Adventure Date: May 20, 2016
Last Updated: May 14, 2016
class: Cleric/Fighter/Warblade/ race: human (Illuskan) Vengeance Knight/Uncanny Trickster level: 5 = 1/3/1/0/0 alignment: Lawful Evil xp: 10,000 deity: The Hidden Lord size: medium age: 20 gender: female height: 6'0" eyes: gray hair: orange skin: white weight: 180 lbs Campaign: LIVE Home Region: Waterdeep Languages: Chondathan, Giant, Orc current HP: ==================================================================================== STR: 19/20 +4/+5 HP: 32+1d12 Speed: 30 ft DEX: 14 +2 AC: 20 (16 with glory & stance) CON: 10 +0 = 10 + 5 + 2 + 2 + 0 + 0 + 0 + 1 -2 -2 INT: 14 +2 base + armor + shield + dex + size + nat + deflect + misc WIS: 12 +1 AC touch: 13 (9) CHA: 8 -1 AC flat-footed: 17 (13) Initiative: +2 Base Attack: 0+3+1 = +4 - combat expertise: attack roll = -4 max, AC dodge bonus = +4 max - when moving within or out of a threatened square, dodge bonus to AC = +4 - penalty to AC during combat until you drop an opponent unaided = -2 - does not apply against a single opponent - punishing stance = -2 AC if activated ==================================================================================== Total = base +Mod +resistance +misc Fortitude: +7 = 2+3+2 +0 Reflex: +3(+4) = 0+1+0 +2 (+1*) Will: +6 = 2+1+0 +1 +2 - if HP = 1/2 or less, then gain a +1 morale bonus on saves vs fear - if not flat-footed, gain +1 insight bonus to reflex saves (*battle clarity) ==================================================================================== - if HP = 1/2 or less, then gain a +1 morale bonus on weapon damage rolls STANCES = 1 - S1 i1 = punishing stance = +1d6 dam, -2 AC MANEUVERS = 3/3 recover all = swift action plus standard action (which can include an attack) - M1 s2 strike = standard action = mountain hammer = +2d6 dam, overcome DR and hardness - M2 t2 strike = standard action = rabid wolf strike = +4 to hit opponent, +2d6 dam, -4 AC for 1 turn - M3 t1 strike = standard action = wolf fang strike = attack 1 target with 2 weapons, -2 to hit each Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- Longsword +1 +11 1d8+6 19-20/x2 - S magic +1d6 punishing stance +1 fire weapon crystal +2, +3 or +4 morale gauntlets, charges/day = 3 +1 morale armor crystal, if hp = 1/2 or less heavy shield +10 1d4+5 x2 - B darkwood, masterwork +1d6 punishing stance +1 morale armor crystal, if hp = 1/2 or less dagger +10 1d4+4 19-20/x2 - P/S silver, masterwork - thrown +7 1d4+4 19-20/x2 10 ft P/S sling, +7 1d4+5 x2 50 ft B cold iron masterwork 1d4+4 silver torch +5 1d3+5 x2 10 ft B wood +1 fire Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ chainshirt light +5 +6 +0 10% 30 ft 10 lbs mithral, magic+1 armor heavy shield, shield +2 n/a +0 15% n/a 5 lb darkwood if medium load enc. n/a +3 -3 n/a 20 ft n/a run x4 ==================================================================================== SKILLS: Total = 20+15+7 max = 7/3 Ability Mod Ranks Misc +4 appraise INT +2 2cc +6 appraise, metals INT +2 " +2 scale +4 #balance DEX +2 -0 AC.enc/+2 tumble -1 +bluff CHA -1 +8 *climb STR +5 1 -0 AC.enc/+2 kit +0 #+concentration CON +0 +2 #+*craft INT +2 no decipher script INT +2 -1 #+diplomacy CHA -1 no disable device INT +2 +5(+15) +disguise CHA -1 4 +2 kit/(+10 spell) +2 escape artist DEX +2 -0 AC.enc +2 forgery INT +2 -1 gather information CHA -1 no *handle animal CHA -1 -1 saddleback +1 +heal WIS +1 +2 +hide DEX +2 -0 AC.enc +5 #*intimidate CHA -1 6 +8 #*jump STR +5 1 -0 AC.enc/+2 tumble +3 +knowledge, arcana INT +2 1 no knowledge, architect/engineer INT +2 no knowledge, dungeoneering INT +2 no knowledge, geography INT +2 +3 #+knowledge, history INT +2 1 no #knowledge, local INT +2 no knowledge, nature INT +2 no knowledge, nobility/royalty INT +2 +6 +knowledge, religion INT +2 4 +3 +knowledge, the planes INT +2 1 +1 listen WIS +1 +2 move silently DEX +2 -0 AC.enc no open lock DEX +2 -1 perform CHA -1 +5 +profession, merchant WIS +1 4 +5 *ride DEX +2 2 +1 saddleback +0 search INT +2 -2 farsighted +3 sense motive WIS +1 2cc no sleight of hand DEX +2 -0 AC.enc +3 +spellcraft INT +2 1 +2 spot WIS +1 +1 farsighted +1 survival WIS +1 +6 #*swim STR +5 1 -0 AC.enc x2 +7 #tumble DEX +2 5 -0 AC.enc no use magic device CHA -1 +2 use rope DEX +2 no speak languages n/a 0 cc no #martial lore INT +2 na skill tricks: tumbling crawl na 2 (tumble = 5 ranks) * = fighter; + = cleric; # = warblade ============================================================================= SPECIAL ABILITIES / FEATS Armor: all armor (light, medium, heavy) Shields: all shields (including tower shields) Weapons: all simple, all martial WARBLADE - Disciplines: Diamond Mind, Iron Heart, Stone Dragon, Tiger Claw, White Raven - effective initiator level = warblade + 1/2 other character levels = 1 + 2 = 3 - Maneuvers known = 3, max maneuver level = 2 - Maneuvers readied = 3 - Stances Known = 1 - Battle Clarity - if not flat-footed, gain insight bonus to reflex saves = INT = +2 (but is only +1 since warblade level = 1) - Weapon Aptitude - equivalent fighter level for feats = (warblade -2) + fighter = (1 - 2) + 3 = 0 + 3 = 3 - spend 1 hour, re-designate feats specific to a single weapon CLERIC OF THE HIDDEN LORD - Divine Spellcasting - can spontaneously cast "Trickery" domain spells (PHB2, alternative class feature, page 37) - can put "inflict" spells into the domain spell slot if needed - Charm Domain - 1/day as free action, boost CHA by +4, duration = 10 rounds (1 minute) - Trickery Domain - add to class skills: bluff, disguise and hide - Rebuke Undead: - A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds. - range = 60 ft, standard action - Times/Day = 3 + CHA + extra-turning = 3 + -1(+1) + 0 = 2/day (4/day) - Turning Checks = 1d20 + CHA + Knowledge synergy = 1d20 + -1(+1) + 0 = 1d20-1 (1d20+1) - see table in PHB pg 159 for highest HD rebuked - Turning Damage = 2d6 + cleric level + CHA = 2d6 + 1 + -1(+1) = 2d6 (2d6+2) = total HD rebuked - Command Rebuked Undead: - take a standard action to give mental orders to a commanded undead. - can voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. - Max HD of commanded creatures = cleric level/2 = 1/2 HD - Total No. of undead HD being commanded = cleric level = 1 HD - Bolster Undead: - bolster undead creatures against "positive energy" turning in advance. - make a "rebuke" turning check, check HD on table in PHB pg 159, result becomes undead's effective HD for purposes of being turned by another cleric; duration = 10 rounds - Dispel Turning: - can dispel a "positive energy" turning check of another cleric - contest of "Rebuke" Turning Check vs "Positive Energy" Turning Check - roll turning damage to determine No. of HD no longer affected by "positive energy" turning check. Mercantile Background: Waterdeep regional feat (human bonus feat) - sell goods at 75%, instead of 50% - buy 1 item at 75% of cost, 1/game session (but cannot store, use it or lose it) - get +300 gp at first level Block Arrow (1st level bonus feat; Heroes of Battle, page 96) - if aware and not flat-footed, can block one ranged weapon per round with shield Iron Will (2nd level bonus feat) - Will save = +2 Weapon Focus: longsword (1st level fighter feat) - gain +1 to hit with longsword Combat Expertise (2nd level fighter feat) - select during an attack action or full-attack action - changes to attack roll and AC last until your next action - attack roll = -4 max - AC dodge bonus = +4 max Dodge (flaw bonus feat 1) - gain a +1 dodge bonus to AC Mobility (flaw bonus feat 2) - when moving within or out of a threatened square = +4 dodge bonus to AC Glory-Hound (flaw 1) - You have an insatiable desire for glorious combat, fighting recklessly to prove yourself. - You suffer a -2 penalty to AC during combat until you drop an opponent. However, if you are aided in dropping the opponent, then the penalty persists. - This penalty does not apply if the combat is against a single opponent. Harbinger of Ill Omen (flaw 2) - You seem to be cursed to forever bump into a specific person, time and time again. Each time you do, something bad happens not long afterward. This person in no way does this purposefully, it just happens with alarming frequency. - In game terms, this can be reflected through utilizing a specific instance of the Misfortunate flaw when the Harbinger pops up to cause you to automatically fail a successfully made check of any sort (this does not prevent you from retrying, if such is applicable), or simply be some creatively hindering roleplay situation (DM's discretion). - Lady Oriana is not sure who exactly this is yet (DM's pick). - A shadow creature under orders from Bly Ruldegost demanded a status update has distracted her during two critical moments. Farsighted (trait 1) - You have difficulty focusing on nearby objects, but your distance vision is more keen than normal. - You gain a +1 bonus on Spot checks. - You have a –2 penalty on Search checks. Saddleborn (trait 2) - You are a natural in the saddle, but you have little patience for handling animals when not riding them. - You gain a +1 bonus on Ride checks. - You take a -1 penalty on Handle Animal checks. ============================================================================= SPELLS 0: 3 1: 2+D 2: 0 3: 0 4: 0 5: 0 6: 0 7: 0 8: 0 9: 0 DC 0: 11 detect magic, guidance, resistance 1: 12 charm person (D), cure light wounds, divine favor - can spontaneously cast "Trickery" Domain spells - can put "inflict" spells into Domain spell slot - Charm or Trickery domain spells = +1 caster level Charm Domain Spells: (1) charm person; (2) calm emotions; (3) suggestion; (4) good hope; (5) charm monster; (6) geas/quest; (7) insanity; (8) demand; (9) dominate monster Trickery Domain Spells: (1) disguise self; (2) invisibility; (3) nondetection; (4) confusion; (5) false vision; (6) mislead; (7) screen; (8) polymorph any object; (9) time stop ============================================================================== GEAR Total WT= 42.5 + 78 = 120.5 load: light = 133 medium = 266 heavy = 400 WT Item --- --------------------- 0 traveler's outfit 0 wooden unholy symbol: broken stag horn (1 gp) 0 HEAD: OPEN SLOT 0 FACE: OPEN SLOT 0 THROAT: OPEN SLOT 0 SHOULDER: OPEN SLOT 10 BODY: Mithral Chainshirt +1 (2,100 gp) 0 Least Rubicund Frenzy Armor Crystal (500 gp) - if HP = 50% or less, than gain: - a +1 morale bonus on weapon damage rolls - a +1 morale bonus on saves vs fear - only usable on masterwork or magic armor (on chainshirt) 0 TORSO: OPEN SLOT 1 WAIST: Belt of Giant Strength +1 (1,000 gp) - gain a +1 enhancement bonus to Strength 0 FEET: OPEN SLOT 0 ARMS: OPEN SLOT 0 HANDS: Brute Guantlets (500 gp) - 3 charges/day = 1 - get morale bonus on Strength-based skill checks, Strength checks, and melee weapon damage for 1 round - 1 charge = +2 morale bonus - 2 charge = +3 morale bonus - 3 charge = +4 morale bonus 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 5 SHIELD: heavy darkwood shield (257 gp) - bears sigil of the Knights of the Shield 1 silver unholy symbol: broken stag horn (597 gp) - the Hidden Lord whispers instructions to Lady Oriana through this item - can be used in combat as a masterwork silver dagger - when used to cast Charm or Trickery domain spells, a broken stag horn increases your effective caster level by 1. 4 "Razor" Longsword +1 (2,315 gp) 0 Least Weapon Crystal of Fire Assault (600 gp) - add 1 point of fire damage to weapons damage - only usable on masterwork or magic weapons (on longsword) 0 sling, masterwork (300 gp) 3 sling bullets, cold iron (2 sp) = 6 5 sling bullets, silver (20.1 gp) = 10 0.5 bandoleer, masterwork = 1/12 items (5 gp) 1 - flask of acid (10 gp) x1 1 potion belt = 2/6 vials (1gp) - retrieving a potion/vial is a free action once per round - Potion of Lesser Restoration (300 gp) x1 - vial of black ink (8 gp) x1 0.5 belt pouch (1 gp) 1 - coins 0.5 belt pouch (1 gp) 0.5 - small steel mirror (10 gp) 2 spell component pouch (5 gp) 0.5 scroll case (1 gp) 0 - sheet of parchment x4 (8 sp) 0.5 scroll case (1 gp) 0 - Red Wizard Divine Scroll: magic weapon CL=1 (25 gp) 0 - Red Wizard Divine Scroll: obsuring mist CL=1 (25 gp) 0 - Red Wizard Divine Scroll: protection from chaos CL=1 (25 gp) 0.5 scroll case (1 gp) 0 - Red Wizard Divine Scroll: detect poison CL=1 (12.5 gp) 0 - Red Wizard Divine Scroll: guidance CL=1 (12.5 gp) 0 Wand of Cure Light Wounds (15 gp/charge = 15 gp) - command word="Bitch Queen's Blessing", number of charges = 1 4 waterskin, full (1 gp) 2 backpack (2 gp) 5 - bedroll (1 sp) 3 - winter blanket (5 sp) 10 - trail rations, 10 days (5 gp) 20 - hemp rope x2, 50 ft [hp 2, burst = STR DC 23] (2 gp total) 4 - grappling hook ["use rope" check to hook DC 10 +2/10 ft] (1 gp) 5 - climber's kit (80 gp) - gain a +2 circumstance bonus on Climb checks 8 - disguise kit (5 gp/use = 0 gp) - gain a +2 circumstance bonus on Disguise checks; uses = 0 2 - empty sack x2 (2 sp) 1 - merchant's scale (2 gp) - appraise vs precious metals/wt = +2 circumstance bonus 0 - inkpen (1 sp) 1 - sealing wax (1 gp) 0 - chalk x5 (5 cp) 0 - flint and steel (1 gp) 1 - whetstone (2 cp) 10 - torches x10 (1 sp total) - illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour 8 - sunrods x8 (16 gp total) - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours ============================================================================== TREASURE pp = signet ring (5 gp) gp = Knight of the Shield Gold Coin (3 gp each) x1 sp = 9 cp = 5 ============================================================================= In Storage: pp = gp = sp = cp = Equipment salvaged ------------------ 1 set of dice 1 deck of cards 2 flasks of acid (10 gp each) 1 flask of alchemist's fire (20 gp) 1 Potion of Cure Light Wounds (50 gp) 1 morningstar, masterwork (308 gp) 1 composite longbow: STR 12, dam +1 (200 gp) 1 quiver w 20 arrows (5 cp/arrow = 1 gp) 1 quiver w 20 arrows (5 cp/arrow = 1 gp) 1 quiver w 20 silver arrows (2 gp/arrow = 40 gp) Available loot to spend ----------------------- = 4,972 gp + 109 gp (for selling her share of items at 75% of value) = 5,081 gp - 31 gp for coins in treasure (19 gp + Knight coin x4) = 5,050 gp Which is 300 gp short of desired purchases. Items to purchase = Total = 4875 + 475 = 5,350 gp ----------------- 5 gp = replenish trail rations (10 days) 175 gp = masterwork dastana (arm slot, +1 armor AC) 110 gp = everburning torch, with snuff cover 50 gp = disguise kit (10 uses) 90 gp = RW Helm of Vigilance (head slot, magic = +1 competence to Spot) 22.5 gp = RW divine scroll: Conviction - Subject gains +2 or higher morale bonus to saves 22.5 gp = RW divine scroll: Ironguts - Subject gains +5 alchemical bonus on saving throws against poison 0 gp = 4 RW tokens (detect magic x1, cure minor wounds x1, read magic x1, resistance x1) -------- 475 gp 2,475 gp = Torc of the titans M143 (3,300 gp x 0.75 = 2,475 gp) throat slot - gain a +5 morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage rolls for 1 round = 3/day 1,500 gp = Upgrade Rubicund Frenzy Armor Crystal (from Least to Lesser) - bonus goes from +1 to +3 900 gp = RW enchant Shield (+1 bonus = 1,000 gp x 0.9 = 900 gp) - Red Wizard/Waterdeep mark ============================================================================== SPECIAL NOTES: Contacts: --------- Ghauntz the Cloaked - Apprenticed to him to learn about Hidden Lord Lord Bly Ruldegost - Patron within the Knights of the Shield Mather Ukkhemn - Favoured Merchant within the Knights of the Shield (saved him from goblin caves) Meiroth the Silk Merchant - Under "protection" of Knights of the Shield Thelios the Fool- Meiroth’s weak willed manservant and bodyguard Bessy - Waitress at Inn of the Dripping Dagger, healed her when dying Zilvazaraat - Half-Ogre Bouncer at Inn of the Dripping Dagger, may know of mercenary side jobs Hit List: --------- Eric of the Red Sashes - owes us 10,000 gp for "Lady Alathene's lost ring" Lady Alathene - owes us 10,000 gp for setting us up in an ambush, claiming to have lost a ring or "family heirloom" Will.I.Am the Wascally Wed Wizard (6th or 7th level) - likes to counterspell and cheat - known items = magic belt, wand of color spray - known spells = mage armor, magic missile, sleep, cat's grace, dispel magic - has 5 flunky's in his employ Rumors: ------- - Mother Tathlorn's House of Pleasure and Healing can make your fantasies be made flesh. - Seems to be a bit more than Priest's of Sune normally offer... - The city Watch is investigating possible Cult Killings of criminals in Dock Ward - Helve Urtrace in charge of investigation - New type of drug is hitting the streets... - Red Wizards seem to be hunting rogue wizards... To Do: ------ - Use sense motive/spot/knowledge religion to determine what others worship - Use detect magic to determine aura/strength/school of others items - Connection between Church of Umberlee and Red Sashes? - Take out followers of Cyric? Discuss with Barid? - Take out followers of Shar? Just because we can... ============================================================================== ITEMS TO ACQUIRE Shield of the Hidden Lord (artifact) - Heavy Mithral Shield +4 - continuous "protection from arrows" = DR 10/magic vs missiles - continuous "tongues" = speak and understand all languages - The Hidden Lord hears all within speaking range of the shield - The Hidden Lord can talk to anyone within hearing range of the shield - The Hidden Lord can compel the bearer (DC 30 Will) to do his bidding - currently in the possession of Duke Inselm Hhune of Kamlann, The First Lord of the Shield Dastana (25 gp, AC = +1 armor/stacks, AC check = -1, spell failure = 5%, wgt = 5 lbs) Dastana, masterwork (175 gp, AC = +1 armor/stacks, AC check = +0, spell failure = 5%, wgt = 5 lbs) - arm slot, metal bracers Torc of the titans M143 (3,300 gp) - gain a +5 morale bonus on Strength checks, Strength-based skill checks, and melee weapon damage rolls for 1 round = 3/day **** add - gain natural armor AC bonus = +1 (+2,000 gp) enchant Shield (+1 bonus = 1,000 gp) Rubicund Frenzy Armor Crystal - lesser (2,000 gp); if hp less than half, gain +3 morale bonus on weapon damage rolls and save vs fear - greater (6,000 gp); if hp less than half, gain +5 morale bonus on weapon damage rolls and save vs fear Belt of One Mighty Blow (1,500 gp) - add ability to belt of giant strength = +2d6 damage with longsword 1/day - as swift action (command), 1/day - grants extra damage on next melee attack before end of turn - light weapon = +1d8 damage - one handed weapon = +2d6 damage - two handed weapon = +3d6 damage Upgrade silver unholy symbol - make magic with +1 enhancement bonus (+1 hit/dam) = +2,000 gp enchant longsword ("Razor") with - mithral longsword (2,015 gp) or adamantine (3,015 gp) - dwarvencraft ? (+300 gp), races of stone p159, Hardness +2, hp +10, saves +2 - hellforged ?(+1,500 gp), DMG2, p278, hardness +1, hp +5, +1 damage to foe if wielder flanks - enchant with +1 hit/dam bonus (+1 bonus = +2,000 gp) - everbright (+2,000 gp) - bloodfeeding (+1 bonus) = 10 blood points storage, release up to 5 blood points for +2 dam/bloodpoint - viscious ability = +2d6 dam but +1d6 self (+1 bonus). - collision (+2 bonus = +5 damage) - slow burst (+5,000 gp) - keen (+1 bonus) - weapon crystals for various foe types "Mithral Full-Plate" normal: value = 1500 gp, AC = +8, max dex = +1, AC check = -6, spell failure = 35%, MV = 20 ft (heavy), wt = 50 lbs mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, MV = 20 ft (med), wt = 25 lbs - enchant with +1 armor bonus (+1 bonus = +1,000 gp) - blueshine Least Shield Crystal of Bent Sight (500 gp) various shield crystals vs energy Third Eye Surge (2,100 gp) - Body Slot: Face, Swift (command) - 3 charges/day, +2 to +4 insight bonus on Strength checks, Dexterity checks, Strength- and Dexterity-based skill checks, and weapon damage rolls for 1 round. Boots of Striding and Springing (5,500 gp) - jump checks = +5 and gain +10 ft to base land speed - since +5 jump costs 2500 gp, is it possible to get just the "Striding" ability for 3,000 gp? - in theory, "striding" would have cost 2000 gp, but as a secondary ability cost is +50% which would bring it to 3,000 gp. Anklet of Translocation (1,400 gp) "Helm of Vigilance" - INT +6 (head slot, ranks in Spot, Listen, Sense Motive) = 36,000 gp - with competence bonus to Spot, Listen, Sense Motive = +10 each = +15,000 gp x3 Other items to increase skill points (spot, tumble, jump, balance, climb, intimidate, disguise, gather information, sense motive) - +1 competence bonus = 100 gp - +2 competence bonus = 400 gp 60 gp = potion belt, masterwork (60 gp) 50 gp = - vial of anti-toxin (50 gp) - provides +5 alchemy bonus to fortitude saves vs poison 45 gp = Vial of Universal Solvent (50 gp) RW healing kit ? Divine Scrolls: Level 1 = (25 gp each) x17 = 425 gp + 17 free O-level scrolls from Red Wizards PHB: x6 - Bless: Allies gain +1 morale bonus on attack rolls and saves against fear - Comprehend Languages: You understand all spoken and written languages - Divine Favor: You gain +1 luck bonus per three levels on attack and damage rolls - Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels - Shield of Faith: Aura grants +2 or higher deflection bonus - Summon Monster I: Calls extraplanar creature to fight for you (fiendish dire rat or fiendish raven) Spell Compendium: x11 - Blessed Aim: +2 morale bonus for allies’ ranged attacks - Conviction: Subject gains +2 or higher morale bonus to saves - Delay Disease: Ravages of disease staved off for a day - Ebon Eyes: Subject can see through magical darkness - Healthful Rest: Subjects heal at twice the normal rate - Ironguts: Subject gains +5 alchemical bonus on saving throws against poison - Nightshield: You gain +1 resistance bonus on saves, and spell absorbs magic missile damage - Resurgence: You grant subject a second chance at a saving throw - Sign: You gain +4 bonus on next initiative check - Summon Undead I: Summons undead to fight for you (Human warrior skeleton (MM 226), kobold zombie (MM 266)) - Vigor, Lesser: Creature heals 1 hp/round (max 15 rounds). ------------------------------------- Dragonfang weapons black = acid blue = electricity green = acid red = fire white = cold brass = fire bronze = electricity copper = acid gold = fire silver = cold