Melisana of Ventris: Difference between revisions

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Major update - now a Ranger party member, full stat block and equipment
 
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'''Melisana of Ventris''' is the daughter of the wealthy merchant Melkeras of Ventris Island. Captured by pirates and enslaved aboard ''The Dorak'', she was shipwrecked alongside the party on Doomed Island and became an essential companion throughout the [[Treasure Hunt]] adventure.
'''Melisana of Ventris''' is a human Ranger and the newest combat-capable member of the party. The daughter of wealthy merchant Melkeras of Ventris Island, she was captured by pirates and enslaved aboard ''The Dorak'', shipwrecked alongside the party on Doomed Island, and proved herself essential during the [[Treasure Hunt]] adventure � her sailing skill made the final escape possible, and her quick action saved [[Zeale]]'s life. After the adventure, she trained as a Ranger, vowing never to be helpless again.
 
== Ability Scores ==
 
{| class="wikitable"
|-
! STR !! DEX !! CON !! INT !! WIS !! CHA
|-
| 13 || '''15''' (-1 AC) || 14 || 15 (4 bonus languages) || 15 || 14
|}
 
== Combat Statistics ==
 
{| class="wikitable"
|-
! Class !! Level !! HP !! AC !! THAC0 !! Alignment !! XP !! Next Level
|-
| Ranger || 2 || '''10'''/10 || 6 (studded leather + DEX) || 19 || Neutral Good || 3,020 || 4,500
|}
 
== Ranger Abilities ==
 
{| class="wikitable"
|-
! Ability !! Value !! Notes
|-
| Hide in Shadows || 15% || Natural settings only; studded leather or lighter
|-
| Move Silently || 21% || Natural settings only; studded leather or lighter
|-
| Tracking || Base || Free proficiency; +1 per 3 levels
|-
| Animal Empathy || Yes || Animal saves vs. rods to resist
|-
| Two-Weapon Fighting || Yes || No penalty in studded leather or lighter
|-
| Species Enemy || Goblinoid || +4 attack vs. goblins, hobgoblins, bugbears; -4 reaction
|}
 
== Saving Throws ==
 
{| class="wikitable"
|-
! PPD !! RSW !! PP !! BW !! Spell
|-
| 14 || 16 || 15 || 17 || 17
|}
 
== Weapon Proficiencies ==
 
* Longsword (main hand)
* Short sword (off-hand, two-weapon fighting)
* Longbow
* Dagger
 
== Non-Weapon Proficiencies ==
 
* Tracking (free � Ranger)
* Seamanship (she sailed the galley to safety)
* Swimming
* Survival
 
== Equipment and Inventory ==
 
=== Weapons ===
 
{| class="wikitable"
|-
! Weapon !! Damage !! Notes
|-
| Longsword || 1d8/1d12 || Proficient � main hand
|-
| Short sword || 1d6/1d8 || Proficient � off-hand for two-weapon fighting
|-
| Longbow || 1d6/1d6 || Proficient � 40 arrows
|-
| Dagger || 1d4/1d3 || Proficient � backup/thrown
|}
 
=== Armour ===
 
* Studded leather armour (AC 7, adjusted to AC 6 with DEX 15)
 
=== Adventuring Gear ===
 
* Backpack, bedroll, waterskin, cloak
* Rope (50' hemp), torches (6), flint and steel
* Trail rations (7 days)


== Background ==
== Background ==
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Melisana was taken prisoner and held as a slave aboard the pirate galley ''The Dorak''. When the ship was wrecked upon the shores of Doomed Island during a violent storm, she was freed along with the rest of the party. She immediately offered a reward for safe passage: 100 gp per party member (400 gp total), with her father Melkeras promising an additional 2,000 gp upon reaching Ventris Island.
Melisana was taken prisoner and held as a slave aboard the pirate galley ''The Dorak''. When the ship was wrecked upon the shores of Doomed Island during a violent storm, she was freed along with the rest of the party. She immediately offered a reward for safe passage: 100 gp per party member (400 gp total), with her father Melkeras promising an additional 2,000 gp upon reaching Ventris Island.


Though not a combatant, Melisana proved invaluable — her sailing knowledge made the final escape possible, and her quick action saved [[Zeale]]'s life.
== Adventure History ==


== Role in the Adventure ==
=== [[Treasure Hunt]] ===


=== Episode 1: The Shipwreck ===
==== Episode 1: The Shipwreck ====


Melisana introduced herself after the party defeated Hafkris on the beach. She deduced that a port was most likely on the sheltered east or south coast of the island, guiding the party's initial direction of travel.
Melisana introduced herself after the party defeated Hafkris on the beach. She deduced that a port was most likely on the sheltered east or south coast of the island, guiding the party's initial direction of travel.


=== Episode 3: Temple of the Goddess ===
==== Episode 3: Temple of the Goddess ====


Melisana received a divine boon from the Goddess (Cure Light Wounds). She used it immediately on the unconscious [[Mira Ashwood|Mira]], rolling '''8 maximum on 1d8''' healing Mira from -5 to 3 HP and restoring consciousness. This was the roll that saved the party's only mage. Without Mira, the party would have had no Magic Missile, no INT 16 insight to find the secret door, and no one to pull the lever or fight the zombies at the end.
Melisana received a divine boon from the Goddess (Cure Light Wounds). She used it immediately on the unconscious [[Mira Ashwood|Mira]], rolling '''8 maximum on 1d8''' healing Mira from -5 to 3 HP and restoring consciousness. This was the roll that saved the party's only mage. Without Mira, the party would have had no Magic Missile, no INT 16 insight to find the secret door, and no one to pull the lever or fight the zombies at the end.


=== Episode 4: Manor of the Sea King ===
==== Episode 4: Manor of the Sea King ====


Melisana helped close and barricade the door to Room 38 when the party fled from the goblin patrol. She accompanied the party into the catacombs.
Melisana helped close and barricade the door to Room 38 when the party fled from the goblin patrol. She accompanied the party into the catacombs.


=== Episode 6: The Crypt Critical Support ===
==== Episode 6: The Crypt Critical Support ====


Melisana's contributions in the finale were essential:
Melisana's contributions in the finale were essential:
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* '''Broke the wall:''' Worked alongside [[Mira Ashwood|Mira]] for 30-40 minutes, prying bricks from the sealed crypt with bare hands to open a boat-sized hole
* '''Broke the wall:''' Worked alongside [[Mira Ashwood|Mira]] for 30-40 minutes, prying bricks from the sealed crypt with bare hands to open a boat-sized hole
* '''Moved the unconscious:''' Helped Mira drag [[Zeale]] (the heaviest companion, in studded leather) when Mira's STR check failed
* '''Moved the unconscious:''' Helped Mira drag [[Zeale]] (the heaviest companion, in studded leather) when Mira's STR check failed
* '''Levered the galley:''' When Mira couldn't push the 30-foot galley alone, Melisana used an oar as a lever to get it moving across 60 feet of chamber floor
* '''Levered the galley:''' When Mira could not push the 30-foot galley alone, Melisana used an oar as a lever to get it moving across 60 feet of chamber floor
* '''Sailed the escape:''' Cut the sail bindings, caught the storm wind, and helmed the galley away from the island under orc arrow fire. Her sailing skill was the final piece that made the escape work
* '''Sailed the escape:''' Cut the sail bindings, caught the storm wind, and helmed the galley away from the island under orc arrow fire. Her sailing skill was the final piece that made the escape work


== Rewards Offered ==
=== Between Adventures � Becoming a Ranger ===


{| class="wikitable"
On Ventris Island, Melisana refused to return to the sheltered life of a merchant's daughter. The ordeal on Doomed Island had changed her fundamentally � she had watched her companions fight and nearly die while she could do nothing but drag their bodies and sail the boat. She was grateful, but she was done being protected.
|-
 
! Reward !! Amount !! Status
She trained with the Ventris militia in swordplay and with local woodsmen in tracking, survival, and archery. Her intelligence (INT 15) and wisdom (WIS 15) made her a quick study. Her hatred of goblinoids � born from watching goblins and orcs terrorize the island � became the focus of her Ranger training. When the party declared their intent to seek further adventure, she strapped on a longsword and joined them as a full combat member.
|-
 
| Personal promise || 100 gp per party member (400 gp total) || '''Pending''' — payable upon reaching safety
Her seamanship remains invaluable � she is the only party member who can sail a ship.
|-
| Father's reward (Melkeras) || 2,000 gp || '''Pending''' — payable upon reaching Ventris Island
|-
! '''Total''' !! '''2,400 gp''' !! '''Pending'''
|}


== Current Status ==
== Current Status ==


'''Alive and active''' — aboard the galley alongside [[Mira Ashwood|Mira]], the only two conscious people. Melisana is at the helm, sailing toward Ventris Island or the nearest port. Her navigational skill combined with [[Finnegan Cole|Finn]]'s recovered charts give the party a chance of reaching civilization.
'''Healthy''' � 10/10 HP. Arrived in Saltmarsh as the party's fifth member. Equipped with dual swords (two-weapon fighting), a longbow, and studded leather. No longer the merchant's daughter who needed rescuing � now a Ranger who fights alongside her companions.


[[Category:NPCs]]
[[Category:Player Characters]]

Latest revision as of 20:36, 28 March 2026

Melisana of Ventris is a human Ranger and the newest combat-capable member of the party. The daughter of wealthy merchant Melkeras of Ventris Island, she was captured by pirates and enslaved aboard The Dorak, shipwrecked alongside the party on Doomed Island, and proved herself essential during the Treasure Hunt adventure � her sailing skill made the final escape possible, and her quick action saved Zeale's life. After the adventure, she trained as a Ranger, vowing never to be helpless again.

Ability Scores

STR DEX CON INT WIS CHA
13 15 (-1 AC) 14 15 (4 bonus languages) 15 14

Combat Statistics

Class Level HP AC THAC0 Alignment XP Next Level
Ranger 2 10/10 6 (studded leather + DEX) 19 Neutral Good 3,020 4,500

Ranger Abilities

Ability Value Notes
Hide in Shadows 15% Natural settings only; studded leather or lighter
Move Silently 21% Natural settings only; studded leather or lighter
Tracking Base Free proficiency; +1 per 3 levels
Animal Empathy Yes Animal saves vs. rods to resist
Two-Weapon Fighting Yes No penalty in studded leather or lighter
Species Enemy Goblinoid +4 attack vs. goblins, hobgoblins, bugbears; -4 reaction

Saving Throws

PPD RSW PP BW Spell
14 16 15 17 17

Weapon Proficiencies

  • Longsword (main hand)
  • Short sword (off-hand, two-weapon fighting)
  • Longbow
  • Dagger

Non-Weapon Proficiencies

  • Tracking (free � Ranger)
  • Seamanship (she sailed the galley to safety)
  • Swimming
  • Survival

Equipment and Inventory

Weapons

Weapon Damage Notes
Longsword 1d8/1d12 Proficient � main hand
Short sword 1d6/1d8 Proficient � off-hand for two-weapon fighting
Longbow 1d6/1d6 Proficient � 40 arrows
Dagger 1d4/1d3 Proficient � backup/thrown

Armour

  • Studded leather armour (AC 7, adjusted to AC 6 with DEX 15)

Adventuring Gear

  • Backpack, bedroll, waterskin, cloak
  • Rope (50' hemp), torches (6), flint and steel
  • Trail rations (7 days)

Background

Melisana was taken prisoner and held as a slave aboard the pirate galley The Dorak. When the ship was wrecked upon the shores of Doomed Island during a violent storm, she was freed along with the rest of the party. She immediately offered a reward for safe passage: 100 gp per party member (400 gp total), with her father Melkeras promising an additional 2,000 gp upon reaching Ventris Island.

Adventure History

Episode 1: The Shipwreck

Melisana introduced herself after the party defeated Hafkris on the beach. She deduced that a port was most likely on the sheltered east or south coast of the island, guiding the party's initial direction of travel.

Episode 3: Temple of the Goddess

Melisana received a divine boon from the Goddess (Cure Light Wounds). She used it immediately on the unconscious Mira, rolling 8 � maximum on 1d8 � healing Mira from -5 to 3 HP and restoring consciousness. This was the roll that saved the party's only mage. Without Mira, the party would have had no Magic Missile, no INT 16 insight to find the secret door, and no one to pull the lever or fight the zombies at the end.

Episode 4: Manor of the Sea King

Melisana helped close and barricade the door to Room 38 when the party fled from the goblin patrol. She accompanied the party into the catacombs.

Episode 6: The Crypt � Critical Support

Melisana's contributions in the finale were essential:

  • Stabilized Zeale: When Zeale fell to the zombies at -7 HP (later bleeding to -8), Melisana ran from Room 17 and bound his wounds, preventing his death
  • Broke the wall: Worked alongside Mira for 30-40 minutes, prying bricks from the sealed crypt with bare hands to open a boat-sized hole
  • Moved the unconscious: Helped Mira drag Zeale (the heaviest companion, in studded leather) when Mira's STR check failed
  • Levered the galley: When Mira could not push the 30-foot galley alone, Melisana used an oar as a lever to get it moving across 60 feet of chamber floor
  • Sailed the escape: Cut the sail bindings, caught the storm wind, and helmed the galley away from the island under orc arrow fire. Her sailing skill was the final piece that made the escape work

Between Adventures � Becoming a Ranger

On Ventris Island, Melisana refused to return to the sheltered life of a merchant's daughter. The ordeal on Doomed Island had changed her fundamentally � she had watched her companions fight and nearly die while she could do nothing but drag their bodies and sail the boat. She was grateful, but she was done being protected.

She trained with the Ventris militia in swordplay and with local woodsmen in tracking, survival, and archery. Her intelligence (INT 15) and wisdom (WIS 15) made her a quick study. Her hatred of goblinoids � born from watching goblins and orcs terrorize the island � became the focus of her Ranger training. When the party declared their intent to seek further adventure, she strapped on a longsword and joined them as a full combat member.

Her seamanship remains invaluable � she is the only party member who can sail a ship.

Current Status

Healthy � 10/10 HP. Arrived in Saltmarsh as the party's fifth member. Equipped with dual swords (two-weapon fighting), a longbow, and studded leather. No longer the merchant's daughter who needed rescuing � now a Ranger who fights alongside her companions.