Flaw: Anger - getting angry if a person does not want to see the pattern
Quirk: Diplomatic - he considers as many point of views as possible
Quirk: Focused mind - as soon as his mind is focussed on one subjects he wants to get rid of all occurring distractions as soon as possible
Quirk: Stoic - know about the pattern being webbed by Pharasma
Goal: find his elfish father/mother
Johenric is an Half-elf who grew up as an orphan among the clerics of Pharasma in Gravecharge. Close to the place where he has been found an orc raid has invaded Ustalav to pillage a village. Being alone he began to study the art of divination at the University of Leipstadt with the help of the church, with the goal to gain knowledge and to explore the reality beyond the spaces of everyday life. His stay in Gravecharge included the service to the bureaucracy of death. At one day while he has cleaned up the archive he found a necrology and a protocol of a village being raided by orcs 20 years ago. A passage stated a wounded elf has been found in the middle of the village. His farther or his mother, are both alive? From now own he uses his magic to find his lost parents...
Being taught by the neutral Pharasma philosophy, he understands that everything can be approached from different angles. Though Johenric nature is stoic and enigmatic, he is at the same time diplomatic and fair.
Johenric has been adopted by the people of the road in Vieland. Close to the place where he has been found a orc raid has invaded Ustalav to pillage a village. During his childhood he has been fascinated by the Fortune Tellers and they interpret the prophecies of the godness Desna. When he has reached the age of 12 his magical talent became manifested: he could foresight the near future. At this point his "guardian" Barosso decided to introduce Johenric to the church of Pharasma.
Wails regularly echo through the eastern wing of Gravecharge, Pharasma's cathedral in the university city of Lepidstadt. Yet such aren't the breathless screams of the dead that so often ring through the corners of Ustalav, but rather the cries of life. Since its construction, Gravecharge has maintained a clean and well-supervised hospice for sick and orphaned youths. Just as the goddess Pharasma concerns herself with the transition of life to death, so does she cherish even the most tragic lives.
There Johenric has been taught to develop his magical divination talent. Being taught by the neutral pharasma philosophy, he understands that everything can be approached from different angles. Although his understanding of predicting the future is somehow different than those predictions made by the female fortune teller or by the clerics of Desna, it was interesting to see that sometimes the disciplines came up to the same result, but the argumentation was different. Diversity on individual level has multiple advantages: it ensures robustness and emergence in a society. It was according to the doctrines of the people of the road: Diversity is the key. You never know where and when the next epiphany is close to hand.
Although he had a good life, he was different than the others and there have been situations when the people of the road have bullied him because of his heritage or his behavior. But instead of fighting fire with fire, he has learned and adapted. He did learn to recognize those situations early and developed ways not to react to the cause of the conflict, but to use this energy for his own creativity. In order to be respected in the community he exchanged his services with the other people of the road. Although he is not the one to pick a fight, and he would rather leave than get involved in one - but if there's no choice, Johenric will hit hard and fast to end.
Johenric wants to find new paths and to explore the magic by using different views. Therefore Johenric is adept at seeing both sides of issues, and has no problem articulating or even ardently supporting conflicting beliefs. Combined with the fact, that he beliefs in case it is not possible that everybody takes their own decision the expert of an issue should finally decide, has somehow vexed the (young) people around him. According to his understanding each being has to follow his own path; however if somebody wants to understand his perception or the points of views he has discovered he welcomes this open mind. His attitude to understand the world and by switching between multiple point of views is rarely valued, especially by the people of the road who understood values as an expression of emotions or attitudes rather than relative reference in the world. However he has the intention to evaluate every conclusion. Every conclusion must help to see why an analysis and information matters.
After he has finalized his study, he moderated conflicts between the people in Leipstadt.
This has been recognized by a member of the Vieland council, and so he started to work as a intermediator on behalf of the Landowner.
His stay in Gravecharge included the service to the bureaucracy of death. At one day while he has cleaned up the archive he found a necrology and a protocol of a village being raided by orcs 20 years ago. A passage stated a wounded elf has been found in the middle of the village, but the entry did not mention the gender. His farther or his mother, are both alive? From now own he uses his magic to find his lost parents...
- Stoic and phlegmatic
- Values Knowledge and Magic; on the other hand he despise those who are dim-witted or who do not respect knowledge and magic
- His goal is to explore reality and move beyond the spaces of everyday life
- In order to achieve his own goals and being valued in the community he has learned to sell his service
- Everything has at least two sides of a coin. Some have more.
- He is diplomatic and fair as well as enigmatic and aloof
- He looks far beyond the immediate situation
- All Contributions are check by him (1) So what? 2) Why should anybody care?)
- He treats everybody with respect and honesty, unless he discovers a person with evil intentions
- The present is exactly how it should be. The past has lead us to this point (Pharasma)
- "Diplomacy is the art to ensure that everybody believes they got more as they deserved."
- The elven friend advices:if you wait and reconsider, you might See a different viewpoint
- Outside interference never achieve a positive long-term result
- Invisibility: I find it makes conversations with armed men more pleasant. I am not here to fight you.
She believes in fate and predestination but understands the need for vagueness and misinterpretation to allow for the illusion of free will.
8 LVL DICE MISSING --> Familiar
HP:(HD 8d6+24const+8FavoredClass)tot hp 66 current hp 66
AC: (10 +0armor +0dex +0shield)tot10 FF10 touch10
CMB:(bab+4 str+1 size+0)tot +5
CMD:(bab+4 str+1 size+0 dex+0 +10)tot 15
Fortitude save: (base+2 stat+2 Cloak+1) tot+5
Reflex save: (base+2 stat+0 Cloak+1) tot+3
Will save: (base+6 stat+0 Cloak+1) tot+7 (+9 against Enchantment)
Speed: 30ft actual 30ft
AC 22, touch 15, flat-footed 19 (+3 Dex, +3 natural, +2 size + 4 Nat. Armor Familiar Lvl 8)
hp 1/2 of Wizard tot 33 current 33 (LVL 8 Hit Dice Update)
Fort +2, Ref +3, Will +4
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 9 (lvl 7), Wis 10, Cha 2
Base Atk +2; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Base Saving Throw as Master
Alertness, improved evasion, share spells, empathic link
Deliver touch spells
Speak with master
Speak with animals of its kind
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result.
Benefit: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Ease of Faith
Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. (Ease of Faith)
Benefit: You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.
Favored Class: Wizard
Favored Class Bonus:
+1 HP: lvl 1, 2, 3, 4, 5, 6, 7, 8
Half-Elf Racial Traits
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Johenric to max out stealth and UMD so that the familiar has these skill ranks
Appraise (4 Int + 1 Rank + 3 Class)
Bluff (3 Cha + 0 Rank)
Craft Alchemy (3 Int + 1 Rank + 3 Class) --> Alchemist Fire for Mephit
Diplomacy (3 Cha + 8 Rank + 3 Class + 1 Trait Bonus + 3 Skill Focus)
Escape Artist (0 Dex + 0 Rank)
Fly (0 Dex + 1 Rank + 3 Class)
Knowledge Arcana (4 Int + 4 Rank + 3 Class)
Knowledge Dungeoneering (4 Int + 1 Rank + 3 Class)
Knowledge Engineering (4 Int + 1 Rank + 3 Class)
Knowledge Geography (4 Int + 1 Rank + 3 Class)
Knowledge History (4 Int + 1 Rank + 3 Class)
Knowledge Local (4 Int + 1 Rank + 3 Class)
Knowledge Nature (4 Int + 1 Rank + 3 Class)
Knowledge Nobility (4 Int + 1 Rank + 3 Class)
Knowledge Planes (4 Int + 1 Rank + 3 Class)
Knowledge Religion (4 Int + 1 Rank + 3 Class)
Linguistics (4 Int + 2 Rank + 3 Class)
Perception (0 Wis + 4 Rank + 2 Half-Elf + [2 Altertness])
Stealth (0 Dex + 2 Rank) --> Mephit has Stealth 12 (= 3 Class + 2 Dex + 4 Small + 3 Stealth)
Spellcraft (4 Int + 8 Rank + 3 Class)
Use Magic Device (3 Cha + 8 Rank + 1 Trait + 3 Class)
Sense Motive (0 Wis + 0 Rank + [2 Alertness])
Arcane Bond: Familar
Arcane School: Divination (Opposite: Necromancy and Enchantment)
Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Associated School: Divination.
Replacement Powers: The following school powers replace the diviner's fortune and scrying adept powers of the divination school.
Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
=> Concentration CHECKS
=> Overcome Spell Resistence
=> Saving Throws in Surprise Rounds
Foretell (Su): At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
The birth of the ragman (...when suddenly a cloaked man crouches next to him. He hands him a small leather-bound book and a serrated knife.) - You remember that in the prophecy connected to the Heptagon, two angels - trumpet archons?! played a major role. One was a sinister creature of darkness, the other a valiant defender of light...you should check the book again.
Aramis de Voisseur - what is known about the family using a red lion in front of a white background.
Academy in Karcau: The ward is a blasting ward. If the door is opened by someone who does not know a certain safe word, it will most likely scorch the opening person. A dispel magic could surely break the ward, though. (Malkaznor)
- two magical items: closet and an enchanted painting: You heard of a small village, lying in the shadow of a castle in the fringe of the Kronstein Ridge. It's called Jarovicha and is the home demesne of the Jarovich family - this could be the region portrayed in the painting.
- The black oval is cold to the touch and somewhat soft - as you press your hand through it, there's an instant sensation - a strange prickling. As soon as you have forced your head through the membrane you are totally sucked through it. You feel as if you were pushed through a misty grey, very narrow corridor. This strange experience ends as fast as it had come and you stand on top of the round platform of a castle keep. It's misty and colder than in karcau but at the foot of the castle you can make out small houses and an inn. The castle itself is huddled against a massive mountain ridge behind you
Dungeon Castle Jarovich - UNDEAD
Hmm? Yeah, I'm the owner of unamed taverne, or let's say licensee. The tavern belongs to the new lay of Jarovicha, like all other buildings in the village. Strange things going on in Jarovicha? You mean besides the hordes of monsters lurking in the dark, heh? We don't have any other rumours here - oh wait - some villagers claim that there are still undead living in the dungeons below the castle. Undead that were created by Count Jarovich.
Chronicles of the Heptagon - Crypts
The person who wants to solve the riddle must not forget that the chronicles were written down at a time when Ustalav and the whole region may have looked totally different.
a) Where sun and moon collide, water forms fluids to solid stones and mist enshrouds the slopes of a crowned stone.
- The crowned stone is the Kronstein Ridge?
After reading for several hours in the library of the Academy, more than once disturbed by the band of imps (books flying around, strange smells, small hallucinations, exploding rodents...), you manage to find out the first piece of one of the riddles. In older manuscript you find the term "Crowned Stone" referring to the mountains now known as Kronstein Ridge.
b) The deeper you descend, the darker this place remains during all times. In winter with roof in summer with visitors. In its centre a place where the noble one lies in state.
--> Lozeri / Ascanor Lodge (Dark Forest; Lodge is for the noble hunters; Pathfinder Rule of fear Ustalav Campaign Book)
c) A crowned trail leading in the direction of the geese-flight in summer. Follow it until you reach the steaming delta, where imps play and wash, then look behind the blasted faces of old.
Specialiced Arcane School: Divination (Foresight)
Resistance: Subject gains +1 on saving throws. V, S, M/DF (a miniature cloak) 20
Acid Splash: Orb deals 1d3 acid damage. V, S
Detect Magic: Detects all spells and magic items within 60 ft. V, S
Detect Poison: Detects poison in one creature or small object. V, S
Read Magic: Read scrolls and spell books. V, S, F (a clear crystal or mineral prism) 1
Daze: A single humanoid creature with 4 HD or less loses its next action. V, S, M (a pinch of wool or similar substance) 20
Dancing Lights: Creates torches or other lights. V, S
Flare: Dazzles one creature (–1 on attack rolls). V
Light: Object shines like a torch. V, M/DF (a firefly) 19
Ray of Frost: Ray deals 1d3 cold damage. V, S
Ghost Sound: Figment sounds. V, S, M (a bit of wool or a small lump of wax) 20
Bleed: Cause a stabilized creature to resume dying. V, S
Disrupt Undead: Deals 1d6 damage to one undead. V, S
Touch of Fatigue: Touch attack fatigues target. V, S, M (a drop of sweat) 20
Mage Hand: 5-pound telekinesis. V, S
Mending: Makes minor repairs on an object. V, S
Message: Whisper conversation at distance. V, S, F (a piece of copper wire) 1
Open/Close: Opens or closes small or light things. V, S, F (a brass key) 1
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). V, S
Prestidigitation: Performs minor tricks. V, S (Performs all kinds of little minor magics, including moving around the very light item you cast light on. Handy and versatile.)
Alarm: Wards an area for 2 hours/level. V, S, F/DF (a tiny bell and a piece of very fine silver wire) 1
Endure Elements: Exist comfortably in hot or cold regions. V, S
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, plus additional protection against selected alignment. V, S, M/DF 1
Shield: Invisible disc gives +4 to AC, blocks magic missiles. V, S
Air Bubble: Creates a small pocket of air around your head or an object. S, M/DF (a small bladder filled with air) 20
Grease: Makes 10-ft. square or one object slippery. V, S, M (butter) 20
Mount: Summons riding horse for 2 hours/level. V, S, M (a bit of horse hair) 20
Obscuring Mist: Fog surrounds you. V, S
Unseen Servant: Invisible force obeys your commands. V, S, M (a piece of string and a bit of wood) 20
Comprehend Languages: You understand all spoken and written languages. V, S, M/DF (pinch of soot and salt) 20
Identify: Gives +10 bonus to identify magic items. V, S, M (wine stirred with an owl's feather) 20
Anticipate Peril: Target gains a bonus on one initiative check. V, S
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). V, S
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. V, S, M (a drop of mercury) 20
Bungle: Target takes a –20 penalty on its next attack roll or check. V, S
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. V, S, M (red, yellow, and blue powder or colored sand) 20
Silent Image: Creates minor illusion of your design. V, S, F (a bit of fleece) 1
Vanish: As invisibility for 1 round/level (5 max). V, S
Stone Fist: Your unarmed strikes are lethal. V, S, M (a chip of granite) 20
Book Ward V, S, M/DF (a drop of clear oil) 20
Protection from Arrows: Subject gains DR 10/magic against ranged attacks. V, S, F (a piece of tortoiseshell or turtle shell) 1
Detect Thoughts: Allows “listening” to surface thoughts. V, S, F/DF (a copper piece) 1
--> The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Share Memory: Share one memory with the target. V, S
SHARE MEMORY with Teleportation, Sending, Discern Location
Glitterdust: Blinds creatures, outlines invisible creatures. V, S, M (ground mica) 20
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. V, S, M (rhubarb leaf and an adder's stomach), F (a dart) 20, 1
Web: Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. V, S, M (spider web) 20
Create PitF: Creates an extradimensional pit. V, S, F (miniature shovel costing 10 gp) 1
Invisibility: Subject is invisible for 1 min./level or until it attacks. V, S, M/DF (an eyelash encased in gum arabic) 20
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per three levels, max 8). V, S
Darkness: 20-ft. radius of supernatural shadow. V, M/DF (bat fur and a piece of coal) 20
Flaming Sphere: Rolling ball of fire deals 3d6 fire damage. V, S, M/DF (tallow, brimstone, and powdered iron) 20
Whispering Wind: Sends a short message 1 mile/level. V, S
Brittle Portal: This spell weakens the bonds of existence, and reduces the hardness of any nonmagical surface. V, S
Pyrotechnics: Turns fire into blinding light or choking smoke. V, S, M (one fire source)
Rope Trick: As many as eight creatures hide in extradimensional space. V, S, M (powdered corn and a twisted loop of parchment) 20
Levitate: Subject moves up and down at your direction. V, S, F (a leather loop or golden wire bent into a cup shape) 1
Dispel Magic: Cancels one magical spell or effect. V, S.
Summon Monster III: Summons extraplanar creature to fight for you. V, S, F/DF (a tiny bag and a small candle) 1
Phantom Steed: Magic horse appears for 1 hour/level. V, S
Mad Monkeys: Summon a swarm of mischievous monkeys. V, S, DF 1
Monkey Swarm DistractionSwarm Template
Daylight: 60-ft. radius of bright light. V, S
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. V, S, F/DF (a small horn or a glass eye) 1, 1
Ape Walk V, S, M (an ape or monkey paw) 20
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. V, S, M (a shaving of licorice root) 20 PREFERRED SPELL
Fly: Subject flies at speed of 60 ft. V, S, F (a wing feather) 1
Summon Monster IV: Summons extraplanar creature to fight for you. V, S, F/DF (a tiny bag and a small candle) 1
Dimension Door: Teleports you a short distance. V (escape from grapple possible)
Black Tentacles: Tentacles grapple all creatures within a 20-ft. spread. V, S, M (octopus or squid tentacle) 20
Telekinetic Charge: Launches an ally through the air. V, S
Share Senses: See/hear/smell what your familiar is. V, S, M (a hair, scale, or feather from your familiar) 20
Arcane Eye: Invisible floating eye moves 30 ft./round. V, S, M (a bit of bat fur) 20
Prescience Ability: used 0 Rounds
Foretell Ability: used 0 Rounds
Spell Book No. 2
Comprehend Languages (Div)
Protection from Evil
Detect Thoughts (Div)
Summon Monster III
Summon Monster IV
--- Daylight 1x
Lvl 0: 4 - unlimited use
Prestidigitation (Performs all kinds of little minor magics, including moving around the very light item you cast light on. Handy and versatile.)
Lvl 1: 4 + 1 + 1Div
Anticipate Peril (Div)
Grease (object Reflex Save each round)
Grease (object Reflex Save each round)
pearl of power (1st) (one 1st Lvl prepared Spell)
Lvl 2: 3 + 1 + 1Div
Detect Thoughts (Div)
--> The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
PREFERRED SPELL Invisibility
"Makes Sending, Teleport, Locate Creature/Object (if the GM agrees a memory is first hand), Discern Location (again GM might overrule) all more useful. Also great for when asked "So what exactly happened?"
Lvl 4: 2 + 1 + 1 Div
Arcane Eye (Div)
Summon Monster IV
Summon Monster IV
Reached Telekinetic Charge
Ring of feather falling
Cloak of Resistence +1
pearl of power (1st)
Caster Level 1 Wands
Wand of Lesser Restoration (Paladin wand - level 1) (50 Charges)
Wand of Chill Touch (15 Charges left)
Wand of Silent Image (Wizard wand - level 1) (50 Charges)
Wand of Protection from evil (Wizard wand - level 1) (47 Charges)
Wand of Ray of Enfeeblement (Wizard wand - level 1) (50 Charges)
Wand of Cure LIght Wounds (Cleric wand - level 1) (48 Charges)
Wand of Remove Fear (Wizard wand - level 1)(50 Charges)
Pnakotic Manuscripts - Magic Book written in Aklo found during the Carrion Hill adventure
A book made of human skin with a large ruby set in its cover, lies on the altar. It's aura is extremely powerful and breathes of necromancy, conjuration and magic travel. The book however, is written in Aklo, avery rare language spoken by Derro and otherworldy monsters. The signs and letters look most cryptic to you.
Sheets laying in the camp (Carrion Hill) and written in Aklo. Aklo has been learned. The texts from Carrion Hill, written in the weird language Aklo, a language used by such different but nonetheless hideous races like the linnorm, aboleths, shogoths and gibbering mouthers begin to confuse you after the first lines Make a will check DC 20 - Passed Make a will check DC 25 - Not passed yet; later with higher will.
Way back from Carrion Hill to Karcau: Even though the place is clearly deserted, it still bears an aura of authority and you are pretty sure that it didn't only serve as a cloister, but also as a garrison, place for shelter and fortification to protect the trade route. As you come closer, the ravens leave their observation spot on top of the gate towers and soar up, squawking angrily...a sharp wind blows through the gate and tears at your coats and you're not sure if it is just the cold that causes the shivers that run down your spines.
--> You are surprised that inside the walls, the effects of wind, rain and time are nearly invisible and much less strong than you would have expected...
--> The iron door is ornamented with a relief of a blazing sun. While the once golden paint has already peeled off, you can still make out that the whole door was once colourfully painted. In the centre of the sun is a small cavity, about the size of a thumb.
--> ou need to find some sort of stone or gem with the correct cut. Such a thing could serve as a key here.
--> The cavity is surrounded by a strong aura of magic - in the metamagic spectrum the fabric of the ancient spell blazes like a rising sun.
--> that most probably a prismatic shaped stone or gem is needed to function as a key.
2613 GM Bank of Karcau
Light Crossbow (37 Ammo)
Rope, silk (50 ft.)
Material Component Pouch
Spell Book (Book Ward Spell)
Spell Book No. 2 (Room at the Academy)
Food for 2 Weeks (saddlebags)
Paper 10 Sheets
Inkpen & ink
15 Tanglefoot bags
15 Alchemist’s Fire
2 Glas bottles
bit & bridle
- Wand of Anticipate Peril (Wizard Lvl 1)
- Wand of Remove Fear (Wizard Lvl 1)
- Wand of Enlarge Person (Wizard Lvl 1) (Battle Field Controll with Reach)
- Wand Ill Omen (Witch Lvl 1)
- Wand "Snowball" (Wizard Lvl 1) vs. enemy casters
- Wand "Endure Elements" (Wizard Lvl 1)