About Lorelendral Teklet
HP 22; AC 19, (T 13, FF 17); saves fort 6, refl 4, will 7 (+4 vs fear/despair); melee 1, ranged 4; CMB 0, CMD 12;
aura of good;
channel energy 2d6 7x/day - 7/7;
Fire domain: fire bolt 6x/day 1d6+3, range 35 - 4/6;
can prepare domain spells in non-domain slots.
low light vision;
+2 racial bonus on perception checks;
1x/day can cast dancing lights, flare, prestidigitation, produce flame (can cast an additional 1x/day any one of these spells (trait bonus));
pyromaniac: +1 CL when casting fire spells;
skills: Bluff +2, Diplomacy +8, Escape Artist +2, Heal +7, Know religion 4, Perception +11, Profession (cook) +9, Sense Motive +3, Stealth +3
+1 chain shirt, light wooden shield, scimitar, light mace, light xbow, 10 bolts, backpack, traveler's outfit, 50' silk rope, belt pouch, paper, ink, pens, artist's charcoal, 2 scrolls cure light wounds, wooden holy symbol, cold weather gear, wand of CLW 44 chgs, cloak of prot +1 scroll of Unbreakable Heart (belongs to Eadie) 689.5gp ...
0(4): (dc 13) light, stabilize, guidance, create water
1 (3+1): (dc 14) burning hands, burning hands, burning hands, shield of faith. (spells remaining: 2/4, sof cast on Lugh, clw cast on Eadie)
2 (2+1): (dc 15) produce flame, lesser restoration, produce flame (spells remaining 3/3)
Lore, as she is called by all who know her, is bubbly, talkative and curious. She likes everyone unless they prove themselves evil or hostile to her or her friends and loves meeting new people.
Her purple hair and deep violet eyes are quite distinctive among her colleagues at the Lodge. While gnomes are not uncommon there, she stands out even among others of her stature, with her quick tongue and engaging smile.
Lore loves to travel and see new places, meet new people and spread the light of Sarenrae wherever she can.
Lorelendral Teklet was born in Korvosa in Varisia, the daughter of Gimelon and Maricel Teklet. Her father was an established merchant, running a small but successful mercantile business, bartering in a variety of goods, some more clandestine than others. Her one sister, Fionnbharanel, was 4 years older than she was and they were inseparable as children.
The overly lawful city of Korvosa was really no place for a black marketeer however and when Lore was ten years old, her parents closed down their business with the intention of moving to Magnimar. They organized a caravan and moved out of Korvosa with all their worldly goods and their two daughters. The caravan was well guarded but was attacked en route nonetheless. While the caravan survived the attack, there were a few casualties. Among the fallen were Gimelon and Maricel. Fionn and Lore were left orphaned.
While the two small gnome girls stayed with the caravan until it arrived in Magnimar, the caravan master was at a loss as to what to do with them then. Maricel’s aunt, a resident of Sandpoint agreed to take Lore in and raise her, but couldn’t afford to take both children. Fionn, her sister ended up fostered by a human woman named Haleen in Magnimar.
Lore was devastated by the loss of both her parents and her bond with her sister. Still, she flourished under the tutelage of her great aunt, Theodrina. Her aunt was a candle-maker and she learned how to keep books and run a small shop. She also learned to love and respect flames and fire. When Lore was becoming a young adult, Theodrina died suddenly and Lore was again left orphaned. She closed up the shop, and used the money her aunt had left to Magnimar, where her love of flames led her to the church of Sarenrae.
She started studying the religion, and while she had little aptitude for study itself, she did have a great affinity for fire. As she approached adulthood, her studies in the properties of flame and fire were intensified and finally, on a cool, autumn day, she was finally consecrated as a fledgling priestess of Sarenrae.
She left the temple confines, convinced that it was time to seek out her sister. She went to Magnimar to seek her sister, but found out that Haleen had moved with several fostered children to an unknown destination. Lore was devastated and sought for any clues she could find as to where Haleen might have moved to.
She began to travel and three years later, found herself in Absalom, where her affinity for fire and her devotion to Sarenrae brought her to the attention of another cleric of the faith. Her new friend recommended she join the Society, in the hopes its resources might help her find Haleen and her sister Fionn. She agreed and applied to join the Pathfinder Society.
She languished in Absalom for almost a month before receiving her first mission for the Society. Having just completed that mission, she is spending what spare time she has searching for any information on Haleen and her fosterchildren.
'Frostfur Captives' campaign notes:
Grimdoc and Lore:
Before leaving Valsin's office he descretly hands you a sealed letter. Without so much as a wink, he ushers you from his office.
“I need you to book passage to the Lands of the Linnorm Kings, and cross over into Irrisen. You’re to head north and rendezvous with another team who have captured some ...” Valsin pauses for a heartbeat before continuing. “...persons of interest. We have reason to believe that these individuals have information on the Shadow Lodge cells that are refusing to reconcile with the Society under Grandmaster Torch’s leadership.” Valsin’s expression becomes particularly grim at that point. “If these rogue cells are outright refusing amnesty, then they represent a clear threat to all of us. I need you to take charge of these captives and get them out of Irrisen safely and quietly. Once you’re clear of Irrisen, a larger extraction team will take custody of them and bring them in for questioning. Of course, we will cover the expense of your travel in full, and provide maps to lead you to the meeting point in Irrisen. Because of the nature of the mission and Irrisen itself, you’ll be meeting the other team in the field, away from what passes for civilization up there. The team you’ll be getting the prisoners from will show you the best route out of Irrisen, and the castellan of Trollheim has agreed to grant you passage through his lands. You are responsible for avoiding unexpected trouble between the handoff and Trollheim.”
Valsin gestures for the team to depart, but pauses, staring at his fireplace for a moment before adding, “Wait. You need to know this. Your prisoners will be goblins. The Shadow Lodge separatists made extensive use of the sadistic creatures as soldiers and servants, and as much as you may want to throttle them, please remember that we need them alive.”
'In Service to Lore' campaign notes:
Ambrus Valsin shown HERE steps into the floorspace in front of you all, as you all assemble.
I have a number of small assignments for you and your team, and it would be best if you could finish them before the day’s end.
“Your first mission, to test your mettle and loyalties, sends
you to meet a few people important to the Society living here
in Absalom. These are other venture-captains or close allies of
our organization, so follow their orders as you would mine. I’ve
prepared a list of things I or they want you to do. They’re not arranged
in any particular order of importance, but I want them all
completed as quickly as possible. Only report to me once you
complete them all. Included in the envelope you hold in your
hands is the list, complete with the name of your contact, and
directions to the meeting location.”
from Ollysta Zadrian:
“Do you know of the Silver Crusade? After discovering so
I apologize for straying off point. Will you bring this parcel
re: the books
“There’s a big crate marked with three
Vision of Betrayal notes:
In the heart of the Pathfinder Society’s headquarters at Skyreach, Venture-Captain Drandle Dreng, a wiry old man with a wild gray beard and glinting eyes, sits on a large plush bench next to a finely dressed, full-figured woman who looks as though this entire meeting isn’t worth her time. Dreng warmly greets you and introduces the woman, Lady Gloriana Morilla; the Taldan woman tilts her head slightly in acknowledgement of the introduction, but otherwise makes no move to greet anyone. Oblivious to any social slight on the lady’s part, Dreng begins speaking.
“Recently, a contact from the Low Azlanti embassy in Escadar approached us with an offer. It seems they have discovered a unique relic of Azlanti origin on the Inner Sea’s floor that we have a unique opportunity to add to our collection for study. In return, however, we must deliver one of our catalogued items to Escadar in exchange. The Low Azlanti drive a hard bargain, so we need you to escort a relics broker to Escadar so he can authenticate the Azlanti item and mediate a fair deal on the Ten’s behalf."
Lady Morilla stirs from her silence and speaks in a strong, demanding voice. “I have used some of the Empire of Taldor's most skilled operatives to plant a false crew manifest and course plans with the harbormaster, ensuring that the Aspis Consortium spies who certainly keep an eye on such matters believe we are moving our relic to Escadar on a ship tomorrow morning. This decoy should occupy the Consortium sufficiently for you to travel overland to Escadar with plenty of time to make the final agreement with the gillmen before the Society's window of opportunity runs out.”
At the mention of a map Lady Morilla's face turns into a twisted grimace. "I believe a fellow named Torch has an old smuggler's map for you. Nasty fellow...no need to dress your best when meeting with him. Although that is apparently not an issue for you."
"Once you're done here you'll be heading to The Siphons, you'll find Torch down in the sewers with all the other rats."
Seeing the bewildered look on the gnome's face she clarifies that, while much of their journey will be on foot, they will need to be ferried Escadar upon reaching Piers' End. Waiting a few seconds longer than necessary for politeness, Dreng begins speaking again.
"The gentleman who will be traveling with you is a fellow by the name of Nestor Rees. Master Rees is an appraiser and relic broker and friend of the Pathfinder Society; he is a middle-aged man of Garundi descent who has worked with us for some time now. While he tried going on field missions as a Pathfinder in his youth, his weak constitution limits his ability to travel. He has a very sharp mind, however, and the ability to identify genuine Azlanti relics.”
Rise of the Goblin Guild notes:
to complete faction mission, Lore bought paper, ink, pens and artist's charcoal - need to spend the cash on her chronicle sheet for this mod.
Thornkeep campaign notes:
Your boat leaves at sunrise, sailing into the Steaming Sea towards Conquerors's Bay. Once in Korvosa, you leave the open seas and start sailing down navigable rivers through The Bloodsworn Vale. From there your journey takes a turn on foot, hiking through the mountain pass and into Skelt. From there you are able to hire a boat to Caliphas, the capital of Ustalav. The River Kingdoms now so close, you are able to hire a smaller boat to row you up the West Sellen River and into the Echo Wood, home of Thornkeep. All in all, this journey went smoothly.
During your travels, you had time to study the maps given to you by Heidmarch. They don't show much. The town of Thornkeep is small and like other River Kingdom areas, is mostly lawless. You are able to get to the Thirsty Ogre, the tavern in town. Rooms are paid for with money from the Venture Captain.
Ellis is able to study during the trip, finding some useful information in the libraries of Caliphas: Long ago, the evil Nhur Athemon—a powerful wizard and devotee of the demon lord Abraxas—f led Azlant with his household and slaves, making the distant Echo Wood his home in exile. He raised a tower atop the very hill where Thornkeep now stands. Ever fearful of discovery by his enemies in Azlant, the wizard-lord raised webs of illusion and magical wards to conceal his presence. Ultimately, however, Athemon’s efforts were to no avail—in time, his enemies succeeded in divining his location. Azlanti wizards and soldiers broke into the hidden stronghold and destroyed Athemon and his followers, leaving little trace of the outcast’s stronghold aboveground. However, the soldiers missed the workrooms and conjuring chambers under his palace.
Glass River Rescue campaign notes:
Fellow pathfinders: Ruprecht, Grimdoc, Eadie, Tomoe, Eredax
Rescue 3 dwarven envoys from Razmiri priests who hold them captive, then escort them to Mendev. Metella Raugar and Amauhak, dwarves, will accompany us and replace the envoys if we are unable to rescue them. Start investigation and rescue at the Grey Revelations Inn.