Voadam the Traveller
medium human Rgr 1/Wiz 4
36 point buy
Str 10 = 16 (+3)
Dex 6 = 14 (+2)
Con 6 = 14 (+2)
Int 10 +1 = 17 (+3)
Wis 0 = 8 (-1)
Cha 4 = 12 (+2)
AC = 12 (+2 dex) 12, 10
HP = 30
BAB +3
Grapple +6
Initiative +2
Attack +6 unarmed strike d3+3
Ranged +5
F +5, R +5, W +3
Feats: Blindfighting, Deflect Arrows, Education(knowledge planar and arcane), Improved Unarmed Strike, Track
Languages: Common, Mongolic, Orcish, Abyssal
Skills:[SBLOCK]
Concentration 8 ranks +3 con = +11
Heal 4 ranks -1 wis = +3
Listen 4 ranks -1 wis = +3
Knowledge arcana 8 ranks +3 int +1 educated = +12
Knowledge dungeoneering 1 ranks +3 int = +4
Knowledge nature 1 ranks +3 int = +4
Knowledge nobility 2 rank +3 int = +5
Knowledge planar 8 ranks +3 int +1 educated = +12
Knowledge religion 2 ranks +3 int = +5
Profession Merchant 1 rank -1 wis = +0
Profession Sailor 1 rank -1 wis = +0
Ride 4 ranks +2 dex = +6
Search 4 ranks +3 int = +7
Spot 4 ranks -1 wis = +3
Survival 4 ranks -1 wis = +3
Swim 4 ranks +3 str = +7
Spellcraft 8 ranks +3 int = +11[/SBLOCK]
Spells 4/4/3
Spells prepared
0 - detect magic x2, light, prestigitation, 
1 - color spray, enlarge person, [mage armor], magic missile, 
2 - knock, web, scorching ray
spell going
Mage armor
Spellbook:
[SBLOCK] Level 0
Abjur     Resistance: Subject gains +1 on saving throws.
Conj    Conjurer's Toolbelt: Conjures any small tool for 1 minute/level. (Spells and Spellcraft)
Conj    Quill: Creates a writing quill with limitless ink. (Spells and Spellcraft)
Div      Detect Magic: Detects spells and magic items within 60 ft. 
Div        Read Magic: Read scrolls and spellbooks.
Evoc      Light: Object shines like a torch.
Illus	Ghost Sound: Figment sounds.
Necro	Disrupt Undead: Deals 1d6 damage to one undead.
Trans	Mage Hand: 5-pound telekinesis.
Trans	Prestidigitation: Performs minor tricks.
Trans   Summarize: Places a book back on its shelf in the proper place. (Spells and Spellcraft)
Trans   Tongue of Angels: Speak Celestial (Complete Book of Eldritch Might)
Level 1
Abjur 	Alarm: Wards an area for 2 hours/level.
Abjur	Endure Elements: Exist comfortably in hot or cold environments.
Abjur	Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out 	elementals and outsiders.
Abjur	Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj	Mage Armor: Gives subject +4 armor bonus.
Conj	Summon Fish I: Calls fish to you. (Custom)
Conj	Summon Monster I: Calls extraplanar creature to fight for you.
Div	Anavar’s Anticipated Attack. Next attack against you suffers a –20 penalty. (Complete Book of Eldritch Might)
Div	Comprehend Languages: You understand all spoken and written languages.
Div	       Creature Loresight. Provides detail about a creature touched. (Complete Book of Eldritch Might)
Div	Detect Secret Doors: Reveals hidden doors within 60 ft.
Div	Identify M: Determines properties of magic item.
Div	Object Loresight	Provides detail about an object touched. (Complete Book of Eldritch Might)
Ench	Charm Person: Makes one person your friend.
Evoc	Elemental Burst	Target explodes in a burst of pure element (wood, metal, stone, fire, or water). (Oritental Adventures)
Evoc	Lesser Acid Orb	Ranged touch, 1d8 acod damage; +1 orb/two levels above 1st (max +5). (Tome and Blood)
Evoc	Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Illus	Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. 
Illus	Disguise Self: Changes your appearance.
Illus	Silent Image: Creates minor illusion of your design. 
Trans	Enlarge Person: Humanoid creature doubles in size.
Trans	Expeditious Retreat: Your speed increases by 30 ft.
Trans	Feather Fall: Objects or creatures fall slowly.
Trans	Jump: Subject gets bonus on Jump checks.
Trans	Magic Weapon: Weapon gains +1 bonus.
 Watery Speech (Into the Blue)
 Waterproof (Into the Blue)
Level 2
Abjur	Arcane Lock M: Magically locks a portal or chest.
Abjur   Protect Book: Target book gains DR 5/- versus elemental damage and slows the book’s aging. (Spells and Spellcraft)
Abjur	Protection from Arrows: Subject immune to most ranged attacks. 
Abjur	Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj	Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Conj	Glitterdust: Blinds creatures, outlines invisible creatures.
Conj	Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div	Locate Object: Senses direction toward object (specific or type).
Div	See Invisibility: Reveals invisible creatures or objects.
Ench	Hideous Laughter: Subject loses actions for 1 round/level.
Evoc	Darkness (Shadowy Illumination): 20-ft. radius of supernatural shadow.
Evoc	Ice Knife: Dagger made of ice inflicts 1d8 damage plus 1d8 cold plus two Dex damage. (Oriental Adventures/Tome and Blood)
Evoc	Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Illus	Invisibility: Subject is invisible for 1 min./level or until it attacks.
Illus	Magic Mouth M: Speaks once when triggered.
Necro	Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Necro   False Life: Gain 1d10 temporary hp +1/level (max +10).
Trans	Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Trans	Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Trans	Knock: Opens locked or magically sealed door.
Level 3
Abjur	Dispel Magic: Cancels magical spells and effects.
Abjur	Jevicca’s Just Reversal	Reflects Enchantment back at caster. (Complete Book of Eldritch Might)
Abjur	Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Abjur	Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj	Dragonskin. +4 natural armor plus elemental resistance 10. (Complete Book of Eldritch Might)
Div	Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Div         War Mastery: Grants Fighter bonus feat. (Quintessential Wizard)
Ench	Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Evoc	Lightning Bolt: Electricity deals 1d6/level damage.
Evoc	Magnetism		Draw iron or steel objects to yourself. (Oriental Adventures)
Evoc	Steam Breath	1d6 fire damage/level 30 ft. cone. (Oriental Adventures)
Illus	Illusory Script M: Only intended reader can decipher.
Illus	Invisibility Sphere: Makes everyone within 10 ft. invisible.
Necro     	Vampiric Touch 	Touch deals 1d6/two caster levels; caster gains damage as 
hp. 
Trans	Extended Charge	Allows the use of a charged item without losing charges. (Complete Book of Eldritch Might)
Trans	Fly: Subject flies at speed of 60 ft.
Trans	Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Trans	Magic Weapon, Greater: +1/four levels (max +5).
Trans   Restore Page: Fragments of a single page are restored completely. (Spells and Spellcraft)
Trans	Shrink Item: Object shrinks to one-sixteenth size.
Trans	Water Breathing: Subjects can breathe underwater.
Level 4
Abjur	Stoneskin M: Ignore 10 points of damage per attack.
Div	Teleport Coordinates Transfer. Information about destination is transferred. (Complete Book of Eldritch Might)
Ench	Charm Monster: Makes monster believe it is your ally.
Evoc	Fire Orb	Ranged touch, 1d6/level max 15d6) points of fire damage divided as you see fit. (Tome and Blood)
Evoc	Greater Mark of Air		Subject flies 40, +2 Dex and other power. (Complete Book of Eldritch Might)
Evoc	Greater Mark of Earth	Subject has DR 10/+1, +2 Strength and other power. (Complete Book of Eldritch Might)
Evoc	Greater Mark of Fire	Subject has fire resistance 20, +2 Dex and other power. (Complete Book of Eldritch Might)
Evoc	Thunderlance	Creates force longspear, 20’ reach, dispels force effects. (Forgotten Realms Campaign Setting)
Evoc	Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus	Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Illus	Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Illus	Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Trans	Mnemonic Enhancer F: Prepares extra spells or retains one just cast.
Level 5
Conj	Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Conj	Summon Monster V: Calls extraplanar creature to fight for you.
Conj	Teleport: 	Instantly transports you as far as 100 miles/level.
Evoc	Cone of Cold: 1d6/level cold damage.
Evoc	Energy Buffer	Absorbs 1d6/level points of damage from one kind of energy. (Tome and Blood)
Evoc	Wall of Force: Wall is immune to damage.
Illus	Dream: 		Sends message to anyone sleeping.
Illus	Seeming 	Changes appearance of one person/two levels.
Illus	Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Trans	Telekinesis 	Lifts or moves 25 lb./level at long range.
Level 6
Div	Analyze Dweomer F: Reveals magical aspects of subject.
Div	Legend Lore M F: Lets you learn tales about a person, place, or thing.
Div	Teleport Tracer. Destination of teleport is discovered. (Complete Book of Eldritch Might)
Evoc	Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Evoc	Contingency F: Sets trigger condition for another spell.
Illus	Mislead: Turns you invisible and creates illusory double.
Illus	Shadow Walk: Step into shadow to travel rapidly.
Trans	Control Water: Raises or lowers bodies of water.
Trans	Disintegrate: Makes one creature or object vanish.
Trans	Transformation M: You gain combat bonuses.
Level 7
Conj	Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Conj	Summon Monster VII: Calls extraplanar creature to fight for you.
Conj	Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Univ	Limited Wish X: Alters reality—within spell limits.
[/SBLOCK]
Favored Enemy Outsider (Evil) +2 bluff, listen, sense motive, spot, survival and weapon damage.
Wild Empathy +2
[SBLOCK]Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. 
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Equipment:
Spellbook
Black Robe
Appearance: Tall (6'2'') bearded norseman well muscled and hefty (220 pounds). Piercing cold blue eyes, Brown hair, Shoulder length long hair and thick beard and mustache. Multiple scars from blades, claws, arrows, and other.
Currently wearing a black robe and holding a spellbook.
Here's a pretty good portrait, when he was higher level Voadam used to use a lot of spells that put magic runes on his face and hands (greater mark spells) 
http://images.epilogue.net/users/mcarnahan/Sorcerer.jpg
And here's one that represents well Voadam's last foray into Faerun when he went into the desert.
http://www.wizards.com/dnd/images/sand_gallery/87591.jpg
History overview [SBLOCK] Viking warrior background, homeland fell to dragon lord fiend army, fled to new lands learned magic from a drow, went to oriental/mongol land, learned martial arts and studied under a wu jen then mongolic shaman, eventually went spelljamming to multiple worlds (including Toril) gated into a dream world where he became a merchant prince, then back to spelljamming, into Ravenloft, then sucked out of there by vampire theurge major ritual on postapocalyptic Greyhawk banewarrens world where he became a witch, demon, and vampire hunter, and now onto current campaign.[/SBLOCK]
FR history [SBLOCK]spelljammed into Toril at waterdeep, met Blackstaff when arrived, went on adventure across Faerun for Daerlune at request of sister Sune and Lathander priestesses heading into desert defeated blue dragon with elven cleric and knows password to glyphed up hidden treasure hoard he couldn't carry at the time, then agreed to be spy for evermeet elves as spelljammer mercenary, did so, infiltrating scro but never made it back after things went bad there (dream gate and ravenloft intervened). Was on Toril during 2e era (i.e. after Time of Troubles, pre some of the stuff in the 3e FRCS)[/SBLOCK]
FR contacts[SBLOCK] Khelben Blackstaff Arunsun, met briefly in Watedeep.
Samantha, priestess of Sune in Daerlune, quested for her, briefly trysted.
Aliantha, priestess of Lathander in Daerlune, quested for her, sister of Samantha.
Agrinja, devil summoning desert shaman of shark totem, he was Voadam's guide in desert.
Zwingli, wizard, adventured with him on Daerlune quest, he was revealed as Thayan spy and lost to succubus he summoned.
Azuth temple in Daerlune, Voadam studied magic there after Daerlune quest.
[/SBLOCK]
Waterdeep history [SBLOCK] Arrived at the port on his spelljamming hammer ship years ago.
Was met by Blackstaff briefly.
Toured the city for shore leave and some merchant trading.
Broke up a slaving ring.
Got contacted in the undercity by renegade drow rune mages about possible mercenary work against matriarchy, but Lolth clerics arrived and killed them.
Accepted Daerlune Quest of two sister priestesses to acquire object to protect their city against Red Wizard threat and left city for long time.
Returned much later and accepted elven offer to go to Evermeet for spy mission requiring non elves.[/SBLOCK]
Recent history [SBLOCK]The green disintegration ray dissipated as it hit the demon's hide. Voadam silently cursed at the spell's failure then cast another green ray of eldritch destruction. As the second one splashed harmlessly against the demon's innate magical defenses Brok scrambled to draw out another scroll and chanted the invocation to pierce Voadam's invisibility. "Plan B" Voadam thought after proving the demon's resistaces to his direct spells. Direct magic was a longshot against demons anyway and Voadam had known Brok was unlikely to fall but it was worth the attempt and would throw him off guard for Plan B. There it was, Brok was drawing Voadam's old enchanted bastard sword and starting to fly around trying to get the wizard in range of his divination. Brok and the warlock had narrowly failed to finish off the bound and stipped wizard after taking care of the elves and Voadam had been hounding them and their minions ever since, killing their undead and witch priestess, now targeting the Bane demon before he planned to go after the warlock. Plan B was to use a magnetism spell to grab back Voadam's blade then teleport away to Ptolus and get the Cuthbert cleric to bless the blade the next day when Voadam would return bursting with war mastery magics and illusions so he could engage Brok in melee and pierce his physical defenses. Once Brok was dead, Voadam would retrieve the items the demon had stolen from him and then leave to prepare an attack against the warlock. Neither could flee the area as they were trying to tap the power of the ancient menhirs and would not leave that prize for Voadam to collect, and neither really cared how many minions Voadam vanquished as long as they continued on their path of power. Voadam's plan for the warlock was to use limited wish to negate the other's magic and then strangle him since without the demon or undead Voadam felt he could overpower the tiefling physically without minions interrupting or the warlock using his dimensional magic to escape. Then the magical menhirs would be Voadam's and he could tap its power like he had the druidic Water Shard Lake. Voadam moved to the side, Waldo and the pixie invisibly accompanying him and prepared to cast the magnetism spell.
Unfortunately it was at that exact moment that the warlock activated the druid Stones again and a huge wave of magical energy washed throughout the town. Voadam had anchored himself through a ley line to the nexus that was the druidic elemental Water Shard far to the North, a fundamental artefact of the world he had been studying with the renegade demon Rhunad. While this gave him some extra power for his magics, it also caused massive interference when the two magics collided. Space and time ripped at the point of contact, directly centered on Voadam, and a black hole erupted around him. "No!" he screamed, "Not now! Not Again! No!".[/SBLOCK]
Favorite Foods [SBLOCK]1. a cooked spider delicacy the drow enjoy that non elves sometimes find deathly poison (Voadam doesn't have the common allergy for it) picked up the taste when apprenticed to his first magical mentor.
2. No Lobster, an invisible lobster like crustacean found in the dream realm that he enjoyed on his travels there when he was hosted in a magical component supplying town at "The Second of Three Inns on the First of Three Places".
3. Fried Flumph, he doesn't know what Flumphs are, except that they are good eating and the Melnibonean elven ambassador in the dream realm offered some fine ones when he hosted Voadam and his entourage. The ambassador was impressed that Voadam ate them with relish without hesitation. 

 [/SBLOCK]
The loves of Voadam's Past [SBLOCK] a nymph he rescued from some kobolds
mongol princess, Voadam bested every martial artist in her clan, but she bested him
Samantha, priestess of Sune from Daerlune, casual fling
Charon, tiger priestess, short tryst in dream world
Sith lord psion, voadam's political protege in dream world
Sarah, paladin who liked Voadam's pick up line of "If I don't detect as evil, can I buy you a drink?" adventured with him in Banewarrens, but she went deeper on church orders and was turned into a wight that Voadam had to destroy.[/SBLOCK]
Voadam's magical teachers[SBLOCK]
Karnash, drow knight and wizard
Genji, Wu Jen taught oriental magics and martial arts, heavy into aromatic smokes
Minotaur ice mage, voadam killed him and studied his fell magics
Mongol Shaman, lightning and flight magic
Temple of Azuth in Daerlune FR granted him access to their library after he aided the city.
Ineverted Pyramid, magical secret society that Voadam joined in Ptolus on postapocalyptic Greyhawk world
Various spell tradings.[/SBLOCK]
Prophecy by witches about Voadam[SBLOCK]A prophecy Voadam heard from three witch sisters. One Eye referred to Voadam's orcish henchman while Traveller was Voadam.
The three sisters are standing near a large, gnarled oak tree that borders the small road they are walking on (and which you can now see).
To your left is the one with slightly wild hair, dirty hands, and amusty odor. We'll call her the "Dirty" one for now.
To the right is the one with slender long fingers and bad breath. We'll call her "Fingers" for now.
In the middle is the slightly thicker (though that makes her merely skinny rather than emaciated) one with somewhat graying hair. We'll call her the "Old" one.
Fingers looks agitated but has her hands folded neatly near her stomach. She speaks first, "Thy presence is unwelcome, Traveler."
"Or welcome," corrects Dirty.
"It depends on your intentions," says Old.
Old speaks again, "We knew you would come, though the method by not."
"With or without One Eye," says Dirty.
Fingers suddenly speaks in a clarion voice, "Lo! Behold the Traveler and the One Eye, their destiny is written in thunder and sky!"
The sky is somewhat fairer now, less cloud cover letting more of the setting sunlight through. The fog drifting around in swirls. The air tastes foul.
"Know you your destiny?" asks Dirty.
"Or perhaps should we tell you?" asks Old.
Voadam answers "I would be most interested in your telling, ladies. Destiny is a fast river that carries you along, but how skilled a sailor you are determines whether you enjoy the ride. Which way do you see the river bending? And do you think I should prepare to swim?"
"Draw near and pay heed, One Eye and Traveler!" intones Fingers.
"Your destiny is betwixt that of two great houses."
"Many two great houses."
"One, shackled to life and free in death."
"Two, the heart that rots from within."
"Three, wayward children of a lesser god."
Then they begin speaking so quickly and in such similar monotones that you have trouble following who is saying what....
"The river stretches onward,"
down or up
through or around
in secret or in glory
to share or to save."
Then pause and appear to be trembling and exhausted.
"You will redeem or destroy the House of Vladaam, Traveler" states the Old one.
"You will recall or deny the race denied itself, One Eye" states Fingers.
"Thy destinies are like the vine, twixt trellace and wind, sun and earth, fire and sky, touched by the Earthsong yet comforted by unending unlife," states Dirty.
"Seek thy assistance where you least expect, thy life in thy demise, and thy glory in thou humbled." The old one says with finality.
"When you have made THE CHOICE," emphasizes Fingers.
"Seek us under the black moon of the west," continues Dirty
"And receive thy reward." finishes Old.[/SBLOCK]
Familiar - Waldo [SBLOCK] After barely defeating a minotaur ice mage, Voadam studied the magics of his spellbook (which had been inscribed on the skin of dead elves) while he recovered from the goring he had suffered on the mage's horns before Voadam snapped the minotaur's neck. One of the magics therein related to calling and binding powerful animal familiars. Once he was strong enough, Voadam left the minotaur's ice maze and cast the spell on the bank of a mighty river. A giant otter answered his call, a spirit that seemed to complement Voadam's own, a clever creature that often found itself in trouble.
Mechanically, Waldo had been done out as a 5HD dire otter, using the 5th level greater familiar spell from Relics and Rituals and using stats for a dire weasel with swim speed replacing blood drain. Magic items for him included a collar that allowed him to learn and speak languages, a ring of protection +1, and a ring of swimming.[/SBLOCK]
The many death's of Voadam[SBLOCK]1 torn apart by gargoyles and on death's door. Natural healing brought him back after a month.
2 poison needle trap nicked him, an elixir of life brought him back.
3 basilisk gaze petrified him, ring of earth elemental command restored him.
4 Bled to death in the jaws of a giant shark commanded by the Whisperer of Impossible Secrets. The world's Great Druid brought him back.
5 The god known as the True Child of Chaos cried out when a party member brought up sad memories in conversation with the god and Voadam's soul was ripped from his body and cast into a spiritual whirlpool/maelstrom. The god later restored him.
6 After being energy drained by wights and spectres at the command of a vampire theurge Voadam used his staff of thunder and lightning to blow up his wand of wonder causing a magical explosion. Cuthbert clerics raised him.
7. Harpy archer tagged him with a crit arrow to the lungs. Coautl healed him up from dying.[/SBLOCK]
Magic ritual experience [SBLOCK]1. Ritual magic from Relics and Rituals, participated in ritual to reseal Banewarrens, did not use new ritual skill, but I forget whether it was concentration, knowledge arcane, or spellcraft that we used instead.
2 ley line stuff from Heroes of High Favor: Elves. (This is online from their website as a web enhancement/preview). [/SBLOCK]
Trapped dragon hoard [SBLOCK] To the south of Daerlune in the desert Voadam and an elven war priest were ambushed by a blue dragon. Fighting with mighty magics the two vanquished the beast and discovered his hidden underground cave wherein it kept its hoard. Not having sufficient resources on hand to gather and transport the loot they mostly left it intact and warded the cave with magics then left to accomplish their quest for the city. Among the wards were several glyphs that Voadam has the password to, and wizard locks on several of the chests. The hoard consisted of piles of gold, a magical sword that could detect magic, and assorted minor magic items that were not easily portable. The priest joined Voadam on many adventures but did not make it out of the world of Ravenloft as Voadam did.[/SBLOCK]
Goals [SBLOCK]1 reconnect with familiar Waldo who got separated in transdimensional rift
2 Go to evermeet to make spy report for elven armada.
3 Recover dragon treasure.
4 Figure out rift, ley line, and ritual knowledge.[/SBLOCK]
More to come.