Tuzon Thume


Rogue5
10000
Halfling
S
37"
35 lbs
Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
5
15000
25
Male
Green
Dark Brown, Long, well kept
Neutral Evil
LEVEL
NEXT LEVEL
AGE
GENDER
EYES
HAIR
ALIGNMENT

ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
14 +2 14 +2
DEX
Dexterity
17 +3 17 +3
CON
Constitution
14 +2 14 +2
INT
Intelligence
12 +1 12 +1
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
12 +1 12 +1




WOUNDS/CURRENT HP


SUBDUAL DAMAGE


DAMAGE
REDUCTION


SPEED
HP
Hit Points
40




  
Walk 20'
AC
Armour Class
18 : 18 : 14 = 10 + 4 + 0 + 3 + 1 + 0 + 0


10
+0
+6
0

TOTAL
FLAT
TOUCH
BASE
ARMOR
BONUS

SHIELD
BONUS

STAT
BONUS

SIZE
BONUS

NATURAL
ARMOR

MISC
BONUS

MISS
CHANCE

ARCANE
FAILURE

ARMOR
CHECK

MAX
DEX

SPELL
RESIST.
INITIATIVE
Modifier
+3 = +3 + +0

TOTAL
DEX
MISC
BASE ATTACK
Bonus
+3


SKILLS

MAX
RANKS
8/4
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT 5 = 1
+ 4.0
+ 0
u   Bluff CHA 3 = 1
+ 2.0
+ 0
u   Climb STR 8 = 2
+ 4.0
+ 2
t
  Craft (Trapmaking) INT 5 = 1
+ 4.0
+ 0
u   Disguise CHA 6 = 1
+ 5.0
+ 0
u   Escape Artist DEX 5 = 3
+ 2.0
+ 0
u   Forgery INT 3 = 1
+ 2.0
+ 0
u   Gather Information CHA 3 = 1
+ 2.0
+ 0
t
  Handle Animal CHA 3 = 1
+ 2.0
+ 0
u   Hide DEX 10 = 3
+ 3.0
+ 4
u   Intimidate CHA 3 = 1
+ 2.0
+ 0
u   Move Silently DEX 10 = 3
+ 5.0
+ 2
t
 Open Lock DEX 8 = 3
+ 5.0
+ 0
u   Perform CHA 5 = 1
+ 4.0
+ 0
u   Search INT 5 = 1
+ 4.0
+ 0
t
  Speak Language(Undercommon)
1 = 0
+ 1.0
+ 0
u   Spot WIS 7 = 0
+ 7.0
+ 0
t
  Tumble DEX 10 = 3
+ 7.0
+ 0
t
  Use Magic Device CHA 3 = 1
+ 2.0
+ 0
u   Use Rope DEX 5 = 3
+ 2.0
+ 0
u   Balance DEX 5 = 3
+ 0.0
+ 2
u   Concentration CON 2 = 2
+ 0.0
+ 0
u   Craft (Untrained) INT 1 = 1
+ 0.0
+ 0
u   Diplomacy CHA 1 = 1
+ 0.0
+ 0
u   Heal WIS 0 = 0
+ 0.0
+ 0
u   Jump STR 6 = 2
+ 0.0
+ 4
u   Listen WIS 2 = 0
+ 0.0
+ 2
u   Ride DEX 3 = 3
+ 0.0
+ 0
u   Sense Motive WIS 0 = 0
+ 0.0
+ 0
u   Swim STR -4 = 2
+ 0.0
+ -6
u   Wilderness Lore WIS 0 = 0
+ 0.0
+ 0
U= Useable Untrained
T=Trained
 
SAVING THROWS TOTAL
BASE
ABILITY
MAGIC
EPIC
MISC
TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+4 = +1 + +2 + +0
+ +0
+ +1
+
Reflex
Dexterity
+8 = +4 + +3 + +0
+ +0
+ +1
+
Will
Wisdom
+2 = +1 + +0 + +0
+ +0
+ +1
+

TOTAL
BASE ATTACK
STAT
SIZE
EPIC
MISC
TEMP
MELEE
ATTACK BONUS
+6 = +3
+ +2 + +1
+ 0
+ +0
+
RANGED
ATTACK BONUS
+7 = +3
+ +3 + +1
+ 0
+ +0
+
GRAPPLE
ATTACK BONUS
-1 = +3
+ 0 + -4
+ 0
+ +0
+

UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL
+2
1d2+2
20/x2

Crossbow (Hand/Masterwork)
HAND TYPE SIZE CRITICAL
Carried
P
T
19-20/x2
  Range 30''
60''
90''
120''
150''
 Hit +8
+6
+4
+2
+0
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
ooooo ooooo ooooo ooooo
 Special Properties
 

Dagger
HAND TYPE SIZE CRITICAL
Carried
P
T
19-20/x2

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +6
+2
+6
+0
+2
-2
 Dam 1d4+2
1d4+1
1d4+2
1d4+2
1d4+2
1d4+1
  Range 10''
20''
30''
40''
50''
 Hit +8
+6
+4
+2
+0
 Dam 1d4+2 1d4+2 1d4+2 1d4+2 1d4+2

*Sword +1 (Short)
HAND TYPE SIZE CRITICAL
Primary
P
S
19-20/x2

1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Hit +7
+3
+7
+1
+3
-3
 Dam 1d6+3
1d6+2
1d6+4
1d6+3
1d6+3
1d6+2
 Special Properties  
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*Mithral Shirt
TYPE ARMOR BONUS MAX DEX BONUS
Light
+4
+6
CHECK PENALTY SPELL FAILURE SPECIAL PROPERTIES
+0
10


EQUIPMENT
ITEM LOCATION QTY WT. COST
 Alchemist's Fire (Flask)
Sack #1
10
12.5
200
 Block and Tackle
Sack #4
1
5
5
 Bolts (Crossbow/50)
Equipped
1
5
5
 Bolts (Crossbow/50)
Heward's Handy Haversack
1
5
5
 Candle
Pouch (Belt) #5
5
0
.05
Scroll Case #1
Equipped
1
0.5
1
Scroll  Case #2
Heward's Handy Haversack
1
0.5
1
Scroll Case #3
Heward's Handy Haversack
1
0.5
1
 Chalk (1 piece)
Pouch (Belt) #4
1
0
.01
 Crossbow (Hand/Masterwork)
Carried
1
3
400
 Crowbar
Sack #4
1
5
2
 Dagger
Carried
1
1
2
 Dog (Riding)

1
0
150
 Dog (War)

1
0
200
 Flint and Steel
Pouch (Belt) #4
1
0
1
 Grappling Hook
Sack #4
1
4
1
 Hammer
Sack #4
1
2
0.5
 Heward's Handy Haversack
Equipped
1
5
2000
 Ink (1 Oz. Vial)
Pouch (Belt) #2
1
0
8
 Ink (1 Oz. Vial)
Heward's Handy Haversack
1
0
8
 Mithral Shirt
Equipped
1
10
1100
 Necklace of Fireballs I
Equipped
1
2
1650
 Oil (1 Pt. Flask)
Sack #1
10
10
1
 Outfit (Entertainer's)
Sack #7
1
4
3
 Outfit (Explorer's)
Sack #7
1
8
10
 Outfit (Noble's)
Equipped
1
10
75
 Outfit (Peasant's)
Sack #7
1
2
0.1
 Paper (Sheet)
Scroll Case #1
5
0
2
 Parchment (Sheet)
Scroll Case #1
5
0
1
 Pen (Ink)
Pouch (Belt) #2
1
0
0.1
 Potion of Cure Light Wounds
Sack #2
10
0
500
ITEM LOCATION QTY WT. COST
 Pouch (Belt) #1
Equipped
1
0.5
1
 Pouch (Belt) #2
Heward's Handy Haversack
1
0.5
1
 Pouch (Belt) #3 (empty)
Heward's Handy Haversack
1
0.5
1
 Pouch (Belt) #4
Equipped
1
0.5
1
 Pouch (Belt) #5
Equipped
1
0.5
1
 Rope (Hemp/50 Ft.)
Sack #4
1
10
1
 Rope (Silk/50 Ft.)
Sack #4
1
5
10
 Sack #1
Heward's Handy Haversack
1
0.5
0.1
 Sack #2
Heward's Handy Haversack
1
0.5
0.1
 Sack #3
Heward's Handy Haversack
1
0.5
0.1
 Sack #4
Heward's Handy Haversack
1
0.5
0.1
 Sack #5 (empty)
Sack #4
1
0.5
0.1
 Sack #6 (empty)
Sack #4
1
0.5
0.1
 Sack #7
Heward's Handy Haversack
1
0.5
0.1
 Sack #8
Heward's Handy Haversack
1
0.5
0.1
 Sack #9
Heward's Handy Haversack
1
0.5
0.1
 Sack #10
Heward's Handy Haversack
1
0.5
0.1
 Sealing Wax
Pouch (Belt) #5
1
1
1
 Sewing Needle
Pouch (Belt) #5
1
0
0.5
 Signal Whistle
Pouch (Belt) #4
1
0.1
0.8
 Signet Ring
Pouch (Belt) #5
1
0
5
 Spade or Shovel
Heward's Handy Haversack
1
8
2
 Sunrod
Heward's Handy Haversack
10
0
20
 Sword +1 (Short)
Equipped
1
3
2310
 Thieves' Tools
Sack #4
1
1
30
 Thieves' Tools
Heward's Handy Haversack
1
1
30
 Torch
Heward's Handy Haversack
5
1
.05
 Waterskin
Heward's Handy Haversack
1
0
1
 Waterskin
Heward's Handy Haversack
1
0
1
 Whetstone
Pouch (Belt) #4
1
1
0.02
TOTAL WEIGHT CARRIED/VALUE   34.0 lbs. 8752.13 gp
WEIGHT ALLOWANCE
Light 43.0 Medium 87.0 Heavy 131.0

MONEY
Coin (Copper): 7
qty 07 belt pouch #1
Coin (Gold): 70
qty 09 belt pouch #1
qty 25 sack #3
qty 11 sack #8
qty 25 sack #9

Coin (Platinum): 4
qty 01 belt pouch #1
qty 03 sack #10

Coin (Silver): 30
qty 08 belt pouch #1
qty 07 sack #8
qty 15 sack #10
1xTourmaline (100gp)
 belt pouch #3

ANIMAL COMPANIONS
Forcer,  Strom,

LANGUAGES
Common, Halfling, Literacy, Undercommon
PROFICIENCIES
Crossbow (Hand), Crossbow (Light), Dagger, Dagger (Punching), Dart, Mace, Sap, Shortbow, Shortbow (Composite), Sword (Short)
SPECIAL ABILITIES
+1 on all saves, +1 to hit with thrown weapons, +2 morale bonus vs fear, Evasion (Ex), Sneak Attack 3d6, Uncanny Dodge (Dex bonus to AC)
FEATS
NAME DESCRIPTION
Dodge During the character's action, the character designates an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent.
Mobility The character gets a +4 dodge bonus to Armor Class against attacks of opportunity caused when the character moves out of or within a threatened area.


STROM















Animal2 0 War Dog M 26" at Shoulder 110 lbs. Low-light, Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
2 3000 3 Male Black Brindle, Black Muzzle, Short, dense. True Neutral
LEVEL NEXT LEVEL AGE GENDER EYES HAIR ALIGNMENT
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
16 +3 16 +3
CON
Constitution
14 +2 14 +2
INT
Intelligence
2 -4 2 -4
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
6 -2 6 -2




WOUNDS/CURRENT HP


SUBDUAL DAMAGE


DAMAGE
REDUCTION


SPEED
HP
Hit Points
20




  
Walk 40'
AC
Armour Class
17 : 14 : 13 = 10 + 0 + 0 + 3 + 0 + 4 + 0


0
+0


0

TOTAL
FLAT
TOUCH
BASE
ARMOR
BONUS

SHIELD
BONUS

STAT
BONUS

SIZE
BONUS

NATURAL
ARMOR

MISC
BONUS

MISS
CHANCE

ARCANE
FAILURE

ARMOR
CHECK

MAX
DEX

SPELL
RESIST.
INITIATIVE
Modifier
+3 = +3 + +0

TOTAL
DEX
MISC
BASE ATTACK
Bonus
+1

SKILLS

MAX
RANKS
5/2.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT -4 = -4
+ 0.0
+ 0
u   Balance DEX 3 = 3
+ 0.0
+ 0
u   Bluff CHA -2 = -2
+ 0.0
+ 0
u   Climb STR 0 = 0
+ 0.0
+ 0
u   Concentration CON 2 = 2
+ 0.0
+ 0
u   Diplomacy CHA -2 = -2
+ 0.0
+ 0
u   Disguise CHA -2 = -2
+ 0.0
+ 0
u   Escape Artist DEX 3 = 3
+ 0.0
+ 0
u   Forgery INT -4 = -4
+ 0.0
+ 0
u   Gather Information CHA -2 = -2
+ 0.0
+ 0
u   Heal WIS 1 = 1
+ 0.0
+ 0
u   Hide DEX 3 = 3
+ 0.0
+ 0
u   Intimidate CHA -2 = -2
+ 0.0
+ 0
u   Jump STR 0 = 0
+ 0.0
+ 0
u   Listen WIS 1 = 1
+ 0.0
+ 0
u   Move Silently DEX 3 = 3
+ 0.0
+ 0
u   Perform CHA -2 = -2
+ 0.0
+ 0
u   Ride DEX 5 = 3
+ 0.0
+ 2
u   Search INT -4 = -4
+ 0.0
+ 0
u   Sense Motive WIS 1 = 1
+ 0.0
+ 0
u   Spot WIS 1 = 1
+ 0.0
+ 0
u   Swim STR -6 = 0
+ 0.0
+ -6
u   Use Rope DEX 3 = 3
+ 0.0
+ 0
u   Wilderness Lore WIS 1 = 1
+ 0.0
+ 0
u= Useable Untrained
SAVING THROWS TOTAL
BASE
ABILITY
MAGIC
EPIC
MISC
TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+5 = +3 + +2 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +3 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+1 = +0 + +1 + +0
+ +0
+ +0
+

TOTAL
BASE ATTACK
STAT
SIZE
EPIC
MISC
TEMP
MELEE
ATTACK BONUS
+1 = +1
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
GRAPPLE
ATTACK BONUS
+1 = +1
+ 0 + +0
+ 0
+ +0
+

*Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+1
1d6
20/x2

Trip (Ex) A Wolf or War Dog that hits with a bite attack can attempt to trip the opponent as a free action
(see page 139 in the Players Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the attacker.
(Monster Manual pg 196)





EQUIPMENT
ITEM LOCATION QTY WT. COST
 Bedroll
Saddlebags
1
5
0.1
 Saddlebags
Equipped
1
8
4
 Feed (Per Day)
Saddlebags
10
10
0.2
 Muzzle
Equipped
1
0
2.0
ITEM LOCATION QTY WT. COST
 Rations (Trail/Per Day)
Saddlebags
10
10
5.0
 Tent
Saddlebags
1
20
10





TOTAL WEIGHT CARRIED/VALUE   44.0 lbs.  21.3 gp
WEIGHT ALLOWANCE
Light 50.0 Medium 100.0 Heavy 150.0



PROFICIENCIES
Bite
SPECIAL ABILITIES
+4 Wilderness Lore when Tracking by Scent, Scent(Ex), Trip(Ex)
FEATS
NAME DESCRIPTION
Weapon Finesse (Bite) With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls.

FORCER















Animal2 0 Riding Dog M 36" at Shoulder
165 lbs. Low-light, Normal
CLASS EXPERIENCE RACE SIZE HEIGHT WEIGHT VISION
2 3000 3 Male Black Black, Short, dense. True Neutral
LEVEL NEXT LEVEL AGE GENDER EYES HAIR ALIGNMENT
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
16 +3 16 +3
CON
Constitution
14 +2 14 +2
INT
Intelligence
2 -4 2 -4
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
6 -2 6 -2




WOUNDS/CURRENT HP


SUBDUAL DAMAGE


DAMAGE
REDUCTION


SPEED
HP
Hit Points
20




  
Walk 40'
AC
Armour Class
17 : 14 : 13 = 10 + 0 + 0 + 3 + 0 + 4 + 0


0
+0


0

TOTAL
FLAT
TOUCH
BASE
ARMOR
BONUS

SHIELD
BONUS

STAT
BONUS

SIZE
BONUS

NATURAL
ARMOR

MISC
BONUS

MISS
CHANCE

ARCANE
FAILURE

ARMOR
CHECK

MAX
DEX

SPELL
RESIST.
INITIATIVE
Modifier
+3 = +3 + +0

TOTAL
DEX
MISC
BASE ATTACK
Bonus
+1

SKILLS

MAX
RANKS
5/2.5
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
u   Appraise INT -4 = -4
+ 0.0
+ 0
u   Balance DEX 3 = 3
+ 0.0
+ 0
u   Bluff CHA -2 = -2
+ 0.0
+ 0
u   Climb STR 0 = 0
+ 0.0
+ 0
u   Concentration CON 2 = 2
+ 0.0
+ 0
u   Diplomacy CHA -2 = -2
+ 0.0
+ 0
u   Disguise CHA -2 = -2
+ 0.0
+ 0
u   Escape Artist DEX 3 = 3
+ 0.0
+ 0
u   Forgery INT -4 = -4
+ 0.0
+ 0
u   Gather Information CHA -2 = -2
+ 0.0
+ 0
u   Heal WIS 1 = 1
+ 0.0
+ 0
u   Hide DEX 3 = 3
+ 0.0
+ 0
u   Intimidate CHA -2 = -2
+ 0.0
+ 0
u   Jump STR 0 = 0
+ 0.0
+ 0
u   Listen WIS 1 = 1
+ 0.0
+ 0
u   Move Silently DEX 3 = 3
+ 0.0
+ 0
u   Perform CHA -2 = -2
+ 0.0
+ 0
u   Ride DEX 5 = 3
+ 0.0
+ 2
u   Search INT -4 = -4
+ 0.0
+ 0
u   Sense Motive WIS 1 = 1
+ 0.0
+ 0
u   Spot WIS 1 = 1
+ 0.0
+ 0
u   Swim STR -6 = 0
+ 0.0
+ -6
u   Use Rope DEX 3 = 3
+ 0.0
+ 0
u   Wilderness Lore WIS 1 = 1
+ 0.0
+ 0
u= Useable Untrained
SAVING THROWS TOTAL
BASE
ABILITY
MAGIC
EPIC
MISC
TEMPORARY CONDITIONAL
MODIFIERS
Fortitude
Constitution
+5 = +3 + +2 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +3 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+1 = +0 + +1 + +0
+ +0
+ +0
+

TOTAL
BASE ATTACK
STAT
SIZE
EPIC
MISC
TEMP
MELEE
ATTACK BONUS
+1 = +1
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
GRAPPLE
ATTACK BONUS
+1 = +1
+ 0 + +0
+ 0
+ +0
+

*Bite
TOTAL ATTACK BONUS DAMAGE CRITICAL
+1
1d6
20/x2






EQUIPMENT
ITEM LOCATION QTY WT. COST
  Bit and bridle, with muzzle
Equipped
1
30
2.5
  Saddle (Military)
Equipped
1
30
20
  Tuzon Thume
Equipped
1
79
n/a
TOTAL WEIGHT CARRIED/VALUE   109lbs
22.5 gp
WEIGHT ALLOWANCE
Light 50.0 Medium 100.0 Heavy 150.0



PROFICIENCIES
Bite
SPECIAL ABILITIES
+8 Wilderness Lore when Tracking by Scent, Scent(Ex)
FEATS
NAME DESCRIPTION
Weapon Finesse (Bite) With the selected weapon, the character may use a Dexterity modifier instead of a Strength modifier on attack rolls.

Physical Traits
Tuzon wears his dark brown hair long and tied in a 'warriors knot'. He has generally good features and currently sports smartly trimmed sideburns, beard and mustache. Often he scowls or carries his head down, menacing green eyes peeking from beneath his brow. He is almost 3 feet tall and is slender. He can read and writes with his right hand. His cape, short suede jerkin, gloves and pants are custom made and reversible, tanned lighter earth tones on one side and very dark shades on the other. Some of his shirts are light colored but the sleeves are removable, others have long sleeves but are dyed dark grays or black. Under his long jerkin is a mail shirt blackened and tied tightly, it seems to be virtually weightless.
Demeanor
Immature and arrogant to the point of being cocky. When he drinks or does drugs he talks too much. When he doesn't he sulks. He often blames others for his problems. A cocky young wise-guy. (Think of a pint-sized Christopher Moltisanti from Sopranos). Lately he's not as comfortable so he is more exacting and tactful than normal.

Biography
History:
Tuzon grew up in a Haradadian syndicate, his mother was the cook and his father was major domo for the Capo so Tuzon was raised in the Capo's estate house which was also the guilds hq. Being an only child raised in the atmosphere of wealth he was spoiled and demanding. His parents gave him anything he wanted many times over but he cared little for their efforts. Whenever he became too much of a hassle they gave him over to 'aunts and uncles' who were specialists, they taught him much, maybe too much.  Only his talents and abilities redeemed him for his poor attitude.

As he grew older he became more of a problem. He became an able thief, a good earner who found and planned many operations, but his cocky and ambitious attitude caused friction amongst his peers. There were other problems also, whoring and drinking chief among them. He liked to think of himself as notorious and would brag about hauls. In Haradad this was a severe problem. Several times he was asked to 'scale it back' but instead he would 'ramp it up'. This brought attention from the Capo and Commissari and when brought before them the second time he was drunk and laughed in their face while they issued their demands.

Within a week of that meeting he awoke with a start, a loud knock at his chamber door. He took his dagger and carefully opened the door expecting attack. What he found instead were the heads of his mother and father in a bag pinned shut with a note;

'A result of their inaction. You should be in their place. Get out now.'

Less than a dramatic scene; the young halfling was more upset at losing a resource than anything. He stomped around destroying his room in a rage before packing up. Tuzon moved warily through the house knowing that his life was in danger. When he did encounter someone they would turn away and leave in a hurry without speaking to him. Even the estate stable master turned away although Forcer his riding dog and Strom the fighter were ready.

Tuzon sulked in town for a few days wondering what to do. He had the material and know how to get his revenge. His pack was full of arsonists supplies but he was worried that he was being watched.  He frequented the same haunts as before but his old acquaintances treated him like a civilian. They would talk about the weather or trivial matters but ignore any questions he had. Tuzon knew better than to pull off any heists or even a simple pilferage. A freelance had two choices when caught, join up and pay upwards or die. Tuzon only had one choice if he was caught.

He considered getting out; leaving the life behind and going straight. But he knew better. He did have two choices; he could go freelance here and die or leave town and start over in a different crew. Not much of a choice.

He knew where to go. He would head to HarlotQueen, the Whore of the North. It was a dangerous place but no worse than HairyDad for him now. Besides with added danger came a shot at higher profits.


The halfer hired on as a caravan guard headed to Harlequinn though he had an odd feeling that the caravan master was more interested in Strom and Forcer as guard dogs.  The trip was peaceful and Tuzon again considered leaving the life behind. All such thoughts left his mind when they rounded the bend and saw Harlequinn ahead.  A turning point in his life lay dead ahead.


Today:
When they clear the gates he thumbs his nose at the caravan master and realizes he is in his element. He reverses his soft leather jerkin and pants to display the dark grays and blacks. Riding Forcer while keeping the muzzled Strom on a short leash he moves through the city looking for the telltale signs of an operation. He listens as he rides slowly so he hears the rumors about the Blue Wizards and even some things about the different factions hoping to gain their favor. A halfling all dressed in black and gray and riding a huge black hound is an odd sight even in Harlequinn and he pretends not to notice the people pointing and staring. Inside he grins like a child.

After a while Tuzon notices a sure indicator of an underground, a healthy fat beggar. Tuzon watches for signs of survelliance before moving up with his hand held in a subtle sign, he gives over a generous amount of coinage and says the right things as he had been taught. All these symbols are seemingly innocuous but in fact identify Tuzon as a professional seeking contact. The fat beggar smiles and reciprocates with subtle symbolic gestures before insisting that Tuzon gave him too much. The beggar reaches into the cup and gives him a wooden coin with an address on one side.

Tuzon finds a better quality stable and makes sure the master understands about the dogs care with coin and tutelage. He leaves the saddle and saddle bags with the dogs and takes his backpack before continuing to the address on the wooden coin. Tuzon is stopped just outside and is asked a few questions after displaying the coin. The door opens and he steps through the side door into the common room of a tavern. Just inside another man nods at the men outside before pointing Tuzon to a corner table where a thin bald tattooed man sits with an unimpressed look on his face. Tuzon grabs a full mug from a passing serving girl and sits down across from the tattooed man.

Tuzon appraises the man for an instant before asking in a quiet tone. "I just got into town today and am looking for work. Know where a guy might find some work around here?"


Notes
Title: Harlequinn - trade war (3E player driven)
From: Mike P.C. avidroleplayer@yahoo.com
Date: Sunday, March 14, 2004

Harlequinn, sometimes called Harlot Queen with a sneer, for its tendency to always sell itself to anybody with the cash, is the Gateway of the North, the Port on the Border, the last deepwater port before the Frozen Sea, the only proper port of the Astrian Empire.

It used to be bad, the slum of the empire, the hiding spot of wanted criminals and the entryway of forbidden merchandise. Everything that could not happen in Haradad, the capital, happened there. Then the blue ships arrived, and it got worse. Far worse.

The blue ships, swan pulled, pushed by magewind or skimming lightly, inches above the waves, carried wizards - more powerful than any wizard in the north - and magic. Lots of it and far more wondrous than anything made this side of the desert kingdoms. And they want to trade it all for anything and everything that a desert does not provide: building stone, wood, both hard and precious, wool, furs, fine linen, northern spices, and especially metal - mithral, adamantine, and masterfully worked steel, ready to be enchanted.

Now, everybody knows that THE way to do business is through a monopoly. So everybody who is anybody in Harlequinn wants to get it all for himself and his faction. The blue wizards are neutral and do not care who they're dealing with, as long as the price is right.

The primary (local) factions are:
The Governor General - wants trade to be properly taxed, regulated, and used by the rulers.
The Frozen Sea Captains - want to move the magic north on their flatbottomed cogs, act as middlemen and fix prices.
The Paired Temples - want magic to be controlled by religion, and used to increase their influence and power.
The Hidden - are the mob of Harlequinn. Beggars, thieves, thugs who want trade turned into smuggling for their own profit.
The Council of Five, the arcanists of Harlequinn want magic. It's as natural as water flowing downhill. And maybe something else ...
All merchants belong to the factions as of now, but an unaligned merchant faction might arise at any time.

The Secondary (outside) factions:
The Dwarves of Ironpeak are the main suppliers of stone and metal, while the Elves of High Forest offer the best wood and plant spices. Obviously, they'd like to cut the middleman. The Astrian Emperor trusts his cousin, the Governor, but blood is thinner than money, is it not?

Here's where the PCs come in. You're all outside agents for one of the factions, so that's why you don't know much about Harlequinn. Your intro will most likely start with "You asked for a [specialist.] Well, here I am!" but feel free to improvise and impress me. The background is free, make it up. Your goal is to secure, or help secure, as much of the blue magic trade as possible for your faction or ... for yourself.

Lead or follow. Join others (PC or NPC) or act alone. Negotiate on your own or go dungeoneering for the [Artefact of Persuasion] and help others negotiate. Your choice. But you will all begin one on one with me.

Character creation:
Races: Any. You won't be able to blend in as a non-human. This can be a blessing or a curse.
Stats: 32 point buy, as per the DMG.
Alignment: any. Try to guess the suitable alignments for the factions.
Classes: any. Give me a good reason why you fit the faction and you're in. Northern spellcasters are limited to 9th level and they multiclass often. The reason for that and the way to avoid the limitation is an important secret.
Religion: there are two gods: Stormfather - violent, active, fire and air, and Myrra, his sister and wife, peaceful, passive, earth and water. Both cover all alignments. Together they offer all the domains for your cleric. Figure them out.
Starting level: up to and including 5th, no more than 3 levels in any one spellcasting class. The lower you start, the faster you advance.
Equipment: DMG wealth level, no item above half the amount.
Metagame:At least in the beginning, this will be pure e-mail, at at least a long-ish post a week. I will try to write back ASAP. Anybody not posting for two weeks, whether IC to play or OOC to let me know they're not posting, will disappear. There are many ways to disappear in Harlequinn.
I'll take on many players, so don't bother asking if I have room. Jump right in. I expect noncommitted players to drop out by themselves, so I'll have about the right number of real players left after a while. Send me your intro. Let's have fun

PS: Yes, I love Thieves World.

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Hello!
I love Thieves World too. I bought that box set in 1981 the week after it came out.
Before I played rogues 3e I played thieves in AD&D. This Tuzon Thume halfling character is one of my first character creations and he was originally from a custom game that I shared with 2 friends in the late 70's and early 80's. I enjoyed him so much I have taken his name to be mine for online gaming. If you wonder at where I found the name, I hijacked it from Robert E Howards Kull of Atlantis. I have recreated him here in the hopes he can join your game and we can have some fun as you suggested. Also as you suggested I have taken some liberty in his intro to the game and the Hidden faction in Harlequinn. If you decide to have me in your game feel free to rewrite any of his description/bio or edit his character sheet. I considered starting him at first level but found it easier to recreate him at higher level.