Monday, June 15, 2009

Padaric Malloy

Padaric Malloy is the leader of a small rebel unit that has held out against the Baroese army's advances into its home nation. The group of wild-dwellers has evaded the large, organized army by living at the edge of a great forest. The Baroese tactics do not account for heavy forests. Malloy's group is able to steal supplies and sneak attack the troops in their bivouacs when the sun is down. Malloy's men and women number six.

Malloy himself was once a soldier, so he understands tactics. His recent need to survive in the the woods has led to his greater understanding of nature, and he has recently gained the ability to cast ranger spells.

Padaric Malloy
Medium-size Male Human
Fighter 5 Ranger 3

Hit Dice: (5d10)+(3d8)+8
Hit Points: 67
Initiative: +1
Speed: Walk 20 ft.
AC: 20 (flatfooted 19, touch 14)
Attacks: Dagger +12/+7;Dagger (Thrown) +9/+4; Shortbow (Masterwork) +10/+5; Sword +1 (Bastard) +14/+9; ;
Damage: Dagger 1d4+4; Dagger (Thrown) 1d4; Shortbow (Masterwork) 1d6; Sword +1 (Bastard) 1d10+5; ;
Vision: normal
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Favored Enemy (Humanoid (Orc)) +2, Two Weapon Fighting Combat Style, Wild Empathy (Ex) +5
Saves: Fortitude: +8, Reflex: +5, Will: +1
Abilities: Str 18 (+4), Dex 12 (+1), Con 12 (+1), Int 10 (+0), Wis 9 (-1), Cha 14 (+2)
Skills: Appraise 0; Balance -4; Bluff 2; Climb 1; Concentration 3; Craft (Blacksmithing) 3; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -4; Forgery 0; Gather Information 2; Handle Animal 6; Heal 2; Hide -1; Intimidate 10; Jump -5; Knowledge (Geography) 1; Knowledge (Nature) 3; Listen -1; Move Silently -4; Ride 5; Search 2; Sense Motive -1; Spot 1; Survival 1; Swim -4;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Diehard, Endurance, Exotic Weapon Proficiency (Sword (Bastard)), Leadership, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Track, Weapon Focus (Sword (Bastard))
Challenge Rating: 8
Alignment: Chaotic Good
Possessions: Arrows (20); Arrows +1 (20); Banded Mail (Masterwork); Dagger; Medallion of Honor (AC Bonus+2) (Sacred); Shortbow (Masterwork); Sword +1 (Bastard); Wild Boots - AC Bonus (Insight) (+1);

Spells:
Spells per Day: (0/0/0/0/0/0/0/0/0/ DC:9+spell level)
Ranger - Known:
Level 1: Alarm, Animal Messenger, Charm Animal, Delay Poison, Detect Animals or Plants, Detect Poison, Entangle, Jump, Longstrider, Magic Fang, Pass without Trace, Resist Energy, Speak with Animals, Summon Nature's Ally I

Wednesday, June 10, 2009

The Thousand Eyes of Prince Sangor

This prince of a nomadic tribe is said to have a thousand eyes.

In actuality his tribe has over 500 warrior-aged men and women who act and fight in his name. As nomads, they are known to travel in many directions, even away from the tribe. They keep watch wherever they go, reporting news back to Prince Sangor through a specialized sending spell.

In person, the middle-aged prince can seem distant, since reports from his "thousand eyes" stream in constantly. To his credit, he is amazingly attentive for someone who has the central node in a hive mind in his head at all times.

The prince rarely sleeps for more than a few hours (whenever his "eyes" sleep, he is able to), leading many outsiders (and even some closer to him) to question his humanity. However, to many he comes off as a kind and generous leader who believes very strongly in core principles of honesty and justice.

The story element here is that the prince's counsel has gone missing, and he has been unable to sort through the many messages that fill his mind. The party will be sent on a search and rescue mission across the desert in order to win his trust. Sandor's top archers will accompany the party, and will teach those who use bows how better to use them. They will, of course, be able to be impressed.

Saturday, May 30, 2009

Roadside Shrines

Roadside Shrines are found throughout Farghoal. Some are even far off the road, in the middle of the wilderness. Wherever people have found a reason to note a piece of ground, shrines can be found.

These shrines have multiple uses:

* providing a location to worship while on the road
* providing a source of (holy) water for travelers
* consecrating an area that once was tainted
* memorializing an event, such as a successful battle or a treaty
* memorializing a hero, especially one of the traveling saints
* providing spiritual or holy defense of an area

Sample Roadside Shrines

In the Central Valley, shrines are common roadside reminders of times past. The rich histories of the people who live in the valley are woven together in detailed, sometimes cryptic poetry and prose.

Every mile or so (twenty minutes walk) between towns and inns there is some shrine serving as a reminder of the teamwork and sharing that keeps the valley thriving.

Some towns have markers in the form of shrines on every corner, telling some part of the story. Though these have mostly taken on a more secular meaning. Those that have not are homages to Farlagn, though others praise Pelor, Moradin, or Toddemere Wolfhaven, a minor god of travel.

Monday, May 25, 2009

Soup Stone

Dropped into a cauldron or pot filled with water, this knobby stone will leak the taste of onions, carrots, potatoes, and other root vegetables into the mix, proving a nutritious and tasty meal. The stone shrinks by a negligible margin with each use; a new soup stone lasts up to a year.

This meal will not cover all the nutritional needs of an adventurer, but will provide more than half, making soup stones a valuable, if not expensive item. Multiple soup stones add to the nutritious value of the meal, and make the meal tastier.

Unfortunately, if soup stones get wet (by rain or accidental dunking in a river), they wear away much quicker.

To make a soup stone, the caster must be able to create food through magical means and must be able to enchant objects. Price: 750 gp.

Drawing by Ben Dare.

Monday, May 18, 2009

Trangúll Dřevo Rumors

The following are quotes that various people who have heard of Trangúll Dřevo, or who are putting the party on, will say to them.

"It is said that southwest of Olde Bay is an ancient wood, wherein lives elf folk. Mischevious, kiniving they are, and will steal your pack if you don't keep it close you. Be careful traveling in those parts."

"I daresay, you should never head there. Only death and despair. 'Tis why the Olde Bay's been so haunted all these years. Foul beasts come form there, beasts half stone and half flesh. Carry you out to their island. Don't go into those woods."

"I never venture south of the Bay. Recommend you don't either. It is said there is a haunted wood down there. Filled with dark fey folk."

"In the heart of Trangúll Dřevo is a portal to another world -- on the other end is a dragon. Can't imagine anyone would ever want to find it."

"We have seen wandering patrols of armed men dressed in deep robes, with shiny armor sneaking out from under their adornment. Their faces have a slight green hue, and they are armed with impressive weapons. If you're heading there, be sure to be well armed, or you will face certain disaster."