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Ichaerus, Leader of House Netheryn, Male Elf Clr 5/Ftr 5/Wiz 5: CR 15; Medium humanoid (elf); HD 5d8+5 plus

5d10+5 plus 5d4+5; hp 70; Init +6; Spd 20 ft.; AC 25, touch 15, flat-footed 23; Base Atk +10; Grp +13; Atk +17 melee (1d6+9/15-20, +3 keen scimitar), or +15 ranged (1d8+3/19-20, +2 repeating light crossbow); Full Atk +17/+12 melee (1d6+9/15-20, +3 keen scimitar), or +15 ranged (1d8+3/19-20, +2 repeating light crossbow); SA Favored weapon (scimitar, repeating crossbow), improved damage (scimitar); SQ Cleric domains (Knowledge, Trickery), eidetic memory, elf traits, rebuke undead, spontaneous casting; AL LE; SV Fort +11, Ref +5, Will +12; Str 16, Dex 15, Con 14, Int 16, Wis 16, Cha 14. Skills and Feats: Alchemy +11, Concentration +11, Listen +5, Scry +11, Spellcraft +11; Scribe Scroll, Quicken Spell, Dodge, Improved Initiative, Mobility, Power Attack, Spring Attack. Eidetic Memory: Ichaerus may spontaneously cast Magic Missile and Ray of Enfeeblement in place of a prepared spell of equal or higher level. This loses the prepared spell to fuel the memorized spell. Favored Weapon (scimitar, repeating crossbow): Ichaerus gains a +1 competence bonus to attack and damage rolls with the scimitar and repeating crossbow. Improved Damage (scimitar): Ichaerus does an additional +2 (+3 total) damage with the scimitar. Rebuke Undead: Ichaerus can attempt to rebuke undead 5 times per day. Spontaneous Casting: Ichaerus can "lose" a prepared spell (except for a domain spell) in order to cast any inflict spell of the same level or lower. Cleric Spells Prepared (5/4+1/3+1/2+1; save DC 13 + spell level): 0 cure minor wounds(2), inflict minor wounds (2), light; 1st bane, cause fear, command, *disguise self, doom; 2nd inflict moderate wounds (2), *invsibility, hold person; 3rd *clairaudience/clairvoyance, inflict serious wounds, wind wall. *Domain spell Wizard Spells Prepared (4/4/3/2; save DC 13 + spell level): 0 disrupt undead, flare, ray of frost (2); 1st magic missile, ray of enfeeblement (2), spider climb; 2nd acid arrow, hypnotic pattern, protection from arrows; 3rd blink, fireball. Spellbook: 0 disrupt undead, flare, mage hand, message, ray of frost, read magic; 1 alarm, comprehend languages, magic missile, ray of enfeeblement, shocking grasp, spider climb; 2 acid arrow, hideous laughter, hypnotic pattern, protection from arrows, web; 3 blink, fireball, lightening bolt.

*Ichaerus has a 30% arcane spell failure chance for any spell with a somatic component thanks to his armor. Possessions: +5 Chainmail, +3 keen scimitar, +2 repeating light crossbow, ring of protection +3, scroll of teleportation circle.

Coreos Bodach: M Undead (Severed Wraith) Necromancer 10; CR 12; Medium Undead; HD 10d12; hp 58; Init +2; Spd Fly 30; AC 20; touch 16; flatfooted 18; Base Atk +5; Grp +5; Atk +5 melee (1d3+Wither); Full Atk +5 melee (1d3+Wither); SQ Elf Racial Traits, Undead type traits, Necromancer abilities, Corrupting Gaze (Su), Frozen Flame (Su), Immaterialize (Su), Presence of Frost (Su), Wither (Su), Rejuvenation (Su), Turn Resistance (Su); AL Chaotic Evil; SV Fort +3, Ref +5, Will +8; Str 10, Dex 14, Con 10, Int 17, Wis 13, Cha 14 Skills: Concentration +13, Knowledge (Arcana) +11, Knowledge (Anatomy) +11, Knowledge (History) +11, Knowledge (Religion) +11, Knowledge (Research) +10, Spellcraft +16 Feats: Grasp the Power, Shroud's Grace, Eschew Material Components, Innate Ability (Minor Necromantic Regeneration 3/day) Abilities: Wither: Touch attacks drain 1d3 Con unless victim makes a DC 19 Fortitude save; Corrupting Gaze: Gaze attack which drains a living creature of 2d10 Hit Points and 1d4 Cha unless victim makes a DC 19 Fortitude save; Presence of Frost: Opponents within 10 feet of Coreos Bodach must make a DC 19 Fortitude save each time they attempt to move or only move at movement; Rejuvenation: If reduced to 0 Hit Points, Coreos Bodach may make a Caster Level check (DC 20). If Successful, he returns to (un)life in 2d4 days in the exact same spot with 1 point of permanent Ability Drain in each attribute; Immaterialize:

As a standard action, Coreos Bodach may become incorporeal and is immune to attacks from material sources but may not physically touch anything material; Turn Resistance: Coreos Bodach gains +4 turn resistance; Frozen Flame: Normal flames turn to ice when Coreos Bodach sees them, and magical flame is turned to ice at a rate of 1 cubic foot per round; Equipment: All of Coreos Bodach's equipment is Ghost Touched and is effective against incorporeal opponents. None of the other functions of his equipment work for anyone but himself. Possessions: +1 Bone Shoulder Guards of Invulnerability, Bracers of Armor +4, Ring of Counterspells (Dispel Magic), Lesser Rod of Empower Spell, Scrolls Waves of Pain, Cloudkill and Death Stench, Spellbooks Spells: (Necromancer 4/5/5/5/3/3/2; save DC 13+spell lvl) 0 Pain (x4); 1st Ray of Enfeeblement (x2), Emperor's Will, Magic Shifting (x2) ; 2nd Hideous Laughter, Cloak of Fear, Limb Disruption, Grasp the Power, Burning Hands, Bull's Strength; 3rd Protection from Energy (Electricity), Bone Spikes, Blood Lattice (x2), Shard Storm; 4th Shroud's Grace Blood Lattice, Shroud's Grace Fireball, Twice-Fatal Blast; 5th Release the Lifeblood, Sickly Physique, Rockhide; 6th Mass Animation, Profane Vigor, Grasp the Power Cone of Cold Tactics: Coreos Bodach is fond of combining his spells to devastating effect. He will often take foes by surprise, having animated a horde of skeletons via Mass Animation and enchanted nine with Twice-Fatal Blast. These are sent against the most heavily armored target after Coreos has used Blood Lattice against his foe. Coreos will then become immaterial and let his skeletons under Twice-Fatal Blast engage this foe while other skeletons interpose themselves with other opponents. Once the skeletons have detonated Coreos will use Profane Vigor to raise the target as an undead servant under his control with all their former class levels and stealing an ally away from his enemies to use against them. Normally there is one trait the all of the undead share, no matter how disparate their forms and abilities: they were once alive. This cannot be said about Coreos Bodach. Coreos has existed for nearly as long as the elves themselves. Elven mothers have always used the story of Coreos Bodach to frighten little children, not out of malice, but as a behavioral tool. "If you don't finish your studies, Coreos Bodach will come and..." This changed centuries back. A powerful elven wizard created a ritual that involved dozens of his fellows. The purpose of this ritual was to usher in a golden age for the elves - an age where all of their dreams became reality. Something went wrong and the ritual failed. Or so they thought. In actuality, the ritual tapped into the thoughts of all elves in the land. Yet it didn't find dreams in common. What in found was a nightmare. Coreos Bodach was born.

Since then he has slunk through the shadows, keeping his existence a thing of legend and story, rather than history. Recently, Coreos has seen a shift in the world around him. Rustiq Umbala turned the city of Corinth into a home for the dead that walk. When Rustiq was defeated by his brother, Coreos saw an opportunity and he took Corinth for himself. Currently he is content with keeping the city for the undead. All in the Accordlands should pray that he doesn't change his mind.

Dezicrah: Female Nothrog Rogue 7 / Scout 6; CR 13; Medium Humanoid; HD 7d6+6d8 +26; hp 80; Init +5; Spd 30 ft; AC 23; touch 16; flatfooted 18; Base Atk +9; Grp +11; Atk +17 melee (1d4+5 [19-20/x2], +3 Blacksteel dagger of returning) or +16 melee (1d6+4 [19-20/x2], +2 shortsword) or +17 ranged (1d6+5 [19-20/x3], +3 mighty composite shortbow) or +17 ranged (1d4+5 [18-20/x2], +3 Blacksteel dagger of returning); Full Atk +17/+12 melee (1d4+5 [19-20/x2], +3 Blacksteel dagger of returning) or +16/+11 melee (1d6+4 [19-20/x2], +2 shortsword) or +17/+12 ranged (1d6+5 [19-20/x3], +3 mighty composite shortbow); SA; SQ Nothrog traits, darkvision, combat prowess; AL CE; SV Fort +9, Ref +16, Will +5; Str 14 Dex 20 Con 14 Int 16 Wis 12 Cha 11. Skills and Feats: Balance +14, Bluff +9, Climb +13, Hide +19, Listen +12, Move Silently +19, Sense Motive +7, Spot +12, Survival +9 (+15*), Ride +10, Jump +13, Tumble +12, Search +14, Disable Device +11, Open Lock +11, Escape Artist +11, Knowledge (Nature) + 8; Heritage of Goblin, Point Blank Shot, Precise Shot, Skilled Positioning, Weapon Finesse. Abilities: Sneak attack (5d6+10), Catfall, Improved Nightsight, Evasion, Traps, Hide in Plain Sight, Camouflage, uncanny Dodge, Sniper, Precision, Improved Sneak Attack Damage,

Improvise.Possessions: Studded Leather Armor of Shadow +4, Boots of Elvenkind, Gloves of Dexterity +4, Blacksteel Dagger of Returning +3, Shortsword +2, Mighty Composite Shortbow (+2 Strength Bonus) +3, 20 arrows, Ring of Protection +1, Ring of Mind Shielding, Masterwork Thieves Tools Languages: Common, Nothrog, Deverenian, Elven, and Giant Small, lithe and incredibly smart, Dezicrah is an anomaly among her people: her appearance makes her look like a pureblooded goblin. The least trusted of Kruns lieutenants, Dezicrah cares only for herself. That is why Krun sent her to New Goldenaxe, to see her disappear. She left New Goldenaxe with no leader to track down the last person who called her honor into question. Along the way she managed to stumble across Rhawn dIlchant and a battle ensued. After the battle, Dezicrah scouted in Deverenia, to learn more about her foe. Secrets in hand, a realization came over Dezicrah. She returned to Baraxton to find Krun and turn over a new leaf. She sees Deverenia a threat, and for once in her life is willing to work for the good of the whole, instead of the one.

Taoth: Female Albino Nothrog Shaman 14; CR 14; Medium Humanoid; DF 14d4+28; hp 60; Init +1; Spd 30ft; AC 17, touch 16, flat-footed 16; Base Atl +7; Grp +8; Atk +11 melee (1d6+4 [1820/x2], scimitar of wounding +3); Full Atk +11/+6 melee (1d6+4 [18-20/x2], scimitar of wounding +3); Space/Reach 5ft/5ft; SA Spells; SQ Nothrog traits, low-light vision, magical prowess; AL NE; SC Fort +12 Ref +4 Will +5; Str 12, Dex 13, Con 14, Int 22, Wis 16, Cha 14. Skills and Feats; Concentration +19, Craft (leatherworking) +23, Knowledge (nature) +23, Knowledge (arcana) +23, Spellcraft +23, Spot +12, Survival +20; Totemic Familiar (eagle), Craft Want, Craft Metamagic Fetish, Tap Metamagic Fetish, Magic Shifting, Point Blank Shot, Alertness. Abilities: Familiar, Favored Terrain (Forest, hill mountain), Beast Bond, Medicine Bag, Scarab Carapace, Scarabs Quickness, Share Spells, Empathic Link, Scry on Familiar. Possessions: Fetishes, Scimitar of Wounding +3, Wand of magic missile (7th), Wand of lightning bolt (5th), scarab of protection, ioun stone (dusty rose - +1 insight bonus to AC), boots of teleportation, Ring of Protection +5. Shaman spells prepared: (6/8/8/7/7/7/6/3; Save DC: 16 (18 in favored terrain) + spell level); 0 Read Magic, Detect Magic, Flare, Ghost Sound, Daze, Disrupt Undead ; 1st

Begone, Expeditious Journey, Curse of the Lady, Stone Hands, Mage Armor, Blast, Magic Missile, Power Bolt; 2nd Shard Storm, Tail Strike, Words of Woe, Acid Arrow, Web, Push See Invisibility, Hideous Laughter; 3rd Acid Spittle, Cloak of Fear, Hail of Thorns, Premonition, Tremor, War Rune, Wilderness Stride; 4th Acid Storm, Banish the Wound, Claws of Ash, Soul Binding, A Line in the Sand, Decay, Inferno; 5th Clinging Miasma, Greater Bulls Strength, Hermetic Armor, Howling Rain, Hate, Ethereal Drain, Permanence ; 6th Exposure, Strangulation, Acid Fog, Summon Monster VI, Repulsion, Prismatic Surge ; 7th Acid Burst, Choking Cloud, Despair;. Amongst the Nothrog, might makes right. While the warriors prove their might through strength of arms, the shaman prove theirs through powers with the totems. And few have been able to create the destructive power wielded by Taoth of the Scarab Legion. Taoth had been a lesser shaman of the Scarab Legion, serving the lead shaman, who in turn served the legion commander. She always felt underutilized; that is until the voice of Scarab came to her. It said that if she could take control of the Legion, it would give her more than enough power to keep it. At that, Taoth challenged for the position of lead shaman. In a quick and violently explosive duel, little remained of Taoths opponent. With the swat of the fight still on her brow, she turned to the legion commander and issued yet another challenge, this time for total control of the legion. The commander had little choice but to accept. The fight was even shorter, but the outcome was no different. With control of the legion, Taoth now awaited Scarabs next order. The order came shortly after Nassiral Hate began his conquest of the Nothrog. Rather than putting up some sort of resistance, as most totems did, Scarab commanded Taoth to submit to Hate. Taoth understand that- when allied with Hate her totem could gain more power and avoid being destroyed in the process. Unlike Krun, Uthanak, and Sceth Hellbringer, Toth willingly joined. This has created a fiery rivalry between them, Krun especially. Though they work together under Hate by necessity, their mutual hatred could erupt at any moment. Taoth, however, feels confident that Krun can be dealt with . She hasnt yet met a Nothrog leader who cant.

Slayer the Unkind Male Deverenian Wizard 15; CR 15; Medium Humanoid; HD 15d4+45; HP 91; Init +3; Spd 30ft; AC 16, touch 11, flatfooted 16; Base Atk +7; Grp +6; Atk +8 melee (1d6+1/1d6+1[x2], staff of power); Full Atk +8/+3 melee (1d6+1/1d6+1[x2], staff of power); SA Spells; SQ Deverenian traits, spell resistance 18; AL NE; SV Fort +13, Ref +9, Will +18; Str 8, Dex 8, Con 16, Int 25, Wis 16, Cha 18. Skills and Feats: Concentration +21, Knowledge (arcana) +18, Knowledge (architecture) +12, Knowledge (battle) +12, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility and royalty) +12, Knowledge (religion) +12, Knowledge (research) +17, Knowledge (the planes) +12, Spellcraft +28; Quicken Spell, Empower Spell, Scribe Scroll, Skill Focus (Spellcraft), Improved Initiative, Seize the Day, Dimensional Attack, Craft Wondrous Item, Combat Casting. Abilities: Summon Familiar, Eidetic Memory: Magic Missile, Scorching Ray, Fireball, Dimension Door, Ball Lightning, Prismatic Surge, Prismatic Spray; Sacrifice Fortitude, Sacrifice Other, Sacrifice Vitality. Possessions: Spellbook, headband of intellect +4, ring of wizardry II, robe of the Archmagi, necklace of fireballs type VII, pearl of power (2 spells/day, 6th level or lower), brooch of shielding, staff of power. Wizard spells prepared: (4/6/10/6/5/5/4/3/1; Save DC 17 + spell level): 0 - Detect Magic (2), Message (2); 1st Mage Armor, Shield, Expeditious Retreat, Emperor's Will (3); 2nd - See Invisible, Knock, Resist Energy, Acid Arrow, Web, Detect Thoughts (2), Mirror Image, Essence Flow (2) ; 3rd - Acid

Spittle, Dispel Magic (2), Fly, Hold Person, Haste; 4th - Greater Invisibility, Dimensional Anchor, Animate Dead, Black Tentacles, Charm Monster; 5th - Quickened Magic Missile, Teleport(2), Cone of Cold, Telekinesis; 6th - Quickened Invisibility, Globe of Invulnerability, Disintegrate, Sickly Physique; 7th - Forcecage, Finger of Death, Limited Wish; 8th - Charm Monster Mass. Slayer the Unkind is the most powerful and influential wizard in all of Deverenia. He serves as the headmaster of the Empires most respect school of wizardry, and many a young apprentice would give anything to study with the great master. Few realize exactly how much such a bargain entails. Slayer is power-mad, but is a controlled sort of madness. He is obsessed with obtaining the Dragon Orbs, which he believes can command the power of the Storm itself. To the church this is heresy, but Slayer cares little. He knows that once he has the power, none would be able to stand in his way. Slayer uses his students to reach his goals. Whether this involves research, questing for artifacts, or even menial work, the students do so willingly, for none wish to disappoint him. Any student who fails Slayer in any task receives a quick and painful death. IN the few battles that Slayer has fought of late, he is more than willing to drain the magic power and life from an apprentice to fuel his own spells. Slayer is a cruel master, but students know that any who survive their apprenticeship will command respect which other wizards can only dream of. Currently Slayer is in possession of one of the three Dragon Orbs, and he is constantly searching for traces o the other two. In his quest, he has uncovered countless other artifacts of great power, most of which he considers mere baubles compared to his ultimate goal.

Huntress Volda: F human Ranger 5/Druid 7; CR 12; medium humanoid; 12d8+12; hp 71; Init +3; Spd 30; AC 19; touch 13; flatfooted 16; Base Atk +10; Grp +11; Atk melee +13 hawk hatchet (1d6+3), ranged +14 ironwood longbow +1(1d6+1); Full Atk melee +13/+8 hawk hatchet (1d6+3), ranged +14/+9 ironwood longbow+1(1d6+1); SA Spells; SQ human abilities, Favored Terrains: Forest Hill, bonus feats, nature sense, totem animal (hawk), Woodland Stride, Trackless Step, Animal Speech (silent), sense totem, Wild Shape Hawk 2/day ; AL NG; SV Fort +10, Ref +6, Will +9; Str 12 Dex 16 Con 12 Int 12 Wis 16 Cha 12. Skills: Climb +5, Concentration +4, Diplomacy +5, Handle Animal +8, Hide +6, Knowledge: Nature +11, Listen +4, Move Silently +4, Search +6, Spellcraft +7, Spot +11, Swim +2, Survival +10, Use Rope +4 Feats: Dodge, Hawk Sight, Improved Track, Leadership, Mobility, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run, Track, Abilities: Favored Terrains: Forest Hill - Plains, bonus feats, nature sense, totem animal (hawk), Woodland Stride, Trackless Step, Animal Speech (silent), sense totem, Wild Shape Hawk 2/day, Cover Bonus, Scent Possessions: +3 Wild Leather Armor, Amulet of Natural Armor +1, Hawk Hatchet (+2 ironwood handaxe of distance), ironwood longbow +1, ring of evasion, Scimitar Spells: (Ranger 0/1; save DC13 +spell lvl) Summon Natures Ally I (Druid 6/5/4/3/1; save DC13 +spell lvl) 0 Create Water, Cure Minor Wounds, Detect Magic, Flare, Purify Food and Drink, Read Magic; 1st Curse of the Lady, Faerie Fire, Foxfire, Goodberry, Heightened Senses; 2nd Barkskin, Animal Messenger, Flame Blade, Vipers Strike; 3rd Inferno, Speak with Plants, Words of Woe; 4th Summon Natures Ally IV Huntress Volda has grown into one of the strongest leaders in the Free Kingdoms since the death of King Michael. She holds the distinction of being the only person, so far, that Captain Dukat has deemed worthy of being the new monarch, but that is not in her heart. While fully supporting the idea that the scattered nations need a strong, centralized leader to throw their support behind, it is just not her calling. Instead Volda would rather train scattered towns and villages, mostly filled with refugees from the cities, how to defend themselves and rebuild after years of war. To her,

now is a time of peace, and she truly believes that the Deverenian threat is overblown. Lately Volda has learned a great secret and has discovered local creatures turning into monsters. She's seen weird carcasses around, and she's starting to piece everything together. This current threat isn't war, its monsters, feeding on the Abyssal flesh.

Adonis The Cozener: Male Dev Illusionist 10/Demagogue 2; CR; Medium Humanoid; 10d4+2d8+24; hp 63; Init +1; Spd 30; AC 16; touch 11; flatfooted 12; Base Atk +6; Grp +6; Atk +8 melee (1d4+2, +2 dagger); Full Atk +8 melee (1d4+2, +2 dagger); SA Spells; SQ Deverenian traits, lowlight vision, +2 vs mind-affecting spells; LE; SV Fort +5, Ref +7, Will +10; Str 10 Dex 12 Con 14 Int 16 Wis 12 Cha 20. Skills: Bluff +10, Concentration +10, Diplomacy +8, Gather Information +7, Intimidate +6, KN: Heraldry +5, Listen +6, Perform +13, Search +6, Sense Motive +6, Sleight of Hand +10, Spellcraft +8 Feats: Silent Spell, Still Spell, Leadership, Membership of Order Tremayne Abilities: Persistence of Vision, Spontaneous Casting, Scribe Scroll, Iron Will, Tools of the Trade, Work the Room, +1d6 Sneak Attack, Dreamslayer Enhanced Perception, Shadow Magic, Dev racial abilities Possessions: Ring of Counterspell (Charm Person), +2 Dagger, Amulet of Natural Armor +2, Bracers of Armor +3, Cloak of Charisma +2, Deck of Illusions, Wand of Mirror Image (50 charges). Spells: (4/7/7/6/3/2; save DC13 +spell lvl) 0 Detect Magic, Fools Gold, Ghost Sound, Prestidigitation; 1st Cause Fear, Charm Person, Color Spray, Cones of Silence, Emperors Will, Sheeps Clothing, True Stealth; 2nd Acid Arrow, Detect Thoughts, Intimidating Aura, Invisibility, Mirror Image, Telepathy, Words of Woe; 3rd Dispel Magic, Displacement, Lightning Bolt, Primal Fear, Sinful Dreams, Suggestion; 4th Death Trance, Greater Invisibility; 5th - Commanding Presence, Repulsive Manner.

Backround: With the mysterious disappearance of Lady Elaneor Treymane, Adonis is the new Duke Tremayne. He managed to seize the power of the Order, but finds himself in a stickier situation than he could have imagined. Despite the personal power of the new Emperor of Deverenia, the nation itself is no more safe than when the Drac held the throne. Worse still, all the Accordlands is fully aware of the threat the new Emperor poses to them. It now falls to Order Tremayne to make the Eternal Emperor appear far less a threat than the other nations believe. Adonis has been trusted with this campaign.

Trespass: M Dwarf Asn 15; CR 15; Medium Humanoid; 15d6+75; hp 120; Init +3; Spd 20ft; AC 22; touch 13; flatfooted 19; Base Atk +11; Grp +13; Atk +26 melee (1d3+11/x2, unarmed strike) or +14 ranged(1d8(19-20/x2, repeating light crossbow); Full Atk +26/+21/+16 melee (1d3+11/x2, unarmed strike) or +14/+9/+4 ranged (1d8(19-20/x2, repeating light crossbow); SA Sneak Attack +8d6, improved crippling strike (+1d4), ruthless (move-equivalent), spells; SQ Dwarf traits, poison immunity & resistance +4, poison use, skilled brewer, damage reduction 2/-, race/class abilities; Neutral Evil; SV Fort +10, Ref +15, Will +10; Str 15 Dex 16 Con 20 Int 16 Wis 14 Cha 10. Skills: Balance +13, Climb +12, Disguise +3, Escape Artist +8,Gather Info +5, Hide +18, Jump +9, Listen +9, Move Silently +18, Open Lock +6, Poison +20, Search +13, Sense Motive +7, Spot +12, Tumble +15 Feats: Dodge, Mobility, Sneak, Precise Sneak Attack Race/Class Abilities: Assassin: Killers Hands, Thick Skin Possessions: Amulet of mighty fists +5, Cloak of Resistance +3, necklace of adaption, +3 studded leather armor of greater silent moves, light crossbow, 20 bolts, vial with deathblade poison (4 applications), vial with crypt wine poison (4 applications), vial with black lotus extract poison (4 applications) Spells: (0/3/2/2/1; save DC13 +spell lvl) 1st ghost sound, obscuring mist, spider climb; 2nd alter self, darkness; 3rd deeper darkness, invisibility; 4th greater invisibility. Background: Trespass thoroughly accepted his position in Xods kingdom. Working against threats within the kingdom of the Dwarves proactively was something that he excelled at. Fortunately, his efforts and abilities did not go unnoticed for long. When Poison, the kings assassin, disappeared, Trespass made an excellent replacement, and stepped into those large

shoes with ease. Xods primary concern was that Poison had possibly turned traitor on him, and by putting a proactive individual into the role of the kings assassin, like Trespass, could prevent any serious repercussions from Poisons disappearance. Now Trespass works under Xods direction, without anyone knowing of his existence or the critical job he performs in the name of his king and people. (Look for Trespass to make an appearance in the Campaign Book adventures!)

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