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Friday, February 27

Character Index

I've played a lot of characters, on MUDs, MUSHes, and in RPGs. This is the collection of famous, infamous, and better off forgotten characters that I have created at one time or another. Because D20 seems to be the hot things these days, they're all converted to the D20 system. I may convert them to other systems if there's an interest.

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posted by talien at 9:03 AM | 0 comments links to this post


Monday, February 23

Maleficent Radisgad

Maleficent is the most spectacular magess who ever lived, a legend in her own time. Her domain is Retro MUD, where she strikes fear into the hearts of those who would oppose her.

Maleficent

She lets only one person into her inner sanctum -- her husband, Talien. Together they make a most formidable pair, indeed. Watching over the Retro Universe they assure all events transpire in accordance with their own designs.

Before the Scintillaing Magess met her soul-mate she was wild and untamed. Without discipline, she roamed the universes causing havoc and unrest. Nothing made her happier as making some unfortunate persons' life miserable. Her wicked cackling was heard often, and caused more than one brave soul to shiver in fright.

The Magess learned the magikal arts from an elderly sage who feared his death was near. He needed her to be his pupil, to ensure the evil arts he had cultivated would life on after his death. Maleficent learned quickly, and soon could perform even the most complicated of spells without duress.

The sage, fearing his inevitable death, searched for a potion of immortality. Finally, after his many years of research and dangerous trials, he created the Elixr of Life, which made him young again! Wanting to be the greatest magician in the Universes, he cursed the Magess, and plotted her death!

A great battle ensued. Not wanting to kill the Master who had taught her the magikal arts, Maleficent tried to flee, but the sage pursued her relentlessly. Realizing she could never be rid of him unless he were dead, she challenged him to a duel. Overconfident, the sage underestimated the Magess, and he died horribly. Without mercy, and with a bitterly cold wind blowing through her heart, Maleficent left the Realm of Magicians to make her mark on the Universes.

The Magess made her first appearance in the Realm of Bats. There she was forced to uphold her reputation as the most evil and powerful of mages. She was challenged in the streets, in the guilds, and even in her own castle. None of her challengers ever lived to see another sunrise. Time passed, and after disintigrating many rivals, the Magess became bored, and left in search of a new Universe to plunder.

Such was her life until she met the equally infamous Talien.

The handsome and dashing Talien is a great wizard in the RetroActive universe, and he inspired feelings in Maleficent that she had never known before. With a wink of his eye he could bring her to the dizziest of heights, and to the lowest of low places with his frown. Talien was equally smitten with the powerful Magess, and it was not long before they consummated their love in the most passionate of embraces.

Together they aspire to new heights and new adventures, ever seeking worthy enemies and valuable conquests.

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posted by talien at 8:56 PM | 0 comments links to this post


Talien Radisgad

Talien Radisgad

Artwork by Michael Tresca.

"And I suppose you were reincarnated from a monkey." - Talien Radisgad, whenever anyone asks him if he's a reincarnated satyr.

In all of Elysium, there is no greater hero more reknown or feared than Talien the myrikhan. His fanatical pursuit of evil and his complete willingness to sacrifice nearly anyone and anything for his goals have earned him exceptionally powerful enemies and the favor of Elysium's inhabitants. An adventurer who is not afraid to "plane-hop" to achieve his goals, Talien is Elysium's answer to invaders from other realms who think a casual adventure which involves tearing up most of his home's landscape is all in fun.

Talien bears a passing resemblance to a satyr, but he is much more regal in appearance. He's slim but strong, and his body is covered in short, white fur. Over his chest, face, and upper arms the fur thins enough to reveal smooth, golden skin. His head is crowned with magnificent horns and his feet are small, hard hooves. His hands are backed by hooflike material and make for effective bludgeons when closed in a fist, but Talien's preferred weapons are his horns. Talien favors chain vests and augments this protection with a shield. Utility is at the heart of his wardrobe, a combination of efficiency and minimal encumberance. He wears a suede collar that ties at the rear and is removed only in emergencies.

Talien Radisgad (CR24)
Male Satyr, Fey5/Pal20
LG Medium humanoid
Init: +3 Senses: darkvision 60 ft., low-light vision 60 ft.; Listen +13, Spot +15
Languages: Celestial, Common, Elven, Infernal, Sylvan

AC: 29, touch 13, flat-footed 26
hp: 282 (25 HD); DR: 5/cold iron, 10/magic
Fort +22; Ref +18, Will +19

Spd: 40 ft.
Melee: +5 scimitar +34/29/24/19 (1d6+13/15-20) and Head butt +23 (1d6+4)
Ranged: -
Space: 5ft.; Reach 5 ft.
Base Atk: +17; Grp +28
Attack Options: Dodge, Power Attack
Special Atk: Smite evil
Combat Gear: lion's shield, ring of the ram, figurine of wondrous power (ivory goats)
Spells Prepared (CL 10th, +28 melee touch, +23 ranged touch):
4th-cure serious wounds, dispel evil, holy sword, mark of justice
3rd-cure moderate wounds, discern lies, dispel magic, greater magic weapon
2nd-bull`s strength, resist energy, shield other, zone of truth
1st-bless, bless weapon, divine favor, protection from evil

Abilities: Str 26, Dex 16, Con 22, Int 18, Wis 19, Cha 19
SQ: Damage Reduction: 5/Cold Iron, Low-light Vision, Resistance: Acid: 10, Darkvision 60 ft., Resistance: Cold 10, Spell Resistance 25 + 5, Damage Reduction 10/Magic, Resistance: Electricity 10
Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Reflexes, Dodge, Extra Turning, Improved Critical: Scimitar, Improved Turning, Leadership, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Scimitar.
Skills: Appraise +9, Balance +6, Bluff +9, Climb +9, Diplomacy +11, Gather Information +9, Handle Animal +9, Hide +11, Intimidate +12, Jump +10, Knowledge (Nature) +17, Knowledge (Nobility and Royalty) +15, Knowledge (Religion) +15, Knowledge (The Planes) +15, Listen +13, Move Silently +11, Perform (Wind Instruments) +8, Perform +8, Ride +8, Search +9, Sense Motive +9, Speak Language +9, Spot +15, Survival +9, Swim +9, Tumble +4, Use Magic Device +9
Possessions: +5 holy scimitar of speed, amulet of proof against detection and location, belt of giant strength +6, celestial armor, cloak of charisma +5, figurine of wondrous power (ivory goats), gauntlets of ogre power, lion`s shield, ring of the ram, scabbard of keen edges, five 500 gp diamonds, one 1,000 gp diamond.

Talien is a folk hero in Elysium, if only because the outer planes are so often forgotten because of all of the turmoil of the Prime. He is also something of a fantic, which worries Primes (aka Clueless) who don't know him. Often grim and single-minded, Talien is inevitably compared to the other four Companions. Although the Companions are all on good terms, the others of their race often imagine strife and competition where there is none. Talien seems to be rarely interested in what's going on in Elysium itself and much more concerned about what he can do to protect his beloved home.

Although he works with the Transcendent Order, Talien does not lead them nor has he shown any interest in doing so, which suits the Order just find. The philosophy of "know yourself" seems to include "do it yourself" when it comes to Talien. While he is quite capable of cooperating with other factol members, they know better than to call on him for matters that he would consider frivolous.


"Talien prefers being called 'Factol Talien of the Transcendant Order,' but people inevitably call him a Cipher. He hates that."

Talien will never speak his god's name except on concsecrated ground, prayers and godcalls notwithstanding. As a result, nobody really knows who it is Talien worships. Some theorize that he answers to Oberon of the Seelie Court, but Talien does not travel with the court nor does he seem to be interested in frolicing. The bariaurs claim he worships Skerrit, while the satyrs theorize that Damh is his patron -- but they're always quick to add they're only joking, usually with a nervous look over their shoulders. Others claim it is Talisid himself, or Enlil, or some other god that resides in Elysium. Whatever the golden-skulled horned god is that is Talien's patron, he sees fit not to reveal his allegiance.

Talien is "fiend-prejudiced" and has made it clear that he believes there is no such thing as a non-evil fiend, much to the dismay of alu-demons and tieflings who deal with him. His prejudice comes from the frequent invasions of fiends of various types (Talien does not distinguish between them) that have attacked Elysium.

The fastest way to invoke Talien's considerable wrath is to attack Elysium. His allegiance to his home is and his friends is powerful indeed and he retaliates with extreme prejudice against anyone who would dare to violate even one flower in Elysium's fields. Talien holds those who consider themselves powerful in disdain -- it is said he despises setting foot on Faerun for too long because the "air is too rich" for him. Talien takes a distinct pleasure in rattling the power structures of Primes who consider themselves and their doings to be at the center of the universe. He and his mate's power is enough that most powreful archmages know of him and know to avoid him.

Talien's greatest inspiration is Maleficent, his mate. She is the one person Talien will abandon even Elysium for if it should come to that. Fortunately, Maleficent is nearly as difficult to defeat as the combined forces of Elysium themselves, so Talien has never had to make that choice.

Despite his rages against the forces of evil, Talien is an otherwise calm person, a demeanor people describe as an "inner peace" which he seems to have found in Maleficent. His affections have neither dulled his skills nor weakened his resolve.

Talien greatly enjoys scouting with Maleficent across the planes, so much so that they have made it a routine even in times of peace. He is a restless personality that thrives on challenges. His endless drive can be tiring for some, but this is in part because Talien does still need to sleep, and Maleficent doesn't. He struggles to keep up.

Talien is a gruff personality, but he is a sincere and honest person. The gruffness is an act -- Talien is much more interested in the task at hand, and he has found in the past that few can live up to his black and white views of life. Maleficent lovingly refers to him as "that gruff goat." Nobody else would dare.

Talien and Maleficent live in a crystal palace which rarely lets its location be known. It moves randomly around Elysium, only appearing in territories the gods allow. Talien often takes in the view from one of the towers, taking in the scenery, sometimes for hours.

Talien is one of Talisid's Five Companions, the strongest and wisest of the cervidals. His relationship with Talisid is warm, and Talisid is the only person Talien treats as "his boss." He follows Talisid's requests without question.



Copyright Michael Tresca, 2005. All Rights Reserved. StatCounter - Free Web Tracker and Counter

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posted by talien at 8:54 PM | 0 comments links to this post


Brenkin Kree

Artwork by Michael Tresca.

"You want some of this??! Let's PARTY!" - Brenkin Kree in combat.

Brenkin Kree was originally created by Dr. Bren as an experiment in "raw" genetics. K.ombat R.eady E.ugenics, or KREE, agreed to fund Dr. Bren's egotistical product of self-realized artistry. Dr. Bren, who lost his entire family to a planecrash and suffered from a god-complex, decided to create a child in his own image.

What KREE did not know was how Dr. Bren had achieved his goals -- much of his eugenics research was stolen from Nazi research into the cloning field. KREE didn't care. Dr. Bren intended to showcase Adam as a piece of "living art." The clone would be ageless, eternal, and Dr. Bren's gift to the world as a reminder of his greatk work.

As soon it was determined that #001 (or "Adam" as Dr. Bren named him) was fully functional, Dr. Bren was executed. Adam was destined to be a protoype for other clones, surviving in incredible pain as a living biopsy while Dr. Ezekiel Pent, Dr. Bren's replacement, mapped out his genetic code.

Adam proved much more resourceful than Dr. Pent anticipated. He escaped the eugenics laboratory with an incredible amount of military knowledge and left the laboratory a smoking wreck. Based on the conversations he had with the other personnel, Adam renamed himself Brenkin Kree (Dr. Bren's "kin-of-KREE") and set out to survive in a strange world he was unprepared for.

Brenkin Kree's life has never been an easy one. Possessed of incredible strength, he quickly made a name for himself in 1980's earth. As a recognized "superhero," Brenkin had everything from comics, to movie deals, to his own commercials. He had a very successful run of British Knights commercials ("B.K., the only kind I wear.").

One of his greatest and most distressing conflicts was when KREE industries caught up with what Brenkin believed to be his girlfriend at the time, Kimberly Nurse. In reality, she was #003, a female experiment who was used as a lure. But she was unstable and turned to goo before Brenkin's eyes. Horrified by what he perceived to be a fate worse than death, he performed a mercy killing. Brenkin has never forgotten that day and is forever burdened by the guilt of his actions.

For the most part, Brenkin led a successful career as a superhero and was able to create a family of sorts out of his friends, which they named "Reaction Force". These were the days of the Golden Gladiator, Lord Humongous, the Transmogrifier, Lady Kat, and other, lesser known superheroes. But it was not to last. Reaction Force disbanded when they were all successfully assassinated in 1990 by a suicide bomber.

Brenkin Kree, male human Bbn10; CR 10; Medium-size Humanoid (6' tall); HD 10d12+110; hp 175; Init +9 (Dex); Spd 40 ft; AC 19 (+9 Dex); Atks +23/+18 melee (1d3+13, unarmed strike); SA rage; SQ fast movement, uncanny dodge; AL N; SV Fort +18, Ref +12, Will +3.
Attributes: Str 37, Dex 28, Con 33, Int 13, Wis 11, Cha 12.
Skills: Balance, Bluff, Climb, Escape Artist, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Swim, Tumble, Wilderness Lore.
Feats: Alertness, Armor Proficiency (heavy), Combat Reflexes, Dodge, Endurance, Exotic Weapon Proficiency (firearms), Exotic Weapon Proficiency (futuristic), Great Fortitude, Iron Will, Power Attack, Run, Toughness, Track.
Special Attacks: Rage--4/day, Brenkin can fly into a screaming blood frenzy for 16 rounds. Brenkin gains +4 Str, +4 Con, and a +2 morale bonus vs. fear, but suffers -2 to AC. After the rage, Brenkin is winded.
Special Qualities: Regeneration--Fire and acid deal normal damage to Brenkin. If he loses a limb or body part, the lost portion regrows in 3d6 minutes. He can reattach the severed member instantly by holding it to the stump. Ferocity--Brenkin is such a tenacious combatant that he continues to fight without penalty even while disabled or dying. Fast Movement -- Brenkin moves faster than normal. Uncanny Dodge--Dex bonus to AC, can't be flanked, +1 vs. traps.
Equipment: automatic rifle, metal cartridge, rifle (20), 6 fragmentation missiles, breastplate.

Brenkin was killed by a double-agent who infiltrated Brenkin's group of superheroes. The suicide attack blew Brenkin to bloody smithereens. His corpse was buried under cement in an undisclosed location by the U.S. government, who was unaware of the KREE project but feared fans would attempt to dig up the body.

In the year 2098, Brenkin's cement tomb is obliterated by a nuclear blast. His body, which was slowly regenerating, takes even longer due to the irradiation. By 2291, his body finally mended itself enough that he was able to take stock of his situation and dig his way out of the (now soft) ground. Once again finding himself alone, Brenkin wandered the new world to see what had changed.


"These were the days of the Golden Gladiator, Lord Humongous, the Transmogrifier, Lady Kat, and other, lesser known superheroes. But it was not to last. Reaction Force disbanded when they were all successfully assassinated in 1990 by a suicide bomber."

As it turned out, a lot had changed. Brenkin led a short but successful career as a starship commander, working on several special ops teams. Brenkin was teamed up with B.A.B.E., a universal supercomputer, to track his movements. He battled the alien Lamproids, a lamprey-like race led by their emperor, Hithkothkorr.



Copyright Michael Tresca, 2001. All Rights Reserved. StatCounter - Free Web Tracker and Counter

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posted by talien at 8:53 PM | 0 comments links to this post


Loesung the Vampire Hunter

Loesung the Vampire Hunter

Artwork by Eric Lofgren.

Loesung the Vampire Hunter (CR 13)
Male Gray Elf Brd3/Rgr5/Ftr5
N Medium humanoid
Init: +7 Senses: Blind-Fight, low-light vision; Listen +5, Spot +6
Languages: Elven, Goblin, Common, Draconic, Sylvan

AC: 21, touch 13, flat-footed 18
hp: 63 (13 HD); DR: none
Fort +9; Ref +11, Will +9

Spd: 20 ft.
Melee: +4 elven undead bane thinblade +18/13/8 (1d8+7)
Ranged: alchemist's fire +15/10/5 (1d6)or holy water +7 +15/10/5 (2d4)
Space: 5ft.; Reach 5 ft.
Base Atk: +12; Grp +13
Attack Options:
Special Atk: Favored enemy: undead (+4), favored enemy: evil outsider (+2)
Combat Gear: +3 elven chain, +4 intelligent elven thinblade, intelligent brooch of shielding, boots of elvenkind, cloak of elvenkind, scabbard of keen edges, phylactery of undead turning
Bard Spells Prepared (CL 5th, +13 melee touch, +15 ranged touch):
1st-cure light wounds, disguise self, expeditious retreat
0-daze, detect magic, know direction, light, message, read magic
Ranger Spells Prepared (CL 2nd, +13 melee touch, +15 ranged touch):
1st-pass without trace

Abilities: Str 12, Dex 16, Con 10, Int 16, Wis 15, Cha 12
SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, Combat Reflexes, Craft Wondrous Item, Endurance, Improved Initiative, Iron Will, Shield Proficiency, Simple Weapon Proficiency, Toughness, Tower Shield Proficiency, Track, Two-Weapon Fighting, Weapon Focus: Longsword, Weapon Specialization: Longsword
Skills: Appraise +5, Balance +3, Bluff +5, Climb +3, Concentration +5, Craft (Armorsmithing) +7, Craft (Weaponsmithing) +7, Decipher Script +5, Diplomacy +5, Disable Device +3, Escape Artist +2, Forgery +5, Gather Information +5, Heal +5, Hide +8, Intimidate +7, Jump +3, Knowledge (Arcana) +4, Knowledge (Architecture and Engineering) +4, Knowledge (Dungeoneering) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Nobility and Royalty) +4, Knowledge (Religion) +4, Knowledge (The Planes) +4, Listen +5, Move Silently +8, Ride +5, Search +6, Sense Motive +6, Sleight of Hand +2, Spellcraft +5, Spot +6, Survival +6, Swim +2, Tumble +4, Use Rope +5
Possessions: +3 elven chain, +4 intelligent elven thinblade, intelligent brooch of shielding, boots of elvenkind, cloak of elvenkind, scabbard of edges, phylactery of undead turning, 10 flasks of holy water, 10 vials of alchemist's fire.

Unvegmoerder ("Immortal Slayer")
LN +4 undead bane elven thinblade
Languages: Empathy
Abilities: Int 8, Wis 3, Cha 7, Ego 10
SQ: Detect undead at will, special purpose: slay vampires, +6 vs. undead and inflicts an additional 2d6 damage

Himgewissen ("Heaven's Conscience")
LN brooch of shielding
Languages: Elven, Common, Telepathy
Abilities: Int 12, Wis 9, Cha 15, Ego 9
SQ: +10 ranks in Sense Motive, special purpose: slay vampires, absorb 100 points of magic missile

"How old are you…exactly?" - Himgewissen, on meeting a suspected vampire.

Loesung is an elf who has wandered his lands for centuries. Extremely long-lived, he is an embittered, tired warrior who would like nothing less than an honorable death. Loesung's elven lineage is uncertain. It is possible he is the last of his kind. His skin is entirely gray, his pupils silver. A jagged scar runs the width of his throat. He is over 1,000 years old-there are crude pictographs of him in ancient books, stained glass paintings in cathedral windows, and carvings of his likeness that flank sanctuary entrances.

A long time ago, Loesung was someone else. He was a loving father, a faithful husband, and a talented musician. But he has forsaken all these things after his life was changed forever one horrible day. Loesung was well traveled and he enjoyed the adoration of the nearby human villages. It was during one of his infrequent trips, once a century, that he recognized a man whom he had seen nearly 100 years before.

The vampire, Todesfaelle, realized his ruse was in danger of being exposed. Before Loesung could truly comprehend what he had witnessed, a huge pack of wolves descended upon his remote farmstead. On that day, Loesung's entire family was slaughtered before his eyes. Todesfaelle slit Loesung's throat personally and left him for dead.

But he did not die. In the years that followed, Loesung crafted new tools, infused with the vengeful spirits of his kin. His father became Himgewissen and his young son became Unvegmoerder. Loesung is the sworn enemy of all vampires. Tireless, sleepless, and seemingly ageless, he plays the eternal cat-and-mouse game, tracking vampires to their lairs. Loesung suffers from black moods and depression, taking little joy in his existence and only smiling when he ends the unlife of a vampire. He moves in slow, measured steps, but when combat requires it, Loesung can move at frightening speeds.

With his throat cut, Loesung is incapable of speech. Himgewissen speaks for him in a hollow, somber voice. While Himgewissen is wise and calm, Unvegmoerder is impetuous and violent. When Unvegmoerder wishes to be released in combat, the eyes of its scabbard flash red. Loesung rarely ignores his weapon's wishes.

Loesung would like nothing less than to join his family and friends in the afterlife. But Todesfaelle is still out there. While Loesung has killed more vampires than he can count, they are only Todesfaelle's spawn. Their battle has spanned three centuries already and will probably continue for centuries to come.



From Scrollworks: Characters and Locations
Copyright Scrollworks Press, 2001. All Rights Reserved.
StatCounter - Free Web Tracker and Counter

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posted by talien at 8:53 PM | 0 comments links to this post


Amberyll the Thief-Taker

Amberyll the Thief-Taker

Artwork by Matthew Brackney.

"Please don't hurt me! Here, everything I own of value is in this purse." - Amberyll, whenever she's robbed.

Amberyll spent her childhood as a poor servant in the rich Von Deetz household, envious of the wealth around her, but resigned to her lot in life. Her beauty only marked her for scorn by the wealthy ladies she served, who often humiliated her for fun.

One day, the Von Deetz family awoke to find their silverware missing. Convinced that the poorest servant in the household was most likely to steal, Amberyll was tossed out on the street. Furious that she would be so callously dismissed, and even angrier with the thieves who had robbed her mistresses' home, Amberyll vowed revenge.

Amberyll adapted quickly to life on the streets. Using her charm and wits, she discovered the identity of the thieves. Amberyll then set out to frame them for another robbery - she would break into the very same Von Deetz house to steal something so valuable that it would lead the authorities straight to the thieves!

She bluffed her way into the house by fooling the servant they had hired to replace her. Then she crept silently into the royal treasury. There, curiously unguarded by any traps or defenses, was a beautiful bag, gilded with pearls. Surely whatever was in the purse would bring down the wrath of the royal household!

Amberyll fled with the bag into the night, only to run headlong into the very thieves she sought to frame. Aware of her plan, the leader wrested the purse from her and, hearing coins jingling inside, thrust his hand into it.

A look of surprise passed over the leader's face, then panic as he furiously tried to yank his hand back from the purse's maw. For a moment he struggled, sweat beading on his brow. Then his entire arm sank into the purse.


"Amberyll is a thief-taker, but not in the traditional sense. She plays the victim, to teach thieves a lesson they never forget."

Amberyll the Thief-Taker (CR 6)
Female Human Rog6
N Medium humanoid
Init: +3 Senses: potion of darkvision; Listen +9, Spot +6
Languages: Common, Dwarven, Gnome

AC: 15, touch 13, flat-footed 15
hp: 29 (6 HD); DR: none
Fort +6; Ref +11, Will +5

Spd: 20 ft.
Melee: masterwork dagger +8 (1d4-1)
Ranged: bag of devouring +7 or tanglefoot bag +7 (entangle)
Space: 5ft.; Reach 5 ft.
Base Atk: +3; Grp +3
Attack Options: Dodge, sneak attack
Special Atk: Sneak attack +3d6
Combat Gear: bag of devouring, potion of cure light wounds, potion of expeditious retreat, potion of spider climb

Abilities: Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 15
SQ: Evasion, trap sense +2, traps, uncanny dodge
Feats: Armor Proficiency: light, Dodge, Exotic Weapon Proficiency: Bag, Run, Simple Weapon Proficiency, Weapon Finesse
Skills: Appraise +6, Bluff +9, Climb -2, Diplomacy +9, Disguise +9, Escape Artist +1, Forgery +3, Gather Information +9, Hide +6, Jump -2, Knowledge (History) +3, Knowledge (Local) +3, Knowledge (Nobility and Royalty) +3, Listen +9, Move Silently +1, Open Lock +4, Ride +4, Search +6, Sense Motive +9, Sleight of Hand +6, Spellcraft +3, Spot +6, Survival +1, Swim -2, Tumble +1, Use Magic Device +9, Use Rope +5
Possessions: bag of devouring, potion: cat`s grace, potion: cure light wounds (3), potion: darkvision, potion: expeditious retreat, potion: spider climb, cloak of resistance +3 , 19 amber gems worth 100 gp each and 88 gp.

The thieves fled in terror as the purse sucked their leader in whole, never to be seen again. When she recovered her wits, Amberyll realized that she had been the victim of a double-cross: the Von Deetz family had hoped to recapture the thieves with a bag of devouring!

Amberyll moved on to greater things, but never forgot her heritage. Having carefully observed the Von Deetz ladies, she was an apt choice to impersonate nobility. She has since joined the Lucky Lady gambling establishment and plies her trade in the surrounding area.

Amberyll is a thief-taker, but not in the traditional sense. She plays the victim, to teach thieves a lesson they never forget. The Lucky Lady prides itself on its secure surroundings, but the money that flows through the establishment attracts all manner of ruffians, which is bad for business. Amberyll is the solution.

Amberyll is more than just an innocent noblewoman. She gladly hands over her bag (which she calls her purse), to anyone who asks. She is careful to jingle the contents and speaks of the riches contained within, "if only they won't hurt her." Being a greedy lot, thieves invariably reach inside - and meet Boung, her pet bag of devouring.

Amberyll uses a variety of wigs, makeup, and clothes to appear as a wide range of potential victims, all funded by the Lucky Lady establishment. She is paid well for her services, and robbery (at least, money taken by force) is almost non-existent when she's in town.

Still, not every thief takes the bait. In those cases, Amberyll is quite adept at bringing Boung to the thieves. She has learned to yank Boung over her opponent's heads as a sneak attack during a surprise round. Opponents whom she hits have a 60% chance of being drawn into Boung's "mouth" each round.

Boung has developed an appreciation of Amberyll's frequent feedings, and will not attempt to consume her. This makes the ruse all the more convincing when Amberyll reaches into the bag with no ill effects. Even when adventuring, Amberyll takes Boung with her. She's very attached to it and treats the bag better than she treats most people. When she lets down her guard, thieves cant slips into her language and her accent clearly indicates she's no noblewoman. Her private joke: "boung" means purse in cant, and "boung nipper" is a cutpurse. In Boung's case, it does far more than nip!



From Scrollworks: Characters and Locations
Copyright Scrollworks Press, 2001. All Rights Reserved.
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posted by talien at 8:50 PM | 0 comments links to this post