The Bonds of Magic - Volume I
The Bonds of Magic - Volume I
The Bonds of Magic - Volume I
®
®
SKREYN’S REGISTER:
THE BONDS OF MAGIC
Vol. 1 CABAL
A Character Book by Sean K Reynolds
Requires use of the Dungeons & Dragons® Third Edition Core Books, published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
Additional Credits
Editing and Production: Sue Weinlein Cook
Cover Illustration: Lars Grant-West
Interior Illustrations: Toren “MacBin” Atkinson
Proofreading: Mark Ashton
Creative Director: Monte Cook
Art Director: Sue Weinlein Cook
Cover and Interior Page Design: Peter Whitley
Playtesters: Arthur Borko, Steven Domkowski, and Matt Locke
Special Thanks: Monte and Sue Cook, for all of their support
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are trademarks of White Wolf Publishing, Inc. All rights reserved. The mention of or reference to any company or product in these
pages is not a challenge to the trademark or copyright concerned. All other content is ©2002–2004 Sean K Reynolds. This edition of Skreyn’s
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names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells, and
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above Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Bonds of Magic, Vol. 1:
Cabal are designated as Open Game Content: the name and statistics for each character as well as each character’s Personality, Uses, and Tactics
sections; the statistics and descriptions for the feats, items, and spells that appear in the Appendix; and anything else contained herein which is
already Open Game Content by virtue of appearing in the System Reference Document or some other Open Game Content source.
Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999, 2000, and 2001
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should bear the COPYRIGHT NOTICE “Skreyn’s Register: The Bonds of Magic, Vol. 1: Cabal. ©2002–2004 Sean K Reynolds.” This material is protected
under the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game
Content herein is prohibited without express written permission from Monte Cook or Sean K Reynolds, except for purposes of review or use of Open
Game Content consistent with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.
This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
The Characters
One of the most basic appeals of fantasy gaming is magic. With the release of the new edition of the most popular fantasy
roleplaying game, not only is there an entirely new sort of magic-user available for play, but spellcasters of all kinds can
break out of the archetypical “robes and pointy hat” model. Mages can wear armor. Mages can sneak. Mages can create
magic items in their spare time.
he purpose of this book is to provide instantly usable characters, but because PCs usually have more gear than
Brul the Tongue doesn’t belong or isn’t pulling his weight (as a PC, he would do
the same thing to anyone who questioned his usefulness to
Brul the Tongue: Male orc Sor5; CR 5; Medium humanoid (orc); the party). He has grown arrogant, for he is the most powerful
HD 5d4; hp 12; Init +5; Speed 30 feet; AC 14 (touch 11, flat- orc mage he has ever heard of and expects his name to become
footed 13); Base Attack +2; Grapple +3; Attack/Full Attack legend someday—perhaps after he has fathered a few strong
+2 melee (1d6+1/×3, halfspear); or +2 ranged (1d6+1, sorcerer sons to carry on his legacy. Among orcs and half-orcs
javelin); SQ Darkvision, light sensitivity (dazzled in bright he seems patient and deliberate, taking as much time as need-
light), empathic link with familiar, raven familiar, share ed to explain concepts to his slow-witted tribemates. Among
spells with familiar, touch spells (via familiar); AL NE; humans he acts coolly indifferent, recognizing their power but
SV Fort +1, Ref +2, Will +4; Str 12, Dex 13, Con 10, Int 12, not quite trusting them. He shares the typical orc hatred of
Wis 10, Cha 14 elves and half-elves, not out of any personal experience but
Skills and Feats: Appraise +4, Craft (alchemy) +5, Craft (weapon- due to stereotypical tribal prejudice; the right circumstances
smithing) +8, Knowledge (arcana) +4, Listen +2, Speak might sway him from this view. Likewise, he is very dominant
Language (Common), Spellcraft +7, Spot +3; Alertness, toward females and expects their subservience, but a strong
Craft Magic Arms and Armor, Improved Initiative female presence could change his stance.
Sorcerer Spells Known: (6/7/5; base DC = 12 + spell level; 15
percent chance of spell failure when using shield): 0— Uses
arcane mark, detect magic, detect poison, mage hand, mending, Brul makes for a good behind-the-scenes manipulator and
read magic; 1st—cause fear, charm person, expeditious retreat, advisor in a tribe. Raiding orcs with a few acidic arrows each
mage armor; 2nd—invisibility, Mel’s acid arrow are a new twist on an old idea; Brul would be found in the
Gear: +1 large steel shield, halfspear, javelins (3), +1 acidic arrows orcs’ lair or observing the raid from a nearby position under
(25), acid salve†, potions of cure light wounds, levitate, cat’s grace, cover of invisibility or with his familiar. Characters also might
and sneaking; flasks of acid (3), 367 gp encounter him alone on another period of wandering, or as
PC Gear: Ring of protection +1, scroll of stinking cloud a negotiator between his tribe and a nearby human settle-
ment. As a player character, Brul can be an outcast from his
orn of a half-orc tribal chieftain, Brul favored his tribe, on a quest for a spell to increase his own power, or in
Tactics
ence was enough to protect him until he reached adulthood. Brul prefers to stay out of melee, but when he has to fight up
He wandered as a nomad in the wildlands near his tribe’s ter- close he always casts mage armor and expeditious retreat. It’s
ritory for a time. He visited some of the less reputable human not that he is afraid of fighting; he knows he is more effec-
cities on the edge of the human lands, where he saw the ben- tive supporting
efits and weaknesses of human civilization. the tribe’s war-
Brul returned to his tribe when he heard his father had riors and bar-
been killed in a fight for dominance. Knowing his father’s barians. At a
successor might not want a mage in the tribe, he wisely distance, he
brought a human-forged greataxe he had enhanced with prefers his acid
magic and gave it to the new chief. This gift showed the new arrow spell to
chief respect and secured Brul’s position in the tribe—one throwing
equivalent to that of the shaman. Since that time, Brul has javelins because
used his magic to provide magic weapons for his tribe, and of the greater
they have become famous in the nearby lands for their use of range. He
the bow and acid-dripping arrows. He doesn’t often join enjoys using
these raids, but demands a share of their loot, hoping that it charm person to
may contain new magic he can study. He once encountered convince oppo-
Leg-Breaker Gaush (see page 14) during a big battle and was nents to protect
quite impressed with the bugbear’s magic. him in a fight,
and feels safest
Personality with a big orc
Brul considers himself an integral part of his tribe and quickly barbarian in
retaliates against any orc (or stranger) who suggests that he front of him.
Vol. 1: Cabal
5
Chaz Zemir stoneskin), fang bracelet†, masterwork manacles with good
lock, ring of mind shielding, scroll of displacement, wand of
Chaz Zemir: Male dark elf Enc10; CR 11; Equiv. Lvl. 12; Medium arcane lock (11 charges), wand of detect thoughts (20
humanoid (elf); HD 10d4; hp 25; Init +1; Speed 30 feet; charges), wand of dispel magic
AC 13 (touch 11, flat-footed 12); Base Attack +5; Grapple (6 charges), wand of unseen
+4; Attack/Full Attack +4 melee (by spell, touch spell) or servant (40 charges), 615 gp
+5 melee (1d4–1/19–20, masterwork dagger) or +6 ranged PC Gear: Gloves of dexterity +2,
(1d4/19–20, hand crossbow); SQ Dark elf traits, prohibit- iron bands of Birallo, pearl
ed schools (evocation, abjuration); AL NE; SV Fort +5, Ref +6, of power (1st), ring of pro-
Will +10; Str 8, Dex 12, Con 10, Int 16, Wis 13, Cha 14 tection +2; upgrades:
Skills and Feats: Bluff +6, Diplomacy +6, Gather Information amulet to +3, cloak to +4
+4, Intimidate +6, Knowledge (arcana) +9, Knowledge
(history) +8, Knowledge (local) +8, Knowledge (nobility he second
and royalty) +8, Listen +3, Profession (torturer) +7, Search
+5, Spellcraft +7, Spot +3; Combat Casting, Combat
Expertise, Craft Wand, Exotic Weapon ProficiencyB (hand
T son of a dark
elf noble
house in a city less
crossbow), Extend Spell, Scribe Scroll, Spell Focus matriarchal than
(enchantment), Spell Penetration Anat’s (see page 3),
Dark Elf Traits: Immune to magic sleep spells and effects; +2 Chaz graduated from
racial bonus on saves against enchantment spells or the academy early
effects; darkvision 120 feet; entitled to a Search check and convinced his
when within 5 feet of a secret or concealed door as though family to lend him a
actively looking for it; SR 21; +2 racial bonus on Will saves squad of warriors
against spells or spell-like abilities; spell-like abilities to search the near-
(1/day—dancing lights, darkness, and faerie fire at caster level by reaches of the
10th); light blindness (blinded for 1 round by abrupt expo- deep caverns to
sure to bright light, dazzled while operating in bright find monsters he could enslave with his magic. He returned
light); +2 racial bonus on Listen, Spot, and Search checks with a strange menagerie of terrible creatures that now
(already figured into the statistics above) guard his family’s compound. He acts as the house torturer
Wizard Spells Prepared: (5/6/6/5/4/3; base DC = 13 + spell and slavemaster and is busy replacing many torture instru-
level, 14 + spell level for enchantment): 0—arcane mark, ments after a bizarre prank perpetrated on his house (see
detect magic, detect poison, mage hand, read magic; 1st—cause page 22).
fear, charm person (2), comprehend languages, mage armor;
2nd—blindness/deafness (2), invisibility (2), summon swarm, Personality
Tash’s hideous laughter; 3rd—fly, hold person (2), suggestion, A powerful noble, Chaz considers himself superior to all non-
vampiric touch; 4th—charm monster, dimension door, phan- dark elves. He likes to present a pleasant and humble demeanor
tasmal killer, stoneskin; 5th—cloudkill, dominate person (2) until he needs to extricate information from a subject.
Spellbook: 0—arcane mark, daze, detect magic, detect poison, dis-
rupt undead, ghost sound, mage hand, mending, open/close, Uses
prestidigitation, ray of frost, read magic; 1st—cause fear, charm Chaz is suitable for use in any band of powerful dark elves
person, comprehend languages, hypnotism, mage armor, sleep, and makes a good leader figure for a cell of dark elf spies. He
unseen servant; 2nd—blindness/deafness, daze monster, detect might capture heroes when it serves the plot to leave them
thoughts, invisibility, Mel’s acid arrow, summon swarm, Tash’s alive, and also might act as their interrogator (giving them a
hideous laughter; 3rd—deep slumber, fly, displacement, hold strong reason to want to hunt him down later). As a player
person, rage, suggestion, vampiric touch; 4th—charm monster, character, he can be fleeing the destruction of his house or
dimension door, enervation, lesser geas, phantasmal killer, simply spying on surface folk.
stoneskin; 5th—cloudkill, dominate person, lesser planar bind-
ing, nightmare Tactics
Gear: Masterwork dagger, hand crossbow, hand crossbow Chaz feels that killing an enemy is a waste of a good slave. He
bolts (10), amulet of natural armor +2, cloak of resistance +2, prefers to turn foes to his side with charm person, charm mon-
750 gp worth of diamond dust (spell components for ster, and dominate person, hiding invisibly if those don’t work.
6 Skreyn’s Register: The Bonds of Magic
Dar Halan
Dar Halan: Male halfling Tra7; CR 7; Small humanoid (halfling);
HD 7d4+7; hp 24; Init +4; Speed 20 feet; AC 17 (touch 16,
flat-footed 13); Base Attack +3; Grapple –3; Attack/Full
Attack +3 melee (1d4–2/19–20, masterwork dagger) or +9
ranged (1d4–2/19–20, masterwork dagger); SQ Halfling
traits, prohibited schools (enchantment, illusion); AL N;
SV Fort +4, Ref +9, Will +7; Str 6, Dex 18, Con 13, Int 14,
Wis 12, Cha 10
Skills and Feats: Climb +0, Concentration +7, Hide +10, Jump
+0, Knowledge (arcana) +7, Listen +5, Move Silently +9,
Spellcraft +11, Spot +4; Combat Casting, Craft Wand,
Lightning Reflexes, Scribe Scroll, Vitality Spellsource†
Wizard Spells Prepared: (5/6/5/3/2; base DC = 12 + spell level):
0—disrupt undead, light, mage hand, open/close, ray of frost;
1st—burning hands, expeditious retreat, mage armor, magic
missile, shocking grasp, true strike; 2nd—darkvision, protection
from arrows, rope trick, see invisibility, open slot; 3rd—haste,
keen edge, open slot; 4th—dimension door, fire shield burial to the slain halflings. He later developed an unusual
Spellbook: 0—arcane mark, dancing lights, detect magic, detect magical ability to draw upon his own life force to cast his spells
poison, disrupt undead, flare, light, mage hand, mending, (the Vitality Spellsource† feat, see page 28). This practice caus-
open/close, prestidigitation, ray of frost; 1st—burning hands, es tiny wounds to appear all over his body, reminiscent of the
endure elements, expeditious retreat, mage armor, magic tortures that he refuses to forget, despite advice to the contrary
missile, shocking grasp, true strike; 2nd—darkvision, bear’s from his cousin Fintus, a paladin of the halfling god of vigi-
endurance, locate object, protection from arrows, rope trick, see lance. (His description appears in Vol. 2: The Faithful.)
invisibility; 3rd—dispel magic, greater magic weapon, haste,
keen edge, slow; 4th—dimension door, fire shield Personality
Gear: Masterwork dagger, ring of protection +1, amulet of natu- Dar seems a little obsessive about protecting his friends and
ral armor +1, potion of cure serious wounds, potion of invisibili- extremely hateful of all ogres—he gives no quarter when
ty, potions of lesser restoration (2), wand of bear’s endurance fighting them. When not around ogres, and when his
(7 charges), wand of endure elements (15 charges), wand of friends are in no danger, he acts much like any other
expeditious retreat (19 charges), 108 gp halfling, though he slips into periods of melancholy from
PC Gear: Gloves of dexterity +2, scroll of teleport; upgrades: ring time to time.
to +2, wand of bear’s endurance to 14 charges
Uses
orn of a merchant family, Dar traveled across much Dar makes an excellent leader of a caravan or halfling mili-
Uses
Gorin can be used as a mage-for-hire or an opponent in the
gladiator arena. With a more evil bent he might be a retired
gladiator working for the thieves’ guild to evaluate new pris-
oners’ ability to fight. If the heroes end up in the arena,
Gorin can become a sympathetic ear or help them escape. As
a player character, Gorin might join a famous group of
adventurers as part of a “retirement” deal with the thieves’
guild, or he could be on the run from more debts or angry
criminals who want to punish him for not taking a fall.
Tactics
Gorin is used to studying his opponent and having time to
prepare before a fight. On short notice he casts haste, and
mage armor, then activates one of the powers of his belt
(see page 29), adding more protections as the circum-
stances warrant.
10 Skreyn’s Register: The Bonds of Magic
Jaurdaan: Male human lich Sor11; CR 13; Equiv. Lvl 15; Medium
undead (human); HD 11d12+3; hp 74; Init +1; Speed 30
A Jaurdaan was cast out of his tribe when his magic man-
ifested itself. His people expected him to die alone
among the dunes. Fortunately for him he encountered mem-
feet; AC 21 (touch 12, flat-footed 21); Base Attack +5; bers of a merchant caravan, who gave him water and let him
Grapple +4; Full Attack/Attack +4 melee (1d8+5 negative ride along to their next civilized destination. Amazed at people’s
energy [DC 19, Will half] plus paralysis, touch) or +5 melee acceptance of magic in this new and strange city, Jaurdaan
(1d4–1/19–20, masterwork dagger); SA Fear aura, paralyz- joined a group of young mages selling their services. This
ing touch; SQ Damage reduction 15/bludgeoning and work gave him an opportunity to learn more about magic and
magic, immunities (cold, electricity, polymorph), turn those who practiced it. Unfortunately, though, Jaurdaan
resistance +4, undead traits; AL NE; SV Fort +6, Ref +7, proved an unambitious sorcerer. After several years of work,
Will +13; Str 8, Dex 12, Con —, Int 14, Wis 13, Cha 19 his gang of mages was hired under false pretenses by Volgarn,
Skills and Feats: Bluff +14, Concentration +18, a powerful necromancer who wanted to test his lich transfor-
Diplomacy +6, Disguise +8, Gather mation formula before applying it to himself. One by one
Information +7, Hide +9, Intimidate +6, Jaurdaan’s fellows died horribly, but the experiment
Knowledge (arcana) +16, Knowledge worked on him. Flush with new power, he struck out at
(the planes) +4, Listen +11, Move the necromancer and escaped. Now he hides his iden-
Silently +9, Search +10, Sense tity and his nature, afraid to show his true face.
Motive +9, Spellcraft +16,
Spot +11; Alertness, Personality
Craft Wondrous Jaurdaan alternates between hating what he
Item, Empower has become and enjoying the additional
Spell, Iron Will, powers the change gives him. Normally a
Toughness quiet and religious man like the rest of his
Fear Aura (Su): people, he has experienced a crisis of
Creatures of faith and now feels uncertain of his
less than 5 HD place in the world. He clings to things
in a 60-foot that remind him of his normal life, and
radius who look uses his magic to take on his original
at the lich must appearance so he may interact with
succeed at a Will people he knew before the transforma-
save (DC 19) or be affected as though by a fear spell (caster tion. Full of self-loathing, he hates undead and happily slays
level 11th). them when given the chance. Jaurdaan’s evil nature is more a
Paralyzing Touch (Su): Any creature the lich touches must suc- side effect of the negative energy that makes him a lich than
ceed at a Fortitude save (DC 19) or become permanently any inclination of his own alignment.
paralyzed.
Sorcerer Spells Known: (6/7/7/7/7/4; base DC = 14 + spell level): Uses
0—dancing lights, daze, detect magic, flare, mage hand, mend- Jaurdaan can serve as a lich adversary for a group of medium-level
ing, open/close, ray of frost, resistance; 1st—charm person, heroes or as a member of a secret organization of undead spell-
feather fall, mage armor, magic missile, spider climb; 2nd— casters. As a protagonist, he might hire adventurers to attack or
alter self, arcane lock, flaming sphere, ghoul touch, magic spy on the necromancer who killed his friends and transformed
mouth; 3rd—dispel magic, fireball, major image, nondetection; him. As a PC, the conflicted Jaurdaan still clings to his old life
4th—charm monster, greater invisibility, lesser globe of invul- rather than give in to the overwhelming call of evil. He can work
nerability; 5th—feeblemind, nightmare with non-evil characters as long as he is careful. Jaurdaan does
Gear: Masterwork dagger, bracers of armor +4, ring of protection not know what his phylactery is, but believes it lies somewhere
+1, cloak of resistance +3, flayed skin mask†, necklace of mind in Volgarn’s tower. He has put off returning to search for it,
shielding (as ring), 100 gp worth of gold dust (material com- fearing the necromancer might capture him again.
ponents for arcane lock), belt of fireballs VI (as necklace), robe
of charisma +2 (as cloak), slippers of spider climbing, 548 gp Tactics
PC Gear: Ring of major fire resistance, rod of cancellation, serpen- Jaurdaan does not fear using strong magic to defeat his foes,
tine owl figurine, wand of lightning bolt (36 charges) (caster especially considering his many spells per day. If attacked in
level 10th); upgrades: bracers to +5, cloak to +5, ring to +5, melee, he uses his lich touch attack. To non-evil allies he explains
robe to +6 it as a spell he invented or the effect of a rare magic item.
Vol. 1: Cabal
13
Kevish next time the dragon went hunting she ran away and never
looked back. Having learned the Common tongue from other
Kevish: Female kobold Sor3; CR 3; Small humanoid (reptilian); slaves, she is trying to fit in on the fringes of human society,
HD 3d4; hp 7; Init +3; Speed 30 feet; AC 15 (touch 14, using her magic to help her adopted “tribe” (no matter how
flat-footed 12); Base Attack +1; Grapple –4; Attack/Full temporary) and establish a place for herself in its hierarchy,
Attack +1 melee (1d6–1/x3, halfspear) or +6 ranged so far with little success.
(1d8/19–20, masterwork light crossbow); SQ Darkvision,
light sensitivity (dazzled in bright light); AL LE; SV Fort +1, Personality
Ref +4, Will +2; Str 8, Dex 17, Con 10, Int 13, Wis 8, Cha 14 Kevish is nervous and has a hard time keeping still. Easily
Skills and Feats: Concentration +6, Craft (trapmaking) +5, startled, she reacts to most surprises by pointing her spear
Hide +7, Knowledge (arcana) +4, Profession (mining) +3, and casting her lesser invisibility spell (see page 32).
Search +3, Speak Language (Common), Spellcraft +6; Growing up a slave in the lair of a dragon, she doesn’t
Dodge, Point Blank Shot understand concepts like “friendship” very well and tends
Sorcerer Spells Known: (6/6; base DC = 12 + spell level): 0— to express her wants and needs in terms of power and
dancing lights, detect magic, ghost sound, mage hand, mending; rewards for anyone involved. She stays fiercely loyal to any-
1st—color spray, lesser invisibility†, spider climb one who offers to protect her, particularly those who do so
Gear: Halfspear, masterwork light crossbow, crossbow bolts without threats. She tends to panic at the sight of dragons,
(10), potion of blur, vest of many hands†, wand of magic even small ones, and doesn’t know enough about the world
missiles (3rd-level caster, 14 charges), 233 gp outside her old mistress’ lair to easily tell the difference
PC Gear: Potions of cure light wounds and sneaking between an actual dragon or wyvern and a big lizard or
snake. Unlike most kobolds, she is not a coward and never
evish was born into a large tribe of kobolds serving a fears a fight (except in the case of fighting something she
Tactics
Mergmorni uses grease and shout to break enemy
formations and dispel magic to disrupt enemy
spellcasters. With bull’s strength and stoneskin cast
and a vampiric touch on her off hand, she is ready
to enter melee combat.
16 Skreyn’s Register: The Bonds of Magic
Nosgrundanga Personality
Despite her expeditions outside her home city, Nosgrun-
Nosgrundanga: Female dwarf Div5; CR 5; Medium humanoid danga knows little about interacting with people, having
(dwarf); HD 5d4; hp 12; Init +0; Speed 20 feet; AC 11 spent most of her time in libraries and vaults poring over
(touch 10, flat-footed 11); Base Attack +2; Grapple +3; old books or listening to lectures. A handsome and person-
Attack/Full Attack +3 melee (1d4+1/19–20, dagger) or +2 able dwarf, she has the bad habit of talking down to her
ranged (1d4/19–20, dagger); SQ Dwarf traits, prohibited intellectual inferiors and speaks at length about strange
school (necromancy); AL LN; SV Fort +1, Ref +1, Will +8; Str topics of little interest to common folk or even adventurers.
13, Dex 10, Con 10, Int 16, Wis 14, Cha 10 Conservative in her views, she does not take to radical acts,
Skills and Feats: Concentration +8, Craft (metalworking) +5, preferring radical thinking and radical research to reckless
Craft (stoneworking) +5, Knowledge (arcana) +7, behavior. She has been known to chastise a dwarf barbarian
Knowledge (architecture and engineering) +7, Knowledge coming out of a rage, and she doesn’t understand the point
(history) +6, Knowledge (local) +6, Knowledge (nobility of gambling at all.
and royalty) +6, Knowledge (the planes) +5, Knowledge
(religion) +5, Listen +4, Spellcraft +8, Spot +4; Alertness, Uses
Brew Potion, Iron Will, Scribe Scroll Nosgrundanga makes an excellent sage or mentor for
Wizard Spells Prepared: (5/5/4/3; base DC = 13 + spell level): low-level characters—perhaps as a teacher of divination
0—dancing lights, detect poison, light, mage hand, mending; at a wizard academy. She might be found anywhere, as
1st—comprehend languages, magic missile (2), Ten’s floating long as there is access to a library or the hint of old docu-
disk, true strike; 2nd—blindness/deafness, detect thoughts, ments on a lost dwarven settlement. Nosgrundanga has
locate object, Mel’s acid arrow; 3rd—clairaudience/ been known to spend a week with human smiths teach-
clairvoyance, hold person (2) ing them to better work their metal. In a pinch, adventur-
Spellbook: 0—arcane mark, dancing lights, daze, detect magic, ers can hire her to identify magic items. As a player char-
detect poison, flare, ghost sound, light, mage hand, mending, acter, she might go adventuring in search of the things
open/close, prestidigitation, 1st—comprehend languages, crea- described above or simply to follow someone she thinks
ture loresight‡‡, endure elements, identify, magic missile, object has interesting firsthand knowledge of a topic she wishes
loresight‡‡, Ten’s floating disk, true strike; 2nd—blindness/ to learn about.
deafness, detect thoughts, glitterdust, locate object, Mel’s acid
arrow; 3rd—clairaudience/clairvoyance, hold person Tactics
Gear: Dagger, divining bones†, vest of armor +1 (as bracers), mortar- Nosgrundanga prefers to remain out of melee unless she
stone†, scroll of arcane eye, potions of endure elements (fire), has had time to prepare a good strategy for the situation.
endure elements (acid), and detect thoughts; 223 gp If going into a place where she knows she will
PC Gear: Cloak of resistance +1, scroll of charm monster; have to fight (such as a dungeon), she pre-
upgrade: vest to +2 pares many acid arrow, clairvoyance, and
true strike spells, using the latter to
orn of two clerics of the dwarven god of invention make precise, controlled attacks,
Tactics
material and looking out for exotic slimes and oozes he can Orvin prefers to remain out of melee combat at all costs,
bring to his druid friend Umbrus. (His description appears although if confronted in melee he might try to grapple an
in Vol. 2: The Faithful.) Orvin has been in and out of favor opponent just to cause revulsion. He prefers to use ranged
with various thieves’ guilds for, while he knows the ins and spells such as grease, acid arrow, and stinking cloud to harry
outs of every major sewer (which guild members sometimes enemies at a distance, or use his quasit familiar to transmit
use to sneak about), he has a bad habit of deliberately infect- touch spells like chill touch, vampiric touch, and (his favorite)
ing guild members with small oozes to observe the results. black slime (see page 30). Just for the sake of annoying pal-
adins and good clerics, he likes to use summon monster II to
Personality conjure a lemure, which he considers the ideal summoned
Orvin is a thoroughly disgusting individual. His complete monster.
lack of bathing and frequent wadings through pools of