Previews08/02/2007


Previews for August and Beyond



GURN SIRENSONG

"Why would I be nervous about Zargath? He does what he does, I do what I do, and we both get what we want. 'Don't ask, don't tell' -- that's my motto. Besides, I owe him. He's the one who got me to where I am."

-- Gurn Sirensong, Master of the Gray Knives

This twisted gnome is a hedonist and a sadist. Originally a promising illusionist who attended a prestigious magician's academy, Gurn Sirensong quit his studies after several years to explore the world and seek adventure. During his wanderings, he discovered his two great loves: indulging in creature comforts and hurting people. His drift into crime was inevitable.

At first, Gurn knew nothing about an orc revolution, nor would he have cared if he did. Currently, however, his fortunes are tied to the success of Zargath's revolution. Gurn deliberately tries to remain ignorant of the details, but he is smart enough to connect the rumors of strange orc attacks with the battle-damaged merchandise that he fences for his ally. Gurn knows that he's riding a tiger, but he is not sure how to dismount.

GOALS

Gurn's goal is to make life as comfortable as possible for himself and as uncomfortable as possible for everyone else. However, he badly underestimated the beaten and abused orc who helped him become leader of the Gray Knives -- he thought he was using Zargath, but he is starting to realize that it might have been the other way around.

He cannot deny that his alliance with Zargath has been good for him personally and for the thieves' guild overall. The raids provide a steady stream of valuable loot, and the orc is his best customer for illicit weapons and captives. But as he hears more rumors about Zargath's ambitions, Gurn wonders why the orc needs so many weapons -- and what really lies behind Zargath's mask of friendship.

USING GURN

Gurn Sirensong is a mercenary who believes that the world owes him a living and that everything exists for his amusement. As such, he is always on the lookout for any opportunity to make a profit or eliminate a rival. This self-centeredness often leads him to take risks in the pursuit of material comforts, but the gnome survives because he pays well and because he is completely ruthless. Gurn takes pleasure in making examples out of people who cross him.

In addition to his work with Zargath, Gurn calls the shots for various criminal enterprises that range from burglary to drug smuggling to assassination. He goes to great lengths to conceal his connection to Zargath and is terrified of what might happen if anyone discovered the truth. For the moment, though, Zargath needs him and his network just as much as Gurn needs the orc's money.

Appearance and Behavior

Gurn Sirensong is an ordinary-looking gnome of average height and weight. His face is rather pinched, however, and his eyes are a bit narrower than normal, giving him a constantly scheming expression. In private, he dresses in luxurious silks chosen more for the way they feel than for their aesthetic value. In public, he dresses in sturdy, nondescript black leather garments designed to let him hide in the shadows. He wears a pouch-filled belt that contains a full rogue's kit and his spell components.

Gurn Sirensong CR 3
hp 14 (4 HD)

Male gnome wizard 2/rogue 1
NE Small humanoid
Init +4; Senses low-light vision; Listen +3, Spot +1
Languages Common, Dwarven, Gnome, Goblin, Gnoll, Orc

AC 15, touch 15, flat-footed 11; +4 against giants
(+1 size, +4 Dex)
Fort +0, Ref +6, Will +4; +2 against illusions

Speed 20 ft. (4 squares)
Melee mwk dagger +3 (1d3)
Ranged light crossbow +6 (1d6)
Base Atk +1; Grp –3
Atk Options sneak attack +1d6, +1 on attack rolls against kobolds and goblinoids
Combat Gear 3 potions of cure light wounds, wand of magic missile (CL 2nd, 20 charges), scroll of summon monster I, 2 tanglefoot bags, 2 smokesticks, 2 vials alchemist's fire
Wizard Spells Prepared (CL 3rd):
1st -- disguise self (DC 16), magic missile, silent image (DC 16)
0 -- arcane mark, detect poison, flare (DC 14), ray of frost (DC 14)
Spell-Like Abilities (CL 3rd):
1/day -- dancing lights, ghost sound (DC 14), prestidigitation, speak with animals (burrowing mammal only, duration 1 minute)

Abilities Str 10, Dex 18, Con 10, Int 18, Wis 13, Cha 16
SQ familiar (none at present), trapfinding
Feats Scribe Scroll, Spell Focus (illusion), Greater Spell Focus (illusion)
Skills Concentration +6, Craft +10, Decipher Script +10, Diplomacy +4, Disguise +4, Escape Artist +10, Forgery +5, Gather Information +4, Knowledge (local) +6, Listen +3, Move Silently +5, Open Lock +5, Profession (bookkeeper) +5, Sense Motive +2, Sleight of Hand +5, Spellcraft +10, Spot +1, Tumble +5, Use Rope +4
Possessions combat gear plus masterwork dagger, masterwork thieves' tools, 1 antitoxin vial, light crossbow with 30 bolts, topaz/jade necklace (500 gp), 5 gold earrings (20 gp each), 2 diamond rings (50 gp each), spellbook

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