Darkest Night:

While capable of hyperbole and quite comfortable with it's use, I tend to steer away from it. Having said that...after a long hiatus I had to drag myself to writing and sharing this. Was simply too much fun not to.

Every gamer friend I have, is a fan of Dark Sun and the concept behind it. The Brom artwork spoke to us all and let us envision a brutal and convincingly harsh climate. The entire mythos of the Defiler and Dragon-Kings was ripe for expansion. This campaign is designed from the backbone of that setting and concept but adjusted and expanded.

Pre-Campaign Bits to Know:

House Rules:

No Flight, No Rez, No Teleport.

Character Creation:
Starting Level 8
PF Core Rules
PF Advanced Player Guide
Ultimate Combat
Ultimate Magic
Advanced Race Guide: Featured Races, Uncommon, and Core Races (No build Your Own)
Unchained Monk
25 Point Buy
No Metal Weapons or Objects (Metal is Going to Be Extremely Scarce or so we were told)
Banned Classes: Wizard, Cleric, Druid, Summoner, Witch,

Story Elements to Consider:
Characters have no advance knowledge of each other or relationship.

Metal is Extremely Scarce

Weapons and Armor not made of metal are prone to break.

The Main Antagonists are going to be Half-Giants and Draconic Casters…aka Dragon Kings. So we can expect to encounter enemies along these lines.

Spoiler: Mythos+Prologue
Show
The Mythos:

Where seven city states once stood, only three remain. Four of the overlords once believed to be stern but fair rulers were ousted as Defilers. Now three remain Tyr, Drexja, and Brega. For the purposes of this campaign a defiler is a sorcerer who destroys the world around them to bolster their spells and strength. They begin to adopt draconic traits through this process as their humanity is shed and replaced with the brutal and ruthless aspects of a dragon. A preserver is a sorcerer who gives of themselves to replenish the land around them and restore life. Preservers are often mistaked for defilers as any sorcerer draws inquisition and suspicion. There is a third section of sorcerers called Warlocks who draw from themselves to fuel their spells while neither harming or replenishing the land.

An inquisitional force, both church and state police ferret out defilers in edict of their rulers and carry a harsh reputation. Each city state bears a Praetorian Guard consisting entirely of domesticated half giants. These enforcers led by the Inquisitors of each city state ensure the status quo is maintained. Slavery is still a standard part of life and slaves a valuable commodity. A small sect of clerics or “templars” exist to add a divine element to each of the cities rulering authority. The three remaining city states are led by their namesakes. King Tyr, King Drexja and King Brega.

Tyr is the strongest state, with Brega and Drexja nearly equal to each other. There is an uneasy alliance predicated on trade and economics that prevents warfare between them, but the shadow of invasion is a constant threat. Should Tyr invade Brega it is believed that Drexja would swoop in to counter invade the weakened Tyr and vice versa. If Brega and Drexja combined forces they would be able to potentially take Tyr, but would leave their domains of power vulnerable to the free tribes.

There are five tribes of substantial strength, and multitudes of smaller factions. The core five tribes of note are the Wemics (Centaurs but with lion in place of horse) led by Padalan. The Wemics loathe Tyr for previous attempts at exterminating their race, but bear strong trade relationships with Drexja.

The second free tribe is the Sharakim (Evolved Orcs…sophisticated and intelligent but still powerful). They have openly spoke of overthrowing the usurpers and tyrants of each city but will not attempt such an endeavor without the unified support of the five tribes. The Sharakim are led by their Caliph Raheem.

The Third tribe is the Centaurs as led by Robostus. The Centaurs recognize the divinity of each ruler and refuse to make a play against a King, unless it revealed that they follow the path of the dragon and are proven defilers.

Fourth are the Halflings…feral nomads more savage than most remaining orcs. They are led by their warchief Splinter and crave a true recognized sovereign nation with freedom and autonomy. In essence they want borders of their territory ratified.

Lastly are the Muls, sterile half breeds of dwarf and human, so basically Half-Dwarves. Powerful and sturdy they were bred for labor and grunt work. Enough of them managed to buy their freedom that they managed to create an entire community. They are content to be left alone and wish no interference with the world as it stands. Their leader De-Hon is widely respected by each of the other tribal leaders and viewed as a trustworthy neutral element.


Prologue:

The campaign starts in the most cliché and traditional place imaginable. A small underground tavern at the outskirts of Tyr’s capital at midnight. A stocky human wearing the crimson robes of Tyr’s Inqusition is drowning his sorrows in grog while bemoaning his current situation. His name is Helio, and four hours earlier he was dismissed from his position as a Captain under the leadership of High Inquisitor Ruzdhi, the defacto leader of the city’s Inquistion and Praetorian Guard. If there is one remarkable trait Helio possesses it is inability to shut up. For a man who has dedicated his life to scourging the world of the most vile and repugnant creatures he is astonishing loud and tactless.

Helio: Seven years of diligence and dedication. I flushed out seven Defilers. Seven! Most Commanders are lucky if they are forced to lock horns with three let alone more than half a dozen. I was on a short list for Commander mentored by Ruzdhi himself and then POOF! I’m out on my ass without a damned reason given.

The Inquisition in Tyr is not exactly viewed as corrupt, but they are deemed overzealous and a bit quick in jumping to conclusions. The presence of the crimson robes is not an invitation that gives people the warm fuzzies. So Helio’s frustrations are not exactly well received by the tavern keeper.

Bartender: Must have been a reason. Not for me to puzzle out the working of his Lordship. Shouldn’t be something you question either.

Helio: Questioning is what I am supposed to do! It’s what they trained me to do. I can’t just turn it off because I get the boot. I was in the middle of an investigation and they didn’t even give me enough time to grab my notes before escorting me from the Citadel. What a bunch of jackasses. Good luck to everyone in this bar! With these asshats running the show we will probably all end up on a slab as human sacrifices. None of you are safe with geniuses like this at the helm.

Bartender: I think you need to leave friend.

Helio: I haven’t even finished my first drink!

Bartender: That is your seventh.

Helio: Trying to trick me huh? Think I am off my game just because I had a rough day? I am a trained investigator and tracker. This must be my first drink because it is still only my first glass…you have just been spreading it out in the one glass piece by piece.

As he grins smug at his own obversvation a screeching crash grabs the attention of the bar. Bright red chunks of a solid substance come crashing into the tavern in a veritable meteror shower that seems to go on for ages…those who do manage to duck for cover find little refuge. Some bodies are vaporized by the force of impact and the heat…others are turned to swiss cheese. When the worst of it passes the survivors Helio included run for the surface and find the entire city a smoldering zone of impact craters and destruction. A horse sized chunk of the projectile has left a swimming pool sized crater a few feet from the sub structure of the tavern and as it rapidly cools the surrounding crowd gasps.

Onlooker: It’s metal!

Helio’s drunken haze vanishes at the prospect of his city being under attack. Fired or not he is still a representative of Tyr and he rushes to report in to his former commander.

The capital is in chaos. Those comrades who Helio knows by name can only say that King Tyr is safe and that they are investigating to see what happened. Helio finds Ruzdhi in a courtyard using his spells to push back a fire and drive it from the structures.

Helio: Are we being invaded? Where do you need me?

Ruzdhi: You are not needed Helio. Your services were deemed expendable. I have enough matters to attend without worrying about your drunken regrets. The situation is under control.

The curt dismissal shocks out the last of the haze from his mind and as he exits the courtyard he notices a small cactus…somehow coming through the cobblestones wither and die. Within minutes he finds himself back in the shattered husk of the tavern…the dead still on the ground. Almost in a dream he pours himself a new drink and ignores the fact that the bartender’s head is no longer on his shoulders. He rolls a small chunk of the strange metal on the bartop in front of him and then announces to himself out loud.
Helio: Ruzdhi is a Defiler.

The following morning Helio is still in the bar. The rumor mill is in full swing. Some say it was a failed invasion, others a natural disaster. The only thing being agreed upon is that the metal is everywhere and completely unsmeltable. No smith or craftsman can manipulate the material into a workable form. The Inquisition and Praetorian are scooping up as much of it as possible but it is everywhere. The word from other states indicates the shower spread over an area hundreds of miles in radius.

A still somber Helio makes his way back to his apartment and collects his worldly belongings…meager as they were. He straps on his leather armor and hangs a bone and granite Morningstar at his waist. The rest of his belongings go into a pack and he pulls his hood on high as he exits. The area he travels to is less than reputable. The Inquisition’s central mission is to rid the world of those who would destroy life for power. They find the Defiler and erase his heresy. At times their missions cause some overlap with the criminal underground and it was to this place that Helio now ventured. He needed someone discreet and subtle. There was a “fixer” whose reputation was at times viewed as myth or professional excellence. If you could afford his price he could fix your problem well enough and silently enough to warrant questioning if it was actually an accident of fortune. Helio knew this person to be real despite never having met him. If his contacts were right Skarlax would be right where he was heading.

The warehouse was a quiet place…mostly untouched by the bizarre storm. For a price any merchant could purchase a cell to place wares for long term storage. Half-Giants in their declining years were stationed as guards, while diminished they were still formidable and few thought to cross the merchant’s guilds who owned the warehouse. It was known to those who made crime their business that a specific tap code on a certain door would find Skarlax. When Helio tapped the code he gave himself a fifty-fifty chance of exiting alive. The response from within was a whisper, just loud enough to carry.

Skarlax: Come in and keep your hands empty.

Crates were stacked high within the cell, and the lighting was almost non existant. A figure bathed in darkness, eyes barely visible lurked within. Skarlax was a vishkanya, a serpent blooded humanoid. His kind were rare and valued for their naturally produced poison.

Skarlax: I don’t get many Inquisition callers. What is your pleasure? Need someone eliminated to ensure promotion? Or perhaps a lover who listened a bit too intently during pillow talk?

Helio: I need you to put a bowl of fruit into the High Inquisitor Ruzdhi’s bedchamber and remove it unseen.

Skarlax: You are a madman. Killing the High Inquisitor would make sense. It would be suicide but logical. You want to sneak in a bowl of fruit. That must be insanity.

Helio: He is a Defiler. I need confirmation.

The word itself made most men’s skin crawl. To accuse the man responsible of purging them of this very attribute was by itself cause for Helio to be burned at a stake or drowned in sand.

Skarlax: So we are past insanity and into the realm of hallucination. Let’s say I accept the job, can you afford my price?

Helio: I was told 5,000 ceramic pieces is your going rate.

Skarlax: Triple.

Helio: I have 6300, most I can offer.

Skarlax: Not enough. Five thousand…and a favor.

Helio: Name the favor.

Skarlax: I need a prisoner released.

Helio: That is beyond my ability. I have been sacked.

Skarlax: Then you will have to assist in creating a means for him to escape.

Helio: Where is this prisoner held?

Skarlax: Thram-Ba Keep.

Helio: A high security prisoner. You ask the impossible.

Skarlax: Then it is a fair bargain, as you ask the same.

Helio: If you survive we will die together to spring this friend of yours.

Skarlax: His release is strictly business.

Somehow…the vishkanya rogue manages to slip into the chambers of the high inquisitor and return the following night with the bowl of fruit.

Skarlax: Why?

Helio: These are a form of coastal coconut. The skins are almost like rock. Very hard for the elements to affect. But the fruit inside is delicate and sweet. It is also a milky white. A strong Defiler contains his corruptive aura and pestilence. It is required to control in order to remain hidden. When they sleep this aura leaks into their surrounding. If the fruit is rotten or the milk within curdled, then I have confirmation that he is in fact a Defiler and a potent one at that.

Helio cracks the coconut in half and a thick moldy putrid milk more akin to cottage cheese spills out.

Skarlax: Well there is your confirmation.

Helio: Damn. This means King Tyr is in grave danger.

Skarlax: Not like you can go to anyone and have them believe you.

Helio: The free tribes might. With enough support I may be able to leverage an audience where I can expose him.

Skarlax: Well then you are luck. Our prisoner once sprung is going to lead us to the Sharakim chieftain.

Helio: We have to survive first.

Helio uses his recognition as an Inquisitor and a classic ruse of bringing Skarlax as a prisoner to the Thram-Ba Prison Tower. Once inside they overpower some of the interior guards and crank open the stone door holding an unexpected prisoner. A lone dwarf…very lean and gaunt for their kind and completely bald with some engraved tattoos. The restraints holding him are triple braided giant hair…virtually strong enough to hold the most animalistic of giants. Skarlax produces a more than razor sharp glass dagger and begins sawing through the restraints. The dwarf seems remarkably calm and indifferent to his surrounding.

Skarlax: Alright, if I am being told correctly you are in fact Little Mountain correct?

Little Mountain: That is correct. You should leave. I have no reason to escape. My order has abandoned me and left me in shame. I have nothing left to live for.

Skarlax: Yes you do. The night before last there was a meteor shower of un-forgeable metal. The Granite Union has deemed it a divine event and are already sending ambassadors to all the free tribes. We are going to beat them to the Sharakim, and I need you to lead the way.

Little Mountain: Why would I do this thing?

Skarlax: The man paying me only gave me this message. The Cavern Wind Will Meet You.

Little Mountain: Finish cutting.

Helio: Where is your gear? I can grab it while he is cutting.

Little Mountain: I have it all.

Helio: Suit yourself.

As the trio makes their break for it, a portcullis is dropped and alarm is sounded.

Helio: We are trapped, that is the only way out that doesn’t run a gauntlet of archers.

The dwarf takes a wide stance and then begins to smash the stone gateway to splinters with his bare hands.

Little Mountain: This way works.

Helio: Who is this guy?

Skarlax: You have any familiarity with the Stone Brothers?

Helio: The guild responsible for currency? I don’t see him as a banker.

Skarlax: He protects the guild and currency brokers. He also has full immunity when it comes to moving merchandise and cargo. He is our ticket out of the city.

Skarlax leads the trio to an underground tunnel which routes them back to the warehouse, a wagon team with several oxen is awaiting them and the rogue hastily has them load up the wagons with barrel after barrel of heavy material. He then gestures to a pair of empty barrels and indicates he and Helio should hide within them.

Skarlax: Little Mountain we are heading as envoys to the Sharakim. Nothing more than that needs to be said.

Little Mountain: I am disavowed from the order.

Skarlax: you are a bald dwarf who bears the tattoos of the order. No one is going to question you.

The serpentine rogue is correct. The guard at the gates leaving the city are stopping every exiting person and searching any goods being transported. All of the meteor shower metal is being confiscated on sight. When Little Mountain arrives with a train of three wagons the Half-Giant Sargent asks his destination….takes a single glance as if entertaining the notion of searching the wagons then waves him through. The Wagon train passes two additional check points and is then waved through to neutral territory. Once free of the official check points Skarlax extricates himself from the barrel he is hidden in and then helps Helio out of his own.

Skarlax: Alright, now we need to turn and begin moving into the desert.

Helio: We aren’t following the roads?

Skarlax: My buyer specifically told me to avoid the roads. Gave me a route that should steer clear of most obstacles or city sponsored forces. Should be three days overland and I arranged for food and water along with other provisions and weapons to be placed in the wagons.

Little Mountain: Well then lead on. I have business of mine own to handle.

The trio moves through the wild desert and on the second day they encounter a bizarre spectacle. While moving through a rocky passage a human’s loud and obscene shouts fill the air, along with the sound of rocks cracking against each other.

Voice: I have been waiting ever since your thrice damned shower! How long do you plan on keeping me in this pit? Fine! Don’t answer. I’ll just smashing my face against the boulders til it starts to feel good. Probably will come to enjoy it before I get some straight answers you daft invisible sod.

The wagons are brought to a halt and they creep around a large boulder to see an emaciated wild haired crazy man. Deep into his forties with a wild mane of sand encrusted hair their initial glance shows a man who should not be alive. It is as if rocks are growing from open sores in his skin like barnacles. Naked to the waist save for a satchel he continues to alternate stacking rocks into intricate patterns and swearing at the rocks in turns. A bit bewildered and mystified they watch as he shakes a stone next to his hair and then taps the side of his head…sand spills out from his ear and he hold the rock up to the cleared ear like a phone.

Voice: Behind me? There ain’t nothing behind me but more damned rocks. Phaw! You might as well have been fossilized from a iquanas dung you stupid non porous rock.

The man turns never the less and sees the trio watching him.

Voice: Well it took you long enough. Thought I was starting to go sane.

Helio: Don’t you mean insane?

Voice: God no. Sane. Crazy is normal. It’s normal that scares the gravel out me. Name’s Mercutio. I am here to show you The Way.

Skarlax: The way to where?

Mercutio: Through this stubborn impolite hunk of granite. Damned thing doesn’t even have the courtesy to leave a suitable cave opening.

Little Mountain: I think he is touched. He may be crazy too, but I think he is an oracle.

Mercutio: Yeah. I am an oracle alright. Not like I had a freaking choice. Woke up one morning sweating sand out my forehead, next thing I know I am pissing gravel and ****ting pebbles. Then things got bad! I sneezed one morning and sent a rock the size of an apple flying thirty feet. Enough of the boring stuff. I got to show you the Picture.

The wild haired oracle turns and marches straight through the face of the boulder.

Little Mountain: well that’s impressive.

He ducks back out a second later.

Mercutio: Ain’t you coming?

Helio: We can’t walk through rock.

Mercutio: Damn. Well this is going to be trickier then. Take my hand and close your eyes.

Skarlax: Why must we close our eyes .

Mercutio: Because it feels like swimming through rocks and if you leave your eyes open you will get dust and rock in them, and hurts like hell.

Inside the rock facing is a small alcove where the four of them are cramped. Carved into the facing of the small pocket of cavern is a relief displaying a storm of metal falling to the ground and a race to forge the metal. A dragon is shown rising from a smith’s anvil and on a divergent path the mask of a man is pulled to reveal a dragon.

Mercutio: Ain’t exactly descriptive but the rocks tell me there is two paths on the horizon. One where a dragon forges this metal and rises unchallenged, and a second where we beat the lizard to the punch and cast out the bugger from wherever he is hiding. I don’t care much for the world or give a damn about what happens, but the rocks won’t shut up until I do something about it so I guess I am in.

Skarlax: The wagons are chock full of this metal. I think it’s a sign you were meant to join us Mercutio.

Mercutio: Ya think?

The trio now becomes a quartet.

On the third day a Tyr emblazoned massive horse bolts past the wagon train. It is clearly the steed of a Praetorian Captain. Mercutio jumps from the wagon and literally buries his head in the sand for a few moments then popping up sputtering and spitting out dirt.

Mercutio: Less than a mile east of us.

Helio: The dirt told you that?

Mercutio: dirt is hardly a good conversationalist. The vibrations told me the direction and the intensity the distance.

Skarlax: So in a sense the dirt did talk to you.

Mercutio: Holy ****…it did.

Just under a mile east the quartet finds a patrol of half-giants…or at least what is left of them. Six high ranking guards have been torn to shreds, blood running the ground red and massive jagged wounds cover partially eaten bodies. A lean desert lion is gnawing at the torso of one giant and a second stranger looking lion seem to be tearing at one of the other fallen soldiers arms. The second is revealed to be a half-orc in lion hide armor, but he seems more animal than humanoid. He eyes the group leerily and with a grunt the lion drops it’s kill and begins to circle out away from the group. In a voice that seems ragged and almost unused a whisper of a grunt comes from the half-orc.

Orc: Mine. My kill.

Skarlax: you are welcome to it. All yours. You do this yourself?

The orc looks confused by the question and looks at the carnage around him. He eventually nods yes.

Helio: How many with you did they kill?

The orc gets a furrowed brow and looks around, then shrugs his shoulders.

Little Mountain: Are you alone?
*shakes head no*

Orc: I got Paws

He gestures to the lion still circling the wagons.

Helio: I see…and you are?

Orc: I am Claws.

He grins while holding up his hands, which are in fact wickedly sharp claws.

Helio: Well you enjoy yourself. We have to get going.

Claws: Sure-Kim that way.

Skarlax: That is where we are heading. The Sharakim tribe.

Claws: I lead you. Keep safe.

Little Mountain: Ok…

The half-orc makes a low toothy whistle and the lion comes loping in back at his side. The two take point and lead towards the Sharakim camp. The group makes arrival at dusk and the sentries are familiar enough with Claws to not challenge him, but they do give him a wide berth as he enters the camp. The lion remains at the edge of the tent camp. Claws leads them right into Caliph Raheem’s tent. The caliph resembles an emerald skinned nomad, taller and thicker than a human, but with all the sophistication of a true potentate ruler.

Raheem: I see you have met Claws. He found us some months back. Not a big talker. His family was killed by Praetorian’s from Brega some years ago while they invaded the Defiler Jamix’s city. He has a strong dislike for them alive and a great liking to their flavor when dead. We steer him towards any roving bands that might seek to interrupt our goings on, and he is kind enough to bring news of strange wanderers.

Helio: He seems savage.

Raheem: He is genuinely a kind soul, but more animal than man at heart. I would not ever want to cross him in the wilds. He can track and live off the land more successfully than any desert creature we have yet to meet. I assume one of you must be Skarlax? Your benefactor awaits in my tent.

Inside the tent the group finds a strange looking man dressed in the style of the Sharakim. His skin is a light sky blue and his hair a shining and flowing sea foam green. Sapphire eyes clearly otherworldly watch them in return. When he stands it appears that he is chiseled from muscle. He bows and introduces himself as Oasis.

Oasis: It is a pleasure to meet you all. Thank you for coming so quickly. Ahhh I see you have met Mercutio.

Skarlax: Do you have my money.

Oasis: all that was promised and more. I have been keeping a keen eye on events for some time before the storm. Where most focused their gaze on one another I looked outward. The storm was visible to those who looked for it. I met a seer almost a full two decades ago. She was in service to King Minahast, a usurper overthrown and deposed as a Defiler. In actual fact he was a Preserver and fair ruler. She survived the purge of his domain and entrusted to me, her apprentice a prophecy. She claimed that when men once more talked to the earth a great storm would change the course of our world. That the dragons who wore the faces of men would either complete their dominion or face exposure and destruction. She saw a path to this fork and no more. We now stand at that fork and I am looking for those who will walk the path with me.

Helio: I have dedicated my life to seeking out these heretics. I am not about to stop now. Count me in.

Little Mountain: If the Cavern Wind is involved I will stand at your side.

Mercutio: The Cavern Wind?

Little Mountain: We Stone Brothers take a sacred vow to protect and serve the Granite Union. Our race is responsible for maintaining integrity of coin and trade. The Cavern Wind are a splinter sect who wish the opposite. They are the greatest source of shame to our people.

Mercutio: I don’t have a choice. The boulders made that plenty clear. I am with you.

Skarlax: I hold no love for any of the states, but the Inquisition killed my entire family. I will stick around if it means a chance to stick them in the liver.

Oasis walks outside of the tent and shouts out to Claws the half orc, asking if he wants to join them.

Claws: Get to kill giants?

Oasis: Lots

*nods ok*

Oasis: I believe we have a team.

Raheem: And we have an objective for you. It has only been a few short days, but no smith or skilled worker has been able to temper or use this strange new metal. The first agency to find a means to do so will control a substantial resource. The remaining tribes will not move against any of the city states unless multiple conditions are met. My own is unification. You will need the tribes support for any play against the three kings. Find a way to smelt or craft this metal and I will extend envoys to the remaining tribes offering metal weapons and armor in return for their allegiance and oath to aid in any direct action against the kings. Until that time I will not make so much as a hostile motion. I will disavow knowledge of your existence or intentions.

Oasis: Luckily Raheem and myself have found a map leading us to a possible solution. The dwarves once held an island stronghold far past the east coast. This stronghold was a haven for advanced research and learning. Centuries ago it was crushed by typhoons and tsunami. The island was believed shattered and it’s exact location swallowed by the waves. We believe there may still be an answer in the ruins of that once mighty stronghold and we have a map leading the way. Unfortunately the Cavern Winds intercepted one of the messengers carrying this map so they too have a copy. I have contacts in the coastal city of Glenfif that say a caravan bankrolled by the Cavern Winds is setting sail in two days time. We have the means to reach the coast before them, or attempt an overland foray through the true desert wilds. The die is cast and the race is on, the question arises…will we race them or cut them off.


Welcome to the new party:


Little Mountain, Dwarf Unchained Monk3/StoneLord5: Str 21 Dex 16 Con 16 Int 10 Wis 16 Cha 5

Feats: Power Attack, Combat Reflexes, Improved Unarmed Strike, Improved Grapple, Improved Sunder, Monastic Legacy, Greater Sunder, Elemental Channel.

Equipment: Monk’s Robes, Belt Giant Str+4, Ring of Protection+1, 20 stone shuriken.

Of Note: Has an earth elemental companion named Duran.


Skarlax, Viskanya Rogue8: Str 16, Dex 23 Con 14 Int 12 Wis 12 Cha 7

Feats: Two Weapon Fighting, Double Slice, Lightning Reflexes, Quick Draw, Finesse, Weapon Focus Kukri

Rogue Talents: Bleeding Attack, Trap Spotter

Equipment: Belt of Dex+4, Amulet Nat Armor+2, Dusty Rose Ioun Stone, Ring of Protection+1, 4 obsidian kukri, composite shortbow (+3 strength), 40 arrows, glass dagger


Of Note: Generates a naturally occurring poison that he is able to coat his weapons or arrows in that causes dex damage


Mercutio, Human Oracle8: Str 16 Dex 12 Con 14 Int 10 Wis 12 Cha 18

Feats: Weapon Focus Rock, Combat Casting, Improved Initiative, Spell Penetration, Extend Spell.

Equipment: Leather Armor, Amulet of Natural Armor+4, rocks.

Curse: Wasting

Revelations: Crystal Sight, Earth Glide, Mighty Pebble

Spells Known:
1st: Shield Of Faith, Divine Faith, Endure Elements, CLW, Protection From Evil, Obscuring Mist, Magic Stone
2nd: CMW, Lesser Restoration, Spiritual Weapon, Shatter, Stone Call
3rd: CSW, Dispel Magic, Blindness Deafness, Meld into Stone,
4th: CCW, Holy Smite, Wall of Stone


Claws, Half-Orc Ranger8: Str 24 Dex 13 Con 16 Int 11 Wis 14 Cha 7

Feats: Boon Companion, Aspect of the Beast, Multiattack, Improved Natural Attack, Eldritch Claws, Rending Claws, Endurance.

Favored Terrains: Desert, Mountain

Equipment: Belt of Giant Str+4, Amulet of Natural Armor+2, Lion Hide Armor+2 (provides pounce on charge attacks 3/day), composite longbow (+7 str), 40 arrows,

Lion Animal Companion

Favored Enemies: Giants, Humans


Helio, Human Inquisitor8: Str 15 Dex 12 Con 14 Int 10 Wis 24, Cha 10

Feats: Improved Init, Power Attack, Brew Potion, Iron Will, Extend Spell, Coordinated Manuevers, Coordinated Defenses
Domain: War
Judgements: Destruction, Justice

Equipment: Headband of Wisdom+4, Ring of Protection+2, Potions, Bone Breastplate, Stone Morningstar, light crossbow 20 bolts,

Spells Known:
1st: CLW, Endure Elements, Protection Evil, Shield of Faith, Bless, Magic Weapon
2nd: Confess, CMW, Resist Elements, Spiritual Weapon, HP
3rd: CSW, Stone Shape, Wind Wall, Magic Vest


Oasis, Suli Sorcerer (Marid)8: Str 22 Dex 12 Con 14 Int 5, Wis 12 Cha 20

Feats: Spell Focus Conjuration, Augment Summons, Mounted Combat, Ride By Attack.

Equipment: Headband Charisma+4, Belt of Giant Str+4, Obsidian Spears (4), sling, 20 slingstones

Spells Known:
1st: True Strike, Mount, Mage Armor, Enlarge Person, Obscuring Mist, Tensers Floating Disk
2nd: Acid Arrow, Make Whole, Cat’s Grace, See Invisibility
3rd: Summon Monster 3, Haste, Gaseous Form
4th: Summon Monster 4