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| #1ravenharmJul 13, 2009 11:46:45 | back when playstation first came out, tsr did a deal with take 2 and sony to make a passable 3d fighter called blood and iron. unlike regular fighters genres they had an adventure mode that would give you magic tiems after winning battles. two sides, lord soth and strahd hand picked dread monsters and adventurers to fight for them. with a code i recall you could actually play four hidden chracters depending on how you beat the game, including a floating spellcasting strahd. and a huge demon thing found on the cover. its been a long time since i played this game and wondered if anyone had a copy of the manual or information of the class/races of the cast members. my goal of course is to make 3.0, 3.5 and 4th edition versions of those characters. any information would be welcome. |
| #2riddling-reaverJul 17, 2009 10:04:10 | Don't remind me. A Ravenloft beat-em-up. ![]() What I'd give for a true NWN style Ravenloft adventure. |
| #3ravenharmJul 17, 2009 10:34:32 | lol, i know. but im one for nostalgia. i like that game like how others like "plan 9 from outer space". and i cant fault the characters themselves for the game they were put in. besides, what other game let you play as strahd? been wanting to grab the dos ravenloft pc's from strahds possession and the sequel, and do a write up for them as well but i don't know how to retitle this thread to ... "ravenloft games pc's stats" im in the same boat about wanting a ravenloft nwn game. heck i even thought a baldurs gate /icewind dale version would have been great back in its day. but i would take nwn of those in a second. |
| #4livingwillJul 17, 2009 17:06:00 | Don't remind me. You can download a bunch of modules, some in Ravenloft from this site http://nwvault.ign.com/. |
| #5CatmanJimJul 26, 2009 11:52:56 | When "Iron and Blood: Warriors of Ravenloft" came out, it was during Second Edition D&D. One of the posters back on the old Ravenloft-L discussion list in 2000 - 2001 posted stats for all the characters, as well as some current post-tournament scenarios for each character. I was able to find almost all of them, I could post those here if you are still interested. Here are just the 2E stats he posted, direct from the archives. Thanks for these, Dustin, if you are still around! Nym Pymplee 5th Level Goblin Fighter/Thief, CE Quote: I'm hungry. Who's for a sandwich? AC: 5 (Leather+Dex) 1 (Tumbling) Movement: 12 HD(hp): 5(27) THAC0: 16 #of Attacks: 2 or 1 Damage/Attack: 1d8+1/1d8+1 or 1d8+1 Special Attacks: Shocking (1d8+5) Special Defenses: Tumbling MR: Nil Size: S (3'11") Morale: Champion (15) XP Value: 420 Str: 14 Dex: 17 Con: 15 Int: 11 Wis: 12 Cha: 6(16 to goblins) Urgo the Margoyle Margoyle/Fiend, CE Quote: RROOAARR!! AC: 2 Movement: 6, Fl 12 (C)* HD(hp): 6 (48) THAC0: 15 # of Attacks: 4 Damage/Attack: 1-6/1-6/2-8/2-8 Special Attacks: See Below Special Defenses: See Below Magic Resistance: 25% Size: M (5'5") Morale: Fanatic (17) XP Value: Str 19 for BB/LG or Open Doors Dex 8 Con 18 Int 11 Wis 6 Cha 4 Kaurik the Warlord 6th Level Madman (Warrior) Quote: "Prepare yourself for pain." AC: 8 (Leather ((skin)) armor) Movement: 12 HD(hp): 6 (42) THAC0: 15 #of Attacks: 3/2 Damage/Attack: 1d6+4 +paralyzation (Footman's Flail+1, specialized) Special Attacks: Wildfighting, Paralyzation Special Defenses: MR: Nil Size: M (5'10") Morale: Fanatic XP Value: Str: 15 Dex: 14 Con: 13 Int: 12 Wis: 11 Cha: 7 Sasha Lowland Loup-Garou, CE Quote: AARROOOOO! AC: 4 Movement: 12, 15, or 18 HD(hp): 5+4 (34) THAC0: 15 #of Attacks: 3 or 1 Damage/Attack: 1d4/1d4/2d4 or 2d4 Special Attacks: Surprise Special Defenses: Harmed only by silver or magic weapons. MR: 20% Size: M (6') Morale: Elite (14) XP Value: 2,000 Str: 9(18/00) Dex: 15(17) Con: 13 Int: 14 Wis: 10 Cha: 17 (Stats in parenthesis reflect ability scores in wolf-woman form.) Balok, the Black Knight 9th Level Warrior, CE Quote: "Even your best fight was no match for me!" AC: 3 (Splint mail + Shield) Movement: 12 HD (hp): 9(58) THAC0: 12 #of Attacks: 2 Damage/Attack: 1d8+6(total bonus) Special Attacks: Gravebringer Sword Special Defenses: Gravebringer Sword MR: Nil Size: M (6'5") Morale: Champion (15) XP Value: Str: 15 Dex: 14 Con: 8 Int: 13 Wis: 13 Cha: 16 Balthazaar the Headsman 8th level Warrior, CE Quote: I might have been nicer if you'd begged. AC: 8 Movement: 12 HD(hp): 8 (53) THAC0: 13 (base) #of Attacks: 2/1 Damage/Attack: 1d10+5+Special Special Attacks: Axe of Dancing (See Below) Special Defenses: Hood of Protection +2 Magic Resistance: Nil Size: L (7' 4") Morale: Champion (15) XP Value: Str 18/45 +1/+3 Dex 9 Con 15 Int 10 Wis 13 Cha 9 Ardrus, the Skeletal Warrior Skeletal Warrior, CE Quote: "How easily you've chosen to join me in death." AC: 2 Movement: 6 HD(hp): 9+6 (45) THAC0: 11 #of Attacks: 1 Damage/Attack: 2d4 (+3 to attack roll) Special Attacks: See Below Special Defenses: See Below MR: 90% Size: M (5'10") Morale: Champion (15) XP Value: 6,000 Str: 15 Dex: 7 Con: 18 Int: 12 Wis: 14 Cha: 6 Stellerex 9th Level Mage, LE Quote: "Your first mistake was entering the arena." AC: 8 Movement: 12 HD(hp): 9 (27) THAC0: 18 #of Attacks: 1 Damage/Attack: 1d6+2 or 2d6+4 Special Attacks: Spells, Staff of Power Special Defenses: Spells, Staff of Power MR: Nil Size: M (5’9”) Morale: Steady (11) XP Value: Str: 11 Dex: 14 Con: 12 Int: 18 Wis: 14 Cha: 15 |
| #6CatmanJimJul 26, 2009 11:56:57 | Erland 8th level Fighter (Archer), CG Quote: Looks like you were overmatched friend! AC: 6 (Leather + Dex) Movement: 12 HD (hp): 8 (44) THAC0: 13 # Of Attacks: 2/1 or 1 Damage/Attack: by weapon Special Attacks: See Below Special Defenses: See Below Magic Resistance: Nil Size: M (4'9") Morale: Champion Str 15 Dex 18 Con 14 Int 13 Wis 11 Cha 14 Shinesta 4th level elven fighter/mage, CG Quote: I do detest bludgeoning beggars. AC: 7 Movement: 12 HD (hp): 4 (23) THAC0: 17 # Of Attacks: 1 Damage/Attack: by weapon Special Attacks: Spells Special Defenses: See Below Magic Resistance: Nil Size: M (4'4") Morale: Champion XP Value: Str 11 Dex 17 Con 12 Int 16 Wis 14 Cha 18 (12) Darius 7th level Fighter (Gladiator), LN Quote: Defeat is for the weak. AC: 5 Movement: 12 HD (hp): 7 (52) THAC0: 14 # Of Attacks: 2/1 Damage/Attack: by weapon Special Attacks: See Below Special Defenses: See Below Magic Resistance: Nil Size: M (6'9") Morale: Champion ( XP Value: Str 18/15 Dex 15 Con 17 Int 13 Wis 9 Cha 13 Xenobia 8th level Fighter (Barbarian), NG Quote: Taste leather dog! AC: 6 Movement: 12 HD (hp): 8 (62) THAC0: 13 # Of Attacks: 3/2 Damage/Attack: by weapon Special Attacks: See Below Special Defenses: See Below Magic Resistance: Nil Size: M (6'9") Morale: Champion XP Value: Str 17 Dex 15 Con 17 Int 11 Wis 14 Cha 16 Torgo 7th level Dwarven Fighter, NG Quote: Next time try using a hammer! AC: 2 Movement: 12 HD (hp): 7 (57) THAC0: 14 # Of Attacks: 2/1 Damage/Attack: by weapon Special Attacks: See Below Special Defenses: See Below Magic Resistance: Nil Size: M (4’5") Morale: Champion ( XP Value: Str 16 Dex 13 Con 17 Int 11 Wis 10 Cha 12 Red Cloud 7th level Priest (Shaman), Neutral (Good tendencies) Quote: Anger the spirits, and the crows will feast upon your bones. AC: 10 (5) Movement: 12 HD (hp): 7 (42) THAC0: 16 # Of Attacks: 1 Damage/Attack: by weapon or 2d4 (bite) Special Attacks: Spells, Lycanthropy Special Defenses: Hit only by a silver or magical weapon. Special Weaknesses: Silver, Wolfsbane Magic Resistance: Nil Size: M 5'9" Morale: Champion XP Value: Str 13(19) Dex 14(16) Con 12 Int 13 Wis 16 Cha 13 Numbers in parenthesis reflect stats in wolfen form. Luthor 9th Level Paladin, LG Quote: Once again, the Order is victorious. AC: 9 Movement: 12 HD (hp): 9 (61) THAC0: 12 # Of Attacks: 3/2 Damage/Attack: by weapon Special Attacks: See Below Special Defenses: See Below Magic Resistance: Nil Size: M (6’3”) Morale: Champion XP Value: Str 16 Dex 15 Con 13 Int 11 Wis 14 Cha 17 I was not able to find the stats Dustin made for Ignatius Max, the halfling thief. I will try to look for those. In the meantime, let me know if you are interested in those backstories & current scenrios for each character. |
| #7ravenharmJul 27, 2009 14:18:41 | yes please!! any and all information would help im grateful for, even this! totally made my day!:D thank you so much! |
| #8CatmanJimJul 27, 2009 17:22:20 | Ok, I'll be glad to post them. As I said, these were all from another poster in 2000 - 2001, all the credit goes to "Grigg Dreadbreaker" / Dustin Rathbun. Nym Pymplee 5th Level Goblin Fighter/Thief, CE Background: (As presented in the Iron and Blood game booklet.) Nym Pymplee is a rare and exceptional goblin feared throughout the lands. Known as the "Mad Goblin," Nym attacks with his two wicked cutlasses, which he keeps jagged to inflict more pain on his enemies. Although Nym Pymplee quickly demonstrated that he was the finest warrior of a race of war-like people, he has no desire to be a war chieftain. He roams the wilds terrorizing those unfortunate enough to encounter him. Even the bravest of warriors can be forgiven for losing their nerve at the sight of Nym Pymplee. Current Sketch: (Details that I have added IMC.) While Nym Pymplee skipped away from the Iron and Blood tournament, the Mists engulfed him. He walked within them for only a minute and found himself back in his home domain of Tepest. However, one minute within the mists turned out to be over twenty years in the Core. His homecoming was not the homecoming he expected. He found his former cohorts long dead, and in their place, a bunch of weak willed dogs taking orders from a little fairy. (At least that was his interpretation upon seeing the current goblin chieftain Korag negotiating with a powrie of the Arak.) A few creative insults to Korag had Nym finding himself escorted as deep into the Brujamonte as his goblin escorts were willing to take him, and tied to a tree. The goblin patrol waited half the night, camped out about a half-mile from where they had tied Nym Pymplee, waiting to hear his screams. What they heard however was Nym laughing like a maniac. The laughing did not stop, even when he came sprinting through the goblin camp, with a trio of angry treants on his heels. Nym Pymplee was the only goblin to escape with his life that night. Nym Pymplee is now trying to organize his own tribe, with little success. He intends to regain the pride of the goblin race, by telling the fey just where they can stick it. Combat: Nym Pymplee enters combat with his two cutlasses flailing. He is specialized in the two-weapon style, and thus gets two attacks per round. Nym's cutlasses are kept jagged, and inflict and additional 1 point of damage per strike against opponents not wearing metal armor. Nym Pymplee also possesses a malfunctioning ring of shocking grasp. The ring enables him to expend a charge to use the shocking grasp spell, but because the ring is faulty, the spell channels the energy through Nym Pymplee and his cutlasses. The ring actually fires a bolt of electricity through Nym's cutlasses, up to a range of 10', which causes the same damage as the shocking grasp spell, but channeling the energy in this way inflicts 1-4 points of damage to Nym Pymplee himself. When in combat, Nym Pymplee makes full use of his Tumbling proficiency, by jumping, diving, and rolling toward and away from his opponents in a wild and unpredictable manner. When tumbling in this fashion, Nym Pymplee gains a 4 point bonus to his armor class. Nym Pymplee has perfected his technique to the point where he may still make one attack per round while tumbling. ------------------------------------------------------------------------ Urgo the Margoyle Margoyle/Fiend, CE Background: (As presented in the Iron and Blood game book.) In the kingdom of Avent, a spoiled young prince Medwyn began dabbling in magic. When the prince bungled a spell meant to cast the soul of a minor fiend named Urgo into a stone gargoyle, Urgo quickly turned on Medwyn and crushed the life out of the spoiled prince. Urgo's rage grew, however, when he realized that he was trapped in the gargoyle body. This rage fuels Urgo's actions, and now he seeks to destroy all things made of flesh and bone. Current Sketch: (These are ideas of my own that I have added.) After the finale of the Iron and Blood contest, Urgo set about gaining as much power as he could through the use of fiendish power rituals. After enacting the power ritual in Barovia, the Mist's quickly ferreted him out of the core, and dropped him in the labyrinth of tunnels in Timor. Quickly enacting a power ritual, he was then set upon by the Marikith. Though the creatures could not truly harm him, their overwhelming numbers did force him to seek escape into the city of Paridon. After resting for a day, Urgo attempted to enact another power ritual, but this attempt failed. Urgo found that he was now imprisoned within the city of Paridon, and is now unable to leave. Urgo now stalks the twisting streets of the city at night, tearing any creature that he finds limb from limb. Most of his attacks have been attributed to the doppelgangers and marikith that stalk the city, but members of the Brotherhood of Mortis (Detailed in the Book of Sorrows.) have seen him, and are quite interested in harnessing his rage for their own purposes. Combat: Urgo's rage fuels his every action in combat. He attacks without abandon, seeking only to rend flesh. If he is encountered on the ground, Urgo will attack with a claw, claw, horn, bite routine. If he is in the air when he spots his prey, he will attack by diving at his foes with his claws for double damage. Should Urgo encounter opponents stronger, or more numerous than his usual prey, he will begin to use the powers granted him by his fiendish heritage. Urgo may produce flame as per the spell every other round, and can breathe a cone of flame that mimics the effects of a burning hands spell three times per day. Since he has the soul of a fiend, Urgo does possess a reality wrinkle as proposed in VRGtF. Urgo's wrinkle is 1/4 mile in diameter, and his corruption index is 11. The land-based powers that Urgo has been granted are Shadow-walking, Mist of Confusion, and a Fear Aura. Urgo also has the immunities and vulnerabilities of any Baatezu, save that only weapons of +2 or greater enchantment can harm him, regardless of the material they are forged of. ------------------------------------------------------------------------ Kaurik the Warlord 6th Level Madman (Warrior) Background: (As presented in the Iron and Blood game book.) The youngest member of an inbred noble family with a curse upon it, Kaurik the Warlord was driven mad by his obsessive love for a woman of the court, who drowned herself in a swamp after being rejected by a knight of the castle guard. Grief-stricken, young Kaurik retrieved her body, preserved her remains, and claimed vengeance by slaying every fifth main in the duchy. The people of the land rose up in anger and burned the family's castle down, killing them all but Kaurik, who escaped into the swamps. In the wilds of the swamp, his fetish for the dead grew, and he began to kill, creating for himself a mask of flesh. A true madman, Kaurik attacks with a berserk and manic rage unseen in most warriors. Current Sketch: (Added from my own ideas.) When the Iron and Blood contest concluded, Kaurik made his way north to Necropolis. He built a small hut for himself in the Boglands, and continued on as he had before, murdering travelers in the swamps, and skinning them. That is until he crossed paths with Jenndra Barlowe. Barlowe had fled from a group of adventurers into the swamps. She had been the living apprentice of a lich, and though she had given the adventurers the location of her master’s phylactery, they sought to bring her to justice for her part in his foul experiments. Kaurik killed the heroes one by one, and then confronted Barlowe. A skull mask affixed to her face, and her hands those of a corpse; Kaurik fell in love with the look of death upon her. The duo has since left Necropolis, and has been inducted into the Society of Masks. Jenndra is known as the Mask of Death, and Kaurik has become the Mask of Pain. Though most of the Society views him as nothing more than an attack dog, he is quite content, especially at the side of his lovely Maiden of Death. Combat: Kaurik attacks with his enchanted flail Ghoulhand. He is specialized in the footman's flail and gains +1 to hit and +2 to damage. Kaurik also possesses the wild-fighting proficiency (From the Complete Book of Humanoids,) and when wildfighting attacks connect, they cause additional +3 damage. However, when wild-fighting Kaurik attacks with a -3 penalty, and his AC is likewise penalized. Wild fighting is very tiring, and Kaurik must rest for an hour before he can again call upon this proficiency. If Kaurik is able to strike with surprise, he gains a backstab bonus of x3 damage for a single attack. Kaurik cannot surprise opponents when he is using his wild-fighting proficiency. Ghoulhand is a footman's flail +1 that was fashioned by the lich Jenndra Barlowe betrayed, and given to Kaurik. When a victim is struck with Ghoulhand, they must save vs. paralysis or be paralyzed for 3-8 rounds, just as if a ghoul had touched them (Note: This was not featured in the game, I just thought it was a nice touch.). Once his victim is helpless, Kaurik will take out his skinning knives and go to work on the still living victim. If engaged with multiple opponents, Kaurik must make a wisdom check to avoid the temptation to abandon combat and take a helpless victim's skin. ------------------------------------------------------------------------ Sasha Lowland Loup-Garou, CE Background: (As presented in the Iron and Blood game book.) Sasha, a handmaiden to Gwyneth, the daughter of a rich nobleman, coveted her position. Seduced by an errant knight, Sasha killed her mistress when the knight spurned her for Gwyneth. Sasha fled the outraged townspeople into the forests, where she scrounged for survival like an animal. Troubled by her acts, she sought the advice of a druidess. The druidess advised a full confession, but Sasha, over come by rage and jealousy, instead lied, causing the druidess to curse her for her crimes. For the rest of her life, she was doomed to spend her nights in the guise of a beast. Sasha's jealousy and rage still burn within her, and while in werewolf form, she is a ferociously savage fighter. Current Sketch: (Ideas of my own.) After the conclusion of Iron and Blood, Sasha fled to the domain of Verbrek. She was in her beast form when Alfred Timothy confronted her. Intoxicated by her scent, Alfred spent the night with this strange new female, but when she transformed back into her human form at dawn, he was thoroughly disgusted with the weak human woman that lay shivering before him. In the years that have past, Alfred Timothy taught Sasha to control her curse, and slowly, she came to revel in the power of her beast form. Sasha has become Alfred's preferred mate, and is content, if not happy with this position. Sasha's curse is still upon her however, and when another female tries to divert Alfred's attention; Sasha will be overcome by rage and jealousy. At sundown, Sasha will transform, seek out her perceived rival, and tear them to shreds with her bloodlust. Combat: While in human form Sasha is a weak combatant, and will avoid combat using any means at her disposal. She is quite fond of seducing those who she feels may become enemies, but is faithful to Alfred Timothy. If pressed, she will attack with whatever weapon she may have at her disposal. When in her wolf-woman form, though capable of wielding a weapon, Sasha attacks with tooth and nail. She can claw twice per round for 1-4 damage, and bite for 2-8 damage. In wolf form, Sasha attacks with a bite attack for 2-8 damage. Sasha is capable of summoning a pack of 2-8 wolves to aid her in combat. Sasha is also fond of laying ambushes for would be hunters. Only silver or magic weapons are capable of harming Sasha. Silver weapons will inflict full damage, but magical weapons will inflict only damage equal to their magical plus rating. Blessed weapons will also damage Sasha for 1 point of damage per successful attack. Sasha also possesses some resistance to magic, and there is a 20% chance that spells will fail to affect her. Curiously, Sasha cannot transmit the lycanthropic contagion. However, not even she is aware of that fact. ------------------------------------------------------------------------ Balok, the Black Knight 9th Level Warrior, CE Background: (As presented in the Iron and Blood game book.) Balok was once a great champion for good, renown as a fair leader of men. Seduced by the sinister siren call of an evil sword, which lusted for blood, Balok claimed it as his own and carried it back to his home. Balok turned on a sparring partner and slayed him. One victim was all the vampire sword needed before it was able to exert its complete will over Balok. Soon the admired lord of the keep became a feared and hated man. His lust for evil unbridled, he slaughtered every living being in his keep. He now travels the world, guided by his vampiric blade, seeking more blood for the blades unquenchable thirst. Current Sketch: (Ideas of my own.) Surviving the Iron and Blood tournament, Balok made his way to the domain of Falkovnia. The border guards that greeted him lost their lives when they attempted to wrest the Gravebringer from his hands. Vlad II, the son of King Drakov, was visiting the border garrison, searching for men to aid in the extermination of the recently discovered vampyre race. Seeing the outland warrior slay the border guards, Vlad II approached Balok with a proposition. In exchange for destroying the vampyre, Balok would not only get to keep his life, but would be given some land holdings to govern in the King's name. The swords desire for blood urged Balok to accept. Balok was given command of a unit of men in order to flush out the vampyre. When the first cell of vampyre had been wiped out, only Balok emerged from the battle alive. A second unit was given to him, and met a similar fate. (Though believed to have died in battle with the vampyre, many of these men actually fell victim to the hunger of the Gravebringer blade.) Balok was indeed granted land in Falkovnia, but it is located within the area currently held by a tenacious band of kobolds. Balok has not yet seen his holdings, but will most likely be very displeased when he does. Combat: Balok fights with the Gravebringer long sword (as seen in Dragon Magazine #258) that brought him low so long ago. Balok is specialized in this weapon, and makes two attacks per round with a bonus of +1 to hit and +2 to damage. Balok also uses a shield in combat, at is not above occasionally shield-bashing opponents. The Gravebringer sword is a very powerful, sentient weapon (Int 15 and Ego 20). In the hands of a chaotic evil warrior, the sword is +4; to any one else it is merely a +1. The sword raises an evil wielder's charisma score by 2. In combat, the sword burns with a blue black flame, and protects its wielder from missile weapons by cutting them from the air (Just as if the holder were protected by a protection from normal missiles, and protection from magical missile spells.) In the event that Balok is confronted by any more than 7 foes, the Gravebringer sword will subjugate Balok's mind and control him in combat. (This is an ego test, but the sword automatically wins the contest in Balok's hands.) When under the swords control, Balok's eyes burn with the same fire that flickers along the blade. When the sword assumes control, it activates its deadliest power. So long as the sword is unsheathed and in control, every being within a 20' radius of the wielder loses 1hp/round. These hit points are transferred to Balok, healing him any damage he has taken, and even taking him beyond his normal maximum. Any excess hit points Balok collects from this power are lost to the swords hunger at the end of combat. This power is detrimental to the warrior that holds the Gravebringer, leaving him exhausted and possibly unconscious. At the end of such a possession, Balok must make a system shock roll. If he fails, he not only loses consciousness, but also loses a point of Constitution permanently. It is probable that when Balok's body finally gives out, the Gravebringer will present itself to another warrior, possible the son of King Drakov. ------------------------------------------------------------------------ Balthazaar the Headsman 8th level Warrior, CE Background: (As written in the Iron and Blood game book) Of all the warriors, none is more infamous for his cruelty than Balthazaar the Headsman. While still a youth, he was apprenticed to the Headsman's Guild, and despite his teachers concern over his unnatural zeal; Balthazaar was made a member of the guild. His habit of cruelly toying with victims soon led to his dismissal from the guild. An enraged Balthazaar sought his revenge by slaying the guild members. Balthazaar then roamed the world, plying his trade where possible, inflicting punishment on both the just and the wicked with equal pleasure. Current Sketch: (I have added this from my own ideas.) After surviving the Iron and Blood contest, Balthazaar wandered the core. Balthazaar found himself in Barovia shortly after the Grand Conjunction, and while there, he was recognized by Strahd. While the vampire lord considered simply slaying the Headsman outright, he recognized within Balthazaar a dark nature that he could make use of. Strahd appointed Balthazaar chief executioner of Barovia. Balthazaar, surprised yet extremely pleased, set up shop in Vallaki and has served Strahd faithfully since then. Combat: Balthazaar enters combat with almost a playful glee. He wields a two-handed battle-axe, which also acts as a sword of dancing would. In the first round of combat, the axe is a +1 weapon; in the second round the axe becomes a +2, and so on until the axe is +4. At the end of the fourth round, the axe resets itself to +1. Balthazaar may also opt to have his axe 'dance' for the second four round cycle. The axe can travel up to 30' distant from Balthazaar and attack as though he still wielded it. At the end of the fourth round in the cycle, the axe will return to Balthazaar's grasp. Balthazaar is also specialized with the axe, gaining two attacks per round. Balthazaar does not wear armor, but his executioner’s hood has been enchanted so that it acts as a Ring of Protection +2. ------------------------------------------------------------------------ Ardrus, the Skeletal Warrior Skeletal Warrior, CE Background: (As presented in the Iron and Blood game book.) In his former life, the skeletal warrior known as Ardrus served as the trusted captain of the guard to King Goodwyn of Aragon. Ardrus held his post gallantly for many years, and was instrumental in saving the good king's life on several occasions. But his ambitions led him into a plot to kill the King in hopes of gaining a coveted position. Double-crossed by the plotters and denounced as a traitor, Ardrus swore vengeance before he was set upon and destroyed. Within a fortnight he was reborn as a skeletal warrior. To this day, the skeletal warrior despises mortal kind and seeks to send as many men as possible to their deaths. Current Sketch: (Ideas of my own.) After the conclusion of the Iron and Blood tournament, Ardrus entered the torpor of undead slumber. Years later, the activation of Lord Azalin's doomsday device awakened him. Ardrus set out to the murdered city of Il Aluk, and there was granted an audience with the frightful entity known as Death. It was then that Ardrus was inducted into the horrid Unholy Order of the Grave, Death's chosen ones. Branded with an hourglass pattern above the void that once held his heart, Ardrus was given the duty to recover two of Azalin's most powerful artifacts, the Hourglass of Souls (Forged of Darkness), and the Book of the Requiem (Dragon Magazine #252). Ardrus now searches the core, relentlessly tracking the treasures, and leaving death and misery in his wake. Combat: Unlike most skeletal warriors, Ardrus is not bound by a circlet of power. Ardrus attacks his foes with the morning star that has served him since the near forgotten time of his mortality. The bludgeon causes 2d4 damage per strike, and Ardrus receives a +3 bonus to attack with it. Ardrus can only be harmed by a magical weapon, and has a magic resistance of 90%. Any creature with fewer than 5 Hit Dice will flee from the ancient warrior. Priests attempting to turn Ardrus will find that they are doomed to fail, for Ardrus cannot be turned away by any faith. When Ardrus was inducted into the Unholy Order of the Grave, Death shared a fraction of its power with the skeletal warrior. As a result, Ardrus is capable of draining 1 level of life energy with a successful open handed attack (He cannot drain energy through his mace). Though Ardrus does not require the energy to exist, he finds the 'taste' of life energy quite intoxicating. Especially when the energy comes from the soul of a powerful individual (PCs and NPCs of 6th level or more.). ------------------------------------------------------------------------ Stellerex 9th Level Mage, LE Background: (As presented in the Iron and Blood game book.) Stellerex’s dark genius guides him through his life. With an intellect far superior to that of most men, he was able to master the complexity of the black arts with surprising ease. As an apprentice to a greedy magician of moderate skill, Stellerex absorbed all the man could teach before turning on his master and burning him alive with a spell of his own creation. This has been Stellerex’s pattern ever since—training with magicians and then destroying them whenever they’ve taught him all they could. His brilliance and discipline have saved him many times from beings far more powerful than he. Cold, calculating and ruthless, Stellerex is a very dangerous foe. Current Sketch: (Ideas of my own.) Since coming to the misty realm of Ravenloft, Stellerex has been forced to change his pattern. Wizards are a suspicious lot, and even more so in the Domains of Dread. Stellerex searched for over a year for a new teacher, but could find none. Stellerex has now secluded himself away in a home in Mordent, on the shores of the Sea of Sorrows. Stellerex has been conducting studies to determine the nature of this strange plane, but he has met with no success. He has recently allied himself with a thieves’ guild that operates in Mordent. In exchange for his arcane talents, the guild provides him with some of the arcane curiosities that they procure. Recently, they have delivered into his hands a tome without any identifiable markings on it. Stellerex has been unable to open the tome yet, but it is only a matter of time before the dark secrets within are granted to the eager wizard. Combat: Stellerex carefully plans out his every action in combat. Armed with the Staff of Power (from the DM’s Guide) that he pried from the hands of his former master, he has been able to survive battles with superior opponents unscathed. When striking with the staff, Stellerex can inflict 1d6+2 points of damage. If he should expend one of the staff’s charges, he can double the damage inflicted. By expending charges, Stellerex can invoke the powers of the staff. For a single charge, the staff can cast Magic Missiles, Continual Light, Ray of Enfeeblement, Levitation, and even a Fireball. For two charges, the staff can cast a Shield spell with a 5’ radius, a Globe of Invulnerability, or can fire a Cone of Paralyzation that extends 40’ and is 20’ wide at the end. Even without the Staff, Stellerex is far from helpless. He has the following spells memorized as his daily arsenal. 1st Level: Magic Missile, Taunt, Read Magic, Shocking Grasp 2nd Level: Melf’s Acid Arrow, Fog Cloud, Alter Self 3rd Level: Gust of Wind, Explosive Runes, Protection from Evil 10’ Radius 4th Level: Wall of Fire, Phantasmal Killer 5th Level: Teleport (Note: The identity of the book that Stellerex now possesses is up to individual DMs, but I myself am using the Cryptichronos. An evil tome found in Dragon Magazine # 162.) ------------------------------------------------------------------------ Minion of Chaos Minion Golem, CE Quote: "Skreeaarr!” AC: 3 Movement: 12 HD(hp): 13 (55) THAC0: 9 #of Attacks: 3/2 Damage/Attack: 9-12 (1d4+1 +Str Bonus) Special Attacks: Aura of Chaos, Fear Special Defenses: See Below MR: Nil Size: M (6’9”) Morale: Fearless (20) XP Value: Str: 19 Dex: 15 Con: 20 Int: 5 Wis: 3 Cha: 4 Background: In the Abyss, a lone hero confronted a powerful fiend known as the Lord of Chaos. Though the hero was strong and valiant, he was no match for the hell-born power of the demon. Amused at the human’s foolish attempt to slay him, the demon did not slay the hero, but instead used dark and ancient rites to reform the warrior into a powerful servant. The hero’s body was torn apart and then mended back together, over and over again, until the Lord of Chaos was satisfied with the results. The mind and the soul of the nameless hero were left in ruins, like the tattered remnants of a battlefield flag, and no trace of the nameless hero remained. Thus was the Minion of Chaos formed. When a truly foolish mage within the misty realm of Ravenloft summoned the Lord of Chaos into the demi-plane, the Minion was inexplicably drawn in with its master. After dispatching the upstart wizard, the Lord and his Minion sought out the powers that held sway over the land. They had arrived within the domain of Sithicus, and were greeted by Lord Soth. Soth had recently dispatched a motley group of dark souls to destroy his rival, Strahd von Zarovich, the vampire lord of Barovia. Strahd had, however, found champions of his own to combat the assassins sent after him. Soth saw that the warriors he had sent might fail him, and saw an opportunity in the presence of the two demonic entities that stood before him. Soth convinced the Lord of Chaos that he and his Minion would most likely find the way back to their hellish plane only if they were able to destroy Strahd. Eager for the promise of chaos and battle, the Lord of Chaos jumped at the opportunity. Current Sketch: The Lord of Chaos and the Minion of Chaos descended upon all of the Iron and Blood combatants in an effort to destroy them and gain access to the vampire lord quickly. This proved to be an unwise venture, as both factions of combatants turned their attentions to the new threat. In the furious battle that followed, the paladin, Luthor, one of Strahd’s champions, struck down the Lord of Chaos. As the demon fell, the Minion of Chaos also dropped to the ground in a comatose slumber. As the weary champions of Iron and Blood set out upon there separate ways, the mists of Ravenloft closed in about the Minion, and transported him into the domain of Hazlan, where he was discovered by agents of the wizard lord Hazlik. The Minion is currently within the sorcerous community of Ramulai, where it is studied. Currently, the focus of the studies lies in the reanimation of the monstrous Minion. Combat: The Minion of Chaos is a straightforward opponent. It attacks head on with a ferocity that is little found outside of the lower planes. The minion uses a sickle forged of hellish metal in combat. The sickle has the ability to damage those creatures who require up to a +4 bonus to hit, but does not imbue any bonuses to strike or damage. The sickle causes 1d4+1 pts of damage plus the Minion’s strength bonus of +7. Anyone engaging the Minion in melee combat must also content with the Aura of Chaos that surrounds the Minion with a 10’ radius. Those within the area of influence must save vs. spells or suffer under the effects of the fifth level wizard spell Chaos. Up to 5 times per day, the minion is also capable of projecting a Fear spell at its enemies. The Minion of Chaos also shares all of the strengths and vulnerabilities of the demonic race of the tanar'ri, but is also immune to mind affecting spells. Those attempting to contact the Minion mentally are subject to an immediate madness check. |
| #9CatmanJimJul 27, 2009 17:30:15 | Again, all the work is Dustin's, nothing here is mine. I still haven't found the last one for Ignatius Max, I'll keep looking. Erland 8th level Fighter (Archer), CG Background: (Paraphrased from the Iron and Blood game book.) Erland is a sylvan elf who grew up in the Silverwood Forest. Even among his own kind, Erland was a loner who spent most of his free time learning the ways of nature and the bow. When he was still young, Erland was the sole survivor of an attack on the heart of the forest by an evil sorcerer called Kharon. While the wizard gloated over the destruction, he did not notice elven boy at the edge of the clearing. Kharon did not even realize he was in danger until one of Erland’s shafts entered his eye and ended his life. Erland left his ruined home and took to wandering. He joined a group of champions and grew in both fame and fortune, until the Mists drew the party into the Domains of Dread. Current Sketch: (These are ideas of my own that I have added.) Erland left his companions at the end of the Iron and Blood tournament. The dark woods all around him seemed to at once reject and welcome him. For many months, Erland wandered the woods of Barovia, Forlorn, and Kartakass. However, when he made his way into the realm of Sithicus, he found other elves. The elves were locked in combat with armored mercenaries, led by a feral dwarf. Erland bent his bow and let his arrows fly. His shafts found new homes in many of the attackers. One of them pierced the arm of the dwarf at the elbow, pinning it to his side. The dwarf pulled the arrow out as though it were only a minor, though painful annoyance, and began to change. Angered beyond reason by the stinging wound, the dwarf began to tear at his own men! The elves used this distraction to withdraw. Erland now resides among the feral elves of Sithicus’s Iron Hills, and leads attacks on the forces of Lord Soth. In particular, Erland makes it a point to cause grief for the dwarf Azrael. Combat: Erland’s skill with a bow is unmatched. When firing his bow, Erland has a +5 bonus to attack rolls. In addition, Erland has an additional +2 bonus when attempting difficult trick shots or called shots. Erland is quite fond of making trick shots in combat, as they serve both to demonstrate his skill with the bow, and can be used to infuriate the enemy. Erland can also elect to fire his bow faster, increasing his attack rate by one shot every two rounds. Erland prefers sheaf arrows in combat, which he keeps razor sharp. These arrows cause 1d8+1 damage. He also has 4 arrows that act as Flame-tongues when fired(Arrow+1, +2 vs. regenerating, +3 vs. cold-using, flammable, and avian, and +4 vs. the undead.) Erland is very reluctant to use the Flame-tongue arrows because his supply is limited and he has no way to craft more of them. Erland’s bow is a handcrafted elven long bow, which he can use to parry and attack as if it were melee weapon if pressed. As a melee weapon, the blow inflicts 1d6 damage as a club. ------------------------------------------------------------------------- Shinesta 4th level elven fighter/mage, CG Background: (Paraphrased from the Iron and Blood game book.) Shinesta was the rebellious daughter of a noble elven family. Among their particular clan of elves, there was a great distrust of magic. Shinesta, however was enthralled by the possibilities inherent in spell casting, and she was expelled from the community when they discovered her practicing the arts. Shinesta might have died in the wilds, alone as she was, but luck was with her as she was taken in by a group of travelers. Shinesta continued to study mage-craft, and wandered the world in pursuit of knowledge. With arrogance born of the combination of youth and nobility, Shinesta has never regretted leaving her people, and she has never looked back. Current Sketch: (These are ideas of my own that I have added.) When the Iron and Blood contest concluded, all of the combatants were scattered by the Mists. Shinesta walked the lands of men as she always had, arrogant and superior. However, the xenophobic humans of the Core were not impressed at the elven princess’s title, and she ended up facing a large and angry mob. It is very fortunate for Shinesta that Carnival was in the area. Shinesta was given sanctuary, and still travels with Carnival performing as the Elven Princess. She is still arrogant and haughty, but she has learned some humility in traveling with the troupers. The Twisting has taken its hold in Shinesta, taking her elven features and exaggerating them. Her ears are much larger and more pointed, and she has become even more exotically beautiful. Many would see this as a blessing, but Shinesta knows that among her own people she would be considered a freak. This hurts her more deeply than she will ever admit, for she has begun to miss her home, and her people. Recently Shinesta has used a spell scroll to summon a familiar. The familiar that she was granted is a very odd one to be found in the Land of Mists. Shinesta’s familiar is a cooshnee (a large green furred elf-hound), which she has named Ruje. Ruje has become a very popular addition to the Elven Princess’s stage act, especially to small children, to whom he may give rides for a mere copper. The mistress of Carnival, Isolde, has been seen casting disapproving looks toward Ruje, but has taken no action as of yet. Some of the troupers have seen the way she looks at the hound however, and have begun to distance themselves from the source of Isolde’s displeasure. Combat: Shinesta will enter combat using her Staff of Striking to inflict 1d6+3 damage to opponents. By expending 2 or 3 of the staff’s charges, the damage can be doubled or tripled respectively. Shinesta has little in the way of combatative spells. Her spell list is as follows: 1st Level: Dancing Lights, Message, and Sleep 2nd Level: Improved Phantasmal Force, and Ray of Enfeeblement Shinesta’s familiar, is a psuedo-familiar, and conforms to all of the characteristics of both a cooshnee(Complete Elves Handbook) and a psuedo-familiar(MCRIII). Ruje: psuedo-familiar-cooshnee/ HD 4+3/ hp 23/ AC 4/ Move 18/ Size M (4’ at shoulder)/ #Attacks 3/ Damage per Attack 1d4+2/1d4+2/2d4+2/ Special Attacks Overbear, Vampiric Drain/ Special Defenses Camoflauge, Regeneration, +2 or better weapon to hit ------------------------------------------------------------------------ Darius 7th level Fighter (Gladiator), LN Background: (Paraphrased from the Iron and Blood game book.) As an infant, Darius was sold into slavery at one of many gladiatorial schools that flourished in his homeland of Atticus. Darius learned the art of battle quickly, mastering weapons and tactics with ease. While still a youth, Darius was holding his own against the arena veterans and fierce beasts that were set against him, and he was not yet twenty years old when he was declared the Gladiator Champion. When Atticus was attacked and over-run by hordes of barbarians from the north, the free people of the realm cowered in fear. Darius, his masters slain by the north men, gathered a few of the gladiators from the arena and they fought their way through the barbarians to freedom. Darius became an adventurer soon afterward, always striving to become the consummate warrior by seeking out only the most grueling challenges. That is exactly what he found when the Iron and Blood contest brought him to Ravenloft. Current Sketch: (These are ideas of my own that I have added.) When Ivan Dilisnya was new to the throne of Dorvinia, he toyed with many interests and ideas. Among these was a small coliseum built in Lechberg, which he held tournaments in to amuse himself, and his more bloodthirsty compatriots. As with all of his endeavors (save for poisoning), Ivan quickly lost interest, and the coliseum stood empty for years, until Darius arrived in his realm. Ivan's interest in blood sports was re-ignited by news of the arrival of a gladiator in Lecheberg. For the first time in years, a tournament was held in the arena, and all combatants were welcome. Darius could not resist the challenge to test his skills, and he won the contests easily. It was at the feast held in his honor that Darius first met Ivan Dilisnya, and it was there that he fell under the madman’s power, as Ivan toasted Darius with a very special drink. The same poison that Ivan uses to keep his retainers loyal now flows within Darius’s veins. So long as he imbibes the poison each day, Darius feels no ill effects. Should Ivan with hold the brew, Darius would die a sudden, and painful death of convulsive spasms and the boiling of his insides, which would last for hours. Darius is now addicted to the venom, and though he wishes to be free once more, he is deathly afraid of dying in such a manner. Ivan now uses Darius to dispatch of the more troublesome upstarts that oppose him by pitting them against the Gladiator Champion in the arena. Most of these are the hidden agents of Ivan’s cousin and rival, Ivana Boristi. Combat: Trained since he was a babe in combat, Darius is a powerful foe indeed. Darius is double specialized (+3/+3) in the trident, and has knowledge of how to use nearly any weapon he gets his hands on. The trident that Darius wields is, in fact, a trident of submission. With this weapon, Darius can attack twice per round, causing 1d6+7 damage per strike. Enemies who are struck by the trident must also save vs. spell. Those failing their saves must also make a check for morale, as they are overcome by a feeling of hopelessness. Those who fail the morale check as well, feel that they are beaten, and have no choice but to surrender. Woe to those unfortunates, for Ivan has never allowed Darius to spare an opponent. Darius wears scale mail armor in combat, and also dons a great helm. Interestingly, the poison that enslaves Darius also makes him immune to the deadly touch of the emordenung. Ivan will often put these creatures into the arena with Darius, as Ivan himself cannot harm them through his preferred method of poisoning. ------------------------------------------------------------------------ Xenobia 8th level Fighter (Barbarian), NG Background: (Paraphrased from the Iron and Blood game book.) Born and raised in a barbarian tribe that made its home in the frigid hills of the Ardenides, Xenobia grew up in a male dominated society of barbarian warriors. It was at a young age that she decided to prove that a woman was equal, no, better than any man. She was barely more than a child when she became the first woman to carry out the warrior’s rite of passage by hunting and slaying the White Bear, a beast that acted as the tribe’s totem spirit. Over the years, she became more accepted as an equal by the men of her tribe. But in her nineteenth year, even the most hardened chauvinist of the tribe could not hide his awe when she returned to the camp only slightly wounded, with the head of the frost wyrm that had been terrorizing her people. Throughout the years, Xenobia’s skill with a sword has only increased. Her courage and strength have seen her through many battles. She feels that it is her destiny to keep alive the warrior tradition of her tribe, and she will fight until her dying breath. Current Sketch: (These are ideas of my own that I have added.) When the Iron and Blood tournament concluded and the combatants were scattered by the Mists, Xenobia found herself in a frigid wilderness, much like that of her home. However, she soon found that this land was far different when she wandered into the town of Ludendorf, Lamordia. The civilized locals were not quite sure of what to make out of this strange woman. Likewise, Xenobia was confused by the more complicated technology and culture of the Lamordians. What Xenobia did manage to discover, was that the natives all feared a place called the Island of Agony. And that there was a monster there that they only spoke of in hushed whispers. Ever confident, Xenobia undertook a journey to the Isle to confront the beast that the people feared. Xenobia navigated the ice flows of Lamordian winter just as easily as those of her home on her journey to the Isle of Agony, but she never made it to the island. The creature that the people so feared ambushed her. Though she struck with skill and steel, the Creature was much stronger than she, and more resilient than any opponent Xenobia had faced before. The Creature defeated her easily, breaking her bones and leaving her bloody. He then dunked her head into the frigid waters of the Sea of Sorrows until her struggling became weaker. Pulling her out of the water, the Creature held her face up to his hideous visage and kissed her deeply. He then whispered into her ear, “Dream of Me.” With that, the Creature, the thing known as Adam, left Xenobia on the ice flow. It was days later when Xenobia was discovered, miraculously still alive. It took nearly a year for her to fully recover from Adam’s attack. But even though her body has healed, the scars remain within her mind. For Adam was able to do something to Xenobia that no man, nor beast, not even the dreaded frost wyrm of her homeland was able to do. He made her feel vulnerable. Should a group of PCs encounter Xenobia and ask for her aid, it is quite likely that she would join the party. However, she will not join any expedition going to the Isle of Agony. She is just not ready to confront the Creature again. Combat: In combat, Xenobia favors fighting with a Broadsword (strikes for 2d4+1 damage) and small shield. She dons a chain mail shirt in combat, choosing mobility over heavier protection. To aid in this mobility, she has acquired a pair of boots of Springing and Striding (see 2eDMG for full details). Due to her upbringing in a harsh winter environment, Xenobia has gained a small measure of immunity from the cold. In game terms, this is reflected by a +2 bonus to any saves brought on by a cold-based attack, and she requires less in the way of winter garments to protect her from natures chill. One final note, due to Adam’s attack, Xenobia must roll a horror check, with a –1 penalty, when confronted by flesh golems and similar creatures. ------------------------------------------------------------------------ Torgo 7th level Dwarven Fighter, NG Background: (Paraphrased from the Iron and Blood game book.) Torgo is a veteran warrior. Hailing from a mountain dwarf enclave in the Realms, he is considered one of their finest warriors. Torgo was a young dwarf when he lost his arm in a pitched battle with a dreaded ogre chieftain by the name of Grok. The fierce warlord severed Torgo’s arm with a mighty strike. Lost in a frenzy of pain, Torgo struck the ogre’s knee, knocking Grok’s legs out from beneath him, tumbling him into a spike-lined pit. Torgo then called upon the magic of his hammer to destroy the main support column of the ogre’s lair, barely escaping the collapse, while his foe was buried alive. Torgo has learned to compensate for his handicap by developing unique strikes and counterstrikes with his one good arm, so much so that many experienced warriors have been taken completely by surprise. Torgo remains a strong, and proud member of his race, seeking glory and justice for all dwarves. Current Sketch: (These are ideas of my own that I have added.) It all started shortly after the Iron and Blood contest. After the Mist’s closed in on the field, Torgo found himself alone on the field. Alone, in a land unknown to him, Torgo wandered across the southern core. Hearing rumors of an orcish presence in the place called Mordent, he made his way there to do battle with the ancient foes of his people. He did find evidence of an orc stronghold, but there was no trace of its inhabitants. That night, as he slept at the inn in Mordent, he dreamed that he stood before the ruins of Grok’s lair. As he turned away from them, the sound of a pebble falling resounded within his mind. Torgo woke in sheets damp with sweat. And so it went, night after night, the corpse of the fallen ogre would dig itself further and further from it’s grave, and Torgo could not turn around to face him. In the more recent dreams, Torgo was able to turn and face his dead nemesis. Grok’s countenance was rotted into a hideous death’s head, grayish muscle showing plainly through skin that looked like peeling leather, but most horrid of all, Torgo’s own arm flexed as a third appendage on the ogres ribs. The screaming dwarf was later taken to Saulbridge Sanitarium, where he has remained, while the horrid thing that was Grok stalks him, with an ever-growing collection of dwarven arms writhing on its body. Combat: Though the doctors and staff at the Saulbridge Sanitarium have confiscated his weapons and armor, Torgo has not forgotten his old friends. When the time comes, he will escape his cell, and regain them from the storage vault. When fully outfitted in his dwarven plate mail, Torgo has an armor class of 2. His helm is outfitted with a long spike, which he can drive into his opponents for 1d3 damage. Torgo’s hammer ‘Stonehawk’ is a dwarven throwing hammer. In Torgo’s hands, Stonehawk is a +3 weapon, which can be thrown up to 180 feet, striking his enemies for double damage. When used against giants, ogres, trolls, and other giant kin, the hammers damage triples. When thrown, Stonehawk will always return to Torgo’s grip. Torgo is specialized with Stonehawk, and can attack twice per round, gaining a total of +4 to strike and caused 1d4+7 damage (1d4+1+Str+specialization+magic bonus). ------------------------------------------------------------------------- Red Cloud 7th level Priest (Shaman), Neutral (Good tendencies) Background: (Paraphrased from the Iron and Blood game book.) In the savage northlands of the Forgotten Realms, the Grey Wolf Tribe is the most feared of them all, for among this tribe, all are werewolves. It is a small clan of this tribe that the shaman Red Cloud grew up among, and loved. The Grey Wolf camp was led by a strong and noble chieftain called Great Elk, whom Red Cloud had called friend for many years. When Great Elk was found murdered, cries of vengeance arose from the Grey Wolf people, and spurred on by the words of Great Elk’s son, Howling Wolf, they attacked the tribe of the Blackraven. But Red Cloud was not fooled. He had undertaken a vision quest following the death of his friend, and it was revealed to him that it was Howling Wolf, and not the Blackraven people, that had slain Great Elk. But the Grey Wolf Tribe would not listen. Incensed by bloodlust, they called him a liar and traitor. They exiled Red Cloud, leaving him to die on the plains. Repeatedly they attacked the Blackraven Tribe, until the spirits themselves became angry, and cursed the Grey Wolf Tribe to die. The Grey Wolf People found that their hunting went very poor, and many died hungry, while others further cursed themselves by feeding on their fallen brothers. After two long winters, only Red Cloud remained, the last of his people. Red Cloud wandered the lands, and allied himself with a band of champions. In time, the tribal curse of the wolf left him (as it does all who leave the tribe), and he allied himself to a band of champions to wander the world, at least, until the Mists drew them to Ravenloft. Current Sketch: (These are ideas of my own that I have added.) When Iron and Blood had ended, Red Cloud again found himself wandering alone, but in the strange lands that he walked, the old spirits were quiet, replaced by and endless sea of lost souls and tortured wraiths. Red Cloud has performed only one vision quest since arriving in the Realms of Terror. The divination revealed a vision of Howling Wolf, emaciated, and sitting on a throne of his own peoples bones, laughing like some dark hell-spawn. The vision severely rattled Red Cloud, and he dreads what it may mean. Within two months of being trapped in the Mists, Red Cloud had yet another unpleasant surprise. The Wolf has reawakened in Red Cloud, more savage than ever. Though Red Cloud can initiate the transformation, he no longer has control over the wolf, so he will do so only as a last resort. In addition, he automatically changes every full moon, and his mind becomes filled with visions of bloodlust and murder. Combat: When fighting as a human, Red Cloud tends to rely on his spells, and his Staff of Thunder and Lighting (listed in the DMG). Red Cloud’s regular spells are: 1st Level: Bless, Cure Light Wounds, Animal Friendship 2nd Level: Speak With Animals, Hold Person, Resist Fire/Cold 3rd Level: Call Lightning, Dispel Magic 4th Level: Spell Immunity (Magic Missile) When Red Cloud Transforms into a beast, his abilities are much different. As a wolf, Red Cloud inflicts 2d4 points of damage per bite. Those wounded by Red Cloud’s wolf form have a 2% chance per point of damage inflicted by the beast to contract the dread contagion of lycanthropy. Red Cloud may trigger his transformation into a wolf any time after the sun has set, but when he does, he must roll a willpower (wisdom) check. If he fails the check, his wolf form is overcome by bloodlust and will attack any that it would consider as prey. Should the check succeed, Red Cloud’s desires will keep the wolf from harming friends or innocents, but the wolf is still apt to run off or attack wild game, domestic beasts, and those it considers to be enemies. On the three nights of the full moon however, Red Cloud has no influence over the Wolf, and it is automatically overcome by bloodlust, seeking the easiest prey to devour. Red Cloud can only be killed by silver or magic weapons, magical beasts or spells, or by being poisoned with wolfsbane. ------------------------------------------------------------------------- Luthor 9th Level Paladin, LG Background: (Paraphrased from the Iron and Blood game book.) It was called a sign of the gods’ pleasure with men when Luthor was born into the world. Raised from birth by the Order of the Golden Cross, Luthor began his quest to bring enlightenment to the heathen masses at the age of 19. Blessed by the gods, Luthor has wandered the realms of man, bringing with him the message of good and order to those in need. He has long sought to destroy the agents of evil wherever they may be found, and has become known as the Order’s greatest champion. But when the misty tendrils of Ravenloft reached out for champions to be used in their unknowable schemes, Luthor and his companions were chosen to be reluctant warriors in Iron and Blood. Current Sketch: (These are ideas of my own that I have added.) As Iron and Blood drew to a close, the Lord of Chaos thundered into the arena and battled the champions of light and darkness. It was Luthor’s holy sword that struck the fiend down. As Luthor drove the sacred blade deep into the demon’s heart, infernal flames consumed the Lord of Chaos, and the holy sword that had slain him. So intense was the inferno, Luthor’s holy blade was reduced to little more that blackened slag. As the Mists drew in on the battlefield, the warriors of Iron and Blood were cleared from the scene. Luthor was overcome by a wave of heat, and when the mists cleared, he found himself in a vast desert. Forced to abandon his uncomfortable plate mail, Luthor traveled for as long as he could until thirst and heat had forced him succumb to oblivion. Luthor was revived by a group of black clad nomads, who kept him tied until reaching a small city, where they sold him to a slave master. Luthor has been in the domain of Har’ Akir ever since. Though he is still a slave, he is given a great amount of freedom since saving his master from a group of desert zombies that attacked his caravan. Since learning to grasp the Akiri language, Luthor has begun to teach many of the other slaves of his gods and their powers. Luthor is gently urging his fellows to make a bid for freedom soon, but they are not yet strong enough to break free of their masters. An odd note to add to Luthor’s story; The remains of Luthor’s holy sword were claimed by a clan of the enigmatic vistani, but what their plans are for the melted blade is not known. Combat: As a slave, Luthor does not have access to any weapons or armor, but should he get his hands on a weapon, Luthor will gain a +1 strength bonus towards damage. Luthor has been allowed to keep his holy symbol, and thus he is still able to cast spells, turn undead, lay healing hands, and cure normal diseases. Luthor has the abilities of a 9th level paladin, modified by the Dark Powers as noted in Domains of Dread. |