Monk

Jenna Goldenblood's page

No posts. Alias of Starglim.



The Exchange

Say, have you heard? There's a weird elf can fix you up with what you need to make a few coin, so long as you got no human blood. Transportation, tips where to pinch or dig, alchemical gear or special orders, riddles about spells and the planes if you need such answered. Pays in southern gems he does. Look for a thin high house in the Wise Quarter, but don't go down past the first basement. There are rats.

Hurricane's limestone Townhouse wedges between two other buildings in three storeys above ground, three below, each with a single room off a narrow spiral stone stair. He has had the interiors stripped back and relined in austere and alien designs of dark stone. The rooms' nooks and angles hold more objects than at first it seems, including multiple tall, spindly furniture pieces of pale, strangely-angled metal.

Grand Lodge 4/5

Does a formula book count as a spellbook for the third goal in season 7? While we're at it, how about a witch's familiar, if alive and convinced to cooperate?

Grand Lodge

Could I please arrange to hold Order #3588478 until #3544481 is ready to ship if at all possible

I don't mind waiting.

Thanks
Jim

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Esteemed colleagues,
Some of you know of the opportunity that our Society has obtained in Varisia to reconstruct the wizardly learning of Thassilon while we take care to avoid the moral taint that the doctrines of Sin brought upon the empire.

Pathfinders have asked my assistance to support a study group, under the kind accomodation of Venture-Captain Wulessa Yuul within Farseer Tower in Katapesh, to promote cooperative research and application of necessary resources to this task.

Ekasa will present details of her proposal, which I commend to your attention.

In service,
Venture-Captain Pherazi

Grand Lodge 4/5

3 people marked this as a favorite.

.. if two of them are dead.

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A review mentioned it would be useful to see NPCs expanding on Kos City - here they are.

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This volume launches a short companion series to City Builder that I might describe as developed examples of the concepts for social institutions and built forms that we set out there, connected as a shared Mediterranean-themed campaign world. It fleshes out the setting for the Swords of Kos fiction series and keys in extensively to past and upcoming Skirmisher game releases.

I had a lot of fun writing many of these entries. It's good to see them finally available to the community.

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I haven't been able to post replies to certain threads in PFS General Discussion over about the past week, although I just succeeded in a different thread (and succeeded here). Has something changed?

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Alexander_Damocles wrote:
This also impacts TWF and quick draw. Hold a greatsword 2h, take all your iterative attacks, free action to hold it one handed, quick draw your off hand weapon, take your TWF attacks.

That works by the rules, provided that you took the TWF penalties on all your iterative attacks.

Alexander_Damocles wrote:
It just gets kinda silly.

It's very silly to expect a character to do well at both two-handed weapon attacks and two-weapon fighting. I seriously doubt it would be effective.

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The enhancement bonus granted by a paladin's divine bond or a magus's arcane pool stacks with existing weapon bonuses. Does it stack with the bonus to attack of a masterwork weapon? Neither ability specifies magical bonuses/enhancements. The character is for PFS.

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Since it seems to be the time for it, I'll purchase one Alluria Publishing product for the first three members to put it on their wishlist and let me know here.

Cheers
Jim

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p.325 wrote:

Prestidigitation

..
Saving Throw: See text

But the text doesn't specify what type of saving throw the cantrip allows if I cast it to colour, clean or soil a creature or magic item. In some instances I could also lift, chill, warm or flavour such a target. Presumably it does allow a save, otherwise the entry would be "None" or "No (harmless)". Any preference?

Grand Lodge

(Very small)

Samurai
Weapon and Armor Proficiency:
.. A samurai is proficient with light and medium armor.
Fitted Armor: A samurai who purchases a set of heavy armor may take a full day (8 hours work) to have the armor prepared for his use. The samurai is proficient with each specific suit of armor fitted in this way.
Ronin: A samurai who becomes ronin loses the use of the Fitted Armor ability and gains one extra use of Resolve per day.

I'm just groping towards a way to represent the concept without having an "order of the ronin" or giving him more and better pools of Cancel Special Ability tokens.

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Back-ordered in December. Is there any time frame when this will be available?

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I'd be grateful for any comments on my unsuccessful submission.

It may have been a bit too classic. The hook is too vague and might leave open the possibility that players will fail to find the adventure. The first encounter may read as random since I left out better ideas that I had for how it relates to the later events.

TIDE OF MORNING

Introduction
Reports have reached the Pathfinder Society of a madman under the care of a hospice in the river port of Bellis. Found wandering in the woods, no trader recognises his northern accent and he speaks familiarly of events centuries gone. "I return!" he gabbles, "I return on the tide of morning."

Summary
The Pathfinders take ship to Bellis to discover the out-of-place man's identity and what has caused this state. They learn that the time-lost madman, Huzgin Sellocq, and his fellows were trapped in a mysterious vale by a tree that stole their minds. Back-tracking where he emerged, a strange riverboat takes them into a dangerous borderland of the First World. They encounter the transformed pirate crew, a guardian creature, and the perilous Tree, where they recover the sanity of Huzgin and his companions. Dawn brings an opportunity to escape the garden.

Flowers found in the addled sailor's clothing are green asphodel, a rare herb that grows only along one stretch of the riverbank. In disjointed ramblings, he says he is from Port Ice in Issia (Knowledge (history) DC 15: pirates from former Issia raided the Sellen River 300 years ago). His crew chased a white pirogue at midnight. Where it beached, the man in the moon attacked them, driving them to a tree that took away their wits. Huzgin jumped into the river when dawn came and swam to shore.

Blood Deer
Following Huzgin's game trail, the characters glimpse a white hind drinking at a stream and running strongly through the forest. As they sight the river, the deer steps into their path, showing red pointed predatory teeth, and attacks. This fey creature foreshadows the otherworldly dangers ahead.
1-2: Dire weasel
4-5: Dire weasel (6HD)

Midnight Voyage
At the appointed hour, a white vessel guided by a silent fey maiden glides shoreward, waiting a hundred heartbeats for any travellers to board. If attacked, the steerswoman is insubstantial (as a shadow) and flees across the water, while the boat continues on its way. As it courses out of sight of shore, lithe figures swim alongside, beginning an alluring song to entice the Pathfinders to jump into the water.
1-2: Nixies (2)
4-5: Nixies (3)

Fox-Headed Men
As the Pathfinders step onto a pebbly beach next to a drawn-up river-galley, figures dressed in archaic garb, with the heads of foxes, bound from the blackberries. These are Issian pirates reduced to a bloodthirsty animal state.
1-2: Baboons (4)
4-5: Baboons (8)

Watcher
Among the moonlit apple trees and thickets, heaped leaves stir, as if in an unfelt gust, swirling up into a mass with a half-formed face that reaches to enfold intruders and befuddle their minds with imbued spells.
The Watcher carries unconscious characters to the Tree of Wits. If killed, the Watcher reforms at dawn.
1-2: Gelatinous cube
4-5: Chain devil

Tree of Wits
The branches of this 15-foot-high fruit tree hang with clear, shining gems (1-2: five gems, 4-5: eight gems). Any character who touches its living bark or leaves must make a Will save (DC 14) or lose his wits, becoming a fox-headed man with the character's current hit points which attacks the party, as another gem grows from a branch. The gems are razor sharp, cutting through skin and leather at a touch (1d10 damage), but each drops easily from the branch once it contacts blood.

Conclusion
Each gem brightens as it approaches the victim whose wits it contains and, touched to that person's skin, disintegrates, returning him to human form and sanity. Gems whose owners have died retain their souls (as trap the soul).

Twelve hours later, the sun rises just above the horizon. It sets again in ten minutes for those on shore. If the Pathfinders take one of the two boats or swim out, the sun remains in the sky while they are on the water and they soon reach the earthly Sellen River (if taken, the white vessel vanishes at that point). They have been gone two days, doubling for each dawn passed in the valley. Fox-headed men taken from the garden regain their form, but not their sanity, when they return to Golarion.

Cutting down the Tree or sinking the white vessel ends its visits. Otherwise, it visits the Sellen River irregularly, carrying anyone who boards at midnight to the First World, where any who pass the Watcher can take a path rising from the head of the valley into unknown places beyond.

Grand Lodge

This is what I submitted with another author for #22, though we didn't get in. Any comments gratefully received:

Spoiler:

Pathfinder Society Scenario #22
Footprints in Stone

Introduction
An age-old tale relates that as the living god Aroden passed westwards into the unpeopled wilds of southern Avistan, he marked the rock itself on a lofty mountain with his tread. The Pathfinder Society has received a copy of a manuscript that locates Aroden's Footprints close to the village of Fledval in eastern Cheliax, north of Brastlewark and southwest of Pirren's Bluff.

The bitter recent past of Fledval complicates the Pathfinders' efforts. A new overlord, backed by a mixed company of veterans of the Goblinblood Wars, has brought to the countryfolk the cruel and paranoiac politics of Egorian. Even the war hero Raji Madrotha was unable to prevent the interrogation and execution of an Andoran, Detter Nevesax, under his command. Despair now poisons the lives of Fledval as the gods of war turn aside from the dishonor of their followers and a grim being unleashed by the Vudran deities of Madrotha's ancestors haunts the hills.

Summary

The PCs find the villagers of Fledval strangely resentful and close-mouthed. They say only that the Pathfinders should leave the hills alone or monsters will tear them to pieces.

An attack on the outskirts of the village allows the party to gain the villagers' gratitude.

The Pathfinders confront the fiendish Beatific One and its extraplanar allies. A final difficult climb to a mountain crag leads to a supernatural Sentinel, dispatched by Iomedae to guard the sign of her lost patron.

Encounters
Chapel of Iomedae:
These Andoran expatriates are far more concerned with noble perquisites than good deeds and consider the Pathfinders' presence an insult to the fighting prowess of the village's men-at-arms. Their preceptor Praten Ramenos hides a shameful incident of cowardice in the Goblinblood Wars.

Shrine of Erastil: The halflings Laree and Antwan (offspring of an ex-slave who planned to make a better life in this remote village) hide, running away if chased.
Day 2: The halflings approach and talk unless harassed earlier.

The Paracount: Myzant Phothar, author of "Antiquities of the Upper Keld", is an indiscreet and inept functionary, made threatening only by the dread forces backing him. Phothar suspects the party of plotting against him.
Day 2: The Paracount's attitude improves as he hopes that the party might solve his problems without effort from himself.

The Pawnbroker: Madam Nadja Kantune is a far more skilled devil-binder and has her hooks deeper into the populace than the nominal ruler. If threatened, she slides safely to a prepared vantage point and dumps the party into a stone-walled pit in front of her half-orc fighting-slave.

Militia Barracks: Gripped by remorse, darkly enthralled by Madam Kantune, longing for the grieving widow Cantae Nevesax, Captain Madrotha spends most days brooding and drinking.
Day 2: Madrotha leaves the village overnight.

A Beast from the Mountains: Near sunset of Day 1, screams and animal roars alert the party to an attack on a goatherd returning from the hills (fiendish warthog (dire boar))

Foothills: Xill rove ethereally and plane walk in to slay those they meet.

Ruined Monastery: (5-7) Raji Madrotha emerges to fight the Beatific One (Pathfinder #9) with the party. (8-9) Beatific One and 3 fiendish buffaloes (bison). The Beatific One dances across the backs of the three buffaloes to attack over a wide area.

Peak: (5-7) Climb check (8-9) Add falling boulders. If the party killed any village inhabitants by dishonorable means, Iomedae's Sentinel (half-celestial paladin) challenges them to fight. If they helped any villagers to regain their honor, he welcomes and rewards them. Otherwise the Sentinel is neutral and questions the Pathfinders on their identity and motives for seeking the holy Footprints.

Conclusion
If the Pathfinders succeed, Iomedae's favor grows for Fledval. Trade flows more freely, helping to spread the corrupting influence of Madam Kantune. Scholars show a brief interest in the Footprints, though the isolated village attracts few pilgrims. With increased traffic, many of Erastil's followers depart the region for Isger or Andoran.

If the Pathfinders fail, the Beatific One's depredations embolden the Chitterwood goblins to invade, turning the upper Keld into a murderous disputed frontier on the borders of Andoran. Paracount Phothar and Madam Kantune accuse each other of summoning the dark being and share an execution pyre as they incur the displeasure of the Hellknights. The Footprints fade from human memory as Aroden's influence slips a little further from Golarion's history.

Grand Lodge

Myself and my prospective co-author would be very glad of any critique of our unsuccessful pitch for #21:

Spoiler:

The Eternal Obelisk

Introduction
In the foothills of the Zho, a long-forgotten ruined settlement harbors a cult of Rovagug. At the centre of the ruins still stands the Eternal Obelisk, a sentinel of Sarenrae's light against the encroachment of a foul, gray slime: a living weapon of aboleth origin that has afflicted the cult's medusa leader to require frequent immersion in cool, fresh water.
The werehyena cultists raid Sedeqi caravans destined for Gurat. They emerge from the sands, howling and cackling as they slaughter the guards and merchants, and carry their plunder off to their lair.
In a recent attack, an experienced guard feigned death and escaped notice. Determined to avenge his comrades deaths, he tracked his assailants until he saw that they led toward a bright light in a distant valley, burning like a grounded star. Satisfied that he could retrace the route, he returned to the riverhead encampment and told his tale. Word has reached the Pathfinder Society and a party is to be sent from Sedeq to investigate the light.

Summary
Guided by the surviving guard, the PCs travel to the riverhead in the Zho mountains, a large merchant camp and staging point for the trade route to Gurat. At the camp, they get into a fight with an evil slave master.
The PCs then travel by camel into the Zho foothills. They are attacked by a gang of dust mephits when they must take cover from a sandstorm.
Finally, the PCs find the light and reach the ruins. A tall obelisk with a burning star at its point stands atop a subterranean complex of unclear purpose at its centre. Here they must defeat the werehyena bandits before entering the shrine of Rovagug beneath the obelisk. In a series of well chambers, they face a werehyena priest, the waterbound medusa, and the gray slime.

Encounters
Qadiran slave-trader

Roarkati, an arrogant and cruel sorcerer and slave-trader, takes an instant dislike to the PCs. His attempts to intimidate and embarrass them inevitably lead to a confrontation with him and his brutal thugs and skeletal guards.

Sandstorm and dust mephits
On the southern trade route, the PCs must locate shelter from a sudden sandstorm or face a much more difficult fight with an aggressive gang of dust mephits.

Bandits and hyenas
In the ruins of the forgotten settlement, the werehyena bandits and their hyena followers watch over captured slaves and loot.

Werehyena priest
Around the obelisk is a complex of cool, dark underground well chambers, turned into a shrine to Rovagug by a werehyena priest. The first well has been corrupted into a pit of filth.

Waterbound medusa
Blinded male slaves are kept in the second well chamber for breeding with the waterbound medusa whose attempts to reproduce non-afflicted offspring are failing. Her well chamber is littered with her broken egg shells and the petrified remains of the human foetuses they contained, as she has not succeeded in breeding a young medusa.

Sentient gray slime
Beyond the well rooms, closed off by makeshift walls of bones and compacted filth, is the Chamber of the Sun. The obelisk has a capstone of crystal which stores and channels the light of the sun and bathes the chamber below in constant sunlight. One day of exposure to the sun provides the crystal with enough energy to illuminate the chamber for one year. Beyond the Chamber of the Sun is a final well room that is infected with the grey slime. The Chamber of the Sun was built to prevent the slime from emerging into the complex as it is destroyed by sunlight. The chamber the slime inhabits is veiled with illusions as a treasure chamber of fabulous jewellery, art objects and other valuables that could have been collected by the bandits over time, luring victims to the slime's dire transformation.

Conclusion
Ending Roarkati's extortionate demands and mistreatment of slaves in caravans that must use the staging encampment brings the party the gratitude of Sedeq and Gurat's traders, redoubled if they also end the bandit attacks.

If the Pathfinders destroyed the cult priest, the medusa, and the pit shrine of Rovagug, the Chamber of the Sun grants remove disease, one time, to each character who enters with an affliction that the spell can cure.

If the characters fail, the followers of Rovagug eventually manage to break or block out the crystal capstone. They soon succumb to the slime, raiding a greatly restricted range but dragging their unfortunate victims back to the slime's transformation.

Grand Lodge Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8

edit: Explained to my slow understanding, thanks!

Grand Lodge Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8

I haven't done any work on a villain, for a couple of reasons that I can sum up as "Too hard".

I could work up a group of monsters though.

My only concern is that the contest may reach a stage where it's better to focus on the contestants' ideas without such distractions. Maybe it would be better to lay off at Round 5?

Grand Lodge

It's a thrill to see my first commercial release on these virtual shelves!

I'd be glad to hear what you think of it.

Grand Lodge Dedicated Voter Season 6, Star Voter Season 7, Dedicated Voter Season 8

If you only had one vote, where would it go?

Full Name

Garion Erada

Race

Vital Stats/Skills:
HP: 19/19, - AC: 16/T: 13/FF: 13 – Perception +8 (+10 vs. humans) - Initiative: +5 - F: +4 / R: +6/ W: +1 - CMB: +4 - CMD: 17, Speed: 30

Classes/Levels

Other Skills:
Acrobatics +4, Bluff -1 (+1 vs. humans), Climb -1, Escape Artist +0, Knowledge (nature) +6 (+8 vs. humans), Ride +5, Sense Motive +6 (+8 vs. humans), Stealth +5, Survival +7 (+9 vs. humans, +8 to track), Swim -1

Age

29

Alignment

CN

Location

Silverhall, Brevoy

Languages

Common, Elven, Draconic

Occupation

Hunting Scout and Errand Boy for the Silverhall Orphanage

Strength 15
Dexterity 17
Constitution 12
Intelligence 13
Wisdom 13
Charisma 8

About Garion Erada

Garion Erada Stat Block:
Garion Erada
Garion Erada
Male Half-Elf Ranger 2
CN Medium Humanoid (elf, human)
Init +5; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 19 (2d10+4)
Fort +4, Ref +6, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Dagger +4 (1d4+2/19-20/x2)
Ranged +2 Composite longbow (Str +0) +7 (1d8+2/x3) and
Longbow +5 (1d8/x3)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 12, Int 13, Wis 13, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Point Blank Shot, Rapid Shot, Skill Focus (Acrobatics)
Traits Pioneer (Survival), Reactionary, Suspicious
Skills Acrobatics +4 (+0 jump), Bluff -1 (+1 vs. humans), Climb -1, Escape Artist +0, Fly +0, Handle Animal +3, Heal +5, Knowledge (nature) +6 (+8 vs. humans), Perception +8 (+10 vs. humans), Ride +5, Sense Motive +6 (+8 vs. humans), Stealth +5, Survival +7 (+9 vs. humans, +8 to track), Swim -1; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ combat styles (archery), elf blood, track, wild empathy
Other Gear Studded leather armor, +2 Composite longbow (Str +0), Arrows (40), Dagger, Longbow, Backpack (4 @ 20 lbs), Bedroll, Belt pouch (3 @ 2.94 lbs), Fishhook, Fishing net, Flask, Flint and steel, Rope, Trail rations (20), Waterskin, 63 GP, 7 SP, 2 CP
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Séreméla, Garion's Horse:
Séreméla
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
--------------------
Offense
--------------------
Speed 35 ft.
Melee Hooves x2 (Horse) +3 x2 (1d4+3/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics -1 (+3 to jump with a running start), Climb +0, Escape Artist -1, Fly -3, Perception +6, Ride -1, Stealth -5, Swim +0 (+4 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick], riding [trick]
Other Gear Bit and bridle, Feed (per day) (40), Riding saddle, Saddlebags (41 @ 400 lbs)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

--------------------

Garion Erada Description:
Description:

Garion Erada is a half-elf male Ranger that stands at a tall 6'3" and is a sturdy 175lbs. He keeps a head full of light brown hair pulled back into a rough pony tail, but occasionally lets it all hang loose, cascading down his back and over his shoulders, nearly matching his tan skin from all the time spent outdoors. You can see in his deep grey eyes a deep sense of curiosity, wonder, and longing, which find an outlet in his skills as a ranger.

Garion Erada Background:

Garion Erada Background:

In some ways, his upbringing wasn't that much different from the half-elves that he's met in Brevoy. There were only a handful of them in the orphanage in Silverhall that he was raised in. The women of the orphanage told him what little they knew of his parents as he grew up. What he did know was that his father was an Elven tradesman who had come to peddle his wares in town and his mother worked at the local tavern. One night and he was gone. His mother, who had apparently never successfully carried a child to term, fell ill during this pregnancy. He survived and she did not.

As he grew older Garion grew fond of the outdoors and wandering, especially in the Gronzi Forest just east of the lake. The outlying areas of Brevoy had much to explore. He would leave the orphanage for days, sleeping under the stars, hunting, fishing, and learning to live off the land. Everyone who met Garion instantly grew to like him. Even though his extended "excursions" threw the orphanage staff into a tizzy, they began to trust Garion more as he grew up. They would send him on errands into town, fetching supplies, food, medicine, and anything else they needed. When he was old enough, he took a job as a hunting guide for some of the rich elite. With his growing skill on the bow and his knowledge of the surrounding areas, he became a favorite amongst the wealthy patrons of Brevoy. These hunting trips pushed the boundaries of the areas he knew, taking him further and further away from the forests he was familiar into more dangerous territory.

The first time he killed a person was on one of these hunting trips. Up until this point, most of the people who were hiring Garion had no real desire for danger, just a day or two in the woods and a prize to bring home. Recently a group of men decided they wanted a little more excitement, so they asked him to take them out to the Greenbelt. Garion had heard quite a bit about the Stolen Lands and on some of his solo adventures he had even gone to the outskirts of Greenbelt, but never too deep. He's had several run-ins with Kobolds, but nothing too crazy. Mostly he just observed them from a distance, listening and watching what they do. He even picked up some Draconic, and on one very rare occasion he traded some food with a couple of their outlying scouts. Early into the second day they crossed the border and went into the Stolen Lands. Not very far into their hunt they were descended on by a group of bandits that had been scouting out the outlying areas. The battle was quick. The men that had come along with him were skilled with their weapons. Instinctually Garion notched an arrow, and when he saw one of the bandits closing in from behind on one of the party he let it fly.

When it was all over, the man he saved came over and thanked him. "You know, they are thinking about taming this land once and for all," the man said, staring off into the distant south. "They could use a man like you, someone who can survive out here, someone who can fight. The only catch is that they want you to stay. If you have anything worth staying in Brevoy for, maybe it's not for you. But if not…" The man trailed off into his own thoughts, obviously struggling with the idea itself.

The rest of the trip went off without a hitch and they returned. Before parting ways, the man reminded him of their conversation. "It really would be the chance of a lifetime, think about it." And with that the man was off, leaving Garion alone with his thoughts. He'd always entertained the thought of a lifetime of adventure, but taming the Stolen Lands? Going about the rest of his business, still running errands for the orphanage that raised him, he couldn't shake the thought that there was something more, something bigger. He knew what he was going to do before he could even admit it to himself.

Garion,Garren and Salereon:

Garion, Garren and Salereon

Over the years of being with the orphanage Garion had seen a lot of clerics come through. Most of them were nice, but much older than he, and had little interest in him individually. Garion was fascinated by their magic powers, their ability to heal, and their stories. Most of them had travelled far and wide and talked of beautiful foreign lands and fantastic stories of their gods. Garion was never much for the gods, but he loved to hear about them. Even as an adult he would still hang back and listen to any clerics that came through the orphanage, offering his services to them for free as a guide or whatever else they might need.

Over the last few years he had seen a new cleric come through, one that was actually younger than him named Garren Kodlack. At first appearance Garion would have never guessed that Garren was younger than him, but on one trip where Garion helped to guide Garren through the south areas Garren shared his age. His vocation as a cleric, his wisdom and knowledge of magic, and his demeanor in general made him seem several years older, but he seemed to take interest in Garion’s life, particularly his upbringing in the orphanage, which no cleric before had done. Garion looked forward to the times when Garren would come through and made sure to make time to offer his full services to him whenever he needed it.

Garren also kept company with a certain noble named Salereon Graviil, a Cavalier from the southern city of Restov. Garion and Salereon became fast friends and would hunt together on the trips at times when Garren didn’t need their assistance. These became some memorable times for both the young men who had no idea what the future might bring.

After his most recent hunting trip where he heard about the expeditions that the SwordLords were putting together, Garren appeared for his yearly trips but something was different. He explained to Garion that he was going to be headed south on a diplomatic trip and that he would not be returning. Garion was dumbfounded. The timing of this announcement couldn’t have been a coincidence. Garion knew that his destiny had been set, and his time here in Silverhall was coming to an end.

Garion and Johnny:

Garion and Johnny

During Garion’s time with Garren he heard about the other work that he was doing in Brevoy. Garion was particularly intrigued about the work he had been doing with troubled youth in Port Ice. Garion had never really spent much time there, just running a few errands, but he had heard plenty about the place. He was told several times how lucky he was to have grown up in the orphanage in Silverhall instead of ending up on the streets in Port Ice, as if anyone who was orphaned could be considered “lucky.”

One name that Garren brought up often was Johnny. Over the years Garren had brought a kid or two up from the slums to learn a few tricks of Garion’s trade. Hunting, trapping, guiding, something that could help them get away from the life of crime. Johnny was a kid that he just couldn’t seem to get to come out there, no matter how hard he tried. It seemed that Garren cared more about this kid than he did most of the other ones he mentioned, though he would never admit to that. It wasn’t that Garren didn’t care for all the children, it was just that Johnny won a particular place in his heart and Garren had made it his personal mission to get him up out of the mess that he was in and make a better life for himself.

When the day arrived that Garren said that he was leaving, he had a particularly interesting young man in tow with him. This was Johnny. He didn’t appear nearly as rough as he imagined some of the kids from Port Ice being, but he could see the years of abuse and neglect written all over his face. He didn’t seem particularly interested in Garion, and Garion respected his distance. He had such a different upbringing than Johnny, and if anything he was more intrigued than concerned about making a journey like this with him. How would this work out? Is Johnny taking this as his chance to make a new, better life, the same way that Garren had talked about it? Garion was content not to ask any questions yet, but figured it would all come out in due time.

Garren and Salereon:

Garren and Salereon Graviil

Garren, as a Cleric of Erastil, always made a stop in Restov at the temple of Erastil to pray for blessing in his journey north through Brevoy, obtain medicine, and to renew his strength. During one of his earliest visits a man came in to the temple screaming in a frenzy. ”My son! My son Salereon! He is ill and none of our finest physicians can save him!” Spotting Garren the man clung to him. ”Please, sir, if you are truly a cleric of the great Erastil then you can save my son!” Garren agreed and left at once and followed the man. When he arrived he was scoffed at by the court physicians, who believed more in science than the gods. Still young in his mission as a cleric, Garren could not diagnose specifically what the illness was. The young boy lay there, sweating with a fever and mumbling to himself. What you could instantly recognize was the use of magic. The boy was enchanted with an illness. When Garren asked who might have this sort of power in the region, none could say.

”We are from a house that is dying out, there are few left of our family. It must be that someone from one of the other houses could have hired a wizard to perform this enchantment on my son. I cannot go about accusing those houses, however, because the relationship is already fragile. Please, if you could keep this under the greatest confidentiality I would be forever grateful. Just heal my son and I will offer you anything!” With that Garren went to work. He went through all the blessings and counter spells he could think of in his mind. He started with the most simple of healing spells and to his surprise and joy it worked! ”It is obvious that the person who did this did not think that you would find someone with magic to heal your son, because they used very simple technique,” Garren told the father. ”They probably never even expected that anyone would suspect magic, because none of us in this house have it, including our physicians. We are eternally grateful! Ask anything within my means and it is yours.” Garren thought for a second, then spoke. ”I do not ask for any financial gain in the service of Erastil, my lord. But, when your son is well, I ask that he could accompany me every other year when I make my pilgrimage. I will teach him the ways of service. I travel through Brevoy as far as Port Ice and then back. It will do something great for the nobility to see how the other side lives and for them to see someone of noble blood coming to help serve their people will give heart to those who are the least of these. This is the payment I ask for in return for healing your son.” The father hesitated, ”So be it, but I do fear for his safety. When you next return he will accompany you, but please protect the boy. He will grow up strong and we will teach him the ways of war, but hopefully you can teach him the ways of service.”

And so it was that every two years when Garren came through he brought Salereon with him and showed him what it meant to serve the people. He protected them, helped Garren to administer medicine, and protected Garren on his journeys.

Johnny and Salereon:

Johnny and Salereon

As Johnny got to know Garren, he also occasionally met his friend Salereon. Some noble from some family, Johnny could care less. He secretly wanted to admire him, the guy didn’t really do anything wrong. But by protecting the people of Port Ice he sometimes got in the way of some of the “jobs” that Johnny did to survive. At one point, Salereon all but had him dead-to-rights on a robbery job where some people got hurt… but Johnny was wearing a mask and slipped out just as Salereon came on the scene. Johnny always felt bad about that, because all Salereon did was try to protect the people of his community. But Johnny had to make money, and he had to make it fast. So he always avoided Salereon whenever Garren came to town. He could never let him know that sometimes when he was protecting Port Ice, he was protecting them from Johnny.

Garion, Garren, Johnny, and Salereon meet in Silverhall:

Garion, Garren, Johnny, and Salereon meet in Silverhall

The tournament that was being held for the house of Graviil came at the time of year when Garren usually came through, so for the first time in years Salereon could not accompany Garren. Garren seemed oddly at peace with this decision, as if he knew something that Salereon did not. ”Don’t worry,” Garren said with a smile, ”I’m sure you will do well in your tournament and I’m very sure that we will see each other again.” With that Garren was off on his mission.

Like Garren said, Salereon did well in the tournament, winning it all. When he was released to go, he could not bear the thought of leaving without telling Garren. After the preparations were made for him to leave, he first travelled north, following the well-travelled paths that he and Garren used to go first to Silverhall and then through the rest of Brevoy up to Port Ice. He figured he would stop in quickly to see Garion and say goodbye, expecting to have to chase Garren all the way up to Port Ice, when to his surprise he found Garren, the street boy who avoided him like the plague Johnny and Garren all together. After he got over the shock, he explained that happened at the tournament to Garren and Garion. After hearing Garion’s story and Garren’s explanation, he knew why Garren was at such peace the last time they saw each other.

So there they were, and what a sight, a cleric, rogue, ranger and cavalier, riding out together to the Stolen Lands, not knowing what the journey had in store for them.