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Forgotten Realms Characters Contest


All of these characters were created by fans as entries in a contest to win a signed copy of the new Forgotten Realms Campaign Setting. I don't claim that they are 100% legit (as every person, even me, makes a mistake now and then), but for this purpose they're close enough for government work. Sorry if the formatting is mostly straight text ... I'm too lazy to put the italics and such in for all of these characters. I had to disqualify three characters: one for using a psionic class (the rules said use only the PH, DMG, MM, and FRCS) and two for using non-standard races (the rules said to use standard races from the PH or FRCS, such as elf, human, tiefling, etc.).


(Androcles)
    Othur Voorik of Kelemvor: Male human Pal2; CR 2; Medium-size humanoid (human); HD 2d10+2; hp 17; Init -1; Spd 20 ft.; AC 14 (touch 9, flat-footed 14); Atk +3 melee (2d4+2/20/x4, Scythe) or +3 melee (1d4+2/19-20/x2, dagger); SQ ; AL Lawful Good; SV Fort +8, Ref +1, Will +3; Str 14, Dex 8, Con 12, Int 10, Wis 13, Cha 15

    Skills: Heal +3, Knowledge (religion) +2, Knowledge (Undead) +2, Ride +1

    Feats: Great Fortitude, Weapon Focus (Scythe)

    Gear: Scythe (18gp), silvered dagger (12gp), breastplate armor (200gp), silver holy symbol of Kelemvor (25gp), backpack (2gp), bedroll (1sp), healer's kit (50gp), 2 flasks of holy water (50gp), 6 candles (6cp), flint and steel (1gp), ink (8gp), inkpen (1sp), blank book/journal (15gp), small steel mirror (10gp), soap (5sp), 5 days trail rations (25 sp), 2 waterskins (2gp), whetstone (2cp), 3 potions of Cure Light Wounds (150 gp), everburning torch (90gp), heavy horse (200gp), bit and bridle (2gp), military saddle (20gp), saddlebags (4gp)

    Wealth: 3 pp, 7 gp, 7 sp, 2 cp

    Description: A grim figure to behold, dressed in his worn slate gray armor, carrying a scythe and bedecked in a tattered black mantle. Othur's gray eyes betray little emotion. His face is usually somewhat scruffy, yet he is fastidiously clean when not engaged in mucking through some foul dungeon or tomb. When not traveling or engaging in his trade, Othur dresses in clean, well kept, simple clothes and proudly displays his symbol of faith.

    History and Personality: Othur was born and raised in Waterdeep. His father Egard a watch member and his mother a baker raised him well. When Othur was 14, the gods came to Waterdeep and his father was lost fighting Myrkul's minions. His mother did her best to carry on without her love. A few years later, in the middle of the night, Othur and his mother received a visit from his late father, now a curst. This event set him on his course to rid the world of Myrkul's undead. He has since devoted himself to Kelemvor in his holy cause.
 
 


(Alex)
Randal Shiningeyes: Male Aasimar Pal1 of Paladin; Medium-size humanoid (elf); HD 1d10 +1; hp 11; Init 0; Spd 20 ft.; AC 19 (touch 19, flat-footed 10); Atk +4 melee (1d8+2/19-20/x2, masterwork longsword) or +3 melee (1d8+2/20/x3, heavy lance); SQ aasimar traits; AL LG; SV Fort +5, Ref +2, Will +2; Str 15, Dex 10, Con 13, Int 12, Wis 10, Cha 16.

Skills: Heal +2, Knowledge (religion) +2, Ride +4, Spot +4.

Feats: Weapon Focus (longsword)

Aasimar Traits: Acid, Cold, Electricity resistance of 5; darkvision 60ft; spell-like abilities (1/day light as though cast by a 1st-level sorcerer); +2 racial bonus to Listen, Spot checks (already figured into the statistics given above).

Gear: Masterwork longsword (favored class of Cormyr equipment), heavy lance, half plate armor, large steel shield, light warhorse w/military saddle, potion cure light wounds

Wealth: 117gp

Description: Randal is a large man of over 6 feet, solidly built as one might expect in his profession. His name comes from the color of his eyes, which show a golden radiance whenever he uses his paladin abilities, or is concentrating heavily. A small birthmark in the shape of a rising sun can be seen on his left calf. When traveling he wears steel half plate armor highlighted with gold, and the scales and warhammer of Tyr on the breastplate.

History and Personality: Found as an orphan in the Cormyrian city of Marsember, Randal spent his formative years in the care of clerics at the temple of Lathander. A wandering paladin of the Order of Aster tutored in the ways of paladinhood, where he eventually becoming a full-fledged member of the Order. The two eventually found their way to Silverymoon where the old paladin could see his family one last time before passing on to Lathander. Randal has spent the last year there, making friends with a elven cleric named Jathra and a human ranger named Stedd. After receiving word of the recent troubles in Cormyr, and the death of the king, Randal has convinced the two of them to follow him back to Cormyr to help in the battles to put the country right. They are currently working their way south from the Silver Marches and hope to reach the Dalelands before winter sets in.

A very intense man, Randal is capable of great acts of violence when her perceives wrongs. While his heritage as an assimar naturally makes him more charismatic, the wisdom also associated with the progeny of a celestial is not as much in evidence. He has a tendency to look before he leaps, getting his friends in more trouble than they can sometimes handle.
 
 
 



 

(Alex)
Jathra Silverstream: Female Moon Elf Clr 2 of Solonar Thelandira; Medium-size humanoid (elf); HD 2d8; hp 13; Init +3; Spd 30 ft.; AC 16 (touch 13, flat-footed 13); Atk +1 melee (1d8-1/19-20/x2, masterwork longsword) or +6 ranged (1d8/20/x3, masterwork composite longbow); SQ Moon Elf traits; AL CG; SV Fort +3, Ref +3, Will +5; Str 8, Dex 16, Con 10, Int 10, Wis 15, Cha 13.

Skills: Concentration +2, Heal +4, Knowledge (religion) +2, Profession (herbalism) +2

Feats: Point Blank Shot, Precise Shot, Weapon Focus (Longbow)

Moon Elf Traits: Immunity to magic sleep spells and effects; +2 Saving throw bonus to Enchantment spells and effects; lowlight vision; +2 racial bonus to Listen, Search, Spot checks; proficiency with longsword and longbow; special search.

Cleric Spells Prepared: (5/5/5/4; base DC=12 + spell level): 0- detect magic, detect poison, purify food and drink, read magic; 1st - command, divine favor, magic weapon*, sanctuary

*Domain spell. Deity: Solonar Thelandira. Domains: Elf (free Point Blank Shot feat), War (free Weapon Focus feat)

Gear: Masterwork longbow (favored religion of Silverymoon gear), masterwork studded leather, masterwork longsword, healer's kit, wooden holy symbol, potion cure light wounds (x3), potion jump

Wealth: 150 gp

Description: Jathra is an average looking moon elf, of fair skin and dark blue hair. Her dark green eyes are flecked with gold, and reflect a look as if she knows something that you are about to find out.

History and Personality: Jathra grew up in the area around Silvermoon in the Silver Marches. Both her mother and father are clerics of Solonar, traveling the woods and hunting the random incursions of orcs. In a relatively short amount of time she became known as a deadly shot with her longbow, she has recently took up her parents vocation of protecting her area of the forest. While visiting the shrines of Silvermoon, she met the paladin Randal Shiningeyes, and was immediately drawn to him. While they have become fast friends, along with a ranger from the area named Stedd, she would like to see their relationship further. It is mostly because of these feelings that she has decided to follow Randal to Cormyr for his personal quest.

Jathra has a very outgoing personality, enjoying whatever life brings her. While in battle she can be deadly serious, she has fully embraced her elven heritage and celebrates life whenever possible. Her newest project would seem to be trying to lighten up the son of a celestial, a task that brings her no end of amusement for the irony.
 
 
 
 



 

(Alex)
 Stedd Moondown: Male human Rgr1/Sor1; Medium-size humanoid (human); HD 1d10, 1d4; hp 12; Init +4; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Atk +3 melee (1d8+1/19-20/x2, masterwork longsword) or +4 ranged (1d8/20/x3, masterwork composite longbow); SQ none; AL NG; SV Fort +2, Ref +2, Will +1; Str 12, Dex 14, Con 10, Int 13, Wis 8, Cha 15.
Skills: Concentration +4, Craft (Bowmaking) +3, Hide +5, Move Silently +5, Search +3, Spot +6, Wilderness Lore +4

Feats: Blooded, Combat Casting, Track

Spells per day: (5 0th/ 4 1st)

Sorcerer Spells Known: (4/2; base DC=12 + spell level; 15% chance of spell failure): 0-detect magic, daze, light, mage hand, 1st-expeditious retreat, true strike

Gear: Masterwork Studded Leather (favored class of Silverymoon gear), Scroll of Rope Trick, (favored class of Silverymoon gear), masterwork longsword, masterwork composite longbow, silk rope (50'), bowmaker's tools, spell component pouch, potion of Cure Light Wounds (x2)

Wealth: 50gp

Description: A man of smaller build and stature, Stedd has some elven blood in his family that gives him his green eyes and slightly pointed ears. He tends to keep his black hair cut very short, and is never without his family's heirloom longsword.

History and Personality: Stedd's family has been in the Silver Marches for over 4 generations, with at least 1 moon elf thrown in there somewhere. His father has a small shop in Silverymoon, where he is known as one of the best flethchers in the region. While he does have some skill at bowmaking that his father passed on to him, his love has always been of the wilds of the Silver Marches. Combined with his recently emerging powers as a sorcerer (a throwback to his elven ancestor), Stedd was destined for adventure.

It was while studying at The Lady's College that he met the elven cleric. While he freely admits that he was smitten with her at first, he has come to accept her lack of interest and has taken her as one of his best friends. He's worried that she will be hurt by or with the paladin Randal and has decided to travel with them to protect her. He is slowly warming up to the paladin to, but tries to temper his rashness.

A solid friend, Stedd will never abandon a friend in danger, or a stranger for that matter. Although a good shot with his longbow, he prefers to engage in melee combat, especially after augmenting his sword with true strike. With the recent upswing in orc activity, he has had ample opportunity to practice his skills, and has taken orcs as his racial enemy.
 
 
 
 


(Brett)
Steele Brightforge: Male human Ftr2; Medium-size humanoid; HD 2d10+4; hp 17;
Init +0; Spd 20 ft; AC 17; Atk +6 melee (1d10/20/x3, masterwork dwarven
waraxe) or +2 ranged (1d8/19-20/x2, Light Crossbow);SQ none; AL LG; SV Fort
+5 Ref +0 Will -1; Str 14, Dex 10, Con 15, Int 13, Wis 12, Chr 8.
   Skills: Appraise +3, Climb +0, Craft (weaponsmith) +5, Craft (Armorer)
+5, Intuit Direction +2, Listen +5

   Feats:Alertness, Blind-fight, Exotic Weapon (Dwarven Waraxe), Weapon
Focus (Dwarven Waraxe)

   Gear:Large Steel shield(20 gp), Masterwork Breastplate(350 gp),
Masterwork Dwarven Waraxe(330 gp), Heavy Crossbow(50 gp), 30 crossbow
bolts(3 gp), Everburning Torch (90 gp)

   Wealth:17 gp, 1 20 gp gem, 2 10 gp gems

   Description: Steele is an energetic and enthusiastic young man.  His
brown hair is typically braided in back to keep it out of the forges.  He
typically dresses in brown or black clothing.  His stature is slightly
stooped from living in areas designed for the shorter dwarves (though not
much shorter than his 5' 3" frame).

   History and Personality: Originally born in the sunlit world, Steele was
orphaned as a baby when the family was caught in an avalanche while
traveling.  A group of dwarves clearing the road found him barely alive, and
he was taken in by Brund Brightforge.
   Until recently, Steele had never seen the outside world, spending most of
his time around the forges with his father.  After accompanying a trade
party, he has talked several friends into adventuring in this new world.
   Steele is fascinated by the surface world that he seems to come from but
finds totally alien.
 
 
 



 

(Brett)
Celindra: Female human Rog1/Sor1; Medium-size humanoid; HD 1d6-1, 1d4-1; hp
6; Init +6; Spd 30 ft; AC 12; Atk +1 melee (1d6/18-20/x2, rapier) or +2
ranged (1d8/19-20/x2, Light Crossbow);SQ sneak attack, cat familiar, share
spells with familiar, empathic link with familiar; AL LG; SV Fort -1 Ref +4
Will +3; Str 10, Dex 14, Con 8, Int 12, Wis 13, Chr 15.

   Skills: Appraise (+3), Balance (+4), Climb (+2), Concentration (+2),
Disable Device (+5), Disguise (+6), Escape Artist (+4), Hide (+6), Jump
(+2), Listen (+3), Move Silently (+6), Open Lock (+6), Pick Pocket (+6),
Search (+5), Spellcraft (+2), Spot (+3), Tumble (+4).

   Feats:Improved Initiative, Point Blank Shot, Alertness.

   Spells per day: (5 0th, 4 1st)

   Known spells:  0th - Dancing Lights, Ghost Sound, Mending,
Prestidigitation, 1st - Charm Person, Change Self

   Gear:  Leather armor (10 gp), masterwork rapier (320 gp), Light crossbow
(35 gp), 30 bolts (3 gp),  2 daggers (4 gp), Spell component pouch (5 gp),
masterwork thieves tools (100 gp), 2 Smokesticks (40 gp), 2 Tanglefoot bags
(100 gp), 2 Thunderstones (60 gp), 3 acid flasks (30 gp), potion of Spider
Climb (50 gp), potion of Jump (50 gp),

   Wealth:  23 gp, 30 gp ring, 20 gp necklace, 2 10 gp earrings

   Description:  Celindra is a tall, beautiful woman with strawberry-blonde
hair and large green eyes.  She prefers the finer things in life, usually
wearing silk clothes and expensive jewelry.  She keeps a dagger hidden in
her wolumptuous busom, and another strapped to her right thigh.  She often
changes her appearance both with magic and natural means to better suit her
customer's needs.

   History and Personality:  After running away from home in her teens,
Celindra has made an amazing life for herself.  Living on the streets, she
quickly learned that her beauty and her skills were the keys to her
survival.  Thus, her career of prostitution began and has continued much to
her happiness.
   Celindra sees herself as being what every man wants.  She truely enjoys
her power over men and the money it brings to her.  She views men as a means
to an end, and a brief pleasure.  She has recently been on the run for
supposedly killing one of her frequent customers.
 
 
 
 
 



 
 

(Brett)

Ilda Thanal:  Female Dwarf Ftr1/Sor1; Medium-sized humanoid; HD 1d10+3,
1d4+3; hp 18; Init +1; Speed 30 ft; AC 16; Atk +4 melee (1d8/20/x3,
masterwork warhammer) or +2 ranged (light crossbow); SQ dwarven traits,
empathic link with familiar, share spells with familiar, spells, toad
familiar; AL NG; SV Fort +5, Ref +1, Will +2; Str 15, Dex 12, Con 17, Int
10, Wis 8, Chr 12.

   Skills: Bluff +2, Climb +3, Concentration +5, Craft (Weaponsmith) +4

   Feats:  Power Attack, Cleave, Alertness

   Spells per day: (5 0th, 4 1st)

   Spells known: 0th - Daze, Detect Magic, Flare, Resistance, 1st - Shield,
True Strike

   Gear: Masterwork Warhammer (312 gp), light crossbow (35 gp), Masterwork
chain shirt (250 gp), Masterwork small steel shield (159 gp), Spell
component bag (5 gp)

   Wealth:  49 gp, 50 gp gem, 20 gp gem, 2 10 gp gems

   Description:  Ilda is a tall, beautiful dwarven warrior with long black
hair and big brown eyes.  Her true spirit shows when in battle and her eyes
dance with the excitement of a challenge.  She prefers light brown clothes,
but never enough to hide her weapons and armor.

   History and Personality:  What might be considered tom-boyish by many
races, Ilda was the perfect dwarven girl in her parents' eyes.  She took to
fighting like a fish to water at an early age.  No encouragement from her
parents was ever needed to get her to go to the military academy.  Her
powers first started manifesting during extreme challenges, causing her to
be disqualified in several matches.  Fortunately, one instructor took her
aside to help her control her magical abilities.
   She first met Steele purchasing a new warhammer (which he crafted for
her), and they have since fallen in love with each other.
 
 
 


(Brett)

Karsk Stolken: Male Dwarf Rog2; Medium-sized humanoid; HD 2d6; hp 9; Init
+6; Speed 30 ft; AC 15; Atk +1 melee (1d6/19-20/x2, short sword) or +4
ranged (1d8/19-20/x2, masterwork light crossbow); SQ dwarven traits,
evasion, sneak attack (+1d6); AL NG; SV Fort +0, Ref +4, Will +1; Str 10,
Dex 14, Con 10, Int 15, Wis 13, Chr 10.

   Skills: Alchemy +4, Appraise +6, Balance +4, Bluff +4, Climb +4, Disable
Device +6, Hide +4, Jump +2, Move Silent +4, Open Lock +6, Search +6, Tumble
+6, Use Magic Device +4

   Feats: Improved Initiative

   Gear: Masterwork light crossbow (335 gp), Masterwork studded leather (175
gp), short sword (10 gp), 3 bags of caltrops (3 gp), 2 smokesticks (40 gp),
2 thunderstones (60 gp), tanglefoot bag (50 gp), masterwork theiving
tools(100 gp), potion of jump (50 gp), flask of acid (10 gp)

   Wealth: 27 gp, 20 gp gem, 2 10 gp gems

   Description:  Karsk is a short, squirrely little dwarf with wild unkept
hair and a scraggly beard (both of which are red).  His short stature helps
him to get into areas most others could not, while also making him appear
rather harmless.  He is inquisitive by nature and usually sports scratches,
bruises or stains resulting from his "escapades".

   History and Personality:  Karsk has always been on the wrong side of the
law.  Since early age he has found himself getting into predicaments where
he should know better, usually do to his curiosity. He is especially
susceptible to bets.
   It was one of these predicaments (actually a bet by one of his friends)
that resulted in him being "acquainted" with Steele.  He was attempting to
lift a waraxe created for the village's king, when he was caught.  Steele
released him in exchange for service, and they later became best friends.
 
 
 
 
 
 



 
 

(Brett)
Diesa Rokur: Female Dwarf Ench2; Medium-sized humanoid; HD 2d4+6; hp 12;
Init +1; Speed 30 ft; AC 11; Atk +2 melee (1d4/19-20/x2, dagger) or +3
ranged (1d8/19-20/x2, masterwork light crossbow); SQ bat familiar, dwarf
traits, empathic link with familiar, share spells with familiar, spells,
touch (via familiar); AL CN; SV Fort +3, Ref +1, Will +3; Str 13, Dex 12,
Con 16, Int 15, Wis 10, Chr 6.

   Skills: Alchemy +6, Concentration +5, Escape Artist +4, Knowledge
(Arcana) +4, Spellcraft +4, Open Lock +3.

   Feats: Alertness, Spellcasting Prodigy

   Spells per day: (6 0th, 4 1st)

   Spellbook: 0th - Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare,
Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of
Frost, Read Magic, Resistance,  1st - Charm Person, Color Spray, Grease,
Mage Armor, Magic Missile, Shield, Sleep.
   Gear: 3 daggers (6 gp), Masterwork Light Crossbow (335 gp), potion of
cure light wounds (50 gp), potion of hiding (150 gp), potion of sneaking
(150 gp), scroll of spider climb (25 gp), scroll of identify (125 gp), Spell
component bag (5 gp).

   Wealth: 29 gp, 20 gp gem, 10 gp gem

   Description:Diesa is a flamboyant and vibran dresser.  She prefers
clothes of purple and red hues.  Odd for a dwarf, she has dyed her hair and
beard dark blue with purple streaks, which she leaves untied.  Her
appearance, along with her chaotic nature, make her difficult to befriend.
She is very emotional and usually speaks and acts before thinking about the
consequences.

   History & Personality:  Born with the natural ability to control arcane
magic, Diesa was odd for a dwarf from the beginning.  Not realizing her
potential for magic, her parents tried both military and religious training
schools to try to curb her troublesome behavior.  After reports of her
magicla aptitude causing problems at the military academy, she was sent to a
small arcane enclave where she developed her skills, but did little to
improve her behavior.
   During an outing to gather spell components she met Steele and developed
a crush on him.  She will do anything to get his attention, though Steele
sees her as immature and generally a hindrance.
 
 
 
 



 

(Brett)

Delgar Stonehammer: Male Dwarven Clr2; Medium-size humanoid; HD 2d8+2; hp
14; Init +1; Spd 20 ft; AC 16; Atk +3 melee (1d8/20/x2, masterwork heavy
mace) or +2 ranged (1d8/19-20/x2, light crossbow); SQ spells, turning, Dwarf
traits, Protection and Good Domains; AL LG; SV Fort +4, Ref +1, Will +5; Str
12, Dex 13, Con 12, Int 8, Wis 14, Chr 13.

   Skills: Concentration +3, Heal +5
   Feats: Extra Turning
   Spells per day: (4 0th, 4 1st)
   Gear:Masterwork Chainmail (300 gp), Small steel shield (9 gp), Masterwork
Heavy Mace (312 gp), Light Crossbow (35 gp), 30 bolts (3 gp), Spell
component pouch (5 gp), silver holy symbol (25 gp), Healer's kit (50 gp), 2
flasks of holy water (50 gp) 5 sunrods (10 gp).

   Wealth:21 gp, 3 20 gp gems, 2 10 gp gems

   Description: Delgar dresses in simple brown robes displaying his holy
symbol prominently.  His hair is kept short and he regularly trims his
beard.  While handsome for a dwarf, his simple personality does not draw
many women to him.

   History & Personality:  Delgar was born to a simple family after a very
difficult birth.  His family firmly believed it was their prayers to Moradin
that saved him.  As Delgar grew, the family realized that he was a slow
learner, but a very devout worshipper of Moradin.  Still thankful for his
survival, they allowed him to follow his desires and become a cleric.
   It was during his training that he met Steele and became friends.  Delgar
is a simple man who only desires to please his god.  he is overly trusting
and will help anyone at a moments notice.
 
 



 

(Brian)
Bartolomey Tosscobble a.k.a "Black Bart": Male lightfoot halfling
Ftr1/Rog1; Small-size humanoid (halfling); HD 1d6 + 1d10; hp 12; Init
+4; Spd 20 ft.; AC 15 (touch 13; flat-footed 13); Atk +3 melee
(1d8+1/19-20/x2, longsword used two-handed) or +6 ranged (1d4+1/20/x2,
dart); SQ halfling traits, sneak attack +1d6; AL CN; SV Fort +3, Ref +5,
Will +0; Str 13, Dex  15, Con 10, Int 12, Wis 8, Cha 14.
    Skills: Appraise +7, Bluff +9, Climb +6,  Hide +10, Intimidate +10,
Jump +8, Move Silently +7, Open Lock +6, Pick Pocket +7, Profession
(sailor) +1, Tumble +6
    Feats: Silver Palm, Thug
    Gear: leather armor (10 gp), longsword (15 gp), 4 darts, potion of
invisibility, 2 potions of cure light wounds, 3 thunderstones, 10
tindertwigs, masterwork thieves' tools
    Wealth: 263 gp
    Description: Black Bart is a handsome, wily young halfling. He is of
average height and weight for a halfling, with long black hair that he
wears back in a ponytail and striking dark green eyes. He dresses in
what he believes is traditional pirate garb - high black boots, black
pants, a frilly white shirt and a black long coat. He is pleasant and
talkative, though he is harsh with those who openly question or scoff
when he claims to be a pirate.
    History and Personality: Bartolomey grew up in a small fishing
village on the Dragon Coast, but never learned to swim or enjoy life on
the water. Bart decided to seek adventure in Westgate, instead of
cleaning smelly fish all day long. He has since become "Black Bart" the
pirate and has managed to set himself up rather nicely in Westgate. He
claims to be waiting for the perfect opportunity to return to life on
the Sea of Fallen Stars, but is čwillingí to pursue landlubber
adventures until that time arrives.
 
 
 



 

(Brian)
Faragdar Ripclaw: Male Half-orc Bar1/Tra1; Medium-size humanoid (half-orc); HD 1d12+1d4; hp 17; Init +2; Spd 40 ft.; AC 15; Atk +5 melee (1d12+3/20/x3, MW greataxe) or +4 ranged (1d8+1/20/x3, MW mighty (+1) composite longbow); SQ darkvision, orc blood, fast movement, rage 1/day, summon familiar; AL CG; SV Fort +3, Ref +2, Will +2; Str 15, Dex 14, Con 12, Int 13, Wis 10, Cha 6.
Skills: concentration +3, intuit direction +2, knowledge arcana +4, search +2, spellcraft +5, wilderness lore +2, glassmaking +3
Feats: Scribe Scroll, Weapon Focus - greataxe
Spells per day: (4 0th/3 1st)
Spellbook: 0th-all, 1st- feather fall, magic weapon, shield, true strike. Prohibited school: conjuration
Gear: MW greataxe [320 gp], MW mighty (+1) composite longbow [500 gp], studded leather armor [25 gp], backpack [2 gp], spellbook [0 gp], spell components pouch [5 gp], belt pouch [1 gp], waterskin [1 gp], traveleręs outfit [0 gp], arrows ż 60 [3 gp], bedroll [1 sp], winter blanket [5 sp], tent [10 gp], scroll case x2 [2 gp], candle [1 cp], ink vial [8 gp], inkpen [1 sp], paper x2 sheets [8 sp], potion vial [1 gp], flask [3 cp], flint and steel [1 gp], trail rations x2 days [1 gp], sack [1 sp], silk rope 50ę [10 gp], oil ż 1 pint [1 sp]
Wealth: 8 gp, 2 sp, 6 cp
Description: Faragdar is a burly half-orc with predominantly orc features. His jutting jaw and excessive body hair make him rather repulsive in a "civilized" setting. Neither is he strong enough or brutish enough to be considered "fetching" among orcs. He is therefore used to dealing stoicly with bigotry in both human and orc society. He has black hair and green eyes. Tattooed on his left arm is the brand of the Ripclaw clan. He looks like a typical stupid brute of a half-orc, however, looks can be deceiving, as Faragdar proves.
History and Personality: Faragdar prides himself in his education that began with his tribal shaman. His father was chief and his mother a female captive who died when he was young. His mental prowess was appreciated by his father, which resulted in rivalry with his full-blood brothers. During his first raid, his "blooding", not having the same taste for rampage as his fellows, he left the tribe and saved the lives of several villagers and a minor wizard named Aadon who had attempted to stop the raid. He doesnęt know whether his duplicity was discovered or if he assumed dead. Faragdar found his calling in apprenticeship to Aadon. Believing in his own strength, he became a Transmuter and focused on spells to enhance his natural abilities and personal power.
 
 
 
 



 
 

(Carey)
Rihsa Heerlan: Female Human Rgr2 of Mielikki; Medium-size humanoid (Human);
HD 2d10; hp 16; Init +2; Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Atk
+4 melee (1d6+1/18-20/x2, masterwork scimitar), +3 melee (1d6+1/19-20/x2,
short sword), +3 melee (1d4+1/19-20/x2, dagger), or +5 ranged (1d8/19-20/x2,
masterwork crossbow); SQ attacks with two weapons with a -2 to each attack
role (as if she had the feats Ambidexterity and Two-weapon fighting
(off-hand attack receives half STR bonus)), favored enemy (magical beasts
+1); AL NG; SV Fort +3, Ref +2, Will +1; Str 13, Dex 15, Con 10, Int 14, Wis
12, Cha 8.

Skills: Climb +5, Hide +7, Jump +5, Knowledge (Nature) +4, Listen +8, Move
Silently +5, Spot +8, Swim +3, Wilderness Lore +6

Feats: Track (Bonus Feat), Alertness (+2 to Listen and Spot skills), Point
Blank Shot (+1 Atk and Dmg for ranged weapons within 30')

Gear: Masterwork Scimitar (315gp), Short Sword (10 gp), Dagger (2 gp),
Masterwork Crossbow (335 gp), 40 Bolts (4 gp), Scentbreaker (5gp),
Masterwork Studded Leather Armor (175 gp)

Wealth: 22 gp, 7 sp, 30 cp

Description: Rihsa is usually wearing a pinched, disapproving expression
that tends to keep people at a distance.  She has dusky skin and black hair,
which she wears pulled back in a severe tail.  She has a slim build, lithe
and lean from her time in the forest.  Much of her gear is of high quality,
and is well-maintained.  She visibly relaxes when in a natural setting, a
certain tenseness leaving her and lightening her expression.  It is only
then that the faint golden flecks in her black eyes become visible.

History and Personality: Rihsa was raised in a logging camp on the fringe of
the Qurth Forest, outside the smallish town of Durlusk on the Lake of Steam.
  She was eventually trained as a guard for the operation when her woodland
skills became obvious.  On one foray into the monster infested forest, Rihsa
accidentally passed through some sort of Portal and found herself on the
bank of the Chionthar River, just east of Baldur's Gate.  She has found her
way into the city, and is looking for some way to leave it, fast, as it's
perpetual hustle and bustle irritate her incessantly.
 
 



 
 

(Chris)
Epherion Windrider: Male sun elf Ftr1/Wiz1; CR 2; Medium-size humanoid; HD 1d10+0, 1d4+0; hp 10; Init +2; Spd 30ft.; AC 14 (touch 12, flat-footed 12); Atk +3 melee (1d8+1/19-20/x2, longsword) or +3 ranged (1d8/x3, longbow); SQ empathic link with familiar, hawk familiar, share spells with familiar, spell fail:10%, sun elf qualities; AL CG; SV Fort +2, Ref +2, Will +1; Str 13, Dex 14, Con 10, Int 17, Wis 8, Cha 10.
Skills: Climb +5, Concentration +4, Craft(metalwork) +7, Jump +5, Listen +1, Preform (dance, sing) +2, Search +5, Spellcraft +4, Spot +1, Tumble +4.
Feats: Alertness (from familiar), Dodge, Scribe Scroll, Weapon Focus(longsword)
Sun Elf Qualities: Immune to magic sleep spells and effects; +2 racial bonus to Will saves against enchantment spells or effects; low-light vision; proficient with rapier, shortbow, longbow, composite shortbow and composite longbow; entitled to a Search check when within 5 feet of a secret or concealed door as though actively looking for it; +2 racial bonus to Listen, Spot, and Search checks (already figured into the statistics given above).
Gear: leather armor (10gp), longsword (15gp), longbow (75gp), 20 longbow arrows (1gp), pendant (5gp),
Scrolls (expeditious retreat, shield, true strike) (37.5gp + 3xp), Wand of Magic Missiles (1st level, 50 charges) (750gp).
Wizard Spells Prepared (3/2; base DC=13+spell level): 0-detect magic, daze, read magic; 1st-shield, sleep.
Spellbook: 0-arcane mark, daze, detect magic, detect poison, disrupt undead, ghost sound, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, 1st-expeditious retreat, magic missile, shield, sleep, true strike.
Wealth: 6gp, 5sp.
Description:  Epherion stands 5'3" and has well defined, lithe body.  He has long dark hair down to his shoulders which is usually kept in a high tight ponytail.  He has a cocky attitude which shows through in his posture and his eyes.  He wears a small pendant of a sword around his neck which he crafted himself. He wears light leather armor and a deep blue jacket, as well as high topped leather boots.  He weighs in at 125lbs and is currently 123 years old.
History and Personality:  Epherion has grown up in Evermeet with his grandfather, an old Bladesinger.  As he listened to the stories that his grandfather told him Epherion yearned to return to the Swordcoast and make a name for himself. When his grandfather passed on, Epherion vowed that he would follow his grandfather's steps and become a master swordsman and wizard.  Travelling to the swordcoast, Epherion has met with the harsh light of reality and is left to make a name for himself in a world that is no longer sprawling with the ancient elven glory of old, still he is determined.
 
 
 
 



 
 

(Randel)
Nathan of Eveningstar: Male Human Sor2; CR 2; Medium-Size Humanoid; HD
2d4+2; hp 8; Init +1 (Dex); Spd 30 ft.; AC 11 (touch 11, flat-footed 10);
Atk +0 melee (1d4/19-20/x2, silvered dagger), +4 ranged (1d8/19-20/x2,
masterwork light crossbow and masterwork bolts); AL CG; SV Fort +1, Ref +1,
Will +3; Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 15.

Skills ((25 ranks*)): Concentration +6 ((5, +1 Con)), Craft (leatherworking)
+5 ((3, +2 Int)), Knowledge (arcana) +6 ((4, +2 Int)), Knowledge (history)
+7 ((4, +2 Int, +1 Education)), Knowledge (nobility and royalty) +7 ((4, +2
Int, +1 Education)), Spellcraft +7 ((5, +2 Int)). Feats: Education,
Spellcasting Prodigy.

Spells Known (6/5; base DC=13 + spell level): 0--daze, detect magic,
disrupt undead, mending, prestidigitation; 1--sleep, true strike.

Possessions: Masterwork light crossbow (335 gp), 10 masterwork bolts (70
gp), silvered dagger (10 gp), 6 potions of cure light wounds (300gp) in a
potion
belt (1 gp), 2 scrolls of mage armor (50 gp), everburning torch (90 gp),
leather-bound journal (15 gp; others think it must be a spellbook of some
kind since Nathan writes his notes in Draconic), 3 inkpens (3 sp), vial of
black ink (8 gp).

Wealth: 20 gp (Cormyrean lions), 7 sp (Cormyrean falcons)

Description: Only five and a half feet tall and slightly built, Nathan is
not an imposing figure. White-blonde hair and striking blue-green eyes
present a fey appearance that leads many to suspect elven blood in his
ancestry. When noticed, the bright blue birthmark shaped like a small
four-pointed star on the back of his neck only heightens the suspicion that
Nathan's heritage is more than human.

Nathan dresses in serviceable Cormyrean style--white cotton shirt, leather
pants, and sturdy leather boots with swash-tops. A leather vest with special
pockets for holding pens and an ink vial is never absent.

History and Personality: Nathan grew up listening to tales of Cormyr told by
Tzin Tzummer, who is a bard and the local herald of Eveningstar. Tzin's
influence sparked in Nathan a thirst for knowledge and a fervent desire to
one day serve the Crown as a herald himself.

The wizardess and dressmaker Syndair Thorn discovered the young sorcerer's
natural talent for magic when she used a cantrip to clean a spot of dirt
from a cut of suede that Nathan delivered to her. They were both surprised
when he instinctively duplicated the spell to remove a second spot that she
had overlooked.

((*Nathan gets +4 skill ranks at 1st level and +1 skill rank at 2nd level
for being a human. His total skill ranks includes the +2 bonus/level for
having a 14 Int. As a Sor2, he cannot have more than 5 ranks in any class
skill.))
 
 
 



 

(Randel)
Parvaen Rowanmantle: Male Human Ftr2; CR 2; Medium-Size Humanoid; HD 2d10-2;
hp 13; Init +1 (Dex); Spd 20 ft.; AC 19 (touch 11, flat-footed 18); Atk +5
melee (1d8+2/19-20/x2, longsword), +4 melee (1d8+2/x3, heavy lance--damage
doubled on a mounted charge), +4 melee (1d6+2/x2, light mace), +3 ranged
(1d8/19-20/x2, light crossbow); AL NG; SV Fort +2, Ref +1, Will +1; Str 15,
Dex 13, Con 8, Int 10, Wis 12, Cha 14.

Skills ((15 ranks*)): Handle Animal +7 ((5, +2 Cha)), Jump +0 ((5, +2 Str,
-7 armor check)), Ride +10 ((5, +1 Dex, +2 Handle Animal synergy, +3
Saddleback)). Feats: Foe Hunter (Cormyr--goblinoids), Mounted Combat,
Ride-By Attack, Saddleback.

Possessions: 2 potions of cure light wounds (100 gp), masterwork longsword
(315 gp), heavy lance (10 gp), light mace (5 gp), light crossbow (35 gp), 10
bolts (1 gp), masterwork banded mail (400 gp), large steel shield (20 gp).

Wealth: 14 gp (Cormyrean lions)

Description: Parvaen, or Par to his friends, is a youthful, black-haired,
green-eyed son from a minor branch of the Rowanmantle family. He stands five
feet and ten inches tall (or would if he were not slightly bowlegged) and is
very slender for his height (due to a childhood illness, see History and
Personality below).

Like his noble peers, Par dresses flamboyantly when he is not armored and on
horseback (which is very seldom if he has a choice), favoring tight leather
breeches, highly-polished cavalry boots, a silk tunic in one of the house
colors, and a fine wool coat worn open.

History and Personality: Par has been a horseman since his childhood, when
his father bought him a pony to entice the perpetually sick boy get out of
bed. Though his health never improved, it soon became apparent that he was
born for the saddle.

When he came of age towards the end of the war with the Devil Dragon and her
goblin armies, Par spent time in the Purple Dragons as a cavalryman,
battling goblins in and around Arabel and Eveningstar. Both his family and
his commanders hope that he will continue on with a career in the Purples as
an officer.

((*Parvaen gets +4 skill ranks at 1st level and +1 skill rank at 2nd level
for being a human. As a Ftr2, he cannot have more than 5 ranks in any class
skill.))
 
 
 
 
 



 

(Randel)
Tana Briarthorn: Female Ghostwise Halfling Rog1/Bbn1; CR 2; Small Humanoid
(Halfling); HD 1d6+1/1d12+1; hp 13; Init +7 (+3 Dex, +4 Improved
Initiative); Spd 30 ft. ((20 ft. halfling +10 ft. Bbn fast movement)); AC 19
(touch 13, flat-footed 16); Atk +3 melee (1d6+1, throwing axe), +4 melee
(1d6+1/19-20/x2, masterwork shortsword), +6 ranged (1d6+1, throwing axe); SQ
Halfling traits, sneak attack +1d6, rage 1/day, fast movement; AL NG; SV
Fort +3, Ref +5, Will -1; Str 13, Dex 16, Con 13, Int 10, Wis 8, Cha 12.

Skills ((36 ranks*)): Bluff +5 ((4, +1 Cha)), Climb +6 ((4, +1 Str, +2 Race,
-1 Armor Check)), Hide +10 ((4, +3 Dex, +4 Size, -1 Armor Check)), Jump +8
((4, +1 Str, +2 Race, -1 Armor Check, +2 Tumble synergy)), Listen +4 ((3, -1
Wis, +2 Race)), Move Silently +8 ((4, +3 Dex, +2 Race, -1 Armor Check)),
Search +4 ((4, +0 Int)), Spot +3 ((4, -1 Wis)), Tumble +7 ((5, +3 Dex, -1
Armor Check)).

Feats: Improved Initiative.

Ghostwise Halfling Traits: +2 racial bonus on Climb, Jump, Listen, and Move
Silently checks (already figured into the statistics given above); Small
creature (+1 bonus to attack rolls and armor class, +4 bonus to Hide checks;
already figured into the statistics given above); communicate telepathically
with any creature within 20 feet that shares a common language with her; +2
morale bonus on saving throws versus fear; +1 racial attack bonus with a
thrown weapon.

Rage: When Tana goes into a frenzy, her statistics change as follows: Str
17, Con 17, Fort +5, Will +1, hp 15, AC 17, Climb +8, Jump +10, with an
additional +2 to melee attack and damage. Tana's rage lasts for 6 rounds,
though she can end it prematurely if she chooses to do so. After the rage
ends, she is fatigued (-2 Str, -2 Dex, can't charge or run) for the rest of
that encounter. She can rage only once per encounter and only once per day.
Entering a rage is a free action that can only be done in her turn and not
in response to an action taken by someone else.

Possessions: Masterwork chain shirt (250 gp), masterwork buckler (165 gp), 2
throwing axes (16 gp), masterwork shortsword (310 gp), potion of cure light
wounds (50gp), 2 doses of scentbreaker (10 gp), tanglefoot bag (50 gp).

Wealth: 49 gp (Sembian nobles).

Description: Tana stands three feet and two inches tall, which is above
average for even a male halfling, and her build is proportional to her
height (she weighs 33 pounds). She has sun-bronzed skin, warm brown eyes,
and straight black hair cropped short. Her clothes are supple leather dyed a
deep green and she goes without footwear whenever possible, though she has
learned to wear boots in cities to avoid the muck of "civilization".

History and Personality: Tana hails from a settlement in the Chondalwood,
which she fled immediately after her father announced that he had arranged a
marriage for her. After wandering the Vilhon Reach for a short time, she
took passage on a merchant ship heading to Scarsdale Town in search of
adventure. After an incident involving a particularly obnoxious human
warrior (a suspected Zhentarim agent), Tana found she had garnered a
reputation as a particularly dangerous halfling to cross. She has been
approached by several of the Dancers offering her membership in their
"organization" but so far she has declined.

((*As a Rog1/Bbn1, Tana cannot have more than 5 ranks in any class skill.))
 
 
 
 



 
 

(Randel)
Thard: Male Half-Orc Bbn2; CR 2; Medium-Size Humanoid (half-orc); HD 2d12+4;
hp 23; Init +1 (Dex); Spd 40 ft. ((30 ft. half-orc +10 ft. Bbn fast
movement)); AC 16 (touch 11, flat-footed 16); Atk +7 melee (2d6+3/19-20/x2,
masterwork greatsword), +5 melee (1d8+3, morningstar), +3 ranged
(1d10/19-20/x2, heavy crossbow); SQ Half-orc traits, rage 1/day, fast
movement, uncanny dodge; AL CN; SV Fort +5, Ref +1, Will +1; Str 16, Dex 13,
Con 15, Int 8, Wis 12, Cha 6.

Skills ((15 ranks*)): Intimidate +6 ((3, +3 Str**)), Jump +5 ((3, +3 Str, -1
Armor Check)), Listen +4 ((3, +1 Wis)), Ride +4 ((3, +1 Dex)), Wilderness
Lore +4 ((3, +1 Wis)).

Feats: Weapon Focus (greatsword).

Half-orc Traits: Darkvision 60 ft.; orc blood--for all special abilities and
effects Thard is considered an orc.

Rage: When Thard goes into a frenzy, his statistics change as follows: Str
20, Con 19, Fort +7, Will +3, hp 27, AC 14, Intimidate +8, Jump +7, with an
additional +2 to melee attack and damage. Thard's rage lasts for 7 rounds,
though he can end it prematurely if he chooses to do so. After the rage
ends, he is fatigued (-2 Str, -2 Dex, can't charge or run) for the rest of
that encounter. He can rage only once per encounter and only once per day.
Entering a rage is a free action that can only be done in his turn and not
in response to an action taken by someone else.

Possessions: Masterwork chain shirt (250 gp), masterwork buckler (165 gp),
masterwork greatsword (350 gp), morningstar (8 gp), heavy crossbow (50 gp),
10 bolts (1 gp), potion of cure light wounds (50 gp).

Wealth: 26 gp.

Description: Thard is a typical half-orc by appearance--large, brutish, and
menacing. He wears his long black hair in tight braids interwoven with
skull-shaped beads carved from bone. Tattoos in spiralling patterns of red
and black completely cover both of his arms. His clothing is always of tough
and serviceable leather in its natural hue.

History and Personality: Born and raised in the city Palischuk in Vaasa,
Thard proved his worth in battle at an early age. When human bandits raiding
out of the Galena Mountains attacked a merchant train he was hired to
protect, the young half-orc entered a frenzy of such ferocity that even his
half-orc brethren were left in awe. Thard believes the best way to solve a
problem that he can't fathom is with his sword, as it can speak volumes
where words fail him.

((*As a Bbn2, Thard cannot have more than 5 ranks in any class skill.))
((**Per information from Skip Williams in Sage Advice, Thard uses displays
of brute power instead of spoken threats to get his point across.))
 
 
 



 
 

(Randel)
Corkaury Hardingdale: Male Strongheart Halfling Ftr2; CR 2; Small Humanoid
(Halfling); HD 2d10; hp 17; Init +3 (Dex); Spd 20 ft.; AC 19 (touch 14,
flat-footed 16); Atk +8 melee (1d4+1/18-20/x2, masterwork kukri), +4 melee
(1d4+1/19-20/x2, dagger), +7 ranged (1d4+1/19-20/x2, dagger); SQ Strongheart
halfling abilities; AL NG; SV Fort +4, Ref +3, Will +0; Str 13, Dex 16, Con
13, Int 8, Wis 10, Cha 12.

Skills ((5 ranks*)): Climb +4 ((2, +1 Str, +2 Race, -1 Armor Check)), Jump
+5 ((3, +1 Str, +2 Race, -1 Armor Check)), Hide +6 ((0, +3 Dex, +4 Size, -1
Armor Check)), Listen +2 ((0, +0 Wis, +2 Race)), Move Silently +4 ((0, +3
Dex, +2 Race, -1 Armor Check)).

Feats**: Exotic Weapon Proficiency (kukri), Point Blank Shot, Weapon Finesse
(kukri), Weapon Focus (kukri).
**Strongheart halflings receive a bonus feat at 1st level just like humans.

Strongheart Halfling Traits: +2 racial bonus on Climb, Jump, Listen, and
Move Silently checks (already figured into the statistics given above);
Small creature (+1 bonus to attack rolls and armor class, +4 bonus to Hide
checks; already figured into the statistics given above); +2 morale bonus on
saving throws versus fear; +1 racial attack bonus with a thrown weapon.

Possessions: Masterwork chain shirt (250 gp), masterwork buckler (165 gp),
masterwork kukri (308 gp), 4 daggers (8 gp), 2 sunrods (4 gp), 2 tanglefoot
bags (100 gp).

Wealth: 65 gp (Waterdhavian dragons).

Description: Corkaury is of average height and build for a halfling (3 feet
2 inches tall and 34 pounds) and has black eyes and long curly black hair
worn loose. He dresses to be noticed in a scarlet shirt and leather breeches
dyed the same color. Like so many other halflings who enter human-dominated
cities, he wears boots to keep his feet out of the filth. His boots are of
black leather covered with metal studs and have thick hobnailed soles.

History and Personality: Corkaury (Cork to his friends) is a native of
Luiren and resided with his family in Beluir before wanderlust set in. He
has been roaming the Sword Coast of late where he has been very vocal about
perceived slights to hin (halflings) and his "brother gnomes". Cork exhibits
absolutely no fear of mortal combat with anyone larger than himself and
harbors a special hate for human bullies and slavers. His deepest hate,
however, is reserved for humans of Calishite ancestry, who in his mind are
all slavetraders.

((*Corkaury's total skill ranks include the -1 penalty/level for having an 8
Int. As a Ftr2, he cannot have more than 5 ranks in any class skill.))
 
 
 



 
 

(Randel)
Dorn Stoneshield: Male Gold Dwarf Wiz2; CR 2; Medium-Size Humanoid (Dwarf);
HD 2d4; hp 6; Init +1 (Dex); Spd 20 ft.; AC 14 (touch 11, flat-footed 13);
Atk +2 melee (1d6+1, quarterstaff), +4 ranged (1d10/19-20/x2, masterwork
heavy crossbow with masterwork bolts); SQ Dwarf traits, raven familiar,
empathic link with familiar, share spells with familiar, familiar touch; AL
LG; SV Fort +0, Ref +1, Will +4; Str 12, Dex 12, Con 10, Int 15, Wis 13, Cha
10.

Skills ((20 ranks*)): Alchemy +4 ((2, +2 Int)), Concentration +5 ((5, +0
Con)), Knowledge (arcana) +6 ((4, +2 Int)), Knowledge (religion) +6 ((4, +2
Int)), Listen +3 ((0, +1 Wis, +2 Alertness)), Spellcraft +7 ((5, +2 Int)),
Spot +3 ((0, +1 Wis, +2 Alertness))

Feats: Alertness**, Scribe Scroll, Thunder Twin.
**When his familiar is within arm's reach.

Gold Dwarf Traits: Darkvision; stonecunning; +2 racial bonus on saving
throws against poison; +2 racial bonus on saving throws against spells and
spell-like
effects; +1 racial bonus on attack rolls against aberrations; +4 dodge bonus
against giants; +2 racial bonus on Appraise checks that are related to rare
or
exotic items; +2 racial bonus on Craft checks that are related to stone or
metal.

Spells Prepared: (3/2; base DC=12 + spell level; 5% chance of spell
failure due to buckler): 0--daze (x2), mage hand; 1--sleep, true strike.

Spellbook: 0--all cantrips; 1--expeditious retreat, mage armor,
scatterspray, shield, shocking grasp.

Possessions: Masterwork crossbow (350 gp), 10 masterwork bolts (70 gp),
masterwork studded leather armor (175 gp), quarterstaff (0 gp), 3 scrolls of
shield (75 gp), 2 potions of cure light wounds (100 gp), 10 sling bullets
[for scatterspray spell] (1 sp), spellbook (free).

Wealth: 9 sp, 29 gp ((100 gp were spent on materials to summon his
familiar)).

Description: Dorn stands 4 feet 3 inches tall and is stout at 180 pounds.
His skin the color of freshly-turned earth and his eyes are brown and
piercing. His hair and beard are both dark red and the latter is kept
tightly braided and fastidiously clean. He wears a voluminous orange robe
literally covered with small pockets over his armor and sturdy brown leather
boots are his only footgear. The back of each hand is tattooed in deep blue
with a lightning bolt surmounted by a hammer and anvil.

History and Personality: Dorn is the eldest of fraternal twins born into a
large clan from the Great Rift. He had a keen interest in arcane magic from
the moment he was old enough to know what it was, and he pursued this
interest with typical dwarven diligence. His younger sister took the the
warrior's art like a goblin to thievery and considers herself her brothers
protector.

((*Dorn's total skill ranks includes the +2 bonus/level for having a 15 Int.
As a Wiz2, he cannot have more than 5 ranks in any class skill.))
 
 
 



 

(Randel)
Laeralla Eveningfall: Female Moon Elf Ftr1/Wiz1; CR 2; Medium-Size Humanoid
(Elf); HD 1d10+1d4; hp 12; Init +3 (Dex); Spd 30 ft.; AC 14 (touch 13,
flat-footed 11); Atk +2 melee (1d8+1/19-20/x2, longsword), +6 ranged
(1d8/x3, masterwork longbow); SQ Moon elf traits, weasel familiar, empathic
link with familiar, share spells with familiar; AL CG; SV Fort +2, Ref +5
((+2 from weasel familiar)), Will +3; Str 13, Dex 16, Con 10, Int 15, Wis
10, Cha 8.

Skills ((20 ranks*)): Climb +5 ((4, +1 Str)), Concentration +2 ((2, +0
Con)), Jump +5 ((4, +1 Str)), Listen +4 ((0, +0 Wis, +2 Race, +2
Alertness)), Ride +7 ((4, +3 Dex)), Search +4 ((0, +2 Int, +2 Race)),
Spellcraft +4 ((2, +2 Int)), Spot +4 ((0, +0 Wis, +2 Race, +2 Alertness)),
Swim +5 ((4, +1 Str)).

Feats: Alertness**, Point Blank Shot, Scribe Scroll, Weapon Focus (longbow).
**When her familiar is within arm's reach.

Moon Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus
to Will saves against enchantment spells or effects; low-light vision; +2
racial bonus to Listen, Spot, and Search checks (already figured into the
statistics given above); entitled to a Search check when within 5 feet of a
secret or concealed door as though actively looking for it.

Spells Prepared: (5/2; base DC=12 + spell level; 5% chance of spell
failure due to buckler): 0--dancing lights, daze (x2), mage hand,
resistance; 1--sleep, true strike.

Spellbook: 0--all cantrips; 1--expeditious retreat, mage armor, shield,
sleep, true strike.

Possessions: Masterwork longbow (375 gp), 20 arrows (1 gp), longsword (15
gp), masterwork buckler (165 gp), 2 scrolls of mage armor (50 gp), 2 potion
of cure
light wounds (100 gp), spellbook (free).

Wealth: 95 gp ((100 gp were spent on materials to summon her familiar)).

Description: Laeralla is an attractive young moon elf with gold-flecked blue
eyes and long silver-white hair worn in an intricate braid. She is smaller
than average at 5 feet 2 inches tall and a lithe 97 pounds. Laeralla wears a
silk tunic and suede pants of midnight blue secured with a broad black
leather belt. High black boots of supple leather complete her outfit. She
and her brother wear silver chains on which opposite halves of a Myth
Drannan platinum piece (a star surmounted by a pair of clasped hands of
friendship) are suspended.

History and Personality: Laeralla and her younger brother were born in the
Graycloak Hills to an unusually large family of moon elf commoners. The
inseparable pair will likely join the Tomb Guard like so many of their
family before them, though they have plans to journey to Cormanthor and see
the great woods first. Where her brother is outspoken and sure of himself,
Laeralla is quiet and indecisive, preferring to let him speak for the both
of them. In combat, however, she is more than confident, with a steady hand
and ready spell.

((*Laeralla's total skill ranks include the +2 bonus/level for having a 15
Int. As a Ftr1/Wiz1, she cannot have more than 5 ranks in any class skill.))
 
 
 
 



 

(Randel)
Trestyn Eveningfall: Male Moon Elf Rog1/Wiz1; CR 2; Medium-Size Humanoid
(Elf); HD 1d6+1d4; hp 8; Init +3 (Dex); Spd 30 ft.; AC 14 (touch 13,
flat-footed 11); Atk +0 melee (1d6/18-20/x2, rapier), +4 ranged (1d8/x3,
masterwork longbow); SQ Moon elf traits, sneak attack +1d6, owl familiar,
empathic link with familiar, share spells with familiar; AL CG; SV Fort +0,
Ref +5, Will +1; Str 10, Dex 16, Con 10, Int 15, Wis 8, Cha 13.

Skills ((44 ranks*)): Bluff +5 ((4, +1 Cha))), Climb +2 ((2, +0 Str)),
Concentration +2 ((2, +0 Con)), Diplomacy +5 ((4, +1 Cha)), Disable Device
+7 ((4, +3 Dex)), Gather Information +3 ((2, +1 Cha)), Hide +7 ((4, +3
Dex)), Jump +2 ((2, +0 Str)), Listen +4 ((1, -1 Wis, +2 Race, +2
Alertness)), Move Silently +9 ((4, +3 Dex, +2 Familiar)), Open Lock +7 ((4,
+3 Dex)), Search +8 ((4, +2 Int, +2 Race)), Spellcraft +4 ((2, +2 Int)),
Spot +4 ((1, -1 Wis, +2 Race, +2 Alertness)), Tumble +7 ((4, +3 Dex)).

Feats: Alertness**, Combat Casting, Scribe Scroll.
**When his familiar is within arm's reach.

Moon Elf Traits: Immune to magic sleep spells and effects; +2 racial bonus
to Will saves against enchantment spells or effects; low-light vision; +2
racial bonus to Listen, Spot, and Search checks (already figured into the
statistics given above); entitled to a Search check when within 5 feet of a
secret or concealed door as though actively looking for it.

Spells Prepared: (5/2; base DC=12 + spell level): 0--daze (x4), mage hand;
1--shield, true strike.

Spellbook: 0--all cantrips; 1--change self, jump, mage armor, shield, true
strike.

Possessions: Masterwork longbow (375 gp), 20 arrows (1 gp), rapier (20 gp),
masterwork buckler (165 gp), 3 scrolls of mage armor (75 gp), 2 potion of
cure light wounds (100 gp), spellbook (free).

Wealth: 64 gp ((100 gp were spent on materials to summon his familiar))

Description: Trestyn is an attractive young moon elf with gold-flecked blue
eyes and silver-white hair worn shoulder length. Like his sister he is
smaller than average at 5 feet and 3 inches tall and 99 pounds. Trestyn
wears a silk tunic and suede pants of dark gray, a broad black leather belt,
and high black boots of supple leather. He and his sister wear silver chains
on which opposite halves of a Myth Drannan platinum piece (a star
surmounted by a pair of clasped hands of friendship) are suspended.

History and Personality: Trestyn and his older sister were born in the
Graycloak Hills to a large family of moon elf commoners. The inseparable
pair will likely join the Tomb Guard like so many of their family before
them, though they have plans to journey to Cormanthor and see the great
woods first. Trestyn relies on his sister for guidance, since too many times
his rashness has lead to trouble that his tongue could not get him out of.

((*Trestyn's total skill ranks includes the +2 bonus/level for having a 15
Int. As a Rog1/Wiz1, he cannot have more than 5 ranks in any class skill.))
 
 
 
 



 

(David)
Bryngwen "Gwen the Fair", Daughter of Delwyn: Female Planetouched
Human cleric 1; CR 2; Medium-sized Outsider (Aasimar); HD 1d8 + 1; hp
9; Init +2; Spd 20 ft; AC 17 (touch 12, flat-footed 15); Atk +2 melee
(d6+1/20/x2 masterwork quaterstaff) or +1 melee (d6+1/20/x2 sickle)
or +2 ranged (d4/20/x2 sling); SA: none; SQ: Acid, cold and
electricity resistance 5, Light cast 1/day as 1st level sorcerer,
Keen senses (+2 to Listen and Spot), Darkvision (60 feet), Native
Outsider, Turn Undead; AL NG; SV Fort +4 Ref +2 Will +5; Str 13, Dex
15, Con 12, Int 8, Wis 16, Cha 12
Skills: Concentration +2, Heal +6, Listen +5, Spot +2, Wilderness Lore +5
Feats: Survivor (+1 Fort, +2 Wilderness Lore)
Clerical Spells per day: (3/2+1; base DC=13 + spell level): 0-
Detect Magic, Detect Poison, Purify Food and Drink; 1- Command, Magic
Stone, Protection from Evil*
* Domain Spell. Deity: Chauntea. Domains: Animal (You cast animal
friendship once per day. Knowledge (nature) is a class skill.), Good
(+1 level for Good spells).
Gear:  Quarterstaff (Masterwork) (600gp), Backpack (2gp), Bedroll
(1sp), Bullets (Sling, x20) (1sp), Chainmail (150gp), Chalk (1 piece)
(1cp), Draughts Set (1gp), Flint and Steel (1gp), Healers Kit (50gp),
Holy Symbol (Wooden) (1gp), Ink (1 Oz. Vial) (8gp), Parchment (Sheet,
x2) (2sp), Pen (Ink) (1sp), Pouch (Belt) (1gp), Pouch (Spell
Component) (5gp), Sickle (6gp), Sling (-), Soap (Per Lb.) (5sp),
Trail Rations (5 Days) (5sp), Waterskin (1gp)
Wealth: 76 gp, 1 sp, 8 cp
Description: Gwen is an average-looking girl of slight build, but her
energetic personality draws people to her.  She is fair skinned with
dark black hair and cool blue eyes.  The red birthmark on the small
of her back resembles an rose in bloom.  Though forgiving by nature,
she does not let that stay her hand when Evil needs to be fought.
Gwen was drawn to the worship of the Earth Mother (Chauntea) by
druids who helped to raise her and so tends to prefer druid weapons
and spells.
History: When the god Bane reappeared in the Realms, he thought to
take revenge on the Ffolk of the Moonshea Isles.  His clerics had
Delwyn kidnapped and sought to impregnate her with a piece of his
essence.  The goddess Chauntea, though too late to stop the ritual,
managed to bring some good of it by creating a twin with some of Her
essence.  Thus Bryngwen and Braerann were brought in the world.
Brynqwen bearing Chauntea's mark.
Gwen's, with love and pity, is on a never-ending quest to change her
twin's nature or at least to fix what the other breaks.
 
 
 
 



 

(David)
Braerann "Ann the Dark", Daughter of Delwyn: Female Planetouched
Human Rogue 1; Medium-sized Outsider (Tiefling); HD 1d6+1; hp 7; Init
+3; Spd 20'; AC 15 (touch 13, flat-footed 12); Atk +2 melee
(d6+1/19-20/x2 Masterwork Short Sword) or +3 ranged (d4+1/19-20/x2
Throwing Dagger) or +3 ranged (+3/d6/20/x3 Shortbow); SA: Sneak
Attack +1d6; SQ: Cold, Fire, and Electricity resistance 5, Darkness
1/day as 1st Sorcerer, Sneaky (+2 to Bluff and Hide), Darkvision (60
feet), Outsider (Native Outsider); AL CE; SV Fort +1 Ref +5 Will +0;
Str 13, Dex 17, Con 12, Int 16, Wis 8, Cha 8
Skills:   Balance +4, Bluff +5, Decipher Script +4, Disable
Device +6*, Disguise +1, Escape Artist +4, Forgery+4, Hide +9,
Intimidate +5, Move Silently +7, Open Lock +9*, Perform (flute) +0,
Pick Pocket +7, Read Lips +4, Search +4, Spot +0, Tumble +7, Use
Magical Device +3, Use Rope +4
* include +2 bonus from Masterwork tools
Feats: Bullheaded (+1 Will saves and a +2 Intimidate)
Gear: Potion of Love (she's not sure what do with this yet, but if
anyone can make trouble with it, it's Ann), Masterwork Leather Armor
(160 gp), Masterwork Short Sword (310 gp), Masterwork Thieves' Tools
(100 gp), Shortbow (30 gp), Arrows (x20) (1gp), Backpack (2 gp),
Bedroll (1 sp), Belt Pouch (1 gp), Musical Instrument (flute) (5 gp),
Sack (1 sp), Silk Rope (50') (10 gp), Throwing Dagger (x2) (2 gp),
Trail Rations (5 days) (5 sp), Waterskin (1 gp), Whetstone (2 cp)
Wealth: 123 gp, 2 sp, 8 cp
Description: Ann is an average-looking girl of slight build. Her skin
is fair; her hair black.  Ann's eyes are ice blue and cold as her
soul.  The black birthmark on the small of her back resembles an
closing fist. She can be engaging but only when she wants something,
otherwise it's as though there's a permanent dark cloud about her.
Her pride is easily injured and she never forgives or forgets the
smallest slight. Her bard and wizard teachers rejected her when they
realized that, to Ann, all skills were weapons to be used against the
world.
History: When the god Bane reappeared in the Realms, he thought to
take revenge on the Ffolk of the Moonshea Isles.  His clerics had
Delwyn kidnapped and sought to impregnate her with a piece of his
essence.  The goddess Chauntea managed to turn some good of the dark
ritual by creating a twin with some of Her essence.  Thus Bryngwen
and Braerann were brought in the world. Braerann bears Bane's mark.
Ann (wrongly) believes that not even her mother and twin sister care
for her.  She intends to make the world pay for slighting or ignoring
her.
 
 
 



 
 

(David)
Alphonse Garner Mayberry: Male Human Sorcerer 1/Rogue 1; Medium-sized
humanoid (human); HD 1d4 +1d6; hp 7; Init +2; Spd 30 ft; AC 12 (touch
12, flat-footed 10); Atk +1 melee (d6+1/20/x3, Halfspear) or +3
ranged (1d8/19-20/x2 Masterwork Light Crossbow); SA: Sneak Attack
+1d6; SQ: Summon Familiar (which he hasn't done); AL NG; SV Fort +0
Ref +4 Will +1; Str 13, Dex 14, Con 10, Int 12, Wis 8, Cha 15
Skills: Bluff +7, Concentration +4, Craft (Calligraphy) +6*, Disguise
+3, Gather Information +3, Hide +4, Knowledge (Arcana) +2, Knowledge
(History) +3*, Knowledge (Nobility and royalty) +3*, Knowledge
(Religion) +2, Move Silently +3, Perform +5*, Ride +3, Spellcraft +2,
Tumble +3
*These skills are modified by feats and equipment, see below
Feats:  Artist (+2 Perform and calligraphy),  Education (+1 to
Knowledge (Nobility and royalty) and Knowledge (History); all
Knowledge skills are class skills)
Spells per day: (5/4; base DC=12 + spell level)
Spells Known: 0- Light, Mending, Open/Close, Prestidigitation; 1-
Charm Person, Color Spray
Gear: Scroll (Flaming Sphere) (bonus regional equipment), Scroll
(Endurance) (bonus regional equipment), Scroll (Ray of Enfeeblement)
(25gp), Scroll (Reduce) (25gp), Masterwork Light Crossbow (335gp),
Halfspear (1gp), Masterwork  Artisan's Tools (+2 to Calligraphy)
(55gp), Masterwork Musical Instrument (100gp), Crossbow bolts (x20)
(2gp), Backpack (2gp), Ink (1 Oz. Vial) (8gp), Lantern (Hooded)
(7gp), Mirror (Small/Steel) (10gp), Noble's Outfit (75gp), Paper (5
Sheets) (4sp), Belt Pouch (1gp), Silk Rope (50 Ft.) (10gp), Signet
Ring (5gp), Soap (5sp), Spellbook filled with gibberish (15gp),
Warhorse (Light) (150gp), Waterskin (1gp), Whetstone (2cp)
Wealth: Moonstone kept hidden sewn inside his belt (50gp), 21 gp, 4 sp, 7 cp
Description: Alphonse Mayberry carries too many secrets to be
comfortable with himself.  His Cormyrian noble family hides that his
father drank and gambled away the family fortune before he died.
Alphonse pretends to be a wizard (he spends time every morning
pouring over an fake spellbook) because his father considered him
abnormal ("All the wizards in my family have been proper wizards,
with spellbooks and such."). The only time Alphonse is relaxed is
casting spells or performing in disguise as Rowyn Spellsong the bard
(another secret).  He resembles his mother with sandy blonde hair and
swarthy skin.
History:  Alphonse's childhood was typical of any Cormyrian child
until he reached puberty when his magical ability began to show.  His
father began to believe that Alphonse was not his true son; that his
wife had an affair with some supernatural being.  To hide his
"abnormality", Alphonse was not permitted outside the family estates.
This kept him from making friends but gave him time to master his
magical abilities.
Alphonse adventures so that his mother, older brother and younger
sister can continue the deception of wealth.  The greater part of his
share of treasure always gets sent home to them.
 
 
 



 

(Dorias)
     Dorias Mournful: male Rock gnome barbarian-1 ranger-1; small-size
humanoid (gnome); HD 1D12+3 1d10+3; hp 23; Init +0; Spd 25 ft.; AC 17(touch
12 flatfooted16); Atk +5 melee (1d10+1/19-20/X2, Masterwork Bastard sword) or
+3 ranged (1d8/19-20/X2, light crossbow); SQ gnome abilities, rage 1/day,
fast movement, favored enemy (goblinoids)+1 ; AL Chaotic neutral; SV Fort +7,
Ref +0, Will +1; Str 13, Dex 13, Con 16, Int 10, Wis 12, Cha 8.
    Skills: (16 points as barbarian,4 as ranger) Listen-+8  Handle animals-+3
Intuit direction-+5 Wilderness lore-+6 Hide-+7(+3 in armor)
    Feats: Exotic Weapon (bastard sword), "track" (free as ranger)
Gnome abilites Small(+1 to AC (factored above) + 1 attack roll (factored
above)+4 to hide checks(factored above) lowlight vision, +2 save vs
illusions, +1 attack vs kobolds & goblinoids, +4 ac vs giants, +2 listen
checks (factored above), +2 alchemy rolls, cast dancing lights, ghost sound
and prestidigitation once each per day, speak w/ burrowing animals 1/day
Favored enemy: Gains a +1 to attack, bluff, listen, sense motive, spot and
wilderness lore against the chosen creature (goblinoids) +1 to damage when
within 30'.
Rage: Rage: The barbarian can fly into a screaming blood frenzy and gain
phenomenal strength and durability, though he also becomes reckless and less
able to defend himself. The following changes are in effect as long as he
rages: AC 15, hp 27, melee attack and damage bonuses increases by +2, Fort
+9, Will +3, Str=17, Con=18. His fit of rage lasts for  rounds. The barbarian
may voluntarily end the rage prematurely. After raging, the barbarian is
fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of
that encounter. He can fly into a rage only once per encounter and only 1
time per day. Entering a rage takes no time by itself, but the barbarian can
do it only during his action, not in response to someone else's action.
Gear: Masterwork bastard sword (335gp), light crossbow (35gp), bolts X20
(2gp), Masterwork Breastplate (350gp), backpack(2gp), everburning torch (90
gp) inside bullseye lantern (12gp)
    Wealth: 24 gold pieces, one ruby (50 gp value)
    Description: Small, even for a gnome, Dorias shave's all his hair and has
several scar's self-inflicted as well as from battle. His eyes seem paranoid
as they flicker from location to location, awaiting ambushes that rarely
happen. The look of insanity makes those around him even more uneasy.
    History and Personality: Born in a settlement and beginning his training
as a goat herd, Dorias' surname was originally Crattlecrook. He changed it to
Mournful when the village was destroyed in a goblin raid. He is dedicated to
wiping out all goblinoid's and throws himself into battle wrecklessly against
them. Failure drive's him into such a rage that he has been known to cut and
batter himself unconscious in his carelessness. The scars remind him of past
failure's, driving him to even greater fevered abandon in his battles.
 
 
 
 



 
 

(Dorias)
    Calcum: male moon elf wizard (conjurer) -2; Medium-size humanoid (elf);
HD 2d4; hp 9 (11 within one mile of familiar); Init +3; Spd 30 ft.; AC 13 (10
flatfooted); Atk +0 melee (1d6-1/1d6-1/20/X2, quarterstaff) or +4 ranged
(1d8/ 19-20/ X2, light crossbow); SQ elf abilities, empathic link with
familiar; AL NG; SV Fort +0, Ref +3, Will +4; Str 8, Dex 16, Con 11 (13
within one mile of familiar), Int 15, Wis 12, Cha 10.
 Skills: (20) Spellcraft(+7, +9 with conjuring spells) concentration (+5, +6
within one mile of familiar due to con boost), Listen (+5), Spot (+5), Search
(+6), alchemy (+4)
Feats: toughness, scribe spell (free) Alertness (when familiar is within arms
reach)
Elf Abilities: immune to magic sleep spells, +2 save vs enchantment spells or
effects, low light vision allows double human ability in darkness, +2 listen,
search and spot checks (factored above) Notice secret doors when passes
within 5 feet.
Spells per day: (4+1-0th/2+1-1st)
Spellbook [wizard only]: 0th-resistance, ray of frost, detect poison, daze,
flare, light, dancing lights, ghost sound, disrupt undead, mage hand,
medning, open/close, arcane mark, detect magic, prestidigitation, read magic,
1st- Mage Armor, Summon Monster, Shocking Grasp, Sleep, Identify, unseen
servant, magic weapon.
    Gear: Potions of cure light wounds X2 (100gp) Masterwork Light Crossbow
(335gp) 20 silver bolts (20gp) familiar (toad: 100gp), backpack (2gp),
quarterstaff (0gp) familiar carrier (15gp), scroll of invisibility (150gp)
light horse (75gp) bit & bridle (2gp) saddle, riding (30gp)
    Wealth: 71gp
    Description: Pale skin, drawn tight to a thinly muscled frame, Calcum
spent too many formative years locked with the halls of magical training.
Tall and lanky, his exotic looks are more than offset by the gauntness and
lack of personal skills.
    History and Personality: Calcum was born in the hall's of Evereska,
trained as a conjurer from adolescence. Attached to help a band of
adventurer's that would need his knowledge of summoning he managed to flee in
terror when they got wiped out. In shame, he never returned to Evereska,
instead seeking his path in the outside world. His frailness has led him from
group to group, hiding behind fighters and relying on creatures he calls
forth.
 
 
 



 
 

(Dylan)
Darthaes: Male Human Sorc1/Wiz1; Medium-size humanoid
(human-dwarf-elf-whatever); HD 2d4;hp 9; Init +4; Spd 30 ft.;
    AC 11; Atk -1 melee ((1d4)-1/19-20/x2, Dagger) or +1 ranged
(1d8/19-20/x2, Crossbow, Light);
    AL Chaotic Good; SV Fort +0, Ref +1, Will +5; Str 8, Dex 12, Con 10, Int
14, Wis 13, Cha 15.
    Skills: Climb +0,Concentration +2,Intuit Direction +3,Knowledge
Geography +4, Knowledge Arcana, +4,
    Profession Sailor +6, Spellcraft +4, Swim +0, Use Rope, +3
    Feats: featname Toughness, Improved Initiative, Scribe Scroll
    Spells per day: Sorcerer (5 0th/ 4 1st) Wizard (3 0th / 2 1st)
    Spells known [sorcerer or bard only]: 0th-Daze, Light, Mage Hand, Ray of
Frost 1st-Burning Hands, Magic Missile
    Spellbook [wizard only]: 0th-All, 1st-Grease, Identify, Comprehend
Languages, Mage Armor, Sleep.
    Gear: Dagger (2gp) Crossbow Light (35gp) Chest (2gp) Amazing Lock
(150gp) Bedroll (2sp)
    Wealth:  710 gp 8 sp in various currency
    Description: There is nothing remarkable in appearnce of him. Most
people will just walk right
    with out noticing him. He stands 5'8 and wieghs about 145 lbs. He has
Shaggy, Sand Blonde hair.
    His eyes were hazel when he first became a sailor but as time has gone
by they have shifted
    to a bright green. He also wears a silver locket with a portrait of his
mother.
    History and Personality:  His mother died at age 9. He grew up not
completely satisfied with his life, his siblings
were going on to great things. He watched the shipyards for days on end till
he started getting
odd jobs around the shipyard. Eventually a wizard who worked onboard a ship
noticed his magical
talent and took it upon himself to train him. Given the oppurtunity to go to
sea he took it and
never looked back at the age of 16. In those two years he has found a
strength he never had
and found his home upon the sea.
 
 
 
 



 

(Eric)

    Tubaldai: Male human Bbn1/Fig1; Medium-size humanoid (human); HD
1d12+2, 1d10+2; hp 21; Init +1; Spd 40 ft.; AC 15 (touch 11, flat-footed
14); Atk +3 melee (1d6+1/18-20/x2, scimitar); +3 melee (1d6+1/20/x3,
handaxe); +3 melee (1d4+1/19-20/x2, dagger); or +4 ranged (1d6+1/20/x3,
masterwork mighty composite shortbow); SQ Fast Movement, Rage (1/day); AL
CN; SV Fort +6, Ref +1, Will +2; Str 12, Dex 13, Con 15, Int 8, Wis 14,
Cha 10.
    Skills: Craft (fletching) +0, Handle Animal +5, Intuit Direction +3,
Listen +3, Ride +6, Speak Language (common), Wilderness Lore +3
    Feats: Mounted Combat, Mounted Archery, Ride-By Attack
    Gear: Masterwork mighty (+1) composite shortbow (450gp), masterwork
chain shirt (250gp), scimitar (15gp), 20 arrows (1gp), handaxe (6gp),
dagger (2gp), winter blanket (5sp), bedroll (1sp), saddlebags (4gp),
waterskin 1gp, trail rations (4 days) (2gp), belt pouch (1gp), flint &
steel (1gp), traveller's outfit (free), light warhorse (150gp)
    Wealth: 5gp, 13sp, 10cp, 1 freshwater pearl (10gp)
    Description: Tubaldai is a short, stocky man with rough, wind-blown
features, dark brown eyes, and course black hair, not unlike a horse's
tail. His hair is pulled into a long braid that reaches past his waist,
tied with a leather thong. He wears dirty white wool breeches and
undershirt under his well-kept chain shirt. Over his armor, he has on a
dark blue vest and a soft leather cloak. His tall, pointed hat and boots
are both leather lined with wool.
    History and Personality: Many years ago, Tubaldai was a young warrior
on the steppes who followed his Khahan out of their native lands to
conquer the world. He made his mark with the rest of the Horde, but unlike
his fellows, he did not return to the east when it disbanded. Instead, he
opted to remain and seek out his destiny in the west. The reason for the
decision changes depending on when you ask him and his mood. The truth
tends to come out when he's morose and in his cups and is rather
straightforward -- he became enamoured by the luxuries that civilization
has to offer. To enjoy them, he sells his skills as a mercenary and
tracker to whomever provides him the best compensation.
 
 
 



 
 

(Eric)

    Julona Thornwhistle: Female gnome Sor2; Small-size humanoid (gnome);
HD 2d4+2; hp 10; Init +1; Spd 20 ft.; AC 12 (touch 12, flat-footed 11);
Atk +0 melee (1d4-2/19-20/x2, dagger) or +2 ranged (1d8/19-20/x2, light
crossbow); SQ gnome traits, raven familiar, share spells with familiar,
empathic link with familiar; AL NG; SV Fort +1, Ref +1, Will +5; Str 6,
Dex 12, Con 12, Int 13, Wis 14, Cha 15.
    Skills: Alchemy +8, Knowledge (arcana) +4, Listen +6, Profession
(herbalist) +7, Spellcraft +3, Spot +4
    Feats: Brew Potion, Alertness
    Gnome Traits: Low-light vision; +1 racial bonus to attack rolls
against goblinoids; +4 dodge bonus against giants; speak with animals once
per day for one minute; cast dancing lights, ghost sound, and
prestigiditation once per day as a 1st-level caster.
    Spells known: (6/5; base DC=12 + spell level) 0th-Detect Poison,
Light, Mending, Detect Magic, Read Magic; 1st-Unseen Servant, Charm Person
    Gear: Alchemist's lab (500gp), spell component pouch (5gp), dagger
(2gp), light crossbow (35gp), ten crossbow bolts (1gp), potion of cure
light wounds (50gp), ten vials (10gp), ten candles (1sp), flint & steel
(1gp), riding dog (150gp), average lock (40gp), chest (2gp), clay jug
(3cp), whetstone (2cp), artisan's outfit (free)
    Wealth: 3gp, 8sp, 5cp
    Description: Julona is tall for a gnome, three and a half feet, and
has bright red hair collected into two long, intricate braids when she is
working. Her eyes are a vivid, emerald green and her pale skin is
freckled. She wears a bright green shirt with porcelin buttons, a black
skirt, and a leather apron stained and smelling of odd chemicals. When
outdoors, she wears a simple green skullcap which matches her shirt.
    History and Personality: Julona is a kind-hearted businesswoman who
would be doing much better if she weren't a hopeless romantic. She rents a
small shop which she shares with a grumpy old wizard who spends most of
the day sleeping, relying on her to wake him up should he be needed to
identify some magical trinket. Julona's specialty is love potions and her
singular interest in affairs of the heart is what leads her into trouble,
prone as she is to offering discounts to those with a tearful and tragic
story. Looking out for her are her guard dog/mount Piffle and her raven
familiar, Hardric (whose view of the world is decidedly more cynical than
hers).
 
 
 
 



 
 

(Eric #2)
Name: Garett Garalentros
Sex: Male
Class: Rogue 1 / Cleric of Mask 1
Race: Human, Medium-sized humanoid
HD: 2 1d6 & 1d8
Hitpoints: 11
Initiative Modifier: +2
Speed: 30 feet per round
AC: 15
BAB: +0
Melee Dagger (MW): Atk +1 Damage: 1d4 Crit: 19-20 x2
Ranged Dagger (MW): Atk +3 Damage 1d4 Crit: 19-20 x2 Range: 10 feet
Melee Dagger: Atk +0 Damage: 1d4 Crit: 19-20 x2
Ranged Dagger: Atk +2 Damage 1d4 Crit: 19-20 x2 Range: 10 feet
Alignment: Neutral Evil
SQ: Free Blind Fight Feat, Bluff, Disguise, and Hide are Cleric Class Skills, Darkness and Trickery Domains
Fort Save: +1
Ref Save: +4
Will Save: +4
Str:10
Dex:15
Con:8
Int:12
Wis:14
Cha:13
Skills (Before Stat Bonuses): Appraise (1), Bluff (5), Disguise (1), Forgery (5), Gather Information (1), Heal (1), Hide (5), Innuendo (3), Knowledge Religion (2), Move Silently (5), Open Lock (5), Pick Pocket (5), Profession Bookkeeper (2), Read Lips (1), Sense Motive (2)
Feats: Stealthy (FRCS), Skill Focus: Pick Pocket (PHB)
Spells per day:
Level 0: 3
Level 1: 2+1
Spells Commonly Memorized:
Level 0: Light (Humans walking from Waterdeep to Skullport and back need a good source of light), Mending (To fix someone's purse after he cuts it and steals the money inside), Guidance (to allow him to steal better with mask's guidance)
Level 1: Comprehend Languages (To overhear conversations and often used at work), Detect Law (to look for guards not in full dress), Domain: Change Self (To avoid being recognized)
Gear:
Courtier's Outfit (30 GP)
Masterwork Studded Leather Armor (175 GP)
Masterwork Dagger (302 GP)
Masterwork Thieves Tools (100 GP)
Signet Ring (5 GP)
Seven Sheets of Parchment (7 GP)
Scroll Case (1 GP)
Scroll Case (1 GP)
Ink Pen (1 SP)
Ink (8 GP)
Flask (1 GP)
Tobacco & Pipe (1 SP)
Fine Wine (10 GP)
Four Sunrods (8 GP)
Belt Pouch (Bandoleer) (1 GP)
Sealing Wax (1 GP)
Candle (1 CP)
Candle (1 CP)
Dagger (2 GP)
Dagger (2 GP)
Dagger (2 GP)
Dagger (2 GP)
Holy Symbol (5 GP)
Wealth: 237 GP.
Description:  Garett Stands a mere five foot five and weighs in at under 140 lbs.  He has shoulder length black hair and black eyes.  He ties his hair up most of the time.  He dresses in fashionable clothing for Waterdeep let alone Skullport.  Black Trousers, a dark blue shirt covered with a black jacket, a Simple Gold Necklace and ring adorn him.  He hides a dagger (MW) In his boot when dressed as above.  When Garett is expecting trouble he dresses in his Studded Leather and straps a bandoleer of daggers across his chest. He is often seen with a glass of wine or smoke weed pipe in his hand.

History and Personality: Garett was originally a poor wretch living in the poorest section of Waterdeep.  He fell in love with a beautiful woman and had a child.  During this time Garett found his faith in the Lord Mask whom he saw in a vision.  When his wife found out he was worshiping mask she cast him out and he fled to Skullport where he now lives and works as a book keeper for the local inn (The Burning Troll).  He has become accustomed to a better lifestyle so he fell back onto what he knew best: Thievery.  He regularly walks both skullport and waterdeep with a keen eye and a loose hand.
 
 
 



 
 

(Paul)
Name: Samuel Ratchature; Small-size humanoid (Halfling); HD: 2; hp 10; Init
+6; Spd    20ft.; AC:14; Atk +3 melee (1d4+1/19-20/X2, Dagger or
1d6+1/19-20/X2, Short Sword) or +6 ranged (1d4+1/19-20/X2, Dagger) or +5
ranged (1d4/19-20/X2, Hand Crossbow); SQ Sneak Attack (1d6); AL CG ; SV Fort
+2, Ref +5, Will +2;
Str 12, Dex 14, Con 12, Int 13, Wis 8, Cha 15.

Skills:
Appraise (Int) +3, Balance (Dex) +4, Bluff (Cha) +6, Climb (Str) +7, Hide
(Dex) +10, Listen (Wis) +5, Move Silent (Dex) +8, Open Locks (Dex) +4,
Profession Pest Controller (Wis) +1, Search (Int) +5, Spellcraft (Int) +4,
Spot (Wis) +3.

Feats:
Improved Initiative

Spells per day: (5*0th / 4*1st)
0th-Read Magic, Ghost Sound, Detect Magic, Open/Close (DC12).
1st-Detect Secret Doors, Mage Armour (DC13).

Gear:
Padded Armour (5gp), Dagger [Masterwork] (302gp), Short Sword [Masterwork]
(310gp), Hand Crossbow [Masterwork] (400gp), 10 Bolts (1gp), Travellers
Outfit (1gp), Bandoleer [Masterwork] (5gp), Thieves' Tools [Masterwork]
(100gp), Whetstone (2cp), Torch (1cp), Mirror [Small Steel], (10gp), Flint &
Steel (1gp), Chalk [2] (2cp), Candle [2] (2cp), Scentbreaker [2] (10gp),
Alchemical Sleep Gas (30gp), Old Man's Bones Set (2sp).

Wealth:
24gp 7sp 3cp

Description:
Fair skinned with sparkling hazel eye, dark brown hair, Samuel still looks
the innocent boy. His Nose slants slightly to the right, having broken it
falling out a tree in the park on his 12th birthday). As with most Halflings
Samuel is very inquisitive, but remains suspicious of strangers. He is wary
of his newfound knowledge of the Art but sees it as a way to enhance this
other skills. Samuel, always deft of hand now sees the world as his oyster.

History:
Samuel was born in Sembia on the 14th Ches 1344DR in the city of Saerloon.
Samuel had always assumed that he would eventually take over his Father's
pest control business, but fate has different ideas. It was in Saerloon that
his magical talents first came to light. A member of the clergy of Azuth
found Samuel playing behind his Fathers small shop front. Alazan (Cleric)
noted during a game of hide and seek, Samuel caused sounds to distract the
searcher or find some one else near by, much to his friend's annoyance. His
instruction into the Art had begun.
 
 
 
 
 



 
 

(Brian)
Dennis Loren:  Male human fighter level 2; Medium-size humanoid (human); HD
2d10; hp 15; Init +6; Spd 20 ft.; AC 17; Atk +5 melee (1d6+2/crit on 20/*2,
sap); AL LN; SV Fort +3, Ref +2, Will +1; Str 14, Dex 15, Con 10, Int 12, Wis
13, Cha 8.
Skills: Climb +2, Craft (weapons) +6, Diplomacy +1, Jump +2, Listen +3

Feats: Combat Reflexes, Improved Initiative, Quick Draw, Weapon Focus: "sword
of mercy" (sap)

Gear: masterwork sap (301 gp), masterwork breastplate (350 gp), backpack with
waterskin, one day's trail rations, bedroll, sack, and flint & steel (4 gp, 7
sp), traveling outfit (free!), potion of true strike (50 gp), potion of cure
light wounds (50 gp)

Wealth: 44 gp, 3 sp, and a jade bracelet (100 gp)

Description: Dennis has blond hair and tanned skin, with melancholy brown
eyes.  He stands 5 feet 10 inches, with a medium build that is enhanced by
his polished cuirass.  He is very quiet and shy; however, he is a trained
fighter, and it shows in the way he moves.

History and Personality:  Dennis wanted to be the finest swordsman in the
realm.  He trained at the best schools before joining a group of adventurers
questing for a hippogriffin egg.  He drew his new sword in a slashing cut.
The hippogriff fell, its blood pulsing out, slowly dying.  That never
happened when Dennis struck his sparring partners!  Horrified at what he'd
wrought, he fled.
    "Is killing all swordsmanship is about?  Not skill, or talent, or art,
just steel and blood?"  Dennis prayed all night.  With the dawn came an idea:
 To be recognized as the realm's finest swordsman, without ever killing
again.
 
 
 
 



 
 

("GammaTie")
Welby: male lightfoot halfling rogue 2; small-size humanoid; HD 2; hp 11; Init +2; Spd 20 ft.; AC 16; Atk
+ 3 melee (1d6/ 18 * 2, masterwork rapier)
Or +5 ranged  +1 additional for masterwork arrows and or when under 30ft (1d8/19 *2, light crossbow)
Or +0 melee (1d4/ 19 *2, offhand dagger)
Or +4 ranged (1d4/19*2 thrown offhand dagger)
SQ sneak attack +1d6 +2 saves vs. fear; AL lawful good; SV Fort +2, Ref +7, Will +1;
Str 11, Dex 17, Con 12, Int 14, Wis 10, Cha 8.
    Skills:
    Balance +8
    Disable device +7
    Escape artist +8
    Hide +8
    Intimidate +4
    Move silently +8
    Open lock +8
    Search +7
    Tumble +8
    Use rope +8
    Feats: point blank shot
    Gear: potion of cure light wounds * 2 (100 gold), masterwork rapier (320) masterwork studded leather (175) light crossbow (35) 20 regular bolts (2) 10 masterwork bolts (70) silvered dagger (10) tanglefoot bag (50) thieves tools (30) backpack (2) winter blanket (.5) 4 days trail rations (2) bottle of shadowdark ale (10) 50 feet hemp rope (1) 5 bags of caltrops (5)
    Wealth:
50 copper pieces
70 silver pieces
200 gold pieces
2 greenstone gems
1 bloodstone gem

Description: Welby is fairly tall for a halfling, he has blue eyes and reddish brown hair. In even semi-dangerous situations he will have out his loaded crossbow in his right hand and his silver dagger in the other. When fighting he will prefer to stay at range but if forced into melee he will drop his bow and draw his rapier. He is usually found fighting with adventuring bands of halflings. His dagger has runes up the side that say, in halfling "from your loving father".

History and Personality: When he was young welby's father was the mayor of a successful halfling hamlet in the Dalelands. When Welby was 10 the town was attacked by a group of human bandits, and his father and most of the town was killed. However, his uncle took him and fled. When he came of age he left his uncle to go adventuring, with a large sum to get him started. Because of the trauma in his childhood he has always bean extremely distrustful of "big people". He will try not to associate with them at almost any cost.
 
 
 



 

(Jan)
Iyrin Dealus: Male Human Sor1/Wiz1; CR 2; Medium-size humanoid (human); HD 2d4+2; hp 9; Init +1; Spd 30ft; AC 11 (touch 11, flat-footed 10); Atk –1 Melee (1d8-1/20/x3, short spear); or +1 ranged (1d8/19-20/x2, light crossbow); SQ human traits; AL CN; SV Fort +1, Ref +1, Will +4; Str 8, Dex 12, Con 13, Int 14, Wiz 10, Cha 15.
    Skills and Feats: Concentration +6, Knowledge Arcana +4, Move Silently +3, Disguise +4, Escape Artist +3, Scry +1; Scribe Scroll, Spell Casting Prodigy, Track.
    Human Traits: Bonus Feat at First lvl; +4 skill points at first lvl, +1 each additional lvl; Favored Class: Sorcerer.
    Spells Per Day: Sor (5/4); Wiz (3/2)
    Sorcerer Spells Known: 0th- Prestidigitation, Flare, Detect Magic, Resistance; 1st- Magic Missile, True Strike.
    Spellbook: 0th- All; 1st- Change Self, Expeditious Retreat, Endure Elements, Detect Secret Doors, Grease
    Gear: Peasant’s Outfit(1sp), Masterwork Darkwood Short Spear (352gp),  Light Crossbow (35gp), Backpack (2gp), Bed Roll (1sp), Flint and Steel (1gp), Water Skin (1gp), Rations for 1 Week (3gp 5sp),  Spellbook (15gp), Potion of Glibness (150gp), Scroll of Jump (25gp), Scroll of Mount (25gp), Scroll of Spider Climb (25gp)
    Wealth: a single Tear of Laeral (his lucky stone obtained in Silverymoon) (120gp), 145gp, 3sp
    Description: Of average height and small build, his less than striking frame belies a more exotic nature upon closer inspection. Iyrin is imbued with a touch of the truly exotic. Most notable of his features are his cloudy lilac eyes seemingly made entirely of iris and pupil. His hair is perpetually unkempt, and his facial structure sharp and angular extending even to his teeth which hint at a more carnivorous diet than the average human, all of which contributes to a distinctly feral aura, perhaps a side effect of manifesting the powers of a sorcerer.
    History and Personality: Born in Rashemen, Iyrin’s sorceress powers manifested during a month spent lost in the wilds, a consequence of a strange under current in lake Tirulag. After his ordeal he left Rashemen and traveled to Silverymoon hoping to learn how to better control the arcane forces within him at one of the renowned wizardry schools. However, the arduous task of studying did not agree with him, and true to his nature, he left soon after arriving. He now travels Faerun in search of a better understanding of his latent “talents,” thinking to embrace what has become his only passion.
 
 
 
 



 

(Jeff)
Bilun Gandil: Male Human Ftr1/Brd1; Medium-size humanoid (human); HD
1d10+1d6-2; hp 11; Init +2 (+2 dex); Spd 20 ft.; AC 16 (touch 12,
flat-footed 14); Atk +2 melee (1d8+1/19-20/x2, longsword), +2 melee
(1d4+1/19-20/x2, dagger), +4 ranged (1d8+1/20/x3, mighty composite longbow
(+2)), +3 ranged (1d2/20/x2, whip), or +3 ranged (1d4+1/19-20/x2, dagger);
SQ bardic knowledge +1, bardic music (countersong, fascinate, inspire
courage) 1/day; AL NG; SV Fort +2, Ref +5, Will +4; Str 12, Dex 14, Con 8,
Int 10, Wis 13, Cha 15.
Skills: Climb +1*, Craft (trapmaking) +3, Diplomacy +3, Handle Animal +4,
Perform +6 (comedy, mandolin, juggling, storytelling), Ride +4, Swim -12*
Feats: luck of heroes, weapon focus (mighty composite longbow), point-blank
shot, exotic weapon proficiency (whip)
Bard spells per day: (2 0th)
Bard spells known: 0th - detect magic, ghost sound, mage hand,
prestidigitation;
Gear: explorer's outfit (10gp/8#), mighty composite longbow (+2) (0gp/3#),
longsword (15gp/4#), 3 daggers (6gp/3#), whip (1gp/2#), chain shirt
(100gp/25#), everburning torch (90 gp/1#), silk rope 50ft. (10gp/5#),
grappling hook (1gp/4#), masterwork mandolin (100gp/3#), 10 arrows & quiver
(1gp/3#), spell component pouch (5gp/3#), backpack (2gp/2#), manacles
(15gp/2#), small steel mirror (10gp/.5#), map case (1gp/.5#), whetstone
(2cp/1#), waterskin (1gp/4#), sack (1sp/.5#), belt pouch (2gp/.5#), 2
potions of cure light wounds (1st) (100gp/0#), flint and steel (1gp/0#),
flask (3cp/0#), 5 pieces of chalk (5cp/0#), signal whistle (8 sp/0#), 5
bells (5gp/0#), light warhorse (150gp), leather barding (40gp/30#), military
saddle (20gp/30#), bit & bridle (2gp/1#), 20 arrows & 2 quivers (2gp/6#),
saddle pack (5gp/15#), 2 entertainer's outfits (6gp/8#), traveler's outfit
(1gp/5#), cold weather outfit (8gp/7#), bedroll (1sp/5#), tent (10gp/20#),
shovel (2gp/8#), 2 days trail rations (1gp/2#), 2 days feed (1sp/20#),
artisan's tools-trapmaking (5gp/5#)
Wealth: white pearl (100gp), moonstone (50gp), 20gp, 8sp
Description: Tall and lanky, with dark brown hair and green eyes, Bilun is
quick-witted, outgoing, and a practical joker.  With a ready smile, he is
quite charming, but he is all business when it comes to helping others in
need.  Bilun is never far from his mandolin or without a good story to tell.
He wears cloths to suit the occasion and likes to amuse himself and others
by juggling his daggers.  His horse, Daisy, is a bit quirky and does not
like most people, but Bilun dotes on her like a princess.
History and Personality: Growing up in Daggerdale was hard for Bilun, but he
always seemed to get lucky in dangerous situations.  He wanted to follow in
his big brother's footsteps by joining the militia, so he learned to use the
bow at a young age and became an excellent marksman; however, he was too
fragile for the rough and tumble lifestyle.  Luckily, he realized he had a
unique charm and now aspires to join the Harpers.  Bilun's patron deity,
whom he attributes to his good fortune, is Lathander, though he occasional
prays to Tempus on the chance the god will lend him strength.
 
 
 
 



 

(John)
Dalamack Smilingbear: Male Ghostwise Halfling Bbn 1/ Rog 1; Level 2; Small-size humanoid (Halfling); HD 1d12+1d6+2 ; hp 18; Init +3 (Dex); Spd 30 ft.; AC 20 (Touch 14, Flat Footed 17); Atk +3 melee (1d6+1/x2, Throwing Axe) or +6 ranged (1d6+1/x2, Throwing Axe) or +5 ranged (1d6+1/x3, Composite Short Bow) or +6 ranged (1d4+1/19-20/x2, Dagger); SQ fast movement; AL Chaotic Good; SV Fort +3, Ref +5, Will +1; Str 13, Dex 16, Con 13, Int 10, Wis 12, Cha 8.
 

    Skills: Climb +7, Hide +14, Jump +7, Listen +9, Move Silently +10, Wilderness Lore +5
    Feats: Sneaky

    Languages: Halfling, Common, Shaaran (Illiterate due to Barbarian)

    Ghostwise Halfling Traits:  Speak without Sound (Su): Can communicate telepathically with any creature within 20 feet, just as if speaking to him or her.  Can only speak and listen to one person at a time, and must share a common language with the person or creature or the telepathic link fails;  Small Size (+1 to hit and AC due to size, +4 to Hide, limited movement Speed 20 ft., weapon size use, and carrying limits);  +2 Racial Bonus to Climb, Jump, Listen, and Move Silently; +2 morale bonus to all saving throws against Fear; +1 racial attack bonus with thrown weapons; favored class Barbarian.

    Fast Movement: +10 ft. movement when wearing medium or lighter armor and encumbrance.

    Rage (1 x day):  +4 to Str and Con, +2 Will Saves, -2 AC, for up to 6 rounds.

    Sneak Attack +1d6

    Gear:  Mighty Composite Shortbow (+1 Str Bonus) (150gp, 2lbs), Arrows (20) (1gp, 3lbs), Throwing Axe (8gp, 4lbs), Dagger (3) (6gp Total, 3lbs), Masterwork Studded Leather (160gp, 10lbs), Darkwood Large Shield (207gp, 2.5 lbs), Backpack (2gp, 0.5lbs), Belt Pouch (1gp, 0.25lbs), Flint and Steel (1gp), Sack (1sp), Waterskin (1gp, 1lbs), Bedroll (1sp, 1.25lbs), Scentbreaker (2) (10gp), Chalk (3 pieces) (3cp), Trail Rations (5 days) (2.5gp, 1.25lbs), Sewing Needle and Thread (5sp), Potion Belt (1gp, 0.25lbs), Antitoxin (2) (100gp), Potion of Cure Light Wounds (4) (200gp)
 

    Wealth:  2pp, 33gp, 2sp, 7cp

    Description: Dalamack is a serious looking halfing with tan skin and wild, if short, black hair.  He sports a short black beard and mustache.  His dark brown eyes show little of what he is thinking and he always moves and acts as if any moment something dangerous is about to happen.  Dressed in dark brown studded leather and always carrying his darkwood shield engraved with the symbol of his clan, combined with his array of weapons from bow to axe to dagger, he looks fairly formidable to the discerning eye.

    History and Personality: Ranging far from his home in the Chondalwood Dalamack rarely speaks of why he left his home, not even with close friends.  He actually left because his longtime sweetheart was killed in a raid upon his village, and he cannot bear the thought of life at home without her.  He is serious and quite violent when he feels threatened.  He speaks little, and even then it is usually very short and to the point, sometimes even rude.  He seems most at home in the wilds and is gaining a reputation as a very good scout.

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

NOTE to Sean....  I know you're the man... but here are some notes.  His skills are right, you just have to add in all the Halfling bonuses and such.  His Attack and AC are right, because of size.  Since you have so many to read I thought I'd help ya if I could!  Take care.  :^)

Climb +7 (4r, +1 str, +2 1/2ling), Hide +14 (3r, +3 dex, +2 1/2ling, +4 size, +2 sneaky), Jump +7 (4r, +1 Str, +2 1/2ling), Listen +9 (6r, +1 wis, +2 1/2ling), Move Silently +10 (3r, +3 dex, +2 1/2ling, +2 sneaky), Wilderness Lore +5 (4r, +1 wis)
 
 
 



 
 

(Justin)
     Adwalikath: Male human Brd 1/Clr 1 of Oghma; Medium-size
humanoid(human); HD 1d6, 1d8; hp 8; Init +1; Spd 20 ft.; AC 17 (touch 11,
flat-footed 16); Atk -1 melee (1d6-1/20/x3/halfspear) or +1 ranged
(1d2S/20/x2/masterwork whip); SQ bardic knowledge +2, bardic music
(countersong, fascinate, inspire courage) 1/day, turn undead 5/day; AL
NG; SV Fort +2, Ref +3, Will +6; Str 8, Dex 12, Con 10, Int 13, Wis 15,
Cha 14.
     Skills: Appraise +3, Decipher Script +3, Gather Information +3, Heal
+5, Knowledge(arcana) +2, Knowledge(architecture and engineering) +2,
Knowledge(geography) +2, Knowledge(Shining Sea coast history) +7,
Knowledge(Amn local) +2, Knowledge(planes) +2, Knowledge(religion) +3,
Perform(ballad, epic, storytelling) +5, Profession(archeologist) +5, Speak
Language(Dwarven, Elven [Base: Alzhedo, Chondathan, Common]), Spellcraft
+2.
     Feats: Education(Shining Sea coast's History, Religion), Spell Focus
(Enchantment).
     Bard Spells Known (2; base DC=12+spell level; 30% chance of spell
failure in armor): 0 - Detect Magic, Ghost Sound, Light, Mage Hand.
     Cleric Spells Prepared (3/3; base DC=12+spell level, DC=14+spell
level for enchantment spells [marked with a *]): 0 - Create Water, Detect
Magic, Mending; 1st - Charm Person*^, Comprehend Languages, Doom*.
     ^ indicates Domain spell.  Deity: Oghma. Domains: Charm (+4 Cha 1/day
as free action for 1 minute), Travel (Freedom of Movement as spell-like
ability for 1 round/day; Wilderness Lore is class skill).
     Gear: Backpack (2 gp), book on Shanatar history (65 gp), halfspear (1
gp), masterwork breastplate (350 gp), masterwork small wooden shield (153
gp), masterwork whip (301 gp).
     Wealth: 2 pp, 8 gp.
     Description: Adwalikath has the black hair and slightly darkened skin
typical of Amnian citizens.  His brown eyes often seem distant as his
thoughts are on matters other than the situation at hand.  Adwalikath is
hardly an imposing figure at 5'8" and a mildly overweight 160 lbs., but he
still retains much of the stringent posture required by his private tutors
in Amn during his youth.  Adwalikath prefers to dress in the loose clothes
of a scholar, but he is not unused to wearing his custom fitted
breastplate and coiled whip for field expeditions.
     History and Personality: Adwalikath was born into the wealthy
Nydaemos merchant family, known for dealing in exotic goods from distant
Maztica.  He was given the best in private tutors and has now moved to
Candlekeep to continue his studies in as many subjects as his mind can
handle.  Adwalikath's main love, however, is archeology and history,
particularly that of the Shanatar and Keltormir realms.
     Adwalikath is introspective and his thoughts are usually turned
inward unless he has just found new ruins or artifacts.  Then, he
ravenously studies everything he can get his hands on, gleaning as much
information from it as possible.
 
 
 



 

(Justin)
     Wicedrik: Male ghostwise halfling Bbn 1/Rgr 1 of Sheela
Peryroyl; Small-size humanoid(halfling); HD 1d12+2, 1d10+2; hp 16; Init
+2; Spd 30 ft.; AC 17 (touch 13, flat-footed 15); Atk +2 melee
(1d6+1/ 19-20/x2, masterwork shortsword), +2 melee (1d6/ 19-20/x2,
masterwork shortsword) or +6 ranged (1d4+1/ 19-20/x2, dagger); SQ fast
movement, favored enemy (fey +1), rage 1/day, ranger two-weapon fighting,
speak without sound, +1 racial attack bonus with thrown weapons, +2 morale
bonus to saves vs. fear; AL CN; SV Fort +6, Ref +2, Will +1; Str 12, Dex
15, Con 15, Int 10, Wis 12, Cha 8.
     Skills: Animal Empathy +0, Climb +6, Handle Animal +0, Heal +5,
Intimidate +0, Intuit Direction +3, Jump +2, Listen +7, Move Silently +3,
Wilderness Lore +8.
     Feats: Forester.
     Gear: (2) daggers (2 x 2 gp=4gp), masterwork chain shirt (250 gp),
(2) masterwork shortswords (2 x 310 gp=620 gp).
     Wealth: Obsidian ring (25 gp), 1 gp.
     Description: Wicedrik regularly wears a displeased expression, as
though the simple act of living is tortuous.  His brooding demeanor has
the dual effect of keeping allies from getting close and scaring enemies
away, which is just the way Wicedrik likes things.  He is incredibly well
built considering his 3'2" frame and it shows in his musculature.
Although his clothing is primarily made from various animals of the
Chondalwood, he rarely leaves his steel weapons and armor far from his
person as they are his most prized possessions.  Wicedrik has a shaved
head and brown eyes.
     History and Personality: Wicedrik is cursed with the battle fury that
occasionally strikes the ghostwise halflings of the Chondalwood.  Since
puberty, the rage has overtaken him since puberty whenever he feels
threatened.  Wicedrik's life was transfigured forever as a disagreement in
his adolescence became bloody when he slew his friend Asan as the rage
overtook him.  Wicedrik fled his tribe for fear of what other damage he
may cause.  He has since lived alone in the wilderness, occasionally
serving as a guide to travelers from Sespech.  In recent years, he has
learned to control his rage somewhat and can now bring it on at will.
 
 



 
 

(Justin)
     Zaenwan: Male human Sor 2; Medium-size humanoid (human); HD 2d4+4; hp
9; Init +1; Spd 30 ft.; AC 11 (touch 11, flat-footed 10); Atk +1 melee
(1d8/ 20/x3, shortspear) or +2 ranged (1d8/ 19-20/x2, light crossbow); SQ
Hawk familiar (alertness, improved evasion, share spells, empathic
link); AL LG; SV Fort +2, Ref +1, Will +2; Str 10, Dex 13, Con 14, Int 12,
Wis 8, Cha 15.
     Skills: Concentration +7, Craft(gemcutting) +4, Knowledge(arcana) +6,
Knowledge(Mezro history) +2, Spellcraft +6.
     Feats: Greater Spell Focus(Evocation), Spell Focus(Evocation).
     Spells Known (6/5; base DC=12+spell level, DC=16+spell level for
evocation spells [marked with a *]): 0 - Detect Magic, Flare*, Light*,
Mage Hand, Read Magic; 1st - Magic Missile*, Scatterspray.
     Gear: Everburning torch (90 gp), light crossbow (35 gp), 10 bolts (1
gp), potion of Eagle's Splendor (300 gp), Scroll of Flaming Sphere (150
gp), Scroll of Mirror Image (150 gp), Scroll of Summon Monster II (150
gp), shortspear (2 gp).
     Wealth: 2 pp, 2 gp.
     Description: Zaenwan has a very forceful personality and in a more
enlightened society, he could have been a powerful political leader.  He
is very attractive with well-defined facial features and a natural grace
born from living in the jungle.  Zaenwan's dark brown eyes always have a
very intense look about them, regardless of what activity he is
performing.  His skin is of a darker shade than even most Chultans which
makes him appear even more exotic to those of other regions.  Zaenwan
typically dresses in loose clothing to avoid the intense heat of the
southern lands.
     History and Personality: Zaenwan was raised to adolescence in the
jungles of Chult.  At age 14, he discovered the inherent ability to move
small objects through force of will and a few simple syllables.  As
sorcery is not looked upon well in the jungles of Chult, Zaenwan moved to
Mezro to get formal training and focus his powers.  While there, he became
embroiled in the debate over whether to let outsiders into Mezro, fearing
their preoccupation with wealth.  During a heated discussion with a
priest, he was labeled a dissident and exiled.  Zaenwan now desires to
restore his honor and return to Chult.
 
 



 
 

(Miette)
Lochaber:  Male dwarf Clr2; Medium-size humanoid (dwarf); HD 2d8+3; hp 19;
Init -1; Spd 15 ft.; AC 14 (touch 9, flat footed 14) ; Atk +2 melee
(1d6+1/20/x4, heavy pick) or +0 ranged (1d4/50 ft./x2, sling); SQ dwarf
traits; AL LG; SV Fort +6, Ref -1, Will +5; Str 13, Dex 8, Con 17, Int 12,
Wis 14, Cha 8.
Skills: Appraisal +3 (+5 metal/stone) ( 2 ranks + 1 ability bonus + 2 racial
bonus) , Concentration +8 ( 5 ranks + 3 ability bonus) , Craft (Stonemasonry)
+5 ( 3 ranks + 1 ability bonus + 2 racial bonus),  Knowledge (Religion) +4 (3
ranks + 1 ability bonus).
Feats: Martial Weapon Proficiency: Pick, Heavy.
Spells per day: (4 0th/ 3+1 1st)
Cleric Spells Prepared (4/3+1; Base DC=13 + spell level) 0-detect magic,
guidance, mending, resistance 1st -endure elements, magic stone*, protection
from chaos, shield of faith.
*Domain Spell. Diety: Moradin. Domains: Earth (Turn/destroy air creatures and
rebuke/command earth creatures) and Law (cast law spells at +1 caster level).
Gear: potion of endurance (300gp), heavy pick (8gp), masterwork breastplate
(350gp), sling (0gp), bullets x 20 (2sp), holy symbol, silver (25gp),
backpack (2gp), antitoxin x 2 (100gp), clerical vestments (5gp), masterwork
stonemason tools (55gp), bedroll (1sp), flint & steel (1gp), clay mug (2cp),
iron pot (5sp), rations, trail x 3 (15sp), shovel (2gp), waterskin (full)
(1gp),
Wealth: hematite torc (100gp), jade ring (40gp), 108gp, 6sp, 8cp.
Description: Lochaber is a dark, ruddy skinned dwarf with a beard what grows
in unruly chops at both cheeks, joins with his mustache and crown of hair,
but leaves his chin bare.  His balding head seems 'dented' on the right side,
a reminder given to him in his youth not to stand too close to the blacksmith
while he works.
Dark grey robes cover him to his knees, bound at the waist by a broad,
leather war-belt fastened with a large, iron buckle.  The hammer and anvil of
Moradin have been carefully etched onto this buckle, proudly displaying his
devotions.
History and Personality:  Madness has claimed all of Lochaber's family.  His
beserker father, depressed mother, lunatic brother - all have died under its
throes.  Fearing the same fate, Lochaber turned to Moradin and his teachings
of fortitude, law and perseverance to stave off this 'family curse'.
Lochaber speaks in a loud, booming voice with a rhythm much slower than most.
 His manner is calm and stoic, but he is very resolute once his mind is made
up.  His one vice is hot mustard, which slathers on everything, quietly
enduring the fierce burn while sweat pours from his brow.
 
 
 



 
 

(Minh)
Sylvia: Female Human Rgr1/Drd1; Medium-Sized Humanoid (Human);
HD 1d10-1, 1d8-1; HP 13; Init +2; Spd 30 ft; AC 14 (Touch 12,
Flat-Footed 12); Atk +2 Melee (1d4+1/19-20/x2, Dagger), Atk +3
Melee (1d6+2/18-20/x2, Masterwork Scimitar), or Atk +3 Ranged
(1d4/x2, Sling); SQ Favored Enemy (Goblinoid +1), Nature Sense,
Animal Companion (Gray, Wolf); AL Neutral Good; SV Fort +3, Ref
+2, Will +4; Str 13, Dex 15, Con 8, Int 10, Wis 14, Cha 12.

Skills: Animal Empathy +6, Handle Animal +6, Move Silently +7,
Knowledge (Nature) +5, Wilderness Lore +9.

Feats: Track, Dodge, Skill Focus (Wilderness Lore).

Druid Spells Prepared (3/2; Base DC 12 + Spell Level): 0 -
Detect Magic, Know Direction, Purify Food and Drink; 1st -
Entangle, Obscuring Mist.

Gear: Dagger (2 GP), Masterwork Scimitar (315 GP), Sling (0 GP),
10 Sling Bullets (1 SP), Leather Armor (10 GP), Traveler's Gear
(Free), Backpack (2 GP), Bedroll (1 SP), 2 Belt Pouches (1 GP
ea) Flint and Steel (1 GP), Holly and Mistletoe (Free), 3
Potions of Cure Light Wounds (50 GP ea), 3 Trail Rations (5 SP
ea), Waterskin (1 GP), Wand of Light - 38 Charges (375 GP),
Whetstone (2 CP).

Wealth: 19 GP, 11 SP, 18 CP, 2 20 GP Moss Agate Minerals.

Description: Though she is always out and about, Sylvia sports
only a light tan from being under the cover of trees most of the
time. She has brown eyes, long, dark brown hair, and a pretty
smile. Of average height and weight, she is attractive, but not
gorgeous. She wears a simple green tunic with brown breeches
under her suit of leather armor. She also proudly wears the dirt
and dust associated with being outdoors all of the time.

History and Personality: Sylvia inherited her love of nature
from both of her parents. Trained as a ranger by her father, she
spent most of her adolescent life fighting goblins that would
raid her small village for food. A self-taught scholar of plants
and animals, she spends a lot of time wandering the forest.
Recently, her love of nature has become spiritual. A novice
druid, she is learning about her new role in the world and has
just come to terms with her newfound abilities and
responsibilities. Fortunately, she has a new friend to learn
with: Gray, her wolf companion.
 
 
 



 

(Minh)
Connor: Male Human Ex-Pal1/Ftr1; Medium-Sized Humanoid (Human);
HD 1d10, 1d10; HP 16; Init +2; Spd 20 ft; AC 18 (Touch 12,
Flat-Footed 16); Atk +4 Melee (1d4+2/19-20/x2, Dagger) or Atk +5
(1d10+2/19-20/x2, Masterwork Bastard Sword); SQ None; AL Chaotic
Neutral; SV Fort +4, Ref +2, Will +1; Str 15, Dex 14, Con 10,
Int 12, Wis 13, Cha 8.

Skills: Diplomacy +3, Handle Animal +4, Intuit Direction +2,
Knowledge (Religion) +5, Ride (Horse) +7.

Feats: Exotic Weapon Proficiency (Bastard Sword), Power Attack,
Cleave.

Gear: Dagger (2 GP), Masterwork Bastard Sword (335 GP),
Masterwork Breastplate (350 GP), Masterwork Small Steel Shield
(159 GP), Traveler's Gear (Free), Backpack (2 GP), Bedroll (1
SP), 2 Belt Pouches (1 GP ea), Flint and Steel (1 GP), Hooded
Lantern (7 GP), Oil (1 SP), Sack (1 SP), Silk Rope - 50 ft (10
GP), 3 Trail Rations (5 SP ea), Waterskin (1 GP), Whetstone (2
CP).

Wealth: 27 GP, 19 SP, 28 CP.

Description: Taller than the average man, Connor has dark brown
eyes and short, dark black hair. There is thick stubble on his
chin and around his mouth. He still wields and wears the
implements of his knighthood, a finely-crafted bastard sword and
matching armor and shield, all bearing the symbol of his
abandoned faith. Unable to afford new equipment, he is forced to
use these items, horrible reminders of his past, in order to
make a living. He wears a simple gray tunic with gray breeches
under his breastplate and leg greaves.

History and Personality: Once known and respected for his
charisma and diplomacy skills, Connor turned away from his god
when the love of his life suddenly died for no understandable
reason. Now a fallen paladin, the young man has resorted to
mercenary work to make a living. Known as a hard worker, he is
equally known for his temper and spiteful demeanor. When he can
afford it, he drowns himself in alcohol to escape his haunting
past. He had so much and lost so much. He often wonders, "Why,
why me?"
 
 
 



 

(Minh)
Roo: Male Halfling Bbn2; Small-Sized Humanoid (Halfling); HD
2d12+4; HP 22; Init +3; Spd 25 ft; AC 19 (Touch 14, Flat-Footed
16); Atk +7 Melee (1d4/19-20/x2, Masterwork Dagger) or Atk +8
Ranged (1d4/19-20/x2, Masterwork Dagger); SQ Halfling Traits,
Rage 1/Day, Fast Movement, Uncanny Dodge (Dex Bonus to AC); AL
True Neutral; SV Fort +6, Ref +4, Will +2; Str 10, Dex 17, Con
14, Int 10, Wis 13, Cha 8.

Skills: Handle Animal +4, Intuit Direction +6, Listen +8,
Wilderness Lore +6.

Feats: Weapon Finesse (Dagger).

Gear: 2 Masterwork Daggers (302 GP ea), Breastplate (200 GP),
Backpack (2 GP), Belt Pouch (1 GP), Potion of Cure Light Wounds,
3 Trail Rations (5 SP ea), Waterskin (1 GP), Whetstone (2 CP).

Wealth: 39 GP, 13 SP, 18 CP.

Description: Roo has black eyes and dark, straight hair. There
is too much dirt to discern the actual color of his hair. He
wears dark, tattered rags under his small breastplate and tiny
leg greaves. He refuses to change his clothes for some unknown
reason. It is also obvious that he does not like to bathe. He
carries two finely-crafted daggers, which he wields one at a
time with incredible talent, and little else besides a small
backpack and a belt pouch.

History and Personality: Not much is known about Roo, except
that he is a terribly vicious little critter. Though he does not
deal much damage by the way of strength, it is tough to keep
this nimble-footed halfling at bay. Like a stream of water
against a stone, he eventually wears down his opponents little
by little, one scratch at a time. And that is only when he is
happy and is having fun picking at them. When he is angry and
finds himself in a furious rage, look out! "Vicious, simply vicious."
 
 



 
 

(Nate)
Rowan Caine: Male human Ftr1/Rog1; Medium-size humanoid (human); HD 1d10+1,
1d6+1; hp 15; Init +2; Spd 30 ft.; AC 14; Atk +1 melee (1d4-1/20/x3, Bayonet
(as punching dagger)) or +5(+6 w/in 30í) ranged (1d12/20/x3, MW Musket); SA
sneak attack (+1d6); SQ Search for traps; AL NG; SV Fort +3, Ref +4, Will
+0; Str 8, Dex 15, Con 13, Int 14, Wis 10, Cha 12.
    Skills: Craft(Firearms) +7, Handle Animal +5, Climb +3, Ride(Horse) +6,
Hide +4, Move Silently +5, Listen +2, Tumble +4
    Feats: Exotic WP(Firearms), Point Blank Shot, WF(Firearms)
    Gear: Masterwork Musket (800gp), Powderhorn (35gp), 30 rifle bullets
(9gp), Leather Armor (10gp), Travelerís Outfit (1gp), Bayonet (aka Punching
Dagger mounted on the end of the musket, 2gp)
    Wealth: 43 gold
    Description: Rowan stands just shy of 6 feet.  His dirty blonde hair and
brilliant green eyes have always been a draw to the opposite sex.  He wears
simple tan, dusty clothes and dark leathers that smell slightly of seawater.
  He keeps the musket strapped across his thin back and wrapped in cloth
during travel, both to keep from drawing unwanted questions and to ensure
its safety.  It is the only thing he truly has.
    History and Personality:  Rowan Caine remembers an important journey he
was taking to the land of Sembia, where he now resides.  He remembers how to
use the weapon bouncing upon his back, now.  But that is all he remembers.
His memories seem to begin upon a beach, surrounded by the wreckage of a
ship.  Amongst the wreckage was some food and a water-tight box.  In the box
was the gun.  Since that day, he has wandered and prayed.  That there would
come a time when he would remember.
 Rowan is quiet, mild-tempered, and modest.  He does as he sees fit, and
nothing more.
 
 
 



 
 

(Nowak)
Anya Verallis: Female Human Rog1/Ftr1: CR2; Medium-size humanoid; HD 1D6+0, 1D10+0 ; hp 14; Init +8; Spd 30 ft.; AC 15; Atks: longsword +3 melee (1d8+1/19-20, x2), crossbow +3 ranged (1d6/19-20,x2); SQ sneak attack; AL LE; SV Fort +3, Ref +2, Will -1; Str 12, Dex 15, Con 10, Int 14, Wis 8, Cha 13.
 

Skills: Intimidate +9, Bluff +6, Sense Motive +1, Gather Information +7, Diplomacy +7, Disguise +9, Forgery +4, Read Lips +7, Jump +3, Climb +3, Disable Device +4, Search +5, Hide +5, Move Silently +5, Open Lock +5
 

Feats: Improved Initiative, Thug, Weapon Focus (longsword)
 

Gear: masterwork longsword (315 gp), masterwork studded leather (175 gp), love potion (150 gp), disguise kit (50 gp), masterwork theives' tools (100 gp), dagger (2 gp), light crossbow (35 gp), bolts [10] (1 gp), alchemical sleep gas (30 gp), acid vial (10 gp), alchemist's fire (20 gp), bandoleir (5 sp), potion belt (1 gp)
 

Wealth: 9 gp, 15 sp
 

Description: Anya is 19 years old, tall, slim, and attractive. She has vibrant green eyes, which is most likely the reason for her obsession the color green. Even in disguise is always wearing her trademark color. Anya also dyes her shoulder-length hair green, but this is usually hidden by a wig. When it comes to jewelry, she of course prefers emeralds.
 

History and Personality: Anya was born in the Nelanther Isles, daughter of a pirate and a whore. She ran away from her abusive parents at age 14 and lived on the streets for several years. At 17 she stowed away on a ship bound for Amn and has been in Athkatla ever since. She works as an assassin and is frequently found posing as a member of noble society, using her looks and charm to get close to her very wealthy victims. Her use of poisons and habit of wearing green have earned her the nickname "The Viper".
 
 
 



 

("OaxacanWarrior")
Krillin:  Male Human Soc1/Rog1; Medium-size humanoid (human); HD 1d4, 1d6; hp
7; Init +6; Spd 30 ft.; AC 14; Atk +0 melee (1d6-1/20/x2, masterwork
quarterstaff) or +2 ranged (1d8/20/x2, light crossbow); SA sneak attack +1d6;
AL CG; SV Fort +0, Ref +2, Will +2; Str 8, Dex 14, Con 10, Int 13, Wis 12,
Cha 15.
Skills: Alchemy +3, Concentration +4, Knowledge(arcana) +5, Scry +3,
Spellcraft +5, Gather Information +4, Hide +5, Move Silently +4, Read Lips
+3, Use Magic Device +3
Feats:  Improved Initiative, Spell Focus(Evocation)
Spells per day:  (5/4; base DC=12 + spell level (14 + spell level for
Evocation spells); 10% chance of spell failure)
Sorcerer Spells Known:  0th-Detect Magic, Prestidigitation, Light, Flare; 1st-
Magic Missile, Tenser's Floating Disk
Gear:  leather armor (10gp), masterwork quarterstaff (300gp), light crossbow
(35gp), 20 normal crossbow bolts (2gp), 2 potions of jump (100gp), 2 potions
of spider climb (100gp), potion of cure light wounds (50gp), potion of reduce
(250gp)
Wealth:  53 gp
Description:  Krillin is 17 years old.  He is lean and of medium height.  He
has dirty blonde hair and bluish-gray eyes.  Krillin usually wears
nondescript clothes to keep unwanted eyes away from him.
History and Personality:  Two years ago, Yelwesh the Evoker took Krillin as
his apprentice.  Krillin learned the old evoker's ways, even though their
approach to magic differed.  One night assassins broke into Yelwesh's tower
and killed the old man.  Krillin heard his masteręÄôs screams and fled with a
small stash of potions.  Krillin then made it his goal to discover who killed
his master and exact revenge upon them.  He has taken to the streets and
developed skills to help him discover who is responsible for Yelwesh's death.
 He now lives by selling information that he uncovers to various
"underground" groups.
 
 
 
 
 
 



 

(Patrick)
Adara Engelil: Female half-moon elf Clr1/Wiz1; Medium-size humanoid
(half-elf); HD 1d8-1, 1d4-1; hp 9; Init +1; Spd 30 ft.; AC 11; Atk +0 melee
(1d6/20/x2, quarterstaff) or +0 melee (1d4/19-20/x2, dagger) or +1 ranged
(1d8/19-20/x2, light crossbow) or +1 ranged (1d4/19-20/x2, dagger); SQ elf
traits; AL CG; SV Fort +1, Ref +1, Will +5; Str 10, Dex 13, Con 8, Int 15,
Wis 12, Cha 14.
Skills: Alchemy +4, Concentration +2, Diplomacy +3, Heal +6, Knowledge
(arcana) +4, Knowledge (religion) +4, Spellcraft +7.
Feats: Point Blank Shot, Scribe Scroll.
Cleric spells per day: (3 0th/2+1 1st)
Wizard spells per day: (3 0th/2 1st)
Spellbook: 0th-arcane mark, dancing lights, daze, detect magic, detect
poison, disrupt undead, flare, ghost sound, light, mage hand, mending,
open/close, prestidigitation, ray of frost, read magic, resistance;
1st-color spray, identify, mage armor, sleep, spider climb.
Gear: quarterstaff (0 gp), light crossbow (35 gp), dagger (2 gp), backpack
(2 gp), bedroll (1 sp), 3 scroll cases (1 gp each), sack (1 sp), 20 crossbow
bolts (2 gp), spellbook (0 gp), everburning torch (90 gp), necklace of
prayer beads (blessing, 500 gp).
Wealth: 2 bloodstones (100 gp each), 50 gp.
Description: Adara is athletic of build, tall, and lithe. Her skin is pale,
and is offset by her long coal-black hair and pale blue eyes that often
betray her barely-contained emotions. Her natural beauty is marred only by
the fact that she perpetually frowns, or smiles sardonically. Adara
typically wears a short skirt and a blouse which reveals her midsection,
trimmed in the blue and green of the Eldathyn faith, tall boots and the holy
symbol of the Mother of the Waters around her neck.
History and Personality: AdaraŐs heritage made life difficult. Moreover, she
inherited from her mother a temper and adventuresome streak, and entered her
teenage years as a rebellious youth.
Two influences kept Adara from self-destruction. Chansrin Aluar of Scornubel
trained her as an apprentice and insisted on discipline where magical study
was concerned.
Then happening upon a tranquil sylvan pool, Adara conversed at length with
its custodian priest of Eldath. Her philosophy of pacifism and tranquility
spoke to some part of Adara that understood she might self-destruct without
some counter to her stormy nature.  She joined the faith of Eldath, and
entered the priesthood.
 
 
 
 



 

(Raymond)
Nevis Nimblefoot: Male Halfling, Lightfoot Rog2;
Small-size humanoid; HD 2d6+2; hp 11; Init +3; Spd 20
ft.; AC 16 (touch 14, flat-footed 13); Atk +1 melee
(1d4-1/19-20/x2, dagger) or +6 ranged (1d4-1/19-20/x2,
dagger); SA sneak attack +1d6, SQ Halfling, Lightfoot
Traits, evasion; AL CG; SV Fort +2, Ref +7, Will +0;
Str 8, Dex 16, Con 12, Int 13, Wis 8, Cha 15.

Skills: Appraise +6, Bluff +6, Diplomacy +8, Disguise
+ 4, Escape Artist +5, Gather Info +7, Hide +9, Move
Silently +7, Open Lock +5, Pick Pocket +7, Read Lips
+5, Search +3, Sense Motive + 4, Spot +1, Tumble +5.

Feats: Smooth talk.

Gear: Potion of Charisma (300gp), 4 Daggers (8gp),
leather armor (10gp), courtierís outfit (8gp), pouch
(1gp), caltrops (1gp), thievesí tools ñ masterwork
(100gp), rare bottle of elven wine (65gp)

Wealth:  403gp. (comprised of 7 ñ 50gp gems and 53gp)

Description:  Small and cute, Nevis Nimblefoot uses
his diminutive size and boyish good looks to his
advantage.  Dark red hair and deep brown eyes endear
him to most young ladies as though he were a puppy.
ìTall onesî, as Nevis would say, have a hard time
believing anything his height could be dangerous.
Famous for his dark red clothing, from hat to boots,
Nevis makes his presence known in any crowd.  His
bulky clothes hide his lithe and limber limbs beneath.
 From looks alone, it would seem Nevis has taken quite
happily to the comfortable merchant life he seems to
live.

History and Personality:  Looks can be deceiving.
Nevis has worked long and hard to network in the city
of Scornubel.  Most thieves believe he is a harmless
and of little worth.  The political families and
merchants of the city enjoy his company and find his
witty stories entertaining.  The Harpers, good
politicians (oxymoron?!),  and good adventurers
realize Nevisís real value.  Nevisís business card
reads ìProcurer of goods and services from around the
realm!î and includes information, some magic, and
access to important personages.  Nevis tries to make
Scornubel a better place and firmly believes his
ìtongue is mightier than the sword.î
 
 
 
 



 
 

(Robert)
    Dara Menifal: Female Cle-2; Medium-size humanoid (human); HD 2d8+2; hp 16;
Init +0; Spd 30 ft.; AC 10 (touch 10, flat-footed 10); Atk +0 melee (1d6-1,
club) or +0 ranged (1d4-1, sling); SQ spells, domain powers; AL LG; SV Fort
+4, Ref +2, Will +5; Str 8, Dex 10, Con 12, Int 13, Wis 14, Cha 15.
    Skills: Concentration +3, Craft (Calligraphy) +3, Heal +3, Knowledge
(Religion) +3, Spellcraft +3.
    Feats: Scribe Scroll, Lightning Reflexes.
    Spells per day: (4 0th/ 3+1 1st)
     Gear: Clerical vestments (5 gps), burnt-out ioun stone (25 gp), 4 scrolls
of Calm Emotions @ level 3 (600 gp [150 ea]), backpack (2 gp), healerís kit
(50 gp), small steel mirror (10 gp), Spell component pouch (5 gp), hooded
lantern (7 gp), 2 flaks of oil (2 sp [1 sp ea]), club (0 gp), sling (0 gp)
    Wealth: 195 gold, 8 silver
    Description: Dara is a kindly middle-aged woman of 42 summers dressed in
the simple vestments of Ilmater.  She is heavy-set with locks of chestnut
brown hair pulled up into a generous bun. Warmth and compassion spring forth
from her round, welcoming visage.  Chubby hands are always clasped and held
close to her bosom when listening to others.
    History and Personality: Born to parents of a supply shop, Dara got
exposure to plenty adventurers.  They always regaled her with fanciful tales.
Dara saw a pattern though:  All these people had parents who had been slain!
ìGoblins killed my parents...î  ìMy parents were killed by marauding orcs....î
Such clichÈd yet tragic histories broke Daraís heart.  At age 15, there came a
tragic and ironic twist of fate for herself.  Her parents were killed by
ogres!  Selling the store, she sought to help alleviate the suffering of
others who had lost their parents by volunteering at the Temple of Ilmater.
Lending a comforting shoulder for 22 years, she eventually joined the
priesthood and now wanders the countryside, seeking out adventurers who just
need a good cry.
 
 
 



 
 

(RP)
    Feldon Godsbough: Male Strongheart Halfling Mnk1/Pal1; Small-size humanoid (strongheart halfling); HD 1d8+1d10; hp 14; Init +6; Spd 20 ft.; AC 15 (16 vs one opponent); Atk +3 melee (1d6+1/19-20/x2 multiplier, masterwork shortsword) or +3 melee (1d4+1/20/x2, masterwork halfling kama) or +5 ranged (1d4/20/x2, darts); SA flurry of blows, stunning strike (1/day); SQ strongheart halfling traits, detect evil at will, divine grace, divine health, evasion, lay on hands (2hp/day); AL LG; SV Fort +6, Ref +6, Will +6; Str 10, Dex 15, Con 10, Int 8, Wis 15, Cha 14.
    Skills: Balance +4, Climb +4, Hide +6, Jump +4, Knowledge(religion) +0, Listen +4, Move Silently +6, Tumble +4.
    Feats: Dodge, Improved Initiative.
    Gear: masterwork shortsword (310gp), masterwork halfling kama (302gp), 6 darts (3gp), silver holy symbol (25gp), holy water (25gp), potion of spiderclimb (50gp), potion of jump (50gp), 2 potions of cure light wounds (100gp), travelerís outfit (1gp), sack (1sp), flint and steel (1gp), 7 days trail rations (35sp), 50 ft silk rope (10gp), grappling hook (1gp), waterskin (1gp), silvered dagger (10gp).
    Wealth: 8 gp, 4 sp.
    Description: A handsome young halfling, Feldon dresses plainly in an attempt to blend in with other halflings.  He wears plain brown tunics and pants, like most travelers, using his cloak to cover his weapons.  But Feldon cannot entirely put behind him the paladinís tradition of shining finery, and he always insists on himself and his clothes being cleanly washed and arranged when possible.  This makes him stand out slightly, at least among the generally unkempt company he keeps, and those with even the slightest bit of intuition know he is not the mere traveler he appears to be.
    History and Personality: Born in Luiren, Feldon was raised in the halfling tradition of peace and community.  Wanting to travel, Feldon joined the Hin Fist monks after adolescence.  On his journeys, Feldon saw a different view of the world, his people abused by bigger folks, made servants.  Shaken, Feldon returned home for guidance.  There, he received visions telling him to crusade for his people.  Feldon started training with Yondallaís paladins, eventually leaving Luiren.  He travels incognito throughout the Shining South seeking justice for abused halflings.  Heís become legendary among his people, and has begun to change mankindís view of the little people.
 
 
 



 

(RP)
   Baneís Herald: Male Half-Elf Brd2; Medium-size humanoid (half-elf); HD 1d4+1d10+4; hp 15; Init +2; Spd 30 ft.; AC 12; Atk +2 melee (1d4+2/19-20/x2 multiplier, dagger) or +3 ranged (1d4+2/19-20/x2 multiplier, dagger); SQ inspire courage, countersong, fascinate, bardic knowledge (+3); AL NE; SV Fort +0, Ref +5, Will +4; Str 12, Dex 14, Con 10, Int 13, Wis 8, Cha 15.
    Skills: Bluff +7, Concentration +3, Diplomacy +7, Knowledge(religion) +5, Perform(ballad) +8, Perform(lute) +8, Use Magic Device +4.
    Feats: Iron Will.
    Spells Per Day (3/1)
    Spells Known (5/3): 0th- dancing lights, daze, ghost sound, mage hand, prestidgitation; 1st- cause fear, charm person, hypnotism
    Gear: masterwork lute (100gp), dagger (2gp), 3 doses blue whinnies poison (360gp), potion of hiding (150gp), potion of sneaking (150gp), entertainerís outfit (3gp), light horse (75gp), riding saddle (10gp).
    Wealth: 50 gp.
    Description: With pale skin and raven black hair, the Herald can appear friendly, or terrifying.  He bears a friendly, joyful grin, but looking into his eyes gives one a sense of uneasiness.  His clothes are the colorful garb of minstrels, but often with darker tones and black linings.  He seems friendly in general conversation, but when confronted or rivaled by anyone, he takes on a hard shell under his friendly demeanor.  He travels unarmed so as not to be perceived as a threat.  Hidden always from sight is a brand over his heart, in the shape of Baneís holy symbol.
    History and Personality: Since Baneís return, the Herald has furthered the cause of hate and tyranny.  He travels the Dalelands, performing.  His ballads seem standard, but contain subtle, deceitful propaganda.  Priests of good gods are portrayed as lecherous or stupid, as are local authorities.  Villains are commonly Harpers, portrayed as deceitful and tyrannical.  The Herald breeds dissent and disdain for the status quo among the people, opening the way for Bane.  Those aware of the Heraldís motivations feel he is not human, or is at least insane.  He doesnít display abnormal powers, but many feel he is an avatar of Bane himself.
 
 
 



 
 

(Stradivari)
Quyen: Male human Mnk1/Sor1; Medium-size humanoid (human); HD 1d8+2, 1d4+2; hp 14; Init +6; Spd 30 ft.; AC 12; Atk +2 unarmed (1d6, unarmed strike); SQ evasion, stunning attack, unarmed strike; AL LG; SV Fort +4, Ref +4, Will +5; Str 10, Dex 15, Con 14, Int 8, Wis 13, Cha 12.

Skills: Balance +6, Concentration +7, Jump +4, Profession (herbalist) +2, Tumble +6.

Feats: Improved Initiative, Weapon Finesse (unarmed strike).

Spells per day: (5 0th/4 1st).

Spells known: 0th-daze, flare, ray of frost, resistance, 1st-mage armor, magic missile.

Gear: potion of blur (300gp), potion of cat's grace (300gp), potion of invisibility (300gp).

Wealth: 0 GP.

Description: Quyen has nothing but the clothes on his back and a pouch of vials. He wears simple, loose-fitting clothes and well-worn sandals. Standing 5'6", he is not an intimidating figure, especially since he is not very muscular. However, Quyen walks with obvious confidence, his stride showing off his agility and quickness.

History and Personality: Quyen is a wandering traveler in search of his brother's murderer. A self-proclaimed master of martial arts, his proficiency with unarmed strikes is augmented with his secret technique chi attacks (ray of frost and magic missile). Definitely a foreigner, he does not know much about this land nor its people. However, his friendly smile and polite, if odd, gestures make him a well-liked individual, even if he speaks funny.
 
 
 
 
 



 
 

(Stradivari)
Pierre: Male human Rog1/Brd1; Medium-size humanoid (human); HD 1d6-1, 1d6-1; hp 7; Init +6; Spd 30 ft.; AC 12; Atk +1 melee (1d6/18-20/x2, masterwork rapier) or +2 ranged (1d8/19-20/x2, light crossbow); SQ bardic knowledge, bardic music, sneak attack +1d6; AL CG; SV Fort -1, Ref +6, Will +3; Str 10, Dex 14, Con 8, Int 12, Wis 13, Cha 15.

Skills: Bluff +7, Diplomacy +9, Disguise +7, Gather Information +7, Hide +6, Listen +5, Move Silently +6, Perform (comedy, dance, drama, juggling, storytelling), +7, Sense Motive +5, Tumble +7.
Feats: Improved Initiative, Skill Focus (Diplomacy).
Spells per day: (4 0th).
Spells known: 0th-detect magic, ghost sound, light, prestidigitation.
Gear: 10 bolts (1gp), light crossbow (35gp), masterwork rapier (320gp), potion of glibness (500gp).
Wealth: 44 GP.
Description: Clothed to impress, Pierre dresses in the latest fashion, wearing only the finest materials. He has a well-groomed mustache and an irresistible smile. Though not very muscular, he is lithe, graceful, and attractive. He also carries a rapier, which he polishes daily so that it sparkles in the sunlight.
History and Personality: Pierre is not much of a fighter. He uses his eloquent speech and quick-thinking to get himself out of (or in to) just about anything. He has no qualms about lying or bluffing or misleading if it is for a worthy cause, willing to risk his life to apply his skills in the most dangerous places, including deep inside enemy territory.
 
 
 
 



 
 

(Nathan)
       Otum: Male half-orc Bbn 2; Medium-size humanoid (half-orc); HD 2d12+4;
hp 17;Init +1; Spd 40 ft.; AC 16; Atk +5 melee (2d4+4/20/x4, Scythe) or +5
unarmed(1d3+3/20/x2, fists, teeth, forehead, any other part of his body he
can get atan opponent); SQ Darkvision 60ęÄô, Orc Blood, Rage 1/day, Fast
Movement, Uncannydodge (Dex Bonus to AC); AL CN;  SV Fort+5 Ref +1, Will +0;
Str 17, Dex 12, Con 14, Int 11, Wis 10, Cha 6.
    Skills: Climb +3, Intimidate +2, Jump +3, WildernessLore +4, Listen +4
    Feats: Improved Unarmed Strike
             Rage: The barbarian can fly into a screaming bloodfrenzy and
gain phenomenal strength and durability, though he also becomesreckless and
less able to defend himself. The following changes are in effectas long as he
rages: AC 14, hp 21, melee attack and damage bonuses increases by+2, Fort +7,
Will +2, Str 21, Con 18, Climb +5, Jump +5. His fit of rage lastsfor 7
rounds. The barbarian may voluntarily end the rage prematurely. Afterraging,
the barbarian is fatigued (-2 Strength, -2 Dexterity, can't charge orrun) for
the duration of that encounter. He can fly into a rage only once perencounter
and only once per day. Entering a rage takes no time by itself, butthe
barbarian can do it only during his action, not in response to someoneelse's
action.  When raging, Otum tendsto shun his scythe and move up to grapple his
opponent, then proceed to pummelthe unlucky foe into submission.
       Gear: Masterwork Spiked Chain Shirt (300gp), Buckler (15gp),Scythe
(18gp), TraveleręÄôs Outfit (1gp), Waterskin (1gp), Backpack (2gp), 10days
trail rations (5 gp), 2 Cure Light Wounds Potions (100gp)
       Wealth: 10 platinum pieces, 58 gold pieces, 1 amethyst (~100 gp), 1
amber (~100 gp), 2 bloodstones(~50 gp each)
       Description: The massive half-orc stands an intimidating 6and a half
feet tall.  His stacks ofmuscle would be more evident were it not for a layer
of fat he has yet to workoff.  His grey skin is barely visiblebeneath the
layers of caked dirt and mud he has aquired throughout histravels.  Most
folks mistake him forhuman at first glance.  No accident, hismother filed
down his teeth and amputated his ears.  He bares a mostly human nose and only
his gruff voice and knackfor finding his way around in the dark betray his
heritage.
       History and Personality: The bastard son of orcish raids,OtumęÄôs mother
was unsure of his heritage until his birth.  She cut off his ears minutes
after, andswore the wet nurses to secrecy.  Asyears passed,  Otum began to
display thephysical qualities of his orcish parent. Outraged remnants of the
village tried to kill him, but his mother secured an escape.  Otum was 14
winter sold.
       Surviving on his own for several years, Otum developed a powerful
distaste for human society.  He shunned his human heritage, but holds a
special place in his heart for his mother and women-folk in general.