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Old 03-24-2002, 09:03 PM   #11
Encard
Quintesson
 

Join Date: June 13, 2001
Location: Darkness
Age: 37
Posts: 1,033
Actually, I think he might be in part of the game other than that... there's a quest in the Drow city where you can encounter Jarlaxle... I think Entreri might be there too... can't remember for sure, though... err... quest involves some fancy lich or other there... *shrugs helplessly*
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Old 03-24-2002, 09:14 PM   #12
Daniel
Symbol of Cyric
 

Join Date: January 24, 2002
Location: England
Age: 41
Posts: 1,203
Quote:
Originally posted by Encard:
Actually, I think he might be in part of the game other than that... there's a quest in the Drow city where you can encounter Jarlaxle... I think Entreri might be there too... can't remember for sure, though... err... quest involves some fancy lich or other there... *shrugs helplessly*
Yep I know the quest. Its surprising how much Salvatore's books influenced the BG series.

P.S this Hall of Hero's book sounds quite an interesting read is it any good?
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Old 03-24-2002, 09:52 PM   #13
Wulfere
Red Wizard of Thay
 

Join Date: March 20, 2001
Location: Lincoln, Nebraska USA
Age: 63
Posts: 893
Artemis Entreri
Human male 11th-level thief/15thlevel
fighter
ARMOR CLASS: -2 (-6)
MOVE: 12
HIT POINTS: 107
THAC0: 5
NO. OF ATTACKS: 5
ALIGNMENT: Lawful evil
STR 13, DEX 18, CON 15, INT 16, WIS 15, CHA 13
Allies/Companions: Pasha Pook and the thieves
and assassins guilds of Calimport. At various times in
his past Artemis has also temporarily worked with the
following persons: Sydney, Jierdan (whom he later
killed), and Bok of the Arcane Brotherhood, Jarlaxle
Artemis is a tactical master, taking every advantage
offered him and seeking to create more. He'll
often do this by taunting his foe into anger and mistakes.
Artemis is also a very fast learner. If he observes
a particular combat maneuver even a few
times, he can add it to his own deadly repertoire.
Combat/Tactics: Artemis is a consummate warrior,
combining his ambidexterity, thieving training,
and warrior's weapon skills to be one of the most
dangerous swordsmen in the Realms. Few men indeed
could have so repeatedly crossed blades with
Drizzt Do'Urden and lived to tell of it.
Magical Items: +4 Cloak of protection, +4 dagger,
defender (life-stealer), +2 ring of protection, and a
sword of wounding +1 (sometimes referred to as a
saber).
Equipment: Artemis has standard adventuring
gear, which in his case includes thieving tools, spare
weapons and clothes, rope, and so on.
Nonweapon Proficiencies: Blind-fighting, direction
sense, disguise, endurance, rope use, survival
(northern wilderness and desert), tightrope walking,
tracking; 1 open.
Weapons of Proficiency: Artemis is specialized in
the two-weapon style and has the ambidexterity proficiency
(both from the Complete Fighter's Handbook
[CFH]). His other proficiencies are short bow, light
crossbow, dagger (thrown and wielded), rapier
(CFH), sling, staff, long sword, short sword; 2 open.
Thieving Abilities: PP 80%; OL 65%; F/RT 50%;
MS 99%; HS 90%; DN 55%; CW 99%; RL 20%;
SU 75%.
He ascended the ranks of the guild quickly, again
aided by his devious mind, fit body, and the underesti-
Artemis lived on the streets of Calimport after
that, using his canny wits and outstanding physical
qualities to carve a niche of "turf" for himself in one
of the cities hundreds of poor shanty towns. After
several years, he was noticed by members of the
Basadoni Cabal, one of the most powerful thieves
guilds in Calimport.
History: Artemis was born in the city of Memnon
in Calimshan, but traveled to Calimport with a
desert caravan when he was only nine. He escaped
the caravan once it arrived in the city as he learned
that he was going to be sold into slavery by the
wicked merchants of the caravan.
Locales Frequented: Icewind Dale, the Sword
Coast, Calimport, Menzoberranzan, and locales between
these far-flung points.
One aspect of his professionalism that is rare in a
man whose business is killing is that Artemis never
kills unless it's necessary. While Regis and Catti-Brie
were his prisoners (separately), Artemis had any
number of opportunities to murder them, yet he did
not do so.
Personality: Artemis is a professional and always
has an air of control about him. Every move he
makes or word he speaks is calculated to achieve a
desired effect. He never allows emotions or the circumstances-
no matter how dire-to master him. In
this, he's nearly as determined as Drizzt. He tirelessly
maintains himself in top condition, and constantly
seeks to improve his martial skills, again just as his
drow nemesis does. Artemis also is terribly cunning,
able to outthink as well as outfight his opponents.
Appearance: A small man, Artemis is compact
and all wiry muscle. He is possessed of angular features,
striking high cheekbones, and heavy facial
growth-though he's clean shaven, Artemis always
seems to need a shave. His raven black hair is thick
and full, but his eyes are gray and lifeless-betraying
the emptiness of his life and his soul.
Foes/Enemies: Drizzt Do'Urden (seldom have
two been so closely matched and yet so different; the
drow ranger truly is Artemisís archenemy), Catti-
Brie, Bruenor Battlehammer, Regis, Wulfgar, and
the drow of Menzoberranzan.
and Bregan D'aerthe; and even Catti-Brie and Drizzt
when circumstances forced Artemis to cooperate with
his drow nemesis and the human woman in order to
escape the city of Menzoberranzan.

At some point after that, he left a lieutenancy in Basadoni's Cabal (or the
Cabal itself was wiped out or absorbed) for employment
in Pasha Pook's guild. It was this event that was
to later bring him into contact with the drow ranger
who would become his nemesis, Drizzt Do'Urden.
Artemis served Pook for an unknown number of
years, until he (and many of Pook's guild members)
were sent out to search for a halfling thief named
Regis whoíd stolen a dozen rubies from the Pasha,
including a magical stone on a pendant (which
functioned as a rod of beguiling). Artemis eventually
found Regis in the Icewind Dale area known as Ten-
Towns in 1351 DR. He was spotted by the halfling,
however, who again fled.
Artemis tracked Regis and his companions, as
they sought the location of Mithral Hall, the dwarf
Bruenor's ancestral home. Artemis had captured the
companions friend Catti-Brie for information, use
as a hostage, and as bargaining chip; Artemis intended
to trade the young girl for the halfling whom
he would then return to Calimport with the rubies
and for a suitable punishment.
Artemis also found himself working briefly with
forces of the Arcane Brotherhood, assigned the task
by the wizard, DENDYBAR THE MOTTLED. This
union was not a calm one, and Artemis killed a warrior
named Jierdan over leadership of the band.
When this group caught up with the heroes in the
dangerous passageways of Mithral Hall, the remainder
of the Brotherhoodís forces perished and Artemis
met Drizzt face to face for the first time.
This clash, and several more to follow, were inconclusive,
though both men grew to hate one anotherperhaps
because they both saw the kind of man each
might have become had circumstances differed.
Artemis was successful in capturing Regis, and he
returned the halfling to Calimport. At one point,
Regis tried to escape, and Artemis removed a finger
from his hand as punishment and a warning not attempt
such a ploy again. Regis hoped to slow their
travels enough so that his companions, who were
pursuing, might catch up. Regis was later rescued
and Pook's guild all but destroyed by the actions of
the heroes, although Artemis survived and disappeared
into Calimportís streets. When the halflingís
friends were set to return north, Regis said he'd remain
behind and run what had been Pook's guild.
In 1357, Regis reappeared at Mithral Hall, now
the heroes home. Actually, Artemis was using a
magical mask (functioning as a hat of disguise) to appear
as the halfling. Artemis had captured the real
Regis and hidden him deep in the bowels of Mithral
Hall. Artemis and Drizzt fought again, and finally,
one seemed about to defeat the other. Drizzt left the
battered Artemis for dead, though Regis later tried
to finish the job the drow ranger had started.
Artemis did not die, however (at least not permanently).
He was found by JARLAXLE of the Bregan
D'aerthe band of drow mercenaries and taken to
Menzoberranzan. Jarlaxle healed him and offered to
let Artemis help the drow bring down Mithral Hall
and kill Drizzt once and for all. Left with little
choice, Artemis agreed, though he knew the drow
would likely kill him the instant he was no longer of
use to them. The fact that the drow of Menzoberranzan
revered Lolth, the Spider Queen did nothing to
help comfort Artemis, as he'd always hated spiders.
Artemis again met Drizzt and Catti-Brie, and
eventually the three reached an agreement to work
together and escape the drow and their city.
The plan worked, but as time passed, both men
found it increasingly difficult to be in the others
presence, so great was the enmity between them.
After the journey of a week or so back to the deep
tunnels beneath Mithral Hall, Artemis left the company
of the human and the drow and, while no hostilities
were exchanged, the fiery light in both men's
eyes said that the truce was over and if they ever met
again, it would be for the final time.
Motivations/Goals: The greatest challenge
Artemis has found in his entire life is in the person
of Drizzt Do'Urden. In many ways, his efforts to defeat
the drow ranger have become his mission in life.
Whether Artemis can get past this is likely to decide
the future course of his life. Perhaps he'll seek
another challenge, one to take his mind off the still unresolved
(as they're both still alive) rivalry with
Drizzt. This might mean returning to Calimport or
striking out in a new direction, giving Artemis a
chance to start afresh.
Campaign Uses: As is true with any well-defined
character, finding out Artemis's motives and desires
plays a huge part in deciding his next move.
If Artemis is unable to resolve his rivalry with
Drizzt, he'd likely assemble a plan (and perhaps a
group of allies to occupy the drow's friends so that he
and Drizzt can finally finish their business). This
group might take the form of hand-picked individuals,
a mercenary band, or even members of an evil
organization with interests in the North. Both of the
Knights of the Shield and the Kraken Society qualify
as potential partners.
Or Artemis might wander the Realms, seeking a
new challenge to take his mind off his past. He could
set up shop in the campaign area, perhaps trying to
organize his own thieves and assassins guild.
Sources:The Third Level, The Crystal Shard,
Streams of Silver, The Halfling's Gem, The Legacy,
Starless Night.
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Old 03-24-2002, 09:54 PM   #14
TheThing
Banned User
 

Join Date: March 17, 2002
Location: shadow
Posts: 246


this guy? ^^
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