Victor Ironmark
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Personal Knowledge

Three weeks ago you were summoned to the private chambers of High Priest Gancenor, a rare occurrence. "You have recovered well I see." Gancenor, in his middle years, is still a strong imposing presence, "I have a mission for you. As you are no doubt aware we are ostensibly at peace with the Free Isles since the so-called War of Independence 35 years ago and normal diplomatic and trade relationships have restarted. This includes the presence of a small number of Hospitalers of Solaris in their capital, Safeharbour. We have become aware of a strong rumour that the leader of the Free Isles, the First as he is known, has gone missing. Some of the rumours say that he has been kidnapped by agents of Bormaris; this is not true. Others that he has been taken by powers linked to the nation of Doralin, this is possible but unlikely. It seems that a party of adventurers with ties to the Free Isles government have been searching for him and have a powerful artefact to give him. If this artefact comes into the possession of the First it will set back our plans for the re-conquest of the Free Isles greatly. We need you to infiltrate this band of adventurers and make sure that the artefact never comes into the possession of the First. We have developed close ties to the church of Koryis and as one of the adventurers is a dwarven cleric of that Immortal you should find getting close to him fairly simple. In any case, here is a letter with a seal of the high priest introducing you if you should need it." Gancenor sits back in his chair and steeples his fingers in front of his chin. "Do you have any questions Brother?"
You are then shown to the crypt where Brother Quercus shows you a selection of magical items which you can choose to take with you.
The following day you are taken aboard one of the order's ships for the journey to Safeharbour. You have spent the past few days in Safeharbour acclimatising yourself. Agents of the order have discovered that the adventurers you seek are staying in an inn called The Swan and have recently been joined by an elven mage of which little is known.

The Dream in the Howe

"The skies are darkening Brother.” You stand atop of a tower that rotates slowly giving you wonderful views of a verdant valley far below, “Could it be the devices of the gnomes that have made our lives so wonderful here are drawing the power from the very stars themselves?” You look up at the giant standing beside you, her long red hair blowing in the breeze. “Some of us have not trusted them for some time. We brought you here to have you ask your patron Solarios for guidance.” You shake your head and walk away leaving her looking out across the valley.

Victor Ironmark, Male Human Ftr2/CSol3/Hospitaler5: CR 10; Medium Humanoid ; Height Medium; Weight Medium; HD 2d10(Fighter) , 3d8(Cleric (Solaris)) , 5d8(Hospitaler) ; hp 61 Damage: 00; Init +0; Spd 20; AC:24 (Flatfooted:24 Touch:10); Atk +11/6 base melee, +9/4 base ranged;

  • +12/7 (1d8+2, Warhammer, Masterwork);
  • +9/4 (1d6+2, Mighty composite shortbow +2);
  • +12/7 (1d8+3, Warhammer, Masterwork);
  • +11/6 (1d8+3, Lance, heavy);
  • +11/6 (1d4+2, Dagger); +11 (1d3+2, Unarmed);
  • +12/7 (1d6+3, +1 Sword, short);
  • +13/8 (1d10+4, +2 Sword, bastard);

Allignment: NG;
Saves: Fort +12, Ref +4, Will +9; STR 14, DEX 11, CON 10, INT 13, WIS 16, CHA 13.
Skills: Bluff +3, Climb -4, Concentration +5, Craft (Armorsmithing) +1, Craft (Weaponsmithing) +1, Diplomacy +8, Disguise +3, Gather Information +3, Handle Animal +8, Heal +12, Intimidate +4, Jump -4, Knowledge (Religion) +5, Perform +3, Ride +8, Spellcraft +6.5, Swim -19.
Turn Dead Attepts: 0/9
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Divine Might, Divine Vigor, Extra Turning, Improved Critical: Sword, bastard, Mounted Combat, Power Attack, Ride-By Attack, Shield Expert, Shield Proficiency, Simple Weapon Proficiency.

Spells Prepared (CSol 6/5/4/4/2):
0 — Create Water, Detect Magic x2, Mending, Purify Food and Drink, Read Magic;
1st — Bless, Bless Water, Comprehend Languages, Detect Evil x2, Endure Elements (d);
2nd — Bull's Strength (d), Consecrate x2, Zone of Truth;
3rd — Continual Flame, Magic Circle against Evil, Searing Light (d), Stone Shape;
4th — Fire Shield (d), Restoration.

Possessions:
Weapons: +2 Sword, bastard (8,335 gp); Arrows (20) (1 gp); Dagger (2 gp); Dagger (2 gp); Lance, heavy (10 gp); Mighty composite shortbow +2 (225 gp); +1 Sword, short (2,310 gp); Warhammer, Masterwork (312 gp); Arrows (20) (1 gp).
Armor: Studded leather, Barding (50 gp); +3 Half-plate (9,750 gp).
Shields: Shield, large, steel, Masterwork (170 gp).
Goods: Coin: gp (2910) (2,910 gp); Armorsmith`s tools (5 gp); Backpack (2 gp); Bedroll (1 sp); Rope, silk (50 ft.) (10 gp); Donkey (8 gp); Warhorse, heavy (400 gp); Explorer`s outfit (10 gp); Flask (4) (12 cp); Coin: cp (6) (6 cp); Flint and steel (1 gp); Healer`s kit (50 gp); Holy symbol, wooden (2) (2 gp); Lantern, hooded (7 gp); Oil (pint) (2) (2 sp); Pouch, belt (2) (2 gp); Rations, trail (per day) (7) (35 sp); Saddle, military (20 gp); Saddle, pack (5 gp); Saddlebags (2) (8 gp); Scroll Organizer (5 gp); Tent (10 gp); Waterskin (full) (2) (2 gp); Whetstone (2 cp); Tiger eye turquoise (2) (20 gp); Eye agate (10 gp); Banded agate (10 gp); Hematite (2) (20 gp); Blue quartz (10 gp); Moss agate (10 gp); Lapis lazuli (10 gp); Golden yellow topaz (500 gp); Pink pearl (100 gp); Smoky quartz (2) (100 gp); Cold weather outfit (8 gp); Rope, hemp (50 ft.) (1 gp).
Magic:
Wondrous: Periapt of Wisdom (+2) (4,000 gp);
Wondrous: Dragon Order (2nd Class)(2,000 gp);
Wondrous: Circlet of persuasion (4,500 gp);
Wondrous: Cloak of arachnidia (6,000 gp);
Wondrous: Stone salve (4,000 gp).

Full Character Sheet: here

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