Melinda the Personal Assistant

Note, this character is made for the D&D 3.5 System Rules, in conjunction with the supplemental rule books of “Eclipse: The Codex Persona” which provides the d20 Classless Point Buy system & ‘The Practical Enchanter’ for additional rules of Spells and Wealth Levels, both are published by Distant Horizons Games, authored by Paul Melroy and Patrick “Stanley” Bryant.

When coming up with a character concept, an idea of what function they will serve is important. In the case of Mel, the purpose was quite a laundry list. The character had to be a capable bodyguard, but able to function in high society, which meant being educated. The campaign set the characters to start at level 4. A rather reasonable level where you are competent in a few area and have staying power.

We have a few world laws the GM has established:

  • Half-Cost for Self Development
  • Automatic Self Development gained every even level
  • Blood of the Dragon – Allows a character to permanently decrease a stat (Str, Dex, Con, Int, Wis, or Cha) up to -5 to reduce a spell effective level by the same. (This is important as the world does not allow any spells over 3rd level)

Race: Everyone starts as a Human, but where they are born actually grants a “birthright” an imbued set of powers based upon the land itself – Atheria is a quilt work of domains, which embody some aspect of the cosmos. Order, Shadow, Blood, Purity/Solar, Elemental, Totem, Dimension, Life, Death, Ice/Cold, Illusion, etc.

That said, let’s build out this character:

Base CP for Level 4 is 120, Duties to the house grants +8 (+2 x Level), Feats are granted at Level 1, 2, 4 (and every even level thereafter) for 6 CP apiece, (+18 CP), and 3 Disadvantages for a net of +10 CP. This gives us 156 CP to work with, 36 CP are bonus and outside the Adventurer Framework.

We selected Order, which has been established for 6,000 years, giving a very established old world feel, and rather stagnant, but that is the nature of the Alarian Imperium. Melinda has the Order Birthright which grants her:

  • Assistant (Their “Aid Another” actions provide a +4 bonus rather than +2, 6 CP)
  • Privilege/Imperial Patron (6 CP. Exiles may substitute a bonus feat)
  • Innate Enchantment. Specialized: only works with a high-ranking in-empire patron to channel the magic of Order to the user, double effect (6 CP/10,000 GP)
    • Enhance Charms and Talismans (L2 spell effect, increasing the effects of Charms to L1 and those of Talismans to L2. Personal charms only, 8400 GP)
    • Inspiring Word (personal only, +1 Morale bonus to Saves, Attacks, Checks, and Weapon Damage, 1400 GP)
  • Fast Learner (may be specialized, 6 CP). The player opted to focus this for Skills, which neatly grants the Adventurer Framework requirement for 2 Skill Points per level. And as a bonus, since this is part of the race, the character gets x4 by 1st level, netting 14 CP worth of skill points to spend at level 4.
  • A bonus feat worth 6 CP. The player opted to put this towards Fast Learner specialized and corrupted for triple effect, BAB for weapons with a Martial Art.

It should be noted that there are no standard magic items in Atheria, which leaves the PCs with wealth levels for charms and talismans. This power of Order effectively boosts those up by one whole level. Charms grant Level 1 effects (Spell equivalents) and Talismans are Level 2 effects!

Another interesting perk unique to Order, they can sponsor anyone not of Order and bestow the Innate Enchantments of their birthright.

Attributes were gained via standard 3.5e 28 point buy rules:

  • Strength: 10
  • Dexterity: 14
  • Constitution: 14
  • Intelligence: 15 (20)
  • Wisdom: 14
  • Charisma: 08
    • Self-Development was spent towards Intelligence for Level 2 and 4, and purchased +1
    • Wealth +2 Bonus applied to Intelligence


  • 12 CP was spent to buy Fortitude+1 (3 CP), Reflex +1 (3 CP) and Will+2 (6 CP)
  • Self-Development applied to Intelligence +1 (6 CP)
  • Occult Sense: Danger Sense – Senses poisons, ambushes or other threats (6 CP)
  • Reflex Training 3/day variant with +4 Bonus Uses, specialized (half cost) for protective maneuvers 7/day total (6 CP)
  • Luck with +4 Bonus Uses, specialized (half cost) for saves only 5/day (6 CP)
  • Bought up Innate Enchantments (6 CP)
  • Double Enthusiast, specialized (double effect) for relics (4 CP of Relics)
    • It should be noted relics are a power multiplier for many character. 1 CP nets a 6 CP boost. Another note is this allows for a relic to be easily swapped out or replaced if lost/stolen/destroyed. Most GMs do not do this, but CP spent on Relics are lost, unless the GM allows retraining.
  • Adept (6 CP), another boost. Since skills are easily replaced by spells, allowing characters to get them cheaply is nice. This allows Melinda to select 4 relevant skills and get a price break on them
  • Leadership with boosts (30 CP) Melinda can field several trusted bodyguards for her charge, have a support staff and multiple lackeys and gophers that are competent. As an added perk, any level 0 child recruited she can easily boost to 1st level after spending a week to make them her follower.
  • Since the game has Innate Enchantments and Shimmer Mail, it rarely makes sense for any PC to invest in Armor or Shield proficiency (There are exceptions though). Likewise, many characters use a small number of weapons in their lifetime, so selecting a handful makes sense. In Melinda’s case she has a very narrow focus – Dagger (Ranged and close quarters) for 1 CP and a Greatsword (3 CP). Mind you, for 3 CP, you can have a small group of weapons, so that could actually be Greatsword, a bow or crossbow, and a few more weapons. (4 CP for proficiency)
  • Improved Augmented Bonus: Specialized/Corrupted (Reduced Cost) – Add Dex to Int for Skill Points for the first six levels. This takes the normal cost of 18 CP and drops it to 6 CP. By level 7, the character should have sufficient CP to pay off the restriction.
  • Finesse, Replace Charisma with Intelligence for the purposes of Leadership. (6 CP) This makes the leadership much more effective.
  • Augmented Bonus – Adds Int to Dex for the purposes of AC (6 CP). This trick allows the player to put those brains to use.
  • Improved Augmented Bonus, Specialized/Corrupted – Adds Int to Con for the purposes of HP but only till Level 6. (6 CP instead of 18 CP)
  • Mana x3 for (18 CP) – Mana allows for some great effects later on (Reality Editing, Resiliency and Unskilled Magic all offer great effects if harnessed correctly!)
  • Shaping (6 CP) allows for minor cosmetic or flashy effects. Effectively keeps the character clean and allows for changing eye/hair color on a whim.

An astute reader may realize we have CP left unspent. That is quite alright, if the player wants to learn something later, then that is perfectly acceptable. The beauty of Eclipse is you can save those points for later and then spend them when you need to learn something.

At this point the player has 4 CP worth of relics they can purchase, since this can be swapped out easily, I won’t bother putting those down. (Note, they’ll need to acquire relics. Either someone else creates them or they find them.)

Innate Enchantments are great little boosts. Since there aren’t any magic items, this is about the best method to get several low level spell effects in a constant state, a couple standby life saving effects, or anything that fits a concept. Normally, you need to be careful about stacking, but the lack of magic items in the campaign neatly does away with that concern.

Common effects include:

  • Personal Haste (+30′ Movement and an extra attack at Full BAB) – Popular with martial warrior types
  • Force Shield (+4 Shield AC, and immunity to Magic Missiles)
  • Force Armor (+4 Armor AC)
  • Martial Mastery (+4 Competence Bonus to BAB with a specific weapon, again popular with martial focused types)
  • Immortal Vigor (12 HP + (Con Bonus x2)) – Popular with just about everyone!
  • Enhance Attributes can get a +2 to any of the attributes.
  • There are Skill bonuses of Circumstance, Competence and Luck
  • Luck bonus to Saves
  • Morale Bonus to Attack, AC and Saves
  • Fast Healing or Healing (Again instant heals are good to survive much longer!)

The only thing left would be to select a Wealth Level (Found in The Practical Enchanter). Now, give a good backstory and the wealth level can start off as high or low, as you wish. The wealth level dictates number of charms and talismans available. Those are also easily exchanged, so listing them out is pointless as they can be changed for any given situation. But recall, Order have the effects of 1st and 2nd level spells for charms and talismans respectively, so their selections can mimic spells, much like innate enchantments.

For the purpose of this example, I’ll make a few assumptions on selections.

For Mel, this is the final results as written:

HP: 66 (Levels 1-4 are a d4, (4+3+2+3 = 12) + Con bonus (+7 x4 = 28) + Immortal Vigor I (12+14) 26

AC: 23 (Base 10 + Stat+7 (Dex+2 and Int+5) + Armor+6 (Order Shimmermail Talisman)


  • Fortitude +4
  • Reflex +4
  • Will +5

Movement: 30′ Ground, depending on selections could increase to 60′ or 90′

Greatsword +8/+8 (Stat+0, BAB+3, MM+4, Morale+1) 2d6+1

Skills, the player will need to select them, but social skills of diplomacy, bluff, intimidation, gather information. For being a reasonable bodyguard, spot and listen. I would also recommend at least one martial art. The free perks and boosts cannot be overlooked!

This character is a reasonable generalist and depending on selections will increase their effectiveness. Overall, the character has a lot of potential and options during most scenes. They can take a hit or two while getting their charge away, and have several bodyguards assist. Since this is d20, the charge shouldn’t be a helpless victim.

[5e] New Beginnings… (Session 2)

GM: Andrew M.


  • Megan Thun, playing RUE, a Female Tiefling Warlock (Abyssal)
  • Jeff Thun, playing JARO, a Male Air Genasi Witchhunter
  • Mitch Holand, playing Zeed, a Male Aarakocra
  • Wendy Holland, playing PSEUDO, a Female Halfling Rogue
  • Rachael Maitland, playing a Female Pseudodragon (pet)

Summary by Andrew Maitland:

Recap of last game. Introduced new mechanic “Inspiration Points”. Emphasize the morality system, and how the encounter with the goblins was perceived to murdering innocents (unarmed, non-threatening)

This adventure, the group decided not to follow the goblin tracks. Next day PSEUDO came across a roaring noise and a loud thud. She reported back and the group investigated. Finding a bird creature, they brought it back to the camp and revived it. The creature identified itself as Zeed, an Aarakocra. The next day the group happened upon a broken down wagon, they helped the person fix it, and then Rue befriended a pseudodragon watching them.

The group arrived in town, chedked out the job postings. Rue wants to continue with the caravan, but Jaro wants to do a research and retrieval expedition (3 days there, 3 days back, unknown duration at some ruins). He convinced the group to do the expedition and met with Professor Xerces, who would pay them well for escorting him there and back. He mentioned several failed attempts in the past, and is getting a buyer who is impatient with the failures.

The group set out, first night Pseudo hears wolves howling…

-End session-

[5e] New Beginnings…

GM: Andrew M.


  • Megan Thun, playing RUE, a Female Tiefling Warlock (Abyssal)
  • Jeff Thun, playing JARO, a Male Air Genasi Fighter (Gunslinger)
  • Mitch Holand, playing ZERO, a Male Dragonborn Fighter
  • Wendy Holland, playing PSEUDO, a Female Halfling Rogue
  • Rachael Maitland, playing ELVENCLERC, a Male Dwarf Bard
  • Chris Thun, playing Mardarai, a Male High Elf Warlock (Fey)
  • Daniela, playing VIN, a Male Halfling Rogue
  • Mike Mason, playing BELDAC, a Male Human Cleric
  • Ashley Miller, playing Asylyn “Lyn”, a Female Aasimar Paladin

Summary by Mike Mason:

Megan – Rue – Tiefling warlock street urchin (Secretly saved an orphan in the past) (Wants to kill her father for selling her into slavery – but if she does morally evil acts she’ll lose a part of her soul, and if she succeeds in killing her father she’ll become a permanent slave of the demon.)
Jeff – Jora – Genasi (blue) (wind/thunder/lightening elemental) – gunslinger (agriculturally useful/ help farmers) (Only while present, the effect goes away after he leaves) 6′, 150lb, Blue skin, white hair, unkempt hair,
Ashley – Lynn – Aasimar – Paladin – keeps Rue out of trouble. – human (increase of business whenever she enters a building) not liked in the angel community for helping a tiefling. 5’6, 140lb
Chris – Moderai – warlock – likes to travel (wandering spirit) (overly friendly) (insulted bounty hunter) Short, effeminately hansome. Blond. Eladrian, blood red eyes, pale skin. Wears lots of blue.
Rachael – Elvenclerc (male) – dwarf – Bard – Divine level of joy playing music (people feel violated not being able to stay mad for long) 4’1, 150lb, blue eyes, golden brown hair that’s braided, likes to play dulcimer, pan flute, tries to bring upbeat tunes.
Mike – Beldak Darkeyes – Cleric – human – scale mail, foresty type (saved a pack of squirrels from starvation.) (Strange odors) 6′, 162lb, wears heavy armor, carries big stick, casts magic.
Wendy – Pseudo – rogue – 3’3, 20yrs old, 40lbs, green eyes, red long hair single braid. Female. (Robin hood) (soft heart – won’t steal from those that’ll suffer) (Have to duck when she gets her daggers out – team killer?)
Mitch – Zero Lite – bronze dragonborn – 6’6, 240lbs. The fin on his head rises when upset. weathered soldier – very militant. tall. long sword. Protector. (Protects weak people) (fails at smiling)
Daniella – Vin (male) – halfling – Rogue – elven steel – Intense turquoise eyes. Knows Elvencleric. (Always has sweetest eyes) (She likes to steal cleaning supplies, especially personal hygeine items) Short silver wavy hair. Two different color eyes, 3’1, 35lbs, torn up hoodie scarf & other torn clothes.

Zero comes into town, and his funds are low. there is Contract work for caravan guard duty. They’re looking for a group to handle the caravan. The cargo is furs and silks. They want more soldiers. His friends were recruited too. Lynn, Beldak, and Joria are recruited just like Zero. The caravan master is looking for about 12 guards in total – and will pay for specialty skills/abilities. (people that bring more than just fighting.) 4 guards ‘are left’ from the previous events. Lynn is a good armored field medic, Moderai can wield destructive magic, Beldak can cast healing magic. We have gathered in the town square, mid morning, an elegant fountain is trickling, and everybody’s waiting to meet Zero.

He asks who we can recruit. We talk about our skills and who we know. Beldak talks about Jora, Moderai talks about two halflings he knows (Vin and Pseudo) and the bard (Elvenclerc.) Lynn talks about a tiefling with magic SHE knows (Rue). Eventualy everybody’s in. We meet at the courtyard. We go to the village. Talk to the Caravan master. 8 wagons, 2 drivers per wagon. Zero negotiates that everyboy’s approved. We also get supplies. We set up a marching order. Lynn, Zero, Vin first, Moderai, Jora, Pseudo, and Beldak last, Elvenclerc and Rue in the middle. Zero is the de-facto leader due to nobody else speaking up. The halflings scout. 4 npc guards, a quartermaster, and 2 cooks.

The first day goes uneventfully. We come to a clearing, we circle the wagons, campfire in the middle, hanging lanterns around benches. We get back into formation the next day and roll out. Early in the day Pseudo sees some dust coming from behind the group – likely horses. She tells Jora, who tells Elvenclerc, who tells Zero. By the time Zero comes back to investigate he sees five soldiers (2 new, 3 experienced) in uniforms on horseback quickly overtaking us. We pull to the side of the road. (no they don’t ask for license and registration.) They ask if suspicious people have passed us. We ask what they look like, and they have a paper with a drawing. Zero figures out the picture they’re looking for is the new cook (17yo girl, the main cook.) Zero tries covertly telling the people in the back about the situation. We decide not to out her. The soldiers say she is the daughter of the duke. Zero asks about reward, it’s 500 gold. They don’t find her and ride on. We decide to question her later at night after the caravan stops. Zero then tells the bard to let the back know they need to hurry up. The rest of the day until lunch goes uneventfully. She asks Jora at lunch ‘what did the soldiers want?’ He told her they were looking for someone. Zero pulled everybody out during shutdown and re-issued new orders for watches, and what we’re doing tomorrow just to get everybody in the middle of the caravan. Rue complains about discrimination because Lynn does not want her to approach the cook. The bard recalls stories about the kingdom which has shaky relationships before during and after a 3-or-4 year war with other kingdoms. Zero was a part of those wars in the military. Marriages afterward weren’t all happy. There’s been no political instability though, the Duke has been in power for 10 years. The princess should have been married off by now, but the rumor is the princess had an eye for someone she’d never be able to marry, who lives in the city we’re going towards. So, she didn’t run away due to politics, likely she ran away due to love. We have no incident, and make it through dinner. We have no problems at all until nightly rest time. We keep the same watch no matter what. Jora discovers the sound of rocks hitting eachother under the wagon. A small goblinoid is reaching it’s hand into the wagon which has trade goods, the last wagon. He sounds a thunderclap. Everybody wakes up.

The bard quickly kills it with disonant whisper. Pseudo plays shish-ka-goblin giggling maniacally. Two other goblins say something that Moderai translates as ‘squishpuddle’ (it’s name) and shouts back at them trying to imitate squishpuddle to the others, he says ‘run fast run far beware of the dragon.’ and one shouts ‘thanks!’ and runs, the other says ‘what? what dragon? what happened to your voice?’ and Moderai casts mage armor on Lynn. Lynn smites the unbelieving goblin and kills it. Beldak throws a guiding bolt and kills the running goblin. The goblin under the wagon had a silk pack from our caravan. And 4 gold pieces. The other two had no weapons or valuables. Jora looks for tracks. We found the trail, not knowing what to do with the information. Yet.

-End session-

[5e] Rise of Thunder – Session 4

GM: Andrew


  • Andrew B.
  • Rachael M.
  • Rebekah M.
  • Calvin B.
  • Guest –

After the almost total party kill from our last session, we find our heroes in the city. Those whose souls had departed found charity and a promise to aid the temple of Lathander in the future…

Our fearless charismatic leader went and recruited new faces to join his quest. And discovered the others he thought dead. After convincing everyone to continue, we traveled to a remote location where they discovered a tower, with no windows or doors… after hours of searching and realizing they lacked a key, their leader begged for some time to think.

After making camp, the DOOR opened…


[3.5] Epic Quest – Session 1

GM: Andrew M.


  • Andrew B. (?)
  • Rachael M. (Gabby)
  • Rebekah M. (?)
  • Parker (?)

Summary: Created the characters, using eclipse classless d20. Most of the session was discovering the system for the new player.

Adventure synopsis:

Runt Ogre with an intelligent rune battle axe, traveling with a draconic winged elf. a human rogue that doesn’t like to kill, and a human arcane duelist…

The group started traveling the road and came across a couple of covered wagons on fire. Using their heads, they quenched the fire and saved a lady. She pleaded for the group to find her children. The group followed the sounds of screams and encountered a couple of full grown ogres. The runt used his witchcraft to stop a child from being killed and then proceeded to knock out the first ogre. The second was dispatched by Gabby. Mother and children reunited, the party was rewarded when they arrived in the town.

The group found several job openings, but decided to hire on as caravan guards. One of the group uncovered the fact that the caravan was being spied on and alerted the taskmaster. With such steadfast alertness, the group was not completely surprised by the dogwatch ambush, and successfully defeated the mercenaries who tried to take them down.

5e – Rise of Thunder (Interlude)

GM: Andrew Maitland


  • Andrew “MercedOgre” playing Corian
  • Bekah playing Glendora
  • Rachael playing “La” Kila or Fila
  • Dan playing Jaryn

Ran a quickie adventure module to break our newest player into 5e mechanics…

SUMMARY: Started off on the road, with our adventurers having been recruited by Corian. They dealt readily enough with some monsters that attacked them on the road. Finally Corian revealed he was going to grab an unclaimed inheritance and wished to share in the treasure. The group was leery about the elusive story, but eventually agreed. The plan was overheard by a Raven that Corian recognized as belonging to his rival, Mr “V” or “Vort”. Eventually they found a farmstead, but it had been savaged by enemies. Only rotting corpses were present. While burying the corpses, Vort calls out and the corpses animate. It was a brutal chaotic battle as the zombies and skeletons made short work of the group. Corian through down his prized possession, only to have it stolen by an Imp. Only Corian and Glendora recovered from the battle…

5e – Rise of Thunder (Session 3)

GM: Andrew


  • Rebekah
  • Rachael
  • Jeff
  • Megan
  • Dan

Absent: Calvin, Ashley, Chris

Summary: Having recovered some amulets from the bodies. The group hears the call from below, a gnome has entered the complex. Tim and Jaryn exchange an interesting conversation, and then allow the little gnome to join the group. They find another man in a deathly sleep, discover more traps, and an antidote recipe to the poison. Making a large batch, they wake the man who is a leader of a Sect that believes Lathander will return as an avatar to lead the armies of light against the darkness foretold. He is able to describe the layout and trap locations to them, after they show him that something evil has happened in this once holy temple.

After investigating the temple basement and first floor, the group ascends to the top floor, where they confront the JACK-O’-LANTERN  high priest, and his scarecrow minions. A small shrine flares with orange lightning as a Skeletal image of a turkey infuses the scarecrows to life! A battle ensues as the party fights valiantly, but when it seems all hope is lost, the PALADIN points out a great source of evil animating the scarecrows is the SHRINE, the dwarf dashes in and smashes it. Causing the strawmen to collapse. Leaving the JACK to face the crew…


Surprise Game d20 (3.5 edition rules)

GM: Andrew M.


  • Ashley M.
  • Megan T.
  • Jeff T.
  • Rebekah M.

Summary: Megan’s PC was a animal rights activist and learned that one of her Otter friends had been “kidnapped”. Eliciting help from her city friends, they track down a Boat that is heading to town. They eventually discover the animals in cages are being corrupted into Fiendish versions by an evil wizard.


Level increase to 1st.

Morrowdale – The Adventures Continue (Session 2)

GM: Andrew

CAMPAIGN: Morrowdale Adventures


  • Calvin (Joining with Nevar)
  • Rebekah (Melinda)
  • Rachael (Xena)


  • Daigh (Absent Player)
  • Norton
  • Nevar’s Master (The Sage)
  • Mayor Barton


Nevar was the Sage’s apprentice, he was a big flirt but very creative. He saw the others leave and decided that he should follow. It was chance meeting on the road he discovered his friends had undergone some serious changes. Much was exchanged, but then a Dart pierced Melinda and dropped her (Unconscious). Nevar quickly retaliated with magic and found a potion upon the assailant with a ‘DELAY POISON’. A wagon with experienced merchants arrived not long after, and parted with a potion of ‘Cure Light Wounds’. The group learned of a terrible storm in the North.

Arriving at the village, they discover the people are hiding behind their walls. A terrible blight has struck the land and undead creatures prowl the night. They found Norton who was agreeable to aid them, but only if they would help him obtain a rare regent to affect the Wheat Blight. (Which is a root cause of the undead)…

Traveling North, the group encounters ZOMBIES on the prowl and with Daigh’s mighty blows, fell SEVEN of the dread creatures. However, in the early morning, the group awakens to discover NORTON is keeping 20 zombies at bay with a field that he’s focusing on. The group dismays that these Blight Zombies seem more resistant to their attacks. But after creativity with the dry grass is grown, they burn and destroy the remaining zombies.

NORTON then gathers the regent and requests the group keep him safe while he enacts the 5 hour ritual. After completion, the field of purple wheat is cleansed.

The group then heads to Morrowdale where NORTON does the same ritual. With the aid of Nevar’s Master, the group discovers that a Necromancer is the likely cause, using a dark crystal. The previous master of the crystal lived in a Mountain Fortress to the North. But surely this mission would be too dangerous for our young group…



Chosen Ones 2nd Gen – 4/26/2014

GM: Andrew


  • Rebekah (Sorta)
  • Rachael (Sorta)
  • Spencer playing Borin a dwarven Paladin of Death
  • Angela playing Gwen, a drow archer
  • Kole playing Edge
  • Conor playing Sal
  • Calvin playing Hawkeye
  • Mike playing Kenshin
  • Matt playing Kier


So we clear out the remnants of the castle-complex and we do not find any demon prince, nor any threat re-merging.
We go back to the city near the remains and Hawkeye tries to set up a trade route using the crates. We look for Simon, and he’s at a round table with ladies. Kier leads and Simon introduces a dwarfish fellow to the team. Bald, 4ft, a beard split down the middle, black on one side, white on the other. he has a battleaxe in one hand, and his helm in the other. He’s wearing platemail. reddish tint. He introducess himself, and we ourselves to him. His name is Borin, son of Thorin, and he insults Edge’s function in the group. Next up, a woman named Gwen is introduced. She’s a drow. Grey skin, and white eyes. She is getting away from her own people because they were trying to sacrifice her. She’s a smart alec, and inexperienced. Dark purple tunic, grey leggings, dragon scale breastplate but not over her whole body and a good bow on her back. Semi-long white hair. Simon grabs our attention, and explains the Tabarath Cult is up to their old tricks. One of their lieutenants who likes dragons and orcs has been active again near the Thar mountain range. (Forgotten Realms.) There are artifacts that shouldn’t fall into the hands of the cult, and we need to stop them. Borin thinks it might be the same people who wiped out his clan (a drow wizard Vindore leading them.) There’s also a red dragon. We teleport over there and travel a day to get to the camp. The drow greet Borin and ask his business. He says we’re here to help him defend the clan to an attack, and to let the king know to prepare to battle. The king has a flowing white beard. The king cocks an eyebrow at kenshin, and questions the presence of a Drow. We tell them the scouts should be alert especially at night. Some more dwarves (12 with one more as leader who has a greataxe) enter. They show us a map, and Borin figures out the leader dwarf is a different Thorin, champion of clangeddon (a major battle he survived where giants were involved.) Borin wants to go to what he sees is a weak point in order to ambush the party. Hawkeye has his bird scout north by west. The bird sees the army around 2 days away, but can’t get a good number. we teleport Kier and Kenshin there to scout and knock someone out to bring back and interrogate.

We come up to one sentry, and we sneak up, and whack him, then teleport him back. Hawkeye reads his mind, and he figures out the chieftan issued the order to attack from the east quadrant, and he knows there are many orc tribes working toward this. 8 tribes in all, 300-500 each tribe, with shaman, and casters, perhaps 10 casters per tribe. There is a red dragon and Vindore is a drow on the red dragon.) Borin wakes him up playing both good cop and bad cop. He challenges him to a duel. Kenshin questions the morality of this Dwarf… he’ll pick on a defenseless man, but not dive into an army. The dwarf fights and smites the orc. We relay the information Hawkeye extracted to the King. The casters (mysti and Borin) tell us the dragon breathes fire, has a frightful presence, is resistant to nonmagical weapons, and it can cast spells itself. Gwen, Saltharian, and Edge go to the weak point to assist one of the tribes invasion, while the rest of us figure out tactics. The hawk scouts and finds hill giants. They’re converging on us. (end session)