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Bonus Material: Characters From Weasel's Luck

by Ashe Potter, Cam Banks, Joe Mashuga, Luis De Pippo


Agion, Centaur of 'Warden Swamp

Male centaur: CR 3; Large monstrous humanoid; HD 4d8+8; hp 29; Init +2; Spd 50 ft.; AC 17, touch 11, flat-footed 15; Base Atk +4; Grp +12; Atk +8 melee (2d6+6/x4, masterwork scythe) or +7 melee (1d6+4, club); Full Atk +8 melee (2d6+6/x4, masterwork scythe) and +2 melee (1d6+2, 2 hooves); SA –; SQ darkvision 60 ft.; AL LG; SV Fort +3, Ref +6, Will +5; Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11.

Skills and Feats: Profession (herbalism) +3, Survival +4. Improved Grapple, Martial Weapon Proficiency (scythe).

Possessions: +1 leather armor, masterwork scythe, club, herbalist's supplies, waterskin.

Agion, a young and innocent centaur of Warden Swamp, was considered something of a simpleton by his own tribe. During his youth, he was caught up in the war between centaurs and satyrs in the swamp, which is where he also encountered Sir Bayard Brightblade and his squire Galen. The centaur chieftain Archala ordered him to take Bayard and Galen to the satyrs, to try and sue for peace on their behalf and then return them to the tribe. Strong and yet amazingly dense, the powerful centaur braved the satyrs with Bayard, whilst Galen ran away at every opportunity. With the aid and sudden appearance of Galen's middle brother Brithelm, the group learns that the satyrs were mere illusions and instruments of a mysterious figure. Bayard and Galen determine to leave the swamp, convincing Agion to join them and that all three would return to his tribe after the tournament that they were bound for.

The trio entered the Vingaard Mountains where they were confronted by a monstrous ogre. After the ogre knocked down Bayard, Agion treated him with his knowledge of herblore and nursed him back to health. Again the knight fought the ogre, however when the monstrous beast almost struck down Bayard, brave Agion threw himself in the way and was impaled upon the ogre's trident. The powerful centaur died in the Vingaard Mountains saving his friends from certain death against the ogre, who was yet another instrument of the Scorpion.

Sir Bayard Brightblade, Knight of the Sword

Male civilized human noble 2/fighter 6/knight of Solamnia (Sword) 4: CR 12; Medium humanoid (human); HD 2d8+2 plus 10d10+10; hp 79; Init +6; Spd 20 ft.; AC 20, touch 11, flat-footed 20; Base Atk +11; Grp +14; Atk +17 melee (1d10+7/17-20, Brightblade) or +14 melee (1d4+3, heavy steel shield); Full Atk +17/+12/+7 melee (1d10+7/17-20, Brightblade) or +13/+8/+3 melee (1d10+7/19-20, Brightblade) and +10 melee (1d4+3, heavy steel shield); SA smite evil 1/day, strength of honor 1/day; SQ aura of courage, aura of good, bonus class skill (Jump), favor +1, fight to the death, inspire confidence 1/day, knightly courage; AL LG; SV Fort +11, Ref +9, Will +9; Str 17, Dex 15, Con 12, Int 13, Wis 14, Cha 14.

Skills and Feats: Diplomacy +10, Handle Animal +6, Hide -7*, Intimidate +7, Jump +7*, Knowledge (nobility) +10, Knowledge (religion) +5, Move Silently -7*, Ride +17. Combat Expertise, Diehard(B), Endurance, Exotic Weapon Proficiency (bastard sword), Honor-Bound, Improved Critical (bastard sword), Improved Initiative, Improved Shield Bash, Two-Weapon Fighting, Weapon Focus (bastard sword), Weapon Specialization (bastard sword).
* Includes –9 armor check penalty.

Aura of Courage (Su): This knight is completely immune to fear effects. Allies within 10 ft. gain a +4 morale bonus on saving throws against fear effects.

Aura of Good (Ex): This knight radiates a moderate aura when viewed by detect good.

Bonus Class Skill: This noble has Jump as a bonus class skill.

Favor (Ex): Once a week, the noble can call in favors from those he knows. He makes a favor check (1d20+1) against a DC determined by the scope of the favor being requested.

Inspire Confidence (Ex): After a full round of oratory, the noble can grant one ally a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls for 5 rounds.

Knightly Courage (Su): The knight has a +2 morale bonus on saving throws against fear effects.

Smite Evil (Su): Once a day, the knight may attempt to smite evil with a melee attack. He adds +2 to his attack roll and +4 to his damage roll. If the knight accidentally smites a creature that is not evil, the smite has no effect but is still used up for that day.

Strength of Honor (Su): Once a day, as a free action, the knight may add a +4 morale bonus to his Strength score for 5 rounds.

Possessions: Masterwork half-plate, heavy steel shield, Brightblade, ring of jumping, ring of protection +1, cloak of resistance +1, dagger, signet ring, heavy warhorse with leather barding, bit & bridle, and military saddle, pack mare with pack saddle.

Born in 198 AC as the son of Lord Helmar Brightblade, Bayard was born into a long and distinguished line of Solamnic Knights. Having a great legacy to live up to, the lad had large shoes to fill. His upbringing was disrupted in 212 AC, when peasants stormed his family castle and killed his parents, however the young Bayard managed to escape. The youth eked out an existence as a thief in Palanthas, until he was discovered by knights and turned his life around, becoming a knight himself. Shortly thereafter Bayard began his transformation into a great and honorable knight, first blooding his sword against Nerakan warriors in Throtyl Gap. Over time Bayard became a distinguished knight, well respected amongst his fellow knights, and worthy of the Brightblade name.

By 228 AC, Bayard had already become a champion of his order and also a target for darker folk such as the Scorpion. On a stay with fellow knight Sir Andrew Pathwarden, his armor is stolen and he also chooses a squire, Andrew's youngest son Galen. The young lad becomes inadvertently involved with the theft and the Scorpion, whilst Bayard stays blissfully unaware of such acts. The pair travels through Warden Swamp, encountering satyrs, centaurs and Galen's middle brother Brithelm. Acquiring a new companion in the swamp, the centaur Agion, the group traverses the swamp, elude the Scorpion and make it to the Vingaard Mountains where they are ambushed by an ogre. The fearsome beast fells brave Agion, although Bayard triumphs in the end, after the centaur's sacrifice. The knight also learns of Galen's involvement with the Scorpion, telling the lad he can go wherever he wishes, as the knight will no longer bother with him. Bayard takes the boy along to Castle di Caela anyway, where they learn that the fearsome black knight Gabriel Androctus has won the tournament and claimed Enid di Caela's hand.

After a brief stay in the castle, Bayard and Lord Robert di Caela learn that Androctus is actually Benedict di Caela, a long ago ancestor who was cursed and is also the Scorpion. After Enid is kidnapped, Bayard and his companions ride to Chaktamir Pass to track down Benedict. With Galen's aid, Bayard is able to destroy the magical pendulum of Benedict and then knock the fiend into a pit of scorpions, ending his long life at last. Impressed with Galen's bravery and change in nature since the death of Agion, Bayard formally accepts him as a squire and adopts the lad. The knight then claims Enid di Caela, and the pair is wed with the blessing of Enid's father, Lord Robert. Bayard went on to further distinguish himself as a knight, as did his young charge, Galen.

Benedict di Caela, a.k.a. Gabriel Androctus, "The Scorpion"

Male civilized human fighter 3/illusionist 11: CR 14; Medium humanoid (human); HD 3d10+3 plus 10d4; hp 51; Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; Base Atk +8; Grp +10; Atk +11 melee (1d8+3/19-20, +1 spell storing longsword); Full Atk +11/+6 melee (1d8+3/19-20, +1 spell storing longsword); SA spells; SQ –; AL NE; SV Fort +6, Ref +6, Will +7; Str 14, Dex 15, Con 10, Int 17, Wis 9, Cha 13.

Skills and Feats: Bluff +11*, Concentration +11, Diplomacy +5, Handle Animal +7, Hide +7*, Intimidate +11, Knowledge (arcana) +10, Knowledge (architecture) +8, Knowledge (history) +16, Knowledge (nobility) +16, Move Silently +7*, Ride +10, Spellcraft +12 (+14 illusion). Education, Empower Spell, Extend Spell, Mounted Combat, Persuasive, Ride-by Attack, Scribe Scroll, Spell Focus (illusion), Spirited Charge, Toughness, Tremendous Charge.

Wizard Spells Prepared (5/6/6/6/4/3/2; save DC 15 + spell level due to pendant): 0--detect magic, ghost sound*, mending, prestidigitation, touch of fatigue; 1st—cause fear, jump, silent image*, summon monster I, ventriloquism* (x2); 2nd—bull's strength, disguise self (Extended), false life, minor image* (x2), summon monster II; 3rd—bull's strength (Extended), daze monster (Extended), gentle repose, major image, summon monster III (x2); 4th—animate dead, locate creature, shadow conjuration*, summon monster III (Extended); 5th—hallucinatory terrain (Extended), polymorph (Extended), summon monster III (Empowered); 6th—programmed image, shadow conjuration (Extended).

Spellbook: 0—all; 1st—animate rope, cause fear, chill touch, color spray*, comprehend languages, detect secret doors, disguise self*, expeditious retreat, jump, mount, silent image*, summon monster I, ventriloquism*; 2nd—bull's strength, daze monster, false life, minor image*, misdirection*, scare, summon monster II, summon swarm; 3rd—gentle repose, illusory script*, major image*, suggestion, summon monster III, touch of weakness�; 4th—animate dead, hallucinatory terrain*, locate creature, polymorph, scrying, shadow conjuration*; 5th—animal growth, persistent image*, wall of stone, waves of fatigue; 6th—mislead*, programmed image*.
> *Illusion spells (caster level 13). Prohibited schools: Abjuration, Evocation.
� Spell from War of the Lance.

Possessions (as The Scorpion): bracers of armor +3, +1 spell storing longsword (with chill touch), pendant of the Scorpion (new magic item), black cloak, black gloves, dagger, signet ring, spell component pouch.

Pendant of the Scorpion: The origin of this crystalline pendulum has been lost to time, but its name has come about as a result of the infamous Benedict di Caela, also known as the Scorpion. Benedict discovered the pendant in the cellars of Castle di Caela while seeking a secluded place to practice his illusionary talents, and it is possible that the pendant's abilities vary with its owner. The crystal pendant is intelligent (AL NE; Int 17, Wis 10, Cha 17), though its true purpose remains a mystery.

When used by an arcane spellcaster, the pendant grants its wearer the benefits of the Spell Focus and Greater Spell Focus feats (in all schools of magic), as well as a +2 insight bonus on saving throws against spells and spell-like abilities. The wearer also gains a +2 insight bonus on Knowledge (arcana) and Spellcraft checks.

The pendant seems to favor wizards over other classes and specialists over general wizards. A wizard may record up to one hundred spells in the pendant and prepare them as though the pendant were a spellbook. In addition, a specialist wizard's caster level is increased by two when casting spells of his specialty school.

The pendant bestows three negative levels on any non-evil character possessing it. These negative levels remain as long as the pendant is worn and disappear when the pendant is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells).

Benedict di Caela was born over two hundred years before the Cataclysm, as the middle son to Lord Gabriel di Caela. The young man dabbled in the magical arts upon finding a magical pendulum in his family castle, a powerful item that would allow him to rise from the grave as a whole and complete man every twenty to thirty years. With the strange death of his elder brother Duncan, his younger brother and father suspected Benedict of the murder. Hunted like a dog by his father and little brother Gabriel the Younger, Benedict was killed in Neraka in 228 PC. Many years later, Benedict arose and killed two of Gabriel the Younger's sons. He then brought down destruction on the castle and himself, however Gabriel and his surviving son escaped. Over the next four hundred years, Benedict, in the guise of the Scorpion, had plagued the di Caela family, often killing his descendants and being destroyed in the process. However each time he was reborn in another twenty to thirty years and returned to continue the curse.

In the year 228 AC, the Scorpion infiltrates Castle Pathwarden, where he forces Lord Pathwarden's youngest son Galen to steal the armor of Sir Bayard Brightblade and enter into a dark pledge of service to him. Over the course of the next week, the Scorpion raises illusions of satyrs and an ogre to delay Sir Bayard in reaching the tournament at Castle di Caela. He also has his accomplice Galen, serving as Bayard's squire, to help in the delays. In the Vingaard Mountains, the Scorpion's ogre kills the centaur Agion and reveals that Galen has been helping him, hoping to demoralize Bayard. Taking the guise of the black knight Gabriel Androctus, the Scorpion then defeats every knight in the tournament and claims the hand of Enid di Caela, before Bayard can reach the castle and challenge him. In the castle, the Scorpion again contacts Galen, telling him of his true history and all about the di Caela curse. When his identity is uncovered as Benedict di Caela, the villain escapes to Chaktamir Pass with Enid di Caela as his hostage. Benedict makes plans to kill Enid and end the di Caela line, however Bayard and his companions track him down. Safe in the knowledge that his magic pendulum will save him from whatever the heroes can do to him, he faces them all without fear. The joint acts of Galen and Bayard result in the destruction of the pendulum, as well as knocking the fiend into a pit of scorpions. Benedict is finally put to rest, after four long centuries of torment of the di Caela line.

Galen Pathwarden, "The Weasel"

Male civilized human rogue 4: CR 4; Medium humanoid (human); HD 4d6+4; hp 20; Init +5; Spd 30 ft.; AC 14, touch 13, flat-footed 11; Base Atk +3; Grp +5; Atk/Full Atk +5 melee (1d6+2/19-20, shortsword); SA sneak attack +2d6; SQ evasion, trap sense +1, trapfinding, uncanny dodge; AL N; SV Fort +3, Ref +8, Will +4; Str 14, Dex 17, Con 13, Int 11, Wis 14, Cha 14.

Skills and Feats: Bluff +9, Diplomacy +11, Handle Animal +4, Hide +10, Knowledge (nobility) +3, Knowledge (local) +8, Move Silently +10, Ride +5, Spot +11, Tumble +10, Use Magic Device +4. Dodge, Lucky�, Quick-Thinking�.

Possessions: gloves of armor +1 (as bracers of armor), shortsword, Calantina dice, belt pouch containing six opals, signet ring.

Galen Pathwarden di Caela Brightblade, known as The Weasel, started his life as the third son of Sir Andrew Pathwarden, a minor noble of Coastlund. A free and mischievous child, he is prone to dangerous pranks.

A middle-built lad with auburn hair, Galen's life would change forever when he turned seventeen. At that time a famous knight-errant, Sir Bayard Brightblade, was staying in the castle on his way to a tournament in Castle Di Caela to win the hand of Enid Di Caela, the last heir of the famous Solamnic family. Galen became embroiled in the adventure when a dark figure, which he called the Scorpion, forced him into helping him steal the armor of the knight. For that his father, who did not know how it had happened but had his suspicions, imprisoned him along with his older brother.

The Weasel quickly found a way out of the problem however, but was forced to become the squire of Sir Bayard, all according to the Scorpion´s plan. Galen, who had never been formally trained to be a knight, hated his duties with passion and had not an ounce of bravery in his body. He would hide from every fight and would lie if that got him out of trouble. Also, following the Scorpion's orders, he would delay Bayard´s trip as much as he could.

Many adventures the duo have between Coastlund and Castle Di Caela: troubles with the centaur and satyr wars in the Warden Swamp, near Galen´s castle, that gained them a centaur companion Agion and an inkling on the Scorpion´s magic; troubles with his older brother that almost costs him his life and leaves said brother in the quicksand; trouble with ogres that the Scorpion commands and that costs the life of their centaur companion and most of all troubles with his own cowardly nature.

Eventually Bayard discovers Galen´s duplicity when the Scorpion no longer needs the Weasel. They arrive late to Castle Di Caela and there Galen is released from Bayard´s service. A high fever and a deep guilt make Galen confess his deals with the Scorpion, who had taken the form of Gabriel Androctus. The confession starts a chain of events that begins with the kidnapping of Lady Enid and ends with Galen proving his valor and guile in the Pass of Chaktamir. His bravery and quick mind gain him the respect of all the knights and adoption into Bayard´s family.