Ruins of Adventure
Zyg Ax of Phlan
Zyg is freakishly colored black, everywhere except the whites of his eyes. He used to have red hair and green eyes, but that is no more due to his curse. Extremely well muscled and rather on the tall side for a dwur, he perpetually looks morose.
Zyg was only a few places removed to the Dwarven King in his hold. He labored as a smith, specializing in mechanical devices such as crossbows, locks and latches. He and his wife had two children, twins, which are a rarity among the dwur. His wife’s name was Kara. The kids, Zag & Ernst. It seemed that he was truly blessed. This was not to be perfect for long, however.
A great evil stole into the hold and he awoke one morning to find his wife and kids missing. Others in the community were also missing children, and a brief trail led deeper into the caverns that adjoined their community. So Zyg sharpened his broadsword and strapped a dozen or so daggers to his body and then nocked a small crossbow. He ran ahead of the other dwur with revenge and worry as his only companions.
After a few hours of hunting, Zyg came across a section the dwur had deemed too dangerous to mine further, and in this cavern, several kobolds, and a small orc stood before a vile looking witch. He unloaded the bolt into the orc, and quickly slaughtered the kobolds while making way to the vile enchantress.
And that was when the witch let down her illusion.
The orc had been his wife, the bolt protruding from her heart.
The kobolds, as you can guess, were the missing children.
He fell to his knees, and the witch let loose a vile cackle.
“Fool! All I’ve needed to ascend to lichdom was the tears of an innocent dwarf that killed his own family! And now you have given me this!”
She cast a great curse and Zyg was unable to move. She harvested the tears and then spoke one more great spell. His skin turned black as night.
“From now until your death, every dwur shall know of your sorrow! Some will feel pity, others will shun you, kinslayer! And they shall know by the stain of your flesh!!!”
And with that she vanished, Zyg once more able to move. He fled the hold in a panic, no one quite knowing exactly what happened in those caverns. He eventually made his way to human civilization, and stories of his betrayal haunt the bedtime stories of young dwarvish children. Zyg Ax, the fallen, kin-slayer, the innocent murderer.
He now seeks to avenge the deaths of his kin. He has labored in Phlan for a good number of years, this being far enough from his original home as to not be recognised and hated.He hopes to one day become powerful enough or to befriend those powerful enough to eventually gain his revenge, but he knows that will not come soon.
Homeland: Old Phlan
Class: Fighter / Thief
Alignment: Chaotic Good
Level: 4th / 4th
Experience: 12142 / 12142
Next Level: 16000 / 10000
Max Level: 15th / 12th
|Muscle||13||Open Doors 7||Bend Bars 5%|
|Con||15||Health||16||System Shock 92%|
|Fitness||13||Resurrection Chance 90%|
|Cha||14||Leadership||14||6 Henchmen||+1 Loyalty|
|Appearance||13||+1 NPC reactions|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +1
Hit Points: 14/15
Armor Class: 14 / 15 (Dex, Gnomish Workman Leather, Buckler)
Base Attack Bonus: +3
- Paralyzation/Poison/Death: 13 (+4 vs. Poison)
- Rod/Staff/Wand: 10
- Petrification/Polymorph: 12
- Breath Weapon: 16
- Spells: 11
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Hand Crossbow||1/round||+0||1d3||1d2||5||20 / 40 / 60|
|Broadsword||3 / 2 rounds||+1||2d4+2||1d6+3||5||melee|
|Immaculate Axe||3 / 2 rounds||+1||1d8+2||1d8+2||7||melee|| Magic.
+1d8 damage vs. slimy things.
Thief Skills: (in armor)
|PP||5% (-25%)||HS||45% (25%)|
|OL||35% (25%||HN||15% (10%)|
|F/RT||40% (30%)||CW||60% (55%)|
|MS||55% (35%)||RL||10% (10%)|
Non-Weapon Proficiencies: General, Priest, Rogue, Warrior, and Wizard
|Modern Languages (Common)||12||Ancient History (Moonsea)||11|
|Modern Languages (Tharian)||12||Etiquette||14|
|Modern Languages (Cormanthan)||12||Heraldry||12|
|Modern Languages (Dethek)||12||Endurance||15|
|Secret Languages (Thieves’ Cant)||12||Blind-Fighting||—|
|Modern Languages (Gnim)||12||Cooking||12|
|Detect Sloping Passage||17||Lock Smithing||13|
|Detect New Construction)||17|
|Detect Shifting Walls||15|
|Detect Stonework Traps||13|
|Determine Depth Underground||13|
3 open slots
Axes Tight Group
Specialization in Broad Sword and Battle Axe
1 open slot
- Dwarven infravision enables them to see up to 60 feet in the dark.
- By nature, dwarves are nonmagical this gives a +4 bonus to dwarves’ saving throws against attacks from magical wands, staves, rods, spells, and poisons.
- In melee, dwarves add 1 to their attack rolls orcs, half-orcs, goblins, and hobgoblins.
- Dwarves gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
- Backstab: When attacking someone by surprise and from behind, a thief can improve his chance to successfully hit (+4 modifier for rear attack and negate the target’s shield and Dexterity bonuses) and deal twice (2x) the normal amount of damage his blow causes. The multiplier applies only to the base damage of the weapon before modifiers for Strength or magical bonuses are added. The weapon’s standard damage is multiplied. Then Strength and magical weapon bonuses are added.
- When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons).
- Witch’s Curse: Zyg’s dark skin grants him a +5% bonus to Hide in Shadows, but marks him as a kin-slayer. All dwarves who are not rogues, outlaws, or evil-aligned will automatically be unfriendly towards him (roll all NPC reactions vs. Dwarves using the Threatening column).
- Mooneyes from the city-states are at -2 for encounters with Zhentilar, Red Plumes, or Mulman warriors.
- Thieves picking a Mooneye’s pocket gain a 10% bonus to their chance of success.
- Because of their nonmagical nature dwarves have trouble using magical items. All magical items that are not specifically suited to the character’s class have a 20% chance to malfunction when used by a dwarf. This check is made each time a dwarf uses a magical item. A malfunction affects only the current use; the item may work properly next time. For devices that are continually in operation, the check is made the first time the device is used during an encounter. If the check is passed, the device functions normally until it is turned off. Thus, a dwarf would have to check upon donning a robe of blending but would not check again until he had taken the robe off and then put it on again. If a cursed item malfunctions, the character recognizes its cursed nature and can dispose of the item. Malfunction applies to rods, staves, wands, rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles.
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any weapons
- Gain 1 Weapon and 1 Non-weapon proficiency slot every even Fighter level (instead of every 3).
- A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized.
- A fighter can operate heavy war machines when he reaches 4th level.
- A fighter can supervise the construction of defenses when he reaches 6th level.
- A fighter can command large numbers of troops when he reaches 7th level. In role-playing terms, the fighter has mastered the skills and techniques to take charge of 100 soldiers per level.
- Once a fighter reaches 9th level, he attracts his first unit of followers.
- Once a thief reaches 9th level, his reputation is such that he can attract followers. The thief attracts 4d6 of these fellows.
- At 10th level, a thief gains a limited ability to use magical and priest scrolls. A thief’s understanding of magical writings is far from complete, however. The thief has a 25% chance to read the scroll incorrectly and reverse the spell’s effect.
- Starting at 11th level, a thief may learn additional rogue skills. It costs 10 discretionary points to learn one of these abilities (at a base score of 5%).
- Hand Crossbow (3 lbs)
- 17 Bolts (2 lbs), 3 +1 Bolts
- Broadsword (4 lbs)
- The Immaculate Axe
- Gnomish Leather Workman’s Armor (15 lbs)
- Buckler (3 lbs, +1 AC vs. first attack each round)
- Gray Tabard w/ Red Enso Circle
- Footpad’s Boots
Other Gear: (19 lbs total)
- Backpack (2 lbs)
- Thieves’ Picks (1 lb)
- Wineskin (1 gallon, 9 lbs)
- Large Sack (1/2 lb)
- Flint & Steel
- Signal Whistle
- Protective Amulet (vs. Shocking Grasp)
- Horn of Halitsu
- Cash: 86 Gold Pieces, 9 Silver Pieces, 10 Copper Pieces (7 lbs)
Left at Manor:
- Mule (“Falco”)
- Saddlebags (large)
- 1 Week Dry Rations (5 lbs)
- Winter Blanket (3 lbs)
- Fur of Warmth (5 lbs)
- 50’ Silk Rope (8 lbs)
- Grappling Hook (4 lbs)
Base Speed: 6
Total Weight of Gear: 80 lbs. (Moderate load)
- 57 lbs (Light load) without Backpack
|Weight||0 – 45 lbs.||46-69 lbs.||70-93 lbs.||94-116 lbs.||117-139 lbs.||140 lbs|