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Crosswinds Keep

By Darrin Drader

01/13 The Orb of Isolation
01/06 Heroes of Crosswinds Keep, Part 2
12/30 Heroes of Crosswinds Keep, Part 1
12/23 Upper Floor and Catacombs
12/20 Crosswinds Keep Proper
Astral Encounters Archive

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Astral Encounters
Return to Crosswinds Keep
By Darrin Drader

Heroes of Crosswinds Keep, Part 2

Syussa Broar

Syussa Broar is a half-elf with a muscular but thin build. He has dark hair and a well-trimmed beard, and he keeps numerous outfits and always dresses well. Despite the fact that he is a rogue, he is often the one called upon to entertain the more socially conscious visitors to the keep.

Syussa fell in with the Stalwart Lions in Waterdeep while on the run from a bounty hunter from Cormyr, who was attempting to collect on the 2,000 gp that was on Syussa's head for pillaging a wealthy home in Arabel. Ultimately, after evading the hunter for several months, his pursuer decided to seek easier marks. At that point Syussa decided to stay with his new companions.

Syussa Broar: Male half-elf rogue 12; CR 12; Medium humanoid; HD 12d6+12; hp 54; Init +6; Spd 30 ft.; AC 21, touch 15, flat-footed 21; Base Atk +9; Grp +11; Atk +16/+11 melee (1d6+3/19-20, +1 short sword) or +16/+11 ranged (1d6+1/x3, +1 shortbow); Full Atk +16/+11 melee (1d6+3/19-20, +1 short sword) or +16/+11 ranged (1d6+1/x3, +1 shortbow); SA sneak attack +6d6; SQ evasion, half-elf traits, improved evasion, improved uncanny dodge, low-light vision, trap sense +4, trapfinding, uncanny dodge; AL NG; SV Fort +5, Ref +14, Will +5; Str 14, Dex 22, Con 12, Int 11, Wis 13, Cha 14. Height 5 ft., 3 in.; weight 120 lb.

Skills and Feats: Balance +9, Bluff +9, Climb +12, Diplomacy +8, Disable Device +16, Gather Information +12, Intimidate +4, Listen +14, Move Silently +13, Open Lock +23, Search +13, Sense Motive +6, Sleight of Hand +17, Spot +15, Use Rope +11; Blind-Fight, Dodge, Mobility, Spring Attack, Weapon Finesse.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Syussa takes no damage with a successful saving throw.

Half-Elf Traits: Syussa is immune to magic sleep spells and effects, and he has elven blood (for all effects related to race, he is considered an elf). Syussa also has a +2 racial bonus on saves against enchantment spells or effects and a +1 racial bonus on Listen, Spot, and Search checks and a +2 racial bonus on Diplomacy and Gather Information checks (already figured into the statistics given above).

Improved Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Syussa takes no damage with a successful saving throw and takes only half damage on a failed saving throw. If helpless, he does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): Syussa can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack him. The exception to this defense is that a 16th-level or higher rogue can flank Syussa (and thus sneak attack him).

Trap Sense (Ex): Syussa has a +4 bonus on Reflex saves to avoid traps and a +4 dodge bonus to AC against attacks by traps.

Trapfinding: Syussa can use the Search skill to find traps with Search DCs higher than 20.

Uncanny Dodge (Ex): Syussa can react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

Possessions: +3 studded leather armor, +1 short sword, +1 shortbow, gloves of Dexterity +4, traveler's outfit, masterwork thieves' tools.

Elthure Vildenof

Elthure Vildenof appears to be a human in his late fifties, though he is much older than that. He has a gray beard that comes to the middle of his chest, and he wears spectacles. He knows that numerous magical fixes would make spectacles unnecessary, but he believes that they give him a more distinguished appearance.

A wizard and a scholar, Elthure Vildenof originally hails from Thay. He was once on the path to becoming a Red Wizard, but then turned his back on his order and suffered the inevitable assassination attempts that followed. It wasn't until the Stalwart Lions left Faerûn that his former order decided to stop harassing him, which is an event that he was grateful for since he could once again turn his attention to the pursuit of knowledge.

Elthure Vildenof: Male human wizard 16; CR 16; Medium humanoid; HD 16d4+32; hp 72; Init +1; Spd 30 ft.; AC 16, touch 16, flat-footed 15; Base Atk +8; Grp +7; Atk +12 melee (1d4+4/19-20, +5 dagger); Full Atk +12/+7 melee (1d4+4/19-20, +5 dagger); AL NG; SV Fort +7, Ref +6, Will +11; Str 8, Dex 13, Con 14, Int 20, Wis 12, Cha 15. Height 5 ft. 8 in., weight 160 lb.

Skills and Feats: Appraise +7, Concentration +21, Craft (alchemy) +22, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +24, Spellcraft +26, Spot +10; Brew Potion, Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Heighten Spell, Maximize Spell, Quicken Spell, Scribe Scroll.

Wizard Spells Prepared (4/6/5/5/5/5/3/3/2; save DC 15 + spell level): 0 -- arcane mark, daze, detect magic, read magic; 1st -- chill touch, feather fall, identify, magic missile, sleep, true strike; 2nd -- alter self, daylight, invisibility, knock, Tasha's hideous laughter; 3rd -- dispel magic, fireball, fly, lightning bolt, major image; 4th -- arcane eye, detect scrying, ice storm, polymorph, wall of fire; 5th -- cone of cold, contact other plane, dismissal, permanency, teleport; 6th -- acid fog, chain lightning, disintegrate; 7th -- delayed blast fireball, greater scrying, limited wish; 8th -- mind blank, trap the soul.

Spellbook: 0 -- acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st -- chill touch, comprehend languages, detect secret doors, disguise self, expeditious retreat, feather fall, identify, mage armor, magic missile, sleep, true strike, unseen servant, ventriloquism; 2nd -- alter self, daylight, detect thoughts, invisibility, knock, locate object, Melf's acid arrow, misdirection, resist energy, see invisibility, Tasha's hideous laughter, web; 3rd -- blink, clairaudience/clairvoyance, dispel magic, displacement, fireball, fly, haste, invisibility sphere, lightning bolt, major image, stinking cloud; 4th -- arcane eye, detect scrying, greater invisibility, ice storm, Otiluke's resilient sphere, phantasmal killer, polymorph, remove curse, stoneskin, wall of fire; 5th -- cone of cold, contact other plane, dismissal, dominate person, permanency, prying eyes, telekinesis, teleport, wall of force; 6th -- acid fog, analyze dweomer, chain lightning, disintegrate, greater dispel magic, stone to flesh, true seeing; 7th -- banishment, delayed blast fireball, forcecage, greater scrying, limited wish; 8th -- maze, mind blank, prismatic wall, temporal stasis, trap the soul.

Possessions: +5 dagger, ring of protection+4, ioun stone (dusty rose), potion of cure serious wounds (2), potion of invisibility (2), potion of spider climb, necklace of fireballs V.

Bringing the Parts Together

If the party has interesting tales to tell, it is likely that they will capture the attention of Syussa, who will listen and share his own tales of adventure. Elthure is a good individual to approach should they need information. If he can't recall the knowledge that they seek, he can often times find it in his massive libraries.

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