Meet the Gullwings

  • Barrett - Male Dragonborn Paladin
  • Jirobo - Male Human Wizard
  • Oroun - Male Deva Invoker
  • Paine - Female Halfling Rogue
  • Ziva - Female Dwarf Fighter

Current Module:

Scales of War: Rescue at Rivenroar


Deep in the heart of the Shadowfell, the Raven Queen's gaze pauses as it pierces the veil to linger on the Gullwings. What thoughts stir behind her brooding eyes?
I'm currently running a group of mostly inexperienced table-top gamers through H1 Keep on the Shadowfell (possible spoilers below). We're about halfway through the module now and I'm starting to see them get more comfortable with the rules and game play. I'm even starting to see some roleplay from time to time (we're still working on that). The group is fairly well balanced with the exception of not having a cleric. They've been surviving with the little bit of healing the Paladin can bring along with the judicious application of healing potions. My worry, however, is that as the encounters get more difficult, healing will become problematic and could lead to a TPW. To that end, I've decided to give them an NPC Cleric companion.

Now, the question is, do I give them a cardboard cutout that just slings spells and grunts every now and then, or do I give them a fully fleshed-out character with a personality and a believable background? The easy thing is the cardboard cut-out. You don't have to actually take the time to think about the character, you just throw powers around until the encounter goes away. Normally I like easy. As a new DM myself, I have plenty to do behind the screen to keep me busy, however, I'm dealing with players not only new to D&D but also new to roleplaying. Therefore, I chose the latter option. A fully fleshed out NPC companion character that I can use to draw them into some roleplay situations. In addition to that, with an already detailed background and established personality, a friend or family member can easily step into and play this character if they'd like to play a session or two but not commit to a recurring character.

In order for it to work, the NPC has to have a well defined personality that is drawn from a reasonably detailed back story. As long as I know the back story, goals, and motivations of the NPC, I can easily answer the "what would my character do?" question when roleplay and combat situations arise. Enter Satesh Willowbend, level 4 female elven cleric of The Raven Queen.

As to the background, some details are definitely not D&D canon in that I have taken some creative liberties to make the NPC fit the campaign arc that I have in mind. For instance, the Hand of Naarash is depicted as a cult of Bane in the "Heathen" H2 adventure module, but I've decided to morph them into yet another dangerous cult of Orcus and alter "Heathen" accordingly.

Background

Born to ranger parents on the frontier lands, Satesh's village was "converted" to serve Orcus by the Hand of Naarash, a cult dedicated to the Demon Prince. Those who would not pledge allegiance to Orcus were killed outright. Her parents died fighting a delaying action against the cultists to give some of the villagers time to escape to the forest. They died so that she could live. From that moment on, she swore vengeance on Orcus and those who would follow him.

She apprenticed herself to a cleric of the Raven Queen, not out of any real devotion or innate sense of piety, but because the Raven Queen commands her followers to stamp out the cults of Orcus wherever they are found. She found in service to the Raven Queen a means to achieve her revenge, for she has vowed to one day face the Demon Prince himself and destroy him for his atrocities.

Since earning full status as a cleric of the Raven Queen, she has spent several years studying and tracking the movements of the various Orcus cults, dealing damage to their cause where she could, and gathering intelligence on their machinations. Her recent investigations have brought to her attention a priest of Orcus named Kalarel.

Satesh has discovered that this particular priest had learned of the location of a rift to the Shadowfell, the realm of the undead and home of Orcus. Kalarel believed that he could reopen the rift and bring forth armies of undead to convert or cleanse the world and prepare the way for Orcus to rule the mortal plane. She had traced his movements until she lost the trail in Fallcrest several months ago. Rumors of a group of heroes fighting against a possible cult of Orcus to the west in Winterhaven reached her a few days ago and she hastened to Winterhaven.

Lord Pradaig and Sister Linora told her of the Gull Wings, a group of adventurers who had rid the country side of Kobold bandits that they believed were tied to a cult of Orcus. They also described the battle in the graveyard and showed her the note found on Ninaran. Since they hadn't heard anything out of the Gull Wings since the encounter at the graveyard, the Winterhaven leadership has grown concerned over their fate. Satesh volunteered to investigate the Keep and render aide to the Gull Wings if necessary.

Satesh made her way to the Keep and that's where things went sideways. She ran headlong into a Hobgoblin patrol in the upper levels and was taken prisoner. She was stripped of her armor and weapons, drugged, and held as food for the Hobgoblins war beasts (Deathjump Spiders).

Goals
Destroy the cults of Orcus where she finds them.
Destroy the Hand of Naarash and free the frontier from their tryanny.
Defeat Orcus and gain revenge for her slaughtered family.

Personality
Driven, focused, cold, detached, professional. Dry sense of humor, sarcastic and biting wit. She knows her duty and the only thing that matters is the sweet taste of revenge.