Conflicting Origins

Conflicting Origins



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<font size=+1><b>Characters
Adrinnoval Nailo "Nightwisper"


Adrinnoval Nailo "Nightwisper" wood elf male Rgr4/Brb1: Medium humanoid (elf); (6 ft. 210# Copper hair, Hazel eyes, Dark tan skin); HD 1d12+4d8; hp 34; Init +2 (Dex); Spd 40 ft.; AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex); BAB +5; Grap +9; Atk melee +9 (1d6+4, shortsword [19-20, x2], light mace, or throwing axe; 1d4+4, dagger [19-20, x2], knife [19-20, x2], light hammer) or thrown +7 (1d6+4, throwing axe 10ft; 1d4+4, dagger [19-20, x2] 10ft, knife [19-20, x2] 10ft, light hammer 20ft) or ranged +8 (1d8+4, masterwork might (+4) composite long bow [x3] 110ft) or ranged +7 (1d4+4, sling 50ft); SA pells, wild empathy, rage 1/d, fast movement, hated enemy (gnolls)+2, animal companion; SQ low light vision, elven racial abilities (5' walkby), sleep immunity, +2 save vs enchantment; AL CG; SV Fort +6, Ref +6, Will +3; Str 19, Dex 15, Con 10, Int 14, Wis 15, Cha 11.

Skills and Feats: Climb +5, Craft (bowyer) +8, Craft (weaponsmith) +3, Craft (traps) +3, Handle Animal +6, Heal +3, Hide +8 (+9 in woodland), Intimidate +3, Knowledge (dungeoneering) +3, Knowledge (geography) +3, Knowledge (local-the north) +4, Knowledge (local-evermeet) +3, Knowledge (local-western heartlands) +3, Knowledge (nature) +4, Listen +6, Move Silently +8, Profession (trapper) +3, Ride +3, Search +5, Spot +12, Survival +10, Swim +5. Track, Weapon Focus (Long Bow), Point Blank Shot, Endurance, Rapid Shot.

Languages: Common, Elven, Chondathan, Sylvan, Draconic.

Spells Prepared (1; Save DC 12 + spell level): 1-none.

He has 10,050 xp, and needs 15,000 xp for 6th level.

Equipment: masterwork chain shirt 25#, masterwork mighty (+4) composite long bow 3#, woodsmans clothes 5#, foresters cloak 3#, soft leather boots [knives (2)] 2#, belt [daggers (2), throwing axe, shortsword, beltpouch [steel mirror, flint & steel, twine 50', continual flame cp, sling & 10 rocks], beltpouch [whetstone, tindertwigs (20), signit ring, signal whistle, Cup of Life], quiver (11)] 14#, masterwork potion belt [antidotes (2), potions CLW (2), maximized bull strength potion] 1#, masterwork bandoleer [light mace, light hammer (2), throwing axe, quiver (5 flight arrows, 5 blunt arrows, 3 signal arrows, 4 smoke arrows, 3 thunder arrows)] 17#, backpack [outside: quiver (20), bedroll, waterskin (1). inside: winter blanket, tree tent, hammock, draughts game, sack (2), waterskin (1), rations (6 days), silk rope (50ft), scroll case [paper (20), pens (2), ink & vial.], quiver (20 arrows), quiver (2 signal arrows, 1 smoke arrow), masterwork bowyer tools] 45#; Carried: 70#, Carried with backpack: 115#

Adrin can carry up to 116 lbs in light, 233 lbs in medium, and 350 lbs in heavy. He can lift 350 lbs over his head, lift 700 lbs off the ground, and push or drag 1750 lbs.

Adrin was born to a couple who were Arcane Archers, which would seem to pre-ordain his path through life. The couple were also exceedingly fertile for elves, having a total of five children, of whom Adrin is the oldest. His early years were spent on the island retreat of Evermeet, years he will always cherish. As he neared his primacy, Adrin's father chose to move the family to Evereska, and back onto the mainland. This was shortly before the time of troubles, of which Adrin heard much from the traveling spells singers of the elves. Early in life, he had his epiphany, to the god of the wood elves, Solonor Thelandira. This event would go on to shape his life. In Evereska he befriended another older ranger who showed him much, including that not all of one kind are evil or bad. Tor, a minoutar raised since he was a calf inside Evereska is another of his friends. Adrin also experienced the joining of Thiramin while in Evereska, with a young Sun elf named Auralla. The three of them, with another cleric and a monk, traveled to the Grey Cloak hills when a bit too young. Fighting undead is best left for professionals, but everyone has to start somewhere. This however was nearly the end of Adrin, who without the aid of a Resurrection spell cast by the clergy of Labelas, he would still lie in those hills. The burgeoning group split up, and Auralla remains in the house of her parents in Evereska. He thinks about her often and yearns to return there, but as long as he can feel his Thiramin, he will know things are well. Since then he has traveled to the north alone, parting with the cleric from the group, and into the High Forest. Within those dark woods, he met his most unusual friend, Og. The two of them with a halfling druid spent several months in the woods and then in Silverymoon. From there they went to Waterdeep, and down into Cormyr, almost to fast for Adrin to realize.

Being one hundred thirty-six Feasts of the Moon old, Adrin looks at many things in a different light. His views on race and racial hatred among those, he works to see people for what they are and tires quickly of the judgemental or ignorant. For the most part however he is like his wood elf kin: strong, willful, dependable, and most of all patient. He believes his strengths lie in stealth, suddeness of attack, ambush and most importantly seeing the enemy before they see him. His faith in solonor is never vocal, but drives his life to the center of his being. Everything to Adrin is archery, which is his metaphor for life. Simple and silent. Prepare and make ready before releasing. Straight and to the point.
Og


Name. Sex. Race. Classes Levels Size & template (# ft. tall hair eyes skin); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
  • Str #, Dex #, Con #, Int #, Wis #, Cha #.
  • Skills: list skills and values. Feats: list feats.
  • SA: Type-Type explained. Type-Type explained.
  • SQ: Type-Type explained. Type-Type explained.
  • Equipment: Stuff, more stuff, items, more items.
Blandur


Blandur Monissman human male Enc5: Medium humanoid (human); HD 5d4+13; hp 27; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); BAB +2; Grap +1; Atk melee +2 (1d6-1, quarterstaff) or ranged +5 (1d8/19-20, light crossbow); SA spells; SQ familiar; AL CG; SV Fort +3, Ref +3, Will +6; Str 8, Dex 14, Con 14, Int 17, Wis 14, Cha 14. Height 5 ft. 9 in. Weight 150 lbs.

Skills and Feats: Appraisal +6, Concentration +10, Craft (Alchemy) +11 (+13 when using lab), Diplomacy +6, Knowledge (arcana) +11, Listen +2 (+4 when Atrius is within 5 ft.), Sense Motive +6, Spellcraft +13, Spot +2 (+4 when Atrius is within 5 ft.). Combat Casting, Craft Wonderous Item, Scribe Scroll, Spell Focus (enchantment), Toughness.

Languages: Common, Chondathan, Mulhorandi, Turmic, Draconic.

Blandur can deliver melee touch spells at +1.
Blandur can deliver ranged touch spells at +4.

Spell ranges:
Close 35 ft.
Medium 150 ft.
Long 600 ft.

Spells Prepared (5/5/4/3; Save DC 13 + spell level): 0-Daze*, Detect Magic, Mage Hand, Message, Read Magic; 1st-Charm Person*, Color Spray, Hypnotism*, Mage Armor, Sleep*; 2nd-Invisibility, Tasha's Hideous Laughter*, Touch of Idiocy*, Web; 3rd-Dispel Magic, Hold Person* (x2).

Spellbook: 0-Acid Splash, Arcane Mark, Dancing Lights, Daze*, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Resistance; 1st-Charm Person*, Color Spray, Expeditious Retreat, Feather Fall, Hypnotism*, Mage Armor, Magic Weapon, Sleep*; 2nd-Invisibility, Tasha's Hideous Laughter*, Touch of Idiocy*, Web; 3rd-Dispel Magic, Hold Person*.

* These spells are from the school of Enchantment, which is this character's specialty. Prohibited schools: Evocation, Necromancy. Because of Spell Focus (enchantment), the Save DC against these spells is 14 + spell level.

He has 10,226 xp, and needs 15,000 xp for 6th level.

Equipment: masterwork quarterstaff, masterwork light crossbow, 23 light crossbow bolts, traveler's outfit, spell component pouch, masterwork bandolier with 3 antitoxins, 3 scentbreakers, 20 tindertwigs, 3 smokesticks and a scroll organizer; backpack with masterwork dagger, spellbook, 3 days trail rations, 3 sunrods, waterskin. He has an alchemists' lab at his mule, as well as a pack saddle and his backpack. 24 pp, 188 gp, 4 sp.

In the scroll organizer, Blandur has scrolls of color spray, detect magic, invisibility, mage armor, read magic, sleep and Tasha's hideous laughter.

Atrius, male raven familiar: Tiny magical beast; HD 5; hp 13; Init +2; Spd 10 ft., fly 40 ft. (average); AC 17, touch 14, flat-footed 15 (+2 size, +2 Dex, +3 natural armor); Atk +4 melee (1d2-5, claws); BAB +0; Grap -13; Face/Reach 2 1/2 ft./0 ft.; SQ speaks Chondathan (Su), Alertness (Ex), improved evasion (Ex), share spells, empathetic link (Su), deliver touch spells (Su), speak with master (Ex); AL CG; SV Fort +2, Ref +4, Will +6; Str 1, Dex 15, Con 10, Int 8, Wis 14, Cha 6.

Skills and Feat: Listen +3, Spot +5. Weapon Finesse.

Atrius can deliver melee touch spells at +4.

Blandur Monissman was the son of a cobbler on the outskirts of Saerloon, whose wife died in childbirth with Blandur's stillborn younger brother when Blandur was 3. After trying to support his family, Blandur's father gave him as an apprentice to the wizard Senedd, who lived outside Daerlun.

While Blandur was a good student, he was bored with work in a wizard's lab. He slipped out of Senedd's (LN male human Wiz11) tower at age 17, and joined one of the many Sembian merchant costers as an attendant to the merchant Pecunin (N male human Exp4/Ari3). Mostly, Blandur schmoozed his way into the job, and used his magical skills to charm others into giving Pecunin more money. Pecunin gave Blandur a cut of the cash.

Things went well at the coster until the other merchants learned of Blandur's magical skills. While they were arguing heatedly, Blandur cast invisibility, slipped out of the coster and into the hills.

For the last few weeks, Blandur has been working as an aid to the alchemist Equos (NG male human Exp6/Sor1) in Wheloon. He has looked for some mercenary work -- he has experience defending the merchant caravan from bandits -- but most troupes find him too wimpy for hard fighting.

Now 20, Blandur is a pleasant, if vain, young man. While handsome (black hair, hazel eyes, tanned skin), he isn't as handsome as he thinks he is, so he sometimes uses his magic skill to woo members of the opposite sex. While he does not care to be poor, he does not share his countrymen's lust for money -- being sold as a child to a boring old fart grates him a bit. He does have some dislike for surface elves -- the Sembian national prejudice -- but elf lasses tend to be cute, and no elf has ever done him wrong, so it does not control him, and he keeps it in check.

He usually uses Atrius, his raven familiar, to scout potential encounters before he enters into any situation. He pays lip service to Mystara, but isn't very religious.
Judan


Judan Tar Lon et Thane, Human, Male, Rog2/Rgr2/Ftr1, Medium (5 ft. 11 in. tall black hair, hazel eyes, dark tan skin); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#. Str #, Dex #, Con #, Int #, Wis #, Cha #.

Skills: list skills and values. Feats: list feats.

Equipment: Stuff, more stuff, items, more items.

Judan is one of the younger sons of a crown loyal, landed family that was bestowed a land grant and the honorary title of et Thane after the heroic actions of Judans long past ancestor and name sake in the final battles versus the witch kings. He and an elven companion destroyed an orc patrol and led a suprise attack that crippled several elite units of the witch kings and forced the final battle near the border with present day Sembia. From the elves he received Thorn, a magical elven scimitar that has been passed on from generation to generation of Tar Lon's and is currently wielded by Judan.

While not a noble house, the Tar Lon family has always felt a responsibility to the throne and has had at least one (and usually more) individuals serving in Cormyrs army and purple dragons. Judan has served in the Purple Dragons for five years and had risen to the rank of lieutenant and lance patrol leader. The recent troubles in cormyr, from the arrival of the seven scourges, the death of King Azoun IV from his wounds earned destroying the Great wyrm Navarra and the recent destruction wrought at the hands of the Princes of Shadow have claimed the lives of several brothers and cousins.

Judan was present at King Azouns victory over Navarra because his commander emptied the High Horn to ride to the Kings aid. Nearly killed by the dragon himself, most of Judan's long-time friends were slain in a battle that left a bloody carpet of dead goblins, ogres and humans stretching for miles.

He led a patrol of young, mostly inexerienced men in the re-taking of Arabel and lost more than he cares to remember. After Arabel, Judan was recalled to Suzail to train new recruits before receiving new orders that would lead him far away from his family and the Cormyran army.
Izzy
Name. Sex. Race. Classes Levels Size & template (# ft. tall hair eyes skin); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
  • Str #, Dex #, Con #, Int #, Wis #, Cha #.
  • Skills: list skills and values. Feats: list feats.
  • SA: Type-Type explained. Type-Type explained.
  • SQ: Type-Type explained. Type-Type explained.
  • Equipment: Stuff, more stuff, items, more items.
Cal
Name. Sex. Race. Classes Levels Size & template (# ft. tall hair eyes skin); HD #d#+#; hp #; Init # (Init modifiers); Spd # ft.; AC # (AC modifiers); Atks +# melee (damage [crit info if not 20/x2] [qty if >1], attack type), +# ranged (damage [crit info if not 20/x2] [qty if >1], attack type); Face/Reach list if other than 5 ft. x 5 ft./5 ft.; SA short descriptions of special attacks, complex attacks go below; SQ Short descriptions of special defenses, complex Qualities go below; SR spell resistance value; AL alignment; SV Fort +#, Ref +#, Will +#.
  • Str #, Dex #, Con #, Int #, Wis #, Cha #.
  • Skills: list skills and values. Feats: list feats.
  • SA: Type-Type explained. Type-Type explained.
  • SQ: Type-Type explained. Type-Type explained.
  • Equipment: Stuff, more stuff, items, more items.



This is a campaign set in Forgotten Realms using D&D 3.5