Heroic Action

Heroic Action – When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM decides the Difficulty Class and the player rolls against that DC). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature.

Hezrou

Hezrou

A large creature whose heads seems to be part of its massive chest, opens a wide fang filled mouth. Massive, thick arms drape to the ground, sharp black claws grow out of all three digits on each hand.

 

It stands 9 feet tall and weighs about 800lbs.

Hezrou

Challenge Rating: 11

Size: Large

Type: Outsider

Initiative: +4

 

Defense

Hit Points: 145 (10HD)

Armor Class: 25, touch 9, flat-footed 25 (+16 natural, –1 size)

Saves: Fort +16 Ref +3 Will +9

Weaknesses: Silver

 

Offense

Speed: 30 ft., swim 30 ft.

Base Attack: +10

Melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)

Special Attacks: nausea

 

Statistics

Abilities: STR 27, DEX 11, CON 29, INT 14, WIS 14, CHA 18

Skills: Acrobatics +0, Athletics +10,  Awareness +5, Endurance +10, Knowledge +2, Persuasion +4, Spellcraft +6, Survival +2, Thievery +0

Talents: 5 points or recommended: Blind-Fight, Great Cleave,  Improved Initiative, Power Attack

Special Qualities: Space 10 ft.; Reach 10 ft.

 

Ecology

Environment: Any

Organization: Solitary

 

Treasure: Standard

 

Nausea

The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.


Great Cleave

If a hezrou deals a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), it gets an immediate, extra melee attack against another creature within reach. As long as a creature is left Disabled after each attack, the Hezrou gets another melee attack to another creature.

Power Attack

The Herzou, before making attack rolls for a round,  may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed +10. The penalty on attacks and bonus on damage apply until its next turn.

 

High Administrator Toff

Aldaria Toff is the high administrator and accountant for the Merchant Guild. She has authority to interview prospective mercenaries or adventurers who respond to their offer.

Description

Toff is a middle-aged woman with brown skin, dark hair and even darker eyes. She wears a dress that looks like it is formed of one continuous colorful bolt of cloth, wound around her body. If stats are needed, use ”Townsperson – Human Commoner 2” listed in the NPC Gallery.

Background

Toff moved here from the East decades ago and has earned her respected position as high administrator and accountant for the Ferryport Merchant Guild, composed of the nine major merchant houses.

Motivations

Toff is a very lawful individual. Though she has not learned of Glycyn’s involvement in the ship disappearances, if she hears of it, she will not hesitate to report him to the guild. The well being of the guild as a whole is her main concern, and she will not turn a blind eye to unlawful activity by any guild members or houses. That being said, she will generally recommend that matters be taken care of internally, rather than involve the law. To her, guild law is a higher law than that of whatever ruler may be sitting on a throne at any given time.

Horse

Horse

Challenge Rating: 1

Size: Large

Type: Animal

Initiative: +1

 

Defense

Hit Points: 19 (3d8+6)

Armor Class: 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural)

Saves: Fort +5 Ref +4 Will +2

Weaknesses:

 

Offense

Speed: 50’

Base Attack: +2

Melee: 2 hooves -1 (1d6+1)

Ranged: —

Special Attacks: —

Sanity Effects: —

 

Statistics

Abilities: STR 16, DEX 13, CON 15, INT 2, WIS 12, CHA 6

Skills: Acrobatics +1, Athletics +3,  Awareness +1, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +1

Talents: Run

Special Qualities: Low light vision, scent

 

Ecology

Environment: Temperate Plains

Organization: Domesticated

 

Treasure: None

 

House Bale

House Bale is one of the oldest merchant houses in Ferryport. They do not specialize in anything, instead having their hands in a little bit of everything. The current head of the family, Wain Bale, is a good looking man, loved by his family and workers. He can be a bit reclusive, but he never misses an event in Ferryport. He is one of the most vocal opponents to another Lordship, instead aligning with Silas Monta in forming a council to rule the city state.

Heathas Glycyn has been a guest of this house since her husband was deposed. Filac was an unhappy, unfriendly man, and she has disavowed his name and title and now goes by her maiden name, Heathas Lachnoran. (Due to his opposition to Filac Glycyn’s return to Lordship, and because his family is harboring Filac’s “traitorous” wife, Bale’s company his been the main target of Korin Glycyn’s piracy plot.)

House Bleigh

House Bleigh is the second oldest house in Ferryport after House Bale. They have long traded in goods with the far north, with strong ties to the Mideon Kingdom. House Bleigh is headed by Vitus Bleigh, whose family comes from old money. He is quite beside himself at the loss of Jaeldor’s Pride, perhaps even more so than the loss of his nephew Timoth, as it is one of the finest ships on the Aerlon. He purchased the ship from a retiring merchant in Jaeldor, who had no heir.

House Glycyn

The family that has ruled Ferryport for the past 600 years.

Merchant House Glycyn

Korin Gylcyn is currently the head of the Dockmaster’s Guild and his merchant house has been quite profitable since he became guildmaster. He has his hands in everything that comes and goes through the docks of Ferryport.