A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label Coldtreath. Show all posts
Showing posts with label Coldtreath. Show all posts

04 October 2016

[Inktober 2016] Day 4—The Unlucky Stableboy

For today's inking, I turned to the recently released Stronghold 'Zine Issue #3 for inspiration. When crafting this issue, I was intrigued by one of the shops mentioned in the map section: a little roadside food stand called The Unlucky Stableboy. I envisioned this as a D&D-era food truck, essentially.

Unfortunately, space issues restricted how much I could delve into the shop and how detailed I could make the map. When I saw today's Inktober key word, I saw the chance to revisit The Unlucky Stableboy. Of course, such a small structure looks a little silly with all that white space around it, but there you have it.

 The Unlucky Stableboy Food Stand
(Key word: hungry)

The Unlucky Stableboy is a food stand owned by Horgan Skulison, a wretched-looking dwarf, with thin gray hair and one hazel eye. He wears dirty, ragged leather armor (pieces of which occasionally find their way into customers' food) and serves bad food, fast. Horgan may also know a few odd rumors, which may be of interest to some of his customers. (For sample rumors, see Issue #3 of The Stronghold 'Zine.)

A typical menu: 
  • Boiled shredded flounder stew  (7 cp)
  • Dog roast hash  (9 cp)
  • Hot pepper bread  (4 cp)
  • Rice bread and filleted bass  (12 cp)
  • Diced octopus  (9 cp)
  • Rat testicles on a stick  (5 cp)
  • Heavily watered-down ale is available at 2 cp per cup. (The ale is watered down with the wash water.)

The back of the booth is dominated by crates and a large keg of ale. A grill/oven and large stewpot takes up the east side of the space. A wash-vat is on the west. Stacks of bowls and cups litter the ground around the wash-vat. Stools sit outside the front counter.

29 September 2016

[The Stronghold 'Zine] Issue #3 Has Hatched!


Baby A'Tuin is Born!

Yep. My own micro-sized version of the World Turtle has arrived. I cannot wait to hear what you think.

The cover of this issue was provided by +Jim Magnusson.
 +Matt Hildebrand  and +Ripley Stonebrook  have kindly  donated interior illustrations.

The first few copies came off the printer last night; the assembly process has begun. The link to buy your own copy is below; still only a print 'zine, in the old-school-style tradition.

**You can see a preview of the contents here. You can still pick up copies of Issues #1 and #2 as well here. --OR-- click on the link below to go ahead and buy #3.**


When you do pick up a copy, please drop me a line, especially if you use anything from Issue #3 in your game.



Rates:


23 September 2016

[The Stronghold 'Zine] Contractions Have Started! Issue #3 Sneak Preview.

Final editing phase on Issue #3 of The Stronghold 'Zine has begun.  Last night, in fact.

Just need to proofread, finish the Introduction, and make sure layout survives the conversion process.

And then I can release it into the cold, cruel world.

What's in store?

Well, besides some fantastic art contributed by +Jim Magnusson, +Matt Hildebrand, and +Ripley Stonebrook, we have the following:
  • A collection of terrific—yet cursed—capes and cloaks
  • A new class: the Warder. A type of protector/bodyguard class for the wealthy and paranoid. 
    • "[A] new kind of protector: one who was talented enough to heal them when injured, to avoid pitfalls when traveling, to detect the poison of a would-be assassin, and to have the strength and fighting ability to fend off a coup."
  • A new NPC: an information collector and thief-master, complete with a couple treasure caches...and a twist.
  • A new locale, The Crag: a neighborhood filled with merchants, inns, and temples, including suggested rumors, sample wares, and brief NPC sketches, all intended to provide some DM seeds. Oh, yeah...a map of the neighborhood too. It's set in my personal city of Coldtreath, but applicable in any good sized city.
  • A series of tables, to be used to create random meals and foodstuffs for both local and roadside taverns. I'm kinda proud of this one. O.K., in all honesty, I'm really proud of this one...mostly because it was birthed in the midst of a dream and survived into waking. Here's a couple random samples:
    • Mystery cakes
    • Roasted snake &  horse stew
    • Shredded pheasant pudding
    • Diced snails & cheese
    • Fried dog hash 
Bonus news: the Warder Class is presented in a 3.X version and a Swords & Wizardy/OSR version. In order to accommodate the OSR version,this issue has been increased from the regular 24 pages to 28 pages.

Keep an eye out; the release is imminent!

20 April 2015

[A to Z April] Q is for Quimby's Pet Emporium (map)

http://www.a-to-zchallenge.com/
Quimby's Pet Emporium is a landmark in Coldtreath, at least to wizards and animal lovers. Quimby, a grizzled, one-legged veteran of numerous wars, now stocks and sells animals of all kinds, from the plain to exotic, commonplace to rare.

His shop is plain, a thick rock exterior for protection, the inner walls are wooden, but magically-treated to be soundproof and calming to the animals (and to his customers). The walls are filled with pictures of his more exotic wares, as well as aquariums and small cages. Several racks of cages hold his larger small animals for display on the showroom floor. The floor is made of a single slab of stone for ease in cleaning.

  1. Showroom Floor: The general customer area, floored with stone. Various pictures and parchments line the walls with images of various rare animals.
  2. Counter Area: The wooden stomach-high (to Quimby) counter top zig-zags across the customer area. The north wall is lined with shelves, used for housing aquariums, bowls, and cages for the aquatic and more delicate of creatures. Quimby keeps a variety of magic wands behind the counter to deal with the more difficult customers.
  3. Cages, Regular: Those animals who do not require special needs or isolation are housed here in a variety of cage sizes.
  4. Cages, Special: The specialized, extremely rare, and valuable creatures are kept here, behind a locked door, both for their protection and the customer’s. These cages are likely to be protected by magic.
  5. Pens: Large animals, when they are in stock, are housed here. Each pen has a drain system allowing for the rapid cleaning and washing of the pens. Due to the nature of these animals, these pens are usually locked and protected by magic.
  6. Quimby’s Room: Quimby’s living quarters are here, through a locked secret door, and sparsely decorated with a bed, chest, and a desk. Quimby also keeps his valuable items on a series of shelves in the northeast corner of the room. His room is the only room floored with wood. He keeps a secret stash of gold under the flooring beneath his bed.
  7. Garden: Quimby keeps a walled garden area here, covered over with a fine wire mesh. He exercises the birds and cleans cages in this area. Quimby’s outhouse is on the south end of this walled-off area, and empties into the same drain system as the large pens.
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Previous "Q"s: 
2014: Q is for Quick, Somebody Teach Me To Play 
2013: Q is for Quickvale (locale) 
2012: Q is for Quickdeath (monster) 
2011: Q is for Quaint Folk

19 April 2015

[A to Z April] P is for Papa Quimby (npc)

http://www.a-to-zchallenge.com/
The man known to Coldtreath as ‘Papa Quimby’ is a calm man, not given to violence. This was not always the case.

Quimby was the third son of a minor noble family. As such, he had little choice but to go into military service. The military suited him quite well; he learned rapidly all the skills necessary for survival as a soldier. He is a grizzled veteran of the Teandrocan Wars, the War against the Frustra, and the Chitri Campaigns. Few others can claim those distinctions. He has spilled more blood in his day than any other man in Coldtreath.

Today, however, he eschews conflict and violence. Most believe it was the loss of his left leg that took away his spirit. Others believe that he’d simply reached his limit. Neither case fully reaches the mark.

On a particularly bad day during his final days in the Chitri Forest, Quimby found himself huddled in the hollow formed by the massive roots of an ancient tree. He was being hunted by a squad of Chitri; he was badly wounded with a tourniquet tied around his left leg. The Chitri hunted, in part, by tracking strong emotion. Quimby was highly emotional and, knowing the Chitri, understood that he was going to die.

That was when he felt fur under his hands, fur layered over strong, lithe muscles. Hardly daring to move, Quimby glanced down to find an odd cat laying under his hands, purring at his touch. The cat had six legs, something Quimby had never seen before. He nearly recoiled at the sight, but the animal’s purr was calming him; the feel of its fur beneath his touch relaxing. It felt like the finest silk. To this day, Quimby has no clear recollection of how long he laid there, curled around this animal, petting it and holding it. At some point he knows several squads of Chitri passed his hiding space; becalmed by the cat, they overlooked him. He was found by his men and carried to safety with the odd cat curled on the stretcher next to him, refusing to leave his side.

Today, Quimby is motivated largely by greed and avarice. He has learned much about animals and his cat is still at his side. However, his human relationships are non-existent, and he has filled that part of his lonely life with gold and silver, of which his animal finds bring in sufficient to make him comfortable.

His inability to make connections with any other humanoid keeps him wary towards others, even towards his customers, and especially towards outsiders and strangers. This wariness causes him to make snap judgments based on appearance, first impressions, and so forth. He could probably be persuaded to change his attitude, but it is unlikely that he would ever consider another two-legged being a true or close friend. But even in the worst of conditions, he is unlikely to act on his feelings . . . unless someone were to push him too far. If someone did, they would find he was still extremely competent at his craft.

Quimby is not physically imposing in any way and never has been. Bronze eyes look out from a craggy face topped with black hair. Average height and weight, he’s not overly attractive to the opposite sex, unless it were for his coin purse.

Quimby trusts no one but himself and the cat, which he calls, The Cat, clearly enough that a total stranger can hear the capital letters. He is a sucker for animals of all kinds, except for other humans (particularly female). During quiet times he still feels discontent at where he is in life and who he is, but he tries to drown those feelings with his work.

pAPA qUIMBY, hUMAN wARRIOR 15/rOGUE 1CR8
XP 4,800
CN Medium humanoid
Init +1; Senses Perception +2
DEFENSE
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 armor)
hp 66
Spell Resistance 13 (armor)
Fort +9, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee Sword, Short MW +19/14/9 (1d6+3/19-20)
Full Attack Sword, Short MW +19/14/9 (1d6+3/19-20), brass knuckles +12 (1d3+1), or net +17 (1d2) range 10
Attack Options Sneak Attack 1d6

Space 5 ft. Reach 5 ft.
STATISTICS
Str 16, Dex 12, Con 10, Int 9, Wis 11, Cha 14+2=16
Base Atk +14; Grapple +17
Feats: Armor Proficiency (Heavy, Light, Medium), Mounted Combat, Shield Proficiency, Skill Focus (Bluff), Skill Focus (Diplomacy), Tower Shield Proficiency, Trample, Weapon Focus (Net), Weapon Focus, (Sword, short), Weapon Proficiency (Exotic, Martial, Simple)
Skills: Bluff 9, Climb 3, Diplomacy 9, Disguise 3, Handle Animal 17, Heal 0, Hide 1, Intimidate 5, Jump 3, Listen 2, Move Silently 1, Ride 16, Sense Motive 0, Spot 0, Swim 3
Languages Common
Special Abilities Trapfinding 

EQUIPMENT
+2 leather armor, Cloak of Charisma, Potion of delay poison, Short sword MW, Brass knuckles MW, Net MW

Please note: All my NPCs are free for you to use. Please, feel free to use them. All I ask is a note to let me know if, where, when, and how it was used.

**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "P"s:
2014: P is for Plans and Passenger: the Story of a Consular Ship

   2013: P is for Pond Stalker (creature)
2012: P is for Pyramid of Swords
2011: P is for Poushif Bonereader


02 April 2015

[A to Z April] B is for The Barrens (locale)

http://www.a-to-zchallenge.com/
Every city has a place like this. A dark hole. A place where things just seem to go wrong. A place where nothing works quite right. Your skin crawls when you simply cross a given line--real or imaginary. A place where you can be utterly alone and yet hear footsteps behind you. Where a whisper carries for blocks and a blood-curdling scream cannot be heard through a paper-thin wall.

Every city has one.

Coldtreath has The Barrens.

Coldtreath. The Barrens are highlighted by the blue shark tooth shape.

Nearly one hundred years ago, a disgraced cleric of Bil found himself hounded by a lynch mob and cornered in a maze of tiny alleyways and squatters' sheds in central Coldtreath. As the angry residents of the area closed in and began to beat the wizened cleric, the cleric--Kouphinus, the Bishop of Decay--summoned forth every ounce of divine energy available to him (albeit corrupted divine energy) and wrapped it up in one spectacular curse against Coldtreath in general and the citizens of this neighborhood in specific. An icy blue light exploded from the dying cleric, sweeping northward in a triangular shape through the streets and alleyways south of Gelyndu Boulevard, finally dying out at the Boulevard itself.

The curse created the zone now called "The Barrens." It is a zone where magic does not work correctly, whether spell, scroll, prayer, or potion. People vanish there without a trace. Loud sounds do not echo; the quietest of sounds are heard randomly throughout the area. Wood burns only with great difficulty and light does not travel far; the strongest lantern and the brightest torch cast little more than a candle's worth of illumination against the dark of night. When viewed from within The Barrens, the moon is out of phase and the constellations are strange and alien to Coldtreath. During the daylight hours, it is perpetually twilight within the neighborhood. Those who live within the neighborhood for more than a few weeks begin to feel constant despair; a few month's residence sees despair turn to dread and nameless fears. No one who lives within The Barrens for a year's time stays sane.

Many of the greatest mages and clerics in the realms have traveled to Coldtreath to examine The Barrens. Not one has been able to identify or quantify the curse. Indeed, most who have tried have been utterly unable to even sense that there is a curse on the area, although it clearly exists. The magics behind the curse shift and change, almost as if they are themselves intelligent and desire to stay concealed.


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Previous "B"s:
2014: B is for Blood Stimulant (beverage)
2013: B is for Belt of Invulnerable Embrace (item)
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette

28 April 2014

[A to Z April] V is for Vaena Shieldbadger (npc)

Vaena Shieldbadger is an orphan. She knows nothing of her parents or ancestry. She was found in a burned-out caravan by a human ranger named Tephye Wardsalt. Tephye took Vaena in, raised her as his own and taught her everything she knows. About six years ago, he was killed by a rampaging pack of ghouls, fostering in Vaena an undying hatred for all things undead. Tephye’s leather armor is the only thing she has to remember Tephye. Since her adoptive father’s death, Vaena’s experiences have taught her the horror of unnatural aberrations. Together with her riding dog companion named “Mel,” she travels the forests and byways across the length and breadth of Dran, although she currently calls the wooded foothills outside of Coldtreath "Home."

Vaena has straight blond hair and striking ice blue eyes. She stands average height for a halfling and is considered quite attractive. She has one shortfall: she is filled with pride. She believes she was trained by the best and is, therefore, the best now that Tephye is dead. She believes in no deity or higher power beyond that of luck. Besides her animal companion, Mel, she loves what others would call "creepy crawly things." Vermin, insects, and reptiles all have their place in nature, they are a part of nature and therefore revered by Vaena. She never keeps more money around than she needs for supplies and equipment; she hates shiny things that other female halflings of her age would swoon over. Other than honing her own skills, she loves teaching the odd woodcraft skills to others, just as she was taught by Tephye.

Vaena Shieldbadger, HALFLING Ranger 5CR 5
XP 1,600
CN Small humanoid
Init +4; Senses Listen +11; Spot +9
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 Dex, +1 size, +3 armor, +1 shield)
hp 26 (5d8)
Fort +4, Ref +8, Will +2
Special: Fearless
OFFENSE
Speed 20 ft.
Melee Sword, short +7 (1d4+1/19-20)
Ranged Sling +12 (1d3+1) range 50
Full attacks Sword, short +7/2 (1d4+1/19-20) or sling +10/10 (1d3+1) range 50
Space 5 ft.; Reach 5 ft.
Special Attacks: Favored enemy (Undead; Aberrations)
Ranger Spells Prepared: (CL 5; concentration 6)
1st – alarm
STATISTICS
Str 12, Dex 18, Con 11, Int 13, Wis 12, Cha 9
Base Atk +5; Grapple +2
Feats: Armor Proficiency Light, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus (sling)
Skills: Climb +6, Handle Animal +1, Heal +4, Hide +15, Jump +5, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Listen +11, Move Silently +5, Ride +6, Search +3, Spot +9, Survival +9, Swim +1, Use Rope +5
Languages Common, Halfling, Elvish
SQ animal companion (riding dog), track, wild empathy, endurance
EQUIPMENT
+1 deathless leather armor


**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "V"s:
2013: V is for Varra Turnskull (npc)
2012: V is for Vapor Dwindle (spell)
2011: V is for Vesseth (npc)

14 April 2014

[A to Z April] L is for Lell (npc)

To all those who know her, she is known only as “Lell.” If she has a family name, she has hidden it well. In truth, she is the youngest child of a five-child-household. Her parents remain alive, last she knew, but both are in poor health. It has been a dozen years since Lell looked in on her family on anything more than a cursory manner. Her family feels the same way and avoids her whenever possible. Lell emigrated to Coldtreath to get further away from her family home in the village of Anazel, off the Coter Straits. She currently calls no one “family” and few creatures “friend.”

At one time, Lell had a very comfortable, stable life at home. The Anazel Fire of 1312 ruined her happiness, however, taking her favorite grandparents from her.

She was helpless to save them, despite having bragged only that morning about her survival and adventuring skills. Her family held her partially responsible; blaming herself as well, she reacted to the accusations poorly, losing her temper. The resulting rage completed the alienation of her entire family. Because of the loss of her grandparents, and the subsequent loss of the rest of her family’s love, Lell cannot feel at home or settle anywhere for long. She is jealous of those around her that seem to have the happiness she lost. Although she tries to keep her anger tightly in check, she will occasionally give in to mindless bouts of reckless anger. The "fits" last anywhere from minutes to hours; afterwards, she is spent physically and emotionally, with no knowledge of her actions during that time.


She is considered of average beauty among halflings. She is average height for her race, standing just a titch under 3' tall. She has a skull-cap of black hair pulled into a braided ponytail, with the sides of her head shaved to the skin and long bangs framing her face. Her eye-color changes with her mood, although her most common mood is “annoyance.”

Lell is ambitious, always trying to prove herself to others. She is a sucker for lost causes, feeling that she can somehow atone for her grandparents’ death by succeeding where others have failed. She worships no deity, but believes only in fate and luck.

Lell, HALFLING Fighter 6CR 6
XP 2,400
LN Small humanoid
Init +4; Senses listen +2; Spot +0
DEFENSE
AC 18, touch 15, flat-footed 14 (+4 Dex, +1 size, +2 armor, +1 shield)
hp 43 (16d6+32)
Fort +7, Ref +7, Will +3
Special: Fearless
OFFENSE
Speed 20 ft.
Melee Sword, short +9 (1d4+3/19-20)
Ranged Blowgun +14 (1+4) range 20
Full attacks Sword, short +7/2 (1d4+3/19-20) or blowgun +12/12 (1+4) range 20
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 12, Dex 18, Con 13, Int 12, Wis 11, Cha 9
Base Atk +6; Grapple +3
Feats: Armor Proficiency (Heavy, Light, Medium), Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus (blowgun), Weapon Specialization (sword, short), Weapon Specialization (blowgun)
Skills: Climb +10, Hide +7, Intimidate +6, Jump +9, Listen +2, Move Silently +5, Ride +4, Spot +0, Swim +4
Languages Common, Halfling, Gnome
EQUIPMENT
Bracers of Armor (+1), Cloak of Resistance (+1), +1 Blowgun


**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "L"s:
2013: L is for Ladder, Nature’s (spell)
2012: L is for Lung Leech Swarm (creature)
2011: L is for Lehman Caves

10 April 2014

[A to Z April] I is for Island, Oraoss (map)

The island nation of Oraoss lies approximately 1500 miles southwest from the continental port of Coldtreath. It lies in a temperate zone and has a wide range of climates and terrains for a relatively small island at 15,000 square miles. The island is characterized mainly by the sharp division created by the central mountain range–the Dazao Mountains–which separates the lush, wooded eastern side from the gently rolling plains and barren desert on the west. The southern tip of the island is an enormous marshland, the Raekri Marshes, which are nearly impassable without an expert guide. The island is surrounded by four smaller islands as well as a small island range, the Uabal Islands.

The capitol city, Raolde, is an average size city by continental standards, large by Oraossian standards. Its population of 3,254 adults is dominated by elves (92%) followed by humans at 2%. Another 5% is made up of an equal mix of dwarves, halflings, gnomes, half-elves, and orcs. Walled by stone, Raolde is famous for its scholars (its major export followed closely by blueberries) and its courtesans. Many travel to see its beautiful architecture and experience the thrill of the gladiator rings. Most who visit realize only later that the locals grossly overcharge outsiders for their experience.

Despite the dominant elvish population, crime is out of control in Raolde. Three separate thieves’ guilds operate in Raolde under the nose of its governing official, the Lawgiver Kera Pata. Nominally an elected official, the Lawgiver heads a corrupt government. Raoldian officials, while ostensibly the most cultured and refined of the population of Oraoss are still largely seen as bumpkins to their counterparts in Coldtreath and other large cities on the continent.

Most of the other towns and cities on Oraoss are embarrassed to be associated with those from Raolde. The Uabals have unofficially declared independence; the Lord of Cear Keep, Bik Iloamai (known as “the Subjugator” to many throughout Oraoss) is the self-styled Lawgiver-in-exile, claiming to be the heir to the deposed once-Lawgiver. Seeing himself as the “true government” of Oraoss, Bik Iloamai occasionally sends decrees across the Uabal Strait to be distributed by messenger to the various Oraossian cities; these decrees contain more than a hint of madness and irrational mandates.

Oraoss also boasts a large population of dwarves who inhabit Kilfik Hall, nestled at the base of Fivejade Peak, the tallest mountain on Oraoss (soaring 1,200 feet above sea level). Snow is often seen on the very top of Fivejade Peak during the rainy season. The dwarves of Kilfik Hall harvest the snow and ice and export it throughout Oraoss. Nestled in the arms of the Utui Hills, the passageways and chambers of Kilfik Hall are rumored to extend throughout the center of Fivejade Peak, although few outsiders have ever been invited into the Hall and no outsider has been known to be allowed past the Asssembly Room just within the main gates.

The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.


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Previous "I"s:
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (creature)
2011: I is for Inkeeper (npc)

05 April 2014

[A to Z April] E is for Eroutoa's Arms (map)

Eroutoa's Arms is, to those in the know, THE place to acquire your finest arms, armor, and as the sign out front says, "miscellany." Eroutoa Ghostcall has been the proprietor here for as long as any can remember. Over the decades of proprietorship, Eroutoa has gathered together a fine inventory of weapons, armor, shields, and miscellaneous equipment, both mundane and magical. Prices run from reasonable to outrageous to outright "OUCH" depending on your needs (and your personality).

The Armory itself is a large single-story dwelling. There are no discernible living quarters on the premises; no one is quite sure where Eroutoa Ghostcall resides when she is not minding the store. The building itself is made of thick, strong stone with a flat stone roof. Every attempt at piercing the outer wall has failed, sometimes spectacularly.


Upon entering through the heavy iron doors one immediately sees two waist-high (to a human) counters and various bits of equipment hanging on the walls. At any time there may be a variety of weapons, armor, or miscellaneous items strewn about on the counters. This is the "showroom." Behind the counters is a door to the warehouse. The interior doors are all thick iron-bound wood. They are always locked and each of them are heavily warded with magical protections. Only Eroutoa and those customers she trusts ever pass through any of the interior doors. The floor is wooden, but magically strengthened and fortified against breakage, prying, digging, or burning.

The first "storeroom" is dominated by three long rows of shelves that reach from floor to ceiling. These are where the more common and mundane items are stored and displayed. The secondary storeroom have a pair of similar shelves; these hold the basic magical items. A secret door on the north end of the secondary storeroom leads to what Eroutoa refers to as her "inner sanctum." A series of shelves line three of the walls; these are filled with rare and special items.

A secret door in the floor of the inner sanctum leads to Eroutoa's true storeroom. The hard-packed dirt floor and dressed stone walls keep her rarest and most unique items safe and dry. Crates and barrels from around the continent are stored here, filled with items of wondrous power.

Unbeknownst to Eroutoa, a family of ghouls have discovered her lower storeroom, unexpectedly breaking through the walls while digging the foul tunnels that make up their nest. They have concealed the entrance to the storeroom and rarely visit the civilized space in the basement of the Armory. The risk of discovery is too great for them to enter the storeroom except as a retreat in extreme cases.

[Aside: This map came about from doodles on two 3x5 cards while sitting at court waiting for my client's name to be called. Scanned, GIMPed up a bit, and thrown out to the world. I'm still trying to get a handle on GIMP. Every time I get a process I like, I let the program sit for months until I've forgotten just what I did last time. Let me know what you think. End aside.]

The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.



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Previous "E"s:
2013: E is for Enik, Lord of Maltrai (npc)
2012: E is for Elder Oath (spell)
2011: E is for Erol Otus


20 March 2014

Who's Who: Saeharil Nighthealer [NPC]

Saeharil Nighthealer’s half-human heritage has “gifted” her with a less-than-Elvish build. She tends toward the paunchy, taking after her father, but inherited her mother’s porcelain skin. Her eyes bulge, just noticeably, like her father’s, but they are the color of amethyst, like her mother’s. She keeps her ash blonde hair close-cropped, and tends to leave it “as it is,” with it often appearing matted and disheveled. No one is quite sure of the genetic origin of her enormous ears.

Her father, Geeth Liontrade, was once known as “Lord Liontrade” and owned a sizeable estate in the Fireguess Valley. He had inherited his title from his father, who had it from his father, and so forth for nearly ten generations. Geeth was well-loved by all who knew him; at least until his dalliance with an elf maiden named Sehlarith became public. The birth of a child will make such things known, after all, especially in such racially-charged environs such as Fireguess Valley. He was run out of the Valley on a rail, with Sehlarith and the infant Saeharil in tow.

The family became people without a people as they searched for a new home. Sehlarith’s people found her distasteful for her choice in partners and shunned the half-breed child. Meanwhile Geeth was ostracized for having “betrayed” his race and viewed with distrust. There, too, the half-breed child was seen as less than human. The little family wandered from town to town until they found themselves a small piece of unclaimed land near Oxbadger Creek, where they settled. Geeth developed a reputation as a sheep herder and lived out his days raising sheep and selling wool.

A childhood accident left Saeharil without a right arm, and burdened by constant feelings of fear (especially of bodies of water) and helplessness. Becoming a cleric of Eravel has helped quell these feelings, but has not eliminated them completely. She harbors resentment and ingratitude toward her father, angry at the loss of the family’s reputation. As a “half-breed” she has felt this loss even more strongly, she believes, than has her father, having lost all of the protection his title and lands could have provided. Of course, she doesn’t acknowledge that his dalliance–and her birth–is what cost the family the reputation.

Her human grandfather was one of the few people who did not blame Saeharil for her existence. Even though he never spoke to her father again, he loved Saeharil and would have died for her. She learned from him a love for words and a talent for paper-folding. He nicknamed her his “Jabberwock” after an ancient, mythical creature, because of her constant chattering and talking, often to inanimate objects. His love for her inspires her to this day; this love has carried her through some dark times.

Saeharil now lives in Coldtreath and maintains a temple dedicated to Eravel, the Sun Goddess and the Goddess of Prophecy.

Saeharil Nighthealer CR 9

Half-Elf Cleric 6 / Fighter 6
Chaotic Good Medium Humanoid
Init: +3
Senses: Low-light Vision; Listen +6; Spot +5
Languages: Common, Elven

AC 17, touch 10, Flat-footed 17
hp 72
Immune: Sleep
Resistance: Enchantment +2 save
Fort +11, Ref +3, Will +11

Speed: 30
Melee: Mace,Heavy +1 (mithral): +14 (1d8+5)
Full: Mace, Heavy +1 (mithral): +14/+9 (1d8+5)
Space/Reach: 5/5
Base Atk 10; Grp 12
Special Actions: Turn Undead
Combat Gear: Chainmail (mithral) +2; Mace, heavy +1 (mithral)
Spells Prepared: (CL 6)
3rd — (DC 17) Dispel Magic; Extended Bull’s Strength; Prayer; Searing Light*
2nd — (DC 16) Delay Poison; Hold Person; Spiritual Weapon; Summon Monster II; Heat Metal*
1st — (DC 15) Bless, Bless Water, Entropic Shield, Obscuring Mist; Endure Elements*
0 — (DC 14) Cure Minor Wounds; Detect Magic; Detect Poison; Light; Purify Food & Drink
*Domain Spell. Domains: Protection; Sun

Abilities: Str 14, Dex 11, Con 13, Int 11, Wis 18, Cha 12
Feats: Armor Proficiency Heavy, Armor Proficiency Light, Armor Proficiency Medium, Blind-fight, Cleave, Combat Casting, Extend Spell, Great Cleave, Improved Initiative, Martial Weapon Prof, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Mace, heavy), Weapon Specialization (Mace, heavy)
Skills: Climb 2, Concentration 8, Diplomacy 3, Gather Information 3, Heal 7, Intimidate 4, Jump 1, Knowledge (History) 2, Knowledge (Planes) 2, Knowledge (Religion) 2, Listen 6, Ride 1, Search 1, Sense Motive 7, Spot 5, Survival 4
Possessions: Combat gear plus Ring of Protection +1, Potion of Clairvoyance, Flask (x3) Holy water, Chalk, Holy symbol, 14 gp, 3 cp.


**Many thanks to A Terrible Idea’s TCP Character Gallery for the image.

27 January 2014

[Map Monday] The Pyre Lagoon

For Map Monday, a little something I jotted on a 3x5 card during a break at church. Welcome to The Pyre LagoonAfter thinking about that escape route from The Raven and Jackal from last week, I decided there needed to be an exit for that passage. At least, one possible exit. I'm guessing there is probably at least one other exit, a dry land/cavern exit. We'll have to see whether we can find that passageway.

This exit runs out at a little subterranean lagoon, nicknamed The Pyre Lagoon by the Jackal and his crew. The Jackal keeps a 20-foot skiff moored here, counting on the tricky currents and hidden rocks in the channel to keep this exit secure. Just off the edge of the map is a well-concealed, well-secured secret door to secure the passageway from sight-seers...and the city guard.

The channel itself leads directly to the coastline on the west side of Coldtreath. In case of emergency, the Jackal and his minions can easily outstrip any pursuit once they reach the skiff. Upon making the coast, they can mix with other traffic and be well ahead of the law.

The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.

22 January 2014

Who's Who: Diamond Spayd [NPC]

Very little is known of the Tiefling known both as Diamond Spayd and The Jackal. Certainly nothing is known of his background or history prior to his coming to Coldtreath three decades ago. Most of what is known since that time is the speed and power with which he rose to become one of the most powerful, most respected, and most feared Thief Lords in the city’s history.

He owns and operates the gaming hall named The Raven and Jackal. The gaming hall is frequented by the upper-class and nobility of Coldtreath and is widely known as a clean and honest institution. The Jackal’s skills at thievery are such that no one suspects just how much money is actually lost at the tables in the hall.

There are few outside Spayd’s inner circle that understand the reference in the gaming hall’s name to “the raven.” When Spayd was an infant he was gifted a silver raven statuette; this figurine had a magical aspect and the summoned creature is a life-long friend and companion named Aelekan. Spayd reveres the creature sufficiently that he named the hall after himself and his magical animal companion.

His easy life has led to him becoming somewhat paunchy, although he still retains his athleticism and muscle under the paunch. His love of food and wine has given him a ruddy face and thick lips. His jade green eyes are bright and watchful; few notice his sharp gaze, however, as they are distracted by his wild ash brown hair and his unkempt moustache.

Deep down inside, Spayd is motivated to find a new, young rogue to mentor and train up just as he was tutored and raised. Something in his past has made him withdrawn and paranoid, burdened with a sense of abandonment. His bad temper, while frequent, is mild and dissipates quickly. In contrast, he has a great love of jokes and riddles, gesticulating constantly when he talks.


Diamond Spayd CR 18

Tiefling Rogue 18
Neutral Evil Medium Outsider
Init: +7
Senses: Darkvision 60; Listen +13; Spot 0
Languages: Common, Infernal, Draconic, Elven
____________________________________
AC 20, touch 15, Flat-footed 15
hp 63
Resistance: Cold 5, Electricity 5, Fire 5
Fort +6, Ref +18, Will +5
________________________
Speed: 40
Melee: +2 Rapier (Anarchic, Ghost Touch) +17 (1d6+3 / 18-20)
Ranged: +2 Shortbow, Composite +24 (1d6+4 x3)
Full Attack: +2 Rapier (Anarchic, Ghost Touch) +17/12/7 (1d6+3 / 18-20) or +2 Shortbow, Composite +24/19/14 (1d6+4 x3)
Space/Reach: 5/5
Base Atk +13/+8/+3; Grp 14
Special Actions: Crippling Strike, Evasion, Improved Evasion, Opportunist, Uncanny Dodge, Improved Uncanny Dodge, Trap Sense, Trapfinding,
Combat Gear: +2 Rapier (Anarchic, Ghost Touch), +2 Shortbow, Composite, +2 Leather, Studded
Spell-Like Abilities: (CL 18): Darkness 1/day
_________________________
Abilities: Str 12, Dex 19 (+6), Con 11, Int 4, Wis 9, Cha 13
Feats: Armour Prof Light, Dodge, Point Blank Shot, Quick Draw, Rapid Shot, Run, Simple Weapon Prof., Weapon Focus (Rapier), Weapon Focus (Shortbow, Composite): +1 attack rolls
Skills: Appraise 2, Balance 9, Bluff 3, Climb 15, Craft (Traps) 2, Diplomacy 1, Disable Device 23, Disguise 1, Escape Artist 7, Forgery 2, Gather Information 22, Hide 35, Intimidate 1, Jump 15, Listen 13, Move Silently 28, Open Lock 21, Ride 7, Search 23, Spot 0, Swim 1, Tumble 30, Use Magic Device 22, Use Rope 18
Possessions: Combat gear plus Medallion of thoughts, Boots of striding and springing, Cloak of elvenkind (+5), Gloves of dexterity (+6), Figurine of wondrous power (Silver raven)

**Many thanks to WotC's "PC Portraits" Archive for the image.

21 January 2014

[Map Monday] The Raven and Jackal

Yeah, it's Tuesday, but the Stronghold Minions had Demi-Human Rights Day off yesterday. They've got a great union.

Today's offering is a little something I jotted off over the weekend: the gambling den known as The Raven and Jackal. The map is free for download, with the request that you let me know when and how you use it in your respective gaming worlds. I'm offering a keyed and unkeyed version of The Raven and Jackal.

The Raven and Jackal is one of the better class of gambling dens in Coldtreath. The wealthy, the politicians, and the high clergy all gather here to game and associate in privacy and neutrality. It is owned and operated by the Tiefling Rogue-lord named Diamond Spayd, a.k.a. The Jackal, who is more than happy to take advantage of the upper class, taking their money equally and with impunity. He lives on on the premises; his minions and employees take turns boarding on site several days a week.

KEY:
  1. Entry Hall: The highly secure front door allows admission to The Raven and Jackal, after verification of identity (or submission of passwords) through a narrow, concealed speakeasy. The hallway itself is lined with murder holes, through which the Jackal's minions can fire their repeating crossbows into the hallway. At the far end of the hallway is another speakeasy door.
  2. Foyer: Stools and small chairs line this room. A heavy curtain separates the foyer from the gaming hall proper.
  3. Gaming Hall: Round tables fill this room, at which various card games and other games of chance are operating every hour of every day, except for the nine-day celebration of Rour. (Rour is a solemn holiday celebrated on the second full moon of summer. It commemorates a deception and is associated with disagreement, luck, and loyalty. Oddly, it is traditionally celebrated with games of chance. The Jackal prefers to let his minions take their winnings from his rival gaming dens, taking his percentage after the nine-day holiday.)
  4. Inner Hall: The inner gaming room is reserved for VIPs.
  5. Rest Lounge: A 4-seater toilet is hidden behind a curtain on one side of the lounge. On the other, is a doorway hiding a deadly pit traqp for those who seek to mine the hidden depths of the den for nefarious purposes. A well-hidden secret door--locked and trapped--separates the public sections of The Raven and Jackal from the private rooms.
  6. Kitchen: Drinks and snacks for the public and for the employees are prepared here. Two secret doors allow entry to the Jackal's quarters and the operation rooms of the den.
  7. Storage Room: Ale, wine, breads, and cheeses are stored here.
  8. The Jackal's Room: The Jackal's private quarters. A bed, chest, table, and bookcase are here holding the Jackal's private possessions and records.
  9. The Barracks: Eleven cots are here and are rotated among the various minions and employees of the den. A hallway on the east provides access to room #10. A hidden trapdoor provides a means of quick egress from the den. The hallway on the west provides access to the most secure portions of The Raven and Jackal.
  10. Watch-hall: Murder holes provide a view into room #1, the Entry Hall. Minions and employees can securely fire into the entry from this hallway for security.
  11. Counting Room: This appears to be the counting room for the den, where all the winnings and takings are counted and stored. An enormous set of shelves swings outward to reveal a secret door, leadcing to room #12.
  12. Vault: The Jackal's treasure room. The bulk of the financial holdings of The Raven and Jackal are locked here.
PDFs of the map can be found here: KEYED and UNKEYED.

26 November 2013

Who's Who: Baral Cloudfoot [NPC]

Baral Cloudfoot’s parents both died when he was still young, leaving Baral and his just-barely-older twin sister, Deand, in charge of their eight younger siblings. They didn’t know what they were doing and muddled through raising their siblings to young adulthood. Unfortunately, their inexperience and botched attempt at surrogate parenthood scarred both Baral and Deand, as well as their younger brothers and sisters. None of the family will speak to Baral or Deand as a result of past slights–both real and perceived.

The last time either Baral or Deand interacted with their siblings was thirty years ago when the family of youths was forced to flee their ancestral house in Bucktoast Dale. The Dale no longer exists, except in the memory of past residents; the entire valley was decimated during a skirmish near the end of the Mage Wraith Wars. The halfling family fled to the safety of Heldweave City. As refugees, they struggled to find a safe place to live; as refugees they were hated and feared by the residents of Heldweave. Even after they managed to find a home, Baral and Deand were viewed with contempt and suspicion by the Heldweavers, which attitudes were worsened by the youngest siblings who played upon the emotions and worries of the neighbors. Ultimately, the twins were forced to leave Heldweave, sneaking out of the city in the dead of night. They eventually made their way to Coldweave, where Deand now watches over her younger brother, whom she still considers to be foolish and immature.

Deand has a particular disdain for Baral’s love of puzzles; “Simply childish,” she says. He adores puzzles, enigmas, and riddles of all kinds. He is positively giddy when he comes across a new type of lock or trap mechanism. This curiosity motivates nearly everything in Baral’s life; those few things not powered by his curiosity are instead fueled by his anger, particularly when ignited by a desire for revenge against the strong. He is not overly quick to temper, but when it is loosed, Baral becomes deadly and almost cruel. He is careful not to lose control too often, however, as he does not believe in murder, although he is proficient at violence when necessary.

Baral is quite capable with his blades. He practices his sword work in his off-hours, then whittles and carves small tokens and statues from spare wood when he is exhausted from his sword practice. The edges of his blades are always keen, the metal always clean and untarnished.

One of his younger sisters, he has learned, became an assassin. While Baral is not above a little petty theft and larceny, especially when it will benefit someone less well-off than he is, outright murder is beyond his ken or tolerance. It is clear that this sister was not of the same character as either of the twins. Both Baral and Deand blame themselves for this family tragedy. Although their younger siblings have rejected them, the twins both still love their brothers and sisters very much, and would do nearly anything to help them.

Baral is not an attractive individual. His brown eyes are just a bit too far apart and his hair a dull black. He is also a bit too tall for a halfling. In order to blend in with his favorite targets – the rich and powerful – Baral puts most of his money and efforts into attaining an extensive wardrobe of very nice clothes. He is not great at what he does, but he is workman-like and gets the job done eventually.

Baral believes strongly in luck over ability. He is a worshiper of Inudor, the Goddess of Luck and Chance. In fact, he believes so strongly in Luck and Inudor’s intervention in mortals’ lives, he has inadvertently become one of Inudor’s clerics. Contrary to other deities, Inudor chooses her priests, rather than the other way around. Those who aspire to be Inudor’s clerics and high priest rarely become such. She favors those who truly believe in luck and chance, instead of those who seek out luck and hope that chance plays a part in their lives. Clerics of Inudor still have to prepare their daily spells, they do so by praying to Inudor, believing that she will grant them the necessary luck to make it through life “just one more day.” Inudor's clerics seldom, if ever, realize that they are actually clerics of their gods; even when they unknowingly cast spells, they believe that it is Luck magically intervening in their life.

Baral is no different: he carries a set of dice in his pocket and is always willing to trust to the flip of a coin when required. He does not realize that he is casting spells to aid him in his work: things simply “happen” for him. Afterward, he prays to Inudor to thank her for intervention.

He is annoyed by those who, finding themselves in distress, whine about their circumstances. Inudor helps those that she will; if you are out of luck, that’s just the way of the Goddess. No reason to complain about it. And if you do complain, you are spitting in the Goddess’ face and she will be even less likely to help you the next time. This does not apply, of course, if you are a true innocent. Baral is a sucker for innocents, true innocents, and will go out of his way to provide assistance.

Baral Cloudfoot CR 4

Male Halfling Cleric 3 / Rogue 2
Chaotic Neutral Small Humanoid
Init: +1
Senses: Low-light Vision
Languages: Common, Halfling
____________________________________
AC 15 (Dex +1, Size +1, +1 Leather +3), touch 12, Flat-footed 14
hp 25 hp
Fort +4, Ref +5, Will +6
________________________
Speed: 20
Melee: +7 Sword, short (1d4+1 / 19-20) or +6 Dagger (1d3+1 / 19-20) or
Ranged: +5 Sling 1d3 (range 50)
Space/Reach: 5/5
Base Atk 3; Grp 0
Atk Options: Sneak Attack; Turn Undead
Combat Gear: Sword, short, Dagger, Sling, +1 Leather Armor
Spells Prepared: (CL 3)
2nd — (DC 15): Calm Emotions*, Find Traps, Silence
1st — (DC 14): Charm Person, Entropic Shield*, Magic Stone, Shield of Faith
0 — (DC 13): Detect Poison, Resistance, Virtue
*Domain Spell. Domains: Luck, Charm
_________________________
Abilities: Str 12, Dex 12, Con 13, Int 11, Wis 16, Cha 11
SQ: Fearless (+2 save vs. fear); Weapon Familiarity; Trapfinding
Feats:
Combat Casting, Evasion, Heavy Armor Prof., Light Armor Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Sword, short)
Skills: Appraise 0, Climb 4, Concentration 7, Diplomacy 0, Disable Device 3, Gather Information 0, Heal 5, Hide 7, Jump 3, Know religion 1, Listen 5, Move Silently 5, Open Lock 3, Search 2, Sense Motive 5, Spot 5, Tumble 3, Use Rope 2
Possessions: Combat gear plus Explorer's Outfit; Belt pouch containing the following potions: Cure light wounds, Cure serious wounds. Also: acid flask, caltrops, flint and steel, Thieves' tools, Waterskin, Whetstone, 200 gp, 9 sp, 9 cp

**Many thanks to WotC's "PC Portraits" Archive for the image.

14 May 2013

[From the Mailbag] Playing Catch-up from Los Angeles

The recently-completed A to Z April Challenge took more out of me than just physical and emotional stress. It also pretty much kept me from talking about some very generous and terrific things I received in the mail during that time.

First up are some offerings provided by Christian Walker. Old timers will remember him for his several excellent 'zine offerings, most lately Loviatar, a 'zine which I credit for a resurgence in interest and production of self-published RPG 'zines. He called it quits on Loviatar in late December 2012. Since then, he's been re-charging his batteries and taking a break. However, imagine my surprise in walking in from work one day and finding a LARGE envelope on my desk...a large envelope with his return address stamped on it. I tore into it with excitement and confusion, as I hadn't been expecting anything from him. I'm well overdue for saying THANKS, CHRISTIAN!!! Inside the package I found this little beauty:

I must confess, I've never seen this or heard of this setting before. I'm not well-versed in any Labyrinth Lord material, to be honest. This particular gem was first published in 2007 and is the basis for Mr. Bezios' "Phoenix Barony" setting (the end of the book promises several more adventures/modules in the setting). The gift was completely unexpected and utterly appreciated. It came on a very, very bad day and helped alleviate some emotional pain. The material within looks generic enough that it shouldn't be too hard to adapt and modify for my own 3.x/Pathfinder uses. In fact, I'm already plotting how and where to fit the Phoenix Barony in my campaign world in relation to Coldtreath.

Heh. Good stuff.


Speaking of good stuff, imagine my surprise when I received this in the mail on Thursday. Christian had, last year, started sending out one-page gaming material letters together with (and eventually in lieu of) Loviatar. I really enjoyed them and found them useful in my own campaigns. Well, he's started a new one-page letter 'zine: a Los Angeles-centered Cthulhu-oriented campaign setting, Shudde M'ell Confidential.

This first issue was intriguing to me. So much so that I sat right down and scribbled out a quick map and a letter to his newly-introduced first NPC regarding some mysterious runes discovered in an unusual excavation in the basement of a downtown building.

Yeah, I've got a set of brass ones. I'm a bit forward sometimes. But as I said, the material inspired me.

To be honest, I've never even played in a Cthulhu campaign. I'd do almost anything to live in Christian's neighborhood and take part in this one, though. Every Lovecraftian game I've heard any of my acquaintances run have all been New England-oriented campaigns. One friend had planned a northwest/Washington State-oriented game, but it never left the initial "wouldn't this be cool" planning stages. The idea of investigators in early 20th-century Los Angeles really sets off a spark somehow. There's a lot of interesting individuals, personalities, events, etc. that exist on the West Coast during this time period; certainly sufficient to make for a fun and realistic campaign setting.

Sigh. And here I am, stuck in the Rockies.

25 April 2013

[A to Z April] V is for Varra Turnskull (npc)

Next to Shosh, the Goddess of Wrath and Forests, Varra Turnskull reveres her parents. In fact, it is safe to say that she idolizes her parents. She carries with her a miniature painting of the two of them. Of late, it has been a time of sadness for Varra: her mother is critically ill, suffering from an as-yet incurable case of Pit Canker.

Unfortunately for all involved, it has been some time since Varra has spoken with her family. She has spied on them to ensure their safety and welfare, but has been made to feel unwelcome by her older brother who has appointed himself guardian and caretaker over their parents and the family home. To make matters worse, she must be careful about the attention she draws to her parents, as they fled their ancestral home in Warntell Dale when Varra was still a baby. She has never been told the full story about their pre-dawn flight from Warntell Dale beyond the fact that they did so with the constable and a posse hot on their tales. She vaguely remembers the frantic, meandering travels from the Dale to Quickvale where they now reside.

The persecution did not stop with their arrival in Quickvale, however. Even though they have long resided in Quickvale and have established a beautiful homestead, most of the community of Quickvale shun and avoid them. Through her work and associations, Varra has cultivated a relationship with a small thieves’ guild who has a small degree of influence within Quickvale. This guild cares for, watches over, and provides for her family -- including protection and groceries -- in her absence.

As a teenager, she found herself in a situation where her older brother and some of his cohorts had her cornered. She had nothing but love for her older brother; she looked up to him as a role model and a hero. As teenagers will do, however, he fell into the trap of peer pressure and he found himself joining with his friends as they mocked and ridiculed Varra for her looks, among other things, and did so without mercy. The harassment continued until Varra could take no more; lashing out she struck one of her brother’s friends in the head with a rock, killing him instantly. Her temper took over control of her mind and body and she thoroughly thrashed everyone near her, including her brother. Since that day her brother has rarely spoken to her, both afraid of what she could do when provoked and angry at himself for being part of the problem. Because of this event, Varra keeps a tight rein on her emotions, controlling and drowning her anger as much as possible. Every so often, however, her control may slip and she gives in to her reckless anger.

She is fiercely loyal and is known for her integrity. She is also known for her pride. In fact, her pride drives her to extremes: she has been known to sneak into estates during fancy parties just so that she can be near people of means and “breeding.” At the same time, she will place wagers on nearly anything, even though she has little patience for those who she believes are devoted to lost causes. She is devoted to Shosh and those deities with whom Shosh associates.

Varra has never been called attractive, even among others of her mixed-race lineage. Her stringy black hair is typically pulled back into pigtails and long braids. She is of average height and build. It is difficult to say what color her eyes might be, as they change with her surroundings. Her dire rat, Reaskeln, is devoted to her mistress and would die for Varra. The two are rarely seen apart.

Varra Turnskull CR 4
Half-Orc Ranger 4
CN Medium Humanoid
Init: +3
Senses: Listen +7, Spot +6
Languages: Common, Orc
____________________________________
AC 16 (+3 Dex, +3 Studded leather), Touch 13, Flat-footed 13
hp 23
Fort +4, Ref +7, Will +3
________________________
Speed: 30
Melee: +7 Battleaxe (1d8+3 / 20 / x3) or
Ranged: +8 Dart (1d4+3 / 20 / x2) (range 20)
Full Attack: +7 Battleaxe (1d8+3 / 20 / x3) or +8 Dart (1d4+3 / 20 / x2) (range 20)
Space/Reach: 5/5
Base Atk 4; Grp 6
Atk Options: Favored Enemy (elementals): +2 damage
Combat Gear: Battleaxe +1, Studded Leather
Spells Known: (CL 4)
1st — (DC 13) entangle
________________________
Abilities: Str 15, Dex 16, Con 11, Int 10, Wis 14, Cha 7
SQ: Animal Companion -- dire rat (Reaskeln), Wild Empathy
Feats: Armour prof light, Endurance, Martial Weap Prof, Quick Draw, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track
Skills: Concentration 2, Hide 9, Jump 3, Know dungeon 7, Listen 7, Move Silently 9, Search 2, Spot 6, Survival 9, Swim 4, Use Rope 3,
Possessions: Combat gear plus Potion of Cure Light Wounds (x4); Potion of Endure Elements; Potion of Protection from Energy; Potion of Resist Energy

---------------------------------------------------------

Reaskeln CR 1
Dire Rat Animal Companion CR 1
Neutral Small Animal (Animal)
Init +3
Senses: Low-light Vision, Scent; Listen +4; Spot +4
____________________________________
AC 15 (+3 Dex, +1 Natural, +1 size), Touch 14, Flat-footed 12
hp 10
Fort +4, Ref +5, Will +3
________________________
Speed: 40, swim 20ft., climb 20ft.
Melee: +4 Bite (1d4+1)
Space/Reach: 5/5
Base Atk 0; Grp -3
Atk Options: Disease Filth fever
________________________
Abilities: Str 13, Dex 17, Con 14, Int 3, Wis 12, Chr 4
SQ: Bonus Trick, Link, Handle Animal, Share Spells
Feats: Alertness. Weapon Finesse
Skills: Climb 11, Hide 8, Listen 4, Move Silently 4, Spot 4, Swim 11
________________________
SPECIAL ABILITIES
Disease Filth Fever (Ex): DC(12) Filth fever DC Fort incubation 1d3 days
Evasion (Ex): If subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex): Ranger gains a +4 bonus on Wild Empathy and Handle Animal checks made on animal companion
Share Spells (Ex): Ranger may have any spell casts on self also affect animal companion

**Many thanks to WotC's "PC Portraits" Archive for the image.


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Previous "V"s:
2012: V is for Vapor Dwindle (spell)
2011: V is for Vesseth (npc)


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