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About This Game

Underdark beckons, friend. Dare you venture in? If you do, step over the threshold and come make a first level character.

Game System

D&D 3.5e

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02/14/2023

Detailed Description

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No one knows what lurks in the depths of the mad archmage’s halls . . . But you’re about to find out.

Day, night, I can no longer tell. Gargoyles carried off the wizard while we were roping our way down Belkram’s Fall. Evendur the paladin fell beneath the axe of a blood-maddened minotaur two rests later, then Ironhewer stumbled into a magical portal and vanished screaming. We dared not follow him. It is said that these halls hide treasure beyond imagining, but even if we found Halaster’s hoard in the next chamber, we are so hopelessly lost that I doubt I would live to spend a copper of it.
- - -

Underdark beckons, friend. Dare you venture in?

If you do, step over the threshold and come make a first level character.

You might just live long enough to enjoy the spoils.

 

  1. What's new in this game
  2. Nistarya Sitting in the company of Zaid, a human woman waits in silence. She is almost as pale as the elf, though not as gaunt. Like Zaid, the stranger has hair as dark as the midnight sky. It flows down in a long, beautiful curtain, framing a face which demands attention. The elf's associate watches the newcomer with curious and expressive hazel eyes. Her gracious head tilts upwards while she leans back to better observe the shifty thin man. The stranger's gaze wanders, evaluating Mahdi's face, his posture, his outfit. The stranger's clothes are not unlike those worn by the man, dark in color and forming a strong contrast with her complexion. For a long moment, she just watches him with a face which betrays no emotion. Then, her lips widen to form a mellow smile, which turns into a delighted laugh as soon as she notices the dates. "I am Nistarya", she introduces herself. Her argentine voice carries the faint accent of a foreigner from the North. She is far away from home. "Gold is always a beautiful incentive, my dear Zaid", she comments. A slender hand raises to tap her chin, and Nistarya shifts her focus to him. "As they say, I believe you have our undivided attention." In a moment, her eyes snap back to Mahdi. Pleasantries are to be expected; truth be told, the woman is perfectly happy to enjoy some small talk to go with the dates. And yet, she expects Zaid to cut to the chase all too soon. A pity - the chance to relax and enjoy life was one of the finest treats one could indulge in... But the opportunities were so rare. OOC Statblock Nistarya Female CN Human Beguiler 2, Level 2, Init 2, HP 13/13, DR -, Speed 9 m AC 16, Touch 12, Flat-footed 14, Fort 3, Ref 2, Will 3, BAB +1 Dagger +1 (1d4, 19x2) Dagger (Thrown) (1) +3 (1d4, 19x2) Light Crossbow (20) +3 (1d8, 19x2) Chain Shirt (+4 Armor, +2 Dex) Abilities Str 10, Dex 15, Con 16, Int 17, Wis 11, Cha 17 Conditions None
  3. Under The Sun AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning Saai Vees "Lovely mistress Saai has graced Atat's table and she brings both fortune and profit with her, so Atat will happily share." A gloved hand beckons for Saai to lean in closer. "The Crocodiles are young, so you can easily lure them with small pay. But beware. Young and unblooded will run away unless you hire a veteran to, heh, whip them in shape. Veterans will demand more. Always more. There is a thousand tricks. But one is this: hire like the priests do with Ushabtis: one and ten. You want ten young bloods, and a veteran. Pay the veteran well, and give them the power to whip the youngs into form. Atat recommends this if you do not want your mercenaries to be monster feed, or like the ones you brought up here." Atat nods his head in the direction of the pile of dead bodies your group brought up from the lift to indicate at his point, and then continues. "If you pay Atat like a veteran, Atat will happily show you where Crocodiles have their camp, and will introduce you to their leader - who is also young blood, Atat must warn. Then Atat will introduce you to a flind who will make the crocodiles too afraid to run." Mercenary Pricing There are two categories you would need to consider when hiring mercenaries: their level of experience, and their type. The pay that a mercenary expects under normal circumstances is two silver [2sp] per level, per day. That is the standard they demand. If you want them to come in with equipment of particular level, you are required to provide either the gold or the gear. Be aware that you are asking them to go into a deep, dark and unknown territory and to maintain a chain of logistics for you. That may be a difficult angle to sell... As for mercenary types, you have the choice between Melee and Skirmishers, both of which can be either mounted or on foot. Alternatively, you can pay Atat to arrange you the same exact deal as what Doallyn made happen. Ruven And Kaldakazil You leave Saai and Atat to their disscussion of mercenaries and turn your attention to the kitchen area. It is slightly tricky to navigate your path to the back rooms since people are coming and going, and at least two halflings keeps coming and going through the door leading to the back, which creates something of a naturally occurring hindrance for you. At the same time, you are not challenged on your way. Thus, you manage to slip in, past the swinging doors, into the simmering heat of a kitchen that has room for both of you to stand in and to have a good look at the chef standing on a wooden box so as to reach the heated plates upon which some new meat slices are sizzling. The air in here is tantalizing to smell, rich in spice and heavy in greasy fumes. Sunny - Sunrise, as you recall is her actual name unless you are her friends - is a lizardfolk of small stature and small size but all of that is covered in a striking, potent hue of jade colored scales. You see neither armor nor clothes on her, not so much as a single strand of it or a band of gems: they are all piled on a table not far from a window, piled up like a treasure hoard on top of which sits a rather large spider that is as blue as Sunshine is green. The spider clicks its mandibles in your direction, which prompts the rather small humanoid by the stovetop to crane her neck so as to quip something sibilant at the sight of you, albeit with a pause. "Ava'yornssvabol?" Do you speak Draconic? If yes, have a look. Translation: "Hello. What?" Grammar Notice: Sunshine is using an altered grammar to poise two un-joined words to create an inquiry that is both a greeting and an inquiry. She wants to know what you what, and is using a short sentence to do so. Accurate grammar would take much longer to express into the same question, and sound far more polite. Mahdi Mahdi finds himself with a curious twist of luck. A message is waiting for him by the door, where a young runner is holding a small scroll of parchment. The wax seal is a rather familiar one, and fully intact as well. The contents of the scroll are interesting. Apparently Mahdi is wanted for a little sit-down, urgently enough that Zaid has rented a little room at an out-of-the-way tavern that Mahdi has been to once or twice. The place is called Silver Line, as Mahdi recalls, and it caters to private meetings. In less polite words it is one of many businesses that serve as neutral areas where people can sit down without being eavesdropped on by people who would see their arrested, dead, or even both, and not necessarily in that order either. "Mahdi. Good. Come in. Sit down." The interior of Silver Line looks almost like that of a tavern, down to a bard with more self-confidence than skill or talent. The meeting Mahdi is wanted in is at third floor, in a room that has a number. The letter even told Mahdi how to knock. "You brought something? Dates? Good man." The inside of the meeting room has just enough furnishing that one can pretend to be civilized and comfortable while discussing businesss. Here, in thiss room, there are a few chairs arranged around a modest table, all of them wooden and of unremarkable quality. The windows are shut, covered and shuttered but daylight still muscles in, perfectly casting the happy tint of daylight on an elven figure who looks rather unhappy about it. "Meet your newest associate. Fresh from Sutyu's care. The winds tell me that your paths should meet." Here sits Zaid Al-Massrani. Zaid has the looks an elven skeleton with a pallid stretch of skin on top, and a face that would rather bite a dragon than not look distinctly unhappy for a minute. Zaid sits with his back to one window, and looks particularly unhappy about how the light highlights the sheer darkness of his garb, which is black with more black except for some foreboding dark purples as well as choice chitings in the silken designs. Zaid's extensive hair looks like it was just swept back from whatever ordeal is suffered, again leaving Zaid ready to demand an explanation or a discount from the universe. "Given just how deep the city is in chaos, and in my- our pockets through that, I'm inclined to listen to every wind that comes my way. I don't expect either of you to be friends, but I do need you to pretend to be professional. You can do that, won't you. The song of coin is certain on this."
  4. From what I know, Kal's gonna swing by Sunny to hawk the plants they fetched, then probably see about catching up with Mahdi at the church when it comes time to sell deliver the cultist booty over for their bounty. Or if that wraps up before he's finished with Sunny, meet back up afterwards to split the gold among the party.
  5. Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet---> Mahdi cracks the seal open with a satisfying snaps and scans the contents. He considers it with some consternation, feeling rather like a school child notified that he must appear before the principal. He reads it again before heading for the appointed tavern. He stops along the way to buy some dates as a friendly little gift for Zaid--just a token to hopefully sway him into a better mood. OOC
  6. Since Mahdi Batman'd out of there Ruven will go with Kald about the plant.
  7. Lol, yeah hopefully you don't make me roll again, I will let the Nat 20 ride as long as possible in negotiations.
  8. returns Atat's warm smile and sits opposite him, her companions maybe settling nearby. As he affirms knowing the Crocodiles and offers assistance, she nods thoughtfully, considering his proposition. "Thank you, Atat. We truly value your willingness to assist," Saai says, her tone appreciative. "Your introductions to the Crocodiles would be a significant asset. We're seeking reliable assistance, preferably from experienced individuals, so veterans might be of interest depending on price." She leans forward slightly, her expression becoming more businesslike. "Now, regarding supply delivery and loot transportation services, Atat, we're eager to hear your thoughts. We're willing to compensate you fairly for your assistance. However, we'd like to discuss the details of the arrangement, including pricing and terms." Pausing briefly, she offers a suggestion. "We could consider a mutually beneficial arrangement. In exchange for your services, we could offer to assist you with any missions or tasks requiring our skills and expertise. What do you think?" OOCShe haggles on price
  9. Under The Sun AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning 10:2 Saai Vees At first look this gnome Atat is certainly aging - or then the sun is draining his beard swiftly. He iss quite well dressed and his top hat has a collection of tools about him as though the ones on his vest and inside his ample greatcoat were not enough. He looks almost ridiculous in this heat, and would doubtlessly be dead from heat stroke if not for the strange air of winter surrounding him. He has a steady smile about him, one that grows at the sight of Saai. "Eh-heh-heh-helloo~" he greets Saai with a warm smile "Do have a seat, Miss Vees. How can Atat help a lovely lady like yourself?" When Saai speaks of Roy and the matter of mercenaries, Atat nods. And rubs his hands together. "You speak of Crocodiles, mercenaries, yes? Atat has met them. Young mercenaries, very hopeful. Not blooded yet. Atat can show you where, for some coin. Atat can even make introductions. Atat might even know a few veterans if lovely Miss Vees needs more than youth and muscles." Mahdi Mahdi finds himself with a curious twist of luck. A message is waiting for him by the door, where a young runner is holding a small scroll of parchment. The wax seal is a rather familiar one, and fully intact as well. The contents of the scroll are interesting. Apparently Mahdi is wanted for a little sit-down, urgently enough that Zaid has rented a little room at an out-of-the-way tavern that Mahdi has been to once or twice. The place is called Silver Line, as Mahdi recalls, and it caters to private meetings.
  10. How in the world did you manage a Nat 20 right here?!
  11. finishes her mouthful of spider steak and delicately wipes the butter off her face with a napkin. With a determined expression, she motions to Ruven Kair and Kaldakaczil to join her, indicating that they should go and negotiate with Atat about the possibility of the group named Crocodiles acting as a supply delivery and loot transportation service. As they rise from their seats, Saai addresses the group, her voice filled with urgency. "Let's head to Atat and see if we can strike a deal. This could be the solution we've been searching for, crucial for our logistics and supplies." With a confident stride, Saai leads towards Atat, her mind racing with plans and negotiations. Saai Vees approaches Atat with a warm smile, her companions hopefully trailing behind her. As she reaches him, she extends a hand in greeting, her eyes meeting his with a mix of confidence and respect. "Hello, Atat. My name is Saai Vees," she begins, her tone friendly yet businesslike. "This is Ruven Kair," she says, motioning towards the wizard, "and Kaldakaczil," she adds, indicating the dragon companion beside Ruven. "Roy mentioned that you might be able to assist us with some services we require," Saai continues, her gaze steady as she speaks. "We're in need of a supply delivery and loot transportation service for our expeditions into certain areas. We would like you to help us with that. Something about a crocodile company?" She pauses, allowing Atat a moment to respond, her expression open and expectant. OOCCharm Domain: +4 Charisma 1/day 1 minute Cast Charm Domain: Charm Person Edit: forgot the +4 Charisma in roll below, from OOC mentioned above
  12. Lights In The Dark AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning 10:26 Roy considers Saai's question before indicating at a particular gnome standing on top of a large box while arguing with two other gnomes. The one that Roy indicates at is wearing a very fetching hat as the only indicator you can find to tell the three gnomes apart by, at least on a quick look. "Atat there mentioned he is a... connector? People person? He makes it his business to know people, apparently. Ask him about Crocodiles. They are supposed to be a newly formed company."
  13. Saai Vees asks between bites Roy and the group "So do you know where we can hire people to haul away stuff and deliver supplies to us while we are down there?"
  14. Team! Do you have a plan in the making? Your associate Mahdi already walked out the door and you're chatting by the table. You need to form a decision if you want to move out, whether on individual basis or for the group.
  15. Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts'| My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 "I believe taking care of the necromantic items would be a great step. If they know more about the items that may help up with their owners, it would be good as well. We could also schedule a cleansing of the area." OOC: Did Mahdi just pull a Batman?
  16. Character Sheet Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 15/23, 1 Nonlethal Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +5 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions None Kaldakaczil gives a small nod as the party decides what to do, letting his mind briefly contemplate what he would be doing as well. "I may swing by Sunny first and discuss the plants we rescued from that parlor of horrors. Once that's done, I'll meet up with you all at the temple. We should also see about replacing the hired help to maintain the logistics that our companion established before his departure, so that we can continue pressing further into the depths. I'd offer, but... Outside of attracting any kobolds that might be lurking in the city's sewers or alleys, I'm not sure who I would attract as an employer. Although, if there were kobolds I'd heartily recommend them. Sure, some of them you need to keep a closer eye on than others, but no creature on the surface of this plane works harder than a loyal child of dragon's blood."
  17. With Mahdi's departure, Saai settles back in her seat, enjoying the warmth of the tavern's atmosphere. She takes another bite of the delicious spider steak, savoring the moment of relaxation before they continue their adventures. The flavors of lemon and butter meld perfectly with the tender meat.
  18. Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet---> "The Sanctorum, unless you have a better idea. You know you can trust them there--they're priests after all. We'll apparently have to wait for this Varon to return before off loading the...arts. Meanwhile, I am going to make a few inquiries about what we discovered down there." He declares his trust in the priesthood in a deadpan tone. There is a clatter of dishes in the direction of the kitchen and a loud exclamation from the barmaid that draws attention for just a moment, and then he is suddenly gone. OOC
  19. Saai Vees turns to others "What you think guys , sanctorum?"
  20. Lights In The Dark AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning 10:26 Roy "I..." Roy halts. You can see his hands work out his contemplations. He, himself, looks at the table while his fingers dance all over themselves as he considers Saai's words. "I...don't know what to tell you. I don't know a single artificer. Consider visiting the sanctorum next door, and asking their head priest. If nothing else, they should know who to refer you to. Big letter *E* kind of evil things are... Tricky doesn't quite fit here. But it's that or shit-spaw. Take your pick. As for Varon... I don't know. Somewhere. I imagine with societal people. He's not here, he's not upstairs, he's not in the back, so I imagine he will turn up at some point. If you are heading, be safe out there."
  21. Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet---> So far as Mahdi is concerned the bodies can be dispatched into the nearest mass pauper's grave without rites of any kind, and he notes to himself to find out who offers such services. "Dismantle the artifacts!? Those things are worth a fortune! The temple will take money for them because they...want to keep them out of the wrong hands?" He seems skeptical at that point, though what priests of a goodly god are doing with evil artifacts is none of his business so long as they pay well for them. "Perhaps you could tell me where this Varon is and I can fetch him myself?" He pulls his bandana over his face and pulls his hood up as he readies to run errands. OOC
  22. Saai Vees asks, "Roy, do you happen to know any skilled Artificers who might be able to assist in our endeavor?" she inquires, her tone earnest. "We're looking for someone who can handle the delicate task of dismantling these artifacts while ensuring that their magical energies are put to good use. It's a bit of a specialized request, I know, but I believe it's important to handle these items responsibly, especially considering their potential danger." She leans forward slightly, her eyes bright with determination. "Any leads you might have would be greatly appreciated. We're eager to ensure that these artifacts are dealt with in the safest and most beneficial manner possible."
  23. Lights In The Dark AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Late Morning 10:24 Roy Roy makes certain that ales and plentiful and that steaks come in hot once he has heard your story. "Well! That..." Roy drums his gauntleted fingers on the table in thought. "Yees! That! That is that. So! Firstly, I'm happy to see you all back alive in one piece. If there is that much going on down there, I dread to think what will happen to less prepared groups. Shapeshifting monsters, eesh." Roy shakes his head. "Your descriptor for the... weaver shop? I've got nothing. But I might know a guy or two, maybe. I should caution you that they are cut-throat types, and those don't like telling tales. As for the corpses and their businesss... There was a plan, yes, and since you seem to have forgotten the plan, I will happily tell you that any in the city temple will take your business. It's just a matter of gold and services. Some will be happy to charge you a fortune, and some will take ten copper and sell it to the nearest necromancer for coppers." Roy leans in, and lowers his voice. "I can't stop you from marching to the closest temple of Heironous or rushing to kick in Grand Inquisitor Vibrum's door, but I'll have you know I'm diving in the nearest well if you do either of those. Water will only drown me and that'll be that." Roy leans back out and continues in his normal voice. "Local faiths and churches might be easier to talk to. They won't ask how exactly you came by the corpses and your...knowledge of their state. The Sanctum literally next door might be open to your business. Particularly since you have all these amulets and skulls. Roy pauses to pause for a short breath. "Plantwise I would ask Sunny if you are looking to make a sale. She might be good for consulting if you want to make something out of it. Maybe. But don't quote me on that. Artwise you should ask Varon, who is busy elsewhere today. You could send a runner to let him know you have art in need of moving - well, you could hire someone who knows art to move it. Your choice."
  24. There's a pile of exp and sales gold headed your way. Be ready with your pens.
  25. Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven watches Doallyn leave and with a look of contemplation he comments, "I have a feeling I'll never get an explanation about what exactly he just did down there. A pity" He considers for a moment about the offered "spider steaks" and decides to take a chance. He orders one, to go with the supplied ale. "Yes, these amulets are definitely magic, but I would never want to use it. Basically when you die, it animates your skull into a fiery undead creature. Something only the evil minded would consider. I wonder if they were told what they would do, or if they were just pawns themselves." He settles down with the others while waiting for his 'steak' to arrive. "We kind of made an arrangement to meet a shady guard, which we bribed, in order to get more information about a group targeting adventurers down there. Those bodies are their latest victims. The area near the entrance seemed full of necromantic energy and we felt that if they were left there, the bodies would likely have reanimated and been a future problem for us. Also, it seems there may be another entrance near here. It seems to be behind a mirror in, or near, a weaver's shop. Would that ring any bells with you? Also, do you happen to know someone who could cleanse the area at the entrance, so the reanimation problem isn't a future concern?" OOC: Nothing to see here.
  26. Mahdi Dawud المهدي دَاوُوْد HP: 11/13 AC: 17 Character Sheet---> "Some hours are longer than others, if you know what I mean. I think we should perhaps in the future avoid very large conflagrations in enclosed spaces with little air. But still, I think if we can find a home base we could be able to remain down there indefinitely to explore much further afield. We did find these awfully valuable objects, which I am sure are very interesting. And the mooks we put in order had these magical items." He indicates the art objects they retrieved and the singed evil aligned items they took from the orcs. "Let's see, who do I know that prattles on about banking?" He considers the question for a moment. OOC Knowledge: Local roll incoming
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