Showing posts with label S&W. Show all posts
Showing posts with label S&W. Show all posts

Wednesday, October 14, 2026

Bonesy, Skeleton Pirate

Name: Commodore Bonesy
Ancestry: Skeleton / Level: 6

Attributes 
Str: 15 / Attk: +1 / Dmg: +0 / Force Doors (d6): 2-in-6
Dex: 15 / Attk: +1 / AC: +1
Con: 10 / HP: +0 / System Shock: 75%
Int: 11 / Bonus Languages: 11
Wis: 13
Cha: 13 / Henchmen: 5 / Loyalty: +1

Info 
AC (Leather +1): 14 / 17 (Missile Only)
Save: 10
BtH: +3
HP: 33

Cutlass +1: Attk: +5 / D: 1d6+1 / R: Melee

Pistol: Attk: +4 / D: 1d8 / R: Near

Knife: Attk: +4 / D: 1d4 / R: Thrown

Gear: Rope, Flask, Lantern, Powder, Ammo Pouch, Ring, Rope of Climbing, Bag of Holding

Traits 
Skeleton: Undead. Bony Figure: +3 AC vs. Missile Weapons.

Deathless Recovery: Cannot benefit from magical healing, but can recover all hit points after 8 hours of non-interrupted rest.

Resist Turning (13 Charisma / +2 HD): Vs. any turning attempts, a Skeleton with a high Charisma counts as a number of bonus HD to determine final target number to turn them. Current HD/Level with Charisma: 8 HD

Notes 

  •  'Commodore' Bonesy is a sentient skeleton that was a former pirate before he was hanged, his body placed in a gibbet, and the area was exposed by a necromatic pulse that reanimated the commodore to wander the world searching for gold, weapons, and ornamental teeth to replace the one or two he is missing.
  • Is currently stalking the Underport looking to sign on with a crew of other nefarious types, such as drow raiders, or Vampirates. Groups that generally look down on having a 'mere' skeleton in their ranks.
  • Due to the sentient and sapient energy radiating through him, as opposed to standard skeletons, Bonesy finds him more resilient to the powers of turn and rebuke undead.

Friday, October 9, 2026

Auricormi 'Aurica' - Queen of Clubs

 

Name: Auricormi 'Aurica'
Ancestry: Dragon / Class: Dragon / Level: 6

Attributes 
Str: 16 / To-Hit: +1 / Dmg: +1 / Open Doors (d6): 3-in-6
Dex: 14 / To-Hit: +1 / AC: +1
Con: 13 / HP: +1 / System Shock: 100%
Int: 16 / Bonus Languages: 5 / Max Spell Level: 8 / Learn Spell: 75%
Wis: 11
Cha: 15 / Max Henchmen: 5 / Loyalty: +1

Info 
AC (Natural): 18
Save: 10
BtH: +3
HP: 39

Claw: Attk: +4 / D: 1d6+1 / R: Melee / RoA: 2

Bite: Attk: +4 / D: 1d8+1 / R: Melee

Gear: Potion of Extra Healing, Scroll of Mirror Image, Scroll of Detect Magic, Scroll of Web, Wand of Detection (Metal)

Dragon Traits 
Natural Armor: 17 + Dex

Attack Pattern: Claw, Claw + Bite

Breath (3/day / Save Halves): Can deal fire damage in a cone equal to current HP.

Spellcasting 
1st - Slots: 2: Charm Person, Sleep

2nd - Slots: 2: ESP, Invisibility

Notes 

  • Auricormi or Aurica as she often goes by is a gold dragon whelping who has decided to leave her clutch located in the Crystal Peaks near the Dragonborn city of Rodhin to become an adventurer. Because she is a but a whelping, she has yet to master the ability to change form, meaning she is tough, but exposed dragon working with the Wild Cards Adventuring Company.
  • From her hard she maintains a couple of magical items. She often has Cordelia carry the various pieces until Aurica can figure out a way to create an inter-dimensional pocket to in order to access her gear.
  • Is on friendly terms with former founder and adventurer, Ichabod Westlake (King of Clubs) as he was her initial adventuring partner, thus making them King and Queen of the Clubs suit. 

Thursday, October 8, 2026

Ernam Meson, Jack of Diamonds

 

Name: Ernam Meson
Ancestry: Human / Class: Cleric / Level: 6

Attributes 
Str: 12 / To-Hit: +0 / Dmg: +0 / Open Door (d6): 2-in-6
Dex: 13 / To-Hit: +1 / AC: +1
Con: 13 / HP: +1 / System Shock (%): 100%
Int: 13 / Bonus Languages: 3
Wis: 15 / Bonus Spell: 1
Cha: 13 / Max Henchmen: 5 / Loyalty Modifier: +1

Info 
AC (Ring Mail + Cloak of Protection): 15
Save: 9
BtH: +2
HP: 32

Mace +1: Attk: +3 / D: 1d6+1 / R: Melee

Dagger: Attk: +2 / D: 1d4 / R: Thrown (+3)

Flaming Oil: Attk: +3 / D: 1d8 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Ink Pen, Ink, Libram, Holy Symbol (Gold), Cloak of Protection, Potion of Extra Healing, Scroll of Cure Serious Wounds, Scroll of Remove Curse, Scroll of Silence, Radius

Traits 
Human: Extra Effort (1/day): Once per day, a Human may roll a d20 of their choice with the advantage.

Saving Throws: +2 Save vs. Poison & Paralyzation 

Turn Undead 
Turn Attack: 2d10 / Number Affected: 2d6

HD / TN
1: D
2: T
3: T
4: 4
5: 7
6: 10
7: 13
8: 16
9: 19
10: 20

Spellcasting 
1st - Slots: 3: Cure Light Wounds, Protection from Evil, Purify Food & Drink

2nd - Slots: 2: Bless, Find Traps

3rd - Slots: 1: Prayer

4th - Slots: 1: Circle of Protection from Evil

Notes 

  • Ernam Meson is a Peshwah merchant and acolyte for Ferros, the Smith, specifically for Ferros interest in metals, which include coinage. Ernam views himself as a trader first before a priest, although he has studied the precepts and is certainly capable of turning the undead or casting spells.
  • Is the Jack of Diamonds and exchequer for the Wild Cards Adventuring Company. He prefers sticking to his ledgers and merchant's scales than really getting involved in adventuring. If he had his way, he'd farm out healing work to the freelancers, but when the job is serious enough, Ernam will be there.
  • If there has to be any adventuring going on, than Ernam prefers the dungeons under Castle Blackmoor than heading out south to look over more City of the Gods, or going east to deal with the Temple of the Frog or the Afridhi, even if the latter is on the back foot. 

Wednesday, October 7, 2026

Malcolm Bracewell, Jack of Spades

 

Name: Malcolm Bracewell
Ancestry: Human / Class: Assassin / Level: 6

Attributes 
Str: 14 / To-Hit: +1 / Dmg: +1 / Open Doors (d6): 2-in-6
Dex: 16 / To-Hit: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 15 / Additional Languages: 4
Wis: 12 
Cha: 13 / Max Henchmen: 5 / Retainer Loyalty: +1

Info 
AC (Leather +1): 14
Save: 10
BtH: +2
HP: 32

Short Sword +1: Attk: +4 / D: 1d6+2 / R: Melee

Dagger: Attk: +3 / D: 1d4+1 / R: Thrown

Light Crossbow: Attk: +3 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Disguise Kit, Rope, Thieves' Tools, Poison Vial, Cloak of Elvenkind, Rope of Climbing, Potion of Invisibility

Traits 
Human: Extra Effort (1/day): A Human may roll a d20 check of their choice with the Advantage.

Backstab: +4 to-hit; x3 damage + Assassination Damage (+6)

Disguise (%): Base 5% detect the Assassin is disguised. This is modified by factors and is cumulative the more times the Assassin interacts with a target.

Thief Skills 
Climb Walls: 90%
Delicate Tasks: 30%
Hear Sounds (d6): 4-in-6
Hide: 25%
Move Silently: 35%
Open Locks: 25%

Notes 

  • Malcolm 'Mal' Bracewell, the Jack of Spades, is the replacement for Ichabod 'King of Clubs' Westlake within the Wild Cards Adventuring Company. Like Ichabod, Malcolm is a descendant of Thonian colonists from the Vestfold Marches before moving to Blackmoor to take up his training.
  • Acts as the party's expert, Malcolm is a trained assassin and fairly good at disguising himself in various forms of random henchmen working under his target before he plunges the dagger into a sleeping form, the exposed back side.
  • Favors exploring and raiding the Blackmoor Dungeon for various obvious reasons, as well as to find the right jewel to impress Lady Roslyn Chappell in order to bring him closer to her confidence and potentially marriage, after he takes care of one or two rival suitors one way or another.

Tuesday, October 6, 2026

Cordelia van Kessel, Queen of Hearts

 

Name: Cordelia van Kessel
Ancestry: Human / Class: Magic-User / Level: 6

Attributes 
Str: 10 / To-Hit: +0 / Dmg: +0 / Open Doors (d6): 2-in-6
Dex: 15 / To-Hit: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 17 / Addition Languages: 5 / Max Spell Level: 9 / Learn Spell %: 85%
Wis: 13
Cha: 13 / Max Henchmen: 5 / Retainer Loyalty: +1

Info 
AC (Robes + Bracers of Defense): 14
Save: 10
BtH: +2
HP: 25

Quarterstaff: Attk: +2 / D: 1d6 / R: Melee

Dagger: Attk: +2 / D: 1d4 / R: Thrown (+3)

Light Crossbow: Attk: +3 / D: 1d6 / R: Near

Gear: Pack, Canteen, Rations, Spellbook, Ink Pen, Ink, Torches, Oil, Mess Kit, Spell Component Pouch, Wand of Web, Scroll of Fly, Scroll of Dispel Magic, Scroll of Mirror Image

Traits 
Human: Extra Effort (1/day): A Human may roll a d20 with an Advantage.

Saving Throws: +2 Save vs. Magic Spells and Magical Items such as Wands, Staves, and Scrolls

Spellcasting 
1st - Slots: 4: Detect Magic, Light, Protection from Evil, Sleep

2nd - Slots: 2: ESP, Invisibility

3rd - Slots: 2: Lightning Bolt, Suggestion

Notes 

  • Cordelia van Kessel is a High Thonian of the van Kessel line who is part of one of the High Thonian families to help in settling the north with family owning land around Glendower and Williamsfort while she studied magic at The Arcanum, the grand mage's college located in the heart of Blackmoor City, with tunnels said to lead to the vast dungeon located underneath Castle Blackmoor.
  • Is the Queen of Hearts within the Wild Cards Adventuring Company along with Bhaldur, Mal Bracewell, Ernam Meson, and Auricormi - three humans, for if you count Cordelia, and a gold dragon hatchling. She serves as the main spellcaster and has a fairly hefty spellbook in addition to the spells she has prepared below.
  • Is a proponent of starting the first expeditions into the dungeon located at Castle Blackmoor. Partially for the fame, partially for the gold, and of course, to help secure permission to expand the party's guild hall located in the old quarter of the city.

Monday, October 5, 2026

Bhaldur the Rider, King of Diamonds

 

Name: Bhaldur the Rider
Ancestry: Human / Class: Fighter / Level: 6

Attributes 
Str: 16 / To-Hit: +1 / Dmg: +1 / Open Doors (d6): 3-in-6
Dex: 14 (18) / To-Hit: +1 / AC: +1
Con: 14 / HP: +1 / System Shock: 100%
Int: 12 / Bonus Languages: 3
Wis: 13
Cha: 13 / Henchmen: 5 / Loyalty: +1

Info 
AC (Breastplate + Ring of Protection): 18 
Save: 9
BtH: +3
HP: 39

Talwar +1: Attk: +5 / D: 1d8+2 / R: Melee

Longbow: Attk: +4 / D: 1d8 / R: Far

Kukri: Attk: +4 / D: 1d4+1 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Saddle, Horse, Rations (Mount), Horseshoes of Speed, Bag of Holding, Gauntlets of Dexterity

Traits 
Human: Extra Effort (1/day): Once per day, roll a d20 of choice with the Advantage.

Saving Throws: +1 to all situations except magic spells.

Multiattack: When fighting 1 HD or less creatures, a Fighter may make a number of bonus attacks equal to their level.

Parry (-1 / -5 when wearing Gauntlets of Dexterity): Melee attacks made are made at a -1 due to the character's parry ability.

Notes

  • Bhaldur the Rider is a Peshwah fighter and the leader of the Wild Cards Adventure Company, which he initially started with Ichabod Westlake and Marie Glassmaker before the two broke off to form their own group. The Cards are now made up of Bhaldur and a new team of adventurers operating out of the eastern reaches of the 'The North' out of the City of Blackmoor.
  • One of the few explorers who has seen what can only be described as 'The City of the Gods' when the massive city crashed in the plains of Eastern Hak. He has one or two items salvaged from the gods back at guild headquarters in the city, for the most part he sticks to his favored weapons.
  • As per his epithet, the Rider, Bhaldur is a trained horseman like his fellow Peshwah. He knows how to both fire a bow from horseback as well as fight with his talwar sword.

Wednesday, September 30, 2026

Blackmoor Week - Minor Servant of Leuk-O

The Minor Servant of Leuk-O 

AC: 0 [19]
Enhanced Strikes: +1 to-hit; +6 damage with melee attacks.
Armored Fist: Natural Attack that deals 1d8+6
Enhanced Strength: Force Doors (d6): 5-in-6; Bend Bars (d6): 4-in-6
Immunities and Resistances: Immune to normal cold; +2 Saving Throws vs. Poison Gas, Heat, Electricity, Magic, and other hazards as deemed by GM.
Button Up: Can seal up and provide enough oxygen to survive for up to 3 hours.
Energy Blast (1/day): Cast lightning bolt as the spell equal to a 5th level caster (5d6 / Save for 1/2 damage)

Drawbacks 

  • requires a power cell for up to 8 hours of operation.
  • if unpowered, movement is reduced and the wearer may be trapped or clumsy inside it
  • some delicate actions cannot be performed while wearing it
  • thieves’ skills, spell casting, and similar precision work may be impossible or heavily penalized
  • if the suit takes catastrophic damage, strange arcs of power or explosions may result

  • Notes 
    • One of the 'objects of power' associated with the nefarious Temple of the Frog before its discovery and translation by the famed artificer, Leuk-O of Thonia. The Minor Servant of Leuk-O is said to be a relatively smaller replica of the more famous Might Servant that Leuk-O had helped in its discovery when the initial dungeons of the Temple had been looted.
    • The servant seems to combine the protective power of an impressive Plate +3 with Gauntlets of Ogre Power, granting a solid, morning star like blow with its iron gauntlets that is said to launch human-sized opponents across the room.
    • Unlike the Mighty Servant with two-seater occupancy, the Minor Servant has only single occupancy and requires an energy crystal to power. So far, only a few crystals have been found in the lairs of the Temple, though given some distant connection with the City of  the Gods, sages theorize some of the crystals might be found therein.

    Monday, June 22, 2026

    Fenny Bolingbroke, Halfling Magic-User

     

    Name: Fenny Bolingbroke
    Ancestry: Halfling / Class: Wizard / Level: 10

    Attributes 
    Str: 8 / To-Hit: +0 / Dmg: +0
    Dex: 12 / Attk: +0 / AC: +0
    Con: 14 / HP: +1 / Raise Dead: 100%
    Int: 18 / Additional Languages: 6 / Learn Spell: 95%
    Wis: 14 / 
    Cha: 13 / Hirelings: 5

    Info 
    AC (Robes): 10
    Save: 6
    BtH: +4
    HP: 41

    +1 Crossbow of Frost / Attk: +6 / D: 1d8+1 / R: Near / Special: +1 Damage (Cold)

    Dagger / Attk: +4 / D: 1d4 / R: Thrown

    Gear: Bag of Holding, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Bracers of Armor (+3), Headband of Int (+2), Potion of Cure Moderate Wounds (x2), Potion of Cure Serious Wounds (x3), Wand of Magic Missile (5th Level)

    Traits 
    Halfling: Duskvision. Skirmisher: +1 Ranged. +4 Save vs. Magic

    Saving Throws: +2 vs. Wands and Spells 

    Spellcasting 
    1st - 4: Charm Person, Detect Magic, Shield, Sleep

    2nd - 4: ESP, Invisibility, Mirror Image, Web

    3rd - 3: Dispel Magic, Explosive Runes, Suggestion

    4th - 2: Dimension Door, Fear

    5th - 2: Hold Monster, Monster Summoning III

    Notes 

    • Fennering 'Fenny' Bolingbroke is a Halfling Conjurer from Hilltop and is one of the students of famed Harper mentor, Drogan Droganson. Like the old Dwarf, Fenny is an arcane spellcaster devoted to the worship of Mystra.
    • Has traveled throughout the Silver Marches and the Anarouch as a potential Wizard for the Harpers, although he has yet to fully commit. Instead, Fenny has been content to hanging around the Halfling caravan that works the various wagon routes in the region.
    • Favorite spell? Summon Monster - Going up against Fenny means an enemy will face various monsters that Fenny can draw from an extra dimensional plane to fight for him.

    Friday, June 19, 2026

    Conklin Stotch

     

    Name: Conklin Stotch
    Ancestry: Gnome / Class: Mage / Level: 5

    Attributes 
    Str: 10 / +0
    Dex: 14 / AC: +1 / Attk: +1
    Con: 18 / HP: +1 / Raise Dead: 100%
    Int: 18 / Languages: Base + 6 / Learn Spell: 99%
    Wis: 13
    Cha: 15 / Hirelings: 5 / Morale: +1

    Info 
    AC (Robes + Ring of Protection): 12
    BtH: +1
    Save: 10
    HP: 21 

    Quarterstaff: Attk: +1 / D: 1d6 / R: Melee

    Dagger: Attk: +1 / D: 1d4 / R: Thrown (+2)

    Light Crossbow: Attk: +2 / D: 1d8 / R: Near / RoF: 1

    Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Wand of Shield

    Traits 
    Gnome: Combat Expertise (+1; Kobolds & Goblinoids), Small Size. Saves: +4 vs. Magic; +1 vs. Poison. Darkvision. Stonelore. Detect Secret Doors (2-in-6). Listen (2-in-6)

    Saving Throws: +2 vs. Magic 

    Spellcasting 
    Spellbook: (1) Charm Person, Detect Magic, Hold Portal, Light, Magic Missile, Protection from Evil, Read Languages, Read Magic, Shield, Sleep / (2) Knock, Phantasmal Force, Web / (3) Monster Summoning I

    1st - Slots: 4: Detect Magic, Light, Magic Missile, Sleep

     2nd - Slots: 2: Phantasmal Force, Web

    3rd - Slots: 1: Monster Summoning (I)

    Notes 

    • Conklin is one of several Gnomes from the Stotch family who have traveled across the known world. He is a pure magician from the arcane college town of Ganymede where he specializes in frost magic.
    • Has taken a summer job working with an adventuring party that escorted a halfling merchant named Katriana and her band of halflings in an around the Fort Inevitable area. It is there that the party learns of the Emerald Spire and makes the decision to look around... as well as recover any treasure, also there is that one quest to recover Norqual Silver for the local artificer.
    • Magic items of choice is Conklin's Wand of Shield which lets him cast Shield on himself and grant him self-protection along with his Ring of Protection.

    Wednesday, May 20, 2026

    Tyerise Diabella, Half-Elf Bard

    Name: Tyerise Diabella
    Ancestry: Half-Elf / Class: Bard / Level: 5

    Attributes 
    Str: 14 / Attk: +1 / Force Doors (d6): 2-in-6
    Dex: 15 / Attk: +1 / AC: +1
    Con: 14 / HP: +1 / System Shock: 100%
    Int: 15 / Bonus Languages: 4
    Wis: 15 / 
    Cha: 16 / Henchmen: 6 / Retainer Morale: +2

    Info 
    AC (Mithral Chain +1): 16
    Save: 11
    BtH: +2
    HP: 27

    Shortsword +1: Attk: +4 / D: 1d6+1 / R: Melee

    Dagger: Attk: +3 / D: 1d4+1 / R: Thrown (+3)

    Crossbow: Attk: +3 / D: 1d6 / R: Near

    Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Traveling Lyre, Journal, Inkpen, Ink, Sacred Wood Lyre, Potion of Gaseous Form, Potion of Healing (x2), Potion of Heroism, Rope of Climbing, Medallion of ESP

    Traits 
    Half-Elf: Infravision. Sharp Senses (d6): Detect secret doors on a 4-in-6 Search check. +2 Save vs. Ghoul Touch.

    Saving Throws: +2 Save vs. Magic

    Oratory/Lore: 50% 

    Spellcasting 
    1st - Slots: 3: Detect Snares & Pits, Faerie Fire, Purify Water

    Notes 

    • Tyerise 'Tye' Diabella is a Harper from the Silverymoon Region who has been assigned to keep tabs on the two Underdark adventurers who have arrived on the surface, pursuing a rogue survivor of House DeVir, who has taken advantage of the state of the Underdark following the wounding and shunting of Lolth in the pantheon and the ascension of the Iron Armistice that has brought relative peace to the region. Her two reluctant companions include Morgrun Belmak of the Duergar and Talnafein Arabneld of Cormanthor. Her job is to shepherd them and ensure they do not cause trouble to the innocent.
    • Is a Bard from Silverymoon's 'College of Swords' making her a fair fighter, especially in the dueling schooling. Her favored musical instrument is her Sacred Wood Lyre which contains a number of healing spells that can be channeled when she plays.
    •  Is dating a Harper Ranger by the name of Bernard, who unfortunately is on a tour back towards the coast and Waterdeep, leaving Tye to escort a Duergar and Drow across the greater North.

    Wednesday, May 13, 2026

    Nebin Pattermach, Gnome Illusionist

     

    Name: Nebin Pattermach
    Ancestry: Gnome / Class: Wizard / Level: 6 / Background: Artisan

    Attributes 
    Str: 10 / Open Doors (d6): 2-in-6
    Dex: 14 / Attk: +1 / AC: +1
    Con: 14 / HP: +1 / System Shock: 100%
    Int: 18 / Bonus Languages: 6 / Learn Spell: 95%
    Wis: 14 / 
    Cha: 14 / Henchmen: 5 / Morale Adjustment: +1

    Info 
    AC (Robes + Ring of Protection): 12
    ST: 9
    BtH: +2
    HP: 25

    Club: Attk: +2 / D: 1d4 / R: Melee

    Dagger: Attk: +2 / D: 1d4 / Thrown (+3)

    Crossbow: Attk: +3 / D: 1d6 / R: Near

    Gear: Backpack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Inkpen, Ink, Spellbook, Scroll Case, Scrolls, Wand of Wonder, Ring of Expeditious Retreat, Potion of Slipperiness, 

    Traits 
    Gnome: Infravision. Hatred: +1 to-hit Goblinoids; Kobolds. Small Size: +2 AC vs. Large creatures; +4 AC vs. Giant creatures. Saving Throws: +4 (Magic): +1 (Poison), Scroll of Magic Missile, Scroll of Mirror Image

    Saving Throws: +2 Save vs. Charm & Illusion effects.

    Spellcasting 
    1st - Slots: 4: Color Spray, Detect Illusion, Detect Invisibility, Mirror Image

    2nd - Slots: 4: Detect Magic, Improved Phantasmal Force, Invisibility, Rope Trick

    3rd - Slots: 1: Paralyzation

    Notes 

    • Nebin Pattermach is a traveling Gnome Illusionist living in and around the besieged Archbarony of Ratik, although he is originally from the lower Raker mountains as part of a clan of Gnomes who specialized in two things: glassblowing and illusion magic. In a slight mark of rebellion, Nebin's trade is as a scrivener dealing in scroll work.
    •  Since the mains leading from Ratik to the south have been cut off by hostile non-human tribes in and around the Spinecastle area, and seeing little else is available unless he wants to travel up the Rakers, Nebin has signed on with an adventuring group to help punch south to Knurl.
    • Favored magic item? He has managed to acquire a rare Wand of Wonder in his kit.

    Thursday, April 30, 2026

    Ptolemy, Emirates Monk

     

    Name: Ptolemy
    Race: Human / Class: Monk / Level: 3

    Attributes

    Str: 15 / Attk: +1 / Open Doors (d6): 2-in-6
    Dex: 15 / AC: +1 / Attk: +1
    Con: 13 / HP: +1 / System Shock: 100%
    Int: 11 / Bonus Languages: 2
    Wis: 14 /
    Cha: 12 / Hirelings: 12 / Retainer Morale: +0


    Info
    AC (Robes): 13
    Save: 13
    BtH: +1
    HP: 13

     

    Martial Arts: Attk: +2 / D: 1d6+1 / R: Melee / Special: Natural


    Knife: Attk: +2 / D: 1d4+2 / R: Thrown (+2)


    Quarterstaff: Attk: +2 / D: 1d4+2 / R: Melee


    Gear: Pack, Waterskin, Rations, Torches, Mess Kit, Bedroll, Rope, Scrollcase, Scrolls, Inkpen, Ink


    Traits
    Human: Extra Effort (1/day): Roll a d20 of choice twice and take the better of the two rolls.

     

    Saving Throws: +2 Save vs. Paralysis and Poison

     

    Alertness (-1 Surprise): Typically only surprised on a 1-in-6 roll.

     

    Thief Skills: Climb Walls: 89% / Delicate Tasks: 25% / Hear Sounds (d6): 4-in-6 / Hide in Shadow: 20% / Move Silently: 30% / Open Locks: 20%

     

    Notes 

    • Ptolemy is a Human monk from the north of the Grand Duchy, up into the vast windblown dunes and scattered oasis settled cities of the Emirates of Ylaruam. Ptolemy is one of the monks of the Sandedge Monastery, located on the outer edge of the city of Kirkuk, a city within the Emirate of Dythestenia.
    • While traditionally attracting the Order of the Elements, which is famous for its Monks using elemental bending powers, Ptolemy is one of the few monks to adhere to the Order of the Fighter, sometimes known as the Order of the Streetfighter. While tempered by zen calm, he has a quiet ambition to compete to the King of Fighter's Tournament held in distant Thyatis. Before he can compete, he is in need of experience... and traveling money.
    • Currently working under Clifton Caldwell in order to refine his skills, and make said money to support his quest to be the greatest tournament fighter in the Known World. 

    Thursday, March 5, 2026

    Hermenor Shoreline - Harengon Swashbuckler

     

    Name: Hermenor Shoreline
    Ancestry: Harengon / Class: Swashbuckler / Level: 5

    Attributes 
    Str: 14 / To-Hit: +1 / Dmg: +0 / Open Doors (d6): 5+
    Dex: 16 / To-Hit: +1 / AC: +1
    Con: 11 / HP: +0 / System Shock: 75%
    Int: 13 / Bonus Languages: +3
    Wis: 13 / 
    Cha: 16 / Retinue: 6 / Retinue Morale: +2

    Info 
    AC: 13 (Leather)
    BtH: +2
    ST: 11
    HP: 28

    Pistol: Attk: +3 / D: 1d8 / R: Near

    Cutlass: Attk: +3 / D: 1d6+1 / R: Melee

    Dagger: Attk: +3 / D: 1d4+1 / R: Thrown

    Kick: Attk: +3 / D: 1d4+1 / R: Melee / Special: Natural

    Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Fishing Kit, Field Glasses, Stone of Good Luck (+1)

    Traits 
    Harengon: Small Size: +2 AC vs. Large foes. Hare Trigger: Can only be surprised on 1. Listen (d6): 3-in-6. Fleet Footed: +1 Save vs. Wands & Traps. High Jumper.

    Saving Throws: +1 Save vs. All Categories Except Wands & Spells

    Parry: -3 / Multiple Attacks (5): Against 1 HD creatures, a Fighter may make a number of attacks equal to level. 

    Notes 

    • Hermenor 'Hermes' Shoreline is one of the members of the sailing Harengon community located throughout the known world and often making ports of call from Seaside to Port Kyna to Specularum. Hermenor is one of many freelance sailors willing to tackle the endless sea, or fish, if there are no takers for crew members.
    • Never wears shoes, the pads of his fur covered feet are tougher than even a halflings foot. His legs are strong enough that he receives a +2 (Str: 16) to Attribute Checks for jumping.
    • Carries a Luck Stone agate with a rabbit's foot etched into it. Although it is a lucky stone, Hermenor did not specifically request to have the symbol carved into his magic item. He never thought his feet were ever lucky.

    Wednesday, January 7, 2026

    Harald Icepeak, Bjorn Paladin

    Name: Harald Icepeak
    Ancestry: Bjornvolk (Bearfolk) / Class: Paladin / Background: Outlander / Level: 5

    Attributes 
    Str: 18 / Attk: +2 / Dmg: +3 / Open Doors (d6): 5-in-6
    Dex: 13 / Attk: +1 / AC: +1
    Con: 15 / HP: +1 / System Shock: 100%
    Int: 13 / Bonus Languages: 3
    Wis: 14 / 
    Cha: 16 / Max Henchmen: 6 / Retainer Loyalty: +2


    Info 
    AC (Chain +1): 16
    Save: 8
    BtH: +2
    HP: 33

    Two-Handed Sword, +1 Frost Brand: Attk: +5 / D: 1d10+4 / R: Melee

    Hatchet: Attk: +4 / D: 1d6+3 / R: Thrown (+3)

    Javelin: Attk: +3 / D: 1d6+3 / R: Thrown

    Claws: Attk: +4 / D: 1d4+3 / R: Melee / Special: Natural

    Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Holy Symbol, Libram, Inkpen, Ink, Ring of Warmth, Bag of Holding, Javelin of Lightning (x2), Potion of Healing, Potion of Heroism

    Traits 
    Bjornvolk: Natural Armor: 13 + Dex. Powerful Build. Keen Scent (d6): 2-in-6. Claws (Natural Attack): 1d4 + Str. Saving Throws: (+2): Save vs. Trip, Bull Rush, Forced Moment; (+1): Save vs. Cold based spells, effects, and attacks.
     
    Divine Favor: +2 Saving Throws (Universal) / Lay on Hands (1/day): Heal 10 points.
     
    Immunity: All Diseases. Mount: Can designate target animal as a divine mount. Typically target war bear or war walrus.

    Notes 
    • Harald Icepeak is a Bjornvolk (Bearfolk) Paladin who is dedicated to the The Holy Light, typically depicted in the far north by the symbol of the polar north star, rather than the usual symbols such as the Sun. Like any traditional Paladin, Harald is dedicated to the principals of honor and goodness.
    • Lives in the far northern reaches of the land of Norworld, far beyond the human cities of the south. His region is the land of the Bjornvolk and certain clans of northern dwarves, especially ice dwarves.
    • Magic item of choice - Emblem of the North Star. This magical item doubles as his holy symbol and allows once daily to draw from its power to fuel a spell or a Divine Smite.

    Friday, November 28, 2025

    Dire Turkey

    Dire Turkey

    Hit Dice: 6+6
    Armor Class: 4[15]
    Attacks: Beak (1d8), talons (1d10)
    Saving Throw: 11
    Morale: 10
    Special: Keen senses, territorial frenzy, relentless, trampling charge, savage peck
    Move: 15
    Alignment: Neutrality
    Number Encountered: 1d4
    % in Lair: 20%
    Challenge Level/XP: 7/600

    Dire turkeys are enormous, ill-tempered birds standing nearly as tall as a man at the shoulder. Although absurd in appearance, a charging dire turkey is a terrifying mass of feathers, claws, snapping beak, and territorial fury. They are particularly aggressive during mating season or when defending nests.

    Keen Senses: Dire turkeys have exceptionally sharp eyesight and an excellent sense of smell. They are surprised only on a roll of 1 on 1d6 and can usually detect creatures attempting to approach them from upwind or across open terrain.

    Territorial Frenzy: Once reduced to half their maximum hit points or fewer, a dire turkey flies into a violent frenzy. It gains +1 to hit and +2 damage with all melee attacks for the remainder of the battle.

    Relentless: Once per day, if damage would reduce a dire turkey to 0 hit points and the attack inflicted 10 points of damage or fewer, the turkey remains standing with 1 hit point instead.

    Trampling Charge: If a dire turkey has at least 20 feet of clear space to charge before attacking, it may make a talon attack at +2 to hit. If the attack hits, it inflicts its normal talon damage plus 1d6 additional damage, and the victim must make a saving throw or be knocked prone.

    A victim knocked prone by the charge is immediately subjected to an additional talon attack. This second attack does not receive the charge bonus or additional 1d6 damage.

    Savage Peck: Whenever the dire turkey successfully hits with its beak, roll 1d6. On a result of 5–6, it immediately makes a second beak attack against the same victim. Savage Peck cannot trigger another Savage Peck.

    Notes 

    • Hunters stalking turkeys may be wary if they come across too large a flock, as such a large colony of birds may be under the protection of a Dire Turkey. This massive beast will eagerly charge at targets from beasts to men, their approach often heralded by their Thunder Gobble cry that has been known to seize men with fear!
    • Dire Turkeys are capable of such attacks as beak pecks, talon slashes, and just plain charging into adventurers, body checking and slamming them with the turkey's massive feathery body.
    • Ogre, Orc, and Barbarian clans who want to bring in big meals for the fall season will go out of their way to pursue and bring down a Dire Turkey.

    Thursday, November 27, 2025

    Turkey Knight

    TURKEY KNIGHT

    Hit Dice: 5+5
    Armor Class: 2[17] (plate and shield)
    Attacks: 2 sword attacks (1d8+1), or lance (1d8+1)
    Saving Throw: 12
    Morale: 11
    Special: Brave, mounted mastery, coordinated charge, leadership, parry
    Move: 6 (15 mounted)
    Alignment: Law
    Number Encountered: 1d4
    % in Lair: 20
    Challenge Level/XP: 6/400

    Turkey Knights belong to an eccentric but highly disciplined martial order whose members breed and train enormous turkeys for war. Their brightly colored heraldry and feathered crests have caused more than one opponent to laugh upon first seeing them. Few continue laughing after the charge.

    Turkey Knights normally fight from the backs of specially bred War-Turkeys, directing their mounts with knees, calls, and whistles while leaving both hands free for battle.

    Brave: Turkey Knights gain a +2 bonus on saving throws against fear and similar effects. In addition, they make Morale checks at 11 even if separated from their mounts.

    Mounted Mastery: While mounted upon a War-Turkey, the knight gains +1 to hit against man-sized or smaller opponents and a +2 bonus on saving throws or other rolls made to avoid being thrown or dismounted.

    The Turkey Knight is an expert enough rider that ordinary movement and melee combat do not require riding checks.

    Coordinated Charge: If the Turkey Knight and mount have at least 20 feet of clear space before attacking, the knight may make a mounted charge.

    A charging lance attack gains +2 to hit and inflicts 2d8+2 damage.

    Alternatively, the knight may charge with a sword, gaining +2 to hit and +1d6 damage.

    If the knight's attack hits, the victim must also make a saving throw or be knocked down if roughly man-sized or smaller. A knocked-down creature loses its next movement and attacks at –2 until it regains its feet.

    Only one coordinated charge may be made against a particular opponent in a round; the Turkey Knight cannot combine it with his normal two sword attacks.

    Leadership: Once per day, a Turkey Knight may bellow commands, rallying cries, and surprisingly elaborate poultry-themed battle maxims. For 6 rounds, allies within 30 feet who can hear him gain +1 to attack rolls and saving throws.

    The bonus ends if the Turkey Knight is killed, rendered unconscious, or flees.

    I much prefer +1 here to retaining the 5e 1d4. It accomplishes exactly the same conceptual purpose but speaks fluent old-school.

    Parry: Once per round, the Turkey Knight may use his shield or weapon to parry one melee opponent, gaining +1 AC against that opponent until the beginning of his next turn.

    Thus his normal AC 2[17] becomes AC 1[18] against that attacker.

    ---

    WAR-TURKEY

    Hit Dice: 4+2
    Armor Class: 5[14]
    Attacks: Beak (1d6), talons (1d8)
    Saving Throw: 13
    Morale: 10
    Special: Keen senses, sure-footed, trained mount, gobbled rush
    Move: 15
    Alignment: Neutrality
    Number Encountered: 1d4
    % in Lair: 20
    Challenge Level/XP: 4/120

    War-Turkeys are enormous birds selectively bred for strength, speed, aggression, and an inexplicable willingness to permit armored humanoids to ride upon their backs. A mature specimen stands nearly five feet at the shoulder and possesses powerful legs capable of carrying an armored warrior at alarming speed.

    Their training does nothing to diminish their natural territorial disposition.

    Keen Senses: War-Turkeys are surprised only on a roll of 1 on 1d6 when sight or smell could reasonably alert them to danger.

    Sure-Footed: A War-Turkey gains +2 on saving throws or other rolls made to avoid falling, being knocked down, or losing its footing.

    Trained Mount: A War-Turkey trained by the order remains under its rider's control during combat and does not ordinarily test Morale independently while its Turkey Knight remains mounted.

    If its rider is slain, the War-Turkey immediately makes a Morale check. If successful, it continues attacking whoever killed or threatened its rider.

    I rather like that little addition because it reinforces that these are genuine bonded war animals rather than disposable vehicles.

    Gobbled Rush: Once per combat, a War-Turkey may emit a thunderous gobble and barrel through the enemy.

    The bird may move up to its full movement in a reasonably straight line. Any man-sized or smaller creature directly in its path must make a saving throw.

    Failure causes 1d8 damage and knocks the victim aside and prone.

    Success means the creature leaps aside and suffers no damage.

    The War-Turkey may pass through the spaces of creatures knocked aside in this fashion, but the rush ends immediately if it encounters a creature too large to bowl over or an obstacle it cannot pass.

    Notes 
    • The Order of the Scarlet Gobbler is one of several 'unusual' orders that tried to make the best of magical R&D to create new forms of war mounts for knights in the world that either did not care for, or were unable to ride creatures such as horses or gryphons. While Halfling riders experimented with War Chickens, a group of humans were willing to experiment with 'War Turkeys' as their avian mounts.
    • War Turkeys are known to slam their surprisingly tough and feathered breast into the enemy with their Gobbled Rush. At the Bottle of the Three Forks, the board riding goblin Warmaaster, Luften the Butcher, was killed when one of the turkeys slammed into him after his boar died from under him. The blow sent him flying into a nearby tree stump that broke the will of nearby goblin forces and caused them to retreat.
    • The battle cry is typically the fierce gobble! The cry is said to frighten goblin raiders over in the Winter Haven Vale as they know an angry turkey and a trained rider may be about.

    Tuesday, November 18, 2025

    Voone Jaskar, Halfling Fighter

     

    Name: Voone Jaskar
    Ancestry: Halfling / Class: Fighter / Level: 7

    Attributes 
    Str: 10 / Open Door (d6): 2-in-6
    Dex: 17 / Attk: +1 / AC: +1
    Con: 14 / HP: +1 / System Shock: 100%
    Int: 14 / Additional Languages: 4
    Wis: 14 
    Cha: 16 / Henchmen: 6 / Retainer Morale: +2

    Info 
    AC (Leather + Cloak of Protection): 14
    Save: 8
    BtH: +4
    HP: 45

    Shortsword +1: Attk: +5 / D: 1d6+1 / R: Melee

    Dagger: Attk: +4 / D: 1d4 / R: Thrown (+5)

    Short Bow: Attk: +5 / D: 1d6 / R: Near / RoF: 2

    Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Rope, Thieves' Tools, Caltrops, Spool of Twine, Chalk, Cloak of Protection

    Traits 
    Halfling: Skirmisher: +1 to Thrown and Missile weapons. Small Size: +2 AC vs. Larger-than man size creatures. Saving Throws: +4 Save vs. Magic

    Combat Dominance: When fighting 1 HD creatures, a Fighter may make attacks equal to their level.

    Parry: -4 to incoming melee attacks / Saving Throws: +1 to all types expect Wands & Spells.

    Notes 

    • Voone Jaskar is a halfling Scout who prefers to fight with bow, or if in melee, he strikes with shortsword or dagger. While he favors the bow, the only recent treasure has recovered is a Elven-made shortsword that is magical in nature.
    • Often works with the dwarven abjurer, Ibera Bruma, or tallfolk types like Tanith, Katrine Greenbriar, or Erac's Cousin (Once Removed), the other, less well known cousin of the infamous Erac of Rathmer. When it comes to adventuring companions, Voone likes to work with types that like to stand-out so that he can roll in and whittle his targets down.
    • Currently one of the adventuring parties dealing with the Temple of the Elemental Evil. That terrible dungeon, semi-sunken in the Great Salt Marsh. So far, the most progress the party has made is clearing out the Moathouse that the Temple's cult had been using as a surface outpost. Now its a question about finding and penetrating one of the entrances said to lead into the temple.

    Friday, October 31, 2025

    Mr. Lantern, The Malevolent Jack o' Lantern.

     

    Mr. Lantern

    Hit Dice: 5+5
    Armor Class: 6[13]
    Attacks: 2 claws (1d6)
    Saving Throw: 12
    Morale: 12
    Special: Spirit-bound, false appearance, unnatural body, holy vulnerability, lantern gaze, harvest curse, smoldering reprisal
    Move: 12
    Alignment: Chaos
    Number Encountered: 1
    % in Lair: 50
    Challenge Level/XP: 8/900

    Mr. Lantern resembles a weather-beaten scarecrow or harvest mannequin dressed in ragged clothing, its head formed from an old lantern, gourd, or carved wooden mask. A malignant spirit is bound within its frame, and faint ember-light leaks from its eyes and mouth when it awakens.

    Spirit-Bound: Mr. Lantern is treated as both a construct and undead creature whenever that distinction matters. Clerics may turn him as a Type 5 undead. He is immune to poison, sleep, charm, fear, paralysis, and similar effects that depend upon a living body or mind.

    False Appearance: While motionless, Mr. Lantern is indistinguishable from an ordinary scarecrow, harvest dummy, or similar figure unless carefully examined.

    Unnatural Body: Mundane weapons inflict half damage against Mr. Lantern. Magical weapons inflict full damage.

    Holy Vulnerability: Holy water inflicts 2d6 damage against Mr. Lantern. While within a consecrated or strongly sanctified area, he suffers 1d6 damage per round and attacks at –2. If successfully turned by a Cleric, he immediately suffers 1d6 damage.

    Lantern Gaze: Once every 1d4 rounds, Mr. Lantern may direct the burning light within his face at one creature within 30 feet. The victim must make a saving throw or be overcome by supernatural terror for 1d6 rounds. While affected, the victim attacks at –2, cannot willingly move closer to Mr. Lantern, and must remain in place or retreat if he advances. A successful save renders the creature immune to Mr. Lantern’s Lantern Gaze for the remainder of the encounter.

    Harvest Curse: Once per day, Mr. Lantern may curse one creature within 60 feet. The target must make a saving throw or suffer the curse for 6 rounds. The victim suffers –1 to attack rolls, moves at half normal speed, and glows faintly from the eyes and mouth, making concealment in darkness nearly impossible. Remove curse ends the effect immediately.

    Smoldering Reprisal: Whenever Mr. Lantern is struck in melee, there is a 2-in-6 chance that embers burst from his body. The attacker must make a saving throw or suffer 1d4 fire damage. This can occur no more than once per round.

    Notes 

    • Mr. Lantern is a powerful fiend from the nether world that takes the form of a bipedal humanoid with a jack-o-lantern for a head and an ominous laugh. In addition to his natural combat abilities and his slam, Mr. Lantern has enough will to utilize any weapon it can find along with the ability to breathe cones of flame from its menacing smile.
    • Possesses a natural fear gaze. Adventurers who are able to feel fear entering in the aura of Mr. Lantern must make a Save or become frightened.
    •  Does have a weakness, the one thing that will keep Mr. Lantern at bay (and makes him a little fearful). The power of radiance and holy damage. Mr. Lantern will not cross into consecrated zones and can be driven back with a Turn Undead from a Cleric that is level 10 or higher.

    Monday, October 27, 2025

    Bonaparte, Wandering Skeleton

    Name: Bonaparte
    Role: Skeleton / Level: 3

    Attributes 
    Str: 14 / +1
    Dex: 14 / +1
    Con: 14 / +1
    Int: 10 / +0
    Wis: 12 / +0
    Cha: 12 / +0

    Info 
    AC (Natural + Shield): 14 / 16 (Missile)
    Save: 13
    BtH: +1
    HP: 18

    Longsword +1: Attk: +3 / D: 1d8+2 / R: Melee

    Shield Bash: Attk: +2 / D: 1d4+1 / R: Melee

    Spare Bones: Attk: +2 / D: 1d4+1 / R: Thrown

    Claws: Attk: +2 / D: 1d4+1 / R: Melee / Special: Natural 

    Gear: Pack, Lantern, Oil,

    Skeleton Traits 
    Natural Armor: +2 / Undead 

    Notes 

    • Bonaparte is an sentient skeleton living in a region in-and-around Castlevania usually throwing bones and other objects at would-be vampire hunters who trouble his lord, Count Dracula. Still, when you're a skeleton powered by your ghost and have full faculties, sometimes it's good to see the land and not just stand around to throw things at members of the Belmont clan.
    • Likes to adventure around the ruins of the grand castle and occasionally go over the West Bridge to the abandoned town of Yomi and the Vrad Graveyard. Dealing with creatures of the night who think a skeleton is easy prey to push around, or avoiding traveling folk of the Polnezna clan in their colorful caravans who like to destroy skeletons and grind their bones into powder.
    • Has a bag of spare bones that are sharpened to stakes in a bag hanging from Bonaparte's belt. Despite seeking more in the world, he still has a talent for throwing them at people.

    Wednesday, August 20, 2025

    Thuzmergos, Dragonborn Mage

     

    Name: Thuzmergos / aka: Thuzmer
    Ancestry: Dragonborn / Scale: Blue / Class: Mage / Level: 5

    Attributes 
    Str: 15 / Attk: +1 / Force Doors (d6): 2-in-6
    Dex: 14 / Attk: +1 / AC: +1
    Con: 16 / HP: +1 / System Shock: 100%
    Int: 17 / Bonus Languages: 5 / Learn Spell (%): 85%
    Wis: 14 / 
    Cha: 12 / Henchmen: 4

    Info 
    AC (Robes): 11
    Save: 11
    BtH: +1
    HP: 21

    Staff: Attk: +2 / D: 1d6+1 / R: Melee

    Dagger: Attk: +2 / D: 1d4+1 / R: Thrown

    L. Crossbow (+2): Attk: +4 / D: 1d6+2 / R: Near / RoF: 1

    Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Spell Component Pouch, Potion of Undead Control, Potion of Healing, Scroll of Protection (Drowning) (x2), Scroll of Mirror Image, Major Scroll (Sleep, Invisibility, ESP, Lightning Bolt, Haste), Portable Hole, Carpet of Flying, Necklace of Firebaubles, Wand of Magic Detection

    Traits 
    Dragonborn: Hardened Scales: +2 Save vs. Energy based on chosen line. Breath (1/day): Unleashes a breath of Lightning that deals damage equal to Current 1/2 HP, round up (11 Dmg) - Save for 1/2 Damage.

    Saving Throws: +2 Save vs. Spells & Magical Devices

    Spellcasting 
    1st - Slots: 4: Hold Portal, Magic Missile, Read Magic, Shield

    2nd - Slots: 2: ESP, Knock

    3rd - Slots: 1: Fireball

    Notes 

    • Thuzmergos 'Thuzmer' is a Blue Dragonborn wizard from the free-city of Memnon on Agis, located in the Desert of Calim, during a time when the Dragonborn existed along the other the people that dwelt in that period after the Time of Troubles and the the powers had returned from wandering as near mortals. Dragonborn had awoken at this time, serving these gods made flesh along with other powerful beings. Thuzmer was one of those awoken to serve Azuth, the Grand Magister, while the demi-god walked the planet during these turbulent times.
    • Since being released, Thuzmer has remained in the hot, dry climates that blue dragons often prefer, often working as a caravaneer or barge worker on the River Agis. One of his items he owns and uses is a Wand of Magic Detection that can help him detect and identify any magical cargo he may be carrying.
    • Is being talked to going along with a cleric of Lady Firehair (also known as Sharess), by the name of Hamiday Remzi to accompany her to Calimport. Having resolved some issue in the jungles of Chult, Hamiday has begun to recruit a new party to resolve some issue with her temple. She hopes to gain Thuzmergos' assistance by offering to help establish a shrine in Azuth after he aids her.

    Gnome Vampire

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