Arcadia Wiki
Advertisement
Arcadia Wiki

Recap[]

31st July, 1512[]

Imrik asks the elven ambassador in Wikkthronrarenta for some cat whiskers, which he provides.

The Queen summoned the brothers for a talk. She tells them of the deeds of Kel Pochi, who has been associated with Cleric of Voraci named Mother Janice. She is working from Rwalwikk with other nobles there. It seems they are attempting to overthrow her. The belt and shield Clertis told them about are hidden by Kel Pochi's co-conspirators, Kel Danlien Lockheart, a cavalry captain of Mayors of Voraci. under major Kel Gideon Schendel. She holds one of the Akuban Princesses hostage in one of the villages in Northgrove County. The Queen asks the brothers to bring Kel Danlien Lockheart and Mother Janice to her. Mother Janice needs to be brought in alive, and Kel Lockheart knows the location of the items and Akuban Princess Sara Haraziem. Tyrael asks for ESP amulet and hat of disguise back, but the items are away. The Queen desires to know how Mother Janice got the support of the nobles and for Sera to be retrieved in order for her to marry Prince Nicholas in place of her sister Maya.

Imrik asks The Queen to order Arc Sombar to give him access to spell Improved Invisibility S V 4  Improved Invisibility Range  Touch AoE  Creature touched Casting Time  4 Duration  4 rds.+ 1 rd./level Save  None Damage   Materials  ' This spell is similar to the invisibility spell, but the recipient is able to attack, either by missile discharge, melee combat, or spellcasting, and remain unseen.

Note, however, that there are sometimes telltale traces, a shimmering, so that an observant opponent can attack the invisible spell recipient. These traces are only noticeable when specifically looked for (after the invisible character has made his presence known).

Attacks against the invisible character suffer -4 penalties to the attack rolls, and the invisible character's saving throws are made with a +4 bonus.

High Hit Dice creatures that might notice invisible opponents will notice a creature under this spell as if they had 2 fewer Hit Dice (they roll saving throws vs. spell; success indicates they spot the character).
School  Illusion/Phantasm Source  Players Hand Book page 203
. Imrik Polymorphs V 4  Polymorph Self Range  0 AoE  The caster Casting Time  4 Duration  2 turns/level Save  None Damage   Materials  ' When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of changing personality and mentality.

When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DMs option (e.g., -2 penaltyto attack rolls) until he practices sufficiently to master it.

Thus a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement.

The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
School  Alteration Source  Players Hand Book page 206
into a giant eagle and scouts Lockheart meadows. Velthara is not satisfied with Anton's actions, he doesn't enact Vengeance that is personal to him. Imrik takes notice of the keep and sees a group of spellcasters going into it and finds the entrance to the cellar.

1st August, 1512[]

Tyrael meets the cousin from The Family and gives them +2 Dagger, the ledgers of Mother Helga. Tyrael asks them about more interesting items.

Anton does some introspection and considers taking vengeance on his father. He is disgusted with his father for being on side of Kel Pochi, a traitor.

Imrik visits Arc Sombar, Tyrael wants to join him. Arc Sombar has spoken with the Queen and asks Imrik why he needs a spell of cutthroats and assassins and his judgment is questionable. They are becoming very powerful and denies to entrust the spell. Tyrael asks what they can do to earn her trust. She asks him about his meeting with cousin Vega. They have a discussion, Arc Sombar isn't willing to change her mind.

They let Anton know how the meeting went. Anton lies about their father's words to him. A pair of servants bring a parchment stating that Azoron has been slain by the McGary brothers. Tyrael is still angry.

Imrik goes out and 6 merchants offer him gifts of alcohol for slaying Azoron. He brings the gifts in and they go to sleep. Tyrael sneaks out during the night. He sneaks into The Family's tavern and asks for a private meeting with Vega. He obliges and brings them into a secret room. Tyrael takes out a candle of truth and asks “Have you any knowledge of anybody reporting any of our conversations to Arc Sombar?” Vega doesn't know anything. Vega asks if Arc Sombar knows who he is, Tyrael is uncertain to the extent of her knowledge. Tyrael asks him to find out anything he can about Arc Sombar, and if any of McGary servants have been talking about their actions. They establish an agreement and Tyrael goes back to the house.

2nd August, 1512[]

In the morning, Imrik prays with Anton to Velthara. Anton casts Detect Poison S M V 1  Detect Poison Range  0 AoE  Special Casting Time  4 Duration  1 turn + 1 rd./level Save  None Damage   Materials  Blessed Vellum This spell enables the priest to determine if an object has been poisoned or is poisonous. One object, or one 5-foot cubic mass, can be checked per round. The priest has a 5% chance per level of determining the exact type of poison.

The material component is a strip of specially blessed vellum, which turns black if poison is present.
School  Divination Source  Players Hand Book page 254
on the wine they have received. One bottle from Five Roses Wine from West Vodan is poisoned. Tyrael checks it and sees it has been tampered with.

Imrik Polymorphs V 4  Polymorph Self Range  0 AoE  The caster Casting Time  4 Duration  2 turns/level Save  None Damage   Materials  ' When this spell is cast, the wizard is able to assume the form of any creature, save those that are noncorporeal, from as small as a wren to as large as a hippopotamus. Furthermore, the wizard gains its physical mode of locomotion and breathing as well. No system shock roll is required. The spell does not give the new form's other abilities (attack, magic, special movement, etc.), nor does it run the risk of changing personality and mentality.

When the polymorph occurs, the caster's equipment, if any, melds into the new form (in particularly challenging campaigns, the DM may allow protective devices, such as a ring of protection, to continue operating effectively). The caster retains all mental abilities, including spell use, assuming the new form allows completion of the proper verbal and somatic components and the material components are available. A caster not used to a new form might be penalized at the DMs option (e.g., -2 penaltyto attack rolls) until he practices sufficiently to master it.

Thus a wizard changed into an owl could fly, but his vision would be human; a change to a black pudding would enable movement under doors or along halls and ceilings, but not the pudding's offensive (acid) or defensive capabilities. Naturally, the strength of the new form is sufficient to enable normal movement.

The spellcaster can change his form as often as desired for the duration of the spell, each change requiring a round. The wizard retains his own hit points, attack rolls, and saving throws. The wizard can end the spell at any time; when voluntarily returning to his own form and ending the spell, he regains 1d12 hit points. The wizard also will return to his own form when slain or when the effect is dispelled, but no hit points are restored in these cases.
School  Alteration Source  Players Hand Book page 206
and brings the brothers to the keep of Kel Lockheart. Imrik casts Invisibility S M V 2  Invisibility Range  Touch AoE  Creature touched Casting Time  2 Duration  Special Save  None Damage   Materials  an eyelash and a bit of gum arabic This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable.

Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.

Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).

The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs,etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.

All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).

The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
School  Illusion/Phantasm Source  Players Hand Book page 184
on Tyrael and he goes to check the cellar for entrance to the house. Tyrael scampers up the wall and searches for an entrance to the cellar, he finds it and goes inside. Nobody in the cellar, in it he finds a door to the keep and picks the lock. He knocks down a bottle of wine and waits for someone to come, a few minutes later someone walks in. As he does Tyrael slinks in. In the keep, he sees Kel Lockheart, inspects the windows, and picks the lock to Lockheart's room and a few other rooms. He sneaks out and returns to the brothers.

Anton Naps S M V 2  Nap Range  Touch AoE  One creature/level Casting Time  2 Duration  Special Save  None Damage   Materials  ' Creatures affected by this spell are put to sleep for one hour. Upon awakening, the creature is as refreshed as if he had slept for eight hours. The affected person recovers lost hit points as if he rested for a full night. Wizards can memorize spells as if real time had passed.

Because the rest is so complete and rejuvenating, a character does not feel fatigued after waking. Attempts to use nap more than once in an 18-hour period are ineffective (the character simply is not sleepy). Only willing subjects can be affected by nap.

The material components are a scrap of pillow ticking, a feather, and a pebble that the caster has kept in his pocket for seven nights.
School  Alteration Source  Tome of Magic page 61
Imrik, Anton casts Etherealness S V 3  Etherealness Range  0 AoE  The caster Casting Time  1 Duration  1 turn + 1 rd./level Save  None Damage   Materials  ' This spell resembles the 5th-level wizard spell etherealness in many respects, but there are a few important differences. First, the priest may not leave the Border Ethereal and venture into the Deep Ethereal; therefore, at the end of the spell's duration, he must return to the Prime Material Plane whether he wants to or not. Secondly, the priest may not use this spell on an unwilling target and can only make another creature ethereal if the subject is willing and in physical contact with the priest when the spell is cast. Besides himself, the caster can bring one creature per two experience levels (three at 5th, four at 7th, five at 9th, and so on) to the Ethereal Plane. Even if the priest abandons his charges in the Border Ethereal, the stranded characters will automatically materialize when the spell ends.

While ethereal, the priest cannot be detected by any means short of a true seeing or detect phase spell. He perceives his surroundings as misty, gray, and otherworldly. No action he takes can affect the physical world, but he can pass through walls, doors, and other solid objects without hindrance. The priest can choose to end the spell voluntarily at any time, materializing in the physical world in one round. If the caster occupies a solid object when the spell ends, he is hurled into the Deep Ethereal and stranded in a catatonic stupor until he can be rescued.
School  Alteration Source  Spells and Magic page 167
on them. Once inside the cellar Imrik casts Invisibility S M V 2  Invisibility Range  Touch AoE  Creature touched Casting Time  2 Duration  Special Save  None Damage   Materials  an eyelash and a bit of gum arabic This spell causes the creature touched to vanish from sight and be undetectable by normal vision or even infravision. Of course, the invisible creature is not magically silenced, and certain other conditions can render the creature detectable.

Even allies cannot see the invisible creature or his gear, unless these allies can normally see invisible things or employ magic to do so.

Items dropped or put down by the invisible creature become visible, items picked up disappear if tucked into the clothing or pouches worn by the creature. Note, however, that light never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source).

The spell remains in effect until it is magically broken or dispelled, until the wizard or recipient cancels it, until the recipient attacks any creature, or until 24 hours have passed. Thus, the invisible being can open doors, talk, eat, climb stairs,etc., but if he attacks, he immediately becomes visible, although the invisibility enables him to attack first. Note that the priest spells bless, chant, and prayer are not attacks for this purpose.

All highly Intelligent (Intelligence 13 or more) creatures with 10 or more Hit Dice or levels of experience have a chance to detect invisible objects (they roll saving throws vs. spell; success means they noticed the invisible object).

The material components of the invisibility spell are an eyelash and a bit of gum arabic, the former encased in the latter.
School  Illusion/Phantasm Source  Players Hand Book page 184
on the brothers. Imrik polymorphs into an ooze and opens the door. They put Anton into a bag of holding because he is making too much noise. Tyrael picks the lock the Kel Lockheart's room. They take Anton out and Tyrael unlocks the door to the bedroom. Imrik slicks into the room and holds Color Spray S M V 1  Color Spray Range  0 AoE  5 x 20 x 20 ft. wedge Casting Time  1 Duration  Instantaneous Save  Special Damage   Materials  a pinch each of powder or sand that is colored red, yellow, and blue Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, andblue.
School  Alteration Source  Players Hand Book page 172
, Anton casts Hold Person S M V 2  Hold Person Range  120 yds. AoE  1d4 persons in 20-ft. cube Casting Time  5 Duration  2 rds./level Save  Negate Damage   Materials  ' This spell holds 1d4 humans, demihumans, or humanoid creatures rigidly immobile and in place for a minimum of six rounds (the spell lasts 2 rounds per caster level, and the priest must be of at least 3rd level to cast the spell).

The hold person spell affects any bipedal human, demihuman, or humanoid of man size or smaller, including brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others. Thus, a 10th-level fighter could be held, while an ogre could not.

The effect is centered on a point selected by the caster, and it affects persons selected by the caster within the area of effect. If the spell is cast at three persons, each gets a normal saving throw; if only two persons are being enspelled, each rolls his saving throw with a -1 penalty; if the spell is cast at only one person, the saving throw die roll suffers a -2 penalty. Saving throws are adjusted for Wisdom. Those who succeed on their saving throws are totally unaffected by the spell. Undead creatures cannot be held.

Held creatures cannot move or speak, but they remain aware of events around them and can use abilities not requiring motion or speech. Being held does not prevent the worsening of the subjects' condition due to wounds, disease, or poison. The priest casting the hold person spell can end the spell with a single utterance at any time; otherwise, the duration is six rounds at 3rd level, eight rounds at 4th level, etc.

The spellcaster needs a small, straight piece of iron as the material component of this spell.
School  Enchantment/Charm Source  Players Hand Book page 261
and Tyrael walks in. There are 2 people on the bed, both held. Tyrael finds a key on Kel Lochearts's belt.

Tyrael checks the locked door for traps, it is magically trapped. Imrik tries to slip into the room, it is barred. Anton ties up and gags Kel Lockheart and the man. Imrik casts Suggestion M V 3  Suggestion Range  30 yds. AoE  1 creature Casting Time  3 Duration  1 hr.+ 1 hr./level Save  Negate Damage   Materials  a snake's tongue and either a bit of honey-comb or a drop of sweet oil When this spell is cast by the wizard, he influences the actions of the chosen recipient by the utterance of a few words - phrases or a sentence or two - suggesting a course of action desirable to the spellcaster. The creature to be influenced must, of course, be able to understand the wizards suggestion - it must be spoken in a language that the spell recipient understands.

The suggestion must be worded in such a manner as to make the action sound reasonable; asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

However, a suggestion that a pool of acid was actually pure water and that a quick dip would be refreshing is another matter. Urging a red dragon to stop attacking the wizards party so that the dragon and party could jointly loot a rich treasure elsewhere is likewise a reasonable use of the spell's power.

The course of action of a suggestion can continue in effect for a considerable duration, such as in the case of the red dragon mentioned above.

Conditions that will trigger a special action can also be specified; if the condition is not met before the spell expires, then the action will not be performed.

If the target successfully rolls its saving throw, the spell has no effect.

Note that a very reasonable suggestion causes the saving throw to be made with a penalty (such as -1, -2, etc.) at the discretion of the Dungeon Master.

Undead are not subject to suggestion.

The material components of this spell are a snake's tongue and either a bit of honey-comb or a drop of sweet oil.
School  Enchantment/Charm Source  Players Hand Book page 197
on Kel Lockheart to unlock the door and Anton casts Recitation S M V 4  Recitation Range  0 AoE  60-ft. radius Casting Time  7 Duration  1 rd./level Save  None Damage   Materials  ' By reciting a sacred passage or declaration, the priest invokes his deity’s blessing upon himself and his allies, while causing confusion and weakness among his enemies. All creatures within the area of effect at the instant of the spell’s completion are affected. Allies of the priest gain a +2 bonus to attack rolls and saving throws, or a +3 bonus if they are of the same faith (not just alignment) as the caster. Enemies suffer a –2 penalty to attack rolls and saving throws. After the recitation, the priest is free to take further actions during the spell’s duration as he sees fit—he need not concentrate to maintain the spell. As a result, it is possible for the priest to cast a prayer spell, which increases the bonuses and penalties provided to +3 and –3 respectively. If another priest is using chant at the same time, then the bonuses and penalties given by it are also allowed to add to the total.

The material spell component is the priest’s holy symbol and a copy of whatever text or scroll he holds sacred. Neither are consumed by the spell.
School  Abjuration Source  Spells and Magic page 172
, and she opens the door. Once the spell is over, she starts to scream, Imrik Color Sprays S M V 1  Color Spray Range  0 AoE  5 x 20 x 20 ft. wedge Casting Time  1 Duration  Instantaneous Save  Special Damage   Materials  a pinch each of powder or sand that is colored red, yellow, and blue Upon casting this spell, the wizard causes a vivid, fan-shaped spray of clashing colors to spring forth from his hand. From one to six creatures (1d6) within the area are affected in order of increasing distance from the wizard. All creatures above the level of the spellcaster and all those of 6th level or 6 Hit Dice or more are entitled to a saving throw vs. spell. Blind or unseeing creatures are not affected by the spell.

Creatures not allowed or failing saving throws, and whose Hit Dice or levels are less than or equal to the spellcaster's level, are struck unconscious for 2d4 rounds; those with Hit Dice or levels 1 or 2 greater than be wizard's level are blinded for 1d4 rounds; those with Hit Dice or levels 3 or more greater than that of the spellcaster are stunned (reeling and unable to think or act coherently) for one round.

The material components of this spell are a pinch each of powder or sand that is colored red, yellow, andblue.
School  Alteration Source  Players Hand Book page 172
her. They pocket the potions and items from the treasury. Anton casts Dictate V 3  Dictate Range  30 yds. AoE  Up to 6 creatures in a 20-ft. cube Casting Time  6 Duration  1 rd./level Save  Negate Damage   Materials  ' Originally developed by the Harmonium faction of the Outer Planes, this useful spell has come into more widespread use in recent years. While the spell is available as a 2nd-level enchantment for members of the Harmonium, the general version is not quite as efficient and is considered a 3rd-level spell.

The dictate spell is an improved version of command, affecting up to 6 creatures in a 20-foot cube. The caster is not limited to a single word and can issue an order of no more than a dozen words in length. All the specified targets who fail their saving throws must attempt to obey the caster's instructions. For example, a priest could issue a dictate such as "Stay here until I return," "Throw down your weapons," or "Seize that elf!" The subjects will continue to obey non-immediate orders for up to one round per experience level of the caster.

Subjects who cannot understand the caster are not affected, so characters who donot understand the caster's language are immune to this spell. In addition, the order must Detect Spirits Dictate create an immediate and obvious course of action for the subject; a dictate to "Die!" or "Feel sorry for him!" would simply cause the subject to stand still in confusion for one round. Poorly worded or confusing commands grant the subjects a +1 to +4 bonus on their saving throws at the DM's discretion. Similarly, if after the subject fails his saving throw he is given an obviously self-destructive dictate, the subject simply loses his next round as he fights off the compulsion.
School  Enchantment/Charm Source  Spells and Magic page 167
on her and demands she tells him where the Shield Wall is and where Sara is - she says she buried the shield under the church in town, Sara is a town cleric. She shouts before Anton can stop her. Tyrael locks the door.

Sara

Sara Haraziem

They discuss exit strategy and decide that Imrik and Anton will teleport out of the city and Tyrael will sneak out with them in the Bag of Holding. Anton and Imrik are still discussing teleportation. They make their way to the town church. Anton acts like he is praying and walks into the church. There is one priest there, brother Shawn, they talk, Anton introduces himself in his true name. Shawn says that the lead cleric is Sara, cleric of Voraci. Imrik slinks into Sara's room, wakes her up, and tells her who he is and he is bringing her back to The Queen.

Sara says that they killed the princess in her and resurrected the cleric within her. She is convinced the Queen is at fault for the kidnapping of her brother Budariousz. After some discussion, Sara agrees to come with them when Imrik promises she will have the final say, she just needs to hear them out. She shows them where the shield is buried. They dig out the shield and Teleport to Azoron's lair.

Experience[]

No experience this session.

Advertisement