3. TECTÓNICA
3.3. TECTÓNICA VARISCA
3.3.2. Deformaciones de Segunda fase Varisca (F-2)
Human male 13th level bard
(Formerly 9th-level mage, 3rd-level fighter) ARMOR CLASS: 7
MOVE: 12 HIT POINTS: 60 THAC0: 14
NO. OF ATTACKS: 2 or 1
ALIGNMENT: Chaotic good (neutral tendencies) STR 16, DEX 17, CON 15, INT 18, WIS 16, CHA 18
Spells (3/3/3/2/1 as bard plus 4/3/3/2/1 as mage): 1st
affect normal fires, alarm, audible glamer, cantrip, change self, dancing lights, enlarge, grease, jump, message, phantasmal force, unseen servant; 2nd detect invisibility, ESP, fools gold, levitate, magic mouth, misdirection, rope trick, whispering wind; 3rd
clairaudience, clairvoyance, dispel magic, gust of wind, illusionary script, item, suggestion; 4th charm monster, emotion (friendship, happiness, and hope only), enchanted weapon, magic mirror, hal-lucinutory terrain; 5th advanced illusion, telekinesis, teleport.
Note: Danilos charm monster spell is a special elfsong variant that can charm even a dragon. The performance of elfsong con-stitutes the verbal and somatic component of the spell, and the casting also requires a musical instrument to accompany the singing. His enchanted weapon spell only allows Danilo to teach
an already magical sword a song to sing while it is swung in battle. Typically this is a ribald ballad.
(Feel free to add spells from other sources to Danilos repertoire as long as they are primarily noncombative and ca-pable of getting a good laugh at a party, such as a nondamag-ing version of Snillocs snowball from the FORGOTTEN
REALMS Adventures book).
Weapons of Proficiency: long sword; dagger; long bow, flight arrow.
Bard Abilities: CW 60; DN 75; PP 85; RL 70.
Nonweapon Proficiencies: cooking; dancing; etiquette;
gaming; heraldry; herbalism; musical instrument (harp, lute);
riding, land-based (horse); reading/writing; singing; 12 open.
Equipment: Generally, Danilo Thann is bedecked in fine clothing with a sword at his hip and a dagger in one boot.
Magical Items: Harper pin* and Lords Effects*, plus the following items:
Bag of Holding: This green leather bag is the largest variety of a bag of holding, and it contains a myriad of items, such as his spellbooks, numerous items of clothing (all very well made and expensive), a snuffbox, three ornate silver flasks (containing brandy, Rivengut, and Moonshae Moonshine), pairs of dice (one pair loaded), jewelry and other accessories that would complement any outfit known on Toril, snares, several vials that speed healing or counteract poison, writing paper and ink to compose songs, herbs for cooking, cooking wine, and much, much more.
The Singing Sword: Danilo owns a long sword +2 that was originally enchanted to sing a Turmish battle song to inspire others and negate the magical singing of creatures such as harpies and sirens. Danilo changed the enchantment so that the sword now sings a very ribald ballad about a knight and his enchanted lance. One of the bards favorite tricks is to loan the sword to the best fighter in the group (usually some-one very strait-laced, such as Elaith) and enjoy the look on his face as he fights horrible creatures while the sword bursts out with several verses of this lurid ditty.
Combat/Tactics: A capable swordsman, Danilo fights with two weapons (sword and dagger) if hard pressed; other-wise, he fights with only the sword. While he is certainly pro-ficient with it, he is not specialized or a master duelist by any means. He has proficiency with a longbow, but he rarely car-ries one. Although not a coward, Danilo certainly will not hesitate to let other more capable fighters carry the day, but against close odds he will pull his own weight. Oddly, al-though he knows many different spells, none of them are re-markably offensive, and he rarely uses spells during combat.
and those of the Harpers. This includes the Zhentarim, the Knights of the Shield, and all other cults and factions who have something to gain by the fall of the current government or who have interests that the Harpers wish to forestall.
Appearance: Danilo is about 30 years old, of average build, and stands 6 feet tall. He has well-styled flaxen hair, mocking gray eyes, and a strong tenor voice. Except under the most arduous of circumstances, he is always well dressed in the richest of clothes. At parties he is bedecked with lots of jewelry and the latest of fashion. At his hip is a sword and a green leather bag (see Magical Items above), and a dagger is in his boot. Hidden under his tunic, pinned to his shirt, is a Harper pin.
Personality: Danilo has a strong sense of humor and al-ways wants to get the most out of life. Even in the most seri-ous moments of peril, he can often be mischievseri-ous and let his tongue run away with puns and jokes. To many, he is nothing more than a foppish neer-do-well. This is exactly what he hopes they will believe. In truth, he is a good-hearted and skilled adventurer, and he tries to bring out the best in people and encourage teamwork. It was this trait that convinced the Lords of Waterdeep to offer Danilo a place among them.
Most of the time when he is in public or in the company of strangers, Danilo passes himself off as a dandy with a charming smile, a pleasant laugh, and a quick wit. He is good with puns, at making pleasantries with the opposite sex, at singing in his fine tenor voice, and having an all-around good time. On social occasions he is easily the life of the party.
This cover has suited him (and the Harpers) well; it was some time before even the perceptive Arilyn Moonblade re-alized that Danilo was something more than what he was putting on. Danilo has a keen mind and an excellent mem-ory, even for small details glimpsed quickly and in dangerous moments.
Locales Frequented: Danilo has been to most parts of the Realms west of and including Cormyr. In Waterdeep he is often seen at the Broken Lance Inn, Blackstaff Tower, the Elfstone Tavern (where most non-elves are not that wel-come), Halambars Lute Shop (where bards and other musi-cally inclined adventurers register), and Mother Tathlorns House of Pleasure and Healing. Other places he has fre-quented include Evereska, Sundabar, and Silverymoon. In Suzail, he has visited the Society of Stalwart Adventurers, and it was in this city during the Time of Troubles that one of his spells backfired and he accidentally changed the features of the butler Uther into a horrific-looking creature. Danilo paid a pretty penny for this mishap.
Allies/Companions: ARILYN MOONBLADE; Elaith The History: Sixth son of a wealthy merchant family with Serpent Craulnober; Vartain of Calimport; Morgalla the vast holdings north of Waterdeep, Danilo is the nephew of Mirthful; Wyn Ashgrove. (More information about the last KHELBEN BLACKSTAFF ARUNSUN. He began his study of four of these individuals is given at the end of this entry.) magic under this famous mage of Waterdeep when he was Foes/Enemies: As both a Harper and a Lord of Water- twelve years old, at which time his family entrusted him to deep, Danilo shares all the enemies of the City of Splendors the care of Khelben in hopes of refining his skills and
focus-ing and channelfocus-ing his youthful enthusiasm. Durfocus-ing his childhood and adolescence, Danilo received education and training in a variety of disciplines (which accounts in part for his having gained levels in two other classes prior to becom-ing a bard). One discipline he has pursued continually is his study of women, and he has become an expert in separat-ing members of the other sex from their secrets.
Secretly, Danilo was used as an informant and spy for the Harpers, with most of his missions coming directly from Khelben himself. After helping Arilyn Moonblade discover the identity of the infamous Harper Assassin, Danilo was made a member of the Harpers. For two years he and Arilyn worked together as partners, and they were last together in Tethyr. When an assassins guild marked Danilo as a target, however, Arilyn forced him to teleport back to Waterdeep.
When he arrived, he was given a new mission by Khelben:
to uncover a plot that had changed all of the ballads and songs sung by bards. Simultaneously, many different bad things were happening to Waterdeep, including the disap-pearance of several of the Lords, crop failures, and mysterious shipping losses. Also, a challenge to all bards, in the form of a riddle, had been issued by an ancient green dragon, and it was feared that the bards of the Realms would fail in this challenge and die.
With the aid of several companions (an unlikely adventur-ing group called Music and Mayhem), Danilo succeeded in discovering that the culprit behind all the disruption was one Iriador Wintermist, a disgruntled half-elven bard who had talked a dragon out of an ancient elven artifact called the Morninglark. The magical music of this artifact was the cause behind everything going wrong, and it was up to Music and Mayhem to stop the half-elf. After solving an extraordinarily complex riddle stolen from the dragon, Danilo and his com-panions were able to get the Morninglark and sing the elfsong spell that dispelled all the chaos that Iriador had caused.
Following this accomplishment, his uncle offered Danilo one of the fifteen seats belonging to the secret Lords of Waterdeep. Danilo accepted, and to this day he is one of the City of Splendors undisclosed rulers.
Motivations/Goals: Iriadors chaotic acts had been moti-vated by a desire for revengeshe blamed Khelben and others for the decline of the bard colleges, and Danilo realized that the absence of such organizations in Waterdeep had re-sulted in an imbalance that needed correcting. He worked with Halambar to develop a plan to restore these institutions, and in fact has recently founded a new bard college in the city known as New Olamn. This place is very important to him.
Danilo also wants to do a good job as a new Lord of Waterdeep, and is thinking of having tunnels built from his townhouse to the secret places where the Lords have their frequent meetings.
Finally, Danilo misses Arilyn considerably. He loves her and wishes to be reunited with her.
Campaign Uses: Having a key NPC who is both a Harper and a Lord of Waterdeep is loaded with opportunities for a campaign based in Waterdeep or centered on the activi-ties of the Harpers. Since there are more intrigues in the City of Splendors than there are fleas on an alley dog, the poten-tial for any level of adventures is rich. Here are just two ideas:
Since most of the songs and ballads of the bards are handed down orally, one of the new tasks of the bard colleges will be to put these songs into print. Low-level PCs or aspiring bard PCs could be sent on a quest to find and record new or old unusual pieces so that their knowledge does not become lost.
During Danilos adventure to unravel the mystery of elfsong, he and Khelben ran afoul of the Knights of the Shield, a secret society from Tethyr and other southern lands that plots against Waterdeep and other cities of the North. Several agents of the Knights were run out of town after unsuccessfully trying to es-tablish thieves and assassins guilds. They might try again, and Danilo could ask the PCs to look into the matter.
Sources: City of Splendors, The Code of the Harpers, Elf-shadow, Elfsong.
Elaith The Serpent Craulnober (NE em F9/W9):
Elaith is a handsome, slim moon elf who banished himself from the elf homelands because he was the last in his line to own a moonblade*, and it was dormant. When his mistress unexpect-edly became pregnant and gave birth to his daughter, Elaith un-dertook a mission (given him by an elven priest) to find the Morninglark, an elven artifact of tremendous power. Elaith is a master with a long sword and often fights with sword and dirk.
He owns a dagger of homing +2 after being thrown at a target, it immediately reappears in his wrist sheath. He uses Rarys mnemonic enhancer to carry extra fireball and lightning bolt spells.
Vartain of Calimport (N hm T10): Bald-headed, paunchy, and possessed of one of the sharpest minds in the Realms, Var-tain is a riddlemaster, one who can unravel puzzles and answer the most complex of conundrums. He is an accomplished thief with a pick pockets ability of 95. He is so good that he can even remove a ring from a victims finger without being caught. Var-tain is a master with a small blowgun.
Morgalla the Mirthful (LN df F7): Morgalla is from the Earthfast Mountains near Cormyr. She is an aspiring bard and has recently learned to play the dulcimer. She is armed with a hand axe and a sharpened quarterstaff that serves as a staff or a spear. Its pointed end is topped with a grinning head of a jester doll. Morgalla is a terrific artist, and specializes in drawing satir-ical interpretations of people. One can bet that if he gets Mor-galla angry, his picture (a most unflattering likeness) will soon be on the streets of the nearest large city.
Wyn Ashgrove (NG em 0 Lvl minstrel): A slightly built elf, Wyn has an enchanted instrument that changes into any instru-ment that the holder desires. He also has the ability to sing spell-song, a rare elven magic that can charm any living creature. He taught it to Danilo, who is the first human to ever learn it.
Dimswart
Human male 6th-level mage ARMOR CLASS: 10
MOVE: 12 HIT POINTS: 19 THAC0: 19 No. OF ATTACKS: 1 ALIGNMENT: Lawful good
STR 12, DEX 11, CON 13, INT 17, WIS 16, CHA 14
Spells (4/2/2): 1st detect magic, identify, message, read magic; 2nd deeppockets, ESP, locate object; 3rd dispel magic, infravision, Leomunds tiny hut.
Weapons of Proficiency: dagger; quarterstaff.
Nonweapon Proficiencies: etiquette; healing; herbal-ism (fungus identification); reading/writing; 6 open.
Equipment: standard adventuring gear (packed away).
Magical Items: none known.
Combat/Tactics: Dimswart has no interest in combat; hes retired. If pressed, hell defend himself to the best of his ability.
Allies/Companions: King AZOUN IV of Cormyr;
VANGERDAHAST, his best friend; Winefiddle (see below); his wife Leona and five daughters.
Foes/Enemies: None currently, although those who wish to strike at Azoun personally could make Dimswart their target.
Appearance: Short and getting stout as he nears old age, Dimswart has gray hair and sparkling blue eyes.
Personality: Affable and talkative, the Sage of Suzail
loves a good story. He knows many, but is always looking for more. Hes so good at gathering news that hes a sort of unoffi-cial reporter for Azoun. When he meets PCs, he will try to im-press them by reciting all the facts he has gathered on them.
Locales Frequented: Dimswart spends most of his time these days puttering about the fields, meadows, and woods outside Suzail. He also may be found in the company of Winefiddle or in counsel with Azoun and/or Vangerdahast.
History: In his youth, Dimswart (plus Azoun, Winefiddle, and others) was associated with a group of adventurers known as the Kings Men. Most of the history of that band is unknown to all but the members (and Vangerdahast).
The most recent highlight of his life was when the female sell-sword ALIAS sought him out for information about the sigils on her arm. As his fee, Dimswart sent Alias, DRAG
-ONBAIT, and Akabar Bel Akash to rescue the halfling adven-turess OLIVE Ruskettle from the red dragon named Misti-narperadnacles.
Motivations/Goals: Dimswarts primary activity today is his study of plants and fungus, which is his specialty as a sage.
Campaign Uses: Dimswart (or Winefiddle) could serve as a contact for PCs in Cormyr, providing them with information, or as a liaison between them and important Cormyreans.
Both Dimswart and Winefiddle illustrate the fact that all characters do not have to be incredibly powerful, possess amazing magical items, or even be high level in order to play an important role to the PCs and the campaign. While few PCs could enter the palace in Suzail and successfully demand an audience with King Azoun, they could simply visit that retired wizard and sage or that friendly cleric and be certain that their important messages will reach important ears.
Sources: Azure Bonds, Crusade.
Winefiddle, hm C4: AC 10; MV 12; hp 21; THAC0 18;
#AT 1; Dmg by weapon; SZ M; AL CG; Str 11, Dex 11, Con 14, Int 13, Wis 16, Cha 13. Spells (3/2): 1st bless, cure light wounds, detect evil; 2nd aid, speak with animals.
Personality: The curate of the Towers of Good Fortune in Suzail is caring and genuinely concerned for others. He has a liking for adventurers, as long as they do not put him in danger.
Description: Since he retired from the Kings Men, Wine-fiddle has taken to the life of a temple cleric, and much girth has taken to the area around his waist. His brown hair is thinning, but his brown eyes still shine, showing a happy, contented soul.
History: Most of the escapades of the Kings Men are un-recorded, and Winefiddle is content to let it stay that way.
Besides allowing him to focus on his duties as a cleric, his calm lifestyle in the temple also allows him to indulge his fa-vorite hobbyrelaxing with a good friend such as Dimswart.