A Monk of Torm with a badass dog.
- Date of Birth
- Mirtul (The Melting/May) 30th, 291 North Reckoning (1323 DR)
- Gender
- Female
- Height
- 5'8"
- Weight
- 166
Appearance
Specialized Equipment
Bo Stick
Mason/Carpenter
Master Woodworker/Furniture Builder
Special abilities
28% chance of being surprised.
+2 HP damage when using weapons.
Stun on d20 when attacking, if 5 above needed to hit, when using open hand attack.
Open Locks 47%
Find and Remove Traps 40%
Move Silently 33%
Hide in Shadows 25%
Hear Noise 20%
Climb Walls 93%
Non-magical missiles (arrows, bolts, bullets, thrown daggers, thrown javelins, thrown spears, etc.) which would normally hit can be dodged are knocked aside if the monk is able to make his or her saving throw against petrification for each such potential hit.
Furthermore, if a monk makes his or her saving throw against any attack form,
the monk will sustain no damage from the attack, even if the attack form
was a fireball, for instance.
Can fall 20' with no damage if within 1 foot of a wall.
Speak with Animals (same as Druid)
Mask Mind (ESP will only work 30% of the time on the monk)
There are a number of strictures which monk characters must abide by.
These restrictions apply to 1) armor and weapons, 2) treasure, 3) magic
items usable, 4) strength ability adjustments, 5) henchmen, and 6)
advancement in level, as follows:
1) Armor cannot be worn. Weapons usable by monk characters are shown on CHARACTER CLASSES TABLE II; weapons not listed cannot be used.
2) Monks, much like paladins, may not retain more than a small
fraction of whatever treasure they gain. A monk may possess no more
than two magic weapons and three other magic items (see 3 below)
at any time. While monks may retain money sufficient for their
modest needs, and to support their henchmen (see 5 below), all other
treasure and excess magic items must be bestowed upon (non player)
religious institutions.
3) Magic items usable by monks include all magical varieties of weapons listed (unless proscribed), rings, and those miscellaneous magic items which are usable by thieves. No other magic items of any sort may be employed by monks.
4) Monks do not gain any bonuses, either with respect to increasing "to hit" probability or to increase hit points of damage, for strength ability.
5) Until attaining the rank of Master, monks may not have any hirelings or henchmen at all. At 6th level of experience, monks may hire persons on a short-duration basis - for the duration of a single adventure only. At this level, they may also acquire up to two henchmen. Henchmen may be fighters (but not paladins nor rangers), thieves, or assassins. With each level of experience above the 6th which the monk attains, he or she may add one additional henchman, until the maximum number established by the monk's charisma score is reached. Monks will gain followers upon attaining 8th level.
6) There can be only a limited number of monks above 7th level (Superior Master). There are three 8th level (Master of Dragons) and but one of each higher level. When a player character monk gains sufficient experience points to qualify him or her for 8th level, the
commensurate abilities are attained only temporarily. The monk must find and defeat in single combat, hand-to-hand, without weapons or magic items, one of the 8th level monks - the White, the Green, or the Red. The same must be done at the ninth and higher levels. The loser of these combats loses enough experience points to place him or her at the lowest number possible to attain the level just beneath the new level. The monk character will know where to locate the higher level monks; and he or she must proceed immediately to do combat or else lose experience points equal to the number which will place him or her at the lowest number possible to have attained the level just beneath that of the monk he or she should have sought out but did not. That is, the player character drops to 7th level in the above case and must then work upwards once again.
Mentality
Personal history
Gorgar of Torm is the 3rd born to Florin of Torm, a monk of the upper middle classes in the bustling and ancient city of Sundabar. Though a fraction of its size, Sundabar is the second largest city in the north, after Waterdeep to the far west. At least by population. Silverymoon, just over the mountains to the west, also claims this distinction, having the larger city in terms of buildings, trade, and geographical size.
You are not a native of Sundabar, however. Your father tells you stories of how you came here from the west. He has many a tale of how you both braved the Savage Frontier, and found your way to your new home here in Sundabar. You have very vague memories of the journey, for the most part you remember always being here in Sundabar. Your father is a fairly prominent monk of Torm, and works at some level within the Lords’ Alliance. Helm Dwarf-Friend, Master and ruler of Sundabar is a member of the Lords’ Alliance. For your reference, the other members include the leaders of the following cities: Waterdeep, Mirabar, Neverwinter, Silverymoon, Baldur’s Gate, Elturel, Berdusk, and Iriaebor. Notably absent is the “City of Sails,” Luskan, a fiercely independent city that would never form an alliance with anyone, and almost all of their trade is done by sea, precluding the need to be part of such an alliance. The main purpose of the Alliance is to oppose the Zhentarim from overtaking the trade routes in the north.
You have mastered the skill of woodworking and furniture building, as it is a common practice among the people of Sundabar, and especially the monks, who see this as a time to reflect. As you grew older you began to notice something that bothers you a great deal. You seem very different from your father, and the other people of Sundabar. You cannot figure out what it is, but you look a little “different.” You have always had a terrible time controlling your actions, and it took many years under the tutelage of your father, and the monks of Torm, to learn control, discipline, and above all duty.
In the spring of this year, your father asked you to join him at a meeting in the name of the Lords’ Alliance. You finished your work at the monastery that night, ahead of schedule as not to be late. You met your father, and together arrived at the high flagon, a pub on the nicer end of town. You were both beckoned to the large room in the rear of the building. Inside you found a dozen or so men, gathered around a map on a large table. They were arguing over something…you kept quiet and listened: “The orcs have become a horde; I don’t know who is leading them, but we have never seen anything of its kind…the magnitude- “he is cut off by another man in fine clothes, but a worn and grim face. “I agree; however, my scouts have seen hundreds of ships headed to the islands as of late. Where are they going, and what are they all doing? They clearly are not elves heading for Evermeet! It makes no sense, there isn’t enough trade to be had-or even pirating to profit so many?”
“Gentleman! We cannot be everywhere at once-we MUST remember our oaths, and we MUST protect our city first, the trade routes second, and our allied cities third!” The heavy voice is that of Helm Dwarf-Friend, Master of Sundabar. You are taken aback a moment as you realize your company. Your mind flurries about, but you do notice the man speaking on the orcs, and a woman next to him, both bear a mark of the Harpers, a secretive group, but as your father has taught you, they oppose the Zhentarim, and are common allies in the affairs of the Lords’ Alliance.
The room silences following Helm’s stern warning. The woman harper boldly steps to the table and speaks, “As you wish, Lord Helm. I will take to the mountains, and follow this horde alone. I must find my companions, and will not leave them for dead; I hope the North treats Sundabar the same when this is over!” She storms out of the room, passing by you uncomfortably.
Helm shakes his head and looks to the men at the table. “Kosgrove-order your spies to the outer islands. I don’t care if the birds drop dead from the flight, I need to know what is going on out there.” He turns to the harper, “Magnus, I am truly sorry my friend, but I cannot send men to the mountains, I must deal with the insurgents along the Evermoor Way. It is my duty, and our cities will fall if trade runs stagnant.” He looks up and eyes you first, then your father. “Florin, glad you could make it, I need you to lead a team to Yartar. Take the Evermoor Way, dress as merchants. You will gather all the information you can, and be on the lookout for these Zhentarim scum. The last two groups I sent did not come back. The lone survivor is Kel, and he is being ransomed at Yartar for a mere thousand crowns. Secure his release, preferably without payment. Tormspeed man, they will flay him alive at the next moon.”
“As you wish, milord.” Your father responds, and leads you out of the room. “that did not go as I expected, I’m sorry.” He leads you out into a quiet corner of the pub. “I was to meet Magnus and his company of Harpers here tonight. I do not know the woman with him, and the rest were not in attendance.” He breathes a heavy sigh. Wait here, I must speak with Magnus.
Much time passes, and your father returns. “I must go to Yartar, it is my duty, and I am needed. The time has come for you, my precious daughter, to continue the work of Torm on your own. You must take to the mountains with this woman, Alayna. She is an accomplished ranger, and close friend to Magnus. She lost her entire company, as did Magnus. It is a rare day when a Harper falls, but to lose so many…” He drains his ale, hands shaking. He quickly steels himself, “My daughter, this is the calling of Torm the True, Torm the Foolish, and Torm the Brave. It is your destiny to follow this duty; face danger so others may not, and further the cause of good. Find the answers with Alayna, save those who can be saved, and return in one piece to me and Sundabar. I will return from Yartar around midsummer; autumn at the latest. I hope to find you here, stronger, wiser, safe, and making your beautiful travel chests.”
With that Magnus approaches the table, and secrets you a note. It tells you to meet Alayna at sunrise, in the western stables, and bring all you own.
Your father says his farewell to you, slips you his ring (your ring of protection) and leaves with Magnus.
Personality
The major events and journals in Gorgar's history, from the beginning to today.
Episode 4: Death or Glory!
09:11 pm - 08.12.2019Episode 4: Death or Glory!
08:45 pm - 07.12.2019The list of amazing people following the adventures of Gorgar.
Social
Birthplace
The North, probably Neverwinter
Current Residence
Sundabar
Contacts & Relations
Florin of Sundabar, father, fairly renowned monk
Honorary & Occupational Titles
Disciple of Torm
Wealth & Financial state
Upper Middle Class Family
Family Ties
Mother unknown, Father in Sundabar
Hobbies & Pets
War Dog