
DM_Darkmeer |

Just to let everyone know, the Sons of Mercy are a quasi-faction started after the Planescape adventure "Faction War," which is what Havoreth is referencing. I want to make sure that you are all aware that this is an order of do-gooders, but aren't exactly the most efficient at their jobs due to not having the authority they need. (Without Onyx around, this seems the best way to convey that).
BTW: This may give Basil and Kara some hope for the future of the city, as well as the worth of the wonders.

Frederick 'Fluffy' Thistledown |

Whew! I need Endurance to just to get through typing and formatting all of that - it's taken me hours, not helped by a virus running loose round work this afternoon just as I was starting it.
Hopefully everything you could conceivably want to know about Fluffy is in the profile. Please let me know if I've made any errors or need clarification on anything.
I wasn't sure what the rule for HP was so I took max for 1st, then half each level after that.
I also worked out how many spells he would know from levelling, then spent part of my cash allocation to buy some scrolls and scribe them into the book.

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Welcome, Fluffy! Neat bit about the geas. I suppose Huergar wouldn't know about that, so I'll role play it that way. Just don't swipe any of his stuff! ;)
Mystic Theurge! Cool!! I guess we won't be running out of spells in our group. Your saves are awesome too, nice build.
I used the same approach for HP. Fluffy actually has more HP than Huergar!
EDIT: Looks like I rounded up the half hp for each level after first, so 6 for each fighter level and 5 for the rogue level. I can't remember if that's what we were supposed to do, so I'll correct if necessary. I get 68 by that method for your character instead of 61 (6 + 2x4 + 3x5 + 3x4 + 9x3).

Frederick 'Fluffy' Thistledown |

Welcome, Fluffy! Neat bit about the geas. I suppose Huergar wouldn't know about that, so I'll role play it that way. Just don't swipe any of his stuff! ;)
Mystic Theurge! Cool!! I guess we won't be running out of spells in our group. Your saves are awesome too, nice build.
I used the same approach for HP. Fluffy actually has more HP than Huergar!
EDIT: Looks like I rounded up the half hp for each level after first, so 6 for each fighter level and 5 for the rogue level. I can't remember if that's what we were supposed to do, so I'll correct if necessary. I get 68 by that method for your character instead of 61 (6 + 2x4 + 3x5 + 3x4 + 9x3).
Thanks very much for the warm welcome - I'm really excited about the opportunity. I've been playing clerics, and magic-users, and cleric/magic-users since 1st Ed but I think this is my first Mystic Theurge ;) Hadn't realised just how many spells I would have until I had to sit and type them all in!
I'm looking to make myself as versatile and useful to the group as possible. I usually shy away from big blasts, and from a quick scan over the other PCs, fight power isn't something we are short of so I'll stick to trying to make life easier for you guys! I have a few things in mind already that might be useful, especially for somebody like Huergar - us little guys have to stick together!
Really looking forward to it.

DM_Darkmeer |

Fluffy: You are 10 HP short, and you have memorized 1 too many spells at level 2 (all other levels are fine). The feat selection is fine, and eerything else looks okay. Thanks for being ready today.
What you can do, if you would like, is enter the smoldering corpse and recognize both Corvax and Havoreth, and just bring yourself right back into the conversation.
Huergar: Yes, feel free to swap that feat.
Greene:

Frederick 'Fluffy' Thistledown |

Fluffy: You are 10 HP short, and you have memorized 1 too many spells at level 2 (all other levels are fine). The feat selection is fine, and eerything else looks okay. Thanks for being ready today.
Thanks for the HP boost and sorry about the spell - I was a bit goggle-eyed by the time I had finished getting them all formatted last night! I've made the changes (and having looked at what my companions can do, have made a couple of changes to spells memorised)
What you can do, if you would like, is enter the smoldering corpse and recognize both Corvax and Havoreth, and just bring yourself right back into the conversation.
Will do. I'm working late but once I get home I'll go and introduce myself.
Thanks again for letting me join you - haven't looked forward to a game as much for a while.

DM_Darkmeer |

DM_Darkmeer wrote:Fluffy: You are 10 HP short, and you have memorized 1 too many spells at level 2 (all other levels are fine). The feat selection is fine, and eerything else looks okay. Thanks for being ready today.Thanks for the HP boost and sorry about the spell - I was a bit goggle-eyed by the time I had finished getting them all formatted last night! I've made the changes (and having looked at what my companions can do, have made a couple of changes to spells memorised)
DM_Darkmeer wrote:What you can do, if you would like, is enter the smoldering corpse and recognize both Corvax and Havoreth, and just bring yourself right back into the conversation.
Will do. I'm working late but once I get home I'll go and introduce myself.
Thanks again for letting me join you - haven't looked forward to a game as much for a while.
I'm glad you're looking forward to this. It's a good thing to hear :)
Anyways, I'm glad to have you play along to get you into the game for the bar scene, but it was the strongest idea I had. That, and I don't care about the cliche :P
/d

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Fluffy: You are 10 HP short
Good call, I didn't think of using cleric at level 1 instead of wizard, for 8 max hp (over 5) instead of 6 max hp (over 4).
EDIT: (Clr 8 + 2x5) + (Wiz&MT 6x4) + (Con 9x3) = 18 + 24 + 27 = 69. I'm still 2 hp less than your calculation, so what am I missing?
Huergar: Yes, feel free to swap that feat.
Cool, thanks! :) Huergar's low Dex and low hp both make AC too precious.

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The bartender looks at Huergar quizzically, "We only gots one kind of tea. The ale kind of tea. You good with that?"
In case anyone doubts whether there is tea in the Realms or whether Huergar would drink it, the FR Campaign Setting lists tea as one of the exports of Tethyr and describes a political connection to Shadowdale involving Elminster. Huergar's background includes work as a merchant's assistant where he would have been exposed to products from many lands.
Hiya Folks
Welcome Guthrem!

DM_Darkmeer |

Hiya Folks,
Just got Darkmeer my character and concept. I'll be joining as the friendly neigborhood Rogue.
I'm looking forward to bumping into you folks!
-Guthrem
Welcome to the Pits. Enjoy your stay }:)
Anyhoo, this rounds everyone out, I've got exams today & tomorrow for work, so I won't post until Thursday evening. Get to know one another, as the next section will require some trust.
/d

Frederick 'Fluffy' Thistledown |

Given what Fluffy and Lyra have just remembered about the Beastlands and its inhabitants, I'd like to change some spells before we go. Happy to let me swap things or would you prefer I wait for a suitable break in the action?
Also, I have to confess I'm not up on a lot of this planar stuff - what's a Spell Key, and which spells use the Ethereal Plane if I have to be careful with them?

DM_Darkmeer |

Given what Fluffy and Lyra have just remembered about the Beastlands and its inhabitants, I'd like to change some spells before we go. Happy to let me swap things or would you prefer I wait for a suitable break in the action?
Also, I have to confess I'm not up on a lot of this planar stuff - what's a Spell Key, and which spells use the Ethereal Plane if I have to be careful with them?
Ethereal Spells
BlinkDimensional Anchor,
Ethereal Jaunt
Explosive Runes
Invisibility Purge
Secret chest
Tiny Hut
Maze
O's Resilient Sphvere
O's Telekinetic Sphere
See Invisibility
Sepia Snake Sigil
True Seeing
Vanish
Any spells dealing with elemental effects draw directly from the plane you are on, rather than the elemental planes themselves. This can cause an elemental to turn on you, and there are mechanics to make that happen.
Now, force effects also draw from this plane, and do -1hp per die of damage. This affects the duration of defensive spells like mage armor and shield as well, but it only halves the duration of such spells. (going under the "spells are reduced" function for the outer planes).
Spell Keys are "keys" (talismans/little charms) that allow you to cast a spell in a plane that wouldn't normally allow it, or reduces the effect. Spell keys come in two types: Single spell and Whole School keys.
What makes this difficult is that there are incorporeal outsiders, which DO make use of an ethereal plane, it's just much more difficult for mortals to access it (thus the need for spell keys). The ethereal plane of each OUTER plane is separate from the main one, so be very careful with these spells. They can cause a variety of effects, or not work at all.
A good example would be Illusions on Mechanus/Nirvana. They don't function. At all. With a spell key, you would have to maintain concentration on even a PERMANENT illusion, or it would wink out of existance.
NOTE: True canon would make all of the spells fail. I don't like this and want to be fair across the board. The summon spells would be reduced as well, depending on what you summon. It's all about how far something is away from you.
Fluffy, if you want to change your spells out for the day, you are welcome to, as we have not yet had a chance to get into 'trouble.'