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Amitai of Clan Kehilakhot,
by Joe_Katzman@magic.ca (Joe Katzman)
Amitai works well as a DM's adventure hook, as his connections and
direct usefulness to low-level adventurers create a very useful
meshing of interests. I've generalized the encounter slightly in
order to make adaptation a simple matter for anyoneUs campaign, but a
couple of notes are specific to my Greyhawk campaign and may be useful
to fellow members of the Greyhawk Exchange Campaigns Network.
OVERVIEW:
Amitai of Clan Kehilakhot [pron: AH-me-tie; Keh-HEE-la-koht] is a
dwarf living in a human city who is well-known for his superb skill in
crafting metal armor. Fellow craftsmen speak with awe of his prowess,
and especially his ability to create perfectly-fitting armor after
only one sizing session! Among certain young knights and adventurers,
however, he is even more well-known for helping to equip select
clients with protective gear which they could not normally afford. As
always, however, there is a price for such assistance....
TRIGGER:
Typically, a low-level party looking for better protective gear hears
rumours about this armorer from adventurer contacts and/or other dwarves (if
a dwarf or priest of Ulaa is with the party). For other potential triggers,
see the Other Potential Hooks section.
DESCRIPTION:
As you walk down the crowded Processional, the sights and sounds of
the city are all around you. Beggar-boys and porter teams mingle with
shortsword-bearing young men dressed in the latest fashions and
merchants noisily hawking their wares. Ahead there is great
confusion, as a farmer is attempting to round up a small herd of sheep
with the assistance of a couple of disgusted-looking members of the
City Watch. Fortunately, they do not lie along your planned route of
travel.
Turning down the appointed thoroughfare, you almost bump into a vendor
selling meat pies from a cart. He is yelling curses and waving his
fist at a couple of poorly-dressed children, who collide with you
briefly as they scramble out of his way before scattering toward the
main thoroughfare.
As you proceed down the street, however, you begin to hear the faint
but unmistakable ring of iron on iron. A building toward the end of
the block boasts a wooden sign with the clear insignia of a hammer and
anvil, as well as several runes which you assume to be dwarven (If any
players can read Dwarven, the runes spell: "Mapackhat Amitai" -
Amitai's Forge).
The smell of smoke and burning coals assail your nostrils as you step
from the bright, cacophonous streets into the hazy interior, quiet
except for the rhythmic ringing of hammer on metal and a soft singing
chant coming from the back which sounds alien, yet strangely
comforting. Tools are hung all around the walls, and partly-finished
pieces lie on benches, shelves, and even on several stone mannequins
scattered around the shop. Flanking the door are a pair of well-made
suits of Plate Mail on wooden bases, a functional and elegant
advertisement of their maker's skill.
A young human male of medium build looks up from his work polishing a
breastplate, then gently puts down his equipment and steps forward.
His eyes are bright and observant as he calmly asks you your
business....
DM NOTES:
The human lad is Ezrah (Dwarvish: "help"), a street-child that Amitai
rescued from a fight with a youth gang. The friend whom Ezrah was
trying to protect died in the incident, and the lad himself was sorely
wounded. After paying the priests for the necessary healing, Amitai
gave the boy his present name and informed him that he would become an
armorer's apprentice in order to pay off his debt; in return, the
dwarf would offer him training, lodgings, and food. Stunned with
gratitude, the boy accepted, and has labored diligently as his
master's assistant for 2 years now. Ezrah is 14 years old and is
unshakably loyal to the dwarf, who treats him fairly and well.
The dwarf and his apprentice are not the shop's only defenses,
however. Grateful clients and patron's alike have contributed useful
items over the years. One such contribution is the pair of STONE
GUARDIANS which look like mannequins and can alter their general
dimensions to mimic those of anyone who has approached them within 30'
during the past 24 hours (extremely useful in fitting complicated
suits of Plate without repeated sittings). The two suits of Plate
Mail which flank the entrance also contain residual magic, and will
summon elemental spirits into themselves and animate upon command (AC
3, HPS: 35, THAC0: 13, #ATT: 2, Dam: 1-8, +1 or better weapons
needed to hit). They will only do this five times, however, and have
already been used once, so the dwarf will not activate them unless in
extremis. Other, more prosaic defenses may exist at the discretion of
DMs.
Note that Amitai prefers to deal with individuals of LG/LN alignment,
especially knights and priests, as they take debts of honour and
obligation quite seriously. His ring is of great assistance in this
regard, and it is not uncommon for him to wait in the back for a round
or two while Ezrah greets new arrivals, using his ring to quietly
screen them for general alignment tendencies. This helps ensure that
he selects the right candidates for his charitable endeavors, so that
when he requests a difficult or dangerous favour later on behalf of
the dwarven people, they will comply.
Amitai has also become quite well-versed in religions of the world,
with a specialty in Dwarven and LN/LG Powers. He often hints that he
is a dwarven lay priest himself when dealing with devout knights and
clerics, as this tends to put them more at ease.
KEY:
Amitai is essentially a walking, talking plot device. A former
adventurer who saw much of the land in his youth, he has many
connections among far-flung dwarven communities and commercial
ventures. Dwarven-run caravans and merchant concerns provide him with
most of his intelligence, but more rapid communication is possible
through the dwarven temples (in Greyhawk, the temple of Ulaa as well)
and their Magic Fonts in an emergency.
The Armorer works tirelessly to represent the interests of imperiled
dwarven communities, and is always looking for recruits to act as
mercenaries, guards, or go-betweens on sensitive missions. Those who
prove themselves to be very trustworthy may be offered more
significant missions, including maps and information concerning 'lost'
items of treasure and magic whose recovery would be generously
rewarded by the dwarves (in Greyhawk, vid: "The Drachensgrab
Conclave," in From the Ashes, 'Tales of the Year of Peace'). As long
as there are dwarves or dwarven items involved, therefore, Amitai can
act as a convenient "DM's Hook" for almost any adventure, and play an
important role in the characters' lives and careers.
OTHER POTENTIAL HOOKS:
1) Amitai as a useful go-between for parties who need a dependable
young warrior, or DMs who wish to introduce a LN/G warrior NPC to the
campaign.
2) Some evil groups may hear of the dwarf's propensity for dispensing
charity to their foes, and take offense. Though Amitai himself is a
difficult target, the same is not true of Ezrah. The kidnapping of
his apprentice might well be seen as a good way of putting pressure on
the dwarf to desist, which should create a tense adventure as PCs race
to find the perpetrators and rescue the boy before the deadline runs
out.
If you feel that you may need to lead the PCs along a bit, have Amitai
hire a low-mid level investigator that he knows. This individual can
then slowly feed the PCs information that leads them through the plot,
with a couple of opportunities for important PCs discoveries and
deductions. He will not participate in the final raid, however,
though Amitai might if the party is low-level and needs someone to
handle the kidnapper's leader. If not, have Amitai use himself as a
distraction or proceed to an agreed meeting when the raid goes down.
In addition to the suspense and fierce combat at the climax, this
adventure option is also a good opportunity to use an interesting NPC
thief persona, as well as showcasing some of the dwarf's softer side.
3) For DMs who wish to encourage more role-playing, have people
approach the PCs in the guise of agents of the city with slanders
concerning the dwarf and his ostensible activities, as well as hints
of secret treasures stored in his shop. They want him quietly
eliminated, and quickly; PCs will even be taken to a secret meeting
with the Chief Constable (a doppleganger double, actually) and given
signed (forged) documents promising immunity from prosecution.
The agents are counting on the PCs' inexperience and rashness to get
the job done quickly, after which the PCs will naturally take the
fall. Characters who accept this information and its bearers at face
value get to face the dwarf, his apprentice, and his guardians. If
they fail, the dwarf may capture some of them and attempt to explain
the situation, then recruit them for a joint revenge mission. If the
PCs are unlucky enough to succeed, however, they will have made a LOT
of VERY dedicated and powerful enemies, and probably end up very dead
very soon. Fortunately, Players who are smart enough to ask questions
in the right places will hear of the dwarf's charity and support of
young knights et. al., and should start to have some second thoughts
about this whole affair. The opportunities for mutual double-crossing
and skullduggery here should make for some fun gaming!
If your players are power-gamers and they succeed in seeing through
the ruse, find some way of letting them know over time just how many
friends the dwarf has, and how deadly a mistake here would have been.
Getting them to role-play more becomes much easier once they realize
how much it can affect their characters' survival...
AMITAI of Clan Kehilakhot, Hill Dwarf F9/Th6
Str.16 Int.14 Wis.15 Con.17 Dex.16 Cha.14 (15)
HPS: 64
AC: 3 (-3 in mass battles)
AL: LN [g]
Age: 152 years (middle-aged)
svSpl: 7
svPoi: 4
Thac0: 12
PP: 15%; OL: 85%; F/RT: 70%; MS: 60%; HiS: 65%; DN%: 25;
CW%: 50%; RL: 0%
PROFICIENCIES:
Craft - Armorer (+), Fire-Building, Locksmith.
Misc. - Appraisal, Dwarven Lore, Mountaineering, Religion.
Weapon - Axes group, Small Blades group, Hammer, Javelin, Lt. Crossbow.
LOCAL OFFICES ETC.:
Member, Honoured Order of Armorers, Locksmiths, and Truesmiths.
Member Emeritus, Adventurer's Guild of Greyhawk.
Several friends of his work as porters in the Mages Guild.
= +3 Leather Armor made of Bulette hide
(+2 Chainmail and +3 Shield made of Bulette plates for mass
battles)
= +2 Warhammer, returning
= Javelins of Lightning (x2)
= Several potions, DMs discretion; but an "emergency reserve" of
Sweet Water, Healing, and Vitality at least.
= Ring of Alignment Detection:
The ring appears to be a gem of slowly-shifting colours set into a
heavy gold ring. When the ring is brought within 60' of a group of
beings and its wielder concentrates briefly, its colour shifts to
become a subtle indication of their predominant alignment. When
brought within 10', it will narrow its focus to provide a reading on
the closest individual at the time. When the wielder ceases
concentrating, the shifts become random again. The colours which
correspond to each alignment are:
LG = Sapphire, NG = Opalescent, CG = Emerald.
LN = Silver, NN = Steel, CN = Gold;
LE = Red, NE = Black, CE = Orange;
NOTES AND CAVEATS:
Some people may recognize the use of Hebrew as "Dwarven" throughout
this posting. Contrary to popular belief, this was never Tolkien's
approach. It is mine, however, and I recommend it highly. It is very
effective, adds a great deal to my campaign - and also ensures that
all those years of Hebrew school don't go to waste....
Most product names and some specific terms are trademarks owned by the
companies producing those products. The use of such names and terms
without mention of their trademarks should not be construed as a
challenge to such status.
This is a work of fantasy. Any resemblance to actual dwarves, whether
living or dead, is completely accidental.
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Graith Darsicaus,
by ujchoi@uxa.ecn.bgu.edu (Jason Choi)
10th Fighter/12 Ranger, Male Human, CG
Str 17 Int 14 Wis 13 Dex 16 Con 15 Chr 13
Appearance: Graith appears as a man of average height, and possesses
a strong, well muscled body tempered by a cat like grace & agility
developed through rigorous training and adventuring over the years.
His hair is long and reddish brown, his eyes are ice blue and are
narrow & slanted. His chisled face is usually adorned with faint
traces of stuble and he bears a narrow, hawklike nose. A rugged,
handsome man, his eyes show experience that is well beyond the years a
man of his age is entitled to.
Personality: Graith has a competitive streak in him and he hates to
lose. He has nothing to prove to anyone but himself, and that fact is
what drives this man to the limits of his abilities and beyond. When
he seees his goal in his sights, he remains focused on it and lets
noone get in his way. His weapons are his wits and cunning first.
While he is not a sympathetic person, he is compassionate and feels
for his friends, and even his enemies, for killing is not natural to
him, and if the opportunity arrises to make a friend out of an enemy,
he will take that chance. To his friends he continuously challenges
them in hopes that they will grow in character and strength as
persons, and he himself is a good listener to sound advice, though
Graith is one to silence a fool with the truth as he sees it. He is a
silent type, observing and listening before uttering a word, and the
words what he says he carefully considers before speaking, for words
can do more harm than a sword to a friend, or an enemy. Graith hates
magic, for to him it is power not meant to be wielded by mortals and
such power is often greatly abused. He doesn't cling to 'things', for
his treasures are his companions.
History: Graith is the son of a woodsman and farmer, Otik, and was
raised in a large spanse of woods known as the Black Forest. His
mother died giving birth to him, and she bore no more children. Otik
was a honest man who believed in a hard days work and saved all his
life to pay for Graith's apprenticeship in the nearby town of
Greyheart, where he intended for his son to become a blacksmith or a
officer in the town guard. Ironically, he was drafted into the King's
army during a brief war with a neighboring kingdom known as the dark
elf lands, a haunted realm overrun with Orcs and Giants who serve a
Demon commander known as Nemesis who has been indentured for 10, 000
years to act as guardian of the gate to the underworld, where the drow
kingdom is rumored to lie.
Graith was trained at in Greyheart in the skills of horseback riding,
swordplay, and archery. He showed such great effort and absorbed
everything taught him that his instructor, sergeant Kritz, a officer
known for his rigid discipline, was deeply impressed that he
recommended Graith be sent to serve in King Rigor's personal army. He
was posted along the frontlines in his first tour of duty, where he
reluctantly agreed to command a battallion of foot soldiers to guard a
weakpoint along the borderline defenses, where the enemy could easilly
slip through. He and his men confronted and defeated a group of
bandit spies who were ordered to scout out the strength of the forces
protecting the border.
Returning to Greyheart after the relief force came, Graith continued
his indentured service to the crown for 5 years. Learning of a plot
to assassinate the king during his birthday celebration, Graith, not
trusting even his fellow countrymen in suspicion of a turncoat among
the ranks, learned of the assassins's identity through the aid of
Cermalus, the royal magician, and tricked the would be killer into
revealing himself (by pretending to kill the king himself, Graith
spotted the assassin flee the scene). Graith was forced to defend
himself from attackers at all sides, his fellow brethren mistaking him
for the assassin. With a trick shot he was able to knock the assassin
prone by hurling a crystal goblet at the back of his head. Only
Graith's skill at swordplay and his agility got him out of the entire
incident alive with just a few scrapes and bruises.
When things settled down, he was rewarded for his actions, and was
given the position as the captain of the Crimson guard. He was also
invited to become a member of the silent legion, and was trained in
the arts of spying, pilphering, and deciphering secret, forbidden
codes. These subtle skills took him a year to learn, moonlighting in
his duties to the crown. The silent legion were a force devoted to
protecting the throne of Lawhaven, the capital of Atroy, at all costs,
no matter who resided on the throne. However, the initiatian involved
severing of one's vocal chords, so Graith steadfastidly declined
life-long membership, accepting a 'geas' spell never to reveal the
existence of the secret order.
At the years end, he received word that his father had died of old age
... This made Graith mourn and take to drink for a few weeks, and he
sank into a deep depression. Until he met the woman who brought him
out of this mess, Frey, a warrior maiden from Lankhmar of natural
beauty and a skilled swordarm, her compassion rivaled his own, her
inner strength was equal to his, and he fell in love with her ... and
she him.
It so happened that Frey was exiled from her homeland for killing her
clan leaders son, who tried to rape her. She was also being pursued
by several hired killers and was on the run, and so, with the king and
the High priest's blessing, he took his leave with his love ...
destined to adventure and roam the world.
Combat: Skilled in swordsmanship, he commonly fights with a Longsword
in his left hand, and a long dirk in his other. His Longsword,
Wrathbringer, is a enchanted and blessed weapon, it conforms to a +6
Longsword defender, with special properties, any weapon that attempts
to parry a strike from this weapon suffers a -4 to do so and his
weapon has to make a item saving throw or break. The sword confers a
35% magic resistance and absorbs all 1st level spells. The blade is
completley invisible to all when grasped & wielded, but becomes
visible when dropped or lost or stolen.
His dagger, Small Thorn, is a formidable, useful weapon. It is
completley invisible when grasped, save for the faint traces of blood
along its length. The blade is edged with silver on one side, and
cold iron on the other, and the weapon can affect all creatures
requiring a + to affect it. The dagger allows Graith to sense all
hidden, concealed, invisible, ethereal creatures by pointing in their
direction and emitting a humming sound.
Graith has been known from time to time to unleash two golden lions he
is capable of summoning at will, these two lions are of double HD and
cannot be controlled to fight against Graith. Creatures under 5 HD
must make a save versus fear when confronting these Lions or flee in
sheer terror ... other beings fight at a -2 penalty on their to hit
roll and damage roll.
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Skaal,
by smah@csu.murdoch.edu.au (Seng Ann Mah)
Skarl - 8th level human gladiator; male.
Str 20, Int 10, Wis 12, Dex 11, Con 18, Cha 11
hit points 85
Appearance: Skarl is a physically imposing and intimidating figure.
While not overly tall at 6', he is very broadly built with a frame
weighted with thick, heavy muscles, a veritable man-sized mountain,
which has earned him the sobriquet "The Crag" among his fellow
gladiators. Skarl is completely bald, with broad, rugged features and
a thick, dark mustache which bristles from his upper lips down to the
sides of his chin. While not apparently a handsome man, his stern
demeanour and over-sized physique have earned him the awe of those who
set eyes on him. Typically, Skarl is clad in a small loincloth,
though he will don piecemeal armour to the value of base AC 5 or 6
when fighting.
Personality: Skarl is a gruff, dour man, stern and unforgiving in
temperament. He is proud of his skill and physical strength and is
totally commited to his life as a gladiator. It is neither an easy or
long life, but Skarl is resigned to it: he is proud that he has lived
this long (he is 36) which he sees as a testament to his skills in
arms, and is fully aware that few gladiators live long enough to be
old men. In fact, he would not have it any other way: to die in the
glory of a contest of champions would be the best fate for a man of
his disposition. This view makes Skarl both a cooperative slave and
an excellent gladiator, which suits his master Jaohar just fine.
Still, Skarl is not all gruffness: his affection for the young
singer-slave Ilhirra, who belongs to his master, is very strong,
though the more stalwart and stolid side of his nature often prevents
outward show of this love.
Background: Skarl was born in Tyr, into a nobleman's stable of
gladiators. His father was Raguar and his mother, Salssan, was
Raguar's matched-pair partner in the arena. Much of his early
training as a gladiator came from both parents. Salssan was slain
when Skarl was nine, and Raguar died in a notorious arena- scandal
three years later (rumour has it that the gladiator was drugged before
his fight with a braxat in the annual games). Skarl received little
love from both parents. Instead, they couched any expression of
affection in their regime of training, and the adult Skarl has, thus,
always found it difficult to express his emotions. Until his
eighteenth year, Skarl reamined with the Tyrian's stable before he was
given to his master, Jaohar, a Drajian templar, as a means of
compensation for a certain service the templar performed for the
Tyrian. Henceforth, he has remained with Jaohar's stable, rising in
ranks from a simple gladiator into one of the templar's prized
fighting men and trainers. Without a doubt, he is Jaohar's champion
and takes pride of place in the templar's stable.
Motivations: Skarl lives for two things: to see his batch of young
gladiators in training become skilled arena warriors, and to be
victorious in his next match. His perception of the future terminates
at the next match. If he lives, then so much the better for him. If
not, well, then there is no better way to die. Because he is also
loyal to his master, he will generally undertake tasks Jaohar sets
him. In return, the templar rewards him with better care, and time
with Ilhirra. Skarl does not think of escape: in fact, he sees those
gladiators who foment rebellion and plan escapes to be renegades and
cowards to their livelihood. He will actively and physically oppose
any plans for a revolution or escape.
Equipment: When in the arena, Skarl dons a leather breastplate
fashioned from inix-hide, manicae (leather sleeve) and galerus
(shoulder piece). He wields a metal trident (+1 non-enchanted) gifted
him by his master. When encountered in non-combative situations,
Skarl is clad in the customary gladiator's breech cloth and is armed
with a bone dagger.
Use in a campaign: Skarl was designed to be a foil to those gladiator
characters (such as Rikus in the Dark Sun novels) who represent the
spirit of resistance and rebellion. Here is a man devoted to his
calling and who takes pride in the brutality of his "work". He is not
evil, nor is he good, though he is not lacking in compassion. But all
his actions are tempered by his view of life as described above.
Skarl can be encountered by PCs in a number of ways: they could be
drafted as his "students," or they could encounter him while he is on
some "mission" on behalf of Jaohar. Though he makesa formidable
opponent, he is not invulnerable and in a Dark Sun, a group of
well-prepared and well-equipped PCs can easily defeat him in combat.
If Skarl is slain by PCs, they can expect retribution of the worst
kind from Jaohar. If his body can be recovered, Jaohar will plan to
raise the gladiator from the dead (which could prove an interesting
situation for Skarl, who sees death as the honorable end to a
gladiator's life). If Skarl hears of news of rebellion by other
slaves or gladiators, his first priority will be to quash it. PCs who
find themselves allied to Skarl will find themselves connected to
Jaohar and all the attendant powers a templar of his position
possesses. I've deliberately left Skarl's current location
unmentioned. In the short story, I planned to have him belong to
Jaohar, a templar of Draj, but he can be located in any of the city
states, save Gulg and Tyr.
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Castle,
by rjchapma@acs.ucalgary.ca (Robert Jonathan Chapman)
Introducing, Castle. He's damn cunning, but need not have huge combat
abilities, or even thieves abilities. He 'runs' a thief guild, but
the characters trying to arrest him have a hard time coming up with
evidence. Castle legally owns a contractor company which leases out
the services of 'assistants'. These 'assistants' have thiefly
abilities or are mercenaries. They follow the instructions of
Castle's underlings, not the main man himself. The 'fees' for
Castle's service are very high, but he doesn't ask how his underlings
get the money to pay those fees. Further, Castle's service includes
confidentail advice. However, Castle never reccomends breaking the
law, although he must (in good concience to his contract) mention how
you might go about breaking the law if the underling asks him to do so
directly. Of course, they always do, since Castle's service contracts
are cancelled when the buyer fails to follow Castle's advice. Now for
PCs this is a nightmare situation. Clearly Castle is the brains
behind the organization, yet he hasn't personally broken any laws.
Castle never commits a crime and is always as cooperative as he can be
with the law enforcers as long as it doesn't break the client
confidentiality clause of the contract.
Of course, a band of chaotics might not worry, they'll just pulp him
and go away happy, but if you have some lawful characters in a city
campaign or adventure, Castle can be real fun. Of course everyone
slips up sooner or later. Foil the PCs a few times, then give them
the chance to nail Castle to the wall.
================================================================================
Mirvana Spekyol,
by JRunning@smtpgate.icos.com (posted by jcook@chinook.halcyon.com
(Jim Cook))
Nirvana Spekyol is a 7/7 wild mage/chaos priest. The wild mage is
straight out of the Tome of Magic, but I made up the chaos priest
stuff. She used to be a grugach, but due to a series of
(mis)adventures, she now appears as a beautiful human female, at least
1 day of 4. Her alignment is of course CN. She is quite old for a
human (90 I think) due to a brush with undead that aged her several
times (and allowed her to have a son without even knowing it! That is
another story). She has died by fire more than one time, and her
Constitution is down to 9 from 13.
Day One: human female, Comeliness and Charisma of 18, blonde, 6 feet
tall, minimal leather armor and antlered helmet. She wears a spiked
dog collar and knee high boots. She wields a morning star or a whip
and dagger. She also likes to fight hand to hand and has the tumbling
proficiency. 34 HP
Day Two: Giant (20 feet tall) human female. Same stats as above,
with additional strength of 23 (Storm Giant, I think). She uses a
club that enlarges to giant size, or throws rocks. All these
attacks/weapons are second choice after spells, of course. Her HP go
up to 116. All HP are healed upon shape change, which takes place
around noon each day.
Day Three: winged human female. HP down to 76, wingspan 26 feet,
white feathers. Still beautiful. Fly speed is 36 I think.
Day Four: (this is new) Random creature of any kind. My DM wanted it
to a be a humanoid type of creature at least, so I can use weapons and
magic items, but my character wouldn't care if she turned into slime
for a day....it depends how much one wants to inconvenience the rest
of the party.
Another new addition from a recent adventure is a the ownership of a
Meerhound puppy. In our campaign world, Meerhounds are the guard dogs
of the royalty. They are Great Dane size reptilian hounds with huge
fangs. They move incredibly fast and can only be seen in peripheral
vision unless they wish to become completely visible. They are healed
by absorbing magic, so spells cast at them only make them stronger.
They can only be hit by +2 or better weapons, I believe. Anyway, she
is raising a puppy, given to her as a gift by the God of Chaos in this
land. It absorbs all spells cast at her and seems to grow a little
each time it happens. It is only puppy size, but still fanged and
reptilian. Don't know the damage or attack stats, but I could get
them to you. When the puppy is within five feet, she has the option
to change shape at will, but if it gets out of range she reverts to
whatever she was supposed to be that day. I assume the same thing
happens if it is killed.
She possesses several wands: Wand of Chaos, 2 Fireball wands, and a
Magic Missile wand, as well as Gauntlets of Fire Protection and a Ring
of Fire Resistance, as she tends to call down fireballs on her own
position with frightening frequency. She also wears a ring which she
is clueless as to what it does.
She has X-ray vision, speaks common, elvish and grugach. She likes to
party and days of the full moon is required by her religion to smoke
hallucenogenic herbs, which affect all within 25 feet and causes
visions 80% of the time. Usually they do not come true, but I have
been surprised a few times when it actually happens.
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