Dwarf

Quemundal the Annihilator's page

No posts. Alias of Patrick Bailey.


Full Name

Quemundal Falling stone

Race

Dwarf

Classes/Levels

Paladin Level 10, Ranger Level 6,

Gender

Male

Size

Medium

Age

158

Special Abilities

Smite Evil 4/day, Aura of Good, Detect Evil, Lay on Hands 9/day 5d6, Divine Grace, Aura of Courage, Divine Health, Mercy x3, Channel Positive Energy, Spells, Divine Bond, Aura of Resolve, Wild Empathy +10, Favored Enemy Giants +4, Goblins +2,

Alignment

Lawful Good

Deity

Gorum

Location

High Mountains

Languages

Dwarven, Common, Goblin, Orc, Giant, Undercommon

Occupation

Defender of Homestead

Strength 22
Dexterity 16
Constitution 18
Intelligence 14
Wisdom 15
Charisma 18

About Quemundal the Annihilator

But really this is actually the Goblin game. He's just the end to it all... if it needs to happen. What people are doing, what reactions the world has to the goings on of the actions of the PC's and a time frame of actions if the Goblins take too long.

Burning Pond:
Largely fortified due to great amounts of time expenditure by the Goblins. Will be fully fortified if things continue apace for another 5 weeks. Improved cover to inner wall and half cover to outer wall Goblins. Current Population over 300 and will be self sufficient for up to 400 Goblins.
Toad lickers, Sharp Ridge, Deep Wood, Horse Kickers, Raveners.

Chief Bishibosh:
Primary builder and strongest caster among the populace. Mad in his own way but learning to control it. He has a following in the name of the cult of Bosh. Secretly led by Itchi Bosh- Current Leadership score= 10. Followers gain the Devotion special ability and may eventually become Adepts and Clerics in their own right. Religious Zealots, they can never be usurped by deceitful spells. Current followers= 22

Heshatoma:
Currently empowered by the Fire spirit of the Cat people. Sowing the thoughts of discontent into the minds of the Goblin populace. Working with Sile.
-Cat people
-Xenophobic, Unfriendly to others.

Gramble, The Humans, King Felix:

The town of Gramble continues to enjoy trade with the Dwarves and caravans from the southern Kingdoms. But with recent troubles they have begun to send couriers for more support from both the Dwarves and King Felix.
-Currently: Will spawn 1 adventuring party per week.
+ Support from southern kingdom will increase parties to 3/week and increase gear by 20%.
+ Support from Dwarves will increase adventurer gear by 30% and spawn 1 Dwarven adventuring party per month.

-1 courier a week will go forth to arrange diplomatic ties with both groups. A 1d20 will be rolled. 20 succeeds with successive ease each week. 19/20, 18/19/20, ect. Or 6 tries automatically succeed to the south.
-While 17 tries succeed in the north. Successive rolls ease with every 2 visits. With King Felix's aid, the ties with the Dwarves will strengthen within 12 weeks and reduce Dc by 4.
- Helpful with Humans
- Friendly with Dwarves
- Neutral with Elves
- Hostile toward Barbaric races

The Thief groups still wish to operate within the town and are willing to side with whomever will allow them to operate freely within the town. Subterfuge, Contraband and occasional item/information requests.
- Neutral to all parties initially, assuming contact can be made.

The Dwarves:
They have too many problems to be overly bothered to aid a tiny human settlement and the Goblins are currently the least of their problems. Without constant provocation, or a great deal more support they will continue to act in a very neutral but frostily cordial manner with Humans, and will only spawn occasional adventuring parties to the south.
-Hostile towards Orcs/Goblins/Giants
-Neutral towards Humans
-Friendly to other Dwarves
+Increased relations with Humans will spawn more well equipped parties and occasional war parties sent out.

The Orcs:
See the Goblins as little more than slaves or weak allies at best. Must be bartered heavily with in order to win allied support.

-Hostile towards Humans/Dwarves
-Unfriendly to Goblins
-Neutral to other Orcs/Giants

Cold Frost Tribe:
Normally high and mighty given their unusual talents, the Goblins of the southern Mountains are powerful and have a high degree of strength within their fair sized tribe.
-Unfriendly with other Goblins.
Currently hostile to northern Goblins.
- Hostile to others, usually.

Ke'gash Garl:
Unusually gifted within his tribe. He has a mission to complete. Aberrations do not immediately attack him.

Sile, slayer of Ardrix:
Gathering support to the north and west of Burning pond. He has become a mighty leader in his own right and is hatching a plan to conquer others. Wearer of the Psionic Ooze skin. Holds the Soul Keepers Orb.
- Holds a contract with 70 Dwarven Mercenaries.
- Controls Ardrix, now an Undead Dragon.
- Controls 13/18 Bugbear Fast Zombies.

Chief Snarlspit of the teeth gnasher Bugbears:
Sees others as weak and pitiful. Is more powerful than others realize. He is clever and believes his tribe to be far superior to all others.
Diplomacy and Intimidation only work for a short while with him.
-Unfriendly to all barbaric races.
-Hostile to civilized races

They are all dead now. They are zombies... Chief Snarlspit will come back as a Ghast!