Tuesday, June 15, 2010

The Company of the White Stag- As of Sukiskyn

Note- The PCs below began play as first level characters who played through adaptations of the modules "King's Festival" (level 1), "Queen's Harvest" (level 2) and a modified "Dymrak Dread". These events took place in the autumn of 999 AC and the early part of 1000 AC. It is now spring and the Company of the White Stag (named after the White Stag Inn where they met and resided in Stallanford) has received word from an old friend of Anton with an offer of work to help pay for the group's planned expeditions.

Anton of Dmitrov

Race: Human
Classes: Ranger 2/Scout 2
Sex: Male
Age: 19
Alignment: Neutral Good

Abilities
Strength: 13 (+1)
Dexterity: 17 (+3)
Constitution: 16 (+3)
Intelligence: 15 (+2)
Wisdom: 11
Charisma: 14 (+2)

Hit dice: 2d8+2d10+12
Hit points: 34
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares)
Armour class: 16 (+3 Dex, Studded Leather Armor), touch 13, flat-footed 13
Base Attack: +3
Saves: Fort +7, Ref +9, Will +0

Action Points: 7

Languages spoken: Elvish (Vyalia Dialect), Goblin, Orc, Thyatian, Traladaran

Skills: Balance +7 (+10), Climb +6 (+7), Craft (Trap) +5 (+7), Craft (Bowyer) +5 (+7), Escape Artist +5 (+8), Hide +5 (+8), Jump +5 (+6), Listen +6, Move Silently +5 (+8), Ride +3 (+6), Speak Language +2, Spot +7, Survival +7, Swim +2 (+3)

Skill Tricks: Wall Jumper (make jump from wall as if running leap), Speedy Ascent (+10’ climb speed with successful check)

Feats: Armor Proficiency (Light, Shield), Point Blank Shot, Precise Shot, Rapid Shot, Tracking, Weapon Finesse, Weapon Proficiency (Simple, Martial)

SQ: Skirmish (+1d6), Trap-finding, Wild Empathy, Favored Enemy (Goblinoid) +2, Battle Fortitude +1, Uncanny Dodge

Possessions: Mastercraft Studded Leather Armor, Mighty Composite Longbow (Str +1), +1 Dagger, Shortsword, Quiver of 20 +1 Arrows and 10 +1 Flight Arrows (dg 1d6 rng 135’), Backpack, Belt Pouch, Explorer’s Outfit, (8 days) Dried Rations, (2) Waterskin, (100’) Silk Rope, Grappling Hook, Whet Stone, Signal Whistle, Potion of Cure Light Wounds, Oil of Magic Weapon

Weapons

Masterwork Composite Longbow (Attack +7 Dg 1d8+2 Crit x3 Rng 110’)

+1 Dagger (Attack +7 Dg 1d4+2 Crit 19-20/x2 Range 10’)

Shortsword (Attack +6 Dg 1d6+1 Crit 19-20/x2)

Description:

Anton is a hearty, tanned skinned man with dark hair and brown eyes. He dresses in the brown buckskin pants and heavy linen tunic of a woodsman. His longbow is never far from his grasp and he usually has a quiver slung across his back.

male ranger

Background

Anton is a member of the Dromilov clan, but a distant cousin. He grew up in a small hunting estate outside of Rugalov in the Dymrak Woods. Anton’s mother died giving birth to his younger sister, and Anton’s father raised his two children on the small forested estate. Anton learned to hunt and track from an early age. He proved to be a skilled archer as well. Three years ago Anton was Sheared, and he journeyed to Kelvin to seek work with the Hunters’ Guild. He has worked the past two years in the area, working as a hunter and guide when he isn’t exploring on his own. Last fall, he and The Company helped rescue Stallanford’s kidnapped cleric during the Harvest Festival. They spent the subsequent winter in town as heroes, stopping the ambitions of a usurper to the estates of Penhaligon and tracking orc raiders. With the arrival of spring, he answered the call of a homesteader acquaintance to transport horses to market. This simple job has turned into a grand adventure and he is critical to leading the rescue of his friend Stefan.

Anton is a stealthy opponent, relying on archery over physical confrontations. He prefers to strike from ambush or cover, but he is no coward. He is bold and level-headed in combat or on the hunt. He is a bit boisterous, being confident in his skills. He is a bit awed by magic, having minimal exposure to it. Anton prefers the wilderness or quiet villages to larger settlements. He is also mildly prejudiced against Thyatians, but not so much that it hampers his good sense. He keeps his loathing for Thyatian soldiers and those that oppress his people. He has a few friends among the Vyalia elves, from his extensive travel in the woodlands.

Anton is suspicious about the circumstances of the raid and kidnapping of his friend Stefan. He will do what he can to find his friend and recover the hoses, since the raiders have hurt his fellow Traladarans. He is enjoying most of his companions; even the Thyatian warrior Varis is proving himself to be an amiable companion.


Varis Londinian

Race: Human
Classes: Fighter 2/Paladin of Freedom 2
Sex: Male
Age: 19
Alignment: Chaotic Good

Abilities
Strength: 18 (+4)
Dexterity: 11
Constitution: 17 (+3)
Intelligence: 10
Wisdom: 12 (+1)
Charisma: 14 (+2)

Hit dice: 4d10+12
Hit points: 39
Initiative: +4 (Improved Iniative)
Speed: 30 ft. (6 squares)
Armour class: 16 (Dastana, Breastplate), touch 10, flat-footed 15
Base Attack: +4
Saves: Fort +11, Ref +2, Will +3

Action Points: 7

Languages spoken: Alphatian, Thyatian, Traladaran

Skills: Craft (Armorer) +5, Intimidate +5 (+7), Knowledge (Religion) +2, Ride +5 (+6), Speak Language +2

Feats: Armor Proficiency (Light, Heavy, Medium, Shield), Cleave, Exotic Weapon Proficiency (Fullblade), Improved Initiative, Power Attack, Weapon Focus (Fullblade), Weapon Proficiency (Simple, Martial)

SQ: Aura of Good, Smite Evil 1/day (+2 attack/+2 damage), Detect Evil at will, Divine Grace, Lay on Hands (4 hp/day)

Possessions: Masterwork Breastplate, Dastana, +1 Fullblade, Dagger, Shortbow, Quiver of 20 Masterwork Arrows, Morningstar, Backpack, Flint & Steel, Whetstone, (3) Waterskin, (7 days) Trail Rations, (2) Torch, (3) Sun Rod, (2) Vial of Blade Fire (+2 fire damage), Potion of Cure Moderate Wounds

Weapons

+1 Fullblade (Attack +9 Dg 2d8+7 Crit 19-20/x2)

Dagger (Attack +8 or +5 thrown Dg 1d4+4 Crit 19-20/x2 Range 10’)

Morningstar (Attack +8 Dg 1d8+4 Crit x2)

Shortbow (Attack +6 Dg 1d6 Crit x3 Rng 70)

Description:

Varis is a burly young man with the classic olive skin and black hair of a Thyatian. He stands at 6’6” with a broadly muscled frame. His armored breastplate is well-worn but polished to a shine. Heavy steel bracers encompass his forearms, allowing him to deflect blows with them as a shield.

Photobucket

Background

Varis was born in Vorloi, the son of a Thyatian soldier and adventurer who served the Old Baron Kelvin as a guard captain and knight. Varis’ father was one of the few present at the duel between the Old Baron and the Ylari ambassador over the honor of the Baron’s wife. Upon the death of the Baron, Varis’ father retired to open a weapon smithy in Kelvin. Varis grew up learning the arts of swordplay and crafting from his father. In between his school lessons and chores at the forge, he became a bit of a trouble-maker and daredevil. Two years ago, he was Sheared and took to the life of a wandering adventurer. Meeting a group of companions on the road, they became known as the Heroes of Stallanford last autumn when they rescued the village’s priest after he was kidnapped by orc raiders. They subsequently foiled the machinations of a scheming outcast from the Penhaligon family when she tried to usurp claim to the family estates. As the winter frost melted, he grew restless with Stallanford and answered a call for adventurers needed to drive horses to market. Varis is a natural leader, and is the one who began calling the group the Company of the White Stag after the inn where they met last autumn.

Varis is one to charge to the front in any encounter. He is charismatic in a boyish, slightly roguish way. He sees no difference between Thyatians and Traladarans, preferring to see everyone as Karameikans. Many a Traladaran family in Kelvin welcomes Varis to the table as the burly friend of an older brother. Many Thyatians point to him as an example of a fine warrior and leader. Varis loves hearty food and strong drink, especially Ostland-style mead. He also has a hot temper, especially when it comes to injustice.

Varis finds he enjoys the company of Anton, the two working well together. Anton strikes from afar while Varis closes in with his enormous sword. He is a devout follower of Ixion and Varis is a constant crusader against evil. His passion shows through in just about everything he does, but he is ultimately a caring man. He makes friends quickly and is also quite popular with women, though he never resorts to untruths when pursuing them.


Karasin Treeshield

Race: Elf (Vyalia)
Classes: Druid 2/Wizard 2
Sex: Male
Age: 17
Alignment: Neutral Good

Abilities
Strength: 11
Dexterity: 13 (+1)
Constitution: 11
Intelligence: 17 (+3)
Wisdom: 17 (+3)
Charisma: 13 (+1)

Hit dice: 2d4+2d8
Hit points: 17
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
Armour class: 13 (+1 Dex, Leather Armor), touch 11, flat-footed 12
Base Attack: +2
Saves: Fort +3, Ref +1, Will +8

Action Points: 7

Special Qualities: Immunity to Sleep magic; +2 to save vs. enchantments; Low Light Vision; +2 to Listen, Search, Spot checks; Animal Companion; Nature Sense; Wild Empathy; Generalist Wizardry; Summon Familiar, Woodland Stride

Languages spoken: Alasiyan, Druidic, Elvish (Vyalia Dialect), Sylvan, Thyatian

Skills: Concentration +6, Decipher Script +4 (+7), Diplomacy +5 (+6), Handle Animal +2 (+3), Heal +3 (+6), Knowledge (Arcana) +5 (+8), Knowledge (Religion) +5 (+8), Ride +1 (+2), Spellcraft +4 (7), Spot +4 (+7), Survival +5 (+8)

Skill Tricks: Collector of Stories (+5 to Knowledge checks to identify monsters)

Feats: Armor Proficiency (Light, Medium, Shield), Point Blank Shot, Precise Shot, Scribe Scroll, Weapon Proficiency (Club, Composite Longbow, Composite Shortbow, Dagger, Dart, Hand Axe, Heavy Crossbow, Light Crossbow, Longbow, Quarterstaff, Scimitar, Sickle, Shortbow, Shortspear, Sling, Spear)

Spellbook (cast 6/4): 0th- All. 1st- Arrow Mind (Com. Adv.), Comprehend Languages, Feather Fall, Guided Shot (Com. Adv.), Identify, Mage Armor, Magic Missile, Silent Image, True Strike

Save DC for Wizard Spells: 13 + spell level

Druid Spells Memorized (cast: 5/3): 0th- Create Water, Detect Magic, Know Direction, Light, Read Magic. 1st- Cure Light Wounds x2, Entangle

Save DC for Druid Spells: 13 + spell level

Possessions: Leather Armor (Arcane Failure 10%), (2) Dagger, Composite Shortbow, Quiver of 20 Arrows and 10 Swiftwing Arrows (-1 per range increment), Hand Axe, Quarterstaff, Backpack, (2) Waterskin, (4 days) Trail Rations, Belt Pouch, Spell-Component Pouch, Flint & Steel, Bulls-Eye Lanter, (3) Flask of Oil, Scroll of Cure Light Wounds, Potion of Longstrider, Ring of Feather Fall, Scroll of Magic Missile, Scroll of Identify

Weapons

(2) Dagger (Atk +2 melee or +3 thrown Dg 1d4 Crit 19-20/x2 Rng 10’)

Composite Shortbow (Atk +3 Dg 1d6 Crit x3 Rng 70)

Quarterstaff (Atk +2 or -2/-6 dual-wield Dg 1d6/1d6 Crit x2)

Description:

Karasin is a typical Vyalia elf with pale skin and light hair. His eyes are grey and constantly searching his surroundings. He typically wears a grey-green open robe over a loose tunic and breeches tucked into boots. Karasin walks with a quarterstaff and has a shortbow and quiver across his back.

elf male

Background

Karasin was born on the Thyatis side of Vyalia lands to the Treeshield clan. His clan has a long warrior tradition, but Karasin showed promise as an apprentice Treekeeper. He studied arcane and druidic magic, and showed himself to be a satisfactory archer. Eventually, he found his studies to be a bit tedious and he took a sabbatical. He wandered west to Karameikos, seeking adventure and new opportunities to learn from the world around him. He stopped to winter in Stallanford, staying in a small inn called the White Stag. He made fast friends with a burly human youth named Varis. When Varis rallied some of his road friends to rescue a kidnapped priest, Karasin came along as the band’s spell-caster. After several months wintering in Stallanford, the band has moved north to seek more adventure. They accepted the job of moving horses to finance their next expedition and as a chance to see more of the rugged country they all come home.

Karasin is quiet and intense, with a keen intellect and sharp instincts. He is quick to spot trouble and quick to avoid it. He can be a bit detached on occasion, and usually says very little. He has a voracious appetite for knowledge and loves to acquire new spells. Karasin attempts to avoid melee combat, relying on his archery and magic. He acts as the primary magic support of the party, both healing and offensive magic. Consequently, he stays well to the rear of combat and is usually behind cover. He relies on his familiar, Jessa (a hawk), and animal companion, Tarin (a wolf), for companionship and he is fond of talking to them while studying his spells.


Naomi ibn-Rezah of Parsa

Race: Human
Classes: Spell Thief 1/Sorcerer 3
Sex: Female
Age: 17
Alignment: Neutral Good

Abilities
Strength: 11
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 12 (+1)
Wisdom: 11
Charisma: 18 (+4)

Hit dice: 3d4+1d8+4
Hit points: 19
Initiative: +4 (Dex)
Speed: 30 ft. (6 squares)
Armour class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack: +1
Saves: Fort +1, Ref +4, Will +2

Action Points: 6

Languages spoken: Alasiyan (Ylari Dialect), Thyatian

Skills: Balance +4 (+8), Climb +4, Concentration +2 (+3), Disable Device +4 (+5), Escape Artist +2 (+6), Hide +4 (+8), Listen +2, Move Silently +4 (+8), Open Lock +4 (+8), Search +4, Sleight of Hand +4 (+8), Tumble +4 (+7)

Feats: Armor Proficiency (Light), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger), Weapon Proficiency (Simple)

Spells Known (cast 7/6): 0th- Acid Splash, Detect Magic, Light, Read Magic and Resistance. 1st- Magic Missile, Shield and True Strike

Save DC for Spells: 14 + spell level

SQ: Sneak Attack +1d6; Trapfinding, Steal Spell (0 or 1st)

Possessions: (2) Mastercraft Dagger, Backpack, Belt Pouch, Spell-Component Pouch, (4) Waterskin, (8 days) Trail Rations, Whetstone, Night Jumpsuit (+2 Hide checks when in darkness), Traveler’s Outfit, Flint & Steel, (3) Torch, Potion of Cure Light Wounds, Oil of Magic Weapon, Ring of Fire Resistance 10

Weapons

(2) Dagger (Attack +7 or +5/+5 dual Dg 1d4 Crit 19-20/x2 Range 10’)

Description:

sorceress

Naomi has the sun-darkened skin of an Alasiyan and the almond eyes of a common Alphatian or Ethengari woman. She dresses in the simple skirt and blouse of a Traladaran peasant, but wears a form-fitting black suit and mask when the occasion calls for it. Her long, black hair is usually loose or hidden under a hood.

Background

Naomi was born in the Emirate of Makistan, to a family with mixed Alphatian, Makistani and Alasiyan blood. Her family had long had ties to the Darokin city of Selenica, and she spent her early years travelling between the two cities. When she was 12, she began to manifest the sorcerous power that her Makistani and Alphatian ancestors developed. In fact, her mother revealed their family’s place as members of the Daggerspell Guardians. Naomi was taught by her mother the beginning lore of the Daggerspell Mages, but her family was struck by Kin-faction raiders in the desert. Naomi was kept as a servant by a powerful vizier, until Naomi discovered his secret life as a ranking Magian Fire Worshiper. She escaped and exposed him to a friendly cleric, Daood the Wide. The vizier escaped into the desert night and swore revenge on her. She fled west to Karameikos where she lived as a wanderer, thief and adventurer. Finding her way to Stallanford for its Harvest Festival, she came to know the acquaintance of a group of prospective adventurers. After a series of adventures, Naomi spent the winter with her new friends in Stallanford. With the spring thaw, she journeyed north with them to Sukiskyn in hopes of earning travelling funds for the spring’s explorations. Ever since the ambush on the ferry, she has felt her blood rise at the evil of the raiders and slavers. Her memories of the tales of brave Daggerspell Guardians are stirring, and she now wants to join the Guardians.

Naomi is always looking for new and novel things to occupy her attention, be it a bit of magic or an interesting object of art. She is a skilled burglar, but has little love of gold for herself. She loves a challenge, and combines planning and improvisation in her most successful endeavors. Her magic is quite impressive, and Naomi will use Magic Missile against the most powerful opponent in range in any combat. She will then fight with her twin daggers. Naomi is confident and graceful, occasionally brash. She will sometimes intervene stealthily to see a bully or tyrant get their comeuppance, and slavery drives her into a rage. She is accompanied by Abu, her faithful raven companion.

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