Adventure Date: April 1, 2017
Last Updated: March 25, 2017
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: -8 (stable) ==================================================================================== STR: 19/21 +4/+5 HP: 43 Speed: 30 ft DEX: 14 +2 AC: 21 (17 with glory & stance) CON: 10 +0 = 10 + 5+1 + 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: 18 (14) 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 - fearless zeal = +2 to any one save, once per day - if HP = 21 or less, then gain a +3 morale bonus on saves vs fear - if not flat-footed, gain +1 insight bonus to reflex saves (*battle clarity) ==================================================================================== - fearless zeal = +2 to any one attack roll, once per day - if HP = 21 or less, then gain a +3 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 SPELLS - Blade of Blood = swift action, dur = 1 round or until discharged, discharges if hit living creature, weapon damage = +1d6 or +3d6 if caster takes 5 hp damage Attack Bonus Damage Critical Range Type Notes ------------ ------ ------ -------- ----- ---- ----- Longsword +1 +11 1d8+6 19-20/x2 - S magic +1d6 punishing stance +1 fire weapon crystal +3 morale armor crystal, if hp = 21 or less heavy shield +9 1d4+5 x2 - B wooden +1d6 punishing stance +3 morale armor crystal, if hp = 21 or less morningstar +10 1d8+5 x2 - B/P masterwork spiked gauntlet +10 1d4+5 x2 - P masterwork dagger +10 1d4+4 19-20/x2 - P/S silver, masterwork - thrown +7 1d4+4 19-20/x2 10 ft P/S longbow, +6 1d8+1 x3 110 ft P normal composite +6 1d8+1 cold iron STR 12 = +1 dam +6 1d8 silver +7 1d8+1 & 1 acid black dragonfang, masterwork 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 dastana light +1 n/a +0 5% n/a 5 lbs masterwork armor stacks heavy shield, shield +2 n/a -2 15% n/a 10 lb wooden 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 +2 #balance DEX +2 -2 AC.enc/+2 tumble -1 +bluff CHA -1 +6 @*climb STR +5 1 -2 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) +0 escape artist DEX +2 -2 AC.enc +2 forgery INT +2 -1 @gather information CHA -1 no *handle animal CHA -1 -1 saddleback +3 +heal WIS +1 +2 belt +0 +hide DEX +2 -2 AC.enc +5 @#*intimidate CHA -1 6 +6 @#*jump STR +5 1 -2 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: Waterdeep 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 +0 move silently DEX +2 -2 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 -2 AC.enc +3 +spellcraft INT +2 1 +2 @spot WIS +1 +1 farsighted +1 survival WIS +1 +2 #*swim STR +5 1 -4 AC.enc x2 +5 #tumble DEX +2 5 -2 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) - fearless zeal = +2 to any skill check, once per day * = fighter; + = cleric; # = warblade; @ = vengeance knight ============================================================================= 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 Fearless Zeal (5th level story feat) - You're willing to lay down your life for your faith. - Once per day, add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. - You must choose to add this bonus after the die has been rolled and success or failure determined, but before any results (such as damage) are rolled and applied. - If you have 10 or more levels or hit dice, this bonus increases to +4 . 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 has demanded a status update which 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), blade of blood-x, blade of blood-x (PHB2) - 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= 68.5 + 85 = 153.5 load: light = 153 medium = 306 heavy = 460 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 Lesser Rubicund Frenzy Armor Crystal (2,000 gp) - if HP = 50% or less, then gain: - a +3 morale bonus on weapon damage rolls - a +3 morale bonus on saves vs fear - only usable on magic armor +1 or better (on chainshirt) 0 TORSO: OPEN SLOT 1 WAIST: Healing Belt (750 gp) - gain +2 competence bonus on heal checks - has 3 charges/day, renewed at dawn = 0 - heal 2d8 damage = 1 charge - heal 3d8 damage = 2 charges - heal 4d8 damage = 3 charges 0 FEET: OPEN SLOT 5 ARMS: dastana, masterwork (175 gp) 2 HANDS: Guantlets of Destruction (6,610 gp) - part of magic item set: Armor of the Watching Master - grants +2 enhancement bonus to STR - swift action: activate gauntlets to enable the next melee attack made during your turn to overcome damage reduction and ignore hardness as if the attack were made with an adamantine weapon. Usable 3/day - each guantlet is a masterwork spiked gauntlet 0 RING1: OPEN SLOT 0 RING2: OPEN SLOT 10 SHIELD: heavy wooden shield (7 gp) - bears sigil of the Knights of the Shield 1 "Corruptor" 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) 6 morningstar, masterwork (308 gp) 3 composite longbow: STR 12, dam +1 (200 gp) 1.5 quiver w normal arrows (5 cp/arrow = 1 gp) = 10 1.5 w black dragonfang arrows (10 gp/arrow = 10 gp) = 10 3 quiver w cold iron arrows (1 sp/arrow = 2 gp) = 20 3 quiver w silver arrows (2 gp/arrow = 40 gp) = 20 0.5 bandoleer, masterwork = 4/12 items (5 gp) 3 - flask of acid (10 gp) x3 1 - flask of alchemist's fire (20 gp) x1 1 potion belt = 2/6 vials (1gp) - retrieving a potion/vial is a free action once per round - Potion of Cure Light Wounds (50 gp) x1 - vial of black ink (8 gp) x1 0.5 belt pouch (1 gp) 1 - coins (sp, gp, pp) 0.5 belt pouch (1 gp) 0.5 - small steel mirror (10 gp) 0 - set of dice 0 - deck of cards 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 - Divine Scroll: conviction, SL=1, CL=1 (25 gp) - Subject gains +2 or higher morale bonus to saves 0 - Divine Scroll: ironguts, SL=1, CL=1 (25 gp) - Subject gains +5 alchemical bonus on saving throws against poison 0.5 scroll case (1 gp) 0 - Red Wizard Divine Scroll: magic weapon, SL=1, CL=1 (25 gp) 0 - Red Wizard Divine Scroll: protection from chaos, SL=1, CL=1 (25 gp) 0 - Red Wizard Divine Scroll: detect poison SL=0, CL=1 (12.5 gp) 0 - Red Wizard Divine Scroll: guidance SL=0, CL=1 (12.5 gp) 0 Wand of Cure Light Wounds (15gp/charge = 45 gp) - heals 1d8+1 hp per charge; command word "Dawn's Light" ; charges = 3 4 waterskin, full (1 gp) 2 hooded lantern with continual flame (117 gp) - illuminates 20 ft radius, shadowy 40 ft radius 2 backpack (2 gp) 0.5 - belt pouch (1 gp) 0 - coins = 0 gp 0.5 - belt pouch (1 gp) 0 - coins = 0 gp 5 - bedroll (1 sp) 3 - winter blanket (5 sp) 20 - trail rations, 20 days (10 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 = 40 gp) - gain a +2 circumstance bonus on Disguise checks; uses = 8 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) 8 - sunrods x8 (16 gp total) - illuminates 30 ft radius, shadowy 60 ft radius, lasts 6 hours ============================================================================== TREASURE pp = 1 signet ring (5 gp) gp = 11 Knight of the Shield Gold Coin (3 gp each) x5 sp = 1 cp = - owes Tormod 400 gp for casting of Restoration spell ============================================================================= In Storage: pp = gp = sp = cp = - quiver w 30 arrows (5 cp/arrow = 1 gp) - torches x10 (1 sp total) - illuminates 20 ft radius, shadowy 40 ft radius, burns 1 hour ============================================================================== ITEMS TO ACQUIRE/UPGRADE ------------------------ Guantlets of Destruction (6,610 gp) **** increase STR from +2 to +3 (+5,000 gp) **** increase STR from +3 to +4 (+7,000 gp) Torc of the titans M143 (3,300 gp) **** buy this item again **** add - gain natural armor AC bonus = +1 (+2,000 gp) Dwarvencraft Mithral Blueshine Full Plate +1 (13,300 gp) **** mithral: value = 10,500 gp, AC = +8, max dex = +3, AC check = -3, spell failure = 25%, MV = 20 ft (med), wt = 25 lbs, hardness = 15+2+2 = 19, hp = 40+10+10 = 60 **** dwarvencraft = hardness +2, hp +10, item saving throw = +2 (+300 gp) **** enchant with +1 armor bonus (+1 bonus = +1,000 gp) **** blueshine (+1,500 gp) - gain a +2 competence bonus on Hide checks - armor never tarnishes and is immune to acid damage and rusting effects ---- mindarmor (+3,000 gp) - grants a +5 bonus on Will saves to resist mind-affecting spells and abilities until the start of your next turn - charges = 3/day ---- increase armor bonus from +1 to +2 (+2 bonus = +3,000 gp) ---- increase armor bonus from +2 to +3 (+3 bonus = +5,000 gp) Rubicund Frenzy Armor Crystal (if armor has +3 enhancement bonus) - greater (6,000 gp); if hp less than half, gain +5 morale bonus on weapon damage rolls and save vs fear 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. **** add DEX +2 = (+4,000 gp) Least Crystal of Aquatic Action (250 gp) - no AC check penalty while swimming Wand of Lesser Vigor (750 gp) - 50 charges, heals 1 hp/round for 11 rounds or 11 hp/charge Heward's Handy Haversack (2,000 gp) Weapon Crystal of Fire Assault (600 gp) **** upgrade from least = +1 hp dam; to lesser = +1d6 dam (+2,400 gp) Lesser Truedeath Weapon Crystal (5,000 gp) - undead = +1d6 dam; and ghost touch ability "Razor" Longsword +1 (2,315 gp) - upgrade to dwarvencraft mithral longsword (2,015 gp) - dwarvencraft (+300 gp), races of stone p159, Hardness +2, hp +10, saves +2 - enchant with +1 hit/dam bonus (+1 bonus = +2,000 gp) **** add viscious ability = +2d6 dam but +1d6 self (+1 bonus = +6,000 gp). - everbright (+2,000 gp) - collision (+2 bonus = +5 damage) - bloodfeeding (+1 bonus) = 10 blood points storage, release up to 5 blood points for +2 dam/bloodpoint - slow burst (+5,000 gp) masterwork cold iron morning star (316 gp) Get other items from set: Armor of the Watching Master? - Mask of mastery - Face 3,500 gp (8th) +5 on Intimidate checks; 1/day command - Helm of wounding sight - Head 6,500 gp (10th) Light at will; 3/day blinding fire cone - Breastplate of terror - Body 13,200 gp (14th) +1 adamantine breastplate; 1/day frighten foe Pieces Worn Benefit 2 pieces +2 on initiative checks 4 pieces +5 on Spot checks; 1/day see invisibility for 3 min. 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 - weapon crystals for various foe types - 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. "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 Bag of Holding Type I 15 lb. 250 lb. 30 cu. ft. 2,500 gp Type II 25 lb. 500 lb. 70 cu. ft. 5,000 gp Type III 35 lb. 1,000 lb. 150 cu. ft. 7,400 gp Type IV 60 lb. 1,500 lb. 250 cu. ft. 10,000 gp Mundane Items = 700 gp 50 gp = The Art of the Deal, by Merchant Guildmaster D.T. of Waterdeep - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on profession: merchant checks if evil 50 gp = Elminster's Encyclopedia Vol. I, Unearthed Arcana - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on knowledge, arcana checks 50 gp = Elminster's Encyclopedia Vol. V, The Complete History of Faerun - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on knowledge, history checks 50 gp = Elminster's Encyclopedia Vol. VIII, Faerun's Faiths and Pantheons - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on knowledge, religion checks 50 gp = Elminster's Encyclopedia Vol. IX, The Cosmology of Toril - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on knowledge, the planes checks 50 gp = Khelben "Blackstaff" Arunsun's Compendium, A Practitioner's Practical Guide to the Weave - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on spellcraft checks 50 gp = Volo's Guide to Waterdeep (50 gp) - book, masterwork tool (50 gp) - provides a +2 circumstance bonus on knowledge, local: Waterdeep checks 50 gp = forger's kit, masterwork (50 gp), uses = 10 - provides a +2 circumstance bonus on Forgery checks 50 gp = healer's kit (50 gp), uses = 10 - provides a +2 circumstance bonus on Heal checks 100 gp = magnifying glass (100 gp) - grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem 60 gp = potion belt, masterwork (60 gp) 50 gp = Vial of Universal Solvent (50 gp) 40 gp = silk rope, 50 ft (10 gp each) x4 - provides a +2 circumstance bonus on Use Rope checks 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 ======================================================== 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 Filiare - male Illuskan human, a jovial, middle-aged ex-mercenary and owner of the Inn of the Dripping Dagger (T3) Zilvazaraat - Half-Ogre Bouncer at Inn of the Dripping Dagger, may know of mercenary side jobs Bessy - Waitress at Inn of the Dripping Dagger, healed her when dying Rumors: ------- - Mother Tathlorn's House of Pleasure and Healing can make your fantasies be made flesh. - C43: Mother Tathlorn’s House of Pleasure (festhall, B, 5) - The city Watch is investigating possible Cult Killings of criminals in Dock Ward - Helve Urtrace is in charge of investigation - New type of drug is hitting the streets... - Red Wizards seem to be hunting rogue wizards... For Follow-up: -------------- - Track down Eric of the Red Sashes - 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... ============================================================================== To Do: Ogres vs Do-Gooder Mercs ------ Need to ensure no witnesses. Kill all the Do-Gooders, double check after they go down in case any of them stabilises. In the wild, need to track down at least one ogre to get their weapon, so can use it to inflict ogre size wounds on the Do-Gooders. When fighting ogres, use non-lethal attacks to knock them out, except for Chief, Shamans, clerics, witchdoctors, ogre mages, sorcerers, wizards (i.e. spell-casters) Show them our strength and dominance and that we could have killed them. Make a deal with the ogres (after showing them whose boss). Encourage their pillaging. Tell them to attack any caravans not showing the flag of the Iron Throne. (unless told to by us). Leave a note in giant, with Iron Throne logo, so if found, it would be the Iron Throne that is blamed. Since Iron throne is weapons dealer, we still get cut of any weapons sales. Also, for favoured merchants, tell them to fly the Iron Throne colours in this region so as to avoid ogre attacks. We can fence the ogres bounty of captured trade goods and normal sized arms and armors, and bring back better large size weapons and armor in exchange. Plus we require one third of all coins found (I figure ogres can count to 3). Since have killed off all ogre spell casters, can use detect magic to claim magic items without the ogres being any wiser. If need to convince the Treant, can say that the ogres are helping to keep human encroachment in check, thereby protecting the forest. LONG-TERM ---------- What to do with loot from Ogre adventure - Purchase up to 5 large chainshirts (200 gp each) as gifts for survivors of Ogre tribe to help seal our alliance (give to those who first swore allegiance, reward loyalty). - Give out chainshirts based on amount of gold tribute and value of raiding loot (trades good, guards arms and armor) handed over by the tribe. - Also Potions of Cure Light Wounds (50 gp each), other cheap combat potions. - Since alliance only asks for 1/3 of coins to be handed over, get the other 2/3 by auctioning for large weapons/armor. - Start with purchase of one or two large masterwork two-handed swords (400 gp each), ask for bag of 500 gp (compare to 10 lb stone), promise more if they continue to succeed in their raids and are loyal - Later, purchase “Troll-Killer”, a large magical +1 (+2000) dwarven-crafted (+300) red dragonfang (+600) two-handed sword (+100) = 3,000 gp, show it to them as incentive, to be given to the Ogre who can give her a bag of gold equal to a large stone or lead weight (wt = 5,000 gp = 100 lbs) (need a plank of wood for balance scale). Maybe cause some in-fighting within the tribe as they steal from each other so that one shows it is strong enough to have enough coin to buy it. If feeling generous, could agree to get it enchanted with "bane, giants" for the appropriate coin.