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If a comment has been agreed (or not been contested for a week),
the post will be updated to reflect the comment.

Highbarrow:
The early large post gives some locations in the town.
As we get more familiar with the town, DM's can introduce these places or provide their own ones.
for example: the "Blue Fire Inn" replaced the "Wanderer's Rest".

Friday, 14 March 2008

22nd Rhaan 998 - The woman and the Gem (Alex)

I was away longer than I thought Iwould be. The troubles with the demon cult (and the ensuing chain demon) caused more trouble than many of the people would realise. The saving grace was perhaps my promotion to Lady of the Church Templars. I had not seen that coming. It meant I would probably not be able to hide for much longer in High Barrow, other Silver flame devotees would seek me out.

Arriving back at Highbarrow I found out about my friends antics. Razing and Raising a barn for one. Though few would explain why they were involved, no doubt Herron or Saffron would tell me later, Zebadire was ill and cloistered in the center of the Grove so he wouldnt be able to tell me much. At a loss I set off to follow the group who had headed east...

East, why is it always east. Everything around here leads to that unprotected Portal, I would destroy if i knew how (or the Flame gave me instruction on how to do so. Alas it remains quiet on that front). And I caught up with them towards the tail end of dusk, suprisingly managing to sneak up on Heron almost all the way. He wasnt or didnt seem suprised to see me though and quickly offered to help me remove my new flame adorned Plate armour. (yeah. I'm sure heron would divest me of more than my armour if i allowed it. One of these days I will probably have to decide if I like him in that way since the locals are really not my type. ) It seemed the group were taking a woman to the portal who claimed a Gem she had been given (lawstone i think Saffron named it) needed to be taken there to be destroyed. (I'm sure i've heard that story before. That woman definately wasnt to be trusted.) also, they had aquired a new travelling companion in the form of a green skinned (on first sight - it turned out he was just tattooed all over! Strange how some people feel the need to do that) Cleric of Dol Dorn. though he called himself and Eldritch Disciple. It worred me a little. Dol Dorn has a reputation for Chaos not order, besides Dol Dorns ways were outmoded and outdated, another thing standing in the way of Paradise coming. Either way i decided at the time he would be an interesting source of a more religious aspect to conversation on the road... at least until the point he used Fiendish magics.

Not long after settling down for the night we were attacked by wolves. Odd wolves who seemed to be able to turn the blows from many a weapon, the Silver Flame on the other hand once again guided my blade allowing me to deliver solid blows for which their strange unworldly powers offered no protection. Then Piccolo attacked using a reddy green ray magic, using no gestures or incantations. Only twice had i seen that magic before. Once at the hands of a Warlock Necromancer of Karrnathi. The second time at the hands of a tiefling fiend who led a small group of demons into Thrane. I was part of the force sent to deal with him. The result was not good, we lost over a dozen good soldiers that day and the damn Warlock escaped.

So, immediately I assumed he (Piccolo, not that damned WArlock) was evil. Odd, I doubt Saffron would have tolerated evil and Dol Dorn worshippers, whilst often stark raving dangerous are not known to be evil either. I decicded to keep my eye on this one. His comments showed him to be a very closeted and uninformed Priest to say the least (was the cleric side of his a front to hide a more sinister nature?) However, uninformed doesnt mean stupid or incapable. But that baleful magic use hung between us like a Stinking cloud.

We arrived at the portal building. After a while entered it and headed to the portal chamber. Heron was acting a little strange, sure the new woman (Elane i think she was) was pretty but Heron seemed to go all gushy at the knees. He destroyed the gem without even contemplating the consequences, then the woman kissed him. It was at that point I knew there was a problem. Moving to attack, after Heron seemed to be left visibly weaker from the kiss (and Im not talking about the usual thing all men do when they get a kiss from a pretty woman) - it seemed like she had drained some of his lifeforce out of him. I offered the woman (unsure what she was truly) a chance t osurrender. She did - saying "You will Protect me, won't you" a reasonable request from one who had surrendered to the will of the Silver Flame.

Piccolo seemed to have other ideas, blasting the woman again with his baleful magic. Bad mistake, seemed to me to show his true evil intent. I moved to remove the threat (part of me, that little bit at the back of my head that occasionally asks me silly questions, wanted to know if this was really the will of the Flame.) Raising my sword I began to gather the power of the Flame to me - to strike a deadly blow. I missed, the power seemingly bleeding from me. Startled Piccolo fled the chamber almost immediately.

At the same time the woman kissed Heron again, I turned and moved to attack her but somehow she managed to vanish, not to return.

Who was she? What was she? I know not. It seems though she has the power to charm people. good for me (and that ignorant Green Skinned man) the Flame continues to guide all of my actions - I may not trust him but so far he really hadnt done any overtly obvious evil, bar insulting me, to deserve the ultimate judgement of the Flame as an evil creature who wouldnt repent.

5 The Seeker’s Garden

So there we were, facing the Seeker. No-one else around. I wasn’t really sure how we’d got there. Or, for that matter where we were. Alex looked alert, always a sign that something threatening might be about to happen. Heron’s elven features looked as inscrutable as ever. Zebadire looked smug. He always likes people to believe that he always knows what is going on. Then his academic training means that he often does.

The Seeker looked at us in that curious sideways manner that he has. He made no move against us, merely smiled, more to himself than his audience. Then I remembered how we came to be here. We had been drinking in the Blue Fire when we heard the tinkling sound of a bell. And before you can say “Where’s Geraint?” we were following the Seeker’s goat into the forest. And there he was, the Seeker, sitting in a clearing beside a high garden wall, just looking at us.

Our questions came thick and fast, but he ignored them. Instead, he straightened his hat and asked us to go into ‘Merlin’s Garden’ to find ‘Something I cannot see or name but you will know when you see it and can then give to me.’

He said we had until sunrise, though he didn’t specify what would happen if we failed.

We discovered that the gate to this Garden could be opened by touching two magical gems set either side of it. There was also a warning inscription in Fey, two sealed urns and two coffers beside the gate. Zebadire proudly informed us that everything was magical. The inscription warned us about always entering or leaving the Garden by the gate.

It was clear that Buckthorn didn’t want to enter the Garden in the first place. He crouched down and growled at the open gateway. This is not usually a good sign. Nevertheless, we went through leaving Buckthorn outside, lying down facing the gateway, panting gently. He seemed to fear the Garden more than the Seeker or his goat.

Inside the Garden we were confronted by six apple trees. They stood around a clear pool with four plinths about it. There were four braziers one on each of the plinths and four bridges across the pool from the plinths to a central statue of what appeared to be a robed wizard wearing a woven gold belt and gold necklace. Beyond the pool we saw a sealed entrance to a tomb with a gem encrusted arch above it. The Garden was alive with brightly coloured plants and flowers.

Each of the braziers contained two gold rings, making eight in all. Zebadire was quick to point out that they were magical.

The gold belt and necklace on the statue were not part of the actual statue itself, but were real and, again, Zebadire confirmed that they were both magical.

After much debate, Heron and Alex eventually took all the rings, the belt and the necklace without apparent harm.

We found another inscription written in Fey over the tomb door. It was a riddle giving instructions how to turn the gems and then touch the trees to open the way. Unfortunately, we were unable to work out the full meaning of the riddle, and were left having to experiment with the order of touching these things.

This led to much merriment and foolishness, including Alex finding an invisible sword in a hollow branch, Heron and Alex being swallowed by another tree, Zebadire being constricted in a magical net, and the summoning of a fey champion and his herald, who demanded we ‘Name our names and state our price, highest to lowest, for trespass, or face a trial of arms.’

Once we realised he was serious, the others bid quite quickly. Alex offered to serve the Master of the Garden for twelve hours should they ask her personally within a year. Zebadire offered to protect Alex during this service. Heron offered to take the place of the champion in the next trial of arms.

They looked at me. I was more cautious. I remembered at least some of my Gatekeeper training about the Fey. Never promise to serve them or perform a favour for them at some future date, they will find some way to twist your promise in a way you did not intend. Eventually, I noticed that the champion was loosely garbed, so I gave him my fine leather goatskin belt ‘to gird and adorn the champion in his future trials of arms’. At least he accepted it.

We did finally find the right combination and opened the tomb. Inside, we found a shaft leading into a series of chambers. These contained strange denizens or objects. The first had an invisible undead who simply wished to be left alone, so we did. The next was a green room with a paper floor above a pitted stone room holding a boiling black cauldron. We left it since it was far to big to carry. The next was a blue room with three ogre brothers each carrying a bag of gold. Alex and Heron dispatched them and took the gold.

We followed a spiral staircase down to a room of magical cabinets holding wondrous items, and an arch into another shaft which led to a room containing a plaque and a chest. The plaque said ‘Here lies the Wisdom of the Ages’.

Inside the chest were five sacks: one was empty; two appeared to contain nothing, but Alex and Heron found they really held invisible treasure; one appeared to be bigger inside than out; and the fifth one swallowed Zebadire. When he did not return, Heron decided to feel inside the sack having Alex hold onto him to stop him being drawn in. So, they both disappeared into the sack, taking the other sacks with them since they were carrying them at the time. Not the best result: I was now alone inside the tomb. Apparently with a dangerous sack.

I looked at the plinth and the alcove. I studied the plaque and its message. No clues on where they had gone, or why, or how I could get them back. I even thought about following them into the sack, but that seemed stupid. We would all be trapped, if indeed it is a trap. If it wasn’t a trap, they would have as much chance of finding their way out with me as without me. They are all resourceful.

Finally, I decided that the best solution was to seek advice from the Seeker, if he was still waiting outside the Garden. I had to hope that what he was seeking wasn’t a sack with three of my companions in it. Getting back meant a lot of rope climbing up shafts too narrow for me to negotiate as an eagle. I chose the form of a baboon to make the climbing easier.

I left the Garden by the gate as warned, and the Seeker was still there. I explained what had happened. He seemed more amused than anything else, which was strangely reassuring. I called into the sack, and amazingly they could hear me! They were trapped in some extradimensional space. I threw a couple of coins into the sack and they confirmed that these had arrived safely. Thanks to some hints from the Seeker, I hit on the plan of tying my own rope to a tree and feeding it into the sack, in the hope that it would remain on this side, but also appear on their side so that they could climb out. And that is exactly what happened. They were all rather badly injured. Apparently, they had been under a compulsion to fight each other. It was a good call not to have jumped in after them.

We gave the sack to the Seeker, who then felt that this must have been what he was seeking. Our jaunt was over. The Seeker told us the way back. The strange thing is, I’m not sure I could find the way there again.

4. Harpy’s Bazaar

Grigora arrived and has taken over responsibility for the Seals. That’s a weight off my mind. The more I learn about Xoriat, the less I want to know. She seems OK, if a bit distant, but then she’s getting on a bit, practically middle-aged. Still, she has an easy way with the villagers already.

It’s been about three weeks since the Eye of the Forest was here, and for much of that time I’ve done nothing but march back and forth between Seals. Well, not exactly march, but that’s what it felt like. I’m young. I’m supposed to be enjoying myself, not parading up and down like a lackey. Alex will be mistaking my for Zebadire (the house lackey as she calls him). And then there’s been showing Grigora around. Even, Buckthorn will stop recognising me soon. I’m almost convinced he will go off and find some pack or other to join, except he’s getting to lazy to hunt for himself. I must make him work harder.

And, of course, what happened? Smoke away to the south, and the local fauna unsettled or even on the move. I thought I’d better investigate, and if I went via the village I might find Alex and the others to help. Surprisingly, they were all gathered near the Grove. Seems Grigora wanted them to go investigate. Couldn’t go herself. I hope she is not workshy. Alex, Heron, Geraint and Zebadire were all there and we set off with a couple of horses loaded with ‘putting out fire’ tools – shovels and the like. Aah, modern technology.

It turned out not to be the beginnings of a forest fire, but a set of wagons that had evidently been attacked and fired. Quite a few people were dead, shot with arrows. Bandits I would guess. But one of them was still alive: a merchant named Rithero. I was able to heal him quite effectively, whereupon, he got a bit hysterical about his wife and kids. It was clear that their bodies were not around, which suggested that they had been carried off, and who knows what for? I’m not sure whether that information actually cheered him up or made him worse. He even insisted on coming with us to find them, despite our assurances that we were perfectly competent and he would only slow us down.

Buckthorn found the trail readily enough and we followed it through the forest. It was hours before we met anything, and then it was a goat. With a bell around its neck. Tripping along a path. And followed by a man. Well, sort of a man. He wasn’t young, though he wasn’t old and he looked as though he had recently been dragged backwards through a hedge. His clothes were ragged and he carried an air of indulgent complacency. As soon as he started talking, I knew he was one of the Fey, and if I had paid better attention during my preparation studies at HQ, I might have known which kind of Fey he was. He spoke in riddles, looking at us sideways. I paid him the compliment of speaking in Sylvan, but he was happy to speak common so everyone could understand. When I say understand, we could follow the words, but not really the meaning.

Eventually, he persuaded me to draw something from his sack. I thought I better had, before someone else did. Gatekeeper training gives me more protection against the tricks of the Fey than most people have. To underline this, whilst I was talking to the new arrival, Zebadire mysteriously fell over, or passed out I should say. Had he been secretly drinking along the way? Or was he simply overwhelmed by the stranger?

Apparently, the stranger is called the Seeker – and he’s been searching low and high. But he wouldn’t tell us what he was after. He did say, and I suppose I paraphrase a bit:

beware the singing sky; do not listen if it sings to you; the first of twilight is past and the night begins; the stars watch over you.

And that was it. Very incisive. And then he just packs up, and for the first time I notice that he is carrying a stool and bucket. As he and the goat leave, he stops in front of Heron, looks at him and says: ‘I like you.’ And he is gone. Not miraculously, you understand, just along and down the path, whistling to himself.

So we carried on through the forest, seeing no-one, but still following the tracks. Finally, we came to a ridge with a small cleft. Beyond the ridge and cleft there was a canyon with at least two caves, and the tracks led there. The others hadn’t seen me wild shape yet. So, with just a moment’s warning, I changed into a wolf before their very eyes. Their faces were a picture. It was worth the surprise.

Being a wolf is weird. Though I expect I will get used to it. You can smell in stereo for one thing. By that, I mean you can pinpoint a smell in the way a human can pinpoint a sound. You have four legs and a tail for another. I mean the four legs are quite useful, you can move so much more easily, and faster. But what do you do with a tail? I’m certainly not wandering about wagging it like some overgrown puppy, and you can’t hang upside down from trees with it. Assuming, of course, that you would want to hang upside down from a tree. And whilst your hearing is improved, at least in range, your vision is not so good. Still, by now it was just about night time, so my human eyes would have been limited anyway. And what do you do if you need to grip something, or speak? I guess I’d have to change back.

There was the smell of blood coming from in front of the caves down in the canyon, so off I went to investigate. That is how I found the bodies. Ripped apart. The ones who attacked the wagons by the looks of them. I didn’t fancy going into the caves on my own as I sensed there were more things in them and I hadn’t really got used to recognising the smell of things yet. So I went and fetched the others. Had to change back to myself to explain the position to them.

Heron and I snuck down to the caves. He headed for one and I for the other. I found horses. Heron fought the remaining bandit, and that was when the creature in the air attacked. Zebadire, who always claims to know about these things, told us later it was a harpy. Anyway, it was pretty nasty, spiteful in fact. And airborne, which rather negated our ability to engage it in meaningful melee.

We chased it to the top of the ridge. But it simply flew over to the other side of the canyon making quite frightening noises as it went – the Seeker’s idea of singing obviously. Then I remembered the air walk scroll I had, so I cast it on Heron, since he was the best fighter near me. It might have been a tough choice if Alex had been near as well, but she was stuck down in the canyon. With some arrows from me and a spell or two from Zebadire, Heron took out the harpy. Alex, stuck down in the canyon, was frustrated in her inability to close on the creature. I felt sorry for her because I know she sets great store by being able to lead others into battle.

We found the wife and daughter alive, but scared, in the second cave and reunited them with the merchant. He hadn’t held us up, though he had been frightened by the harpy. He was not the only one it seemed to me.

Thursday, 6 March 2008

Piccolo - stats


Name: Piccolo
Class: Cleric 4. Warlock 1. Eldritch Disciple 2
Race: Human
Alignment: Chaotic Good
Religion: Dol Dorn
Size: Medium
Age: 25
Gender: Male
Height: 5ft 9"
Weight: 70kg

STR 10, DEX 18, CON 12, INT 12, WIS 16, CHA 14 "increased from 13 at 4th"
AC: (21) "Armor Bonus 5, Sheild bonus 2, Dex modifier 4" " -2 when using crossbow"
HP: 55
Initiative: +4
Saving Throws: Fortitued 8, Reflex 5, Will 12
Base Attack Bonus: 4
Grapple Modifier: 4

ATTACK 1:
Magical +1 Heavy Repeating Crossbow
Attack Bonus: (9) "+1 if under 30ft range"
Damage: (1d10) "+1 if under 30ft range"
Special Attacks: Rapid shot "fire 2 arrows at -2 as a standard action"

ATTACK 2: Eldritch Blast
Attack Bonus:
(8) "+1 if under 30ft range"
Damage: (2d6) "+1 if under 30ft range" Special Attacks: Healing blast

Healing Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a healing blast. The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect.

Skills: Concenration 11, Heal 10, Knowledge (Planes) 6, Knowledge (Religion) 10, Spellcraft 10, "total of 40 ranks"
Feats: Point Blank Shot (1st) Precise shot (1st) Exotic Weapons Proficiency (Heavy Repeating Crossbow 3rd) Rapid Shot (6th)
Class Features: Turn Undead (TPD - 5/day - TC d20+2 - TD 2d6+8) Eldritch Blast (2d6 magical energy - range 60ft) Invocations (Least) Gift Of The Divine Patron (Healing Blast - see above)

Equipment: Backpack, Bedroll, Caltrops (5 bags), Chain Shirt (+1 Magical) Custom Cleric Outfit, Cold Weather Outfit, Darkwood Buckler (+1 Magical) Healers Kit, Heavy Repeating Crossbow (+1magical) Holy Symbol, Soap, Tanglefoot Bag, tindertwig
Cleric Spells: (0lvl-5) (1st-5)(3 +1Bonus +1 Domain)
(2nd-4)(2 +1Bonus +1 Domain) (3rd-3)(1+1Bonus +1 Domain)
Cleric Domains: Cold, Strength
Warlock invocations: 2 Least, Devils Sight & Spiderwalk





Tuesday, 4 March 2008

Hitpoints


Rolld12d10d8d6d4
111111
211111
322211
432221
533221
643322
754332
854432
965432
1065432
1176543
1276543
1387543
1487643
1598653
16108754
17109754
18119764
191210864
201210864

Thursday, 28 February 2008

The Skinsaw Man - Follow up (NPC Story)

I sit quietly as the night draws in over High Barrow and read the scrolls I recieved from the House Orien messenger earlier today.

Thinking back on when i returned from my journeys and all that my friends told me - High Barrow was lucky. This Skinsaw man could have done greater damage to the village, if he had wiped out all of the farmers people would soon be starving and no doubt the merchants on the high road would take advantage of that and charge higher prices for lower quality good.

But fortunately it didnt happen. What suprises me though is the reappearance of the seven pointed star. I wish I had not dismissed it all those months ago as a gang symbol. If I had treated it more seriously the farmers who died would still be alive. Heron thinks I am punishing myself for nothing.

But, at least we found out what was happening. I messaged a Church Templar of the Silver Flame who resided at the Silver Flame temple in Greenheart. Adansop was able to put together a good team to go to the house in Sandpoint and see what was happening. The house itself seemed to be a dead end for Adansor. It had been boarded up for several months and inside was in dissary with everything cast about as though ransacked. Finding nothing Adansor was going to write the whole trip off as nothing when his halfling friend Felkip spotted the hidden place in the firemantle. Inside a number of things were discovered - deeds to the property in Sandpoint and in outside Highbarrow. They showed irregularities in that they were only 2/3s financed and the remainder belonged to the Brothers Sof Seven. Another journal Every week Aldern had been paying 200gps to someone known as B.7 for Iesha's 'trip'. This had been happening for just over 3 months. The payment being dropped off at something called the Seven's Sawmill.

At the mill Adansop's group were attacked by Skinsaw cultists. Not as powerful, nor undead, like Aldern but nonethless dangerous. Running battles were had as they purged the evil from the sawmill until they met Ironbriar. A Council member of Sandpoint who hid a secret - a murderer and a serial one at that that spanned decades, even before Vorel's death. Ironbriar was an Elf. During the battle Cathryne - the wizard, realised the man was under a charm compulsion and quickly took steps to dismiss it. Almost immediately Ironbriar realised what he had done recently and directed Adansop to the old clock tower where he would find Xanesha.

unfortunately that was where the trouble arose, or so the writing go, Felkip was the first to fall - at the hands, or scythe of a seemingly intelligent Flesh Golem known as the Scarecrow. When seriousl wounded, somehow the scarecrow managed to flee. torn between following and leaving what ever was in the tower to flee, or leaving the thing to flee Adansop chose the latter. Perhaps that will return to haunt him, but I do not know. Continuing up the stair - now only 3 strong the group were attacked by strange faceless things. They dropped a huge clock tower bell on the group as they advanced, destroying the stair and sending Cathryne down. fortunately her featherfall ring saved her, but unable to return to the battle and attacked alone by more faceless things was forced to flee. Adansop and the orc driud Garzak advanced to the top and met Xensha.

She was ready for them. And Adansop quickly found out - outclassed them. Almost immediately he arrived at the top of the tower he knew there was a problem. The area was bathed in silence. Out of the blackness of the night flew a snake like creature (A lamia it would appear. Something out of the Demon Wastes or the Shadow Marches? But living in Sandpoint under the noses of the Gatekeepers? Very sinister). they traded blows, Garzak unable to cast magics turned to the form of an eagle but was quickly battered to near death. Xanesha toyed with Adansop, charming him. Under effects of the charm she made the Proud Paladin of the Silver flame mate with her before she imapaled him into the upper deck of the tower with a giant spear. She knew what she was doing, as he still lives, though it is unlikely he will walk or even know the joys of a woman again.

Xanesha fled. the tower has been warded against her kind, though she has not returned. She bore a medallion of the same seven pointed star rune my companions had seen carved into the chests of the Skinsaw mans vicitms.

In the Aftermath it was found that the prime victim was to be the mayor of Sandpoint as well as several of the council. It would have town into chaos as the factions fought for control allowing the lammia to reap a plethora of victims for her 'Master'

I fold the scroll up and sit back. Although the Brothers of Seven, the Skinsaw cultists, had been destroyed, the head of the cult was still at large. Perhaps she would discover the source of her betrayal and come after my friends. Perhaps she would return to her master, and bitter with dissapointment he would kill her. I know not, though I now look towards the defences on the edge of the Demons Wastes and hope, somehow, they are able to prevent any reprucussions.

The Skinsaw Man - Treasure

Treasure found during the adventure

  • +1 Heavy Pick
  • +1 War Razor (1d4, 18-20/X2)
  • Ring of Jumping
  • Ring of Protection +1
  • Stalkers Mask (Made of 5 layers of human skin, grants +5 hide bonus and once per day can be used to take on the appearance of anyone within 60feet. This grants +2 attack and damage bonus)
  • Wand of Knock (18 charges)
  • Various portraits : could fetch approx 700gp for selling these if you desire
  • Cameo (with picture of Saffron) 1oogps

Monday, 18 February 2008

The Fair Isle

I will need the island in the middle of the river for my next scenario.
I will also need a large oak tree and a standing stone to be there.
It is possible to wade the island during the summer when the river is low.
Sometimes at night lights can be seen on the island and music heard, usually in spring and autumn.
A missing child was found asleep safe and well on the island some time back.
The island is known as the Fair Isle or Old Stone Island (and sometimes Merlin's Tree or Merlin's Rock).

Tuesday, 12 February 2008

Vudraak – NPC stat block – L2

Vudraak CR 2
Female Orc Scout 2
N Medium Humanoid (orc)
Init +2 Senses Listen +5, Spot +6, Search +3
Languages Common, Orc


AC 15 touch 11, flat-footed 14
Hp 17
Fort +3, Ref +4, Will +2

Speed 30ft
Melee battleaxe +6 (1d8+4/ x3)
handaxe +5 (1d6+4/ x3)

Range shortbow +2 (1d6/ x3) Range 60’
Space 5’ Reach 5’
Base att +1 Grp +2

Combat gear Chain shirt; Battleaxe, masterwork; Handaxe; Shortbow, masterwork; Arrows, 20.Potions: CLW (+2) x2
Abilities Str 18, Dex 12, Con 15, Int 11, Wis 14, Cha 10
Feats (1) Martial weapon proficiency (battleaxe)
Special abilities Skirmish (+1d6); Trapfinding; Battle fortitude +1; Uncanny dodge
Skills Balance +1, Climb +7, Escape artist +1, Hide +5, Jump +8, Knowledge (dungeoneering) +1, Knowledge (geography) +2, Knowledge (nature) +3, Listen +5, Move silently +5, Ride +2, Search +3, Sense motive +2, Spot +6, Survival +7, Swim +8, Tumble +1, Use rope +2
Possessions Combat gear, Backpack, Belt pouch, Flint & steel, Hooded lantern, Oil flasks x3, Blankets x2, Bedroll, Waterskins x3, Soap, Knife, Crowbar, Silk rope, 50’, Grappling hook, Spare clothes, Signet ring, Sewing needle.
Wealth PP: 0, GP 5, SP 11, CP 14 XP NPC


Badger – NPC stat block – L2

Badger CR 2
Male Human Scout 2
LN Medium Humanoid (human)
Init +3 Senses Listen +6, Spot +6, Search +5
Languages Common, Orc, Sylvan, Elven


AC 16 vs dodge opponent touch 15, flat-footed 15
AC 15 vs others touch 14, flat-footed 15
AC 19 vs attacks of opportunity touch 18, when not flat-footed
Hp 15
Fort +2, Ref +5, Will +1


Speed 30ft
Melee handaxe +3 (1d6+1/ x3)
Range shortbow +4 (1d6/ x3) Range 60’
Space 5’ Reach 5’
Base att +1 Grp +2

Combat gear Studded leather armour; Handaxe, masterwork; Shortbow, masterwork; Arrows, 20.
Potions: CLW (+2) x2

Abilities Str 13, Dex 14, Con 12, Int 15, Wis 13, Cha 12
Feats (1) Dodge; (H1) Mobility
Special abilities Skirmish (+1d6); Trapfinding; Battle fortitude +1; Uncanny dodge
Skills Balance +4, Climb +3, Escape artist +3, Hide +7, Jump +3, Knowledge (dungeoneering) +4, Knowledge (geography) +4, Knowledge (nature) +6, Knowledge (local) +2, Listen +6, Move silently +7, Ride +4, Search +5, Sense motive +2, Spot +6, Survival +6, Swim +4, Tumble +7, Use rope +4
Possessions Combat gear, Backpack, Belt pouch, Flint & steel, Hooded lantern, Oil flasks x3, Blankets x2, Bedroll, Waterskins x3, Soap, Knife, Crowbar, Silk rope, 50’, Grappling hook, Spare clothes, Signet ring, Sewing needle.
Wealth PP: 0, GP 7, SP 6, CP 4 XP NPC