Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day - Part II - The Characters.

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
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

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

Rations (7 days)

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
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
3 torches
Rations (7 days)
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.

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