Zark

Dwarf Slaver

Description:
    • Level 4 Artillery
    • Zark
    • Medium Natural Humanoid Dwarf
    • XP 0
    • Initiative +5
    • Senses Perception +8, Low-light vision
    • HP 46; Bloodied 23
    • AC 17; Fortitude 16, Reflex 16, Will 14
    • Saving throws+5 against Poison
    • Speed 5
    • Warhammer (standard; at-will) • Weapon
    • +8 vs. AC; 1d10 + 2 damage
    • Crossbow (standard; at-will) • Weapon
    • Ranged 15/30; +10 Dexterity vs. AC 1d8 + 3 damage.
    • Aimed Shot
    • Zark gains a +2 to his attack rolls and deals an extra 1d6 on ranged attacks against creatures that don’t have cover
    • Stand Your Ground
    • On a result of forced movement, Zark moves 1 less square, and can take a saving throw against the prone position.
    • Align. Unaligned
    • Lang. Common, Dwarf
    • Skills Dungeoneering +10, Endurance +7
    • Str 14 (+4)
    • Dex 16 (+5)
    • Wis 12 (+3)
    • Con 16 (+5)
    • Int 11 (+2)
    • Cha 10 (+2)
    • Equipment Chainmail, Warhammer, Crossbow, Crossbow bolts
    • Created with DungeonMastering.com’s DM Tools
Bio:

Nephew to Garwan, Zark had always been known to be lazy and useless. A turning point arrived though in his life when a caravan he was with was ambushed by bandits out of the ruined city of Zelbross to the west of Loudwater. Upon his capture he was given a choice by the leader of the bandits—become out agent in Loudwater, or die.

Back in Loudwater, Garwan was worried about the change in the manner in which Zark lived. He seemed to be growing wealthy, but wasn’t doing any visible work other than selling barrels of apple cider. Eventually he told Thurin about this, who was very interested as he was investigating the Lady of Shadows at the time.

Thurin told Jarik, who then proceeded to tail Zark one evening til he went to the local inn and announced his desire to hire two people to help him load barrels of apple cider onto a ship in port. At the time, Thurin and Reed were relaxing in the inn and took up Zark on his offer.

As Reed reached to pick up his first barrel, however, it fell out of his hands and broke open revealing a bound, gagged, and terrified child.

Zark immediately took off into Loudwater attempting to get away, but Thurin and Reed quickly caught and subdued Zark as Jarik finally caught up after tripping over a fence. He was turned over to the local patrol chief for investigation.

When pressed for information regarding his work for the Lady in Shadows, he laughed and complained that she was cutting into HIS business of enslaving children rather than being his boss.

Eventually, the Party decided it needed to deal with the Zelbross Bandits, and hatched a plot to spring him from jail before his pending execution.

Thurin shapeshifted into Mel and procured a patrol member’s tunic and cloak from Loudwater’s Barracks. Using them, he shapeshifted into the patrol leader and told the guard on duty that Zark was needed for further questioning as something pertinent to the case had come up.

Thurin then struck a deal with Zark that if he helped with the Bandits, the Party would take him to a new town where he could start over as a decent person.

After defeating the bandits, Zark was ordered to stay inside the desolate northwestern section of Loudwater and hide until the party moved off.

Zark

The Long Road of Netheril Kidrik