The World Born Dead
of House Mendini
Male Human Enchanter 1 / Aristocrat 1
Strength 10 (+0) Dexterity 12 (+1) Constitution 9 (-1) Intelligence 15 (+2) Wisdom 7 (-2) Charisma 12 (+1)
Gave up: Evocation Necromancy
Total Hit Points: 8
Speed: 30 feet
Armor Class: 11 = 10 +1 [dexterity]
Touch AC: 11 Flat-footed: 10
Initiative modifier: +1 = +1 [dexterity] Fortitude save: -1 = 0 [base] -1 [constitution] Reflex save: +1 = 0 [base] +1 [dexterity] Will save: +2 = 4 [base] -2 [wisdom] Attack (handheld): +0 = 0 [base] Attack (unarmed): +0 = 0 [base] Attack (missile): +1 = 0 [base] +1 [dexterity] Grapple check: +0 = 0 [base]
Light load: 34-66 lb. Medium load: 33 lb. or less Heavy load: 67-100 lb.
Languages: Common, Draconic, and Infernal
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
No familiar yet
Combat Casting Noble Birth [Status] [hand-edit as needed] Scribe Scroll [free to wizard]
Appraise Int 7 = Balance Dex* 1 = Bluff Cha 6 = Climb Str* 0 = Concentration Con -1 = Decipher Script Int 4 = Diplomacy Cha 5 = Disguise Cha 1 = Escape Artist Dex* 1 = Forgery Int 4 = Gather Information Cha 6 = Heal Wis -2 = Hide Dex* 1 = Intimidate Cha 8 = Jump Str* 0 = Knowledge (history) Int 6 = Knowledge (nobility) Int 7 = Listen Wis -2 = Move Silently Dex* 1 = Ride Dex 1 = Search Int 2 = Sense Motive Wis -2 = Spot Wis -2 = Survival Wis -2 = Swim Str** 0 = Use Rope Dex 1 =
- = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Zero-level Enchanter spells: 4 (3+1) per day
First-level Enchanter spells: 3 (1+1+1) per day
- Extra feat at first level (already included)
- Four extra skill points at first level (already included)
- One extra skill point at each additional level (already included)
- Familiar / Alertness, etc.
- Bonus Feats (already included)
- High intelligence gains bonus spells daily
- Specialist gets 1 extra enchantment spell/level/day
Vedius’s Equipment:1 lb 3 lb
4 lb Weapons / Armor / Shield (from above) Spellbook x1
Some months ago, Mendini Vedius, hired a company of mercenaries to escort him, his man-servant, and two of his slaves here to the ruined city of Agamentar in the Eastern Provinces, where he is convinced a vast treasure lies hidden behind an brass door.
To Vedius, the treasure represents the last hope to save his house. For decades, his father Mendini Octavio spent the families vast fortune like water, running up huge gambling debts and strange excesses. With his recent death, and grand funeral, the truth has come to light. Now the Mendini risk losing their lands when the taxes come due next year.
Following the journal that he inherited from his famous uncle, Mendini Zane, the expedition was going splendidly until they reached the Bloodstone gate. Unable to decipher the riddle on the door for three weeks, the expeditions supplies ran dangerously low. Worse the minds of the party had begun to fray, possibly affected by the strange architecture or simply from the stress of living in the ruined streets for days on end.
Finally, however Vendius got lucky and was able to decipher the riddle and solve it. Gaining entrance to the subterranean vaults beneath the ruined city. The mercenaries wanted to turn back, and return to the White City to resupply when they were suddenly attacked and forced to retreat through the Bloodstone gate by an invisible monster or monsters. Once beneath the city, the mercenaries and Vedius quickly became separated in the dark maze like corridors. Somehow in the confusion, Vedius’s servant Senca, lost the journal with the map folded inside it.
However with more luck, Vedius, Senca, three mercenaries (Atticus, Decimus, and Titus) and a Gnoll slave have happened upon the brass door that Zane spoke of in his journal, unfortunately the only way to open the door is with a living sacrifice. Vedius bought the Gnoll called Flind for just this ocassion but is unwilling to go through with the act himself for fear of endangering himself.