Slick billy

From RPGnet
Revision as of 06:29, 8 July 2008 by BBA (talk | contribs)
Jump to: navigation, search

Slick Billy



Biography:

My life began in a small region called "Fanta's Meadow". For most of my life i thought i would grow up to be a farmer like my farther. Om my 20th birthday however something awoken inside of me, like a chaotic presence. It wasn't long after that that i started to get restless and had to leave the safety of my home to explore the world.

During my travels i gained a taste of humanoid flesh, i could feel my fiendish heritage growing every day. Even my body started to show the effects of my past. my hands became more claw like, my skin turned hard and scaly and my mind became more chaotic.

I was no longer welcome in my home country, hunted down and jobless i decided to join with a gang of pirates that i had run into.

For some rezone they threw me overboard after eating the captain. i don't know why but they probably found it a good punishment to drown a water-breathing creature like myself.

after a few days at sea i came to a small island that turned out to be a breading ground for pirates. Here i sat down in a bar to grab a drink when my story begins.




Character Sheet

Billycharactersheet.JPG




Feat’s

Claws of the beast

[Abyssal Heritor] 

Your hands are twisted like claws. This deformity allows you to deal more damage then usual with your unarmed strikes and sneak attacks.

Benefit: Your natural weapons or unarmed strikes gain a +1 Profane bonus on damage rolls. This bonus increases by 1 for for every two Abyssal heritor feats you possess.

Special: Your talons make subtle manipulation of objects more difficult, imposing a -2 penalty on Slight of Hand checks.



Demonic sneak attack

[Abyssal Heritor] 

You know exactly how to twist the blade to get the most out of your sneak attacks.

Prerequisite: Sneak attack class feature

Benefit: When you make a successful sneak attack, you can reroll a number of sneak attack damage dice equal to the number of Abyssal heritor feats you possess. You must take the results of the rerolled dice.

Special: You trade feints for finesse and find it difficult to hide your malicious intentions; consequently, you take a -2 penalty on Bluff checks



Cloak of the Obyrith

[ Abyssal Heritor] 

The chaos of the abyss suffuses your being, as it does the ancient obyriths.

Prerequisite: Chaotic alignement.

Benefit: You gain damage reduction 1/ lawful. The amount of damage reduction increases by 1 for each additional abyssal heritor feat you possess.

Special: You are careless when it comes to your own fundamental well-being and take a -2 penalty on survival checks.



Demonic Skin

[Abyssal Heritor] 

Your skin has rough, scaly patches that enhance your natural armor.

Benefit: Your natural armor bonus improves by 1. This improvement increases by 1 for every two abyssal heritor feats you possess. If you do not have natural armour, assume your natural armor bonus is +0.

Special: Your thickened skin tends to catch on objects and makes you less flexible. Because of these effects, you take a -2 penalty on Escape Artist checks



TWO-WEAPON FIGHTING

[GENERAL] 

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.

A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.



IMPROVED TWO-WEAPON FIGHTING

[GENERAL] 

Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.

A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.



WEAPON FOCUS

[GENERAL] 

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.



WEAPON FINESSE

[GENERAL]

Prerequisite: Base attack bonus +1.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.

Natural weapons are always considered light weapons.



Skill Trick

Nimble Stand

[movement] 

You can rely on your acrobatic talent to stand up from prone safely.

Prerequisite: Tumble 8 ranks.

Benefit: You can stand up from prone without provoking attacks of opportunity.



Invocations

Aquatic Adaptation

Least; 2nd

When you use this invocation, you gain the ability to breathe underwater. You also gain a swim speed equal to your base land speed. You breath weapon functions normally underwater regardless for its effect. The invocation’s effect lasts 24 hours.



See the unseen

Least; 2nd

You grand yourself great powers of vision, allowing you to see invisible creatures and objects, as the see invisibility spell (PH 275). You also gain dark vision out to 60 feet for 24 hours.

See Invisibility: “You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.”



Walk Unseen

Lesser; 2nd

You gain the ability to fade from view. You can use invisibility (self only) as the spell (PH245), except that the duration is 24 hours.

Invisibility: “The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.

Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.

Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.”


Draconic Flight

Lesser; 3rd When you use this invocation, you sprout spectral wings resembling those of a dragon. You can fly at a speed equal to your land speed with good maneuverability for 24 hours. Your wings allow you to cover overland distances with great endurance; you gain a +4 bonus on Constitution checks made to avoid nonlethal damage from forced march.




Equipment:

Anklet of Translocation

    Body slot: Feet        Activation:  Swift (command)        Number: 2 / day      Cost: 1400gp 

An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.

You can’t use the anklet to move into a space occupied by another creature, nor can u teleport into a solid object; if you attempt to do so, the anklet’s activation is wasted. You can bring along objects weighing up to your maximum load, but you can’t bring another creature with you.



Wyrmfang Amulet

 Slot: Throat   Price: 1350gp activation: none (Permanent) 

All attacks you make with natural weapons or unarmed strikes while wearing this amulet overcome damage reduction as through they were magic weapons. (The attacks don’t get an enhancement bonus, just the ability to overcome some creatures damage reduction)



Amber Amulet of Vermin (giant bee)

   Body slot: Throat     Activation:  Standard (command)   Number: 1 / day     Cost: 500gp 

This item summons a giant vermin that appears and obeys your commands for 1 minute (as if summoned by summon nature’s ally). At the end of this duration, the creature vanishes.

Eight varieties of the amber amulet of vermin exist (see table for the details of each version). An amber amulet of vermin works once per day.

GIANT BEE

Medium Vermin

Hit Dice: 3d8 (13 hp)

Initiative: +2

Speed: 20 ft. (4 squares), fly 80 ft. (good)

Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12

Base Attack/Grapple: +2/+2

Attack: Sting +2 melee (1d4 plus poison)

Full Attack: Sting +2 melee (1d4 plus poison)

Space/Reach: 5 ft./5 ft.

Special Attacks: Poison

Special Qualities: Darkvision 60 ft., vermin traits

Saves: Fort +3, Ref +3, Will +2

Abilities: Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9

Skills: Spot +5, Survival +1*




Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.



Collapsible Pole:

   (dungeonscape)      Cost: 20gp 

This 2-foot-long wooden pole is composed of six telescoping sections that allow it to extend to a length of 12 feet. Each section can be turned to lock in place to prevent the pole from collapsing prematurely. The pole can be partially extended to 4 feet, 6 feet, 8 feet or 10 feet. You can use the pole to jam doors. Pass objects across pits, spring traps, or serve any other needed function. The thinnest section of a collapsible pole can be inserted into a second pole, creating a sturdy pole of up to 22 feet in length. Expanding or collapsing a pole is a full round action.



Lard:

         (dungeonscape)       Cost: 2gp 

Simple cooking lard can be a great aid to dungeoneers. You can spread it on the floor to make a slippery area similar to that created by a grease spell (PH 237). Applying lard in this manner takes 1 minute, but the coated area remains slippery for 1 hour. You can also take 1 minute to coat yourself in lard, which grants you a +5 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or pin. The bonus lasts for 10 minutes.



Listening Cone:

     (dungeonscape)       Cost: 8sp 

This iron cone can be placed against a surface, such as a door, to aid in listen checks made through the surface. The DC for listening though a door when using a cone increases by 2 (rather then 5), and the DC for listening though stone walls increases by 5 (rather then 15). Listening cones have no effect if not used against a surface.



Alchemist’s Fire:

   (SDR)           Cost: 20gp 

You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.

A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.



Antitoxin (vial) :

    (SDR)           Cost: 50gp 

If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.



Masterwork Thief tools:

  (SDR) Cost: 100gp 

This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.



Full cloth, winter:

  (Arms and Equipment Guide)         Cost: 4gp 

This is a heavily quilted undergarment that is worn underneath regular clothing to protect the wearer against cold.

Winter fullcloth is considerd part if the weather outfit described in the players handbook. If worn by itself, it grants a +1 circumstance bonus on fortitude saving throuws against exposure to cold weather (see Cold Dangers in Chapter 3 of the DMG)



Acid (flask):

         (SDR)                   Cost: 10gp 

You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.



Rubber ball:

          (dungeonscape)       Cost: 3gp 

A bouncing rubber ball can give you an idea of what lies down a corridor. Simply throw the ball at a space or grid intersection as you would throw a splash weapon, though with a range increment of 30 feet. No matter where the ball lands, it bounces directly away from you, travelling half the distance it was first thrown. Then it lands and bounces again, covering half the distance of the previous bounce. The ball continues in this manner until it makes a bounce that would be less then 5 feet in length, at which time it stops bouncing and begins rolling. If the ball strikes a solid object , it reverses direction and continues rolling.

Thus, you can throw a rubber ball down a corridor to see whether or not it hits a wall and returns to you. Either way you learn something about the length of the hallway. When you throw the ball, you can also listen carefully for other cues, especially if the ball doesn’t return. For example, if you hear a splash, you know that a liquid object lies ahead.



Goggles of minute seeing:

          (SDR)            Body slot: Eyes        Activation:  X          Number: X             Cost: 1250gp 

The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.



Healing belt

          (Magic item compendium)       Body slot: Waist   Activation:  standard (command)         Number: 3 charges  Cost: 750gp 

While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.

In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)

1 charge: Heals 2d8 points of damage.

2 charges: heals 3d8 points of damage.

3 charges: heals 4d8 points of damage.



Thieving helmet :

  (Arms and Equipment Guide)         Cost: 10gp 

This specially designed helmet has metal funnels around the ears, which grant a +1 circumstance bonus on Listen checks.






Journal

My name is Eldon Thorngage, but most people know me as Slick Billy. If u read this journal, ill like to take this time to say “get ur bloody paws of me stuff ya stinking dog”.

Day one, My luck is chancing, while I was drinking away my last few coins I heard a great news. Some big shot captain is looking for a new crew and is willing to pay well. Unless I’m much mistaken this opportunity will draw more competition then I would like. I am not standing in line with those weirdo’s, a perfect being like myself, I should be first. When I entered the bar is saw my chance. A goliath, those dumb animals never go long without a fight, that will provide the perfect distraction to sneak past the guard unseen. I didn’t have to wait long, only minutes after I entered the goliath had his first fight. It wasn’t how I expected it to be though. This animal seems to abele to handle his weapon with more than just a 1 way motion. Maybe it’s worth it to keep this beast close, he could be useful. This was my chance, but luck didn’t work in my favor, that stupid guard stood to close in front of the door, he would feel it if it opened. What do my eyes see there? 20 fingers ripe for the picking. Maybe I can train my crafting and make a useful pet in 1 go. A necklace made from the fingers of his enemies seems to interest the great brute. Knowing ships I will have plenty of time to work on them on board. Just when I finished collecting the last of the fingers there was a disburdens at the front of the line. That crazy goliath teamed up with one of those savage druids and they are claiming to be first in line. Time for me to be unseen so that when they lose they break down the door I can sneak in. The door opens and the next person is called in. it was a rather weak looking human, he’s carrying a bow and some clean clothes so he’s most likely some kind of city archer. The guard looked like he was going to stop the goliath from entering after the archer but considering that there were already several dead sailors lying on the floor he probably didn’t think it was worth it. The druid now in the form of a brown bear followed them in. while the guard scratch his head about the whole scenario I was able to sneak in with ease.

Inside there where 3 people waiting for us. A captain and two others. They looked way to clean to have done a honest day of work in their life. But then again, most of us look way to dirty to have done a honest day of work, which usually is correct. It could be that I just dint see it right, but it looked like the captain could see me even while I thought to be invisible. We where naturally hired right away, I think it’s mostly because my perfect self made the average skill of the group look good.

Day two, We have been on the sea for a few days. But I never bothered to keep track so I name this day “day two”. For some rezone the captain took offence when I spilled the blood and muscles of the fingers bones I was cleaning on the deck. He made me clean the whole deck, I wonder what the rest of the crew will say when they find a dead captain one night.

The archer turned out to be a mage. I like mages, they die in such a lovely way. I heard the captain call him Hugh Laurie. Hugh was placed into the crow’s nest, probably because the captain guest he wouldn’t survive down here.

The goliath I met earlier is called Sirius Sam, I’m not sure why but he’s spending his days locking random people into jails. I’m not really bothered though, I’m pretty sure he can’t find me when I don’t want him to.

Day three, We are joined by another ship and all the men are being locked into the jail. The only once free seem to be some guard’s Sam, Hugh, the druid who’s called Tony hawk I think, a goblin whose name I can’t remember and myself. When we followed the goblin below deck he seems to be stacking barrows of gunpowder on one side of the ship. After some interrogating the goblin the plane became clear. The ship was to be blown up and all the pirates with them. We needed a distraction fast, so I decided to free the prisoners. Their deaths should give us enough time to get to a better situation.

I’m not sure who is in on this plan, I best kill anyone who gets in my way. it looks like I have no chose but to team up with Sirius and Tony, hearing the battle above deck it will get hard. It was the short battle after only a few kills the whole ship blew up. Everything went dark after that.

Day four, I woke up on what seems like a tropical beach. I’m not sure how long I have been out but I sure hope it wasn’t more than a day. With me are some pieces of a ship and five pirates. I recognize three of them as Sirius, Tony and Hugh. I don’t know what the other two are called but they claimed they saved us so I guess they should be allowed to live for now. After all we don’t know what kind of dangers are around here.

We found footprints going through some kind of spiked plant with berries that explode into a poisons cloud when touched. The footprints look about the size of normal Halfling prints but I never saw a Halfling make these kind of prints. It looks like we have to follow the path around, who knows, maybe they have a boat, gold or some fine woman.

It wasn’t long before we came to a small clearing on the path, it was about 30 feet wide and 40 feet long. After a quick search I found a few traps, they were simple net traps that could keep u hanging from the trees long enough for one of the inhabitants of the island to eat you. Just when I was getting used to this crazy place my dislike suddenly increased. I ducked a blowgun dart by an inch as it came shooting out of the tick bushes at the border of the clearing. In a flash I saw a weird creature looking back at me from the bush. It looked like a big headed Halfling, that had been buried for a while. While I battled with one I could hear the Tony sing in some kind of strange langue and Sirius just went berserk. While I went for the second ugly bugger I could hear a lion roar nearby.

After killing four of those undead Indians a pixie appeared. His name was Brendal, he was some kind of sun of the Pixie leader. He too was able to see me while I was invisible, this island is really starting to get on my nerves. Brendal offered us a deal, get some magical seashell and he will reward us richly. All we had to do is get the shell from some cured pirate ship. He gave us a ring which Sirius took, better him then me to wear a unknown magical ring. I’m not sure if it’s the ring or not, but Sirius is talking to some unseen friend a lot.

We went on our way to the ship, but halfway there we decided to chance course to go to some abandon ruins. I went to scout the entrance, at least that’s what I told the others. In fact I just drop down to near the floor and dangled a bit in the dark. The others soon jumped in after me en ran right into the room, where apparently there was a large spider waiting for us. The moment I saw it I couldn’t control my own movement. I moved slowly into some big spiders web, next to me I saw Sirius doing the same. Things didn’t improve much when Hugh missed with one of his fire arrows and set flame to the web. the spider killed one of my companions. It was a good thing that Sirius snapped to it just in time and smashed the spider.

I found some coins in the belt of the fallen pirate. Unluckily my companions saw me taking the belt so I had to share the gold with them. We could hear some music coming from a passage way to the north. However after searching the room we found another passage to the east. In the east passage we found two options, one was north into some bar or more to the east and then down a spiral staircase. Naturally we chose to explore the bar first. The moment we entered all sound from the bar went out. The bar turned out to be a small room with a few tables and a fountain with some glasses in the corner. Some brown liquid poured from it. True to its nature the goliath brushed all of us out of the way and drank from the fountain. After the first drink he seemed to be totally losing his mind, drinking glass after glass. We tried to stop the fountain flow with mud and rocks but nothing could stop it. So we decided to just sit back and watch the show. A couple of minutes went by of which we spend watching Sirius talk to himself about quests, gold and treasure maps.

After the liquid seemed to lessen we went back to the spiders room and tried the north room. Rule number 1 is “where there is music there is something to steal”. After we entered the hallway we found only a long tunnel with a door all the way at the end. It was strange, every time we went closer to the door it seemed to get further away from us. Halfway in the tunnel we could see Sam hitting hit imaginary friend who seems to be flying around his head. But then again, after a long walk the door did become closer all of the sudden. That wasn’t so strange I guess considering the doorknob talked to us very kindly. It told us that we had to swear to return the story book to its rightful owner or ells we weren’t allowed to enter. So naturally we convinced the doorknob we had the best intentions and het let us in. Inside we saw a book on a pedestal, “Fairytales”. Tony went picked it up and immediately disappeared. Touching a magical book without knowing what it does seemed kind of stupid, but does leaving a most likely valuable magical artifact seemed even dumber. I decided to robe it and just drag it with me. I wanted to read it every now and then, but my better judgment decided against it.

Not knowing where Tony was we went to look at the only place where we haven’t been before, the spiral stairs to the east. It must have looked stupid to any observer, a invisible Halfling, trailing a magical book on a 50ft rope and a large goliath following the book. At the bottom of the stairs we found a room with a weird looking floor. The moment I entered the room the floor started to tilt. It seemed the floor is only secured in the middle, so any movement away from the middle moved the floor to what seemed like a long drop. It was at this moment that Tony suddenly appeared next to the book, at the same moment both Tony and myself got a urge to read the book. After a quick battle for the book in a room with a tilting floor Tony once again grabbed the book and disappeared and Sam put his foot in the chamber canceling out the dis balance from the floor from my weight. In the middle of the room I saw a hole in the floor. Looking down I saw three skeletons just waiting for something. They didn’t react when I threw a small rubber ball at them. Not really interested in skeletons and carrying a weird magical book we really wanted to get rid of we decided to go back outside.

Once outside Sam told us he was going to summon Brendal, who would bring Mostafair. Mostafair was a previous owner of the book and was willing to buy it from us with a gemstone worth 500gp. Before any pixie could appear however Sam and I found our self fighting for the book. Not wanting to touch the book, run away or let Sam have it, it became quite difficult to keep juggling it. It wasn’t long that Sam snatched it up and disappeared into nothingness.

After a while of me standing silly with my book on a rope both Tony and Sam appeared at my side and not much later both Mostafair and Brendal appeared to. Expecting nothing less, Sam started a argument with the two pixies which ended in Brendal Mind controlling Sam with the magical ring. I’m glad I dint wear the silly thing. Since Tony promised the doorknob to return the Book he decided to trade it with Mostafair. We have no way to split the gem at this moment, but we know it’s worth 500gp and that Tony has it so we know where to knock if it’s gone missing. Mad about being Mind controlled Sam threw away the ring. I put it in my backpack. You can never know when we’re going to need it.

Very tired from a long day we set up camp at a clearing in the forest. After a few short hours we where rudely awakened. Out of the ground came some kind of half mole half human. A strong mole it turned out to be. After quite a few hits Sam was able to fling the mol into the bushes with his chain. When Hugh flew over the creature he could only see a hole in the ground where the creature should have been. Creatures that can just pop out of the ground and disappear into it again? I knew enough to know that I didn’t want to be sleeping on that ground when it came up again. Using some of my fine silk robe I made a small bed for myself in a nearby tree. I fell asleep at the sound of Sam and Hugh fighting over something. They where most likely fighting over the rulership of the world or something I didn’t really care enough to pay any attention. After a few minutes however my predictions came true, what go’s down must come up, there was the mol again. I really wanted to stay in my tree at this point, but from what I have seen from this crazy island so far I better stick to the group. Coming down I find Sam laying on the floor eider unconscious or dying and Hugh hanging high in the sky, fleeing most likely. So it was up to me to save the day, just imagine, losing Sam and having to carry all that treasure by myself. I had the mol down on his last breath when he knocked me down. It was a good thing Sam woke up and was able to knock down the severely wounded mol. Unlucky as we are we could find no valuables on the mol. I had stuck my hands in all those holes and spots for nothing. Having little other choice we had to try and rest again, luckily the rest of the night went by without any real troubles.


Day five, Brendal once told us about a camp ruled by a shaman high in the mountains. If I understood Brendal correctly the shaman has some nice magical equipment. The shaman also is most likely to know the location of Brendal’s village which according to Brendal holds a lot of valuables. Sam had his own rezone to find Brendal’s village. He wants revenge for Brendal’s mind control trick. This is all in my favor, maybe the revenge will distract the big guy long enough not to notice that I get more treasure then him. The humans seems to keep far out of combat at all times, it can’t be too hard to steal something before they get close.

After a few hours of walking we suddenly came to a halt in front of a huge cliff. Our group didn’t have any real trouble with it. Sam climbed it with ease, Hugh casted a spell on himself and flew up, Tony ordered his air elemental to carry me up and turned into a hawk himself. I have to say, I’m surprised that the elemental was able to lift me, I haven’t really seen him do anything more then fly out of the way of anything dangerous.

On top of the cliff we suddenly heard voices around the corner of a large stone pile. We found a village, it looked quite disserted except for an ugly little guy on top of one of the houses. He looked moor imported then the other undead Indians we met before but just as weak. The battle started normally, Sam charged the first thing he saw and started to hit it with his chain. I saw Sam getting shot at when he charged so I went to the side and attack one of the undead tribesmen. Tony summoned some kind of bird that shot lighting, the elemental floated at a safe distance and Hugh casted a spell on the group. Too bad I was to far away to benefit from Hughs spell, it looked like Sam was hit and he suddenly hit with the speed of two.

Before we could kill our attackers we got surrounded by reinforcements, they came right out of the side of the mountain. I got hit by some kind of mental blast by one of them. Near dead I was able to tumble my way to safety and summoned a giant wasp to stop my attackers from following. Hugh was able to summon up some kind of web and cloud that seemed to stop a small group of the attackers in their tracks, Sam did his usual smash and bash attacks and Tony ran around us trying to keep our health to respectable level. Two kind of worms appeared on the battlefield and started to spray us with acid, or at least they tried. With some quick teamwork we were able to take down the mind killing caster. After that we rounded up the remaining enemy’s and slew them. Searching the whole village we found nothing worth our time except for a few magical daggers and armor from our attackers. The wall however did get our attention, no one is going to enchant a whole mountain without a good rezone. The doorway seems blocked by some rezone, throwing the body’s of the defeated enemy’s against it didn’t work, so it can’t be activate by something there wearing. Searching the rest of the village we found a lever that opened a door a few feet to the left of the magical wall. There was a dark tunnel that lead to a small square room. It looks like were expected, the moment I entered the room I was attack at three sides by tribesmen. I had a little laugh all their weapons just bounced off my demonic skin. I heard Tony summon a giant crocodile, but before it had a chance to get into action we had already slain all the tribesmen. Not a bad fight for another six magical daggers and some magical armor. The room seems to have four exits, one where we came from, one tunnel that seems to lead back through the magical wall, one tunnel exactly the same as the one where we came from except to the right side of the magical wall. And then there was a strange door that we could only open using a small wooden stick we found outside. This door opened into a tiny room. It was a circular room with a diameter of about 10feet with leather straps at the wall where someone could be tight to. Tony Hugh and I only just entered the room when Sam suddenly pulled the lever again. I rushed to secure myself while the whole room started to shake. The next thing I know is that the whole room suddenly go’s thundering down like a barrel on a waterfall. It seemed that Tony was able to strap himself down in time to, Hugh however wasn’t that lucky. Man it was funny seeing that weak archer bounce from wall to wall and from floor to ceiling. It wasn’t long before we stopped and the door opened again. Not really caring to wait for the others I used my powers to become invisible and snuck out of the moving room.

This probably wasn’t my best plan I ever head, waiting for us in the room where two giant ice scorpions. Its times like this when I miss Sam and his constant urge to get hit. These creatures had no soft spots to hit, my natural protection against weapons had no effect against their sting and they could do some kind of mental attack. Sins I couldn’t hide from them I decided to stall them long enough for Tony to get us some reinforcements. Maybe Sam would find a way to follow us. I think Hugh casted a few spells but the scorpions didn’t seemed to be effected at all. The air elemental in a rare brave flick, suddenly starting attacking our enemy’s, maybe one day he will also be hitting anything. After Tony had summoned a Giant crocodile we suddenly say Hugh flee the battle back up the tunnel where the moving room came from. A few seconds later he came flying out again, he probably heard rumbling in the tunnel because the moment Tony and I gotten the upper hand on the scorpions moving room came crashing down like ours. This time with Sam in it. I must say it was fun seeing the last scorpion knock Hugh unconscious. Too bad Tony gotten him back on his feet before I could take a look at his equipment.

We found our self’s in a room with three door now. The moving room had disappeared into the floor so that wasn’t a option. The other three way’s looked closed so they would have to wait till tomorrow, first we need to get our strength back.

The gods where pleased with our destruction, I mean renewal of the world. We were all blessed with a magical item. I gotten a “Magic Vest of +5 Resistance”. That should keep me save against all these pesky mind casters and poisonous stabber.

Day Six, After a refreshing rest it was time to see what these highly magical beasts where doing here. Like the old saying “anything worth guarding is worth stealing”. The chain ape Sam tried opening the doors with force, to no effect. Flyboy Hugh used his cosmic knowledge and highly trained brainpower to stare into a blank wall. I think the fungus loving druid wasn’t even sure that the rest of us had gotten up at all. As for me, well, let’s just say I did the best I could in this tight situation. Relentless to see Hugh did redeem himself a bit by finding The lever of the doors hidden behind a soft patch of dirt on the wall. He probably leaned against his wile resting from his exhausting staring.

After a quick vote the minority of the group chose me as the best option as scout. I’m not really a fan of being the first into danger. But then again, if the treasure is hidden close by it can’t hurt to check it for traps without anyone looking over my shoulder. It is of course not my fault if gems fall into my clothes while I’m searching. It shows that you can’t trust a gang of bloodthirsty pirates these days. Just as I entered the hallway through the first doorway they pulled the lever again to close the door. It was a good thing I was invisible so that they didn’t see I had jumped back into the room the moment I saw the door move. Sniggering little bustards they where, laughing what they thought to be behind my back. I waited a few seconds before becoming visible again ruining there laugh. All fun and games, there was gold to be found. So as soon as the door was reopened I went exploring again. The hallway was a Y shaped tunnel, the right tunnel has a door which I can’t open. It contains a handprint not much larger then that of a human but with longer fingers. The left hallway has a door that looks normal at first glance but after a better look it looked a bit weird. I couldn’t really put my finger on it. Of course curious as a am I had to put my finger on it. I don’t know why but the moment I touched the door I had a sudden urge to open it. Inside the room where three levers and something made me pull the one on the right.

Everything went bright, dark en then very annoying. I was trapped inside a small 15 by 15 feet room with a nutter goblin who was for some rezone reading notes he claimed he wrote himself. I could hear voices behind the room’s only door. I best not let them know I am here. I don’t think the goblin will be any help if it come to a fight. “Flash” another burst of light appeared in the room, moving suddenly very fast for his weak old body the goblin jumped through it and disappeared. Anything is better than to wait here in a tiny room smelling of goblin waiting to die or be found by some unknown enemy on the other side of the room. The next flash of light is mine. What do u know, my party actually has a use after all. From what they told me afterwards it seemed they came to followed me after I didn’t come back and stared pulling levers at random. That’s my party, when unsure, pull everything u see.

I am not sure how we came to this plan but we decided to use these levers to find a way out. It probably would be more logical to use the doors but that would mean we would have to walk the whole 60 feet back to the main room. We pulled the first lever and Tony send his air elemental into the portal. I don’t know the elemental’s name, but then again I don’t think Tony does eider. Not really wanting or caring to wait for the elemental Sam went through a portal by pulling the second lever. We had decided that we would keep pulling the lever so that he could have a quick look and then jump right back into the portal. We waited a few minutes and the elemental came back giving Tony some report in the elementals home speech, Auran I think it’s called. From what Tony told us it wasn’t a room we wanted to go any time soon. It was a large hallway with at the end a very large statue made of some kind of crystal. Remembering those crystal beasts from the main room who had no weak spots and could see through my invisibility I don’t want to know what this one can do.

From Sam on the other had we didn’t hear anything anymore. I hope nothing bad happen out there, he’s still wearing the magical armors we found earlier. On the other hand, I’m not planning to go check if that risks losing something really valuable, like my own life. Hugh had a plan, we would send a note through the portal. Then Sam could answer it and we would know it’s all save. However all that came back was a crumbled note. Come to think of it, I never seen a monkey write a reply. I don’t think words are really his style. Getting back to his own level I threw in a stone. A few seconds later it was answered by a chained harpoon that nearly killed Hugh. That was prove enough for me, Sam wasn’t in any danger at that moment. I went in the portal after Sam, I told Hugh and Tony that I would send them a square stone if it was save and a round stone it there was danger.

Entering the room I saw it was about 30ft by 40ft. At one side there was a large expensive looking chest with three skeletons around it. Every skeleton had a beam of light that connected their heads to a hole in the ceiling. On the other side of the room where to doors. Both of them had the same handprint as before. Seeing that its save I started cutting my stone square, but halfway through it Sam needed my help preparing the room to open the chest so I stopped cutting and trough the half square half round stone trough the first portal that spawned. I wonder what Hugh and Tony would make of that.

Analyzing the room we decided that skeletons standing around a chest usually guard it and will most likely kill anyone trying to take their treasure. I had two Silk robes in my backpack that we bound to skeletons with. This wasn’t a happy job, even touching a skeleton trough the robe send a burst of pain down my body.

Hugh and Tony seemed to think it was save enough, they had set the elemental to keep pulling the lever and jumped trough the portal to us. Tony turned into a hawk and put some of the lard I had with me into the hole in the ceiling, the moment he finished doing this all hell broke loose. My to expensive pure silk robe that we used to bind the two skeletons busted into flames. One of the skeletons ran up the wall and then on the ceiling and started to attack Tony. One skeleton attacked me and the last one tried to get to Sam. In a matter of seconds we were all in heavy combat. Tony had flown down from the ceiling and summoned a Giant crocodile that kept one skeleton occupied. Sam and I killed the other two while they both where trying to hit trough my demonic defenses. After quite some while Hugh had finished summoning all kinds of arcane powers onto his Arrow and led lose a all might mother of all flaming arrows that from my point of few didn’t do nada. It turned out that they were in fact immune to all kinds of fire. Sam and I had no trouble destroying the two skeletons hitting me and then helped Tony’s croc to destroy the last one.

Shiver me timbers, the booty is ours. After dropping my professional look on the chest I saw that it was still well guarded by traps. While I got ready to perform my delicate operation to remove the chests traps I saw a large chain (missing me by inches) knocking the chest off its pedestal trough the room. Sam opened it and without a second thought put on the necklace he found inside. He seems to think the necklace is his now, well let him. When I am sure he has no side effects from curses ill steal it back.

We called it a night after that to give the two weaklings time to get in touch with their magical side. If u ask me there just lazy and wanted to rest. I lay there on the ground smiling at the flashes of light from the portals. That air elemental takes his tasks to serious.

Day seven, Ah a nice day it is. The treasure we found yesterday doesn’t seem to be cursed, the skeletons are still dead and no one tried to kill me in my sleep. Man I feel lucky today. While Hugh and Tony occupied themselves with getting there spells in check I decided to start exploring the rest of the dungeon. After some exploring it turned out that both doors of our room came out into one hallway that came out into the main room where we fought the crystal scorpions. That leaves just one door and one portal as options for the exit.

The last door was a heavy wooden door. Sam volunteered to go first after I had checked it for traps, why not I thought, his large body is bound to set of anything dangers that might be behind the door. Staying a good 30ft behind him I followed invisibly. Behind the door was a hallway that went into a curve. At the end of the hallway was a round room of about 25ft wide with in the middle a large fire about the size of a human and it giggled. Most people would take it as a bad sign to walk up to a giggling fire and pee on it, but then again, most people aren’t 200 pounds of stupid goliath. As expected the fire didn’t like to be peed on and attacked Sam, who tried to hit it as it came at him, ducked out of the way and ran past us. Then the fire came after the next first person he saw. Tony got lid as a torch ran past me and disappeared out of view around the corner. The fire didn’t seem to see me which left me to go explore the room better. In the distance I could hear screaming and a door slamming. It sounds like Tony is burning to a crisp and I am nor lock inside with a angry fire while the rest of my party is probably long gone. Nothing else to do then but look for treasure and keep quiet. In the middle of the room where the fire was when we came in, I found a hole in the ground. It was large enough for a Halfling to go trough and about 30ft deep with some dust or dirt on the bottom. Not really wanting to get stuck in a deep hole with pee of a goliath and the chance of a large fire coming back over it I decided to go check on the hole battle. The fire was still there being held back by the door, however it seems to be winning from the wooden door. I tried covering the hole but that didn’t do any good eider. The moment the fire broke through the door I could hear Hugh yelling something is some wear speech and the fire diapered. I’m not sure why but Tony turned into a hawk and flew down the hole in the floor. Judging from the smell I don’t want to know where he stuck his hand but he came back out of the hole holding what looked like a magical stone. I belief he called it a “Psionic stone”.

It looks like we have only one option left, the middle lever teleport. After being teleported into a new room I could see what the elemental mend. Probably 16ft tall and 7ft wide was standing on the side of the room a giant statue. On the other side of the room was some kind of dangerous but expensive looking orb. On the right and left side where one door each. Having my fill of stuff that shouldn’t be moving in the first place attacking me, I was more than happy to check out the doors first. The left door lead to a small room with nothing of interest. Tony open the other door and went in. a few seconds later the door closed and we could hear nothing else. When Hugh went to look for Tony he felt a strange feeling when opening the door. Looking into the room it was completely empty except for three levers. Hugh told me to do something, I don’t know what I wasn’t really listening, he went into the room, pulled a lever and disappeared. Sam in the meantime went to check out the statue, who in his turn didn’t like people staring at him. The moment Sam came to close it slap him hard. Judging from the size of the enemy and the sound of the hit this wasn’t a fight I wanted to join. On the other hand there were still two of us and Sam was carrying the magic items I still needed to steal. My hits however didn’t even scratch the statue and Sam was getting beat badly. I healed Sam with my “Belt of healing” but that wasn’t enough, we where no match for this enemy. Seeing Sam fall dead on the ground I ran for the teleport path. Unfortunately the statue wasn’t bound to his room and followed me and killed the elemental who was still pulling the lever. I went back tough the last flash that he elemental made before dying to return to the room where we found the statue.

Hugh and Tony still weren’t back so tumbling and dodging I was able to get to the room where they disappeared and pulled the lever. Here I found both of them waiting in a room with 1 door. Not wanting to find out if the Statue could still follow me I opened the door and ran at full speed screaming “RUUUUUUUUUUNNNN!!!!!!!!!!”. While running I told them all that had happened after they disappeared and we kept running for the rest of the day. “Oh treasure and gold, we shall miss you forever. Oh and the mule that was carrying it was useful to.” Where on this island are we going to find someone who will get beaten for us like Sam did.


Day Eight,