09 October 2010

Map: Three-Spired Cathedral


Original concept: an evil cultists' fortress in Mungoth, the third layer of Gehenna. The three 'spires' conform to the Planescape rule-of-three, and the cultists have three different sub-groups, each vying for supremacy over the other two. The entire fortress is carved from living rock, and conveniently situated upon a small volcano. Beneath the spires a small town has flourished; it is hard to find shelter in Mungoth, and the inkeepers charge accordingly for their 'hospitality'. Due to its secluded location, the Cathedral doesn't see many pilgrims. Many that survive the perilous journey through ash and snow are seized and thrown into the sacrificial pit, so you can see it takes a special type of pilgrim.

It can also function as a generic evil-aligned city, or the Big Baddie's HQ, or whatever.
--
Illustration by Domigorgon

30 August 2010

Map: Town of Berem

 
1. Town entrance features a single bridge and a small cabin. This is the only safe access to town; otherwise it is only approachable from the lake. One might try wading through the river (it's not very deep... most of the time) or descending the cliffs (a hazardous enterprise indeed). The cabin houses a guard, who keeps track of comings and goings. During the market days he is aided by a guildsman, and together they charge a bridge toll (1sp per cart or horse, 1cp otherwise, free for the residents).
2. "Riverside Inn" offers lodging and meals for 1gp a day. The common room is usually empty when nobody is in for lunch or supper. Working people come for a few drinks as night falls, and it is the busiest time, but half of them proceed to the tavern where they can get a more varied range of beverages.
3. The Town Hall is one of the few stone buildings and a place where the local Merchant's Guild holds its meetings. It also serves as the courthouse and the sheriff's home.
4. The Playground is a spacious grassy clearing near the river, called so for the local children who often play there, but also as a destination for courting couples.
5. Other services are available, but hardly useful to adventurers. The local smith and leatherworker can make only rudimentary armour and weapons, and there is a 200 gp limit to what they can do at all.
6. The Marketplace before the temple holds many tents and booths where the tradesemen ply their goods. People usually gather for a weekly market; otherwise the square is deserted.
7. The Windmill grinds corn, of course.
8. The Temple is dedicated to the Olympian pantheon, and houses a dozen priests.
9. The town's Alchemist can brew up some concoctions and potions, but nothing over 100gp of value.
10. The Barracks house the sheriff's deputy and a couple of guards. There are 18 regular guards who help out with the bridge and patrols during the market days; otherwise most of them work the farms. In case of an emergency (bandits and such), the barracks can arm up to 80 militia men (with mostly shoddy equipment, however).
11. The Lord's Manor is where the local noble lives. He is impoverished and the manor is in disrepair.
12. "Otherside Tavern" offers a variety of wines and beers of neighbouring brewers, 1sp per mug of ale and 2sp for a glass of wine. It does not offer lodging, however, and people are rushed out at closing time (around midnight).
13. Boats can be rented at the harbour, as people sometimes travel across the lake to other towns.
14. The Lake Katmara is a large, landlocked lake. Upon its shores lie three other towns of approximately the same size as Berem, as well as dozens of fishermen's and hunters' cabins.
15. The Monastery is a home to an order of reclusive, self-sufficient monks who only open their gate once a month to receive new supplies. The locals are used to it by now, though brighter heads might wonder where the monks get their money for the supplies, since they are never seen earning it.
16. The Tower is cut off by monastery walls and steep cliffs. A bright light shines perpetually from its top, and can be seen even during the day. During the night, it has half the strength of a full moon. Needless to say, the locals are quite used to it, and call it 'The Torch'. Most rumours agree that a wizard inhabits the tower, and that the light is part or result of one of his experiments.
--
Illustration and text by Domigorgon.

NPC: Zirik Hairsplitter [CR 10]

Zirik Hairsplitter the Third
Male Whisper Gnome, Rogue 8 / Master Inquisitive 2 (CR 10)
Small Humanoid, CN
HD: 8d6+24, 2d8+6 (74 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 dex, +1 size, +4 armour, +1 natural), touch 15, flatfooted 20
Base Attack/Grapple: +7 / +2
Attack: melee Slasher +13/+8 (1d3, 15-20/x2);
melee Hacker and Slasher +11/+6, +11 (1d3, 15-20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like Abilities: Silence (1) x1, Ghost Sound (1) x 1, Mage Hand (1) x 1, Message (1) x1
Special Qualities: Low-light vision (Ex), Darkvision (Ex): 60 ft., Weapon familiarity (Ex), +1 Attack vs. Orcs and Goblinoids, +4 dodge bonus to AC vs. Giants
Saves: Fort +7, Ref +15, Will +5
Abilities: Str 8, Dex 18, Con 16, Int 16, Wis 12, Cha 8
Skills: Appraise +10, Balance +10, Bluff +10, Decipher Script +10, Diplomacy +10, Escape Artist +10, Forgery +10, Gather Information +10, Hide +20, Intimidate +10, Jump +2, Knowledge (Local) +6, Listen +10, Move Silently +25, Open Lock +14, Search +10, Sense Motive +8, Spot +10, Tumble +10, Use Rope +10
Flaws: Coward (automatically fails saves vs. fear)
Feats: Investigate, Least Dragonmark (House Sivis: Mark of Scribing), Martial Weapon Proficiency: Kukri, Two-Weapon Fighting, Urban Tracking, Weapon Finesse
Languages: Common, Gnome, Dwarven, Elven, Halfling
Rogue Class Features: Evasion, Improved Uncanny Dodge, Sneak Attack +4d6, Trap Sense +2, Trapfinding
Master Inquisitive Class Features: Contact, Zone of Truth (Sp) 
Dragonmark (Least): House Sivis (Mark of Scribing): Whispering winds or Comprehend languages 1/day, +2 bonus on Decipher Script checks
Organization: Korranberg Chronicle (officially), House Sivis (actually)
Possessions: Hacker and Slasher: two identical +1 Kukris: Keen (8,308 gp each); +1 Studded leather: Silent Moves (4,925 gp); 
Wondrous: Amulet of Natural Armor +1 (2,000 gp); Wondrous: Cloak of Resistance +2 (4,000 gp);
Inquisitive`s kit (600 gp); Thieves` tools, Masterwork (100 gp); Identification papers, with portrait (5 gp); Rope, silk (50 ft.) (10 gp); Crowbar (2 gp); Grappling hook (1 gp)

There is more to this gnome than meets the eye; he is of the whisper-kind, and his face bears the Dragonmark of House Sivis, no less. But his eyes betray shifty cunning, even though his manner is immediately arrogant. He is dressed in dark blues and grays, and evidently a leather fan. Oh, and he's carrying 50 feet of rope and a grappling hook.

Zirik isn't much to look at, which is how he likes it. Officially, he operates as a journalist-investigator for the Korranberg Chronicle, though his dragonmark clearly defines him a member of the House Sivis. Zirik, however, would not discuss the details of this arrangement. In fact, he isn't likely to discuss anything - he keeps his thoughts and opinions to himself until he has something important to say. It is rumoured that he is not a spy for his House. He is probably that good.
Zirik has gained something of a reputation in Sharn as a stickler for detail, a great investigator, and a less than mediocre writer. His newspaper articles are long, detailed, and lack any excitement whatsoever - which is why none are published in their full form. His editor takes care of that. However, Zirik keeps volumes of all sorts of information - his Chronicle office is littered with books, scrolls, papers, and magical recording devices.

If need be, Zirik does not shy away from killing. However, he dreads meeting his opponents face to face, and takes care to sneak and backstab. He takes extra care not to leave behind any witnesses, and sometimes even goes so far as to plant evidence - evidence which he might later be the discoverer of.
Contact: As a Master Inquisitive, Zirik has woven a web of contacts and informants. The most useful and trustworthy of them, however, is Grady Grubbin (Male Gnome, 3rd level Magewright; can be contacted 1/week, will try and provide help or service for a fee of 10 gp).

-- Editor's Note --
a) Whisper Gnomes can be found in the Races of Stone supplement, or here.
b) Master Inquisitive prestige class, Least Dragonmark, and Urban Tracking, can all be found in the Eberron Campaign Setting. The Dragonmark of House Sivis is described here. A variant of Urban Tracking is also described in the SRD.
c) Technically, gnome sub-races (i.e. any other than the default gnome) cannot bear a dragonmark by RAW. If you are worried about this, feel free to remove any dragonmark references. Proceed to replace Least Dragonmark with a different feat - or delete it, along with the Coward flaw.
d) Flaws like 'Coward' grant bonus feats, and can be found in Unearthed Arcana or here (a more comprehensive listing, adding flaws from the Dragon magazine to those in UA). 
 --
Character build and illustration by Domigorgon.

29 August 2010

Guest Star: GANDALF [CR 7]

Gandalf the White
Male Maia (Istar), Cleric 6 (CR 7)
Medium Outsider, NG
HD: 6d8+12 (50 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 dex, +1 armour, +2 deflection), touch 13, flatfooted 13
Base Attack/Grapple: +5 / +6
Attack: melee Glamdring +6 (1d8+2, 19-20/x2)
or melee Staff of the Wizard +6 (1d6+2, x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Daylight (Sp)
Special Qualities: Resistance: acid 5, cold 5, electricity 5
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 12, Dex 13, Con 14, Int 16, Wis 18, Cha 15
Skills: Appraise +5, Concentration +10, Craft (Alchemy (Fireworks)) +6, Diplomacy +6, Knowledge (Arcana) +8, Knowledge (History (Middle Earth)) +6, Knowledge (Local (The Shire)) +6, Knowledge (Nobility and Royalty (Gondor)) +6, Listen +6, Sense Motive +6, Spellcraft +10, Spot +6, Survival +5 
Feats: Diligent, Martial Weapon Proficiency: Longsword, Negotiator 
Languages: Common, Elven, Dwarven
Cleric Domains: Knowledge, Fire
Cleric Abilities: Turn undead, Spontanous casting
Spells Prepared (Clr 5/4/4/3): 0 - Guidance, Light x2, Read Magic, Resistance; 1st - Bane, Bless, Burning Hands (d), Comprehend Languages, Detect Evil; 2nd - Aid, Bull`s Strength, Detect Thoughts (d), Hold Person, Sound Burst; 3rd - Prayer, Resist Energy (d), Searing Light, Wind Wall
Organization: Order of the Five Wizards, Third White Council
Possessions: Glamdring (+1 longsword, bane: Orc), Staff of the Wizard (+1 quarterstaff), Robes of the White Wizard (+1 armour bonus to AC, +2 magic bonus to all saves), Ring: Narya (+2 deflection bonus to AC; functions as a Ring of Sustenance; grants the wearer and all allies in a 30 ft. radius +2 morale bonus to saves vs. fear and mind affecting spells/effects)

"His long white hair, his sweeping silver beard, and his broad shoulders, made him look like some wise king of ancient legend. In his aged face under great snowy brows his dark eyes were set like coals and could leap suddenly into fire."

"'Mithrandir we called him in elf-fashion,' said Faramir, 'and he was content. Many are my names in many countries, he said. Mithrandir among the Elves, Tharkûn to the Dwarves; Olórin I was in my youth in the West that is forgotten, in the South Incánus, in the North Gandalf; to the East I go not.'"

'I am with you at present,' said Gandalf, 'but soon I shall not be. I am not coming to the Shire. You must settle its affairs yourselves; that is what you have been trained for. Do you not yet understand? My time is over: it is no longer my task to set things to rights, nor to help folk to do so. And as for you, my dear friends, you will need no help. You are grown up now. Grown indeed very high; among the great you are, and I have no longer any fear at all for any of you.'
 
-- Quotes from "The Lord of the Rings" by J. R. R. Tolkien

Having wrapped up his business in Middle Earth, Gandalf travelled to Valinor first, and then proceeded to travel the planes. He never stays in one place for long, and seems to be on a quest of some sort, the details of which he tends to keep to himself. Occasionally he is joined by other adventurers who appreciate his good will and humour, but it never lasts for long: as soon as he is done helping out with any local trouble (which often includes battling orcs and other evil-doers) - or successful in whatever small part of his mysterious scheme - he disappears just as suddenly as he has appeared.

 -- Editor's Note --
Yes, Gandalf is often called a wizard, but he is never once seen with a spellbook. Since he is pretty handy in a fight as well, and more frequently exhibits wisdom and charisma rather than intelligence, he's far from a typical D&D wizard build. He might as well be a sorcerer or even a paladin. In this build, he is a cleric by class, and wizard by name (guess people in Middle Earth aren't that class-conscious). 
This post was partly inspired by the article "Gandalf was only a Fifth Level Magic-User!" by Bill Seligman (from Dragon #5).
--
The character of Gandalf is property of the Tolkien estate.
Illustration by Mejo.
Character build by Domigorgon.