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Background story mihoshi


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Tenchi Muyo as Non-Player Characters in a Dungeons and Dragons Campaign, Mihoshi's Background Story

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Background story mihoshi

  1. 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 campain. 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 minature 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 rangers. Her chain mail has a permanent ‘deeppockets spell’ enchanted into it with wizard locked chain
  2. 2. MIHOSHI’S STORY Page 2 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. 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. 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. 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. 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. 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. 8. MIHOSHI’S STORY Page 8 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
  9. 9. MIHOSHI’S STORY Page 9 A few years ago, Mihoshi captured a small band of brigands in which Elowa (under the name of Kiyone) was operating during a summer vacation when adventuring in local dungeons didn’t pan out. Elowa used a sob story about being captured and forced to help and went ‘straight’ even joining Mihoshi as a 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
  10. 10. MIHOSHI’S STORY Page 10 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.