Walker

Traveling Monk

Game
GM
Location
Campaign Start         
Player

Dungeons & Dragons
Angelo Benedetto
Rice University
09MAR2002
Michael J. Casavant

Description
History
His Name
Habits
Notes
Stats (GM only)

Description

The slim muscular man looks like he might be a drifter looking for farm work. He certainly doesn't look all that impressive, barely noticed him at all. He pats the dust off his clothes at the entrance of the tavern and then enters. A drunkard explodes from the door suddenly, but the man avoids him with an act of grace only outmatched by the casual air with which he executes it.

A warrior perhaps? He does have a crossbow across his back, a well-made one by the looks of it. The wood sticks and that odd hook-like implement look like farm tools. The small knife might be for battle or for crafts. Maybe the crossbow is just for hunting then.

He disappears into the tavern for a few minutes and then walks out, eating some stew ladled into the heart of a large piece of bread. His manner of eating is rather course, consistent with a farm hand bolting food after a long day. As he passes closer, it's apparent that he does not have much in the way of valuables, not even armor. Well, the bow will have to do.

You flank him as he enters the thick of the crowd. You get close as your partner prepares to bump him. He slips around the bump and pushes your partner into you, slipping a sidelong glance back at you that tells you his is not the pocket to pick. A few strands of light brown hair escape from his bundled pony tail as his head turns. His deep brown eyes hold a strange mix of serenity and awareness. He is not looking at you, but somehow it's obvious he is tracking your movement. You fade back into the shadows of the streets. He's just not worth the effort.

History

Edgar Forsythia IV was born to a father that spent of his time whoring and drinking. He was a wealthy merchant whose ambition and avarice were only limited by the constant drain of his expensive vices. When Edgar turned twelve, he left home.

He was taken into a monastery, where he took the name Walker, and put to gainful work. He found it rewarding and soon the years were rolling by and he was being trained in the ways of the spirit and mind. He was a good student, possessing a remarkable gift for awareness and determination.

Eventually, Walker became skilled enough to choose a teacher of his own for the higher mysteries. He chose a loner that lived in a far off castle. Years sped by and he became proficient in the martial arts in all regards, honing his body, mind, and spirit. One of his teacher's few friends and an occasional visitor, was a Wizard from a nearby town. When Walker turned nineteen, he was called into his teacher's study and asked if he wished to travel and learn in the classroom of the world or continue a more cloistered path.

Walker chose to travel and was asked to watch over an apprentice of the Wizard, a young woman named Zhari. Walker agreed and the two set out on the road to a large magnificent city of great renown, Waterdeep.

His Name

I chose Walker because it sounded humble, simple, and appropriate for a traveling monk.

Habits

Around the campfire: Walker does not tend to sit at the campfire and chat. He is more likely to be in earshot and practicing his martial arts forms. He will readily hold a conversation while doing such forms, lacking the social sensitivity to stop and give a person his full attention.

Mannerisms: He tries to stay with sight of Zhari, preferably no more than 15 feet away at any time.

Strangers: Walker grew up in a land that was relatively pleasant, but dangers did encroach. On his own, he can escape from or avoid most problems. However, currently he is loosely charged with looking out for his traveling companion, a Wizard named Zhari. Out of concern for her safety he now tends to be somewhat distrustful of strangers and would rather be rude than sorry; of course, he is not that charismatic, so social graces are not expected.

Quotes:

  • These arms will not do the work of Evil.
  • We should not endanger innocents.
  • That wouldn't be Good, would it?

Notes

Party

  • Zhari - Female Human Wizard. She left home to visit Waterdeep to refine her skills and knowledge. Walker has been asked to look out for her on her travels.
  • Akota - Male Half-Orc Barbarian. Akota is from the same tribe as Blackjack.
  • Blackjack - Male Human Ranger. Blackjack is from the same tribe as Akota.
  • Lazarus - Male Human Cleric. His deity is Kelemvor, a "good" death god. He is wandering and spreading the "good" word about Kelemvor.
  • Molly - Female Elf Rogue. Left home to see Waterdeep.
Date Notes
20020309
Session 1
En route to Waterdeep with Zhari, enslaved by Orcs and taken back to ancient grounds of temple of Gruumsh. Slaves taken to clear temple grounds so that Orc leader Krellis could recover the Eye of Gruumsh, a powerful magic item with which he would bring about a return to a golden age for Orcs. Lazarus (priest of Kelemvor) befriended Krellis, Akota (Half-Orc Barbarian) pretended to be a bad guy, and Walker refused to work, "My arms will not do the work of evil." Session ended with a battle with the Orcs that did not go well.
20020330
Session 2
Temple of Gruumsh. Orc factions acted against each other, party took advantage and only the Orcs named Krellis (Monk leader) and Baruk (Barbarian) remained alive. Group hopped through the portal, healed up, and moved on.
20020427
Session 3

Temple of Gruumsh (redux) - backed up in time to the temple. Lazarus decided that he had to kill him some Ghouls after an interesting and heated bit of role-playing with Walker. Lazarus argued for the need to kill all undead while Walker argued that the danger to the innocent slaves and others was too great with the unknown number of Ghouls. Lazarus and a few others went a Ghoul huntin'. Two dead Ghouls later and the need to vanquish all undead dimmed enough; no one was willing to actually go down into the Ghoul warrens and finish things up, so it was deemed adequately vanquished and the party left.

The group hopped out in a mountain pass and started heading to civilization. Krellis and Baruk stayed behind to find another portal. The group ended up in the mountains on the west edge of the Anauroch desert. They moved west to the first town, Lark, and found Zhentarim (generally villainous guys) galore. The freed slaves decided to take care of themselves from Lark. Walker practically emptied his pockets to give them one gold piece each to help them on their way, Lazarus followed suit and matched the donation. The group was hired by a fellow named Angus to escort him while he delivered a box. They made it past a Zhentarim patrol, successfully vanquished a mud creature (Ooze Mefit), and killed or ran off all of a group of 4 Hobgoblins and 1 Bugbear. Riding high on their success, they were caught by surprise by a powerful Wizard and skillfully watched as Angus was disintegrated before they could even act. Zhari said, "We have no quarrel with you." The Wizard promptly teleported away before anyone else could act. Not very good caravan guards after all, are they?

The party traveled and eventually the greedy pestering of Blackjack and Molly found a reasonable excuse for opening the box. Inside, the group found lots of gold, a bag of gems with an address, and a magical longsword with symbols of Bane, an Evil god, on it. The group decided to continue on and try to find a Good church to seek counsel. At the next town, Loudwater, the group decided to push on through and camp past the city to avoid notice (no Good temples to be found there).

A man approached from the night, announcing himself as Rufus. He told a tale of his poor unfortunate sister who had sprained her ankle and that they could find transport. Walker argued against it due to the danger that adventurers attract (the reason the other freed slaves gave when they left the party). He offered to help them with the last of his money, but they still went on about not being able to get a working passage. Walker sensed they were being shifty (very successful Sense Motive) and told his companions that. The party was rather suspicious, except for Kelemvor, who pushed very hard to accept the pair into the group for traveling. They had Rufus bring his sister, Sherry, for healing, but the party eventually decided to turn them down on traveling with them. Once they left, Walker argued that strangers seeking them a group of strangers in the wilderness at night seemed suspicious. The last words of the evening were more heated words between Walker and Lazarus about Walker's apparent cynicism and Walker's claims that he could sense deception in others. Which was sort of humorous when...

...later that night, Rufus and Sherry ambushed the party. His crossbow bolt did not drop Molly, but Sherry's Sleep spell did a number Blackjack, Zhari, and Walker. Walker had some horrible saving throws, but he did get in the way of the case getting nabbed and did a great job of attracting the attention of Sherry's Shield spell; thankfully everyone else was pretty much on the ball and she went down hard. The group managed to roust themselves, kill Sherry, capture the nigh-dead Rufus (When Akota swings his axe, watch out!), and not get killed in the process. It was obvious from what they said that they knew about the case, knew Angus, and were intent on getting the case. Rufus was kept alive for questioning. The session ended there.

20020527
Session 4
Rufus was questioned and turned into the authorities. Rufus spoke of he and Sherry being hired by Angus. He faked his death. He took the sword and money back when they "failed some test" (no doubt they tried to make off with the goods instead of trying to finish the job. We tracked down the owner and eventually ended up talking to Angus, who was in fact alive and well. He sent us into the Dire Woods to recover the Gauntlet of Strife, a dastardly dastardly magic item. Aren't they always that way? :) He went another direction as a decoy to lead them away from us.
20020608
Session 5
Killed off giant bees. Killed off Kobolds. Now have access to a scary black door with a hand inentation in it. (Hmm, would that be the symbol of Bane?)
20020713
Session 6

With the kobolds dead, the bees dead, and our former adversary, the water mephit, effectively guarding our backs by preventing people from passing by it, we were relatively safe. The group rested and investigated. After some puzzles and one small fight, the status was:

  • All spells spent
  • Walker's Potion of Moderate Healing burned to save Molly's life
  • Gauntlet of Strife - in possession of the party, specifically Blackjack
  • Akota dead - killed by an errant blow from Lazarus who was trying to kill a magically animated hand that was attacking the prone and bleeding form of Akota.

Stats (GM Only)

Starting Stats

Abilities

Str
13
+1
Dex
17
+3
Con
15
+2
Int
12
+1
Wis
18
+4
Cha
8
-1

Hit Points: 18

Class Monk
Race Human
Alignment LG
Levels Monk 3

Statistics

AC
17
Ref
5
Fort
4
Will
6
Init
3
Equipped Gear
Name Weight
Crossbow, Lt (MW) 6
Kama 2
Monk's Outfit 2
Nunchaku 2
Quarterstaff 4
Siangham 1

Unequipped Gear
Name Weight
Backpack 2
Bedroll 5
Blanket, Winter 3
Bolts, Crossbow (20) 2
Candle (2) 0
Case, Map or Scroll 0.5
Flint and Steel 0
Inkpen 0
Rations, Trail (1 day) 1
Sling 0
Soap (1 lb.) 1
Feats
Combat Reflexes
Blindfighting

Class Features
Unarmed Strike
Stunning Attack
Evasion
Monk Wpns*
Fast Movement
Flurry of Blows
AC Bonus (Wis)

Languages
Celestial
Common

 

Skills
Name
Total
Rank
Ability
Misc
Balance
5
2
3
Climb
1
0
1
Escape Artist
7
4
3
Hide
4
1
3
Jump
5
4
1
Listen
8
4
4
Move Silently
4
1
3
Sense Motive
6
2
4
Tumble
7
4
3
Spot
4
0
4
Wilderness Lore
4
0
4

Progression

Level 2

  • Escape Artist (5), Jump (5), Knowledge/Arcana (1), Listen (5), Sense Motive (2.5), Tumble (5)
  • +5 Hit Points (including Con bonus, blech)
  • New class ability - Deflect Arrows

Level 3

  • Escape Artist (6), Jump (6), Listen (6), Profession - Herbalist (1), Sense Motive (3.0), Tumble (6)
  • +3 Hit Points (Why yes, that is in fact the minimum possible)
  • New class abilities
    • Still Mind (+2 vs. Enchantment school effects)
    • Move 40 ft.
  • New Feat - Hold the Line

Current Stats

Abilities

Str
13
+1
Dex
17
+3
Con
15
+2
Int
12
+1
Wis
18
+4
Cha
8
-1

Hit Points: 18

Class Monk
Race Human
Alignment LG
Levels Monk 3

Statistics

AC
17
Ref
5
Fort
4
Will
6
Init
3
Equipped Gear
Name Weight
Crossbow, Lt (MW) 6
Kama 2
Monk's Outfit 2
Nunchaku 2
Quarterstaff 4
Siangham 1

Unequipped Gear
Name Weight
Backpack 2
Bedroll 5
Blanket, Winter 3
Bolts, Crossbow (20) 2
Candle (2) 0
Case, Map or Scroll 0.5
Flint and Steel 0
Inkpen 0
Rations, Trail (1 day) 1
Sling 0
Soap (1 lb.) 1
Feats
Combat Reflexes
Blindfighting
Hold the Line

Class Features
Unarmed Strike
Stunning Attack
Evasion
Monk Wpns*
Fast Move 40'
Flurry of Blows
AC Bonus (Wis)
Still Mind

Languages
Celestial
Common
Skills
Name
Total
Rank
Ability
Misc
Balance
7
2
3
2
Climb
1
0
1
Escape Artist
9
6
3
Heal
8
0
4
2+2
Hide
4
1
3
Jump
7
6
1
2
Listen
10
6
4
Move Silently
4
1
3
Prof - Herbalist
5
1
4
Sense Motive
7
3
4
Tumble
9
6
3
Spot
4
0
4
Wilderness Lore
4
0
4
Synergy bonuses
- Jump 5: +2 to Tumble
- Tumble 5:- +2 to Balance and Jump

Special Notes
-
Tumble 5: +3 AC for Fight Defensively and +6 AC for Total Defense.
* - Club, Crossbow (Lt or Hvy), Dagger, Handaxe, Javelin, Kama, Nunchaku, Quarterstaff, Shuriken, Siangham, and Sling.