The Red Guard home base in Kowal.
It is also the prison that holds captured mages. It was destroyed in 5706 in an event that many can not even remember clearly.
It is adjacent to the Walled Tower, the home of Baron Zadeku.
The Red Guard home base in Kowal.
It is also the prison that holds captured mages. It was destroyed in 5706 in an event that many can not even remember clearly.
It is adjacent to the Walled Tower, the home of Baron Zadeku.
Challenge Rating: 4
Size: Large
Type: Magical Beast
Initiative: +2
Defense
Hit Points: 59 ( 7HD)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Saves: Fort +8 Ref +7 Will +5
Weaknesses: –
Offense
Speed: 30ft, fly 80ft
Base Attack: +7
Melee: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)
Special Attacks: Pounce, rake 1d6+2
Sanity Effects: –
Statistics
Abilities: STR 18, DEX 15, CON 16, INT 5, WIS 13, CHA 8
Skills: Acrobatics +2, Athletics +4, Awareness +5, Endurance +3, Knowledge -4, Persuasion -1, Spellcraft +1, Survival +1, Thievery +2
Talents: 3 points or recommended: Unbreakable Will, Multiattack, Weapon Focus (bite)
Special Qualities: 5ft Reach, Darkvision 60ft, low-light Vision, scent
Ecology
Environment: Temperate Hills
Organization: Solitary, pair, or pride (6-10)
Treasure: None
Pounce
If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake
Attack bonus +8 melee, damage 1d6+2.
A large bookstore located in Kowal. The owner, Artur Groenwald III, maintains a long family alliance with the Kowal Library.
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Gylas is not part of the Wanderers, but he is fiercely loyal to them. He is a Losvari elf, who found himself back in the lands of Atheles at the young age of eight. He was captured by the Red Guard and was long interrogated and imprisoned. When he was found to have no useful information, he was sent to the iron mines. There he showed an aptitude for chemistry, helping formulate and build black rock explosives that allowed the mines to dig deeper than ever. When the Red Guard was destroyed in 5706, he escaped and found his way to the Elmhearth. Helfen welcomed him to the community. His alchemical creations helped the village mine stone more quickly, and he built the Cauldron. It serves as both a shop for any villagers in need, but also as the source for any alchemical needs the Wanderers need.
Role in Story: Current leader of the protectorate. Militant against magic.
Occupation: Leader of the protectorate
Physical Description: broad shouldered and a bit portly. Hair thinning and gray.
Personality: good natured but strict.
Habits/Mannerisms: closes eyes often while taking.
Helfen
Race: Human Age 51
Class: Fighter 4
Challenge Rating: 3
Size: Medium
Initiative: +1
Defense
Hit Points: 38
Armor Class: 17, touch 11, flat-footed 16
Saves: Fort +7 Ref +5 Will +2
Weakness: Hurt ankle (slower movement, can not travel over long distances)
Offense
Speed: 25
Base Attack: +4
Melee: Mace +6 (1d6+2)
Ranged: —
Special Attacks:
Mana: —
Statistics
Abilities: STR 14, DEX 12, CON 15, INT 13, WIS 11, CHA 10
Skills: Acrobatics +2, Athletics +4, Awareness +4, Endurance +5, Knowledge +3, Persuasion +3, Spellcraft –, Survival +1, Thievery +2
Talents: Investigator
Special Qualities: —
Background
Helfen traveled as a caravan guard before he joined the Wanderers. He was not a thrill-seeker and worked mainly as a guard for Wanderer tasks. As soon as a way arose for him to get off the road, he jumped at the position. During the rebuilding of Elmhearth, he fell from the second story and severely damaged his ankle.
Characteristics:
Optimistic, Hard-working, Rigid
Challenge Rating: 3
Size: Medium (8’)
Type: Fey (Aberration)
Initiative: +5
Defense
Hit Points: 25 (4d8+4)
Armor Class: 16, touch 11, flat-footed 15, (+1 Dex, +5 natural)
Saves: Fort +5 Ref +5 Will +4
Weaknesses: Vulnerability to cold
Offense
Speed: 40’
Base Attack: +4
Melee: Bite +5 melee (1d8+1 plus 1d6 fire)
Ranged: —
Special Attacks: Breath weapon, fiery bite
Sanity effects: –
Statistics
Abilities: STR 13, DEX 13, CON 13, INT 6, WIS 10, CHA 6
Skills: Acrobatics +1, Athletics +1, Awareness +1, Endurance +1, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery +3
Talents: 3 points or recommended: Improved Initiative, Run, Track
Special Qualities: Darkvision 60 ft., immunity to fire, scent,
Ecology
Environment: Any warm land
Organization: Solitary, pair, pack (5-12)
Treasure: None
Breath Weapon
A hell hound can breath a 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half.
Fiery Bite
A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent.