are vulnerable to fire and take double damage from fire based attacks.
Wax animated statues have one big advantage - they look life-like. When dressed appropriately a wax animated statue will be mistaken for a humanoid unless studied up close - a PC or NPC requires an Intelligence check to spot the true nature of the statue. Some wax animated statues are created to impersonate particular individuals.
Wax animated statues are considered more socially acceptable than other constructs as they appear almost human. They are often used as manservants. They have a modicum of intelligence that allows them to carry out a range of different orders.
As constructs, wax animated statues are immune to mind-affecting spells such as sleep, charm and hold, and poison and death magic.
Terracotta Animated Statues are built for mass combat. As they are made of fired clay they are immune to all heat and cold attacks. Furthermore, while in contact with an earth or stone floor, a terracotta animated statue regenerates 2hp/rnd until destroyed (regeneration stops at 0 hp or less). They are often found standing to attention around magnificent tombs, sometimes in huge numbers. They are smaller than humans - typically 4- tall, and armed with crude but effective bronze weapons that they wield with considerable strength.
As constructs, terracotta animated statues are immune to mind-affecting spells such as sleep, charm and hold, and poison and death magic
Wednesday, 3 August 2011
The Dwarves of the Ten Peaks
Dwarves have inhabited the Ten Peaks for at least a thousand years - they were there when the Toutus Empire was first formed, and they have stayed around long enough to see it fall apart. Now they are the largest civilized force in the Godsblood Straits.
In the early days there were three Thegndoms which often fought against each other. These internecine wars among the dwarves were known as the Thegn Wars. These wars weakened the dwarves considerably, so when several external threats appeared in rapid succession, something had to be done. First a wave of orcs attacked the Ten Peaks, causing great damage and grief. Then human barbarians in the Talloak Forest began raiding the northern settlements, Finally the predominantly human Toutus Empire growing in the east launched an invasion and succeeded in BY 850.
The Toutus Empire split the Thegndoms into the ten clans that exist today and forbade the creation of any Thegn or King of the dwarves - the humans believed that this would stop the dwarves from unifying into a threat. This caused some upheaval but in BY 899 the dwarves secretly formed the Confederacy with a central council of clan chiefs rather than a single leader.
During the dwarves battle with the Duke of Urdus in BY 1050 the dwarves were led by Kazzor Bluegem, leader of the Bluegem clan - the first time and so far only time that the dwarves were united under a single dwarven leader.
After they had sworn allegience to the Emperor and separated from the Duchy of Urdus, Kazzor was infuriated when the other nine clan chiefs reverted back to the Confederacy Council and he only grudgingly attended the council meetings.
The council meetings of the leaders of the Ten Clans is fraught with bargaining, underhand diplomacy and personality clashes. It is rare when the Council of the Confederacy all agree on something and this is a sign of a serious situation where normal bickering and horse-trading has to be put aside.
The architecture of the Ten Clans is extensive, both on the surface of each of the peaks and within each mountain. After over a thousand years the industrious dwarves have created towns on the surface while underneath there are miles and miles of mines, passages, chambers, catacombs, prisons and barracks. Many of these are centuries old and have been abandoned for a long time - thus clearing out these dwarven dungeons is a continuous task.
Complicating this is the discovery of connections to the Underworld, a vast network of underground caves and tunnels that span across Kaelaross. Creatures from the Underworld, such as gray worms (caecilians), minotaurs, displacer beasts and white apes sometimes emerge to cause havoc in the lower levels of the dwarven strongholds.
Dotted around the hills and valleys in between the ten peaks there are farmstead of humans and halflings, growing barley, wheat and vegetables, and raising sheep, goats and sturdy ponies who are used by dwarves instead of larger horses.
Other areas of the hills are wild, and in these less civilized areas there are goats, stags, wild boar, pumas (also known as mountain lions), wolves and brown bears, as well as the occasional ogre, wyvern or griffon.
Clan Name Population
Copperring 2,210
Capable wilderness explorers.Often clash with inhabitants of Talloak Forest when cutting timber
Capable wilderness explorers.Often clash with inhabitants of Talloak Forest when cutting timber
Ogrebane 2,530
Reputation for being tough warriors, but arrogant and proud
Fireforge 1,910
Renowned craftsmen, notorious for being greedy and thrifty
Weatherwatcher 1,800
Diplomatic, often dealing with Ironmarket and halflings
Bluegem 1,990
Old, noble, previously leaders of the Confederacy
Griffinclaw 2,390
Noted for architects and engineers. Not noted for friendliness or diplomacy
Flagon raisers 2,040
Considered drunken partygoers - partly true, but also capable of putting on an act and being sneaky
Diamondshield 1,730
Religious with lots of dwarven clerics. Also old-fashioned and traditional
Steelpick 2,580
Industrious miners who are also the most experienced in dealing with the Underworld and its monsters
Cyclopsslayers 2,150
Renowned fighters and woodcutters. Occasionally eccentric and possibly insane.
Monday, 1 August 2011
Maquosmouth
The city of Maquosmouth was a vibrant city-port in the Duchy of Uldus, until the Summoning, during which Bhael created a chaos portal in the city, unleashing a swarm of monsters on the hapless inhabitants.
Those who were not killed fled, many of them arriving at Ironmarket
Thus far, it is similar to Erkhart and Aerisport - another Imperial city devastated by the power of a chaotic god and left to vicious monsters.
However, one contingent stayed - these were the students of Gerontium, a wizard of considerable power. Gerontium was known in Toutus, and renowned among the mages of Toutus, as the premier creator of golems and animated statues. As well as creating the well-known, standard types, Gerontium created new types, writing down the formulae and passing the methods onto his students.
Gerontium died before the Summoning, but his mage students carried on his work. When Bhael visited and created the Chaos Portal, it was a while before the students realised how serious the situation was. They started to activate the golems and animated statues only after the monsters had poured out and attacked the townsfolk. They did, however, defend the immediate vicinity - their master's compound and the neighbouring buildings.
Fifty years later the students are still holding out, but they are losing a war of attrition. They have ways of repairing damaged golems and animated statues, but do not have the materials to create whole new ones. The monsters roaming the city may not have access to healing but their numbers are replenished via the chaos portal.
The architecture of Maquosmouth is worn and battered, as there have been battles and skirmishes for the last 50 years. The city is divided by the River Maquos, and the two bridges over it have collapsed. The students of Gerontium hold onto part of the south side, while the Chaos Portal is in the north side, where the town marketplace used to be.
The Chaos Portal connects to Hestoris, the first Plane of Chaos. As such, a lot of the creatures that have emerged are chaotic humanoids, including ogres, orcs and gnolls. Although they can swim with difficulty (and given the flow of the river, some get swept out to sea) the orcs and gnolls are trying their hands at boat building to get across to the south bank so as to attack the enclave of mages and golems. The golems can wade through the water as they do not need to breath, and there are certain places where they can lumber up or down the river banks on muddy slopes, while the mages, if they consider it necessary, can usually fly over or use a breath water spell if they need to.
There are certain areas that have seen a lot of fighting - most notably the south docks, which the mages want to use as a lifeline to the rest of the civilized world (particularly Sterin Barony).
Maquosmouth is strategically important, as seizing it would provide a sea port to connect Ironmarket and the Confederacy up the river in the east with Sterin Barony and Teiglin across the sea to the west.
Fifty years later the students are still holding out, but they are losing a war of attrition. They have ways of repairing damaged golems and animated statues, but do not have the materials to create whole new ones. The monsters roaming the city may not have access to healing but their numbers are replenished via the chaos portal.
The architecture of Maquosmouth is worn and battered, as there have been battles and skirmishes for the last 50 years. The city is divided by the River Maquos, and the two bridges over it have collapsed. The students of Gerontium hold onto part of the south side, while the Chaos Portal is in the north side, where the town marketplace used to be.
The Chaos Portal connects to Hestoris, the first Plane of Chaos. As such, a lot of the creatures that have emerged are chaotic humanoids, including ogres, orcs and gnolls. Although they can swim with difficulty (and given the flow of the river, some get swept out to sea) the orcs and gnolls are trying their hands at boat building to get across to the south bank so as to attack the enclave of mages and golems. The golems can wade through the water as they do not need to breath, and there are certain places where they can lumber up or down the river banks on muddy slopes, while the mages, if they consider it necessary, can usually fly over or use a breath water spell if they need to.
There are certain areas that have seen a lot of fighting - most notably the south docks, which the mages want to use as a lifeline to the rest of the civilized world (particularly Sterin Barony).
Maquosmouth is strategically important, as seizing it would provide a sea port to connect Ironmarket and the Confederacy up the river in the east with Sterin Barony and Teiglin across the sea to the west.
Sunday, 24 July 2011
Off on my holidays
I'll be away for the next week, so apologies for no posts - I should be back in August with new stuff for the Walrus Freehold and Godsblood Straits.
NPCs of Firebright Keep
These folks are all found in Firebright Keep, in the Barony of Bauglir in Teiglin, close to the Borderlands.
Talmuddor
6th level cleric, align Lawful, age 67, gender male
Str 10, Int 14, Wis 17, Dex 8, Con 8, Cha 12
AC 8, Move 90' HP 12, THAC0 17, Att 1 staff for 1d6
AC 8, Move 90' HP 12, THAC0 17, Att 1 staff for 1d6
Equipment: Staff of Curing, Ring of Displacement
Talmuddor is a retired adventurer who has settled down in Firebright Keep. He helps and supports the garrison and adventurers (as long as they are well-behaved) and he also asks adventurers to help out in the fight against Chaos.
Although Talmuddor is naturally opposed to creatures born of Chaos, he has a particular hatred and contempt for humans and demihumans who willingly turn to Chaos. This could prove awkward for adventuring parties that include chaotic members, as Talmuddor is not bothered about the difference between behaving chaotically and actually fighting for the forces of Chaos.
Description: Talmuddor is scarred from his adventuring days - he has a peg-leg and scars on his lower left cheek. He has a weather-beaten face, iron grey hair and moustach.
Vestival the Fiery
8th level magic user, align unaligned, age 57, gender male
Str 8, Int 16, Wis 10, Dex 10, Con 16, Cha 13
AC 5, Move 120' HP 40, THAC0 17, Att 1 spell or 1 dagger for 1d4
Equipment: Robe of Protection +2, Ring of Protection +2, Dagger +1, Wand of Lesser Fireballs (3d6 damage otherwise as normal fireball) 15 charges,
Memorized Spells: (3/3/2/2) Magic Missile *2, Sleep, Mirror Image, Invisibility, Continual Light, Fireball, Lightning Bolt, Plant Growth, Wall of Fire
Vestival is a wrathful destroyer of chaotic monsters who makes regular forays out from Firebright Keep into the borderlands to hunt down and destroy chaotic marauders. He will talk, if pressed, of his early memories of his family fleeing Erkhart during the Summoning but then seeing them killed by bugbears and gnolls as they approached Bauglir. He and his brother survived and were raised by a kindly mage (one of Valderin's students).
Equipment: Robe of Protection +2, Ring of Protection +2, Dagger +1, Wand of Lesser Fireballs (3d6 damage otherwise as normal fireball) 15 charges,
Memorized Spells: (3/3/2/2) Magic Missile *2, Sleep, Mirror Image, Invisibility, Continual Light, Fireball, Lightning Bolt, Plant Growth, Wall of Fire
Vestival is a wrathful destroyer of chaotic monsters who makes regular forays out from Firebright Keep into the borderlands to hunt down and destroy chaotic marauders. He will talk, if pressed, of his early memories of his family fleeing Erkhart during the Summoning but then seeing them killed by bugbears and gnolls as they approached Bauglir. He and his brother survived and were raised by a kindly mage (one of Valderin's students).
Vestival can be quite ruthless in his pursuit of Chaotic foes and can drag other folks along on his hunts when they may not be ready or entirely willing. He despises those who refuse to join him on his crusade, and he may accuse them of cowardice or weakness.
Description: Vestival is tall, dark and imposing in his robes. He has a saturnine face with heavy black brows and hooked nose and chin. He wears black robes that he swirls around in a very dramatic fashion.
Beryllia the Bright
7th level halfling scout, align neutral, age 34, gender female
Str 14, Int 9, Wis 12, Dex 18, Con 13, Cha 10
AC 2, move 90' HP 26, THAC0 12 with sword for 1d6+1, THAC0 10 with bow for 1d6+1
Equipment: Chain Mail, shortsword+1, shortbow+1, quiver +20 arrows, elven boots, potion of extra healing.
AC 2, move 90' HP 26, THAC0 12 with sword for 1d6+1, THAC0 10 with bow for 1d6+1
Equipment: Chain Mail, shortsword+1, shortbow+1, quiver +20 arrows, elven boots, potion of extra healing.
Beryllia is the principal scout in Firebright Keep. She leads a motley band of other halflings, elven rangers and human thieves keeping a hidden eye on the borderlands. She is usually friendly with adventurers - she considers them to be additional eyes and ears if they return from the borderlands and are willing to talk to her.
Beryllia has a particular vendetta against hobgoblins and will seek them out and kill them in preference to other chaotic humanoids. She will not say why.
Beryllia has a particular vendetta against hobgoblins and will seek them out and kill them in preference to other chaotic humanoids. She will not say why.
Description: Beryllia is 3'2", wiry and agile. She has been compared to a hare armed to the teeth. She has tanned skin from staying outside and dark blonde hair she keeps in a ponytail. She does not worry about personal appearance, and will not worry about going for days dirty and unwashed.
Captain Telemach
6th level fighter, align Lawful, age 33, gender female
Str 14, Int 12, Wis 10, Dex 16, Con 10, Cha 11
AC Move 90' HP 33, THAC0 base 15 14 with sword for 1d8+1 damage, or THAC0 11 with bow for 1d6+2
Equipment: Chain mail +1, sword, Longbow +2, 2 quivers, 40 arrows,
AC Move 90' HP 33, THAC0 base 15 14 with sword for 1d8+1 damage, or THAC0 11 with bow for 1d6+2
Equipment: Chain mail +1, sword, Longbow +2, 2 quivers, 40 arrows,
Telemach is the captain of archery at Firebright Keep. She commands a company of 80 archers in the army of Teiglin and is one of the senior officers in the Keep. Telemach is quite defensive in her tactics, and prefers to hold the line, keeping the hordes of Chaos at bay rather than seeking battle in the borderlands. Telemach speaks elvish, and she knows the village of Iridell well - some say that is where she learned her skill at archery, while others say she has an elf boyfriend there.
Description: Telemach is 5'5", 110lb and with black hair and pale skin. She has several scars and the top half of her left ear is missing.
Thursday, 21 July 2011
NPCs of Bauglir
The following folks are all found in or around the town of Bauglir in Teiglin.
Cadgit
1st level fighter, alignment neutral, male, age 20
Str 14, Int 13, Wis 7, Dex 9, Con 11, Cha 11
AC 4, Move 90', hp 6, THAC0 18, Att 1 sword for 1d8+1
Equipment: Chain mail, shield, sword, 4 javelins, backpack
Cadgit is a bodyguard who works in and around Bauglir. He does not have a great deal of experience, but is brave and reliable so he often finds work with merchants and minor nobles. He is both sexist (he doesn't approve of women getting into fights) and dislikes magic and wizards, so he is not suited to every client. Nonetheless he is interested in getting involved in adventuring and is considering becoming a henchman to a great and noble adventurer.
Appearance: Cadgit is 5'9", 160lb and red-headed, with an unattractive face and bulbous nose. He has a tendency to wear bright red clothing.
Darius Swiftblade
9th level halfling scout, alignment lawful, male, age 70
Str 14, Int 14, Wis 10, Dex 13, Con 11, Cha 14
AC 1, Move 120', hp 33, THAC0 10, Att 1 shortsword for 1d6+3
Equipment: Chain Mail +2, shortsword +2, dagger +1, ring of protection +1, cloak of displacement
Darius Swiftblade is the spokesman and champion of halflings in Bauglir. He is a renowned hero among halflings in Teiglin, having slain a whole gang of halfling-eating giants. Like all halflings he enjoys his food and is now getting overweight. Unlike some halflings who are proud of their paunch, he is not happy and is quite sensitive about the issue.
Darius is 3'4", 90lb and has tanned skin and dark brown hair, including sideburns and mustache. He usually wears smart town-clothes except when expecting trouble (when he dons his armour).
Haskari the Sage
5th level magic user, alignment unaligned, female, age 78
Str 5, Int 17, Wis 11, Dex 8, Con 8, Cha 12
AC 9, Move 60', hp 7, THAC0 20, Att 1 dagger for 1d4-2
Equipment: Dagger, magic-user robes
Spells memorized: Dispel Magic, Phantasmal Force, Invisibility, Read Magic, Detect Magic
Haskari is the pre-eminent sage in Bauglir. She is a shrewd business woman and requires payment before she dispenses any advice. She is fond of food and drink and may accept payment in the form of fine wine or expensive chocolates. She also requires respect and good manners from clients - she is a prim and proper woman. Her area of expertise is history and geography of the four empires.
Appearance: Haskari is a frail old woman, 5'4", 110lb with silver-grey hair and pronounced bone structure (cheeks, nose and chin). She is usually wrapped up warm in gowns and shawls, even when most people find it warm enough for a single layer of clothes.
Sir Alderaan
4th level fighter, align Lawful, male, age 30
Str 15, Int 10, Wis 10, Dex 9, Con 13, Cha 12
AC 2, Move 90', HP 24, THAC0 14, Att 1 sword for 1d8+2
Equipment: Plate Mail, Shield, Sword +1, Warhorse, Lance
Sir Alderaan is a knight originally from central Toutus who arrived in Teiglin two years ago. He is a knight-in-training of the Knight Protectors of Toutus - he has not yet become a full knight. He hopes to gather support for his order in and around Bauglir but so far has not had much success. In fact he himself is beginning to doubt his loyalty to the order, as he has seen many folks fighting back the hordes of chaos without worrying about the Toutus Empire. His encounters with the Shining Blades has him thinking about joining that order instead.
Appearance: Sir Alderaan is 6'2", 200lb and handsome, with tanned skin, black hair and a shining smile that makes all the girls giggle. He often wears his armour even when about town.
Cadgit
1st level fighter, alignment neutral, male, age 20
Str 14, Int 13, Wis 7, Dex 9, Con 11, Cha 11
AC 4, Move 90', hp 6, THAC0 18, Att 1 sword for 1d8+1
Equipment: Chain mail, shield, sword, 4 javelins, backpack
Cadgit is a bodyguard who works in and around Bauglir. He does not have a great deal of experience, but is brave and reliable so he often finds work with merchants and minor nobles. He is both sexist (he doesn't approve of women getting into fights) and dislikes magic and wizards, so he is not suited to every client. Nonetheless he is interested in getting involved in adventuring and is considering becoming a henchman to a great and noble adventurer.
Appearance: Cadgit is 5'9", 160lb and red-headed, with an unattractive face and bulbous nose. He has a tendency to wear bright red clothing.
Darius Swiftblade
9th level halfling scout, alignment lawful, male, age 70
Str 14, Int 14, Wis 10, Dex 13, Con 11, Cha 14
AC 1, Move 120', hp 33, THAC0 10, Att 1 shortsword for 1d6+3
Equipment: Chain Mail +2, shortsword +2, dagger +1, ring of protection +1, cloak of displacement
Darius Swiftblade is the spokesman and champion of halflings in Bauglir. He is a renowned hero among halflings in Teiglin, having slain a whole gang of halfling-eating giants. Like all halflings he enjoys his food and is now getting overweight. Unlike some halflings who are proud of their paunch, he is not happy and is quite sensitive about the issue.
Darius is 3'4", 90lb and has tanned skin and dark brown hair, including sideburns and mustache. He usually wears smart town-clothes except when expecting trouble (when he dons his armour).
Haskari the Sage
5th level magic user, alignment unaligned, female, age 78
Str 5, Int 17, Wis 11, Dex 8, Con 8, Cha 12
AC 9, Move 60', hp 7, THAC0 20, Att 1 dagger for 1d4-2
Equipment: Dagger, magic-user robes
Spells memorized: Dispel Magic, Phantasmal Force, Invisibility, Read Magic, Detect Magic
Haskari is the pre-eminent sage in Bauglir. She is a shrewd business woman and requires payment before she dispenses any advice. She is fond of food and drink and may accept payment in the form of fine wine or expensive chocolates. She also requires respect and good manners from clients - she is a prim and proper woman. Her area of expertise is history and geography of the four empires.
Appearance: Haskari is a frail old woman, 5'4", 110lb with silver-grey hair and pronounced bone structure (cheeks, nose and chin). She is usually wrapped up warm in gowns and shawls, even when most people find it warm enough for a single layer of clothes.
Sir Alderaan
4th level fighter, align Lawful, male, age 30
Str 15, Int 10, Wis 10, Dex 9, Con 13, Cha 12
AC 2, Move 90', HP 24, THAC0 14, Att 1 sword for 1d8+2
Equipment: Plate Mail, Shield, Sword +1, Warhorse, Lance
Sir Alderaan is a knight originally from central Toutus who arrived in Teiglin two years ago. He is a knight-in-training of the Knight Protectors of Toutus - he has not yet become a full knight. He hopes to gather support for his order in and around Bauglir but so far has not had much success. In fact he himself is beginning to doubt his loyalty to the order, as he has seen many folks fighting back the hordes of chaos without worrying about the Toutus Empire. His encounters with the Shining Blades has him thinking about joining that order instead.
Appearance: Sir Alderaan is 6'2", 200lb and handsome, with tanned skin, black hair and a shining smile that makes all the girls giggle. He often wears his armour even when about town.
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