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The
Search for the Circle of Vehlarr: Part One
Have
you ever wondered what makes a werewolf tick? What forces are at
work that would make a human ally with such a creature? Designer
Steve Miller takes you on a journey of discovery as he leads you
ever deeper in the Circle of Vehlarr.
By
K. Steven Miller
At
the height of the summer season, Scornubel is ripe
with the pungent odor from the fish market, mingled
with the smells of unwashed workers and the caravan
animals crowded into the streets between the warehouses,
inns, and festhalls. Every language of the Heartlands
can be heard, and one can find a being of almost any
race of the Realms if one cares to look. At the height
of summer, Scornubel assaults the senses on every
level, day and night.
I
wasn't going to spend more time in this city than
absolutely necessary. I hate cities. I hate them with
a passion. I hate the press of unwashed beings, and
I particularly hate cities like Scornubel where the
greediest and vilest specimens pack themselves even
tighter in the name of commerce and other forms of
greed.
If
it weren't for my partner, Arahnar, I wouldn't even
have come here. Neither of us have much need for civilization-she
hunts for both of us, and I can make whatever we need
from the remains of our meals. The exceptions, of
course, are swords and other metal weapons, but there's
no need to travel to places like Scornubel to secure
such things. There are smaller, far more pleasant
places to visit.
But
we had to come here in search of a rogue known as
Angah Lalla. According to rumors, he has a map in
his possession that might lead us to the Circle of
Vehlarr. Arahnar says she remembers hearing legends
of it when she was a child, and that the place was
holy to her people. She hopes that maybe there is
something there that will allow her to discover where
her pack may have disappeared to. It's a long shot,
but I feel I should help her in this quest. Two days
in this cesspool would kill me, and if Arahnar can
find happiness, I'm more than willing to help her.
To
Be Continued….
AD&D
Game Information
About
Scornubel
Located
in the Western Heartlands, Scornubel is also known
as "Caravan City." It is a major tradestop
both for caravans heading north and south. Goods of
all kinds can be found here virtually year-round.
The city is also a hotbed of intrigue. Legitimate
lords and those of a more shady kind, rulers of bastions
of good, the masters of the Underdark, all come to
Scornubel to engage in political actions or exchange
secrets that might see their power stripped from them
at home.
If
you want goods, they can be found in Scornubel. If
you want information, it can be found in Scornubel.
But there's always a price attached. (The DM can assume
that any of Scornubel's shady locals have a 25% chance
of possessing the Local History proficiency, while
sages can be assumed to have knowledge abilities similar
to that of 5th level bards. For more information
on the city itself, see Volo's Guide to the Sword
Coast.)
About
Arahnar (companion of Kharran Fel)
Arahnar
is a fairly young female werewolf. Kharran Fel, a
woodsman from the Baldur's Gate region, found her
near death in her human form. He nursed her back to
health and only then became aware of her true nature.
As she owed him her life, she would never harm him.
After she saved him during an attack by brigands,
he felt he owed her his life and promised to
help her reunite with the pack she had become separated
from.
Arahnar
is a trim, dark-haired, dark-eyed woman with hawkish
features who in her human form appears to be about
19 years of age. She favors loose-fitting garments,
as they don't tear when she shifts into her human/wolf
hybrid form. She carries a dagger and short sword,
both of which she can use with deadly skill. She has
no memory of what attacker almost caused her death,
nor does she clearly remember her life with her pack.
All she knows is that she wants to be reunited with
them.
Arahnar,
female werewolf, T3 (dual classed): AC 6 (Dex
bonus)/5; MV 12/15; HD 3/4+3; hp 12/32; THAC0 19/15;
#AT 1; Dmg 1d4 (dagger) or 1d6 (short sword)/2d4 (bite);
SA backstab/surprise; SD nil/silver weapon or +1 better
weapon to hit; SZ M (5'7")/6'2"; ML steady
(12); Str 11, Dex 18, Con 19, Int 14, Wis 13, Cha
14; AL LE; XP 420.
Thieving
abilities: PP 35 OL 25 F/RT 10 MS 60 HS 60 DN
65 CW 80 RL 10
Special
Abilities: As a natural lycanthrope, Arahnar can
shapechange into either a black-furred hybrid human/wolf
form (represented by the values behind the slashes
in her statistics), or that of a large wolf that is
about the size of a bear. She can use all her thieving
abilities in her hybrid form, but is treated as though
she is a dire wolf in her full wolf form.
About
Kharran Fel (our narrator)
Kharran
has spent his life on the fringes. The child of druids
from the Forgotten Forest, he grew up loving the wilderness,
but was too restless to train either in the druidic
traditions or in the less religious but equally demanding
art of the rangers. He eventually left his home region,
drifting through the Western Heartlands, moving from
adventuring band to adventuring band. He had just
parted ways with a group of highwaymen he'd thrown
his lot in with briefly when he came upon the battered
form of Arahnar. Her plight stirred something in him
that he doesn't feel often-pity. Although initially
attracted to her for her beauty, Kharran now respects
Arahnar equally for her sharp mind and fierce fighting
instincts. He has come to view her as an equal.
Kharran
is a large, muscle-bound man whose style of dress
frequently causes him to be mistaken for a ranger.
He wears his brown beard and hair long and often adorns
himself with feathers or animal bones. His preferred
weapons are hand axes, and carries three of them,
fighting two-handed against enemies. He usually has
a battle axe strapped to his back as well, but he
only unlimbers it if faces with a truly fearsome foe.
Kharran is 25 years old.
Kharran
Fel, male human, F5: AC 4 (leather armor and Dex
bonus, ring of protection); MV 12; HD 5; hp
43; THAC0 15 (17 with offhand when fighting with two
hand-axes); #AT 1 or 2; Dmg 1d8 (battle axe) or 1d6/1d6
(two hand-axes); SZ M (6'3"); ML steady (12);
Str 17, Dex 16, Con 12, Int 11, Wis 10, Cha 10; AL
N; XP .
Special
Abilities: Kharran can track as though he was
a ranger. He also has the healing and herbalism proficiencies.
Special
Equipment: Kharran wears a ring of protection
+2, 5-foot radius protection.
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