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Sacred Shrine
A Short Adventure for Four 2nd Level
Characters
Version 1.2
Credits
Design: Thomas Leriche
Play Testers: Joseph B, Mark H
The Sacred Shrine is a short adventure for
use with the d20 system by Wizards of the
Coast®. It requires the use of the Dungeons
& Dragons® Player’s Handbook, 3.5
Edition, published by Wizards of the
Coast®. Dungeons & Dragons® and Wizards
of the Coast® are Registered Trademarks of
Wizards of the Coast, and are used with
Permission under the d20 system license
(see the LICENSE section).
The Sacred Shrine is a D20 module created for the Open
Gaming World campaign setting. This adventure is for four 2nd level player
characters. The adventure takes place on and around a shrine of Aqual, the
elemental god of water. The shrine has been abandoned for several months due to
the local of the village nearby believing that ghosts haunt the area.
The shrine is located just outside the town of Four Winds.
Four Winds in located within the kingdom of Zym. The nearby mountains and
forest lay just to the west of the shrine. To get a good feel for the area lookup
the Zym map on the Open Gaming World website (www.opengamingworld.com)
This adventure is meant for four characters of 2nd level but
can be upgraded in difficulty by adding additional creatures to each of the encounters.
Preparation
You (the DM) need the D&D core rulebooks, including
the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual to
run this adventure. Featured monsters include duergar, skeletons, zombies, and snakes.
This scenario utilizes the D&D v.3.5 rules, but it can easily be used with
the 3.0 rules as well. To get started, print out the adventure. Read through
the scenario at least once to familiarize yourself with the situation, threats,
and major NPCs. Text that appears in shaded boxes is player information that you
can read aloud or paraphrase for the players at the proper times.
Adventure Background
The town of Four Winds is small and located along the
trading route between the city of Skykeep and Wallfort. Many caravans stop
here along the trading route, therefore the town prospers during the summer and
fall trading months. Without the caravans to help support the town Four Winds
it would simply be a small hamlet with a few farms.
The nearby mountains and forest present the local danger to
the inhabitants of the town. There are many bands of kobolds, goblins that
occasionally try raiding the town. The local militia of Four Winds is
experienced in repelling these attacks.
The shrine of Aqual is located outside of the town near the
foothills of the mountains nearby. It was built many years ago by an old
priest named Colebrun. The shrine is actually located just above a
natural underground river that descends from the mountains. A man-made well of
water is the heart of the shrine. The water well descends down into the underground
river where fresh water can be pulled up from the well bucket. The priest Colebrun
established this shrine several decades ago when dry weather had caused the
death of many town people. Since this time the shrine has been a most revered
and religious place in the hearts of the towns people.
Recently two events have occurred to cause the townsfolk to
worry. A few months ago the shrine had become haunted with undead ghosts. A
young boy named Mercus was nearly killed when he was gathering water from
the shrines well one day. He was attacked by an undead creature that came out
of the well. This sent a panic through the townsfolk and since this time
nobody has gone to shrine. The local militia had investigated the shrine but
never found any monsters.
The second problem to plague the town is that the Sunmore
creek is drying up. This creek is the main water source for the town and
passes through its center. The creeks water flow has demised so much that it
is causing the merchant caravans to pass by the town of Four Winds. Without
the water from the creek the caravans cannot refresh the thirst of their horses
and other animals.
Many of the Towns people believe that Aqual has forsaken
them and is punishing the citizens of Four Winds. Some people have already
left town in search of work elsewhere in the kingdom. Many other folk are
considering leaving the town for good.
Unknown to the people of Four Winds the underground of the
shrine was inhabited by a small tribe of kobolds. They had made their home
within the caverns formed by the natural underground river. The kobolds had
actually been living there for many years undetected until just a few months
ago.
A group of duergar dwarf warriors descended from the
mountains in search of food and stumbled upon the kobold caves. The duergar
managed to slaughter all the kobolds and overtake their cave dwellings. The
dark dwarves also discovered a large deposit of gold within the underground
river. Since waylaying the kobolds they have been busily mining the gold
nuggets found in the stream.
Since this time the duergar have managed to dam up a part of
the underground river in order to search for more gold deposits. A powerful
duergar cleric also came and went from the area. He cast some raise dead
spells in order to ward off any snooping humans from visiting the shrine of
Aqual from the town of Four Winds.
Adventure Synopsis
The characters must head to the shrine of Aqual and
investigate the rumors of ghosts. Once they arrive they will discover that the
shrine is infested with skeletons and zombie of undead kobolds. As they
descend into the shrines water well they will find the duergar stronghold.
They must seal off the cavern passage that leads deeper into the underdark and
destroy the underground dam which is diverting water away from Sunmore creek.
Pre-Made Player Characters
There are four pre-made player characters at the end of
this adventure. These characters can be used by the players or customized
characters can be used. The pre-made characters are a small adventuring group
that have been together a short time. This will be their first real test together.
Adventure Hooks
The PCs may come to Four Winds for any number of reasons.
As the DM, it is your job to decide how best to involve them in the adventure.
You can use the following hooks to spur your imagination, modifying them as
necessary to fit your campaign or the characters.
·
The PCs live in Four Winds and know
many of the Towns people who own merchant stores that are close to going out of
business.
·
The characters can come upon the town
and here of the plight of its people. They can talk to the local priest of
Aqual who would offer them a small reward for solving the problems at the shrine.
·
The PCs may stop at the shrine for
water and be attacked by the kobold undead. They could hear about the Towns
troubles and decide to investigate the underground river of the shrine.
Beginning the Adventure
Unless the PCs arrived at the shrine by some other means,
the adventure begins when they arrive in Four Winds. The players should hear
rumors about a haunted shrine which has cursed the small town. This will be
the main adventure hook for the PCs.
Four Winds
The town of Four Winds is a small but prosperous town
along the northern trading routes of Zym. The town depends heavily on the
passing caravans and merchants. The nearby region is not the best for farming
and Four Winds is situated strategically along the northern trade routes. Most
caravans stop in Four Winds to replenish their food and water before continuing
north to the city of Wallfort.
Since the town is situated close to a small set of mountains
there are occasional problems with raiding goblins and kobolds. Some nastier
creatures inhabit the mountains, but are rarely ever seen.
Two problems plague Four Winds at present. The Towns
beloved shrine of Aqual has been overrun with undead creatures and the Sunmore
creek which passes through the town has almost dried up completely. Because of
this the caravans are no longer stopping in Four Winds over the last several
months and the town is slowly dying. Several families have already left their
stores and homes abandoned.
A. Around the Town
The NPCs encountered in the town can explain plainly the
events of the past few months. They can direct the characters to the local
priest of Aqual, the mayor or the militia.
|
The town of Four Winds is a small place and some of
the buildings seem deserted. A few children play in the streets near a dried
up creek bed, but there is little else of interest. This place has definitely
fallen upon hard times.
|
A1. Priest of Aqual
Bragus is the young priest who recently took over the
duties of caring for the shrine of Aqual. He will be quite pleased to see the
PCs arrive at his door. Bragus will offer the characters a small reward for
clearing out the shrine of all creatures. He can offer up to 100 GP.
Bragus knows of the history of the shrine and will explain
all that he knows, including the injury of the young boy Mercus. The
priest knows nothing about the duergar dwarves or the kobold undead. He is
totally oblivious as to what has happened underneath the shrine that he cares
for.
Because of a broken leg injury Bragus has been unable visit
the shrine in the last several months. His leg has healed recently but he is
unable to walk very far.
Bragus: male human priest; hp 4; level 0 priest of
Aqual
A2. Militia
The local militia can also be questioned. They have
investigated the shrine several times, but haven’t encountered any monsters.
The militia are responsible defenders of the town but are unable to give the
PCs any further information.
Lately the local Militia has been forced by the mayor to
transport drinking water by horse into the town. They investigated the creek
mouth where the water flows out of the ground. They noticed that the water
flow was very low, but did nothing about it. They can tell the characters that
creek starts flowing from out of the ground not far away from the shrines location.
Tartanian: male human fighter; hp 5, level 0
fighter; leader of the Towns militia
A3. Town Mayor
The mayor of Four Winds is actually a woman named Catherine.
She is under a lot of pressure from the townsfolk lately. She has a sign hanging
outside her door saying “trespassers will be arrested.”
If the characters approach her door for information she is a
bit abrasive at first, but softens up quickly when she realizes the group may
be able to help her. She seems overly concerned with water flow in the Towns
creek. She has been using the militia daily to bring water in from a stream an
hour away. She is doing this to try and entice the caravans and merchants to
stop in Four Winds as per normal. But the militia cannot transport enough
water to supply all the townsfolk and outsiders that may visit.
Catherine seems totally unconcerned with the happenings of
the shrine and doesn’t know any more about it then the priest Bragus. She will
pay the PCs as much as 250GP if they can figure why the creek isn’t flowing properly
or better yet correct the creeks water flow problem.
Catherine: female human; hp3; mayor of Four Winds
A4. The Boy who Cried Monster!
Mercus can be found playing in the streets of the town
with his friends. Any child playing on the streets of the town can point out Mercus
for the PCs.
The young boy doesn’t like talking about his confrontation
with the undead at the shrine. If the characters offer him a few coins he will
open right up to them. Mercus is a born liar and tends to tell lies mixed with
truth to make himself feel more important.
If given enough coins Mercus will tell the characters the
truth about his undead encounter. The lie he has told the town people is that
he saw ghosts at the shrine and they attacked him. The truth is that he pulled
up the shrines water bucket to see a skull head floating in the water. The
skull was from a kobolds head, but Mercus is too young to know the difference.
The skeleton head actually did try biting the boy and Mercus will tell the PCs about
this event. If pressed for more information the young boy simply smiles,
shrugs his shoulders and says he doesn’t know.
Mercus: male human; hp 2; boy attacked by undead
A5. Shops
In the town the PCs can purchase most equipment and
merchandise found in the Players Handbook. Though because there are shortages
lately, there is a 50% chance that the items they are looking for are out of
stock. The shops in Four Winds are very low on provisions due to the fact that
caravans are no longer stopping.
B. The Creek and Foothills
Should the PCs go to investigate the creek mouth they
will find an underground waterway exiting some foothills. The creek flows out
from underneath the foothills and it is impossible to enter the caves under the
shrine from this area. The amount of water coming from out of the ground is
only one quarter of the creeks normal flow. The water appears normal and
clear. The taste of the creeks water is normal.
B1. Creek Mouth
|
The mouth of the creek seems to come
from underground as a small trickle of water bubbles of out the ground opening.
|
The ground in this area is soft and spongy and full of
moss. There is no way to enter the caves from here. The water flows out of a
very small and muddy opening in the ground. If the characters try desperately
to enter the underground where the creek runs out of the hills they will be
attacked by a small viper snake. The snake makes it home near the mouth of the
creek and will only attack if pressed. There is also an old potion of cure
light wounds stuck in the mud where the snake is located. It must have belonged
to previous victim on the snakes.
Viper
Snake, Small: hp 4, see Monster Manual
Treasure: Potion cure light wounds.
B2. Foothills
|
The rolling foothills lead towards
the mountains off in the distance. The grass here is patchy as the hills are
made of moss encrusted rock. Occasionally you hear skittering noises of
different wild animals.
|
Should the PCs decide to investigate the foothills near
the creek mouth they will encounter two dire rats. The dire rats make their
home in the foothills and will attack anything that gets close.
Dire Rats
(4): hp 5 each, see Monster Manual
C. The Shrine of Aqual
This place will appear different depending on when the
PCs arrive. During the day the shrine seems peaceful and there are no monsters
to be found. During the night the shrine is haunted by several undead skeletal
kobold. The skeletons rise up from the shrines well every night and roam the
area. They never stray too far from the shrine but will attack anything within
a hundred feet from the shrines edge. When daylight comes they climb back down
the well to avoid the daylight.
C1. Shrine
The
shrine of Aqual rests upon a small hill. There is a well worn path that leads
from the town of Four Winds to the shrine.
|
The shrine rises up on a hill. At
the top of the hill you can see a ring of stones which represent the edge of
the sacred shrine. In the center of the stones is a well made of wood. It
is ornately built and has several symbols of Aqual carved into it.
|
The PCs will encounter skeletal kobolds around the shrine
only at night. When daylight arrives the skeletons climb back down the well to
the caves below. These skeletons were animated by a powerful duergar cleric.
They were a reanimated to protect the well and scare off any curious snoopers.
Note: Should the players arrive at the shrine
during the day the skeletons will not be aboveground. Rather, add these skeletons
to the number in the encounter underground in D1.
Should the players arrive at night read this additional
excerpt.
|
Looking closer by the moonlight you see several
undead walking around inside the shrine. They appear to be small standing
only about three feet high. They seem to be attracted the center of the
shrine.
|
Skeletons,
Small (8): hp 3 each, see Monster Manual under Skeleton
C2. Water Well
The water well descends 50 feet down into the water
below. Should the PCs look down the well they won’t be able to see anything.
They will however be able to hear water trickling. There is no water that can
be obtained from the well as it has dried up along with Sunmore creek in the
town.
|
The shrines water well is made of wood and has ornate
water symbols of Aqual carved into the base. There is also a rope with a
wooden bucket attached to an old pulley system to pull water from the well.
|
Trap: Pit Trap; CR 2; no attack roll necessary (4d6);
Reflex save (DC 20) avoids; Search (DC 20); Disable Device (DC 20); There is a
trap on the pulley system of the water well. The kobolds placed it before they
were killed by the duergar. The trap is set to spring should anything heavier
than a bucket of water weigh down the rope attached to the pulley; for instance
should someone were to climb down the rope. If this happens then the pulley
will break and send the victim plugging into the well.
D. Underground River
The underground river can only be entered from the shrine
of Aqual. The water well from the shrine descends 50ft from the surface into
the underground. Unknown to the townsfolk is that the duergar have dammed the
underground river. This is the reason that no water is flowing in the Sunmore
creek and the town of Four Winds. Instead the duergar are mining for gold just
past the dam in areas D2 and D3 on the underground river map. The duergar have
also reanimated the kobolds to protect the area of D1 from any land dwelling
intruders.
D1. Undead Kobolds
|
The water well leads into a large
dark cave with a small trickle of water flows at its center. There is also a
group of small undead skeletons and two undead zombies. Their undead eyes
glow with hatred and they move to attack.
|
This area is overrun with undead kobolds. The skeletal
undead of the kobolds have been reanimated to protect this section of the river.
The skeletons will not stop attacking until their foes are dead or they have
been destroyed. There is also two more powerful undead kobold zombies in this
area. These zombies were once the leaders of the kobold tribe.
As soon as combat begins in area D1 the rest of the duergar
in the underground will be on alert. The duergar will immediately gain the
surprise on any further encounters for area D2 and D3.
Skeletons,
Small (8): hp 3 each, see Monster Manual under Skeleton
Zombies,
Small (3): hp 7, see Monster Manual under Zombie
Tactics: The skeletons are aimless monsters and they
will fight till they are destroyed. They will do random things that make no
tactical sense such as expose themselves to attacks of opportunities just by
moving randomly.
D2. Duergar Miners
|
This area is filled with overturned
river stones and mud. There are three large piles of rocks off to one side.
|
Here the dark dwarves have been
mining for the loose gold in the rocks of the underground river. There is not
much gold left here as the duergar have sifted through the riverbed. Though
should the PCs investigate the rocks they will find 5gp worth of gold for every
one hour they search, to a maximum of five hours. The dark dwarves will
attempt to ring a large brass bell to warn the others at the first sign of
trouble.
Handling the Duergar
The PCs have several options in trying to deal with the
duergar dwarves. Should the PCs decide to attack the duergar head on they will
probably be all killed in encounter D3. Once the duergar have felt the PCs
presence they will be ready for any further attacks. Should the PCs try
attacking as best they can one day and then resting the night in town, when
they go back the next day they will discover that the duergar will have
restocked their numbers. As DM you should restock the duergar encounter areas
with the same numbers should the PCs rest in town overnight. Therefore they
will have to come up with intelligent ways to be victorious.
·
Get help from Four Winds. The PCs can go back to town and
ask for help by explaining about the duergar. Should they do this Captain
Tartanian will send three of his men to help the PCs, the rest are busy getting
water for the towns people. The militia are all 1st level fighters with
limited fighting skills, but they will each be armed with a scimitar and a
light crossbow.
·
Using Fire. The dam located in area D3 is the main
obstacle for the PCs to overcome. In town the PCs will be able to purchase
several barrels of oil to burn it down. How the players get the oil to the edge
of the dam is up to you as the DM to decide on. The oil kegs will have a 50% chance
of exploding if they are sealed and flame touches them. Fire will not
smoke-out the duergar as the cavern system is too large.
Duergar
Fighters (3): hp 7, 5, 4; CR 1; Medium humanoid; HD 1d8+1; Init +2;
Spd 15 ft.; AC 12, touch 12, flat-footed 10; Base
Atk +1; Atk +2 melee (1d6+3/18–20, masterwork handaxe) or
+2 ranged (1d8/19–20, masterwork light crossbow); AL LE; SV Fort +3, Ref +2,
Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. Special: +4 to
move silently; immune to paralysis, phantasms, magical and alchemical poisons
(but not normal poisons); spell-like abilities 1/day – enlarge and invisibility
as 3rd level wizard; darkvision 120ft; light sensitivity -2 to Atk,
Saves, Chks in bright sunlight or daylight spell; Listen +1; Spot +1; Alertness
feat.
Tactics: If they hear the sounds of melee combat in
area D1 than the duergar will be ready for the PCs. If they are forced into
melee combat they will fight to the death. The duergar will gain surprise on
any combat and will be huddled behind piles of stones and will attack with
their crossbows. The dark dwarves will be half concealed behind the rocks and
the PCs will have a 50% of missing on any missile attack.
D3. The Dam Wall
|
A large wooden dam rises up 15 feet from the cavern
floor. Along the top of the dam are several barriers. There is only a
trickle of water seeping through the dam, but you can hear heavy sounds of
rushing water on the other side.
|
By this time the duergar will be ready for the PCs after
hearing the sounds of combat from area D1 and D2. Sound the players manage to
avoid any melee combat in those areas then they can sneak up on the duergar
defending the dam. Along the top of the dam there are two duergar sentries
guarding the area from enemy advancement. These two duergar will immediately be
joined by four more duergar fighters from area D4 after the first round of
combat. The dam allows up to four duergar to defend it at any one time. When a
duergar falls another will take it place immediately, until they are all
killed.
Destroying the Dam
Doing this isn’t easy as the duergar construction is
solid. The PCs can attack the dam from the ground to destroy it, but they may
be swept away with the water that drains away from the dam. It is not possible
to destroy the dam by melee from the top of it. Burning the wood on the dam is
only possible with the help of oil. Lighting the dam on fire with the aid of
oil will cause it to fall apart in 2d6+4 minutes.
Dam: hp 125
Should the dam be destroyed the PCs will still be able to
walk through the underground river to get to the rest of the areas in the
underground. The water will be up their waist but it will be passable.
Once the players defeat the duergar along the top of the
dam wall they will need to climb up in order to get on top. The climbing DC is
an 11 to reach the top.
Duergar
Sentries (2): hp 8, 6; CR 1; Medium humanoid; HD 1d8+1; Init +3; Spd
15 ft.; AC 12, touch 12, flat-footed 10; Base
Atk +1; Atk +2 melee (1d6+3/18–20, masterwork handaxe) or
+3 ranged (1d8/19–20, masterwork light crossbow); AL LE; SV Fort +3, Ref +2,
Will +1; Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8. Special: +4 to
move silently; immune to paralysis, phantasms, magical and alchemical poisons
(but not normal poisons); spell-like abilities 1/day – enlarge and invisibility
as 3rd level wizard; darkvision 120ft; light sensitivity -2 to Atk,
Saves, Chks in bright sunlight or daylight spell; Listen +1; Spot +1; Alertness
feat.
Duergar
Fighters (4): hp 6, 5, 4; CR 1; Medium humanoid; HD 1d8+1; Init +2;
Spd 15 ft.; AC 12, touch 12, flat-footed 10; Base
Atk +1; Atk +2 melee (1d6+3/18–20, masterwork handaxe) or
+2 ranged (1d8/19–20, masterwork light crossbow); AL LE; SV Fort +3, Ref +2,
Will +1; Str 15, Dex 14, Con 13, Int 10, Wis 12, Cha 8. Special: +4 to
move silently; immune to paralysis, phantasms, magical and alchemical poisons
(but not normal poisons); spell-like abilities 1/day – enlarge and invisibility
as 3rd level wizard; darkvision 120ft; light sensitivity -2 to Atk,
Saves, Chks in bright sunlight or daylight spell; Listen +1; Spot +1; Alertness
feat.
Tactics: The duergar sentries will attack with their
light crossbows and have a +1 to all attack rolls while firing missile weapons
from the top of the dam wall. The duergar also have a concealment advantage and
the PCs will have a 40% chance of missing to hit them while they are hiding on
top of the wall. Should the duergar be in trouble of being defeated one of
them will spend a partial action to ring a bell to warn the remaining duergar
in area D6.
D4. Duergar Quarters
|
This room is filled with leather
beds and two crude stonework tables. A large pile of waste is located in one
corner of the room. There is also a small metal chest beside one of the
leather beds.
|
If the PCs managed to knock out the two duergar sentries in
area D3 without making a sound than there will be three duergar fighters
waiting here. Use the duergar fighters stats from the end of area D3 if this
happens. Most likely this room will be empty of dark dwarves.
There is however a nasty badger that has been trained to attack
anything that is not a duergar. The badger is like a pet dog to the duergar
who we’re working here.
Dire Badger
(1): hp 18, see Monster Manual
Trap: In the room there is a metal chest that
contains two potions (potion of cure light wounds and potion of heroism) and
several gold nuggets. The duergar that owned this chest trapped it with a acid
that shoots out from the lock. The acid does 3d6 damage and it is a DC 12 to
disable the locks trap. The DC is 10 to pick the lock.
D5. Kobold Quarters
|
This cave contains the remains of a
kobold living area. There are several dead kobold corpses in the center of
the room. Ringing around the edge of the room there are several old straw
beds just the right size for a small kobold body. The room is damp and a
small pool of water forms the center of the room.
|
This was the main living area for the kobolds that once
called these underground caves their home. Searching room reveals one rusty
old short sword and two broken daggers. Unknown to the duergar the kobolds had
hidden away a stash of gold nuggets behind a secret door in this room. The door
is very small and is only large enough for a small humanoid to enter, but the
PCs can open it and pull out the gold hidden away inside it. The secret door
was trapped by the kobolds to protect it. The gold nuggets in the secret door total
425 GP.
Trap: Crushing Hand Trap; CR2; no attack roll
required (1d6); Search (DC 18); Disable Device (DC 20); This trap on the secret
door will pin the hand of anyone pushing open it. The trap will also cause a
loud whistling sound to emit from crack in the door. This trap was meant to
pin any hand trying to open the door. The trap only causes damage if the PC
tries to pull their hand out of the trap. To free the hand from the trap the
PC must roll a reflex save to avoid the damage.
D6. Duergar Leader
|
You approach a small underground cave
as the passage narrows. This room has a dimly lit candle on a table that radiates
light. You can also hear a loud snoring sound from some humanoid. The cave
roof here seems rather unstable.
|
This area is the headquarters of the
duergar activity in this underground river system. This room was freshly dug
out not long ago and leads further into the duergar underdark. This room is
where the duergar leader has been organizing the mining of the river.
Unfortunately for the duergar leader he has been fast asleep during the entire
arrival of the PCs. The duergar leader is laying on a leather bed and several empty
bottle of duergar ale rests at his side. When the PCs enter the room they will
hear him snoring. As soon as any of the characters speak or if the duergar is
attacked he will awake immediately.
The roof of the cave roof is
unstable here and could easily crumble with several precise hits. Destroying
this cave will permanently block the duergar from reaching the gold in the underground
river.
Dkril’Umiq,
Duergar Captain: Male duergar fighter 3; CR 3; Medium humanoid; HD 3d8; hp 15;
Init +2; Spd 15 ft.; AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +2; Atk
+3 melee (2d4+1/18–20, masterwork falchion) or +4 ranged (1d8/[TS]3, masterwork
composite longbow); Full Atk +3 melee (2d4+1/18–20, masterwork falchion) or +4
ranged (1d8/[TS]3, masterwork composite longbow); SQ favored enemy (humans +2),
wild empathy +2; AL LE; SV Fort +3, Ref +5, Will +3; Str 12, Dex 15, Con 10,
Int 14, Wis 10, Cha 13. Height 5 ft. 9 in., weight 170 lbs. Special: +4
to move silently; immune to paralysis, phantasms, magical and alchemical
poisons (but not normal poisons); spell-like abilities 1/day – enlarge and invisibility
as 3rd level wizard; darkvision 120ft; light sensitivity -2 to Atk,
Saves, Chks in bright sunlight or daylight spell; Listen +1; Spot +1; Alertness
feat.
Concluding the Adventure
Whether or not the PCs had help, they become heroes in
Four Winds after defeating the duergar. If they received of gold reward than
they will be paid and offered free room and board for a week. Should the
players be interested in more profit the town mayor would be willing to hire on
the PCs for limited time to make sure that there are no more duergar trouble.
Further Adventures
The possibilities to further expand
this adventure into a longer running campaign are possible. If the players
didn’t destroy the passage that leads further into the underdark then they
could journey further into the duergar domain. This could lead to more
adventures in the underground and the PCs could discover the whereabouts of the
powerful duergar cleric. The players could also search out to find the
whereabouts of more kobolds in the hills. The kobolds could be planning an attack
on the outskirts of the town in order to replenish their dwindling food
supplies. The players may discover that the kobolds and duergar have been at
war with each other in the mountains north of Four Winds for quite some time.
The PCs could search out a way to stop the war.
License
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright
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additional content clearly identified as Open Game Content by the Contributor,
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2. The License: This License applies to any Open Game
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Veric (Human Male, Fighter 2, Neutral Good)
Ability Scores
|
Strength
|
17
|
( + 3)
|
|
Size:
|
Medium
|
|
Dexterity
|
15
|
( + 2)
|
Height:
|
6' 3"
|
|
Constitution
|
15
|
( + 2)
|
Weight:
|
250 lb
|
|
Intelligence
|
10
|
( + 0)
|
Eyes:
|
Blue
|
|
Wisdom
|
6
|
(-2)
|
Hair:
|
Blond
|
|
Charisma
|
13
|
( + 1)
|
Skin:
|
Tan
|
Total Hit Points: 22
Speed: 30 feet
AC: 17 = 10 + 4 [chain shirt] + 1 [light
steel] + 2 [dexterity]
Touch AC: 12
Flat-footed: 15
Saving Throws
|
Fortitude save:
|
+ 7
|
= 3 [base] + 2 [constitution] + 2
[great fortitude]
|
|
Reflex save:
|
+ 2
|
= 0 [base] + 2 [dexterity]
|
|
Will save:
|
-2
|
= 0 [base] -2 [wisdom]
|
|
Madness check:
|
-2
|
= -2 [wisdom]
|
|
Attack (handheld):
|
+ 5
|
= 2 [base] + 3 [strength]
|
|
Attack (missile):
|
+ 4
|
= 2 [base] + 2 [dexterity]
|
|
Grapple check:
|
+ 5
|
= 2 [base] + 3 [strength]
|
Languages: Common
Feats: Great Fortitude. Power Attack, Cleave,
Stealthy
Weapons & Armor
·
Spear [1d8+3, crit x3, range incr 20 ft.,
6 lb., two-handed, piercing]
·
Short Sword [1d6+3, crit 1-20/x2, 1 lb, light,
piercing]
·
Scimitar [1d6+3,
crit 18-20/x2, 4 lb, one-handed, slashing]
·
Composite
Shortbow [1d6, crit x3, range incr. 70 ft., 2 lb., piercing]
·
Chain shirt
[light; + 4 AC; max dex + 4; check penalty -2; 25 lb.]
·
Light Steel
Shield [ + 1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]
Skills
|
Skill Name
|
Key
Ability
|
Skill
Modifier
|
Ability
Modifier
|
Ranks
|
Misc.
Modifier
|
|
Appraise
|
Int
|
0 =
|
+ 0
|
|
|
|
Balance
|
Dex*
|
2.5 =
|
+ 2
|
+ 0.5
|
|
|
Bluff
|
Cha
|
1 =
|
+ 1
|
|
|
|
Climb
|
Str*
|
5 =
|
+ 3
|
+ 2
|
|
|
Concentration
|
Con
|
2 =
|
+ 2
|
|
|
|
Diplomacy
|
Cha
|
1 =
|
+ 1
|
|
|
|
Disguise
|
Cha
|
1 =
|
+ 1
|
|
|
|
Escape Artist
|
Dex*
|
2 =
|
+ 2
|
|
|
|
Forgery
|
Int
|
0 =
|
+ 0
|
|
|
|
Gather Information
|
Cha
|
1 =
|
+ 1
|
|
|
|
Handle Animal
|
Cha
|
3 =
|
+ 1
|
+ 2
|
|
|
Heal
|
Wis
|
-2 =
|
-2
|
|
|
|
Hide
|
Dex*
|
4 =
|
+ 2
|
|
+ 2 [stealthy]
|
|
Intimidate
|
Cha
|
1 =
|
+ 1
|
|
|
|
Jump
|
Str*
|
5 =
|
+ 3
|
+ 2
|
|
|
Knowledge (dungeoneering)
|
Int
|
1 =
|
+ 0
|
+ 1
|
|
|
Listen
|
Wis
|
-2 =
|
-2
|
|
|
|
Move Silently
|
Dex*
|
4 =
|
+ 2
|
|
+ 2 [stealthy]
|
|
Ride
|
Dex
|
2 =
|
+ 2
|
|
|
|
Search
|
Int
|
0 =
|
+ 0
|
|
|
|
Sense Motive
|
Wis
|
-2 =
|
-2
|
|
|
|
Spot
|
Wis
|
-2 =
|
-2
|
|
|
|
Survival
|
Wis
|
-2 =
|
-2
|
|
|
|
Swim
|
Str**
|
6 =
|
+ 3
|
+ 3
|
|
|
Tumble
|
Dex*
|
3 =
|
+ 2
|
+ 1
|
|
|
Use Rope
|
Dex
|
2.5 =
|
+ 2
|
+ 0.5
|
|
* = check penalty for wearing armor
Equipment
|
44 lb
6 lb
2 lb
5 lb
n/a
n/a
n/a
4 lb
3 lb
2 lb
1 lb
5 lb
10 lb
1 lb
1 lb
n/a
_____
84 lb
|
Weapons / Armor /
Shield (from above)
Arrows (quiver of 20) x2
Backpack
Bedroll
Bell
Candle
Flint and steel
Grappling hook
Lantern (bullseye)
Oil flasks x2
Pouch x1
Rations (1 day) x5
Rope (50', hempen) x1
Soap
Whetstone
Treasure Map
Total
|
Description: Veric is an orphan who’s father was killed at birth.
His mother raised him in a small town called Riverglen in the south of Zym. Veric
spent his boyhood days delving into the mountain caves near his home. In one of
his cave adventures he uncovered a small treasure chest that contained gold and
a map. Taking the gold he decided to outfit himself as an adventurer. Veric left
his home and hired out his sword to work as mercenary on several caravans. It
was here that he met his female friend Evirial. Veric has a crush on Evirial,
but is afraid to say anything to her about his feelings. He is attracted to her
half-elven beauty but doesn’t really want to ruin their good friendship. Her
skill as a thief complements his fighting skills. Together Evirial and Veric
travel in search of work as adventurers. Veric keeps his treasure map secret,
but is always looking for the location of the unknown cave. Veric is trying to
form a small adventuring group starting with Evirial and himself. Recently they
have been traveling with Jehsop the cleric for several weeks having met up with
him back in Wallfort. Veric just recently invited the elven wizard Saelthir to
join their adventuring group. Though, he isn’t sure about the wizard as he senses
tension between Saelthir and Evirial.
Evirial (Half-Elf Female, Rogue 2, C.Neutral)
Ability Scores
|
Strength
|
12
|
( + 1)
|
|
Size:
|
Medium
|
|
Dexterity
|
16
|
( + 3)
|
Height:
|
5' 3"
|
|
Constitution
|
11
|
( + 0)
|
Weight:
|
95 lb
|
|
Intelligence
|
11
|
( + 0)
|
Eyes:
|
Green
|
|
Wisdom
|
9
|
(-1)
|
Hair:
|
Light Brown
|
|
Charisma
|
16
|
( + 3)
|
Skin:
|
Light
|
Total Hit Points: 10
Speed: 30 feet
AC: 15 = 10 + 2 [leather] + 3 [dexterity]
Touch AC: 13
Flat-footed: 12
Savings Throws
|
Fortitude save:
|
+ 0
|
= 0 [base]
|
|
Reflex save:
|
+ 6
|
= 3 [base] + 3 [dexterity]
|
|
Will save:
|
-1
|
= 0 [base] -1 [wisdom]
|
|
Initiative modifier:
|
+ 7
|
= + 3 [dexterity] + 4 [improved initiative]
|
|
Fear check:
|
-1
|
= -1 [wisdom]
|
|
Horror check:
|
-1
|
= -1 [wisdom]
|
|
Madness check:
|
-1
|
= -1 [wisdom]
|
|
Attack (handheld):
|
+ 2
|
= 1 [base] + 1 [strength]
|
|
Attack (missile):
|
+ 4
|
= 1 [base] + 3 [dexterity]
|
|
Grapple check:
|
+ 2
|
= 1 [base] + 1 [strength]
|
Languages: Common, Elven
Feats: Improved Initiative
Weapons & Armor
·
Dagger [1d4, crit
19-20/x2, range inc 10 ft., 1 lb., light, piercing]
·
Dart [1d4, crit
x2, range inc. 20 ft., 1/2 lb, piercing]
·
Sap [1d6
nonlethal, crit x2., 2 lb., light, bludgeoning]
·
Short Sword [1d6,
crit 1-20/x2, 1 lb, light, piercing]
·
Shortbow [1d6,
crit x3, range inc. 60 ft., 2 lb., piercing]
·
Leather armor
[light; + 2 AC; max dex + 6; check penalty 0; 15 lb.]
Skills
|
Skill Name
|
Key
Ability
|
Skill
Modifier
|
Ability
Modifier
|
Ranks
|
Misc.
Modifier
|
|
Appraise
|
Int
|
4 =
|
+ 0
|
+ 4
|
|
|
Balance
|
Dex*
|
6 =
|
+ 3
|
+ 3
|
|
|
Bluff
|
Cha
|
6 =
|
+ 3
|
+ 3
|
|
|
Climb
|
Str*
|
5 =
|
+ 1
|
+ 4
|
|
|
Concentration
|
Con
|
0 =
|
+ 0
|
|
|
|
Diplomacy
|
Cha
|
5 =
|
+ 3
|
|
+ 2 [half-elf]
|
|
Disable Device
|
Int
|
4 =
|
+ 0
|
+ 4
|
|
|
Disguise
|
Cha
|
4 =
|
+ 3
|
+ 1
|
|
|
Escape Artist
|
Dex*
|
3 =
|
+ 3
|
|
|
|
Forgery
|
Int
|
1 =
|
+ 0
|
+ 1
|
|
|
Gather Information
|
Cha
|
6 =
|
+ 3
|
+ 1
|
+ 2 [half-elf]
|
|
Heal
|
Wis
|
-1 =
|
-1
|
|
|
|
Hide
|
Dex*
|
4 =
|
+ 3
|
+ 1
|
|
|
Intimidate
|
Cha
|
3 =
|
+ 3
|
|
|
|
Jump
|
Str*
|
1 =
|
+ 1
|
|
|
|
Listen
|
Wis
|
0 =
|
-1
|
|
+ 1 [half-elf]
|
|
Move Silently
|
Dex*
|
8 =
|
+ 3
|
+ 5
|
|
|
Open Lock
|
Dex
|
7 =
|
+ 3
|
+ 4
|
|
|
Ride
|
Dex
|
3 =
|
+ 3
|
|
|
|
Search
|
Int
|
5 =
|
+ 0
|
+ 4
|
+ 1 [half-elf]
|
|
Sense Motive
|
Wis
|
-1 =
|
-1
|
|
|
|
Spot
|
Wis
|
0 =
|
-1
|
|
+ 1 [half-elf]
|
|
Survival
|
Wis
|
-1 =
|
-1
|
|
|
|
Swim
|
Str**
|
2 =
|
+ 1
|
+ 1
|
|
|
Tumble
|
Dex*
|
6 =
|
+ 3
|
+ 3
|
|
|
Use Rope
|
Dex
|
4 =
|
+ 3
|
+ 1
|
|
* = check penalty for wearing armor
Half-Elf Special Abilities
Immune to magical sleep; +
2 racial bonus on saves vs. enchantments; Low-light vision; + 1 racial bonus on
listen, search, and spot checks; + 2 racial bonus on diplomacy and gather
information checks
Rogue Special
Abilities
Sneak Attack +1d6; Trapfinding;
Evasion (level 2)
Equipment
|
22 lb
6 lb
2 lb
5 lb
2 lb
n/a
n/a
n/a
n/a
n/a
n/a
n/a
1lb
|
Weapons / Armor / Shield (from
above)
Arrows (quiver of 20) x2
Backpack
Bedroll
Caltrops
Candle
Chalk
Fishhook
Flint and steel
Ink vial
Ink pen
Lamp (common)
|
1 lb
1 lb
2 lb
1 lb
3 lb
5 lb
5 lb
1 lb
1 lb
4 lb
1 lb
_____
63 lb
|
Locks x1
Manacles x1
Mirror
Pitons x5
Rations (1 day) x5
Rope (50', silk) x1
Sacks x1
Spyglass
Waterskins x1
Whetstone
Thieves' tools
Total
|
Description: Evirial is a half-elf from the city
of Skykeep. She grew up on the streets of the
city, escaping her abusive father at the age of nine. She nearly died on the
streets until she joined the Thieves Guild and was apprenticed by an older boy
named Marl. After several years of thievery
she was caught by the city guards and thrown into the dungeons of Skykeep for
three years. During her imprisonment she was abused and violated by an evil
guard. When she was finally released from prison she hunted down the abusive guard
and killed him in his sleep. Evirial escaped Skykeep and has vowed to never go
back again. She began working as a mercenary for hire. She was hired to make
sure thieves did not steal from the caravans she worked. On one such caravan
journey she met Veric a human male fighter. She likes Veric, but her history
with abusive men does not let her get close to anyone. She has adventured with
Veric for several months now and thinks he is keeping a secret from her. Evirial
is following Veric’s idea of forming a adventurers group, but isn’t sure she
trusts Jehsop the new Cleric. Jehsop seems to talk to himself a lot and
Evirial is very unnerved by it. She thinks Jehsop is a little crazy to say the
least.
Jehsop (Human Male, Cleric 2, Neutral Good)
Ability Scores
|
Strength
|
16
|
( + 3)
|
|
Size:
|
Medium
|
|
Dexterity
|
13
|
( + 1)
|
Height:
|
5' 9"
|
|
Constitution
|
11
|
( + 0)
|
Weight:
|
220 lb
|
|
Intelligence
|
11
|
( + 0)
|
Eyes:
|
Dark Brown
|
|
Wisdom
|
17
|
( + 3)
|
Hair:
|
Dark Brown
|
|
Charisma
|
9
|
(-1)
|
Skin:
|
Tan
|
Total Hit Points: 15
Speed: 30 feet
AC: 16 = 10 + 4 [chain shirt] + 1 [light
steel] + 1 [dexterity]
Touch AC: 11
Flat-footed: 15
Deity: Aqual, elemental god of water
Domains: Healing, Water, Protection
Saving Throws
|
Initiative modifier:
|
+ 1
|
= + 1 [dexterity]
|
|
Fear check:
|
+ 3
|
= + 3 [wisdom]
|
|
Horror check:
|
+ 3
|
= + 3 [wisdom]
|
|
Madness check:
|
+ 3
|
= + 3 [wisdom]
|
|
Fortitude save:
|
+ 3
|
= 3 [base]
|
|
Reflex save:
|
+ 1
|
= 0 [base] + 1 [dexterity]
|
|
Will save:
|
+ 6
|
= 3 [base] + 3 [wisdom]
|
|
Attack (handheld):
|
+ 4
|
= 1 [base] + 3 [strength]
|
|
Attack (missile):
|
+ 2
|
= 1 [base] + 1 [dexterity]
|
|
Grapple check:
|
+ 4
|
= 1 [base] + 3 [strength]
|
Languages: Common
Feats: Improved Turning, Skill Focus (Heal)
Weapons & Armor
·
Dagger [1d4, crit
19-20/x2, range inc 10 ft., 1 lb., light, piercing]
·
Heavy Mace [1d8,
crit x2, 8 lb., one-handed, bludgeoning]
·
Sling [1d4, crit
x2, range inc. 50 ft., 0 lb, bludgeoning]
·
Chain shirt
[light; + 4 AC; max dex + 4; check penalty -2; 25 lb.]
·
Light Steel
Shield [ + 1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]
Skills
|
Skill Name
|
Key
Ability
|
Skill
Modifier
|
Ability
Modifier
|
Ranks
|
Misc.
Modifier
|
|
Appraise
|
Int
|
0 =
|
+ 0
|
|
|
|
Balance
|
Dex*
|
1 =
|
+ 1
|
|
|
|
Bluff
|
Cha
|
-1 =
|
-1
|
|
|
|
Climb
|
Str*
|
3 =
|
+ 3
|
|
|
|
Concentration
|
Con
|
0 =
|
+ 0
|
|
|
|
Diplomacy
|
Cha
|
-1 =
|
-1
|
|
|
|
Disguise
|
Cha
|
-1 =
|
-1
|
|
|
|
Escape Artist
|
Dex*
|
1 =
|
+ 1
|
|
|
|
Forgery
|
Int
|
0 =
|
+ 0
|
|
|
|
Gather Information
|
Cha
|
-1 =
|
-1
|
|
|
|
Heal
|
Wis
|
9 =
|
+ 3
|
+ 3
|
+ 3 [skill focus]
|
|
Hide
|
Dex*
|
1 =
|
+ 1
|
|
|
|
Intimidate
|
Cha
|
-1 =
|
-1
|
|
|
|
Jump
|
Str*
|
4 =
|
+ 3
|
+ 1
|
|
|
Knowledge (geography)
|
Int
|
1 =
|
+ 0
|
+ 1
|
|
|
Knowledge (history)
|
Int
|
1 =
|
+ 0
|
+ 1
|
|
|
Knowledge (religion)
|
Int
|
2 =
|
+ 0
|
+ 2
|
|
|
Listen
|
Wis
|
3.5 =
|
+ 3
|
+ 1
|
|
|
Move Silently
|
Dex*
|
1 =
|
+ 1
|
|
|
|
Ride
|
Dex
|
1 =
|
+ 1
|
|
|
|
Search
|
Int
|
0 =
|
+ 0
|
|
|
|
Sense Motive
|
Wis
|
3 =
|
+ 3
|
|
|
|
Spot
|
Wis
|
3 =
|
+ 3
|
|
|
|
Survival
|
Wis
|
4 =
|
+ 3
|
+ 1
|
|
|
Swim
|
Str**
|
4 =
|
+ 3
|
+ 1
|
|
|
Use Rope
|
Dex
|
1 =
|
+ 1
|
|
|
* = check penalty for wearing armor
Spells
Zero-level Cleric spells: 4 per day
First-level Cleric spells: 3 (2 + 1)
per day + 1 from a domain:
Cleric Special Abilities
Alignment Aura; Spontaneous
Casting (heal); Turn Undead (2x/day); High wisdom gains bonus spells daily; Domain
choices give additional abilities
Equipment:
|
40 lb
15 lb
2 lb
5 lb
n/a
n/a
n/a
n/a
|
Weapons / Armor / Shield (from
above)
Sling bullets (group of 10) x3
Backpack
Bedroll
Bottle
Candle
Fishhook
Flint and steel
|
10 lb
1 lb
5 lb
1 lb
8 lb
1 lb
1 lb
n/a
2 lb
_____
91 lb
|
Pot
Pouch x1
Rations (1 day) x5
Sacks x2
Waterskins x2
Whetstone
Healer kit
Holy symbol (wooden)
Spell component pouch
Total
|
Description: Jehsop is a devout priest of Aqual,
the god of elemental water. He was born in the seaport town of Wayfleet and has always had an affinity to
the sea. Jehsop was born to a wealthy merchant and his father sent him away to
be educated in the religion of Aqual. During his second year of training on
the Winter Isles Jehsop’s convent was sacked by pirates. Several of his best
friends were killed during the attack. Soon after Jehsop began training as a combat
priest with the purpose avenging his dead friends. He realized this was wrong,
but continued his combat training. After becoming a full priest he left to
search out his purpose in Aqual’s eyes. He soon found himself traveling from
place to place aiding his deity’s followers. Jehsop recently befriended the
rest of the group and journeys with them in search of the next task appointed
to him by Aqual. Jehsop has imaginary discussions with god Aqual throughout the
day. This leaves others to believe that he is slightly obsessed.
Saelthir (Elf Male, Wizard
2, Lawful Neutral)
Abilities
|
Strength
|
15
|
( + 2)
|
|
Size:
|
Medium
|
|
Dexterity
|
17
|
( + 3)
|
Height:
|
5' 5"
|
|
Constitution
|
9
|
( - 1)
|
Weight:
|
155 lb
|
|
Intelligence
|
20
|
( + 5)
|
Eyes:
|
Blue
|
|
Wisdom
|
12
|
( + 1)
|
Hair:
|
Gray
|
|
Charisma
|
11
|
( + 0)
|
Skin:
|
Pale
|
Total Hit Points: 8
Speed: 30 feet
AC: 13 = 10 + 3 [dexterity]
Touch AC: 13
Flat-footed: 10
Savings Throws
|
Fortitude save:
|
+ 0
|
= 0 [base]
|
|
Reflex save:
|
+ 3
|
= 0 [base] + 3 [dexterity]
|
|
Will save:
|
+ 4
|
= 3 [base] + 1 [wisdom]
|
|
Initiative modifier:
|
+ 3
|
= + 3 [dexterity]
|
|
Fear check:
|
+ 1
|
= + 1 [wisdom]
|
|
Horror check:
|
+ 1
|
= + 1 [wisdom]
|
|
Madness check:
|
+ 1
|
= + 1 [wisdom]
|
|
Attack (handheld):
|
+ 3
|
= 1 [base] + 2 [strength]
|
|
Attack (missile):
|
+ 4
|
= 1 [base] + 3 [dexterity]
|
|
Grapple check:
|
+ 3
|
= 1 [base] + 2 [strength]
|
Languages: Aquan, Common, Dwarven, Elven,
Goblin, Orc, Sylvan, Draconic
Feats: Combat Casting, Scribe Scroll
Dagger [1d4, crit 19-20/x2, range inc
10 ft., 1 lb., light, piercing]
Quarterstaff [1d6/1d6, crit x2, 4
lb., two-handed, bludgeoning]
Skills
|
Skill Name
|
Key
Ability
|
Skill
Modifier
|
Ability
Modifier
|
Ranks
|
Misc.
Modifier
|
|
Appraise
|
Int
|
7 =
|
+ 4
|
+ 3
|
|
|
Balance
|
Dex*
|
3 =
|
+ 3
|
|
|
|
Bluff
|
Cha
|
0 =
|
+ 0
|
|
|
|
Climb
|
Str*
|
2 =
|
+ 2
|
|
|
|
Concentration
|
Con
|
-1 =
|
- 1
|
|
|
|
Decipher Script
|
Int
|
7 =
|
+ 4
|
+ 3
|
|
|
Diplomacy
|
Cha
|
0 =
|
+ 0
|
|
|
|
Disguise
|
Cha
|
0 =
|
+ 0
|
|
|
|
Escape Artist
|
Dex*
|
3 =
|
+ 3
|
|
|
|
Forgery
|
Int
|
4 =
|
+ 4
|
|
|
|
Gather Information
|
Cha
|
0 =
|
+ 0
|
|
|
|
Heal
|
Wis
|
1 =
|
+ 1
|
|
|
|
Hide
|
Dex*
|
3 =
|
+ 3
|
|
|
|
Intimidate
|
Cha
|
0 =
|
+ 0
|
|
|
|
Jump
|
Str*
|
2 =
|
+ 2
|
|
|
|
Knowledge (arcana)
|
Int
|
7 =
|
+ 4
|
+ 3
|
|
|
Knowledge (dungeoneering)
|
Int
|
6 =
|
+ 4
|
+ 2
|
|
|
Knowledge (geography)
|
Int
|
6 =
|
+ 4
|
+ 2
|
|
|
Knowledge (history)
|
Int
|
6 =
|
+ 4
|
+ 2
|
|
|
Knowledge (nature)
|
Int
|
5 =
|
+ 4
|
+ 1
|
|
|
Knowledge (nobility)
|
Int
|
5 =
|
+ 4
|
+ 1
|
|
|
Knowledge (religion)
|
Int
|
5 =
|
+ 4
|
+ 1
|
|
|
Knowledge (planes)
|
Int
|
5 =
|
+ 4
|
+ 1
|
|
|
Listen
|
Wis
|
3 =
|
+ 1
|
|
+ 2 [elf]
|
|
Move Silently
|
Dex*
|
3 =
|
+ 3
|
|
|
|
Ride
|
Dex
|
3 =
|
+ 3
|
|
|
|
Search
|
Int
|
6 =
|
+ 4
|
|
+ 2 [elf]
|
|
Sense Motive
|
Wis
|
1 =
|
+ 1
|
|
|
|
Spellcraft
|
Int
|
9 =
|
+ 4
|
+ 5
|
|
|
Spot
|
Wis
|
3 =
|
+ 1
|
|
+ 2 [elf]
|
|
Survival
|
Wis
|
1 =
|
+ 1
|
|
|
|
Swim
|
Str**
|
3 =
|
+ 2
|
+ 1
|
|
|
Use Rope
|
Dex
|
3 =
|
+ 3
|
|
|
* = check penalty for wearing armor
Zero-level Wizard spells: 4 per day
First-level Wizard spells: 4 (2 + 2) per day
Elf Special Abilities
+ 2 dexterity / -2
constitution (already included), Immune to magical sleep, + 2 racial bonus to
saves vs. enchantments, Low-light vision, Proficient with longsword, rapier,
longbow & shortbow, + 2 racial bonus on listen, search, and spot checks
Equipment
|
5 lb
2 lb
5 lb
3 lb
n/a
n/a
n/a
1 lb
n/a
1 lb
|
Weapons / Armor / Shield (from
above)
Backpack
Bedroll
Blanket, winter x1
Candle
Flint and steel
Ink
Mirror
Parchment sheets x2
Pouch x1
|
5 lb
1 lb
1 lb
n/a
5 lb
1 lb
8 lb
1 lb
2 lb
3 lb
____
44 lb
|
Rations (1 day) x5
Sacks x1
Sealing wax
Sewing needle
Torches x5
Vial (for ink or potions) x2
Waterskins x2
Whetstone
Spell component pouch
Spellbook x1
Total
|
Description: Saelthir is a gray elf from the
Sylvan forest of Ealondar. He grew up in the wilds of the great forest. He was
raised by his father, a great wizard of much renown. His father taught him
about the duality of magic, and how its power can corrupt people to do evil.
Sealthir had long wished to journey into the world of Zymlandia and when he
came of age he left his homeland in search of adventure. He traveled first to the
city of Wallfort and accidentally got embroiled in
plot to kill a rich merchant. His naiveté was taken advantage of by some
unscrupulous thieves. He was made to believe that the merchant had abducted several
infants to sell as slaves. He didn’t find out till it was too late that the
thieves had planned revenge for the merchant not paying their extortion fees.
The merchant was killed right before Saelthir eyes and with his own dagger. He
escaped Wallfort before the thieves could kill him, but knows that they are
still hunting him. He was also blamed for the merchant death. Saelthir is now
cautious of any thieves and now doesn’t trust anyone in that profession. He
ran into the other party members along the road a few nights ago. He shared a
fire with them and Veric asked Saelthir to join them along the road south. He is
cautious of the other group members, but willing to adventure with them.
Though, he doesn’t trust Evirial the thief.