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    Messages in The Spores of Itanlok - Second Attempt
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Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Crellin

Crellin “Flux” Ironspark (Rogue 1 / Wizard 7 (Wild Mage) )
Medium Humanoid (Khord M)
Alignment: Chaotic Good
Hit Dice: 6+7d4+24 (## hp)
Initiative: +2
Speed: 20 feet
AC: 16 (+2 Dex, +2 armor (leather) +2 Deflection), touch: 14, flat footed: 14 ASF: 0%
Base Attack/Grapple: +3 / +3
Attack: Masterwork Shortsword+6 melee (1d6+0)
Full Attack: Masterwork Shortsword+6 melee (1d6+0)
Space/Reach: 5 ft. / 5 ft.
Special Abilities: Sneak attack +1d6, random deflector 1/day, student of chaos
Special Qualities: Trapfinding, chaos magic, wild mage spells, wild magic, wild magic skill, summon familiar
Saves: Fort 5, Ref +6, Will +6
Abilities: Str 10, Dex 14, Con 16, Int 18, Wis 12, Cha 6

Skills: to be completed

Languages: Common, Khordish Draconic, Sylvani, Orc
Feats: Weapon Finesse, Scribe ScrollB , Armored Spell Casting (Khord bonus), Practiced Spellcaster, Spell Mastery
Spells Per Day: (4 /5+1 /4+1 /3+1 /2+1) [Spell DC = 14 + spell level]
Caster Level: (8-14) (Base 8 (7-3(wild magic)) +4 (Practiced Spellcaster) +1d6 (wild magic)
Spellbook: 0 lvl – All zero level spells; 1st – all 1st level spells 2nd – alter self, blur, flaming sphere, gust of wind, melf’s acid arrow, mirror image, spider climb; 3rd – deep slumber,dispel magic, fireball, haste, lightning bolt, stinking cloud; 4th – charm monster, confusion, Leomund’s secure shelter, rainbow pattern,

Spells Mastered: alter self, lightning bolt, magic missile, Reckless dweomer

Typical Spells Prepared: 0 lvl – acid splash, light, prestidigitation, ray of frost; 1st – color spray, magic missilex2, feather fall; +Reckless Dwoemer 2nd – alter self, gust of wind, mirror image, spider climb;+ Chaos shield 3rd –, dispel magic, lightning bolt, stinking cloud;+ wild Armor 4th – confusion, Leomunds Secure shelter +Unluck

Equipment: ring of protection +2 , rod of wonder, tan bag of tricks, MW shortsword, leather armor
lock picks, spell component pouch, waterskin, trail rations x 1 week. Spellbook, inkpen, ink well, 3x harpy feather quills, 1x polished rock named Fran, 10x parchment 3x empty vials 2x explorers clothing sets, (100gold pieces of materials for a summon familiar ritual)

Gold: 60

Chaos Magic: Any spell that a wild mage casts has a slight chance to release some of the wild mages potent magic, causing it to break through in an uncontrollable outburst. Each time the wild mage casts a spell he also rules a 1d20 surge die. If the die rolls a natural 20 then the result is a wild surge. To determine the results of a wild surge the DM rolls secretly on the Surge Chart that follows.

Random Deflector (Su): Once per day, Crellin can activate his random deflector as an immediate action, which lasts until the end of his next turn. The random deflector redirects ranged attacks, ranged touch attacks, and individually targeted spells (that is, spells designating Crellin as the sole target, but not area spells in which he happens to be the sole target) so that they instead attack or affect a random target within 20 feet of Crellin. Crellin himself, and his allies, are viable targets for this random selection of a new target. Any creature targeted by a deflected attack is attacked or affected normally, so an attack roll is made normally against the new target’s AC, the new target receives a saving throw if a spell or effect allows one, and so on.

Sneak Attack: If Crellin can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. Crellin’s attacks deal an extra +1d6 damage whenever his opponent would be denied his Dexterity bonus to their AC, or he flanks the opponent. With weapons that deal non-lethal damage, this additional damage is also non-lethal. Any energy damage from touch spells or ranged touch spells made within 30 feet, that qualify as a sneak attack, this additional damage is of the same energy type. For example, if Crellin hits a flat-footed opponent with an acid splash, he would deal an additional +1d6 acid damage. However, a magic missile that hit a flat-footed opponent, would not gain a bonus +1d6 force damage, since there is no attack roll involved.

Summon Familiar: Crellin does not currently have a familiar. However, he could spend 100 gold pieces worth of special materials, and spend 24 hours to summon one, if he so desired.

Student of Chaos (Ex): Whenever Crellin uses a magic item that offers a randomly determined effect (such as a bag of tricks or rod of wonder), he can roll twice and choose between the two results. If a random roll is made only once to determine the nature or contents of a device (for example, a robe of useful items or an iron flask), Crellin gains no special advantage.
Trapfinding: Crellin can use the Search skill to locate traps when the task has a DC higher than 20 (not that he’s very good at it). See the rogue trapfinding class feature entry on pg. 50 of the Player’s Handbook.

Wild Magic: A wild mage casts spells differently from any other arcane spellcaster. Crellin reduces his caster level by 3 for all spells he casts. However, every time he casts a spell, his use of wild magic adds 1d6 to his adjusted caster level. Thus, Crellin has a base caster level of 4th, but his actual caster level varies from 5th level to 10th level for every spell he casts. Caster level affects all level-based variables of a spell, including spell penetration checks.
Wild Magic Skill: At 1st level, the wild mage gains a +2 bonus to Spellcraft checks regarding known wild magic effects (including, if a wizard, checks made to inscribe a wild spell into a spellbook)
Wild Magic Spells: A wild mage receives one bonus spell per caster level much like a specialist wizard. This spell must be memorized from a spell on the Wild Mage spell list.

********~~~~~*~*~***********************~~~~~~*~*~~******
D100
Roll
1 Wall of force appears in front of caster
2 Caster smells like a skunk for the spell duration
3 Caster shoots forth eight nonpoisonous snakes from fingertips. Snakes do not attack.
4 Caster's Clothes itch (-2 to initiative)
5 Caster glows as per a light spell
6 Spell effect has a 60' radius centered on caster
7 Next phrase spoken by the caster becomes true, lasting for 1 turn (this one can be alot of fun provided that you wait until the caster says something that can manifest. A questions such as where are we going does not manifest. However, I wish I knew where we were going might grant a 1 turn glimpse into a random point in the future. Also if an instantaneous request is granted "were going home right now" poof they all are home then it is not countered at the end of the spell. However, the DM is granted full power over just how much power this surge may have. For instance “Drop dead” may or may not be allowed to come to pass based on your DM’s stance.
8 Caster's hair grows one foot in length
9 Caster pivots 180 degrees
10 Caster's face is blackened by small explosion
11 Caster develops allergy to his magical items. Character cannot control sneezing until all magical items are removed. Allergy lasts 1d6 turns.
12 Caster is affected by reduce person for 1d3 turns
13 Caster's head enlarges for 1d3 turns
14 Caster falls madly in love with target until remove curse is cast
15 Spell cannot be canceled at will by caster
16 Caster polymorphs randomly
17 Colorful bubbles come out of caster's mouth instead of words. Words are released when bubbles pop. Spells with verbal components cannot be cast for 1 turn.
18 Reversed tongues affects all within 60 feet of caster
19 Wall of fire encircles caster
20 Caster's feet enlarge, reducing movement to half normal and adding a -4 to initiative for 1d3 turns
21 Caster suffers same spell effect as target
22 Caster levitates 20' for 1d4 turns
23 Cause fear with 60' radius centered on caster. All within radius except the caster must make a saving throw.
24 Caster speaks in a squeaky voice for 1d6 days
25 Caster gains X-ray vision for 1d6 rounds
26 Caster ages 10 years (or the equivalent for longer lived races ie 100 years for an elf)
27 silence, 15' radius centers on caster
28 10' x 10' pit appears immediately in front of caster, 5' deep per level of the caster
29 Reverse gravity beneath caster's feet for 1 round
30 Colored streamers pour from caster's fingertips
31 Spell effect rebounds on caster
32 Caster becomes invisible
33 Color spray from caster's fingertips
34 Stream of butterflies pours from caster's mouth
35 Caster leaves monster-shaped footprints instead of his own until dispel magic is cast
36 3d10 gems shoot from the caster's fingertips. Each gem is worth 1d6x10 gp.
37 Music fills the air
38 Create food and water
39 All normal fires within 60' of caster are extinguished
40 One magical item within 30' of caster (chosen randomly) is permanently drained
41 One normal item within 30' of caster (randomly chosen) becomes permanently magical
42 All magical weapons within 30' of caster anre increased by +2 for 1 turn (even if this would take their +bonus above 5)
43 Smoke trickles from the ears of all creatures within 60' of caster for 1 turn
44 Dancing lights
45 All creatures within 30' of caster begin to hiccup (-1 to attack rolls +5% spell chance failure)
46 All normal doos, secret doors, portcullises, ect. (including those locked or barred) within 60' of caster open
47 Caster and target exchange places
48 Spell affects random target within 60' of the caster
49 Spell fails but is not wiped from caster's mind
50 Monster summoning II
51 Sudden change in weather (temperature rise, snow, rain, etc.) lasting 1d6 turns
52 Deafening bang affects everyone within 60' of spells target. All those who can hear must make a constitution save of be stunned for 1d3 rounds.
53 Caster and target exchange voices until a remove curse is cast
54 Gate opens to randomly chosen outer plane; 50% chance for extra-planar creature to appear.
55 Spell functions but shrieks like a shrieker (this does not relate to a spell or a monster - it literally shrieks like a bottle rocket)
56 Spell effectiveness (range, duration, area of effect, damage, etc.) decreases 50%
57 Spell reversed, if reverse is possible
58 Spell take physical form of free-willed elemental and cannot be controlled by caster. Elemental remains for duration of spell. Touch of the elemental causes spell effect (Attack bonus equal to caster's).
59 All weapons within 60' of caster glow for 1d4 rounds
60 Spell funtions; any applicable saving throw it not allowed
61 Spell appears to fail when cast, but occurs 1-4 rounds later
62 All magical items within 60' of caster glow for 2d8 days
63 Caster and target switch personalities for 2d10 rounds
64 Slow spell centered on target
65 Target deluded
66 Lightning bolt shoots toward target
67 Target enlarged
68 Darkness centered on target
69 Plant growth centered on target
70 1,000 lbs. of non-living matter within 10' of target vanishes
71 Fireball centers on target
72 Target turns to stone
73 Spell is cast; material components and memory of spell are retained
74 Everyone within 10' of caster receives the benefits of a heal
75 Target becomes dizzy (-4 Attack and Armor bonus, cannot cast spells) for 2d4 rounds
76 Wall of Fire encircles target
77 Target levitates 20' for 1d3 turns
78 Target suffers blindness
79 Target is charmed as per charm monster
80 Target forgets (busting out my ad&d books to find this spell later)
81 Target's feet enlarge, reducing movement to half normal and adding -4 to all initiative rolls for 1-3 turns
82 Rust monster appears in front of target
83 Target polymorphs randomly
84 Target falls madly in love with caster until a dispel magic is cast
85 Target changes sex
86 Small, black raincloud forms over target
87 Stinking cloud centers on target
88 Heavy object (boulder, anvil, safe, etc.) appears over target and falls for 2d20 points of damage
89 Target begins sneezing. No spells can be cast until fit passes (1d6 rounds)
90 Spell effect has 60' radius centered on target (all withing radius suffer effect)
91 Target's clothes itch (-2 to initiative order for 1d10 rounds)
92 Target's race randomly changes until canceled by dispel magic
93 Target turns ethereal for 2d4 rounds
94 Target hastened
95 All cloth on target crumbles to dust
96 Target sprouts leaves (no damage caused, can be pruned without harm)
97 Target sprouts new useless appendage (wings, arm, ear, etc.) which remains until a dispel magic is cast
98 Target changes color (canceled by dispel magic)
99 Spell has a minimum duration of 1 turn (i.e., a fireball creates a ball of flame that remains for 1 turn, a lightning bolt bounces and continues, possibly rebounding, for 1 turn, etc.)
00Spell effectiveness (range, duration, area of effect, damage, etc.) increases 200%


Unless otherwise noted, all spells created by a wild surge occur at the designated target point and function normally (appropriate saving throws are allowed). The caster's true level (as opposed to variance based level) is used when calculating range, duration, area of effect, etc. of these spells. Remember, unless the wild surge specifies otherwise it is in addition and not a replacement to the original effect which is calculated as all other chaos spells are, i.e. variance dice and so on.

WILD MAGE SPELLS

0 - LEVEL SPELLS Cantrips

1st - LEVEL SPELLS
Reckless Dweomer - Allows the Wild Mage to automatically surge their spell.
Attempted Enhancement - doubles aspect of next spell cast.

2nd - LEVEL SPELLS
Chaos Shield - protects caster against their own wild surges.
Surge Mastery - partially controlled wild surge.
Improved Reckless Dweomer - as Reckless Dweomer but needing no Verbal or Somatic components.

3rd - LEVEL SPELLS
Wildmine - creates boobytrapped object.
Wild Armour - creates magic armour that surges when hit by another..

4th - LEVEL SPELLS
Unluck - makes target reroll all rolls and pick worst result each time.

5th - LEVEL SPELLS
Vortex - creates damaging tornado that is uncontrollable.

6th - LEVEL SPELLS
Wildshield - absorbs spells and wild surges.
Wildstrike - encases target in Wildzone causing target to surge if they cast spells.

7th - LEVEL SPELLS
Surge Selector - allows a choice in wild surges if one is set off.

8th - LEVEL SPELLS
Wildzone - creates an area that surges spells when cast.

9th - LEVEL SPELLS
Stabilize - negates Wild Surges upon caster.


Reckless Dweomer
Target - special.
Duration - special.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - yes.
When Casting this spell, the Wild Mage unleashes the Wild Forces within themself and channel it into a spell, this is generally used as a last resort spell as it is entirely unpredictable. Before casting, the Mage must announce the spell effect of one of their known spells regardless of level, once announced, roll randomly on any Wild Surge table you have and this is what happens.
Attempted Enhancement
Target - special.
Duration - 1 round.
Range - special.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
When Casting this spell, the Wild Mage can attempt to enhance one aspect of the next spell they cast. This second spell must be cast in the round immediately following the casting of Attempted Enhancement. The Wild Mage casts the spell and announces the aspect of the second spell they wish to enhance. The DM rolls a d6, 4-6 the effect is doubled, 1-3 the result is halved and a Wild Surge ensues.. Material component needed is exactly what is needed for the next spell to be cast.
Chaos Shield
Target - Caster.
Duration - 1d10 rounds + 2 rounds / level.
Range - Touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - special.
Spell Resistance - No.
When Casting this spell, the Wild Mage protects themself from harmful effects of their own surges. When a caster surge's their spell but has Chaos Shield activated, the mage gets a saving throw dependant upon the effect. If successful, the mage is not affected by the spell, others in the area of effect might be though. The Chaos Shield protects the Mage from the good and bad effects of surges while the spell is on.

Surge Mastery
Target - special.
Duration - instantaneous.
Range - special.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell is similar to Reckless Dweomer, however, no spell is named before casting, the caster merely surge's the spell. The caster has a 33% chance of controlling one aspect of the surge once it happens. Eg, minimum or maximum parts of a spell (maximum damage if centered on target, minimum if on caster), or half or double the amount of something (two demons gate in to attack caster instead of four).

Improved Reckless Dweomer
As Reckless Dweomer but needs no components of either V,S.
Wildmine
Target - touched object.
Duration - permanent until triggered.
Range - touch.
Casting Time - 1 Action.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
Once cast upon an object, the next creature to touch it, even the caster, activates a Wild Surge. The creature is the target, the object is considered the caster.
Wild Armour
Target - caster.
Duration - 1d6 + 1 round / level..
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell causes the caster's body to radiate Wild magic. When damaged in melee by another, a Wild Surge is rolled. Ranged attacks will not cause a surge.
Unluck
Target - one creature.
Duration - 2d10 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Will Negates.
Spell Resistance - Yes.
This spell affects a creatures luck for the duration. Whenever the creature has to roll a result for anything, the creature must reroll the result and pick the worst of the two. Luckstones will negate this effect but will be rendered useless for 1d10 rounds after spell expires. The material component for the spell is a shard of a broken mirror.
Vortex
Target - one creature.
Duration - 1d4 rounds + 1 round / level.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex for half damage.
Spell Resistance - Yes.
This spell creates a wild vortex that travels randomly through the battlefield. On the round of creation, the vortex appears in the desired place as a multicoloured tornado. From this moment on, the caster must maintain concentration in order for the vortex to remain. Each round, the vortex moves 30 feet randomly in a grenade like direction. 50% chance of caster moving it in the desired direction. The vortex is only 5 foot in diameter. Non magical creatures struck by the vortex suffer 1d4 points of damage per level of caster. Magical greatures and spellcasters suffer 1d6 damage per level of caster. Each time someone is struck by the vortex, there is a 5% chance the vortex explodes in a Wild Surge upon the creature. This will also cause the spell to end. Material components for this spell are a handful of straw and some silk streamers.
Wildshield
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster a magical shield that can absorb spell levels. It can absorb 2d6 spell levels worth of spells. It can be cancelled by the caster at any time. If the exact amount is met, the shield dissipates. If the shield is overloaded, then it surges affecting the caster. The Material component for this spell is a small sponge.
Wildstrike
Target - one creature.
Duration - 2d4 rounds.
Range - close.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - Reflex Negates.
Spell Resistance - No.
This spell can be cast on another creature affectively encasing them in Wild energy. If the creature casts a spell or activates a magical item, a surge is set off on the creature. This lasts for the duration of the spell and can be triggered multiple times.
Surge Selector
Target - caster.
Duration - special.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell gives the caster two rolls on the surge chart when surging a spell, the caster can then choose between the two results. This spell's duration is a fixed number of surges or 12 hours, whichever comes first. A wild mage is able to shape one surge per five levels of character experience. The material component for this spell is a brass spinner.
Wildzone
Target - 300' x 300' square.
Duration - 2d6 turns.
Range - touch.
Casting Time - 1 Action.
Components - V,S,M.
Saving Throw - None.
Spell Resistance - No.
This spell enchants an area to become a Wild Area, this makes casting spells and activating items cause an automatic Wild Surge. The area can be made permanent as per a Permanancy spell. The material component for this spell are several pots of paint which are spilled over a sheet of hammered silver worth no less than 2,000gp.
Stabilize
Target - 30' radius circle.
Duration - 1d4 + 1 turns.
Range - touch.
Casting Time - 1 turn.
Components - V,S.
Saving Throw - None.
Spell Resistance - No.
This spell negates the effects of a Wild Magic region, allowing the caster and all creatures in the area effect to cast spells and activate items normally. This spell is centered on the caster and follows their movements. The caster's own spells never cause Wild Surges when cast during the duration nor do the effects of surge's extend into the protected area. This spell affects Wildstrike and Wildzone.


Posted on 2009-08-01 at 23:41:55.
Edited on 2009-08-02 at 20:50:35 by Kaelyn

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Crellin "Flux" Ironspark

If you’ve ever imagined someone you wouldn’t want to meet down an eerie back alley. Put them out of your worries for I have a tale of a strange creature passing for a Khord will haunt you from here on out. Crellin stands at just over 4 feet tall, depending on how he stands or how you look at him. Never quite standing still, annoyingly always shifting from one slightly longer permanently blackened right leg to the other. This Khordish arcanist appears to be in a constant state of restlessness, unease, or perhaps he just perpetually needs to use the outhouse.

To add to the curious nature of beast, Crellin Ironspark, more commonly known as “Flux” by those daring enough to come within conversing distance of him, sports a shock of hair hues of forge fire, with a seemingly endless supply of soot falling from it every time he jerks or shakes his head. A head bearing a face which served as a field to portray its stunning focus. A pair of mismatched eyes, one orange, the other blue, both with silver lining around the pupils. If the rest of the Khord didn’t often look so ridiculous, the intensity behind those eyes might be regarded by some as terrifying, and others still, beautiful.

With his mismatched attire from blood and food stained leathers to what once may have been an elegant spider silk ceremonial tunic now tattered and riddled with holes, small burn marks and the lasting results of battle and adventure; and the conversational skills of child during a temper tantrum, and Crellin typically demands a wide berth from most people… and that’s before they know the truth about him…

As a youth Crellin was something of a typical Khord. Curious, interested in the routine things Khordaldrum took to. Minerals, mining, crafting and warfare. Crellin also took a noted interest in the languages of races influential to the Khordaldrum’s history. But more so than any of that, Crellin loved to explore. He would disappear for days on end down old mine shafts, caves and tunnels. Only to return later with a grin on his face a bounce in his step and a scolding from those left behind to worry once again about the flippant child’s disregard for authority or the concern of others.

One day, many many winters ago however, that innocence would be replaced by a driving desire that would change everything. While off exploring yet again without regard to those left wondering of his safety or whereabouts. Crellin came across an underground stream with waters the color of quartz. Following the stream, the Khord youth found his way to a small pool surrounded by various fungi and algae formations, many casting their own incandescent glow, illuminating the space a light green. The stream itself flowed under the rock face out into some other unreachable areas. At the end of the stream however, was a floating pack brushed up against the rock face, the buoyancy keeping it from being pulled under. Wading out to retrieve the pack, and pulling it to a small outcropping and perusing the contents. Found that most of what was in the pack had suffered severe water damage. What apparently had serviced, was a vellum tube, protecting it’s contents from the damage of the environment.

Pulling the end off the tube, Crellin was immediately attacked by a pungent musky smell, and reminded of Brunella Stonebearer, that rotund Khordish girl from crafting class. She held a similar aroma to her person that Crellin couldn’t quite place as alluring or disgusting. But I digress. Gently pulling from the tube a preserved piece of parchment. Crellin unrolled it to reveal information dictating that magic was not some scientific certainty. That while wizards might shape the eldritch forces into ‘spells’, that to truly master all that magic had to offer, one had to allow themselves to become one with such forces. To allow the tides of magic to wash over them and consume them, and to tackle it with an understanding that one does not stand on the outside looking in, but rather stands within such forces and bend the nature of magic to often spectacular, if not unpredictable results.

The scripture went on to explain in great details the fundamentals of diving into the world of magic. It ended with a single incantation of magical writing. At first Crellin couldn’t decipher it, but with concentration and time, unbeknownst powers and unimaginable knowledge began to seep into his very being. Such a repository of knowledge and ancient however did not come without consequence. It warped Crellin’s young fragile mind, drove him mad some say.

Crellin didn’t return to town within a few days as he normally did. A search and rescue party was formed, but he was never found. It was only many years later that an aged and twisted Khord somewhat resembling a once missing child ambled back into town…


Posted on 2009-08-02 at 22:30:37.

Eol Fefalas
Turning Capashanese
RDI Staff
Karma: 448/28
7348 Posts


BOSEG

Ya just gotta love Kae's character write-ups! They go on for days and are like an adventure in themselves!



Posted on 2009-08-03 at 12:58:48.

Vesper
Resident
Karma: 20/12
325 Posts


Workin

Sorry bout not bein done yet. We were gettin COP cleaned up all day last couple days and just got finished retrograding. Countin down days til I'm home, yay. Workin on it now.


Posted on 2009-08-03 at 15:29:38.

Hammer
Extreme Exclaimator!
Karma: 90/24
4114 Posts


Alas

As much as I enjoyed the first adventure my Mushroom eating Cleric will be unable to join in on the fun!

I will have my hands full running a new C&C adventure in a couple months or so and the lack of internet service where I currently reside necessitates my bowing out of this one!

Looking forward to reading your exploits!


Posted on 2009-08-03 at 16:18:12.

Almerin
Typing Furiously
RDI Staff
Karma: 176/19
3011 Posts


replies

Kaelyn, your character looks awesome. I'm curious to see how it will all develop.

Vesper: take your time. I'm currently on a vacation, with access to internet, but I'm in no real hurry to begin.

Hammer: too bad... loco would've great in this one, but alas.



Posted on 2009-08-04 at 09:52:48.

Drakar
Resident
Karma: 13/10
230 Posts


hit a snag

My laptop has gone down bad the hard drive crashed and they say it is unfixable basically. So till I get a new one I am on my old laptop. It isnt the most reliable and it has issues with spelling and punctuation but it will work biggest issue was I had my character done and was putting alot of thought into the background way more thought then ever he was going to have a great back story for once but then this happens so now I have to start all over again I hope to be done by the time game starts next week might not be as great a background but I will have a char and a background. So basically having a fun week this week. lol


Posted on 2009-08-07 at 11:42:22.

Almerin
Typing Furiously
RDI Staff
Karma: 176/19
3011 Posts


well

make sure your character is in order, and a background can really be the thing to have if we are going to make this a real roleplaying experience.

I hope to start this thing soon, but I need a few more characters, I'm afraid. Can't really start without Vesper and Drakar's character.


Posted on 2009-08-12 at 10:32:04.

Hammer
Extreme Exclaimator!
Karma: 90/24
4114 Posts


Hmmmmmmm

Did this one die again?


Posted on 2009-09-09 at 21:02:43.

Eol Fefalas
Turning Capashanese
RDI Staff
Karma: 448/28
7348 Posts


Say it ain't so, Joe!!!

Dunno that it's died as much as Almerin's been busy-busy-busy here of late and has simply succumbed to that cruel mistress we all know as Real Life... *shudders*

I'm hoping it's not dead, anyway... I need to atone for my lengthy absence, don't ya know?


Posted on 2009-09-09 at 21:55:59.

Hammer
Extreme Exclaimator!
Karma: 90/24
4114 Posts


Well ...

..... I sent Almerin a PM regarding my former character Loco to see if he has the complete info.

I could be persuaded to get involved with this one again as long as he has the character info.

My info was lost when my laptop had to be mind wiped earlier this year!

Enjoyed adventuring with the likes of Eol and Kaelyn in the past adventures that became extinct for one reason or another.

I can always type stuff on my laptop and transfer to my flashdrive until I get to a computer to post in a game.


Posted on 2009-09-09 at 22:24:18.

Hammer
Extreme Exclaimator!
Karma: 90/24
4114 Posts


Reviving Loco

Almerin do you have any plans for an adventure that could possibly revive Loco Fungihammer as a character?

Would need your help with the details as all my former info was mind wiped from my former laptop.


Posted on 2011-09-16 at 02:43:22.

   
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