Reneg Desrek

Player Dog Moon (EN World Username) | Campaign Crow God PbP Game

Male Human | 7th-level Druid

Starting XP: 23,000

Core Stats

N Medium Humanoid (Human)
Hit Dice  7d8+14 (47 hp)
Initiative +1 (Dex)
Speed 30 ft. (6 squares)
Armor Class 16 (+1 Dex, +2 armor, +2 heavy wooden shield, +1 natural), Touch 11, Flat-Footed 15
Base Attack/Grapple +5/+7
Attack Quarterstaff +7 melee (1d6+2)
Full Attack Quarterstaff +7 melee (1d6+2)
Space/Reach 5ft. / 5ft.
Special Attacks Spells, Spontaneous Casting of Nature’s Ally spells, Wild Shape 3/day
Special Qualities Animal Companion (mount), Druid Spells, Nature Sense, Resist Nature’s Lure, Trackless Step, Wild Empathy, Woodland Stride
Saves Fort +7, Ref +3, Will +8
Abilities Str 14 (+2), Dex 13 +1), Con 15 (+2), Int 14 (+2), Wis 18 (+4), Cha 12 (+1)
Skills Concentration +14, Handle Animal +11, Knowledge (Nature) +14, Ride +11, Spellcraft +12, Spot +14, Survival +16
Feats Spell Focus (Conjuration) (1), Track (B), Augment Summoning (3), Natural Spell (6)


Leather Armor, Heavy Wood Shield, Quarterstaff, Feather Token (Tree) [x2], Bag of Tricks (Tan), Handy Haversack, Amulet of Natural Armor +1, Robe of Useful Items [see below], Stone of Alarm (heirloom item), Small iron box built with handles with numerous insects inside, Heavy Warhorse w/Riding Saddle, Dagger, Bullseye Lantern (filled and lit), Mirror (a highly polished 2-foot-by-4-foot steel mirror), Pole (10-foot length), Hemp Rope (50-foot coil), Sack; coins 570 gp.

Robe of Useful Items: Number of Patches: 12

  • 1d100 → [77] = (77): Minor scroll of one randomly determined spell
  • 1d100 → [13] = (13): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [46] = (46): Mule (with saddle bags)
  • 1d100 → [3] = (3): Bag of 100 gold pieces
  • 1d100 → [9] = (9): Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
  • 1d100 → [65] = (65): Potion of cure serious wounds
  • 1d100 → [55] = (55): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [54] = (54): Pit, open (10 ft. by 10 ft. by 10 ft.)
  • 1d100 → [74] = (74): Rowboat (12 ft. long)
  • 1d100 → [39] = (39): Ladder, wooden (24 ft. long)
  • 1d100 → [29] = (29): Gems, 10 (100 gp value each)
  • 1d100 → [84] = (84): War dogs, pair (treat as riding dogs)

Druid Spells

Spells per Day: 6/5/4/3/2 (save DC 14 + spell level)

  • 0—create water, detect magic, detect poison, mending, purify food and drink, read magic
  • 1st—charm animal, cure light wounds, entangle, longstrider, shillelagh
  • 2nd—barkskin, bull’s strength, soften earth and stone, wood shape
  • 3rd—dominate animal, poison, stone shape
  • 4th—giant vermin, spike stone


Reneg Desrek was destined to be a Druid. Well, not be Destiny, capital D, but because his father and mother had both been Druids and he was expected to become one as well. They taught him everything he should know about being a Druid and though he hadn’t really wanted to be one [a Bard seemed more much DASHING, a Paladin seemed much more awe-inspiring, and a Barbarian was fearsome], but he sort of ended up being one anyways because he was sort of lazy at heart. That’s probably why he enjoyed summoning companions so much. Why do the work when an animal could do it for him?

Of course this had gotten him into trouble into the past. Why were there claw marks all over the furniture? Well, the grizzly bear was trying to rearrange. Why were so many of the dishes broken? The dog wasn’t well capable of taking the dishes from the sink and licking them on his own, but he sure had tried. Quite impressive indeed, actually, though his parents of course were NOT impressed.

Still, they couldn’t help but feel a little bit if pride for their son. Despite this lazy streak, he had managed to find a cute girl, a bookish girl who everyone said was evil but Reneg was sure she was just rebelling against her parents like he had. It wasn’t his fault he had gotten her pregnant. Well, maybe it was. At least he hoped it was! When she disappeared, he blamed his parents. He didn’t know why he blamed them; it was just a natural instinct to blame them for his problems. They told him he didn’t know where his girlfriend was. Frustrated, he set out from home in search of his pregnant girlfriend].

As a going away present, they gave him a rock. Can you believe that? A ROCK? Supposedly it was a Stone of Alarm. If he attached it to something and someone touched it, it alerted him to the presence of an intruder. That was apparently how his grandfather had met his grandmother. That was a story he certainly hadn’t wanted to know, but his parents said it was a good-luck charm and he should take it with him. He figured he might as well. It may come in handy, after all.

Reneg speaks Common, Draconic, Druidic, and Sylvan.


Sheyla Bladesong

Player “Thanee” (EN World Username) | Campaign Crow God PbP Game

Female Silver Elf | 7th-level Cleric of Corellon Larethian

Final XP Total 21,350

Core Stats

  • CG Medium Humanoid (Elf)
  • Hit Dice 7d8+7 (39 hp)
  • Initiative +4 (Dex)
  • Speed 30 ft. (6 sqaures)
  • Armor Class 20 [21] (+4 Dex, +6 armor, [+1 shield]), touch 14, flat-footed 17
  • Base Attack/Grapple +5/+9
  • Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Full Attack MW Cold Iron Longsword +11 melee (1d8+4/19-20) or Darkwood Composite Longbow (+4 Str) +10 ranged (1d8+4/x3)
  • Space/Reach 5ft. / 5ft.
  • Special Attacks Spells, Turn Undead 4/day
  • Special Qualities Elf Traits, Chaotic Good Aura, Chaotic Good Spells, Spontaneous Casting of Cure Spells
  • Saves Fort +6, Ref +6, Will +10 (+2 vs. Enchantments)
  • Abilities Str 16 [18] (+4), Dex 18 (+4), Con 12 +1, Int 13 (+1), Wis 18 [20] (+5), Cha 12 (+1)
  • Skills Heal +10 (5), Knowledge (religion) +6 (5), Listen +12 (5 cc), Spot +12 (5 cc)
  • Feats Simple Weapon Proficiency, Elf Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency, Shield Proficiency (except Tower Shield), Weapon Focus (Longsword), Point Blank Shot, Rapid Shot, Combat Expertise, Improved Trip, Power Attack.

Sheyla BladesongEquipment

MW Cold Iron Longsword, Silver Longsword, Darkwood Composite Longbow (+4 Str), Cold Iron Arrows (40), +2 Mithril Shirt, MW Buckler, Heward’s Handy Haversack, Bedroll, Winter Blanket, Belt Pouch, Waterskin, Everburning Silver Bracelet (10 gp), Silver Holy Symbol of Corellon Larethian, Holy Water (3), Diamond Dust (500 gp), Silver Dust (25 gp), Belt of Strength +2, Periapt of Wisdom +2, Pearl of Power (1st), Wand of Cure Light Wounds (50 charges); 28 gp, 4-7 sp, 0 cp.

Clerical Spells

Spells per Day 6/6+1/4+1/3+1/2+1 (save DC 15 + spell level)
Domains Elf, War.

  • 0th—detect magic (x3), light, resistance (x2).
  • 1st—bless (x2), command, divine favor, shield of faith (x2), magic weapon (D).
  • 2nd—hold person, remove paralysis, spiritual weapon (x2), cat’s grace (D).
  • 3rd—invisibility purge, magic circle against evil, protection from energy, magic vestment (D).
  • 4th—divine power, divine power (D), .


Sheyla stands 5 feet 6 inches tall and weighs 112 pounds. She is 127 years old. Her long, silverblonde hair is worn open, a few strands of hair framing the fine-featured face with emerald eyes. Her slender figure is dressed in comfortable green clothes, on top of which she wears her finely crafted chain shirt. The holy symbol of Corellon Larethian is attached to a simple silver chain around her neck. Along with her small backpack and a grey-green cloak, she wears two crossed sheathes on her back, holding her longswords. Her darkwood longbow is slung over her shoulder and a quiver with arrows is hanging from her weapon belt. A buckler is sometimes strapped to her left arm, on which she also wears a silver bracelet, which is covered in flames, that apparantly do not burn her, shedding light equivalent to that of a torch.


Hailing from the Kingdom of the Silver Leaves in the northern parts of the Great Forest of Harqual in the Northern Heartlands, Sheyla grew up in peace, learning the arts of swordplay and archery. But peace never endures, and her homelands were constantly threatened by attacks of humanoid warbands. When Sheyla was considered mature, she became a cleric of Corellon Larethian, to be able to help and protect her kin. The ideals he stands for, have long been her own as well, so it was just a natural progression.

Sheyla speaks Common, Elven and Celestial.

What Sheyla knows about the World

You have traveled a lot through the eastern lands of Harqual duirng your adventuring career. You known the Great Forest of your homeland well and have many friends and family members still living there. The leader of the Kingdom of the Silver Leaves is an elf man named Menkhar Silversun, the High One of Silverleaf. He has lead your people since the time of the Ogre Wars. He is renown as a hero to your people.

You have visited the elves living in the Duchy of Minar to the northwest of the Strandlands. They were welcoming to you and your companions but they seemed a little strange to you. Many of them live more like humans than elves. Many of them are exiles of the Knotwood, which has fallen to hordes of demons and blood elves.

You have also heard of the rise of great religious leader in the lands west of where you are now, past the Thunder Mountains. He is said to be the chosen of his god, the North God known as Jalivier.

You know their is a land of semi-civilized barbarians just north of the Strandlands and have heard rumors of city-states in the Far South. You quickly learned that the Thunder Mountains are filled with mountain orcs and worse. You’ve even fought some of them.

“The Silverbeard” Toryn Stonecutter, Clanwarden and Master Smith

Player Scott M. | Campaign Shackled City Adventure Path

Male Hill Dwarf | Expert 2, Fighter 12, Ranger 2, Deep Warden 3 | Age 75, Height 4’3″, Weight 151 pounds, Eyes dark grey, Hair russet.

Appearance Stocky, bronze skin, wide hooked nose, scars/burns from forgework and warcraft; braided/jeweled beard.

Signature Gear

  • Cloak of Resistance and Displacement
  • Ring of Major Fire Resistance
  • Gatecrasher: Adamantine Warhammer
  • Thunderstrike: Frystalline Dwarven Waraxe
  • Cold Iron Spiked Chain of Spell Storing
  • Dawnstar: Holy Morningstar
  • Mithral Dwarvencraft Platemail
  • Traveler’s Boots of the Tundra
  • Heavy Mithral Dwarvencraft Shield
  • Quiver of Ehlonna
  • Flagon of Dwarven Blessings
  • Other Magic: 2 headband, amulet, ring, belt, haversack, 2 other rings, necklace that gets switched out with amulet, flaming arrows, and more additional weapons than you could count.

(Animal Companion is a hedgehog named Pokey.)

Toryn Stonecutter (Artwork created by steeldragons)

Born into a family of stonemasons, Toryn learned the typical dwarven crafts then joined the militia at the earliest possible age to escape a life of endless mining. The dwarven military pushed him towards engineering, munitions and surveying; occupations that would keep him safe and useful in the clanhold.

Unfortunately his platoon was decimated by a gang of ogres, and Toryn escaped with a battered body and a broken nose. Toryn was thrilled to be alive so he took up the craft of the warrior and became a menace on the battlefield.

After his 12 year tour he left the military and joined a haphazard adventuring group to help a mountain village (Duvik’s Pass) with a vicious magical plague. The menace were slavers and bandits using demonic magic, led by Stephan Doverspeak. Toryn joined the fledgeling group but left after a fight with its ambitious leader, Ionesco.

Working at the Temple of the Cat (Bast) for his living, he encountered Argo Flameheart, a young cleric of Jalivier and joined his holy cause. Together with an enigmatic wizard named Hezekiah Grofus, they formed the Order of the Silver Hand and vowed to protect the world against all invaders, discover the plots of the Stormblades, recover long forgotten treasures and to slay the minions of darkness.

Begrudgingly he has shown his trust to Amaryllis, Shotte and Kar’toomba, the Order’s newest members. He has a pet hedgehog named Pokey. Toryn Stonecutter has become a famous smith throughout the Kul Moren Mountains, and beyond.

“Seggr” Karr’toomba, The Dead-Eye*

Player Gerald G. | Campaign Shackled City Adventure Path

Male Human | Barbarian [hunter variant] 2, Ranger of the Balance 12, Horizon Walker 4 | Age 37, Height 6’3″, Weight 195 pounds, Eyes grey, Hair tiger-striped colored.

Appearance Wind-burned tanned skin, animal totem and barbarian tribal tatoos. Brush-cut hair over a lithe frame.

Signature Gear

  • Eyes of the Eagle (lenses over the eyes)
  • Cloak of Resistance and Displacement
  • Longreach Spear
  • Light Pick of Frost
  • Serrenwood Greatbow
  • Adamantine Greataxe
  • Bracers of Archery, Greater
  • Dwarven Mithral Breastplate (has a lion’s head on it)
  • Silver Dragonscale Buckler
  • Quiver of Ehlonna
  • Other Magic: 2 rings, gloves, girdle, boots, haversack, and 2 other rings (switches between rings).

(Animal Companion is a rhino, which is also his mount, named Stomper.)

Karr’toomba (Artwork created by steeldragons)

Karr’toomba was born into a nomadic tribe that wandered the plains and tundra following herds of bison and mammoth. His childhood was joyful and in his early teen years he had already taken a wife and had become a Hunter for his tribe.

One dark night the druid of the tribe sent Karr upon his totem journey and his Rite of Passage into manhood. While he was discovering the identity of his spirit guide, a magical attack was unleashed upon him by an aberration and Karr’toomba became the conduit for a gate to be opened into this world for an assault upon the unsuspecting members of his tribe. The magic left him unconscious. When he awoke, drained of much of his life energy, his village was in smoldering ruins, the inhabitants dead or captured.

Karr’toomba’s young bride had been taken by a large raiding party of Tabaxi, most likely as a slave or a sacrifice to their dark god, Tu. He vowed vengeance against the cat race and struck out to find what remains of his family and tribe. His skills with the bow and the hunt have grown to legendary status but he has turned to strong drink to fill the loneliness of his travels.

He chanced upon a meeting with the Order of the Silver Hand in Cauldron City who has warily accepted him as a guide and companion for the wilderness of the Lands of Harqual. Karr’toomba has his motives as well and the Order should have its uses in his quest for vengeance and oblivion.

* Seggr means “hero” in Old Norse.

“Archmagus” Hezekiah Grofus, Lord Mayor of the Dominion of Cauldron

Player Rob T. | Campaign Shackled City Adventure Path

Human (Extraplanar) Male | Wizard 18 | Age 39, Height 6’1″, Weight 175 pounds, Eyes brown, Hair dark brown.

Appearance Shaggy hair graying at the tips, waxed/pointed moustache, goatee, lean average build.

Signature Gear

  • Hat of Disguise and Intellect
  • Staff of Frost
  • Grey Vest of the Archmagi
  • Ring of Protection (+5) of Counterspells
  • Ring of Wizardry
  • 3 Pearls of Power
  • Boccob’s Blessed Book
  • Lesser Rod of Silent Spells
  • Wind Fan
  • Other Magic: Amulet, cloak, gloves, belt, boots, haversack, 10 wands, and one iuon stone circling his head.

(His familiar is a small air elemental.)

Hezekiah Grofus (Artwork created by steeldragons)

Hezekiah Grofus was born in the Outlands under circumstances so mysterious that most assume he is an orphan and reticent about his past. He grew up in traveling circus some 300 miles from the Spire of Outlands.

Hezekiah was fascinated with puzzles, riddles, illusions and the whisper of magic that powerful beings were rumored to wield; he sought to earn his freedom from the Mana-Mines by making secret pacts with extraplanar potentates. Hezekiah succeeded in his escape by building himself a modron suit and joining the Great Modron Procession when it visited the Outlands. But he only got so far as Sigil when he was discovered and banished to the streets of the City of Doors.

The human youth attempted to apply for employment with the the Great Library but he was turned down due to insufficient power and life experience. An anonymous patron supported him to become a janitor at the University of Boccob and his curious nature took over. He secretly studied magic, the powers which had eluded him so long blossomed with his first cantrips.

Yet he was not an aristocrat and ineligible to become a student at the Academy. Hezekiah took a risk and jumped through a portal after a Brass Dragon to arrive on the Material plane in the vicinity of Cauldron City, on the World of Kulan. He survived by his wits and became a founding member of the Order of the Silver Hand, never forgetting his humble beginnings.

“Trúa” Argo Flameheart, The Bloodsun*

Argo and Amaryllis_inked_small
Argo and Amaryllis (Artwork created by steeldragons)

Player Brian M. | Campaign Shackled City Adventure Path

Axiomatic Human Male | Cleric 7, Radiant Servant of Jalivier** 10, Prestige Paladin 1 | Age 36, Height 5’11”, Weight 181 pounds, Eyes gold, Hair black.

Appearance A perfect physique with deep brown skin & radiant golden tattoos; pleasant; confident, bright eyed; a wide grin of perfect pearly teeth.

Signature Gear

  • Throne of the Sun (phylactery)
  • Angelic Eyes (lenses over the eyes)
  • Guardinal’s Periapt
  • Shawl of Clouds (cloak)
  • Peacemaker (intelligent longsword)
  • Argo’s Fist (adamantine heavy mace)
  • Guantlet of Rust
  • Toryn’s Instant Fortress (adamantine heavy plate)
  • Glamerweave Vestments of the Archon
  • Argo’s Bulwark (heavy mithral shield)
  • Other Magic: armlets, belt, boots, gloves, haversack, two rings, and two ioun stones circling his head

(Cohort is a halfling rogue/dragon shaman named Amaryllis. Mount is a heavy warhorse named Joshua.)

Argo was born into a small farm near the mountains of Sunwater. His father was a goatherd and a cartwright. His mother was a seamstress and a leather tanner. Argo had two younger brothers: Pell, Sarn; and an older sister named Gloria.

One day a strange robed woman came through the village and she offered gold to spend the evening in shelter and have some food. Argo’s trusting family that was devastated by this woman who turned out to be a Decay Priestess of the Sword Gods. While they slept she slew the father and the younger brothers, raising them from the dead as ghasts to fill out her army.

Argo Flameheart

Argo and Gloria escaped and fled to the town sheriff who raised a levee to assault the befouled farmstead. Argo witnessed the townsfolk destroy his father and brothers but the priestess and his mother were never found. Traumatized by this event, Argo fell catatonic for some months and dreamed of Celestia; while Gloria sold the farm, married the town blacksmith: a dwarf named Furtock Hammerthumb.

Argo recovered under the care of Opusar, an elderly priest/mage of Jalivier who taught Argo his faith and strong moral code. Argo took Holy Orders in Caloric at the age of 22, bid farewell to Opusar, and took to the road to seek his fortune, discover his faith and seek answers about his mother’s fate. As for the Priestess of Mussin, she, her followers, all undead everywhere and all proponents of evil, disease and necromancy will suffer the righteous wrath of Argo Flameheart rekindled.

* Is considered a religious icon of an entire pantheon of gods. Trúa means “have faith in” in Old Norse. | ** North God of the Sun and Mountains.

Companions of Harqual

Wonderment. Angst. To close. Pluck.

Hip. Shift. Back. Shoulder. Slap.

Harp. Bard. Jeddar. The Silver Sun. Blade.

Inn. Fire. Merriment. Friends. Night.

Cold Wind. Outside. Danger and Adventure.

Stories Told. Songs Sung. Remembering… the Fallen.

Jeddar Sings. Mesik Laughs. Bactra Smiles.

In the corner… Dabuk Broods.

Thessa and Dvalin watch over their son.

The song sings of family and friends. It sings of lost comrades and old glories. It lives amongst The Companions.

Tomorrow they face war and strife in the hope of winning peace.

From the Archive: Emninrieman

The Tree Lord, The Mighty Oak of the Highborn

Emninrieman (CR 20)
The treant known as Emninrieman has ruled over the Highborn Lands since before the formation of the Eastern Council (perhaps even longer). He is unique amongst his kind due to his fey heritage. No one is sure how he gained this heritage but most of his people assume it comes from his unusual connection to nature and the Balance.

While his rule over the Highborn Lands is absolute, he is not a tyrant. The Highborn Lands are well guarded by his fanatical followers, which includes powerful fey creatures or half-fey elves. Emninrieman has rarely been seen outside the High Forest of his homeland, but the powerful ruler had been known to visit the Knotwood before it fell into evil.

Emninrieman can fly but he doesn’t have true wings (and he rarely does). Instead, he can form his upper branches into winglike appendages. It is believed that he flies either through sheer force of will or through his unique connection to the Balance.

Emninrieman has the ability to tap into the power of the natural world in order to transform himself into an Aspect of Nature. He is a Divine Rank 0 being in such a form. (I don’t have any stats for that version of Emninrieman, yet. -RPB)

hp 138 (7d6+28 plus 10d8+40); DR 10/slashing
Male half-fey treant druid 10
N Huge fey
Init +0; Senses Low-light vision; Listen +16, Smell +16, Spot +16, Taste +16
Languages Bugbear, Common, Elven, Sidhe, Sylvan, Treant.
Armor Class 21 (-2 size, +13 natural), touch 8, flat-footed 21; AC 24, touch 8, flat-footed 24 with barkskin magic seed
Immune Enchantment spells and effects as well as all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison; sleep effects; paralysis; polymorph; stunning; not subject to critical hits
Fort +16, Ref +5, Will +17 (+21 against the spell-like abilities of fey)
Weakness Vulnerability to fire
Speed 30 feet (6 squares), fly 60 ft. (good)
Melee Slam +21 (2d6+11/x2) or
Melee 2 slams +21 (2d6+11/x2)
Space 15 ft.; Reach 15 ft.
Base Attack +12; Grapple +29
Attack Options Improved Sunder, Power Attack, trample 2d6+13
Special Actions Wild Shape 7/day (elemental 2/day)
Combat Gear Magic seed of barkskin +3, magic seed of endure elements, magic seed of owl’s wisdom, magic seed of protection from extremism
Druid Spells Prepared (CL 17th; save DC = 16 + spell level)

9th (1/day) – nature’s avatar (3)
8th (2/day) – cocoon (3), finger of death
7th (3/day) – master earth (3), storm tower (3), word of balance (3)
6th (5/day) – anger of the noonday sun (3), greater dispel magic, heal, hide the path (3), transport via plants
5th (5/day) – awaken, baleful polymorph, cold snap (3), fireward (3), wall of thorns
4th (6/day) – cure serious wounds, enhance wild shape (3), eye of the hurricane (3), lay of the land (3), moon bolt (3), poison vines (3)
3rd (6/day) – capricious zephyr (3), corona of cold (3), daylight, downdraft (3), protection from energy, remove disease
2nd (6/day) – binding winds (3), cat’s grace, earthbind (3), mass camouflage (3), one with the land (3), soften earth and stone, winter’s embrace (3)
1st (7/day) – animate water (3), calm animals, camouflage (3), cloudburst (3), obscuring mist, speak with animals, wood wose (3)
0th (6/day) – create water, cure minor wounds, dawn (3), guidance, naturewatch (3), resistance

Spell-like Abilities At will – charm person; 3/day – detect law, protection from law; 1/day – confusion, enthrall, faerie fire, glitterdust, hypnotism, suggestion.
Restrictions Limited weapon selection, cannot wear metal armor
Abilities Str 29 (+9), Dex 10 (+0), Con 19 (+4), Int 16 (+3), Wis 23 (+6), Cha 16 (+3)
Special Attacks Animate trees, double damage against objects, spontaneous casting, trample
Special Qualities Animal companion (11th, dire wolf), chosen of nature, nature sense, plant traits, resist nature’s lure, trackless step, venom immunity, wild empathy (+23), wild shape, woodland stride
Feats Craft Magic Seed (4), Extra Wild Shape (1), Improved Sunder, Iron Will, Power Attack, Natural Spell
Skills Concentration +14, Diplomacy +15, Gather Information +5, Handle Animal +13, Heal +16, Hide -3*, Intimidate +13, Knowledge (local) +8, Knowledge (nature) +15, Listen +16, Sense Motive +16, Smell +16, Spellcraft +13, Spot +16, Survival +16 (+18 aboveground), Taste +16
Possessions Amulet of mighty fists +2, ring of silent spells (2), third eye sense (2).
Animate Trees (Sp) Emninrieman can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if Emninrieman is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex) If Emninrieman makes a full attack against an object or structure, he deals double damage.
Chosen of Nature (Su) Emninrieman hit dice stacks with his druid levels regarding the following druid class features: Animal Companion, Divine Spells, Wild Empathy, and Wild Shape.
Trample (Ex) Reflex DC 22 half. The save DC is Strength-based.
Skills *Emninrieman has a +16 racial bonus on Hide checks made in forested areas.
1) Complete Divine
2) Magic Item Compendium
3) Spell Compendium
4) The Complete Guide to Treants (d20 System)

Bactra Redwind

Bactra is fairly unique amongst his people.Bactra Redwind

The forest elves of the Knotwood were known to be insular and mistrustful of outsiders. Very few of their kind ever chose to leave the Great Forest of Harqual, yet Bactra wanted to see the world beyond the forested lands. He wasn’t the first of his family to do so, but he was the first to leave due to circumstance. His father fought in the ogre wars, but it wasn’t a choice. It was a matter of survival.

Bactra chose to leave for the human world of the Eastern Shores. The act made him famous (some would say infamous) amongst his people. His departure broke so many taboos that he rarely found himself welcome when he returned to visit his family. It didn’t help that his little sister Teal and (eventually) his cousin Joshian (Dabuk’s half-brother) also took up the adventuring lifestyle.

The young people of Bactra’s family were leaving the fold and the elders of the Knotwood blamed Bactra’s cousin Dabuk for leading Bactra and Teal astray. The last time when he and Dabuk returned, the elders confiscated an artifact they had found and forbid Bactra to leave again or his permanent exile. Bactra was furious! He chose exile with his cousin and even his sister left the Knotwood permanently.

Bactra traveled with Dabuk and the other Companions for years before they were all magically summoned back from The Fallenlands by the World Goddess, Mirella. Why she did this still remains unclear, but it was soon afterwards that Bactra learned that the Knotwood had fallen into darkness. Demons ruled his forest homeland and hundreds of his people — including all the elders — were transformed into blood elves.

While several members of his family managed to flee the magical curse to the Kingdom of the Silver Leaves, he still doesn’t know what happened to two of his younger siblings, his brother Minonus and his sister Jasiliana. Bactra fights the demons and his fallen kin in order to purify the Knotwood and find his lost siblings. He fears that they have become blood elves, but he refuses to give up the search until he knows for sure.

Bactra is a bit of a lothario. He has had several lovers in his life and has at least three children. It is quite possible that he has sired other children, but he rarely concerns himself with such possibilities. He is more concerned with his eldest child, Sailminuthus, a half-elf named for Bactra’s great grandfather. Sail’s human mother, Amia Darthington, lives with Bactra’s family in Silverleaf. While she and Bactra aren’t married, they do love each other and have a second child — a daughter named Samra. His other child’s mother is a hunter elf from the Verdalf Forest. He rarely sees his other son, Dabukian, even though he often fights alongside the child’s mother, Maghania, against demons and blood elves.

Abbrev. v.3.5 Stats: Bactra Redwind (Neutral male forest elf, Wizard 12 / Scout 5): hp 72 *, AC 24; Str 16 (+3), Dex 18 (+4), Con 14 (+2), Int 18 (+4), Wis 16 (+3), Cha 10 (+0). Familiar: an opossum named Spot. * Hit points need to be recalculated for level changes that I’m going to make.

Dabuk Tigerstorm

Dabuk is one of the iconic characters of the Lands of Harqual.

the half-elven ranger’s childhood was full of misery and trails. His mother was butchered by ogres while young Dabuk was forced to watch and listen from a hidden spot. Her death was brutal and it scarred Dabuk. It also made him determined. Ogres are a blight that must be wiped out.

After his mother’s death, Dabuk was relocated to the City of Fruen in the Kingdom of Thallin. His father, Garth, left him in the care of the boy’s grandfather, Carl, and the Tiger Guild — a organization of rouges and spies that often worked to protect the interests of the kingdom. Dabuk grew up in the guild and his mentor was Mesik Tindertwig.

Bactra, his cousin, came to Fruen soon after Dabuk started his training. The two became infamous in the city as they got their feet wet in the adventuring way of life. Jeddar and Dvalin soon met up with them one fateful night and the four of them became the best of friends.

Dabuk’s obsession with killing ogres often took him into the wilderness, which forced his friends to follow him. Knowing he’d never be able to keep close to Fruen, his grandfather let Dabuk and his friends explore the world. All he asked was that Dabuk come back with information on what he discovered. The group’s first real adventure was the module “Rudwilla’s Stew” from DRAGON Magazine #45. After that the characters traveled to the Far South and then to Onaway in the west and the Isle of Dread and then all the way to another continent called the Fallenlands. The game ended with the module “Prism Keep” from the same magazine.

Here’s his stats at the end of the AD&D 2E game.

Dabuk Tigerstorm (CG male half-elf, Ranger 7/Stalker): hp 53; AC 3; Mv 12; THAC0 14; Melee short sword +1 (3 per 2 rounds, THAC0 12, Dmg S/M 1d6+2/L 1d8+2), Melee rapier (3 per 2 rounds, THAC0 14, Dmg S-M 1d6+1/L 1d8+1); Melee knife (3 per 2 rounds, THAC0 14, Dmg S-M 1d3+1/L 1d2+1), Ranged composite short bow (2 per round, THAC0 14, Dmg S-M 1d6/L 1d6), Ranged knife (3 per 2 rounds, THAC0 14, Dmg S-M 1d3+1/L 1d2+1); Str 16, Dex 13, Con 14, Int 15, Wis 14, Cha 10; XP: 98,036.

Saves: Paralyzation: 10 | Poison: 8 | Death Magic: 10 | Petrification/Polymorph: 11 | Rod/Staff/Wand: 12 | Breath Weapon: 12 | Spell: 13.

Weapon Proficiencies: Blowgun, composite short bow, garrote, knife, quarterstaff, rapier short sword. | Non-Weapon Proficiencies: Armorer (10), Camouflage (0), Hunting (10), Leather Working (12), Persuasion (0), Land Riding (12), Tracking (15). | Languages: Common, Elf (sylvan dialect), Halfling (hairfoot dialect), Ogre, and Orc.

Class Abilities: Empathy with animals, Hide in Shadows (48%), Move Silently (55%), Special enemy [ogres] (+4 to attack rolls and a -4 penalty to reaction rolls when encountering this creature), Tracking Proficiency, Two-weapon Style.

Other Gear: Backpack, belt pouch, darksuit, desert camouflage, garrote, good cloth cloak, green dragon hide armor, light war horse (equipped), quarterstaff, quiver of unidentified magical arrows, riding boots, shoulder belt, two extra knives, two wineskins, waterproofed quiver, winter blanket, and other various clothing.

DM’s Note: In truth, I was stingy with XP during the 2E campaign. The PCs should had reached closer to 9th level by the end. My PbP players are lucky. I hand out XP like it’s candy. They have to fight, a lot, for it, however. My SCAP campaign was the same way.