Celestial Gnome

Drakra Worpltng's page

376 posts. Alias of Tirion Jörðhár.


Full Name

Drakra Worpltng

Race

Gnome

Classes/Levels

Bard/4 -- HP: 34/35; AC18, T14, FF15; F+4,R+7,W+6; Per +8; Init +2

Gender

Male

Size

S - 3'2", 39lbs

Age

86 years

Alignment

CG

Deity

Shelyn

Languages

Common(Taldan), Gnome, Sylvan, Giant, Celestial, Abyssal, Aklo

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 12
Charisma 18

About Drakra Worpltng

___________________________________________________________
Offense:
___________________________________________________________
+2 Initiative (+2 Dex)
+2 BAB

+1 CMB (+2 BAB, +0 Str, -1 Size)
+3 CMD (+2 BAB, +0 Str,+2 Dex, +10, -1 Size)

+3 Longsword (+2 BAB, +0 Str, +1 Size) Damage: 1d6+0 (+0 Str, +0 Magic)
+3 Dagger (+2 BAB, +0 Str, +1 Size) Damage: (1d3+0)(+0 Str)
+5 Light Crossbow (+2 BAB, +2 Dex, +1 Size) Damage: (1d6) (Range 60')

Spells Available:

First Level: 3/4
Second Level: 2/2
Third Level: 0/0
+1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings.

Special Abilities Available:
Bardic Performance - 12/12

  • Inspire Courage +1
  • Fascinate
  • Distraction
  • Countersong
  • Versatile Performance
  • Well Versed
  • Bardic Knowledge
  • Inspire Competence +2

Spell Like Abilities - racial
Comprehend Languages - 1/1
Arcane Mark - 1/1
Message - 1/1
Read Magic - 1/1
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Defense:
____________________________________________________________
Current hp: 34
Max hp: 35 (+8,+7,+7+5; +6 Con; +2 FC)
AC 18 [+2 Dex, +4 Mithril Shirt, +1 Light Shield, +1 Size, +10]
Flatfoot AC 16 [+4 Mithril Shirt, +1 Light Shield, +1 Size, +10]
Touch AC 13 [+2 Dex, +1 Size]

+3 Fort (+1 base, +2 Con, +1 Resistance (cloak))
+6 Ref (+4 base, +2 Dex, +1 Resistance (cloak))
+5 Will (+4 base, +1 Wis, +1 Resistance (cloak))
--> +2 on saves against spells with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings
--> +4 vs. bardic performance, sonic and language dependent effects

Skills:

+6 Acrobatics (Dex +2, Ranks 1, Class Skill +3)
+5 Appraise (Int +1, Ranks 1, Class Skill +3)
+9 Bluff (Cha +4, Ranks 1, Class Skill +3, Race +1)
+4 Climb (Str +0, Ranks 0, Class Skill +3)
+7 Craft(traps) (Int +1, Ranks 1, Class Skill +3, +2 Race)
+11 Diplomacy (Cha +4, Ranks 1, Class Skill +3, Race +1)[Versatile Performance, use Oratory]
+* Disable Device (Dex +2, Ranks 0)
+4 Disguise (Cha +4, Ranks 0, Class Skill +3)
+2 Escape Artist (Dex +2, Ranks 0, Class Skill +3)
+* Fly (Dex +2, Ranks 0)
+* Handle Animal (Cha +4, Ranks 0)
+1 Heal (Wis +1, Ranks 0)
+4 Intimidate (Cha +4, Ranks 0, Class Skill +3)
+8 Knowledge, Arcana (Int +1, Ranks 2, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, Dungeoneering (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, Engineering (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, Geography (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, History (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, Local (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, Nature (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+7 Knowledge, Nobility (Int +1, Ranks 1, Class Skill +3, Bardic Knowledge +2)
+8 Knowledge, Planes (Int +1, Ranks 2, Class Skill +3, Bardic Knowledge +2)
+8 Knowledge, Religion (Int +1, Ranks 2, Class Skill +3, Bardic Knowledge +2)
+6 Linguistics (Int +1, Ranks 2, Class Skill +3)
+8 Perception (Wis +1, Ranks 2, Class Skill +3, Race +2)
+8 Perform, Act (Cha +4, Ranks 1, Class Skill +3)
+8 Perform, Comedy (Cha +4, Ranks 1, Class Skill +3)
+4 Perform, Dance (Cha +4, Ranks 0, Class Skill +3)
+4 Perform, Keyboard (Cha +4, Ranks 0, Class Skill +3)
+11 Perform, Oratory (Cha +4, Ranks 4, Class Skill +3) [Versatile Performance (Level 2)]
+4 Perform, Percussion (Cha +4, Ranks 0, Class Skill +3)
+4 Perform, Sing (Cha +4, Ranks 0, Class Skill +3)
+4 Perform, String (Cha +4, Ranks 0, Class Skill +3)
+4 Perform, Wind (Cha +4, Ranks 0, Class Skill +3)
+2 Ride (Dex +2, Ranks 0)
+11 Sense Motive (Wis +1, Ranks 0, Class Skill +3) [Versatile Performance, use Oratory]
+2 Sleigh of Hand (Dex +2, Ranks 0, Class Skill +3)
+* Spellcraft (Int +1, Ranks 0, Class Skill +3)
+10 Stealth (Dex +2, Ranks 1, Class Skill +3, Size +4)
+1 Survival (Wis +1, Ranks 0)
+0 Swim (Str +0, Rank 0)
+8 Use Magic Device (Cha +4, Ranks 1, Class Skill +3)

Each level skill points gained = 7 (6+Int) +FC

Versatile Performance:

Traits:
• Helpful - (+3 on Aid Another instead of usual +2)
• Chance Encounter - (Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action.)

Feats:

Effortless Trickery (Level 1)
Lingering Performance (Level 3)

Racial:

Stats: +2 Constitution, +2 Charisma, and –2 Strength.
Type: Humanoid(gnome)
Size: Small - +1 AC, a +1 attack, –1 CMB and CMD, +4 Stealth
Base Speed: 20'
Low-Light Vision

Languages: Common, Gnome, and Sylvan - High Int: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Defensive Training: replaced by Alternate Racial Trait
Illusion Resistance: +2 racial saving throw bonus against illusion spells and effects.

Keen Senses: +2 racial bonus on Perception

Obsessive: +2 racial bonus on a Craft or Profession skill

Gnome Magic: See Alternate Racial Trait
Hatred: replaced by Alternate Racial Trait

Weapon Familiarity: any weapon with the word “gnome” in its name is a martial weapon.
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Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.

Favored Class/Leveling Bonuses:

Favored Class: Bard
Lvl 1 (Skill) - Bard/1
Lvl 2 ()
Lvl 3 ()
Lvl 4 ()
____
Stats:

Str 12 -2(race)
Dex 14
Con 12 +2(race)
Int 12
Wis 12
Cha 15 +2(race)
____
Versatile Performance:

Bard:

• Class Skill: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha)

• Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

• Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.

At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Satire (Su):
A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.

Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su):
A bard of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard’s performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).

Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. inspire competence relies on audible components.

Suggestion (Sp):
A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su):
A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su):
A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Performance (Su):
A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.

Frightening Tune (Sp):
A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.

Inspire Heroics (Su):
A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp):
This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Performance (Su):
A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components.

• Cantrips:
Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

• Versatile Performance (Ex):
At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

• Well-Versed (Ex):
At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

• Lore Master (Ex)
At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

• Jack of All Trades (Ex)
At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Spells:

Spells Per Day:
4 Level 0
2 1st Level
0 2nd Level

5 Level 0
• Detect Magic: Detects all spells and magic items within 60 ft.
• Light: Object shines like a torch.
• Mage Hand
• Mending: Makes minor repairs on an object.
• Read Magic
• Open/Close

3 Level 1
• Cure Light Wounds
• Silent Image
• Grease
• Vanish

2 Level 2
• Minor Image
• Glitterdust

0 Level 3

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 0 lbs.
(1020) Mithril Shirt, 7.5 lbs
(15) Longsword, 2 lbs
(9) Light Shield, 3 lbs
(1) Whip, 1lbs.
(2) Dagger, .5 lbs
(35) Light Crossbow, 2 lbs.
(4) 40 Bolts - 2 lbs. (.5lb/10)

Silver Dragon Scale - Disguise
Scroll of Cause Fear
Potion of Invisibility
Cloak of Resistance +1

18 lbs

In Backpack

(2) Backpack, 1 lbs
(0) Bedroll, 2.5 lbs
(5) Spell Components Pouch, 1 lbs.
(0) Canvas Cloth, 1 lb.
(1) Oil, Flask, 1 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
(1) Flint and Steel
(2) 4 days of trail rations, 2 lbs.
______
(97)

13.5 lbs

Belt Pouch

Chalk, 3 pieces

0 p.p. (Most money is carefully hidden in backpack)
135.75 g.p.
0 s.p.
0 c.p.

Carrying Capacity

Current Weight: 31.5 lbs

Light Load: x < 33 lbs.
Medium Load: 34 < x < 66 lbs.
Heavy Load: 67 < x < 100 lbs

Appearance:

Short, even for a gnome, and on the portly side, Drakra appears well, unremarkable. However, despite his usually unkept appearance, he can charm the best of them.

On the average day, Drakra is found wearing old, and likely dirty clothes with holes in the knees and patches on the elbows. He usually has a dour mood, especially when he is recalling his past and the world he lost.

Background:

Drakra woke up and blinked at the bright sunshine in his eyes. Ouch, who turned the lights on? A minute and a few dozen blinks later, he realized that there was a fetid stench about him. He reached up and tentatively touched a large welt on his head. As he did so, he recalled some of the prior night’s activities.

He had gone to the bar because the famed Andoran elven singer Kylita Evertore was to be performing. Drakra figured he would have some fun, for what is more fun than getting under the skin of a performer and making them lose their train of thought, especially an elf. He never meant to harm anyone, but it was just so much fun. And, he had done this so many time over the years that he could hardly recall them all.

Usually, the end result was a really annoyed performer. And, on occasion if the performer lost their cool, Drakra would cheerfully introduce himself to the owner of the establishment and then step in to finish the performance . . . and collect the evenings purse.

Last night, now it was coming back to him. Last night the elf must have had bodyguards somewhere. You could see it in her eyes when he started to mock her. Oh, she was so uppity. He knew the type. With her perfect wardrobe and her picture perfect hair. So, Drakra had started tossing the insults. Well, it was about a minute later. He could see the red welling in the elf’s cheeks and flaring at her perfect cheekbones. Then, suddenly, he felt a tap on his shoulder. When Drakra turned, all he saw was a giant fist.

So, now here he lies, with the refuse of last night’s revelry. There were more people than usual in Kenabres because of the festival today, so there was a lot of refuse. He knew he had to get back to his room and change out of the dirty clothes he was wearing. Not that he really cared what he looked like, but it was hard to make honest money smelling like old ale and rotten food.

With that, Drakra stood up, and winced at the pain in his shoulder. Darn bodyguard must have dragged me by the arm. Managing to get his feet, he whispered a prayer to Shelyn and then felt the healing magic flow through him, shrinking the bump on his head and making his shoulder stop hurting. He then made his way back to the small room he had been renting.

Once he got to the apartment, he looked about at his meager belongings. His journal, a small lyre, a rather worn suit of leather armor and a longsword. The sword and armor were from when he had joined the Third Crusade. What a mockery that had been. Fortunately, he had been so useless that when the corrupt cultists had led the battalion into an ambush, he had been completely missed. Ok, he had been knocked unconscious and completely forgotten, but one’s story does not require the whole truth.

Then, he began to recall some of the interesting experiences he had over the past half century. Drakra was born in the gnomish town of Umok in Isger. Youth was fun, if you consider being regularly besieged by goblin tribes fun. But, hey, new experiences are new experiences. And one learns much by setting traps and then watching as foolish goblins trip and fall and get stuck in things. Pit traps, snare traps, traps filled with rats and bears. Yes, he and the other young gnomes has a great time making new and more interesting traps. Ok, so he had lost a few friends to traps that were not quite designed right. Well, perhaps not designed right is also not the right term. Designed for a purpose other than that which it was supposed to be designed for.

Sometime after what would have been his twentieth year, he does not really recall. Remembering years is boring. Who cares how old you are. All that matters is what you do. And how you do it. And . . .

Ok, back to his story. Sometime after his twentieth year, a group of soldiers rode through Umok. Well, they actually were probably attempting to avoid the town by a wide margin, but that did not stop Drakra from joining up with them. He found a nice spot in the back of a wagon and two days later, when the company cook found him covered in crumbs, there was no way for him to get home. For the next month, he helped to entertain the company. He told stories and sang songs. He even played songs on the small lyre he had. Although he was never really accepted into the Company of the Crossed Swords, he was allowed to stay with them.

Eventually, he asked where they were going, having never really seen the need to ask this question before. He was told, or was it that he overheard the leaders while listening to them from just outside their tent, it is hard to recall now. Anyway, he was learned that they were traveling north to join the Third Crusade to defeat the demons of the Worldwound.

When Drakra learned their goal, he was overjoyed. His songs began to be about demons and battles with demons and getting dismembered by demons, for what could be more interesting. Oddly enough, the company cleric quickly put an end to that last type of song. Drakra could never really figure why as it seemed like it would be a most interesting experience.

Eventually the company made it to Mendev and the city of Kenabres. The company camped outside of town for about a month while other soldiers from throughout the Inner Sea region joined the crusade. Then the command came to set forth to battle the demons. The company commander specifically ordered Drakra, who had little war equipment, and less fighting prowess, to remain behind. As ordered, Drakra once more hid in a wagon and was off to battle.

Now, contrary to popular belief, war is not that interesting. At least the marching and waiting part was not. About the fourth day, Drakra got bored of hiding, so he climbed out from under the tarp and joined the driver of the wagon. To say the least, the driver was a little surprised. And, the company commander was more than a little upset. However, there was no way to send Drakra back, so they found an old human swortsword, which worked fine as a longsword for the small gnome. And the company armorer was able to piece together some basic armor. Once more, the gnome was ordered to stay away from the fighting.

Well, on the sixth day, the company was surprised by a demon attack. Drakra attempted to stay back, but it was just not in his nature. He began to move forward when he suddenly noticed that the company cook, armorer and several other non-fighters suddenly had weapons. Drakra went over to them to ask why, when he was suddenly hit on the head from behind knocking him out cold.

The next thing he recalls is the cold rain. It is almost always cold in Mendev and the Worldwound. Even the summers are not that hot. He thought that the cold rain was an interesting experience, but not one he really wanted to repeat. He opened his eyes and saw the wagon nearby, partially scorched with one broken wheel. Not wanting to bother the company commander, he quietly crawled under the wagon and promptly went to sleep.

The morning sunshine woke him, and he realized that there was a problem. An interesting problem that would lead to new experiences, but a problem nonetheless. He seemed to be the only one awake, actually, he seemed to be the only one alive. All about the are were the dead bodies of the company. Soldiers and healers, armorers and cooks. All were dead. There did not seem to be as many dead as he recalled in the company, but it would take too much time to figure that out, so he did not.

Suddenly feeling his stomach rumble, he began to search for food. He found a crate of bread and cheese in the cooks wagon, and cheerfully sat down to eat.

Nearly three hours later, with his stomach providing new, albeit moderately painful, feelings, Drakra finished the last bite of cheese. He let out a loud burp, and then noticed the he was suddenly in shadow. Since he enjoyed the sun, he shifted his position slightly. Strangely the shadow moved as well. So he shifted back to his first spot. And once more the annoying shadow moved to block the sun. Finally getting annoyed, he turned around to see what was interfering with the sun on this fine morning and saw a tall human woman dressed in drab green and brown.

He said to her: Excuse me, but you seem to be blocking my sun.

The woman simply frowned: Who are you? And what are you doing here?

Drakra smiled: I’m Drakra. And I am just finishing my breakfast on this fine morning.

The woman sighed and shook her head: You do realize that you are in the Worldwound and that there is a pack of demons coming this way, likely to finish up and consume the spoils of this battle.

Drakra suddenly got an interested gleam in his twinkling eyes: Demons? Really? I have always wanted to see one? What are they like?

The woman once more shook her head: They will kill you and eat you. Or possibly worse. At this, Drakra suddenly wondered what would be worse. So many possibilities. You need to come with me back to Mendev.

The woman travelled much faster than the company with their wagons. And two days later, Drakra was back beyond the Wardstone Wall in Kenabres. He does not recall her name. He is pretty sure she told it to him, but with her boring clothes and stern personality, he never found her interesting enough to recall her name.

For the next month, Drakra stayed in Kenabres. He performed at various taverns and on the street. It was very interesting with all the strange creatures that were assembling for the war effort. Celestial humans, clerics from all sorts of interesting faiths, he found Shelyn with her love of art most interesting, knights with their huge mounts. And many even more exotic types.

Unfortunately, Drakra’s stay in Kenabres would be short lived. He soon discovered that he had a knack not only for entertaining people, but also for getting them upset. After all, what is more interesting than seeing how different people react to insults and mockery. Apparently, he found out, some, such as the wife of the mayor, do not appreciate catcalls and other comments. So, began his travels back south.

For the majority of the past fourty years, Drakra has wandered the lands of what is called the Inner Sea. He has seen many things and entertained many people. He spent time in the dry desert city of Katapesh. Saw the exotic creations of people in Osirian. Discovered that the Infernal worshippers in Cheliax have somewhere between little and no sense of humor. Learned that surprising enough, many Ulfen do have a sense of humor, although it occasionally involves axes thrown at gnomes.

After all this time, Drakra recently read somewhere, or was it that he overheard someone in the next booth say something not quite quietly enough, that there was a new Fifth Crusade being started. Well, since Drakra has always been interested in whether the old mayor’s wife has improved her sense of humor, Drakra decided to return to Kenabres. Who knows, maybe this time he will be able to actually see one of these cool demons.

Thus, three months ago, he finally returned to Kenabres. Although he is still lacks the strength to fight demons, he has learned over the years some skills such as healing and the ability to create deceiving illusions which he believes will aid him on the crusade.

----

Suddenly, Drakra’s mind returns to the present as he realizes that it is nearly noon. How long had he been contemplating how he got here. Quickly, he puts on his armor and straps on his sword. He then tenderly strokes his lyre before putting it in a pack. Everyone needs some good music to liven their spirits sometime. He still marveled that in all his years of travel, that the old lyre had survived and remained with him. Once equipped, he looks about his room once more, unsure if, or when he will return. Then, he turns and heads out to see if there are any crusader leaders ready to help a gnome experience new and interesting things today.