Appendix One: The Adventuring Party

This page is dedicated to the gamers and their characters that have participated in the Known Lands campaign setting. Without their brave explorations and adventures, the Known Lands would be little more than a thought exercise. Thank you, All!

Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content.

Book of the Living

The following characters make up the current band of adventurers exploring the Known Lands:

Book of the Dead

The following are characters that no longer explore the Known Lands:

Character Specifics

Below you will find more specific information on each of the characters listed above.

Brendaris Moorlander

Brendaris Moorlander, male human Rogue 2: CR 2; ECL 2; Medium Humanoid (human); HD 2d6+2; Hp 12; Init +3; Spd 30 ft (6 squares); AC 15 (+2 leather, +3 Dex), flat-footed 12, touch 13; BAB/Grapple +1/+2; Atk rapier +2 melee (1d6+1/crit 18-20) or dagger +2 melee (1d4+1/crit 19-20) or dagger +4 ranged (1d4/crit 19-20); SA sneak attack +1d6; SQ evasion, trapfinding; AL TN; SV Fort +1, Ref +6, Will +0; Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 10.
Skills and Feats: Bluff +5, Decipher Script +3, Disable Device +9, Jump +6, Knowledge (local) +3, Open Lock +10, Perception +5, Search +7, Sense Motive +3, Sleight of Hand +8, Stealth +8, Tumble +8, Use Magic Device +5; Combat Expertise, Improved Feint, Armor (Light), Weapon Groups (Basic, Bows, Light Blades).
Equipment: Leather armor, rapier, 2 daggers, shortbow, 20 arrows, potion of cure light wounds, masterwork thieves' tools, 4 days trail rations, bedroll, signet ring, 2 torches, explorer's outfit, waterskin.
Languages: Steadlander, "Farlander", Trade.

Caleb Martason

Caleb Martason, male human Bard 2: CR 2; ECL 2; Medium Humanoid (human); HD 2d6; Hp 10; Init +1; Spd 20 ft (4 squares), base 30 ft; AC 14 (+3 studded leather, +1 Dex), flat-footed 13, touch 11; BAB/Grapple +1/+1; Atk light pick +1 melee (1d4/crit x4) or light crossbow +2 ranged (1d8/crit 19-20); SA spells; SQ bardic music 2/day, bardic knowledge, countersong, fascinate, inspire courage +1; AL CG; SV Fort +0, Ref +4, Will +5; Str 10, Dex 12, Con 10, Int 16, Wis 14, Cha 15.
Skills and Feats: Climb +0, Decipher Script +6, Diplomacy +3, Forgery +4, Gather Information +7, Heal +3, Jump +1, Knowledge (Arcana) +5, Knowledge (Architecure and Engineering) +5, Knowledge (Dungeoneering) +4, Knowledge (History) +7, Knowledge (Local) +6, Knowledge (Nature) +4, Knowledge (Religion) +5, Perception +5, Perform (Singing) +7, Profession (Archeologist) +4, Search +6.5, Spellcraft +2, Survival +3, Tumble +1, Use Magic Device +6; Investigator, Open-Minded, Armor (Light), Weapon Groups (Basic, Crossbows, Picks and Hammers).
Bard Spells Known (cast 4/1; save DC 13 + level): 0th - detect magic, guidance, light, prestidigitation, read magic. 1st - charm person, cure light wounds.
Equipment: Studded Leather Armor, Light Cross Bow, 20 bolts, Light Pick, Back Pack, Belt Pouch, Bedroll, Blanket, 20 pieces of Chalk, Grappling Hook, inkpen, 1 vial ink, 50' Hemp Rope, Blank Spellbook, Entertainers Outfit, Explorers outfit, Travelers Outfit.
Languages: Chimeran, Dendradi, Goblesh, Low Draconic, Merokee, Olven, Steadlander, Tarthani, Trade.

Dalmar Voss

Dalmar Voss, male human Battle Sorcerer 2: CR 2; ECL 2; Medium Humanoid (human); HD 2d8+2; Hp 15; Init +2; Spd 30 ft (6 squares); AC 16 (+4 chain shirt, +2 Dex), flat-footed 14, touch 12; BAB/Grapple +1/+3; Atk greatsword +3 melee (2d6+3/crit 19-20) or light crossbow +3 ranged (1d8/crit 19-20); SA spells; SQ summon familiar; AL N; SV Fort +1, Ref +2, Will +3; Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 16.
Skills and Feats: Concentration +6, Intimidate +8, Knowledge (arcana) +4, Spellcraft +6, Tumble +3; Point Blank Shot, Precise Shot, Armor (Light), Weapon Groups (Basic, Crossbows, Heavy Blades).
Battle Sorcerer Spells Known (cast 6/4; save DC 13 + level): 0th - detect magic, electric slam, prestidigitation, read magic; 1st - true strike.
Equipment: light crossbow, greatsword, chain shirt, backpack, bedroll, flint & steel, torch, whetstone, wineskin, trail rations, signal whistle, belt pouch, quill, paper, inkwell.
Languages: Gypsy Cant, Steadlander, Trade.

Heckle, male raven familiar: CR 1; ECL 1; Tiny Animal; HD 2d8; Hp 7; Init +2; Spd 10 ft (2 squares), fly 40 ft (average); AC 15 (+2 size, +2 Dex, +1 natural armor), flat-footed 13, touch 14; BAB/Grapple +1/-12; Atk claws +5 melee (1d2-5); SQ empathic link, grants alertness, improved evasion, low-light vision, share spells; AL N; SV Fort +2, Ref +4, Will +5; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.
Skills and Feats: Perception +6; Weapon Finesse.
Equipment: None.
Languages: Steadlander.

Rippuku Tora

Rippuku Tora, male tarthani Fighter 2: CR 2; ECL 2; Medium Giant (tarthani); HD 2d10+6; Hp 22; Init +1; Spd 20 ft (4 squares), base 30 ft; AC 19 (+6 banded mail, +2 heavy steel shield, +1 Dex), flat-footed 18, touch 11; BAB/Grapple +2/+6; Atk mw greatsword +8 melee (2d6+6/crit 19-20); SQ Giant race, low-light vision, four arms; AL CN; SV Fort +6, Ref +1, Will +0; Str 18, Dex 12, Con 16, Int 12, Wis 10, Cha 10.
Skills and Feats: Climb +9, Handle Animal +9, Ride +8; Cleave, Power Attack, Weapon Focus (Heavy Blades), Armor (Light, Medium, Heavy, Shield, Tower Shield), Weapon Groups (Basic, Axes, Bows, Light Blades, Heavy Blades).
Equipment: Banded Mail, Backpack, Belt, Masterwork Greatsword, Bedroll, Winter Blanket, Manacles, Heavy Steel Shield, Tent, 2 Daggers, 50' Silk Rope, Cold Weather Outfit, Traveler's Outfit, 2 Peasant Outfits, Signal Whistle, 5 Torches, 2 Pouches, 2 Sacks, Flint & Steel, 4 Days Rations, Whetstone.
Languages: Steadlander, Tarthani.

Robert the Smith

Robert the Smith, male human Barbarian 2: CR 2; ECL 2; Medium humanoid (human); HD 2d12+4; Hp 23; Init +0; Spd 40 ft (8 squares); AC 14 (+4 chain shirt), flat-footed 14, touch 10; BAB/Grapple +2/+5; Atk heavy flail +5 melee (1d10+4/crit 19-20) or greataxe +5 melee (1d12+4/crit x3) or club +5 melee (1d6+3) or dagger +5 melee (1d4+3) or throwing axe +2 ranged (1d6+3); SA Rage 1/day; SQ Fast movement, illiteracy, uncanny dodge; AL CG; SV Fort +4, Ref +0, Will +0; Str 16, Dex 10, Con 14, Int 14, Wis 10, Cha 14.
Skills and Feats: Craft (armorsmithing) +7, Craft (blacksmithing) +6, Craft (leatherworking) +7, Craft (weaponsmithing) +7, Handle Animal +6, Intimidate +6, Knowledge (arcana) +3, Perception +2, Ride +1, Survival +1; Cantrip, Divine Follower, Armor (Light, Medium, Shield), Weapon Groups (Basic, Axes, Flails, Hammers).
SA--Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else's action.
Wizard Spells Known (cast 1; save DC 12 + level): 0th - mending, prestidigitation.
Equipment: Leather Armor, Greataxe, Heavy Thresher (flail), 2 Throwing Axes, Club, Knife, Backpack, Bedroll, Crowbar, Flint and Steel, 2 Belt pouches, 50' Rope, 2 Sacks, Tent, 5 Torches, Waterskin, Wineskin, Whetstone, Travelling Clothes, Wooden Holy Symbol, Vial of Holy Water, Potion of Minor Healing.
Languages: Steadlander, Khurgesh, Goblesh, Trade.


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