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GwenCon Ghostwalk Characters

At GwenCon 2001 (the game convention run by Andy Collins and Gwendolyn FM Kestrel at their home) I ran a D&D game session of the adventure Touch and Go, the low-level adventure included in Ghostwalk. The players were Rob Bane, Kristie Crawford, Dave Gervais, Lisa Gordon, and Brian Larabee.

These are the five characters I pregenerated for the game so the players wouldn't have to spend game time creating characters. Each character had a page of info on the back of their sheet explaining the basics of Ghostwalk and what their character knows of the setting (not duplicated here, it's in the book).

Apologies for the strange format ... I had everything laid out in a series of Word documents with plenty of space for the characters to note spells prepared, slots used, and so on, and I didn't feel like fully converting that back into true standard stat block format.

On the actual character sheets I used illustrations from WotC's "PC Portraits" web feature, which was totally fine at the time because I was a WotC employee then (and WotC posts those character portraits so you can use them in your home game). I can't simply paste the pictures here on my site, and direct linking is rude, but I can link to the page with the illo I used and tell you which one it is, so if you want to look them up you can. :)


Demere: Female human Clr2 of Dracanish; Medium humanoid (human);
(For her character illo go here, and grab the illo from row 1, 4th from the left.)
HD 2d8+2; hp 15;
Init +1; Speed 20 ft.;
AC 16 (touch 11, flat-footed 15) [+5 chainmail, +1 Dex];
Attacks:
    +3 melee (1d6+3/18-20/x2, scimitar); or
    +2 ranged (1d8/19-20/x2, light crossbow);
Special Abilities: turn undead 2/day; AL LN;
Saves: Fort +4, Ref +1, Will +5;
Str 14, Dex 12, Con 13, Int 10, Wis 15, Cha 8.
Skills: Concentration +6 (+10 when casting on the defensive), Heal +9, Knowledge (religion) +5;
Feats: Combat Casting, Martial Weapon Proficiency (scimitar)
Cleric Spells Prepared: (4 orisons/4 1st; base DC=12 + spell level):
Domain spell: protection from chaos or sanctuary
Domains: Law (cast law spells at +1 caster level), Protection (protective ward 1/day, standard action to use, gives a touched creature a +2 resistance bonus to their next saving throw within 1 hour)
Gear: 1 bonecrusher (a +1 undead bane arrow), 10 normal crossbow bolts, 10 torches, 50 ft. hemp rope, backpack, bedroll, bronze holy symbol, caltrops, chainmail, healer's kit, light crossbow, scimitar, scroll of delay poison, 127 gp
History/Personality: Demere is from Tereppek, a lawful nation  to the northwest famous for its philosophers and wizards. She is a new convert to Dracanish, and hates undead with a passion. She came to the city of Manifest because of the stories of evil necromancers that prey upon the body caravans of the Ghostwalk that come to the city. She looks forward to hacking apart these nefarious spellcasters and their undead minions.


Jullarn: Male human Mnk2; Medium humanoid (human);
(For his character illo go here, and grab the illo from row 1, 1st from the left.)
HD 2d8; hp 9;
Init +1; Spd 30 ft.;
AC 14 (touch 14, flat-footed 12) [+3 monk, +1 Dex];
Attacks:
    +4 melee (1d6+2, masterwork nunchaku) or
    +3 melee (1d6+2, unarmed strike) or
    +2 ranged (1d10/19-20/x2, heavy crossbow);
Special Attacks: flurry of blows, stunning attack (2/day);
Special Qualities: evasion, fast movement; AL LN;
Saves: Fort +3, Ref +4, Will +5;
Str 15, Dex 13, Con 10, Int 12, Wis 14, Cha 8.
Skills: Balance +3, Climb +5, Diplomacy +1, Jump +9, Listen +7, Move Silently +5, Spot +4, Swim +4, Tumble +8;
Feats: Deflect Arrows, Dodge, Kihu-Sherem Guardian
Stunning Attack (Su): Once per round (but not more than 2x/day, the monk can stun a creature damaged with his unarmed attacks. The foe so struck must make a Fortitude saving throw at DC (14) or be stunned for 1 round in addition to taking normal damage from the attack. Creatures immune to critical hits cannot be stunned with this attack.
Gear: 10 masterwork crossbow bolts, 10 torches, 50 ft silk rope, belt pouch, heavy crossbow, masterwork nunchaku, potions of cure light wounds (2), potions of sneaking (2), 77 gp.
History/Personality: Jullarn is a member of the Mundar family, one of the minor noble houses in Bazareene, a rigid magocracy to the west of Manifest. Altered in the womb with strange sorcery, Jullarn was raised to be a bodyguard to the female sorcerers that run his family. When the youngest sorcerer of the family fled Bazareene to marry a mercenary, Jullarn was sent to find her and bring her back. He has followed her to the city but in the three days he has been here he has not found her. Jullarn is methodical and precise, and is very respectful of arcane magic.


Kana: Female human Rog2; Medium humanoid (human);
(For her character illo go here, and grab the illo from row 1, 2nd from the left.)
HD 2d6-2; hp 10;
Init +6; Spd 30 ft.;
AC 15 (touch 12, flat-footed 13) [+3 studded leather, +2 Dex];
Attacks:
    +2 melee (1d4/19-20/x2, masterwork dagger); or
    +4 ranged (1d8/19-20/x2, light crossbow with masterwork bolt);
Special Attacks: sneak attack (+1d6);
Special Qualities: evasion, search for traps; AL NG;
Saves: Fort +0, Ref +5, Will +2;
Str 10, Dex 15, Con 10, Int 13, Wis 14, Cha 10.
Skills: Balance +3, Climb +4, Hide +6, Jump +6, Listen +7, Move Silently +6, Open Lock +7, Search +6, Spot +7, Tumble +8, Use Rope +7;
Feats: Dodge, Improved Initiative
Gear: 10 candles, 10 masterwork crossbow bolts, 10 pitons, 10 torches, 50 ft silk rope, belt pouch, caltrops, climber's kit, flask of oil, grappling hook, light crossbow, masterwork dagger, masterwork thieves' tools, normal dagger, piton hammer, potion of cure light wounds, potion of sneaking, sack, studded leather armor, 102 gp.
History/Personality: Kana was orphaned at age 15 when her family's locksmith shop burned to the ground. She lived with a relative for a while and then began living on the streets when that turned sour. After a bad run-in with the Golden, the thieves' guild of Manifest, she decided to stop breaking into rich peoples' houses and began exploring the undercity, aiding adventuring groups. Now seventeen years old, Kana is confident but quiet, and doesn't take to people bullying her because of her age. She has made amends with the Golden and may consider joining them if she decides to go back to thievery instead of adventuring.


Petrek: Male human Wiz (Cjr) 2; Medium humanoid;
(For his character illo go here, and grab the illo from row 3, 1st from the left.)
HD 2d4+2; hp 12;
Init +2; Spd 30 ft.;
AC 12 (touch 12, flat-footed 10) [+2 Dex]
Attacks:
    -1 melee (1d4-1/19-20/x2, dagger); or
    +2 ranged (1d8/19-20/x2, light crossbow);
AL LN
Saves: Fort +1, Ref +2, Will +0;
Str 8, Dex 14, Con 12, Int 15, Wis 10, Cha 13.
Skills: Concentration +6 (+10 when casting defensively), Diplomacy +3, Innuendo +2, Knowledge (arcana) +6, Knowledge (history) +5, Spellcraft +7;
Feats: Combat Casting, Scribe Scroll, Toughness
Wizard Spells Prepared: (5 cantrips, 4 1st-level; base DC=12 + spell level):
Spellbook (* indicates a conjuration spell):
    0--arcane mark, dancing lights, detect ghost, detect magic, detect poison, disrupt ectoplasm, disrupt undead, flare, light, mage hand, mending, open/close, prestidigitation, ray of frost*, read magic, resistance.
    1st--alarm, animate rope, burning hands, comprehend languages, detect undead, endure elements, expeditious retreat, hold portal, mage armor*, magic missile, mount*, protection from evil, shield.
Prohibited Schools: Enchantment, Illusion.
Gear: 10 normal bolts, 2 vials ink, bedroll, blank book, dagger, light crossbow, potion of cure light wounds, spellbook, 41 gp.
Scrolls: animate rope, arcane lock, darkvision, expeditious retreat, glitterdust, hold portal, levitate, shield.
History/Personality: Petrek is a young scholarly-minded wizard from Tereppek, a nation known for its wizards and philosophers. He is developing a theory about the effect of school specialization on the moods and personalities of wizards, and has come to manifest with the hopes of studying wizards from other walks of life, including ghost wizards. Petrek is curious but bookish, and is skilled in debate on magical and historical topics.


Shallar: Male Rgr1/Ftr1; Medium humanoid (elf);
(For his character illo go here, and grab the illo from row 3, 1st from the left.)
HD 1d10, 1d10; hp 16;
Init +3; Spd 30 ft.;
AC 17 (touch 12, flat-footed 15) [+5 chain mail, +2 Dex];
Attacks:
    +4 melee (1d8+1/19-20/x2, masterwork longsword) or
    +2 melee (1d8+1/19-20/x2, masterwork longsword), +2 melee (1d4+/19-20/x2, dagger) or
    or +6 ranged (1d6/x3, masterwork shortbow);
Special Qualities: elf traits, favored enemy (yuan-ti, +1); AL CG;
Saves: Fort +4, Ref +3, Will +2;
Str 13, Dex 17, Con 10, Int 10, Wis 14, Cha 8.
Skills: Climb +0, Hide +2, Jump -2, Listen +4, Search +4, Spot +6, Wilderness Lore +6;
Feats: Track, Twin Sword Style, Weapon Focus (longsword)
Gear: 10 masterwork arrows, 10 torches, 20 normal arrows, 50 ft hemp rope, backpack, bedroll, chain mail, dagger, masterwork longsword, masterwork shortbow, 90 gp
History/Personality: Shallar is from Sura-Khiri, the elven nation to the northwest that is beset by attacks from the yuan-ti. He has come to Manifest to find the Spirit Tree that holds the soul of his grandfather, Dathalar, for he holds the key to unlocking the powers of his family's heirloom sword. Unfortunately, Shallar's "black sheep" sister Terella also seeks this secret, and Shallar suspects she'll use the powers of the sword to her own advantage instead of aiding their beleaguered nation. He has been doing research on the various spirit trees in the woods around the city and hopes to find the one containing his grandfather's soul before Terella does.
    Shallar feels a sense of responsibility to his family and his people, but outside of his drive to aid them he is a moody elf. He worships Galaedros the Wood God, one of two nature gods revered by the elves.