d20 Ronin Arts Scrollworks - Characters and Locations.pdf

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Requires the use of the Dungeons and Dragons ®
Player’s Handbook, Third Edition,
Published by Wizards of the Coast. ®
Christian Walker Scrollworks Editor
Christopher Shy Artist
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Contents
christian walker
scrollworks editor
INTRODUCTION .................................................................3
FACES IN THE CROWD.....................................................4
Amberyll .....................................................................................................4
Margrit Thorne.............................................................................................6
Kel Darbec ...................................................................................................9
Duncan Faulk.............................................................................................10
Loesung ......................................................................................................11
Lt. Deirdre Shae.........................................................................................13
Fletcher, an archer......................................................................................14
Aeryn, a warrior.........................................................................................15
Theobold Coinhammer ..............................................................................16
Four from Miirym......................................................................................17
Lazarus Ewell ............................................................................................20
Lirawynn ...................................................................................................21
The Eagles of Miirym................................................................................22
Wistrom......................................................................................................25
Kira ............................................................................................................26
Daya ...........................................................................................................27
MODEST MAGICS.............................................................28
The Hope Chest .........................................................................................28
Hidden Message.........................................................................................29
Hildebrand’s Tome.....................................................................................29
Bullfinch’s Theology .................................................................................30
The Armor of Bellarm Turen .....................................................................31
Magical Vegetables ....................................................................................32
The Bone Saw............................................................................................33
LOCATIONS........................................................................34
The Quiet Thyme .......................................................................................34
Keller’s Warehouse ....................................................................................37
Ocindra’s Antique Blades ..........................................................................40
The Scullion...............................................................................................44
The Weathered Rose ...........................................................................48
The Shrine of Lady Leandra......................................................................50
Sharby’s Sow Tavern .................................................................................53
OGL.......................................................................................55
christopher shy
illustrator
Written by David Goodner, Michael
Hammes, Nicholas Jobidon , Patrick J.P.
Lawinger, Martin Leuschen , Eric Lofgren,
Liz Rich, James Stubbs, Dan Taylor, Ian
Thompson, John Toppe, Michael Tresca,
and Christian Walker
Also Available:
www.scrollworkspress.com
www.philipjreed.com
www.studioronin.com
www.roninarts.com
Scrollworks, the Journal of Scrollworks Press, copyright © Christian
Walker d/b/a Scrollworks Press. Cover and interior art copyright
Christopher Shy, used with permission.
Over 100 pages of
material for use in
your D20 games!
Available now at
www.roninarts.com .
Dungeons & Dragons ® and Wizards of the Coast® are Registered
Trademarks of Wizards of the Coast and are used with permission.
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Introduction
I ’ve been hemming and hawing about how to say this, so I’ll just
of a .pdf project. Just the mere mention of Scrollworks
and .pdf in the same sentence sent me into spasms.
“Damn you!” I’d cry. “ Scrollworks is a print affair.
You hear me?! PRINT!” Kind of over-zealous, I
guess.
Michael Hammes, a long-time contributor, has
been hard at work for a while now, urging me to
explore a .pdf collection of Scrollworks articles. His
arguments have won me over and I am pleased to
have met Philip Reed, the Adobe guru who has made
this format possible. I’m hopeful that a .pdf collection
will expose a new audience to the zine. Goodness
knows that Scrollworks needs all the exposure it can
get!
come out with it. I created Scrollworks one night while sitting on
the toilet. I couldn’t sleep, I had some ideas running around my
head and, well, the bathroom seemed like a good place to work.
There it is. Scrollworks dirty little secret.
The first several issues of the zine were a hodge-
podge of format and style. Issues 1-5 were two-page,
8.5” x 11” newsletters that supported GURPS . I
experimented with the digest format for S’works 6.
There was even a tabloid format (11” x 17”) for
S’works 7. I settled on the digest format with S’works
8 and began producing d20 material with S’works 11.
To me, the digest oozes “old school” and hearkens
back to the days of the Traveller little black books and
Autoduel Quarterly , the best gaming mag ever pub-
lished.
Certainly, d20 has been kind to the zine. When
Scrollworks was a GURPS rag, I couldn’t give it
away. You can understand my amazement at the fact
that I can actually SELL it. Publishing under the
d20STL/OGL has opened up so many opportunities. I
have become friends with so many talented writers,
artists, and dedicated readers. Both Scrollworks and I
are richer for it. I guess this is a round-about way of
saying, “Thanks, Wizzo!”
Style-wise, Scrollworks tends to “low power.”
There are few NPCs above 9th level, no prestige
classes, an emphasis on humans, and an attention to
low CR critters. I don’t think that this is a superior
style of play; it’s just the way I play. The term
“crunchy” gets used a lot by publishers, but I think
Scrollworks really delivers on that promise. Issues
offer up lots of plug and play NPCs, locations, mod-
est-powered magic items, and so on. I really feel
that there’s something for everyone within the
digest covers.
Now, let’s talk about medium. Scrollworks is a
print zine and for a very long time I resisted the idea
Enjoy!
Christian Walker
May ‘03
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Faces in the Crowd
T he Faces in the Crowd column is a monthly feature that presents a
Amberyll
by Michael Tresca.
From Scrollworks 14
“Please don’t hurt me! Here, everything I
own of value is in this purse.”
– Amberyll, whenever she’s robbed.
new NPC. The NPCs presented here are drawn from Scrollworks
14 -29. Others can be found in Scrollworks Compendium I .
Amberyll spent her childhood as a poor ser-
vant in the wealthy Von Deetz household, envious
of the riches around her, but resigned to her lot in
life. Her beauty only marked her for scorn by the
wealthy ladies she served, who often humiliated
her for fun.
One day, the Von Deetz family awoke to find
their silverware missing. Convinced that the poor-
est servant in the household was most likely to
steal, they tossed Amberyll out onto the street.
Furious that she would be so callously dismissed,
and even angrier with the thieves who had robbed
her mistresses’ home, Amberyll vowed revenge.
Amberyll adapted quickly to life on the
streets. Using her charm and wits, she discovered
the identity of the thieves. Amberyll then set out to
frame them for another robbery - she would break
into the very same Von Deetz house to steal some-
thing so valuable that it would lead the authorities
straight to the thieves! She bluffed her way past
the servant they had hired to replace her, gaining
access to the house. Then she crept silently into the
royal treasury. There, curiously unguarded by any
traps or defenses, was a beautiful bag, gilded with
pearl Surely whatever was in the purse would
bring down the wrath of the royal household!
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Amberyll fled with the bag into the night,
only to run headlong into the very thieves she
sought to frame. Aware of her plan, the leader
wrested the purse from her and, hearing coins jin-
gling inside, thrust his hand into it.
A look of surprise passed over the leader’s
face, then panic as he furiously tried to yank his
hand back from the purse’s maw. For a moment
he struggled, sweat beading on his brow. Then
his entire arm sank into the purse.
The thieves fled in terror as the purse sucked
their leader in whole, never to be seen again.
When she recovered her wits, Amberyll realized
that she had been the victim of a double-cross:
the Von Deetz family had hoped to recapture the
thieves with a bag of devouring!
Amberyll moved on to greater things, but
never forgot her heritage. Having carefully
observed the Von Deetz ladies, she was an apt
choice to impersonate nobility. She has since
joined the Lucky Lady gambling establishment
and plies her trade in the surrounding area.
Amberyll is a thief-taker, but not in the tradi-
tional sense. She plays the victim, to teach
thieves a lesson they never forget. The Lucky
Lady prides itself on its secure surroundings, but
the money that flows through the establishment
attracts all manner of ruffians, which is bad for
business. Amberyll is the solution.
Amberyll is more than just an innocent
noblewoman. She gladly hands over her bag
(which she calls her purse), to anyone who asks.
She is careful to jingle the contents and speaks of
the riches contained within, “if only they won’t
hurt her.” Being a greedy lot, thieves invariably
reach inside - and meet Boung, her pet bag of
devouring.
Amberyll uses a variety of wigs, makeup,
and clothes to appear as a wide range of potential
victims, all funded by the Lucky Lady establish-
ment. She is paid well for her services, and rob-
bery (at least, money taken by force) is almost
non-existent when she’s in town.
Still, not every thief takes the bait. In such
cases, Amberyll is quite adept at bringing Boung
to the thieves. She has learned to yank Boung
over her opponent’s heads as a sneak attack dur-
ing a surprise round. Anyone she hits has a 60%
chance of being drawn into Boung’s “mouth”
each round. Boung has developed an apprecia-
tion of Amberyll’s frequent feedings, and will not
attempt to consume her.
This makes the ruse all the more convincing
when Amberyll reaches into the bag with no ill
effects. Even when adventuring, Amberyll takes
Boung with her. She’s very attached to it and
treats the bag better than she treats most people.
When she lets down her guard, thieves cant
slips into her language and her accent clearly
indicates she’s no noblewoman. Her private joke:
“boung” means purse in cant, and “boung nip-
per” is a cutpurse. In Boung’s case, it does far
more than nip!
Amberyll the Thief-Taker, female human Rog6: CR 6; Medium Humanoid (5 ft. 5 in. tall);
HD 6d6; hp 29; Init +3 (Dex); Spd 30 ft.; AC 15, flat-footed 12, touch 13 [[+2 armor, +3
Dex]]; Atks +4 melee (1d4+1/crit 19-20, +1 dagger); or +4 ranged (entangle, tanglefoot
bag); SA sneak attack; SQ uncanny dodge; AL N;
Saves: Fort +2, Ref +5, Will +2;
Abilities: Str 10, Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 10, Cha 15 (+2);
Skills: Appraise +8, Bluff +11, Diplomacy +15, Disguise +11, Gather Information +11, Hide
+7, Innuendo +9, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility)
+5, Listen +9, Ride +4, Sense Motive +9, Spot +6;
Feats: Dodge, Exotic Weapon Proficiency (bag), Weapon Finesse (bag);
Possessions: Masterwork leather armor, masterwork dagger, 3 tanglefoot bags, potions of cure
light wounds (3), dark vision, hiding, sneaking, and spider climb, cloak of resistance, bag
of devouring containing 37 gp, 65 sp, 10 pp, and 45 cp, 2 amber earrings (worth 100 gp
each), and an amber necklace (worth 340 gp).
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