Overview
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Kilvin is an agent of the Vermin Directorate of some renown. He’s a known devotee of Eldath, the Stormlord.
Appearance & Personality
Visuals & Mannerisms
- Visuals:
- Mannerisms:
Recent Activity
This section displays every time this entity is mentioned in session summaries.
Session 0-2
- As the party tried to rest for the evening within the inn taproom, the doors burst open. In shambled walking corpses directed by a robed man named Aradhir. They were clearly there to kill the party. Following the party putting the zombies to rest and capturing Aradhir they found a note on his person. This note detailed the parties description and suggested that some mystic divined they’d be a problem. A local of the inn present was Grummond Hornraven, a retired dwarf watchmen from the Korunda Prefecture capital, Chevid. Grummond was a friend and asset for Kilvin, and upon seeing this attack, agreed to help the party. He took custody of Aradhir and promised to get word about all that had gone on so far back to authorities.
Session 0-1
- The task was equally brief. The Vermin Directorates agents had gone missing within the Storm Coast region within Korunda Prefecture. The Directorate had sent one of their more competent agents, Kilvin, to investigate. They had lost contact with him also.
- The newly formed party were to travel there, find Kilvin, and figure out what was going on there.
- The party traveled, with a brief stop across the border into Holy Dominion of Estwatch. The party stopped for supplies in Ritherhithe where they visted the Temple of the Seven. There Calyn, in this new lands and with new gods, prayed at the altar of the Stormlord. The bishop there, Joseph Morningfall, bore witness as Calyn was blessed by the deity. Joseph Morningfall shared with the party that Kilvin is known in the region as a devout and heroic man. Morningfall knew that Kilvin had intended to head to the fishing village of Khas’Kive.
- The party arrived in the tired village and found the residents wary as if expecting bad news at any moment. The party sought out news of Kilvin and learned he’d been investigating disappearances and disturbing phenomena in the region. The party spoke with Old Jack, who was the eldest man in the village and seemingly fathered half of it. Old Jack spoke about Jenny having disappeared which Kilvin had been following up on. People in the region had been having strange dreams of twilight and elderly women, including Jenny. Jenny was a local pregnant girl whos husband Simmon was off working in the Korran navy. The people of the region had been experiencing strange dreans Old Jack tells the party that Kilvin asked about an old watchpost that existed in the firth set between Khas’kive and United Kingdom of Valammar.
- One was an unconscious young woman lying against the cave wall. She matched the description of Jenny from the village of Khas’kive. She appeared unharmed, though one detail is immediately strange - she was not pregnant, nor did she appear to ever have been. A short distance away sat a man slumped on a stone, staring blankly ahead. His slack expression and distant eyes suggested barely any awareness of the party’s arrival. From the description given, this was assumed to be Kilvin. Both Kilvin and Jenny were missing their shadows.
- The party returned the distraught Jenny and addled Kilvin to Khas’kive. There the women confirmed that Jenny appeared to have never been pregnant by her current condition. The party left them both in the villagers care whilst they left by boat to a town to send word of the parties findings.
Session 0-5
- “Kilvin, VD. Message, Iskar Jarak. Request for VD in Torkef. Possible curse or other supernatural threat. Noble house near extinguished. Scholtz II presence is requested.”
- Once within Ancelstierre the party reported to the Vermin Directorate. The party reported back to Director, Lord Oberon Chaplet and Kilvin. The party, sharing in detail their findings, and were briefed in turn. The Vermin Directorate mages and diviners had gleaned that that Auntie Agnes, Dread Ethel, and Old May were all hags forming a coven that’s known as the Twilight Coven. They were believed to serve in some way an Archfey known as the Twilight Prince. Little was known about the Twilight Prince except that he hadn’t been observed or noted of in millennia without any explanation or hint as to why. Director Oberon and Kilvin advised that he would have further research completed and update the party accordingly. The party were left then in Ancelstierre to complete their business.
Kilvin
Medium Humanoid (Human), Neutral
Armor Class 18 Hit Points 161 (19d8 + 76) Speed 30 ft. Initiative +9 (19)
STR DEX CON INT WIS CHA 21 (+5) 20 (+5) 18 (+4) 14 (+2) 16 (+3) 14 (+2)
Saving Throws Str +9, Dex +9, Con +8, Wis +7 Skills Athletics +9, Insight +7, Perception +7 Gear Greatsword, Longbow, Plate Armor Senses Passive Perception 17 Languages Common, Elvish, Dwarvish, Halfling, Sylvan Challenge 10 (XP 5,900; PB +4) Proficiency Bonus +4
Actions
Multiattack. Kilvin makes three attacks, using Greatsword or Longbow in any combination.
Greatsword. Melee Attack Roll: +9, reach 5 ft. Hit: 19 (4d6 + 5) Slashing damage. Kilvin also creates one of the following effects:
- Sap. The target has Disadvantage on its next attack roll before the start of Kilvin’s next turn.
- Manoeuver. One ally who can see or hear Kilvin can take a Reaction to move up to half the ally’s Speed without provoking Opportunity Attacks.
Longbow. Ranged Attack Roll: +9, range 150/600 ft. Hit: 18 (3d8 + 5) Piercing damage, and the target’s Speed decreases by 10 feet until the end of the target’s next turn.
Bonus Actions
Tactical Charge. Kilvin moves up to half its Speed straight toward an enemy it can see without provoking Opportunity Attacks.
Reactions
Counterattack. Trigger: Kilvin is hit by an attack roll. Response: Kilvin adds 4 to its AC against that attack, possibly causing it to miss. On a miss, Kilvin can make one Greatsword or Longbow attack against the attacker.