Saturday, July 4, 2009

Camilla, Human Druid by Gillian Wiseman

*Photography by Darrin Anderson

[The following is the second of three non-player characters (the first being Aelfiriat) made with Monte Cook's Dungeon A Day specifically in mind. Of course you'll be able to use them without running that campaign, but, if you are running it these wonderful gems should fit right in.]

"If I don't do it myself, it may not get done right."

Camilla is a resourceful druid who seeks to uncover the mystery behind the Beast God's recent activities in the Fallen Duchy.

Camilla comes from a farm family who dwells a few days from Brindendford. They are ordinary folk, and were bemused when their younger daughter grew up with an instinctive love of wild things instead of neat rows of crops. Once she discovered the local druid circle, Camilla knew where fate was guiding her, and her family reluctantly let her go. She tries to return to them once each year, and sends letters home frequently. She is a loving daughter, a caring trustee of nature, and a very practical, competent adventurer.

Camilla wanders the area around Brindenford and regions to the south for about ten days in any direction. Recently her attention has been caught by the upswell of Beast Lord followers, and her explorations into the matter have led her to Chordille Keep as one potential source of the problem. She tried to enter the dungeon alone a few weeks ago, and was quickly forced to retreat, fearing to be cut off from the only entrance she knew of, and be trapped underground. She's now looking for a group of trustworthy cohorts to descend into the dungeon, clear out the Beast Lord's followers and find out where they are coming from.

Camilla's animal companion is a newly recruited Dire Badger. Her previous companion, a pony, felt deeply uncomfortable at being asked to go underground, so Camille released her old friend, and just called Digger to her a few days ago.


Camilla desires to understand where the Beast God's followers are coming from, why they keep returning to Dungeon Delve, and how to stop them. She fears their spread into the region, and most desires to know how to remove their spreading stain from her community.

Using Camilla in Your Campaign

Camilla is a practical, sensible woman. She will be found recruiting adventurers at the Lost Shepherd Inn, or perhaps lingering near the entrance to the Delve, seeking a group to join as they descend into the dungeon. She will only stay with a group long enough to discover where the Beast God's followers are coming from, and what draws them here. Once she's happy with that answer, she will follow it wherever it takes her. However, if she makes promises to aid a person in a task of their own, she will do her utmost to keep those promises. This may mean she lingers with a party, or comes back at a later time. She might also invite true friends to accompany her on her search for the Beast God's origin.

Appearance and Behavior
Camilla wears a simple brownish-purple dress, marked with symbols of her religion, and covered with a full green cloak, which also serves as her blanket when she sleeps on the hard ground. Her blond hair is worn loose, framing her face in waves. Her favored weapon, a sickle, glows with an inner green light, revealing that it is in some way enchanted. She's sensible, practical, unimaginative and very ordinary.

Not Playing Dungeon a Day?
Camilla is still very easy to play without the Dungeon a Day setting, and with only a few tweaks to the character as presented here. Change the town of Bridenford to any town your players happen to be near. Instead of followers of the Beast God, the people she is interested in could be orcish followers of Gruumsh, aberrations from the Far Realm, or any other group of antagonists that could upset the balance of nature. Finally, just change references to Dragon's Delve into references of said antagonists base. For instance maybe your orc barbarians have been gathering at the Iron Horn Peaks.

3rd Edition Dungeons and Dragons Stats by Gillian Wiseman
Camilla CR 4
Human Druid 4
NG Medium humanoid (human)
Init +3; Senses: Listen +3 Spot +3
Languages Common, Druidic

AC 17, touch 12, flat-footed 15
hp 30 (4 HD)
Fort +6, Ref +3, Will +7
Speed 30 ft. (6 squares)
Melee +1 Sickle +4 (1d6+1)
Base Atk +3; Grp +3
Combat Gear +1 Hide Armor, shield, +1 sickle
Druid Spells (CL 4th)
spells per day 5/4/3
Orisons: cure minor wound, detect magic, detect poison, light, resistance
L1:charm animal, entangle, goodberry, magic fang
L2: flame blade, summon nature's ally II, tree shape

Abilities Str 10, Dex 13, Con 14, Int 11, Wis 16, Cha 10
Feats Brew Potion, Combat Casting, Self-Sufficient
Skills Concentration +9, Diplomacy +3, Handle Animal +7, Heal +12, Knowledge (nature) +8, Survival +7, Swim +2
Possessions mundane camping gear, cure light wounds potion, magic weapon oil, sanctuary potion. 100 gp

4th Edition Dungeons and Dragons Stats by Francis Bousho

Some notes on the 4th Edition Conversion:

To keep the flavor of the character a few things had to change. Camilla is a Shaman in 4th edition, a character class that came out in Player's Handbook 2. However, you don't need that book to use her 4th ed stats.

Spirit: In the 4th edition version of the character, Digger is a spirit companion who can be summoned as a minor action in any unoccupied square within 20 of Camilla. He is a conjuration and is subject to those rules. Camilla can spend her move action to move Digger 6 squares, and Digger shares Camilla's defenses. If Digger takes 12 hit points of damage in a single attack he is dispelled and Camilla takes 7 damage. She can then summon Digger again as a minor action.

Some of Camilla's powers have Melee spirit 1 as the range, these attacks can be made against any enemy adjacent to Digger and represent Digger's attacks.

Iron Heroes Stats by Jeremy Land
Camilla CR 4
Human Spiritualist 4
Medium humanoid (Animal Affinity, Intuitive Learning)
Init +1; Senses low-light vision; Listen +10, Spot +10
Languages Common
Defense 18, touch 15, ff 16
(BDB +4, Dex +1, shield +3)
HP 36 (4 HD)
Fort +6, Ref +5, Will +7
Speed 30 ft (6 sq)
Melee masterwork sickle +5, (1d6+1, 20/x2)
Base Atk +3; Grp +4
Rites Binding, Curses, Heart, Summoning (favored)
Pact Check +8 (add +2 rite/summoning)
Abilities Str 12, Dex 12, Con 14, Int 8, Wis 17, Cha 18
SQ Spirit servant (see below), telepathic link
Feats (Lore 3/Social 2/Defense 1/Other --) Skill affinity (Heal/Survival), Healing Lore 1, Shield Proficiency, Instinctive Defense 1
Skills MYSTICISM 7 ranks, PERCEPTION 7 ranks; Balance +1, Climb +1 [add +2 when climbing with rope], Concentration +9, Decipher Script +6, Disguise +2, Diplomacy +13, Escape Artist -1 [add +2 when escaping rope bonds], Handle Animal +13, Heal +18 [add +2 reserve points restored], Hide +4, Jump -1, Knowledge (arcana) +6, Knowledge (nature) +8, Knowledge (religion) +6, Listen +10, Move Silently +4, Ride +6, Search +6, Sense Motive +10, Spellcraft +8, Spot +10, Survival +12 [add +2 in aboveground, natural environments and to track (doesn't stack); add +2 to hunt/forage], Swim -3, Use Magic Device +13, Use Rope +6.
Class Abilities Spiritualism, spirit servant, stigmata (shadow-eyed), favored ritual (rite/summoning)
Possessions Padded armor, heavy wooden shield, masterwork sickle, healer's kit, torch x3, flint and steel, backpack, bedroll, belt pouch, 3 days' rations, 50 ft. hempen rope, waterskin, 17 gp, 25 sp.
Digger CR n/a
Spirit servant 4
Tiny outsider
Init +3; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common, Sylvan
Defense 17, touch 15, ff 14
(Dex +3, size +2, natural +2)
HP 26 (4 HD)
Resist 25% chance to ignore critical hits/sneak attacks
Fort +6, Ref +7, Will +4
Speed 20ft (4 sq), fly 60ft (12 sq)
Melee bite +8 (1d3+3, 20/x2)
Base Atk +4; Grp -2
Abilities Str 14, Dex 16, Con 14, Int 12, Wis 11, Cha 10
SQ Alter form (appearance), telepathic link, natural armor +2, DR 1d4/magic
Feats (Armor 2/Power --) Armor Mastery 1, Armor Mastery 2
Skills MYSTICISM 7 ranks, STEALTH 7 ranks; Bluff +7, Concentration +9, Disguise +7 [add +2 to act in character], Decipher Script +8, Diplomacy +2, Hide +18, Intimidate +2, Knowledge (arcana/nature) +7, Move Silently +10, Spellcraft +10, Survival +0 [add +2 in aboveground, natural environments], Use Magic Device +9
Notes Always appears as a baby badger, though a Spot check vs. Digger's Disguise check reveals that something is not quite right about him.

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