Katiyana

Opal Moonstone's page

321 posts. Organized Play character for ThorGN.


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Silver Crusade

Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Endless, I'm going to sit this one out. Thanks for the invite. I'm sure there is someone else who would love my spot. :)

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    What tier are we going to play this in? I'm thinking of changing up characters.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal moves to engage. Smite Evil!
    Attack: 1d20 + 5 + 3 ⇒ (5) + 5 + 3 = 13, miss I think.

    GM:

    Sorry about that. If you are willing to take the above as my first round action, then the second round would be thus.
    Trip: 1d20 + 6 + 3 ⇒ (3) + 6 + 3 = 12
    Attack: 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22, Damage: 2d6 + 3 + 2 ⇒ (5, 6) + 3 + 2 = 16

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Day Job: 1d20 + 4 ⇒ (17) + 4 = 21

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    There's a lot of that going around.

    -Posted with Wayfinder

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal observes the haggling in front of her. A tradition she did not grow up with.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Is this Sea Witch a Human, or something else?

    And does she have training in vocal performance?

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Diplomacy Aid: 1d20 + 9 ⇒ (16) + 9 = 25

    "There should really be a guard posted on this ally. This is the second time I have been assaulted here."

    -Posted with Wayfinder

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal bends down over the bleeding man. His wounds close as her hands brush over them.
    Lay on Hands: 1d6 ⇒ 6

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal moves forward and strikes out with her hammer at Thug #4.
    Attack: 1d20 + 5 ⇒ (14) + 5 = 19, Damage: 1d12 + 3 ⇒ (1) + 3 = 4.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Your assistants seem to have fought each other. What happened here?

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal moves across the room swinging her hammer in a high arc.
    Attack: 1d20 + 5 ⇒ (18) + 5 = 23, Damage: 1d12 + 3 ⇒ (12) + 3 = 15. Silver

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal concentrates on bringing this thing down. Full Attack

    Trip: 1d20 + 6 ⇒ (5) + 6 = 11

    Attack: 1d20 + 5 ⇒ (18) + 5 = 23, Damage: 1d12 + 3 ⇒ (3) + 3 = 6. Silver

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    GM:
    Shouldn't the second attack be at a +6 instead of +11? No difference here, but it could matter in future rounds.

    Opal moves forward to enter the fray.
    Hammer Blow: 1d20 + 5 ⇒ (7) + 5 = 12, miss.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Since we are rushing in the house after someone screaming are we able to draw weapons in that time before combat?

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    I am good to go.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    GM, Secondary Success Conditions have now been posted for all scenarios prior to season 5. Plan accordingly, and be wary of spoilers.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    I has shirt re-roll.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Kn Religion: 1d20 + 4 ⇒ (9) + 4 = 13

    Opal considers the VC's words as she sits cross legged on the floor, rolling a pair of glass spheres through her hands.

    Tian:
    This would be a most unfortunate incursion. Sealing the Devils away would be my honor, though I am eager for an assignment to fight the Demon horde.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Grab a cold iron and a silver set of brass knuckles.

    -Posted with Wayfinder

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Ready to go.

    Anything we should buy for this adventure?

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    I just hit level 3, so I need to make sure everything is in order.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Dot.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    I would like a break too.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Zzzzz... wha, huh, I have to wake up and work already?

    Day Job: 10 + 6 = 16

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    I'm awake now? And looks like I am no longer in danger.

    Opal cures herself, then stands up.
    CLW: 1d8 + 2 ⇒ (1) + 2 = 3

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Zzzzzzzzzzzzzzz.............

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Fort: 1d20 + 2 ⇒ (1) + 2 = 3

    Opal lays down to take a nap.

    Yay for being completely useless! I would be on heal duty, but I'm dreaming of the afterlife at the moment. I wouldn't bother waking me up until I am no longer in a threatened square.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Right, reach, I forgot about that. :/

    Concentration: 1d20 + 5 ⇒ (13) + 5 = 18

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal moves in toward the center and sprays the closer one with a rainbow of colors. Color Spray, DC 14 will save.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal will move around the circle untill she is on the oposite side from the rising sun, hoping to minimize any chance of damage from the sun.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal sighs and walks over to the dome. She holds a small crystal ball over her head and suddenly it shines brilliantly with the light of the sun.
    Daylight!

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal summons a bridge made of moonlight to lead from her to the tree, right under Harboth. She then walks out of the water and pulls out her Morningstar.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    We only need an Acrobatics check if we move at more than half speed, right? I would like to raise a question about the outcome of my previous action then. I took a 5-foot step from the bridge to the shore. That should not have required a check, so I should still be there, right?

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal takes a step back and sprays the beast with glitter!
    Color Spray, DC 14 will save.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal will take the left side, to keep a careful eye on the fiend-spawn in the group. :)

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Sorry guys. RL stuff going on. I will try to get back up to speed tonight.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal lends her good will to the conversation.
    Aid Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    North. Isn't that what you just said? "several hours’ travel north from the hut."

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal grabs the cache that Baz pointed to and then rushes out the door.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal moves to the corner of the hut, provoking AoOs from both enemies. Then she sends a burst of color at the beastmen.
    Color Spray, DC 14 Will save for both of them

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal rushes in as well to check the fallen.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal smiles. We will keep that in mind. You could accompany us yourself, little one, and speak to your sister when we find her.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    You are fine for now, little one. I was talking in generalities earlier. It seems you have not yet been touched.

    I was also getting my sessions mixed up. Both of the other PBPs I am playing in are also in the forest and they have undead.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Last I heard he was living on Sesame Street...

    Opal sees if anything is ailing him. Heal: 10 + 6 = 16

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal relays her information about the Count.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    We mean you no harm, or your fair home. Something is wrong here in the forest, as I am sure you have noticed. We come to set things right. To stop the rotting infestation that is spreading.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Acid splash damage is only 1, not 2.

    Fort: 1d20 + 2 ⇒ (18) + 2 = 20

    Opal steps out of the swarm, then pulls out a vial and spreads a vile smelling liquid on her breastplate. Vermin Repellant: DC 15 Fort save for the swarm to enter my square.

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Opal pulls a flask of acid and throws it at the swarm.

    Touch Attack: 1d20 + 9 ⇒ (3) + 9 = 12, Damage: 1d6 ⇒ 6.

    Diplomacy?

    Silver Crusade

    Character Stats:
  • 27 HP
  • AC 18 (T 12 : FF 16)
  • Fort +11: Ref +8: Will +10
  • Initiative +2
  • Perception +6
  • Sense Motive +4
  • Aasimar Monk 1 / Bard 2

    Big spoon? Opal looks uncomprehendingly at Jeb.

    About "Skram"

    Male half-orc alchemist (trap breaker) 5
    CG Medium humanoid (human, orc)
    Init +3; Senses darkvision 60 ft.; Perception +9
    --------------------
    Defense
    --------------------
    AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
    hp 36 (5d8+10)
    Fort +6, Ref +7, Will +2
    Defensive Abilities orc ferocity
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee dagger +5 (1d4+2/19-20) or
    . . falchion +5 (2d4+3/18-20)
    Ranged bomb +7 (3d6+4 Fire) or
    . . frost bomb +7 (3d6+4 Cold) or
    . . light crossbow +6 (1d8/19-20)
    Special Attacks bomb 9/day (3d6+4 fire, DC 16)
    Alchemist (Trap Breaker) Extracts Prepared (CL 5th; concentration +9)
    . . 2nd—darkvision, invisibility, spider climb
    . . 1st—detect secret doors, detect undead, expeditious retreat, heightened awareness[ACG], jump
    --------------------
    Statistics
    --------------------
    Str 14, Dex 16, Con 14, Int 18, Wis 12, Cha 7
    Base Atk +3; CMB +5; CMD 18
    Feats Brew Potion, Extra Discovery[APG], Point-Blank Shot, Precise Shot, Throw Anything
    Skills Appraise +8, Climb +4, Craft (alchemy) +9 (+14 to create alchemical items), Disable Device +12, Intimidate +0, Knowledge (arcana) +12, Knowledge (dungeoneering) +7, Knowledge (nature) +8, Perception +9, Spellcraft +10, Stealth +7, Survival +9, Swim +3, Use Magic Device +6; Racial Modifiers +2 Intimidate
    Languages Abyssal, Common, Draconic, Giant, Goblin, Orc
    SQ alchemy (alchemy crafting +5), discoveries (explosive bomb, frost bomb, precise bombs [4 squares]), explosive disarm, mutagen (+4/-2, +2 natural armor, 50 minutes), orc blood, swift alchemy, trapfinding +2
    Combat Gear mutagen[APG]; Other Gear mwk chain shirt, dagger, falchion, light crossbow, alchemist starting formula book, thieves' tools, 43 gp
    --------------------
    Special Abilities
    --------------------
    Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Bomb 3d6+4 (9/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
    Explosive Disarm (Ex) Use 1 bomb to disarm a trap in 20 ft with attack vs. trap DC (failure sets it off).
    Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
    Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 minutes.
    Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
    Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
    Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
    Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
    Precise Shot You don't get -4 to hit when shooting or throwing into melee.
    Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
    Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
    Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
    --------------------

    Story:

    “I am my own man. I am not my fathers son.”

    Geon Bluth’s father kept the grounds at the City of Ashes, a cemetary complex outside of Bard’s Gate. No honest worker, the man was indeed a graverobber, not just at the cemetary tasked with his care, but in the private crypts and tombs of nobles wherever they lay. A band of robbers was the only other family the boy knew.

    Inquisitive young Geon was fascinated with the treasures his father trafficked in. Most items were not kept long before being sold, but books were overlooked often enough for him to stash a library of well selected volumes under a floorboard in his room, in order to quench his thirst for knowledge in the fields of magic and alchemy.

    Geon’s ceaseless questions led to him being told to “scram” so often, the name stuck. His aptitude with mechanical and magical apparatus did not go unnoticed however. His tinkering with items that lay about before going to market in seedy pawn shops often led to discovery of magical properties that would have otherwise gone unnoticed. His father finally saw value in him, which only led him to place his son in further danger than his miscreant lifestyle already imposed.

    When the time came for delves Geon was now brought along, taught to scout in the dark, to squeeze in tight places, to locate valuables and to disable traps. With Geon’s help, the operation became truly profitable. Before long the substantial value of the items being circulated was noted by a blackmarket fence. The murderous pawnshop owner took pity on the boy, and took him to live at the shop where he found ample opportunity to continue his studes and experiments.

    When Geon showed he could produce effective potions, alchemical substances and magical reagents, the pawndealer didn’t hesitate to put his creations up for sale. Once again the exploitation of the boy led to the downfall of the one exploiting him. Some of the clientelle attracted by the new products were being watched by the Lyreguard, which brought the pawnshop under scrutiny and led to an arrest for trafficking in stolen merchandise. The shop was shut down, and orphaned Geon was left homeless.

    Now on his own, Geon considered the only gainful activity he knew… robbing the dead. Swearing not to become like his father, he chose to leave the burial plots of his neighbors unspoiled, and turned his attention instead to the deep dark forgotten places of the wild to ply his skills and sate his curiosity, He has eeked out his existence ever since, torn between his hatred of his fathers legacy and his need to resort to those ways to fund his pursuit of his natural calling.