Ruins of Adventure
Smooth Talking Priest of Mask
The manor house in city center burned unnaturally bright that night. Purple, green and yellow flames leapt, and noxious vapors poured forth, choking any that got too close. The bucket brigade powerless and mages stymied there was no choice than to watch the once stately elven manor burn to the ground. In the morning they would find the masters blackened crumbling corpse and the signet which positively identified him, Erumien of House Inthorhald. They would also find substantial treasures, melted and ruined. Such is the price of freedom.
Wandering the shadowy hallowed halls of the God of Thieves, can be comforting, feeling almost like home to some. Although at any time one can expect himself to be missing a thing or two, it isn’t entirely bothersome. You see, the consequences of failure are high and anyone ballsy enough to try to steal from one of Masks favored deserves some respect! They say there is no honor among thieves, maybe that is true. There are however unspoken rules and courtesies even among civilized shadows.
As R’len works his way into the kitchens the smells bring him back to Westgate. He remembers the exotic dishes, and culinary delights the cosmopolitan city offered in abundance, but most of all he remembers running with the night. Even though it made him rich It wasn’t something he was proud of, or even comfortable with. He wishes that that those dark nights could just be left behind and forgotten.
To outsiders, Westgate is a beautiful city, an exotic crossroad filled with wonder and opportunity, but for those who know, its rotten to the core. Here the Night Masks rule from the shadow. Honorable thieves some, but mostly brutal thugs. They believe every Westgater, home or abroad to be a vassal and subject to the night.
R’len was once a Night Mask. A member of a brutal guild of Westgate cutthroats that rules Westgate from the shadows and who’s influence is felt throughout the realms.
It was here he learned his skills as an infiltrator and became a "Longshadow”. As a Longshadow R’len spied upon and meted out Night Mask justice on Westgater’s throughout the Dragon Coast. It was on one of these more distasteful forays when R’len broke from his servitude to the Faceless and rededicated his life to Mask. R’len has been on the run ever since, hiding and misdirecting those who would demand his compliance. Live free or die.
*An encounter with azimoths in the Nogese Observatory reduced Reason by 1
Height: 5 ft. 5 in.
Weight: 83 lbs.
Age: 158 years
|Stamina||10||Weight Allowance: 40 lbs||Movement Bonus +0|
|Muscle||8||Max Press 90 lbs||Attack +0||Damage +0||Feat of Strength 5%|
|Aim||15 (16)||Missile Attack +1|
|Balance||17 (18)||Surprise +2||AC +4|
|Health||10||System Shock 60%||Poison Save +0||PSPs +0||Regeneration 0|
|Fitness||11||Resurrection 75%||Hit Points +0 / level|
|Reason||12||Max Spell Level 6th||Max Spells/Level 16||PSPs +0||Illusion Immunity: none|
|Knowledge||10 (11)||Bonus Profs +2||Bonus Paths +1||Learn Spell 45%|
|Intuition||15 (16)||Spell Failure 0%||Bonus Runes 2||Bonus Spells 1st x2, 2nd x2||Earned XP +10%|
|Willpower||13 (14)||Mental Save +0||PSPs +0||Spell Immunity: none|
|Leadership||17||Max Henchmen: 10||NPC Loyalty +6|
|Appearance||10||NPC Reactions +0|
- NPC Reaction: +0
- Surprise: +2 (only on 1 or 2)
- -8 on opponent’s rolls
- Initiative: -2 bonus
- Movement: 6 (encumbered)
Hit Points: 33 (7d8)
Armor Class: 18 (Dex, Barkskin)
Base Attack Bonus: +4
- Paralyzation/Poison/Death: 7
- Rod/Staff/Wand: 11
- Petrification/Polymorph: 10
- Breath Weapon: 13
- Spells: 12
- Fear: 10
- Horror: 12
- Madness: 15
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
- Available Groups: Academic, Detection, Larceny, Social, Spiritual
|Modern Languages (Espruar)||11||Bonus race.|
|Modern Languages (Telpi)||11||Bonus homeland.|
|Modern Languages (Tharian)||11|
|Modern Languages (Halruaan)||11|
|Modern Languages (Thayan)||11|
|Secret Languages (Thieves’ Cant)||11||Bonus religion.|
|City Familiarity (Westgate)||11||Bonus religion.|
|Acting||12|| Bonus infiltrator.
+1 from Disguise.
|Disguise||14|| Bonus religion/infiltrator.
Half penalty for impersonating another race.
+1 from Acting. +1 from Psychology +1 from Infiltrator lv 7 +2 Infiltrator Bonus
|Find Traps||10||Bonus religion.|
|Climbing||12|| Bonus religion.
No penalty for free climbing.
|Information Gathering||12||Bonus infiltrator.|
|Street Sense||19||+2 from infiltrator|
|Teaching||18||+2 from infiltrator|
- 10 slots (6 Cleric, 2 Kno, 1 Elf, 1 Homeland)
- required: Modern Languages (3 [not counting bonuses])
- Blades Group (3 Slots)
- An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor. Even then, the elf must either be alone, or with a party comprised only of characters with similar abilities, or 90 feet or more away from his party to gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -8 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -6.
- Extra -2 from Westgate homeland.
- Extra -2 from Mask religion.
- Elven infravision enables them to discern gradients of heat within 60 feet in darkness.
- Elven characters are immune to all Sleep and Charm inducing spells. This does not apply to sleep or charm inducing poisons or monster abilities that would require a saving throw type other than a save vs. spells.
- Elves require only half the amount of sleep compared to a human. An elf needs only four hours to gain the benefit of a full night’s sleep. This applies in terms of both natural healing, and the recovery of spells.
- Used to living in wild, open lands, and dressing in ridiculously inappropriate clothing and armor, Elves can withstand up to 100°F with only mild discomfort. Likewise, they can remain clad in their usual clothes to a low of the freezing point of water and be only mildly uncomfortable. Below 32°F, they suffer the same ill effects as anyone else, but until that point they feel little different. Above 100°F, they suffer as do others but exhibit no undue stress until that temperature is surpassed. They lose no body water to sweat, nor do they need to lighten their clothing.
- Westgate characters gain a +4 bonus (or their opponents suffer a -4 penalty) against attempts to interrogate, intimidate, cheat, con, or swindle them.
- Westgaters train to anticipate an opponent’s combat style. All members of this kit receive a -2 bonus to their own initiative roll in combat, in addition to any other bonuses that might apply.
- Backstab: When attacking someone by surprise and from behind, a Cleric of Mask can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Balance bonuses) and deals triple (3x) the normal amount of damage his blow causes. The multiplier applies only to the base damage of the weapon before modifiers for Muscle or magical bonuses are added. The weapon’s standard damage is multiplied. Then Muscle and magical weapon bonuses are added.
- Clerics of Mask are surprised only on a 1 or 2 on a d10.
- Edicts: Each God in the Realms her their own Edicts and defines certain actions that are Anathema for their Priests. A Priest who acts according to his god’s edicts earns one-and-a-half times the normal number of experience points (150%) from any action associated with enforcing the Edicts.
- Laws are meant to be broken.
- Secrets are meant to be kept.
- One coin in ten belongs to the Shadowlord; and he always collects.
- A death must always be paid for in coin, and that coin must be stolen.
- The wealthy, the powerful, and the makers of laws must be humbled.
- Snitches get stitches.
- The Infiltrator gains a +2 bonus on all Appearance and Leadership based proficiency checks.
- Infiltrators are so adept at disguises that they only suffer a -4 penalty when attempting to appear as another race. He gains an additional +1 bonus on all Disguise checks for every four levels he gains.
Priest Spells: Caster level 7th
Major Spheres: All, Animal, Combat, Divination, Guardian, Protection, Summoning, Sun
Minor Spheres: Chaos, Charm
- Prepared Spells:
LV1 Endure cold x1, Sanctuary, Deflection x1 Orison (Aspiration, Aspiration, Incense, Animal)
Lv2 Charm Person/Mammal, Bat Sense, Wild Deer Speed, Animal Spy
Bestow Minor Curse, Control Animal
Foesight is always on by default (24hr duration)
Glyph of warding being used daily to prepare empty Sample bottles.
- Unlike all other intelligent races, Elves have no souls. They cannot be Raised, Resurrected, or Reincarnated by any means short of a Wish spell.
- All Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch (justly or not!) during any disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.
- Westgaters, regardless of class, cannot use magical scrolls (neither spell scrolls, nor protection scrolls).
- The Night Masks feel that all Westgate natives owe them their income. Therefore, any character from Westgate has a Night Mask thief shadowing him anywhere. This foil is always one experience level ahead of the character; the Night Mask’s job is to steal from the character, foil plans, and inevitably to kill or kidnap the character and bring him back to Westgate. The thief will send periodic reports back to the Night Masks, citing the character’s successes. If the character gets rich, the thief attempts break-ins, hires brigands for an ambush, and does whatever it takes to get the Night Masks’ “share” of the income.
- The Faceless, the leader of the Night Masks, believes that every native of Westgate works for him. Occasionally the Faceless becomes interested in and actively reaches out to non-guild members. With the constant flow of information returning to the guild from the agents it has trailing people, any Westgate native, anywhere in the world, may be targeted by the Faceless. The percentage chance of this happening is equal to the character’s Appearance score. The DM makes this check at the start of each month to see if this happens.
A character singled out in this way will find themselves the recipients of enigmatic instructions, orders, or tips, usually pointing them at some risky mission that will advance the Night Masks’ agendas.
- Clerics of Mask cannot turn undead.
- If the Cleric of Mask is forced to take a life, he must pay a “death price”. A death price must equal no less than 1000 gold pieces, which must be stolen (it cannot be obtained by any legitimate means). The death price is “paid directly to Mask”, meaning the coin or goods must be destroyed or disposed of in a way that would make it impossible for the priest to recover them (sunk to the bottom of an ocean, tossed into a volcano, a priceless painting destroyed by fire, etc.)
- Though the faith of Mask has overcome their financial setbacks following the Cyrinishad incident, they are still bound by the edict that one coin in ten belongs to the Nameless God. 10% of a priest of Mask’s take from any endeavor (criminal or legitimate) must go to the church’s coffers.
- Anathemas: Each time a Priest performs an action that could be interpreted as Anathema, he immediately loses the highest level spell he has prepared. If he has multiple spells of the same level prepared, the DM will select one at random. Repeat offenses result in further loss of spells.
- Betraying one’s allies.
- Allowing a fellow criminal to face justice.
- Engaging in, or supporting unnecessary or public violence.
- Allying oneself with lawmakers, law enforcement, or the nobility.
- Inflicting undo harm (including financial harm) on the poor and the oppressed.
- Allowing ones true identity to be associated with one’s criminal actions.
- Allowing a secret to become public (unless doing so would humble the wealthy or powerful).
- The Infiltrator spends so much time taking on the roles of other people that he may begin to lose his own sense of identity. He suffers a -1 penalty per four levels (round up) on saving throws against charm, hypnotism, suggestion, domination, and memory altering effects. Unless he is acting a role, the Infiltrator will be somewhat unsure of himself and may question his own motives.
- Armor Allowed: Leather Armor. No Shields.
- Weapons Allowed: Club, Dagger, Dart, Hand Crossbow, Knife, Lasso, Pistol, Quarterstaff, Short Bow, Sling, Any one-handed sword
- A cleric of Mask can Backstab as a Thief of his level.
- All followers attracted by a Cleric of Mask at 8th level will be 1st-level Thieves, rather than 1st-level Fighters.
Cavern Foray Equipment Loadout
Wilderness Harness With Knife 2
Galdo Shortsword 3
False Scabbard for Galdo
Nogese Crash Hatchet 2
Iron Mask 1
Food/Water 2 days 4
1 Flasks of Greek Fire -Glyphed 2
6 Pitons 3
50’ 1/2" Hemp 9
Flask of Ghee (8 oz) 1
Metal Tube, C. Light 1
2 Pebbles C. Light, C. Shadow
Horn of Fog 2
Potion of Fire Breath 1 doses 0.25
-Potion of Mammal Control- 0.25
Wizard Eye 0
Lore Ring 0
Ring of Clear Thought 0
Medallion of Steadiness 0
4 Glyphed Bottles, Padded 1
- 1 large belt pouches (1 lbs)
- Backpack (2 lbs)
- Burlaps sacks x1with dirt from the depths of the Quivering Forest (2lb)
- 4 sample bottles 2 oz each (0.4 lbs) Prepared with various glyphs
- 2 sample bottles 2 oz each filled with strange liquid taken from crystalline creature magically preserved (0.4 lbs) With Selena’s help, and a lot of magic, R’len is able to identify the strange liquid in the vials. While he has no idea where the vials or the liquid came from, the contents, he determines, are the blood, or ichor, of a colossal radiolarian; an ancient, single-celled organism, perhaps distantly related to gelatinous cubes and other giant amoeboid lifeforms. They posit that it is likely toxic, of a mind-altering or psychotropic variety, though that hypothesis needs field-testing.
- Padded box for Sample bottles (1 lb)
- Nogese Gas Mask + 2 filters 20 charges each (3 lbs)
- Nogese Crash Hatchet (2 lbs)
- 1 Meter Nogese Braided wire x10 (1 lb)
- Nogese redshift latern (2 lbs)
- Blade Boots (2 lbs)
- Charcoal (0.1 lbs, -1 on Hiding nwp check)
- Darksuit (5 lbs, +1 to Hiding nwp score)
- Hacksaw blade (0.1 lb)
- Hidden Wrist Sheath (0.1 lbs)
- Lockpicks (1 lb)
- Metal file (0.5 lbs)
- Wire Cutter (0.5 lbs)
Weapons & Armor
- Galdo (3 lbs)
- Dagger x1 (1 lbs)
- Short Bow (2 lbs)
- Quiver (2.6 lbs)
- Sheaf Arrow x9
- Leather Armor (15 lbs)
Jewelry (0 lb)
- Lore Ring
- Ring +1 taken from Thralls Corpse
- Ring of Clear Thought Worn on good hand
- 2 Iron Razor Rings
- Medallion of Steadiness
- Bag of exceedingly delicious hard candies 4 oz. (0.3 lbs)
- Tiny metal tube with continual light inside (1 lb)
- 0 oz of sanctified ghi in hip flask (0.5 lbs)
- Horn of Fog (2 lbs)
- Curved Space-Time Labyrinthine Structures x2 (6 lbs)
- Wizard’s Eye
Deceased Welcomers Loot
- Featureless Iron Mask (holy symbol of Mask) (1 lb)
- Awl Out (1 lb)
- 3 flasks Greek Fire (3 lbs) 2 enchanted with Glyph of Warding explode into flame 5d4. Trigger when flask opened without password or when it hits anything after I toss it.
pebble with continual darkness cast on it
pebble with continual shadow cast on it
- Potions (0.4 lbs)
Cash: 1pp, 13gp, 4sp, 24cp (1 lbs)
Base Speed: 12
Total Weight of Gear: 62.9 lbs. (Moderate)
|Weight||0 – 40 lbs.||41-52 lbs.||53-65 lbs.||66-77 lbs.||78-90 lbs.|