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Special Encounters: bandits, mad dwarf, hermit. Four bandits have made the pass their home, until enough time has passed. There is a bounty on their heads of 4,000 silver each in Kashin for killing a delivery boy and then trying to sell the incense he had been carrying. The four of them (Rick, Dumas, Kelter, and Vincent) figure that it'll be several weeks, at least, before it's safe to try and reenter Kashin; they've been hiding out for two weeks, already. Bandits (4), male human Rog1: CR 1; Size M (5 ft., 9 in. tall); HD 1d6+1; hp 7; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +0 melee (shortsword, 1d6, crit19-20x2), or +4 ranged (shortbow, 1d8, range inc 80ft, crit20x3); SV Fort +1, Ref +6, Will +3; AL LE; Str 11, Dex 18, Con 13, Int 13, Wis 16, Cha 13. Languages Spoken: Common, Vridaran. Skills and feats: Appraise +5, Balance +8, Disable device +5, Disguise +5, Forgery +5, Hide +4, Innuendo +7, Jump +4, Listen +7, Move silently +4, Spot +7, Tumble +8; Dodge, Improved unarmed strike. Possessions: (total) 2 gold, 18 silver, 40lbs of incense valued at 10,000 silver. Morndithe Blackhammer was a member of the Granite Clan, displaced by the War of the Undead. His clan sent him to the pass to learn about the ruins there, when he was met with madness. Crazed and unreasonable, he will set upon anyone that comes near the small set of ruins he discovered. He wears an amulet taken from the runes that, while nonmagical, seems to have significant meaning to Morndithe. An accurate Gather Information check vs DC 16 in Kashin, or consulting jeweler Dagvulf Stonefist in Kashin, will reveal that the amulet's runic inscriptions match a great deal of golden currency that flooded the market a month prior -- currency that supposedly came from lands beyond Rakore's border. Mad Dwarf, (hill) Ftr1: CR 1; Size M (4 ft., 1 in. tall); HD 1d10+4; hp 14; Init +2 (+2 Dex); Spd 20 ft.; AC 12 (+2 Dex); Attack +4 melee (warhammer, 1d6+3+disease, crit20x2), or +3 ranged (dagger, 1d4+3+disease, crit20x2); SV Fort +6, Ref +4, Will +1; AL CN; Str 17, Dex 15, Con 18, Int 15, Wis 13, Cha 12. Languages Spoken: Common, Dwarven, Sholin, Aulde Common. Skills and feats: Appraise +4, Balance +4, Concentration +5, Craft +4, Hide +2, Innuendo +2, Listen +3, Move silently +2, Spot +1, Swim +7; Lightning reflexes, Weapon focus (warhammer). SQ: Disease causes madness, Fortitude save vs DC 12 each day until passed. Possessions: 4 vials of cure light wounds, 1 gold and onyx signet ring (image of an onyx hammer) (1,000 silver), one golden amulet with unusual runes (2,500 silver). Jelelle is a sorceror that does not trust Rakore, or anyone else. A hermit, he eakes out a lonely existance in the pass, rarely venturing into Takanal for supplies. His small cabin is composed entirely of rough-hewn stone, and he prefers to keep to himself. An uncaring man, he wants nothing to do with anyone else for any reason save one: alchemy. If a player has a smattering of understanding, then Jelelle might talk to him; otherwise, he'll try to scare them away from his stone cabin. Hermit, male human Sor1: CR 1; Size M (5 ft., 5 in. tall); HD 1d4+1; hp 5; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1 melee (quarterstaff, 1d4+1, crit20x2), or +1 ranged (dagger, 1d4+1, crit20x2); SV Fort +1, Ref +3, Will +3; AL N; Str 12, Dex 13, Con 13, Int 16, Wis 12, Cha 18. Languages Spoken: Common, Elven, Infernal, Terran. Skills and feats: Alchemy +7, Balance +2, Concentration +5, Craft +7, Hide +1, Listen +1, Move silently +1, Scry +7, Spellcraft +7, Spot +1, Tumble +2; Lightning reflexes, Quicken spell. Sorcerer Spells Known (5/4): 0th -- Detect Magic, Ghost Sound, Mage Hand, Prestidigitation. 1st -- Mage Armor, Shield. |
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