‹AdventurerMajor10 sessionsSince session 1

Faro

Faro is a dragonborn bard with a battered lute and fastidious dress. He carries a short sword and keeps careful notes. He looks out for Kettra in particular, pulling her back from danger more than once, and he presses the party's interests in negotiations—arguing Torvin for better terms and advocating for the group's chances where others hesitate. During the Scaries crossing, a fallen spar badly broke his left arm in several places, leaving him unable to fight for the rest of the day. His left hand will not fully recover from that injury.

Also known as Farrow, Pharaoh

Pharaoh drags Ketra clear as the slope collapses across the mine entrance.
Torvin considers the strange iron tag while negotiating with the party outside his buried mine.
Faro holds Kettra above a crevasse after the snow crust gives way.
The party camps below the ridge with Warden’s Watch visible on its distant crag.
Faro presents the iron tag beneath the guarded gate.
Sister Raina gives the party directions toward Marrow's Cliff over a hot pot in the keep hall.
Yenn and Ilsevir investigate the cave behind the waterfall while the others wait on the rock shelf.
The party debates the two roads at the coast-road fork, with Marrow's Cliff ahead across the gray fjord.
The party approaches Marrow's Cliff along the low shore road as the lift chains work overhead.
The party emerges from Tower Nine's hand-wound maintenance cradle behind an upper-city rope store, facing the distant lit warehouse.
Ilsevir reveals the altered cargo entries in Varnhall's ledger with the ledgerhand glass while Faro watches for the clerk.
The party gathers in the shelter of a cairn as Ilsevir lays out the evidence of the Kindling Rite's preparations.
The party arrives on foot at Saltwick after crossing the moor.
Faro and Ilsevir discover the dead seal among hundreds of dead fish.
An old fisherman tells the party why the Scaries were once called the singing rocks.
Kettra receives the curved tooth weapon recovered from the eel.
Brask tends Hesk and Faro on Saltwick's jetty after the battered boat returns.

Pharaoh drags Ketra clear as the slope collapses across the mine entrance.Session 1

1 of 17

Quests

Appearances

  1. Session 1The Cut Wall

    • Killed a husk with his short sword alongside Kettra.
    • Pulled Kettra clear of the rock slide.
    • Argued Torvin into providing room and board alongside the agreed pay.
  2. Session 2The Grayspin Ambush

    • Argued in favor of accepting Torvin’s offer.
    • Copied the iron tag’s mark into his notes.
    • Saved Kettra from falling into a crevasse by catching her pack strap.
    • Recovered and kept a carved bone whistle from an attacker.
  3. Session 3The Open Vault

    • Spoke for the party at Warden’s Watch’s gate and showed the iron tag.
    • Held the hall door with Brask during the attack.
    • Killed the last attacker to reach the hall door.
  4. Session 4The Falomir Gorge Ambush

    • Climbed toward the archers and was kicked down onto the lower switchback.
    • Asked Ilsevir to identify the bone whistle and kept it after learning it was a duck call.
    • Argued for approaching Marrow's Cliff by the high road before the party chose the docks.
  5. Session 5The Silent Chains

    • Tried unsuccessfully to reduce the lower-city gate toll and presented the party as hired muscle.
    • Distracted Tower Six's watchman with a story about a debt, giving Kettra and Ilsevir time to enter.
    • Named the stolen forgery-detecting lens the ledgerhand glass.
    • Took a cudgel blow to the ribs during the alley fight.
  6. Session 6The Kindling Ledger

    • Posed as a Kaldrek factor's agent to gain access to Varnhall Company's hall and ledger.
    • Escaped with Ilsevir after the clerk raised the alarm.
    • Threw a knife at Mother Ash during the clifftop battle, missing her.
    • Named the recovered fire-warding band the Ashbon Circlet.
  7. Session 7The Moor Road North

    • Suffered a dog bite to his forearm, which Brask healed.
    • Cut through the campfire blame and urged the party to return to Kaldrek.
  8. Session 8The Singing Rocks

    • Walked with Ilsevir to Saltwick's north point to inspect the Scaries from shore.
    • Found the dead seal and helped bring its tagged skull back to the jetty.
  9. Session 9The Scaries' Answer

    • Sailed with Hesk Dunmer into the Scaries.
    • Was pinned beneath a fallen spar when an eel came over the rail.
    • Returned to Saltwick with his badly broken left arm bound to his chest.
  10. Session 10The Open Eye

    • Defied warnings to stay back and fought on the shelf with a knife.
    • Held husks away from Ilsevir during the push into the fissure.
    • Learned that his injured left hand would not fully recover.