Showing posts with label Chape. Show all posts
Showing posts with label Chape. Show all posts

Sunday, 1 November 2026

Locket, Chape and Ringo at Fifth

David asked if the Triplet guards remain unified in their skill choices etc. Though they are still honest, loyal and true, but more to Lord Urdurel than you, they remain (mostly) game-mechanically and appearance-wise; near identical.

Locket and Ringo
Human
Fighter
Level: 5
Age: 24
Alignment: Neutral good
Initiative: +1
Str: 16: +3
Int: 12: +1
Wis: 10
Dex: 12: +1
Con: 12: +1
Cha: 12: +1
Hps: 43
Ac: 18
Move: 20’
Height: 6’
Weight: 14 stone (196lbs)
Languages: Common/Orc
Attack:
+1 magical Longsword:+10 to hit
Damage: 1d8+6 (crit x2 on 19)
Light Crossbow: +6 to hit
Damage: 1d8 (crit x2 on 19)
Range: 80’
Feats:
Weapon focus: Longsword
Weapon specialisation: Longsword
Athletic
Power attack
Improved Bull Rush
Acrobatic
Skills:
Climb:+13
Swim:+13
Jump:+13
Ride:+5
Handle animal:+6
Tumble:+5
(Shield and Armour penalty: -6)
Equipment:
+1 magic Long sword
Breastplate armour
Large steel shield
Light crossbow
10 crossbow bolts.
(4 or 5?) Flaming bolts +1 (+1d6)
10gp

Chape
Human
Fighter
Level: 5
Age: 24
Alignment: Neutral good
Initiative: +1
Str: 16: +3
Int: 12: +1
Wis: 10
Dex: 12: +1
Con: 12: +1
Cha: 12: +1
Hps: 43
Ac: 19 
Move: 20’
Height: 6’
Weight: 14 stone (196lbs)
Languages: Common/Orc
Attack: 
+1 magical Longsword:+10 to hit
Damage: 1d8+6 (crit x2 on 19)
Light Crossbow: +6to hit
Damage: 1d8 (crit x2 on 19)
Range: 80’
Feats:
Weapon focus: Longsword
Weapon specialisation: Longsword
Athletic 
Power attack
Improved Bull Rush
Acrobatic 
Skills:
Climb:+13
Swim:+13
Jump:+13
Ride:+5
Handle animal:+6
Tumble:+5
(Shield and Armour penalty: -6)
Equipment:
+1 magic Long sword
Breastplate armour
+1 magic Large steel shield
Light crossbow
10 crossbow bolts.
(4 or 5?) Flaming bolts +1 (+1d6)
10gp
*(Chape has a +1 large shield from Fortu)

Update their sheets before Christmas in readiness for the first game of 2027.

Sunday, 4 October 2026

Race to save Murmel!

Another looooooong and unresolved all combat session, but you’re painfully close to victory.

Will ‘is-he-or-isn’t-he-there’ Banaal be able to save his own stubborn ass?

Will ‘I’m the door!’ Fortu continue ‘Great cleaving’ through whoever/whatever advances toward him.

Will Liga Bur ever sacrifice the warm and cuddly protective cover of his nigh indestructible hound and risk actually getting injured?

Will Rifkin’s ‘Alarm stone’ ever stop its annoying shrieking?

Will Locket ever manage to hit anything with his crossbow?

Did his brothers; Ringo and Chape, go overboard by boarding over the first floor windows?

Is Deo being a good doggy and comforting poor frightened Rebecca in the attic?

With vast area spells, freakishly high Armour classes, massive damage output and incredibly high Hit points, you may just pull through…

Below are all my currently available dates over the next two months.

Check your diaries and let me know when you’re free to resolve this bloody mess of an encounter. Next session will hopefully be more talky-talky, less choppy-choppy.

October

24th  Saturday 

25th Sunday

November

7th Saturday

8th Sunday

21st Saturday 

22nd Sunday 

28th Saturday

29th Sunday 

Edit: We have an early winner!

Sunday the 25th of October. 9am start.

(I’m currently available for that date but I’ve got a possible, personal hiccup. We’ll say it’s on until/unless I say otherwise.)

Saturday, 19 September 2026

Cometh the Darkness

Grott-Warren is much as you’d expect of a mining town, even a silver mining town, other than the fact that it’s (almost) completely deserted.

Despite following his parents into the clergy, Banaal was still a Dwarf and all Dwarves knew mining, deep, deep in their bones. These mines are obviously still paying out and this town should be bustling with life.

The town is small though, with the miners generally living beside their current ‘live’  mines and only coming into town for entertainment and supplies.

Now though, from what the evidence shows, everyone, other than the little girl; Rebecca, is likely dead. The coal in the blacksmith’s forge has cooled to warm ash, showing that it’s not been tended in days and almost every ground floor door and window is smashed in. And, most obviously, despite the absence of bodies, there’s blood literally everywhere! 

From the gruesome half-eaten hand you found on the first of the Red-eyes Orc, you suspect what vile purpose the Human and Dwarven corpses are being used for.

It’s still two hours before sunset though, giving you all plenty of time to roughly re-secure the lower floor of the ‘Silver Cave inn’. There’s piles of fresh timber in the general store supply shed, plus hammers and plenty of nails. 

After all the broken furniture is cleared away, everyone could easily fit within the stone walls of the, could be re-fortified, tavern, even Banaal’s faithful mule; Murmel could squeeze in.

There’s also coins in the till and two locked safes in the general store and empty guard house. There’s even several abandoned crates loaded up with silver ore!

Banaal can’t help feel the pull of the silver in his Dwarven soul.

The only other obvious option left open to them is to follow the multiple drag tracks leading away from the town. After a brief search, it becomes apparent that they all converge together into just four bigger trails, each one, presumably, leading to a separate mine

It’s hard to guess the total numbers involved but it’s likely scores… Possibly even  a hundred of them. A daunting number, especially considering the soon to come darkness.

Before she falls asleep beside him, the town’s lone survivor; Rebecca answers all the questions Banaal asks of her, but she’s just six-years-old and a lot of what’s happened is beyond her experience and understanding. It’s obvious though, that her parents locked her in the tavern attic, before they were killed, in a desperate attempt to save her.

Now her tiny, traumatised life is in the hands of the adventurers and, even if they survive this night, it’s still four more nights and days to Chaval; fortified mountaintop capital city of Agentia.

Sunday, 19 July 2026

Fairer Sharer

Without the surprisingly trustworthy Henshaw to help him, Rifkin counts out the gold coins by himself into seven equal piles. Seven equal piles for seven men? No, as the Triplets still refuse to accept any extra gold for their service. It still feels wrong to exclude them but he allots, as agreed, double shares to Banaal, Fortu and Liga Bur and keeps a single share for himself. Then, he sorts out the magical equipment. 

The two daggers are deceptively powerful but not really the style of anyone here. They could make useful back-up weapons though.

The glass web-wand is tragically, unusable by anyone here. It’s a bit like the ‘Burning-hands’ wand they got from Sir Briefadel’s fake Wizard squire; Egrow. Only usable by Wizards or those especially skilled with magical devices.

The poison vials are also dangerous to use, unless skilled with their storage and application. 

The twenty-four flaming crossbow bolts though, are usable by Fortu, Banaal AND the Triplets… Could this be another way of ‘sneaking’ them a little more help?

Despite still not using his, potentially cursed, magic ‘Vampire’ sword, Rifkin’s finger trails along Danté’s black, oily Leather armour. It’d helped him slip through Liga Bur’s entanglement spell but it was worthless to his teammates…

(After a few conversations.)

Current gold totals

Banaal:
Gold: 1606gp
10 gems (worth 100gp each)
4 gems (worth 50gp each)
Six +1 ‘Flaming’ Crossbow bolts

Fortu:
Gold: 1934gp
6 gems (worth 25gp each)

Liga Bur:
Gold: 411gp 

Rifkin:
Gold: 1550gp
7 gems (worth 25gp each)
+1 Leather armour (improved Slickness)

Ringo:
Six +1 ‘Flaming’ Crossbow bolts

Locket:
Six +1 ‘Flaming’ Crossbow bolts

Chape:
Five +1 ‘Flaming’ Crossbow bolts
+1 Heavy metal shield.



In addition:

Two +3 medium sized magic Daggers

Five vials of (handily labeled) Blue Whinnis poison

Wand of Webs

Fourteen Masterwork daggers



Saturday, 13 June 2026

The Three Debt Arrears

Gazing at the gleaming longsword in his hand, Chape examines the perfect blade, exquisite hilt and customised blue leather grip. It’s a beautiful sword. A weapon forged by a master craftsman. An artisan working in unison with a specialist wizard. Although he’d seen many magical weapons before, he’d never dreamed of ever actually owning one. 

Tearing his eyes from the fantastically expensive, gifted sword, he looks to the faces of his equally dumbfounded brothers.

“These swords could save our parents’ farm. We could pay off all their debts and have plenty left to replenish the livestock and even buy some extra adjoining land from our neighbours…”

Chape’s words trail off and his brother; Locket takes up the thought.

“The sale of just ONE of these swords could do that!”

Ringo’s the one who finishes the thought though. 

“Selling these gifts would be an insult to Rifkin and his adventurer friends. Our wages are already covering the loan interest repayments and we’ll eventually find a way to cover the original obligation.”

Circling back, Chape, claps both his identical brothers on their sturdy shoulders.

“Agreed. Although he referred to it being a ‘small gift’, we all know there’s nothing small about it. We show our gratitude to Rifkin, Liga Bur, Banaal and Fortu by guarding them with our lives. We’re already keeping the farm afloat with our three regular wages. When one of us eventually gets promoted to Sargent, we’ll slowly, but surely pay back that outstanding balance.”

Smiling broadly, all three of the brothers raise their shiny, new, enchanted longswords into the air and, for a joyous moment, forget about their current responsibilities and shout out their childhood battle cry…

“THREE FOR ME AND ME FOR THREE!”

Sunday, 3 May 2026

Slim to No Chance

Stopped mid-combat, mid-river crossing on the big (now leaking and smouldering) barge; the Spinning Jenny, the odds seem to be dipping in the Party’s favour, despite Liga Bur floundering in the river with only a few fish-finger’s of HPs remaining.

Captain Lynchin and his four Zinerian guards have (surprisingly) managed to defeat the invisible, backstabbing Assassins on the Cottis side of the river and secure the chain-ratchet wheel. Poor ferryman Rod was killed though.

Armoured Banaal’s stuck on the boat with Rifkin, Jane, Ringo, Chape and Locket and all the dogs, mules and horses, but his back-looking vantage point and evil targeting spells gave Captain Lynchin and his men the advantage they needed.

On the Agentian bank though, Fortu has just emerged from the water and already cut down one of the Assassins on that side. Only nine more to go, plus their old-man leader. The old man leader who somehow managed to slip out of the effects of Liga Bur’s flaming blast!

From a conversation I’ve seen on another thread, I’m guessing this is going to be an absolute bust, but just to confirm, please check the possible dates below…

May options

Saturday the 23rd

Sunday the 24th

Saturday the 30th

Sunday the 31st

June options

Saturday the 6th

Sunday the 7th

Saturday the 13th

Sunday the 14th

Saturday the 20th

Sunday the 21st

Saturday the 27th

Sunday the 28th

All 9am starts.

Overworked, overstretched and overwhelmed Scott has spoken and the possible dates whittled down to just two. As I, the mighty DM get the final decision; the 7th of June it is. I don’t know why, but I just like Sundays!

Saturday, 2 May 2026

The Knot Wave Inn

The austere seeming tavern owner and bar manageress; Miss Smith (Stevie to her friends) watches the seven men leave after an early breakfast. The Captain of their small guard post; Lynchin, had paid for everything in advance; Dinner, drinks, board and breakfast, as apparently, these men were on an important mission for Lord Urdurel himself.

Who were these strange men? The three soldiers were identical triplets. Extremely unusual but not unheard of, especially in this region of Fissa. The neighbouring kingdom of Agentia was as famous for the twins in its royal family as it was for the silver in its mountains. The other four though; a well presented War-priest Dwarf, the roughest, toughest looking Halfling that she’d ever seen, a barely Elf-touched Bard and the darkly-armoured Human. She’d been surprised when Fortu had come down for dinner sans his Platemail. He was much younger than she’d first assumed. Tall, strong and handsome, despite the scars, but somehow… still innocent. Without his black lenses, there’d been kindness in his blue/grey eyes.

Stevie shakes her head, making her short bobbed, grey hair shimmy.

‘Innocent’? That made no sense. From the rumours she’d heard, he’d been a gladiator from overseas. A trained killer from birth and now a merciless, mercenary sell-sword.

Perhaps it’s her old poetic heart? Perhaps it’s just that she’d spent her entire life surrounded by contented, soft-spoken fisherfolk beside the Mar-Gin river with a plentiful, all-year-round supply of fish. Ziner is a blessed place. Beautiful and peaceful. A town that, because of the fifty-year destroyed bridge/boarder crossing, has been sheltered from violence, even through Lord Urdurel’s decades long wars against the bordering realms.

Looking up, Stevie realises that the seven men are already gone and far out of sight, but she calls out to them anyway.

“May the gods of mercy, shelter and protect you.”

Sunday, 26 April 2026

Hackers and Stabbers

Almost immediately after leaving through Cottis’ huge eastern gate, Ringo spurs on his horse to close the gap and pulls four heavy money purses from his saddle bags.

“I didn’t get a chance to give you this before we left the capital, but I sold the eleven bandit horses as you asked and here’re your profits.”

Banaal, atop his faithful mule; Murmul, notices that Ringo  is now riding Maurice. The horse that Fortu had previously been riding before being given his huge current one; Night Fever. Banaal had also noticed Liga Bur’s suspicious look but dismissed the similarity between this horse and the description he’d been given of Hetzabah’s flaming hooved Nightmare as mere coincidence.

The other two of the triplet brothers had been given fresh riding horses too but Banaal hadn’t heard their names spoken aloud yet.

Three of the money bags contain 145gp each and these are handed out to Fortu, Banaal and Liga Bur.

A smaller one, containing 72gp is for Rifkin.

Rifkin smiles and thanks Ringo, but in response, pulls out three, almost identical, magical longswords from his own saddlebags and offers them to the three brothers. The only noticeable difference between the swords are the three different coloured leather grip wrappings.

“When I was selling the two tiny magical daggers we took from that Halfling psycho; Marvin, I was offered a much better deal on a trade rather than just straight gold.”

Rifkin looks to Fortu, Liga Bur and Banaal.

“I hope that’s alright with you?”

Locket, Chape and Ringo all initially hesitate but Rifkin does his best to reassure them.

“You’re not allowed to take payment or a fair cut of the reward for Marvin and his bandits. You’ve even just handed over all the gold you got for selling those horses! Surely though, you can’t refuse a small gift? A gift that makes your jobs of protecting us and completing your mission easier.”

The three brothers, then tentatively reach out in turn to take one of Rifkin’s proffered swords and their matching coloured scabbards. Each one is skillfully stitched with the initial of each brother; R, C and L. Rust red for Ringo, cerulean blue for Chape and a lemon yellow for Locket.

“Thanks” they say in turn.

Turning back to Fortu, Banaal and Liga Bur, Rifkin shrugs.

“Turns out that three standard sized, ‘minor’ magical, standard steel swords, cost a great deal less than those two tiny, ‘slightly more’ magical daggers though…”

And Rifkin takes out three more bags of gold and hands them out.

“Here’s another 400gp for Banaal and Fortu.”

Then, with a nervous shrug, he passes over a smaller pouch containing just 50gp to Liga Bur with a slightly worried expression.

“I took what you owed me from Nonogonagal’s magic emporium out of your share. Again, I hope that’s alright?”


Current gold totals 

Banaal:
Gold: 1520gp
10 gems (worth 100gp each)
4 gems (worth 50gp each)

Fortu:
Gold: 1851gp
6 gems (worth 25gp each)

Liga Bur:
Gold: 325gp (All debts cleared)

Rifkin:
Gold: 1508gp
7 gems (worth 25gp each)

In addition:

Locket: +1 magical Longsword with Lemon yellow hilt and scabbard.

Chape: +1 magical Longsword with Cerulean blue hilt and scabbard.

Ringo: +1 magical Longsword with Rust red hilt and scabbard.

Saturday, 17 January 2026

Trip-Let in be

It’s been a few days since the three brothers had managed to be alone together, but now, while guarding the wagon and the snoring Cookie, they take the chance to discuss the adventurers.

Despite being apparently identical, each of the triplets can easily identify their brothers and it’s Locket who speaks first.

“They’re not exactly what I was expecting.”

Chape nods in agreement.

“Yeah, I was expecting four shining Knights on gleaming white stallions.”

Ringo though, expands on that thought.

“The Bard and the Dwarf appear sane but the strange Halfling seems to have his own ‘world-view’ agenda and the dark-armoured Gladiator gives the impression of, almost, being on the wrong side! And what happened to the tall Elven Archer who was supposed to be with them?”

Chape nods again.

“I’m actually a little bit frightened of Fortu.”

Ringo agrees.

“I’m more than ‘a little bit frightened’ of him. Have you noticed how he tosses and turns hin his sleep? That man might genuinely be unhinged!  

It’s Locket who hushes his brothers down.

“They may not be what we were expecting, but Captain DeLeón gave us a direct order; Escort the adventurers all the way back to Cottis and get them to Lord Urdurel in one piece.”

This time it’s Ringo who nods his identical, mop-topped, head.

“And by the gods, despite finding ourselves in these times of trouble, we will not fail in our sworn duty.”

Saturday, 27 December 2025

The Colours of Magic

After travelling by horse and wagon from the outlying village of Scarborough, through the cattle ranching hamlet of Far-Haven and Iron mining village of Eisen-Heart, the Party eventually gain entry to the larger, wool-farming and spinning town of Thorn-Flek. Once there, Chape and Ringo leave their brother; Locket behind to stand guard, while they head off to the local garrison to announce their arrival and to grease the wheels with the local authority.

Ringo looks a little sheepish on his return, as he hands out the three cuts of coloured cloth to Banaal, Liga Bur and Rifkin. The material squares are all about six inches by six inches and come with a cunningly designed silver pin. 

“Attach these onto yourselves, somewhere that they’ll show.”

Liga Bur looks confused by this request but both Banaal and Rifkin accept theirs gracefully, if not gratefully.

The rough Halfling hesitates though.

“What’s this?”

Ringo takes a breath before trying to explain.

“It’s the law of the land. It didn’t really matter in the outer hamlets and villages, but now we’re in a larger town, we have to adhere to the rules. Magic isn’t forbidden here as such, but spell-casters must register at the town magistrate and present their colours in public.”

Rifkin, wrinkles his normally straight nose at the thought of it. He knew the rule and understood the reasoning, but still slightly objected to it.

“I thought Bards were exempt?”

Ringo shrugs.

“The general opinion of the people is that ‘Bard’s don’t really count’ but I’d rather not risk it. Using spells will draw attention that I’d rather avoid and cause conflict with this garrison, regardless of Captain DeLeón’s letter of safe passage.

Each of the three use their silver pins to attach their specific coloured cloth to themselves. Banaal looks heavenward, as he pins his white square to his leather belt. Rifkin pins his pink one to his breast, directly over his poetic heart and Liga Bur attaches his, dangerously flammable, brown one to his left shoulder, furthest away from where he generally grasps the sturdy wooden shaft of flaming Dijonn.

Noticing Fortu’s slightly disappointed expression at being the only one of them left out, Rifkin whispers.

“No coloured square for you just yet, as your connection to Mother Fissa is still in its infancy. If and when you can access the magic of the wilds, your cloth square will be the green of the forest.”

Saturday, 20 December 2025

Fantasy Forensics

Raking through the burnt-out, but still hot, debris with his steel-capped toe, Captain Wimsey tries to piece together all the evidence he’d uncovered of the night before. Six, or possibly more, agents of a Witches coven had prepared a murderous arson attack against Lord Urdurel’s group of adventurers, while they slept inside.

Probably disguised as stable-hands or by stealthily climbing in through the upper hayloft window, one or more of the Assassins had entered the barn in the early evening, while only the wagoneer; Cookie and one or two of the triplet soldiers were present. They had then, somehow unnoticed, managed to drain the open-topped barrel of water and stealthily pull up the hinged loft ladder.

While that had been happening, a note found in the pocket of the dead ostler, indicated that he’d been lured out of the barn and back to his nearby cottage, under false pretences. Once there, he’d been murdered by the Assassins and his paddock padlock keys stolen.

Then the Assassins had simply waited until the middle of the night, once they were sure the majority of their targets were asleep, before actioning their plan.

Two of Captain Wimsey’s men had been killed while patrolling the surrounding area during the night shift but, judging by the location of their wounds, neither man had even seen their attackers coming. They were both stealthily stabbed from behind, before they could even shout a warning to each other, or to alert the adventurers inside.

After that, two of the Assassins rescaled the back of the barn and climbed in through the open upper level hayloft door, with flaming torches clenched between their teeth. Simultaneously, two more of them were silently chaining up the two doors from the outside and soaking them, and the outer walls in oil, before setting them alight.

The remaining two Assassins had stationed themselves behind the cover of the outer water-trough, with crossbows and poisoned bolts ready to catch anyone managing to break out of either the small or large front doors.

Next, the sleeping adventurers awoke. Probably alerted by one of them staying awake on watch duty and/or the smell of burning oil and smoke. Two of them had previously noticed the stored-away ladder and manhandled it back into position to sleep upstairs in the hayloft, while the others slept below on their bedrolls, around their large wagon.

Then things become even more bizarre. A large section of the lower wooden wall, inexplicably failed to burn down completely and, weirdly, both the two front doors as well, despite the oily residue still present. They still stand; two pointless doorways to the burnt down barn. Distant witnesses also reported seeing flashes of lightning, despite there being nary a cloud in the night sky. Sorcery? The garrison clerk did report that there were two divine spell-casters in the group. Whatever did occur though, it went very badly for the six Assassins. All dead, either sliced open by bladed weapon or fried crisp by that very lightning.

Walking out through the back of the blackened and skeletal remains of the big barn, Captain Wimsey turns a slow circle. Three men fell here but only one survived the twenty-foot drop. By the look of the two remaining, twisted corpses, they’d been killed before they fell.

Considering how fast the fire had spread, he’s surprised the adventurers managed to escape the flames and amazed that they’d all delayed long enough to free the horses too.

Apparently, the adventurers also refused the rewards offered by the owners of the other stabled horses they’d rescued and instead donated that, and the gold they’d found on the dead Assassins to help rebuild the barn. Only fifty gold pieces; not enough to pay for a whole new build but still generous. A hard to believe gesture, considering the reputation that had proceeded them.

Wednesday, 17 December 2025

Spare the Horses

In the blazing light of the burning building, while Cookie fusses over her two massive, but trembling, shire-horses and the Dwarf Banaal heals the burns of the injured ones, Locket looks over to his brothers.
“One dead ostler, two dead town guards, six dead assassins, and a, soon to be, razed to the ground barn.”
Chape responds with a shrug.
“It could’ve been worse. The adventurers helped us save all the horses, Cookie’s wagon’s hardly singed and all six of the gourd/barrels are safe and sound.”
It’s Ringo who considers the opposite viewpoint.
“But why are those assassins being so persistent? Why are the adventurers so important?!”
When the three Brothers volunteered for this mission, not one of them had considered it to be a dangerous task. Captain DeLeón had literally described it as just a ‘Simple babysitting job’.
Now though, with the obvious escalation of the Witches coven and still three days and one town to get through before completing their duty, each of the triplets feel the sinking dread of what may yet come…

Tuesday, 25 November 2025

Locket, Chape and Ringo

Morning Boys,

Just so you don’t think (by stealing away your evil Henchies) I’d deliberately sabotaged your Party’s combat abilities, here’s your new (good) guard’s stats.

Please take one each. You can decide between yourselves who controls who.

These three new NPCs are markedly simpler than your previous ones, but as two of your actual characters have become extraordinarily more complicated than they used to be, this seems fair and sensible to me.

I did find it interesting how all three of you kept track of the previous Henchies though.

Scott’s sly Barbella was kept on a laptop and on-screen, David had carefully handwritten defensive Henshaw down (including tactics) and Assif had lovingly recreated the idiotic Doberman and printed him out as a full character sheet, including his blob-fish-faced picture!

Transfer these ones from here to you as you wish.

Locket, Chape and Ringo
(Identical triplets)

Human
Fighter
Level: 4
Age: 24
Alignment: Neutral good
Initiative: +1
Str: 16: +3
Int: 12: +1
Wis: 10
Dex: 12: +1
Con: 12: +1
Cha: 12: +1
Hps: 35
Ac: 18
Move: 20’
Height: 6’
Weight: 14 stone (196lbs)
Languages: Common/Orc
Attack:
MW Longsword:+9 to hit
Damage: 1d8+5 (crit x2 on 19)
Light Crossbow: +5 to hit
Damage: 1d8 (crit x2 on 19)
Range: 80’
Feats:
Weapon focus: Longsword
Weapon specialisation: Longsword
Athletic
Power attack
Improved Bull Rush
Acrobatic
Skills:
Climb:+12
Swim:+12
Jump:+12
Ride:+5
Handle animal:+5
Tumble:+5
(Shield and Armour penalty: -6)
Equipment:
MW Long sword
Breastplate armour
Large steel shield
Light crossbow
10 crossbow bolts.
10gp

Although they are all brave, good and kind by nature, with a friendly disposition, they are not fools and their loyalty stands firmly in order of: 

1) Their Brothers.
2) Lord Urdurel.
3) The Party.

Kindle

A shortish while ago, during an evening downtime outside… Holding his position, the bound Elemental; Dijonn flickers atop the tip of his ver...