Vasorn, The World Under Dragonfire - Calling all players!

Ok, items for Zass'sk -

Whispertree - +1 agility (+2) tonfa (4,301gp) - Created by a monastery of lizardfolk monks, this unassuming weapon is often not even counted as such.

Dragonstrength - headband of Strength +4 (16,000gp) - This headband is made from shed black dragonscales, and decorated with tiny black dragon teeth.

2 javelins of lightning - (3,000gp) - These javelins are made from white birch, covered with slivers of blue dragon bone, with a blue dragon scale wrapped around the grip and a blue dragon tooth forming the tip.

Breath of All - necklace of adaptation (9,000gp)

699gp left.

Tell me if you want a cosmic reroll Zerth if these items don't please.
 

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Here is my character, submitted for the DM's approval. The background is still a little sketchy, but I can add more if you like.

As for the items, I had forgotten how quickly GP goes in this game.

Wishlist
-Additions to armor such as shadowed or silent moves would be nice
-Gloves of Dex
-Arcane scrolls, wands, or anything to expand her spell list would be greatly appreciated!


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Alyshia Ra’nier
Female Drow [2] Rogue [3] Wizard [5] Arcane Trickster [1]

Alignment: Chaotic Neutral
Height: 5’2”
Weight: 118 lbs
Hair: White
Eyes: Red
Age: 122

Str: 12 (+1) [4 points]
Dex: 19 (+4) [6 points, +2 racial, +1 at level 8, +2 Gloves of Dex]
Con: 12 (+1) [6 points, -2 racial]
Int: 20 (+5) [8 points, +2 racial, +1 at level 4, +2 from headband]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [4 points, +2 racial]

Class and Racial Abilities:
+2 Dex, -2 Con, +2 Int, +2 Cha, Medium,
Immunity to magic sleep effects, and a +2 racial saving throw against enchantment spells or effects, +2 racial saving throw on Will saves against spells and spell-like abilities, SR 22, Darkvision 120', +2 Racial Bonus on Search, Spot and Listen checks, always looking for secret/concealed doors within 5', Weapon Proficiency (Rapier), Light Blindness, Spell Like Abilities (Sp) 1/day Dancing Lights, Darkness, Faerie Fire

Sneak attack +2d6, trapfinding, evasion, trapsense +1, ranged legerdemain 1/day.

Hit Dice: 2d8 + 3d6 + 5d4+ 1d4 + 11
HP: 55
AC: 20 (+4 Dex, +5 armor [Shadow Walker], +1 deflection [from ring])
Init: +4 (+4 Dex)
Speed: 30 ft

Saves:
Fortitude +3 [+2 base, +1 Con]
Reflex +12 [+8 base, +4 Dex]
Will +8 [+7 base, +1 Wis]

BAB: +4
Melee Atk: +6 (1d6 18-20/x2/P, +1 Dragonbane Rapier [+3 vs dragons, additional 2d6 damage vs dragons])
Ranged Atk: +9 (1d8, 19/20/x2/P, MW Crossbow)

Skills:
Concentration +17 [12 ranks, +1 Con, +4 feat]
Decipher Script +8 [3 ranks, +5 Int]
Disable Device +22 [13 ranks, +5 Int, +2 feat, +2 tools]
Escape Artist +4 [6 ranks, +4 Dex]
Gather Information +5 [3 ranks, +2 Cha]
Hide +21 [12 ranks, +4 Dex, +5 Armor]
Knowledge (arcana) +17 [12 ranks, +5 Int]
Listen +6 [3 ranks, +1 Wis, +2 racial,]
Move Silently +15 [6 ranks, +4 Dex, +5 armor]
Open Lock +21 [13 ranks, +4 Dex, +2 Feat, +2 tools]
Search +14 [7 ranks, +5 Int, +2 racial]
Spellcraft +15 [8 ranks, +5 Int, +2 Synergy]
Spot +9 [6 ranks, +1 Wis, +2 racial]
Tumble +10 [6 ranks, +4 Dex]

Feats:
Nimble Fingers (1st level)
Scribe Scroll (wizard bonus 1st level)
Combat Casting (3rd level)
Silent Spell (wizard bonus 5th level)
Spell focus (Evocation) (6th level)
Spell penetration (9th level)

Languages: Elven, Undercommon, Common, Abyssal, Draconic, Drow Sign Language, Goblin

Spells Prepared
Save DC +5, +6 Evocation
0th - Mage Hand, Flare, Read Magic, Prestidigitation.
1st - Mage Armor, Magic Missile, Magic Missile, Magic Missile
2nd - Mirror Image, Melf’s Acid Arrow, Melf’s Acid Arrow, Tasha’s Hideous Laughter
3rd - Invisibility Sphere, Fireball, Hold Person, Rope Trick.

Spellbook
0th - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt
Undead, Flare, Ghost Sounds, Light, Mage Hand, Mending, Message, Open/Close,
Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st - Alarm, Comprehend Languages, Charm Person, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement,
2nd - Melf’s Acid Arrow, Tasha’s Hideous Laughter, Mirror Image, Spider Climb
3rd - Arcane Sight, Heroism, Hold Person, Fireball, Invisibility Sphere, Fly, Rope Trick

Equipment:

Wearing or carrying
Dragon Biter (+1 dragonbane rapier, 6,000 gp)
MW Heavy Crossbow (350 gp)
Shadow Walker (+1 Chainshirt, shadowed, silent moves (8,500 gp)
Headband of Intellect ( headband of intellect +2, 4,000gp),
Ring of Protection +1 (1,000gp)
Serpentine Grace (Gloves of Dex +2, 4,000 gp)
Belt pouch 1gp
-Waterskin 1gp
-MW Thieves Tools 100gp
-Coral Urchin 5,325 gp
-Wand of Web 4,500 gp


Backpack (2 gp)
-Bedroll (1 sp)
-Scroll case (1gp)
-Flint and Steel (1gp)
-Grappling Hook (1gp)
-Spell component pouch
-Ink (two vials) 8 gp
-Inkpen 1sp
-Trail rations (10 days worth) 5 gp
-Mirror 10 gp
-Tanglefoot bags x5 150 gp
-Alchemist’s Fire x5 100 gp
-Antitoxin x2 100 gp
-Hemp Rope, 100 ft 2 gp
-Spellbook 15 gp
-Wand of Cat’s Grace 4,500 gp
-Scroll of Mirror Image - 150gp
-Scroll of Spider Climb - 150gp



Money
25 gp

Appearance: At first glance, there is nothing remarkable about Alyshia. She is only 5’2, with a slender build. She usually wears her long white hair down, with her bangs tied into braids on either side of her face. About six months ago, on a whim, she added crimson streaks to her hair. She found that she liked the style, and decided to keep it.

When out in the field, Alyshia favors a comfortable black leather outfit, tight fitting but not tight enough to reveal the presence of the shiny chainshirt that she wears underneath. At her side hands a rapier, and a crossbow is slung over her shoulder.

Background: Alyshia joined the resistance against the dragons at a very young age. She was trained by Ilmryn Colair, a drow Cagebreaker who had spent most of his life freeing slaves. She learned many lessons during the years that she spent with Ilmryn, but none more important than the lesson she learned on their final mission together. Ilmryn took his job very seriously, so seriously that it consumed every other aspect of his life. Heroism and dedication are all well and good, but there was nothing in Ilmryn’s life that would bring him joy, except for killing dragonkith and freeing slaves.

Their final mission together was supposed to be a simple one; just sneak in and free the slaves, without the ‘kith even knowing that they had been there. Ilmryn was so intent on completing the mission that he did not notice the ambush party until it was too late. Ilmryn lost his life that night, and Alyshia barely escaped with her life. She still misses her mentor, as he was like a father to her. She continues the work that he so loved, though she tries to avoid making the mistakes that he had. Dedication is a wonderful trait, but Alyshia has seen the folly of being too dedicated.

Pet Coral Urchin - This is a rather odd item, created by an aboleth with a strange sense of humor. He commanded his kuo-toan minions to bring him some of the life that lived in their home, and one of the things they brought him was a sea urchin. Amused by the spiky creature, he granted it intelligence, as well as some additional powers and kept it as an odd pet. When it grew old, he used a spell to convert it into a statue form, much like a figurine of wondrous power. When he died (of old age oddly enough), his goods were given to the resistance.

It appears as a spiky, white sphere about the size of a walnut when in figurine form. When commanded (the command word is "spike" in Undercommon), it becomes a fist-sized gray sea urchin. It is intelligent, and can converse in Common, Undercommon, and Aquan, though it has an odd sense of humor. It can fly at a speed of 40 ft., however it cannot go more than 500 ft. from the owner. The owner may "see" through its senses (it has blindsense out to 20 ft.), though they cannot use their own senses when using the urchin's senses. The urchin may be activated no more than 24 hours in a week, though they need not be continuous. If destroyed in figurine form, it is gone forever, if it is destroyed in urchin form, it immediately reverts and cannot be activated for a week.

Spike, awakened sea urchin
diminuative magical beast (aquatic)
Hit dice: 2d8+2 (16 hp)
Initiative: +2 (Dex)
Speed: 5 ft., 5 ft. climb, 10 ft. swim, 40 ft. fly (perfect)
AC: 18 (+2 Dex, +3 size, +13 natural)
Attacks: none
Damage: defensive only, see below
Face/Reach: 1ft/1ft
Special Attacks: Defensive spines
Special Qualities: Blindsense 20 ft., amphibious, share senses
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 2, Dex 14, Con 13, Int 12, Wis 13, Cha 14
Skills: Hide +14, Listen +6, Spot +6
Feats: Alertness

Amphibious: Spike can survive out of water for up to 13 hours. Dousing him in water can help him extend that two twice that much, but he must spend at least 4 hours immersed in water to replenish iteslf.

Defensive spines: Those that hit the urchin with a natural weapon take 1d2 damage from its spines.
 
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Items for Alyshia:

Mithral chainshirt is now +1 shadowed, silent moves - 8,500gp

Serpentine Grace - as gloves of Dex +2 - 4,000gp. These items appear to be black adamantine bracelets formed in the shape of a serpent. Tiny chains extend from these to two elegant black rings on the first and fifth finger on each hand.

A wand of web - 4,500gp
A wand of cat's grace - 4,500gp
A scroll of mirror image - 150gp
A scroll of spider climb - 150gp

Upgrate Dragon Biter to +1 dragonbane rapier - (6,000gp)

Coral Urchin - This is a rather odd item, created by an aboleth with a strange sense of humor. He commanded his kuo-toan minions to bring him some of the life that lived in their home, and one of the things they brought him was a sea urchin. Amused by the spiky creature, he granted it intelligence, as well as some additional powers and kept it as an odd pet. When it grew old, he used a spell to convert it into a statue form, much like a figurine of wondrous power. When he died (of old age oddly enough), his goods were given to the resistance.

It appears as a spiky, white sphere about the size of a walnut when in figurine form. When commanded (the command word is "spike" in Undercommon), it becomes a fist-sized gray sea urchin. It is intelligent, and can converse in Common, Undercommon, and Aquan, though it has an odd sense of humor. It can fly at a speed of 40 ft., however it cannot go more than 500 ft. from the owner. The owner may "see" through its senses (it has blindsense out to 20 ft.), though they cannot use their own senses when using the urchin's senses. The urchin may be activated no more than 24 hours in a week, though they need not be continuous. If destroyed in figurine form, it is gone forever, if it is destroyed in urchin form, it immediately reverts and cannot be activated for a week.

Spike, awakened sea urchin
diminuative magical beast (aquatic)

Hit dice: 2d8+2 (16 hp)
Initiative: +2 (Dex)
Speed: 5 ft., 5 ft. climb, 10 ft. swim, 40 ft. fly (perfect)
AC: 18 (+2 Dex, +3 size, +13 natural)
Attacks: none
Damage: defensive only, see below
Face/Reach: 1ft/1ft
Special Attacks: Defensive spines
Special Qualities: Blindsense 20 ft., amphibious, share senses
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 2, Dex 14, Con 13, Int 12, Wis 13, Cha 14
Skills: Hide +14, Listen +6, Spot +6
Feats: Alertness

Amphibious: Spike can survive out of water for up to 13 hours. Dousing him in water can help him extend that two twice that much, but he must spend at least 4 hours immersed in water to replenish iteslf.

Defensive spines: Those that hit the urchin with a natural weapon take 1d2 damage from its spines.

(5,325gp)

25 gp left over.
 

Zass'sk's items are fine and they're added to the CS along with some general background. More can be added, when the actual tie-in is decided.
 

Wow! Those are some neat items. I particularly like the idea of a sea urchin with a sense of humor.

As far as party tie-ins, would it be possible for Alyshia to have heard of the planned attack on the Darkstone mines? If so, then she might try to sneak in to see what scrolls, wands and miscellaneous magic items she can "liberate" from the dragons.
 
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Dark Nemesis, Alyshia might be in a secondary group of Cagebreakers which would be sent to help the first group if all hell broke loose below. However, let's say that you and one of your superiors, a drow woman named Kilvash, have a different task. She is a Godeater, an auxilliry of the priesthood that uses the power of the dead gods to enhance their combative prowess. She is uncanny in sensing diving power, and was sent with you to see if any parts of the dead gods (which resemble stone) were in the Darkstone Mine. It's possible that Gardanax or his superiors have some of it, uncertain of its origin, but certain of its potential power. And, of course, you have free reign to pick up anything else useful along the way.

Zass'sk - In your travels underground, you found a mine run by dragons. Keeping to the shadows, not a day after you got there an assembly of mind flayers, skum, and a couple beholders showed up and attacked. You're now just hidden in the midst of combat, far on the fringes, and shortly (though you don't know it yet) you're going to see a wererat guiding a group of gnomes and children of various races out of a crack in the wall and into the Underdark.

How do those suit for tie-ins?
 


Isida Kep'Tukari said:
Zass'sk - In your travels underground, you found a mine run by dragons. Keeping to the shadows, not a day after you got there an assembly of mind flayers, skum, and a couple beholders showed up and attacked. You're now just hidden in the midst of combat, far on the fringes, and shortly (though you don't know it yet) you're going to see a wererat guiding a group of gnomes and children of various races out of a crack in the wall and into the Underdark.

How do those suit for tie-ins?
Sounds good. Just tell me, when it's ok to begin posting and I'll be ready.
 



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