Tuesday, December 12, 2017

Lux Tenebris: The Iron Rose

THE IRON ROSE,  L12 Drow (L9 Champion/L3 Swashbuckler)

STR     09 (-1)
DEX    20 (+5)
CON   16 (+3)
INT     14 (+2)
WIS     13 (+1)
CHA   14 (+2)
HP       99
AC      19 (Studded leather armor w/shield)

Traits:
Superior Darkvision (120 ft)
Sunlight Sensitivity
Fey Ancestry
Trance
Drow Magic (Spell DC
- At Will: Dancing lights
- 1/Day: Faerie fire, Darkness
Languages: Common, Elvish, Thieves’ cant, Undercommon

Proficiencies: +4
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Dice, Thieves’ tools
Saves: Strength +3, Constitution +7
Skills: Acrobatics +9, Arcana +6, Intimidation +6, Stealth +13, Survival +9

Feats:
Inheritance
* * *
Fighting Style: Dueling
Second Wind
Action Surge
Martial Archetype: Champion
- Improved Critical (19/20)
- Remarkable Athlete
Extra Attack
Indomitable
* * *
Expertise
Sneak Attack
Cunning Action
Roguish Archetype: Swashbuckler
- Fancy Footwork
- Rakish Audacity

Equipment:
Shortword. Melee. +9 to hit; deals 1d6 +5 piercing; Finesse, Light.
Daggers(2). Melee. +9 to hit; deals 1d4 +5 piercing; Finesse, Light, Thrown (20/60 ft).
Studded leather. Light armor. AC 12 + Dex Mod.
Shield. AC +2.

Her real name is Malora, but these days most people know her as the Iron Rose. She was born in the Underdark.  When the mindflayers seized power, her mother fled with her to the surface. Malora’s mother entrusted her to a Temple of Abasha, where Malora was raised along with other foundlings. The fate of her mother remains unknown.
Being drow on the surface meant Malora grew up dealing with fear, suspicion and hatred on a daily basis. She found an escape in martial training, studying with the temple’s armsmaster until she had surpassed him.
At sixteen, Malora left the Temple of Abasha and ventured into the world. The world was not exactly welcoming. Nevertheless, she persevered. She traveled, met other drow refugees and, by blind luck, discovered the meaning of the curious tattoos she bore on her skin.
Malora left Nur. Sailing across the Gulf of Promises to the continent of V’Resh, she survived any way she could. She lived as a pirate, a gladiator, a courtesan and a revolutionary.  Eventually, she became known as the Iron Rose, named so for her fragile beauty and deadly skill with a blade. Her reputation attracted an offer from a mercenary group, the Company of the Bloody Red Banner, and she returned to Nur with them.  Hired by the Duke of Alindrast, the Bloody Red Banner was sent north to support the Count of Alindor as he stood against the Draconic Legions. 
After their contract with the Duke ended, the Bloody Red Banners decided to return to V’Resh. The Iron Rose chose to remain in Nur and rode north and west, eventually arriving in the city of Fallen Baramir.
Although she has set herself up as an adventuress-for-hire, in reality, the Iron Rose spends most of her time at the Adamantine Archive. She is researching the history of the drow and has become a common sight in the Archive.  When not at the Archive, the Iron Rose can be found among the labarynthine streets of Trews, where she has taken quarters.
The Iron Rose’s presence in the city has not gone unnoticed or unremarked. The watch keeps a close eye on her, but so far her behavior has been beyond reproach. More disturbing to many people is the fact that other drow have begun arriving in Fallen Baramir, seeking out the Iron Rose. The Iron Rose has met with several drow over the last few weeks, but to what ends no one can say.
Recently, after an informal meeting with the Chief Archivist of the Adamantine Archive, Regent Swann invited the Iron Rose to meet with him at Regent’s House.  The purpose of the meeting remains unknown, but the fact that it happened at all has sparked a great deal of interest and some alarm within the city.

Thursday, December 7, 2017

Lux Tenebris: Neava Sinaia

NEAVA SINAIA, L9 Forrest Gnome Sage Wizard

STR 07 (-2)
DEX 11 (+0)
CON 11 (+0)
INT 16 (+3)
WIS 10 (+0)
CHA 12 (+1)
HP 38
AC 13 (Mage Armor)

Traits:
Speed: 25 ft.
Darkvision
Gnome Cunning
Natural Illusionist
Speak w/Small Beasts
Languages: Common, Draconic, Elvish, Gnomish

Proficiencies: +4
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light x-bows
Tools: None
Saves: Intelligence +7, Wisdom +4
Skills: Arcana +7, History +7, Investigation +7, Religion +7

Feats:
Researcher
* * *
Arcane Recovery
Arcane Tradition: Abjuration
- Abjuration Savant
- Arcane Ward
- Projected Ward

 Spellcasting:
# of Spells: 12
Spell DC: 15
Atk Mod: +7
At-Will(4): Blade ward, Mage hand, Poison spray, Shocking grasp
L1(4): Detect magic, Mage armor, Magic missile
L2(3): Invisibility, Shatter, Web
L3(3): Dispel magic, Fly, Slow
L4(3): Blight, Polymrph
L5(1): Wall of Force

Equipment:
Quarterstaff. Melee. +2 to hit; deals 1d6 bludgeoning; Versatile (1d8).
An arcane focus, a scholar’s pack, a spellbook, a bottle of black ink, a small knife, a letter from a dead colleague, a set of common clothes, a belt pouch w/10g.

Neava Sinaia is a respected scholar and an authority upon the history of Fallen Baramir and the surrounding region.  Ironically, in a city that his chock-a-block with experts and sages attached to the Adamantine Archive, Mistress Sinaia is not affiliated with the Archive. Indeed, she is quite critical of the Archive, feeling that its reputation as a place of study and educational advancement is not warranted. As you can imagine, this opinion has not made Mistress Sinaia very popular among Fallen Baramir’s academics. Mistress Sinaia doesn’t particularly care. She is the official historian of Fallen Baramir, a position that she relishes, and has recently been tasked by Regent Swann to construct a historical museum to educate the city’s residents.  Mistress Sinaia has thrown herself wholeheartedly into this new project.


Lux Tenebris: Lukus Swann

LUKUS SWANN, L8 Human Noble Mastermind

STR 15 (+2)
DEX 10 (+0)
CON 13 (+1)
INT 10 (+0)
WIS 16 (+3)
CHA 16 (+3)
HP 51
AC 11 (Leather armor)

Traits:
Languages: Celestial, Common, Dwarvish, Elvish, Orcish, Thieves’ Cant

Proficiencies:+3
Armor: Light
Weapons: Simple, Hand x-bows, Longswords, Rapiers, Shortswords
Tools: Cards, Chess set, Disguise kit, Forgery kit, Thieves’ tools
Saves: Dexterity +6, Intelligence +3,
Skills: Deception +6, History +6, Insight +9, Perception +9, Persuasion +9, Stealth +3

Feats:
Position of Privilege
* * *
Expertise
Cunning Action
Roguish Archetype: Mastermind
- Master of Intrigue
- Master of Tactics
Uncanny Dodge
Evasion

Equipment:
Rapier. Melee; +5 to hit; deals 1d8 +2 piercing; Finesse.
Shortsword. Melee; +5 to hit; deals 1d6 +2 piercing; Finesse, Light.
Daggers (2). Melee +5 to hit; deals 1d4 +2 piercing; Finesse, Light, Thrown (20/60 ft).
Leather armor. Light. AC 11 + Dex Mod.
A set of fine clothes, a signet ring, a scroll of pedigree, an explorer’s pack, thieves’ tools, a purse with 25g.


Lukus Swann is the current Regent of Fallen Baramir. A slim, silver-haired human man, Swann is the last living member of his family.  He has been Regent for thirteen years and is one of the more competent leaders the city has had in recent memory. Swann has heard the prophecy of Baramir’s Heir appearing, but until it happens, the Regent will continue to guide his city as best he can through these turbulent times.

Wednesday, December 6, 2017

Lux Tenebris: Fallen Baramir

            A thousand years ago, in the shadow of the Southern Greytooth Mountains, a hero-king called Baramir fought a demon-prince known as the Unnamed.  Baramir and his companions defeated the Unnamed and his army, but at a cost. Baramir fell.
            As Baramir lay dying, a miracle occurred. A tree of purest gold erupted from the earth where his blood had spilt.  Upon a branch of this tree, Baramir placed his crown and said, “Let my crown hang there until the true king claims it. And should a false king lay claim to it, let him find only death.”
            The golden tree still stands today, and upon a branch hangs a simple, circlet of steel known as Baramir’s Crown, still waiting for the true king to claim it. It is unguarded and more than one man has been foolish enough to claim it as his own.  All came to regret that choice, as all of these false kings came to grisly ends.
            Today, the city known as Fallen Baramir is ruled, not by a king, but by a Regent. The position is not hereditary, but is earned by luck and fate. At the death, or abdication, of the old Regent a lottery is held, overseen by priests of Cyric, God of Truth. Anyone may enter their name in this lottery, but there can be only one winner. The losers must pay for their hubris with their lives; they are hung by the neck until they are dead.  For this reason, the folk of Fallen Baramir often say, “Noble ambitions have a high price.”
            Although Fallen Baramir has stood for a thousand years, established by the surviving companions of the hero-king, the area it occupies has been inhabited for almost four thousand years.  Indeed, Fallen Baramir is the eldest of the northern cities and has often been referred to as the Gateway to the North.  Five hundred years ago, its reputation grew even greater with the establishment of the Adamantine Archive. Since then, Fallen Baramir has expanded and embraced the Archive, even as it remains a separate and independent state within the city’s boundaries.
            Sadly, despite its long and storied past, today Fallen Baramir is not considered a major power in the region.  It is best known as a waypoint for trade with the south and a destination for sages, historians and researchers.  Adventurers sometimes pass through the city, but they seldom stay long; there are no great threats in the area requiring their services. Between the resources of the city, the Adamantine Archive and the Greytooth Dwarves, the region is well-guarded and quite placid.  Monsters and bandits that wander close to Fallen Baramir meet a quick and violent end.
            The Regents of Fallen Baramir, perhaps influenced by the example of the Adamantine Archive, have striven to remain neutral in the region. Their strategy has kept the city safe, but has also allowed Swordhold and Mountgate to surpass it in influence and wealth.
            During the Draconic Invasion, the city was considered of lesser importance than its neighbors. Draconic Legions were dispatched to the city, but with orders to secure the Adamantine Archive. Their efforts were futile and the Legions were decimated by the Archive’s defenses. The few survivors fled to the east, seeking to return to newly-claimed imperial territories around Shrike and Calhorne.
            Since the end of the Invasion, Fallen Baramir has seen an influx of immigrants and refugees from the south and east. Many have moved on, fleeing further north, but some have settled in the Gateway to the North.  It is widely speculated that if the North is to march upon the Draconic territories, the military forces will pass through Fallen Baramir. For the first time in a century, mercenary companies and adventurers have a presence in the city. They are not entirely welcome.
            Of greater interest to the locals is a rumored prophecy that Baramir’s Heir will appear, to claim the crown and occupy the Waiting Throne. Whether this is true or not, a palpable nervous energy now fills the normally placid streets and districts of Fallen Baramir.
            Perhaps Fallen Baramir will regain its fame and influence? Perhaps the Gateway to the North will rise to golden glory again?
            Only time will tell.

Tuesday, November 28, 2017

Lux Tenebris: Mazz Wyrmhearth

MAZZ WYRMHEARTH, L12 Hill Dwarf Paladin of Halab, God of Mercies

STR     18 (+4)
DEX    11 (+0)
CON   10 (+0)
INT     10 (+0)
WIS     10 (+0)
CHA   16 (+3)
HP       88
AC      18 (Chain Mail & Shield)

Traits:
Speed: 25 ft
Darkvision
Dwarven Resilience
Stonecunning
Dwarven Toughness
Languages: Common, Dwarven, Primordial, Undercommon

Proficiencies:+4
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Mason’s tools
Saves: Wisdom +4, Charisma +7
Skills: Insight +4, Medicine +4, Persuasion +7, Religion +4

Feats:
Shelter of the Faithful
* * *
Divine Sense
Lay on Hands
Fighting Style: Protection
Divine Smite
Divine Health
Sacred Oath: Oath of Ancients
- Oath Spells
- Channel Divinity: Nature’s Wrath & Turn the Faithless
- Aura of Warding
Extra Attack
Aura of Protection
Aura of Courage
Improved Divine Smite

Spellcasting:
Number of Spells: 10
Spell DC: 16
Atk Mod: +8
L1(4): ensnaring strike, speak w/animals,cure wounds, divine favor, shield of faith, thunderous smite
L2(3): moonbeam, misty step, lesser restoration, magic weapon, protection from poison
L3(3): plant growth, protection from energy, blinding smite, remove curse, revivify

Equipment:
Warhammer. Melee; +8 to hit; deals 1d8 +4 bludgeoning; Versatile (1d10).
Dagger. Melee; +8 to hit; deals 1d4 +4 piercing; Finesse, Light, Thrown (20/60 ft).
Chain mail. Heavy armor. AC 16; Min STR 13; Disadvantage on Stealth
Shield. AC +2.
An explorer’s pack, a holy symbol, a prayer book, 5 sticks of incense, vestments, a set of common clothes, a belt pouch w/15g.

Mazz Wyrmhearth grew up in the dwarven community of Rhymestone, near the Greytooth Mountains. A scrawny, sickly child, Mazz had little in common with his boisterous family. So when he expressed an interest in becoming a temple accolyte, his parents supported the decision. They were less pleased when they realized the deity their boy was drawn to was Halab, the God of Mercies. Nevertheless, Mazz went off to Fallen Baramir, to serve in a temple of Halab with his parents’ support, if not exactly their blessings.
Kindhearted and patient, Mazz did well in the temple. He was well-liked by the priests, the other acolytes and the folk who came looking for aid. In his second year at the temple, Mazz was chosen to assist one of the priests on his rounds of the nearby villages.  Outside of Fallen Baramir, the pair were set upon by bandits. Without hesitation, Mazz threw himself in front of the priest and took a swordblow that should have killed him. Instead, the bandit’s sword shattered and Mazz found himself serving Halab as a paladin.
For a time, Mazz remained at the temple, but then felt compelled to travel. He stunned his family when he appeared in Rhymestone, and soon fell in with a party of adventurers that included Erielle Greenthorne and the youth who would one day become King Esten of Swordhold.
When Erielle and Esten married, Mazz felt compelled to settle near Swordhold. He was there when their son, Prince Berret, was born and the boy came to view Mazz as a beloved uncle.
When the Draconic Invasion began and the Legions laid siege to Swordhold, it was Mazz that Esten and Erielle entrusted with their son’s safety. Escorting Prince Berret along the treacherous Feywild Path to Moonhome.  He remained in Moonhome to safeguard the young prince and when Berret announced his intention to return to Swordhold, Mazz agreed to accompany him.
The journey back to Swordhold was long and during it Mazz saw Berret tempered by experience and loss. When they finally reached Swordhold, Mazz and Berret were both deeply saddened to learn of King Esten’s passing. 
Since then, Mazz has stood at King Berret’s side, offering wise council when asked and a strong shoulder to lean on when needed.  Recently, King Berret asked Mazz to return to Fallen Baramir as a royal ambassador, to strengthen trade and diplomatic relations with the city.  Mazz has accepted the duty with some trepidation.  He has sensed a darkening within the spirit of King Berret and would prefer to remain close to him, but he has given the King of Swordhold his oath and he will keep it to the best of his ability.
Nevertheless, Mazz worries that Berret may be starting down a treacherous path, seeking revenge for his father’s death.