Dwarven Cleric of Tymora
2nd son to a small Dwarven clan that live under the rule of King Harbromm at Citadel Adbar.
His Father (and mother to a lesser degree) were both smiths of note, His father, Taragh, even having work on a pedestal within the Citadel’s hall of Honour. Work of exceptional quality was displayed in the hall to show both the capabilities of the Dwarves within the Trading city and to inspire the other dwarves in their toils.
Morgrym’s brother, Dimir, much older than Morgrym, showed skill with both smithy hammer and with weapons and occupied a position of responsibility within the cities guard. Some of Morgryms fondest memories when young was spending nights on the battlements with his brother as he kept watch, away from the cloying heat of the forge fires, gazing up at the endless stars.
Whilst too young for to be a formal apprentice to any craft the personable Morgrym had explored Citadel Adbar from tip to root and was often to be found, if not helping his father at the forge then helping the scribes update, copy and care for the Citadels extensive collection of maps, his chief hope was to join the expeditions when old enough that mapped out the never-ending network of caverns below the Citadel.
Whilst still young Morgrym started hearing disturbing noises in the night coming from his father’s sleeping chamber. The disturbances, whilst not nightly, became more frequent and his father, as a result, looking more tired and haggard. One night Morgrym’s curiosity overcame his fear and he crept into his father’s room. Taragh was tossing fitfully in his sleep, bathed in the radiance from an ancient spectral dwarf who seemed to be trying to tell the sleeping Taragh something.
Weeks later, when Moprgrym asked his father if he was well, Taragh replied that he was just having bad dreams. Though from that point all could see Morgym’s father go into decline. He started to talk about Gauntlegrym with increasing frequency , searching out old tales and maps.
Before long Taragh started looking for reasons to leave the citadel, joining caravan that carried the works of the Dwarves far from the Citadel. Morgrym begged to be allowed to accompany his father on these ‘adventures’ and for years his requests were denied. Undaunted Morgym started basic training with the guard (his brother helping more than he should perhaps have) and as the years went on Taragh’s excuses as to why Morgrym couldn’t accompany him began to run out.
From then on every few years saw Morgyrn and his father head out with other dwarves on a trade caravan carrying their more exceptional wares to places like Neverwinter, Waterdeep, Baldur’s Gate, Luskan and all the other great centres of ‘civilisation’ in the North. Never stinting in his duties Taragh sold the work of his own hands and that of others dwarves for prices which seemed to Morgrym to be near kings ransoms. He also bought commodities of rare and unusual items to return to Citadel Abdar to incorporate into his own labours, or sell onto others.
The real reason for these trips into the wider world was revealed however after the days trading was done. Taragh handed over many a pretty bauble to sages who promised even a snippet of information regarding the history or location of Gauntlegrym. And late into the night he could be found deep in his cups with bards and storytellers of all stripes always hoping for a clue that would lead him to the lost city, that centre of ancient Dwarven civilisation.
It was during these wanderings that Morgrym fell in Love with the wide world in a way the close caverns of his home could never hope to compete against. He also met many disparate folks and remembers fondly the telling of their fireside tales, especially when those tales concerned the deeds of the Gods, and their Avatars, and how they changed the very face of Toril during the course of their adventures. His first encounter with a luckbringer of Tymora happened to be by the fireside on one of these journeys though his allegiance to Tymora would come later.
Near 20 years these happy trips continued before the caravan was attacked one evening several days ride out from Waterdeep as they approached the town of Daggerford. Whether in retaliation for a soured deal or simple avarice on be attackers part the dwarves found themselves set upon as they prepared to make camp.
Whilst they fought valiantly the raiding party was prepared and the ambush skilfully done. The Dwarves would have been killed to a man (dwarf) had it not been for the chance passing of a small troupe of Tyrite priests and soldiers. The ordered charge of these martially devoted men caught the bandits by surprise and after a few more moments of tense struggling back and forth the bandits broke and fled. Early in the fight Taragh had been struck down by bow fire and Morgrym had been grievously wounded. He remembered wrestling with one of the bandits as struggled to clear his short sword from its sheath. The man tore away leaving Morgrym clutching the necklace he had worn and stabbed through the armour protecting Morgyrms chest. More blurrily he remembered a looming, savage looking half orc tearing his attacker off of him and dispatching him with efficient if brutal strikes of his bare hands.
Morgrym awoke to the patter of rain on a window cill. The pain in his chest was incredible though the bed he found himself in was clean and the room around him tidy. He had awoken in the fairfortune hall in daggerford where he was being cared for. He was visited by the Tyrite priests and soldiers where he was filled in on the details he could no longer remember from the ambush. He also met the stoic Half Orc Karnagh, a penitent member of the party undergoing initiation in the rights of Tyr’s church, the match for the blurry silhouette he half remembered saving him from the killing blow of the bandit.
Before leaving with his fellow Tyrites Karnagh visited him often during his convalescence as did Bando the high priest of the Hall. And during those months he came to know and find comfort in the teachings of Tymora. After recovering Morgrym decided to stay on in Daggerford and trained to become a luckbringer of Tymora. To this end worked diligently earning something of a name for himself around those parts as a guide and storyteller of note.
Sadly not bando nor any other that has passed the gates of the fairfortune hall since have been able to identify the sigil on the necklace Morgrym had wrested from his attacker nor offered up any clue (beyond the well know legends) as the history or location of Gauntlegrym.
Male dwarf cleric of Tymora 2
NG Medium humanoid (dwarf)
Hero Points 1
Init 4 armor, 6)
Fort 2/19-20) or
darkwood shortspear 3) or
rusty morningstar 2) or
warhammer 2/×3) or
warhammer with crescent shaped pommel 2/×3)
Ranged light crossbow 1)
Special Attacks channel positive energy 3/day (DC 11, 1d6), hatred
Cleric Spells Prepared (CL 2nd; concentration 3 to assess nonmagical metals or gemstones), Diplomacy 6 to notice unusual stonework), Profession (Guide) 7 to avoid getting lost); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, starchild, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven
SQ agile feet (6/day), hero points, liberation (2 rounds/day)
Combat Gear potion of cure light wounds (3), scroll of cure serious wounds (CL 7th), dispel magic, weapon of awe (CL 7th), scroll of neutralize poison, remove paralysis (CL 7th), wand of obscuring mist (12 charges), holy water (2); Other Gear armored coat, darkwood buckler, light wooden shield, tower shield bearing a coat of arms with a vert wyvern on an argent field , darkwood shortspear +1, crossbow bolts (17), dagger, light crossbow, rusty morningstar, spinning coin holy symbol, warhammer, warhammer with crescent shaped pommel, archon’s torch, ring of feather falling, ring of protection +2, stonemist cloak, backpack, belt pouch, chalk, crowbar, earplugs, flint and steel, grappling hook, hemp rope (50 ft.), sack, torch (2), trail rations (12), bag of teeth (3), jade bar (worth 40 gp) (2), large ruby (worth 260 gp), silver ingot (worth 18 gp) (3), 173 gp, 2 sp, 2,506 cp
Agile Feet (6/day) (Su) – 0/6
Archon’s torch – 0/1
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) – 0/3
Crossbow bolts – 0/17
Dagger – 0/1
Darkwood Shortspear +1 – 0/1
Feather Fall (Constant) – 0/0
Holy water – 0/2
Liberation (2 rounds/day) (Su) – 0/2
Obscuring Mist (1/day) – 0/1
Potion of cure light wounds – 0/3
Spinning Coin Holy symbol – 0/1
Torch – 0/2
Trail rations – 0/12
Wand of obscuring mist (12 charges) – 0/12
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Earplugs +2 save vs. hearing effects,
5 hearing-based Perception.—————————
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Liberation (2 rounds/day) (Su) Act as if you had freedom of movement for 2 rounds/day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Scroll of cure serious wounds (CL 7th), dispel magic, weapon of awe (CL 7th) Add this item to create a scroll with spells on it.
Scroll of neutralize poison, remove paralysis (CL 7th) Add this item to create a scroll with spells on it.
Starchild +4 survival to avoid becoming lost. Automatically determine north.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Stonemist cloak +5 Stealth bonus in rocky or mountainous areas.
Turn Undead (DC 11) Your Channel Energy can make undead in 30 ft flee for 1 min.
Wand of obscuring mist (12 charges) Add this item to create a wand of a chosen spell.
House Solo Rule: Tymora’s blessing.
Player can ask the “Our Smiling Lady” for her blessing.
Take 2 dice one negative one postive apply the net result
Declare before any dice roll not damage.
5 points per level, no carry over