ViP Call Girls In Udaipur 9602870969 Gulab Bagh Escorts SeRvIcE
Background story mihoshi
1. MIHOSHI’S STORY
Page 1
The players do not have access to the following information. They will have to figure it out or research
parts of it through bard’s tales or magical means. This information is for the Game Master only in order
to understand and rollplay Mihoshi correctly.
The information in the NPC Player’s Sheet is sufficient to hand it to someone, say a player’s girlfriend or
wife, who wants to play. (It does happen.) And while this may give other players insight into Mihoshi it
won’t blow the mystique or ruin the campaign.
Mihoshi.
Fighter (Ranger) 8th level:
Beautiful; (18 Charisma),
Strong; (17 Strength),
Ditzy; (10 Intelligence and 10 Wisdom),
Average Dexterity (13) but clumsy.
Alignment: Lawful Good
Always on duty. Will not knowingly allow the group to commit any crimes
and will arrest criminals she recognizes.
Weapons: +2 Longsword and a special miniature dwarven repeating
crossbow with special bolts
Armor: +3 Chainmail blouse and skirt (special),
+2 Leather grieves and bracers, +2 Helmet, +2 shield
Items: (3 pairs) locking Dwarven shackles (handcuffs). (3) bottles of hard liquor.
Special Abilities: Luck x4, -4 to all rolls, and 5% chance of special probability travel. See below.
Mihoshi is an 8th level fighter who is an honorary lieutenant in the king’s rangers due to a political
appointment. She does not meet the minimum requirements in wisdom and intelligence to actually be a
ranger class fighter and gets none of the skills and bonuses associated with the class (but she has
studied tracking as a normal skill.)
As a ranger she is empowered to arrest and even execute known criminals on sight. She may
commandeer property, appropriate a room at any inn and eat and drink there at the kings cost. In town
she should report to the local sheriff or captain of the guard. She will have the descriptions and names
of wanted criminals (wanted posters). She has been warned that she is to be always on duty and must
be a credit to the Rangers wherever she goes.
Her outfit is out of comic book, she wears a short golden colored + 3 chainmail skirt and an open face +2
helmet and green cloak. The chainmail doesn’t cover her arms or legs on which she wears +2 leather
grieves and bracers. The chainmail also doesn’t cover shoulders, neck or head. [I can’t believe anyone
else in the galactic patrol wears combat armor like the real Mihoshi, and no female ranger or fighter
wears chain mail like this outside of comic books.] In addition she carries a small +2 shield on her arm
and a +2 long sword in a side scabbard. She has a gold five-pointed star as a badge of her office in the
2. MIHOSHI’S STORY
Page 2
rangers. Her chain mail has a permanent ‘deeppockets spell’ enchanted into it with wizard locked chain
clasps in the mail (like Velcro seals) in which she carries a miniature 3 shot dwarven repeater crossbow
and 18 bolts as well as 3 sets of locking dwarven shackles and other items.
The pockets in her chain mail are extra dimensional and almost invisible. Looking at her you would never
suspect she was carrying anything until she seems to pull it out of thin chainmail. Her pockets cannot be
located unless you know that they exist and they cannot be picked.
Deeppockets (AlterationlEnchantment) (Page 53 of the Unearthed Arcana Rulebook)
Level: 2
Range: Touch
Duration: 24 turns + 6/level (Enchanted Permanently into Mihoshi’s chain mail.)
Area of Effect: One garment
ExplanationlDescription: This spell allows the magic-user to specially prepare a garment so as to hold far more than it normally
could. A finely sewn gown or robe of high-quality material (at least 300 gp value) is fashioned so as to contain numerous hand-
sized pockets. One dozen is the minimum number. The deeppockets spell then makes one of these pockets able to hold 1,000 gp
worth of weight (5 cubic feet volume) as if it were only 100 gp of weight. Furthermore, there will be no discernible bulge where the
special pocket is. The spell can be changed to allow 10 pockets each of 100 gp weight capability (1/2 cubic foot volume each). If a
robe or like garment is sewn with 100 or more pockets (1,000 gp minimum cost), then 100 pockets can
be dweomered to contain 10 gp weight each and hold ’1/6 cubic foot volume each. If the spell duration expires while there is
material within the enchanted pockets (N/A), or a dispel magic is cast upon the enchanted garment (N/A), the wearer must make a
saving throw versus spell. (This will happen if the chain mail is destroyed however.)
Failure indicates the material in those pockets has gone from extradimensional space to astral space - lost forever.
Success indicates the material suddenly and totally appears around the wearer, and immediately falls to the ground.
In addition to the garment, the material components of this spell are a tiny golden needle and a strip of fine cloth given a half-twist
and fastened at the ends.
Unlike other magical chain mail, Mihoshi’s doesn’t expand or contract to fit anyone. A man wearing it
will look like he’s in drag and won’t be able to buckle the narrow waist, so it will be open in back. ‘Small’
girls will have it fall down around their ankles if they sneeze, unless they tie it up somehow. If tied up,
the solid breast plate at the top will be somewhat like wearing a barrel.
[Chad, here is the caster gun you wanted.]
Her crossbow is a miniature dwarven repeater 3-shot crossbow. She carries this loaded (watch out). It
fires up to three bolts per round for 1 four sided dice +1 points of damage because it was crafted for her
strength (17). It takes three rounds to reload (2 rounds if the bolts are in a fast loader clip). The
crossbow is only 16” long and the bolts resemble darts more than arrows. They are non-standard and
must be specially made, but are not too difficult have crafted.
Like all officers in the king’s armies she has access to special bolts with ‘cause critical wounds’ glyphs on
the arrowheads. (In my campaigns these were deadly and kept the party members afraid of police and
soldiers, most of whom were allowed to carry only one bolt.) For a civilian or a non-officer to be caught
with a bolt like this in their possession is an immediate death sentence. This is a military weapon only
and their construction is a military secret. Because Mihoshi’s clumsiness has caused accidents in the
past, her commanding officer may have substituted normal bolts for her special ones, which will appear
to be the glyphed ones (lacquered in the Kingdoms colors, serial numbers, etc.). Mihoshi can only
replace these bolts at the fort where her commanding officer and regiment are located. They will have
to be crafted and enchanted which will take about 2 weeks.
3. MIHOSHI’S STORY
Page 3
Mihoshi also has 3 bolts with special locket heads which have fire trap cast on them. The heads of these
are essentially small lockets which open on striking an object so no damage is caused by the bolt itself,
but the fire trap spell is set off.
Fire Trap (Evocation)
Level: 4 Components: V, S, M
Range: Touch Casting Time: 3 rounds
Duration: Permanent until discharged Saving Throw: ½
Area of Effect: Object touched
Explanation/Description: Any closable item (book, box, bottle, chest, coffer, coffin, door, drawer, and so forth) is affected by a fire trap
spell, but the item so trapped cannot have a second spell such as hold portal or wizard lock placed upon it except as follows: if a fire trap/hold
portal is attempted, only the spell first cast will work, and the other will be negated (both negated if cast simultaneously). If a fire trap is cast
after a wizard lock, the former is negated, if both are cast simultaneously both are negated, and if a wizard lock is cost after placement of o
SPRITE
fire trap there is a 50% chance that both spells will be negated. A knock spell will not affect a fire trap in any way - as soon as the offending
r
party enters/touches, the trap will discharge. The caster can use the trapped object without discharging it. When the trap is discharged there
FREQUENCY: Rare
ARMOR CLASS: 6
will be an explosion of 5’ radius, and all creatures within this area must make saving throws versus magic. Damage is 1-4 hit points plus 1 hit
MOVE: 9"/18"
point per level of the magic-user who cast the spell, or one-half the total amount for creatures successfully saving versus magic. The item
HITDICE: 1
trapped is NOT harmed by this explosion. There is only 50% of the normal chance to detect afire trap, and failure to remove it when such
% IN LAIR: 20%
action is attempted detonates it immediately. To place this spell, the caster must trace the outline of the closure with a bit of sulphur or
TREASURE TYPE: C
saltpeter.
NO. OF ATTACKS: I
DAMAGE/ATTACK: By weapon type
Chad wanted a ‘caster gun’ and insisted Mihoshi had SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
to have cryogenic rounds for the snakes in Kagato’s MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ship. So the mages working for this kingdom, after ALIGNMENT: Neutral (good)
having such success with fire trap, developed ‘Frost SIZE: S (2'tall)
PSlONlC ABILITY: Nil
Trap’ and ‘Shock Trap’ spells which are just variations NO. APPEARING: 10 - 100
Attack/Defense Modes: Nil
of the Fire Trap spell which do cold and electrical Sprites dwell in meadows and wooded glens. They are very shy and
reclusive, but they hate evil and ugliness of all sorts. They are armed with
damage respectively. Mihoshi has 3 each, crafted by slim swords (equal to daggers) and small bows with but half the range and
effect of a short bow. However, their arrows are coated with a special
the same 12th level Wizard. The fire trap bolts are ointment which causes any creature struck to save versus poison or sleep
for 1-6 hours in a comatose state. The sprites will then slay evil creatures or
painted red, the frost trap bolts are blue, the shock remove good ones to a place far from where they encountered the sprites.
Note that sprites are 75% likely to be unnoticed by any creature, and they
trap bolts are white. will attack only evil creatures unless molested first.
Sprites are able to become invisible at will, detect good/evil at a 5" range,
and move silently. When invisible they cause opponents to strike with a -4
Again they can be specially crafted and enchanted in on "to hit" dice.
Sprites speak their own language and the common tongue.
about 2 weeks at the fort.
Mihoshi also currently has 6 bolts which were ‘enchanted’ by some sprites to be like their arrows. Sprite
arrows require creatures struck by then to save vs. poison or sleep for 1 to 6 hours. Mihoshi had a long
drinking binge with a group of sprites recently after her regiment drove some brigands out of their
woods while she got lost. These arrows will last 1 month before the ointment wears off. They cannot be
replaced unless she meets the same group of sprites again they engage in another drinking binge.
Mihoshi also has 9 normal bolts for her crossbow; total of 27 bolts (3 of which are carried loaded in the
crossbow, you decide which ones!)
All other bolts are carried in ‘pockets’ in her chainmail, much like a hunter’s shell vest.
Mihoshi also carries (3) sets of dwarven shackles in her ‘pockets’. Mihoshi’s dwarven shackles are
handcuffs. Because Mihoshi has let captives go in the past (if they had a really good sob story) her key
for the cuffs has been substituted for the wrong key. Her commanding officer has ordered this done and
4. MIHOSHI’S STORY
Page 4
she won’t suspect this but will instead blame herself for not being able to unlock them because she
always has bad luck with keys.
She also has a least 3 bottles of hard liquor stashed in her ‘pockets’. Mihoshi is a closet drinker because
of all her bad luck and incompetence. She also breaks into crying when under stress. She will not drink
around the troops or the other officers, but when she feels that she’s been left alone or deserted she
drinks.
Mihoshi has the GURPS advantage of Luck slotted 4 times. Four times each hour of real time (by the
D.M.’s watch) she can modify a die roll to whatever she wants (at the DM’s discretion) or the DM
himself may decide to change her roll in order to make her succeed at something she needs. Hits, critical
hits, damage, saving throws, pick locks, anything. Example: the odds of guessing a pin number or 4 digit
password is the same as rolling all zero’s on 4 ten sided dice. She can choose to make that roll. That’s
one roll. She can change a miss or even a fumble into a critical hit on an opponent and then decide to
roll max damage if needed. That’s two rolls (critical hit, max damage). The DM may take a missed shot
and let her hit the magic lantern or other important item instead by adding a second to hit roll and
modifying it .
The disadvantage that Mihoshi pays for the luck is that she is -4 on all die rolls other that the ones
modified as above. She misses a lot, fails saving throws, dexterity checks, steps on things while trying to
move silently, and so on. This disadvantage applies to anyone within 5’ of her. People should not want
to stand next to her in combat.
In addition she has the power of probability travel but she does not know this and cannot control it. This
undeveloped and unknown talent allows her to get from point A to point B through an inter-dimensional
doorway. Right now the talent manifests itself as the 5% chance of opening a door and finding herself in
a totally unconnected room anywhere. It won’t work if she knows where the door leads. She cannot
have been through this door before or be able to see what is beyond the doorway before she opens it.
A dark corridor or passage can also work. She must be looking for something she believes should be in
the current search area (building, dungeon, city) and if she probability travels it will usually be to the
location of what she is looking for, otherwise she finds what the GM wants her to find. Anyone can pass
through the door with her, until it closes behind her, and it won’t remain open after she goes through
unless the door is held open. If the room she travels to does not have an appropriate door then a door
appears in the middle of a wall and disappears when it shuts behind her, otherwise she enters through
an appropriate door in the room but the inter-dimensional link is lost when the door closes. Unless she
rolls her 5% chance again the door won’t open back to where she came from. If she fails this second role
and sees what’s beyond that door in normal space it won’t work again because now she knows what’s
beyond this door. Mihoshi gets lost and confused a lot.
It’s appropriate when in a new place with lots of doors that she may forget what door goes where for
the first few days. So doors which she’s been through before but forgotten where they lead to may
work.
5. MIHOSHI’S STORY
Page 5
She could walk through a door and travel into a force bubble if she didn’t know the thing she was
looking for was inside a force bubble (because she knows that doors don’t open into force bubbles). If
that door then closes behind her she could not get out because now there is no door in the force bubble
for her to leave through. It may work through time and various dimensions. If she was in the present
Jurai looking for Ayeka’s father and mother without knowing that they died long ago, she could walk
through a door and into a room in the past Jurai to find them.
Mihoshi’s story:
After the last war depleted the royal male line, princes are extinct and there are a surplus of princesses
and young women of royal blood. As a niece of the king and only natural child of the Kings’s brother,
Baron __________, whoever Mihoshi marries would be next in line to the throne. There are no ruling
queens in this land, just kings. Many other girls of noble blood were set off to monasteries to take vows
in the holy orders to prevent flooding the ruling class with commoners raised to noble status by
marriage. The Baron’s adopted son is next in line and the favored candidate for the throne.
Mihoshi was a tom-boy from a young age and wanted to fight in the wars so she trained as a fighter. Her
father would never let her go but indulged her in her training because she was his only child. Hopelessly
clumsy, she seemed unfit to pursue any path in life, from the royal court to the battlefield. She is a
walking disaster. Yet, in battle, phenomenal luck seemed to follow her. During the wars the baron
became fond of a young daring impetuous knight and, finding him an orphan without lands or title,
adopted him.
Mihoshi was then sent off to live in a Monastery but she ran off instead to join the king’s Rangers (treat
this like the French Foreign Legion). While she may believe she has disappeared, every high officer in the
Rangers knows who she is. The Baron, informed of her choice, humored her again with a large
endowment for her equipment and a commission as an officer in the rangers. This ‘unknown’ benefactor
paid for her to have the finest equipment, making others in the service jealous. Her constant fumbling,
breakage of equipment and the fact that she’s a girl has lost her all respect among rangers, but the fact
remains that she always gets her man, even if it is only by the most phenomenal luck ( good and bad). If
she goes on patrol with a group of rangers, they often ditch her.
The Baron has given orders that Mihoshi may never leave the Rangers, is never to be allowed to resign,
and may not marry or fraternize with any men. Therefore she has been thoroughly drilled that she must
never do anything to dishonor the Rangers. She must always be on duty and never be seen fraternizing.
This is a stricter standard than other officers are held to, but Mihoshi doesn’t know that. If she sees
another officer with a woman in town and mentions it, that officer will be severely disciplined. Because
of this and other things a lot of Rangers would like to see her removed. It is known, however, that if she
dies or comes to harm it will be thoroughly investigated by the Baron. She may die in battle, but no foul
play.
Mihoshi is constantly under observation by a couple of magic users in the baron’s employ. The step son,
however, through bribes and promises of future rewards, gets the information and filters it before
6. MIHOSHI’S STORY
Page 6
reporting to the Baron. No one in the Rangers likes Mihoshi, and it is understood that anyone showing
affection toward her will be discharged, or re-assigned (Baron’s orders) and if they persist they are
assassinated (step son’s doing). This is assumed by Mihoshi and by the troops to be part of Mihoshi’s
bad luck.
The commanding officer has found that no reprimands come down the chain of command when
practical jokes are played on Mihoshi or even if she is made a laughing stock, as long as she is not hurt or
does not cry about it too much, so he tolerates some hazing. Her chain mail is the result of such a joke,
it’s the finest quality and has the best magical options, but it’s ridiculous and she doesn’t know it. In fact
she appears to be more of a target than a threat to villains and works well as bait.
The party meets Mihoshi.
This should occur outdoors while adventuring, after a fight Air Elemental
FREQUENCY: Very rare
between Ryoko and Ayeka while they are bathing, in which NO. APPEARING: 1
ARMOR CLASS: 2
Ryoko uses up her breath weapons. Ryoko then casts her MOVE: 36"
HIT DICE: 8, 12 or 16
conjure air elemental spell (I’ll show you why they call me % IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
Demon Summoner!) and orders the elemental to attack Ayeka. DAMAGE/ATTACK: 2-20
SPECIAL ATTACKS: See below
Ayeka grabs Ryoko causing her to lose control of the SPECIAL DEFENSES: +2 or better
MAGIC RESISTANCE: Standard
elemental. INTELLIGENCE: low
ALIGNMENT: Neutral
SIZE: large
Weapon to hit
While the group is thus distracted, (say 5 rounds later) the PSlONlC ABILITY: Nil Attack/Defense Modes: Nil
sound horses charging down on them will be heard. Air elementals' only mode of locomotion is by "flying." They can, of
course, move at slower than the speed listed. If in combat in the air they
gain a +1 on hit probability and a +2 on each die of damage they cause.
Upon command an air elemental can form a whirlwind - a truncated
Mihoshi will gallop through being pursued by a band of 25 Reverse cone, with a 2" bottom diameter, a 6" top diameter, and a height
in inches equal to the elementals' number of hit dice, i.e. 8". 12" or 16" If
thugs composed of thieves (2nd - 6thlevel, three each) and the full height of the whirlwind can't be attained due to some overhead
obstruction, the whirlwind is only half strength. A full strength air
fighters (2nd - 6th level, two each), who are part of a larger elemental whirlwind lasts for 1 melee round, sweeps away and kills all
creatures under three hit dice, and causes 2-16 hit points of damage on
group living Robin Hood style in the forest. No magic weapons, all non-aerial creatures which it fails to kill outright. Formation of this
whirlwind or dissipation of it requires one full turn.
On the elemental plane of air can be found certain intelligent air
swords and bows for the lot of them. Elowa (Kiyone) will elementals which have special abilities beyond the above. Some are
stranger than the most powerful of conjured elementals. Their queen is
recognize Mihoshi and Mihoshi recognizes (Kiyonoe). both powerful and has certain magical abilities.
The leader in the forest is an 8th level fighter with a +2 longsword, +2 bow, and a horn of blasting. (The
horn of blasting will be invaluable in Kagato’s Keep, and could destroy the whole keep much like
Kagato’s ship was destroyed in the series. Tying up a loose end for the DM.)
Air Elemental HP: 120
00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000
00000 00000 00000 00000 00000 00000
7. MIHOSHI’S STORY
Page 7
Conjure Elemental (Conjuration/Summoning)
Level: 5
Range: 6"
Duration: 1 turn/level – (for Ryoko that’s 10 turns or 100 rounds)
Area of Effect: Special
Components: V, S, M – (Dragons use spells that are vocal only. All Ryoko’s spells that she had memorized 500 years ago are assumed to be of this type.)
CastingTime: 1 turn – (OK, let Ryoko have her two old conjure air elemental spells with 1 round casting time. She will need the other on Yakage’s ship later.)
Saving Throw: None
Explanation/Description: There are actually four spells in one as respects conjure elemental. The magic-user is able to conjure an air, earth, fire or water elemental with this spell - assuming he
or she has the material component for the particular elemental. A considerable fire source must be in range to conjure that type of elemental; a large amount of water must be likewise available for
conjuration of a water elemental. Conjured elementals are very strong - see ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL - typically having 16 hit dice (16d8). It is possible to
conjure up successive elementals of different type if the spell caster has memorized two or more of these spells. The type of elemental to be coniured must be decided upon before memorizing the
spell. The elemental conjured up must be controlled by the magic-user, i.e. the spell caster must concentrate on the elemental doing his or her commands, or it will turn on the magic-user and
attack. The elemental, however, will not cease a combat to do so, but it will avoid creatures when seeking its conjurer. If the magic-user is wounded or grappled, his or her concentration is broken.
There is always a 5% chance that the elemental will turn on its conjurer regardless of concentration, and this check is made at the end of the second and each succeeding round. The elemental
can be controlled up to 3" distant per level of the spell caster. The elemental remains until its form on this plane is destroyed due to damage or the spell's duration expires. Note that water
elementals are destroyed if they move beyond 6" of a body of water. The material component of this spell (besides the quantity of the element at hand) is a small amount of:
Air Elemental - burning incense
Earth Elemental -soft clay
Fire Elemental - sulphur and phosphorus
Water Elemental -water and sand
N.B. Special protection from uncontrolled elementals is available by means of a pentacle, pentagram, thaumaturgic triangle, magic circle, or protection from evil spell.
8. MIHOSHI’S STORY
Page 8
A few years ago, Mihoshi captured a small band of brigands in which Elowa (under the name of Kiyone)
Brigands Chasing Mihoshi
F1-2 Spear Fighter 2nd AC 4 HP 15 00000 00000 00000
F2-2 Flail Fighter 2nd AC 4 HP 15 00000 00000 00000
F3-3 Glaive Fighter 3rd AC 4 HP 25 00000 00000 00000 00000 00000
F4-3 Lance Fighter 3rd AC 4 HP 25 00000 00000 00000 00000 00000
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21
Paralyzation, Poison, Petrification, Rod, Staff,
13 14 15 Breath Weapon 16 Spell 16
Death Magic Polymorph Wand
Long Sword 1-8 / 1-12
Short Bow 1-6 / 1-6 5 / 10 / 15
F5-4 Mace Fighter 4th AC 3 HP 35 00000 00000 00000 00000 00000 00000 00000
F6-4 Pike Fighter 4th AC 3 HP 35 00000 00000 00000 00000 00000 00000 00000
F7-5 Tri Fighter 5th AC 3 HP 45 00000 00000 00000 00000 00000 00000 00000 00000 00000
F8-5 Scim Fighter 5th AC 3 HP 45 00000 00000 00000 00000 00000 00000 00000 00000 00000
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 20
Paralyzation, Poison, Petrification, Rod, Staff,
11 12 13 Breath Weapon 13 Spell 14
Death Magic Polymorph Wand
Long Sword 1-8 / 1-12 +1 +2
Short Bow 1-6 / 1-6 5 / 10 / 15
F9-6 Ham Fighter 6th AC 2 HP 55 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
F10-6 Fark Fighter 6th AC 2 HP 55 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000 00000
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20
Paralyzation, Poison, Petrification,
11 12 Rod, Staff, Wand 13 Breath Weapon 13 Spell 14
Death Magic Polymorph
Long Sword 1-8 / 1-12 +2 +3
Short Bow 1-6 / 1-6 5 / 10 / 15
T1-2 Coins Thief 2nd AC 10 HP 10 00000 00000
T2-2 Red Thief 2nd AC 10 HP 10 00000 00000
T3-2 Blacky Thief 2rd AC 10 HP 10 00000 00000
T4-3 Grey Thief 3rd AC 9 HP 15 00000 00000 00000
T5-3 Cats Thief 3rd AC 9 HP 15 00000 00000 00000
T6-3 Dagger Thief 3rd AC 9 HP 15 00000 00000 00000
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
11 12 13 14 15 16 17 18 19 20 20 20 20 20 20 21 22 23 24 25 26
Paralyzation, Poison, Petrification, Rod, Staff,
13 12 14 Breath Weapon 16 Spell 15
Death Magic Polymorph Wand
Long Sword 1-8 / 1-12
Short Bow 1-6 / 1-6 +2 5 / 10 / 15
T7-4 Ropes Thief 4th AC 8 HP 20 00000 00000 00000 00000
T8-4 Purser Thief 4th AC 8 HP 20 00000 00000 00000 00000
T9-4 Boots Thief 4th AC 8 HP 20 00000 00000 00000 00000
T10-5 Pick Thief 5th AC 7 HP 25 00000 00000 00000 00000 00000
T11-5 Cloak Thief 5th AC 7 HP 25 00000 00000 00000 00000 00000
T12-5 Eyes Thief 5th AC 7 HP 25 00000 00000 00000 00000 00000
T13-6 Dagger Thief 6th AC 6 HP 30 00000 00000 00000 00000 00000 00000
T14-6 Black Jack Thief 6th AC 6 HP 30 00000 00000 00000 00000 00000 00000
T15-6 Fingers Thief 6th AC 6 HP 30 00000 00000 00000 00000 00000 00000
10 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9 -10
4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20
Paralyzation, Poison, Petrification, Rod, Staff, Breath
13 12 14 16 Spell 15
Death Magic Polymorph Wand Weapon
Long Sword 1-8 / 1-12
Short Bow 1-6 / 1-6 +3 5 / 10 / 15
was operating during a summer vacation when adventuring in local dungeons didn’t pan out. Elowa
9. MIHOSHI’S STORY
Page 9
used a sob story about being captured and forced to help and went ‘straight’ even joining Mihoshi as a
deputized partner to clear out some other robbers roosts. She managed to pocket enough re-captured
loot under the table to pay next year’s tuition. (Mihoshi of course must return loot taken from brigands
back to rangers to be claimed by those robbed.) Elowa really likes Mihoshi and found that robbing from
the robbers was profitable enough and didn’t bother her conscious. Mihoshi actually believes Elowa is
an elven princess. (Elowa and Mihoshi had a drinking spree and told each other their sob stories.) Elowa
will go by the name of Kiyone from now on if possible (“Might as well use my real name now that you
know it.”) since her real name ‘Elowa’ is now on the wanted list in every town by now. Better not let
Mihoshi hear the name Elowa too much, since she will be reporting to the rangers off and on. Elowa will
be the one to suggest that Mihoshi, as the king’s representative, must escort the princess’ of Juria and
their entourage safely through the King’s domain. If Mihoshi tries to get other rangers or soldiers
involved or gets re-assigned Elowa will hint that the King of Juria does not wish any men who are not
eunuchs (other than these old trusted servants already in the princess’s employ) to guard his daughter.
“Those wood golems will perform the operation, cutting the offending organ off by enclosing it with a
force bubble, the first time they see that they’re not clipped,” she’ll whisper. When this gets back to the
rangers and other soldiers Mihoshi will be allowed to remain as their escort even if Ayeka objects.