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{{Infobox episode
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{{Infobox Episode
 
|Image = DicingWithDeathLogo.png
 
|Image = DicingWithDeathLogo.png
 
|Caption =
 
|Caption =
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|First Aired = 27th November 2020
 
|First Aired = 27th November 2020
 
|Episode = 206: Spells in Springtime
 
|Episode = 206: Spells in Springtime
|Youtube Vid= <!--[[File:Youtube20px.png|Youtube Vid||link=#]] · [[File:Youtube20px.png|Youtube Vid||link=#]]-->
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|Youtube Vid = [[File:Youtube20px.png|Youtube|link=https://www.youtube.com/watch?v=Glh2UrtYxoQ&list=PLPV88C9y83a4vF71cVD8mjp0Qc_Y7zbA_&index=44]] · [[File:Youtube20px.png|Youtube|link=https://www.youtube.com/watch?v=2sNFuQO6jC0&list=PLPV88C9y83a4vF71cVD8mjp0Qc_Y7zbA_&index=45]] · [[File:Youtube20px.png|Youtube|link=https://www.youtube.com/watch?v=gN16b5EuuYE&list=PLPV88C9y83a4vF71cVD8mjp0Qc_Y7zbA_&index=46]]
|Twitch Vid= [[File:Twitch20px.png|Twitch Vid||link=https://www.twitch.tv/videos/817932899?collection=sqN8oJ_VFRYc1Q]] · [[File:Twitch20px.png|Twitch Vid||link=https://www.twitch.tv/videos/817932898?collection=sqN8oJ_VFRYc1Q]] · [[File:Twitch20px.png|Twitch Vid||link=https://www.twitch.tv/videos/817932897?collection=sqN8oJ_VFRYc1Q]]
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|Twitch Vid= [[File:Twitch20px.png|Twitch Vid|link=https://www.twitch.tv/videos/817932899?collection=sqN8oJ_VFRYc1Q]] · [[File:Twitch20px.png|Twitch Vid|link=https://www.twitch.tv/videos/817932898?collection=sqN8oJ_VFRYc1Q]] · [[File:Twitch20px.png|Twitch Vid|link=https://www.twitch.tv/videos/817932897?collection=sqN8oJ_VFRYc1Q]]
 
|Reddit Thread= <!--[[File:Reddit20px.png|Reddit Discussion|link=#]]-->
 
|Reddit Thread= <!--[[File:Reddit20px.png|Reddit Discussion|link=#]]-->
|Prev Episode = [[Dicing with Death Episode 205|205: Playing with Portals]]
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|Prev Episode = [[Dicing with Death: Episode 205|205: Playing with Portals]]
|Next Episode =
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|Next Episode = [[Dicing with Death: Episode 207|207: Take a Dwarf, Leave a Dwarf]]
 
|DM = [[Neal Pass Erickson]] - Dungeon Master
 
|DM = [[Neal Pass Erickson]] - Dungeon Master
 
|Player 1 = [[Ryan Hufschmid]] - [[Divan]]
 
|Player 1 = [[Ryan Hufschmid]] - [[Divan]]
 
}}
 
}}
  +
  +
==Synopsis==
  +
Divan creates {{NealSpell|Extrude 2e|Extrude|#C20000}} spell and uses it to extract more ore. He creates {{NealSpell|Trollish Regeneration 2e|Trollish Regeneration|#999999}} spell and begins production of iron coins. Divan begins his travel west, meets a giant that asks Divan for help with the illness of his wife's sister. Divan cannot help heal her but informs them the illness is Ponos's doing. He continues his journey and slays a crocodile and a giant moth, and meets a few villagers. In the hills, Divan finds a door and meets the dwarf Sayson there. He offers the dwarf and his family work in Nekkraut.
 
==Recap==
 
==Recap==
<div>
 
 
=== Springtime, (Divan Age 20) ===
 
=== Springtime, (Divan Age 20) ===
  +
[[File:DwD206BMap.png|300px|thumb]]
The population of [[Ancient Bravo#Nekkraut|Nekkraut]] is on the rise, mine is in function again. [[Divan]] spends his time thinking of spells and creates {{NealSpell|Extrude 2e|Extrude|#C20000}} spell and gets [[Dicing_with_Death_Divan_NPCs#Heffer|Heffer]] to make him some screws to use as spell components. With the help of [[Dicing_with_Death_Divan_NPCs#Cassandra|Cassandra]] and the new spell, he extrudes some iron through the {{NealSpell|Minor Gateway 2e|Minor Gateway|#C200C2}}. Divan thinks of a healing spell that uses troll blood, and creates ''Regeneration''.
+
The population of [[Ancient Bravo#Nekkraut|Nekkraut]] is on the rise, mine is in function again. [[Divan]] spends his time thinking of spells and creates {{NealSpell|Extrude 2e|Extrude|#C20000}} spell and gets [[Dicing with Death Divan NPCs#Heffer|Heffer]] to make him some screws to use as spell components. With the help of [[Dicing with Death Divan NPCs#Cassandra|Cassandra]] and the new spell, he extrudes some iron through the {{NealSpell|Minor Gateway 2e|Minor Gateway|#C200C2}}. Divan thinks of a healing spell that uses troll blood, and creates {{NealSpell|Trollish Regeneration 2e|Trollish Regeneration|#999999}}.
   
Considering the new influx of iron, Divan creates iron coins, with a hammer and horns (in honor of Heffer) on one side and the Mistress of Coin (Elder's wife), the people suggest Divan to create the vault and get [[Dicing_with_Death_Divan_NPCs#Platos|Platos]] to guard it, and he does so. Since [[Dicing_with_Death_Divan_NPCs#Chronos|Chronos]] is [[The Pantheon#Velthara|Velthara]]'s cleric now, Divan asks him to bless leather for him.
+
Considering the new influx of iron, Divan creates iron coins, with a hammer and horns (in honor of Heffer) on one side and the Mistress of Coin (Elder's wife), the people suggest Divan to create the vault and get [[Dicing with Death Divan NPCs#Platos|Platos]] to guard it, and he does so. Since [[Dicing with Death Divan NPCs#Chronos|Chronos]] is [[The Pantheon#Velthara|Velthara]]'s cleric now, Divan asks him to bless leather for him.
   
 
While Divan heads to the dwarven lands with his goats, Cassandra is in charge of the town. Divan heads on his journey, uses {{NealSpell|Locate Landmark 2e|Locate Landmark|#FFD700}} to find a troll lair and a path through the swamp, but he doesn't find anything out. He tries again, the path remains unfamiliar but gets a more general direction towards a troll's cave.
 
While Divan heads to the dwarven lands with his goats, Cassandra is in charge of the town. Divan heads on his journey, uses {{NealSpell|Locate Landmark 2e|Locate Landmark|#FFD700}} to find a troll lair and a path through the swamp, but he doesn't find anything out. He tries again, the path remains unfamiliar but gets a more general direction towards a troll's cave.
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Divan sets up camp and looks for the lair, he hears the sounds of a giant approaching. Divan greets him and they converse, giant tells him there are more trolls in the swamp and knows of no paths. The giant says his wife's sister is sick and asks for Divan's help, and they travel to the cave. Divan uses his crown, Sorona, to find out what this sickness is and learns it is the divine disease of [[The Pantheon#Ponos|Ponos]], and he doesn't know how to cure it, gives her some troll blood and leaves.
 
Divan sets up camp and looks for the lair, he hears the sounds of a giant approaching. Divan greets him and they converse, giant tells him there are more trolls in the swamp and knows of no paths. The giant says his wife's sister is sick and asks for Divan's help, and they travel to the cave. Divan uses his crown, Sorona, to find out what this sickness is and learns it is the divine disease of [[The Pantheon#Ponos|Ponos]], and he doesn't know how to cure it, gives her some troll blood and leaves.
 
[[File:Gloomwing (Giant Moth).gif|thumb||Sea_Elf_2e.png|[http://www.mojobob.com/roleplay/monstrousmanual/g/gloowing.html Giant Moth] from 2nd Edition Monstrous Manual]]
 
[[File:Gloomwing (Giant Moth).gif|thumb||Sea_Elf_2e.png|[http://www.mojobob.com/roleplay/monstrousmanual/g/gloowing.html Giant Moth] from 2nd Edition Monstrous Manual]]
He uses {{Spell|Clairvoyance 2e|Clairvoyance|#FFD700}} to find a way through the swamp, unsuccessfully. During the night, a giant moth comes swooping towards Divan and tries to grab his goat. Divan immobilises it with {{Spell|Bands of Sirellyn 2e|Bands of Sirellyn|#C200C2}}, and casts {{Spell|Light (Wizard) 2e|Light|#00C2C2}} and spots a crocodile. Divan heads towards it and blasts it with {{NealSpell|Arcane Spray 2e|Arcane Spray|#C20000}}. He uses {{Spell|Legend Lore 2e|Legend Lore|#FFD700}} to investigate the moth, drags it to the camp, kills it, takes off its wings and pheromone sack.
+
He uses {{Spell|Clairvoyance 2e|Clairvoyance|#FFD700}} to find a way through the swamp, unsuccessfully. During the night, a giant moth comes swooping towards Divan and tries to grab his goat. Divan immobilises it with {{Spell|Bands of Sirellyn 2e|Bands of Sirellyn|#C200C2}}, and casts {{Spell|Light (Wizard Spell) 2e|Light|#00C2C2}} and spots a crocodile. Divan heads towards it and blasts it with {{NealSpell|Arcane Spray 2e|Arcane Spray|#C20000}}. He uses {{Spell|Legend Lore 2e|Legend Lore|#FFD700}} to investigate the moth, drags it to the camp, kills it, takes off its wings and pheromone sack.
   
 
Two days later, Divan finds a way out of the swamp. He meets a human, heading from the planes, from village Quandry. He comes across a few villages and he shares the word of Nekkraut. In the hills, he finds a door with a downward staircase, a home of unknown creatures.
 
Two days later, Divan finds a way out of the swamp. He meets a human, heading from the planes, from village Quandry. He comes across a few villages and he shares the word of Nekkraut. In the hills, he finds a door with a downward staircase, a home of unknown creatures.
   
He shouts into the cave, but inhabitants don't understand the language, so Divan casts {{Spell|Tongues (Wizard) 2e|Tongues|#00C2C2}}, and assures the dwarf that he comes in peace. Luckily, the dwarf speaks common. He invites the dwarves to join him in Nekkraut and shows him the chest of iron coins. The dwarf invites him inside. The dwarf introduces himself as [[Dicing_with_Death_Divan_NPCs#Sayson|Sayson]]. Sayson discusses with his family, and Divan promises to wait. The dwarfs come with terms, Divan accepts.
+
He shouts into the cave, but inhabitants don't understand the language, so Divan casts {{Spell|Tongues (Wizard Spell) 2e|Tongues|#00C2C2}}, and assures the dwarf that he comes in peace. Luckily, the dwarf speaks common. He invites the dwarves to join him in Nekkraut and shows him the chest of iron coins. The dwarf invites him inside. The dwarf introduces himself as [[Dicing with Death Divan NPCs#Sayson|Sayson]]. Sayson discusses with his family, and Divan promises to wait. The dwarfs come with terms, Divan accepts.
   
 
==Experience==
 
==Experience==
  +
This episode:
*3400 to split between classes
+
*3400 exp to split between classes
 
*1680 for Fighter
 
*1680 for Fighter
 
*3570 for Wizard
 
*3570 for Wizard
  +
From previous episodes:
</div>
 
  +
*5000 Wizard exp
  +
*3000 Fighter exp
 
{{Navbox_DwD2
 
{{Navbox_DwD2
 
|character 1 =Divan
 
|character 1 =Divan

Latest revision as of 04:05, 23 September 2023

Synopsis[]

Divan creates Extrude S M V 3  Extrude Range  5 yds./level AoE  1 cubic foot/level Casting Time  3 Duration  Instantaneous Save  negate Damage  4d4 Materials  1 screw -A spell forces a volume of up to one cubic foot per level of a material, in a direction chosen by the caster. This rapid application of force may damage the material or surrounding materials, or move less than maximum volume, at the discretion of the DM. Worked stone or specifically crafted objects and structures may be entitled to a saving throw. When used offensively, this spell deals up to 4d4 damage to a single creature on a successful roll to hit (d20 + wizard level). Unfinished. School  Invocation/Evocation Source  2.Neal & Hobgoblin spell and uses it to extract more ore. He creates Trollish Regeneration S M V 3  Trollish Regeneration Range  Touch AoE  1 creature Casting Time  6 Duration  1 round/level Save  N/A Damage   Materials  blood from a 2-headed troll This spell causes the target to heal 1 extra hit point per round for the duration (1 round per caster level). This spell may stop major or minor bleeding, but not usually heal specific injuries.

The material component for this spell is a quaff of blood from a two-headed troll, consumed by the recipient. Drinking more than one draft of troll blood in a day may be detrimental to one's health. For each casting beyond the first, the recipient must make a constitution check with cumulative -1 penalties for each additional casting or become violently ill.
School  Necromancy Source  2.Neal & Ryan
spell and begins production of iron coins. Divan begins his travel west, meets a giant that asks Divan for help with the illness of his wife's sister. Divan cannot help heal her but informs them the illness is Ponos's doing. He continues his journey and slays a crocodile and a giant moth, and meets a few villagers. In the hills, Divan finds a door and meets the dwarf Sayson there. He offers the dwarf and his family work in Nekkraut.

Recap[]

Springtime, (Divan Age 20)[]

DwD206BMap

The population of Nekkraut is on the rise, mine is in function again. Divan spends his time thinking of spells and creates Extrude S M V 3  Extrude Range  5 yds./level AoE  1 cubic foot/level Casting Time  3 Duration  Instantaneous Save  negate Damage  4d4 Materials  1 screw -A spell forces a volume of up to one cubic foot per level of a material, in a direction chosen by the caster. This rapid application of force may damage the material or surrounding materials, or move less than maximum volume, at the discretion of the DM. Worked stone or specifically crafted objects and structures may be entitled to a saving throw. When used offensively, this spell deals up to 4d4 damage to a single creature on a successful roll to hit (d20 + wizard level). Unfinished. School  Invocation/Evocation Source  2.Neal & Hobgoblin spell and gets Heffer to make him some screws to use as spell components. With the help of Cassandra and the new spell, he extrudes some iron through the Minor Gateway S M 3  Minor Gateway Range  Touch AoE  20' radius Casting Time  4 Duration  Instant Save   Damage   Materials  Stick of chalk or paint brush The caster draws in the air a portal or doorway which then briefly opens to one of the four elemental planes, letting the raw energy and material of the plane flow into the world. The portal opens for only a second or two, but in this time it is bi-directional.

Plane of Fire: When the portal opens, a half sphere of heat and energy bursts forth, enveloping everything within 20' in flames and dealing 8d6 points of fire damage. Creatures in the area of effect can save for half damage.

Plane of Air: A strong gust of fresh air rushes out, blowing over anything not firmly attached to the ground. Creatures within 20' must make a strength check to stay on their feet. If there is nowhere for the air to go, for example if the portal is opened in a sealed room, the pressure in the room raises, but there is no wind. If opened in a hallway or other restricted space the effects are intensified, possibly knocking creatures back.

Plane of Water: 3000' cubic feet (30 x 10 x 10) of fresh water burst forth from the portal. Like a portal to the plane of air, the effects are largely determined by the terrain the portal is opened into.

Plane of Earth: Considering that the plane of earth is solid material, this spell effectively creates a very short lived solid wall.

There is a very small, but non-zero, chance that the portal opens near a denizen of the plane, which may accidentally or intentionally be swept through the portal and into existence. This creature is not bound in any way. DMs should be careful in deciding if and what ever comes through the portal.
School  Conjuration/Summoning Source  2.Neal Spell
. Divan thinks of a healing spell that uses troll blood, and creates Trollish Regeneration S M V 3  Trollish Regeneration Range  Touch AoE  1 creature Casting Time  6 Duration  1 round/level Save  N/A Damage   Materials  blood from a 2-headed troll This spell causes the target to heal 1 extra hit point per round for the duration (1 round per caster level). This spell may stop major or minor bleeding, but not usually heal specific injuries.

The material component for this spell is a quaff of blood from a two-headed troll, consumed by the recipient. Drinking more than one draft of troll blood in a day may be detrimental to one's health. For each casting beyond the first, the recipient must make a constitution check with cumulative -1 penalties for each additional casting or become violently ill.
School  Necromancy Source  2.Neal & Ryan
.

Considering the new influx of iron, Divan creates iron coins, with a hammer and horns (in honor of Heffer) on one side and the Mistress of Coin (Elder's wife), the people suggest Divan to create the vault and get Platos to guard it, and he does so. Since Chronos is Velthara's cleric now, Divan asks him to bless leather for him.

While Divan heads to the dwarven lands with his goats, Cassandra is in charge of the town. Divan heads on his journey, uses Locate Landmark S M V 2  Locate Landmark Range  1 mile AoE  Current plane Casting Time  1 minute Duration  Instantaneous Save  None Damage   Materials  A compass Casting this spell draws on the knowledge of all creatures within the range, and poses a subconscious question to these creatures: Where is the landmark in question. The answer is then returned to the caster as long as the location is on the current plane of existence, and there is a general consensus from the creatures in the area. Landmarks must be stationary and singular. Should a stationary landmark be moved, perhaps the \"Great Tree of Vitality\" has been cut down and moved, the original location of the landmark as it is known to people in the range of the spell is used. Mobile landmarks, like a King's Crown, automatically fail.

Example: Bobo the diviner casts Locate Landmark, with the landmark in question being the secret burial ground of elves. Bobo is in a human dominated region, where nobody knows the answer to this question, so it returns no answer. Bobo then decides to head to a major port where there are many elves, and casts the spell again. The compass in his hand turns to point North West. Bobo doesn't know how far North West it is, so he travels North West for six days before casting the spell again. This time he is in a small elvan port town that allows human visitors. He casts the spell again, and gets a direction of south west. Bobo knows he's overshot the distance, and can change directions, heading south this time.

A very careful wizard with a compass and map might be able to triangulate the location of a landmark, although this can be tricky since the further the target is from the landmark, the more the compass needle wobbles.
School  Divination Source  2.Neal Spell
to find a troll lair and a path through the swamp, but he doesn't find anything out. He tries again, the path remains unfamiliar but gets a more general direction towards a troll's cave.

Divan sets up camp and looks for the lair, he hears the sounds of a giant approaching. Divan greets him and they converse, giant tells him there are more trolls in the swamp and knows of no paths. The giant says his wife's sister is sick and asks for Divan's help, and they travel to the cave. Divan uses his crown, Sorona, to find out what this sickness is and learns it is the divine disease of Ponos, and he doesn't know how to cure it, gives her some troll blood and leaves.

Gloomwing (Giant Moth)

Giant Moth from 2nd Edition Monstrous Manual

He uses Clairvoyance S M V 3  Clairvoyance Range  Unlimited AoE  Line of sight Casting Time  3 Duration  1 rd./level Save  None Damage   Materials  pinch of powdered pineal gland Similar to the Clairaudience spell, the Clairvoyance spell empowers the wizard to see in his mind whatever is within sight range from the spell locale chosen. Distance from the wizard is not a factor, but the locale must be known--familiar or obvious. Furthermore, light is a factor, as the spell does not enable the use of infravision or magical enhancements. If the area is magically dark, only darkness is seen; if naturally pitch dark, only a 10-foot radius from the center of the spell's area of effect can be seen. Otherwise, the seeing extends to the normal vision range according to the prevailing light. Lead sheeting or magical protection foils a clairvoyance spell, and the wizard has some indication that it is so blocked. The spell creates an invisible sensor, similar to that created by a crystal ball spell, that can be dispelled. The spell functions only on the wizard's current plane of existence.

The material component is a pinch of powdered pineal gland.
School  Divination Source  Players Hand Book page 190
to find a way through the swamp, unsuccessfully. During the night, a giant moth comes swooping towards Divan and tries to grab his goat. Divan immobilises it with Bands of Sirellyn S M V 3  Bands of Sirellyn Range  40 yards AoE  1 creature Casting Time  3 Duration  1 turn + 1 rd./level Save  Negate Damage   Materials  three miniature bands of silver Once employed by the mysterious ancient wizard known as the Arcanamach, the mage Sirellyn rediscovered this forgotten dweomer many centuries after its last use. The spell causes a number of shining metal bands to materialize out of the air, encircling and capturing a target of the caster's choice. The victim is allowed a saving throw vs. spell to elude capture, with a -1 penalty per three caster levels(for example,-1 for a 4th to 6th level caster,-2 for a 7th to 9th level caster,-3 for a 10th to 12th level caster, and so on),since higher-level casters tend to conjure more bands in a denser pattern. Any creature of less than size G can be snared, but gargantuan monsters are simply too big to be restrained by the bands.

The spell requires three miniature bands of silver that are interlocked so that all three are connected.
School  Conjuration/Summoning Source  Spells and Magic page 143
, and casts Light M V 1  Light Range  60 yds. AoE  20-ft. radius globe Casting Time  1 Duration  1 turn/level Save  Special Damage   Materials  a firefly or a piece of phosphorescent moss This spell creates a luminous glow, equal to torchlight, within a fixed radius of the spell's center. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight and unobstructed path for the spell when it is cast. Light can spring from air, rock, metal, wood, or almost any similar substance.

The effect is immobile unless it is specifically centered on a moveable object or mobile creature. If this spell is cast upon a creature, the applicable magic resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. Light taken into an area of magical darkness does not function, but if cast directly against magical darkness negates it (but only for the durationof the light spell, if the darkness effect is continual).

Light centered on the visual organs of a creature blinds it, reducing its attack rolls and saving throws by 4 and worsening its Armor Class by 4. The caster can end the spell at any time by uttering a single word.

The material component is a firefly or a piece of phosphorescent moss.
School  Alteration Source  Players Hand Book page 176
and spots a crocodile. Divan heads towards it and blasts it with Arcane Spray S V 2  Arcane Spray Range  30 feet AoE   Casting Time  2 Duration  Instantaneous Save  Special Damage  Special Materials  ' The invoker loudly calls the magic words to this spell and points at a target within range, bringing forth a spray of 20 miniature golden magic missiles. If the target of the attack fails their saving throw (dex suggested), they take an amount of damage equal to the difference between their failed save and what they needed to succeed, indicating the number of miniature magic missiles that struck the target. Furthermore, characters in magical or metal armor suffer a damage reduction of half. Characters wielding a shield may add 2 to their save.

Example: Diana the Invoker casts Arcane Spray at a hobgoblin warlord. Diana rolls a d20+21 (15 Int, level 3) and rolls a natural 20, for a combined roll of 41. The hobgoblin warlord rolls a d20+18 (12 Dex, level 3) and rolls a natural 2, for a combined roll of 20. The difference between the two is 21, so the hobgoblin warlord takes maximum damage of 20. Were the warlord to be wearing chain mail,the damage would be reduced to 10.

Spell effects that penalize missile fire, but not natural effects, grant a penalty to the caster's save equal to the missile fire penalty.
School  Invocation/Evocation Source  2.Neal Spell
. He uses Legend Lore S M V 6  Legend Lore Range  0 AoE  Special Casting Time  Specia Duration  Special Save  None Damage   Materials  incense and strips of ivory The legend lore spell is used to determine legendary information regarding a known person, place, or thing. If the person or thing is at hand, or if the wizard is in the place in question, the likelihood of the spell producing results is far greater and the casting time is only 1d4 turns. If only detailed information on the person, place, or thing is known, casting time is 1d10 days. If only rumors are known, casting time is 2d6 weeks.

During the casting, the wizard cannot engage in activities other than the routine: eating, sleeping, etc. When completed, the divination reveals if legendary material is available. It often reveals where this material is--by place name, rhyme, or riddle. It sometimes gives certain information regarding the person, place, or thing (when the object of the legend lore is at hand), but this data is always in some cryptic form (rhyme, riddle, anagram, cipher, sign, etc.). Naturally, a legend lore spell reveals information only if the person, place, or thing is noteworthy or legendary.

For example, suppose Delsenora came across an extremely well-made sword. It radiates magic, but when she used an identify spell, she could not learn any information.Even giving it to a trusted fighter didn't work, as the sword did not reveal any special powers. Finally, she casts a legend lore spell, hoping to gain more information. Since the sword is at hand, she completes the spell in three turns. In her mind comes the message, \"Once this was the sword of he who waits till Albion's time of greatest peril, when unto his hand it shall fly again. Fair was the hand that gave me and fair was the hand that reclaimed me.\" Clearly, Delsenora realizes, this must be a very powerful item, since her spell gave only a cryptic answer. But who is he who waits? And where is Albion? For more information, Delsenora is going to have to cast more spells. But now the pro
School  Divination Source  Players Hand Book page 226
to investigate the moth, drags it to the camp, kills it, takes off its wings and pheromone sack.

Two days later, Divan finds a way out of the swamp. He meets a human, heading from the planes, from village Quandry. He comes across a few villages and he shares the word of Nekkraut. In the hills, he finds a door with a downward staircase, a home of unknown creatures.

He shouts into the cave, but inhabitants don't understand the language, so Divan casts Tongues M V 3  Tongues Range  0 AoE  30-ft. radius Casting Time  3 Duration  1 rd./level Save  None Damage   Materials  a small clay model of a ziggurat This spell enables the wizard to speak and understand additional languages, whether they are racial tongues or regional dialects. This does not enable the caster to speak with animals. The spell enables the caster to be understood by all creatures of that type within hearing distance, usually 60 feet.

This spell does not predispose the subject toward the caster in any way.

The wizard can speak one additional tongue for every three levels of experience. The reverse of the spell cancels the effect of the tongues spell or confuses verbal communication of any sort within the area of effect.

The material component is a small clay model of a ziggurat, which shatters when the spell is pronounced.
School  Alteration Source  Players Hand Book page 197
, and assures the dwarf that he comes in peace. Luckily, the dwarf speaks common. He invites the dwarves to join him in Nekkraut and shows him the chest of iron coins. The dwarf invites him inside. The dwarf introduces himself as Sayson. Sayson discusses with his family, and Divan promises to wait. The dwarfs come with terms, Divan accepts.

Experience[]

This episode:

  • 3400 exp to split between classes
  • 1680 for Fighter
  • 3570 for Wizard

From previous episodes:

  • 5000 Wizard exp
  • 3000 Fighter exp