Making Friends

The three NPC’s trapped with the PC’s are frightened, both by their situation and by the fact that they’re trapped with strangers. Until an NPC is made at least friendly, they follow the PC’s cautiously and do not take part in combat.

A friendly NPC will help the PCs as they can in combat and allow the PCs to lead, while a helpful one will share his or her spells and items with PCs.

A successful intimidate check can make an NPC friendly for a short time, after which the NPC becomes hostile. A hostile NPC won’t attack the PCs, but will try to convince the other NPCs to abandon the PCs with them, figuring their chances for survival are better. An NPC who does this does not do well on their own.

Using Diplomacy to Influence an Attitude:

Succeed – If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations.

Fail – If you fail the check by 4 or less, the character’s attitude toward you is unchanged. If you fail by 5 or more, the character’s attitude toward you is decreased by one step.

Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).

Anevia Tirabade:

Anevia is frightened to be trapped below Kenabres, and while her scared inner child threatens to emerge, she does her best to stay levelheaded and calm, for in truth she is more worried about her wife and what’s happening on the surface than her own fate.

Current Injuries: Broken Leg
Anevia’s leg was broken in the fall, and as a result she moves at half speed and cannot run. She also takes a -4 penalty on any skill checks requiring movement (Acrobatics, Climb, many Stealth checks, and Swim) and a -2 penalty to her AC. If the damage she sustained in the fall is healed, the penalty on skill checks is reduced to -2 and the penalty to AC is removed, but completely healing her leg requires a regenerate spell.

Starting Attitude: Indifferent (DC 16)
If she becomes helpful, she gives the PCs her alchemical items, agrees to make Disable Device checks upon request, and even risks her life to save a PC in danger.

NPC Interactions
Anevia knows Aravashnial recently split up with his lover, but doesn’t know why – she suspects a disagreement over religion. She doesn’t know he belongs to the Rift Wardens, and believes him to be a self-interested, wizardly merchant who sometimes helps crusaders by casting spells or identifying items for them.

She knows Horgus a bit better. She was recently tasked by the Eagle Watch, the knightly order to which her wife belongs, with breaking into one of Horgus’s warehouses to find evidence of collusion with Worldwound forces. Instead, she not only uncovered his records of extensive anonymous donations to the cause, but also of a well-tended, but hidden personal shrine to Abadar. She doesn’t like his attitude, but respects him enough to keep his anonymous donations and faith secret, even if she doesn’t understand why he apparently wants to keep his religious side hidden.



As a man used to exploring dangerous areas and taking on ferocious enemies, he would normally be well equipped to journey through these tunnels beneath Kenabres. His blindness has left him at a severe disadvantage, however, and the wizard is deeply shaken. He despises the helplessness he feels and tries to take a strong leadership role in the party. If the PCs can help Aravashnial feel confident in himself despite his blindness, he makes a valuable ally, but if they can’t convince him to take a back seat while exploring, he’ll get himself killed before he can be much help.

Current Injuries: Blinded
Aravashnial’s eyes have been destroyed, permanently blinding him. Restoring his sight requires a regenerate spell – remove blindness/deafness cannot help him.

Starting Attitude: Indifferent (DC 16)
If he becomes helpful, he tells the PCs what spells he has prepared, and agrees to cast them as the PCs see fit. He even uses his Wand of False Life or his potions on the PCs if they are badly wounded, but even if made helpful, Aravashnial doesn’t risk his life to save a PC during this part of the adventure unless not saving the PC obviously puts his own life in greater danger.

Aravashnial recognizes Anevia by sight only as the wife of Irabeth, a woman with whom he’s had arguments in the past over how much direct aid the Riftwardens should provide in the war effort. In a way, he lays the blame for the end of his own relationship with his lover Lylina on Irabeth’s convincing argument – when Aravashnial tried to use Irabeth’s reasoning on Lylina to convince her to open up Riftwarden resources to the crusaders, the resulting argument ended their relationship. As such, he’s relatively curt and terse with Anevia.

With Horgus, he is awkward and usually non-confrontational – a few months back, Aravashnial developed a theory that some of Kenabres’ nobles were funding demonic agendas, and among these nobles was Horgus Gwerm. The information proved to be false (provided, unbeknownst to Aravashnial, by a cultist of Baphomet who was looking to sow dissent), and while he apologized publicly and paid him a hefty restitution, he knows the noble resents him and is itching an excuse for revenge.


Horgus Gwern:

Being trapped in the tunnels beneath Kenabres does not sit well with Horgus Gwerm. Unarmed, forced to travel with strangers through the darkness, he can only imagine the demonic violence on the surface. He hides his fear and helplessness under and extra layer of arrogant bluster. Horgus is an intelligent man with many years of learning behind him, and he fully expects others to recognize his smarts and experience and follow his every command.

Current Injuries: Minor

Starting Attitude: Unfriendly (DC 19)
Horgus is insulting and crass, but if made friendly he mostly keeps his acerbic comments to himself. If made helpful, he increases his promised reward if the PCs get him to the surface from 1,000 gp to 2,000 gp, and aids as best he can in combat. Horgus never risks his life to save a PC during this part of the adventure, even if made helpful.

Horgus knows Aravashnial as a conspiracy theorist, and still rankles at the elf’s inclusion of him in the now mostly forgotten theory that several of Kenabres’s nobles were secretly funding demonic causes. Horgus is itching to find out something scandalous about the elf that he can take public – and if he can’t find something real, he’s increasingly considering making something up.

He knows Anevia is the wife of Irabeth, and also that Irabeth sold her father’s sword to fund Anevia’s physical gender transformation since the noble who bought the sword (a man named Kandro Nyserian) borrowed money from Horgus to make the purchase. For what purpose, Horgus never learned – he knows only that Kandro is slightly behind on his loan payments. He suspects Anevia was involved in the robbery of one of his warehouses, likely in an attempt to reclaim the sword, but doesn’t know she’s actually the one who proved his innocence from the false conspiracy postulated by Aravashnial and that the robbery was in fact a completely unrelated crime.


Making Friends

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