“Blades and Blood!” “For Glory!” “To battle!” “I don’t care that there are two dozen vampires, I am getting him back.” “Come let us crush the enemy where he stands.” “Only by striving against more challenging odds and foes can I achieve greatness.” “Stand firm, ______ I am at your side.” “I know,” Dom talking aloud to his sword.
Personality:
Driven – (pg. 142) He never gives up, especially to help or rescue a friend. Even in a hopeless situation, his impulse is to keep fighting. The force of his will batters down his foes.
Disciplined – “My mind and body are my first weapons.” He has a daily routine, that if not done he feels off the entire day. He must get a full four hours of rest as well. With the ring of sustenance he can now only rest and meditate an hour, giving him extra time to research or craft.
30 min. exercise/stretching in the morning and before lunch and dinner (if time allows)
1 hour training session of swordplay and spellcasting per day.
8 hours of sleep.
Challenger – (PH II pg. 136) He adventures for personal growth. He cares about treasure only if it can further this goal and he cares not at all about fame. He will try to reach the pinnacle of achievement in his chosen path, of martial prowess blended with magic. He throws himself against progressively greater challenges, reveling in just coming to the edge of his ability to overcome them. He does not quail under duress and often allows other party members to take the best treasure.
He wants to learn/know all about swords, magic, armor, arcane, and then women, in that order.
He tries to speak the truth; he has learned that the truth can hurt at times. He is very willing to tell others about swords but only if they would appreciate the knowledge. He is always asking questions about magic. He pays much more credit/attentions to a magic user.
Meticulous – Everything must have its place, all must be clean on his person as soon as possible after the battle, thanks to presigitation that can be accomplished even during a fight, this has become even less of a necessity.
He mourns for fallen comrades; he puts much stock in death. He will protect their body until they pass over and pray for them during the three day rite. No qualms with resurrection.
He believes in being fair and helping those who can’t help themselves.
He will always back up a companion (first an elf, then a magic user, then martial). He will do his best to protect a companion. He will always defend a spell caster (especially a female). [Its hard to become his companion, he has been backstabbed way too many times. Such instances that would gain his trust are: taking a blow for him, rescue him from death, then a Diplomacy DC 15]
For each 3 paragraphs of background you gain additional perks: 1 - extra trait, 2 - extra feat, 3 - extra +2 to an ability score, 4 - gain a mount CR 3 or below, 5 - gain a crafting feat, 6 - gain a wish, 7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well), 8 - gain a familiar or animal companion, 9 - gain a super power, 10 - gain another 'Special' from another class, it cannot be a Special above 5th level.
Description:
The sublime half dragon was repressing his claws and draconic maw, keeping to his human form. Though his grand silver wings still raise from his back.
Present as always the head butler, Dom, welcomes each of the members in the guild's greeting hall. He holds a tray of chilled glasses and a mixture of different drinks ready to serve before a guest even goes into the hall.
The sublime half dragon is repressing his claws and draconic maw, keeping to his human form. Though his grand silver wings still raise from his back.
He is a very charismatic and imposing figure of thickly corded muscles which you can see on his mostly exposed arms. The Elven white spider silk kimono covers him with grace, the minor colors expressing fealty to the guild.
With the turn of his head many have feigned to swoon.
A towering figure of 7’1” and 300 pounds of pure muscle and sinew, Dom is larger than any half-orc you have seen. His nearly perfect white skin seems like it has never seen the sun. There are silver scales that cover nearly the rest of his body. His copper colored spiky hair is kept short. A mithril headband of beauty rests upon his temples with light blue sapphires augmenting its simplicity. His eyes match the light blue sapphires of the headband, pools for interests to fall into. An intricate black leather belt with three glowing sunstones resides on his waist, with multiple sheathes which you soon find out hold wands. Metal gauntlets reside on his hands with a silver band with a glowing ruby. Upon his neck looks to be an amulet made of chunks of ice. Finally upon his feet are black leather boots with mithril fittings. Glowing yellow lightning bolts are on the outside of each of the boots.
Dominique Silverstone
Male Sublime Half Silver Dragon Human Scaled Fist 7
LN Medium humanoid dragon
Init +7; Perception
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Defense
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AC 46, touch 32, flat-footed 38 (+4 mage armor, +4 shield, +7 Dex, +6 natural armor, +1 Dodge, +14 Cha)
AC 31 (without spells)
hp 186 (7d8+49+7+91); 8, 4, 5, 5, 6, 6, 5; Con, Toughness, Cha,
Fast Healing 13,
Immune: magic aging, disease, positive energy damage, sleep, paralysis,
and cold.
Resist Negative Energy 10, Electricity 10. Fire 10.
Saves: Monk Base , ability,
Fort +12, 5, +7, +
Ref +12, 5, +7, +
Will +18, 5, +13, +
Base Atk +5; CMB +14, CMD 31
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Offense
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Speed 70 ft., 140 ft. fly
Silver dragon breath weapon: 30-foot cone of cold, 7d6, Reflex DC 20, 1/day
[dice=flurry of blows]1d20+17[/dice]
[dice=damage]1d8+10+10+2+5d6[/dice] d6 is cold, with Elemental Fist
[dice=2nd, flurry of blows]1d20+17[/dice]
[dice=damage]1d8+10+5+2+4d6[/dice] d6 is cold
[dice=3rd, flurry of blows]1d20+12[/dice]
[dice=damage]1d8+10+5+2+4d6[/dice] d6 is cold
Elemental fist 7/day max once per round
[dice=flurry of blows, PA]1d20+17-2[/dice]
[dice=damage]1d8+10+10+4+2+5d6[/dice] d6 is cold, with Elemental Fist
[dice=2nd, flurry of blows]1d20+17-2[/dice]
[dice=damage]1d8+10+5+4+2+4d6[/dice] d6 is cold
[dice=3rd, flurry of blows]1d20+12-2[/dice]
[dice=damage]1d8+10+5+4+2+4d6[/dice] d6 is cold
flurry of blows, +5, +5, +0
Frost from Amulet of Mighty fists, Augment crystal, Draconic Fury, Frosty Grasp
and extra d6 on first hit Elemental fist
MW Sling +13 (1d4+9) 50 ft. (15 bullets)
(2) MW Javelins +13 (1d6+9) 30 ft.
Special Attacks: Power Attack -2 attack, +4/+6 one handed/two handed damage
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Statistics final, racial, start, level, magic items
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Str 29, +10, 17, +2 Extra, +2 Gauntlets of str
Dex 24, +2, 22,
Con 25, +14, 11
Int 16, +6, 10
Wis 15, - , 15
Cha 36, +12, 19, +1 level, +4 headband
Traits:
1: Dangerously Curious: You have always been intrigued by magic, because you were the child of a magician. You often snuck into your parent's laboratory to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
2: Bloodthirsty: You have a vicious streak, and nothing satisfies you more than warm blood on your hands and blade.
Benefit: Whenever you make an attack that reduces a foe to 0 hit points or fewer or you confirm a critical hit, your attack deals 1 additional point of damage. The additional damage is a trait bonus, and is multiplied by your weapon’s critical hit multiplier.
Extra ~ 3: Vengeful: During your childhood, you suffered occasional or frequent abuse from those too powerful for you to resist. Now you thrill at the chance to get back at those who wronged you.
Benefit(s): Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Feats:
Extra: Intimidating Gaze Swift action
Extra Magical Craft: Wondrous Items
Human:
Bonus: Dragon Style
Bonus: Intimidating Prowess
1: Steadfast Personality
You rely on your assuredness and sense of self to help keep your mind clear.
Benefit: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.
3: Deflect Arrows
5:Dragon Ferocity: When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. (1d4+8)
7: Elemental Fist 7/day add +1d6 element (cold)
9:
Monk traits:
Draconic Mettle (Su): At 3rd level, a scaled fist gains a +2 bonus on saving throws attempted against all fear, paralysis, and sleep effects.
This ability replaces the still mind ability.
Draconic Fury (Su): At 3rd level, the scaled fist has gained some control over the draconic energies she studies. She must select one type of energy: cold.
Once this choice is made, it cannot be changed. The scaled fist can expend 1 point from her ki pool as a swift action to imbue her natural attacks with this energy, causing them to deal an extra 1d6 points of damage of the chosen energy type for a number of rounds equal to 1/2 her monk level.
This ability replaces maneuver training.
flurry of blows, +5, +5, +0
Punishing Kick, 7/day Makes target prone, Fort DC 26
unarmed strike
Evasion: on a successful save, he takes no damage
Fast movement,
Ki pool (magic) 17 Ki points/day, By spending 1 point from his ki pool, a monk can do one of the following:
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
High jump,
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Bonus feat, Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
slow fall 30 ft.
Ki pool (cold iron/silver),
The hungry ghost monk looks to spirits that prey upon the living as models of perfection. He sees the life energy of the universe as a resource to be manipulated, even stealing it from other creatures. It is through this constant influx of energy that the hungry ghost monk reaches his ultimate goal: power—personal, pure, and simple. A hungry ghost monk has the following class features.
Punishing Kick (Ex)
At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
This ability replaces stunning fist.
Steal Ki (Ex)
At 5th level, a hungry ghost monk can steal ki from other creatures, though this ability is controversial in some circles of monks, who see it as nothing less than a form of vampirism. If the monk scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he can steal some of that creature’s ki. This ability replenishes 1 spent ki point to the monk’s ki pool, as long as the monk has at least 1 ki point in his pool. He cannot exceed his ki pool’s maximum. At 11th level, each time the monk successfully steals ki, he can make an immediate saving throw against one disease he is suffering from. There is no penalty for failing this saving throw. The monk gains a bonus equal to his Wisdom modifier on the saving throw.
This ability replaces purity of body.
Life Funnel (Su)
At 7th level, a hungry ghost monk can steal a creature’s life force to replenish his own. If the monk has at least 1 ki point in his ki pool and scores a confirmed critical hit against a living enemy or reduces a living enemy to 0 or fewer hit points, he heals a number of hit points equal to his monk level. As with steal ki, some monks believe that life funnel is an unsavory act, no better than what the undead do to the living. A monk with this ability cannot steal both ki and hit points at the same time.
This ability replaces wholeness of body.
Bonus Extra Special: Frosty Grasp (Su)
A dark ice grig’s natural attacks, as well as any weapons it wields, deal an additional 1d6 points of cold damage.
Favored Bonus: Levels 2 to 5, gain +1 to the monk’s ki pool. Level 6 to 7: skill points
Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon (cold).
Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature’s base land speed (average maneuverability).
Speed: Increase all the base creature’s natural speeds by 10 ft.
Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well. A new claw or bite attack deals damage as appropriate for the half-dragon’s size (see “Natural Attacks”).
Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per day based on the dragon variety (see below). The breath weapon deals 1d6 hit points of damage per HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature’s HD + creature’s Con modifier).
Silver dragon breath weapon: 30-foot cone of cold, 7d6, Reflex DC 20
Positive energy fills and enlivens all naturally born beings to one degree or another. It is the very essence of life. Sublime creatures are individuals and beings with a much stronger connection to this wellspring of energy than is typical. Preternaturally strong and healthy they nearly glow, so strong is the life force within them. While some sublime creatures are born with their abilities, others are beings who have been blessed by the gods or have been exposed to sources of pure positive energy.
A sublime creature is the epitome of health and beauty, being more comely than other members of its race.
The creature is distinguished by its strong aura of positive energy, and its extraordinary health and beauty.
CR: +2
Special Defenses: fast healing (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.
Special Abilities: The sublime creature gains the following special abilities.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.
Feats: Gain Toughness as a bonus feat.
Skills: +4 racial bonus to Diplomacy.
Gear: 22,000 (adjusted 27,000)
Pale Orange Rhomboid, cracked: Can be used as a material component when casting a spell to return you to life, reduces cost by 20%.
1,800 gp
Headband of alluring charisma +4, Can only be used by Lawful Half Dragon
10,000 -> 5,000 crafted
Frozen Amulet of Mighty Fists (Wish)
+2 to unarmed attack and damage, +1d6 cold damage (Frost), Can only be used by Lawful Half Dragon
Lesser Frost Augment Crystal:
1,000
1st Level, Eternal wand, 2 charges per day, 840 gp
Mage Armor
Shield
Enlarge Person
2nd level Eternal wand, 2 charges per day, 4,420 gp
Shawl of life-keeping
1,000 gp
Boots of Striding and Springing
5500
Belt of Healing
1000
Gauntlets of str +2
4,000
Elven white spider silk kimono
(clothing)
Handy Haversack
2,200
Extra~Ifreeti’s Legacy Ring of Fire. It starts with Resist Fire 5. Then once the quest is completed it becomes a full minor ring of energy resistance which grants 10 points of fire resistance.
Quest of Requirement: Item must be bathed in volcanic lava once per month.
Curse: Character must make a Will save DC 21 each day or take 1 point of Charisma damage.
12,000 ~7,200
Save 500 gp.
Ring of Sustenance
Background:
He lived for his games but enjoyed teaching. With the new distance learning model he taught 20 students for 2 hours three times a day. He also took some time to tutor some other students.
He was a classic introvert that would prefer to play D&D with a few close friends rather than go out party. Sure now he is in his 30s and he gets out more now that he is married. But at the end of the week all he wants to do is play a game, one way or another.
Sure it seemed like all the other players were wealthy by the stories he heard from them. They could also just be blowing hot steam up his skirt.
He had one of the top of the line DRAMOV 7 Model, a fully interactive experience. So they said. It sure had many new features that he had never had before. Smell and some touch experiences were in the Beta with this model. He was ready to try it out.
His experiences in Yggdrasil:
Dom was given two quests after the tutorial and training session, the first is to protect Sparrow until the Vault is opened. Dom’s second quest will be shown to him later, and there will be many a time when he is shown a vision and he should act upon it to rescue an elf or a community of elves, or destroying a threat to elves. Dom’s sacred pledge is to protect all elves, to not shed a brother’s or sister’s life, to protect life, to slay followers of Grummsh to the effect of glorifying and following the edicts of Corellon Larethian.
There were many different magical locations that Dom encountered during his times in the wasteland. In a jungle he found a shrine and site devoted to the Diamond Mind Disciple and learned from them for a few days, and promised to return. His group found a shrine devoted to St. Cuthbert which was defiled, after clearing it of the evil within, the clerics consecrated the site. He found a knowledge repository, which is a magical site in itself, where he found information on the locations of The Springs of Life. The seven sites of The Springs of Life were cleared of the evil and defilements, many of the heinous eldritch powers of the creatures in the lands were diminished from this. At each site of The Springs of Life a piece was recovered which made a massive ruby heart, about 3 feet in diameter. Minerva recovered this heart from Dom and put it in the secret location which is the heart of the land, the source for the revival for the land.
His group consists of Thorn Thoric the cleric of Moradin, Selena, two herionion fighters, two dozen mercenaries, four healers, and five dozen soldiers. When they get to Minerva’s Maw and after the fight with the Devil, five sorcerers and another three dozen mercenaries joined the party.
Our mission was simple as Minerva had given it to us. First find sites of power and restore them to bring life back to the lands. She gave us a general idea of where a knowledge repository would be, which should have locations of the other sites. Second to clear the blacklands of the lower tribes of the land or have them pledge themselves to Minerva. Minerva would take care of the Dragons and other power hitters in the lands. We would take care of the gnoll, goblin, orc, troll, and ogre tribes; let alone any other evil creatures that stand in our way.
It’s the closest experience to hell, sorcerous powers imbued into goblinoids, monstrous humanoids, and savages. They blast fire from the palms of their hands and their mouths, keep fighting even though limbs are hacked off.
In his travels in the waste at one time he was the bait for getting the enemies leaders away from their camp. The enemy thought they were luring Dom away with an intoxicating beauty. She led him into the mountains a day’s horse ride away from Dom’s camp. She was seductive and used all her wiles, which would have been very effective, except he was already willing to go and enjoy himself. For while he was being entertained and then enemies strongest warriors surrounded him for an ambush, his forces would be attacking the enemy camp about this time.
She gets up with a big grin on her face, puts her finger to her lip to signal for silence. She slowly backs up into the forest. Once she is no longer seen six massive warriors charge into the clearing. Dom allowed himself to be disarmed, but he has learned a few tricks. With a flick of his wrist, the sword tattoo on his arm glows and in a flash his blade is in his hand. Two warlocks dressed in infernal attire walk the perimeter waiting for an opening to fire. In a minute, flashing of steel on flesh and armor, Dom is down and bloodied, as is, three of the warriors. Now the warlocks were actually preparing a ritual to bring a spirit into Dom, possess his body, and use that to their advantage. The three living warriors drag of their compatriots and the warlocks move in, nearly completing their chanting, the ground glows red as infernal symbols appear under and around Dom’s body. The warlocks did not know of Dom’s condition. The devil spirit sent into his body is consumed by the Titan fire, awakening and empowering the Were-panther to transform into substance when Dom goes unconscious. The stretching of muscles, tearing of skin and clothes, leaving patches of midnight black fur, with crimson highlights and the cracking of bones, the warlocks did not expect a transformation, but their eyes gleam with wickedness for now this power will be even stronger and on their side. At least that was their thinking for the minute of the transformation. For once the beast fully transformed both of their necks were gone in a flash, blood was everywhere and they saw their bodies slowly fall.
Dom wakes to find himself in a monastery of some kind. The place appears to be deserted of the inhabitants but there are candles and braziers lit, tapestries hung, and the rooms are sparsely furnished. After searching for an hour or so, he goes and meditates in the great hall. Once he opens his eyes he sees three sleek lean feminine bodies before him. Each are in a kimono of sorts, the center female has a unique death mask on, as the other two who are flanking her have identical death masks on. From this Dom knows he is in the lair of some ninja clan.
“I am Dominique Kel Fire Fist,
sponsored by the great wyrm Minerva to cleanse her lands and bring it back to the glory it once was, and you would be?”
“I am your hostess, speaker for this house, and I hope you speak truth otherwise your tongue will be forfeit. You shall be escorted to the sage, to be divined on and tested.”
Dom followed the two sexy vixens who giggled and kept lifting up their masks to smile at him. They took him to the sage, an old blind man who seemed to be too old to be still alive. Using his powers he divined on Dom and found that he was telling the truth.
The two lithe girls took him off into the monastery and enjoyed his presence. He soon found out that there were only a handful of males in the monastery and over a hundred females, so the females have to fight or wile their way into the good graces of the males.
He stayed at the monastery for about a week, recovering his mind and learning how to better control his rage. They discipled him in the way of the Diamond Mind [[[continue]]] blood metal used for transfer of abilites
a magical site DeRuge Courgreth (a ninja clan, come back to)
In the wastes Dom has befriended many clans of different races. He has learned their ways and how they survive in such harsh conditions. Such as what herbs to eat, elixirs to sustain the body and mind, certain type of clothing, and traditions. He has several different suits either given to him or collected when with a specific tribe or group.
Veil, half hood/open face, loose billowing clothes, longspear with 2 ½ long blade, scimitar, throwing curved daggers
Skin tight mesh fabric saturated in special herbs and water (which needs to be done weekly) to help keep moisture in and replenish the skin. One out of 50 suits made this way will have a plant that grows and can protect your skin from heat and loss of liquids.
Kimono, Death Mask, Bone quarterstaff, necklace of blood,
Bone and ligament belt, bone handled daggers, beast skull helmet, herbs that act like anti-toxin, herbs which make it so you can’t smell (must be chewed),
18 other suits, such as explorers outfits, adventurers outfits, some thanks to Selena
Dom has gained much knowledge of new ways to fight and new magics:
A ritual which produces a spell in which he can put a weapon into his arm for safe keeping, yes this spell is normally used for assassins or rogues and the weapon is typically a light weapon, but Dom can use his Courtblade with some extra costs to Dom’s being. He expends 100 xp and 300-500 gp in incense to produce the spell for a week, but for a one handed blade it double the prices, and doubles again for a two handed blade which a suit of
armor can be put into the spell a few times each week, but not suggested; there is a lot of pain involved.
Dom has accomplished many a great deed in fighting for Minerva and cleansing the lands so that the more peaceful races may claim the land once more. Later Dom knows that he will need to lead an expedition of elves into these lands to stake out an ancient land that was once theirs.
Dom returns to Minerva after cleansing her lands. He has filled her lair with most of the spoils of the cleansing. She has promised to give him more wishes but at a price of experience. She had already granted five wishes to give Dom a +5 on his Constitution and took the payment for those wishes by siphoning over 20,000 xp from him. She has promised to give him more wishes in the future, but at the cost of 5,000 xp, a quest favor, and about 7,500gp per wish.
Dom has defeated: a Morgh – undead psychopathic killer, ghasts, 5 headed hydra, Howlers, skeleton masses, zombie masses, psudodead, wights, 2 psudeodead leaders, very young blue dragon, medium air elemental, shrieker and violet Fungi, gargoyles, kobold clan, Reth, Rune Hounds
Dom returns to the group, bringing presents and a cheerful heart, especially after the place and enemies he had faced. Unfortunately no one had any sort of gift for him and only Sparrow has presented him with one since. Patrick, Whisk, and Sylvie will never receive another gift from him. Instead he has spent money on Volen a half-orc fighter/bodyguard to help prepare her more for adventuring.
He has made a new friend in Zoran and Hawking, let alone several of the other researchers at the Teleportation Citadel. He holds Zoran in high regard for his use of both forms of magic.
Sly took Dom off into the near tunnels and showed him the loot of a beast the group had defeated but would not come to find the lair.
The group and I went and explored Gonash’s site, which had many illusions and not a place I enjoyed at all. Sylvie lost all her stuff to a spell, more or less. Then we went to find the nemesis of Whisk and had troubles finding a way to get to him. Once over the portal Beef and I charged at a tower. There were about four towers, one in each direction, and the arrows that were being shot at us were Large. Beef and I had trouble dealing with the Ogres inside, but I handled it after being downed several times. Then I went Were Feral and took care of the problems. I was told the group retreated back into the portal and waited for Sparky. He showed up and had a special surprise. They crispified him and took his stuff, I guess Sylvie and Whisk went to Sparky’s tower and released an evil into the world and got all of Sylvie’s stuff back. Eventually I came to and collected my stuff, loot from all my killings and could not find Beef’s body. The group had grabbed Beef’s body.
After getting to know Zoran more he opened up to me and pretty much told his life story. I learned about his curses and I told him about mine. We decided we needed to find a site of magic with a focus of fire, so that I could get work on my Were curse and he could be rid of his stone rat curse. Zoran and Hawking did some research for a few days and we found out that through one of the portals was an excellent option. We went for it with some help. Whisk, Hawking, Zoran, Sparrow, 3 adventurers and I went forth. On the other side of the portal it was cold, very cold, luckily we had enough endure element spells to sustain everyone. Then after some time traveling some furry hills started moving in on us, the group split up to meet again after we lost our slow attackers. The mount spell came handy once the group was back together. We rode to the mountain. The mountain was sucking all the heat from the surrounding area. It was emanating a lot of heat though. We scaled the vertical side with a few problems, but we made it. We began to translate the writings and runes on the monoliths at the top of the mountain. Once we had those translated we found out there was a ritual we could do to get fire resistance, but it requires faith that your god will intercede for you. We got the incense working and other needed preparations for both rituals. Then we began with prayers to our gods and pleading for help. To cleanse me of my Were-curse and to allow Zoran to be rid of the stone rat curse. Soon the ritual fully began and the clouds above the mountain parted leaving a large cylinder of only air between the moon and the mountain. The pool of lava began to emanate even more heat. In pulses the heat got stronger and stronger. At a certain point the heat rose over what endure elements protects and the three adventurers quickly began to climb down. Whisk could not handle the heat either and flew away. Once they got to the bottom they were scared that they would die of heat and risked being frozen by trying to return to the portal thinking: “No one could survive such a scalding heat.” Hawking and Zoran stood their ground but a bit nervously. Sparrow welcomed the heat. I slowly began to transform and the stone rat started to become a large dire rat. It came at me and we began to fight. I pulled us into the lava and fully transformed. I was glad that the gods were watching over us for I could feel the heat but it was nothing compared to what the rat was feeling as it began to melt in my hands. The ritual took about two hours to complete. After that we swam in the lava pool, which is far in the mountain gaining an additional resistance to fire (10 to 20, or +20 to racial, or if raised above 30 it becomes immunity to fire), for the mountain is hallow, in the top 300 ft. I found a forge and began reviving the magic and cleaning up the place. I sent Zoran, Hawking, and Sparrow back, to send supplies when they got to the Citadel. They actually got back to the portal before Whisk and the other three. They had the mount spell. They sent Whisk back with supplies when he returned. After dropping off the supplies Whisk scampered off, though I had asked him to stay, to give me a hand with the forge and to have some company. During this week or so in the forge, I awoke some lovely spirits who were very helpful, let alone I think I had the god of the forge look down upon me with interest. I was not able to finish my +1 Large Twilight Blade of Knufu, I need another week, but I could tell that the magic I put into it so far that the blade could be wrapped up and reforged at a later time.
Whisk did the Trial Chamber by himself, instead of with the group, “go unity”.
After the rest of the week I returned to the Teleportation Citadel. Hawking had more people come to the citadel for work and he brought a new adventurer to us, Kilee. Sly had a tantrum about Slyvie talking about his other form or what not, and ran off, supposedly for a week.
After having a group discussion on what we could do next, more so the quests. We decided to kill the orcs. Sylvie volunteered (more so I volunteered her) to go get the needed things in Jasper Heights for the cold trip.
Things for Dom and group to be doing:
Take trials at the Trial Chamber, at least see what it is
Defend Halfling outpost in An’so’raun, in about 5 weeks
Kill orcs on the way
Find and rescue the elven maidens, Halflings, and others from orc sacrifices
Uncover the lost site of Arcane Knowledge “Tiris Logos”, clean it of undeath, sanctify it, bring some priests to it (Nythes)
Get power crystals for Hawking. A scout has been paid to find locations and bring back samples. (1) gargoyles, earth elementals, and a bullette (Ankhegs)(puddles of acid)(if group stays too long, 5 min., a creeper attacks)
(2) a cave of crystals with phase spiders and some fey
(3) not an option given – talk to scout, Diplomacy to find out where a third site is, bribe, sleep with him (threesome), or intimidate him
Explore the lower part of the Fire Mountain where my new forge is.
lead an expedition of elves into these lands to stake out an ancient land
We traveled to the maze with a Delver attacking Sylvie, Kilee, and Beef. I went back and cut out the beasts body and collected quite a few gems, the slime destroys most metals but the gems take time to digest. We followed Hawkings advice and got through it with no problems until the glass room. Here we needed to destroy the walls of glass items. On section was easy enough, then we eventually found out different kinds of materials were needed to destroy the glass, such as cold iron, adamantine, and my fire adamantine. Once through we found a group of reavers and vampire spawn fighting. They smelt fresh blood, forgot about each other and bum rushed us. Kilee was able to mesmerize them and we all ran through the portal. Then later Zoran came back and used sunlight to destroy them all.
Zoran, Beef, Kilee, and Whisk stayed in his Sphere of Rest (Leomund’s Tiny Hut). Sparrow, Sylvie, her dire pumas, and I went to find a place to let them rest. We did not really find a place to rest but a place for the pumas to hunt and for the rest of us to explore.
I got a sending from Volen and returned to the Teleportation Citadel to retrieve her. We went to the Sphere of Resting and got everyone up for the day. Since Sylvie and Sparrow were probably going to be at least a few hours, Sparrow was talking about crafting, we decided to go explore the nearby ruins. We met an oracle named K__K_________. She offered up a quest for us to purify and cleanse the ruins of the vermin within. Also telling us of a serpent like creature that we would have to face.
We went into the ruins and navigated to the lowest room. The last 200 feet of tunnels leading to the room was sickening with critters and filth. The room was worse. Then we were hit by a lightning bolt. We retreated back up the stairs and got an idea of what we were going to do. We charged in. I shot my blast globes to the back wall, dissipating some of the gloom, and possibly hurting the creature that shot us with the lightning bolt. Zoran put his shard of sunlight on the wall fully illuminating the room, even with some fog still about. Volen charged in to attack what she could and Whisk got ready to shoot. The Naga rose from the water shooting us with another lightning bolt. We all shot back at it and moved in. The next round the creature fell and I jumped in after it. Next thing I knew I was swimming then falling. I landed on a large boulder covered in critters. The swarms began to attack me. I got up and sliced the Naga in half, then kicked it into the water, noticing the head had a blast right through its head, “good work Whisk”.
I was down there for about a minute before Zoran showed up in his Golden Dragon form, and he just flew over me. I continued attacking the swarms and Zoran put flaming spheres around me to kill the swarms. It was great. Then Volen fell in with Whisk and we continued to attack the swarms with spells and weapons. Eventually we killed of the active swarms. Both Whisk and Zoran had been attacked by a massive skeletal hand, but both had survived. Whisk blasted his hand and Zoran was right above him, shards of bone everywhere, even his wings. Zoran landed next to me and I started pulling out the shards of bone. Then we realized the slow moving swarms of leeches coming at us. Zoran produced water and they shriveled up and died, like putting salt on slugs. He continued to do that until half were dead and the guardian naga showed up. He thanked us for helping and rescuing him. He told us to fill the chamber with water up to the top of the rocks, and that would purify both chambers. I meditated an hour, Volen slept on the wall where I
set up a sleeping rig with her climbing kit and whisk slept in a crevice somewhere. We woke up everyone and swam down with the water as it went down into a whirlpool.
Next we were in a chamber with 5 feet of clear clean water, statues and three alters, in this well lit 40x40 room. Just like the filth chamber we were in, but clean. The Guardian Naga confirmed our suspicions and we prayed at different alters and statues. I paid my respects to all, asking for purification. Little did I know that I was getting more than I was asking for. Whisk and Zoran finished and went up to talk to the Oracle. She gave Whisk vestments and Zoran a word of good luck, and came into the ruins and to the altar of luck.
She said that each one of us will gain something for what we have done. And she will tell the others their special powers when she returns with me.
For a week: Zoran gains water breathing 1/day for 1 hour, treasure scent 1/day for 1 hour
For a week: Whisk gains the luck ability for 7 days as if he was a cleric with the domain.
We talked much and I lost track of time, she told me not to worry for time can be bended by oracles at times especially when with a special someone, like a Chosen One. We enjoyed each others company and the spirits of the room decided to show themselves to us and enjoy the show. I was able to craft three times in the purified water in my stent of time with the Oracle.
On our walk back the Oracle told Dom that his next teacher will come through the gate when the sun rises on it again. “Prove yourself worthy with your normal course of persistence, and he may deem you worthy.”
Dom will tell the group to go on without him; he has some business to deal with. (If anyone asks what kind of business he will say, “A master of the sublime way approaches and I wish to be taught, to better improve myself.”)
Dom will follow the teacher for two weeks.
Dom offered up a duel to this man and he acknowledged it. The teacher likes the persistence even if Dom is out matched. Also he can see the ability of learning comes quickly to Dom. Eventually in that first day of training Reshar realizes that there is a blade guide, subconsciously, teaching Dom. The teacher offers to teach Dom but that as his master he will ask for 3 favors for payment. Dom swears by his god, Corellean Larithian, and her personal code that he will do all that is in his power to fulfill the 3 favors; of course this happens after the following night after Dom has gotten to know Reshar better.
The first thing Dom needs to do is a ritual so that his blade guide can help him more, preparing Dom to become a swordsage and later an eternal blade. Thus getting supplies from Sparrow or back up to the Teleporation keep to get materials needed. Dom will do the ritual in the new tunnel network near the gate or a temple of some kind (think on what Reshar would want to be doing – heading to the near cities to find someone to help his situation). Dom tells reshar about the forge that he uncovered and Reshar seems geniunly interested. Dom needs to grab Zoran’s teleportation artifact and will go back get supplies from Hawking, then fly to the Fire Mountain to his forge with reshar, after 3-7 days of intense training (when the group calls) he will return, sly will go with them and activiate any seals he finds in the area on the mountain.
“Good sly, I am so glad you are on our side”
900gp of incense per session – (8,100gp for three days/paid) though this releases the blade spirit to connect (communicate/train) with his prodigy but to not confer any other bonuses during battle.
3, four hour sessions: meditation, rigorous training of body, force of maneuvers/force training - learning the basic tenants of Diamond Mind/Devoted Spirit/Dragon stone (12hrs)
8 hours of forging (8hrs) breaks/food/hydrate/preparing spells (2 hrs) arcane/history research (2hrs)
Super power: positive energy ooze, the ability to transfer some of his fast healing to others.