MinionQuest: Failing in Farholde (Inactive)

Game Master Aku Warashi

These hapless minions are being sent on unreasonable, suicidal missions by uncaring overlords who will not tolerate failure.


The Thug:

The Thug

Human warrior 3

LE Medium humanoid (human)
Init +0; Senses Perception +0

DEFENSE

AC 17, touch 10, flat-footed 17 (+7 armor)
hp 33 (3d10+12)
Fort +5, Ref +1, Will +1

OFFENSE

Speed 20 ft (30 ft. out of armor)
Melee great sword +7 (2d6+6/19-20) or great sword power attack +6 (2d6+9/19-20) or padded club +7 (1d6+4 nonlethal)
Ranged dagger +3 (1d4+4/19-20)

STATISTICS

Str 18, Dex 10, Con 14, Int 8, Wis 10, Cha 10 Base Atk +3; CMB +7; CMD 17
Feats Cleave, Power Attack, Toughness
Skills Climb +10, Intimidate +7
Languages Common
Trait Bully - +1 to Intimidate

Gear great sword, splint mail, 3 daggers, padded club, backpack, 6 lbs. of sausage (i.e. lunch), 12 gp, rugged leather clothing, gang colors head scarf, pretty flower (hidden)

ROLEPLAYING

Hurting people ... some people have tried to tell you its wrong. Usually they’ve told you this in between begging for their own life or swearing that they would get you the money they owed your boss because of last week’s horse race. Whatever. Anyways, what do they know?

You never really bought it. If hurting people is wrong, why is it so much fun? Anyways after years of breaking knee caps and part-time mugging and collecting gambling debts for loan sharks (and let’s not forget beating people up recreationally), you’ve finally made a step up in the world. You now belong to a cult.

You don’t really understand what the cult believes in exactly. They seem to think that Elmodius or Asmosteus or something like that is better than Mitra. Whatever. You have no idea what that means. All you know is that you now belong to a bigger, more powerful gang than ever. It’s time to shine and prove your worth in this new gang.
And by shine, you mean hurting people.

Personality

You are the quintessential bully. When you want something, it’s simple. Find someone weaker than you and punch them in the face until they give you what you want. What could be easier than that?

Complicated arguments that involve lots of talking just confuse you. And when you get confused, you get violent. Of course, now that you mention it, even when you aren’t confused, you are still fairly violent.

However, you are not just a mindless brute. You have a soft, sen timental side. You hate to show it to people, because you are sure they won’t understand and make fun of you. But the sound of music or a pretty flower can sometimes cause you to stop and contemplate what it means. Such reveries never last long, though. Soon something snaps you back to the here and now. And then you are back to business.

And by business, you mean hurting people.

The Aristocrat:

Half-elven aristocrat 3
LE Medium humanoid (half-elf)
Init +3; Senses low-light vision; Perception +8

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 20 (3d8+3)
Fort +2, Ref +4, Will +3; +2 vs. enchantments
Immune sleep

OFFENSE

Speed 30 ft
Melee mwk rapier +6 (1d6+1/18-20)
Ranged dagger +5 (1d4+1/19-20)

STATISTICS

Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Deceitful, Skill Focus (bluff), Weapon Finesse
Skills Bluff +14, Diplomacy +8, Intimidate +8, Disguise +10, Knowledge (nobility) +5, Perception +8, Sense Motive +5 Racial +2 Perception
Languages Common, Celestial, Elven
Trait Convincing Liar - +1 to Bluff checks
Gear masterwork rapier, mithral chain shirt (both of which are family heirlooms you will NOT be selling), noble clothing, fabuloushat, signet ring, 4 daggers, disguise kit, 43 gp

ROLEPLAYING

It is so painfully obvious that you should be in charge of this motley little band that you find it almost embarrassing to point out. Of course, you should be in charge. Certainly none of the rest of these thugs and rapscallions are worthy to lead.

You have joined this ... cult, cabal, conspiracy ... whatever you want to call it for several reasons. First and foremost, Talingarde sucks. This whole country has almost no decent night life. Once this country was ruled by enlightened people who were obviously smarter because they were related to you. Things were much better back then.

The other reason you joined was for good old fashioned personal power. Someone with your proclivities and ambitions has zero chance of making a name for themselves amongst the goody goodies who rule country nowadays. At least with the Asmodeans you have a chance of making your mark. When your masters rise to power, then you rise as well.

So be sure to impress them with your talent and savoir-faire. Take credit for every scheme that works and distance yourself from any failures. Don’t be afraid to frame your fellow minions if it gains you favor with your overlords.

Personality

Some people like to accuse the aristocracy of being arrogant, haughty, stuck up, elitist, snobbish, decadent, lazy, cowardly, deceitful, treacherous and untrustworthy. And you are all those things and more. You are exactly the sort of noble who gives other nobles a bad name. You try to keep track of your vices, but really who has time for that kind of bookkeeping? Always act like you are better than your fellow minions (because honestly you are). Always act like you know exactly what is going even when you have no clue. Do not risk your own life unless there is no other choice. Have no qualms about your endangering your fellows for even the smallest personal gains (or perhaps even your own amusement).

Oh, yes ... and lie. A lot. About everything. About who you are. Why you’re here. What you’re doing. Lie lie lie. Lie to anyone you meet. Lie to your overlords (though cautiously). And certainly lie to your fellow minions. They have it coming.

The Criminal:

The Criminal
Human rogue 1/expert 2
LE Medium humanoid (human)
Init +8; Senses Perception +7

DEFENSE

AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 20 (3d8+3)
Fort +1, Ref +6, Will +4

OFFENSE

Speed 30 ft
Melee short sword +5 (1d6+1/19-20) or dagger +5 (1d4+1/19-20)
Ranged short bow +5 (1d6/x3)
Special Attack sneak attack (1d6)

STATISTICS

Str 12, Dex 18, Con 12, Int 8, Wis 12, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Deft Hands, Improved Initiative, Weapon Finesse
Skills Acrobatics +10, Bluff +5, Climb +7, Disable Device +13 (+15 with your mwk tools), Knowledge (local) +4, Perception +7,
Sense Motive +5, Sleight of Hand +12, Stealth +10
Languages Common
Trait Criminal - +1 to Disable Device
SQ trapfinding
Gear short sword, short bow, 40 arrows, dagger, leather armor, masterwork thieves tools, 17 gp, stolen badge of the town watch labelled Kowalsky (illegal to possess but useful; +2 to Bluff and Disguise rolls to impersonate town watch), 50 ft. of hemp rope and a grapple hook

ROLEPLAYING

You’ve been breaking the law since ... well, since always. Heck, as you were being born, you picked the midwife’s pocket. It’s your profession, it’s your calling and it’s all you are good at. As long as you can remember you wanted to be a part of a powerful organization that could make your dreams come true and you wanted to work with a crack crew who could pull off any job imaginable.

Maybe this is your chance. There is no doubt these Asmodean types are serious business. You’ve seen your bosses whack a guy just for asking too many questions. But a lot of their minions seem like real chuckleheads. Maybe you can work with a few of these knuckledraggers to get head in the gang. But you’ve got zero problem selling out your so-called friends if it can get you ahead. Your real loyalty is only to yourself and to the leaders of the gang. Your bosses you fear and respect. Only a fool would betray them. But don’t let any other minion tell you that you have to do something stupid or suicidal.

Personality

You are a jaded child of the streets who has managed to escape the harsh realities of such a life and become an accomplished criminal with a very valuable skill. There are few locks and traps you can’t break given a few moments. Your tools are your most valued possession. Never let them out of your sight. You put forward the front of being a calm, cool, calloused professional lawbreaker. You have little time for those you see as idiotic or unprofessional. But of course the truth is that for all your airs about being the consummate professional, you are bit of an idiot yourself. For all that you pretend to have seen it all, the truth is that you are a rookie as much as any of your fellow minions. And you do have one sizeable weakness: greed.

There is little you won’t do to acquire monetary wealth. Always remember though, that you are a thief who is a member of a gang or mob. Don’t let anyone tell you that this is a cult.All that religious mumbo jumbo is just a cover. Anyone who doesn’t understand that is a fool and best ignored.

The Cultist:

The Cultist
Human adept 3
LE Medium humanoid (human)
Init +0; Senses Perception +3

DEFENSE

AC 14, touch 10, flat-footed 14 (+4 armor)
hp 22 (3d6+9)
Fort +3, Ref +1, Will +7

OFFENSE

Speed 30 ft
Melee heavy mace +3 (1d8+2)
Adept Spells Prepared (CL 3rd)
1st—burning hands (DC 14), cure light wounds x2
0—detect magic, guidance, stabilize

STATISTICS

Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +1; CMB +3; CMD 13
Feats Armor Proficiency (light), Skill Focus (Heal), Toughness
Skills Heal +11, Knowledge (religion) +6, Linguistics +0
Languages Common, Infernal
Trait Indomitable Faith - +1 to Will saves
Gear silver unholy symbol of Asmodeus, chain shirt, heavy mace, sacred sacrificial dagger,healing kit (10 uses), thumb screws (torture implement), 22 gp, backpack, bedroll, 5 days of trail rations, water skin, lantern, 2 flasks of oil, flint and tinder, potion of cure light wounds

ROLEPLAYING

Hail Asmodeus!

Many of the minions you work with don’t fully understand that they are actually members of an Asmodean cult. You don’t just understand that, you revel in it. You have learned to speak the tongue of devils. You can call forth devil fire (i.e. cast burning hands) at least once per day. With a word you can give people the infernal aid of the devil god! What could be cooler than that? It’s great to a be a member of a devil cult! Before this your life was a big pile of nothing. You were being trained to be a minor member of the Mitran clergy with no real prospects of ever attaining any real rank. This is so much cooler! Let’s bring on the evil!

Basically you are a groupie of darkness. You worship your dark masters and will do anything to please them. You ache to learn more of the sacred mysteries of hell. Unfortunately, you are not the deepest thinker and many of the subtleties of your faith escape you, but what does that matter?

You do your best to serve your dark masters both on this plane and in hell. And set a lot of things on fire, because that’s fun too.

Personality

They say that there is no fanatic to equal a recent convert and that certainly describes you. You’ve only been a part of this cult for a few weeks and are eager to get deeper in! You are always eager to try new magic and find new ways to show your devotion.
Whenever any of your fellow minions express any doubt or hesitancy about serving Asmodeus, be sure to try to lure them further down the dark path. You like to think of yourself as some silver tongued devil, but the truth is that there are other members of you band of minions more charismatic than you.

But while other may be stronger than you, more charismatic than you and certainly smarter than you, no one is more enthusiastic than you. You are a servant of evil! What could possibly be more fun than that?

The Kid:

The Kid
Human rogue 3 (knife master)
LE Medium humanoid (human)
Init +4; Senses Perception +7

DEFENSE

AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor)
hp 23 (3d8+6)
Fort +3, Ref +7, Will +1

OFFENSE

Speed 30 ft
Melee dagger +7 (1d4+1/19-20)
Ranged dagger +7 (1d4+1/19-20)
Special Attack sneak attack (2d8 with daggers, 2d4 with anythingelse)

STATISTICS

Str 12, Dex 18, Con 12, Int 10, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 17
Feats Stealthy, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +10, Bluff +8, Climb +7, Escape Artist +12, Knowledge (local) +6, Perception +6, Sense Motive +6, Sleight of Hand +10 (+15 to conceal a small blade), Stealth +12
Languages Common
Trait Orphan - +1 to Fortitude saves
SQ blade sense (+1 dodge bonus to AC against small blades), evasion, hidden blade +1, rogue talent (underhanded 2/day)
Gear 9 daggers (hidden all over you), leather armor, 6 sp

ROLEPLAYING

Only a couple of weeks ago, you were an urchin on the streets struggling to find food. Today you are up and coming member of a gang of Asmodeus worshippers and have just celebrated your sixteenth birthday (making you technically an adult). But you are still fairly short and often mistaken for being a child several years younger. And that’s your edge. They never see you coming.

You are easily the most junior of the minions, but also perhaps the most talented. You have almost no money or gear, and whatever the mission, would really like to score some cash. But more than that you are seeking a place to belong and are eager to prove yourself. This is your chance to make a name for yourself!

Personality

You are a typical sixteen year old punk. You don’t like taking orders. You think you know everything. And you especially hate it when someone belittles your ideas just because you’re young. You didn’t survive all this time on the streets by being stupid!

In some ways you are jaded veteran of the streets. You’ve seen all manner of wickedness. But by other measures, you are a fresh faced youngster, inexperienced in the ways of the world.

The Archer:

The Archer
Human warrior 3
NE Medium humanoid (human)
Init +4; Senses Perception +3

DEFENSE

AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 24 (3d10+3)
Fort +3, Ref +5, Will +1

OFFENSE

Speed 30 ft
Melee short sword +5 (1d6+2/19-20)
Ranged mwk composite longbow +9 (1d8+2/x3)

STATISTICS

Str 14, Dex 18, Con 10, Int 10, Wis 10, Cha 8
Base Atk +3; CMB +5; CMD 19
Feats Point Blank Shot, Precise Shot, Weapon Focus (Longbow)
Skills Climb +8, Stealth +11, Perception +3
Languages Common
Trait Bandit - +1 to Stealth and Stealth is a class skill
Gear mwk composite longbow (+2 Str) named “Darla”, leather armor, 80 arrows, short sword, backpack, 5 days trail rations, 13 gp, bedroll, waterskin, flint and steel, 50 ft. of hemp rope

ROLEPLAYING

You’ve spent most of your professional “career” being a bandit specialized in ambushing caravans. But those days seem largely behind you now. Your gang was “recruited” when your former leader was slain, rather explosively, by your new masters. Honestly, you care nothing about their politics, their cause or their religion.

You’ve never loved Talingarde certainly, but the idea of trying to change it seems like a fool’s errand. But, wow, there is no denying these guys are powerful. You’ve decided to fall in line.

Yeah, like you had a choice.

At least they seem to recognize you for the master craftsman of death that you are. You have a real talent for putting arrows into people. You are a solid bowman honed by years of good old fashioned banditry. You can put an arrow between the eyes of a caravan guard at a hundred yards without even working up a sweat. That’s your bread and butter.

Your favorite tactic is to climb to a quiet high vantage point, hide there and snipe anyone who might interfere with the business at hand. What you have no interest in is anything resembling the so-called “fair fight”. Some insist these sorts of fights are an honorable activity. To you, they’ve always just seemed like an activity only fools engage in. Ambushes are definitely the way to go.

Your most prized and irreplaceable possession is, of course, your longbow. It’s worth hundreds of gold on the market, but in truth to your its priceless. Without it, you are out of a job. Anyone messing with your bow immediately earns your ire.

Personality

Many people describe you as grim, sullen and humorless. And that’s what the people who like you say. A more typical reaction is that murderer with the bow. And that is honestly a fair assessment. You say little, preferring to let your bow do the talking when arguments arise.

But despite your grim and stoic demeanor, you do have a strong sense of loyalty. You recognize you cannot combat the world alone. You need allies and your fellow minions are, gods help you, probably the best shot you’ve got at prospering. You only pray that when the masters rant and rave about making Talingarde pay and taking over the kingdom that they aren’t completely mad and have a plan that might work.

The Bad Cop:

The Bad Cop
Human rogue 1/warrior 2
LE Medium humanoid (human)
Init +1; Senses Perception +7

DEFENSE

AC 21, touch 11, flat-footed 20 (+1 Dex, +7 armor, +3 shield)
hp 29 (d8+2d10 + 9)
Fort +4, Ref +3, Will +1

OFFENSE

Speed 20 ft (30 ft. out of armor)
Melee mwk longsword +7 (1d8+3/19-20) or
dagger +5 (1d4+3/19-20)
Ranged hvy crossbow +3 (1d10/19-20)
Special Attack sneak attack (1d6)

STATISTICS

Str 16, Dex 12, Con 12, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Shield Focus, Toughness, Weapon Focus (Longsword)
Skills Appraise +5, Bluff +5, Diplomacy +5, Disguise +5, Intimidate +5, Knowledge (local) +7, Perception +7, Sense Motive +7 (+9 to receive a hunch in social situations), Sleight of Hand +5, Stealth +7
Languages Common, Dwarven
Trait Law Enforcer - +2 to Sense Motive in social situations, has a set of mwk manacles
SQ trapfinding
Gear masterwork longsword, dagger, splint mail, heavy steel shield, heavy crossbow, 20 bolts, masterwork manacles, 24 gp, Farholde city watch tabard (technically illegal to own, but add +2 to disguise check to pretend to be a watchman when worn)

ROLEPLAYING

You’ve been a bad cop since day one. You’ve taken bribes. You’ve looked the other way for cash. You’ve tipped off scum bags and sold out ongoing investigations. And that is just the tip of the iceberg. You’ve done worse. A lot worse. But a few months ago. It all came crashing down. You were drummed out of the watch in disgrace and only avoided a lengthy jail term because your friendship with some powerful people. Now, those friends are gone. But fortunately, you’ve made new ones.

Lately, you’ve joined a particularly ruthless criminal syndicate and have become a foot soldier enforcing the will of the mob bosses. You’ve heard rumors that this syndicate is also some kind of cult with aims to topple the House of Darius and install a new state religion or some other similar goals. You know nothing about that kind of stuff and frankly, as long as the gold keeps coming in, you don’t care.

The bosses may be crazy, but there is one thing you are certain of. They are amongst the most powerful people you’ve ever met. You’ve heard one of them can kill people just by looking at them. Double cross them at your peril.

Personality

You are a big friendly person with a broad smile and an easy going nature about you. You are the sort of person that is easy to speak to and good to know. At least, that is the image you project. The truth is that you one merciless, ruthless rat who will do anything to get ahead and stay out of prison.

You act like a nice folksy fellow, but when the moment comes you are ready to strike with lead-pipe cruelty. Mercy is not due the enemy. But for all of that cruelty, you also recognize that cooperation is key to succeeding at any mission. You and your fellow minions must work together if you are to get ahead in your new job.


The Farmer Who Is In Over HIs Head:

The Farmer Who Is In Over HIs Head
Human commoner 4
N Medium humanoid (human)
Init +2; Senses Perception +0

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 32 (4d6+16)
Fort +3, Ref +3, Will +1

OFFENSE
Speed 30 ft
Melee spear +6 (1d8+6/x3) or unarmed +6 (1d3+5)
Ranged spear+4 (1d8+4/x3)

STATISTICS

Str 18, Dex 14, Con 14, Int 8, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 18
Feats Armor Proficiency (light), Improved Unarmed Strike, Toughness
Skills Handle Animal +7, Profession (farmer) +7
Languages Common
Trait Heavy Hitter - +1 trait bonus to unarmed damage
Gear 2 spears, leather armor, shoes with hole in heel, 5 cp, home made satchel, 5 lbs. of assorted vegetable stolen from Farmer MacCullen’s field

ROLEPLAYING

How did you get here?

Not long ago, you were a country boy working on a turnip farm just outside of the utterly forgettable township of Grover’s Hollow. Then your farmed got burned and your family got killed by bugbears.

You went to the nearest city looking for work and fell in with a bad crowd and now ... here you are a member of some sort of evil cult or gang or something. Really, you have no idea what this group is actually about. You just know that if you don’t follow orders you are going to be in trouble.

They seem to like you. You are a big fellow and a few years ago, you were forced to drill one weekend with the town militia. They even gave you two spears, one for stabbing and one for throwing. Other than that, you have no idea how you got involved with all this commotion. Still, they at least feed you regularly.

One thing you know, your new bosses are real scary. They got powers and all sorts of maggy-cal what-nots. You understand not a lick of it, but that’s nothing new. They say they need you to do a mission. It seems doubtful you’ll understand that any more than you understand anything else. Still, you never know. Sometimes great ideas come from the mouths of babes.

Personality

You are a clueless turnip farmer way out of his depth. Swept up by an unlikely series of events, you are now involved with stuff that is way above your comprehension. But with that said, you are eager to prove yourself to your new “friends”. In truth, you are not an evil person (probably you are the only minion who can honestly say that). You are simply a country bumpkin. If you really understood what this group was trying to accomplish, you would likely be horrified. But the chances of you putting together all that is going on, are basically nil.

That said, you are far from useless. You are the best unarmed brawler of anyone you’ve met in a long time. You are tough and good with your spear. Just don’t try anything too ambitious. You are a simple fellow after all.