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Gregor's Torch Company

Will this motley crew be enough?

Table of Contents

Background


  Following Gregor's promotion to Torchlord by Torchmaster Torval, Gregor would soon be in charge of his own branch of the Torches. This Torch branch is set to be located in Morgrad, in a location ideal for countering the increasingly-corrupt dragons of High Peak. Gregor heard from his Al-Andalusian counterpart, Torchlord Yusuf, that after their rosuing success in rescuing the Caliph, the Torches had more recruits than ever. Seizing the opportunity to start his branch, Gregor recruits a number of them to join his journey. The ones he chose, along with his supporters, are listed below.
 

Party Options


  Now that you've made it to Morgrad, I wanted to make it easier to manage your fellowship for your upcoming objectives. Each time you set out for an objective, you can either take them with you as before, or assign them to work at a given task. To that end, I've created a number of options to chose for your fellowship:
 
    • Take them with you - You'll continue on as before, with your currently (12) followers and supporters following you wherever you decide to go. Like before, you'll need to make arrangements to feed, house, and transport them when they leave the Morgrad Torch Base. Depending on the roles they play, they may gain experience, and you'll either pay or reward them at your discretion.
    • Train - Your fellowship will hone their skills together with the resources available nearby. They are guaranteed to gain experience in a safe environment.
    • Seek employment - Your fellowship will go out from the Morgrad Torch Base to seek employments in their given fields (I.E., Shahla will be a healer, Cagan will smith, Stadia will go bounty hunting, etc.). In this way, they will gain experience and the rewards of their services. However, each of their trades come with risk, and each will have the chance of injury or death.
    • Seek objective - After they've gained more experience, you can choose to set them to seek an objective for you; that is, they'll pursue one of the alliances of your choosing. Naturally, this involves far greater risk of death and injury, but could be used as a method to quickly pursue the Siege of High Peak.
    • You choose! - You might have other ideas what your followers will do in the meantime. Let me know.

  For ease of use, whatever you choose will apply to the whole of your NPC fellowship, including the supporters. Even if your allies are away from you, they'll report back to you after you've completed your objective to tell you of how their ventures went, and to be assigned to a new task. You don't need to decide right now, but will when you head out for an objective (such as Morgrad, or elsewhere).

Group 1: "Non-Humans"


  Leader: Ruppet the Writer

 

Ruppet the Writer

Main Defense Offense Stats
Gnome AC 17, touch 12 Speed: 20ft STR: 10
Bard 4 HP: 24 Melee: "Glitterfang"; +2, 1d8 CON: 12
NG Fort: +2 Ranged: +1 light crossbow, +4 1d6 DEX: 12
Init: +1 Ref: +5 BAB: +3 INT: 12
Perception: +0 Will: +3 CMB: +2 WIS: 9
CMD: 13 CHA: 17
Additional Information
Special Attacks: Inspire Courage +1, 13 rounds/day
Spells Prepared (CL 4th; concentration +7)

  2nd- heroism
1st—cure light wounds, expeditious retreat, summon monster 1
0 (at will)- spark, light, message, prestidigitation

Skill: Knowledge (Geography): +9, +3 for other Knowledges
Noteworthy Gear: Light Crossbow +1, leather armor +1, Glitterfang (see below), ring of protection +1, potion of true strike

  Glitterfang - "The sword, upon closer inspection, is not magically enchanted for unerring strikes nor a sharp edge. Rather, it glows in many bright, garish, and distracting colors to make it look more impressive than it is. It can cast flare burst (DC 15 Fort) up to three times a day before needing to be recharged in sunlight. While unsheathed, the owner gets a +2 to Bluff and Intimidate checks when trying to make the sword sound more impressive than it is."
  Rupert Bookman, known to his friends and allies as Ruppet, is a writer and adventurer from Magnos, traveling the world to catalog the wonders of the world. After the attack on the Hagia Mendos, he decided to become a part of history himself by joining the Torches. He constantly writes about his (mostly) heroic struggles in his new book.
  He is slightly lazy.
He has a beautiful singing voice.

 

Vergu

Main Defense Offense Stats
Half-Orc AC 16, touch 15 Speed: 40ft STR: 17
Monk 4 HP: 29 Melee: Flurry +5/+5, 1d8+3 CON: 12
LN Fort: +5 Ranged: NA DEX: 12
Init: +1 Ref: +5 BAB: +3 INT: 9
Perception: +1 Will: +5 CMB: +6 WIS: 12
CMD: 17 CHA: 10
Additional Information
Skill: Climb: +10
Noteworthy Gear: Ring of protection +1, Amulet of natural armor +1, handwraps +1, potion of cure moderate wounds, potion of barkskin

  Does not suffer penalty to precision or critical damage on fetchlings.
  Evasion, Still Mind, Slow Fall (20ft), Ki pool (2/day)

  Vergu is a half-orc monk of the Wandering Fist, who learned from Rotund at his monastery in Aatrox, Romanorum until he was called to Rian. Since then, he returned to his homeland to hone his skills until he joined the Torches.
  He is always ironic.
He only talks loudly.

 

Shahla the Apothecary

Main Defense Offense Stats
Kobold AC 16, touch 12 Speed: 20ft STR: 10
Alchemist 4 HP: 27 Melee: dagger +1; +4, 1d4+1 CON: 12
TN Fort: +5 Ranged: light crossbow +3 +8 1d6+3, bombs +5 2d6+2 6/day DEX: 14
Init: +2 Ref: +6 BAB: +3 INT: 15
Perception: +1 Will: +2 CMB: +2 WIS: 12
CMD: 14 CHA: 10
Additional Information
Special Attacks tanglefoot bombs (2d6) DC 14 to entangle targets 6/day
Spells Prepared (CL 4th; concentration +6)

  2nd - invisibility
1st— true strike, disguise self, shock shield

  Does not suffer penalty to precision or critical damage on fetchlings.

Skill:
Craft (Alchemy): +11
Noteworthy Gear: Ring of protection +1, light crossbow +3, leather armor +1, shortsword +1, potion of cure light wounds, Black Adder Poison (DC 11) x2, potion of expeditious retreat

  Shahla is a kobold alchemist from one of the many kobold tribes that live in the northern mountain ranges of Al-Andalus. No longer young as she used to be, she has traveled in search of the Silver Lake, which supposedly can reverse the aging process. She thought the Torches, with bases around the continent, may know more.
  She is always prepared.
She wears a lot of cheap jewelry.

 

Raven

Main Defense Offense Stats
Elf AC 11, touch 11 Speed: 30ft STR: 10
Witch 3/ Druid 1 HP: 20 Melee: dagger +1; +2, 1d4+1 CON: 12
NE Fort: +5 Ranged: Longbow +1, +3 1d8 DEX: 12
Init: +1 Ref: +3 BAB: +1 INT: 15
Perception: +2 Will: +8 CMB: +1 WIS: 14
CMD: 12 CHA: 9
Additional Information
Special Attacks hex (evil eye), hex (misfortune) DC 15
Spells Prepared (CL 3 / 1 concentration +5)

  2nd - augury
1st—whispering lore, obscuring mist, cure light wounds
0 (at will)—arcane mark, light, resistance, prestidigitation, create water, detect magic

 
Does not suffer penalty to precision or critical damage on fetchlings.
  Skill: Knowledge (Nature): +9
Noteworthy Gear: Cloak of resistance +1, longbow +1, pearl of power (1st), wand of bestow curse, potion of barkskin

  Raven is a traveling wise woman who wanders from caravan to caravan, offering her services as a fortune teller and sage. She once belonged to a tribe of elven nomads in Rian, but was cast out for having the "evil eye". She was later adopted by a druidess, who taught her what she knows today. The only thing she hates more than the society that rejected her is the unnatural creatures of the Shadow which pollute and warp nature that is her last refuge. After a long life of stigmatization, she now fosters a happy relationship with the chef, Haran.
  She loves plants and flowers.
She is very slow to trust other people.

 

Cagan

Main Defense Offense Stats
Orc AC 16, touch 12 Speed: 30ft STR: 15
Rogue 3 / Expert 1 HP: 25 Melee: shortsword+2, +6 1d6+4 CON: 12
CG Fort: +3 Ranged: Shortbow, +4 1d6 DEX: 14
Init: +2 Ref: +6 BAB: +2 INT: 10
Perception: -1 Will: +3 CMB: +4 WIS: 9
CMD: 16 CHA: 12
Additional Information
Special Attacks Sneak attack +2d6

  Does not suffer penalty to precision or critical damage on fetchlings.
  Skill: Disable Device: +10, Crafting (Smithing): +9
Noteworthy Gear: Cloak of resistance +1, shortsword +2, leather armor +1, burgler's bracers, masterwork smithing tools

  Cagan is one of a number of orcs, among other peoples, who are born into slavery in the dark country of Harad. From an early age, he wanted his freedom, and soon seized it by escaping into the night. Unfortunately, life is rarely easy for an escaped slave, so he has relied on his strength and wit to get him this far. While he doesn't enjoy fighting, he feels the Torches are a good way to make a living while avoiding his captors. He would like to open his own blacksmith one day. To that end, he ended up joining Alexi at the forge in Morgrad.
  He is very good at keeping secrets.
He likes to swim.

 

Group 1: Supporters


 

Haran-Aron (Cook)

Main Defense Offense Stats
Elf AC 13, touch 11 Speed: 40ft STR: 14
Barbarian 3 HP: 29 Melee: Shortsword +1, +8 1d6+5 / +3 bite 1d4+3 (Rage) CON: 12
CN Fort: +5 Ranged: Shortbow +5, 1d6 DEX: 14
Init: +2 Ref: +4 BAB: +3 INT: 12
Perception: -1 Will: +1 CMB: +7 WIS: 9
CMD: 17 CHA: 10
Additional Information
Special Attacks Rage 9 rounds/day, trap sense +1, animal fury

  Does not suffer penalty to precision or critical damage on fetchlings.
  Skill: Profession (Cook): +9
Noteworthy Gear: Leather armor +1, cloak of resistance +1, shortbow, shortsword +1

  Haran-Aron is an elf that comes from the Aron clan, a nomadic group that lives south of Damask. He has wanted to cook ever since he was young, and his tribe came to the city often to sell their wares. As he came of age, he came to the city to learn the ways of the people there, and particularly to learn to cook the way they do. After years of working as a line cook in one of Damask's most popular restaurants, he has tried a number of new recipes to the rebuke of his bosses, who want no changes to the menu. He felt his growth was being stifled, and rage and resentment began to simmer in him. Knowing he needed a special ingredient for the most perfect sauce, "the radish of horses", he joined Gregor in the hopes of finding it in where it is said to grow - in the mountains near Tyre. At Tyre, he found the radish, only to attract the local wildlife - the Tyrian Roc. After a fierce struggle, Gregor came to Haran. He survived, and is now fostering a relationship with Raven.
  He enjoys tavern brawls.
He loves discovering new mysteries and solving them.

 

Group 2: "Humans"


  Leader: Astar
 

Astar

Main Defense Offense Stats
Human AC 20, touch 11 Speed: 25ft STR: 14
Fighter 3 / Cavalier 1 (Order of the Lion) HP: 36 Melee: Longsword +1, +7 1d8+3 CON: 14
NG Fort: +7 Ranged: Shortbow, +5 1d6 DEX: 12
Init: +1 Ref: +2 BAB: +4 INT: 9
Perception: +0 Will: +2 Bravery +1 CMB: +6 WIS: 10
CMD: 18 CHA: 12
Additional Information
Special Attacks Cleave, Challenge 1/day, Tactician (Outflank) 3 rounds/day

  Skill: Bluff: +8, Knowledge (Nobility): +2
Noteworthy Gear: Longsword +1, Heavy Shield +1, Breastplate with armored kilt +2, potion of cure moderate wounds

  Astar is a retired city guard, who after many years of service, left the guard to raise his family. Soon to be expecting grandchildren, and painfully aware of the threat the fetchlings pose, he reluctantly decided to take up arms again for the future of his grandkids. After reminiscing his "glory days" with Sir Ulrich, he again takes up a steed in battle.
  He loves to train others.
He calls people younger than him "sport".

 

Stadia Cairo

Main Defense Offense Stats
Human AC 16, touch 12 Speed: 30ft STR: 14
Slayer 4 HP: 29 Melee: battleaxe +1; +7 1d8+3 CON: 12
CE Fort: +5 Ranged: Composite longbow +1, +6 1d8+3 DEX: 15
Init: +2 Ref: +6 BAB: +4 INT: 10
Perception: +1 Will: +2 CMB: +6 WIS: 12
CMD: 18 CHA: 9
Additional Information
Special Attacks Sneak attack +1d6, track, poison use, deadly range

  Skill: Stealth: +9, Survival: +8 (+10 when tracking)
Noteworthy Gear: Composite Longbow +1, battleaxe +1, leather armor +1, cloak of elvenkind, Fire Jackal Saliva (DC 12) x2

  Stadia is a Romanoran, who after losing his parents to the Denizens of Leng, made it his life's work to get even. Ever since, he has been operating as a bounty hunter rooting out and brutally killing Shadow-worshippers in Al-Andalus. From these, he keeps a necklace of grisly trophies around his neck taken from his marks. His services have paid well so far, and now looks for larger bounties. After joining with the Torches, Gregor has given Stadia a long leash, turning a blind eye to his brutality while he's kept Gregor's cannibalism a secret.

  He always keeps score.
He believes that all kobolds are planning to destroy the world.

 

Veselov Blackbrew

Main Defense Offense Stats
Mul (half-dwarf) AC 19, touch 11 Speed: 30ft STR: 17
Fighter 3 / Barbarian 1 HP: 31 Melee: greataxe +1, +9 1d12+5 (in rage) CON: 12
NG Fort: +6 Ranged: NA DEX: 12
Init: +1 Ref: +7 BAB: +4 INT: 12
Perception: +0 Will: +1 Bravery +1 CMB: +7 WIS: 10
CMD: 19 CHA: 9
Additional Information
Special Attacks Power Attack, Cleave, Rage 5/day

  Does not suffer penalty to precision or critical damage on fetchlings.
  Skill: Knowledge (History): +8
Noteworthy Gear: greataxe +1, chainmail +1, ring of protection +1, potion of true strike

  Veselov was born the son of a human and a dwarven merchant from Khazad Mor. By dwarven law, no other races, including half-dwarves, may live in Khazad Mor. Thus, Veselov lived his life traveling in the savage Rianni wilderness. When he came of age, he became a mercenary, and eventually ended up with the Torches. When he becomes powerful, he would like to return to Khazad Mor one day to prove how wrong they were for casting his family out.

  He will do anything for his friends.
He has a pet rat companion named Noodle.

 

Soleil

Main Defense Offense Stats
Half-elf AC 14, touch 12 Speed: 30ft STR: 12
Sorcerer 4 HP: 19 Melee: CON: 12
LG Fort: +3 Ranged: DEX: 14
Init: +1 Ref: +4 BAB: +2 INT: 10
Perception: -1 Will: +4 CMB: +3 WIS: 9
CMD: 14 CHA: 21
Additional Information
Special Attacks: Immolation - 10 rounds / day, Bloodline arcana - When casting any spell that deals fire damage, you can instead heal your targets. The spell deals no damage, and living creatures affected by the spell instead regain a number of hit points equal to half the fire damage the spell would normally deal. Spells Prepared (CL 4th; concentration +10)

  2nd - flaming sphere, protection against evil (communal) 1st—burning hands, color spray, mage armor, shield
0 (at will)—flare, light, spark, prestidigitation, mending, mage hand

  Wand - Good Hope (50 charges, requires 20 UMD check)
  Skill: Use Magic Device: +12
Noteworthy Gear: Ring of protection +2, sunsilk robes (+Dex), cloak of resistance +1 , headband of charisma +4, wand of good hope

  Soleil doesn't know where he came from. He was left at a Heavens monastery in Magnos where he grew up. Once he got older, he decided he would become a Heavens paladin to honor the monks who raised him. After a few years of training, he began to notice new powers begin to manifest, and no one knew why. Was more than the Heavens looking after him? He joined up with the Torches in the hopes of finding answers. After he joined, Soliel was entranced by Gregor's mastery of fire, and sought to emulate him, gaining great expertise in flamecraft.

  He is very quick to trust other people.
He is often clumsy.

 

Faaris Sahar

Main Defense Offense Stats
Half-elf AC 20, touch 9 Speed: 20ft STR: 17
Paladin 4 HP: 32 Melee: shortsword +1, +9 1d6+4 CON: 12
LG Fort: +7 Ranged: NA DEX: 9
Init: -1 Ref: +2 BAB: +4 INT: 10
Perception: +0 Will: +7 CMB: +6 WIS: 12
CMD: 15 CHA: 14
Additional Information
Special Attacks lay on hands (2d6) 4/day, channel positive energy, smite evil 2/day

  Skill: Diplomacy: +9
Noteworthy Gear: Heavy Shield +1, sunmetal plate (+Str), shortsword +1, potion of protection vs. chaos, potion of protection vs. evil

  Sahar is a new paladin initiate of the Order of Mendos, and thanks to her combat ability, became one of the youngest initiates in the history of their order, recently gaining the rank of "Faaris" (meaning "knight", or "cavalier"). After the attack on the Hagia Mendos, she was frustrated with the Order's slow reaction, and joined with the Torches.

  She rarely thinks ahead.
She can't keep a secret.

 

Group 2: Supporters


 

Brother Salim (Scribe)

Main Defense Offense Stats
Human AC 12, touch 11 Speed: 30ft STR: 9
Cleric 1 (Cloistered Cleric) / Wizard (Mentor) 1 HP: 11 Melee: dagger +1, +3 1d4 CON: 12
NG Fort: +2 Ranged: NA DEX: 12
Init: +1 Ref: +1 BAB: +0 INT: 14
Perception: +2 Will: +6 CMB: -1 WIS: 14
CMD: 10 CHA: 12
Additional Information
Special Attacks Channel energy 1d6, 3/day, Arcane bond 1/day,
Spells Prepared (CL 1st; concentration +2)

  1st—comprehend languages, shield of faith, protection against chaos (10% spell failure), unseen servant (10% spell failure)
0 (at will)—guidance, light, detect magic, read magic, message

  Skill: Knowledge (any) +7
Noteworthy Gear: Leather armor +1, dagger +1, Scroll of cure light wounds, journal, ink, quill

  Brother Salim is a cleric neophyte, who was studying language and calligraphy at the Kulliyah Al-Andalus, the center of theological studies on the Eastern Continent. He is of a bookish sort, studying the history of the world, especially through the frame of writing and speech. A student first and adventurer second, he has no combat experience to speak of. A fan of the Torches, he wanted to experience their adventures firsthand.

  He sporadically talks to plants.
He reads every book he comes across.

 

Retired Members:


 

Kameel (Driver)

Main Defense Offense Stats
Human AC 19, touch 13 Speed: 25ft STR: 12
Expert 1 / Fighter 1 HP: 16 Melee: Spear +3 1d6+1 CON: 12
TN Fort: +4 Ranged: Javelin +4 1d6+2 DEX: 14
Init: -1 Ref: +2 BAB: +1 INT: 10
Perception: +2 Will: +4 CMB: +3 WIS: 14
CMD: 14 CHA: 9
Additional Information
Special Attacks Dodge
  Skill: Ride: +7 Noteworthy Gear: Leather armor +1, heavy shield +1, potion of cure light wounds
  Kameel is Assad's younger brother, and only recently began a career as a caravan driver, a part of Assad's grand plan to own a mercantile driver empire. Before his recruitment, he was a modest and shy stable hand, generally preferring the company of animals to people, of which he has a natural affinity for. While he abhors violence, Sir Ulrich took it upon himself to train Kameel to protect himself, and now is capable in defensive combat.
  He is an example of modesty. He loves animals.
  Upon reaching Morgrad, Kameel and Assad were told they had no immediate jobs for their fledgling caravan business. Assad, in a hurry to reach his ambitions, looked to leave quickly to the next job to grow the business. Kameel grew to learn to trust himself and his animals while under Sir Ulrich's instruction, becoming more confident in the process.
 

Rida (Nurse)

Main Defense Offense Stats
Half-elf AC 11, touch 11 Speed: 30ft STR: 12
Expert 3 HP: 17 Melee: dagger; +3, 1d4 CON: 9
TN Fort: 0 Ranged: NA DEX: 12
Init: +1 Ref: +2 BAB: +2 INT: 10
Perception: +8 Will: +7 CMB: +3 WIS: 16
CMD: 14 CHA: 10
Additional Information
Special Attacks NA
  Does not suffer penalty to precision or critical damage on fetchlings.
  Skill: Heal: +9 Noteworthy Gear: Masterwork healer's kit, potion of cure disease, potion of cure moderate wounds
  Rida is a middle-aged nurse who lives and works in Al-Andalus. Up until the attack on the Hagia Mendos, she worked in the hospital ward of the great church, tending to the sick and poor alongside the Brothers and Sisters of Mendos. While not a part of any religious order, she is a devout follower of the Heavens. She is currently out of work as the Hagia Mendos is under reconstruction. She is a mother of two, and wants to return home as soon as her work here is done.
  She changes subject very often. She knows all the gossip around town.
  Upon reaching her Morgrad, her contract had ended, and now she eagerly returns to rejoin her family in Damask, having taking a ride with Assad and Kameel back to her family home.
 

Assad (Driver)

Main Defense Offense Stats
Human AC 15, touch 13 Speed: 30ft STR: 12
Expert 3 HP: 20 Melee: shortsword +1, +4 1d6+2 CON: 12
NE Fort: +2 Ranged: Light Crossbow +1, +6 1d6+1 DEX: 16
Init: +3 Ref: +4 BAB: +2 INT: 10
Perception: -1 Will: +3 CMB: +5 WIS: 9
CMD: 16 CHA: 12
Additional Information
Special Attacks NA
  Skill: Ride: +9 Noteworthy Gear: Light crossbow +1, shortsword +1, leather armor +1,
  Assad is a caravan driver from Damask, and comes well recommended from a local stable in the area. He has made a number of generally safe trips from Damask to the town of Tyre, on the northern edge of Al-Andalus. He holds himself in high regard for someone who spends most of his spare time drinking and gambling at local bars, and plans to use his brains to open his own driver business. While he considers himself a driver above all, he carries a small crossbow to defend himself from bandits.
  He is materialistic. He likes to know how things work.
  Upon reaching Morgrad, Kameel and Assad were told they had no immediate jobs for their fledgling caravan business. Assad, in a hurry to reach his ambitions, looked to leave quickly to the next job to grow the business. Assad, being paid well by Gregor for their service, now looks to expand his business across Al-Andalus.
 


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