Witcheta Chronicles 2: Family Feud
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This little tid bit includes a small area overview of a palce where you emet old acquaintances from chapter 1, a new npc, new item from a legendary lord, and a new dangerous monster...
! WARNING ! ! WARNING ! ! WARNING !
Spoilers From Chapter 1 may be found below...
1. SIDE QUEST: REVISITING WITH OLD FRIENDS
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You first encountered King Hax'or'is'or and a small group of his followers in chapter 1. At that time he offered you gold in exchange for the heads of any Witchetas you came across. Whether you agreed to it, or not; your interactions with Clan Sharpsting is far over. In this chapter, you shall have the oppurtunity to visit the clan's holdings beneath the sands of the Great Desert.. Did you join in the stingers' bloodlust or did you send their king to his grave? Either way, Clan Sharpsting's twisted tunnels of neverending sand hold many surprises - one of which may very well be your death. Learn your limits of your ability to suffer pain as well as learn the real reason why King Hax'or'is'or wanted the heads and their true connection to the Witcheta legacy...
2. Character Name: Tarnin the Hunted
Race: Human
Sex: Male
Age: 27
Class: Ranger
Personality: Very much a lone, Tarnin much prefers the company of animals to humans, elves, or the other 'sentient' races. However, despite his discomfort around others; he is always courteous and respectful. The man never raises his voice in anger even when furious with someone. Tarnin loves to pass the time admiring nature. In spite of his many skills, the human seems to be unsure of himself at times not knowing how to act. This is likely due to the fact that he was raised by nature itself.
Combat Style: Tarnin loves to use his long bow to snipe at enemies before they even reach him. However, he is very much capable of defending himself in melee combat, and his skill of weilding a heavy flail allows him to knock enemies right off their feet makes this much easier. Tarnin's close companion, a brown bear nicknamed 'Snatcher of Berries' initimidates most of the more aggressive creatures found in the forest to thinking that attacking the ranger or his 'pet' is a very poor idea.
Skills of Note: Swimming, making campfires, talking to animals, tracking, and archery are just some of the many skills that Tarnin has taught himself.
Hometown: Gradrian Woods.
Goals: To protect the forest, defend the animals, and live as peaceful a life as possible.
Description: The human is nearly 6' tall, and 175lbs. He is very muscular in spite. Tarnin has a mustache that is rather well groomed for one who tends to avoid 'civilized' areas. His dark eyes are always showing the eyes of a thinking man, and the smile is one of friendliness.
Noteworthy Equipment: His weapons,and greenleaf armour are his main equipment of note. He carries hardly anything else since he prefers to travel light, and can scavenge or hunt for food when neccessary.
Background: Tarnin was born in the city of Vioroson to what is believed a noble lass and a commoner's son. Her family dissaporved of such a relationship and ordered, in a very cruel way, that his father be executed for besmirching the family name. On top of that, Tarnin's grandparent's secrete ordered the newborn to be sent far away so they wouldn't be stuck with such a reminder. Sadly, those who were to take the little boy were slaughtered by bandits who cruelly left the baby to die.
Luckily for Tarnin, a peculiar female bear who he ended up only knowing as 'Mother' took a liking on him and raised her as her own cub. Throughout the years she showed him the way of nature's gift. Sadly, she was eventually brought down by a hunter's group. He was gone at the time so he doens't know exactly what happened or who was truly responsible. For a time, Tarnin went mad and started attacking any hunter who dared entered 'his' forest. So much so that for the next few years the ranger got the ominous name of the 'Ravager' and was spoken off in whispered tales between hunters. The odd thing was that despite his new found aggresiveness, Tarnin rarely killed anyone and only in self defense; but rumours being what they are tend to grow - facts or not.
One of his victims was one Greg Witcheta, a young bard who had decided to travel the lands. After Tarnin dropped on him, Greg didn't panick like most did nor did he threatened the animal boy with violence. More curious than anything, the two of them soon became friends. Tarnin taught Greg the way of nature while the bard showed the ranger that while civilization could often be so cruel to those they don't understand that it actually had a wonderful side of light, and caring. Tarninhas yet to enter a civilized palce let alone his birth place; but one day he hopes to conquer this fear of his to finally meet those that likely abandoned him. This haunte dhim forever as he remembers so very little; if anything at all. His cloest friend other than Greg is his bear companion 'Snatcher of Berries' who is the son of 'Mother'.
In a world of death, evil, and destruction what is a ranger who is still unsure of himself to do?
3. Rurrik's Axe
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Description/Background: A large golden axe so keen that it can cut off one's finger who just taps the edge.
So named for the crafter, and original weilder of the weapon. Rurrik was first a Lord and then High Lord of the Holderhiem Kingdom. In fact, he was the only one who ever had that title as he had named his grandson the first king before passing away at a very old age.
During his long life, Rurrik showed himself to be a brave and true leader who could accomplish much by leading his people through actions and not just simple words. A brave soul, he would be honoured as the great king he was even with the lack of the actual title.
Rurrik's Axe is the greatest material symbol of his power. Blessed by Mother Graystone, the High Lord crafted this artifact weapon himsefl over the course of two long years. Emblazend with his life blood, divinity of a goddess, and the sweat of hard work; the axe is a sumbol of masterpiece and was held by all dwarves of Holderheim Kingdome as the apex of dwarven craftsmanship. Afterwards, Rurrik tried to continue his beloved crafting; but could never find it in his heart to continue since he knew nothing he worked on could ever hope to match the magnificance of Shining (his name, at the time, for the axe.
When Lord Rurrik died, the axe was buried with him as his grandson and new king realzied nobody not even him would be worthy of wielding the weapon. Sadly, the weapon would be lost and forgotten by all but the most knowledgable of dwarven scholars when the stronghold itself would fall for unknown reasons many years ago.
There are mythical tales that one day a dwarf will find the Shining, and use it to bring a new glorious day to the ancient and most beloved lost kingdom of Holderheim. Others scoff at such wishful thinking and believe that the axe is best served in its current resting place wherever that may be.
Restrictions: Only the most lawful of dwarves may weild this weapon. And, only those dwarves who recieve the blessing of Lord Rurrik himself making it nearly impossible for the weapon to be ever weilded again even if found.
Abilities/Powers: Cast Spell: Bless Weapon (10) 1 Use/Day
Cast Spell: Divine Favor (5) 1 Use/Day
Cast Spell: True Strike (5) 1 Use/Day
Damage Bonus vs. Alignment Group: Chaotic 6 Damage Bludgeoning
Enhancement Bonus +3
Keen
Saving Throw Bonus: Universal +3
Use Limitation: Alignment Group: Lawful
Use Limitation: Racial Type: Dwarf
4. Monster: Ghost Dwarf Monk (Chaotic Neutral)
Type: Undead, Ghost (Undead 6, Monk 6)
Abilities: Str 18, Dex 18, Con 22, Int 14, Wis 14, Chr 10
Hit Dice: 6d12 + 6d8 + 42 (184hp)
Initiave: +4 (dex)
Speed: Monk Speed
AC: 29 (+10 natural, +4 dex, +1 tumble, +2 armour skin feat, +2 special race bonus)
Attacks: Fist (+16/+13/+10)
Damage: 1d8+6 (+1d4 cold)
Special Qualities: Undead properties,Regeneration, Ghostly Dodge (constant improved invisibility), Damage Reduction (+2/25)
Saves: Fort +13, Reflex +11, Will +13
Skills: Disc +14, Concentration +11, +10 hide, +10 listen, +10 move silently, +10 spot, +5 taunt, and +9 tumble
Feats: Knockdown, Improved Knockdown, Weapon Focus (fist), Weapon Specialization (fist), Toughness, Blinding Speed, Still Mind, Evasion, Dodge, Deflect Arrows, Cleave, Bullheaded, Blindfight, Alertness.
Spells: Confusion (3/day), Blindness/Deafness (2/day), and Bane (1/day) all cast at 12th level ability.
Challenge Rating: 11
Description: Blueish ghostly figures in the shape of dwarves. Their physical appearance is so far removed from the actual world that parts of their bodies actually seem to be constantly invisible.
Background: Ghost Dwarf Monks are all that are remaining of the Holderheim Dwarves. They were the last of the dwarven defenders to fall, and this apparantly is their ever lasting punishment. Over the centuries, these dwarven ghosts have gone mad and will attack anything or anyone they see except fellow dwarves unless they are attacked first. The Holderheim monks were all a part of a highly organized pact in honour of Mother Graystone known as 'Earthen Fists' and guarded the stronghold from any threat from the depths of the Underdark such as mindflayers, derro, dorw, and the rare deep dragons that occasionally attempted a raid on the dwarven fortress. Sadly, they do the same now; but their purpose has been twisted into not only defense of the stronghold but the torture and harassment of any who dare to step foot on such hollowed ground.
There ya go.
P.S. If you anything speciifc to ask about chapter 2; but be forewarned that any answer may consist of chapter 1 spoilers...