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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 01 Jul 2011 :  10:26:57  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote  Delete Topic
As you know, I translated Keldorn last. As I'm away next week, I thought I might give you an excerpt (read: everything I have done until now).

EDIT: I cannot believe there are no comments...

Here it comes:

Baldur#8217;s Gate Lorebook

It can be used as a basis for a campaign for characters from 10-20 level, based on Baldur#8217;s Gate I & II computer games.

Disclaimer:
This is a work of a fan, made for 3.5 D&D as opposed to AD&D.
Baldur#8217;s Gate and all the places and characters mentioned belong to BioWare.










































Characters

The Characters were created using pb 32 and a standard amount of gold for their CR.
If other rulebooks than DMG were used, the short for their title appears in brackets.
The Characters in each category are listed alphabetically.

Gorion#8217;s Ward

Gorion#8217;s Ward is the main character of the campaign, that can be a NPC or a PC depending on the DM#8217;s decision. This character must have the Bhaalspawn template, but can be of any humanoid race. He or she is barely of starting age for his or her race (20 years old for a human, 100 years old for an elf).
They have lived in Candlekeep for most of their life. Depending on their class and race, they might have had previous lives before discovering their heritage or not. In most cases though they were taken in by Gorion shortly after the Time of Troubles, after the failed ceremony.
If the character is a wizard, a sorcerer or a similar class, chances are he or she was taught the Art by his foster father. If the character is a cleric or another divine spellcasting class, he most probably learnt it from the clerics of Oghma in Candlekeep. If the character is a rogue, he would have learned the ropes from one of the shadier characters, or possibly from Winthrop, as Imoen did. A fighter, a warrior, a paladin, or a similar fighting character most probably was let out of the citadel to travel with caravans.
The alignment may possibly interject with it #8211; a good-aligned character would find Candlekeep a better place than an evil one. Similarly, a lawful or neutral character would be more understanding of his protection and secrecy than a chaotic person.


Sample Gorion#8217;s Ward
To Be Done



Main (Joinable) Characters

Original portrait

Aerie
Appearance and personality
Aerie is a young elven woman with wavy blond hair and big, child-like blue eyes. You can see a fading tattoo of blue spirals on her smooth cheeks. The cleric wears her hair loose and prefers the kind of clothing that does not restrict movement. She wears a robe of light, bright colors and a matching cloak. With such a set the chain shirt is nearly unnoticeable.
The young elf is still a child as far as her worldview is concerned. She is interested in everything that is new and unknown. She trusts others without critique and boundlessly and she does not stop from showing her mind in a lively way. She has a great feeling both for her foster uncle Quayle, and her true family #8211; the avariel elves.
Her own child is her entire world. Knowing Aerie#8217;s nature, you can suppose that she had a great, albeit a bit na#239;ve love for his father. It seems that it did not end happily, but as an aside she is quite prone to tears.
Aerie hates living in a locked place and slavery. She loves traveling and adventuring, and her great not yet come true dream is flying. You can see sincerity and eagerness to help in her gestures, although it often turns out she has no idea how to do that.

History
Aerie was born in Faenya-Dail, one of the hidden cities of the winged elves #8211; the avariel. Her mother was called Fayanna, but it is hard to even determine which caste of the society she belonged to.
When she was still a child Aerie was captured by the slavers, when her unstoppable curiosity sent her close to humans. Her tormentors put her in a cage and on stage in circus. After some time her wings began to bleed, and then the rot got in and they had to be cut off. For the entire time she remained a servant of the Winged Mother, Aerdrie Faenya.
She was taken from the circus by a gnome named Quayle, who was a cleric and a wizard. He used his magic to restore health to the hurt elf, and he gave her a new home. Yet he was not able to give her ability to fly back. Aerie spent most of her younger years in her #8220;uncle#8221; Quayle#8217;s care.
The winged elf has met Gorion#8217;s Ward in Athkatla, on Waukeen Promenade in 1369 DR. Then her uncle let her go with a heavy heart.
Soon after the War of the Children of Bhaal ended, the cleric of Baervan gave birth to her first child, a half-elf, who was given the name of her uncle. It is not known who the father of little Quayle was, but it is said it was one of the Bhaalspawn.
Right now Aerie is traveling along the Sword Coast with her son Quayle #8211; now an adult #8211; searching for her caregiver.

Aerie: female elf avariel Clr 8 of Baervan/Wiz 7, CR 16, medium humanoid (elf), HD 8k8 plus 7k4, hp 48, Init +7, Spd 9 m, AC 26 touch 15 flat-footed 22, attack +10/+5 melee (quarterstaff +1 1k6+1/x3) or +15/+10 ranged (sling +3 1k4+3/x2, 15 m), SA turn undead 5/day, SQ avariel traits, claustrophobia, AL NG, SV Fort +9 Ref +9 Will +15, Str 10 Dex 18 Con 10 Int 18 Wis 16 Cha 15.
Skills and Feats: Spellcraft +20, Concentration +17, Knowledge (arcana) +20, Knowledge (religion) +20, Diplomacy +17, Heal +20, Spot +13; Scribe Scroll, Quicken Spell; Practiced Spellcaster [CAr] x2, Improved Initiative, Dodge, Mobility.
Cleric Spells Per Day: 6/4+1/3+1/3+1/2+1, DC 13 + spell level, caster level 12, 13 for good spells. 0 #8211; read magic, guidance, resisnace, detect poison, light, virtue; 1- cure light wounds, magic weapon, entropy shield, remove fear, summon monster I, fast retreat (D); 2 #8211; cure medium wounds, silence, hold person, summon monster II, aid (D); 3 #8211; cure serious wounds, prayer, wind wall, scorching light, magic ring against evil (D); 4 #8211; status, lesser planar ally, holy blast (D).
Deity: Baervan Domains: Good, Travel
Wizard Spells Per Day: 4/5/4/3/2, DC 13 + spell level, caster level 11. 0 #8211; resistance, mage hand, open/ close, daze; 1 #8211; magic missile, sleep, shield, grease, featherfall; 2 #8211; Melf#8217;s acid arrow, blur, web, mirror image; 3 #8211; flame arrow, lightning bolt, suggestion; 4 #8211; dimension door, fire shield.
Equipment: glassteel [Mag] chain shirt [Mag] +4, quarterstaff +1, sling +3 + bullets, living small steel shield +1, ring of protection +1, amulet of natural armor +1, naszyjnik modlitewnych paciorków (błogosławieństwo), oczy orła, cloak of resistance +1, 3 potions of cure light wounds, holy symbol, spellbook, 40 gp.
Region: Avariel
Languages: common, elven, auran, draconic, sylvan

Tactics: Aerie#8217;d rather fight from the distance, with her spells and sling. If she has trouble she uses protective spells (mostly wind wall and prayer). A small shield, protecting her from blows, hovers separately of her hands. The staff is a backup weapon.
Hook:



Original portrait

Ajantis Ilvastarr
Appearance and personality
Ajantis is a handsome young man with a sincere face, blond hair and brown eyes. Usually his hairstyle is obscured by an adorned, golden-green horned helmet. He wears his armor of the same color and a cloak. Both on the helmet and on the plate you can notice a crest of arms of some kind, most possibly one of his family.
The young paladin is proud both of his ancestry and of the fact that he serves in the Order of the Radiant Heart. He seems to be completely devoted to his mission. His manner is noble, as befits a paladin. But like many of his brethren, he is a little blinded by his ideals.
He speaks in a flowery language, and the most important for him is his family.

History
Ajantis was born around 1340 DR in a noble family of Ilvastarr of Waterdeep. He has got two older brothers and a sister. One of the brothers is dead, and the other is long married and has two children. Being the youngest son, Ajantis could never hope for becoming the heir of the family.
He has learned the art of swordfighting from such luminaries as Myrmith Splendon. His skills and devotion have brought the attention of Keldorn, one of the most respected members of the Order of the Radiant Heart. He decided to take the boy under his care and make him his squire.
W 1368 RD Ajantis received an illuminating invitation to become a full-fledged member of the Order. To further this goal he went to the Sword Coast, to cut short the rising humanoid activity. Had he managed, he would be welcomed gladly in the ranks of the knights.
It did not happen. Only a year later the young paladin died on the Windspear Hills, Amn, as a result of a tragic mistake#8230; or rather a devious intrigue of Firkraag.

Ajantis: male human Pal10 of Helm, CR 10, medium humanoid, HD 10k10+30, hp 80, Init +1, Spd 6 m; AC 26 touch 12 flat-footed 25; attack +15/+10 melee (bastard sword +1, 1k10+4/18-20/x2), SA detect evil, divine favor, lay on hands (30 hp), divine health, aura of courage, smite evil (+3 attack, +10 damage), remove disease 3/week, turn undead 6/day as Clr8, mount; AL LG, SV Fort +14 Ref +8 Will +8; Str 16 Dex 12 Con 16 Int 12 Wis 12 Cha 16.
Skills and Feats: Diplomacy +16, Concentration +16, Heal +14, Knowledge (religion) +14; Eloquence [PGtF], Power Attack, Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword), Improved Critical (bastard sword)
Paladin Spells Per Day: 1/1, DC 11 + spell level, caster level 5. 1 #8211; divine favor; 2 #8211; shield other.
Equipment: full plate armor +2, large steel shield +2, ring of protection +1, bastard sword +1, cloak of resistance +1, potion of neutralize poison, potion of cure light wounds, 45 gp.
Region: Waterdeep
Languages: common, chondathan, illuskan

Tactics: Ajantis fights similar to most paladins. In a contrast to his mentor, he uses a shield. In the other hand he wields the biggest and the heaviest sword that one can wield in a single hand #8211; a bastard sword. He casts divine favor on himself before the fight.
Hook: #8222;My honor is my life, as I am Ajantis. By Helm! Devotion to the cause and duty over everything.#8221;



Original portrait

Alora

To Be Done.
















































Original portrait

Anomen Delryn
Appearance and personality
Anomen is a handsome young man with slightly wavy light brown hair and blue, sincere eyes. His young face is not marked by even a slightest trace of beard. He#8217;s got a single scar on his forehead, still not healed entirely. He wears his paladin#8217;s armor with pride, meaning it is clean and highly-polished.
The young knight is eagerly following his teachers from the Order of the Radiant Heart. He thinks them unshakeable authorities and role models to imitate. He does not allow even the tiniest critique of them. The greatest evil for him are those who turned away from the Order #8211; like Anarg did.
The aim of his life is to become a full-fledged knight of the Order. He seems to be naive in his attitude towards this though. He likes to boast, yet he has not seen too many true fights. The abstract notions overshadow the real word in his eyes.
He is a devoted follower of Helm. His patron god and service are more important to him than even his family. He loves his younger sister Moira boundlessly, but he scorns his drunkard father, even in spite of his noble name.

History
Anomen was born in Athkatla in a noble family of Delryn. His mother has died shortly after his sister was born. His father Cor was once a knight of the Order of the Radiant Heart. A few years after his wife died he started to drink and has not given up this habit even despite the others#8217; efforts. His son left the house the earliest he could.
Anomen joined the ranks of the Order of the Radiant Heart without lord Cor#8217;s help. Not being able to become a paladin, he decided to devote himself to Helm#8217;s service. For many years he has lived in the order#8217;s headquarters in Athkatla. After a few years passed, he became a squire. He accompanied the Order#8217;s forces during several small skirmishes. But to rise higher, he had to pass the Trial.
The young man has left the Order#8217;s headquarters then in search of adventure in 1369 DR. Looking for possible companions, he has met Gorion#8217;s Ward. He traveled with him for several months. If the Ward is a female, he has fallen in love with her.

Anomen: male human Ftr 8/Clr 4 of Helm, CR 12, medium humanoid, HD 8k10+24 plus 4k8+12, hp 92, Init +4, Spd 6 m, AC 29 touch 12 flat-footed 29; attack +17/+12 melee (heavy mace +1, 1k8+7/19-20/x3); SA turn undead 4/day; AL LN, SV Fort +13 Ref +5 Will +9; Str 18 Dex 10 Kon 16 Int 10 Wis 12 Cha 13.
Skills and Feats: Diplomacy +16, Knowledge (religion) +15, Heal +13; Merchant Ancestry [PGtF], Lightning Reflexes, Alertness, Improved Initiative, Iron Will; Weapon Focus (heavy mace), Weapon Specialization (heavy mace), Improved Critical (heavy mace), Power Attack, Cleave
Cleric Spells Per Day: 5/3+1/2+1, DC 11 + spell level, caster level 4, 5. for law spells. 0 #8211; detect magic, detect poison, purify food and water, light, guidance; 1 #8211; divine favor, bless, cure light wounds, protection from chaos* (D); 2 #8211; hold person, cure medium wounds, calm emotion (D).
* law spell
Deity: Helm Domains: Law, Protection (protection +4 1/day)
Equipment: full plate armor +4, Delryn family shield (large steel shield +3), heavy mace +1, Moira#8217;s ring (ring of protection +1), amulet of natural armor +1, potion of cure medium wounds, 2 potions of cure light wounds, 18 gp.
Region: Amn
Languages: common, chondathan

Tactics: Anomen fights like a typical knight, with loud battle cries. He thinks it honorless to attack the helpless and those facing the other direction. He uses a shield and a heavy mace in fight. He seems to be quite skilled #8211; the years spent in the Order must have been used well. He usually casts his domain power on himself or on the most threatened companion. If he has problems, he casts cure spells on himself.
Hook: #8222;I am Anomen. I stand among the lawful. Helm leads me. For honor and fame!#8221;

Original portrait

Branwen
Appearance and personality
Branwen is a young human woman of typical northern looks #8211; light skin, blue eyes and wavy shoulder-length blond hair. She wears a string band on her forehead, and on her neck, on a similar string she does wear the symbol of the Lord of Battle too. The cleric prefers to wear simple clothing in brown and green colors.
The woman conmbines the warlike attitude of her people and her patron deity with a deeply ingrained wish to help her companions. She is ALacterized by a feeling of rightness too. Branwen keeps not only the dogma of the Foehammer, but also her own moral code. The impossibility to reconcile the world with her codes makes the usually happy cleric bitter, and is often a cause of conflicts too.

History
Branwen was born and brought up on the island of Seawolf in the Norheim archipelago. There she shared the life of her warrior kin, until she became interested in the faith of their main god #8211; Tempus, the Lord of Battle. When she became a cleric of the Foehammer in secret, she violated the taboo that said only males can belong to the clergy. She was punished by being exiled.
Since then the woman has traveled the North and the Sword Coast, but her staunch moral rules caused that she never stayed in a single place for too long. One day she joined the group of adventurers led by Tranzig. When she found out that her companions are petty bandits, she opposed them. Then their leader turned her into stone.
She was freed from the spell by Gorion#8217;s Ward, who gave her a chance to have her revenge on Tranzig.
It is not known what happened later to this brave cleric of Tempus.

Branwen: female human Ftr2/Clr12 of Tempus, CR 14, medium humanoid, HD 2k10+4 plus 12k8+24, pw 82, Init +4, Spd 6 m, AC 29 touch 11 flat-footed 28, attack +15/+10/+5 (Ashideena 1k8+4/19-20/x2), SA turn undead 4/day, AL N*, SV Fort +13 Ref +6 Will +13, Str 14 Dex 14 Con 14 Int 10 Wis 16 Cha 12.
Skills and Feats: Diplomacy +18, Knowledge (religion) +18, Intimidate +6; Improved Initiative; Weapon Focus (warhammer), Improved Critical (warhammer); Survival [FRCS], Lightning Reflexes, Iron Will, Maximize Spell, Empower Spell.
Cleric Spells Per Day: 6/6+1/5+1/5+1/3+1/3+1/2+1, DC 13 + spell level, caster level 12. 0 #8211; read magic, purify food and drink, resistance x2, guidance x2; 1 #8211; bless, divine favor, cure light wounds, shield of faith, remove fear, doom, endure elements (D); 2 #8211; spiritual weapon, bull#8217;s strenght, cure medium wounds, aid, hold person, spiritual weapon (D); 3 #8211; glyph of warding, cure serious wounds, prayer, remove curse, dispel magic, magic vestment (D); 4 #8211; cure critical wounds, neutralize poison, freedom of movement, divine power (D); 5 #8211; flame strike, true seeing, raise dead, righteous might (D); 6 #8211; blade barrier, planar ally, stoneskin (D).
Deity: Tempus Domains: War, Strength
Equipment: full plate armor +4, large steel shield +3, Ashideena (warhammer of shock +2), ring of sustenance, amulet of natural armor +1, potion of cure medium wounds, potion of cure light wounds, holy symbol, 18 gp.
Region: Illuskan
Languages: common, illuskan, giant
* Branwen is an exception to the rule saying that "a cleric can be neutral only is his deity is neutral".

Tactics: Branwen fights quite well with her warhammer. She prefers the tangible protection of a full plate armor to dexterity. She usually buffs herself with spiritual weapon and bull#8217;s strenght, reserving divine power and righteous power for bad surprises during a fight. Out of the offensive spells she prefers flame strike and blade barrier. In general, she is more of a healing cleric than a spell fighting one #8211; and she finds her hands enough to do battle.
Hook: #8222;By Tempus#8217;s shield! #8216;Tis good to be free again!#8221;



Original portrait

Cernd
Appearance and personality
Cernd is a human male, no longer so young. His hair had once been black, but now they are tinged with gray. His gray eyes have seen many things. His tanned square face is adorned by black lines made from some permanent dye. There are a few feathers in his hair.
The druid is somewhat silent. He does not hate nor dislike anyone. He is a humble man who prefers to contemplate nature. He prefers getting to know the world to staying in a single place. He is aware of the fact that no one knows the entirety of the nature.
Cernd has got a rather neutral attitude towards family. The blood bonds do not mean much to him. He does not remember his parents, he has left his wife. He took his son Ashdale from the man who had maltreated him, but he is not much better himself. He keeps leaving the boy under the care of his underlings.
What#8217;s worse, all those matters do not really mean much to the druid. He thinks the balance the highest good, even if he hurts others on the way. He hates all kind of evil, but the holy paladins do not invoke his awe either.

History
Cernd was born among the trees of the High Forest. He quickly realized his destiny was to become a druid. During a year-long meditation he gained his cloak and staff. Soon afterwards he left his homeland, to travel to the wondrous forests of Tethyr.
Quickly he rose to become a respected druid and a leader of a circle. In 1369 DR he was sent northwards, to the grove near Trademeet, Amn. There he defeated a Shadow Druid named Faldorn, who tried to corrupt the nature. He became the archdruid of this grove later.
His life was completely overturned when he received a message from an old friend of his. It turned out that his former wife has given him a son. Cernd did not manage to find Galia, who was already dead, but he reached his child. He took little Ashdale with himself to the grove. He left the boy there and returned to adventuring.
Unfortunately, such an attitude did not pay off. Ashdale quickly disappeared from the forest, and Cernd is looking for him till today.

Cernd (human form): male human werewolf Drd15 of Silvanus, CR 20, medium humanoid, HD 15k8+30 plus 2k8+4, hp 98, Init +4, Spd 9 m, AC 26 touch 17 flat-footed 25; attack +14/+9/+4 melee (staff +1 1k6+3/x3), SA wild shape (large, tiny, huge, dire 6/day), thousand faces; SQ poison immunity, resist nature#8217;s lure, forest step, trackless step, timeless body; alternate form, scent, low-light vision, wolf empathy; AL N, SV Fort +12 Ref +8 Will +16; Str 14 Dex 10 Con 14 Int 12 Wis 18 Cha 15.
Skills and Feats: Concentration +18, Survival +22, Intuit Direction +22, Knowledge (nature) +19, Control Shape +22; Forest Knowledge [PGtF], Lightning Reflexes, Improved Initiative, Natural Spell, Powerful Wild Shape [RoS], Combat Casting; Track, Iron Will

Cernd (wolf form): male human werewolf Drd15 of Silvanus, CR 20, medium humanoid, HD 15k8+60 plus 2k8+8, hp 132, Init +6, Spd 15 m, AC 30 touch 21 flat-footed 29; attack +14 melee (bite 1k6+3), SA wild shape (large, tiny, huge, dire 6/day), thousand faces; curse of lycanthropy, trip, SQ poison immunity, resist nature#8217;s lure, forest step, trackless step, timeless body; alternate form, scent, low-light vision, wolf empathy; DR 10/silver; AL N, SV Fort +12 Ref +8 Will +16; Str 16 Dex 14 Con 18 Int 12 Wis 18 Cha 15.
Skills and Feats: Concentration +20, Survival +22*, Intuit Direction +22, Knowledge (nature) +19, Control Shape +22; Forest Knowledge [PGtF], Lightning Reflexes, Improved Initiative, Natural Spell, Powerful Wild Shape [RoS], Combat Casting; Track, Iron Will
* +4 bonus to Survival test, when tracking using scent

Cernd (hybrid form): male human werewolf Drd15 of Silvanus, CR 20, medium humanoid, HD 15k8+60 plus 2k8+8, pw 132, Init +6, Spd 9 m, AC 28 touch 19 flat-footed 27; attack +14/+9/+4 melee (staff +1 1k6+3/x3), SA wild shape (large, tiny, huge, dire 6/day), thousand faces; curse of lycanthropy; SQ poison immunity, resist nature#8217;s lure, forest step, trackless step, timeless body; alternate form, scent, low-light vision, wolf empathy; DR 10/silver; AL N, SV Fort +12 Ref +8 Will +16; Str 16 Dex 14 Con 18 Int 12 Wis 18 Cha 15.
Skills and Feats: Concentration +20, Survival +22*, Intuit Direction +22, Knowledge (nature) +19, Control Shape +22; Forest Knowledge [PGtF], Lightning Reflexes, Improved Initiative, Natural Spell, Powerful Wild Shape [RoS], Combat Casting; Track, Iron Will
* +4 bonus to Survival test, when tracking using scent

Druid Spells Per Day: 6/6/6/5/5/4/3/2/1, DC 14 + spell level, caster level 15. 0 #8211; read magic, virtue, nature watch [Mag], resistance, guidance, flare; 1 #8211; magic fang x2, animal invisibility, calm animal, beast claws [Mag], faerie fire; 2 #8211; barkskin, speak with animals, charm person or animal, united with earth [Mag], easy trail [Mag], scent [Mag]; 3 #8211; dominate animal, speak with plants, summon lightning, greater magic fang, summon naature#8217;s ally III; 4 #8211; hailstorm, cure serious wounds, freedom of movement, earth#8217;s womb [Mag], murderous fog [Mag]; 5 #8211; commune with nature, death ward, insect plague, wall of sand; 6 #8211; spellstaff, find the path, fire seeds; 7 #8211; changestaff, aura of vitality [Mag]; 8 #8211; control plants.
Equipment: staff of High Forest (staff +1), amulet of nature#8217;s fangs (wolf), druid#8217;s vestment, wildshape brooch + amulet of protection +3 (as ring of protection +3), cloak of High Forest (cloak of resistance +1), wildwood [RoW] halfplate armor +3, amulet of natural armor +1, scroll of divine power, potion of cure medium wounds, 2 potions of cure light wounds.
Region: Wysoki Las
Languages: common, druidic, elven, chondathan, alzhedo

Tactics: Cernd prefers to change his shape into that of a wolf and fight in this form. Thank to a wildshape brooch he does not lose his amulet#8217;s protection. If the fight is hard, he uses his innate lycanthropy. As a hybrid he is stronger and more dexterous than usual.
Hook: #8222;Nature chooses the easiests way of doing, believe me.#8221;



Original portrait

Coran
Appearance and personality
Coran has got short brown hair. His eyes are the same colour, but it cannot be seen clearly from underneath the green strip of dye on his face. One can clearly see his white teeth in a dazzling smile and his light skin. The man is handsome, and his clothing serves to accentuate this fact. The elf#8217;s clothes are full of vivid colors (turquoise and purple), and gold thread.
Coran is a very playful person, what matters most for him is beautiful women and a thrill of emotion. As one of the Fair Folk he has a noncommitting attitude to the marriage and children. His companions or earlier promises he does not hold in much weight either.
It is not really known if Coran prefers forest or the city. He spends a lot of time in both of these places, and each of them offers many adventures. With the kind of life this elf leads, the ability to quickly bluff his way out of trouble and hide in the wilderness has proved invaluable many a time. A certain knowledge of the forests gives him a kind of a connection to his country.

History
Coran hails from the forests of Tethyr. Since his youth he has desired more than a calm life among the trees of Wealdath. Therefore he wandered north, in the direction of the Sword Coast. In Baldur#8217;s Gate he looked for wealth, power and respect. Without other opportunities he took to thievery, yet he stole only from those who were wealthy enough to share, according to him. He was going to drop this practice as soon as he would be able to start his own business. Unfortunately, he quickly grew to like his new lifestyle and waited with excitement for every new bloodcurdling escape, dangerous break-in or a beautiful woman.
It was unavoidable that he had to leave the city once and again to hide in the forest, waiting for his name to be forgotten just a bit. His biggest troubles were connected to the wizardress Brielbara. He had gotten caught wooing a member of the Knights of the Unicorn and he had to run away to avoid the anger of the jealous mages.
That adventure had more tangible results than even traveling with Gorion#8217;s Ward. His latest lover gave birth to a half-elven daughter Namarra. Coran was not able to take care of her, so he left the child under his mother#8217;s care, to continue traveling with his new friends.
The end of the War of the Children of Bhaal brought Coran#8217;s troubles to an end, at least for now. It seems though that this man is incapable of not thinking about adventures and beautiful women. He spends his time like he used to#8230; and he has not seen Namarra, his little daughter, in quite a few years.

Coran: male moon elf Rgr 2 of Erevan/Ftr 8/Rog 6, CR 16, medium humanoid (elf), HD 2k8+2 plus 8k10+8 plus 6k6+6, hp 82, Init +9, Spd 9 m, AC 26 touch 18 flat-footed 21, attack +21 ranged (oath bow 1k6+3/19-20/x2) or +21 melee (rapier 1k6+5/17-20/x2), SA favored enemy (dragons +1), combat style (archery), bond with wild, sneak attack +3k6, evasion, uncanny dodge (Dex bonus to AC, cannot be flanked), AL CG, SV Fort +13 Ref +13 Will +6, Str 14 Dex 20 Con 12 Int 12 Wis 9 Cha 14.
Skills and Feats: Bluff +20, Move Silently +23, Diplomacy +24, Hide +23, Gather Info +20, Sense Motive +7; Track, Quick shot; Heroes#8217; Luck, Iron Will, Improved Initiative, Improved Critical (shortbow), Improved Critical (rapier), Weapon Finesse (rapier); Quick Draw, Weapon Focus (shortbow), Weapon Specialization (shortbow), Weapon Focus (rapier), Weapon Specialization (rapier)
Equipment: oath bow (short bow), arrows +1, rapier +1, chain shirt unrecognizable +4, ring of protection +1, amulet of natural armor +1, cloak of elvenkind, potion of invisibility, 2 potions of cure light wounds.
Region: Tethyr
Languages: chondathan, elven, alzhedo

Tactics: Coran because of his high Dexterity is a brilliant archer. He prefers his white shortbow, which has the powers of the bow of oath. He uses enchanted arrows that increase damage. He is not too much focused on archery and can fight in melee nearly equally as well. He uses a rapier then and tries to strike spellcasters first, knowing he is not good at dodging spells.
Hook: #8222;I am Coran. Life is adventure or nothing.#8221;




Original portrait

Dynaheir
Appearance and personality
Dynaheir has dark eyes hidden under painted eyelids and dark, reddishbrown hair falling onto her arms in waves. Her long neck is underlined by golden circles and a necklace. She wears earrings in the same style. She wears loose, rustling robes in the colors of rose and violet.
Dynaheir is a self-confident woman that is aware of her rule and can expect much from others. She has worried many a time about Minsc#8217;s senses. More than once she was forced to order him around or treat him almost like a child to avert a catastrophe.
The Rashemite is infinitely loyal to her homeland and othlor #8211; her superiors. She is not blinded by her ancestry though. She weighs her words before she speaks#8230; and she talks with a characteristic accent and in quite an old dialect.

History
Dynaheir has left Rashemen, her homeland, as a young witch. Her only companion was Minsc #8211; her bodyguard and defender on his #8222;dajemma#8221;. She was sent west because of a prophecy #8211; the very same prophecy of Alaundo that has caused the War of the Children of Bhaal.
In 1368 RD the young hathran and her companion reached the Sword Coast and there they met one of the Bhaalspawns #8211; the one to be called Gorion#8217;s Ward. Both Rashemites traveled with him for a period of time.
Dynaheir was apparently killed the year later by Bodhi the vampiress. Yet this fact cannot be taken for sure, as Minsc has not seen her death exactly.

Dynaheir: female human Wiz [Evo] 11/Hth4 [PGtF], SW 17, średni humanoid, HD 15k4, hp 84, Init +4, Spd 9 m, KP 28 touch 23 flat-footed 24; attack +15 ranged (spell); SA rashemite spirit magic, taboo, spirit language, wychlaran respect #8211;2, universal spirit magic 1/day, pact with spirits; AL PD, SV Fort +12 Ref +11 Will +18; Str 18 Dex 18 Con #8211; Int 19 Rzt 18 Cha 16.
Skills and Feats: Knowledge (local #8211; Rashemen) +8, Spellcraft +22, Concentration +22, Knowledge (arcana) +22, Diplomacy +23 (+25 concerning Rashemites), Sense Motive +18, Knowledge (religion) +6, Bluff +13 (+15 concerning Rashemites), Listen +6, Search +6, Spot +6; Ethran [PGtF], Spell Focus (evocation), Leadership, Spell Mastery (magic missile, fireball, lightning bolt, cone of cold); Scribe Scroll, Extend Spell, Quicken Spell; Spell Penetration
Wizard Spells Per Day: 5/6/6/6/6/5/4/3/2, DC 14 + spell level, 15 + spell level for evocation spells, caster level 15., 16. for planar ally spells. 0 #8211; ghost sound, resistance, ray of frost, read magic; 1 #8211; magic missile* x2, shield, summon monster I, charm person, shatter*; 2 #8211; moonbeam, flame sphere*, Tasha#8217;s hideous laughter x2, Melf#8217;s acid arrow, web; 3 #8211; burst, flame arrow, lightning bolt*, fireball* x3; 4 #8211; lesser planar ally**, stoneskin, summon monster IV, phantasmal killer, fireshield*, hailstorm*; 5 #8211; lesser planar binding**, cone of cold* x2, dominate person, sending*; 6 #8211; planar binding**, planar ally**, chain lightning*, contingency*; 7 #8211; delayed blast fireball*, prismatic rain*, limited wish; 8 #8211; greater planar binding**, sunburst*
* evocation spells
** planar ally spells
Specialization: evocation. Barred school: transmutation
Equipment: ring of protection +3, robe of a good archmage, necklace of fireballs (type I), diadem of talkativeness, potion of cure serious wounds, 2 potions of cure light wounds.
Patron: Mystra
Region: Rashemen
Languages: common, rashemi, aglarondan, damaran, mulhorand

Tactics: Dynaheir uses evocation and summoning spells, to divert the opponent#8217;s attention or to wound them.
Hook: #8222;It is wise to choose the wisest, and I am Dynaheir, hathran of Rashemen.#8221;




Original portrait (BG 1)


Original portrait (BG 2)

Edwin Odesseiron
Appearance and personality
Edwin is a middle-aged man who has short brown hair and eyes in the same color. He has an elegantly trimmed beard. A part of the face is obscured by a hood of a red robe with yellow rim. Formerly the rim was black and hid the wizard#8217;s face in a shadow. You can also see a headband on Edwin#8217;s forehead and a constant amulet on his neck #8211; the #8216;memento of Thay#8217;. The clothing is not to impede his spellcasting first, and show his social position second.
The Thayvian is first and foremost very much an egoistical and self-centered person. He speaks loudly, thinking everyone else dimwitted. He often adds scathing remarks in a whisper, often of a theatrical kind. He has very low opinion about others. He hates the Rashemi and despises everyone else. He is proud of his nationality and of belonging to the famed Red Wizards. He often is boasting, not always truthfully. He is a man completely devoid of scruples.

History
Edwin was born in Thay as a Mulan, a member of the higher part of the society. He is the son of Homen Odesseiron, warlike tharchion of Surthay. He has shown aptitude to the Art since his childhood. A strict upbringing and noble ancestry have influenced his later lifestyle.
The young Odesseiron arrived on the Sword Coast not of his own free will. As a member of a family long hostile to Rashemen, he was sent there to find and kill the witch Dynaheir. Because the wychlaran was traveling with her bodyguard, the wizard was forced to search for allies.
In that way Edwin has met Gorion#8217;s Ward. They have grown to know each other more the year later, when the Thayvian was helping the Shadow Thieves. Dynaheir was already dead (she died at the hands of the vampires allied with Jon Irenicus), so young Odesseiron had more freedom for himself.
The son of Homen has devoted his time to making a career in the ranks of the Red Wizards. Because he is striving to avoid the zulkir#8217;s attention, he will gladly return to adventuring.

Edwin: male human Wiz 8 [Sum]/Red Wizard 8, CR 16, medium humanoid, HD 8k4+8 plus 8k4+8, hp 48, Init +3, Spd 9 m, AC 22 touch 17 flat-footed 19; attack +12/+7 (staff +3 1k6+4/x3), SA spell power +4, specialist defense +3, ring leader, scribe tattoo, AL LE, SV Fort +5 Ref +7 Will +15, Str 12 Dex 16 Con 12 Int 18 Wis 16 Cha 16.
Skills and Feats: Spellcraft +23, Concentration +20, Knowledge (arcana) +23, Bluff +22, Intimidate +22, Knowledge (nobility & royalty) +23; Power Tattoo [FRCS], Spell Focus (summoning), Augment Summoning [CAr], Dodge, Mobility, Extend Spell, Heighten Spell; Scribe Scroll, Quicken Spell, Still Spell.
Wizard Spells Per Day: 4/5/5/5/5/4/3/3/2. DC 14 + spell level, 20 + spell level for summoning spells, caster level 16. 0 #8211; read magic, ray of frost*, daze, open/ close; 1 #8211; magic missile, sleep, grease*, unseen servant*, cause fear; 2 #8211; Melf#8217;s acid arrow*, web*, summon monster II*, summon swarm*, knock; 3 #8211; summon monster III*, stinking cloud*, haste, fireball, lightning bolt; 4 #8211; Evard#8217;s black tentacles*, summon monster IV*, dimension door, hailstorm, confusion; 5 #8211; create undead, summon monster V*, cloudkill, cone of cold; 6 #8211; chain lightning, summon monster VI*, disintegrate; 7 #8211; finger of death, summon monster VII*, limited wish; 8 #8211; incendiary cloud*, summon monster VIII*.
* summoning spells
Specialization: summoning Barred schools: illusion, abjuration, divination
Equipment: Red Wizard#8217;s robe (as cloak of protection +5), staff +3, ring of protection +3, ring of mental shielding, Edwin#8217;s amulet (amulet of natural armor +1), wand of magic missile (caster level 3.), scroll of summon monster IV, potion of blur, 3 potions of cure light wounds.
Region: Thay
Languages: common, mulhorandi, baatezu, draconic, rashemi, damaran.

Tactics: Edwin summons as many creatures as his spells allow him to. They create a living wall between him and his enemies. In case of trouble he uses his offensive spells, not worrying about the summoned cannon fodder.
Hook: #8222;I am Edwin Odesseiron. You can call me simply #8216;master#8217;#8221;.



Original portrait

Eldoth Kron
Appearance and personality
Eldoth Kron is a handsome human male with a scoundrel#8217;s face. Messy black hair, shining eyes of the same color and eagle#8217;s nose all add to his charm. There are no wrinkles or scars marring his face. He wears fashionable clothes, but without extravagance and vivid colors.
Eldoth is a ruthless man. He uses his beauty and talents to ensnare and trick people. In addition, his overblown ego means most of his victims are nobles. The bard has trained his skills for many years and he feels confident.
His favorite method of manipulation is making a highborn damsel fall in love with him, and then kidnapping her. Often the latter is done with the #8222;victim#8217;s#8221; agreement, but nevertheless the bard does not care too much about what the women think. Afterwards he tries to squeeze a ransom from the father of his lover or some other form of pay.
Unfortunately, when his chosen woman accompanies Eldoth for some time, a galant and minnesinger transforms into a tyrant and a bastard. He treats every one of his woman in the same way #8211; like a tool. He often repeats that the woman has no meaning, and orders her around, not listening to her protest.

History
Eldoth Kron was born in Waterdeep, where he attended the famous bardic colegium of New Olamn. He quickly noticed that his charm and songs allow him to manipulate others. He left the school to find himself a place in the underworld of the City of Splendors. He has brought himself up to a fortune and a high social position, wooing a woman after a woman and using his lovers#8217; money. Eldoth#8217;s dynamic career had finished when he chose Aleena Paladinstar for his next goal.
The Open Lord of Waterdeep, Piergeiron Paladinson, Aleena#8217;s father, learned quickly what kind of a man is his daughter#8217;s newest admirer #8211; and exiled him from the city. Wandering from a village to a village, where no girl had interested him even in passsing, Eldoth came to Baldur#8217;s Gate. There he met a daughter of one of the Grand Dukes, Skie Silvershield. The young woman fell in love with him, and the bard has seemed to be really in love with her.

Eldoth: male human Brd 14/Asn 1, CR 15, medium humanoid, HD 14k6+28 plus 1k6+2, hp 75, Init +6, Spd 9 m, AC 22 touch 15 flat-footed 20; attack +13/+8 melee (rapier 1k6+3/18-20/x2) or +16/+11 ranged (composite shortbow [+2] 1k6+5/19-20/x2, 18 m); SA bardic music, bardic knowledge, sneak attack +1k6, death attack, use poison, AL NE, SV Fort +6 Ref +13 Will +9; Str 14 Dex 14 Con 14 Int 13 Wis 10 Cha 16.
Skills and Feats: Disguise +7, Move Silently +10, Hide +10, Bluff +25, Diplomacy +23, Intimidate +10, Sense Motive +7, Gather Info +9; Improved Initiative, Cosmopolitan [PGtF], Suggestiveness [Song and Silence], Spell Focus (enchantment), Weapon Focus (shortbow), Improved Critical (shortbow)
Bard Spells Known: 6/4/4/4/4/3. 0 #8211; read magic, prestidigitation, resistance, daze*, flare, dancing lights; 1 #8211; cure light wounds, unease* [Mag], sleep, charm person*; 2 #8211; cure medium wounds, undetectable alignment, suggestion*, hold person*; 3 #8211; haunting melody* [Mag], wounding whispers* [Mag], place curse, haste; 4 #8211; battle call* [Mag], dominate person*, modify memory*, improved invisibility; 5 #8211; revenge [Mag], nightmare, mislead.
* enchantment spells
Bard Spells Per Day: 4/4/4/4/3/1, DC 13 + spell level, 15 + spell level for enchantment spells, caster level 14.
Assasin Spells Per Day: 1, DC 11 + spell level, caster level 1. 1 #8211; change self.
Equipment: unrecognizable chain shirt +3, composite shortbow [+2] +3 & arrows, rapier +1, ring of protection +3, 2 doses of Eldoth#8217;s poison, potion of cure serious wouinds, potion of cure light wounds, 40 gp.
Region: Waterdeep
Languages: common, chondathan, elven.

Eldoth#8217;s poison: Injury, DC 22. Initial and secondary damage: 2k6 Con. Eldoth can create it without Craft (Alchemy) check. Anyone else can do so with a Craft (Alchemy) DC 20 check. Price 1500 gp/ dose.

Tactics: Eldoth usually shoots poisoned arrows from his shortbow. The rapier on his belt is more of an adornment than a weapon, although it can be used when necessary. If the poison does not fell his foes (or he wants to avoid fighting), the bard uses enchantment spells to hold or manipulate the enemies.
Hook: #8222;Noble ladies, good gentlemen, I am Eldoth Kron.#8221;


Original portrait

Faldorn
Appearance and personality
Faldorn#8217;s personality is immensely clear from the first glance. She wears crow#8217;s feathers on her neck #8211; a sign of the Black Crow tribe, one of the Uthgardt peoples. She wears skins, and her hands have crooked claws. She looks more like a wild animal than human.
You can see ferocity and intelligence in her black eyes. She is very agressive in her lifestyle. It seems she is close to nature and understands the forest better than people.
As one of the Shadow Druids Faldorn hates those members of her class that prefer a peaceful coexistence of the civilization and nature. She believes that the forests and the animals should remain wild and independent #8211; it can stem from her ancestry of one of the barbarians of the North.
The druid hates strangers and has no warm feelings for anyone. She venerates the wild nature itself more than Silvanus as a deity. In her relations with people she often uses a veneer of gentleness. It leads to an interesting contrast that her companions noticed.

History
Faldorn was born in the wilderness of the North as a daughter of a woman from Black Crow tribe. The identity of her father is not known. As an infant she was given to an enclave of Shadow Druids, who took care of her upbringing. When she approached adulthood she turned out to be very promising.
Then she was sent on the Sword Coast to check how much she was devoted to her ideals. Her mission was to stop the destruction of nature, the risk or the price of her life or others#8217; life notwithstanding. In 1368 DR Faldorn has met Jaheira and Gorion#8217;s Ward briefly. That meeting was an impulse for her later actions.
A year later the Shadow Druid had a strong position in a grove near Trademeet, Amn. She had started her own small ring there and she tried to corrupt the forest with her hatred. She was stopped by Cernd, a local druid. It is said she died.

Faldorn: female human Bbn 1/Drd 9 of Silvanus/master of many forms [CAd] 5, CR 15, medium humanoid, HD 1k12+1 plus 9k8+9 plus 5k8+5, hp 77, Szyb 12 m, Init +2; AC 23 touch 16 flat-footed 21; attack +13/+8 melee (keen shortspear +2, 1k8+2/19-20/x3), SA rage 1/day, forest step, trackless step, wildshape (large, tiny 3/day); shifter#8217;s speech, improved wild shape (humanoid, giant, monstrous humanoid, fey, vermin), fast wild shape; SQ poison immunity; AL NE, SV Fort +13 Ref +9 Will +11; Str 12 Dex 15 Con 12 Int 10 Wis 18 Cha 15.
Skills and Feats: Concentration +19 (+23 defensively), Animal Empathy +20, Survival +20, Knowledge (nature) +20, Diplomacy +5; Combat Casting, Dodge, Mobility, Spring Attack, Alertness, Natural Spell, Initiate of Nature [PGtF]; Fortitude
Druid Spells Per Day: 6/4/4/3/2/1, DC 14 + spell level, caster level 9.
Equipment: studded leather +4, keen shortspear +2, ring of protection +3, amulet of natural armor +1, wildshape brooch [Mag], beast#8217;s heart [Mag], potion of cure medium wounds, potion of hide, potion of cure light wounds, 23 gp.
Region: Uthgardt
Języki: common, illuskan

Tactics: Faldorn is a mistress in shapechanging. She can change her form as a move action. She can also speak in animal form. In conjunction with Natural Spell she can cast spells when using wildshape. Her favorite shapes include wolf and bear #8211; strong and fierce animals.
Hook: #8222;I am Faldorn. I search people willing to fight for that forest#8217;s holiness. Why do the people always have to destroy the Oakfather#8217;s gifts?#8221;




Original portrait

Garrick
Appearance and personality
Garrick is a young man with a handsome, almost boyish face. He#8217;s got messy brown hair and laughing eyes of the same color. He often looks deep in thought. He wears adorned clothing that is to be comfy at the same time. It is composed of a beige tunic and brown trousers.
The boy has an exceedingly naive worldview. He seems not to notice the vileness, cold thinking and evil around him. With the stubborness of the young he does not notice the bad in the people he is currently with. Similarly he has no critical view of his employers. He stubbornly believes the ideals learned in childhood.
Such an outlook makes the young bard often get in trouble. He usually gets away whole, more due to luck than real skills. He tries to imitate the heroes of the tales, but he does it very pitifully.

History
Garrick was born in the west of Faerun. From his childhood he was fascinated by tales and legends. As a young adult, he started adventuring. He traveled for a few years with a wandering group called the Troubadours of the Wind. He wandered with them from Neverwinter to Amn, playing for the dukes and noblemen. Not many could afford to watch their dramas when they were at the top.
His working with them finished rather abruptly though. He had discovered that the dramas are a cover for stealing from the audience. The leader of the group threw Garrick onto the streets when he said he wants to have nothing to do with it.
Later the young bard traveled a bit there, a bit here. In 1368 DR in Baldur#8217;s Gate he met an intriguing noblewoman, who promised to ensure a show at the Ducal Palace. He went with her to Beregost. Silke, #8222;the amazing Tespian#8221;, turned out to be wholly evil. The woman died at the hands of the adventurers she tried to hire, and Garrick was left workless again.
A year later the young man found himself in Athkatla, where he was hired by a certain gnome. This person tried to steal the heart of one of the female paladins of the Order of the Radiant Heart. Even though Garrick#8217;s rhymes were awful, he caught the attention of lady Irlana#8230; not to his employer, but to himself.
They both ran away just before the planned wedding, and their later fate is unknown. Probably they both are still in Amn.

Garrick: male human Brd 13, CR 13, medium humanoid, HD 13k6, hp 36, Init +3, Spd 9 m, AC 21 touch 15 flat-footed 18; attack +11/+6 melee (short sword 1k6+2/19-20/x2) or +13 ranged (light crossbow +1 1k8+1/19-20/x2), SA bardic knowledge, bardic music 16/day; AL CN, SV Fort +6 Ref +11 Will +10; Str 14 Dex 16 Con 10 Int 12 Wis 14 Cha 15.
Skills and Feats: Perform (sing) +20, Concentration +16, Tumble +19, Diplomacy +18, Gather Info +18; Art. Proficency [PGtF], Great Fortitude, Dodge, Combat Reflexes, Mobility
Bard Spells Per Day: 3/4/4/3/0, DC 12 + spell level, caster level 13. 0 #8211; read magic, prestidigitation, resistance, daze, flare, ghost sound; 1 #8211; hipnosis, identify, cure light wounds, expeditious retreat; 2 #8211; Tasha#8217;s hideous laughter, hold person, zachwyt, delay poison; 3 #8211; emotion, sharp edge, dispel magic, slow; 4 #8211; dimension door, hold monster, legend lore, shout; 5 #8211; misdirection, summon monster V.
Equipment: mithril chain shirt +2, light crossbow +1, masterwork short sword, ring of protection +2, 2 love potions, 3 potions of cure light wounds, 5 gp.
Region: Western Heartlands
Languages: common, chondathan, elven

Tactics: Garrick shoots from his crossbow and sings. He tries not to get into fighting at all. In most situtations he casts expeditious retreat on himself and runs away. The short sword he keeps only as a last resort.
Hook: #8222;Brave, brave sir Garrick showed the way, brave, brave sir Garrick first ran away.#8221;



Original portrait

Haer#8217;dalis
Appearance and personality
Haer#8217;dalis does not resemble in appearance any of the races known on Faerun. His eyes are subtly pointed, like a half-elf#8217;s. His hair is bluegray and plaited into thin braids. His dark eyes seem to pierce his listeners. He stands out the most because of the dark lines on his cheeks and chin. He has tiny golden earrings in his ears.
The blood of so many different creatures flows in the veins of this bard that it is hard to determine what race he belongs to. Some call him then mistakenly a tiefling #8211; although one thing is certain here, there were no creatures of the lower planes among Haer#8217;dalis#8217;s ancestors. Or if there were, he does not admit this.
Haer#8217;dalis has a very much free attitude towards life. His greatest love is traveling and experiencing new realms, planes and worlds. No woman can try to compare with it. The bard usually speaks in a flowery, poetic language. Because he comes from Sigil, many of his sayings and epithets seem bizarre or misplaced to the denizens of the Prime Material Plane.

History
Haer#8217;dalis belongs to a fraction called the Doomguards in Sigil. Not much more is known about him. The unstoppable desire for adventure has pushed him in many different tplaces and times.
The bard from the City of Doors has came to Faerun in 1369 DR with the troupe of Raelis Shai, a creature similar to him (that is with equally mixed blood), who was his lover for some time. That was when he met Gorion#8217;s Ward.
Gorion#8217;s Ward has caught his attention enough for him to come back many times again to the Prime Material Plane in the following years to visit her or other friends. Another person he was interested in was Imoen#8230; the young wizardress of Candlekeep, that was a god#8217;s child for some time too.

Haer#8217;dalis: male slyth [FF] Brd 4/Ftr 7/tempest [CAdv] 5, CR 16, medium outsider, HD 4k6 plus 7k10 plus 5k10, hp 72, Spd 9 m, Init +3, AC 25 touch 17 flat-footed 22, attack +19/+14/+9 melee (Entropy 1k6+6/19-20/x2 and Chaos 1k6+5/19-20/x2); SA bardic music, bardic knowledge, tempest defense +3, ambidexterity, two-weapon spring attack; SQ sonic resistance 5, fire 5 and cold 5, low-light vision, AL CN, SV Fort +11 Ref +11 Will +9, Str 14 Dex 17 Con 10 Int 14 Wis 12 Cha 16.
Skills and Feats: Bluff +21, Diplomacy +23, Tumble +21, Spellcraft +20, Concentration +18, Move Silently +7, Hide +7; Dodge, Mobility, Combat Expertise, Whirling Attack; Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Defense, Weapon Focus (short sword), Weapon Specialization (short sword)
Spell-like abilities: 1/day ethereal walk, caster level 16.
Bard Spells Per Day: 3/3/1, DC 13 + spell level, caster level 4.
Bard Spells Known: 6/3/2. 0 #8211; detect magic, ghost sound, light, repair, prestidigitation, read magic; 1 #8211; change self, expeditious retreat, Tasha#8217;s hideous laughter. 2 #8211; blur, heroism, languages.
Equipment: Chaos and Entropy (short swords of wounding +2), melodic chainmail (mithril chain shirt +4), ring of protection +3, amulet of natural armor +1, boots of elvenkind, cloak of resistance +1, potion of love, 2 potions of cure light wounds, 30 gp.
Region: Sigil
Languages: common, abyssal, elven

Tactics: Haer#8217;dalis depends on his dexterity and agility. His light armor does not impede his spell-casting nor his whirling attacks. His main strength are his twin short swords and not spells though. He is very skilled in their use. In melee he uses expertise most often, increasing his defensive abilities.
Hook: #8222;Welcome, my raven. That sparrow has came to the Prime Material again!#8221;


Original portrait (BG 1)


Original portrait (BG 2)

Imoen
Appearance and personality
Imoen is a young human woman with an almost childlike face, auburn shoulder-length hair and big brown eyes. Her appearance induces almost instinctive sympathy. The rogue wear no armor. Instead she has simple leather vambraces on her arms, which are enchanted with a powerful protective magic. Her clothing is comfortable above all. The woman prefers light, happy colors, especially rose.
The Bhaalspawn is very different in her alignment and behavior than most of her half-siblings. She speaks with a slight accent. She is eternally happy, although that changed a bit after 1369 DR. She has a light attitude to life and she seems a little not-too-serious. Her attitude to rules and authorities is similar.
The only man she really listens to is Gorion. His teachings were the reason she has bonded so closely with her companions. She is especially close with Gorion#8217;s Ward, whom she treats like an older sibling. Her other friends are Jaheira and her deceased husband Khalid. She dislikes Viconia, and (what#8217;s obvious) Sarevok very much.

History
Imoen was born in the fourteenth century of the Dalereckoning. The exact year of her birth is unknown. She found herself in Gorion#8217;s care some time after he took in the child to become Gorion#8217;s Ward. It can be speculated though that she was present at the ceremony and had met Sarevok then, not even knowing about it.
As a child of only a few years she came to live in Candlekeep and quickly persuaded everyone to her with her liveliness. Her especial caregiver became the innkeeper Winthrop. Gorion, her foster-father, was a little too #8220;stiff#8221; for her. Living in a citadel of knowledge has made her exposed to magic for many years. The roguish lifestyle suited her more than serious spell learning though.
The young woman#8217;s carefree childhood had ended with the Gorion#8217;s death. Imoen had to leave her glass dome then. She has perfected her hiding abilities, only not to be noticed by her many enemies.
In such a way the happy Imoen survived torture at Irenicus#8217;s hands and the War of the Children of Bhaal.

Imoen: female human Bhaalspawn spellthief [CAdv] 15, CR 16, medium outsider, HD 15k6+15, hp 60, Spd 9 m, Init +7, AC 21 touch 16 flat-footed 18, attack +17 ranged (shortbow +2 1k6+2/x3) or +10/+5 melee (masterwork short sword 1k6-1/19-20/x2), SA sneak attack +4k6, steal spell (0-7), steal spell effect, steal energy resistance 20, steal spell-like ability, steal spell resistance, SQ spell grace +2, absorb spell, discover spells, AL NG, SV Fort +7 Ref +9 Will +12, Str 8 Dex 16 Con 13 Int 16 Wis 10 Cha 16.
Skills and Feats: Concentration +19, Spellcraft +21, Hide +21, Open Locks +21, Tumble +21, Move Silently +21, Use Magic Device +21, Search +18, Disable Device +21; Stubborness [PGtF], Improved Initiative, Weapon Focus (shortbow), Quick Shot, Precise Shot, Razing Strike [CAdv]
Spell-like abilities: detect magic, arcane sight 3/day, caster level 15.
Spellthief spells Per Day: 3/2/2/1, DC 13 + spell level, caster level 7.
Spellthief Spells Known: 4/4/4/3. 1 #8211; guided shot [CAdv], golem strike [CAdv], sniper#8217;s shot [CAdv], shield. 2 #8211; protection from arrows, blur, knock, listening lorecall [CAdv]. 3 #8211; suggestion, hold person, haste, magic ring against evil. 4 #8211; ethereal killer, stoneskin, confusion.
Equipment: shortbow of protection far range +2 + arrows, ring of protection +3, bracers of armor +5, cloak of resistance +1, masterwork short sword, potion of invisibility, potion of cure light wounds, 40 gp.
Region: Western Heartlands
Languages: common, chondathan, tethyrian, elven, illuskan, midani

Bhaalspawn advantages: cold resistance 5, fire resistance 5. DR 5/silver. Poison immunity.
Bhaalspawn disadvantages: Demonic blood. In coma with 0 hp or less until brought to 50% hp. Loses 2 Wisdom points. Nightmares (Will DC 10 + 1 for every day of resisting) Throw d4 to determine the effect: 1) morale penalty #8211;2 to attack, 2) morale penalty #8211;1 to saves, 3) no natural healing, 4) no effect.

Tactics: Imoen usually starts the fight casting the spells improving her shooting on herself. In the fight she casts blur on herself, and then she shoots at the enemies. She uses hiding and the potion of invisibility to catch her opponents flat-footed. She steals a spell with a sneak attack that she casts then. That ability of hers is often a shock for many spell-casters.
Hook: #8222;Hey, #8216;tis me, Imoen! I#8217;m willing and ready!#8221;


Original portrait (BG 1)


Original portrait (BG 2)

Jaheira
Appearance and personality
Jaheira is a young half-elf, whose face betrays wisdom beyond her years and many hard trials. She is slim and quite small for a half-breed. Her brown, almond-shaped eyes and slightly pointed ears reveal her elven ancestry. Her long auburn hair is either loose or braided. Her armor is brown-green, like the leaves in her forest home.
The Harper is first and foremost stubborn. Another one of her apparent traits is loyalty to friends. She is very closely knit with them, never mind where and how has she met them. She is not afraid to voice her opinions, often in harsh words. She is also attached to her homeland and to her elven heritage#8230; and her memories.

History
Jaheira was born in Tethyr in the worst possible time #8211; during the civil war, in the period later called the Black Days of Eleint, after the death of king Alemander IV in 1340 RD. She was the youngest child of a noble family. A servant took her out of the house when the fighting started, thus saving her from death.
The servant carried her to a group of druids from an enclave in the nearby Wealdath forest. The servants of the nature took her in and raised her. Jaheira has grown up into a woman who knows what she wants. It is not known how she joined the Harpers, but it is clear it was another turning point in her life.
As one of Those Who Harp she has met her future husband, Khalid. The Calishite#8217;s father had connections to the local slaver she was sent to bring punishment to. She did not succeed in her mission, and Khalid was the sole survivor of the Shadow Thieves attack. He left his home city without much hesitation and a year later Jaheira and him were wedded among the Harpers. That is how they both met Gorion and the living legends of the Realms #8211; Elminster and Khelben Arunsun.
Khalid was her loyal companion for many years, including after Gorion#8217;s death, when they both accompanied his foster daughter Imoen. Unfortunately the half-elf male died by Irenicus#8217;s hands in Athkatla in 1369 RD. Since that time his wife has grown noticeably more bitter and devoted herself to keeping the memory of her friend and her husband both. She still remained warrior-like and pious to the Oakfather, Silvanus.
Her fate after the ending of the War of the Children of Bhaal is not known. It is very probable though that she has stayed in Candlekeep, which was her friend Gorion#8217;s home.

Jaheira: female half-elf warblade [ToB] 3/Drd 11 of Silvanus/ Harper cleric [Mag] 3, CR 17, medium humanoid, HD 3k12+6 plus 11k8+22 plus 3k8+6, hp 114; Spd 12 m; Init +5; AC 21 touch 14, flat-footed 20; attack +16/+11 melee (quarterstaff of striking 1k6+4/1k6+2/17-20) SA Harper knowledge, uncanny dodge, battle clarity, weapon aptitude, wild shape (large, tiny, 4/day); SQ half-elf traits, poison resistance, resist nature#8217;s lure, forest step, trackless step; AL LN; SV Fort +16 Ref +8 Will +14; Str 18 Dex 12 Con 14 Int 12 Wis 18 Cha 12.
Skills and Feats: Tumble +21, Balance +13, Spellcraft +9, Knowledge (religion) +9, Knowledge (arcana) +5, Concentration +22, Diplomacy +16, Sense Motive +21, Gather Information +3, Listen +5, Search +2, Spot +5; Iron Will, Alertness, Lightning Reflexes, White Raven Defense [ToB], Quicken Spell, Improved Initiative; Weapon Focus (quarterstaff)
Druid Spells Per Day: 6/6/6/5/5/3/3/2, DC 14 + spell level, caster level 14.
Warblade maneuvers: known 5, readied 3.
Stances: bolstering voice (1st)
Strikes: leading the attack (1st)*, douse the flames (1st)*, tactical strike (2nd), wolf fang strike (1st)*, rabid wolf strike (2nd)
* maneuvers readied
Disciplines: White Raven, Tiger Claw
Harper Blessings: Mielikki#8217;s step (+3m), Lliira#8217;s heart (+2 to saves against fear and compulsion effects), Silvanus#8217;s staff (feat Weapon Focus [quarterstaff])
Equipment: wildwood breastplate of invulnerability +3, belt of clerical power [Mag], lesser Harper pin [Mag], staff of striking, ring of protection +1, cloak of resistance +1, candle of reveal truth, potion of cure serious wounds, potion of cure medium wounds, 5 potions of cure light wounds.
Region: Tethyr
Languages: common, chondathan, elven, druid

Tactics: Jaheira mostly keeps close to her allies. If she has none, she summons a few creatures of nature. In the fight the half-elf is a fearless and stubborn enemy. Her armor is strong despite its looks, and she is not afraid of blows.
Hook: #8222;For the fallen! The nature gives life and she takes it away!#8221;



Original portrait

Jan Jansen
Appearance and personality
Jan Jansen is a blackhaired, balding gnome with a greying beard and moustache. He has tiny black eyes. Above his prominent brows he wears a leather strap with a giant glass and a few other gadgets. He wears light clothing with a high neck.
Jan loves turnip, and all dishes made out of it, especially turnip beer, which he believes to have healing qualities. He also loves telling stories, that are said to have happened in his family. They#8217;re quite outlandish and improbable though. In addition, he#8217;s got a tendency to use diminutives.
Moreover, Jansen is a self-taught inventor, selling his wares on the streets of Athkatla.

History
Jan was born in Athkatla, Amn, in a small gnome community. His family is large and bound by tangled webs of blood relationships. He spent his childhood and young age with his kin. Later most of his time he was in the capital of Amn.
Unfortunately, not much is known about his life. It was changing a lot, and the details are hidden among half-truths and common lies. According to the memories published by Jan under a title of #8222;Jansen in every port#8221; after serving a short sentence he returned to smuggling monkeys. It led to the infamous Gibbon Revolt in 1372 DR in an estate of a Shadow Thief named Vaelag. His death was not attributed to Jan, because the former had alibi for literally every second of the day. Not long later Jan married Lissa.

Jan Jansen: male rock gnome Rog 3/Wiz 2/gnome inventor [Mag] 8, CR 11, small humanoid (gnome), HD 3k6+9 plus 2k4+6 plus 8k6+24, hp 76, Init +8, Spd 6 m; AC 23 touch 17 flat-footed 23; attack +15/+10 ranged (Instant Thrower, 1k6+1/19-20/x2/24 m); SA familliar (frog), sneak attack +1k6, evasion, uncanny dodge (Dex bonus to AC); inventor#8217;s item, reuse, prototype; SQ gnome traits; AL CN, SV Fort +7 Ref +16 Will +11; Str 10 Dex 18 Con 17 Int 16 Wis 14 Cha 10.
Skills and Feats: Craft (alchemy) +16, Profession (engineer) +6, Craft (metallurgy) +11, Craft (armorsmithing) +7, Disable Device +17, Knowledge (architecture) +7, Knowledge (engineering) +7, Listen +4, Concentration +19, Use Magic Device +17, Appraise +14, Spellcraft +11, Hide +13, Knowledge (arcana) +11, Bluff +6, Diplomacy +10, Gather Info +6; Discipline [PGtF], Lightning Reflexes, Skill Focus (Craft [metallurgy]), Improved Initiative; Scribe Scroll; Skill Focus (Disable Device)
Spell-like abilities 1/day: prestidigitation, dancing lights, ghost sound, speak with animals
Wizard Spells Per Day: 4/3, DC 13 + spell level, caster level 2. 0 #8211; flare, repair, daze, ghost sound; 1 #8211; magic missile, color rain, hypnosis.
Known mechanism powers: 8/5/4/3/2, DC 13 + spell level, caster level 8. 0 #8211; mage hand, ray of frost, flare, light, acid drop [Mag], electric shock [Mag], Horizikaul#8217;s cough [Mag], shoot bolt [Mag]; 1 #8211; flaming hands, Horizikaul#8217;s boom [Mag], grease, shocking grip, shoot item [Mag]; 2 #8211; Melf#8217;s acid arrow, shatter, ram [Mag], glittering dust; 3 #8211; lightning bolt, flame arrow, stinking cloud; 4 #8211; shout, rusty grasp.
Equipment: Jansen#8217;s adventuring outfit (studded leather armor of blended quartz [MiC] +3), Instant Thrower (light crossbow +1) + bolts, Jansens#8217;s spectroskopes (glasses of detail), Jansen#8217;s technogloves (gloves of Dexterity +2)*, ring of protection +1, amulet of natural armor +1, 2 potions of cure medium wounds, potion of cure light wounds, 15 gp; 4 items using the following powers: lightning bolt, Melf#8217;s acid arrow, shout, Horizikaul#8217;s boom [Mag]
* included in the stats
Region: Western Heartlands
Languages: common, gnome, chondathan, illuskan, dwarven, draconic

Tactics: Jan tries to keep far from the fighting itself. He shoots his crossbow and uses his minor inventions, which duplicate the effects of many spells.
Hook: #8222;Jan Jansen, at your service! I will do it#8230; for a turnip. You know, it reminds me of#8230; old times#8230;#8221;


Original portrait

Kagain
Appearance and personality
Kagain is a typical dwarf with black eyes and

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/

Edited by - Zireael on 12 Jul 2011 14:22:09

Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 28 Dec 2011 :  15:52:34  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
No comments? I hope to find time to translate the rest...

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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Diffan
Great Reader

USA
4426 Posts

Posted - 28 Dec 2011 :  16:25:06  Show Profile Send Diffan a Private Message  Reply with Quote
I really like the write ups. If/When I use campaigns set along the Sword Coast or BG, I'll definitly be using these.

I'm also glad you put a LOT of thought into character class development like Jaheira with Warblade levels or Imoen being a Spellthief (never seen that class in action). Well done indeed.

I think my only criticism is this: "Anomen: male human Ftr 8/Clr 4 of Helm" I know he was a Fighter|Cleric in BG/AD&D but really, with the release of the PH2 Knight and how I feel that fits his character more, I think Knight 4/ Cleric 8 or even Knight 3/ Cleric 9 works exceedingly well and carries the flavor of the pious knight and has some real "Kick" in the spell-area as well. But that's just my 2-cents.

Aside from that, thanks for putting in the effort to stat them out. I'm looking forward to the rest.



P.S.> This gives me a great starting block to stat out these same guys using 4E or even modifying them to the current time (maybe Edwin is a lich now, Anomen's heirs have taken up adventuring, etc.. Thanks for the great idea, BTW :)



Edited by - Diffan on 28 Dec 2011 16:29:15
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Eldacar
Senior Scribe

438 Posts

Posted - 29 Dec 2011 :  14:17:22  Show Profile Send Eldacar a Private Message  Reply with Quote
quote:
Originally posted by Diffan

maybe Edwin is a lich now

Edwin temporarily conquered all of Thay, but was deposed the next morning. Following that, he vanished after a brief confrontation with Elminster. Nowadays, Edwina is a bartender in a Waterdeep tavern.

She is a bitter, bitter woman.

"The Wild Mages I have met exhibit a startling disregard for common sense, and are often meddling with powers far beyond their own control." ~Volo
"Not unlike a certain travelogue author with whom I am unfortunately acquainted." ~Elminster
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Hawkins
Great Reader

USA
2131 Posts

Posted - 29 Dec 2011 :  17:31:14  Show Profile  Visit Hawkins's Homepage Send Hawkins a Private Message  Reply with Quote
Wow. This really is quite impressive! Somehow I must have missed this way back in July when you originally posted it.

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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 24 Jun 2012 :  09:44:42  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
I am going to get the work going on the rest of the characters now that I've finished another year at uni.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 02 Nov 2012 :  16:10:03  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
Alas, RL sucks. I found another project I had to concentrate on while on holidays, and now I'm busy with uni.

Still hoping to have time to finish this.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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Light
Learned Scribe

Australia
231 Posts

Posted - 22 Nov 2012 :  07:15:56  Show Profile Send Light a Private Message  Reply with Quote
quote:
Originally posted by Zireael

Alas, RL sucks. I found another project I had to concentrate on while on holidays, and now I'm busy with uni.

Still hoping to have time to finish this.

Well I shall be waiting... eagerly... for what is perhaps going to be a long time.

"A true warrior needs no sword" - Thors (Vinland Saga)
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 24 Nov 2012 :  15:12:01  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
It is good to know someone is waiting for this. Will definitely inspire me to get back to translating it once I'm done with my work and end-of-term essay for uni.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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MrHedgehog
Senior Scribe

688 Posts

Posted - 25 Nov 2012 :  11:13:09  Show Profile  Visit MrHedgehog's Homepage Send MrHedgehog a Private Message  Reply with Quote
I don't really understand why you gave some of the characters the levels and items you did. Why is Aerie not a msytic theurge? Why is Anomen's shield just +3 when in the game it had other powers? Maybe it would have been beyond the gold limit given to him by the phb but he was a noble, and the game series didn't follow the rules. Items like Flail of the Ages or Carosmyr would not fit, for example. Much less Throne of Bhaal items. Why would Jaheira be in Candlekeep after the game is over? Her "ending" at the end of Throne of Bhaal says she never returns to the Sword Coast or Tethyr...

http://www.youtube.com/watch?v=M44aCGApKD0

Is "Slyth" the Polish translation of Tiefling? In the English version Slyth are a race from the underdark.

This makes me want to make my own translations... I started this same thing once but my computer hard drive crashed :S
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 25 Nov 2012 :  15:34:15  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
Anomen's shield is +3 due to gold limitations.

I don't have access to mystic theurge.

About Jaheira - I forgot about this part.

I used Slyth from Fiend Folio for Haer'dalis since he isn't exactly a tiefling.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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Erik Scott de Bie
Forgotten Realms Author

USA
4598 Posts

Posted - 25 Nov 2012 :  18:14:04  Show Profile  Visit Erik Scott de Bie's Homepage Send Erik Scott de Bie a Private Message  Reply with Quote
This is some great work. Keep it up!

quote:
Originally posted by Eldacar

quote:
Originally posted by Diffan

maybe Edwin is a lich now

Edwin temporarily conquered all of Thay, but was deposed the next morning. Following that, he vanished after a brief confrontation with Elminster. Nowadays, Edwina is a bartender in a Waterdeep tavern.
She is a bitter, bitter woman.
Pretty sure she's a waitress in the Gnawed Noble tavern in Denerim, actually, but that's a different universe.

Cheers

Erik Scott de Bie

'Tis easier to destroy than to create.

Author of a number of Realms novels (GHOSTWALKER, DEPTHS OF MADNESS, and the SHADOWBANE series), contributor to the NEVERWINTER CAMPAIGN GUIDE and SHADOWFELL: GLOOMWROUGHT AND BEYOND, Twitch DM of the Dungeon Scrawlers, currently playing "The Westgate Irregulars"
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The Sage
Procrastinator Most High

Australia
31701 Posts

Posted - 26 Nov 2012 :  01:57:26  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Erik Scott de Bie

Pretty sure she's a waitress in the Gnawed Noble tavern in Denerim, actually, but that's a different universe.
Wait... I thought Edwina was the proprietor?

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MrHedgehog
Senior Scribe

688 Posts

Posted - 26 Nov 2012 :  05:19:47  Show Profile  Visit MrHedgehog's Homepage Send MrHedgehog a Private Message  Reply with Quote
I think you can ignore gold restraints with NPCs. They are just guidelines for balance. If you wrote up Keldorn or a Paladin protagonist could they not have the Carsomyr?? Like if you have ever seen the write ups for people with Quenthel Baenre...I think her snake whip exceeds her gold limit by itself! It is like 227,000 gold pieces if I recall correctly. Anomen inherited the shield and could

My Fiend Folio doesn't have Slyth :S Why isn't he a Tiefling? It says he's a tiefling...he says he's a tiefling....?
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sfdragon
Great Reader

2285 Posts

Posted - 26 Nov 2012 :  06:49:21  Show Profile Send sfdragon a Private Message  Reply with Quote
btw BG enhanced gets released the 28th.... or so

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


My FR fan fiction
Magister's GAmbit
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MrHedgehog
Senior Scribe

688 Posts

Posted - 26 Nov 2012 :  07:01:20  Show Profile  Visit MrHedgehog's Homepage Send MrHedgehog a Private Message  Reply with Quote
I am skeptical about it. I was excited when I heard it was a remake but they can't change any of the content. I am going to wait and see what people think before thinking of getting it.

So annoying quests wills still be annoying (go to him then her then him then her then him and him...) And NPC's that stats are useless in comparison to others (Quayle vs. Minsc) aren't going to be altered. :(
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MrHedgehog
Senior Scribe

688 Posts

Posted - 26 Nov 2012 :  07:05:06  Show Profile  Visit MrHedgehog's Homepage Send MrHedgehog a Private Message  Reply with Quote
Something I have started and never finished is translating Baldur's Gate games to the style of a module with third edition rules. Like "Room #1 is filled with rubble, six orcs attack.... if the PC's do __________ then __________ happens". I would be interested in sharing thoughts on this if anyone wanted to do it with me = P

EDIT: Also, Zirael it was not my intention to attack your hard work and creativity. I take creative writing in University and we are basically expected to tear everyone's work apart so my mind has shifted that way.

Edited by - MrHedgehog on 26 Nov 2012 07:10:49
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Zireael
Master of Realmslore

Poland
1190 Posts

Posted - 26 Nov 2012 :  19:39:43  Show Profile  Visit Zireael's Homepage Send Zireael a Private Message  Reply with Quote
MrHedgehog - That would be a brilliant idea!

As for criticizing - well, I took similar classes at uni, so I know what you're talking about.

SiNafay Vrinn, the daughter of Lloth, from Ched Nasad!

http://zireael07.wordpress.com/
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Smiling Imp
Acolyte

7 Posts

Posted - 16 May 2013 :  13:28:59  Show Profile  Visit Smiling Imp's Homepage Send Smiling Imp a Private Message  Reply with Quote
Nice Job!

BG1 NPCs for SoA&ToB:

http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=downfile&id=177

BG1 NPCs for SoA: Forums
http://www.baldursgatemods.com/forums/index.php?board=133.0
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