TEXT: Pregenerated Characters for Rob Kuntz’s Prisoners of the Maze 
  www.necromancergames.com 
  Page 1 
  Pregenerated Characters for 
  Pregenerated Characters for 
  Pregenerated Characters for 
  Pregenerated Characters for     
  Prisoners of the Maze
  Prisoners of the Maze
  Prisoners of the Maze
  Prisoners of the Maze    
  By Rob Kuntz 
  The following pregenerated characters can be 
  used in this adventure. Pass out copies of this 
  first sheet and let your players select their 
  characters from these descriptions. Individual 
  character sheets follow. 
  Carjus (Sorcerer)
  Carjus (Sorcerer)
  Carjus (Sorcerer)
  Carjus (Sorcerer)    
  Carjus appears as a sandy-haired, small, 
  young man, not at all what one might expect 
  a mage of his obvious rank to look like! Car-
  jus is very colorful with his dress, preferring 
  a parti-colored red/yellow tunic, a light blue 
  cloak, soft leather boots and a green hood. 
  He has a nice looking cobalt ring on his right 
  index finger. Carjus is very precautionary; he 
  feels that something could go wrong with this 
  mission and has thus brought along many 
  magic items. 
  Hesbet the Worthy  (Fighter)
  Hesbet the Worthy  (Fighter)
  Hesbet the Worthy  (Fighter)
  Hesbet the Worthy  (Fighter)    
  Hesbet is nearly 6 feet tall, with black hair 
  and penetrating blue eyes. She is well-
  muscled and has a decided martial and mer-
  cenary bearing. Her armor is inlaid with gold, 
  but despite its appearance is quite serviceable 
  Her hair is long and black, and she carries his 
  steel helmet in her left hand (initially). Her 
  long sword is known as Striker.  
  Horrul Rizzuk (Cleric)
  Horrul Rizzuk (Cleric)
  Horrul Rizzuk (Cleric)
  Horrul Rizzuk (Cleric)    
  Horrul Rizzuk is a stocky fellow, with brown 
  curly hair and intelligent but humorous 
  brown eyes. He is much like a heavy horse-
  man in appearance, but is far from that, of 
  course! The embroidered yellow robe he 
  wears over a suit of full plate is reversible. 
    
  Fallehn the Fair (Paladin)
  Fallehn the Fair (Paladin)
  Fallehn the Fair (Paladin)
  Fallehn the Fair (Paladin)    
  Fallehn is called “fair” due to his beauty and 
  persuasiveness. His piercing green eyes seem 
  to target every word that he hears—in fact he 
  seems to be waiting, wondering, perhaps, 
  when his intercession will be needed. He has 
  never been termed “fair” because his rigid 
  standards, which he imposes upon all he 
  meets, and are hard for his friends and ac-
  quaintances to deal with. Fallehn wears full 
  plate armor and a pair of well-crafted boots. 
  Wrapped about his 6 foot 6 inch frame is a 
  purple cloak with a pouch hidden underneath. 
  He always carries a pouch containing 20 gp 
  which he keeps on hand for tithing and offer-
  ings for the poor. 
   
  Once your players have selected their PCs, 
  pass out the following character sheets to 
  them. Note that each character has a special 
  power. 
  Now, perhaps, they are ready to confront the 
  great wizard Zayene! 
  Enjoy! Adventure awaits! 
  Rob Kuntz 
  
  Pregenerated Characters for Rob Kuntz’s Prisoners of the Maze 
  www.necromancergames.com 
  Page 2 
  Carjus the Meek
  Carjus the Meek
  Carjus the Meek
  Carjus the Meek    
  Male Human, Sor11 
  Hit Dice                     11d4+16 
  Hit Points                  46 
  Initiative                    +6 (Dex, Improved Initiative ) 
  Speed                         30 ft. 
  AC                              15 (Dex, ring of deflection +3) 
  Attack                        +8 melee, +3 dagger 
  Damage                      1d4+3 
  Alignment                  Neutral Good 
  Saves                          Fort +5, Ref +5, Will +9 
  Abilities                     Str 11, Dex 14, Con 15, Int 17, Wis 14, Cha 15 
  Skills                          Spellcraft +14, Concentration +14, Alchemy +10, Scry +9, Knowledge 
  (arcana) +11, Listen +4, Move Silently +4, Hide +6, Jump +6 
  Feats                          Maximize Spell, Still Spell, Improved Intitiative, Extend Spell, 
  Quicken Spell 
  Description: Carjus appears as a sandy-haired, small, young man, not at all what one might 
  expect a mage of his obvious rank to look like! Carjus is very colorful with his dress, prefer-
  ring a parti-colored red/yellow tunic, a light blue cloak, soft leather boots and a green hood. 
  He has a nice looking cobalt ring on his right index finger (+3 deflection). Carjus is very pre-
  cautionary; he feels that something could go wrong with this mission and has thus brought 
  along many magic items. 
  Arcane Spells Known (Castable per day: 6/7/7/6/6/4): 0—read magic, detect magic, med-
  ing, mage hand, disrupt undead, open/close, light, flare, daze; 1st—summon monster I, charm 
  person, color spray, spider climb, feather fall; 2nd—web, blur, mirror image, knock, ghoul 
  touch; 3rd—dispel magic, fireball, haste, slow; 4th—fire shield, ice storm, dimension door; 
  5th—summon monster V, wall of force.  
  Possessions: +3 dagger, +3 ring of deflection, cloak of elevenkind, three potions: fire breath, 
  bull’s strength, gaseous form; a scroll of 3 arcane spells (caster level 13, infravision, pass-
  wall, Mordenkainen’s magnificent mansion). 
  Special Power: Due to the mighty ritual that prepared the adventurers for their mission, Car-
  jus has been blessed with the ability to cast spells from the clerical trickery domain. These 
  are in addition to his regular spells.  
  Special Power Domain Spells (Trickery): 1st—change self; 2—invisibility; 3rd—
  nondetection; 4th—confusion; 5th—false vision. 
   
   
  
  Pregenerated Characters for Rob Kuntz’s Prisoners of the Maze 
  www.necromancergames.com 
  Page 3 
  Hesbet the Worthy
  Hesbet the Worthy
  Hesbet the Worthy
  Hesbet the Worthy    
  Female Human, Ftr12 
  Hit Dice                      12d10+36 
  Hit Points                   96  
  Initiative                    +5 (Dex, Improved Intitiative ) 
  Speed                          20 ft. 
  AC                              22 (Dex, +3 full plate armor) 
  Attack                         +20/+15/+10 melee, +3 longsword 
  Damage                      1d8+7 
  Alignment                  Chaotic Good 
  Saves                          Fort +12, Ref +5, Will +6;  
  Abilities                      Str 18, Dex 16, Con 17, Int 12, Wis 13, Cha 12 
  Skills                           Climb +12, Jump +12, Ride +10, Swim +10, Bluff +6, Diplomacy +6, 
  Hide +5.  
  Feats                           Power Attack, Improved Intitiative, Weapon Focus (longsword), Cleave, 
  Great Cleave, Blind-Fight, Iron Will.  
  Possessions: +3 full plate, +3 longsword (“Striker”), 2 potions: speed, bull’s strength; periapt 
  of wound closure, gauntlets of swimming and climbing.  
  Description: Hesbet is nearly 6 feet tall, with black hair and penetrating blue eyes. She is well-
  muscled and has a decided martial and mercenary bearing. Her armor is inlaid with gold, but 
  despite its appearance is quite serviceable Her hair is long and black, and she carries her steel 
  helmet in her left hand (initially). Her long sword is known as Striker.  
  Special Power: Hesbet has been blessed by her deity and thus has some special defensive at-
  tributes she may use. She may invoke each of these powers 1/day: 
  1. Missile Invulnerability: When her deity’s name is spoken a blue glow radiates the air about 
  her from all types of missiles, magical or other. This effect lasts for rounds equal to her 
  Wisdom (13).  
  2. Fire Resistance (20): Upon speaking the word “flame,” tongues of cool flame envelope her 
  form, protecting her from all but those fires generated by the highest ranked demons, dev-
  ils, or gods. The protective flames lasts a number of rounds equal to her Intelligence (12).  
  3. Attack Invulnerability: Upon speaking the word “shield” a yellow light wreathes her form, 
  making her immune to all melee attacks for 1d3 rounds. Roll the 1d3 in secret and do not 
  inform the PC of the result. (Note: This is not available the first day, as it was used during 
  the failed assassination.) 
  
  Pregenerated Characters for Rob Kuntz’s Prisoners of the Maze 
  www.necromancergames.com 
  Page 4 
  HHHHorrul Rizzuk
  orrul Rizzuk
  orrul Rizzuk
  orrul Rizzuk    
  Male Human, Clr12 
  Hit Dice                     12d8+36 
  Hit Points                  93 
  Initiative                    +5 (Dex, Improved Initiative ) 
  Speed                         20 ft. 
  AC                              21 (Dex, +2 full plate armor) 
  Attack                        +14/+9 melee, +2 mace 
  Damage                      1d8+5 
  Alignment                  Lawful Good 
  Saves                          Fort +10, Ref +5, Will +11 
  Abilities                     Str 16, Dex 15, Con 15, Int 14, Wis 17, Cha 14 
  Skills:                         Spellcraft +14, Concentration +14, Diplomacy +12, Scry +10, Knowl-
  edge (arcana) +8, Knowledge (religion) +14, Listen +4, Jump +4 
  Feats:                         Power Attack, Improved Initiative, Weapon Focus (mace), Maximize 
  Spell, Still Spell, Enlarge Spell.  
  Description: Horrul Rizzuk is a stocky fellow, with brown curly hair and intelligent but hu-
  morous brown eyes. He is much like a heavy horseman in appearance, but is far from that, of 
  course! The embroidered yellow robe he wears over a suit of full plate is reversible to a robe of 
  blending (requires a standard action).  
  Divine Spells Prepared (6/6/5/5/3/3/2): 0—resistance (x2), cure minor wounds (x3), guid-
  ance; 1st—bane, command (x2) divine favor, remove fear, summon monster I; 2nd—cure 
  moderate wounds, delay poison, lesser restoration, silence, sound burst; 3rd—cure serious 
  wounds (x2), dispel magic, searing light, wind wall; 4th—dimensional anchor, inflict critical 
  wounds (x2); 5th—flamestrike (x2); 6th—blade barrier.  
  Domain Spells Prepared (Good/Law): 1st—protection from chaos; 2nd—aid; 3rd—cure seri-
  ous wounds; 4th—cure critical wounds; 5th—dispel evil; 6th—Heal.  
  Granted Powers (Good/Law): Horrul casts good and law domain spells at +1 caster level. 
  Horrul can also Turn/Rebuke Undead (See the PHB). 
  Possessions: +2 full plate, +2 heavy mace, robe of blending, 4 vials of holy water, 2 potions of 
  cure serious wounds, silver holy symbol. 
  Special Power: Horrul has been blessed with the ability to cast two spells at once, once per 
  day. He must roll a Concentration check (DC 10+ average level of the two spells being cast—
  thus a cure light wounds (level 1) and a true seeing (level 5) would equal 6 levels/2 spells, or 3 
  levels total. Thus to cast these spells in combination would require a DC 13). If successful, he 
  can cast a combination spell, if not, both spells fail. Note that spells can cancel each other, thus 
  casting a slay living and a raise dead results in dispelling both attempts; likewise, a dispel 
  magic, anti-magic field, etc., cannot be chosen, as these immediately cancel all other spell at-
  tempts. However two flamestrike spells could be chosen.  
  
  Pregenerated Characters for Rob Kuntz’s Prisoners of the Maze 
  www.necromancergames.com 
  Page 5 
  FFFFallehn the Fair
  allehn the Fair
  allehn the Fair
  allehn the Fair    
  Male Human, Pal10 
  Hit Dice                      10d10+30 
  Hit Points                   86 
  Initiative                    +5 (Dex, Improved Intitiative) 
  Speed                          20 ft. 
  AC                              20 (Dex, +1 full plate armor) 
  Attack                         +15/+10, +2 longsword of wounding 
  Damage                      1d8+5  
  Alignment                  Lawful Good 
  Saves                          Fort +10, Ref +4, Will +6 
  Abilities                      Str 17, Dex 15, Con 16, Int 13, Wis 12, Cha 17 
  Skills                           Climb +12, Jump +12, Ride +10, Swim +8, Knowledge (religion) +12, 
  Diplomacy +12.  
  Feats                           Power Attack, Improved Intitiative, Weapon Focus (longsword), Cleave, 
  Toughness (2), Iron Will.  
  Description: Fallehn is called “fair” due to his beauty and persuasiveness. His piercing green 
  eyes seem to target every word that he hears—in fact he seems to be waiting, wondering, per-
  haps, when his intercession will be needed. He has never been termed “fair” because his rigid 
  standards, which he imposes upon all he meets, and are hard for his friends and acquaintances 
  to deal with. Fallehn wears +1 full plate armor and a pair of elven boots. Wrapped about his 6 
  foot 6 inch frame is a purple cloak with a pouch hidden underneath. In it is a potion of iron 
  body. He always carries a pouch containing 20 gp which he keeps on hand for tithing and offer-
  ings for the poor. 
  Paladin Class Features: Detect Evil (at will); Divine Grace (+3 on all saving throws); Lay on 
  Hands (27 points); Turn Undead; Smite Evil (1/day, +10 hit points damage); Remove Disease 
  (4/week); Immune to Disease; Immune to Fear.  
  Possessions: +1 full plate, +2 flaming longsword of wounding (“Cleanser”), elven boots, po-
  tion of iron body, scroll of 1 divine spell: (caster level 9, endure elements).  
  Special Powers Granted to “Cleanser”: His sword, Cleanser, has been specially blessed for 
  this adventure and has the additional spell-like powers, that function as free actions:  
  1. Twice per day, prior to an attack, Fallehn can invoke his deity and the next attack automati-
  cally hits. Fallehn can roll to determine if a critical hit was scored.  
  2. Once per day, Cleanser casts haste on Fallehn, as per the spell cast by a 9th-level sorcerer. 
  (Note: This is not available the first day, as it was used during the failed assassination.)  
  3. Once per day, Fallehn can invoke his deity’s protection and his Fortitude, Reflex and Will 
  save totals are increased by +2 each, for a total number of minutes equal to Fallehn’s Wis-
  dom/2 (6). 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Frog God Games/M1, Prisoners of the Maze (Lvl 9-12)/d20 - FGG - M1, Prisoners of the Maze - Pregenerated Characters.pdf