Voadam the Traveller
Voadam, Human Barbarian 1, Wizard 5
Medium Humanoid (Human), NG,
30s, 6'2", 220 lbs, male, blue eyes, tanned and weathered skin, brown hair, full beard, scars
STR: 16 (+3)
DEX:14 (+2)
CON: 16 (+3)
INT: 20 (+5)
WIS: 8 (-1)
CHA: 10 (+0)
Hit Points: 48 / 48
Hit Dice: 1d12+4 + 5d4+20 (48 hp)
Speed: 40ft
Initative: +2 (+2 Dex )
AC 16 (+4 armor, +2 Dex); touch 12, flat-footed 14
BAB/Grapple: +3/+6
Fort: +6 (+3 Base, +3 CON)
Ref: +3 (+1 Base, +2 DEX)
Will: +3 (+4 Base, -1 WIS,)
Attacks:
- unarmed strike +6 melee (1d3+3)
- +6 melee X+3
- +5 ranged
- <Weapon> + ranged, XXX' (XXdXX+XX XXxX)
Special Attacks:
- favored enemy outsiders [Evil] +2
Special Abilities:
- Spell casting- wizard
- Fast Movement +10 ft.
Skills: (71 points, max ranks 9/4)
- Climb +7 (4 Ranks, +3 str)
- intimidate +4 (4 Ranks,)
- Listen +3 (4 Ranks, -1 Wis)
- Ride +6 (4 Ranks, +2 Dex)
- Survival +3 (4 Ranks, -1 Wis)
- Swim +7 (4 Ranks, +3 Str)
- Diplomacy +4 (2 Ranks(cross class), +2 <synergy KN>)
- Bluff +2 (2 Ranks(cross-class))
- Concentration +8 (5 Ranks, +3 Con)
- Knowledge Arcana +10 (5 Ranks, +5 Int)
- Knowledge Dungeoneering +6 (1 Ranks, +5 Int)
- Knowledge Local +6 (1 Ranks, +5 Int)
- Knowledge Nature +6 (1 Ranks, +5 Int)
- Knowledge Nobility +10 (5 Ranks, +5 Int)
- Knowledge Planar +10 (5 Ranks, +5 Int)
- Knowledge Religion +10 (5 Ranks, +5 Int)
- Spellcraft +10 (5 Ranks, +5 Int)
Feats:
- Blindfight
- Combat Reflexes
- Craft Wondrous Items
- Deflect Arrows
- Extend Spell
- Improved Unarmed Strike
- Improved Toughness
Languages:
- Common
- Tuigan
- Orcish
- Abyssal
Equipment:
- Black robes (-gp, -lbs.)
- Blessed Book (6,250 gp 500 xp, 1lbs.)
- Spellbook (-gp, 1 lbs)
- Spells scribed into book (all srd 1-6 + lesser acid orb, elemental burst, ice knife, magnetism, steam breath, fire orb, thunderlance, energy buffer (3,000gp, -lbs.)
- Headband of intellect +2 (2,000gp 80 xp, -lbs.)
- wand of grease 50 charges (750 gp, -lbs.)
- Scroll of water breathing (375 gp, -lbs.)
- Scroll of false life (150 gp, -lbs.)
- Scroll of rope trick (150gp, -lbs.)
- Scroll of knock (150gp, -lbs.)
- Scroll of levitate (150gp, -lbs.)
- Scroll of see invisibility (150gp, -lbs.)
- Scroll of locate object (150gp, -lbs.)
- Scroll of mirror image (150gp, -lbs.)
- Scroll of command undead (150gp, -lbs.)
- Scroll of see invisibility (150gp, -lbs.)
- Scroll of obscuring mist (25gp, -lbs.)
- Scroll of comprehend languages (25gp, -lbs.)
- Scroll of disguise self (25gp, -lbs.)
- scroll of mount (25 gp, -lbs.)
- scroll of unseen servant (25gp, -lbs.)
- scroll of light (12.5 gp, -lbs.)
- scroll of message (12.5 gp, -lbs.)
- scroll of ghost sounds (12.5 gp, -lbs.)
- scroll of mage hand (12.5 gp, -lbs.)
- scroll of read magic (12.5 gp, -lbs.)
- scroll of open/close (12.5 gp, -lbs.)
- backpack, rope, food, alcohol, and sundries (~10gp, 5lbs.) 3,215 gp
Total weight carried -- 7lbs.
Light load -- 76lbs., medium -- 153lbs., heavy -- 230lbs., lift -- 230/460lbs., push -- 1,150lbs.
Spells:
Class: (4/5/3/2; spell save DC 15 + spell level; <notes>)
- 0th- detect magic x2, light, prestidigitation,
- 1st- color spray, enlarge person, lesser acid orb, mage armor x2X,
- 2nd- Extended Mage Armor, web, false life
- 3rd- Fireball, Haste
Spells known:
- 0th- All in srd
- 1st- All in srd, lesser acid orb, elemental burst
- 2nd- All in srd, ice knife
- 3rd- All in srd, magnetism, steam breath
Non srd spells
[SBLOCK]Elemental Burst
Evocation
Level: 1
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10-ft. burst
Duration: Instantaneous (see text)
Saving Throw: Reflex half or negates (see text)
Spell Resistance: Yes
When you cast this spell you designate a target point-an item composed of one of the five elements (wood, fire, water, stone, or air). The item then releases the magical energy within it in a sudden, explosive burst. The effects of the burst depend upon the element that makes up the target item:
Wood, Metal, or Stone: The item throws off sharp slivers. Creatures within the burst take 1d8 points of damage (half with a successful Reflex save).
Fire: The fire shoots out glowing sparks, causing 1d4 points of damage. This is a fire effect.
Water: Water pushes out in a sharp wave, knocking creatures within the burst prone. A successful Reflex save allows an affected creature to remain standing. Creatures add a +4 bonus to their saving throws for each size categories they are larger than Medium-size, or a -4 penalty for each size category they are smaller than Medium-size. Creatures with more than two legs, or otherwise exceptionally stable creatures, get a +4 stability bonus.
The spell does not noticeably affect the structure of the target item.
Lesser Acid Orb
Conjuration [Acid]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. +5 ft./2 levels)
Target: Up to five creatures or objects, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No
An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed at a ranged touch attack to hit your target. If you miss, there is no splash damage.
For every two levels of experience past 1st, you gain an additional orb that you shoot at the same time. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five orbs at 9th level or higher. If you shoot multiple orbs, you can have them strike a single creature or several creatures. A single orb can strike only one creature. You must designate targets before you roll for SR or roll damage.
Ice Knife
Conjuration (Creation) [Cold]
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Effect: One icy missile
Duration: Instantaneous
Saving Throw: (see text)
Spell Resistance: Yes
A magical shard of ice springs from your hand and speeds to its target. You must succeed at a normal ranged attack to hit. For every two caster levels, you gain a +2 modifier on the ranged attack roll. The shard deals 1d8 points of piercing damage, plus 1d8 points of cold damage and 2 points of cold Dexterity damage. Creatures that are immune to cold damage take no Dexterity damage. A successful Fortitude save reduces the cold damage by half and negates the dexterity damage.
A miss creates a shower of ice crystals in a 10-foot-radius burst centered where the shard lands (see the rules for grenade-like weapons on page 138 of the Player’s Handbook), the icy burst deals 1d8 points of splash damage. A creature within the burst area can make a Reflex save to only take half damage.
Material Component: A drop of water or a piece of ice.
Magnetism
Transmutation
Level: 3
Components: V, S, M
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
This spell allows you to draw iron or steel objects to yourself by projecting a magnetic ray at any object within range. The magnetic ray draws objects to you with an effective Strength score of 30. Each round the spell lasts, you can target one item with a ranged touch attack.
If you hit an item that another creature is holding (such as a weapon), you and the creature holding the item must make opposed rolls, as if you were making a normal disarm attempt. You add your base attack bonus and the ray’s Strength bonus (+10) to your roll. Your opponent uses a melee attack roll modified by +4 if she is using a weapon in two hands. If the weapon is larger or smaller than your size, your opponent gets an additional +/- 4 per size category difference. If you win the opposed roll, the weapon flies from your opponent’s hand to your own. If you hit an attended item, such as a weapon at someone’s belt, the creature wearing the item can make a Reflex save to keep hold of the item.
If you hit an unattended item that is not secured or too heavy for the ray to lift, it flies to your hand. If the item is secured in some way, you can make a Strength check (using the Strength bonus of the ray) to break or burst whatever is securing it.
Material Component: A piece of lodestone.
Steam Breath
Evocation
Level: 3
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cone
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell allows you to expel a breath of superheated steam, which billows forth from your mouth and fills a cone with scalding clouds of mist. Creatures within the mist take 1d6 points of fire damage per caster level (maximum 10d6). The steam clouds dissipate instantly after their damage is done.
Material Component: A glowing piece of charcoal doused with water.
Fire Orb
Conjuration [Fire]
Level: Sor/Wiz 4
As acid orb, except fire orb deals fire damage. A creature struck directly takes the orb’s damage, and the flash of heat dazes it for 1 round. A dazed creature can take no actions (cut defends itself normally). A successful Fortitude save reduces damage by half and negates the daze effect.
[Acid Orb]
Conjuration [Acid]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures or objects, no two of which can be more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: Fortitude half (see text)
Spell Resistance: No
One or more orbs of acid about 3 inches across shoot from your palm at their targets. You must succeed at a ranged touch attack to hit your target. The orbs deal a total of 1d6 points of acid damage per caster level (maximum 15d6), divided any way you see fit, but a single orb must deal at least 1d6 points of damage. You declare the damage division before making your attack rolls.
A creature struck directly takes the orb’s damage and becomes nauseated from the acid’s noxious fumes for 1 round. A successful Fortitude save reduces damage by half and negates the nausea.
If you miss, acid splashes in a 10-foot burst, dealing 2 points per die of damage dealt by that orb. A successful Reflex save reduces splash damage by half.
Thunderlance
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium 0 ft.
Effect: A spear-like beam
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A faint, gray, shimmering force in the general shape of a staff or spear springs from your hand. You can freely make the force retract or grow to any size from 1 foot to 20 feet, but it always remains a straight lance of force. This gives you natural reach of 20 feet. You can use the thunderlance to make powerful melee attacks.
The thunderlance strikes as a Huge longspear, dealing a base 2d6 points of damage (crit x3). You only need one hand to wield the thunderlance, and you suffer no nonproficiency penalties if you do not have Martial Weapon Proficiency (longspear). The thunderlance strikes with a Strength score equal to 12 + your caster level (maximum +15) which replaces your own Strength score when you make attack and damage rolls with the spell.
If you successfully strike a target protected by any force effect of 3rd level or lower, such as a shield or mage armor spell, the thunderlance may dispel the force effect in addition to damaging the target. Make a dispel check against the caster who created the effect. If you succeed, the effect is dispelled. The thunderlance remains whether you succeed or fail at this check.
You can choose to attack objects or to use the Strength score of the thunderlance for Strength scores involving breaking or damaging items.
Material Component: A small metal spear.
Energy Buffer
Abjuration
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 action
Range: Touch
Target: You
Duration: 24 hours or until discharged
This abjuration grants you protection against damage from any type of energy: acid, cold, electricity, fire or sonic. The spell protects your equipment as well. Whenever you are exposed to energy damage, a multi-hued aura covers your body and absorbs up to 1d6 points per caster level (maximum 15d6) of whatever type of energy triggered the effect. The protective aura lasts for 1 round or until it absorbs all the damage it can, whichever comes first. Once the aura begins absorbing damage, you cannot change the type of damage it absorbs.
Energy buffer overlaps (and does not stack with) endure elements, resist elements, and protection from elements. If you are warded by energy buffer and one or more of the other spells, the energy buffer spell absorbs damage until it is exhausted, no matter what type of energy the other spells ward against. If you are subjected to a second type of energy after energy buffer is activated, any warding spell that protects you from the second type of energy is still effective.
For example, Mialee casts energy buffer on herself and also receives protection from elements (fire) and resist elements (cold) from Jozan. Later, a white dragon and a group of ogres ambush Mialee’s party. The ogres hurl flasks of alchemist’s fire at Mialee, which triggers her energy buffer spell. The buffer easily absorbs all the fire damage Mialee would have suffered, and the protection from elements (fire) spell absorbs nothing. Later, in the surprise round, the white dragon looses its breath weapon. Because Mialee’s energy buffer spell is absorbing fire damage, it is ineffective against the cold damage the dragon’s breath weapon deals, but Mialee still gets the benefits of the resist elements (cold) spell.[/SBLOCK]
XP: 19,420 / 21,000
Appearance:
A big bear of a man over six feet tall, he wears his brown hair long and sports a full beard. His eyes are steel blue, and he bears the many scars of a hard life.
http://www.wizards.com/dnd/images/ToMagic_Gallery/96017.jpg
http://www.wizards.com/dnd/images/sand_gallery/87591.jpg
[Personality:
Gregarious and friendly but calculating
Background:
Voadam was born to a viking culture on a world far removed from Toril. He journeyed across his world as a mercenary until he encountered a banished drow noble who he got to take him on as an apprentice in the wizardly arts, later he journeyed to mongolic lands and studied under a wujen who taught him magics and the complimentary martial arts of the lotus petal style. He became a sailor of the void between worlds and visited many realms including Toril. At various points he has been a merchant prince, a mercenary, a wanted outlaw, imperial adviser, and a witch/demon/vampire hunter. He has made deals with demons and fought side by side with paladins. How he came to be on this field with this group is unknown to him, but the fact that he was working with such a varied party does not strike him as odd nor that he would be part of a special military unit.
He has some vague memories of rifting to Toril with a demon nemesis, being stripped of power and items and planning to rebuild himself to confront the demon again. He had plans to recover treasure he had left behind, contact the elven armada, and to perform mercenary work to earn money for spell acquisitions.
Notes:
More in-depth stuff [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.
FR history 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)
FR contacts 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.
Waterdeep history 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.
Recent history 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!".
Favorite Foods 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.
The loves of Voadam's Past 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.
Voadam's magical teachers
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.
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 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.
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 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).
Trapped dragon hoard 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.
Goals 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]