07-15-2009, 04:52 PM
Source: Heroes Lorebook (AD&D), circa 1362 DR
Note from The Thayan - Since this sourcebook is 2nd edition (AD&D), stats are not in 3rd edition format
Human male 11th-level druid
Armor Class: 4
Move: 12
Hit Points: 60
THACO: 14
No. of Attacks: 1
Alignment: Neutral (good tendencies)
Str 14, Dex 18, Con 17, Int 13, Wis 17, Cha 11
Spells (7/6/5/3/2/1): 1st-animal friendship, entangle, cure light wounds, detect poison, detect snares & pits, faerie fire, shillelagh; 2nd-barkskin, charm person or mammal, goodberry, heat metal, slow poison, warp wood; 3rd-call lightning, hold animal, locate object, plant growth, stone shape; 4th-call woodland beings, neutralize poison, plant door; 5th-commune with nature, spike stones; 6th-stone tell
Weapons of Proficiency: scimitar; club; spear; dagger
Nonweapon Proficiencies: animal lore (bears, hawks); fire-building; herbalism; healing; religion (worship of Silvanus); weather sense
Equipment: Light pack of adventuring gear
Magical Items: Harper pin
Combat/Tactics: A peaceful man by nature, Galvin tries to avoid combat and often feels guilty after defending himself. If he is pressed into combat, Galvin uses his shapechange ability, commonly taking the form of a cave bear or a tiger.
Allies/Companions: Brenna; Wynter
Foes/Enemies: The Red Wizards, particularly Zulkirs Szass Tam and Maligor, and any who would harm the wilderness.
Appearance: Galvin has long, blond hair, green eyes, high cheekbones, and a fit body from more than two decades of living in the wild. He dresses in soft leathers.
Personality: Very uncomfortable in any urban environment, Galvin is at peace in the wilderness. He has no use for urbanites who enter the wilds unprepared; in such cases, he can be abrupt or even rude. Normally, Galvin cares only for his mission and the state of the wildlife in the vicinity. If either appears to be endangered, he becomes tense and terse. He’s not above simply picking up and carrying a companion he feels is slowing him down. Also worth noting is the fact that he is a strict vegetarian.
Locales Frequented: The wilderness of Thay or Aglarond, though his duties as a Harper take him far – but not into a city if Galvin has anything to say about it.
History: Born to a pair of thieves in the city of Skuld, Galvin was orphaned at the age of seven when his parents were hanged for their crimes. He fled to the woods, where he eventually learned and grew to love the ways of the forest.
His mission into Thay, along with the centaur Wynter and the wizardress Brenna Graycloak, was to find out what Maligor, the Zulkir of Alteration, was up to. The heroes learned that Maligor’s goal was to take over the gold mines that provide the Red Wizards much of their operating capital. He was transforming natural creatures into darkenbeats to serve as his troops.
After infiltrating the city of Amruthar, the heroes fell afoul of the Zulkir of Necromancy, Szass Tam, who also was interested in Maligor’s activities. When he learned of the Harpers’ mission, he re-equipped them and sent them after Maligor.
Upon reaching Maligor’s vacant tower, Galvin found the cages where the animals to be transformed into darkenbeasts had been kept, and was horrified at the conditions he found. He finally found Maligor in the mines, where Galvin took the shape of a darkenbeast, attacked the evil wizard, and then used druidic magic to collapse the ceiling atop both of them. Maligor was apparently crushed, but Galvin managed to escape.
During this adventure Galvin and Brenna grew quite close, but both realized that neither could give up his or her chosen lifestyle. The pair parted sadly, vowing to remain friends.
Motivations/Goals: Galvin works to preserve the wilderness by acting in the Harpers’ behalf, so he can see that the evil threats to the wild places of the world are expunged.
Campaign Uses: Galvin could be found in the wilderness of Thay or Aglarond, or the Harpers could have him working elsewhere. If any of the PCs are Harper sympathizers, he may ask their aid, especially if undead are involved.
Sources: Red Magic, The Code of the Harpers
Note from The Thayan - Since this sourcebook is 2nd edition (AD&D), stats are not in 3rd edition format
Human male 11th-level druid
Armor Class: 4
Move: 12
Hit Points: 60
THACO: 14
No. of Attacks: 1
Alignment: Neutral (good tendencies)
Str 14, Dex 18, Con 17, Int 13, Wis 17, Cha 11
Spells (7/6/5/3/2/1): 1st-animal friendship, entangle, cure light wounds, detect poison, detect snares & pits, faerie fire, shillelagh; 2nd-barkskin, charm person or mammal, goodberry, heat metal, slow poison, warp wood; 3rd-call lightning, hold animal, locate object, plant growth, stone shape; 4th-call woodland beings, neutralize poison, plant door; 5th-commune with nature, spike stones; 6th-stone tell
Weapons of Proficiency: scimitar; club; spear; dagger
Nonweapon Proficiencies: animal lore (bears, hawks); fire-building; herbalism; healing; religion (worship of Silvanus); weather sense
Equipment: Light pack of adventuring gear
Magical Items: Harper pin
Combat/Tactics: A peaceful man by nature, Galvin tries to avoid combat and often feels guilty after defending himself. If he is pressed into combat, Galvin uses his shapechange ability, commonly taking the form of a cave bear or a tiger.
Allies/Companions: Brenna; Wynter
Foes/Enemies: The Red Wizards, particularly Zulkirs Szass Tam and Maligor, and any who would harm the wilderness.
Appearance: Galvin has long, blond hair, green eyes, high cheekbones, and a fit body from more than two decades of living in the wild. He dresses in soft leathers.
Personality: Very uncomfortable in any urban environment, Galvin is at peace in the wilderness. He has no use for urbanites who enter the wilds unprepared; in such cases, he can be abrupt or even rude. Normally, Galvin cares only for his mission and the state of the wildlife in the vicinity. If either appears to be endangered, he becomes tense and terse. He’s not above simply picking up and carrying a companion he feels is slowing him down. Also worth noting is the fact that he is a strict vegetarian.
Locales Frequented: The wilderness of Thay or Aglarond, though his duties as a Harper take him far – but not into a city if Galvin has anything to say about it.
History: Born to a pair of thieves in the city of Skuld, Galvin was orphaned at the age of seven when his parents were hanged for their crimes. He fled to the woods, where he eventually learned and grew to love the ways of the forest.
His mission into Thay, along with the centaur Wynter and the wizardress Brenna Graycloak, was to find out what Maligor, the Zulkir of Alteration, was up to. The heroes learned that Maligor’s goal was to take over the gold mines that provide the Red Wizards much of their operating capital. He was transforming natural creatures into darkenbeats to serve as his troops.
After infiltrating the city of Amruthar, the heroes fell afoul of the Zulkir of Necromancy, Szass Tam, who also was interested in Maligor’s activities. When he learned of the Harpers’ mission, he re-equipped them and sent them after Maligor.
Upon reaching Maligor’s vacant tower, Galvin found the cages where the animals to be transformed into darkenbeasts had been kept, and was horrified at the conditions he found. He finally found Maligor in the mines, where Galvin took the shape of a darkenbeast, attacked the evil wizard, and then used druidic magic to collapse the ceiling atop both of them. Maligor was apparently crushed, but Galvin managed to escape.
During this adventure Galvin and Brenna grew quite close, but both realized that neither could give up his or her chosen lifestyle. The pair parted sadly, vowing to remain friends.
Motivations/Goals: Galvin works to preserve the wilderness by acting in the Harpers’ behalf, so he can see that the evil threats to the wild places of the world are expunged.
Campaign Uses: Galvin could be found in the wilderness of Thay or Aglarond, or the Harpers could have him working elsewhere. If any of the PCs are Harper sympathizers, he may ask their aid, especially if undead are involved.
Sources: Red Magic, The Code of the Harpers