================================================================================
Irilla,
by dragon@cybernetics.net
Class: Mage/Thief
Race: half-elf
Sex: female
Level: 3/8
Hit Points: 21
Alignment: Chaotic Neutral
Secondary Skill: Cobbler
S 16 damage bonus:+1
I 17 chance to know spell: 75% maximum spells/level: 14
W 10
D 17 reaction/missile bonus: +2 defence adjustment: -3
C 09 system shock: 65% resurrection survival: 70%
CH 13 reaction adjustment: +5%
Height: 5'6" Move: 12
Weight: 100 lbs Carrying Capacity: 850 lbs
THAC0: 19 AC: 5 (8)
Languages: Phenish (common), thieves cant, elvish, goblin, and orcish
Special: 3Xdamage with backstab; 30% resistance to sleep/charm
spells; infravision 60'; detect secret doors on a 2 in 6; detect
concealed doors on a 3 in 6
Thieving Skills: pick pockets: 80%; open locks: 67%; find traps:
55%; move silently: 67%; hide/shadows: 59%; hear noise: 25%; climb
walls: 96%; read languages: 40%.
Spells (2 1):
Spellbook: jump, light, magic missile, message, protection from evil,
push, read magic, sleep, spider climb; darkness 15' radius, knock,
magic mouth, ray of enfeeblement, web, wizard lock.
Magic items: scroll: fire shield, hallucinatory terrain, ice storm
Saves:
paralyzation, poison or death magic: 12
petrification or polymorph: 11
rod, staff or wand: 11
breath weapon: 15
spell: 12
Proficient Weapons: Dagger, sling, long sword
Armor usually worn: Leather armor
Equipment: Dagger, sling, 12 sling stones, leather armor, spell
components thieves' picks & tools, spell book, leather backpack,
waterskin, cloak, rations (1 weeks worth), leather boots (soft and
ankle high) bedroll, bandages, grapnel, sack, needle and thread, belt
pouch, torch.
money: 1 pp, 36 gp, 12 sp, 17 cp
Irilla was born, and has lived all her live, in the city of Crenna,
the capital of Malachor. She is of medium height and slender build.
She has brown hair that she keeps shoulder length and loosely bound
behind her hear in a wooden clasp. Her eyes are brown and she has a
scar that runs from her left ear down to her jawline. Irilla rarely
smiles, she finds nothing in life to be that particularly amusing.
Crenna is the capital of the Empire of Malachor. Malachor is not
evil, but is rather heedless of peoples' desires and freedoms. The
Emperor's sees the Empire reaching the greatness of the ancient
Phoenix Throne and uniting the countries of the continent that
Malachor lies upon.
This being said, Crenna is a harsh town, often under martial law and
strict regulations. Additionally, non-humans (especially elves) are
looked upon suspiciously due to the paranoia of the city's rulers.
Irilla's father, Ezante Whisperwind, was a cobbler who had left the
elvish homeland to make his fortune in the human kingdoms. Irilla was
the product of his marriage to the trader Alega Farstrider, a ranger
that worked for the military (and who escorted Ezante into Crenna).
The two lived happily for a time until money grew tight (because, in
part, of Irilla's needs). Alega had to return to the military when
Irilla was five.
Soon after Alega left Crenna, Ezante's shop was attacked and burned by
Blackbreasts, one of the underground thieves' guilds in Crenna.
Ezante had refused to pay the protection money the thieves required
and the Blackbreasts made an example of him. Ezante died in the fire
the Blackbreasts started.
Luckily for Irilla, a family friend offered to take the fatherless
Irilla in. This family friend is Carles Kingfisher, an independent
mage who did odd magical jobs in the city. Carles found that Irilla
had a magical aptitude and began to train her to help him with the
business. Irilla took to magic like a fish to water, learning quickly
and well.
That fall, word came that Alega had been killed in a border skirmish
with Allysh troops. After this, Irilla lost interest in things
magical and began hanging with a street gang that gathered in the
tavern near Carles's house.
To make a long story short, Irilla eventually became a member of the
Nighthaunt thieves guild. She did this mainly for revenge. She still
hates the Blackbreasts, and does everything she can to cause them
trouble. Additionally, though she does not like to kill, Irilla looks
upon Blackbreasts as vermin, vermin that she has been given a license
to exterminate. Needless to say, the Blackbreasts are starting to get
tired of Irilla and her games. Soon they will do something about her.
Carles still teaches Irilla magic, vainly trying to keep Irilla off
the streets of Crenna. However, though Irilla sees the usefulness of
magic, she prefers the feel of a dagger and the stealthy pilfering of
her life with the Nighthaunts. Borga, the guildmaster for the
Nighthaunts, is attempting to persuade her to learn magic. Borga
feels having a mage in the guild would bring the Nighthaunts a more
profitable share of the black market.
================================================================================
Kyntark Reaverhand,
by ujchoi@uxa.ecn.bgu.edu (Jason Choi)
13th Level Male Human Fighter, NG
STR 17 CON 18 DEX 16
Appearance: 6'2 tall, above average height for men of his time,
Kyntark possesses long, reddish brown hair, well kept, neatly trimmed,
and held in a ponytail behind his neck. His eyes are unusually
slanted,and his pupils take on a emerald green hue. His body is of a
muscular, agile build, and due to his finicky eatting habits and
continuous physical training he has excellent health. His face is
smooth, darkened by faint traces of dry stubble, and tanned from the
rays of the sun. He is usually donned in a exquisite, rare
crystalline body armour, and wears a mask made from the skull of a
ancient ancestral hero of his, one Kilbane the deathless. Twin swords
form a X on the back of his shoulder.
Kyntark is a warrior who is slow to anger, and slow to speak as well,
more of a listener than a talker, he likes to let his actions do his
talking for him. It is his younger brother Aronis's influence on him
that has changed this once arrogant, sarcastic, and impulsive soldier
into a man of wit and unflinching skill with his sword & dagger
technique.
Kyntark is his brother's keeper,out of brotherly love and a secret
oath to his beloved mother Twighlah Ravenstar, whom died giving birth
to Aronis but appears in ghostly spirit on the eve of the full moon to
guide her first born son towards an unrevealed prophecy he must fulfil
along with Aronis. Kyntark is well aware of peoples fear and hatred
of sorcery and the those who mingle with the mystic arts and thus is
very catious in regards for his brothers saftey and his own, for such
superstitious people are bound to take out their aggressions on those
who consort with sorcerors as well.
Kyntark is ever searching for the unknown assassin who murdered his
wife Ariella and her father, what motive has the slayer have for
performing such a wicked deed? He looks to his brother to find some
means of divining the killer's whereabouts so he can take out his
revenge.
In person, Kyntark is as mentioned silent, extremley sharp-eyed and
observant, able to size up a persons homeland and profession with a
casual glance. He is ever alert however, knowing not to judge someone
by their appearance alone, and usually keeps a close hand on his sword
and dagger.
Being an adventurer, he has no permenant place of residence, though
his brothers tower is as close to home as home gets. However, he
wears darkened crystalline full plate which is +3 of enchantment. His
skull mask is a mask of skulls which protects him against all special
attacks made by undead, but the mask has a ill effect, it attracts all
undead in an area towards him.
Kyntark has two swords he fights with: Beltyn's Sword and The Unseen
Foe, Beltynn's Sword is a +3 broadsword which, on a 17 or higher roll,
will cast a 'Beltynn's burning blood' spell, victim must save versus
spell or suffer 4d5 HP additional damage from flame (half damage if
save is made).
Unseen Foe is a +4 Bastard sword which turns invisible when wielded.
It cannot be disarmed from Kyntark's hand, and opponents suffer a -4
on their chance to parry. Unseen foe allows Kyntark to see invisible,
astral, or ethereal beings or objects three times a day,and it can be
thrown with a distance of a throwing axe and does equivalent damage to
a heavy crossbow when thrown.
Last but not least, the jet black cloak that Kyntark wears is a
garment made from the hide of a shadowdragon weaved for him by his
brother Aronis. It allows him to teleport through shadows with a 35
ft range, and allows him to hide in shadows with a 50% chance of
success. He is also 25% magic resistance while in gloomy, shadowy
places.
Kyntark always rides atop Stridor, his trusty steed, a gray warhorse
who's legs are made of adamantium. How its legs came about this way
is undiscerned, for Kyntark stole the mount from the stables of a
wretched alchemist with a sadistic habit of experimenting on animals,
and never bothered to ask him about the matter. The horse wears
horseshoes of speed.
Kyntark carries a throwing dagger in each boot, two at his belt,one
under each gauntlet, four on his chest, one behind his waist, and one
behind his neck. Some of these are of +1, +2 enchantment [the editior
assume this means +1, +2 vs. smaller or man-sized]. He is
specialized in dagger throwing.
================================================================================
Cermalus Tenspells, Royal Magister, chief spy
by ujchoi@uxa.ecn.bgu.edu (Jason Choi)
Male Human, TN (good tendencies)
7th Level Thief/18th Level Magic-user
INT 19
Emperor Ryeakin's silent, scheming royal magician is a powerful force
to be reckoned with. Cermalus' greatest weapon is his sharp mind
first and foremost, although he commands a great deal of sorcery as
his ally as opposed to brute strength. Agility is also a quality he
is known for, pilphering and lock picking are not beyond him.
Having adventured across many planes and different worlds, few in the
empire could match heads against this formidable master of the mystic
arts. Cermalus greatest trait lies in his keen powers of observation,
which he is so well trained in some people are lead to believe that he
is capable of reading minds. His ability is much like Sherlock Holmes
in this regard.
Cermalus is the head of the Emperor's spies guild, the 'silent
legion', a elite group of spies & assassins devoted to the throne of
Scarlore and preserving whoever resides as the ruler of the ancient
empire. To enter this elite and fanatical group, one must sever ones
own vocal cords as a sign of sincere loyalty.
Over the years he has gathered some formidable items of enchantment
that he is never without. First, his right hand is a artifical limb
grafted onto his stump, a hand carved out of a shiny, silvery metal
alloy. This hand always has a STR of 18/00, and can catch small
hurled objects such as darts, daggers, or throwing axes with a 55%
chance and hurl them back in the same round. The hand allows him to
handle & grasp extremly hot, cold, or sharp objects without any pain.
The hand behaves as a ring of spell storing for the following spells:
Chill Touch, Shocking grasp, Vampiric Touch, Lich Touch, Spectral
hand, Fist of Stone.
His left eye is actually a magic eyeball known as the Catseye, and is
covered with a black patch that acts as a filter for it. The patch
allows him to see invisible, ethereal, or astral creatures within
normal viewing range. Once lifted, the catseye allows Cermalus to
gaze into other dimensions and to view the strange denizens that lurk
there. With his silvery hand he is able to grab and bring these
creatures into his world to fight for him. This takes the form of the
following spell like effects: 1. Cacodaemon 2. Invisible Stalker 3.
Aerial Servant 4. Conjure Elemental 5. Gate in a creature (DM's
choice) 6. Monster Summoning VI.
In his silvery hand he usually makes use of a crystal boomerang, a
throwing wedge used by Thri Kreen, in small skirmishes. If things get
really out of hand he will wield is dragonstaff, a black onyx
quarterstaff that, on a natural 17 or higher roll the razor sharp bat
wings at the tip of the staff extend to sever an opponents extremity.
Cermalus wears two rings with him always, where he came across these
powerful items, no one knows. The first is a Maze Ring which banishes
a foe with a maze spell. The second ring is known as the Ring of
Power, this allows the wizard to cast all of the power word spells
once per day. In appearance, Cermalus has long, silvery white hair,
and a youthful, chisled face. His eyes are narrow and the single eye
that he has is dark gray. He is 6 ft tall and weighs roughly about
156 Lbs. Always adorned in crimson red robes, a leather satchel is
always at his side, and what it contains leaves room for speculation
by onlookers. Spell components, rare weapons (such as drow hand
crossbow and the Three Kreen throwing wedge) and other paraphanelia no
doubt.
Cermalus is able to, when the need arrises, to call upon his familiar,
a Black Crow, and summon it from the Astral plane x3 a day. In its
presence, Cermalus is able to regenerate 1 HP per round, and he casts
magic as if 1 level higher. Should he die the Crow will carry
Cermalus' soul to a hidden, secret location to be attended to.
================================================================================
Dayavlar Gauntelaus,
by ujchoi@uxa.ecn.bgu.edu (Jason Choi)
6th Level Male Human Fighter,
Chaotic Good
Str 16 Int 13 Wis 12 Dex 18 Con 17 Chr 15
Appearance: Dayavlar is a man in his early twenties, young and
ruggedly handsome, his face is neatly shaven and his skin is slightly
tanned. His hair is long and dark black, his eyes radiate a violet
hue (hmmm, Elizebeth Taylor's son?) and he is 6 foot tall exactly,
weighing roughly 160 Lbs. His body is corded with taught muscles, and
he is incredibly agile, a distinct advantage in situations which call
for fast reflexes.
History: Dayavlar's past is shrouded in mystery, and he likes it kept
that way. His father was unknown to him, and he was raised by his
cunning mother Arianna Ablefingers, a half-elven barmaid for the
'Guilded Goblin' Inn in Tunnis ( a major city in my campaign).
Arianna was cold and bitter towards everyone in life except for her
son, Dayavlar, whom she loved and protected. She was an accomplished
pickpocket and eavesdrop, lifting a purse here and there, and selling
information to either the town guard or to members of the thieves
guild in exchange for money to clothe and feed Dayavlar. Occasionally
she would consent to sleep with men who could teach her son something
useful, these men were mostly mercenaries or assassins who frequented
the bowels of the Guilded Goblin. Beautiful women are rare in Tunnis,
the physical qualities of her elven heritage made her stand out above
common women, even those of nobility, so she oft had men courting her
and showering her with gifts and bribes.
Dayavlar grew up in the confines of the Inn, he started out as a bell
hop, carrying heavy loads up and down the stairs aided in building him
some muscle and stamina. At times he would go with his mother's
latest 'friend' to learn something new, the use of a dagger or a
sword, or a bow, and he would have to practice day in and out in the
courtyard on a playtest dummy made for him by one of his mothers many
lovers. By the time he was 13 Dayavlar was considered a prodigy by
most members of the town guard due to his skills with the sword, and
his accute accuracy at the bow. Not many children his age are
specially trained by professional assassins and experienced sell
swords.
When he was 15 he became the youngest man to be accepted into the
Crimson Guard, the faithful protectors of the city's walls and the
enforcers of law. Boot camp increased Dayavlar's physical endurance,
he learned to fence, to ride a horse skillfully, and to use a myriad
of superior weaponry, such as the arquebus, Dayavlar's favorite
weapon, as well as a host of other weapons from different lands. When
boot camp was completed, Dayavlar, who graduated top rank in his
class, was annointed a full fledged member of the Crimson guard.
His first tour of duty was rather uneventful, going out on mounted
patrols, clearing major roads of bandits or orc raiders, and escort
duty for members of nobility or high ranking city officials. He
gained a major promotion when he thwarted an assassination attempt on
the life of a visiting Lord from a distant realm, who turned out to be
a extremley well loved and wealthy baron from the Land of Sculd, a
kingdom far south from the port city of Tunnis.
Assigned to guard a cargo ship on a three month journey across the sea
of Planes, Dayavlar went through some tough times adjusting to things.
First, he had to overcome scurvy and sea sickness, not to mention his
being concerned for his mother's welfare in the midst of his absence.
Secondly, a strange sickness was spreading aboard the Reaver ship,
crew members would'nt be able to do anything for days, or eat anything
for that matter, their body would reject the food given them, and a
great loss of blood would be reported. Soon Dayavlar joined up with a
group of sailors who were intent on fleeing the ship, they did so and
set the vessel on fire before taking their leave, knowing some sort of
plague was in the air aboard the seafaring ship.
In the life boat, Dayavlar and the sailors made it to a distant
island, where they lived for weeks surviving on fish, banana's, wild
berries, and coconuts. Dayavlar discovered this remote isle was the
home of a exiled sorceror named Deblar who was cast out long ago from
the city due to his abuse of power and his crazed attempts to take
over Tunnis and usurp the throne. To make matters worse Deblar was
being served by a tribe of canibalistic orcs whom he kept in thraw
with his cantrips and simple incantations, through mystic means he
discovered Dayavlar and his entourage's presence on the isle and
immediatley issued a search for the 'tresspassers'. Luckilly, a ship
happened on the island just then, the men from the ship stopping to
scout the isle for a potential supply of natural resources. When
Dayavlar and his men ran out to them, they were knocked unconscious
and brought aboard the ship, it turned out the men were buccaneers.
It turned out the pirate captain was no real pirate, but a
mischievious minstrel, a bard named Rowenarc the wanderer who waylaid
pirate ships for a living, stealing stolen treasures and then
returning them to their rightful owners for a reward. Rowenarc was
also in the buisness of recovering sunken treasures, having a powerful
sorceror named Praxis as his first mate, he was able to concoct a
means of surviving underwater for extended amounts of time, and to
locate sunken ships.
It dawned on both Dayavlar and Rowenarc that the two were father and
son. Fate had played a joke on the both of them by placing both in
eachothers path, for none can refute that the two look extremley
alike. And Rowenarc could not deny his former love, Arianna, whom he
had loved and who had loved him, she had never told him that he bore a
son! Father and son reunited (after much bitterness and anger was
cleared out of the way), the two headed back to Tunnis, to come back
to Arianna and suprise her. When they went to the Guilded Goblin they
had found out that she had been raped and murdered by some unknown man
of the underworld. Now both Dayavlar and Rowenarc, as a father and
son team, explore out every nook & cranny of Tunnis together in hopes
of avenging their beloved Arianna.
Other Notes: In melee, Dayavlar fights as a swashbuckler, he is a
natural born duelist, fighting with a Rapier in one hand, and a Main
Gauche in the other, and is specialized in this style of hand to hand
swordplay. Always prepared for a bad situation, he keeps twin pistols
somewhere on his belt in those times when he is in need of them.
His Rapier is a gift from the baron who's life he had saved, and it is
known as 'Razor'. It is a +4 Defender. His offhand weapon, a Main
Gauche, is a acutally a +1 Dagger, +5 to Parry.
================================================================================
Dragos the Warder,
by ujchoi@uxa.ecn.bgu.edu (Jason Choi)
6th Level Male Human Fighter, LE
STR 16 INT 9 WIS 10 DEX 15 CON 14 CHR 11
Appearance: Dragos is a husky, bearded man, with brown hair and a
beard that covers his face. He bears miniscule scars along his face,
signs of minor skirmishes and the like he has experienced in the past.
He stands roughly 6 ft tall, and cares little for his personal
hygeine, and it shows. He commonly, when the need arises, adorns a
suit of padded leather armor and carries a warboard made of metal &
sturdy wood.
Role: Dragos is the captain of the guards in a heavilly guarded jail
fort just outside the city (insert city X here). The jail house is
where the most vicious of criminals are locked away in solitary
confinement. Dragos could'nt hack the rigid discipline and codes of
honor held by the town guard due to his cruel mannerisms, though he
was the only man who volunteered willingly to work at the jail house.
He enjoys his work, and is corrupt, taking bribes and 'looking the
other' way when inmates wish to conduct secret dealings. To
adventurers he may be extremley cruel to them, testing them and
constantly trying to intimidate and break their wills. He is smart
enough to know adventurers have information pertaining to where
treasures are kept and other useful knowledge and may either torture
it out of them if he feels they are weak or trick them into revealing
what they know. He is extremley weary of magicians and sorcerors and
is will tend to place them in special lead walled cells and will
double the guard normally assigned to guard a prisoner.
Other notes: Dragos always looks for 'loyal' inmates who he feels
will serve him. His men are just as corrupt as himself, and equally
as cruel. Being bored with his duties, he invents new things to keep
himself and his men appeased, i.e., let an adventurer go and then hunt
him down, set up opportunities for escape and then catch the
adventurers in the act, using this as an excuse to torture them for
his amusement. At times he even goes so far as to hold gladiator type
games between inmates, with false hopes as rewards (i. E freedom, a
pardon from the king, free privledges, ect).
He has no unusual equipment to speak of, however, he commonly uses a
special poison he places on throwing darts which, if they affect
anyone struck, 'slows' them (as the spell) for 2-8 rounds. He favors
his cat-o-nine tails whip, his stiletto, or his garotte he makes use
of on unweary victims. He also keeps a cocked and fully loaded light
crossbow behind his desk.
|