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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 09 May 2010 :  00:52:25  Show Profile Send Farrel a Private Message  Reply with Quote  Delete Topic
Hail and well met to all at Candlekeep!

I've been a long-time lurker here at the keep for quite a few years and I decided that it was about time I registered and said hello.

I have been enthralled by the Forgotten Realms since the 1st Edition boxed Set and have been an obsessive collector all the way up until they implemented 4th Edition. I realised I had no inclination, or need, to support what WotC released as I didn't feel as though it was the same Realms that i'd come to know and adore.

I've been a DM and Player for 20 years. The majority of that time has been spent wandering Faerûn exploring its rich lore and wonderful personalities. I've always been a DM that likes to roleplay as much of a backstory as possible for a player rather than just having them magically appear at an Inn or Tavern, ready to adventure. It's more to give the player a reason to be an adventurer through past circumstances and experiences and also to allow them to develop a bond with their character.

I allow the player to have a Regional Feat as a bonus, beyond what a normal 1st level character would start play with. I also allow Wizards and Sorcerers the opportunity to substitute the Summon Familiar ability for another Feat. I also let characters that choose Feats that provide bonuses to skills to add those skills to their class skills.

What i'd really like are your opinions, ideas and suggestions for a game that has just commenced.

Recently I started a new campaign, set in Mistledale, for a friend who would be playing a 1st level wizard named Tavelle. It's starts in 1353 DR The Year of the Arch. Here's a little background information.

Tavelle is the 21 year old apprentice and adopted son of Master Nereskul Kralikh (NG Human Male Wiz6) a 50 year old of Sembian origin. Nereskul is a researcher and crafter, he has a 23 year old daughter named Kerryn (NG Human Female Wiz1) who is also studying as an apprentice Mage. They reside in a small, four-storey tower that is surrounded by a ring of twelve apple trees, about two miles south-east of Ashabenford. They have a small chicken-coop and a high fenced area of pasture for two dairy cows. Nereskul's wife passed away due to ill health when Tavelle and Kerryn were in their early teens.

Nereskul values his privacy and appreciates the beauty of Mistledale's countryside but understands the necessity of being close to a town for supplies and trade. The majority of his time is spent crafting Wondrous Items (he possesses the Craft Wondrous Item and Magical Artisan feats), researching new spells, and teaching his two students the responsible and moral use of the weave. A large number of the items he creates goes toward the protection of the Dale itself, such as the Horns that the Riders of Mistledale carry with them (the volume of the Horns being magically enhanced), Circlets of Low-Light Vision (for dusk and twilight rider patrols), and one-charge Mount spell necklace charms, etc. He is on a small retainer from the Council of Six.

Tavelle possesses the Spellcasting Prodigy (Wizard) feat and is far more advanced in his studies than Kerryn but there is no hint of competition between the two. He is a reasonably skilled Silversmith and Gemcutter and is allowed to spend a large amount of time within Nereskul's study reading when his chores are complete. Kerryn is an accomplished seamstress who has a true gift at creating garments of style and due to her great beauty is known by the local Mistrans as the Jewel in the Mists.

The Riders of Mistledale usually call in at the tower twice per ride to check all is well and keep Nereskul up to date with any important news, the patrols are given a bite to eat and are provided with fresh water.

Occasionally groups of adventurers travel to the tower to purchase items and to have divination magic cast on newly acquired treasure. Nereskul is more than happy to trade with the groups as it allows him to purchase hard to find materials which are not generally available.

Once a ride, Tavelle is sent into Ashabenford to procure supplies and he normally travels from the tower into town via a Mount spell and is expected to return the same day. When in Ashabenford he is usually seen with a large number of children following his every move, pleading with him to cast minor Prestigidations for their amusement.

So, that's his uncomplicated, idyllic life at the moment, learning at the feet of a wise father-figure and happy with his adopted family.

Edited by - Farrel on 24 Apr 2013 21:09:04

Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 09 May 2010 :  00:53:08  Show Profile Send Farrel a Private Message  Reply with Quote
Here are the three main characters, one Player Character and his two Non Player Character family members.

Tavelle Windwalker
Male Chondathan Human Wizard1
CG Medium Humanoid (human)
Init +2; Senses Listen +3, Spot +3
Languages Chondathan, Common, Draconic, Elven
------------------------------------------------------------
AC 13, 13 touch, 11 flat-footed (+1 Dex)
hp 6 (HD) 1d4+2
Fort +3, Ref +3, Will +6
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +0 (1d4/19-20/x2 Dagger)
Base Atk +0; Grp +0
Atk Options Spells
Combat Gear
------------------------------------------------------------
Wizard Spells Prepared (3/3 base DC = 14 + spell level; caster level 1st)
0- Detect Magic, Prestigidation, Read Magic
1st- Mage Armour, Mount, Unseen Servant
------------------------------------------------------------
Abilities: Str 10(+0), Dex 14(+2), Con 14(+2), Int 18(+4), Wis 16(+3), Cha 16(+3)
SQ Luck of Heroes (Tavelle receives a +1 Luck bonus on all saving throws and a +1 Luck bonus to Armour Class), Scribe Scroll, Spell Mastery (Mage Armour, Magic Missile).
------------------------------------------------------------
Feats Eschew Materials (Substitute Feat), Spellcasting Prodigy: Wizard (H), Spell Mastery (1st), Luck of Heroes (R)
------------------------------------------------------------
Skills Concentration +6{4}, Craft (Gemcutting) +5{1}, Craft (Silversmithing) +5{1}, Decipher Script +6{2}, Knowledge (Arcana) +8{4}, Knowledge (Geography) +5{1}, Knowledge (History) +5{1}, Knowledge (Local- Dalelands) +5{1}, Knowledge (Religion) +4{1}, Knowledge (Nature) +5{1}, Profession (Scribe) +4{1}, Ride +3{1*}, Spellcraft +8{4}
Synergy bonuses not included.
Possessions Dark Blue Robes, Black Leather Jerkin, Black Leather Cannons, Artisan’s Tools (Gemcutting), Artisan’s Tools (Silversmith), Backpack, Belt Pouch, Dagger, Explorers Outfit, Flint & Steel, Inkpen, Parchment (2 sheets), Scroll Case, Silver Ingot, Spellbook, Spell Component Pouch, Vial of Ink (1oz), Waterskin, Winter Blanket, Spellbook (Spells prepared plus 1st lvl-Endure Elements, Identify, Low-Light Vision, Magic Missile).
------------------------------------------------------------
Hook “.”
Description.
Height: 5'9", Weight: 150lbs, Hair: Black, Eyes: Blue.
------------------------------------------------------------


Nereskul Kralikh
Male Chondathan Human Wizard6
NG Medium Humanoid (human)
Init +1; Senses Listen +3, Spot +3 Low Light Vision
Languages Chondathan, Common, Draconic, Elven
------------------------------------------------------------
AC 13, 13 touch, 12 flat-footed (+2 Deflection, +1 Dex)
hp 25 (HD) 6d4+6
Fort +3, Ref +3, Will +8
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +3 (1d4/19-20/x2 Dagger)
Base Atk +3; Grp +3
Atk Options
Combat Gear
------------------------------------------------------------
Wizard Spells Prepared (4/4/4/3 base DC = 14 + spell level; caster level 6th)
0- Detect Magic, Mage Hand, Prestigidation, Read Magic
1st- Comprehend Languages, Mage Armour, Magic Missile x2
2nd- Arcane Lock, Blur, Fox's Cunning, Scorching Ray
3rd- Dispel Magic, Hold Person, Protection From Energy
------------------------------------------------------------
Abilities: Str 10(+0), Dex 12(+1), Con 13(+1), Int 19(+4), Wis 16(+3), Cha 14(+2)
SQ Mercantile Background (When Nereskul sells weapons, magic items, or other adventuring goods, he receives 75% of the list price instead of 50%. Once per month, Nereskul can buy any single item at 75% of the offered price), Scribe Scroll, Spell Mastery (Dispel Magic, Magic Missile), Summon Familiar.
------------------------------------------------------------
Feats (Craft Wondrous Item (3rd) Eschew Materials (H), Magical Artisan: Craft Wondrous Item (W5), Mercantile Background (R), Skill Focus: Spellcraft (6th), Spell Mastery (1st)
------------------------------------------------------------
Skills Appraise +5{1*}, Bluff +3{1*}, Concentration +10{9}, Craft (Gemcutting) +5{1}, Craft (Silversmith) +5{1}, Decipher Script +9{5}, Diplomacy +3{*1}, Knowledge (Arcana) +13{9}, Knowledge (Geography) +6{2}, Knowledge (History) +9{5}, Knowledge (Local- The Dalelands) +6{2}, Knowledge (Local- Sembia) +6{2}, Knowledge (Nature) +6{2}, Knowledge (Religion) +6{2}, Knowledge (The Planes) +6{2}, Ride +2{1*}, Sense motive +4{1*}, Spellcraft +16{9}
Synergy bonuses not included.
Possessions Bag of Holding (Type B), Circlet of Low Light Vision, Ring of Protection +2, Spellbook (Spells prepared plus 1st lvl- Alarm, Endure Elements, Identify, Lesser Electric Orb, Low Light Vision, Mount, Ray of Flame, Shield, Shocking Grasp, Unseen Servant; 2nd lvl- Darkvision, Knock, Magic Mouth, Obscure Object; 3rd lvl- Haste, Tongues )
------------------------------------------------------------
Hook “Follow your conscience and it will lead you down the correct path.”
Description.
Height: 5'9", Weight: 145lbs, Hair: Dark-Brown streaked with Silver, Eyes: Brown.
------------------------------------------------------------


Kerryn Kralikh
Female Chondathan Human Wizard1
NG Medium Humanoid (human)
Init +1; Senses Listen +3, Spot +3
Languages Chondathan, Common, Draconic, Elven
------------------------------------------------------------
AC 11, 11 touch, 10 flat-footed (+1 Dex)
hp 4 (HD) 1d4
Fort +0, Ref +1, Will +5
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +0 (1d4/19-20/x2 Dagger)
Base Atk +0; Grp +0
Atk Options Spells
Combat Gear
------------------------------------------------------------
Wizard Spells Prepared (3/2 base DC = 13 + spell level; caster level 1st)
0- Detect Magic, Mage Hand, Read Magic
1st- Mage Armour, Magic Missile
------------------------------------------------------------
Abilities: Str 10(+0), Dex 12(+1), Con 10(+0), Int 17(+3), Wis 16(+3), Cha 14(+2)
SQ Scribe Scroll, Silver Palm (+2 Bonus on all Appraise, Bluff, and Sense Motive checks), Spell Mastery (Mage Armour, Magic Missile), Summon Familiar.
------------------------------------------------------------
Feats Eschew Materials (H), Silver Palm (R), Spell Mastery (1st)
------------------------------------------------------------
Skills Appraise +7{2}, Bluff +6{2}, Concentration +4{4}, Craft (Bookbinding) +4{1}, Decipher Script +5{2}, Knowledge (Arcana) +5{2}, Knowledge (History) +4{1}, Knowledge (Local- The Dalelands) +4{1}, Knowledge (Religion) +4{1}, Knowledge (The Planes) +4{1}, Profession (Tailor) +3{1}, Sense motive +6{2}, Spellcraft +7{4}
Synergy bonuses not included.
Possessions Spellbook (Spells prepared plus 1st lvl- Comprehend Languages, Mount, Shield, Unseen Servant)
------------------------------------------------------------
Hook “My father is a wise man, you would do well to heed his words.”
Description.
Height: 5'6", Weight: 120lbs, Hair: Dark-Brown, Eyes: Brown.
------------------------------------------------------------

Edited by - Farrel on 09 May 2010 01:28:17
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 09 May 2010 :  00:53:49  Show Profile Send Farrel a Private Message  Reply with Quote
Here are The Scarlet Blades Adventuring Company as well:

Darriun Farsell
Male Chondathan Human Ranger2
CG Medium Humanoid (human)
Init +2; Senses Listen +7, Spot +7
Languages Chondathan, Common, Elven
------------------------------------------------------------
AC 16, 12 touch, 13 flat-footed (+2 Dex, +3 Armor, +1 Shield) or AC 17, 12 touch, 13 flat-footed (+2 Dex, +3 Armor)
hp 20(HD) 2d8+6
Fort +6, Ref +5, Will +3
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +4 (1d4+2/19-20/x2 Dagger) or +6 (1d18+2/19-20/x2 Masterwork Longsword) or +4 (1d8+2/20/x3 Spear)
Ranged +4 (1d4+2/10'/19-20/x2 Dagger) or +4 (1d8+2/110'/20/x3 Mighty Composite Longbow) or +4 (1d8+2/20'/20/x3 Spear)
Base Atk +2; Grp +4
Atk Options Point Blank Shot (+1 bonus on ranged attack and damage within 30'), Two Weapon Fighting
Combat Gear
------------------------------------------------------------
Abilities: Str 15(+2), Dex 14(+2), Con 16(+3), Int 14(+2), Wis 16(+3), Cha 12(+1)
SQ Combat Style (Two Weapon Fighting), Favoured Enemy, Forester (+1 bonus to Hide, Listen, Move Silently and Spot checks. When Darriun is in forest terrain, the bonus increases to +3), Track, Wild Empathy
------------------------------------------------------------
Feats Forester (R), Point Blank Shot (H), Weapon Focus: Longsword (1st)
------------------------------------------------------------
Skills Climb +4{2}, Handle Animal +5{2}, Heal +5{2}, Hide +7{4}, Jump +4{2}, Knowledge (Dungeoneering) +4{2}, Knowledge (Geography) +4{2}, Knowledge (Local- Dalelands) +4{2*}, Knowledge (Nature) +5{3}, Listen +7{2}, Move Silently +7{4}, Ride +4{2}, Search +6{4}, Sense motive +4{1*}, Spot +7{3}, Survival +6{3}, Swim +4{2}
Synergy bonuses not included. Armour Check Penalty -2 [Studded Leather and Light Steel Shield] or -1 [Studded Leather]
Possessions 40 arrows, Backpack, Bedroll, Light Steel Shield (Emblazoned with a Oak Tree on a grey background), Masterwork Longsword, Mighty Composite Longbow, Studded Leather Armour, Winterblanket. 74gp, 65sp, 20cp.
------------------------------------------------------------
Hook “Do I honestly look like a farmer to you?”
Description .
Height: 6'0", Weight: 195lbs, Hair: Light-Brown, Eyes: Blue.
------------------------------------------------------------


Dorn Clawhelm
Male Shield Dwarf Fighter2
NG Medium Humanoid (dwarf)
Init +0; Senses Listen +1, Spot +1 Darkvision
Languages Chondathan, Common, Dwarven
------------------------------------------------------------
AC 19, 10 touch, 17 flat-footed (+7 Armor, +2 Shield) or AC 17, 10 touch, 17 flat-footed (+7 Armor)
hp 30 (HD) 2d10+13
Fort +7, Ref +0, Will +1
------------------------------------------------------------
Speed 20ft. (4 squares); Face/Reach 5 ft./5 ft.
Melee +5 (1d4+3/19-20/x2 Dagger) or +7 (1d8+3/1d6+3/20/x3 Masterwork Dwarven Urgrosh) or +5 (1d8+3/20/x3 Battleaxe)
Ranged +2 (1d10/120'/19-20/x2 Heavy Crossbow) or +2 (1d6+3/10/20/x2 Throwing Axe)
Base Atk +2; Grp +5
Atk Options Power Attack, Cleave
Combat Gear
------------------------------------------------------------
Abilities: Str 17(+3), Dex 11(+0), Con 18(+4), Int 12(+1), Wis 12(+1), Cha 13(+1)
SQ Dauntless (+5 hp)Dwarf Traits (+2 Constitution, –2 Charisma; Dwarf base land speed is 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load; Darkvision 60 feet; Stonecunning: +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground; Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons; Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground); +2 racial bonus on saving throws against poison; +2 racial bonus on saving throws against spells and spell-like effects; +1 racial bonus on attack rolls against orcs and goblinoids; +4 dodge bonus to Armor Class against monsters of the giant type; +2 racial bonus on Appraise checks that are related to stone or metal items; +2 racial bonus on Craft checks that are related to stone or metal)
------------------------------------------------------------
Feats Cleave (F2), Dauntless (R), Power Attack (1st), Weapon Focus: Dwarven Urgrosh (F1),
------------------------------------------------------------
Skills Craft (Armoursmith) +{3}, Craft (Weaponsmith) +{2}, Jump +{1}, Knowledge (Local- Dalelands) +{1*}, Knowledge (Dungeoneering) +{1*}, Search +{1*}
Synergy bonuses not included. Armour Check Penalty - [] or - [ and Heavy Steel Shield]
Possessions Backpack, Battleaxe, Bedroll, 20 Crossbow Bolts, Dagger, Masterwork Dwarven Urgrosh, Heavy Crossbow, Half-Plate Armour, Heavy Steel Shield (Emblazoned with the symbol of Clangeddin Silverbeard), Spear, 2 Throwing Axes, Winterblanket. 75gp, 35sp, 20cp.
------------------------------------------------------------
Hook “Ho! That one had bones in it!”
Description .
Height: 4'5", Weight: 229lbs, Hair: Dark-Brown, Eyes: Dark-Brown.
------------------------------------------------------------


Niomé Nightbreeze
Female Wood Elf Fighter2
CG Medium Humanoid (elf)
Init +4; Senses Listen +6, Spot +6 Low Light Vision
Languages Chondathan, Common, Elven
------------------------------------------------------------
AC 18, 14 touch, 13 flat-footed (+4 Dex, +3 Armor, +1 Shield) or AC 17, 14 touch, 13 flat-footed (+4 Dex, +3 Armor)
hp 18(HD) 2d10+2
Fort +4, Ref +4, Will +2
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +4 (1d4+2/19-20/x2 Dagger) or +4 (1d8+2/19-20/x2 Longsword)
Ranged +6 (1d4+2/10'/19-20/x2 Dagger) or +8 (1d8+2/70'/20/x3 Masterwork Mighty Composite Shortbow) or +6/+6 (1d8+2/70'/20/x3 Masterwork Mighty Composite Shortbow) with Rapid Shot
Base Atk +2; Grp +4
Atk Options Point Blank Shot (+1 bonus on ranged attack and damage within 30')
Combat Gear
------------------------------------------------------------
Abilities: Str 14(+2), Dex 19(+4), Con 12(+1), Int 12(+1), Wis 14(+2), Cha 14(+2)
SQ Elf Traits (+2 Dexterity, –2 Constitution; Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects; Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions; Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats; +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it), Forester (+1 bonus to Hide, Listen, Move Silently and Spot checks. When Niomé is in forest terrain, the bonus increases to +3)
------------------------------------------------------------
Feats Forester (R), Point Blank Shot (F1), Rapid Shot (F2), Weapon Focus: Shortbow (1st)
------------------------------------------------------------
Skills Climb +3{1}, Craft (Bowyer) +2{1}, Handle Animal +3{1}, Hide +6{1}, Jump +3{1}, Knowledge (Local- Cormanthor) +2{1*}, Listen +6{1}, Move Silently +6{1}, Search +3{0*}, Spot +6{1}, Survival +3{1*}
Synergy bonuses not included. Armour Check Penalty -2 [Studded Leather and Small Steel Shield] or -1 [Studded Leather]
Possessions 40 Arrows, Backpack, Bedroll, Longsword, Masterwork Mighty Composite Shortbow (+2), Small Steel Shield (), Studded Leather Armour, Winterblanket. 70gp, 25sp, 20cp.
------------------------------------------------------------
Hook “Think you can outrun an arrow?”
Description .
Height: 5'6", Weight: 126lbs, Hair: Ash-Blonde, Eyes: Turquoise.
------------------------------------------------------------


Torrin Elbragol
Male Chondathan Human Cleric2
CG Medium Humanoid (human)
Init +1; Senses Listen +3, Spot +4
Languages Chondathan, Common
------------------------------------------------------------
AC 20, 12 touch, 17 flat-footed (+1 Dex, +6 Armor, +2 Shield, +1 Luck)
hp 20(HD) 2d8+4
Fort +6, Ref +2, Will +7
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +4 (1d8+2/20/x2 Heavy Mace)
Ranged+2 (1d8/80'/19-20/x2 Light Crossbow)
Base Atk +1; Grp +3
Atk Options Spells, Turn Undead
Combat Gear
------------------------------------------------------------
Cleric Spells Prepared (4/3+1 base DC = 13 + spell level; caster level 1st)
0- Detect Magic, Guidance, Read Magic, Resistance
1st- Bless, Entropic Shield (D), Protection from Evil
Deity: Tymora. Domains: Good (Cast Good spells at +1 Caster level), Luck (Torrin has the power of good fortune, which is usable once per day. This extraordinary ability allows Torrin to reroll one roll that he has just made before the DM declares whether the the roll results in success or failure.).
------------------------------------------------------------
Abilities: Str 14(+2), Dex 13(+1), Con 14(+2), Int 15(+2), Wis 17(+3), Cha 15(+2)
SQ Aura of Good (equal to 2nd level Cleric), Luck of Heroes (Torrin receives a +1 Luck bonus on all saving throws and a +1 Luck bonus to Armour Class), Turn Undead as 2nd level Cleric 5/day.
------------------------------------------------------------
Feats Combat Casting (1st), Luck of Heroes (R), Weapon Focus: Mace (H)
------------------------------------------------------------
Skills Concentration +7(+11 when casting defensively){5}, Diplomacy +4{2}, Heal +6{3}, Knowledge (Arcana)+3{1}, Knowledge (History) +3{1}, Knowledge (Local - Dalelands) +3{1*}, Knowledge (Religion) +6{4}, Knowledge (The Planes) +3{1}, Sense Motive +4{1*}, Spellcraft +4{2}, Spot +4{1*}
Synergy bonuses not included. Armour Check Penalty -7 [Masterwork Banded Mail and Heavy Steel Shield] or -5 [Masterwork Banded Mail]
Possessions Masterwork Banded Mail Armour, 20 Crossbow Bolts, Heavy Mace, Heavy Steel Shield (emblazoned with the image of a rampant silver dragon on a sky-blue background), Light Crossbow. 70gp, 25sp, 20cp.
------------------------------------------------------------
Hook “Fortune favours the bold!”
Description .
Height: 5'10", Weight: 173lbs, Hair: Light-Brown, Eyes: Blue.
------------------------------------------------------------


Urthas Melthorend
Male Chondathan Human Wizard2
NG Medium Humanoid (human)
Init -1; Senses Listen +2, Spot +2
Languages Chondathan, Common, Draconic, Elven
------------------------------------------------------------
AC 9, 9 touch , 9 flat-footed (-1 Dex)
hp 8(HD) 2d4+2
Fort +1, Ref -1, Will +5
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +1 (1d4/19-20/x2 Dagger)
Base Atk +1; Grp +1
Atk Options Spells
Combat Gear
------------------------------------------------------------
Wizard Spells Prepared (4/3 base DC = 13 + spell level; caster level 2nd)
0- Detect Magic, Light, Message, Read Magic,
1st- Mage Armour, Magic Missile, Shield
------------------------------------------------------------
Abilities: Str 10(+0), Dex 8(-1), Con 13(+1), Int 17(+3), Wis 15(+2), Cha 10(+0)
SQ Scribe Scroll, Silver Palm (+2 Bonus on all Appraise, Bluff, and Sense Motive checks), Summon Familiar.
------------------------------------------------------------
Feats Combat Casting (H), Eschew Materials (1st), Silver Palm (R)
------------------------------------------------------------
Skills Appraise +4{1}, Bluff +3{3}, Concentration +5 (+9 when casting defensively){4}, Decipher Script +5(2), Knowledge (Arcana) +7{4}, Knowledge (Geography) +4{1}, Knowledge (History) +5{2}, Knowledge (Local- Dalelands) +4{1}, Knowledge (Religion) +4{1}, Knowledge (The Planes) +4{1}, Sense motive +3{1}, Spellcraft +7{4}
Synergy bonuses not included.
Possessions Backpack, Bedroll, Dagger, Spellbook (Spells prepared plus 1st lvl- Burning Hands, Detect Secret Doors, Endure Elements, Magic Weapon, Shocking Grasp), Winterblanket. 70gp, 25sp, 20cp.
------------------------------------------------------------
Hook “Damn, I need a drink and a pie.”
Description .
Height: 5'8", Weight: 205lbs, Hair: Brown, Eyes: Blue.
------------------------------------------------------------

Edited by - Farrel on 25 Apr 2011 21:10:18
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 09 May 2010 :  00:55:04  Show Profile Send Farrel a Private Message  Reply with Quote
After the first couple of gaming sessions this is what has occurred so far:

- Tavelle has been busy crafting silver necklaces and circlets for Nereskul, practising his spellcraft and completing the more mundane chores around the tower. A patrol of Riders visit them and are provided with food and water.

- Nereskul has requested that Tavelle travel into Ashabenford for fresh supplies (his reserves of Black-Boot Stout are running low), to buy more metal ingots, and to purchase material for Kerryn's tailoring.

- On the journey into Ashabenford, via a Mount spell, Tavelle is hailed by a returning patrol of Riders of Mistledale and is accompanied into town by them. During the ride into Ashabenford he arranges to meet a newly promoted Rider of Mistledale, named Naema (CG Human Female Fighter1), for lunch at the White Hart Inn.

- On arrival in Ashabenford, news spreads quickly among the children that the young apprentice has been seen entering town. He is quickly trailed by a small group of wide eyed youngsters asking for light shows and other minor magical tricks. Tavelle obliges the children for a short while to try and get some peace to complete his tasks.

- Tavelle visits Arlho's Fine Flasks, Arvien's House, and Jarwain's Imports to complete the purchase of the items on Nereskul's shopping list. Whilst at Multhimmer the Merchant's shop he is asked by Multhimmer to cast a Detect Magic spell on a newly acquired sword, he is given some small precious stones as recompense for his time when the sword turns out to have a minor enchantment.

- Just before highsun, Tavelle makes his way to the White Hart Inn for some refreshment and in anticipation of his lunch with Naema. He is greeted by Holfast Harpenshield, the Inn's owner, and informed that a group of adventurers have requested an introduction. He is introduced to the group, The Scarlet Blades, who wish to have an audience with Nereskul, they have returned from an expedition in the Dun Hills and wish to have the properties of a Magical Ring divined fully.

- The Scarlet Blades consist of Darriun Farsell (CG Human Male Ranger2), Dorn Clawhelm (NG Shield Dwarf Male Fighter2), Niomé Nightbreeze (CG Wood Elf Fighter2), Torrin Elbragol (CG Human Male Cleric2 of Tymora), and Urthas Melthorend (NG Human Male Wizard2). They require an Identify spell to be cast on the ring as Urthas, the group's loud and loose-lipped Mage, does not have access to the spell himself. Tavelle informs the adventurers that he is able to cast the Identify spell but he doesn't have the magic available to him without access to his spellbook that is back at the tower. They agree that they will provide payment for the necessary material components and will visit the tower within the next few days.

- Tavelle meets Naema for lunch and then heads back towards home via another Mount enchantment. He informs Nereskul of the adventurers intentions to pay them a visit and is told by the Wizard that he will be expected to cast the Identify spell as practise. Over the next couple of days Tavelle crafts a silver pendant for Naema in the image of the two-headed horse badge of Mistledale. Nereskul suggests that Tavelle carry his spellbook with him on his next vist into town just in case there is need to cast any spells that he does not normally memorise.

- The Scarlet Blades arrive at the tower and Tavelle introduces them to Nereskul and Kerryn. They are invited inside and the enchanted ring and payment are handed over. Tavelle casts the Identify spell and after a short time is able to inform the adventurers that the ring is a Minor Ring of Energy Resistance (Fire). Nereskul asks the adventurers what their plans are for the future and what they have experienced on their travels so far, they are invited to stay for an evening meal and to pitch tents for the night if they wish.


That's where we have left the campaign until the next session is arranged.

Edited by - Farrel on 03 Mar 2011 13:33:11
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 09 May 2010 :  00:55:52  Show Profile Send Farrel a Private Message  Reply with Quote
I have the major plotline worked out, it involves the Scarlet Blades returning back to the tower after a few months with a dangerous magical item in their possession. The item in question will be a Staff of Fiendish Darkness and they will request that Nereskul hide and safeguard it from falling into the wrong hands. Being the helpful and good-natured Mage that he is, Nereskul relieves them of their burden and the Scarlet Blades head towards Ashabenford to rest and recuperate.

While the adventurers are in town Urthas gets drunk and lets slip information regarding the powerful staff that was recovered. Unfortunately Arvien Blackhair (a Zhentarim Spy posing as a Tinsmith and Pewterer) learns of the item and has her agents murder Urthas after learning where the item is now located. This information is relayed to Froom Kalantar (LE Human Male Wizard6), a Zhentarim Mage who is reasonably nearby at a small hamlet in Daggerdale and he decides that he must acquire this treasure at any cost.

Froom takes a small force of Zhentarim into Mistledale to observe Nereskul's tower from the border of the forest and dispatches agents to converse with Arvien in Ashabenford regarding the occupants. During Tavelle's next visit into Ashabenford, Froom makes his move on the tower, Nereskul and Kerryn are swiftly overpowered by the Zhentarim Wizard and his minions. Froom threatens to kill Kerryn unless Nereskul hands over the Staff, when it is in his possession he slays the old mage and abducts Kerryn as a prize. Froom sends one of his apprentice Mages and a Zhentarim warrior to slay Tavelle during his journey back from Ashabenford.

Upon his confrontation with the two attackers i'm hoping that Tavelle will hurry back to the tower to discover the death of his adopted father and that his sister is missing, a plume of smoke will be seen on the horizon coming from the direction of his home. The tower is on fire, having been looted of any valuables, there are obvious tracks on the ground heading north-west from a group of horses.

Froom will be heading back to southern Daggerdale to the hamlet where he resides with his new staff and Kerryn in tow. During their journey across the contryside they will run into a patrol of the Riders of Mistledale and a battle will ensue. The combat will allow Tavelle to gain ground on the Zhentarim, but the Riders will ultimately be defeated. When Tavelle finds the remains of the Riders he will stumble upon Naema's body among them.

Tavelle will have the group of Zhentarim in his sights every now and then, due to the rolling hills, and will eventually follow them back to southern Daggerdale over the next couple of days. When Froom returns to the hamlet he will be summoned to his superiors in Dagger Falls to explain his absence. He will leave Kerryn at his residence under guard from a couple of his minions and Tavelle will need to figure a way to release her and escape.

Edited by - Farrel on 09 May 2010 01:09:55
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 09 May 2010 :  00:56:36  Show Profile Send Farrel a Private Message  Reply with Quote
So, like I said earlier, I'd like your opinions on the adventure so far and the future of the campaign.

Any ideas for what can happen between the departure and the return of The Scarlet Blades?

Do you think it might be a good idea for Tavelle to serve with the militia that accompany the patrols of the Riders of Mistledale?

Do you have any suggestions for encounters or roleplaying opportunities that might be interesting for Tavelle?

Does anyone have a NPC or PC that wanders the beautiful countryside of Mistledale that Tavelle might come across, if so please introduce them and their personality, don't be shy!

I'm willing to listen to proposals (within reason) but please keep in mind that I don't tend to run hack and slash scenarios or powergaming monstrosities.

I'll be updating this thread after each session, just to keep anyone that reads it up to speed with what's been happening.

Thanks for unfurling the scroll and reading, till next time our paths cross!
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 16 May 2010 :  17:08:59  Show Profile Send Farrel a Private Message  Reply with Quote
Okay here's the Zhentarim Mage, Froom Kalantar, along with his cohort, Annirion.

I've only detailed Froom and his bodyguard so that i'm aware of his relative power in comparison to Nereskul as he isn't intended as a foe that the player character will encounter. I plan to have Froom as a future menace to Tavelle once his levels have increased, it would be a short encounter if their paths crossed at this stage.


Froom Kalantar
Male Chondathan Human Wizard6
LE Medium Humanoid (human)
Init +1; Senses Listen +3, Spot +3
Languages Chondathan, Common, Draconic, Infernal
------------------------------------------------------------
AC 13, 13 touch, 12 flat-footed (+2 Armour, +1 Dex)
hp 20 (HD) 6d4+6
Fort +3, Ref +3, Will +8
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +3 (1d4/19-20/x2 Dagger)
Base Atk +3; Grp +3
Atk Options Scrolls, Spells
Combat Gear
------------------------------------------------------------
Wizard Spells Prepared (4/4/4/3 base DC = 14 + spell level; caster level 6th)
0- Detect Magic, Detect Poison, Read Magic, Message
1st- Mage Armour, Magic Missile, Ray of Enfeeblement, Shield
2nd- Melf's Acid Arrow, Mirror Image, Resist Energy (Fire), Web
3rd- Dispel Magic, Fireball, Reverse Arrows
------------------------------------------------------------
Abilities: Str 11(+0), Dex 12(+1), Con 13(+1), Int 18(+4), Wis 16(+3), Cha 14(+2)
SQ Scribe Scroll, Street Smart (Froom receives a +2 bonus to Gather Infomation, Intimidate and Sense Motive checks), Summon Familiar (Raven).
------------------------------------------------------------
Feats Combat Casting (1st), Craft Wand (W5), Extend Spell (3rd), Leadership (6th), Spell Focus: Evocation (H), Street Smart (R)
------------------------------------------------------------
Skills Bluff +3{1*}, Concentration +10(+14 when casting defensively){9}, Craft (Bookbinding) +5{1}, Decipher Script +9{5}, Gather Infomation +8{4}, Intimidate +7{3}, Knowledge (Arcana) +13{9}, Knowledge (Dungeoneering) +5{1}, Knowledge (Geography) +5{1}, Knowledge (History) +5{1}, Knowledge (Local- Dalelands) +7{3}, Knowledge (Local- The Moonsea) +7{3}, Knowledge (Religion) +5{1}, Knowledge (The Planes) +7{3}, Ride +2{1*}, Sense motive +9{5}, Spellcraft +13{9}
Synergy bonuses not included.
Possessions Bracers of Armour +2, Onyx Holy Symbol (Bane), 2 Potions: Cure Moderate Wounds, Riding Horse, Spellbook (Spells prepared plus 1st lvl- Alarm, Charm Person, Feather Fall, Identify, Magic Weapon; 2nd lvl- Detect Thoughts, Fox's Cunning, Knock, Lightning Bolt, Protection from Arrows, Scorching Ray; 3rd lvl- Suggestion, Summon Monster III), Scrolls: Magic Missile x2 (CL5), Lightning Bolt (CL5), Wand of Fireball (31 charges CL 5th).
------------------------------------------------------------
Hook “If I wanted your opinion, I would've thrashed it out of you!”
Description.
Height: 5'8", Weight: 145lbs, Hair: Light-Brown, Eyes: Grey.
------------------------------------------------------------


Annirion Varthain
Male Damaran Human Ftr4
LE Medium Humanoid (human)
Init +3; Senses Listen +4, Spot +4
Languages Chondathan, Common, Damaran
------------------------------------------------------------
AC 20, 11 touch, 17 flat-footed (+1 Dex, +7 Armor, +2 Shield)
hp 39 (HD) 4d10+12
Fort +7, Ref +2, Will +1
------------------------------------------------------------
Speed 20 ft. (4 squares); Face/Reach 5 ft./5 ft.
Melee +7 (1d6+3/19-20/x2 Shortsword) or +9 (1d8+5/19-20/x2 Masterwork Longsword) or +7 (1d8+3/20/x3 Spear)
Ranged +6 (1d8/120'/19-20/x2 Masterwork Light Crossbow) or +5 (1d8+3/20'/20/x3 Spear)
Base Atk +4; Grp +7
Atk Options Point Blank Shot (+1 to attack/damage 30' range), Power Attack
Combat Gear
------------------------------------------------------------
Abilities: Str 16(+3), Dex 13(+1), Con 16(+3), Int 10(+0), Wis 10(+0), Cha 12(+1)
SQ Alertness, Mounted Combat, Thug (receives a +2 bonus on Initiative rolls and a +2 bonus on Appraise and Intimidate checks)
------------------------------------------------------------
Feats Alertness (H), Mounted Combat (F1), Point Blank Shot (3rd), Power Attack (F2), Weapon Focus: Longsword (1st), Weapon Specialization: Longsword (F4)
------------------------------------------------------------
Skills Appraise +1{1}, Climb +5{2}, Handle Animal +5{5}, Intimidate +4{3}, Jump +5{2}, Listen +4{1}, Ride +8{7}, Spot +4{1}, Swim +5{2}
Synergy bonuses not included. Armour Check Penalty -7 (-9 with Shield)
Possessions 20 Bolts, Halfplate Armour, Heavy Steel Shield, Light Warhorse, Masterwork Light Crossbow, Masterwork Longsword, 2 Potions: Cure Moderate Wounds, Endurance, Shortsword, Spear, Silver Holy Symbol (Bane).
------------------------------------------------------------
Hook “For the glory of Bane.”
Description.
Height: 6', Weight: 170lbs, Hair: Brown, Eyes: Dark Blue.
------------------------------------------------------------


They travel from their base in southern Daggerdale accompained by a small force of 15 Zhentarim Fighters and a minor Mage called Salentir.


Salentir Yarkell
Male Chondathan Human Wizard1
LE Medium Humanoid (human)
Init +1; Senses Listen +1, Spot +1
Languages Chondathan, Common, Draconic
------------------------------------------------------------
AC 11, 11 touch, 10 flat-footed (+1 Dex)
hp 3 (HD) 1d4+1
Fort +1, Ref +1, Will +3
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +0 (1d4/19-20/x2 Dagger)
Base Atk +0; Grp +0
Atk Options Scrolls, Spells
Combat Gear
------------------------------------------------------------
Wizard Spells Prepared (3/2 base DC = 13 + spell level; caster level 1st)
0- Detect Magic, Detect Poison, Read Magic
1st- Mage Armour, Magic Missile
------------------------------------------------------------
Abilities: Str 10(+0), Dex 12(+1), Con 13(+1), Int 17(+3), Wis 13(+1), Cha 10(+0)
SQ Persuasive (Salentir receives a +2 bonus on Bluff and Intimidate checks), Scribe Scroll, Summon Familiar, Thug (Salentir receives a +2 bonus on Initiative rolls and a +2 bonus on Appraise and Intimidate checks).
------------------------------------------------------------
Feats Combat Casting (1st), Persuasive (H), Thug (R)
------------------------------------------------------------
Skills Appraise +5{1}, Bluff +3{1}, Concentration +5(+9 when casting defensively){4}, Decipher Script +5(2), Intimidate +5{1}, Knowledge (Arcana) +7{4}, Knowledge (Geography) +4{1}, Knowledge (Local- The Moonsea) +5{2}, Knowledge (Religion) +4{1}, Knowledge (The Planes) +4{1}, Ride +2{1*}, Spellcraft +7{4}
Synergy bonuses not included.
Possessions Tarnished Silver Holy Symbol (Bane), Scrolls: Magic Missile x2 (CL3), Spellbook (Spells prepared plus 1st lvl- Alarm, Burning Hands, Charm Person, Identify).
------------------------------------------------------------
Hook “Of course, my loyalty lies with you.....”
Description.
Height: 5'7", Weight: 165lbs, Hair: Dark-Brown, Eyes: Brown.
------------------------------------------------------------


Zhentilar Fighter
Male and Female Chondathan/Damaran Human Ftr1
LE Medium Humanoid (human)
Init +1; Senses Listen +1, Spot +1
Languages Chondathan, Common, Damaran
------------------------------------------------------------
AC 18, 11 touch, 16 flat-footed (+1 Dex, +6 Armor, +2 Shield)
hp 12 (HD) 1d10+5
Fort +4, Ref +1, Will +0
------------------------------------------------------------
Speed 20 ft. (4 squares); Face/Reach 5 ft./5 ft.
Melee +3 (1d6+2/19-20/x2 Shortsword) or +3 (1d8+2/19-20/x2 Longsword) or +3 (1d8+2/20/x3 Spear)
Ranged +3 (1d8/120'/19-20/x2 Masterwork Light Crossbow) or +2 (1d8+2/20'/20/x3 Spear)
Base Atk +1; Grp +3
Atk Options Mounted Combat, Phalanx Fighting
Combat Gear
------------------------------------------------------------
Abilities: Str 15(+2), Dex 13(+1), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 10(+0)
SQ Mounted Combat, Phalanx Fighting
------------------------------------------------------------
Feats Mounted Combat (F1), Phalanx Fighting (1st), Toughness (H)
------------------------------------------------------------
Skills Climb +4{2}, Handle Animal +2{2}, Intimidate +2{2}, Jump +4{2}, Ride +3{2}, Swim +4{2}
Synergy bonuses not included. Armour Check Penalty -7 (-9 with Shield)
Possessions 20 Bolts, Heavy Steel Shield, Longsword, Masterwork Light Crossbow, 2 Potions: Cure Light Wounds, Light Warhorse, Shortsword, Spear, Splint Mail, Wooden Holy Symbol (Bane).
------------------------------------------------------------
Hook “I serve to strengthen the Black Network.”
Description .
Height: Various, Weight: Various, Hair: Various, Eyes: Various.
------------------------------------------------------------

Any ideas would be welcome in regards to encounters and additional NPCs for Tavelle.

Thanks for reading.

Edited by - Farrel on 17 May 2010 14:15:47
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Dalor Darden
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Posted - 16 May 2010 :  23:17:20  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Awesome depth Farrel! I love it.

EDIT:

Gammel Krage is a very old Druid, but rarely if ever has he walked the path of a man. None truly know his origin, but he walks as easily with the Fey as any could hope to do and not be lost forever to them.

Gammel travels the Dales and the deep woods of the Elven Court, ever on the lookout for evil creatures bent on hurting his homeland. Gammel cares little for the towns and cities of course; and more for the land and those beings that live in harmony with it. He will gladly do battle against evil creatures, but his ways are those of the slow mover. He is known to aid those who, whether they know it or not, are working to help the lands. Gammel prefers long term goals slowly worked to fruition over abrupt and immediate combat.

Because Gammel has sworn off the trappings of civilization, he has also sworn off wealth, magical items and so forth. Those that come to him are often given as gifts to lone travelers who simply find them sitting at their fire in the morning; or, as is most often his desire, Gammel simply destroys those things made by civilization and returns their component pieces to nature.

Gammel does desire two things however: the destruction of the Zhentarim and the same for the Cult of the Dragon. Gammel hates evil wizards, clerics and undead…the spreaders of ruin and destruction most unnatural in the world. He will often work behind the scenes to aid any individual or group that works against such forces.

Gammel travels most often as a bird of prey that circles high over head watching the goings on below (he favors the form of an eagle); and knows full well the range of True Seeing, and so stays well away from those he is spying upon. When Gammel finds someone of note, he will approach them in human form most often; but only after finding out all he can from a distance as a deer, wolf, bear or some other common wildlife in the area. Because he carries no magic of any sort, few ever suspect that the old man is anything but what he claims to be. His lies range from being an old hermit, to a pilgrim, to even being honest and saying he is a druid.

If Gammel finds someone he thinks needs help against unnatural forces or evil, the druid will place what help he can in the path of the individual or group; whether it is the body of an orc he mangled as a bear that carries a magical weapon they may need or leading them in the right direction using whatever animal forms he thinks are most appropriate.

On the rare occasion that Gammel aids someone directly, in combat, he will assume the form of a Giant Eagle or Giant Owl and attack fiercely any spellcaster that he thinks he can quickly over-power. If undead are the enemy, he will nearly always assume the shape of a Unicorn and activate his most potent defenses and his Holy Radiance power before attacking. He will constantly summon creatures to his aid while doing so, never relenting in his attack once engaged except to finally retreat if needed. He does not believe in giving quarter to undead…ever.

At no point will Gammel ever willingly enter a town unless he is giving chase to an enemy, or the need to communicate with someone in the town is of utmost urgency. When he does enter a town, it will usually be in the form of a common animal; he has entered an enemy stronghold once as a “lost” horse that the wizard’s soldiers found in the woodlands and captured. The wizard died that night under the claws of a great hunting cat that found its way into the wizard’s quarters through an open window.

DM NOTE: Gammel Krage has no “home” or other sentiments to protect. He has no favored meditation pool, regular sleeping area or any such thing. He travels as does a wild animal; but even more unpredictable because he intentionally varies his travels so that there is never any routine to his existence. He has been struck by a near life-long form of wander-lust and favors no home over any tree to sleep in. In fact, these days he tends to sleep in the shape of an animal; usually within a tree or burrow. His last act of killing a wizard in his keep resulted in him actually returning to the stables, taking the form of the same horse, and then being ridden out of the keep by a former retainer of the wizard. That young apprentice wizard was later found face down in the muddy tracks of a trail not too far away; his body apparently ravaged by a pack of wolves. Using Gammel a DM should never let anyone know exactly who he is and what he stands for.

Gammel Krage
Male Dalesman Human Druid 9
NG Medium Humanoid (human)
Init +2; Senses Listen +15, Spot +15
Languages Chondathan, Common, Druidic, Sylvan, Elven, Giant
------------------------------------------------------------
AC 21, 13 touch, 19 flat-footed (+7 Supernatural, +1 Deflection, +1 Natural, +2 Dex)
hp 59 (HD 9d8+9)
Fort +8, Ref +6, Will +13
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +12/+7 (1d6x2 Staff)
Base Atk +6; Grp +12
Atk Options Staff, spells, wildshaping
Combat Gear: Quarterstaff
------------------------------------------------------------
Druid Spells Prepared ( base DC = 16 + spell level; caster level 9th)
0th- Cure Minor Wounds x2, Detect Magic, Flare, Light, Resistance
1st- Cure Light Wounds x2, Entangle, Longstrider, Produce Flame, Speak with Animals
2nd- Barkskin, Heat Metal, Hold Animal, Owl’s Wisdom, Tree Shape, Warp Wood
3rd- Cure Moderate Wounds, Dominate Animal, Neutralize Poison, Protection from Energy
4th- Dispel Magic, Freedom of Movement, Ice Storm
5th- Stoneskin, Tree Stride
NOTE: Gammel changes his spell list often, wholly depending on what he is currently undertaking; this list is what he might have if traveling a long distance with no true purpose.

------------------------------------------------------------
Abilities: Str 11(+0), Dex 15(+2), Con 13(+1), Int 14(+2), Wis 22(+6), Cha 17(+3)
SQ AC Bonus +7 (Su), Endure Elements (Ex), Exalted Strike +1 (Su)- any weapon or natural attack Gammel uses is considered +1 as well for purposes of damage reduction, Sustenance (Ex)- Gammel does not require food or drink, Deflection bonus +1 to AC (Su), Resistance to all saving throws +1 (Ex), Ability Enhancement (Ex), Gammel has a +2 bonus to his Wisdom score, Natural Armor bonus +1 (Ex), Mind Shielding (Ex)- Gammel is constantly protected from all attempts to discern his thoughts, detect his alignment, or discern if he is lying. Due to Gammel’s Vow of Poverty, he has been granted 5 Exalted Feats based upon his level. Animal Companion, Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist Nature’s Lure, Wild Shape (3xday, Large), Venom Immunity.
------------------------------------------------------------
Feats: Sacred Vow (+2 to Diplomacy checks) (1st), Vow of Poverty (1st), Nymph’s Kiss (bonus Exalted) (+2 to Charisma related checks, +1 bonus to saves against spells, and +1 skill point per level), Nimbus of Light (+2 Diplomacy and Sense Motive checks with Good Creatures), Holy Radiance (all undead in 10’ take 1d4 damage per round), Intuitive Attack (Wis bonus on attacks), Exalted Wild Shape (may also change into Blink Dog, Giant Eagle, Giant Owl, Pegasus or Unicorn), Track (3rd), Improved Counterspell (6th), Natural Spell (9th)
------------------------------------------------------------
Skills: Concentration +13 {12}, Diplomacy +11 (+13 with good creatures) {4} Heal +8 {2} , Knowledge: Nature +20 {12}, Listen +15 {9}, Sense Motive +12 (+14 with good creatures) {6}, Spellcraft +14 {12}, Spot +15 {9}, Survival +20 {12}
Synergy bonuses not included.

Possessions: Quarterstaff, wooden holy symbol of Lurue, old dirty gray robes and sandals.
------------------------------------------------------------
Hook: “You’re in the Mother’s Forest now child.”

Description: Gammel is old and bent, his long hair falling freely about his shoulders and his ancient beard most likely never having been cut falls fully past his waist. He appears well into his ancient years; but is still has a spring in his step and isn’t truly fragile appearing.
Height: 6,1", Weight: 138lbs, Hair: white, Eyes: icy-blue.

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Edited by - Dalor Darden on 17 May 2010 03:08:37
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Farrel
Learned Scribe

United Kingdom
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Posted - 17 May 2010 :  14:12:47  Show Profile Send Farrel a Private Message  Reply with Quote
Well Met Dalor

Thank you very much for your kind words, but moreso for introducing Gammel Krage.

When I asked for PC's/NPC's that frequent the area this is exactly what I was hoping for, a well-rounded, superbly detailed character, with an interesting history and a wonderfully developed personality.

Gammel has been copy/pasted to my NPC list for Mistledale and I look forward to being able to incorporate him into the story.

I'm hoping to run another session later this week and will update the thread accordingly.

Thanks for unfurling the scroll and making a marvellous contribution, Dalor.

Until the next update, fare ye well and never play dice with a Halfling named "High-Roll".

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Dalor Darden
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Posted - 17 May 2010 :  15:45:17  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
One thing that you should keep in mind with Gammel is that no matter what wild-shape he takes, he also gains his +7 AC bonus. This makes some of his forms (like that of a Unicorn) especially hard to hit in melee. The bonus does not apply to touch attacks however.

I am glad you like him.

I had an alternate Wizard Version of Gammel that I used in another game; but this is my favorite version of him. I'll post the Wizard (under a different name) later for you.

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Dalor Darden
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Posted - 07 Aug 2010 :  22:31:03  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Well, I forgot to post the wizard...I must be coming down with "Sage-itus" or something...

I did want to ask how your game is going though?

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Farrel
Learned Scribe

United Kingdom
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Posted - 27 Feb 2011 :  19:46:16  Show Profile Send Farrel a Private Message  Reply with Quote
Well, it's been quite a while since my last update on the campaign, and quite alot has happened to Tavelle.

I've been meaning to update the scroll for ages but I got somewhat sidetracked...

At the time of making my last post Tavelle's owner also started DMing a new campaign for me, so I was able to play my namesake, Farrel. We have alternated between DMing for each others characters with the intention of uniting them at some stage. I would write more of Farrel but i'm not sure if I could do the campaign justice.

After a couple more game sessions Tavelle's owner decided that he should swap Eschew Materials (Substitute Feat) for Signature Spell: Magic Missile. I have always thought that a player should be happy with all aspects of their character and that a certain period of leeway should be available so that any modifications can be made before continuing. The player liked the spontaneity and freedom it granted him with spell selection. I liked the fact that it would always guarantee him an offensive option, even if he had just memorized lots of unseen servants enabling him to slack off.

We also agreed that changing Luck of Heroes (Regional Feat) to Militia would show his brief, but eventful, time of service in the militia that supports the Riders of Mistledale (these events are detailed in the update). Tavelle's player really liked the idea of wielding a martial weapon and I had to agree that it would allow me to present some new scenarios, and explore roleplaying opportunities in regards to seeking tutelage.
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Farrel
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Posted - 27 Feb 2011 :  19:48:59  Show Profile Send Farrel a Private Message  Reply with Quote
I left the last update with The Scarlet Blades pitching tents within the ring of apple trees around Nereskul's tower and preparing for a good meal.

- Tavelle, Kerryn and Nereskul provide a hearty meal and a selection of drinks for their guests who talk at the fireside with them until well after midnight. Dorn introduces Tavelle to the wonders of the Dwarvish Thunderbrew and in the morning finds himself with a nasty hangover and sharing Dorn's tent.

- The Scarlet Blades depart around midday, saying that they hope to return and share tales of their experiences.

- Life within the tower returns to normality over the next few days, Kerryn and Tavelle continue with their chores and crafts, Nereskul comes to realise that Dorn has drunk most of his Blackboot Stout.

- Tavelle has to mend a hole in the chicken coup, they suspect a fox to be responsible.

- A patrol of Riders visit the tower, Naema is among them and returning back to Ashabenford for a couple of days rest. They arrange to meet at the White Hart, for dinner and drinks, the following evening. Tavelle plans to give his finished pendant to Naema over a nice meal and has already been given permission by Nereskul, to stay in town for the night, as long as he purchases a new cask of Blackboot Stout.

- Kerryn presents Tavelle with a new tunic that she has made for him. It is a fashionable, russet-coloured, Cormyrian design that she had previously viewed in Jarwain's textiles and recreated by herself.

- Tavelle departs the tower mid afternoon via a Mount spell. On his way into Ashabenford he decides that he should do the honorable thing and visit Naema's father's estate with the intention of asking his permission to court his daughter. Tavelle feels very dashing in his new tunic.

I'd been preparing for a meeting, but not like this.

I really wasn't expecting this move from Tavelle but i'm glad he did it.

I was planning that Naema, after a period of time, would introduce Tavelle to her parents. I already decided that Naema's father, Ernoldus Elkar, was a wealthy landowner who would initially not approve of Tavelle, considering him beneath his family's station. I reasoned that Naema would be better at broaching the subject and that Ernoldus would come to like him... eventually.

Naema had been waiting for the right time to tell her parents and that "right time" hadn't happened yet, Ernoldus would not be happy.

- On arrival in Ashabenford Tavelle pays for a room at The White Hart, he tells Holfast of his plans and is wished good luck. He purchases Nereskul's Blackboot Stout.

- Tavelle reaches the Elkar estate and proceeds to the mansion, he is greeted by a stuffy manservant and shown to the master's study. The meeting with Naema's father is, by all accounts, a disaster. Ernoldus has no idea who Tavelle is and denies his request to court his daughter, proclaiming that he is banned from seeing Naema. He goes on to say that the only way forward for Naema will be an arranged marriage with someone worthy of her station. Ernoldus then decides to lie to Tavelle by informing him that Naema is already courting and that she is just toying with him

- Tavelle departs the mansion distraught and heartbroken, he heads to Ashabenford and the White Hart.

- Holfast consoles Tavelle upon his retelling of the meeting with Naema's father. He decides to depart the Inn and return back to the tower.

- Tavelle arrives back at the tower and again recounts the events with Ernoldus to Kerryn and Nereskul, he then decides to mope on the tower steps.

- Naema arrives at the tower that evening after speaking with Holfast at the White Hart and then confronting her father. She reassures Tavelle that she is not courting, or subject to an arranged marriage but that she intended to tell her father of their relationship in her own time so that he might get used to the idea gently. Kerryn and Nereskul listen discreetly at the tower's entrance. To say that Tavelle is happy and relieved is an understatement.

- Due to the late hour Nereskul allows Naema to stay the night, he tells Tavelle to give up his room and that he can sleep in the kitchen. The couple spend the majority of the night together in Tavelle's room, he presents her with the silver pendant that he had crafted, he departs to the kitchen in the morning.

- Naema tells Tavelle to be patient with her father she says she will work on him and departs to Ashabenford.

Edited by - Farrel on 05 Mar 2011 19:15:14
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Farrel
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Posted - 27 Feb 2011 :  19:50:23  Show Profile Send Farrel a Private Message  Reply with Quote
I wanted to have a large event that could effect the whole of Mistledale and i've always wanted to incorporate Kendra The Mad from Lords of Darkness. I decided that, as an omen from Myrkul, she could cross the Dale.

I increased the number of undead that followed her and extended the duration of their animation, I introduced an infectious, necrotizing bite that some of her minions would have and pass onto their victims, so that, they too, would eventually rise.

I plotted Kendra's route through the Dale from Southwest to Northeast, starting at the Barrowfields and following the Moonsea Ride. I thought that by starting at the Barrowfields it would allow me to introduce a large number of various low level undead, Skeletons and Zombies for the most part.

I had to consider the wider implications of her route, it would disrupt trade caravans and travellers due to Mistledale being in high summer as well as all of the farmlands and inhabitants of the area.

I wanted to isolate Tavelle and then have the sense of something sinister approaching, just to build the tension.

- Nereskul and Kerryn depart into Ashabenford on business leaving Tavelle to look after the tower and chores, they are expected to stay the night at an Inn. Tavelle hasn't seen Naema in nearly a ride as she is currently on patrol.

- Sometime after midday, while feeding the chickens, Tavelle hears the sound of one of the horns that the riders use in emergencies. It is shortly followed by many more, and he begins to worry.

- The horns sound intermittently all afternoon and Tavelle keeps watch on the surrounding countryside from the small balustraded balcony outside of the main workshop, his growing paranoia keeps him company.

- In the early evening Tavelle spots a couple of humanoid shaped figures on the horizon of a northerly hill, they begin moving towards the tower.. slowly and awkwardly. After watching them creep stiffly towards the tower Tavelle concludes "There's something up with them", and retrieves a heavy crossbow from above the fireplace along with some bolts from a storeroom.

- It becomes more apparent that the figures are zombies as they get closer to the tower and Tavelle notes their freshness, it would appear they were newly dead and wear bloodied, but once rich, tabards.

- The zombies notice the cows in the fenced paddock and begin a hungry shuffle towards it, Tavelle cranks his heavy crossbow and loads it. The zombies split up, one heading towards the cow and the other hypnotised by the panicking chickens. A dozen bolts later the zombies are dealt with and the animals are unharmed.

- Over the next hour Tavelle encounters two more zombies which are dealt with in the same manner as the first group. He now only has a couple of bolts remaining.

- Just as it is beginning to get dark Tavelle sees another humanoid figure crest a hill and notices that it is carrying a small child, he reasons that it isn't a zombie when it's female voice pleads for help. Three more figures appear behind the girl carrying the child, a man being supported by a woman, and a guard covering their retreat, they are being pursued by more undead.

- Tavelle abandons the balcony and rushes to the tower's main entrance, he opens the doors and assists the strangers inside to safety. He is thanked and introduced to Lord and Lady Wavesilver, their daughter, Sarielle, and their young son Tarios, they are accompanied by a wounded man at arms named Nerv. Nerv is severely injured and has a number of ugly wounds. Tavelle notices that Lord Wavesilver bears a nasty, seeping bitemark on his shoulder and appears grey and drawn, he does not look a well man.

- With the sounds of zombies thumping against the tower's main doors they proceed up to the main workshop with the balcony. Nerv slumps onto a chair as Tavelle fetches water, towels and cloth for bandages. Sarielle comes away from the balcony and tells her father there are more than ten of those things outside.

- Lady Wavesilver tends her husbands wound while Tavelle tries to bandage and clean Nerv's injuries, he notices that the bites look infected and the skin is blackened. He is told that they were on a Grand Tour and were on their way to Ashabenford before heading back to their home in Cormyr. They were a few miles north of the tower on the Moonsea Ride when they encountered a rolling mass of undead, their men at arms had tried to hold the throng at bay but had been overwhelmed.

- Nerv's wounds prove too much for him and he passes into death. Tavelle covers his body with a cloak, he is concerned that Lord Wavesilver's condition is worsening.

- A short while later Nerv returns to a sort of unlife, much to everyone's horror. Tavelle blasts the zombie with a couple of Magic Missiles from a wand in the workshop.

- Tavelle decides that he needs to check on the fading Lord Wavesilver, he casts a Detect Magic spell on the wound and it glows faintly, he detects a sinister, necromantic magic.

- Tavelle realises he needs to act, and swiftly, he collects a number of tomes from the workshop and starts to try and find a solution. Within one book is a Protection from Evil enchantment, its material component is silver and Tavelle decides to try and add a sprinkling of powdered silver to the wound. Lord Wavesilver's wound reacts with the silver and starts to smoke, Tavelle decides that he needs to learn the spell and cast it on the injured nobleman as it might help.

- As Lord Wavesilver's condition gradually deteriorates, Tavelle sets his mind to the task of learning the enchantment, sitting at a window with the book and a lone candle for company. He silently looks up to Selune, in the night sky, and asks for a little help. The mood within the workshop is grim.

- In the small hours of the morning Tavelle concludes that he is ready to cast the enchantment on Lord Wavesilver, the nobleman is now unconcious and barely clinging to life. Upon completion of the casting, a dark cloud is visible escaping from the wound, and the blackened flesh around the bite returns to a normal skin tone.

- Some time later Lord Wavesilver's eyes open and he manages a smile for his wife and children, it would appear that Tavelle's research has paid off. The sun is beginning to rise and Tavelle makes his way to the balcony to survey the land around the tower. There are around a dozen zombies in the immediate area, the chickens are slaughtered along with the cows. The zombies congregate directly below the balcony with their outstretched claws grasping upwards.

- Tavelle collects a number of flasks of oil from a storeroom and a scroll from Nereskul's collection, Sarielle helps him drop earthenware pots on the zombies below the balcony before Tavelle enacts a scroll of Burning Hands which he directs at the undead. The zombies, oil and fire react ferociously and Tavelle and Sarielle are forced to close the balcony windows due to the foul smell of cooking flesh.

- The tower's occupants exertions begin to catch up with them, all but Tavelle succumb to sleep.

- Tavelle hears shouting from outside the tower, he opens the balcony windows and makes his way outside. He sees Naema and five militia on horseback, he notes Naema looks relieved to see him unharmed and then surprised as Tavelle is joined on the balcony by his guests.

- After meeting the riders at the entrance of the tower, Tavelle introduces the Wavesilver's and listens as Naema explains what has been happening in Ashabenford and the surrounding countryside. Naema lets Tavelle know that Nereskul and Kerryn are waiting for him in town and that she and the riders are to accompany them back to the relative safety of Ashabenford.

- Tavelle collects the tome with the Protection from Evil spell and secures the tower. The group share mounts as they begin the journey into Ashabenford. On the way they encounter a small group of zombies which they easily dispatch.

- Upon nearing Ashabenford they see alot of smoke pouring skywards from the many pyres around the outskirts of the town. Tavelle notes that alot more armed militia led by single Riders of Mistledale are patrolling and that barricades have been erected around the town.

Edited by - Farrel on 05 Mar 2011 19:19:23
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Farrel
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Posted - 28 Feb 2011 :  19:19:17  Show Profile Send Farrel a Private Message  Reply with Quote
- The town is crowded, uncomfortably so, with many merchants, traders and farmers that have abandoned their holdings to seek shelter. Naema leads Tavelle and the Wavesilvers to the High Councillor's mansion and to a reunion with Nereskul and Kerryn. Nereskul has been asked to serve as a special advisor to Heresk Malorn during this incident and the High Councillor is visibly relieved to see that the Wavesilvers are alive.

- A Chauntean Cleric tends Lord Wavesilver's wound and Lady Wavesilver recounts the events from the caravan attack, their flight across the countryside, and their relief at finding the tower and Tavelle. The noblewoman explains the horror of Nerv, rising from death, to Tavelle's amazing cure that stopped her beloved husband sharing the same fate.

- The High Councillor informs Tavelle and the Wavesilvers that the events are due to Kendra crossing the Dale. It appears she passed south of Ashabenford heading northeast at midday yesterday and is heading in the direction of the Sharin Freehold.

- Nereskul, Kerryn, Naema and Tavelle depart the High Councillor's mansion to The White Hart Inn, it is extremely crowded but Nereskul and Kerryn have rented rooms available to them.

- After a meal Naema heads to the barracks of the Riders of Mistledale saying she will return if she is able. Tavelle, Kerryn and Nereskul begin a long exchange of stories.

- Nereskul offers use of his room at The White Hart to Tavelle so that he can get some sleep, he then returns with Kerryn to the High Councillor's mansion.

- Tavelle wearily crawls into bed and gets some much needed rest.

- Nereskul wakes Tavelle and informs him that he has been asked to accompany a patrol that will depart at first light. It will be headed to support Glen and the northeastern farms. Nereskul says that Jentar Faldoren (LG Human Male Paladin4 of Lathander) of the Riders will be leading a group of thirty mounted militia.

- Naema returns to The White Hart and lets Tavelle know that she has volunteered to accompany Jentar's patrol so that she may keep him out of trouble. She explains that two other riders will be joining them, Brondar (NG Human Male Fighter3), and Helton (CG Human Male Fighter2).

- Tavelle meets up with the patrol at the barracks and is given a mount, Jentar informs Tavelle that he is there at the request of the High Councillor after making a good impression on the Wavesilvers.

- The patrol sets out from Ashabenford and over the course of the day they stop at several farms whose occupants have barricaded themselves inside buildings to seek shelter from the congregated zombies.

- Just before darkness the patrol stops and makes camp, Naema tell Tavelle that they will be in Glen by midday tomorrow. Tavelle notices strange coloured lightning in the sky to the west on an otherwise clear night.

- The patrol breaks camp just before dawn and while continuing to Glen stop at another holding to assist in clearing zombies from around a small farmhouse.

- The patrol arrives at the outskirts of Glen just after highsun, apart from a few smouldering pyres the village looks unfazed. A number of the Dwarves approach Jentar at the head of the group and they swap stories of their past couple of nights.

- Jentar is eager to be underway after he has confirmed that the Dwarves of Glen are largely untroubled but he does accept an offer of assistance from one of the village's smiths. He explains to Tavelle that Asantar "The Anvil" (NG Shield Dwarf Male Fighter6) will join the patrol as apparently the few minor skirmishes that Glen had seen had "Wet his appetite for a ruck".

- The patrol departs the outskirts of Glen and continues northeast.

- Asantar introduces himself to Tavelle after learning that he is one of Nereskul's apprentices, he produces a small, copper coloured, boot flask that bears Nereskul's makers rune. Asantar explains that he had the flask crafted by Nereskul a few years back and that it can produce a limited amount of Thunderbrew a day... very handy says the Dwarf.

- They come across a zombie infested estate that has been overrun completely with no survivors. The zombies are dealt with before the patrol continues.

- As evening nears the sky darkens considerably and to the west strange, unnatural lightning can be seen coming from within a sinister, dark storm cloud.

- The patrol makes camp in a abandoned farmhouse that has been long unused.

- Tavelle watches the black cloud with Naema and Asantar, it seems to be heading in their direction, against the wind.

- Jentar is concerned at this development, he sends two riders, Helton and Brondar in the clouds direction and asks them to return swiftly with there findings.

- A short while later both riders return with news that a huge host of undead are heading right for the camp, they number at least a couple of hundred and consist of skeletons and zombies.

- Jentar gives the order to dig in and to fortify the camp as best as possible.

- The main body of the undead host crests a hill and becomes visible to the patrol, the sheer number of skeletons and zombies causes disquiet among the militia.

- Tavelle casts Low Light vision on Naema and himself, his hand tightens around the butt of the wand that he kept with him from the tower. Naema directs half of the militia to take up bows to try and thin their ranks and they rain a few volleys down on the undead with little success.

- The faster moving skeletons are the first to arrive at the barricaded camp and the militia provide stern opposition driving back the first wave or two before Jentar bolsters their lines. Tavelle's magical missiles streak through the night as he tries to support the hard pressed militia and Asantar's Dwarvish oaths bellow at the wall of undead.

- The zombies start beginning to catch up with the skeletons in combat and the tide is pushed in the undead's favour, a fighting retreat is sounded and the farmhouse abandoned. As they retreat up a slope, behind the farmhouse, Tavelle becomes aware of a silvery, glowing radiance that is coming from over the hill.

- Tavelle's jaw drops wide open as he sees a large, majestic Unicorn come into view against the dark sky. It rears and then charges, deftly stepping between the militia, the undead that are caught within the silver nimbus surrounding it seem to smoulder and then catch alight.

- Although hard pressed the sight of this beautiful and powerful force of good seems to counter the militia's earlier despair. The undead burst into blue-white flames and the patrol manages to regroup at the top of the hill. The Unicorn charges back and forth in front of their raised shields, intercepting many of the undead under its powerful hooves. The majority of the zombies that reach the militia's shields are alight and easily dispatched.

- Tavelle manages to drag his eyes away from the Unicorn for a moment and is aware that the storm cloud is nearly directly over the groups position. From the same hill that the undead came over is now a single, thin figure dressed in black tattered robes. The unnatural lightning strikes the ground around the figure, and from the smoking scars skeletons scramble forth.

- The Unicorn once again rears onto its hind legs and begins a devastating charge through the undead towards Kendra. The group are once again pressed hard by the skeletons and zombies without the aid of the Unicorn. The Unicorn lowers its horn towards Kendra, smashing anything that remains in its path and lighting a flaming blue and white trail through the throng.

- The group begins to buckle under the sheer numbers of the undead and the militia strain alongside Asantar and Jentar to stop their line collapsing. Tavelle continues streaking magic missiles at anything that looks like it may breach the shields of his comrades.

- Tavelle raises his gaze at the moment the Unicorn's charge connects with Kendra, there is a brief flash of light, a moments silence, then a silver-blue shockwave speeds down the hill, levelling the abandoned farmhouse and causing the undead to crumple to the floor.

- The remaining members of the patrol are knocked off their feet as the shockwave passes through their ranks, Tavelle realises that their are lots of motionless undead lying about around him.

- The members of the Mistran patrol slowly regain their feet and the Unicorn is seen to be rearing in triumph on the opposite hillock, before vanishing into thin air.


I'm so glad that Dalor contributed Gammel Krage and gave such a thorough description of his personality and motivations. I thought his Holy Radiance, combined with the Unicorn form was amazing. I could just imagine that upon hearing than such an unnatural scar was stalking Mistledale, he would waste no time and travel as swiftly as possible.

Edited by - Farrel on 03 Mar 2011 13:39:16
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Farrel
Learned Scribe

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Posted - 05 Mar 2011 :  20:48:43  Show Profile Send Farrel a Private Message  Reply with Quote
- The patrol has taken a beating, but only eight of the militia were fatally injured. They regroup at the top of the hill, gather their mounts, and tend their wounded under Selune's light.

- The mood among the patrol is mixed, they celebrate the Unicorn's appearance, Kendra's defeat and toast the fallen militia who gave their lives in defence of the Dale. The militia give thanks to "The Anvil" and Jentar, whose actions during the final melee were pivotal in victory. The militiamen thank The Riders of Mistledale for their leadership, and Tavelle for the many, timely, magical missiles that saved their lives.

- A mounted patrol from Sharin Freehold arrives at the camp, alerted by the Rider's enchanted horns, they help tend the injured.

- The patrol splits in the morning, one group heading to Sharin Freehold, to seek healing, led by Brondar and Helton. The other returning to Ashabenford, by way of Glen.

- Asantar commends Tavelle for his actions during the battle and offers to tutor him in his choice of weapon, "Just in case you ever run out of those swooping silver missiles". He says to visit him soon in Glen and departs amid many thanks from the militia.

- The patrol travels back to Ashabenford, where news of the battle had come from the Druids of Oakengrove Abbey.

- Tavelle meets with Kerryn and Nereskul, he recounts the tale of the Unicorn and their battle over a hot meal and drinks in the White Hart and then heads to bed.

- Tavelle asks Naema to accompany him when he visits Asantar in a ride.

- Nereskul, Kerryn and Tavelle depart Ashabenford the next morning and return to the tower.

- Over the next few days they fix the fence and chicken coop, and dispose of the mess around the tower.

- A patrol passes by and delivers a wax-sealed scroll to Tavelle. The imprint in the wax bears the coat of arms of Lord Wavesilver. It is a letter of thanks that bears a promise not to let Tavelle's actions go unrewarded. The patrol explains that some Cormyrian Mages arrived in Ashabenford to return the Wavesilvers home by magic. The Rider in charge of the group warns that some remaining wandering undead have been encountered and they are to be wary.

- Tavelle and Kerryn are dispatched into Ashabenford to purchase a new cow and some chickens. They bear a notice to post on the town's board for quotes on construction of a small barn.

- On the way they pass by an ancient burial mound where they are ambushed by a skeletal warrior in rusting chainmail. They blast the skeleton with magic missiles and after defeating the menace Tavelle claims its longsword. They investigate the disturbed barrow where Kerryn finds a rotting leather pouch of coins and some precious stones, she shares them with Tavelle.

- They purchase the animals, the cow is led back to the tower but the chickens are to arrive by cart in a couple of days. They post the notice and leave notes with Holfast at The White Hart to display.

- Tavelle and Kerryn continue there chores and crafts and life in the tower returns to normal, he decides that he will take the longsword along with him when he visits Asantar for training.

- A shipment of chickens are delivered, accompanied by a large Cockerel.

- Naema arrives at the tower and accompanies Tavelle to Glen. On the way Tavelle shows off his newly acquired blade, Naema explains that it isn't a combat blade but more of a ceremonial weapon.

- Upon arrival in Glen Asantar welcomes them into his home, they meet his wife Drennia, and his only son, Andurar.

- They are shown around and given a room for the duration of their stay.

- He shows Tavelle a selection of Dwarven weapons that he could teach him and tells him that a longsword isn't really his area of expertise. He advises Tavelle to practice with Naema, he has seen her fight and considers her a fine swordswomen. He will craft a "real blade" to replace the "showy thing" at his side.

- Tavelle notices that he can memorize more spells than previously.

- Naema agrees to tutor Tavelle in the use of the longsword.

- Asantar measures Tavelle for the blade he will craft.

- Over the next few days Naema spars and provides tutelage to Tavelle, while Asantar and his family prove to be great hosts. Asantar completes the blade of the longsword and begins work on the hilt.

- The sparring alternates between Naema and Andurar. Tavelle spends most evenings nursing a weary swordarm, due to the weight of his blade and the constant practice.

- After a couple more days Tavelle has mastered the basics. Asantar unveils the finished weapon, a masterwork longsword.

- The new blade is lighter and perfectly balanced for Tavelle. Asantar has named it Anvil's Edge and the blade bears this name in Dethek Runes. His skill continues to improve.

- After a ride of tuition and friendship, Tavelle and Naema depart Glen promising to visit Asantar and his family soon. They thank Drennia for the excellent food and return to the tower.

- Upon returning to Nereskul's tower they find that he has visitors. Tavelle and Naema are introduced to Tharan Ashcloak (NG Human Male Wizard11) and his apprentice Nalrun Wavesilver (NG Human Male Wizard1). Nereskul explains that he and Tharan were apprenticed to the same master when they were young men.

- Tharan has a residence in Suzail and upon hearing from Nalrun of the events when the Wavesilver's returned decided he should check up on his dear friend. He has brought gifts from the grateful Lord and Lady Wavesilver. Nalrun thanks Tavelle for his actions.

- Tharan produces a large coffer of rare components, inks, quills, and parchment for Tavelle.

- Nereskul explains to Tavelle that the guests will be staying for about a ride.

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Farrel
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Posted - 06 Mar 2011 :  16:56:59  Show Profile Send Farrel a Private Message  Reply with Quote
- Tavelle is introduced to Jorel, Nalrun's familiar, a talking Cockatoo.

- Tavelle asks Nalrun what their journey to Mistledale was like and is informed that Tharan had teleported the pair directly within the ring of apple trees, from his study in Suzail.

- A grand meal is prepared and Nereskul provides a cask of Black Boot stout.

- Stories are exchanged by all. Tharan conjures a large tented pavillion next to the tower and says that when he does camp, he does it in comfort.

- The guests retire in the early hours of the morning and Tavelle stumbles off to his room.

- Over the next couple of days Tharan takes a keen interest in testing Tavelles abilities. He supervises a Mage Duel between Nalrun and Tavelle and notes Nereskul's apprentice spontaneously cast Magic Missiles converted from other memorized magic.

- Tharan provides some new enchantments for Tavelle to learn. He has a spell nearing completion in his spellbook inspired by the Unicorn's silvery radiance crossed with a Ray of Flame spell, that Nereskul had provided.

- Nereskul mourns the empty cask of Black Boot stout.

- Nalrun, Kerryn, and Tavelle are dispatched into Ashabenford to purchase emergency supplies. They are given permission to spend the night in town. Tharan informs Tavelle to prepare for a Mage Duel the following night.

- Nalrun tells Tavelle that it won't be him that he's facing tomorrow, it will be Tharan himself. He explains that Nereskul will be expected to cover his defensive enchantments so that he may use a full complement of spells.

- The trio rent rooms at The White Hart. Kerryn shows Nalrun the sights of Ashabenford while Tavelle makes some purchases from Arlho's Fine Flasks

- They meet back at The White Hart for drinks and a meal, Nalrun mentions that he wouldn't mind visiting The Velvet Veil at some stage. Kerryn says that once she's gone to bed that they can do what they like.

- After bidding Kerryn a good night, the drunken pair head towards the Velvet Veil. They cross the ford and find that the sound of the water, and the many ales, has left them needing to relieve themselves. They head for an alley next to the Six Shields rooming house.

- While Tavelle and Nalrun are "caught short" they are ambushed by two, sword-wielding, black-hooded, burly thugs. The pair shout for the watch as they draw their wands, the two thugs attempt to intimidate the mages and subdue them. Magic Missiles are unleashed and one of the thugs is blasted from his feet , his partner cries "Me brother!" and tries to drag him away to safety.

- Tavelle and Nalrun flee from the alley and find a group of watchmen who were answering their call for help. They explain what happened and the watchmen start a search of the area. They decide they both need a stiff drink and inform the watch that they are heading to The Velvet Veil.

- They arrive back at The White Hart in the very early hours and crawl to their rooms.

- Tavelle awakes with a nasty hangover. He finds a note from Holfast under the door to say that the watch had no luck in locating his assailants. He meets Kerryn in the common room having mornfry and tells her of the events the night before. Nalrun arrives and joins them.

- Neither Nalrun or Tavelle eat breakfast.

- Prior to departing Tavelle prepares his spells for the duel against Tharan. He prepares his newest enchantment, Light of Lunia.

- The trio head back to the tower, Kerryn casts an extra Mount spell for Tavelle.

- They arrive in the evening and have dinner. Tavelle and Nalrun explain what happened the previous evening. Tharan commends them for their decisive actions.

- The Mage Duel commences with Tavelle being pressed into counterspelling two volleys of Magic Missiles from Tharan. He launches a retaliatory Ray of Flame that Tharan's cloak seems to shrug off.

- Tharan seems genuinely impressed and sarcastically asks if he wants a free shot, he really doesn't expect Tavelle to have much more than a Ray of Frost remaining.

- Tavelle asks Tharan if he's quite sure of this "Free Shot" and the Mage replies with a smile.

- Tavelle casts Light of Lunia and is immediately surrounded by a hemispherical silver radiance extending nearly sixty feet.

- Tharan raises an eyebrow in concern.

- Tavelle stretches out his right hand, palm open towards Tharan, and lets fly a ray of silver energy. The ray strikes Tharan squarely in the torso and knocks him from his feet.

It was a natural 20 on the ranged touch attack, I was so amazed at the timing.

- The silver radiance around Tavelle has diminished by half, Tharan raises his hands and laughs saying "Well done, I surrender".

- Tavelle heads inside with the others and is congratualted on his performance. Tharan questions the origin of the surprise spell and Tavelle explains that the Unicorn's radiance was the inspiration and that a newly learnt Ray of Flame helped finish it.

- The next couple of days are spent in the workshop discussing enchanments, Tharan asks permission to copy Tavelle's Light of Lunia spell, Tavelle agrees to this request and shares it with everyone.

- After a couple more days Tharan and Nalrun say that it is time to depart. Nalrun says that he will visit soon if Tharan is agreeable. He adds that anytime you're in Cormyr, come and visit me.

- Tharan gives Tavelle a scroll of Mirror Image, he explains that he has a feeling that Tavelle may be nearing the ability to learn it soon.

- Tharan teleports them away and back to Suzail. The tower seems alot quieter without them.

- Tavelle and Kerryn continue with their studies.

- Quotes are submitted to Nereskul from local craftsmen regarding the barn.

- Tavelle starts to craft a silver bracelet for Naema which he plans to decorate with pearls acquired from the skeletal warrior.

- Nereskul starts to craft a gem of Low Light Vision, he explains and demonstates each stage in the process to Kerryn and Tavelle as usual.
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Markustay
Realms Explorer extraordinaire

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Posted - 06 Mar 2011 :  18:17:51  Show Profile Send Markustay a Private Message  Reply with Quote
Issue #9 of the Candlekeep Compendium contains both a map and some campaign ideas for Mistledale that you may find useful.

"I have never in my life learned anything from any man who agreed with me" --- Dudley Field Malone

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Farrel
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Posted - 06 Mar 2011 :  19:01:18  Show Profile Send Farrel a Private Message  Reply with Quote
quote:
Originally posted by Markustay

Issue #9 of the Candlekeep Compendium contains both a map and some campaign ideas for Mistledale that you may find useful.



Thanks alot for the pointer.

If you are referring to The Hin of the Dalelands: Stumphill i've already had a look at it, it's a great article but i'm just not sure if I will include it.

The last update brings us upto date with the campaign so far. I think the Scarlet Blades will be returning to the tower soon with their Evil Staff.

Here is Tavelle as he stands so far. All the previous changes that were mentioned are now included in the stat block. He is extremely close to reaching 3rd level.

Tavelle Windwalker
Male Chondathan Human Wizard2
CG Medium Humanoid (human)
Init +2; Senses Listen +3, Spot +3
Languages Chondathan, Common, Draconic, Elven
------------------------------------------------------------
AC 12, 12 touch, 10 flat-footed
hp 12 (HD) 2d4+4
Fort +2, Ref +2, Will +6
------------------------------------------------------------
Speed 30 ft. (6 squares); Face/Reach 5 ft./5 ft.
Melee +2 (1d8/19-20/x2 MW Longsword, Anvil's Edge)
Base Atk +1; Grp +1
Atk Options Spells
Combat Gear Wand of Magic Missiles (Caster Level 3rd) 11 charges
------------------------------------------------------------
Wizard Spells Prepared (4/4 base DC = 14 + spell level; caster level 2nd)
0- Detect Magic, Mage Hand, Prestigidation, Read Magic
1st- Low Light Vision, Mage Armour, Mount, Unseen Servant
------------------------------------------------------------
Abilities: Str 10(+0), Dex 14(+2), Con 14(+2), Int 18(+4), Wis 16(+3), Cha 16(+3)
SQ Scribe Scroll, Spell Mastery (Mage Armour, Magic Missile).
------------------------------------------------------------
Feats Militia (R), Signature Spell: Magic Missile (Substitute Feat), Spellcasting Prodigy: Wizard (H), Spell Mastery (1st)
------------------------------------------------------------
Skills Concentration +7{5}, Craft (Gemcutting) +5{1}, Craft (Silversmithing) +5{1}, Decipher Script +6{2}, Knowledge (Arcana) +9{5}, Knowledge (Geography) +5{1}, Knowledge (History) +5{1}, Knowledge (Local- Dalelands) +5{1}, Knowledge (Nature) +5{1}, Knowledge (Religion) +4{1}, Profession (Scribe) +4{1}, Ride +4{2*}, Spellcraft +11{5}, Survival +4{1*}.
Possessions Dark Blue Robes, Black Leather Jerkin, Black Leather Cannons, Artisan’s Tools (Gemcutting), Artisan’s Tools (Silversmith), Backpack, Belt Pouch, 2 Daggers, Explorers Outfit, Flint & Steel, Inkpen, MW Dwarven-crafted Longsword (Anvil's Edge), Parchment (2 sheets), Platted Leather Bracelet (Made from cured leather) Scroll Case, Silver Ingot, Spellbook (54 blank pages), Spell Component Pouch, Vial of Ink (1oz), Waterskin, Winter Blanket, Spellbook (Spells prepared plus 1st lvl- Burning Hands, Endure Elements, Identify, Light of Lunia, Low-Light Vision, Magic Missile, Protection From Evil, Ray of Flame, Shield).
------------------------------------------------------------
Hook “.”
Description.
Height: 5'9", Weight: 150lbs, Hair: Black, Eyes: Blue.
------------------------------------------------------------
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Dalor Darden
Great Reader

USA
3338 Posts

Posted - 06 Mar 2011 :  21:42:13  Show Profile  Visit Dalor Darden's Homepage Send Dalor Darden a Private Message  Reply with Quote
Keep the updates coming mate! I love reading about other people's games.

Visit my Blog Page to find things for YOUR Forgotten Realms!
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 07 Mar 2011 :  21:46:43  Show Profile Send Farrel a Private Message  Reply with Quote
quote:
Originally posted by Dalor Darden

Keep the updates coming mate! I love reading about other people's games.



Thanks Dalor!

I must admit that so much had happened that I was a bit daunted about updating the scroll. Chronicling Tavelle's story actually made me realise how great the roleplaying sessions had been and brought back some vivid in-game memories.

It's a bit weird but i'm not looking forward to The Scarlet Blades returning with the Staff.

At the start of the campaign, when I was thinking of Nereskul, battered and beaten, on his knees in front of Froom, that killing him off would be a simple affair. I wouldn't have to describe it to the player as Tavelle wouldn't witness it and Kerryn, who did see the deed, would never speak of it.

It's just that Nereskul has become such a wonderful father figure and mentor to Tavelle that I know i'll be really sorry to see him go.

I've still got a few more ideas for Tavelle prior to the return of the adventuring group.

If anyone wants to extend Nereskul's life, by providing an NPC/Adventure Hook for Tavelle, then please feel free to post your ideas.
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 14 Mar 2011 :  19:03:37  Show Profile Send Farrel a Private Message  Reply with Quote
- Over the next ride Tavelle participates heavily in the creation of the Gem of Low Light Vision. Upon completion, Nereskul mounts it on a silver clasp and gives it as a gift to Tavelle, saying that it would make a fine addition to Naema's necklace.

- Tavelle successfully learns the Mirror Image enchantment.

- Tavelle begins work on the Rope Trick enchantment, inspired by Tharan's Grand Pavillion spell.

- Naema arrives at the tower to spend some time with Tavelle. They head to Swords Creek and picnic until the evening. Tavelle presents Naema with the silver clasp for her necklace and Naema surprises Tavelle by giving him a dagger, crafted by Asantar, to match his longsword. They stay at Swords Creek for the night, protected by Endure Elements spells.


Naema Elkar
Female Chondathan Human Fighter2
CG Medium Humanoid (human)
Init +4; Senses Listen +1, Spot +5
Languages Chondathan, Common, Damaran.
------------------------------------------------------------
AC 20, 11 touch, 10 flat-footed (+1 Dex, +7 Armour, +2 Shield)
hp 24 (HD) 2d10+6
Fort +6, Ref +2, Will +1
------------------------------------------------------------
Speed 20 ft. (4 squares); Face/Reach 5 ft./5 ft.
Melee +6 (1d8+2/19-20/x2 MW Longsword) or +4 (1d8+2/x3 Spear)
Ranged +4 (1d6+2 /70'/x3 Composite Shortbow) or +4 (1d8+2/x3 Spear)
Base Atk +2; Grp +4
Atk Options Point Blank Shot
Combat Gear
------------------------------------------------------------
Abilities: Str 14(+2), Dex 14(+2), Con 16(+3), Int 14(+2), Wis 12(+1), Cha 14(+2)
SQ Immune to the Shaken effect.
------------------------------------------------------------
Feats Blooded (R), Mounted Combat (F1), Point Blank Shot (1st), Ride-By Attack (F2), Weapon Focus: Longsword (H)
------------------------------------------------------------
Skills Handle Animal +7{5}, Knowledge (Local- The Dalelands) +4{2*}, Ride +7{5}, Sense Motive +2{1*}, Spot +5{2}, Survival +2{1*}, Swim +4{2}. Synergy bonuses not included. Armour Check Penalty -6 [MW Half-plate] or -8 [MW Half-plate and Heavy Steel Shield]
Possessions 20 Arrows, Backpack, Composite Shortbow (+2 Str bonus), 2 Daggers, Heavy Steel Shield, MW Half-plate Armour, MW Longsword, Quiver, Silver Chain (The clasp holds a gem of Low-Light Vision, CL 3rd) & Pendant (Silver symbol of Mistledale), Spear.
Light Warhorse (Bit and Bridle, Riding Saddle, Saddle Bags).
------------------------------------------------------------
Hook “My father will see sense eventually, Tavelle.”
Description.
Height: 5'8", Weight: 140lbs, Hair: Black, Eyes: Grey.
------------------------------------------------------------

Edited by - Farrel on 04 Aug 2011 12:35:32
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Jakuta Khan
Senior Scribe

496 Posts

Posted - 17 Mar 2011 :  12:23:01  Show Profile Send Jakuta Khan a Private Message  Reply with Quote
@farrel: completely out of context, but do you use a program to scribe your char sheets, or do youpost them here manually?

please share :)
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 17 Mar 2011 :  13:18:12  Show Profile Send Farrel a Private Message  Reply with Quote
quote:
Originally posted by Jakuta Khan

@farrel: completely out of context, but do you use a program to scribe your char sheets, or do youpost them here manually?

please share :)



Hi Jakuta

I tend to either use Wordpad or Notepad to prepare my PC sheets and then, when it comes to posting, I just copy/paste. I have a basic blank copy, but that's just a document without any actual character stats on it.

I hope this was of some use?
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GRYPHON
Senior Scribe

USA
520 Posts

Posted - 17 Mar 2011 :  14:03:02  Show Profile  Visit GRYPHON's Homepage Send GRYPHON a Private Message  Reply with Quote
Nice character pics..
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Farrel
Learned Scribe

United Kingdom
236 Posts

Posted - 17 Mar 2011 :  14:16:29  Show Profile Send Farrel a Private Message  Reply with Quote
quote:
Originally posted by GRYPHON

Nice character pics..



Thanks Gryphon, very nice of you to say so

Photobucket didn't allow me to post the full size renders, it shrank them to about 30%.

The images were created using Poser 7, it was one of the main reasons that I hadn't updated the scroll in a long time.

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