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Character Name: Floranuus
Character Race: Half-Elf (Pg42)
Character Class: Cleric, Devoted (Pg60)
Role: Leader (pg 50)
Tier: Heroic (pg 28)
Alignment: Good (pg 19)
Deity: Pelor (pg 20)
Size: Medium (See Race)
Gender: Male
Age: 123
Height: 5'9"
Weight: 115 lbs
Eyes: Blue
Hair: Maroon, long, often tied back in a war braid
Skin: Light
Character Region: (Highfolk)
GM(s): Ghostmaster
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Character Level: 2 (pg 29)
EXP Points Gained: 2,020
EXP Needed For Next Level: 2,250
Heroic Path: Devoted Cleric (pg 28)
Paragon Path: (pg 53)
Epic Path: (pg 53 & 172)
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Abilities: (pg 16)
Racial Modifiers: Half-Elf: +2 Con +2 Chr (pg 42)
Strength: 10 (+0)
Dexterity: 10 (+0)
Constitution: 14 (+2)
Intelligence: 14 (+2)
Wisdom: 18 (+4)
Charisma: 18 (+4)
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Hit points: 31 [ HD: Class (12) + CON Score (14) + Feat (0) + 5 hp per level after 1st (5)
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Bloodied: 15 [ Hit points at half rounded down ] (pg 293)
Death: -15 [ Bloodied at negative number ] (pg 293, 295)
Second Wind: Once Per Encounter (pg 291)
Saving throws: +1 (Human Perseverance)
Healing surges per day: 9 [ Class (7) + CON Mod (2) ] (See your Class)
Healing surge value: 8 [ ¼ of your total Hit Points ] (pg 293)
Regeneration: +0 (pg 293)
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Initiative: +1 [ 1/2 your level (1) + Dex (0) + Misc (0) ] (pg 267)
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Speed: 6/8 Sq. (Run +2) (See your Race)
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Action Points: 1 (pg 259)
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Defences: (pg 297)
Armor Class: 16 = Base (10) + DEX (0) + Armor (6) + Shield Bns. (0) + Race (0) + Feat (0) + Enhancement Bns. (0) + Item Bns. (0) + Power Bns. (0) + Misc (0)
AC Penalty: -1 [-1 Armor type, -0 Shield type] (pg 214)
Fortitude: 13 = 10 + ½ Lvl. (+1) + Str/Con Mod. (+2) + Class (+0) + Feat (0) + Enhancement (+0) + Misc (+0)
Reflex: 13 = 10 + ½ Lvl. (+1) + Dex/Int Mod. (+2) + Class (+0) + Feat (0) + Enhancement (+0) + Misc (+0) + Shield Bns. (+0)
Will: 17 = 10 + ½ Lvl. (+1) + Wis/Cha Mod. (+4) + Class (+2) + Feat (0) + Enhancement (+0) + Misc (+0)
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Base Attack Bonus (BaB): +1 [ 1/2 your level rounded down ] (pg 274 & 287)
Melee (pg 218)
Mace : +3 = BaB (1) + STR (+0) + WP Bns. (+2) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d8 | Rg.: n/a | Grp.: Mace | Prop.: Versatile
Dagger : +4 = BaB (1) + STR (+0) + WP Bns. (+3) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d4 | Rg.: n/a | Grp.: L. Blade | Prop.: Off-Hand, L. Thrown
Ranged (pg 219)
Sling : +3 = BaB (1) + DEX (+0) + WP Bns. (+2) + Racial Bns. (+0) + Feat Bns. (+0) + Weapon Enhancement Bns. (+0) + Item Bns. (+0) + Power Bns. (+0) + Misc Bns. (+0) | Dmg.: 1d6 | Rg.: 10/20 | Grp.: Sling | Prop.: Load free
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Skills: (pg 176)
Total Skill Points Earned = 4 [ Class: 4 = Religion + 3 / Racial Bns. ( +0 ) ]
Acrobatics: +1 = 0 (Dex) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 1 (Armor Penalty)
Arcana: +8 = 2 (Int) + 1 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Athletics: +1 = 0 (Str) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 1 (Armor Penalty)
Bluff: +5 = 4 (Cha) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Diplomacy: +7 = 4 (Cha) + 1 (½ Lvl.) + 0 (UnTrained) + 2 (Misc)
Dungeoneering: +5 = 4 (Wis) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Endurance: +3 = 2 (Con) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 1 (Armor Penalty)
Heal: +10 = 4 (Wis) + 1 (½ Lvl.) + 5 (Trained) + 0 (Misc)
History: +3 = 2 (Int) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Insight: +12 = 4 (Wis) + 1 (½ Lvl.) + 5 (Trained) + 2 (Misc)
Intimidate: +5 = 4 (Cha) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Nature: +5 = 4 (Wis) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Perception: +5 = 4 (Wis) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Religion: +8 = 2 (Int) + 1 (½ Lvl.) + 5 (Trained) + 0 (Misc)
Stealth: +1 = 0 (Dex) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 1 (Armor Penalty)
Streetwise: +5 = 4 (Cha) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc)
Thievery: +3 = 2 (Int) + 1 (½ Lvl.) + 0 (UnTrained) + 0 (Misc) - 1 (Armor Penalty)
Skill Checks Reference
Acrobatics: Acrobatic stunt, Balance, Escape from a grab, Escape from restraints, reduce falling damage (trained only)
Arcana: Arcana knowledge, Monster Knowledge, Detect magic (trained only)
Athletics: Climb, Escape from a grab, Jump, Swim
Bluff: (Pg 183)
Diplomacy: (Pg 183)
Dungeoneering: Dungeoneering knowledge, Forage, Monster Knowledge
Endurance: (Pg 184)
Heal: First aid, treat disease
History: (Pg 185)
Insight: Comprehend motives, discern intent
Intimidate: (Pg 186)
Nature: Forage, handle animal, nature knowledge, monster knowledge
Perception: (pg 186)
Religion: Religion knowledge, monster knowledge
Stealth: (Pg 188)
Streetwise: (Pg 188)
Thievery: Disable trap, open lock, pick pocket, sleight of hand
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Languages: (See your Race & pg 25)
Common
Elven
Giant
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Feats: (pg 190)
Ritual Caster (pg 200) [Class]
Heroic Tier Feats
1st Level: Pelor's Radiance [Divinity]
2nd Level: Human Perseverance: +1 to all saving throws
Paragon Tier Feats (pg 202)
Epic Tier Feats (pg 206)
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Racial Abilities: (Half-Elf Pg42)
Ability Score Mod.: +2 Con & Chr
Size: Med
Speed: 6 sq. (Run +2)
Vision: Low-Light
Skill Bns.: +2 Diplomacy & Insight
Dilettante: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Dual Heritage: You can take feats that have either elf or human as a prerequisite (as well as those specifically for half-elves), as long as you meet any other requirements.
Group Diplomacy: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
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Class Features: (Cleric Pg60)
Key Abilities: Wis, Chr & Str
Armor Proficiencies: Cloth, leather, hide, Chainmail
Weapon Proficiencies: Simple melee, simple ranged
Bonus to Defense: +2 Will
HPs at 1st Level / Gained per level: 12 + Con score
Healing Surge/Day: 7+ Con Mod
Trained Skills: Religion + 3 Others (Arcane / Diplomacy / Heal / History / Insight)
Class Features: Channel Divinity, Healer's Lore, healing word, Ritual Casting
Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter - Divine | Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter - Divine, Implement, Radiant | Standard Action - Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst | Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word - Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) - Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action | Close burst 5 (10 at 11th level, 15 at 21st level) | Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 (+ Wis modifier) hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Healer's Lore:
Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your cleric powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient regains.
Healing Word:
Using the healing word power, clerics can grant their comrades additional resilience with nothing more than a short prayer.
Ritual Casting:
You gain the Ritual Caster feat (page 200) as a bonus feat, allowing you to use magical rituals (see Chapter 10). You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice.
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Powers / Exploits / Prayers / Spells: (Cleric Pg62, Warlock Pg129)
At-Will
Lance of Faith - Cleric Attack 1
A brilliant ray of light sears your foe with golden radiance. Sparkles of light linger around the target, guiding your ally's attack.
At-Will - Divine, Implement, Radiant | Standard Action Ranged 5 | Target: One creature | Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target.
Increase damage to 2d8 + Wisdom modifier at 21st level.
Sacred Flame - Cleric Attack 1
Sacred light shines from above, searing a single enemy with its radiance while at the same time aiding an ally with its beneficent power.
At-Will - Divine, Implement, Radiant | Standard Action Ranged 5 | Target: One creature | Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier radiant damage, and one ally you can see chooses either to gain temporary hit points equal to your Charisma modifier + one-half your level or to make a saving throw.
Increase damage to 2d6 + Wisdom modifier at 21st level.
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Encounter:
Channel Divinity: Divine Fortune Cleric Feature
In the face of peril, you hold true to your faith and receive a special boon.
Encounter - Divine | Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Channel Divinity: Turn Undead Cleric Feature
You sear undead foes, push them back, and root them in place.
Encounter - Divine, Implement, Radiant | Standard Action - Close burst 2 (5 at 11th level, 8 at 21st level)
Target: Each undead creature in burst | Attack: Wisdom vs. Will
Hit: 1d10 + Wisdom modifier radiant damage, and you push the target a number of squares equal to 3 + your Charisma modifier. The target is immobilized until the end of your next turn.
Increase damage to 2d10 + Wisdom modifier at 5th level, 3d10 + Wisdom modifier at 11th level, 4d10 + Wisdom modifier at 15th level, 5d10 + Wisdom modifier at 21st level, and 6d10 + Wisdom modifier at 25th level.
Miss: Half damage, and the target is not pushed or immobilized.
Divine Glow - Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter - Divine, Implement, Radiant | Standard Action | Close blast 3
Target: Each enemy in blast | Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of your next turn.
Eyebite Warlock (Fey) Attack 1 (Half Elf Ability)
You glare at your enemy, and your eyes briefly gleam with brilliant colors. Your foe reels under your mental assault, and you vanish from his sight.
Encounter - Arcane, Charm, Implement, Psychic | Standard Action - Ranged 10
Target: One creature | Attack: Charisma vs. Will
Hit: 1d6 + Charisma modifier psychic damage, and you are invisible to the target until the start of your next turn. Increase damage to 2d6 + Charisma modifier at 21st level.
Healing Word - Cleric Feature
You whisper a brief prayer as divine light washes over your target, helping to mend its wounds.
Encounter (Special) - Divine, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action | Close burst 5 (10 at 11th level, 15 at 21st level) | Target: You or one ally
Effect: The target can spend a healing surge and regain an additional 1d6 (+ Wis modifier) hit points. Increase the amount of additional hit points regained to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.
Pelor's Radiance
Encounter - Divine, Implement, Radiant | Standard Action Close burst 1 (3 at 11th level, 5 at 21st level)
Target: Each undead creature in burst | Attack: Wisdom vs. Will
Hit: 1d12 + Wisdom modifier radiant damage, and the target is stunned until the end of your next turn. Increase damage to 2d12 at 5th level, 3d12 at 11th, 4d12 at 15th, 5d12 at 21st, and 6d12 at 25th.
Special: You must take the Pelor's Radiance feat to use this power.
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Daily:
Beacon of Hope - Cleric Attack 1
A burst of divine energy harms your foes and heals your allies. The radiant energy lingers around your holy symbol and improves your healing powers for the rest of the battle.
Daily - Divine, Healing, Implement | Standard Action | Close burst 3
Target: Each enemy in burst | Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points, and your healing powers restore +5 hit points until the end of the encounter.
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Utility:
Cure Light Wounds Cleric Utility 2
You utter a simple prayer and gain the power to instantly heal wounds, and your touch momentarily suffuses you or a wounded creature with a dim silver light.
Daily - Divine, Healing | Standard Action | Melee touch
Target: You or one creature
Effect: The target regains hit points as if it had spent a healing surge.
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Rituals: (pg 296)
1) Gentle Repose
2) Tenser's Floating Disk
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Magic Items: (pg 223)
Weapon:
Armor:
Arms:
Feet:
Hands:
Head:
Neck:
Ring(s):
Waist:
Daily Item Powers: (pg 224)
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Gear & Items (pg 210)
Equipment: (pg 221)
-(1) Travelors Garb (8.0 lbs.) [Weight does not count towards encumbrance] (Yellow and Bronze)
- (1) Holy symbol, wooden [0.0 lb]
(1) Backpack (2.0 lbs.)
- (1) Cold weather outfit (7.0 lb) - Pale Blue and Grey [5 pp inside shirt pocket]
- (1) Bedroll (5.0 lbs.)
- (1) Blanket, Winter (3.0 lb) - Pale Blue
- (1) Waterskin (4.0 lbs.)
- (2) Trail Rations (2 lbs.)
- (1) Rope, hemp [knotted every 5'] (45 ft) (10 lbs)
total: 41 lbs
(1) Belt Pouch (0.5 lbs.)
- (4) Sunrods (4 lbs, 1 lb each)
(1) Belt Pouch (0.5 lbs.)
- (4) Tindertwig [0.0 lb]
- (1) Flint & Steel (0.0 lbs.)
(1) Belt Pouch (0.5 lbs.)
- Coins
- (1) Book, Small [0.5 lb]
(1) Pouch,belt (flask/vial) (0.5 lb) - Drawing potion is a free action
- No potions yet
Armor: (pg 214)
(1) Chainmail Armor (AC Bns.: +6 | Min. Enhacement. Bns.: n/a | Check Pen.: -1 | Speed Pen.: -1 [40.0 lbs.] - 40 gp
Weapons: (pg 215)
(1) Mace (Prof.: +2 | Dmg.: 1d8 | Rg.: n/a | Grp.: Mace | Prop.: Versatile) [6.0 lbs.] - 5 gp
(1) Dagger (Prof.: +3 | Dmg.: 1d4 | Rg.: n/a | Grp.: L. Blade | Prop.: Off-hand, L. Throw) [1.0 lbs.] - 1 gp
(1) Sling (Prof.: +2 | Dmg.: 1d6 | Rg.: 10/20 | Grp.: Sling | Prop.: Load Free) [0.0 lbs.] - 1 gp
-- (20) Sling Bullet [5.0 lbs] -1 gp
Weight: 12 lbs
Mounts: (pg 222)
Name: Acorn
Type: Riding Horse
AC:
HPs:
- (1) Riding Saddle (8 lbs)
- (1) Riding Blanket (2 lbs)
- (1) Bridle, rein & bit (1 lb)
- (1) Saddle Bags (8 lbs)
-- (3) Grain (days) (30 lbs)
-- (2) Rope, hemp (50 ft) (10 lbs)
-- (3) Waterskin (12.0 lbs.)
-- (8) Trail Rations (8 lbs.)
(Mount weight is not added to character weight carried but needs to be listed to determine the speed of the mount)
Speed: 10 [ 50 Miles per Day / 5 Miles per Hour ] (pg 261)
Normal Load: 237 lbs.
Heavy Load: 475 lbs. (1/2 normal speed)
Max push, pull or drag: 1,187 lbs. (1/4 normal speed or less)
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Coins: (pg 212)
Coins weight 1/50th of a pound
Astral Diamonds 1/500th of a pound
Astral Diamond (AD): 0 (10,000 gp)
Electrum Piece (EP): 0 (100 GP)
Platinum Piece (PP): 5 (10 GP)
Gold Piece (GP): 18 (Money standard)
Silver Piece (SP): 7 (1/10 GP)
Copper (CP): 0 (1/100 GP)
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Weight:
Total Gear Weight Carried: 39.5 lbs.
Total Weapon Weight Carried: 12.0 lbs.
Total Armor Weight Carried: 40.0 lbs.
Total Coin Weight Carried: 0.3 lbs. (0.02 lbs. per coin)
Total Weight Carried: 91.8 lbs.
Total Weight on Mount: 79.0 lbs. (doesn't count towards character weight or encumbrance)
Normal Load: 100 lbs. [ Str x 10 lbs. ] (pg 222)
Heavy Load: 200 lbs. [ Str x 20 lbs. ] (encumbered movement ½ normal speed)
Max Load: 500 lbs. [ Str X 50 lbs. ] (fully encumbered speed 0)
Max overhead press: 200 lbs. (Max heavy load)
Max lift of ground: 200 lbs. (max heavy load, cannot move with it)
Max push, pull or Drag: 200 lbs. (max heavy load , speed ¼ normal speed)
Base Movement: 6 (+2 Run) (pg 261)
Base Overland Speed: Per Day (30) / Per Hour (3) / Per Minute (300')
Current Adjusted Movement: 5 (adjusted for armor or encumbrance)
Base Overland Speed: Per Day (25) / Per Hour (2.5) / Per Minute (250')
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Physical Appearance:
Floranuus is a handsome but thin man with long reddish hair, light blue eyes and pale skin. Where he lacks in physical strength he makes up in force of personality, charisma and persuasion. Armoed with Chain mail and mace the Half-Elf would fight evil and undead without hesitation.
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Personality:
Skilled in the healing arts the half-elf often stopped during his travels to help people who had little or nothing to try and aleviate the pain they suffered. Generous to friends and family Floranuus finds it difficult to say no to those in need.
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In the following categories, choose the answer that best fits your character. This will be the basis for how your character is played. Remove those that do not apply
Social Interactions:
Q: How do others perceive you in social interactions?
A: Outgoing
Q: How optimistic are you?
A: Confident
Q: How Trusting are you?
A: Open-minded
Decision Points:
Q: How assertive are you at a decision point?
A: Persistent
Q: How conscious are you about following the rules?
A: Pragmatic
Q: How empathetic are you?
A: Compassionate
Dire Straits:
Q: How courageous are you in dire straits?
A: Cautious
Q: How do you feel when faced with setbacks?
A: Stoic
Q: How are your nerves?
A: Patient
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Character History:
Floranuus Galanodel ran like the wind not bothering to look back at the ruins. He had never been afraid in his life but for some reason panicked the half elf flew over the ground like it wasnt there. Terror filled his mind with unspeakable horrors that awaited him back at the ruins of Iuz. Demons with acidic teeth and long sharp claws that would rend muscle from bone and send his spirit to dwell with the Old One himself.
Sweat poured out of his body and soaked his clothes as his mind made up worse nightmares than the spell which controlled his body. As his bare feet ripped the ground up jumping over logs, through bushes and under low trees the Half-elven Cleric briefly thought of why he was here, why he was running and what he would do when he stopped running.
Floranuus was raised with a good loving family, one that followed after the good Gods. Being a good son, the only son from the house Galanodel or in the common tongue Moonwhisper he had been dotted upon and lavished with gifts and love from both Human mother, Elven father, grand mother and Great grand mother. Both grandfather and great grandfather had died from accidents, or so his parents told him whenever he asked.
Floranuus loved to be with his family, he loved picnics in the forest and loved asking about the trees and other plants. His favorite pastime was camping with his father and cooking the sweat meats his mother would send them.
Everything might have gone as planned, and been happy for a very long time however two major factors interrupted his dream, his happy life. The first impacted the whole valley. Iuz, the demon prince decided that he wanted to come back as a demi-god and wreak havoc upon the land. So he sent out his minions, demons and giants out to gather the innocent and slaughter them in the name of fear and hatred.
The world changed for everyone. No one was left untouched for Iuzs touch sent ripples through the world to every corner of the world. Highfolk was no different and was touched but Iuz had a special touch for the elves for he wanted their forest. He wanted to despoil the elves, unicorns, gnomes, Halflings and all the good creatures that lived peaceful lives in the Valley.
Gnolls, Hobgoblins, Orcs, Ogres, Flinds and demons descended upon Highfolk and the forest in numbers beyond what was expected. Every man, woman and child strong enough to help were called to defend their beloved country. House Galanodel gave it all they had and more. The family emptied their coffers to pay for the Furyondy mercenaries that offered their blades and was left with only their land and their pride. The taxes took their land and Iuz took their pride. The only thing they had left was the war to keep them going. The war feed their fear, anger and helped them to survive but it left them all empty shells with little else in their life.
The second major factor was the secret which had been kept from Floranuus every since he was born. The true death of his grandfather and great grandfather. Learning to read was one of the greatest gifts he thought his mother had ever given to him next to his birth so many years ago. Floranuus spent many days pouring over the charts, maps and notes his grand father had left before he died. The maps seemed to speak to Floranuus and pull him to the places where his forebears had gone.
His mother found him one night looking over the maps. Angered she scolded her son and sent him to bed. Confused he did as he was told asking why without an answer. The next evening he crept back down to the study to look over the maps but could not find them. His mother had hidden them.
The next morning during breakfast the young Floranuus asked his mother about the map and about the Temple of Steelhand. What did it mean? Why was she angry?
Her hands began to shake and soon tears began to drip from her eyes. It is your great, great, grandfathers curse which was laid upon this house. Its all your great grandmothers fault. If only she had been happy with what she had in life.
Whipping the tears from her eyes she explained the curse, Your (Human) great, great grandmother Ulandia wasnt happy with her lot in life when she married your great, great grandfather, Avarial. She wanted jewelry, riches and land so she could be a great lady. Avarial was a loving man and wanted to make Ulandia happy so left every winter when he was not needed to look after the crops and go look for the riches Ulandia wanted. Twenty years he searched for something to make Avarial happy. Finally he learned of a magic deck of cards that would give him what he wanted. Riches, a castle, power, prestige, everything that he thought his wife would want. What he didnt know was that this magical deck was laced with both poison and power. For the cards had a wild magic about them and could make a man rich one second and dead the next.
Determined to make Ulandia happy Avarial left in search of the great Night Hag Valenthorp which had one of these magic decks, or at least that is what the soothsayer said. Seeking out the Night Hag with a few friends Avarial killed a young black dragon guarding the Nigh Hags lair and then defeated the Night Hag. Your grandfather was a smart man. Rather than killing her outright he enchained and enslaved her to his will with magic. Offering her freedom in exchange for information about the deck he discovered the powers of the deck for both good and evil. He learned that he could only draw a set amount of cards, four she said. Four is all you can take. He also discovered that the Night Hag had a power over the cards and could draw the cards she wanted without drawing the evil from the deck.
With the Hags life hanging at the end of one of his friends swords Avarial sold the Hags life back if she would draw the right cards and he would turn them over. The Night Hag was crafty and wise, but knew if she drew the wrong card the swords men would kill her immediately. Choosing cards with care she planned for the wizards demise, one that would take a long time to take.
When the hag was done your great, great grandfather unturned each card earning what he has always wanted in a few seconds of time what most men took centuries to earn. As he turned over the last card, the card of castle, charisma and keep which gave him what he was wanting the Old Hag cackled, All that glittered is not gold. Temple Steelhand is thy wish, but it will be thy death. She muttered her curse upon Avarial, Now let me go for I have given you what you wish.
Bound by the honor he had within, he released her into a dimensional door so the group would have time to leave without her attacking once again. Weakened and without magic the old hag was angry and set about Avarials destruction.
Avarial had his castle but had to take it away from the orcs that lived there. Years later the keep was ready for his wife, however by the time it was ready Ulandia was sick with pneumonia and could not be moved into the high mountains where the keep was situated. Both Ulandia and Avarial lived in their cottage both dying of pneumonia three years after Avarial had earned the keep.
Their children lived on passing the temple down from family to family. Your great grandfather was a dreamer and he too wanted the castle for his family. He went to the keep to see if the old map was right, if there was a secret treasure and it was there that he died. No one knows what the curse of the Night Hag is or how it effects the men of the family. This is why your father doesnt leave the valley. Death awaits if we leave. I dont want you to leave, I want you to stay and be happy here. His mother explained.
So to keep his mother and father happy young Floranuus left the maps alone and continued his happy life but Iuz was not happy and would not leave the people alone. Both of Floranuus parents died during the war with Iuz leaving the young lad alone with no one to care for him. A temple in the city offered to give the boy a place to live till he was old enough and it is here that he learned of the Way. The Way offered to perfect his body, mind and spirit so that evil could not command him. With the Way Floranuus hoped to overcome the curse of the Night Hag and make the caste of his great, great grandfather his own.
Leaping over another log the elf cleric knew that joining the military to fight Iuzs forces was the right choice but he was not ready for the power of the Necromancers, which guided the demons and orcs. Fear ran through his mind forcing him to flee like a mad man. Looking around out of breath Floranuus was lost. Turning back the elf tried to rejoin his company. A few days later the elf wandered into a city ragged, hungry and alone once again.
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Player Notes:
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Experience Rewards: (Laundry list XP, oldest on bottom)
2010.06.27 - Ghostmaster - 140 rp and Temple Guard encounter
2009.07-28 - Ghostmaster - June/July rp - Were-Rat boss encounter - 320
2009-06-11 - Ghostmaster - May rp, and Dire Rats - 130
2009-04-03 - Ghostmaster - 50 xp - rp
2009-04-03 - Ghostmaster - 215 xp - rp, and goblin encounters - A new beginning
2009-02-24 - Ghostmaster -25 xp - goblin fight - A new beginning
2009-02-24 - Ghostmaster -140 xp - posting bonus - A new beginning
2009-02-24 - Ghostmaster -1000 xp - 4.0 change over

