For a Few GP More
7th level Human Mage
21 HP, 1 AC, 90134 XP, 120 base move, +0 init
Saves: P&P 12, P&D 12, B&B 14, S&W 10, S 11
Proficiencies: Adventuring, Bargaining (G), Black Lore of Zahar ©, Knowledge (History) (G), Diplomacy (G), Familiar ©
Club 10(+0) 1d4
Sling (30b) 1d4
Spellbook (x2) (Carcophan, Calth) (see Party Spell List for contents)
Hunting Dog (“Dog Tu”)
Familiar (floating ex-paladin wight skull) (“Grazzzkt”)
Scroll of Light, Stinking Cloud
Ring of Protection +1 (worn)
Ring of Poison Handshake (worn)
Book of Devouring
Iron Flask (containing unknown but powerful and malicious entity)
Potion of Cloudkill
Potion of Fly x1
Potion of Embarrassing Healing x3
Spell Repertoire: Sleep (1), Magic Missile (1), Charm Person (1), Hold Portal (1), Web (2), Necropotence (2), Undead Minion (2), Fireball (3), Dispel Magic (3), Protection from Normal Missiles (3), Wall of Fire (4), Charm Monster (4)
SPD: 1:3, 2:2, 3:2, 4:1
Reserve XP Fund: 19191
Is permanently under the influence of a fly spell.
Lives in tower near lizardmen camp, 11500gp library, 10000gp workshop
22 years old, 5’6", 110lbs
Speaks Common, Elven
Born ninth of nine children and named “Gnat” by parents who would have been happier without him, he spent the first six years of his life in crushing poverty. He was young and slow, always hungry and never useful. Three days after his sixth nameday, his parents were visited by a wandering merchant, who offered a silver piece for each unwanted child. Gnat was sold, along with his brother Toad and his sister Worm, and he left his family home for the first time. He was chained to the back of the wagon and carted from town to town, fed close to nothing and finding no buyers. His sister and brother were sold off, Worm to an “exotic” brothel and Toad as a cabin boy on a merchant vessel, but nobody was interested in the quiet, too-small, underfed Gnat. Finally, in one last remote town, a withered old man offered the merchant a handful of copper for Gnat, and the merchant seized the opportunity to be rid of him.
The old man took Gnat home to his mountain retreat, and for three years Gnat served as his page, cupbearer, and assistant. The old man was named Shadimar, and in his youth had been an adventuring mage; he was retired, and had lost his stomach for adventuring or even magic at all. Instead he spent his days writing a long and incredibly dry history tome. Shadimar recognized that Gnat was more intelligent than the average peasant child and began teaching the boy to read and write, and Gnat thrived under his tutelage. By the age of ten, Gnat could read and write Common and was well on his way to mastering Elven as well, and Shadimar began asking Gnat to do more and more; by twelve, Gnat was going to town to buy food and supplies and helping Shadimar with his research.
On the morning of his fourteenth name day – or what he guessed was his fourteenth name day – Gnat asked Shadimar to begin teaching him magic, which led to a rather severe argument. Shadimar refused to teach him magic and, when Gnat wouldn’t drop the subject, ordered him out of his house. Gnat went to town and stole several doses of rat poison. He returned to Shadimar and begged forgiveness; then, when Shadimar forgave him, waited for an opportunity and poisoned his wine. The dose was not enough to kill him, but left Shadimar brain-dead. Gnat left him to die in his kitchen.
For the next five years, Gnat taught himself, slowly, laboriously, miserably, from Shadimar’s notes. Practicing the cantrips on the rats that swarmed in the basement, he finally convinced himself that he was ready to leave and begin a life for himself with his discovered power. As he was leaving, however, he was confronted by a man walking up the path – a man looking for Shadimar. Gnat denied knowledge and, when the mysterious visiter was skeptical, Gnat tried to force him away with magic. The cantrips were of course ineffective, but the man was amused and introduced himself: he was Episte, old rival of Shadimar. He had come to duel Shadimar. Gnat confessed that he had slain Shadimar himself years ago, which amused Episte; Episte offered to properly train Gnat and show him the world, in thanks for the amusement that he had provided Episte in imagining Shadimar’s last minutes alive, alone, terrified, in pain and betrayed. Gnat accepted gladly, but when Episte asked him his name, he paused. He was done being called Gnat. Instead, he picked a name from one of Shadimar’s novels: Carcophan, and Gnat was gone forever.
Episte and Carcophan wandered the world for two years, Episte teaching Carcophan a deal of good magic. Though the self-teaching had accomplished little in the way of actual magic, it had made him a quick study – and Episte was impressed with the voracious pace that Carcophan learned. He taught him traditional magic as well as the study of darker secrets. They alternated between working in Episte’s tower and wandering the world as adventurers.
Several weeks after Carcophan’s 21st nameday, Episte gave him a princely gift: a huge sum of gold. Episte was retiring from the life of an adventurer, and told Carcophan to go make a name for himself. Carcophan traveled the miles to the nearby town of Deal.
In Deal, Carcophan met Corinth, and agreed to travel with her to help her uncover the secrets of the Ten Terrors. They traveled to Opportunity and then to the Bleak Academy, where they were split up by a random teleportation spell. Carcophan found Ancaglon, the lead-covered skull of an ancient necromancer-king. Carcophan agreed to take Ancaglon out of his resting place in exchange for forbidden arcane knowledge. On his way out, Carcophan was slain by the wights of paladins, but Ancaglon raised him from the dead and he made his escape, successfully concealing his new undead state from the rest of the party; he retired to an inn room to recuperate and learn from Ancaglon.
Some more expeditions to Bleak followed, with Carcophan learning more from Ancaglon and gaining power, most notably from an imprisoned Genie. Some months later, Carcophan and his companions left Opportunity on an expedition to a far-off temple of Crocodile Men, where Carcophan took the allegiance of the clan of crocodile men by threat and display of arcane might. He took a wound slaying the dragon that the crocodiles worshipped, but recovered, and vowed to return and rule the crocodile men as their new leader. He returned to Opportunity to discover Ancaglon gone (presumably having possessed a chaotic cleric Carcophan had befriended and allowed the use of his cottage), and plans to return to the crocodile men posthaste.