Thunderstone_Campaign

ramblings about the Cormyr campaign

Monthly Archives: December 2011

Clack – Alturiak 1379 Year of the Lost Keep

  • Plowmaster Heddron Blackowl has been found frozen to death in his potting shed. Heddron who led the House of Plenty in Thunderstone was trialling a way of forcing spring vegetables to grow in the deep winter extending the growing season. Heddron died without a formal line of sucession and advice is being sort from the mother church in Mistledale as to who should lead the flock.
  • Arthen Wood Knight has resigned his positon as the Lords Ranger of Thunderstone. Arthen had served for 46 years and he decided it was time for fresh blood to lead the wood folk of the Hullack.
  • The deep winter chill continues across Cormyr. Food prices rise sharply in the major cities as winter vegetables stand frozen solid  in the fields they were planted.
  • The Thunderflow has frozen solid giving the ‘Horrors of the Hullack an ice bridge into eastern Cormyr. Many strange beasts have been found south of the river as far south as Gars. Purple Dragon patrols are snowed in and little is being done to combat the marauding monsters.
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Dancing Trees

Jaerdar had not meant to get seperated from the others whilst foraging for mushrooms but he had. He had caught sight of Silverbeard a magnificient Hullack stag, perhaps the biggest stag in the Hullack. The underneath of its muzzle was as white as snow and the white fur continued down its throat and sprayed across its chest, bright against the dark red and brown fur. Jaerder has stalked as quietly as he could after Silverbeard, watching him eat and scratch his newly grown antlers against trees to remove their velvet covering. Jaerdar watched entranced as the silver stag stopped abruptly, head held high. sniffing the wind. The stag lept away swiftly a blur of red and a flash of white against the  dark trees. Jaerdar heard a growl as two old wolves emerged from the undergrowth intent on making him their next meal, he stepped away and put his back firmly against a shadowtop. Watching them approach he drew his foraging knife from its sheath and started to cry, old and somewhat toothless these two wolves might be, Jaerder did not have the skill to fight them off. As they closed in on him he sank to the ground and heard his grandmothers voice singing to him just as she did when he was young, her voice was quiet at first  and then it become a roar as he felt the first wolf bite him, the roaring became louder and the pain in his arm unbearable, he opened his eyes to see the trees around him dancing and flailing their limbs and then the face of Arthen ‘Wood Knight’ loomed over him, Jaerder fainted…….

 

 

Roaring Wind

Spell level : Druid, 1st level

Range: 60 feet

Duration: 1 turn

This prayer causes a roaring wind to sound in a 20′ x 20′ area as determined by the caster. The sonic roar has an unsetlling effect on any natural animal of less than 3 HD causing a fear affect and driving the animals to flee from the caster. Animals of 4HD or more get a save to ignore the effect. Often called Dancing Trees, the roaring wind can affect vegetation in the area causing it to sway and move as well as stirring up dust and fallen leaves from the ground.

Clack – Hammer 1379 Year of the Lost Keep

  • The bitterest winter in three generations has blanketed Cormyr in four foot of snow and ice for the last month. The mistfishers of Immsersea are frozen in despite the best efforts of the Wyvernspur household wizards to unfreeze the harbour. Reports from Arabel and Eveningstar confirm that the deep freeze is forcing many monsters from the Stonelands to venture into northern Cormyr looking for food.
  • In the Halls of the Loyal (Tormite Church near Eagles Peak),  Obiedient Sword Harvyck Arantor has declared that the self styled Baron of Arabel, High Coin Most Fortunate Jenneth of Tymora is a rebel and will be dealt with in a swift and brutal manner in line with the Laws of Torm and Cormyr. Rumours abound that several war wizards stationed in High Horn have been teleporting to Arabel to deliver ‘Torm’s Judgement’ to the rebel Nobles supporting the High Priest of Tymora and his break-away kingdom of Immeresk before Arantor’s army marches at the first spring thaw, ‘To cleanse the chaos of Arabel and restore law and the true monarchy to its people”.
  • Dragonshield Keep has announced that a jointly sponsored adevnturing band will be departing Eveningstar in early spring to provide succour to the small Stoneland hamlets north of the Starwater Gorge. The Priests of Torm from the Keep as well as Priests of Lathander from Eveningstar are welcoming this “bright light of co-operation” between their faiths and are hopeful that the adventurers will be able to drive back the chaos and evil that haunts the Stonelands. It is believed that the group are to be called the Lions of Arwyn Gorge.

Rat Race

Lord Xenith was carefully searching the abandoned thorp of  Erimar, Xaven the scout approached and quietly beckoned his liege forward. They espied an open barn and within it one darkly robed man and six armoured men. They had herded the dozen villagers into the barn and then the wizard had started his work.

Lord Xenith was too late to save any of the villagers, they had been tied up and then killed.The wizard was extracting the innards from the disembowled victims and keeping the liver and pancreas. A holy rage built up in Xenith and he strode forward to the open barn. The first warrior fell before he has time to draw his sword, the second had barely turned around before his head was smote from his body. Xaven killed the third and fourth with well placed arrows, the last two warriors charged Xenith in a futile attempt to overbear the paladin but failed and the price of their failure was a swift death.

The wizard stood looking at Xenith and carefuly cast a spell, Xenith readed himself for the magical assault but it did not come, instead something very odd and quite unsettling happened, the wizard became a shifting squeaking mass of rats, holding the same shape and size of the wizard and then the mass fell to the ground and dozens, perhaps a hundred or more rats spilled out in all directions, running and squeaking and clawing at the dead villagers. Xenith and Xaven hacked and hewed at the mass of rats who were quickly disappearing into every nook and cranny they could find. The rats had gone and so had the wizard…….

 

Rat Race

Spell Level: Magic User, 2nd Level

Range: Caster

Duration: 1 hour

Rat Race is a variant of the invisibility spell except as noted. The spell creates an illusion of the casters body turning into dozen’s of rats who then fall to the floor and scurry away as quickly as possible. The duration relates to how long the invisibility lasts (assuming the caster does not attack), See invisibility spell for other parameters.

Ceremony of the Cups

As part of the Feast of the Moon festival held at the start of winter that remembers and honours the dead, the Purple Dragon Soldiers in Thunderstone hold their own service with the support of the Lords of Thunderstone.

The Ceremony of the Cups remembers fallen soldiers from the Thunderstone garrison. Each dead soldier has a wooden cup carved for them from a branch of a shadowtop tree from the Hullack Forest, their name is engraved onto the cup and the cups are proudly displayed in the main hall of the Lords tower for all the villages to see.

After the dead are blessed in the communial graveyard the village folk return to the Lords Hall where warm spiced cider and hot soup is served to all whilst the garrison commander reads out the names of the soldiers that have died whilst defending the Dragon Throne. Although the event is a solemn one, the cider and soup soon warms everyone up for the rest of the day, culminating at night with a massive pig roast where more spiced cider is drunk, the tales of the dead grow every more fantastic and much dancing amd laughter take place. A positive way to end the day of mourning.

Rexinvar

Liongrym Sansilver was slowly making his way up the Thunder Way with the beautiful lands of Cormyr behind him. It was time for him to leave his home and his responsibilities and deal with the enemies of Cormyr decisively and violently once and for all. Politics stopped him from acting against them officially and he was sick to his back teeth with politics. As he rounded the bluff that held the abandoned brigand keep of Arrowspoint he heard voices above him, it seemed that the bandits were back. He smiled to himself and slowly drew his sword out of its scabbard. Silently he climbed the steps cut into the rock wall that led up the bluff and he carefully peered over the edge of the bluff into the shattered hall of Arrowspoint Keep.

“About bloody time Leo” said a famliar voice as Lancelord Black pulled Liongrym up and over the lip of the rockface and not-so-gently shoved him into the ruined main hall. Opposite Liongrym stood Swordlord Culthbert who quickly stepped towards him. Leo felt a thundering crunch on his left cheek and was felled by one punch from the Purple Dragon officier. Leo lay on the floor swallowing his own blood and trying not to choke on the broken tooth that was in his throat. Black gently pulled him up and presented him to Dowager Queen Filfaeril who held a scabbarded sword in her hands, Liongrym looked into her eyes and knew true fear……

 

Rexinvar

‘The Blade of the Lion’ is a Cormyrian steel bastard sword made at the request of Dowager Queen Fifaeril for Lord Liongrym Sansilver, Warden of the East, Lord of Thunderstone. Made in the Royal Armouries in 1385DR the sword’s blade is etched with a stylised Purple Dragon on both sides of the blade. The etchings have been treated with blueshine, making them stand out when the blade is drawn and ensuring it stay free of rust. The pommel is made of magically treated and shaped gold and appears as a roaring lions head with a full mane.

Game Stats:

+ 3 sword, Lions Roar (Great Shout) once a day deals 3d6 damage (save v magic for half damage) in a 60 foot cone as directed by the wielder. The Roar also causes deafness which lasts 1d4+1 rounds if the save is failed, 1 round if the save is made.

 

In the hands of a Knight (C&C) the sword becomes more powerful.

+3 Commanders Sword, when drawn and shown the Knight can command the loyalty of people nearby who would be normally friendly to the Knight (local peasants etc). This allows the Knight to command them to do a specific task (put that fire out), or calm down a frightened mob etc. If Purple Dragon soldiers are present they will obey the Knights command without question even unto death if the ‘Safety of the Realm is in Peril’.

The sword boosts the Knights abilities by 1 level i.e. the number of rounds embolden et al lasts, all skill checks and saving throws and the effective level the Knight is for the number of people his abilities influence. Hit points and base to hit bonus are not increased by this ability.

The sword bestows a +1 charisma bonus whilst the Knight is in possesion of the sword.

The sword bestows a +1 bonus to saving throws against acid when wielded by a Knight.

The Lions Roar does not allow a saving throw and the deafness last one round per Knight level (minimum 5 rounds).

Liongrym has dubbed this sword ‘The Traitors Blade’ as a reminder of how he was gifted it. In Leo’s hands there have been occasions when his voice has become squeaky, normally when he is hiding his true intentions and thoughts regarding the Realm whilst speaking politics (untruths) with others.

Anshaelon’s Choker

Jeoly Silverwands carefully put her hand into the phase spider silk bag she had been given for her first birthday and gently pulled forth a simple silver choker inset with a small red ruby that was warm to touch and blazed bright from a shimmering flame held within. She carefully offered it to Tamasham the Bard who quietly took it from her. Tamasham was a very wise and a very old Elf and as he mentally called upon his vast knowledge of magical lore the name Anshaelon came into his mind……

“Anshaelon was a sorceress of the Lythlorn Woods when Suzail was barely more than a few wooden huts clustered around a few muddy fields. She was skilled in battle magics and protected the eastern Wolf Woods from the everlasting ones that raided every spring from the swamps of Orva. Legends say that her spirit was of fire and when she realised that her fire was about to burn out, she breathed out her last spark of life as a living flame that cooled and coalesced into a small red ruby. Her apprentices crafted a silver choker and placed Anshaelon’s last breath at its centre, as they did so it flared brightly and the heat fused the ruby to the choker making an unbreakable bond. For many years it served the guardians of the east in repelling the annual troll raids but was lost in the swamp in 420 Dale Reckoning The Year of the Last Breath”

 

Anshaelons Choker is a very thin, exquisitely made elven silver choker set with a small ruby. The flame can be called forth once per day (once every 144 turns) and creates a one foot thick wall of fire that can be shaped by the wearer of the choker as they wish e.g. it can be shaped to form a box or shaped around objects or people as the caster determines making multiple turns and changes of direction to a maximum length of 240 feet. It functions as if cast by a 12th level caster for area of effect and damage dealt. The firewall always does maximum damage (24 points) and cannot be brought down by cold magics although it can be dispelled. It bypasses all magic/spell resistance and can even burn creatures that are immune to fire attacks albeit for 12 points of damage, (sages thoerize that the fire is actually the life force of Anshaelon rather than magical flame hence why it is so powerful).

Elyn of Wheloon

Elyn of Wheloon (Born ?? 1357/1358DR probably so currently 24/25)

Elyn is an unusual addition to the Bright Blades. Of common stock she was encountered in the lands south east of Wheloon that run down to the sea. Known as the Wyvern Downs, this land is a series of rolling hills, windswept and bare and offers little except sheep farming and beet growing.

Elyn is a local lass who made her living from hunting rabbits and graywings (herring gulls), selling carcasses, fur, eggs and feathers to taverns and passing caravans in Wheloon. Known as the ‘Silent Lady’, by the common folk whose land she worked, she speaks little and has an uncanny ability to move silently in the wilds appearing ‘out of nowhere’ when she wants.

Elyn has no formal training but has the skills of a ranger. She loves to be out and about and grew quietly dismayed by the ‘civilisation’ of Wheloon and the coast lands as people flock to the growing town. They have started to sprawl down the Way of the Manticore and along the banks of the Wyvernflow. The bleak windswept land she loves started to become a little too crowded for her.

She was approached by a local trader in Wheloon to guide some nobles to Machon Blackbarrow, a sheep farmer and breeder of wirehairs (terriers) who lives close by the sea some 10 miles southeast of Wheloon. The Nobles explained about where they came from and how the land was full of trees and moors and windswept mountains, Elyn was intrigued but said nothing else, she could not imagine ever leaving the Wyvern Downs and moving elsewhere. A deal was struck between the Nobles and Machon and he agreed to send a full hand count of dogs to Thunderstone. Elyn was paid by the Nobles to help transport them there and when she arrived she decided to stay on for a little while, to explore the southern edges of the Hullack, a wild wood unlike any she had ever seen before.

She has no battle skill (the most dangerous things she has fought are graywings protecting their eggs) and only uses her club, sling and dagger to hunt, kill and skin small animals and birds. Lora-Ella Warden of Thunderstone is trying to teach her to use a bow (this is proving slow work), but the Warden has been impressed with how quickly Elyn has picked up woodlore from her. Elyn is never without her own wirehair and has proved very useful in netting rabbits, rats and other vermin that plague Thunderstone. She guides patrols of the Purple Dragon Blades into the Hullack and is developing her tracking skills quickly. She has encountered goblins, (but did not fight them) and boar which she tried to net and snare, however this did not prove successful, so she is sticking to smaller game.

Elyn is amazed that she finds herself here and keeps thinking she is in a dream, she has become a friend with Lora-Ella (Warden of Thunderstone and Lords Ranger) and looks up to her a role model, as someone that she can become, to be better skilled and liked and loved and needed as Lora is.

Dutiful and quiet, Elyn does not seek glory, coin or battle like the other Bright Blades. She does feel proud that they need her and that they ask her advice and guidance in matters of the wild. Some of them have also taking a keen interest in her hunting forays and they have acquired wirehairs of their own and go out with Elyn into the fields for a ‘day out with the dogs’, where they get to dash around, hollering and shouting and gambling with each other on whose dog will catch the most vermin. Elyn is amused by their antics, and she gets to keep all the kills made as payment for her time.

Elyn is careful and likes to plan days in advance, but is wistful and wanders off for days at a time on occasion. She is dependable and likeable, but not reliable (as in she is not guaranteed to be around. She is very reliable when she is around and does her best at all times), she has hidden talents and could do a lot more if properly trained and supported.

She looks barely older than 17 or 18 and is innocent and not worldly wise at all, speaking quietly and without knowledge of things beyond hunting, skinning and being out in the wilds, feeling the wind blowing against her and the warmth of the sun on her face.

For C&C
CG HF Ranger 2
S 14; I 11; W 14; C 11; D 10; Ch 11 (her primes are Str, Wis and Con)

She is not battle trained and her BtH advances as a rogue. She does not have combat marauder or poison lore but does gain a +4 bonus to conceal and move silently. She also gets a +4 bonus to hunting prey she knows (see below).

She uses her club, dagger and sling for hunting only, not in combat and she has a padded quilt leather for protection (no shied).

For 3.X
Consider her an Expert not a Ranger, with appropriate skills as described above and feats in Skill Focus Profession Hunter and Toughness. Under her tutelage with Lora-Ella she will start to develop Ranger Skills (track, hit points, woodlore/survival) but without becoming a ranger, continuing to advance as an Expert. She is an exceptional hunter of certain prey (see below) and she automatically succeeds her skill check to successfully hunt if they are plentiful in the area she is in.

For 1E/2E
Consider her a ranger with the To Hit/THACO of a rogue, with weapon proficiencies as above, (and appropriate woodman/scout kit is there is one?)

Special:
Elyn is actually a ‘facetwist’ as doppelgangers/mirrorkin are known in Cormyr. She is alone and has no idea what she really is, how she came here or who her real ‘parents’ are, though she is acutely aware she is very different from the rest of the people she exists with. She was raised by a local farming familyin Wheloon who found her abandoned after the great storm that swept Cormyr during the Fall of the Gods on the night they fell to Faerûn (the Time of Troubles) and raised her as their own. They have since died of ‘white cough’ (tuberculosis) contracted during the Death Dragon affair. She has mastered the ability to change shape and form and does so every few weeks, to let out the rage that is inside of her (which is why she goes missing). Her facetwist personality and alignment is hidden from scrying and detect thoughts (ESP) when she is ‘Elyn’. It is unknown how she would appear if more powerful divination spells were used.

When she changes into a Facetwist her stats are:
S 14; I 11; W 17; C 15; D 17; Ch 6 and becomes Chaotic Neutral retaining her two levels of Ranger/Expert. She gains a +2 bonus to hit and damage on top of her normal BTH as well as 2 extra HD. Her body and mind rage uncontrollably for several minutes when she first shifts and she is aware of this rage building up for a few days or so beforehand and makes sure she is away in the wilds before she rages. After raging she has no choice but to keep her facetwist shape for several hours before she finally gains control over it and can shape back into Elyn. She is very vulnerable for the few minutes she rages and all her mental defences fall away, allowing her to be scryed and mind read successfully (of course all mind reading does is show uncontrolled chaos and rage!).

She has not slain any humanoid as a facetwist, but has killed animals and birds and this gives her the ability to take their form for a limited amount of time (about an hour a day) if she chooses to and explains her excellent knowledge of their lifestyle and habits and her success in hunting them. She rarely changes form voluntarily, (animals include rabbits, rats, graywings, mice, various field birds, wildcat and stoat, feel free to add a few more, but they will tend to be small, so no wolves or bears)

Her constant flow from Elyn to Facetwist keeps her healthy and young looking and her appearance is of a girl of 17/18 not 24. She has no blemishes or scars on her skin as shifting ‘heals’ her and rejuvenates her skin. More than one man in Thunderstone has noticed how ‘smooth’ she looks (and for one of the Blades how silky her skin actually feels), however certain ladies of Thunderstone have been known to say more spiteful things about her ‘perfect’ complexion……

She is not evil or malicious or uncaring as a Facetwist, neither is she loyal or loving or sharing, she just is as she is and knows that others would find her ‘wrong’ and a ‘threat’ if they saw her when she rages, so she makes sure they don’t.

If she was discovered (by a nosy adventuring party for instance) and confronted with the ‘truth’ her emotions would be calm and she would deny understanding what they are saying, “Sorry goodsirs, I am but a simple huntress, I do not understand what you mean”. She does not need to put on an act of a local girl who knows little, she is a local girl that knows little and any scrying, mind reading or truth magic’s cast by Wizards or Priests would confirm what she is saying is the truth. Which might make said adventuring group look very stupid and would no doubt make the local Lord Elyn has been dragged in front of for questioning most angry at having these fools waste the Lords time and make said Lord lookequally foolish in front of the local folk…….. (I am sure that creative DM’s can come up with an ongoing series of adventures for their players to ‘prove’ their claims )

Escaner Battlehawk

Escaner Battlehawk born 1359DR (currently 23)

Escaner grew up around wealth, privilege, nobles and knights and aspired for the same lifestyle. His father was the farm manager and his mother a personal maid both in service to the Battelbar noble family, the fourth generation of ‘Hawks to serve the ‘Bars. This ongoing loyalty does not go unnoticed by Nobles and when the young Escaner showed an interest in swordcraft and horses, Lord Battlebar agreed to sponsor the young man. 

He became a Purple Dragon, training at the Academy of Valiant Arms near Jesters Green. Escaner was an average student overall but excelled in fitness and physical tasks/training and was posted to the Espar garrison, as Firstsword. It became obvious to both him and his commanding officer that he was never going to be a full officer. Though strong and a good fighter he lacked the ongoing discipline, leadership qualities and tactical ‘nouse’ required to become a Swordcaptain or better. Neither of them wished to cause the Battlebar family any embarrassment, so a deal was struck and Escaner left the army as soon as he was legally allowed to. Rather then return home a failure, a letter was sent to his parents saying that he was to be posted to Gnoll Pass to guard the coal mines and trade roads from the goblins of the Stonelands. 

Escaner set off east to Sembia, when asked about this by the Lords of Thunderstone, he said he went ‘merchanting’ to the Kingdom of Coin. In reality he was a paid caravan guard, though he did have enough ‘savvy’ to do some small scale trading himself buying and selling low value items, to earn a few extra silvers for luxuries. His dislike of Sembian ways forced a return back to Cormyr for this restless youth, still needing to do something and hoping that Cormyr would offer better opportunities than Sembia had. 

He briefly became a bodyguard for a merchant and her family in Wheloon, but found the restriction of being ‘on call’ every moment of every day too much and left after a few months service. He did manage to make some contacts during that time and began working for a small trading coster, based out of Dawngleam, (Haerdruths Spices and Perfumery), that delivered small and portable high coin goods imported from the south (mainly perfumes, incense, cosmetics and jewellery), to various noble ladies around the Eastern Marches. Escaner thoroughly enjoyed the freedom this gave him, to ride ‘swift delivery’ around Cormyr and effectively be his own boss. He picked up an excellent knowledge of where places are and how to get to them quickly and has a wild talent in Direction Sense. 

Fortunately for him he was elsewhere when Haerdruth was killed and his business burnt out by unknown outlanders who did the deed and left by a waiting ship very quickly. Once again at a loose end, he tried his hand at setting up a similar business but found that the logistics of, and coins needed for setting up such an operation were beyond him. Running out of coin and trying to find ‘proper’ work in Wheloon, he heard that there was money to be made for good folk who could ride and were handy with a blade in the growing community of Thunderstone. Escaner saw this as one last chance to ride out and make coin and quickly ‘joined up’. There he found similar ‘young blades’ with the same desires as him and this companionship has been a boon, he finally feels part of something and can see there is a future for him.

Escaner is quite plain, normal and ordinary, not ‘standing out’ from the crowd and is somewhat ‘lost’ within the group as their more forceful personalities overshadow his quieter demeanour (especially Dryn and Pedrol). However he is proving that he is competent on horseback and dependable in a fight. From his ‘merchanting days’ he faced bandits and goblins and is more ‘seasoned’ than the rest (excluding Brester). He does not ‘flap’ before or during combat remaining calm and quiet. This has helped the younger blades to panic less when battle is joined. He is seen as ‘dependable’ by the other blades and they all like him, he has enough ‘honest charm’ (charisma) that it is very hard for anyone to dislike him. 

However, the Lords are not so sure about him or his dedication to the ‘cause’. In conversation with him about his past they have realised that he has a lack of focus and are wondering if his wanderlust will take him elsewhere again? (The Lords’ Steward shrewdly described him as “the nice boy from around the corner, the type that causes no trouble, but not one who will make much of himself. The boy that a mother would like her daughter to marry, to settle down with and raise a family, to have a good, safe but ordinary life”). 

He rarely gets into an argument, holds no radical views and does not put himself forward. His speech sums up his personality: “I would hope we could do that”; “I would like to think that I could help”; “I am not sure but am willing to try my best”. 

He is coin poor, and compared to the others this shows. His equipment and clothes are standard, normal and every day, the type that guards and low level adventurers have, they are adequate and do the job, but are missing that grandeur that good quality clothes and masterwork weapons have. 

He lacks some of the social graces that the others have (small talk and knowledge skills) and becomes quite self conscious at formal sit down meals as he can’t talk politics or tactics or horse breeding or the more ‘noble arts’ of poetry, song and dance. He wants to be like the others, but doesn’t quite seem to be able to take that extra leap of confidence and actually do it. Time will tell if he manages to acquire these traits or whether he gets suffocated by the others. This is what he wants, to belong and be ‘successful’ .

For’ succesful’ read: money, privilege, to be liked and consulted on matters, to have land and horses and knights working for him and further note: not to be good or brave or do something really heroic, he believes that adventurers can do that ongoing heroic stuff, he just wants to do some heroic stuff, enough to get a name and coins and then live a pleasant successful life as a landowner and he wants to do it as quickly and painlessly and as easily as possible, but to do it properly, not by murder or theft as he is not like that, he wont take advantage of people or take things that aren’t his, though he might share in their glory if he can? But deep down he knows that he must earn it and that others have to see him earning it, but he prefers to earn it easily if at all possible).

For C&C
CG HM Fighter 2
S 16; I 12; W 11; C 15; D 13, Ch 13 (primes are Str, Con and Dex)
Specialised in longsword, he has a chain shirt and small steel shield. His light warhorse is average and getting somewhat long in the tooth. 

For 3.x
Fighter 2: weapon focus longsword, skill focus ride, iron will, improved toughness. Given his nature in later levels he will not stick to a focussed tree of feats (power attack, cleave, great cleave etc) but pick uncoordinated feats ‘as and when’. This makes him less effective at defining his role within the group. 

Knowledge geography is a class skill for him and he tends to be average at most skills (i.e. he spreads his skill points out), rather than maximising in one or two skills, though ride is far his best skill.

For 1E/2E
Fighter specialised in longsword, (no fighter kit). NWP in ride, direction sense and geography 

Special:
Direction sense: he has the ability to judge where north is (outdoors only) and is also an excellent judge of distance and position in areas he knows (i.e. Hultail is over there in that direction, less than a mornings ride away and the Ghars road is to the southwest from here by Thundshold hamlet). Consider him to have a +4 bonus to any check that involves not getting lost/finding the right path/knowing where the nearest village is etc

Pedrolynth Glimmergold

Pedrolynth Glimmergold Born 1364 (currently 18)

Second son of a successful merchant of Wheloon, Pedrol learnt a lot about Cormyr by travelling around with his parents. Able to provide him with a personal tutor, his family ensured their son had a good and decent upbringing, because of this Pedrol has developed an interest in History, Nobles, Geography, Riding and Trading (especially horses, pottery, glassware and jewellery). 

Physically large and tough he is quick with his hands and feet, and when angered is handy with his fists. Pedrol has a sharp business mind and is always looking for the business angle in any opportunities that present themselves to him. 

Aged 14 his family moved to Espar as his father decided to trade in horseflesh. In Espar he met his best friend Forlyth Dauntinghorn, a groom to the aging Lord Hezom. He liked the older boy who was learning his riding and knightly skills and they discussed nobility and history. They struck up an immediate friendship and Pedrol became his unofficial squire learning riding and horse care from him whilst Pedrol showed him how to play chess and how to speak to girls. 

When Pedrol became of age they decided to leave to leave Espar and find their ‘fortune’ in Cormyr. Their journey was blessed by a Priest of Helm (who was visiting the Sentinel Stone) and they swore a blood oath and became brothers. Pedrol has since become the ‘master’ in their relationship and Forlyth the ‘squire’. Fortunately Pedrol is not malicious and does not take advantage of his friends’ lack of wit and unquestioned trust and loyalty in him.

Money is not a problem for him, but he has learnt that money can’t buy respect or nobility, the two things he craves the most. Pedrol is ‘mildly jealous’ of his friend and his family name and wants to achieve nobility himself, (or at least enough coin so that he can buy a title!). Rarely separated from each other, Pedrol lets Forlyth do the initial talking when they meet new people giving him time to judge and assess them before he steps in and takes over. He has a ‘nose’ for sensing trouble and also for being in the right place at the right time. A War Wizard and Local Watch commander both noticed this when the two uncovered a smuggling operation in Wheloon, after careful scrying and prying to ascertain their true motives the Wizard suggested to them both that their fortune might be made further to the east and north serving the Lords of Thunderstone and quelling the evils of the Hullack. 

Pedrol is half Turmish (from his father’s side) with a tan complexion and dark black curly hair which he cuts short. He keeps a short beard in honour of his father and has green/hazel eyes. He is gregarious and friendly and can chat for hours about not much. He is sharp as a pin when it comes to money and has secreted funds in various places across eastern Cormyr to fall back upon if needed. He keeps no map but has a rhyme to remind him when things are. His easy charm and conversation makes him a favourite with ladies, (and he manages to find a lady for Forlyth as well). He speaks many languages and endeavours to learn more on his travels. Though not lawful, he adheres to the oath that he and Forlyth swore and considers Forlyth his true brother.

For C&C
NG HM Fighter 1
S 17; I 16; W 12; C 12; D11; Ch 17 (primes are Str, Int and Cha)
Specialised in Broadsword, he has masterwork chain armour and steel shield. His wealth is that of a Knight and comes outfitted with a superb light warhorse of maximum hit points. An accomplished rider he has the ability to leap and charge like a Knight does.

For 3.x
Appraise, Bluff, Sense Motive and Diplomacy are class skills for him (he loses swimming, jump & climbing), as well as points in ride and languages. His feats are improved unarmed combat, mounted combat and Skill focus Profession Trader. 

For 1E/2E
Fighter class with specialisation in broadsword, NWP in trading and riding, plus languages