Aranoldo

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Aranoldo Vassilis

CHARACTER NAME PLAYER NAME REGION

Wizard Human Medium Male N Boccob


CLASS RACE SIZE GENDER ALIGNMENT DEITY

3 Humanoid (human) 28 5'11" 224 lbs


LEVEL TYPE AGE HEIGHT WEIGHT EYES HAIR

ABILITY ABILITY TEMP. TEMP.


ABILITY NAME TOTAL WOUNDS NON-LETHAL DAMAGE SPEED
SCORE MODIFIER SCORE MODIFIER

STR 11 +0 HP 13 30 ft/x4
STRENGTH HIT POINTS

DEX 15 +2 AC 12 = 10 + 0 + 0 + 2 + 0 + 0 + 0 + 0
DEXTERITY ARMOR CLASS
ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC. ARMOR
TOTAL DAMAGE REDUCTION
BONUS BONUS MODIFIER MODIFIER ARMOR BONUS BONUS CHECK
CON 15 +2 PENALTY
CONSTITUTION

CLASS SKILLS
TOUCH 12 FLAT-FOOTED 10 SKILLS MAX RANKS:
ARMOR CLASS ARMOR CLASS KEY SKILL ABILITY MISC.
INT 17 +3 SKILL NAME
ABILITY MODIFIER = MODIFIER + RANKS + BONUS
INTELLIGENCE
INITIATIVE +2 = 2 + 0 Appraise¹ INT 3 = 3 + 0 + 0
WIS 13 +1 DEX MISC.
WISDOM
TOTAL
MODIFIER BONUS Balance¹ DEX* 2 = 2 + 0 + 0
Bluff¹ CHA 0 = 0 + 0 + 0
CHA 11 +0 BASE ATTACK +1
CHARISMA Climb¹ STR* 0 = 0 + 0 + 0
BASE ABILITY MISC. TEMP.
× Concentration¹ CON 8 = 2 + 6 + 0
SAVING THROWS TOTAL
SAVE MODIFIER BONUS MODIFIER
CONDITIONAL MODIFIERS
× Craft skills…¹ INT 3 = 3 + 0 + 0
FORTITUDE +5 = 1 + 2 + 2 +
CONSTITUTION Diplomacy¹ CHA 0 = 0 + 0 + 0
Disguise¹ CHA 0 = 0 + 0 + 0
REFLEX +3 = 1 + 2 + 0 +
DEXTERITY Escape Artist¹ DEX* 2 = 2 + 0 + 0
Forgery¹ INT 3 = 3 + 0 + 0
WILL +4 = 3 + 1 + 0 +
WISDOM Gather Information¹ CHA 0 = 0 + 0 + 0
Heal¹ WIS 1 = 1 + 0 + 0
GRAPPLE +1 = 1 + 0 + 0 + 0 Hide¹ DEX* 2 = 2 + 0 + 0
MODIFIER
TOTAL
BASE STR SIZE MISC.
Intimidate¹ CHA 0 = 0 + 0 + 0
ATTACK MODIFIER MODIFIER BONUS
Jump¹ STR* 0 = 0 + 0 + 0
SPELL RESISTANCE 0 ARCANE SPELL FAILURE ACTION POINTS × Knowledge (arcana) INT 9 = 3 + 6 + 0
× Knowledge (arch & eng) INT 4 = 3 + 1 + 0
BASE ABILITY SIZE MISC. TEMP.
TOTAL
ATTACK MODIFIER MODIFIER BONUS MODIFIER
× Knowledge (dungeoneering) INT 5 = 3 + 2 + 0
MELEE +1 = 1 + 0 + 0 + 0 + × Knowledge (history) INT 4 = 3 + 1 + 0
ATTACK BONUS
× Knowledge (nature) INT 5 = 3 + 2 + 0
RANGED +3 = 1 + 2 + 0 + 0 + × Knowledge (religion) INT 9 = 3 + 6 + 0
ATTACK BONUS
× Knowledge (the planes) INT 9 = 3 + 6 + 0
Listen¹ WIS 3 = 1 + 0 + 2
ATTACK 1 TOTAL ATTACK BONUS DAMAGE CRITICAL
Move Silently¹ DEX* 2 = 2 + 0 + 0
Light Crossbow +3 1d8 19-20/x2 Perform skills ...¹ CHA 0 = 0 + 0 + 0
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
Ride¹ DEX 2 = 2 + 0 + 0
80 ft 4 lb P Medium Two-handed Search¹ INT 3 = 3 + 0 + 0
AMMUNITION
Sense Motive¹ WIS 1 = 1 + 0 + 0
ATTACK 2 TOTAL ATTACK BONUS DAMAGE CRITICAL × Spellcraft INT 11 = 3 + 6 + 2

Dagger +1 1d4 19-20/x2 Spot¹ WIS 3 = 1 + 0 + 2


RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES Survival¹ WIS 1 = 1 + 0 + 0

10 ft 1 lb P/S Medium One-handed Swim¹ STR** 0 = 0 + 0 + 0


Use Rope¹ DEX 2 = 2 + 0 + 0
AMMUNITION
= + +
ATTACK 3 TOTAL ATTACK BONUS DAMAGE CRITICAL
= + +
= + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
= + +
= + +
AMMUNITION
= + +
ATTACK 4 TOTAL ATTACK BONUS DAMAGE CRITICAL = + +
= + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES = + +
= + +
= + +
AMMUNITION
= + +
ATTACK 5 TOTAL ATTACK BONUS DAMAGE CRITICAL
= + +
= + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
= + +
= + +
AMMUNITION
= + +
ATTACK 6 TOTAL ATTACK BONUS DAMAGE CRITICAL = + +
= + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES = + +
= + +
= + +
AMMUNITION
= + +
= + +
= + +
= + +
= + +

1
This skill can be used even if the character has zero skill ranks.
× This skill is a class skills for at least one of your classes.
* Armor check penalty, if any, applies. ** Double the armor check penalty.
SPECIAL ABILITIES
Age of Worms / 6.000 –– RACIAL ABILITIES ––
× Base land speed of 30 feet.
CAMPAIGN EXPERIENCE POINTS
× Bonus Feat: 1st level bonus feat
× Favored Class: Any
GEAR –– CLASS ABILITIES ––
× Proficient with Club, Heavy Crossbow, Light Crossbow, Dagger,
ARMOR/PROTECTIVE ITEM TYPE ARMOR BONUS MAX DEX BONUS
Quarterstaff.
× Familiar: You have called a Rat as a magical companion.
+ Alertness: While the familiar is within arms reach; you gain the Alertness
ACP SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES feat (+2 to Spot & Listen checks).
× Focused Conjurer: You are specialized in the school of Conjuration. You
can prepare three additional Conjuration spell per spell level each per day.
You gain a +2 bonus to Spellcraft checks to learn spells from this school.
SHIELD/PROTECTIVE ITEM ARMOR BONUS WEIGHT CHECK PENALTY SPELL FAILURE Abjuration, Enchantment, Evocation spells are prohibited to you.
–– FEATS ––
× Augment Summoning(PH 89) : Summoned creatures gain +4 Str, +4 Con.
SPECIAL PROPERTIES × Spell Focus(PH 100) (Conjuration) : +1 bonus on save DCs against
specific school of magic.
× Scribe Scroll(PH 99)² : Create magic scrolls.
× Acidic Splatter : Throw orb of acid in place of 2nd level acid spell.
OTHER POSSESSIONS
ITEM Wgt ITEM Wgt

Bolts x 20 2 Dagger 1
Backpack 2 Lightr Crossbow 4
Spellbook 3
Spell component pouch 2
Waterskin 4
Bedroll 5
Flint & Steel -
Ink -
Inkpen -
Lamp, common 1
Scroll case 0,5 Magic Items Equipped by Slot
Rope, Hempen 10 Ring Slot (RH)
Oil 1 (none) (0 GP)
Candles x 10 - Ring Slot (LH)
Parchment sheet x 5 - (none) (0 GP)
Trail rations x 2 2 Hand Slot
(none) (0 GP) 0
Arm Slot
(none) (0 GP) 0
Head Slot
(none) (0 GP) 0
Face Slot
(none) (0 GP) 0
Shoulder Slot
(none) (0 GP) 0
Neck Slot
(none) (0 GP) 0
Body Slot
(none) (0 GP) 0
Torso Slot
(none) (0 GP) 0
Waist Slot
(none) (0 GP) 0
Feet Slot
(none) (0 GP) 0
TOTAL WEIGHT CARRIED 37,5
Character Portrait LANGUAGES

Common 1

Draconic 2

Dwarven 3

Elven 4
CARRYING INFO TURN/REBUKE ATTEMPTS

5
Turning/Rebuking
Times/Day Used
6 Check Modifier
38 76 115
7
LIGHT MED HEAVY
8 LOAD LOAD LOAD
Turning/Re Most Powerful Undead
# of HD Turned/Rebuked
9 buking Affected(Max HD)

2d6
# Up to 0
115 230 575
If your cleric level is double
# 1-3 the HD of the undead or
LIFT LIFT OFF PUSH
# OVER GROUND 4-6 more, the undead are
DRAG
destroyed/commanded
#
MONEY 7-9 rather than turned/rebuked.
Dispelling rebuking/turning
#
PP 10-12 works like turning/rebuking,
GP 4 but you must equal or
# 13-15 exceed the check result of
SP 5 the cleric who
# 16-18
rebuked/turned.
#
CP 19-21
# Art 22+
#
Gems
Other (GP)
#
ADDITIONAL CHARACTER INFO/SPECIAL ABILITIES ADDITIONAL NOTES
Το όνομα του Aranoldo είναι elven όνομα αν και ο ίδιος είναι human. Είναι σύνθετη λέξη από το πρόθεμα ara-
(ευγενής, βασιλικής γενιάς) και την κατάληξη -noldo (σοφός, συλλέκτης γνώσης).
Ο Aranoldo ζει από μωρό με τον μέντορα του, Allustan, αφού εγκαταλείφθηκε στην πόρτα του από τους γονείς
του ως μωρό μέσα σε ένα καλάθι. Μέσα στο καλάθι εκτός από το μωρό υπήρχε ένα σημείωμα που παρακαλούσε
τον Αllustan να κρατήσει και να μεγαλώσει τον Aranoldo, καθώς και ένα πουγκί με αρκετά χρυσά νομίσματα ώστε
να καλύψει τα βασικά έξοδα για φαγητό κτλ ενός παιδιού. Στο πίσω μέρος του σημειώματος ήταν ζωγραφισμένο
ένα σύμβολο που υποτίθεται ότι προστάτευε από την μαγεία σε κουλτούρες που η μαγεία θεωρείται κάτι κακό.

Ο Allustan όντως κράτησε το παιδί και το μεγάλωσε σαν μαθητή του. Την ιστορία του την έμαθε ο Aranoldo στα 12
του, γεγονός που τον γέμισε οργή για τους γονείς του και όλες τις δεισιδαιμονίες που βασανίζουν τον κόσμο. Σαν
statement αμφισβήτησης με τα πρώτα του λεφτά ζήτησε από έναν μεταλλουργό να του φτιάξει ένα μενταγιόν στο
σχήμα του συμβόλου αυτού, το οποίο από τότε φοράει πάντα.

Ως μαθητής του Allustan είχε πάντα μία δίψα για γνώση και μάθηση που εντυπωσίαζε τον δάσκαλό του. Ο
Allustan είπε ότι όποιος του έδωσε το όνομα του ίσως ήξερε κάτι τελικά, ιδέα που ο οργισμένος Aranoldo
απορρίπτει μετά βδελυγμίας. Η ζωή του στην Diamond lake είναι γενικά πολύ ήσυχη αφού ασχολείται βασικά με
την μελέτη και τις σπουδές του. Παρ’ όλα αυτά, μετά από επιμονή του Allustan να δει λίγο τον κόσμο έξω από
τους 4 τοίχους του σπιτιού τους, έπιασε δουλειά στο Feral Dog. Εκεί ο ιδιοκτήτης τον χρησιμοποιεί για να έρχονται
τα επιθυμητά αποτελέσματα στα διάφορα παιχνίδια τζόγου και να παίρνει τα ποσοστά που θέλει από τους
πελάτες. Ουσιαστικά χρησιμοποιεί prestidigitation για να πειράζει λίγο τα ζάρια, message για να ενημερώνει για τα
χαρτιά ενός παίκτη σε άλλον. Ταυτόχρονα χρησιμοποιεί mending για μικροεπισκευές στην ταβέρνα, detect poison
όταν του ζητείται αλλά και detect magic στις κυνομαχίες ώστε να είναι δίκαιοι οι αγώνες, grease για να γίνονται πιο
διασκεδαστικοί κτλ κτλ. Ο ίδιος φυσικά νιώθει ότι το να χρησιμοποιεί τις δυνάμεις του και το weave για να
πλουτίζουν απατεώνες είναι προσβλητικό και ατιμωτικό, αλλά ο Allustan δεν του έχει αφήσει και πολλές επιλογές,
ενώ και το έξτρα εισόδημα που πληρώνεται από τον ιδιοκτήτη του επιτρέπει μία στο τόσο να απολαμβάνει και τις
λίγο πιο πολιτισμένες χαρές της πόλης.
SPELL RANGES
# 3 # 3 # 3 # 3 # 3 # 3 # 3 # 3 # 3 # 3
Wizard SPELL
SAVE DC
13 (14) 14 (15) 15 (16)
CLOSE RANGE
CASTER LVL 3 LEVEL 0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH (25 ft. + 5 ft. / 2 levels)
30 ft.
SPELLS MEDIUM RANGE
PER DAY
3+3 2+3 1+3 (100 ft. + 10 ft. / level)
130 ft.
SPELL SAVE +3 3 # # # # # # # # LONG RANGE
520 ft.
DC MOD Character: Aranoldo (400 ft. + 40 ft. / level)

*Requires LG Spell Access


SPELL LIST
prep spell name school comp cast time range duration save SR description ref
—— 0-Level Spells (Cantrips) ——
Acid Splash con[creation][acid] vs 1sa Close Inst None No Orb deals 1d3 acid damage. ph:196
Detect Magic div vs 1sa 60 ft. [c]->3 min(D) None No Detects spells and magic items within 60 ft. ph:219
Detect Poison div vs 1sa Close Inst None No Detects poison in one creature or object. ph:219
Read Magic div vsf 1sa Personal 30 min Read scrolls and spellbooks. ph:269
Ghost Sound ill[fig] vsm 1sa Close 3 rd(D) Will dis No Figment sounds. ph:235
Disrupt Undead nec vs 1sa Close Inst None Yes Deals 1d6 damage to one undead. ph:223
Touch of Fatigue nec vsm 1sa Touch 3 rd Fort neg Yes Touch attack fatigues target. ph:294
Mage Hand tra vs 1sa Close [c] None No 5-pound telekinesis. ph:249
Mending tra vs 1sa 10 ft. Inst Will neg(h,o) Yes(h,o) Makes minor repairs on an object. ph:253
Open/Close tra vsf 1sa Close Inst Will neg(o) Yes(o) Opens or closes small or light things. ph:258
Message tra[lang] vsf 1sa Med 30 min None No Whispered conversation at distance. ph:253
Arcane Mark uni vs 1sa 0 ft. Perm None No Inscribes a personal rune (visible or invisible). ph:201
Prestidigitation uni vs 1sa 10 ft. 1 hr see text No Performs minor tricks. ph:264
—— 1st-Level Spells ——
Grease con[creation] vsm 1sa Close 3 rd(D) see text No Makes 10-ft. square or one object slippery. ph:237
Mage Armor con[creation][force] vsf 1sa Touch 3 hr(D) Will neg(h) No Gives subject +4 armor bonus. ph:249
Summon Monster I con[summon]* vsf/df 1r Close 3 rd(D) None No Calls extraplanar creature to fight for you. ph:285
Detect Undead div vsm/df 1sa 60 ft. [c]->3 min(D) None No Reveals undead within 60 ft. ph:220
Color Spray ill[patt][mind] vsm 1sa 15 ft. Inst* Will neg Yes Knocks unconscious, blinds, and/or stuns creatures in a 15 ft. cone. ph:210
Reduce Person tra vsm 1r Close 3 min(D) Fort neg Yes Humanoid creature halves in size. ph:269
Identify div vsm/df 1 hr Touch Inst None No Determines properties of magic item. ph:243
Ray of Enfeeblement nec vs 1sa Close 3 min None Yes Ray imposes a Str penalty 1d6 +1. ph:269
—— 2nd-Level Spells ——
Melf's Acid Arrow con[creation][acid] vsmf 1sa Long 2 rd None No Ranged touch attack; 2d4 damage each rd ph:253
Web con[creation] vsm 1sa Med 30 min(D) Ref neg* No Fills 20-ft.-radius spread with sticky spider webs. ph:301

Page 1 of 1
Jacob Vassilis
FAMILIAR NAME PLAYER

Familiar Rat Neutral


RACE ALIGNMENT
3 Tiny
LEVEL SIZE AGE GENDER HEIGHT WEIGHT EYES HAIR/SKIN
FAMILIAR RECORD SHEET
ABILITY ABILITY TEMP. TEMP.
TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED
ABILITY NAME SCORE MODIFIE SCORE MODIFIE

STR 2 –4 HP 6 15 ft., climb 15 ft., swim 15 ft.


STRENGTH HIT POINTS

DEX AC
DEXTERITY
15 +2 ARMOR CLASS
16 = 10 + +0 + +0 + +2 + +2 + +2 + +
TOTAL ARMOR SHIELD DEX SIZE NATURAL DEFLECT MISC MOD ARMOR DAMAGE REDUCTION
BONUS BONUS MODIFIE MODIFIE ARMOR MOD CHECK
CON 10 +0 PENALTY
CONSTITUTION

TOUCH 14 FLAT-FOOTED 14 SKILLS


INT 7 –2 ARMOR CLASS ARMOR CLASS KEY SKILL ABILITY MISC.
SKILL NAME RANKS
INTELLIGENCE ABILITY MODIFIER MODIFIER MODIFIER

WIS 12 +1 Appraise¹ INT –2 = -2 + 0 +


WISDOM INITIATIVE +2 = +2 + +0
MODIFIER Balance¹ DEX* +10 = 2 + 0 + 8
DEX MISC.
CHA 2 –4
TOTAL
MODIFIE MODIFIE
Bluff¹ CHA –4 = -4 + 0 + 0
CHARISMA
Climb¹ DEX* +12 = 2 + 2 + 8
BASE ABILITY MISC.
SAVING THROWS TOTAL SAVE MODIFIE MODIFIE SPECIAL ABILITIES/FEATS Concentration¹ CON +6 = 0 + 6 +
FORTITUDE +1 = +1 + +0 + Craft skills…¹ INT –2 = -2 + 0 +
(CONSTITUTION)
Improved evasion Share spells Diplomacy¹ CHA –4 = -4 + 0 + 0
REFLEX +3 = +1 + +2 + Empathic link Deliver touch spells Disguise¹ CHA –4 = -4 + 0 + 0
(DEXTERITY)
Weapon Finesse Scent Escape Artist¹ DEX* +2 = 2 + 0 +
WILL +4 = +3 + +1 + Forgery¹ INT –2 = -2 + 0 +
(WISDOM)
Gather Information¹ CHA –4 = -4 + 0 +

SPELL
Heal¹ WIS +1 = 1 + 0 +
BASE ATTACK BONUS Hide¹ DEX* +14 = 2 + 0 + 12
RESISTANCE
ARCANE SPELL
Intimidate¹ CHA –4 = -4 + 0 + 0
FAILURE *
+2 Jump¹ STR* –10 = -4 + 0 + -6
Knowledge (arcana) INT +4 = -2 + 6 +
GRAPPLE –10 = +2 + –4 + –8
MODIFIIER Knowledge (arch & eng) INT –1 = -2 + 1 +
BASE STR SIZE
TOTAL ATTACK MODIFIE MODIFIE Knowledge (dungeoneering) INT +0 = -2 + 2 +

BASE ATTACK BONUS


STR SIZE Knowledge (history) INT –1 = -2 + 1 +
TOTAL MODIFIE MODIFIER
Knowledge (nature) INT +0 = -2 + 2 +
MELEE +6 = 2 + +2 + +2
ATTACK BONUS Knowledge (religion) INT +4 = -2 + 6 +
Knowledge (the planes) INT +4 = -2 + 6 +
RANGED +6 = 2 + +2 + +2
ATTACK BONUS Listen¹ WIS +1 = 1 + 0 + 0
BASE ATTACK BONUS DEX SIZE
TOTAL
MODIFIE MODIFIER
Move Silently¹ DEX* +10 = 2 + 4 + 4
Perform skills ...¹ CHA –4 = -4 + 0 +
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL
Ride¹ DEX +2 = 2 + 0 +
Bite +6 1d6-4 x2 Search¹ INT –2 = -2 + 0 + 0
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
Sense Motive¹ WIS +1 = 1 + 0 + 0
P/B/S T Spellcraft INT +4 = -2 + 6 + 0
Spot¹ WIS +1 = 1 + 0 + 0
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL
Survival¹ WIS +1 = 1 + 0 + 0
Swim¹ DEX* +10 = 2 + 0 + 8
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
Use Rope¹ DEX +2 = 2 + 0 +
= + +
= + +
WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL
= + +
= + +
RANGE WEIGHT TYPE SIZE SPECIAL PROPERTIES
= + +
= + +
= + +
ARMOR/PROTECTIVE ITEM TYPE ARMOR BONUS MAX DEX BONUS
= + +
= + +
CHECK PENALTY SPELL FAILURE SPEED WEIGHT SPECIAL PROPERTIES
= + +
= + +
= + +
SHIELD/PROTECTIVE ITEM SHIELD BONUS WEIGHT CHECK PENALTY SPELL FAILURE
= + +
= + +
SPECIAL PROPERTIES
= + +
= + +
= + +
AMMUNITION GEAR = + +
 DESCRIPTION WT.
 = + +

 = + +

 = + +
= + +
0–3 4–6 7–10
= + +
LIGHT LOAD MEDIUM LOAD HEAVY LOAD
= + +
7–10 20 50 Skills marked with ¹ can be used normally even if the familiar has zero (0) skill ranks.
* ARMOR CHECK PENALTY applies. ** Twice ARMOR CHECK PENALTY applies.
LIFT OVER HEAD LIFT OFF GROUND PUSH OR DRAG TOTAL WEIGHT CARRIED Some skills may not be usable by the familiar. Check with your DM when in question.
Session 1
As seen by Aranoldo

The day started like any other in this gods forsaken town. I woke up, read up on my spells from
my spellbook, wondered why in the 9 hells Allustan has chosen to stay in this place where
nothing ever happens and nothing can be learned and then went about my usual morning
chores. I had been working for almost a year now in the Feral Dog hoping to learn something
interesting with no success whatsoever. Well unless you count learning how a drunken punch
feels in every inch of my body. I had learned that much pretty well by now. After finishing with
my chores, I went to the library and picked up a book on summoning magic to at least read
about something interesting until my evening shift at the Dog. After a couple of hours, Allustan
walked in the library wanting to talk to me, and from that moment one my boring life was finally
over.

Allustan told me he had been writing an encyclopedia and that he needed some information that
could only be found in the whispering cairns outside the town. He told me to stop wasting my
time in the Dog, and I had to reluctantly agree that it was a complete waste of time, and that it
was finally time for me to start adventuring. He insisted that this was the best way to learn and
that it certainly made him who he was, before going off in a tangent about his adventuring days.
In any case, he tasked me to find a group of 4 others and meet him the next day at the
abandoned mine near the old observatory so that he could judge my choices and give us the
details on the actual task.

I knew immediately that this was it. A way out of this infernal boredom. I immediately started
thinking of a plan. The cairns were supposed to be very dangerous so we would definitely need
someone with skill in weapons as well as a cleric to make sure we make it out in one piece, so I
thought of Father Arcadius. He has always been a weird one, with his love for the sun and all,
but maybe he was just the right kind of weird to be persuaded to help in this endeavor. I found
him resting in the sun as per usual and pitched the idea to him. He gladly accepted and
promised to try and find some others as well. I then thought of a couple of interesting characters
that were to be found in the Dog. Father Augustus, always keen on helping the city should be
easily convinced and Bjorn, a massive brute of a man who seemed to be more than capable in
a fight, would be perfect for our group of merry fellows. I spent the rest of the day studying and
thinking about the excitement to come, until nightfall when I made my way to the Feral Dog. I
immediately let the proprietor know that I would quit and proceeded to find first Bjorn and then
Augusts, took them up to an empty room (too many ears in the common room), and told them
about the expedition. They both agreed, so if Arcadius brought one person we would be ok. I
had a couple of beers with Augustus and then off to bed.
The next day we met outside the house as arranged. Arcadius had indeed brought an extra
man, who he introduced as Kas. He had a silent hunter air about him, which seemed to be just
what we needed so I happily led the group to the abandoned mine. Once we arrived we found
Allustan in a small abandoned house waiting for us. He proceeded to look at my companions
and congratulated me on my choices. Good start I guess, let's hope the rest of the mission goes
as well. He then told us about the cairns. Apparently thousands of years ago there was a war
between beings from the elemental plane of air and demons. They fought and brought
destruction to the land for many years, until the war was ended with the use of a powerful
artifact, a rod. The rod was too powerful to be allowed to be wielded by anyone so it was broken
up into 7 pieces and hidden away. The cairns were said to be the gravesite of one of the air
elemental lords and to contain secrets and writing in their language that would be useful to
Allustan and his encyclopedia. Our mission was to go in and explore them, bringing back any
information we found. Can you imagine? I was being sent to retrieve ancient knowledge!!! As if
that wasn’t enough of a reward, Allustan would buy our discoveries from us, meaning we would
be paid quite handsomely. And that’s not all, if successful we would be given the deed to the
house we were in, to rebuild and use as a base of sorts for future missions! All in all this was
perfect, so we set out immediately.

After about 3 hours journey, we arrived at the entrance of the cairns. We found it partially
blocked, but nothing that a few pairs of strong arms couldn’t take care of. Kas noticed some wolf
tracks leading towards the entrance so we knew that we would expect trouble, but I felt quite
confident that we could take care of a few wolves so we started walking towards the entrance.
Once inside it didn’t take long for things to get interesting. The walls were covered with weird
drawings, and soon we came upon a broken statue which I suspect was part of an ancient
portal if I read the glyphs carved on it correctly (and I did). I hurriedly copied them on a
parchment sheet to examine more carefully at home. We unfortunately also found an old bedroll
which I suspect belonged to a town girl who had gone missing some years ago. If so, I’m afraid
she won’t be coming back, but in any case the poor parents must be told. Moving further in, we
finally found the wolves. 2 malnourished females and a massive alpha immediately attacked us.
After a rather difficult fight, we managed to overcome them. I must say that Bjorn took a beating
that I don’t think any of us would have survived so I was sure glad he was with us, even if he
does fall prone rather easily. We then proceeded to see yet another very interesting painting
showing a room with 7 lanterns in the colours of the rainbow, all shedding their light towards the
centre. I copied it down on my parchment as well as it might be important. On the other side of
the chamber, in the wolves den we actually found one of the lanterns shown in the painting,
together with a finger broken off from some stone statue.

The road ahead was blocked by an insane amount of spiderwebs (the look of which I did not like
one bit) but they were easily cut and we cautiously moved to what looked like the end of the
tomb. A massive sarcophagus with a statue lying down on top (and missing a finger) was in the
centre of the room and at the ends of 7 corridors were set lanterns, like the one we had. There
were 5 in the room and we had one, which means the 7th one, the red, was missing
somewhere. In the green lantern was our first truly magnificent find. An everburning torch that
gives light without any fire! There were a number of worrying signs in the room, such as a pile of
bones, a whole skeleton that seemed to have fallen from somewhere high up etc, but we were
there on a mission. We had to search the whole place. So we did the only logical thing to do.
We climbed up to the only place where there seemed to be a passage (right above the skeleton
of course). At the end of the passage was a stone face which was really not happy to see us. As
soon as we approached it, a trap went off paralyzing us and wind pushed us back to fall over.
Most of us dealt with it with no issues but overall the less said about this particular episode the
better.

Having nothing else to do, we finally turned ourselves to the sarcophagus. It seemed to have an
arrow on one side and to be able to turn clockwise. We lit all the lanterns and turned it towards
the next lantern. A few moments later a small cylindrical metal tube popped out of the floor. It
looked like a lift of some sort, but could only fit one person. We decided to continue turning the
sarcophagus to see what we get from the other lanterns, and to return to that one if necessary.
Turning it to the next one, the ground trembled, an identical cylinder appeared, but the floor
could not take the strain and it collapsed, leaving a hole which swallowed the lift. A buzzing
such as the one that insects make filled the room, and out of the hole climbed a swarm of
insects as well as a massive spider-like monster coming at us with murderous intent….

Session 2
As seen by Kas

When the spider-like creature emerged from the hole, turning the tomb towards the green
lantern seemed such a bad idea. It was moving really fast, but Bjorn was able to strike a well
placed blow (maybe he isn't that bad after all), and gave me the opportunity that I needed to end
it. I pierced it with my sword and put its miserable existence to an end.

I raised my head to look for the others and a swarm of insects was all over Arcadius. Bjorn
thought (i'm not so sure about that), that trying to burn the beatles was a good idea…Arcadius
and a few beatles were on fire…Augustus stepped in and the beatles seemed a worthy
opponent for both of them. Hearing Aranoldo say that these insects spot their prey from ground
vibrations I filled my backpack and I tried to distract the swarm by throwing it near them, and
when that did not work I tried to lure them away from Arcadius who was struggling. Bad, bad,
bad idea…. I don't know which one hurt the most, the acid from the beatles or Bjorn burning me
with the torch… I'm not proud of vomiting around after the beating but at least I did not fall… (I
must remember to thank Father Augustus, who by the way is awesome with the flail).

So after spending some time licking our wounds, we went down the tunnel (yes the one that the
beatles came through!!!). We fought against some beatles and we found a few useful things, by
the way Bjorn took a beating again, I'm starting to think that he likes it. Having two clerics with
us comes very handy… After exploring this part of the dungeon we found that a great part of it
was submerged. I think that we rested sometime, I'm not sure, as I was still nauseated.
Bringing a wizard to a submerged tunnel was fun…I admire his intellect, but what was all that
fuss about his book?

What happened at that bottomless pool, I still can't explain. I saw water attacking me, I saw a
horrifying undead creature and then I saw light, or to be precise I saw Arcadius’ light. He
somehow managed to destroy them, with light, his light.

The next hours were really painful for me. Going through the tunnel that we had previously been
blown off, we found out that the passage was not blocked and a single beam was separating us
from a closed door. The beam was hanging above a pool of steel balls. I tied myself to the beam
and I tried to cross it. It was obviously a trap, I knew it, but I couldn't help it. A few hits from
some steel balls wasn't gonna stop me but the sealed door would. Then I heard someone
mocking me, some kind of an undead spirit. He proposed a deal to us, he wanted his bones to
be safely buried with his family and in return he would open the door for us. The catch was that
his bones were inside the pool, we braced ourselves for a fight and by magic means Bjorn was
enlarged, as if he isn't already big enough… Augustus and Arcadius were trying to enhance the
oversized Bjorn and Aranoldo summoned a badger. Bjorn then got furious at the snake-like
creature. The Grick, as we later found out, managed to throw Bjorn to the ground but finally we
were victorious. We took the bones of Alastor with us and we explored the last part of this
dungeon. As if one elemental wasn't enough we fought another one, this time it was an earth
elemental, which Aranoldo said was some kind of an evil prince.

PS 1 I should not make fun of Bjorn. He may beat the hell out of me.

PS 2 If there is a chance to leave Diamond Lake and be a hero, this chance lies only with this
party.

PS 3 Delete the first PS

Session 3
As seen by Father Augustus Wagner

Another day of trying to keep a written record of all the unthinkable things I have already and will
continue to encounter on this weird adventure. It's been quite a journey in this cursed cave, and
I don’t know what is having more of a toll on me, having to fight off deadly creatures and undead
monsters, or having to do it with a cleric of Pelor by my side... Ya Scheisse! I need a drink!

Our journey through this whispering cairn had come to a halt after we found the bones of a
young child whose spirit had been restless for a while, may St. Cuthbert bless his soul. We
finally exited the cave, although our task was far from complete. We could not move forward
however until we had reunited the poor bones of the restless child with the bones of his family,
only then could we complete our assignment, and only then could his soul rest. We ventured
forth towards the farm where a proud family of locals once lived, the place where a happy family
had made their hearth; yet what we encountered was far from holy. Five tombstones with the
names of those who had passed we found, five symbols of the cause of their demise,
pestilence, is what we saw…and five…five empty graves...graves that were dug by vile men,
graves that were robbed from the one things left of these poor bastards on this earth, their
bones. ABSCHAUM! What unholy creature disturbed the dead in such a manner...I spit on them
in disgust!

We try to investigate what had happened, and thankfully Herr Kas has the eyes of a hawk. We
find the tracks of the perpetrators leading back to Diamond Lake; but before we follow them, our
curious nature gets the best of us, and we turn to look inside the now broken-down hut that
once belonged to this poor family of farmers. Inside we find an injured being not local to these
parts, an Owlbear. Its condition is terrible, and behind it, we can see the corpses of what we can
only assume was once its family. Although it pounces to attack us, we treat it with grace, or at
least some of us do and end its suffering as painlessly as we can. Yet before we can leave the
site, a small Owlbear cub emerges and latches onto us. Its huge, cute eyes are hard to resist,
we couldn't just leave it there to die...another stray that joins our little party, just like the rest of
us I assume. Thus, with our patience wearing thin, a bag full of bones, and with a new
companion, we head to find those that had butchered the poor creatures and violated the
graves.

A severed hand with a distinct tattoo was found within the old hut, most likely cut off from the
graverobbers by one of the poor Owlbears. We have a lead...we know where to look. The tattoo
belongs to all the miners that worked for an old employer that lived in these parts, Garavin
Vesst. The prick, however, had died last year, and now all those workers work for another prick,
Balabar Smenk. We look around the town to gather some more information but all roads lead to
the one place we know we can find any piece of shit that lives in this shithole, the Feral Dog inn.
Alas, I can finally have that well-deserved drink…

The man we were looking for was Kullen, and his group of heathen goons: Rastofan, Todrick, a
broke wizard named Merovin Bask, and a rogue named Skats who turned out to be our dead
friend with the missing hand. As always, the scum sat around their usual table drinking, eating,
gambling, and thinking about the next thing they're going to fuck. I'm no hypocrite, I do those
things as well, may St. Cuthbert forgive me, but at least I repent for my sins in the morning... or
at least I try. After deliberation, we decided to talk to the wizard of the group, Merovin. We had
heard that he had money problems and we decided to buy the information from him. It wasn't
hard, this type of man has loyalty to nothing and no one. The weasel told us about a strange
man called Filge that was living and working in the old, abandoned observatory. Apparently, he
was the man that hired them to dig graves, steal bones and bring them back to his new "home".
Before trotting off, we were warned not to investigate even further, for our own good...my
hand...shaking with a desire to slap some sense into all of these bastards; but I keep my
composure, and just drink the night away. The next morning, we head towards the old
observatory to greet our new neighbor...to...to ask for some sugar perhaps. No reasons we
cannot act cordially, after all, manners maketh man. We knock on the door but to no avail, and
finally, while the brains of the party are trying to find the solution, our big friendly giant Bjørn just
kicked down the door...I would expect nothing less from our BFG. Inside, we are greeted with a
very inhospitable welcome, a handful of reanimated skeletorial beings with crossbows and bolts.
Arcadius quickly disposes of them with the power of his Sun God, mmm, is a bit too flashy for
my taste but I cannot deny, he does his part. Pelor, pff, what an Angeben!

As we venture forth into the stronghold, we find a series of peculiar and unexplainable things.
On the ground floor, we find a dinner set with 10 chairs and 9 corpses sitting around the wooden
table, and although they seem to be enjoying their meal quietly and peacefully, it is clear that
something strange is afoot. The corpses seem to be in different decomposition stages and a foul
stench exists in the air. The food is fresh, and the wine is good, but we can take no risks with
the undead, and our trusty brute Bjørn gives them a quick clean death, just to be sure…it is a
mercy. On the second floor, we find an abundance of different and strange items that give away
the foulness of the creature we are about to encounter. We find a large statue with wings and
the name Filge on it, a book of old literature, a severed head on a platter with a coin in its
mouth, and a lot more. The carpet is the skin of a Lamashu and the desk is covered with scrolls
of spells, bottles of Necroturjons (of milk blue, deep red, white with black residue and yellow
colors), odd ciphers, and a letter. The third floor is where the fun began. We encounter a room
with 4 mirrors, a telescope, 4 tanks filled with troglodyte zombies, and an unholy, large undead
beast. And there, in the middle of it all, we see the man of the hour, Filge. He is in the midst of
some unholy experimentation and a corpse with an open chest lies in front of him while his
skeletal bodyguard sits close. It's time to show him what happens to those that defy the will of
the Gods…my body… shaking with excitement…

We beat him into submission quite quickly, and despite my desperate want to destroy him, I
listen to my companions, and we reach an agreement…we need the information. We listen to
him carefully as he spoke of an Age of Worms, where darkness and evil spread throughout the
world…an apocalypse. He spoke of Ebon Triad, an evil cult that worships the unification of three
evil gods: Hextor: Brother of Heironeous, Scourge of Battle, Champion of Evil, Herald of Hell,
Vecna: The Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the
Whispered One, the Dying King, the Lord of the Rotted Tower, the Undying King, and Erythnul:
The Many; God of Hate, Envy, Malice, Panic, Ugliness, and Slaughter. I have never heard of
such filth before…such blasphemy. I am shocked to my core. They deserve to perish...if they
even exist. He spoke of Spawns of Kyuss and other vile concepts of things that may come to
pass. I tremble even at the thought. He spoke of Balabar asking him to come back here from the
city to look into a cult that exists underneath our city, where weird things are happening, where
undead worms can be found, worms that can turn anyone into an undead creature. Oh, mein
Gott! I sincerely hope there is no truth to this and that he was simply talking out of his ass.

We have no time to think about this now, we must first finish our mission. We return to the
whispering cairns, now having come through with our promise to the restless spirit; and lo and
behold, the final door opens at our feet. Inside the final chamber, we find a giant ring-shaped
room with a pillar of air in the center while paintings decorate the walls of the room. Yet before
we can appreciate the magnificence of what lays before us, two creatures of wind come forth
from the pillar, empty pieces of armor they are, ferocious creatures…and yet…no match for the
glory of St. Cuthbert. As we reach the end of our journey, we ascend through the pillar of air,
right into the final room. Inside, we find the real sarcophagus, the holy grail of our quest. On it,
paintings of two figures, one being the wind warrior, one being its nemesis, a dark creature with
a mechanism in its hand, a mechanism that is slowly destroying the warrior…there it is…the
Sphere of Annihilation and the Talisman of the Sphere. As we get close the figure seems to look
at us directly as he asks Arcadius to speak his name. We loudly speak his name and his eyes
glow blue…the tomb opens wide…what a sight to behold. Inside the tomb, we find a silver
magical circlet with the glyph of Zosiel, the horns of the creature that killed the wind warrior, and
finally, a box with unknown markings covered with melted metal to keep it sealed. What a
journey this has been…what is yet to come…I am frightened…yet excited…I…don’t know what
to feel at this point, I must wait to see what comes next.

May St. Cuthbert help me…

Möge Gott mich segnen…

I…I need a drink…

Session 4
As seen by Arcadius

So, we somehow got a house. A run down, ruined house, but a house nonetheless. We may
want to make it a home at some point.

Having dealt with those windy creatures in the tomb, we went back to Allustan to give him the
items we've found, and see if he had any more information for us, especially about the
allegations Filge made about a cult under the mines. We were told there seems to be an ancient
temple underneath the Dourstone mines, which is most likely where those cultists reside.

Returning to our house (note to self, hire some people to clear the yard and start repairs, priority
the outhouse and the doors) we found out that we had some visitors. While most people would
just leave if they saw we weren't there, our visitors decided to leave a calling card, pinned on the
door with a knife. They also decided to take the little owlbear with them, hoping to draw us out.
The calling card was signed "S", which seems to be Smenk. I don't know about my companions,
but I think taking stuff from another's residence to be in bad taste.

Visiting Smenk, he confessed to "abducting" our owlbear, hoping that would force us to do his
dirty work for him. He claimed that Ragnolin had brought the cultists to Diamond Lake, and that
he was forced to provide supplies for those cultists. He claimed that his right hand man
(Smenk's, not Ragnolin's) was killed when he refused to supply them. He offered to send us in
with the next supply run, but we'd have to be branded to do so. Since that brand would mark us
as Smenk's property, we refused. If I'm someone's, that someone is Pelor.

Lacking Smenk's assistance, we decided to scout out the mine a bit. After a day in the sun, we
saw that the guard seems to have been increased a bit, though unsure if that is due to the cult
activity or something unrelated. So a couple of my companions decided to go do a couple of
shifts in the mines and see if they can find more information. We hung back and waited for their
report. This gave me the chance to find a few laborers to clear the house's yard, now it does
resemble a place one can sit and bask in the sun's glory.

When our companions returned, they told us they found a blocked passage further in the mine,
that only the guards were allowed to go through. They also said that the miners had a camp of
some sort outside, and people did bring their various possessions with them, which made
smuggling our weapons and armor into the mines a bit easier. So we decided to go to the mines
all together and see what we could find. Since we needed a cart, I also arranged for some
carpenters to repair the outhouse. I'm sure some people would prefer to do like a bear and use
the woods, but some others may want to act like they're civilized.

The next day we all reported in the mines to work, and with a last fond look at the sun we
moved underground. The work was hard (some may call it backbreaking), but we bided our time
until the evening, when we donned our armor and moved to the blocked passageway. With the
help of some tools that were lying around, we opened up the passage and we found a platform
that would take us to the lower levels, though I'm not sure if it was built to handle all of us at
once. We did make it safely, if a bit noisy, to the bottom, where two tieflings awaited us with
drawn weapons.

Despite being followers of Hextor, they didn't seem all that inclined to talk to us, or it may be that
my more bloodthirsty companions dispatched them before they could hail us. Looking through
their pockets, we found some keys that would unlock a door with a fist holding arrows on it. The
other possible ways that we left for later were a door with a hand holding an eye and a door with
a drop of blood on it. That does seem to track with who the other cultists are worshiping.

Having the keys to open a door doesn't necessarily mean you won't be challenged entering it,
as we found out when some skeletons with bells on them were animated as soon as we entered
that wing. The Holy Light of Pelor sent those poor souls to their final rest, but not before they
made a ton of noise and alerted the rest of the inhabitants. Said inhabitants included a lot of
Diamond Lake residents, and I was surprised at how those poor souls may have turned to
worshiping such an evil deity as Hextor. They did seem to want to avoid us and move further in,
probably looking for reinforcements to deal with us. We tried to knock them out instead of killing
them outright, but I'm not sure how successful we were. Especially since two more tieflings
arrived at our flank and distracted us, allowing the villagers to release a wild boar that tried to
trample us under its hoofs like we were no more than mushrooms it would eat.
The battle was tough, but with the help of Pelor and St. Cuthbert, we managed to prevail,
though we'll certainly be bruised tomorrow. The villagers seem to have retreated to the main
temple, and we're going to go in there and see what we'll find. It is most likely a trap, but Pelor is
with me, and I feel confident going in. I do hope we won't make any hasty moves though and
see what the situation is before hostilities begin.

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