![]() About Last Vestige of Arodenthereal thom's Council of Thieves Campaign Personae Dramatis....Init Children of Westcrown: Spoiler:
Amaya (CG female Tian human expert 1): Amaya is a well-mannered glassblower and an incredibly beautifulwoman who’s somewhat self-conscious about the effect her appearance has on others—she dresses plainly as a result. She hopes someday to visit her distant kin who still live in Magnimar and Sandpoint.
Ermolos (NG male Chelish human expert 1): Ermolos is incredibly muscular, a physique the result of a long apprenticeship as a blacksmith. He walks with a slight limp—a lingering effect of a childhood illness. His father, Ermolos the Elder, was a relatively well-known adventurer
Fiosa (LG female halfling expert 1): (Now Hogarth's PC) Fiosa is a house servant who is friends with many halfling slaves; she takes advantage of her freedom to help her kin as best she can. She has a very real respect for Janiven and Arael after they helped her smuggle several halfing slaves out of Westcrown (and out of a particularly heinous merchant’s home), and her newfound faith in Iomedae is quite strong. Gorvio (N male Chelish human expert 1): Gorvio works for his uncle Jacovo, a horse trader, but has increasingly grown curious about his ancestry—his vibrant amber eyes (among hints he’s overheard from his uncle during the man’s frequent drunken bouts) make him suspect that somewhere in his past lurks the blood of a tiefling or two. Larko (N male Garundi human commoner 1): Larko lives a simple life as a dock worker, but daydreams of his childhood in the hills east of Westcrown and hopes some day to be able to afford to move out of the city and live a hunter’s life. He’s the strong, silent type, rarely speaking unless he has to. Mathalen (LN female Chelish human commoner 1): Mathalen is a thin and wiry woman who worked as a porter but found the job dreadfully dull. She got through her days by making sure to take frequent breaks to meditate and purge her mind of “the poisons of menial labor.” This attitude struck her employer as lazy, and she was recently fired from her job and thinks of the Children of Westcrown as her new calling. Rizzardo (CN male Varisian human commoner 1): After stowing away on a Chelish ship, Rizzardo found himself more or less stuck in Westcrown years ago. He earns his keep working at odd jobs as an unskilled laborer, but has to switch jobs frequently as a result of his temper and impatience at following orders from one person for too long. He only joined the Children of Westcrown because of a powerful attraction to Janiven, but has since grown to enjoy the company of the others, particularly Ermolos, who he insists sounds like his little brother. Sclavo (LG male Garundi human expert 1): A soft-spoken yet intractable (if secret) worshiper of Iomedae, Sclavo has long worked as a scribe for one of Westcrown’s courts. He longs for a day when the laws of Cheliax can be reformed, and sees this group as a tool that, eventually, can be used to do just that. Tarvi (CG female Chelish human commoner 1): Tarvi’s parents own a prosperous jewelry store in Westcrown— the “Glitter Palace.” She’s worked there for years, but is far too witty and intelligent to do the job well. In those years she has engineered the failure of no less than a dozen attempts by her parents to get her married into nobility. Her true passion is studying magic—she has little time for romance, and hopes some day to be able to create and sell magical jewelry. Vitti (N male Chelish human expert 1): Vitti is a strange, eccentric man who dyes his hair green and refuses to eat any food he doesn’t grow or catch himself. A talented woodcarver whose works earn him a modest income, he prides himself on the fact that he only carves wood that’s been harvested from deadfalls and other trees that died of natural causes. Yakopulio (CN female gnome expert 1): Of all the Children of Westcrown, noisy and irreverent Yakopulio is the least religious—she wears her atheism proudly, and her eagerness to contradict often sparks arguments among the others in the group. She works as a bartender (and moonlights as a pimp) at a tavern called the Bruised Eel, and many of the others in the Children of Westcrown don’t understand what Arael sees in the offensive gnome. Fame Points: 3 (after Felmo the Magnificent)
Bastard's defeated, night of 26 Arodus/morning of 27 Arodus, 4708 End of the Trial of Larazod 10 Rova. 11 Rova. Fighting shadows in the halfling quarter with the magnificent Felmo. Game Notes Current Day Rova 12:
Party Stage Aliases: Marius Smith and Waifren Miller and Ramiel Naevandis. Are Marius Waifrin and Raven, respectively. Marius meets with Henderthane's mastersmith, Lorzo Fortuni. ( 39 Via Banchina.) He is fitted for swords which will be ready 2 days hence. Zarabeta scouts the wharves for income. Waifrin has an appointment , 14 Rova. with Zintrich Jafmodi and his 3 caster friends. 9 Jasmine Row, a good neighborhood overlooking a warehouse district and favored by merchants Other Notes:
B9. The Howling Fiend (CR 5) Creature: Mad with neglect and boredom, this chamber’s occupant is a bearded devil named Szasmir—this cell alone is warded with a permanent dimensional lock spell to prevent Szasmir from escaping or summoning aid, and the wretch has gone insane over his long, dull imprisonment as a result. Imprisoned here by Dargentu Vheed decades ago for waiting until after another devilish servant betrayed the mayor to warn him, Szasmir is filled with rage at having been punished for doing what he thought was a favor to a vile and sadistic master. Szasmir CR 5 XP 1,600 Bearded Devil (Pathfinder RPG Bestiary 73) hp 57 Treasure: Although Szasmir was unarmed when he was imprisoned here, he didn’t remain that way. Several years after Dargentu’s death, Szasmir’s rage drew the attention of one of Anvengen’s spiritual fragments, and one day not so long ago, that fragment crystallized in Szasmir’s hands into a graceful and deadly glaive made of smoky red crystal as hard and resilient as steel. The glaive is an evil intelligent weapon, but not a particularly powerful one, and most PCs who claim it as their own shouldn’t have much of a problem keeping it in line. The glaive itself is most comfortable in the hands of one who worships Asmodeus, and if it gains control of its wielder, it forces him or her to sing the praises of the Prince of Darkness, make offerings at his churches, and indulge similar urges that can have a dramatic impact on a nonevil wielder’s alignment. Anvengen’s Edge Aura moderate transmutation; CL 13th Slot none; Price 11,508 gp; Weight 10 lbs. Statistics AL LE; Int 10, Wis 12, Cha 10; Ego 5 Senses 30 ft.; Communication empathy Powers bleed at will; divine favor 3/day Description This +1 keen glaive bears a fragment of the soul and mind of Westcrown’s first mayor after the fall of Aroden and the rise of the House of Thrune. The glaive itself has taken Anvengen’s name for its own, but can only communicate with its wielder via empathic urges. If its wielder worships Asmodeus, the glaive uses bleed on any of its wielder’s foes it notices is dying, and grants divine favor on a wielder who commands it to do so. If the wielder doesn’t worship Asmodeus, the glaive uses bleed on any dying creature it notices and only grants divine favor against chaotic or good foes—if a wielder commands it to not use bleed in a battle or commands it to grant divine favor against a nongood or nonchaotic foe, a personality conflict occurs and the glaive attempts to gain control of the wielder. Construction Requirements Craft Magic Arms and Armor; Cost 5,908 gp Temp:
Small Fire Elemental CR 1
XP 400 N Small outsider (elemental, extraplanar, fire) Init +5; Senses darkvision 60 ft.; Perception +4 Defense AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size) hp 11 (2d10) Fort +3, Ref +4, Will +0 Immune elemental traits, fire Weaknesses vulnerability to cold Offense Speed 50 ft. Melee slam +4 (1d4 plus burn) Special Attacks burn (1d4, DC 11) Statistics Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +1; CMD 13 Feats Dodge, Improved InitiativeB, Weapon FinesseB Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4 Burn (Ex) A creature with the burn special attack deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn (DC 10 + 1/2 burning creature's racial HD + burning creature's Con modifier). A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. Format: burn (2d6, DC 15); Location: Special Attacks and individual attacks. •Immunity to bleed, paralysis, poison, sleep effects, and stunning.
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