The Company of the Wolf
The Company:
The Company is a band of professional mercenaries who specialize in
highly dangerous missions involving Darklander suppression, investigation and
salvage of the ancient ruins of the Aldonai Codominium (and sometimes even
older ruins), wilderland exploration, as well as more traditional activities
like killing and looting.
Nonetheless, despite their reputation for getting difficult jobs
accomplished, they hold to older Codominium beliefs in a changing world –
honor, fair treatment of the weak, including women and children, and loyalty to
both person and contract.
Jomes Wolf is the Invictus,
or military leader of the company. In a fight, his word is law, and he expects
it to be obeyed in any martial conflict. However, he is sort of leader who
thinks first, and then acts. He is always willing to investigate non-violent
options if they get the job done.
Sarmanes Trebor is the
Magister of the College of Newhold, and a student of the Lineage of Kritias.
The company’s arcane master, he oversees all things arcane in nature, from the
identification of magical items, to the production of potions and charms. He is
also its premiere Battle-Mage.
Tork the Grey One. This
weaselly looking individual is the Company’s Master of Spies, and an
accomplished thief, to boot. He decides for the company in matters of espionage
and whenever ‘discretion’ is required.
Patros Consagus Theremenes
is the Company’s religious advisor and chaplain. He is also an Initiate of the
Mysteries of Solus, and able to invoke the God’s aid in ritual and spell.
Tharkun the Dwerrow is a
Dwarf, and exile from the Retreat of Khondas-Mearg, where political infighting
among the Dwerrow is endemic. He is extremely loyal to Jomes Wolf, who took him
in and gave him both a hearth and purpose, which Dwerrow in exile do not often
get.
Toman the Rhymer is a
free-lancer with the company, taking on assignments as it pleases him. A bard
of some note, his knowledge of ancient legends and songs is unparalleled.
Tall Tracker is also a
free-lancer, but one whose aid may be invaluable. Said to be an exile from one
of the northern duchies (though for what reason, none can say), this Ranger is
a scourge of Darklanders, and has been invaluable in his aid to the
Borderlanders.
Eletherion the Ancient is an
Eldar (Elf) of the fabled Shadowed Isles. She has aided the Company before, but
never for pay, presumably in furtherance of her own aims or those of her
mysterious people. Her appearance at the start of the mission was unexpected,
but welcome.
The Contract:
The Company has been contracted to enter the Wastelands of Zin, a
notorious area full of Darklanders, arcane monstrosities and ancient ruins. It
is also the reputed nesting ground of a powerful dragon that burned and ravaged
castle and village of Lord Teremen of Farcourt. The Duke of Helicon has
contracted with you to slay the beast, lest he return to the Duchy to kill and
ravage other holdings. You must enter the Wastelands, identify the name of the
dragon and its location, and then ambush and kill the thing. Any loot you
acquire you may keep. You have determined that a small band, moving quickly,
may succeed where a larger mercenary army could not.
·
The Company begins in the ancient city of
Lareth, whose ancient towers now crumble and sway from neglect (Hex 0602 of the
Wastelands map). An old race, the Consagh, still dwell within their towers,
served by half-caste slaves, who virtually rule the lower city. Much vice,
including slaves, poisons and weird drugs may be found in its market, the Plaza
of Resplendent Sin. But your path lies elsewhere, to the south. What do you do?
·
Please now take a look at the map of the
Wastelands. Each of you may know rumors about the map, which you may or may not
reveal to your fellow members, as you wish. You determine where to go, and tell
the DM where you wish to travel.
·
Each hex on the map is six miles, and you may
travel on horseback, or on foot, as you choose.
On foot: 2 Hexes a
day.
On Horseback: 3
Hexes a day.
Force marching
increases these distances to four and six hexes a day, respectively, but may
kill your horse or injure you.
·
While in the wastelands, you can expect to run
into bands of Darklanders, and these murderous humanoids will certainly try to
kill you. The more hexes you travel through, the more encounters you can expect
to have, which will drain your resources and keep you from accomplishing your goal.
On the other hand, you will need to investigate different areas to discover the
lair of the dragon. Choose you path wisely.
·
You start with seven days of rations. While in
the Wastelands of Zin, characters can hunt or scavenge for food. Scavenging for food is an activity that can be
accomplished without hindering travel by gathering fruit, nuts, or small
animals. For each day of travel while scavenging, roll 1d6. A result of 1
indicates that sufficient food for 1d3 human sized beings has been acquired.
Hunting follows the same procedure, but succeeds on 1-2, and must be engaged as
the sole activity for a day. No
traveling is possible. In addition,
there will be one encounter check, from the table appropriate for the terrain,
while the group is hunting.
Jomes Wolf
Neutral Male Human 5th Level Fighter
Age: 38
186 lbs Black Hair, Brown Eyes
AC: 2 HP: 25 Save: 10 Move: 12
Str: 17
Dex: 09
Con: 10
Int: 10
Wis: 12
Cha: 14
Longsword +2 to hit, Dam: 1d8+2 Wgt: 10 lbs
Lance +2 to hit, Dam: 2d4+3 (Horsed only)
Dagger +2 to hit, Dam: 1d4+2 Wgt: 2 lbs
5 Attacks/round against creatures with less than 1 HD
Plate Mail Wgt: 70 lbs
Shield Wgt: 10 lbs
Backpack
Bedroll
Rations (7 days)
Gold: 20
Electrum: 0
Silver: 10
Copper: 0
Purse: 3 lbs
Gear: 10 lbs
Arms & Armor: 92 lbs
Total weight: 105 lbs
Bear of a man, attired in soldier's Plate, with cropped black hair and
short beard.
Taciturn, yet given to grim humor when things look dangerous.
Sarmanes Trebor
Neutral Male Human 4th level Magic-User
Age: 45
162 lbs Grey Hair, Blue Eyes
AC: 9 HP: 10 Save: 12 (+2 vs Spells)
Str: 8
Dex: 15
Con: 13
Int: 16
Wis: 11
Cha: 11
Staff +0 to hit, Dam: 1d6, Wgt: 10 lbs
Dagger +0 to hit, Dam: 1d4 Wgt: 2 lbs
Spellbook
1st Detect Magic, Light, Hold Portal, Protection from Evil, Read
Languages, Read Magic, Shield, Sleep
2nd Continual Light, Knock, Magic Mouth, Mirror Image, Web,
Wizard Lock
Backpack
Bedroll
Rations (7 days)
Staff
Dagger
Spellbook
Gold: 30
Electrum: 0
Silver: 20
Copper: 0
Gear: 10 lbs
Purse: 5 lbs
Arms: 12 lbs
Total: 27 lbs
Short cape, form fitting leather shirt and pants, boots, staff.
Close cropped hair and beard, all white.
Being a member of the Company means access to ancient ruins, powerful artifacts
and great secrets - why would you want to be anywhere else?
Consagus Theremenes
Lawful Male Human 5th Level Cleric of Solus
Age: 38 172 lbs, Bald with Brown Eyes
AC: 6 HP: 18 Save: 11 (+2 vs. P/P)
Str: 10
Dex: 7
Con: 9
Int: 9
Wis: 15
Cha: 6
Turn Undead
+2 bonus on saving throws vs. paralysis/poison
Staff +0 to hit, Dam: 1d6, Wgt: 10 lbs
Chain Wgt: 50 lbs
Backpack
Bedroll
Rations (7 days)
Holy Symbol
Gold: 30
Electrum: 0
Silver: 20
Copper: 0
Purse: 5 lbs
Arms: 10 lbs
Armor: 50 lbs
Gear: 10 lbs
Total: 75 lbs
This man appears years older than he is, with a balding pate, prematurely
grey, slight paunch, and a thin, narrow face. But the eyes burn with the inner
light of an Initiate of Solus.
Grumpy and not altogether solicitous, he constantly complains about Company
members that take for granted his gift of healing.
Tork the Gray
Neutral Male Human 5th level Thief
Age 33 160 lbs, Black Hair, Brown Eyes
AC: 6 HP: 14 Save: 11 (+2 vs. devices)
Str: 9
Dex: 13
Con: 10
Int: 11
Wis: 9
Cha: 8
Short Sword & Dagger +1* to hit, Dam: 1d6, Wgt: 7 lbs
Sling +1 to hit, Dam: 1d4, Wgt: 6 lbs
* If Initiative is won.
Read Languages: 80%, Climb Walls: 89%, Delicate Tasks: 35% Hear Sounds:
4 in 6, Hide in Shadows: 30%, Move Silently: 40%, Open Locks: 30%
Backstab: +4 to hit, requires surprise and attack from behind - x3
damage.
Leather 25 lbs
Backpack (30 lb cap)
Picks and Tools
Grappling Hook
Bedroll
3 torches
Rations (7 days)
Crowbar
Rope, Silk (50 feet)
Large Sack (30 lb cap)
Gold: 20
Electrum: 0
Silver: 20
Copper: 10
Purse: 5 lbs
Arms: 13 lbs
Armor: 15 lbs
Gear: 10 lbs
Total: 43 lbs
Slick back hair, weasel face, bad teeth, large ears, and skinny, to
boot.
You're not bad, you just look like you are... heh, heh, heh. Yeah, that's
it.
Next four characters tomorrow, plus a cheat sheet for Swords & Wizardry.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.