3. TECTÓNICA
3.3. TECTÓNICA VARISCA
3.3.3. Tercera fase Varisca (F-3)
Human female 14th-level ranger; one of the Seven Sisters and the Chosen of Mystra (Formerly 9th-level mage, 4th-level thief) ARMOR CLASS: 3
MOVE: 12 HIT POINTS: 79 THAC0: 7 NO. OF ATTACKS: 2 ALIGNMENT: Chaotic good
STR 17, DEX 16, CON 25 (13), INT 18, WIS 17, CHA 16 Wizard Spells (4/3/3/2/1): As one of the Chosen of Mys-tra, Dove knows and can cast virtually any wizard spell of 5th level or lower (she is exempt from the rule that mages of 18 In-telligence can know only 18 spells per spell level). Among her favorite wizard spells are: 1st unseen servant, gaze reflection, jump, message; 2nd forget, invisibility, mirror image; 3rd dispel magic, water breathing, nondetection; 4th dimension door, stone-skin; 5th wall of force. (See also Bonus Spells below.)
Priest Spells (3/2/2): Dove receives and casts priest spells as if she were a priestess of Mystra (7th level), which means that she is not restricted to spells from the spheres of Plant and Animal as an ordinary ranger would be. Magic that she often finds useful includes: 1st detect poison, faerie fire, pass without trace; 2nd flame blade, speak with animals; 3rd dispel magic, locate object.
Weapons of Proficiency: all bows; all swords; dagger (thrown and wielded).
Thief/Ranger Abilities: PP 20, OL 75, F/RT 80, MS 99, HS 93, DN 25, CW 60, RL 0.
Nonweapon Proficiencies: an indefinite number, includ-ing blind-fightinclud-ing; endurance; healinclud-ing; mountaineerinclud-ing; ridinclud-ing, land-based (horse); singing; spellcraft; swimming; tracking (+4).
Equipment: As a Knight of Myth Drannor, Dove has access to all conventional adventuring gear.
Magical Items: full plate armor +1; a long sword +1 luck blade (with two wishes left), a roguestone with the gemjump* spell on it; a cloak and boots of elvenkind; an amulet of proof against detec-tion and locadetec-tion; several arrows +2; two extra-healing podetec-tions, two elixirs of health; and a Doves harp*.
Combat/Tactics: Although she prefers weapons over magic, Dove also possesses mage and thief skills that she ac-quired early in her adventuring career (not to mention the powers granted to her by Mystra: see page 137). Doves species enemy is evil giants. It is rumored that Dove wears an invisible dagger and sheath at the back of her neck.
Allies/Companions: Her husband, Florin Falconhand; the Knights of Myth Drannor; the Harpers; the other Chosen; the elves of Evermeet (where Dove currently resides); and her young son Azalar (also at Evermeet).
Foes/Enemies: Foes of Mystra; the Zhentarim; the Cult of the Dragon; fiends; evil giants; the priesthood of Malar; all slavers; and tyrants and oppressors in general.
Appearance: Once characterized by a minstrel as a lithe and deadly mountain of a woman, Dove prefers to dress in
mens garb when not anticipating battle; green or brown leather breeches and a jerkin are her most common choices.
Although she is a full 6 feet tall and has an imposing frame, no one would ever mistake Dove for a man; her long, flowing silver hair, slim figure, and feminine face make her gender abundantly clear.
Personality: The most shy and withdrawn of all of the Seven (though with sisters like Doves thats not saying much), Dove is quiet, capable, and unflappable. Her capacity for calm often astonishes people. Nobles find it disconcerting to listen to her describe the incredibly dangerous adventures in which shes taken part, while her voice remains steady and without inflec-tion throughout the telling. Adventuring companions are equally nonplused when Dove casually wades into battle against the fiercest, deadliest foes with a calm smile on her lips. Dove also occasionally displays an infectious, impish sense of humor.
Justice, charity, and vigilance are qualities that Dove ad-mires. She believes that actions speak louder than words.
Dove feels an almost childlike satisfaction when she brings justice to bear on othersgood fortune for those who de-serve it, or woe to those who have caused it. She values people who share those views, especially adventurers brave enough to put those qualities (and their lives) to the test.
She is sensitive to all the expressions and movements of those around her, and as such is very good at discerning others motives.
Doves time in Evermeet has won her friends there, and she has likewise come to love the place and its inhabitants.
Any PC activity in that vicinity would be certain to attract the attention of the Silent Sister.
Locales Frequented: Evermeet, Myth Drannor, Shadow-dale.
History: For general information on how six of the Seven Sisters came to be, see page 136. The text that follows here recounts what happened to Dove after the death of Elué.
When the Sisters were split up, Mystra turned Dove over, along with Laeral and Storm, to the (relatively) young mage Elminster. After she showed a preference for the force of arms over the forces of magic, Dove left to be tutored by Harper rangers. She immersed herself in the affairs of Those Who Harp for many years, fighting the Zhentarim and other evils of the lands around the Inner Sea.
Dove encountered a band of young Cormyrean adventur-ers in her travels during this time. The leader of this band was Florin Falconhand, and his group was destined to be-come the nucleus of the Knights of Myth Drannor. Dove acted as a tutor to Falconhand for a time.
Florin later repaid the debt when he rescued Dove from a
Zhentarim wizard. Dove afterward formally joined the Knights, and married Florin not long thereafter.
After the Knights moved their base of operations from Shadowdale to Myth Drannor, Dove became pregnant (an uncommon occurrence for any of the Seven Sisters). She then retired to Evermeet to give birth and raise her son.
Florin visits them regularly.
Motivations/Goals: If Qilué is the unknown Sister, then Dove is the forgotten one. Most people outside the Knights and the Harpers tend to overlook her (unless or until they meet her in combat). When others do talk of her, Dove is de-scribed as solid, dependable, and a capable leader. This
solid warrior has come to the aid of many an adventurer who ran afoul of the fiends to be found in Myth Drannor.
It is fiends and other evil, predatory creatures that Dove most despises. She hates to see any intelligent creature be hunted and afraid. Wizards and others who use or encourage monsters and evil beings have a special place in her hatred of all evils, as they not only do evil themselves, but also enlist such vile beasts to aid them. Dove hates all who are cruel, and she delights in besting swaggering bullies, adventurers, and even nobles.
She would like to see the elves make a comeback in the North, and she shares Alustriels dream of seeing humans and demihumans working together to bring prosperity, harmony, and splendor to the North. She admires the elves of Ever-meet and would be pleased to see the Elven Court return to Faerûn in strength.
Dove also privately believes that too many beings who wield magic become corrupted by the power that their Art brings them. She once expressed the thought as follows:
The thoughts in the heads of many wizards are markedly im-proved by making those heads lonely for their shoulders.
Campaign Uses: Dove is a Harper, a Knight of Myth Drannor, and a mother. As such, her interests include Shad-owdale, the Elven Court woods, the ruins of Myth Drannor, and, more recently, Evermeet. She remains vigilant against the schemes of the Zhentarim, the Red Wizards of Thay, and other selfish sorcerers.
Dove has trained many Harpers in the past, and could continue to do. Those Harpers (or others seeking training) either would need to contact her through the Knights or the Harpers, or travel to Evermeet personally.
Sources: The Seven Sisters, The Code of the Harpers.
Unique Abilities
Spell Immunity: Dove is immune to magic missile, flam-ing sphere, lightnflam-ing bolt, Evards black tentacles, cone of cold, re-pulsion, reverse gravity, maze, and imprisonment.
Bonus Spells: In addition to her normal repertoire, Dove can cast feather fall, levitate, wraithform, polymorph self, and major creation each once per day without having to memorize them or use any of their components.
Dragonbait
Male saurial 8th-level paladin ARMOR CLASS: 5
MOVE: 12 HIT POINTS: 57 THAC0: 13
NO. OF ATTACKS: 3/2 or 1 (light crossbow) MAGIC RESISTANCE: 50%
ALIGNMENT: Lawful good
STR 15, DEX 13, CON 17, INT 14, WIS 16, CHA 4 (18 to other saurials)
Weapons of Proficiency: light crossbow; bastard sword;
long sword; two-handed sword; battle axe; 1 open.
Nonweapon Proficiencies: direction sense; endurance;
languages, modern (understands but cant speak Common);
running; sign language (thieves hand language); 3 open.
Equipment: standard adventuring gear.
Magical Items: +1 flame tongue long sword.
Combat/Tactics: As a paladin of the saurial people, Dragonbait represents all that is good and true in the hearts of these intelligent reptiles. Caring, kind, and patient, Drag-onbait uses his paladin abilities to fight for the cause of good and for his friends.
Dragonbait seems to disdain the use of missile weapons in most cases, preferring to enter melee where his magical sword and paladin abilities are most effective.
If necessary, Dragonbait also knows how to fight in the an-cient saurial tradition. Using the natural weapons of his own body, Dragonbait has three attacks per round: two claw attacks for 1d3 damage each, and a tail slap for 1d2 points of damage.
Saurials also have a +2 bonus to saving throws vs. all sound-based attacks (such as a harpys charm ability or the shout spell).
Allies/Companions: ALIAS; OLIVE Ruskettle; Mintassan;
Grypht (a saurial wizard); Copperbloom (his saurial mate);
his offspring; and all the saurials of the Lost Vale.
Foes/Enemies: The enemies of his friends and any who do harm to the small community of saurials living in the Lost Vale.
Appearance: Dragonbait is short by human standards (410), with a blunt muzzle; powerful, short teeth; smooth, pebbly green scales; and yellow eyes. His face is more dragon-like than human, and a single flared fin grows from between his eyes to the top of his head. For those familiar with the various saurial races, Dragonbait is a member of the finhead species.
Personality: Dragonbait is pious, adaptable, and quite in-tuitive. The first trait is demonstrated by his status as a pal-adin, the second by the ease with which he came to live in the alien world of the Realms, and the third by being able to read Aliass and other humans intentions and motivations so well even without using his shen sight (described below).
Unless hes with Alias, Dragonbait has no immediate
out-let to make his thoughts known to those who speak Com-mon. Any rogues in the group are likely to understand the sign language that Alias has taught him, but magic must be used in other cases.
Dragonbaits people use clicking and whistling noises (most of which are too high-pitched for humans to hear), body lan-guage, and a scent-generating process to communicate with each other. Dragonbaits known scents and the emotions and phenomena they correspond to are: Brimstone = confusion;
Roses = sadness; Lemon = pleasure, joy; Baked bread = anger;
Violets = danger/fear; Honeysuckle = tenderness; Wood smoke
= devotion, piety; Tar = victory; Ham = nervousness, worry.
While he cannot speak it, Dragonbait understands Com-mon perfectly well. Many assume that since he cannot speak the language, the lizard creature is less intelligent, capable, and worthy than mammalian beings. Dragonbait does noth-ing to alter this perception for two reasons: because he is too humble to show off, and because potential foes could under-estimate him if he maintains the misperception that their prejudiced minds construct about him.
Locales Frequented: The Lost Vale; the Moonsea area;
the Dales; Cormyr; and Westgate.
History: On his home world (location unknown), the saur-ial paladin we know as Dragonbait served the god of justice.
He was in love with a priestess named Coral who served the goddess of luck. Dragonbait was proud of himself, his god, and
his devotion to the cause of justice. No cause was greater than that of justice, he thought. The goddess of luck was not always just, however; sometimes she was fickle. She would on occa-sion bestow her blessing on those who did not deserve it, and withhold her favor from those in need. Because of this, Drag-onbait demanded that his love give up her worship of the god-dess, and instead worship the god of justice as he did. The lovers argued, but Coral would not leave her goddess.
Dragonbait knew that because he loved the priestess, he would come to accept her decision should he remain near her.
He feared that his feelings for one who served an unjust god would taint him. Determined not to let his service to his god suffer, Dragonbait left his tribe to serve his god on the plane of Carceri. It was there that the fiend Phalse captured Dragonbait to be used as a sacrifice as part of the process that created Alias.
Phalse was not aware of the paladins origin or home, at least at the time. Hanging from chains in Phalses dungeon, Drag-onbait was visited by the goddess of luck. She said that she did not care about the paladin, but the god of justice had asked her to help him save Dragonbaits life. If the paladin agreed to per-form a service for the goddess, she would free him from the evil creatures who meant to kill him.
Dragonbait wished to live, of course. Besides, it would have been arrogant and rude to refuse a goddesss offer of aid. He agreed to perform the unspecified service. That day Dragonbait learned that justice cannot always prevail over the forces of evil without some luck. So the paladin now serves both the god of justice and the goddess of luck, and aids Alias and his comrades in their battles against evil.
Dragonbait was to be sacrificed to give Alias life. But Alias awoke early, and with Finder Wyvernspurs help, Dragonbait fled with the semiconscious, newborn Alias to Suzail.
The name Dragonbait was given to the saurial by Alias when she threatened him soon after she fully awoke in Suzail (One wrong move and youre dragon bait, understand?).
Since he had no way of speaking a translation of his real name, he adopted Aliass term as his name. Alias and the paladins other friends later learned from the saurial mage Grypht that Dragonbaits real name translates roughly as Champion.
Using his shen sight, Dragonbait saw that Alias was basically good, but she had the potential to do great good or great evil, like so many adventurers. The paladin promised Finder that he would accompany and protect Alias, even though its likely Dragonbait would have done so anyway (as part of his service to the goddess of luck).
When the conspirators behind Aliass creation recaptured Dragonbait and Alias, it was the pairs combined will that broke the final enchantment that held Alias to her creators. The cost for final victory over Phalse was the paladins saurial holy sword that Alias hurled, along with Phalse, into the Positive Material Plane where both exploded. Dragonbait used a nonmagical saurial sword for a time, but eventually came across a flame tongue sword that was activated by the command word toast.
Now that hes spending more time in the Lost Vale with about 100 other saurials, its possible that his fellows may someday present him with another holy sword.
Dragonbait and Aliass second adventure began in Shadow-dale about one year after the events of Azure Bonds. Elminster had convinced the Harpers to reopen the case of Finder Wyvernspur, also known as the Nameless Bard, and Dragonbait and Alias were waiting to see if they could be of assistance. The heroes stayed at the Old Skull Inn, where Alias entertained the inns patrons with many of Finders old songs and tales.
One evening, the mage Akabar Bel Akash returned to Shadowdale from Turmish. He came with his wife Zhara, and with a warning that he had been having dreams about Moander returning to the Realms.
When Dragonbait suggested that Akabars dreams were sig-nificant, Alias dismissed it. She soon left with the mage to go to the Tower of Ashaba, where the Harpers examination of Finder was taking place. Dragonbait stayed at the inn with Zhara, and not long thereafter, Zhara was attacked by a magical device of Moanders. Together, the two of them destroyed it.
Dragonbait and Zhara then went to the tower to meet with Alias and Akabar and tell them of the attack. Alias took the pair to where she thought Akabar was resting. Instead they found Akabar gone and Kyre (a Harper who had been enslaved by Moander) dead.
Alias, Dragonbait, and a Harper ranger named Breck Orcs-bane set out to find Akabar. Zhara wished to accompany them, but Alias was jealous of her and Breck suspected her (and her husband) of being in league with evildoers. Dragonbait, who trusted her, gave Zhara Aliass magical armor and told her to follow them.
While Orcsbane was tracking Akabar (and the saurial mage Grypht, who was traveling with him), the trio of heroes was at-tacked by treants enslaved by Moander. They defeated the evil treants, Dragonbaits flaming sword doing much damage. After the fight, Orcsbane discovered that Zhara was following them.
This led to a round of arguments before the group resolved to continue the search for Akabar.
Before long, they were reunited with the southern and saur-ial mages. From Grypht, Dragonbait learned that a group of saurials had been enslaved by Moander and brought to the Realms to facilitate the dark gods return. It was at this point that Alias used an artifact called the Finders Stone to cast a per-manent tongues spell so that she and Dragonbait could commu-nicate verbally.
Soon afterward, Dragonbait realized that Alias possessed the saurial ability of soul song, a hereditary ability that Drag-onbaits mother had possessed and that Alias had apparently inherited through her connection with Dragonbait. The soul song reflects a saurial tribes state of being, what is going on in the hearts and souls of the saurials. Through the soul song, the group learned that they had to locate Finder Wyvernspur, who had disappeared from the tower in Shadowdale.
Using the Finders Stone, the group teleported to Finders Keep, where the bard and the halfling Olive Ruskettle were battling a Moander-enslaved beholder and his orcish troops.
Once all the heroes were reunited, they defeated the evil gods forces. They then used Finders Stone to teleport them to the Lost Vale, where Moander had brought the enslaved saurials.
In assembling a plan to free the saurials and end the threat of Moander, Dragonbait pointed out that extreme cold made saurials sluggish and lethargic, and thus easy to control. The group agreed to use magical cold to stop the enslaved saurials
In assembling a plan to free the saurials and end the threat of Moander, Dragonbait pointed out that extreme cold made saurials sluggish and lethargic, and thus easy to control. The group agreed to use magical cold to stop the enslaved saurials