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Set

 
Mafrym - God of the Night & Mischief
 
Statistics
Armour Class -1
Movement 150'
Hit Points 301
Number of Attacks 1
THAC0 4
Damage By Weapon (+8) - Usually with a dagger (4-16)
Special Attacks Back Stab (x10)
Special Defence None
All Saving Throws 2
Magic Resistance 40%
Size M (6' tall)
Alignment Chaotic Evil
Worshippers Thieves, assassins, and general low life
Symbol Dagger entwined with a Snake
Home Plane Tarterus (Agathys)
STR 20 INT 20 WIS 20
DEX 25 CON 24 CHA 21

Other Abilities include the AD&D Spells:
Command, Comprehend Languages, Detect Alignment, Gate, Geas, Quest, Teleport, True Seeing
All these are natural abilities and are not subject to the magic rules of Guyendor.
Mafrym also has all the thievish abilities at 120% as standard.

Mafrym's Holy Symbol
Mafrym's holy symbol
 

Background

Mafrym is a jokester, he delights in the misfortune of others. His practical jokes have got him in trouble with Bahamat and Tiamat on many an occasion. The people who choose to worship Mafrym are from the seedier side of life - thieves, assassins, gypsies, whores, and fortune tellers. On the rare occasions that Mafrym visits Guyendor, he usually trains a chosen thief in his art.

Appearance
Mafrym appears as a non-descript human in his mid-twenties. Black hair, slim and wearing soft black leather

Combat

Mafrym avoids combat at all costs, relying more on his quick wit and nimble body to get him out of trouble. If cornered, however, Mafrym will use Quickflame, an elven dagger given to him by Corellion, which does 4d4 hp of damage.
 

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