The Company of the Raven

Formerly The Company of the Cross and Skull: A group of adventurers specializing in hunting the undead, recently under new management.

Description:

The group is based in Waterdeep. They recently lost both their cleric, Father Marco, and their leader Shiva. The company was hired by the Fire Knives to help make an assault on the Furious Five, to try to take the infant king of Cormyr from their care. The company decided at the last minute they were working for the wrong side, and assisted the party in thwarting the Fire Knifes.

Under new management.

After several setbacks the Company found itself lacking any experienced leadership. That changed recently as Bren Cormaeril agreed to lead them. He only agreed to this if they would agree to abide by a code of conduct. It is nowhere as encompassing as the Purple Dragon Knight Oath he took, but it will ensure that all who fight under his banner will be a positive influence in the surrounding environ by providing protection to all who need it as they continue to combat undead and other evils. It also will have them act in such a way that will not jeopardize his standing and name as a Purple Dragon Knight of Cormyr.

Those who origially agreed to this were the following:

Karnia Murveny: 4th level Human Female Cleric of Kelemvor from Damara. She is your typical Damaran – proud and stubborn who will not buckle in the face of unspeakable evil. She believes that there can be no compromise with evil. She does not give her trust lightly it must be earned. As a cleric of the Judge of the Dead she sees it as her duty to seek out those who seek to prolong life through unnatural means – i.e. hunting undead. Many underestimate this somber cleric; she does not strike anyone as being an undead hunter – especially when they see a small young lady barely over 5 feet with sandy blonde hair, and green eyes. After the first impression, she is most often described as ‘tiny but fierce’. She usually enters combat with a bastard sword (Kelemvor’s weapon) or her mace.

HD 4d8+8; hp 45 Init +0; Spd 20 ft/x3 AC 20 (+8 armor, +2 shield), touch 10, flat-footed 20

Base Atk/Grapple +3/+5 Full Atk +6 One-handed (1d10+2; 19-20/x2, Masterwork bastard sword), +6 One-handed (1d8+2;20/x2, Masterwork morningstar), +5 One-handed (1d4+2;19-20/x2, Dagger), +3 Two-handed (1d8;19-20/x2, Light Crossbow)

SA&SQ Uncanny Dodge (Ex), Aura of Law (Ex), Spontaneous Casting, Restricted Spells, Turn Undead (Su), Domains

SR 0; AL LN; SV Fort +6, Ref +1, Will +7

Str 14(+2), Dex 10(+0), Con 14(+2), Int 12(+1), Wis 17(+3), Cha 12(+1);

Skills: Concentration¹ +9, Diplomacy¹ +4, Knowledge (arcana) +3, Knowledge (religion) +6, Spellcraft +5.

Feats: Endurance (PH 93), Exotic Weapon Proficiency (PH 94) (Sword, Bastard), Brew Potion (PH 89), Dauntless (PG 37), Spellfire Wielder (Mag 23)

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: • Uncanny Dodge (Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. • Aura of Law (Ex): You have a moderate aura of Law. • Spontaneous Casting: Can spontaneously cast Cure spells, by sacrificing a pre-prepared spell of equal or higher level. • Restricted Spells: cannot cast Chaotic spells. • Turn Undead (Su): Can turn undead 4 times per day. A turning check is made on 1d20+3; turning damage is equal to 2d6+5 on a successful check. • Domains: ¤ Fate: You gain the uncanny dodge ability. If you already have it, your cleric levels add to that class’s level for determining when you gain improved uncanny dodge. ¤ Repose: You may use death touch once per day. If you touch your victim, roll 4d6. If this at least equals the victim’s hit points, it dies.

Eliandur Suldusk: 2nd level Half-Elf Male Scout from the Wealdath. As a half elf he should have had the best of both the worlds of elf and man, but because of the decades long civil war in Tethyr he did not have that luxury. His mother was a human scout when she met his father’s tribe and became an elf-friend. She married his father and lived happily for some time; however the war and strife eventually found them. His mother was killed in an enemy attack that used undead as weapons. He continued to be raised by his father in his tribe, but he always was treated differently because of his mixed heritage. As soon as was possible he left the tribe and used his talents in the war always looking for undead to put to rest. He usually skirmishes into battle with his throwing axes, hand axe and short sword.

HD 2d8+2; hp 18; Init +4; Spd 30 ft/x4; AC 18 (+4 armor, +1 shield, +3 dex), touch 13, flat-footed 18;

Base Atk/Grapple +1/+3; Full Atk +5 Thrown (1d6+2;20/x2, 2 Masterwork Throwing Axes), +4 One-handed (1d6+2;20/x3, Masterwork handaxe), +4 One-handed (1d6+2;19-20/x2, Masterwork short sword), +2 Two-Weapon (primary) (1d6+2;20/x3, Masterwork handaxe), +2 Two-Weapon (secondary) (1d6+1;19-20/x2, Masterwork short sword), +5 Two-handed (1d6;20/x3, Masterwork composite shortbow);

SA&SQ Uncanny Dodge (Ex), Trapfinding (Ex), Skirmish (Ex), Battle Fortitude (Ex);

SR 0; AL NG; SV Fort +2, Ref +6, Will +1;

Str 14(+2), Dex 16(+3), Con 13(+1), Int 10(+0), Wis 12(+1), Cha 11(+0);

Skills: Disable Device +5, Hide¹ +7, Knowledge (dungeoneering) +3, Knowledge (nature) +5, Listen¹ +7, Move Silently¹ +7, Search¹ +6, Spot¹ +6, Survival¹ +6.

Feats: Track (PH 101), Two-Weapon Fighting (PH 102), Swift and Silent (PG 45). Racial Abilities: • Base land speed of 30 feet. • Low-Light Vision • Immunity to sleep effects • +2 racial bonus on saving throws against Enchantment spells or effects. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: can use items keyed towards elves • Favored Class: Any

Class Abilities: • Uncanny Dodge (Ex): You retain your Dexterity bonus to AC even if flatfooted or struck by an invisible attacker. • Trapfinding (Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps. • Skirmish (Ex): For any round in which you move at least 10’, you gain 1d6 damage and a +0 competence bonus to AC. • Battle Fortitude(Ex): You gain a +1 competence on Fortitude saves and initiative checks.

Yasheira Khalid: 1st level Half-Elf Female Bard from Calimshan. Her mother was an elven concubine in minor satrap’s harem and she highly favors her father’s Calashite looks with dark brown skin and eyes and black hair. He gave all in his household an education to rival the best schools. She was taught diplomacy, debate, as well as architecture, engineering, geography and history. Her mother also taught her singing and dancing. Her father loved all his family and children, but was brought low by a rival. This rival tried to force her father to give him Yasheria to pay the debt. Instead her father helped her run away – even though it meant he would be ruined. It was rumored that his rival was actually a vampire in disguise. But that has never been proven. However, several days later she found out all of her father’s household died mysteriously.

HD 1d6+1; hp 7 Init +1; Spd 30 ft/x4 AC 15 (+4 armor, +1 dex), touch 11, flat-footed 14

Base Atk/Grapple +0/+0 Full Atk +1 One-handed (1d6;18-20/x2, Masterwork rapier), +0 One-handed (1d4;19-20/x2, Dagger), +2 Two-handed (1d8;19-20/x2, Masterwork light crossbow)

SA&SQ • You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance., Bardic Knowledge(Ex), Bardic Music, Countersong (Su), Fascinate(Sp), Inspire Courage(Su)

SR 0; AL CG; SV Fort +1, Ref +3, Will +2

Str 10(+0), Dex 13(+1), Con 12(+1), Int 14(+2), Wis 10(+0), Cha 16(+3)

Skills: Bluff¹ +7, Diplomacy¹ +11, Disguise¹ +7, Gather Information¹ +11, Knowledge (arch & eng) +3, Knowledge (geography) +3, Knowledge (history) +3, Knowledge (nobility) +3, Perform (Dancing) +9, Perform (Singing) +7, Tumble +2, Use Magic Device +7

Feats: Dodge (PH 93), Investigator (PH 96), Harem Trained (Rac 164)

Racial Abilities: • Base land speed of 30 feet. • Low-Light Vision • Immunity to sleep effects • +2 racial bonus on saving throws against Enchantment spells or effects. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: can use items keyed towards elves • Favored Class: Any

Class Abilities: • You can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. • Bardic Knowledge (Ex): You possess a special Knowledge skill for stray bits of trivia. This Knowledge check is 1d20+3 • Bardic Music: Performances can create varied magical effects 1 times per day. ¤ Countersong (Su): You can counter any sonic or language-dependent magical effect. Anyone within 30 feet can use your Perform check in place of their saving throw. You can maintain a countersong for 10 rounds. ¤ Fascinate (Sp): You can fascinate 1 creature(s) within 90 feet. If you beat their Will save with a Perform check, they will listen quietly for up to 1 round(s). ¤ Inspire Courage (Su): While singing, all allies who can hear you gain a +1 morale bonus to saving throws against charm and fear effects, and a +1 morale bonus to attack and weapon damage rolls. The effect lasts as long as you sing plus 5 rounds.

Thorik Bladebite: 1st level Male Dwarf Fighter from Baldur’s Gate on the Sword Coast. He has red hair and green eyes. He has lived much of his adult life Baldur’s Gate. He has a gift for smithing and an extreme talent for making armor and weapons. He made a comfortable life for himself running a forge in town. One day about 2 years ago he made a routine trip to a nearby town to purchase a wagonload of ore and supplies he could not get in Baldur’s Gate. Something happened on that trip which he will not talk about, all the townspeople know is that he returned later than expected disheveled and bleeding from many small wounds and minor injuries – without his wagonload of supplies. He immediately sold his smith and business and left town without explaining why to anyone.

HD 1d10+2; hp 12 Init +1; Spd 20 ft/x3 AC 19 (+6 armor, +2 shield, +1 dex), touch 11, flat-footed 18

Base Atk/Grapple +1/+4 Full Atk +6 One-handed (1d10+3;20/x3, Masterwork dwarven waraxe), +5 One-handed (1d8+3;20/x2, Masterwork heavy mace), +3 Two-handed (1d10;19-20/x2, Masterwork heavy crossbow), +4 One-handed (1d8+3;19-20/x2, Longsword)

SA&SQ

SR 0; AL NG; SV Fort +4, Ref +1, Will +0

Str 16(+3), Dex 13(+1), Con 14(+2), Int 14(+2), Wis 10(+0), Cha 8(-1)

Skills: Craft (Armorsmithing)¹ +9, Craft (Weaponsmithing)¹ +9, Craft (Bowmaking )¹ +4, Craft (Arrowsmithing)¹ +4, Craft (Blacksmithing)¹ +6, Intimidate¹ +2

Feats: Power Attack (PH 98), Cleave (PH 92), Weapon Focus (PH 102) (Waraxe, Dwarven), Metallurgy (Rac 166)

Racial Abilities: • +2 Constitution, -2 Charisma • Base land speed of 20 feet. • Darkvision 60 feet. • +2 racial bonus on Fortitude saves against poison. • Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth. • Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. • +2 racial bonus on saving throws against spells and spell-like effects • +1 racial bonus on attack rolls against orcs and goblinoids • +4 dodge bonus against creatures of the giant type. • +2 racial bonus on Appraise and Craft checks that deal with stone or metal. • Favored Class: Fighter

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Dorn Stoneshield: 1st level Male Dwarf Fighter from Waterdeep. He has light brown hair and silver blue eyes. Lived his life in Waterdeep, and belongs to one of the dwarven families who have made the city their home. He fell into the wrong crowd at an early age and began being hired muscle for some of the minor criminal elements in Waterdeep. He has since woken up to the fact that it was not best life he could have. He most recently worked for Artus Shemwick, a local fence, who sent him into the City of the Dead to retrieve an artifact from a deal that fell through. Dorn did not retrieve it and swore it was because the dead awoke around him in the cemetery. He has since said goodbye to the life of a hired thug and began looking into ways he can combat undead.

HD 1d10+1; hp 11 Init +3; Spd 20 ft/x3 AC 19 (+6 armor, +2 shield, +1 dex), touch 11, flat-footed 18

Base Atk/Grapple +1/+3 Full Atk +4 One-handed (1d10+2;20/x3, Masterwork dwarven waraxe), +3 One-handed (1d8+2;20/x2, Heavy Mace), +4 Two-handed (1d10;19-20/x2, Masterwork heavy crossbow), +5 Two-handed, Within 30’ (1d10+1;19-20/x2, Masterwork heavy crossbow)

SA&SQ;

SR 0; AL NG; SV Fort +3, Ref +1, Will +0

Str 14(+2), Dex 12(+1), Con 12(+1), Int 14(+2), Wis 10(+0), Cha 14(+2)

Skills: Appraise¹ +6, Craft (Armorsmithing)¹ +4, Craft (Weaponsmithing)¹ +4, Handle Animal +4, Intimidate¹ +8, Ride¹ +3

Feats: Point Blank Shot (PH 98), Rapid Reload (PH 99) (Crossbow, Heavy), Weapon Focus (PH 102) (Crossbow, Heavy), Thug (PG 45)

Racial Abilities: • +2 Constitution, -2 Charisma • Base land speed of 20 feet. • Darkvision 60 feet. • +2 racial bonus on Fortitude saves against poison. • Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth. • Weapon Familiarity: You treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. • Stability: Dwarves are exceptionally stable on their feet. A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. • +2 racial bonus on saving throws against spells and spell-like effects • +1 racial bonus on attack rolls against orcs and goblinoids • +4 dodge bonus against creatures of the giant type. • +2 racial bonus on Appraise and Craft checks that deal with stone or metal. • Favored Class: Fighter

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Varra Turnskull: a 1st level Female Half-Orc Fighter from The North. She does not know her parentage, but like any half orc’s history what she remembers is a violent bloody one that does not include a lot of love and nurturing. She first remembers begging for scraps as a half breed on the camp of Obould Many-Arrows. She was always treated as a second class citizen; until a war chief took a fancy to her and wanted to make her his, she resisted and angered him. When he tried to force himself on her she killed him and took his double axe, which she has taken to using as often as possible. She had to flee the orc stronghold and wandered alone for several months. She was rescued by the Company after being attacked by undead and has been with the band ever since.

HD 1d10+1; hp 11 Init +2; Spd 20 ft/x4 AC 17 (+5 armor, +2 dex), touch 12, flat-footed 15

Base Atk/Grapple +1/+5 Full Atk +3 Two-Weapon (primary) (1d8+4;20/x3, Masterwork orc double axe), +3 Two-Weapon (secondary) (1d8+2;20/x3, Masterwork orc double axe), +7 Two-handed (1d8+6;20/x3, Masterwork orc double axe), +6 Two-handed (1d10+6;20/x2, Masterwork greatclub), +4 Two-handed (1d8+4;20/x3, Masterwork composite longbow [+4])

SA&SQ

SR 0; AL CN; SV Fort +3, Ref +2, Will -1

Str 18(+4), Dex 15(+2), Con 12(+1), Int 10(+0), Wis 9(-1), Cha 9(-1)

Skills: Intimidate¹ +3, Ride¹ +6

Feats: Exotic Weapon Proficiency (PH 94) (Axe, Orc Double), Two-Weapon Fighting (PH 102), Two-Weapon Defense (PH 102), Weapon Focus (PH 102) (Axe, Orc Double), Resist Poison (PG 43)

Racial Abilities: • +2 Strength, -2 Intelligence, -2 Charisma • Base land speed of 30 feet. • Darkvision 60 feet. • Orc Blood: can use items keyed towards orcs • Favored Class: Barbarian

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Anton Marivaldi: a 1st level Male Human Fighter from Alaghon in Turmish. He is your stereotypical Turmai man with dark mahogany skin and curly black hair. He is clean shaven, pointing out that he is not from the merchant trading class. He is fair minded and honest, but does have quite the chaotic streak when it comes to laws. He always wanted to be an adventurer and growing up use to tag along behind the many adventuring groups that came through his country. As soon as he could he left adventuring with a group and had quite the success for a few adventures. Flushed with exhilaration they had become quite cocky and soon met with more than they could handle. As one of the two survivors, the other being a cleric of Lathander, he will not talk about what happened that day. All that is known is that soon after he converted to the worship of Lathander, and whenever asked about his experience he replies, ‘It was undead, and I had a bad experience.” He favors his using his scimitar and shield in combat, but has experience with his bow as well.

HD 1d10+2; hp 12; Init +1; Spd 20 ft/x3; AC 20 (+6 armor, +2 shield, +1 dex, +1 misc), touch 12, flat-footed 19;

Base Atk/Grapple +1/+4; Full Atk +5 One-handed (1d6+3;18-20/x2, Scimitar), +3 Two-handed (1d6;20/x3, Composite Shortbow);

SA&SQ ;

SR 0; AL CG; SV Fort +7, Ref +2, Will +2;

Str 16(+3), Dex 13(+1), Con 14(+2), Int 10(+0), Wis 12(+1), Cha 10(+0);

Skills: Handle Animal +4, Intimidate¹ +4, Ride¹ +5.

Feats: Great Fortitude (PH 94), Power Attack (PH 98), Weapon Focus (PH 102) (Scimitar; Shortbow, Composite), Luck of Heroes (PG 40).

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Darvin Greycastle: a 1st level Male Human Fighter from Silverymoon. Standing at a strapping 6’3” this young man has a bright and cheerful attitude about everything in life. He loved is crossbow and is quite proficient with it, but he can also hold his own in melee combat as well. He joined the Company because it was an adventure.

HD 1d10+2; hp 12 Init +5; Spd 20 ft/x4 AC 20 (+5 armor, +2 shield, +3 dex), touch 13, flat-footed 17

Base Atk/Grapple +1/+3 Full Atk +4 One-handed (1d8+2;19-20/x2, Masterwork longsword), +6 Two-handed (1d8;19-20/x2, Masterwork light crossbow), +3 One-handed (1d8+2;20/x2, Heavy Mace)

SA&SQ

SR 0; AL NG; SV Fort +6, Ref +3, Will +0

Str 14(+2), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 11(+0), Cha 10(+0)

Skills: Craft (Bowmaking)¹ +2, Craft (Arrowsmithing)¹ +2, Intimidate¹ +4, Spot¹ +4

Feats: Great Fortitude (PH 94), Point Blank Shot (PH 98), Rapid Reload (PH 99) (Crossbow, Light), Blooded (PG 35)

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Bor Marsk: a 1st level Male Human Fighter from Daggerdale. His thick black hair, olive skin, and green eyes confirm his Vassan heritage. He is a expert bowman and prefers it to melee combat, but when the need arises he can be a fierce swordsman as well. He left Daggerdale while the Dale was still on unsure footing after its decade civil war with the Zhents. He did it reluctantly after Dagerdale’s leader asked him to go West on a ‘quest’ of sorts. When Bor asked him what he should be looking for, Randall Morn’s response was ‘You will know’. After discovering the Company he thinks he may have found it, and their new leader seems to be familiar somehow.

HD 1d10+2; hp 12 Init +5; Spd 20 ft/x4 AC 20 (+5 armor, +2 shield, +3 dex), touch 13, flat-footed 17

Base Atk/Grapple +1/+3 Full Atk +4 One-handed (1d8+2;19-20/x2, Masterwork longsword), +6 Two-handed (1d8+2;20/x3, Masterwork composite longbow [+2]), +7 Two-handed, Within 30’ (1d8+3;20/x3, Masterwork composite longbow [+2]), +5/+5 Two-handed, Within 30’, Rapid Shot (1d8+1;20/x3, Masterwork composite longbow), +3 One-handed (1d8+2;20/x2, Heavy Mace)

SA&SQ

SR 0; AL CG; SV Fort +6, Ref +3, Will +0

Str 14(+2), Dex 16(+3), Con 14(+2), Int 10(+0), Wis 11(+0), Cha 10(+0)

Skills: Craft (Bowmaking)¹ +2, Craft (Arrowsmithing)¹ +2, Intimidate¹ +4, Spot¹ +4

Feats: Great Fortitude (PH 94), Point Blank Shot (PH 98), Rapid Shot (PH 99), Blooded (PG 35)

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Evendur Stormwind: a 1st level Male Human Fighter from Waterdeep. Like so many of the young adventurers’ native to the Waterdeep area he has learned how to fight with two weapons. He most often fights with his long sword and a short sword, but he has been known to use a mace at times as well. He can use a bow if need be, but his strength is using his two weapon fighting style. He was originally born in Waterdeep, but his family moved to Amphail for a new business opportunity in the horse raising industry. He joined the company a few months ago just to get out of a small town and do some adventuring. He more than heartily stayed on with Bren because of what happened between the Furious Five and a local tavern owner that Evendur thought deserved his comeuppance.

HD 1d10+2; hp 12 Init +2; Spd 20 ft/x4 AC 17 (+5 armor, +2 dex), touch 12, flat-footed 15

Base Atk/Grapple +1/+3 Full Atk +5 One-handed (1d8+2;19-20/x2, Masterwork longsword), +3 Two-Weapon (primary) (1d8+2;19-20/x2, Masterwork longsword), +2 Two-Weapon (secondary) (1d6+1;19-20/x2, Masterwork short sword), +4 One-handed (1d6+2;19-20/x2, Masterwork short sword), +4 One-handed (1d8+2;20/x2, Masterwork heavy mace)

SA&SQ

SR 0; AL LN; SV Fort +6, Ref +2, Will +0

Str 15(+2), Dex 15(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 11(+0);

Skills: Craft (Weaponsmithing)¹ +2, Craft (Armorsmithing)¹ +2, Intimidate¹ +4, Spot¹ +2

Feats: Great Fortitude (PH 94), Two-Weapon Fighting (PH 102), Two-Weapon Defense (PH 102), Weapon Focus (PH 102) (Longsword), Twin Sword Style (PG 46) Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Randall Tallstag: a 1st level Male Human Fighter from The Western Heartlands and brother of Rowan. The Tallstag family was known throughout the Heartlands for running a small but successful and honest teamster business running small supply caravans all over the Heartlands. Randall and his sister Rowan practically grew up in the saddle with their parents and learned how to handle the animals and learned the secrets and techniques to traveling safely over long distances. Randal is most comfortable on horseback with his saber or bastard sword, but can be almost as effective on foot. The siblings were the only survivors of a Zhent ambush; both parents and most of the hired help were wiped out and thus ended Tallstag Caravaneers. The pair wandered from city to city until they came to the Waterdeep area and fell in with the company.

HD 1d10+2; hp 12 Init +2; Spd 20 ft/x4 AC 19 (+5 armor, +2 shield, +2 dex), touch 12, flat-footed 17

Base Atk/Grapple +1/+4 Full Atk +6 One-handed (1d10+3;19-20/x2, Masterwork bastard sword), +5 +1 when mounted (1d8+3;19-20/x2, Masterwork Saber), +4 One-handed (1d8+3;20/x2, Heavy Mace), +3 Two-handed (1d8;20/x3, Composite Longbow)

SA&SQ

SR 0; AL LN; SV Fort +4, Ref +2, Will +0

Str 16(+3), Dex 14(+2), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 11(+0)

Skills: Handle Animal +4, Intimidate¹ +4, Ride¹ +6

Feats: Exotic Weapon Proficiency (PH 94) (Sword, Bastard), Mounted Combat (PH 98), Ride-By Attack (PH 99), Weapon Focus (PH 102) (Sword, Bastard), Saddleback (PG 43)

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Wulfgar Hornraven: a 1st level Male Human Fighter from The North. Must have giant somewhere in his family, because he is 7’7” and 300+ lbs and has light blonde hair and ice blue eyes. He belonged to the Blue Bear tribe of Uthgardt that called the frozen north its home. His tribe was almost completely wiped out by the lycanthropic worshipers of Malar. The remnants have been absorbed into the Ghost Tree Tribe. When his tribe was shattered he took up a nomadic lifestyle wandering around the North eventually finding the company. He fights undead because they are unnatural, but with pursue any follower of Malar or a lycanthrope to the ends of Faerun.

HD 1d10+2; hp 12 Init +0; Spd 20 ft/x3 AC 18 (+6 armor, +2 shield), touch 10, flat-footed 18

Base Atk/Grapple +1/+9 Full Atk +7 Two-handed (1d12+6;20/x3, Masterwork greataxe), +6 Two-handed (2d6+6;19-20/x2, Masterwork greatsword), +5 Two-handed (1d10+6;20/x2, Greatclub), +5 One-handed (1d3+4;20/x2, Unarmed Strike), +1 Two-handed (1d8;20/x3, Composite Longbow)

SA&SQ

SR 0; AL CG; SV Fort +4, Ref +0, Will +0

Str 18(+4), Dex 10(+0), Con 14(+2), Int 10(+0), Wis 10(+0), Cha 10(+0)

Skills: Intimidate¹ +4, Spot¹ +2, Survival¹ +2

Feats: Improved Unarmed Strike (PH 96), Power Attack (PH 98), Cleave (PH 92), Weapon Focus (PH 102) (Greataxe), Jotunbrud (Rac 166)

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Rowan Tallstag: a 1st level Female Human Fighter from the Western Heartlands. She is the sister of Randall, so see his entry for their family history. Where Randal enjoys charging the foe, Rowan has perfected archery from horseback. She prefers to harry the enemy with quick runs along their flanks while loosing as many arrows as possible and then riding away as quickly as she came in. She has a knack for map reading and geography, which came in handy when running caravans for the family business.

HD 1d10+1; hp 11 Init +3; Spd 20 ft/x4 AC 20 (+5 armor, +2 shield, +3 dex), touch 13, flat-footed 17

Base Atk/Grapple +1/+3 Full Atk +4 Two-handed (1d10+3;19-20/x2, Masterwork bastard sword), +4 One-handed (1d8+2;20/x2, Masterwork heavy mace), +6 Two-handed (1d6;20/x3, Masterwork composite shortbow), +7 Two-handed, Within 30’ (1d6+3;20/x3, Masterwork composite shortbow [+2]), +4/+4 Two-handed, Rapid Shot (1d6;20/x3, Masterwork composite shortbow), +5/+5 Two-handed, Within 30’, Rapid Shot (1d6+1;20/x3, Masterwork composite shortbow)

SA&SQ

SR 0; AL LN; SV Fort +3, Ref +3, Will +0

Str 14(+2), Dex 16(+3), Con 12(+1), Int 13(+1), Wis 10(+0), Cha 10(+0)

Skills: Handle Animal +6, Intimidate¹ +4, Knowledge (Geography) +3, Ride¹ +7

Feats: Mounted Combat (PH 98), Mounted Archery (PH 98), Point Blank Shot (PH 98), Rapid Shot (PH 99), Weapon Focus (PH 102) (Shortbow, Composite), Caravanner (Rac 162)

Racial Abilities: • Base land speed of 30 feet. • Bonus Feat: 1st level bonus feat • Favored Class: Any

Class Abilities: Proficient in all armor and all shields (including tower shields) Proficient with all simple and martial weapons

Talindra Laelithar: a 1st level Female Half-Elf Ranger from Silverymoonand twin sister of Jastra. The Laelithar sister’s are a rarity in Faerun because half elf twins are almost unheard of. With identical looks, piercing blue eyes and shockingly white hair, they quite awe inspiring. Both excel at archery and are truly deadly with a long bow. Because of their unique birth, supposedly under the divine auspice of several gods, many in and around the Silver Marches believe them to be destined for great things in combating the forces of evil – especially the undead.

HD 1d8+1; hp 9 Init +3; Spd 30 ft/x4 AC 19 (+4 armor, +2 shield, +3 dex), touch 13, flat-footed 16

Base Atk/Grapple +1/+3 Full Atk +4 One-handed (1d8+2;19-20/x2, Masterwork longsword), +3 One-handed (1d8+2;20/x2, Heavy Mace), +5 Two-handed (1d8+2;20/x3, Masterwork composite longbow [+2]), +6 Two-handed, Within 30’ (1d8+3;20/x3, Masterwork composite longbow [+2])

SA&SQ Wild Empathy(Ex), Favored Enemy, ¤ Undead (+2 bonus)

SR 0; AL NG; SV Fort +4, Ref +5, Will +2

Str 14(+2), Dex 16(+3), Con 13(+1), Int 10(+0), Wis 12(+1), Cha 10(+0)

Skills: Knowledge (geography) +4, Knowledge (nature) +4, Listen¹ +6, Move Silently¹ +5, Spot¹ +6, Survival¹ +5

Feats: Point Blank Shot (PH 98), Precise Shot (PH 98), Track (PH 101)², Strong Soul (PG 44)

Racial Abilities: • Base land speed of 30 feet. • Low-Light Vision • Immunity to sleep effects • +2 racial bonus on saving throws against Enchantment spells or effects. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: can use items keyed towards elves • Favored Class: Any

Class Abilities: • Wild Empathy (Ex): You can make a check(1d20+1) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action. • Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls. ¤ Undead (+2 bonus)

Jastra Laelithar: a 1st level Female Half-Elf Ranger from Silverymoon and twin sister of Talindra. The Laelithar sister’s are a rarity in Faerun because half elf twins are almost unheard of. With identical looks, piercing blue eyes and shockingly white hair, they quite awe inspiring. Both excel at archery and are truly deadly with a long bow. Because of their unique birth, supposedly under the divine auspice of several gods, many in and around the Silver Marches believe them to be destined for great things in combating the forces of evil – especially the undead.

HD 1d8+1; hp 9 Init +3; Spd 30 ft/x4 AC 19 (+4 armor, +2 shield, +3 dex), touch 13, flat-footed 16

Base Atk/Grapple +1/+3 Full Atk +4 One-handed (1d8+2;19-20/x2, Masterwork longsword), +3 One-handed (1d8+2;20/x2, Flail), +5 Two-handed (1d8+2;20/x3, Masterwork composite longbow [+2]), +4/+4 Two-handed, Within 30’, Rapid Shot (1d8+3;20/x3, Masterwork composite longbow [+2])

SA&SQ Wild Empathy(Ex), Favored Enemy, ¤ Undead (+2 bonus)

SR 0; AL NG; SV Fort +4, Ref +5, Will +2

Str 14(+2), Dex 16(+3), Con 13(+1), Int 10(+0), Wis 12(+1), Cha 10(+0)

Skills: Knowledge (dungeoneering) +4, Knowledge (nature) +4, Listen¹ +6, Move Silently¹ +5, Spot¹ +6, Survival¹ +5

Feats: Point Blank Shot (PH 98), Rapid Shot (PH 99), Track (PH 101)², Strong Soul (PG 44)

Racial Abilities: • Base land speed of 30 feet. • Low-Light Vision • Immunity to sleep effects • +2 racial bonus on saving throws against Enchantment spells or effects. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: can use items keyed towards elves • Favored Class: Any

Class Abilities: • Wild Empathy (Ex): You can make a check (1d20+1) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action. • Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls. ¤ Undead (+2 bonus)

Respen Evenwood: a 1st level Male Half-Elf Ranger from Battledale. He hates Drow and will seek them out in battle every time, after Drow come evil outsiders and undead on his list of hated enemies. He joined after the Drow invasion of Battledale. He is an expert of fighting with two flails in battle. He prefers getting up close and personal with his foes and will not back away from a fight.

Respen Evenwood: Male Half-Elf(Half Moon Elf) Rgr1; CR 1; Medium Humanoid (elf); HD 1d8+1; hp 9; Init +4; Spd 30 ft/x4; AC 17 (+4 armor, +1 shield, +2 dex), touch 12, flat-footed 15;

Base Atk/Grapple +1/+4; Full Atk +5 One-handed (1d8+3;20/x2, Masterwork flail), +1 Two-Weapon (primary) (1d8+3;20/x2, Masterwork flail), -3 Two-Weapon (secondary) (1d8+1;20/x2, Masterwork flail), +5 One-handed (1d6+3;18-20/x2, Masterwork scimitar), +4 Two-handed (1d8+2;20/x3, Masterwork composite longbow [+2]);

SA&SQ Wild Empathy(Ex), Favored Enemy, ¤ Undead (+2 bonus);

SR 0; AL NG; SV Fort +5, Ref +4, Will +1;

Str 16(+3), Dex 14(+2), Con 13(+1), Int 10(+0), Wis 12(+1), Cha 11(+0);

Skills: Concentration¹ +3, Handle Animal +2, Knowledge (dungeoneering) +3, Knowledge (nature) +4, Listen¹ +5, Move Silently¹ +2, Search¹ +5, Survival¹ +5.

Feats: Great Fortitude (PH 94), Track (PH 101)², Oversized Two-Weapon Fighting (CAd 111), Blooded (PG 35).

Racial Abilities: • Base land speed of 30 feet. • Low-Light Vision • Immunity to sleep effects • +2 racial bonus on saving throws against Enchantment spells or effects. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: can use items keyed towards elves • Favored Class: Any

Class Abilities: • Wild Empathy(Ex): You can make a check(1d20+1) to improve the attitude of an animal. You must be within 30 feet of it, and it generally takes one minute to perform the action. • Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls. ¤ Undead (+2 bonus)

Rosiden Bramblefoot: a 1st level Female Halfling Rogue from the Western Heartlands. “Rosie” as she is known to her friends, is actually quite tall for a Halfling and has travelled all over the Western Heartlands. She has become very good at getting into and out of places without being seen. That ability serves both her and her party well. She tries to avoid combat as much as possible, but when she has to fight she will do it with her sling and try to utilize her sneak attack with great efficiency.

HD 1d6+1; hp 7 Init +3; Spd 20 ft/x4 AC 17 (+3 armor, +3 dex, +1 size), touch 14, flat-footed 14

Base Atk/Grapple +0/-4 Full Atk +2 One-handed (1d4;19-20/x2, Masterwork short sword), +6 Two-handed (1d3;20/x2, Masterwork sling), +7 Two-handed, Within 30’ (1d3+1;20/x2, Masterwork sling), +4/+4 Two-handed, Rapid Shot (1d3;20/x2, Masterwork sling), +5/+5 Two-handed, Within 30’, Rapid Shot (1d3+1;20/x2, Masterwork sling), +5 Two-handed (1d6;19-20/x2, Masterwork light crossbow)

SA&SQ Sneak Attack, Trapfinding(Ex) SR 0; AL CG; SV Fort +2, Ref +6, Will +2 Str 10(+0), Dex 17(+3), Con 13(+1), Int 14(+2), Wis 13(+1), Cha 10(+0)

Skills: Bluff¹ +1, Disable Device +8, Escape Artist¹ +7, Gather Information¹ +4, Hide¹ +11, Move Silently¹ +7, Open Lock +9, Sense Motive¹ +7, Sleight of Hand +7, Spot¹ +7, Tumble +7, Use Magic Device +1

Feats: Nimble Fingers (PH 98), Point Blank Shot (PH 98), Rapid Shot (PH 99), Nobody’s Fool (Rac 166)

Racial Abilities: • -2 Strength, +2 Dexterity • Base land speed of 20 feet. • +1 racial bonus on all saving throws • +2 morale bonus on saving throws against fear • +1 racial bonus on attack rolls with thrown weapons and slings. • +2 racial bonus on Listen, Search, and Spot checks • Automatic Searching: Passing within 5 feet of a secret or concealed door entitles you to a free Search check, as if you were actively looking for it • Favored Class: Rogue

Class Abilities: • Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 1d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment. • Trapfinding (Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.

Bio:

In the short time Bren has been leading them he has became known for his generosity as a leader. He has built them a barracks/common room and their own baths on the Lucky Monkey property. They have started having their own adventuresas they patrol the surrounding areas of Treefall, providing the community with a sense of saftey and protection. As the reputations of the Company and The Furious Five grow, the ranks of the Order have doubled. They now number 35 members, with some coming from the elf and dwarf homelands and as far away as Mulhorand. Most are fighters and rangers, but a warmage, duskblade, some paladins, and clerics as well have joined the Order in the last few weeks.

Since Bren picked up a Silver Raven Figurine of Wonderous Power as his portion of a recent treasure, Karina has petitioned to have the name changed. For some reason she seemed very adamant about it, saying the Raven was symbol of those who fight against the evil of the undead in the far reaches of Damara, her homeland. She has taken it as a sign and fate that the Silver Raven was found and retrieved by Bren. The group has decided that the Silver Raven will be their new symbol and standard.

The Company of the Raven

Guys' Night Campaign hedronist