Valon Amarathar (Wood Elf Ranger 2)
Valon Amarathar lives off the land, an adept ranger and hunter, and a believer in
Leimikki, the Huntress, goddess of the Happy Hunting Grounds. His ethos focuses on a
natural state of the world in the wild, but a state not completely at odds with
Alignment, as a shortcut: TN
||17 (Ranger +2)
||19 (Wood Elf +2)
|Mod + Level
One Unique Thing
The spirits of a previous age whisper in his subconscious. Sometimes, they're louder.
- Positive w/High Druid (1) — the wild is the only true order, nature the only true
law. All things in balance, and there's a lot that needs rebalancing by the sword.
- Conflicted w/Elf Queen (1) — pleased to serve the Court of Stars, but by a permanent
family seat, also knows where some of the bodies are buried.
- Negative w/The Three (1) — that familial permanent seat in the court? Long line
of very successful dragon-slayers.
- World-walker (4) — in his many years, Valon has traveled through countless areas and
survived in all types of terrain, from the snowy wastes of the north to the
hellholes that blight the land, finding ways to utilize any abundant or scarce environment.
Even in the great cities of the Empire, Valon has learned to subsist and thrive on his own.
- Adept Jury-rigger (2) — while not particularly bright or wise, by the Golden Bow,
he's got moxie. Valon has a knack for creating makeshift contraptions and tools for the
- Greenbark Holt Scout (2) — before caught by wanderlust, Valon was a scout, lookout,
and patrol in his home forest. The guard is renowned for their ability to bound from tree
without making a sound, and it is rumored that the greatest of their ranks can make themselves
unseen in any natural area.
Hit Points: 28 hp; Recoveries: 8; Recovery Dice: 2d8+1; Initiative: +6
Armor Class: 17; Physical Defense: 16; Mental Defense: 11
- Melee: +6 vs. AC, 2d8+3+2 damage; 2 damage on a miss [d12s for damage if harvest was cast]
- Double Melee: +6 vs. AC, 2d6+3+2 damage; 2 damage on a miss [d10s for damage if harvest was cast]
- Natural even hit or miss: do it again
- Ranged: +6 vs. AC, 2d8+4 damage; 2 damage on a miss
- Elven Grace — start of each turn, roll a die (d6 to start), if equal to or lower
than the escalation die, get an extra standard action that turn; each success bumps the
die up a notch.
Talents, Miscellaneous Feats
- The Huntress's Blessing [Ranger ex Cathedral] — choose a daily or recharge spell of
level or lower from the cleric class, can change spell each full heal-up.
- Default: harvest [hammer of faith] — daily, standard, close-quarters; until the end
of battle, basic melee attacks use d12s as their base.
- Adventurer Feat: can cast heal once per battle.
- Will to Hunt [heal] — close-quarters, quick, 1/battle: myself or ally I'm next to can heal using
- Double Melee Attack — when using two one-handed weapons, can choose double attack
before rolling the attack: weapon die drops a notch, if first attack is natural even, make
a second attack as a free action.
- Lethal Hunter — 1/battle, free action; choose an enemy (or mob of mooks), crit
range on attacks against that enemy expand by 2 for the battle.
- Adventurer Feat: crit range of Lethal Hunter attacks expands by 1 (to +3).
- Heritage of the Sword — +2 damage to attacks with d6/d8 swords.
- two longswords passed down from his father, not yet important enough to be named
- a hand-crafted longbow, and enough arrows
- some knives, because you always need knives
- well-worn leather armor (light), occasionally repaired or reworked with the hides of beasts
(monstrous or otherwise) he has killed
- twine, some animal fat, extra hides worn as adornment, one bull's horn, various claws and nails,
a bedroll, flint and steel, plants collected from his last time out on the trail, a pendant
proving his Amarathar blood (it emits a high-pitched whine when worn by anyone else, which is
annoying), a blindfold (not sure how he got it either), some candles, a couple torches, tanner's
- 10 gp
- Conflicted w/Elf Queen 6
- Negative w/The Three 5
Kobolds led by Agamir (a powerful black dragon) attacks town where we are, learn afterwards
he's after one of the Seven Rings - Spirit. Learn most of this from the priestess in town,
Bridget Onderfield. She sends us to Valynn's tomb in order to retrieve the ring, with the goal
of moving it out from where the dragon might be able to get to it. We can do whatever with the
ring as long as the dragon doesn't get it.
Used the -Three 5 to buy us more time to get to the tomb under cover, but that's going to come
with some serious ramifications later.
Used +Elf Queen 6 to talk our way past the guards in the tomb.
Killed some skeletons I think.
Used my incremental advance on next level's hp.
Vivian trying to find father, who is looking for demonroot to cure Vivian's possession.
Cultists moving in two weeks per Lich King relationships. Going to library to see if it's
been taken over by Agamir's kobolds.
Used my incremental advance on Hertiage of the Sword feat.
To the library!
We get ambushed by kobolds, one is riding a bat!
We found a sword of thunderbolts! (Book of Loot p.36)
We are in the library trying to find the book to find info about the Seven Rings, we can't
find the book immediately, I use ~Elf Queen 5 to say that the library has background with
the court and I have a better idea of where the book is. We find six green books that
could be the book, so we take them all.
Then, going to the other quest, to see if we can find Vivian's father, we get to a cave
with an abandoned camp, and a demonic dire wolf attacks us
We decide to go to the Underdark thing later and go do the Kazamov's cult thing now.
Conflicted w/Elf Queen 5
We check in the quests, get our rewards, tell the guildmaster about the previous party
going for the demonroot that seemed to have run off into the Underdark. Because we turned
in the quests, we're guild members now! Yay!
Also, the party has 1000 gp.
Maybe the drow from the other adventuring party can help us, later, but for now we decide
to stick with the plan to deal with Kazamov's cult whatever.
We go to the temple of Tyrn, going to set off a distraction in a town that lures the passing
cultists out of their ransacked homes and come into an ambush set by Raynor's cavalry.
We get a wagon, some booze, fireworks, (including THE BIG ONE, as a signal to start the
ambush), food, and we're ready!?
Positive w/High Druid 5, Conflicted w/Elf Queen 5
Going into the Underdark to look for Gustov Eldt, father of Vivian
We decide to party up with the half elf (Blay), dwarf, drow (Idni), mushroom man party that we
saw in the guild, and have them guide us through the Underdark to look for Gustov.
We start reading the green books from a while ago, we find a poem about the seven rings
General clues regarding with the location of the rings. A bookmark appeared, or something, maybe?
Blay Skycorn - half-elf with chakrams with the Priestess and the Diabolist on them
We enter the underdark caves, get split up and attacked by some sporriors and other mushroom guys,
but we take care of them
More walking, small cavern with a pillar of stone, with a forgeborn very similar to Amalgam. it's A-1200!
apparently Amalgam is A-001!? and A-1200 wants to destroy Amalgam!
After the battle, we learn of the fate of the other A-00X untis that the 1200 unit was hunting. Amalgam's
got some interesting locations of other "defective" units that need to be destroyed/analyzed. Amalgam
also has learned where the creators of A-1200 are.
- capital city
- opposite direction
- pirate city toward the coast to the east
- kingdom near mountain rage away from the empire
- went south, kept going
Massive wide-open cavern with bioluminescence from mushroom stalks. they start worshipping Yakha
as a deity or something, the head mushroom queen(?) indicates that the drow are working with
Gustov and party were rescued from "plague bearers" and kept in a mushroom house
We check out the house, Vivian's real happy to see her dad
Oh shit though, it's very nearly a full moon
Positive w/High Druid 5, Conflicted w/Elf Queen 5
Incremental Advance for Level 3, took Lethal Hunter Adventurer Feat.
We're helping the mushroom people with their migration, and then heading to the city of
Corners. There's a cleric there that can maybe heal lycanthropy. closer to Corners
We get to Corners in late afternoon. it's the intersection of three nations, a hub town
We try to find a place to lock up Vivian for a bit while she does the whole lycanthropy
thing. somewhere secure, etc. contacts bounce us around a bit, we find out about Grosh
who is a monster collector or something, we'll maybe keep Vivian there? but also
Vivian's still on board but doesn't want to fight
Grosh offers to contain Vivian for a couple days if we get an escapee for him, Jackie.
Can be found on the south side of town in a marsh!? Look for a lady with blackbird emblems
in bars, is the most we have to work with
We find her, she was following us, she put the black feather in Yakha's book. so she knows
about the rings, about the priestess, all that. seems like she wants to lead us to the
We pay someone... 200 gp? to go scout out what's going on in Grosh's place while we wait to
meet up with Jackie.
Next time we'll try to find Bridget (from the first session) and see if she can help us with
the demon curse
Positive w/High Druid 5, Conflicted w/Elf Queen 5
We check out the place where Bridget has been staying, it's more like a refugee shelter
Cyrodin, the first town we came from, followed Cywin, god of cycles
1000 gp gold - 200 gp from the guy snooping around Grosh's = 800 gp
we are planning to spring Vivian by intercepting her after she is exited from the arena
on the third day of her lycanthropy, and then take her and Bridget out of the town to
perform an exorcism, and get the moon demon out of her
we spend 300 gp on five vials of quicksilver (for the party). Valon takes two right away
in order to prepare for the exorcism
500 gp left
we break Vivian out, run into brass dragon Kaba, we free the various animals and we
both go on our way.
we're going to fight the moon demon in the ritual next time, as it's a boss battle,
so assuming that goes fine without anyone dying...
On to Blackanchor!
Jackie had a ship ready for us to go to Blackanchor, as she's going there as well. She's looking
for the Ring of Water, but she thinks that she can also help Amalgam find what he's looking for
we get 300 gp from the collar (to capture/escape Vivian) that we never needed, so Jackie sold it and
gave us a cut.