There are places not for those of the world of light. The infinite darkness seething in Golarion’s depths hides terrors untold, abominations that stalk the realm of legend and depraved races praising foulnesses best left unnamed. Never does the searing sun turn its scouring eye upon the monstrosities of this tenebrous abyss, and for millennia untold horrors too foul to face the day have gathered and flourished below. This place is not for those of the world above, but peril and desperation sometimes force tragic souls to face the bleakness below. Those who pass into the dark rarely return, while those few who do are forever changed, their souls seared by the shadow of an endless night.
Through a sending to Rejladan, you have been contacted by Eviana, leader of the elven settlement of Crying Leaf in the Mierani Forest, asking for help in a matter of utmost urgency and secrecy. As the tales of your success against the Red Hand spread far and wide, the elves feel that you are the right people to help them with their problems. Teleporting you all over there was little problem for Rejladan and so, when this adventure begins, you are at a meeting with Eviana and her right hand, battle-master Kaerishiel.
They explain that for years, the elves have been battling drow incursion in the ancient elven settlement of Celwynvian, and although it has been reclaimed recently, they now face a new, worrisome development: One of their own agents, a high-ranked infiltrator by the name of Allevrah, has turned on them, stealing sensible information and fleeing into the Darklands. If put into practice the stolen ritual could be used to pull a meteor from the skies above and right down into the elven heartlands, destroying everything in a huge radius. It is therefore imperative that the information is recovered as soon as possible.
The problem they face is that sending an elven army into the Darklands and drow territory is impossible – deep down, the drow are numerous and have the home advantage, it would take years for an army to make any headway and reach Allevrah. Thus, Eviana and Kaerishiel want to send an undercover strike team into the drow heartlands to track down Allevrah and recover the information – which is why you’re here today.
Their plan is to send you through a centuries-old, now corrupted elf-gate – a teleporter that once served to connect distant elven lands – that leads to a drow city in the Darklands, a place called Zirnakaynin to be precise, of which little is known. To do this, you’ll be disguised as drow survivors who escaped the recent battles in Celwynvian by a unique spell: recorporeal incarnation, that essentially turns you into drow for a fixed time span.
- Allevrah, missing tip of left ear, white hair, blue-black skin, white eyes - House Azrinae - House Vonnarc - recorporeal incarnation spell - missing elves: Shalelu Andosana
Recorporeal Incarnation gives you the following effects:
• Medium Size: If the character was Small size, recalculate AC, attack rolls, and other size-based modifiers as appropriate. Base land speed becomes 30 feet.
• Darkvision: The character gains darkvision out to 120 feet.
• Immunity: The character gains immunity to sleep effects.
• Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the character for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
• Spell Resistance: The character gains spell resistance equal to 11 + class levels.
The spell’s focus is a bloodlink amulet. This amulet allows you to utilize the same spells many drow can cast innately. You may cast each of the following spells once per day as spell-like abilities: dancing lights, darkness, and faerie fire. In addition, while wearing this item, the wearer is also granted the ability to speak and understand Undercommon, and proficiency with the hand crossbow, the rapier, and the short sword. While worn, the target’s alignment registers as chaotic evil for the purposes of spells like detect chaos and detect evil.
Swift actions: draw or sheathe a weapon, open or close a door Odd-numbered stat enhancements are available (e.g. headband of charisma +3).
Turn attempts = 3+2cha = 5 Range 60ft -- Line of sight Turn check -- +2 cha +2 Know religion = +4 Turn damage - 2d6 +11 lvl +2 cha +2 know religion = 2d6+14
Cleric Abilities + Half_elf Abilities + Pseudo-Drow Abilities Cleric Abilities Simple weapons, All armor, Shields except tower, Aura: Lawful Spells: Main stat wisdom Spontaneous casting: Good (heal spells) Healing Domain: +1 to healing spell level Animal: Knowledge Nature class skill, Speak with animal once per day Turn Undead: 5 times per day.
Half_elf Abilities Immunity to sleep spells and similar magical effects,+2 Vs enchantment spells or effects. Low-Light Vision +1 racial bonus on Listen, Search, and Spot checks. +2 racial bonus on Diplomacy and Gather Information checks. Elven Blood: For all effects related to race, a half-elf is considered an elf.
Pseudo-Drow Abilities Dark Vision 120ft Immunity to Sleep Effects Light Blindness (Blind for 1 round, dazzled subsiquently) Spell Resistance (11+11 Level = 22) Spell Like Abilities 1/day - Dancing Lights, Darkness, Faerie Fire Speak - Undercommon Proficiency - Hand Crossbow, Rapier, Short Sword Psuedo-Alignmenet, Chaotic Evil
Mithril Rapier ------------------ 1020gp ---- 1lbs Hip
Periapt of Wisdom +4 ----------- 16000gp ---- *lbs Worn -- Health +2 Bonus -------------- 4000gp ---- *lbs Worn
Ring of Sustenance -------------- 2500gp ---- *lbs Worn Ring of Hollow Truth ------------ 2500gp ---- *lbs Worn Headband of Courtly Manners ----- 2500gp ---- *lbs Worn Armband of Maximised Healing ---- 8000gp ---- *lbs Worn
Wooden Holy Symbol of Eth ---------- 1gp ---- *lbs Neck - Hidden under clothes Silver Holy Symbol, Drow God ------ 25gp ---- 1lbs Neck - Outside clothes
Night fell on the final day of battle and Mallantra didn't stop, the enemy had been driven away and the Battle of Brindol was won, but there was more to do. Mallantra dashed from bed to bed in the church, her clothing stained with mud, and blood, her armour pitted and dented and her breath was short. Beads of persperation dripped down her dirt and blood stained face and caused little flesh coloured rivlettes. Her hands moved in a sharp little motion and she pressed her fingers literally into a deep arrow wound and the man gasped in pain, but a flash of weak green light pulsed from her fingers and the blood flow from thw wound stopped, Mallantra grabbed up a wad of fresh bandages and curled them round the mans shoulder binding them to the wound firmly. With a flash of her bright eyes she moved sharply as if to dash towards the next patient... her feet stumbled slightly and she swayed as she moved her eyes blurring out of focus, she'd been expending energy and magic none stop, in battle and in healing.
A hand took her shoulder gently and prevented her from falling, she turned to see Avarthel's worried face looking down at her. "You're working to hard, you've done enough, let the other healers work, the enemy are rooted, we have won, come it is time to rest..."
Mallantra collapsed into the older half-elfs arms and leant against him as he took her to an empty bed and stripped away her armor, leaving her in her traveling clothes to sleep.
The sun rose and set of Brindol in the aftermath of the wars, and at first people just struggled to return the people and the city to what it once was, then the refugees began to return and Mallantra started her great task. With help from others she dragged a larg amount of stone from around the city, choosing deep black stone ebony black and bright white almost skull white stone, dragging huge amounts of it a large flat area of grassland outside the city. Day after day Mallantra wrought her magic into the stone until it formed a great obelisk standing on the flat grassland, the huge stone pillar with fours sides reaching up to twice her height and purest ebony black in color. Once the Obelisk was complete Mallantra used the skull white stone and her magic to form perminantly bound white writing on the faces of the stone. On the North facing surface she formed the words "Warriors all" and underneath the names of each warrior of Brindol that fell whom she could name. On the South facing surface she formed the words, "Here over several days the forces of hatred and violence threw themselves against the walls of Brindol, against the hearts of the people of the Vale and against the bravery of the warriors who defended this bastion of hope. Many fell, but the forces of hatred and violence broke like a wave upon the cliffs and disolved to nothing under the force of heart allied against them. This is a lesson that even those who live in peace and calm can take up arms when forced too. A lesson to all who pass this spot, do not offer violence to the quite and calm man, he will take your violence and return it twice as hard." On the east facing wall, viewing the rising sun was formed the following words, "Sleep through the night, never to wake at the dawn, But alive in the memory of each who do mourn, Rest through the seasons, beneath sun and snow, When leaves hide all, and when branches do show, Warriors brave, Gave everything they could give, Offered their lives against evil, that others might live, No one can express what all our hearts longed to say, When we left this place, but you had to stay." On the west facing Wall she etched the names of each of the vale villages and cities, the elf civilisation name and the other names of groups who came to help the Vale in her time of need.
As the aftermath of the battle started to fade away Mallantra returned with Avarthel to the small Eth shrine and forest grove near Drellin's Ferry.
Mallantra settled suprisingly quickly into a relaxed life of living in a village after so long traveling through the Vale. She still traveled, visiting other villages to act as a healer, but for now she settled into a gentle rythem of life, she worked hard with the other villagers as they reformed the ruins of an old life within Drellin's ferry. As she helpped the men and women of the town reform their lives she found a new life of her own living with Avarthel.
Even though she remained active and continued to work hard she life was more relaxed and gentle, her meals larger and her time spent in slower activities than running round the Vale and battling, slowly she began to gain a little weight, not the hefty weight of an overfed or gluttonous person, but the gentle rounding of someone who had known the true pleasure of a stable home and the support of a loving heart. It rounded her slightly sharp chin, and gave greater emphasis to her hips and thighs, turning her feminine but battle tightened form into something softer and somehow more feminine.
Spellbook: lvl0:[DC16] all except Enchantment & Evocation lvl1:[DC17] Endure Elements, Protection vs Evil, Shield, Grease, Comprehend Languages, Identify, Disguise Self, Silent Image, Benign Transposition(SC), Mage Armor, Summon Monster I, Ray of Enfeeblement, Alarm, Obscuring Mist lvl2:[DC18] Invisibility, Resist Energy, Glitterdust, Web, Blindness/Deafness, False Life, Rope Trick, See Invisibility, Arcane Lock, Earthbind lvl3:[DC19] Dispel Magic, Explosive Runes, Phantom Steed, Haste, Water Breathing, Greater Mage Armor(CA), Bands of Steel(SC), Major Image, Invisibility Sphere, Magic Circle vs good lvl4:[DC20] Enervation, Greater Invisibility, Evards Black Tentacles, Scrying, Mass Resist Energy, Dimension Door, Polymorph, Orb of Cold lvl5:[DC21] Dismissal, Wall of Stone, Teleport, Mass Fly, Lesser Planar Binding, Reciprocal Gyre lvl6:[DC22] Repulsion, Disintegrate, Planar Binding, Brilliant Blade
Equipment Worn and Carried: Explorers Outfit[8lbs][free] Headband of intellect +5 [- lbs][25000gp] Gloves of Dexterity +2 [- lbs][4000gp] Amulet of Health +2[- lbs][4000gp] Cloak of Resistance +3 [1 lbs][9000gp] Lesser Metamagic Rod of Extend Spell [- lbs][3000 gp] Armband of Elusive Action(MIC)[- lbs][800gp] Artificers Monocle(MIC)[- lbs][1500gp] Healing Belt(MIC)[- lbs][750gp] Dispelling Chord(MIC)[- lbs][1000gp] Boots of Levitation[- lbs][7500gp] Pearl of Power II[- lbs][4000gp] Wand of Fly[4 charges] [- lbs][800gp] Wand of Disguise Self[25/50 charges] [- lbs][375gp] Wand of Enervation[CL7][10/50 charges] [- lbs][2,100gp]
Spell Component pouch[2lbs][5gp] Hewards Handy Haversack [5 lbs][2000gp] - Scrying Shard [1 lbs][1350gp] - Tome of Worldly Memory[-lbs][750 gp] - 3 potions of cure moderate wounds[-lbs][450 gp] - Everbright Latern [3 lbs][212 gp] - Everlasting Rations[-lbs][350 gp] - Bedroll[5lbs][1sp] - Spellbook[3lbs][free] - Masterwork Manacles[2lbs][50 gp] - 100ft silk Rope[5lbs][10 gp] - Tent[20lbs][10 gp] - 3 waterskins[12lbs][3gp] - 3 sunrods[3lbs][6gp] - Nobles Outfit with signet ring and jewelry[10lbs][180gp] - Wand of Detect Magic[40/50 charges] [- lbs][325gp] - Scroll of Phantom Steed [- lbs][375gp] - MW repeated crossbow - Ogre Chieftains spellbook: animate dead, fly, ray of exhaustion, vampiric touch, blindness/deafness, command undead, false life, ghoul touch, spectral hand, chill touch, mage armour, magic missile, ray of enfeeblement and cantrips (except abjuration and enchantment) - 3 Sheets of paper with random messenges in goblin with explosive runes on them - 30 empty sheets of paper [- lbs][12gp] - Ink & Inkpen[- lbs][8.1gp] - 50gp worth of gold dust(material component) - A pair of small iron bars attatched to two small canine statuettes, one black one white(arcane focus for Repulsion) 50gp - 3541gp
2x 25gp spent for arcane lock on door and window in my room in Brindol
Background: Forty ago, there was a revolution in Sind, a small country about a thousand miles south-east of Elsir Vale, long after the golden plains. Then a brutal magocracy, the ruling wizards had underestimated the frustration and anger of the common people which they had suppressed for many years. Mohinder Singhabad was a young lesser noble in Sind who was one of the few mages who treated his citizens good and fairly, but nonetheless the revolution didnt spare him on its destruction on the ruling wizard class. But fortunately for him he had loyal servants that warned him so that he could at least save his own life by going into exile. Without a real goal where to go, Mohinder traveled west along the Dawn Road. Having witnessed firsthand what happens when wizards see themselves as above the concerns of normal people, he took his time to get to know many settlements and people on the way, forging friendships and solving many serious problems on the way. 3 years later, Mohinder reached Brindol in his travels and chose to stay for a while and even accepted a teaching job on the Brindol Academy. During his stay he fell in love and married Sarah Polter, the daughter of a grocery store owner, after which he decided to settle down in Brindol for good. A year later their first and only son Rejladan was born. His childhood was a happy one, with 2 loving parents and due to his fathers magical abilities they were always well off, even with Mohinders charitable work. Rejladan showed skill for magic from early on and his father tought him from early on, always also empathising the important lessons that he had learned in Sind, and that it was their duty as magicians to improve the life of everyone, not just themselves. When Rejladan was 13, Mohinder was asked to join a group of adventurers that were on the way to take care of a dragon that was terrorizing the southern part of Elsir Vale, which he did. In the ensuing battle, the dragon was killed, but half of the group died in the adventurers also perished, including Mohinder. Robbed from his father far too early, Rejladan chose to follow his legacy and stayed in Brindol, learning magic. He befriended then Prince Jarmaath, who was about the same age and advised him from early on. When the Prince turned Lord, Rejladan was standing with him and was soon after assigned Court Mage. In the years since then Rejladan has continued his studies, accomplished delicate missions for Brindol and helped with his powers wherever he could. His mother still runs her fathers grocery shop together with her brother, and Rejladan regulary stops by.
Personality: Rejladan has a very analytical and rational mind. He seldom shows emotions to strangers and its a rare event indeed for him to lose his temper. His emotionless demeanor can make him look cold for people who dont know him, but he does have an ability to empathise, he just doesnt shows it to everyone. Rejladan doesnt like violence, but he certainly understands its necessity in this imperfect world. There is a certain amount of arrogance present in Rejladan, as he clearly believes that magic is in the end more powerful than any mudane skills. However he doesnt believe that because of that mages should use this power to get into a position of power over others an for selfish gains, but that it is their responsibility to use those powers improve the quality of life for everyone. He also strongly expects everyone else with magical skills to adhere to this moral code, which puts him at odds with many other magicians including Immerstal the Red. The two of them had many heated discussions about morale ethics and personal responsibilities, but while they would consider each other rivals, neither of them actually wants the other one to get hurt, and on an unconscious level, they even enjoy this rivalry.
Appearance: Rejladans brown skin and his facial features clearly make him look like a foreigner, and he even enforces that appearance with foreign clothes and jewelry that make him easy to spot and identify. He likes having a style and beeing famous for it.
Expert Climber (Ex) The unique physiology of gecko feet allows geckos to climb any surface, no matter how slick or sheer. In effect, cave geckos are treated as constantly being under a natural version of the spell spider climb. This ability also provides them with an additional +8 bonus on Climb checks, which stacks with their racial bonus.
Skills Cave geckos have a +8 racial bonus on Balance and Climb checks. They receive a +4 circumstance bonus to Hide in areas of natural stone. They can always choose to take 10 on Climb checks, even if rushed or threatened.
Encumbrance for Eleto: 0-700 (light), 701-1400 (medium), 1401-2100 (heavy)
Short in stature and sleek of form, Throndon Bar was entered at an early age to train as a member of the Dennovar Blades - a rank of elite soldiers in charge of protecting Dennovar. Arrayed in the glorious white and sapphire tabards, he quickly gained ranks in the organization with proven and sound tactics and execution.
Throndon Bar answered a religious calling during his tour as a Dennovar Blade - the call being sent from Pelor and he answered swiftly and with all confidence he will perform his new duties with excellence. His prowess as a warrior and a servant of Pelor gained him recognition among his peers and among his superiors alike. Soon, he found himself in front of Blade Captain Yelsharra - and in response to his operation responsible for throwing back a band of trolls - asked him to be her second in command. He accepted the position with all haste.
Commanding a small group of soldiers and responsible for training up and coming members, when the Blades heard of the incoming attacks on Brindol and the call from the priests of Pelor there, Throndon was the first to volunteer his squad. Yelsharra, continuously impressed by Throndon's confidence and his initiative, sent him and his team on their way and with well wishes for a successful venture.
Throndon's short stature is only evident when he is walking about. He attributes his shortness to some dwarf blood in his heritage, though he has never been able to pin down where it originated from - his father was shorter than he is however. Normally atop his friend and ally, Duskclaw, it is difficult to judge him for his height and he looks all the more resplendant on Duskclaw's back.
Throndon is a confident and well-spoken paladin. Even in situations where his men face insurmountable odds, he stands solid and ready for more.
Throndon keeps his beard cut short and neat - as well as his thick brown hair. With his full faced helm, his hair and beard are rarely visible anyway. His piercing brown eyes are tough to read, though honesty is always behind them.
Throndon's family is native to Dennovar. His father was a swordsman in the Dennovar Blades and his sword is the one Throndon wields today. His mother took care of the household and his two younger siblings up until their death from the winter wastes three years ago.
Since The Red Hand's defeat and with the new plan to infiltrate the Underdark, Throndon has had to bid farewell to Duskclaw in favor of a divine mount who would be better acclimated to service under the surface. He is still getting to know the new Cave Gecko under him, but Eleto (translates to Swift Thunder from Draconic) is proving to be a very reliable mount.
Throndon has outfitted the gecko with a special saddle that enables him to stay mounted no matter Eleto's orientation - whether on the surface, a wall or even the ceiling. He still feels uncomfortable riding upside down - but he is getting more used to it as the days go by and he practices every day.
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"Rosy" Foibugred Frygnerd Deep Dwarf, Male, Ranger/Scout, 7th/6th lvl Medium Size, 3'11" tall, 140 wt, 60 yrs old Bright Red hair, Washed out Blue eyes, Reddish Tinge skin Alignment: Lawful Good Experience Points: ?? Experience Needed: ??
Str 18 +4 (08 pts, +1 at 4th, +2 belt) Dex 20 +5 (10 pts, +1 at 8th and 12th, +2 gloves) Con 16 +3 (06 pts, +2 racial) Int 12 +1 (04 pts) Wis 12 +1 (04 pts) Cha 06 -2 (00 pts, -2 racial)
Hit Points 108 AC 25 (+7 Armor, +5 Dex, +2 defl, +1 nat) +3 if moves 10+' or +5 if 20+' Touch 17, Flat 25 Init +6 BAB +11/+6/+1, Grap +15 Speed 40 (base 20 (30 with amulet), load 0/33, light armor) Fort +13, Ref +17, Will +7
+15/+7/+2 Melee, Dwarven Waraxe, 1d10+5, 20/x3 +18/+13/+8 Melee, Dwarven Waraxe, 1d10+7+2d6, 20/x3 vs elves +16/+11/+6 Melee, Hand Axe, 1d6+5 (+4 vs favored enemies), 20/x3 +14/+9/+4 +14/+9 Melee, Dwarven Waraxe/Hand AXe, 1d10+5/1d10+5 1d6+3/1d6+3, 20/x3 (+2 to attacks and damage if elves and +2d6 extra damage from waraxe) (+2 to attacks and damage if evil outsiders and +2d6 extra damage from waraxe) (+4 to damage of hand axe if target is a favored enemy) +16/+11/+6 Ranged, Long Composite Bow, 1d8+5/1d8+5, 20/x3, 110'r (+1 to attack and damage if within 30') (+2 to attacks and damage if evil outsider and +2d6 extra damage from bow)
Feats -Track (ranger bonus) -Dodge (1st level) -Two Weapon Fighting (2nd level ranger bonus) -Mobility (3rd level) -Swift Hunter (6th level): combine scout and ranger levels for determining skirmish damage adn AC bonus and for number of favored enemy and the bonuses. -Improved Skirmisher (4th level scout bonus): if you move 20' in a round you add +2d6 to skirmish damage and +2 bonus to AC to your normal skirmish stats. (+6d6 damage and +5 AC) -Spring Attack (9th level) -Improved Two Weapon Fighting (6th level ranger bonus): gains an extra attack with his offhand weapon when using a full round attack. -Point Blank Shot
Deep Dwarf Traits -Darkvision 90' -Stonecunning -Weapon Familiarity: Dwarven Waraxes and Urgosh are considered martial weapons. -Stability: +4 bonus to resist being bull rushed or tripped while standing on the ground. -Racial bonus of +3 on saving throws against poison, spells and spell-like effects. -Racial bonus of +1 to attack rolls against orcs and goblinoids. -Dodge bonus of +4 to AC against monsters of the giant type. -Racial bonus of +2 on Appraise and Craft checks that are related to stone or metal. -Light Sensitivity: is dazzled in bright sunlight or within the radius of a daylight spell.
Ranger Abilities -Proficient in all Simple and Martial weapons. -Proficient in Light armor and shields (except tower shields) -Favored Enemy: Elves,- +6 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. elves. -Gains Track as a bonus feat. -Wild Empathy: +4 (rolls 1d20 + ranger level + Cha mod) to diplomacy-like check to improve attitudes of an animal. -Combat Style 1: Two-Weapon Combat, gains Two Weapon Fighting as a bonus feat. -Gains Endurance as a bonus feat. -Animal Companion. -Can cast spells. -Second Favored Enemy: Goblinoid - +2 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. goblinoids. -Improved Combat Style: gains Improved Two Weapon Fighting as a bonus feat. -3rd Favored enemy: Orc, +2 to all Bluff, Listen, Sense Motive, Spot and Survival checks, and to damage vs. orcs. -Woodland Stride
Scout Abilities -Proficient in all Simple weapons, plus the handaxe, throwing axe, short sword, and shortbow. -Proficient with Light armor, but not with shields. -Skirmish: +4d6 damage and +3 bonus to AC if he moves at least 10' during the round. -Trapfinding -Battle Fortitude +1: +1 to intiative and Fortitude saves. -Uncanny Dodge: cannot be caught flat-footed and never loses Dex bonus to AC except when immobilized. -Fast movement +10 ft. -Trackless step: cannot be tracked in natural suroundings. -Bonus Feat at 4th level: Improved Skirmisher -Evasion: with a successful Reflex save he takes no damage instead of half. -Flawless Stride
Spells per day: 2 – 1st
Spells Prepared 1st- Resist Energy (30 min, 10 resist), Ram’s Might (3 min, +2 Str and unarmed attacks are lethal)
Equipment: +3 Mithril Shirt (worn, 10 wt) 10,100 gp Explorer's Outfit (worn, 0 wt) 0 gp
+1 Dwarven Crafted Hand Axe of Hunting (belt left, 3 wt) 8,608 gp Dwarvencraft = hardness +2, +10 hit points, +2 to all saves. Hunting = +4 to damage vs favored enemies. +1 Dwarven Crafted Dwarven Waraxe - Bane of Elvesand Evil Outsiders (belt right, 8 wt) 18,630 gp Dwarvencraft = hardness +2, +10 hit points, +2 to all saves. Bane = +3 vs elves and +2d6 damage vs elves and evil outsiders. Belt Pouch (belt front, 0.5 wt) 1 gp Dagger (belt rear, 1 wt) 2 gp
+1 Composite Long Bow (+4 Str) - Bane of Evil Outsiders (left shoulder, 3 wt) 8,800 gp (+3 vs Evil Outsiders and +2d6 damage) Quiver of Arrows – 20 (right shoulder, 3 wt) 1 gp Hewards Handy Haversack (center back, 5 wt) 2,000 gp Bedroll (HHH, 5 wt) 1 sp
Cloak of Resistance +2 (worn, 1 wt) 4,000 gp Ring of Protection +2/Adamantine Touch (left 4th finger, - wt) 14,000 gp Adamantine touch = all melee attacks treated as adamantine for purposes of overcoming DR. Ring of Darkhidden (right 4th finger, - wt) 2,000 gp Darkhidden = invisible to darkvision. still visible in all other light sources. Amulet of Natural Armor +1 (worn, 0 wt) 2,000 gp Belt of Strength +2(worn, 1 wt) 4,000 gp Gloves of Dexterity +2 (hands, 0 wt) 4,000 gp Boots of the Skirmisher/Mountain King (feet, 1 wt) 5,450 gp Skirmisher = +2 to damage made with skirmish attacks, 2/day can make an extra attack if he has moved 10+'. Attack made at full base attack bonus. Mountain King = you can move at normal speed through light and dense rubble with no penalties, can move up stairs or slopes at normal speed and run downhill without making a Balance check. Bloodlink AmuletShow
While worn you take on the shape and some characteristics of a drow. You become medium size if you were not and your base land speed is 30 feet if that is different than your actual race. You gain darkvision out to 120 feet. You gain immunity to sleep effects as an elf. Light Blindness: abrupt exposure to bright light, like the sunlight or a daylight spell, causes blindness for 1 round. After that you are dazzled as long as you remain in the affected area. You gain spell resistance equal to 11 + your class levels. You may cast dancing lights, darkness and faerie fire 1/day as a spell-like ability. While wearing the amulet you understand Undercommon and gain proficiency in the hand crossbow, rapier and short sword. Also spells that detect alignment will detect you as chaotic evil.
Rod of Ropes (HHH, 4 wt) 4,000 gp (Complete Scoundrel pg 116) Wand of Cure Light Wounds (HHH, 1 wt) 750 gp Wand of Pass without Trace (HHH, 1 wt) 750 gp
Potion of Cure Moderate Wounds (HHH, 0 wt) 300 gp Potion of Cure Light Wounds x4 (HHH, 0 wt) 200 gp Potion of Protection from Evil x5 (HHH, 0 wt) 250 gp
Scroll of Speak with Animals x2 (HHH, 0 wt) 50 gp Scroll of Delay Poison x2 (HHH, 0 wt) 50 gp Scroll of Rams Might x2 (HHH, 0 wt) 50 gp Scroll of Remove Scent x3 (HHH, 0 wt) 75 gp Scroll of Pass without Trace x3 (HHH, 0 wt) 75 gp Scroll of Surefoot x2 (HHH, 0 wt) 50 gp Scroll of Climb Walls x2 (HHH, 0 wt) 50 gp Scroll of Hunter’s Mercy x2 (HHH, 0 wt) 50 gp
Vial of Alchemists Fire x6 (HHH, 0 wt) 120 gp
Replenishing Skin (HHH, 4 wt) 1,000 gp (refills with cool water in 1d4 hours) Everburning Torch (HHH, 1 wt) 110 gp Flint & Steel (backpack, 0 wt) 1 gp Everlasting Rations (HHH, 2 wt) 350 gp 60 arrows (HHH, 9 wt) 3 gp Vial of Ink (HHH, 0 wt) 8 gp Ink Pen (HHH, 0 wt) 1 sp Sheet of Parchment x 10 (HHH, 0 wt) 2 gp Scroll Case (HHH, 0.5 wt) 1 gp Whetstone (HHH, 1 wt) 2 cp Empty Vial x 10 (HHH, 1 wt) 10 gp Chalk x 10 (HHH, 0 wt) 1 sp Masterwork Thieves Tools (HHH, 2 wt) 100 gp Pitons x 20 (HHH, 10 wt) 2 gp Small Hammer (HHH, 2 wt) 5 sp MW Repeating Crossbow (HHH, ?? wt)
Coins- 0 gp, 1 sp, 8 cp (pouch, 0.2wt)
Background: Rosys’ life started deep underground in a deep dwarven community. Life was fairly hard as they had to beware of Drow, and other underdark denizens, raids. At the very young age of 30 his home was attacked by a large force of Drow who wished to enslave his people. Either that or wipe them out. He was never sure as he and about one fourth of the community managed to escape. He lost his father that day, but his mother and younger sister made it out with him. They moved closer to the surface and ended up forming a new community and meeting a group of surface elves. They formed an alliance with the elves and have been working with them ever since in trying to keep the drow underground. It was one of these elves that first saw him and nick named him Rosy and the name stuck.
When he came of age Rosy started wandering the caves around his home and eventually learned them well enough that he was hired on by the elves as a scout and guide when they made their forays into the underdark to drive back the drow. The elves were surprised at how stealthy he could be and a few of them took him under the care and taught him almost all he knows about scouting and killing drow.
In one of his trips to the surface, Rosy encountered and worked with a large elf, large as elves go, named Arifand. The two found they had a lot in common and even struck up a friendship. Arifand preferred to wander all over the surface world in the valley and Rosy preferred to stay near his home on the surface or underground. They have met several times over the years and have worked together on about a dozen different occasions, each promising to respond to any call for aid form the other.
Personality: Rosy is a bit reserved and appears shy around others. He is not really shy he just prefers to keep quiet unless he has something important to say. For the most part he likes to be alone, but he does understand the value of larger groups.
Rosy believes that one must always do what is going to cause the least amount of harm to the least amount of people. He has no qualms about killing someone in cold blood if he is sure that that person would go on to continue to cause many others harm. Drow are the one exception to this rule. He is more than happy to kill any drow he sees or encouners.
He believes one should be responsible for ones actions and if his cause a problem he is willing to take his punishment and not drag anyone else into it with him.
Appearance: When one sees Rosy the word “red” comes to mind. His hair and beard are a bright red color and his skin has a very red tinge too it. In contrast, his blue eyes seem to sparkle and almost glow. All of his equipment is a dark gray. Even his weapons have a subdued color to them instead of the shiny metal most people prefer. He is a little short for a dwarf, but his muscle mass more than makes up for it and most are surprised at how lightly and quick he can move when he wants to.
Wash: "Yeah well, if she doesn't give us some extra flow from the engine room to offset the burn through, this landing is gonna get pretty interesting."
Mal: "Define interesting."
Wash: "Oh god oh god we're all gonna die?"
Mal: "This is the captain. We have a...little problem with our engine sequence, so we may experience some slight turbulence and then...explode."
With the instructions provided to you by the elves, it’s easy for Rejladan to teleport you, that is Throndon, Mallantra and himself, to the village of Crying Leaf in the Mierani forest. The forest itself is a place of ancient life, with immense fir trees, pines, and redwoods making up the majority of the flora. Off the trails, undergrowth and ancient deadfalls make travel difficult, but there are countless narrow trails crisscrossing the woodland that can afford more rapid travel. The village is is a modest one, with low strucures made of gracefully shaped stone and wood that has been carefully decorated and carved. What is immediately apparent is that this settlement has seen battle in the recent past. A number of the buildings bear burn marks and other damage; most of the elves around still carry weapons openly.
After you arrive in the teleportation circle that has been inscribed at the centre of the village, little time passes before battle-master Kaerishiel, a stern, no-nonsense warrior escorts you to an ornate wooden long hall, roofed in broad, autumn-coloured leaves. One end of the hall is open, revealing an immense table that runs the entire length of the hall. At the far end, seated upon a tall chair of polished white wood, is Eviana, the leader of Crying Leaf. Eviana is a striking figure. Her high brow is set with a thin metal circlet, and small gemstones sparkle in her hair. Although richly dressed in a finely made gown, the hilt of a sword is clearly visible at her waist. On her left is standing a dwarf unlike any other you've seen before: he's got flaming red hair and beard, even his skins is slightly red-tinged, and he's armed with an assortment of dull-greay weapons and armour.
Kaerishiel strides up to take a seat at the table to her right. While she indicates to you that you should be seated at the table as well, which is richly laid out with offerings of ripe fruit, freshly baked bread and crystal bottles of elven wine. Once you’ve settled down, she speaks. “I thank you for answering our call for aid so promptly. Arifand recommended you warmly to Rosy here, and it was he who suggested to call for your aid. I’ve no doubt that you wish to have more information on this mission. Kaerishiel, if you’d be so kind?”
“Of course,” the battle-master nods then turns to the new arrivals while Rosy sits down, about to hear once more what he knows already. “As you’ve been informed, we’ve been betrayed by one of our own, but let’s start at the beginning. Thousands of years ago, beyond even elven memories, Celwynvian was abandoned by our people. It was only recently, that is a few centuries ago, that the region was resettled and Crying Leaf was founded. At that time, Celwynvian was completely overgrown with vegetation and the general feeling was to leave it alone. Then Allevra Arentis, a young promising archaeologist and mage, came alone and soon she had assembled a team that started to progressively delve into the ruins, exploring our ancient history.”
“The problem started once the old library was investigated. Deep within its vaults, cut into the ground below, a portal leading to an alternate, shadow version of the library was discovered. While the shadow plane proved to be full of danger, it also held a very well preserved echo of the library as it once was – including the books once held in it. In particular, one part of the treatises discovered in there held ancient magics, probably aboleth-inspired, for lethal weapons. Among others, one of the rituals described how to call down a star from the sky in a precise location using a focus stone – a terrible weapon that we could never let fall into the hands of our enemies.”
“There were calls to destroy the book as soon as possible, although Allevrah Arentis, presented arguments that we should not give up a weapon as we could never know what the future held and that it might yet become necessary to employ drastic means. In any case, the library was declared off-bounds until the argument were resolved, which quite infuriated Allevrah.”
“The discussion was not yet resolved when the drow showed up. Through an old elf-gate, reactivated and corrupted to lead to the Darklands instead of distant elven lands, they invaded Celwynvian, including the area where the old library was held. The battle soon became entrenched, with neither party making much headway, the library changing hands as often as a copper coin.” At that Rosy nods as he's knows full well how frustrating the battle against the drow could become when time and again more of them came back.
“Allevrah suggested then that she should infiltrate the drow, using a spell named recorporeal incarnation, she’d recovered from the ruins, learn more of their plans and undo them from within. The mission was a success – after a few months down below, Allevrah had secured a position of power and was feeding us good information. Worryingly however, at the same time, the drow also began to focus their attacks on the library, holding it for weeks upon a time and we had indications that they were conducting research in it. Of course we tried to destroy the access to it, or at least the shadow echoes contained within each time we retook it, but the shadow echo reformed each time, and when we destroyed the gate, it was only to find a new, drow-made gate in place once the library changed hands once more.”
“A few weeks ago then, we finally made headway against the drow and routed them. They fled back through the portal and since then haven’t resurfaced again. The problem is that when we investigated the library’s echo, we found that the focus-stone was gone, and that the drow had somehow managed to destroy, or steal, the shadow-copies of the weapon-treatise. Of course, we contacted Allevrah as soon as possible, but there was no reply whatsoever and when we interrogated some of the drow we captured, it became clear that the drow defeat was not a defeat but a calculated retreat because they’d succeeded – which they told us quite gleefully. While none of those we caught knew exactly what they’d succeeded at, we’re sure it was stealing the focus-stone and the ritual linked with it.”
“We also strongly think that Allevrah actually orchestrated the whole thing – when we interrogated the rest of the archeological team, none of them could actually tell us where the recorporeal incarnation spell had actually been recovered from. In fact we now believe that Allevrah did not use recorporeal incarnation to disguise herself as drow, but rather that she used it to disguise herself as an elf, merely dismissing the spell when she went to ‘infiltrate’ the drow.”
As Kaerishiel finishes, Eviana continues, “That’s where you and Rosy come in: We cannot send an army down below and start another war down there. What we need is a team that infiltrates the drow domain in the Darklands, recovers the focus stone as well as the ritual and, if the occasion presents itself, stops Allevrah from any further plots. For that purpose, we’ve contacted an elven mage who’s assured us that he can recreate Allevrah’s spell to disguise you as drow. We’ll be meeting him shortly, but first, I assume that you might still have questions that need to be answered.”
ooc: Sorry for the wall of text, but there was a lot of information I needed you to have. Go ahead and introduce yourselves and ask any questions you still have.
OOC: Draidden - Your ring of Protection +2 and your Shield of faith potions +2 conflict with each other, as they are both deflection bonuses.... Just incase you wanna save the money.
Mallantra settled back feeling the unfamiliar weight of her ornate Mithril rapier on her hip, she'd acquired it as part of her disguise but for now it felt un-natural and awkward on her hip.
She rather enjoyed this new place and thought slowly to herself that Avarthel would like it too, the old trees, the ancient plants and entrenched animal life, it was so heady with the strength of nature that she could almost taste the energy of a spirit similar to that which inhabited the Eth forests.
As the story unfolds she nods her head slowly and looks around at the others. The end of the story comes and Mallantra looks up as they are asked if they have any question.
"Not a question exactly but more a suggestion, you say there is a corrupted gate that allows the Drow through. How large is this gate? I think I know a spell that may help, it is a powerful and expensive spell, and wont help you get your stolen items back, but with any luck it will give us a safe place to retreat through after we are finished."
"Ah yes, the gate. Now that it is finally securely in our hands, we've plans to destroy it once you're through. As you have access to teleportation spells, that shouldn't be much of a problem for you, but will prevent another large-scale drow incursion. But tell us, what did you have in mind? It's about as big as a human barn door." Eviana explains.