Cormyr (Forgotten Realms: The Cormyr Saga, Book 1) by Ed Greenwood, Jeff Grubb

By Ed Greenwood, Jeff Grubb

The Epic ancient Saga of the main robust country within the Realms

Cormyr has been governed through the Obarskyr relations given that its inception one and a part millennia in the past. Now its king, Azoun IV, lies on his deathbed, and the vultures are circling, hoping to usurp the throne for his or her personal. in contrast main issue of nation, the background of the woodland nation unfolds, touching on the formerly untold tale of a state, its rulers, and its wizards.

Cormyr: a unique is the epic historic saga of the main robust state within the Forgotten Realms delusion global, as advised by way of the world's co-creators.

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Base Atk +0; Grp –10 Atk Options deliver touch spells Abilities Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6 Feats Alertness, Weapon FinesseB Skills Listen +4, Spot +16 Ferra CR 4 Female halfling rogue 4 N Small humanoid Init +4; Senses Listen +7, Spot +6 Languages Common, Elven, Halfling AC 20, touch 15, flat-footed 20; Dodge, Mobility, uncanny dodge (+1 size, +4 Dex, +3 armor, +1 shield, +1 natural) hp 21 (4 HD) Resist evasion Fort +3, Ref +9, Will +1 (+3 against fear) Spd 20 ft. (4 squares) Melee mwk short sword +6 (1d4+1/19–20) Ranged mwk light crossbow +9 (1d6/19–20) Base Atk +3; Grp +0 Atk Options sneak attack +2d6 Combat Gear elixir of hiding, elixir of sneaking, potion of blur, 3 potions of cure light wounds, 2 tanglefoot bags Abilities Str 12, Dex 18, Con 13, Int 12, Wis 8, Cha 10 SQ trap sense +1, trapfinding Feats Dodge, Mobility Skills Balance +8, Bluff +6, Climb +4, Diplomacy +2, Disguise +0 (+2 acting), Disable Device +11, Hide +14, Intimidate +2, Jump +11, Listen +7, Move Silently +12, Open Lock +11, Search +8, Spot +6, Tumble +12 Possessions +1 leather, masterwork buckler, masterwork short sword, masterwork light crossbow, amulet of natural armor +1, backpack, waterskin, one day’s trail rations, bedroll, sack, flint and steel, masterwork thieves’ tools, hooded lantern, three pints of oil, case with 10 bolts, 10 gp Gerald CR 4 Male gnome bard 4 CG Small humanoid Init +5; Senses low-light vision; Listen +6, Spot +0 Languages Common, Draconic, Dwarven, Gnome AC 16, touch 12, flat-footed 15; +4 against giants (+1 size, +1 Dex, +4 armor) hp 25 (4 HD) Fort +3, Ref +5, Will +3; +2 against illusions Spd 20 ft.

Base Atk +0; Grp –10 Atk Options deliver touch spells Abilities Str 6, Dex 17, Con 10, Int 7, Wis 14, Cha 6 Feats Alertness, Weapon FinesseB Skills Listen +4, Spot +16 Ferra CR 4 Female halfling rogue 4 N Small humanoid Init +4; Senses Listen +7, Spot +6 Languages Common, Elven, Halfling AC 20, touch 15, flat-footed 20; Dodge, Mobility, uncanny dodge (+1 size, +4 Dex, +3 armor, +1 shield, +1 natural) hp 21 (4 HD) Resist evasion Fort +3, Ref +9, Will +1 (+3 against fear) Spd 20 ft. (4 squares) Melee mwk short sword +6 (1d4+1/19–20) Ranged mwk light crossbow +9 (1d6/19–20) Base Atk +3; Grp +0 Atk Options sneak attack +2d6 Combat Gear elixir of hiding, elixir of sneaking, potion of blur, 3 potions of cure light wounds, 2 tanglefoot bags Abilities Str 12, Dex 18, Con 13, Int 12, Wis 8, Cha 10 SQ trap sense +1, trapfinding Feats Dodge, Mobility Skills Balance +8, Bluff +6, Climb +4, Diplomacy +2, Disguise +0 (+2 acting), Disable Device +11, Hide +14, Intimidate +2, Jump +11, Listen +7, Move Silently +12, Open Lock +11, Search +8, Spot +6, Tumble +12 Possessions +1 leather, masterwork buckler, masterwork short sword, masterwork light crossbow, amulet of natural armor +1, backpack, waterskin, one day’s trail rations, bedroll, sack, flint and steel, masterwork thieves’ tools, hooded lantern, three pints of oil, case with 10 bolts, 10 gp Gerald CR 4 Male gnome bard 4 CG Small humanoid Init +5; Senses low-light vision; Listen +6, Spot +0 Languages Common, Draconic, Dwarven, Gnome AC 16, touch 12, flat-footed 15; +4 against giants (+1 size, +1 Dex, +4 armor) hp 25 (4 HD) Fort +3, Ref +5, Will +3; +2 against illusions Spd 20 ft.

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