The Traveling Wizard is a man of minor repute. He has made great impacts on a few places and people. Those that know him, know him to be powerful. However, most do not know him, for he travels the world. He seeks experience and knowledge, craves adventure. The journeys of the Traveling Wizard seem to never end.
Estranged from his family, Melvin can usually be found sleeping in the back of an ox pulled wagon that is driven by his cat familiar.
An adorable old man that entertains kids with old histories of heroes. But behind that appearance lies a powerful wizard with a hard mission.
Once the daughter of a royal family of the Living Lands, Golden Tears Mistress forsook her family’s ancestor offerings in exchange for the privileges of the court of First and Night-Crowned Wolf.
Many people are of the opinion that having second sight or a sixth sense would be advantagous and desirable. Mona would disagree.
Julia went from riches to rags…
A soft smile and good nature hides this mans true intentions.
Those that know him have long ago forgotten his last name if he ever had one. Once a respected adventurer of great reknown he has since fell into mindlessness and general senility. An elf of no little confusion, his great knowledge is still available, just difficult to get to.
A very powerful mage ready to help out anyone in need. She’s very smart so you should usually listen to what she says.She is mainly a specilist in the element of water and a little in the element of air.She takes the ring of fire so she can use the element that she doesn’t know much about as an advantage to learn more about it. She uses a quarter staff as her weapon and she only wears a light robe.
Before the county of Corvis, there was the Wizard Corvus. Thirteen hundred years ago, a mad powerful wizard had an estate in the area that became the county of Corvis. Over his 800 year span, he created thousands of magikal items of various types and power level, some of which survive to this day.
A shrewd sorceress that speaks many tongues. Talented in her art of magic and having a true aim with the dagger. An independent witch with ties to the wilderness. A power not to contend with.
Locked away for his crimes by the gods themselves, he is the greatest spellcaster of all time.
After 100 years of imprisonment he will be free. Free to stalk the enemy, and to satisfy a consuming impulse to kill dark elves.
A noble barbarian warrior who seeks to bring down the trappings of civilization and return humanity to the wilds.
An elder lich recently returned from a journey across the worlds who seeks an artifact of ancient times.
Most, when they talk about her, call her a witch. But what the general public believes is far from the truth.
A wizard forced to rule over others, now deceased.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).