The cloud of bats continued for minutes that seemed like hours, but we kept moving, trying to stay ahead of the demonic shrieks. The bats gave us some cover, time to find a hiding place. The vrocks were close, but they were toying with us, giving us time to run. Where would we go, after all? Tellar found the caverns behind a faceless statue, a narrow tunnel wet with black water but enclosed and easier to defend. Something within had died and left the stench of a thousand hells. The demons mocked us from outside the caves, but seemed reluctant to enter. The tunnel water pulsed and quaked. The waters trickled over runes barely more than a scratch in the walls. Charda runes. What, tell me, makes a demon hesitate in fear? In the Land of Black Blood, even the mighty learn caution. —Scrap 138 of the Journal of Bhorvhar Flintheim
After discovering Allevrah's whereabouts in the drow city of Zirnakaynin, our heroes are now headed to follow her steps towards the Land of Black Blood, acutely aware that they have left an enemy in their back. If they want to survive and bring their mission to a successful end, they will have to step carefully, for the deep reaches of Orv tolerate no mistake.
Checking your packs as instructed, you do indeed find a map where your current location is marked, as well as that of the portal to the land of Black Blood.
The portal is not that far away, probably about fifteen minutes to half an hour's walk, but not so close that you need to worry about getting discovered right now.
The second parchment contains concise instructions on how to operate the portal, including the indication that you'll have to catch Tiryin as he has the key needed to open it. Otherwise, you'll have to find a different way to do so.
Lastly, the instructions on how to reach Haitan are quite simple: Follow the passage in which you arrive downward. You'll enter a great cave. Continue straight forward, you'll reach a temple surrounded by stone statues: this is Haitan's domain. P.S.She likes gems.
{+1 hit when on higher ground (mounted vs a medium or smaller-sized character)} {3/3 remaining Smite Evil - +5 hit/+12 dmg from Smite Evil for one attack} {Divine Might - use 1 turn attempt to gain +5 damage to all attacks for 1 round} {10/10 rounds remaining of Speed. When active: +20ft speed, +1 dodge to AC and Reflex saves, +1 to hit, extra attack at full BAB during a full attack}
Racial Abilities: Human +1 skill point/lvl 1st level bonus feat
Class Abilities: Fighter Bonus feat at 1st and even levels All Simple and Martial Weapon proficiencies, All Armor and All shields (including tower)
Class Abilities: Paladin Aura of Good (radiates good aura equal to his Paladin class levels) Detect Evil, at will, to 60 foot radius, as spell Smite Evil (3/day, +5 to hit (Cha), +12 damage vs Evil creature for 1 attack) Divine Grace (add Charisma bonus to all saving throws) Lay on Hands (heal up to 60hp/day, divide as needed) Aura of Courage (Immune to fear; Allies within 10ft gain +4 morale bonus to save vs fear) Divine Health (Immune to all diseases (supernatural and magical too)) Turn Undead (11/day, as a 9th level cleric) Spells (CL 6) Special Mount (full round action, CL3, 22 hours, dismiss as a free action) {Griffon - paladin level -3 for abilities} Remove Disease (3/week as the spell)
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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Feats: Great Fortitude, Eschew Materials, Spell Penatration, Spell Mastery*, Improved Familiar, Extra Slot (5th), Spell Penetration, Greater (+17 vs resistance); Alertness (from familiar)
Special abilities: Elf traits-immune to sleep spells and effects; +2 vs.enchantment spells, and effects; lowlight vision; proficiency with:longsword,rapier,longbow,shortbow (including composite versions of bows) +2 on listen, search, and spot checks; secret door location by proximity.
3rd level:Despel Magic ,Summon Monster III , Invisibility Sphere, Sleet Storm, Magic Circle vs Evil, Nondetection, Stinking Cloud, Blink, Water Breathing.
4th level: Detect Scrying, Wall of Fire, Lesser Globe of Invulnerability, Wall of Ice, Evard's Black Tentacles, Arcane Eye, Charm Monster, Stone Shape, Orb of Force.
5th level: Teleport, Rary's Telepathic Bond, Mordenkainen's Private Sanctum, Cloud Kill, Break Enchantment, Mass Fly, Wall of Force, Seeming, Passwall.
detect secret doors,ventriloquism,feather fall. 25 gp each, 100 gp each to transcribe into book. total: 375 gp see invisibility, invisibility, minor image, command undead, eagles splendor, rope trick, pyrotechnics. 200 gp each 200 gp to transribe. total: 2,800. magic circle, nondetection (425 gp), stinking cloud, blink, water breathing. 375 gp each 300 gp to transcribe. total: 3,425 evard's black tentacles, arcane eye, charm monster, stone shape. 700 gp each, 400 gp each to transcribe. total: 4,400 break enchantment, mass fly, wall of force, seeming, passwall 1,125 gp each, 500 each to transcribe. total: 8,125 antimagic field, chain lightning _ 1650 each 600 each to transcribe. total: 4,500
Gear: +4 Headband of Intellect (16,000) +4 Bracers of Armor 1lb (16,000) +3 Ring of Protection - (18,000) +4 Cloak of Resistance 1lb (16,000) +2 Gloves of Dexterity - (4,000) Scroll, Teleport - (1,125) Wand, Magic missile - (750) charges 50/49
travelers outfit 5 lbs worn (no cost) MW composite longbow 3 lbs in hand or slung on back (500 gp) MW longsword 4 lbs scabbard-leftside hip (315 gp) arrows(20) 3 lbs quiver slung on back (1gp) Heward's Handy Haversack 5 lbs on back (2,000gp) rations-2 days 2 lbs in pack (1gp) bedroll 5 lbs in pack (1sp) x2 spellbook 6 lbs in pack (15gp) x3 torch 3 lb in pack (3cp) whetstone 1 lb in pack (2cp) waterskin 4 lbs in pack (1gp) Rope, silk 5 lbs in pack (10 gp) Scroll: Alarm, Ventriloquism, Command Undead (25, 25, 150 gp) Potion, cure light wounds (50 gp) signal whistle - on neck cord (8sp) belt pouch 1/2 lb belted on right (1gp) flint&steel - in pouch (1gp) 5 candles - in pouch (5cp) tindertwig x5- in pouch (5gp) coins; 9cp, 9sp, 5gp, 300pp - in pouch [185gp and platinum in haversack.] 1 vial ink - in pouch (8gp) 1 chalk - in pouch (1cp) spell component pouch 2lbs belted in front (5gp) Pearl of Power 1st level spell - (1,000 gp) Pearl of Power 1st level spell - (1,000 gp) Pearl of Power 2nd level spell - (4,000 gp) x2 pearls gpv 100 (200) diamond dust (150) x4 True Seeing ointment doses (1,000) dagger 1lb belted with sword, x2 daggers on bandoleer 2 lbs (6gp) map case 1/2 in pack (1gp) 2 sheets paper - in map case (8sp) ink pen - in pocket on map case (1sp) dagger 1lb in right boot (2gp)
Total:26.5 lbs
light load:43 . . medium load:86 . . heavy load:130
Appearance: height:5'5" weight:118 lbs Age: 120 Quill has glacial blue eyes, and iron-gray hair cut medium short. His skin is a light tan from spending some time out-doors. Quill is dour for an elf, the constant fighting against the Drow has made him grim. His face bears a three-pronged scar below his right eye. This was recieved in close combat with a claw wielding Drow. The claw was poisoned, but Quill survived by luck. Perhaps the poison had already been used up on other victims. Quill wears loose fitting trousers of pale brown, and a leaf-green tunic. His leather boots, and bracers are of darker brown. Quill wears a wide brimmed felt hat of dark blue-gray, and matching cloak. Quill's clothing has seen a bit of road wear. It's not shiny new.
Personality: Quill is serious about his magic, but he does not let "the art" keep him away from life. The conflict with the Drow has forced him to study magic far more diligently than he otherwise would have. He longs for peace, but knows that there will be none as long as the Drow below threaten his people. Quill is used to supporting troops with his spells so he is quite willing to cast useful spells on his team mates. Quill usually wants to avoid conflict, but he can be quite stubborn when he feels he right.
Background: Quill was born, and raised in the Crying Leaf villiage. In his early youth he traveled abroad to widen his world view, and perfect his magic. When the war against the Drow started Eviana sent out the call, and of course Quill returned home to fight for his family, and villiage.
Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1)
Space/Reach:
2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks:
Poison
Special Qualities:
Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Saves:
Fort +4, Ref +5, Will +4
Abilities:
Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills:
Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)
Feats:
Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary, pair, or clutch (3–5)
Challenge Rating:
1
Treasure:
None
Alignment:
Always neutral good
Advancement:
3–4 HD (Tiny)
Level Adjustment:
+3
A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
A pseudodragon can communicate telepathically and can also vocalize animal noises.
COMBAT
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.
Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Pounce, rake 1d6+2
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +8, Ref +7, Will +5
Abilities:
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills:
Jump +8, Listen +6, Spot +10
Feats:
Iron Will, Multiattack, Weapon Focus (bite)
Environment:
Temperate hills
Organization:
Solitary, pair, or pride (6–10)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment:
+3 (cohort)
Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.
COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Skills: Griffons have a +4 racial bonus on Jump and Spot checks.
Equipment Ring of Wizardry I (20,000gp) Ring of Protection +3 (18,000gp) Vest of Resistance +3 (9,000gp) Cloak of Charisma +2 (4,000gp) Wand of Cure Light Wounds (750gp) Handy Haversack (2,000gp) Dust of Disappearance (3,500gp) Sustaining Spoon (5,400gp) Morningstar (MW) (308gp) Periapt of Wisdom +6 (36,000gp) Pearl of Power (3rd level) (9,000gp) Gloves of Dexterity +2 (4,000gp) Bracers of armor +2 - 4000gp (2000gp) Lesser Rod of Empower (9,000gp) Silver Holy Symbol (25gp) - About size of a coin, it is a spider web with a spider and centipede near the outer edge. Spell Component Pouch (5gp) Disguse Kit (50gp) Iron pot (0.5gp) Ink (8gp) Inkpen (0.1gp) Journal (15gp) Waterskin (1gp) 3 potions of cure moderate wounds 1 potion of cat’s grace - 300gp (150gp) 1 potion of barkskin +5 - 1,200gp (600gp) 1 +1 hand crossbow - 2 400gp (1 200gp) - 2 pounds 1 hat of disguise - 1 800gp (900gp) Giant fly (4,000gp) (As hippogriff but with Attack: Bite +6 melee (1d4 plus disease:Filth Fever DC15)) [68162.6gp]
6114.9gp
Vermin Domain Granted Power: Rebuke or command vermin as an evil cleric rebukes or commands undead. You can use this ability a number of times per day equal to 3 + your Cha modifier. Spells: 1. Spider Climb. 2. Summon Swarm. 3. Poison. 4. Repel Vermin. 5. Giant Vermin. 6. Insect Plague. 7. Antilife Shell. 8. Creeping Doom. 9. Summon Monster IX (vermin only).
Inducted into the priesthood, Kritasect underwent the ritual to convert his multifaceted eyes to the ordinary eyes of elves. Priests are expected to devote their time completely to Klikral. Kritasect choose to harness his inner magical talents in addition to serving Klikral.
Kritasect is not an corrupted as the typical insectare. He is more driven by the quest for knowledge than anything else. While not as interested in dominating other species, he doesn't think of other creatures as being important. Killing a human or elf is no different to him than squishing a bug is to most people.
The insectare had been attempting to inflitrate the drow to learn what secrets they hold but have been unable to do so. Kritasect decided to try some more radical than had been attempted. He allowed himself to be discovered by the drow. He ran but prentended to slip. When a large spider came over to kill him, he seemed to cower and plead for his life. In actually he used Klikral gift to stop the spider. The spider stopped which caused the drow to joke that even the spider didn't think he was a good meal.
The drow kept him as a slave. He has shown them a little of his arcane talents to win there favor. He used magic aura to hide his magical equipment. He understands the expectations of him, displaying his insect features more promenently to the drow and adding some insectare sounds to his speech. Kritasect is the name he claimed but the drow tend to refer to him as bug or Click due to the sounds he make while speaking.
In his dealing with the drow, Kritasect has come to find them extremely loathsome. They squander their power with internal strife. Living underground they are more likely to direct compete with the insectare. He is interested in finding ways to promote the infighting amoungst the drow so as to decrease the threat they pose.
"Rosy" Foibugred Frygnerd Deep Dwarf, Male, Ranger/Scout, 7th/7th 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 119 AC 24 (+7 Armor, +5 Dex, +2 defl) +3 if moves 10+' or +5 if 20+' Touch 17, Flat 24 Init +6 BAB +12/+7/+2, Grap +16 Speed 40 (base 20 (30 with amulet), load 0/33, light armor) Fort +13, Ref +17, Will +7
+17/+12/+7 Melee, Dwarven Waraxe, 1d10+5, 20/x3 +19/+14/+9 Melee, Dwarven Waraxe, 1d10+13+2d6, 20/x3 vs elves +17/+12/+7 Melee, Hand Axe, 1d6+5 (+4 vs favored enemies), 20/x3 +15/+10/+5 +15/+10 Melee, Dwarven Waraxe/Hand Axe, 1d10+5/1d10+5 1d6+3/1d6+3, 20/x3 (+2 to attacks and damage if elves and +2d6+6 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, +10 if elf) +18/+13/+8 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 and 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: +5 (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 Ehlona – 10 regular arows and 50 +1 seeker (right shoulder, 3 wt) 1,800 gp Hewards Handy Haversack (center back, 5 wt) 2,000 gp Bedroll (HHH, 5 wt) 1 sp
Safewing Amulet (Neck, 0 wt) 250 gp 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. Necklace of Fireballs Type VII (worn, 0 wt) 8,700 gp (1 - 10d6, 2 - 9d6, 2 - 7d6, 2 - 5d6, 2 - 3d6) 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 (39 ch) (HHH, 1 wt) 750 gp Wand of Pass without Trace (50 ch) (HHH, 1 wt) 750 gp
Potion of Cure Moderate Wounds x3 (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 50 +1 Seeking arrows (Quiver, 5 wt) 8,350 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) 100 Bolts +1 (HHH, 10 wt) 6 Screaming bolts (HHH, 0.6 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."
Feats: 1- Extra Music (pg. 109 of Complete Adventurer) 3- Weapon Finesse 6- Lyric Spell (pg. 113 of Complete Adventurer) 9- Versatile Performer (Dance, String, Wind) (pg. 112 of Complete Adventurer) 12- Disguise Spell (pg. 108 of Complete Adventurer)
Racial Abilities: - Outsider (native) - Darkvision: 60 ft. - Daylight 1/day as a caster of my level - Resistance to Acid 5, Cold 5, & Electricity 5 - +2 to Listen & Spot checks
Class Abilities: - Bardic Music: # per Day: 16 - Bardic Knowledge: Check: +15 - Countersong, Fascinate, Inspire Courage +2, Inspire Competence, Suggestion, Inspire Greatness, Song of Freedom
Equipment: +2 Flaming Light Mace, +2 Ghost Touch Rapier, +2 Mithral Shirt of Light Fortification, +2 Darkwood Buckler of Arrow Deflection, Gauntlets of Ogre Power, Wand of Cure Serious Wounds, Wand of Fireball (5th), Wand of Lightning Bolt (5th), Bag of Holding (Type I), Ring of Sustenence, Hat of Disguise, Masterwork Lyre, Masterwork Flute, Bedroll, Tent, 100 days' trail rations, Spell Component Pouch, 'Identify' Spell Components (2), Traveler's Outfit, 1249.5gp
Exelar, staing at about sic feet, has shoulder-length brown hair. His eyes are an eerie amber color. Not eerie as in "bad", but an enchanting, illuminating eerie. His skin is fair and pale. He always wears thick clothing, as if he is always cold. In truth, due to his outsider heritage, he is resistant to some cold, but he likes to remain well-clothed. His voice is a sweet tenor and a sweeter falsetto, reaching notes into a high alto range. He carries around a flute and a lyre, made of oak and dragon-bone, respectively. The lyre is string with hairs of some obscure, and rare, monster. He is also a very superb dancer. Hs gold-hilted rapier appears translucent and his face-resembling mace is always on fire. His armor is light and concealed and his shield is small and has a tendency to block arrows it shouldn't.
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)
“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)
Stepping through the portal, you find yourselves in a plain and rather boring dead-end, except for the fact that the exit is covered by a semi-translucent illusionary wall. Quite clearly, this has been set up as a sort of safe-house. The portal meanwhile vanishes once the last of you has come through.
As you look through your stuff and the bag Alicavniss has handed over to you, you find that she's been busy enchanting and enhancing your gear. It seems like she really wants you to succeed on this.
Throndon finds that his pack contains, among other things, a rather plain sword with an interesting enchantement: construct-bane. (+1)
Checking your packs as instructed, you do indeed find a map where your current location is marked, as well as that of the portal to the land of Black Blood.
The portal is not that far away, probably about fifteen minutes to half an hour's walk, but not so close that you need to worry about getting discovered right now.
The second parchment contains concise instructions on how to operate the portal, including the indication that you'll have to catch Tiryin as he has the key needed to open it. Otherwise, you'll have to find a different way to do so.
Lastly, the instructions on how to reach Haitan are quite simple: Follow the passage in which you arrive downward. You'll enter a great cave. Continue straight forward, you'll reach a temple surrounded by stone statues: this is Haitan's domain. P.S.She likes gems.
Without the pretense for hiding his identity anymore, Throndon is happy to call Duskclaw by his side. He spends several minutes reacquainting the griffon and eventually mounts him. It has been too long my friend. Don't worry - soon enough we'll be tasting the sunlight again.
Once settled in, Throndon waits patiently for the others before they are ready to proceed.
I'm a little confused - we're at a location with a dead end (which is also the portal we want to get through. To get through it though - we need to find Tiryin. What I don't know is what else we can see from here. Is it wide open above us? Are we in a building? etc
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No, I believe we are in a "safe" room where we can rest and prepare spells afterwards. Then we have to travel about half an hour to the portal which is guarded by Tiryin and his minions. We need to defeat the minions and make sure Tiryin does not get away.
Does he need to be alive?
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."