Skickad

GNURF – del 1

Magic, spell lists, spells

A thick wall: 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Charm Person OBA W 1
Comprehend Languages OBA W 1
Detect Magic OBA WC 1
Hold Portal OBA W 1
Light OBA WC 1
Protection from Evil OBA WC 1
Read Magic OBA W 1
Sleep OBA W 1

Continual Light OBA WC 2/3
Detect Evil OBA W 2
Detect Invisible OBA W 2
ESP OBA W 2
Invisibility OBA W 2
Knock OBA W 2
Levitate OBA W 2
Locate Object OBA W 2
Wizard Lock OBA W 2

Clairaudience OA W 3
Clairvoyance OBA W 3
Dispel Magic OBA WC 3/4
Fire Ball OBA W 3
Fly OBA W3
Haste OBA W 3
Hold Person OA WC 2/3
Infravision OBA W 3
Invisibility 10’ r OB W 3
Lightning Bolt OBA W 3
Phantasmal Force OBA W 3
Protection from Evil 10’ r OBA WC 3/4
Protection from normal Missiles OBA W 3
Slow OA W 3
Wather Breathing OBA W 3

Charm Monster OBA W 4
Confusion OBA W 4
Dimension Door OBA W 4
Hallucionary Terrain OBA W 4
Ice Storm BA W 4
Massmorph OBA W 4
Plant Growth OBA W 4
Polymorph Others OBA W 4
Polymorph Self OBA W 4
Remove Curse OBA WC 3/4
Wall of Fire OBA W 4
Wall of Ice OBA W 4
Wizard Eye OBA W 4

Animal Growth OA W 5
Animate Dead OBA WC 4/5
Cloudkill OBA W 5
Conjure Elemental OBA W 5
Contact Other Plane OBA W 5
Feeblemind OBA W 5
Hold Monster OBA W 5
Magic Jar OBA W 5
Passwall OBA W 5
Telekinesis OBA W 5
Teleport OBA W 5
Transmute Rock to Mud OA W 5
Wall of Iron OA W 5
Wall of Stone OBA W 5

Anti-Magic Shell OBA W 6
Control Weather OA W 6
Death Spell OBA W 6
Disintegrate OBA W 6
Geas OBA W 6
Invisible Stalker OBA W 6
Lower Water OBA W 6
Move Earth OBA W 6
Part Water OA W 6
Projected Image OBA W 6
Reincarnation OBA W 6
Stone to Flesh OBA W 6

Bless OBA C 1
Cure Light Wounds OBA C 1
Detect Evil OBA C 1
Purify Food and Drink OBA C 1

Find Traps OBA C 2
Speak with Animals OBA C 2

Create Food and Water OBA C 3
Cure Disease OBA C 3
Locate Object OBA C 3

Cure Serious Wounds OBA C 4
Neutralize Poison OBA C 4
Speak with Plants OBA C 4
Sticks to Snakes OBA C 4

Commune OBA C 5
Displel Evil OBA C 5
Insect Plague OBA C 5
Quest OBA C 5
Raise Dead OBA C 5

Charm Person, BDSW1, Ench, 1 action, 30’, 1 h + special, Save: neg
A humanoid (type) see you as a friend until you do something harmful to it. Save every hour to see if spell negates.
1 more humanoid/ spell level, all within 30’ of you.

Comprehend Languages, BSW1, Div, 1 action, Self, 1 hour
You understand all languages you hear/read. You must touch the speaker/text. You don’t solve riddles or chiffers.

Detect Magic, BCDSW1, Div, 1 action, Self, 10 minutes
You sense magic within 30’. If you sense magic, spend an action to see the aura (school) if object is visible. A thick wall block the detection.

Hold Portal, WS1, Abj, 1 action, 10’, 1 hour
A door, gate, portal is magically shut hold. A knock, dispel magic or STR-check with +5 on DC needed to open.

Light, BCSW1, Evo, 1 action, touch, 1 hour
Touch object no larger than 10’, creature save to negate, shed light as torch (20’ r.).

Protection from Evil and Good, CDPW1, Abj, 1 action, touch, 10 minutes
Target gain +2 on AC and saves vs aberrations, celestials, elementals, fey, fiends, undeads, summoned or conjured creatures. They can’t come within 1 inch or touch target. Also target can’t be charmed, frightened, possessed. Already affected are still immune to mental commands.

Read Magic, BCDPRSW1, Div, 1 action, self, 10 minutes
You can read magical texts, which normally are unintelligible.

Sleep, WS1, Ench, 1 action, 20’ burst within 90’ range, 10 minutes, Save: neg
2d4 levels/HD affected, smallest HD first, won’t wake up by sound, but by slapping or damage. Creatures with HD of spell level +4 or higher are immune.
1d more HD / spell level

Continual Flame, CDW2, Evo, 1 action, Touch, Until dispelled
A flame of the same size as a torch, but no heat, no oxygen consumption, and can’t be quenched.

Continual Flame

Source: Player’s Handbook

2nd-level evocation

Casting Time: 1 action
Range: Touch
Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
Duration: Until dispelled

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Spell Lists. Artificer, Cleric, Druid (Optional), Wizard

Skribent

Skickad

DnD3.5 Character Sheet

Character: Alexei
Player: anth
Class: Warlock
Level: 6
Race: Human
Alignment: CN
Patron: Old One, Tsathougga
Origin: Vaasa, Forgotten Realms
Residence: Castle Dreadwood, Keoland, World of Greyhawk
Experience: 15100 xp, Next level: 21000 xp

Abilities
S: 8 / -1
D: 16 / +3
C: 10 / 0
I: 16 / +3
W: 14 / +2
CH: 18 / +4
Com: 17

Hit Points
Hit Dice: 6d6+0
6 + 6 + 6 + 6 + 6 + 3 = 33 Hp

Vision and Visibility
Darkvision (Devil’s Sight) : 120’

Armor
Proficient with light armor, no shield
10 + Bracers +7 + Ring +2 + Staff +1 = AC 23
Staff 50 charges, cast Shield, AC 26

Saving Throws
Fort: +2 + CON +0 = +2
Ref: +2 + DEX +3 = +5
Will: +5 + WIS +2 = +7

Initiative
DEX +3

Speed
Land Speed: 30’/round, 300’/minute, 3 miles/hour, 24 miles/day

Run 120’ for 1 minute (then rest for 1 minute)
Hustle 60’ for 1 hour (per day, otherwise nonlethal dmg)
Walk 30’ for 8 hours
Forced March, walk more than 8 hours; CON check or non lethal dmg

Fly speed: same as land
Flight good maneuverability:
Minimum forward speed: none
Hover: yes
Move backward: yes
Reverse: -5’
Turn: 90°/5’
Turn in place: +90°/-5’
Maximum turn: any
Up angle: any
Up speed: x1/2
Down angle: any
Down speed: x2
Between down and up: 0’

Attack Rolls
Melee: BAB +4 + STR -1 = +3
Missile: BAB +4 + DEX +3 = +7

Weapons
Proficient with all simple weapons
Eldritch Blast +7 vs. unarmored (touch) AC / 3d6 nontyped dmg, 120’, 20/x2
Dagger (finesse) +7 / 1d4-1 pierce/slash dmg, range increment 10’, 19-20/x2

Class skills
Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Intimidate (Cha), Jump (Str), Knowledge arcana (Int), Knowledge the planes (Int), Knowledge religion (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
Bonus Class Skills: Diplomacy (Cha), Performance, Singing (Cha).

Skill Points
Skill points per level x level + 3 : (Class +2, INT +3, Human +1 = 6) × 9 = 54
One skill point per favored class level: 6
=
60 skillpoints

Free skills: FR Common, FR Goblin, Abyssal, Infernal, Aklo, Keolandish, Knowledge GH History +2, Knowledge GH Royalty/Nobility +1, Knowledge GH Geography +1, Knowledge Nature +1, Draconic
0

Synergy: Bluff 5, Diplomacy 5, Disguise 5, Knowledge Arcana 5, Sense Motive 5, Perform Sing 5.
30

One skill point: Concentration 1, Intimidate 1, Profession Sailor 1
3

Trained only: Knowledge The Planes 1, Knowledge Religion FR 1, Knowledge Religion GH 1, Spellcraft 1, Use Magic Device 1.
5

Cross class: Hide 2, Move Silently 2
4

Cross Class, Trained only: Decipher Script 2, Disable Device 2, Knowledge Dungeoneering 2, Language GH Common 2, Open Lock 2, Sleight of Hand 2.
12

Skill Tricks: Assume Quirk (Disguise 5) 2, Collector of Stories (Knowledge 5) 2, Second Impression (Bluff 5, Disguise 5) 2.
6

(at later levels: Rethorical Flourish (Diplonmacy 8) 2, Social Recovery (Bluff 8, Diplomacy 5) 2.)
0

Skills
Legend:
C : Class Skill
T : Trained Only
FR : Forgotten Realms
GH : Greyhawk
Camp : Training Camp in Greyhawk

  • Appraise +3 : INT +3
  • Appraise, Singing +5 : INT +3, Synergy Singing +2
  • Balance +3 : DEX +3
  • Bluff C +15 : CHA +4, Rank +5, Beguiling Influence +6
  • Climb -1 : STR -1
  • Concentration C +1 : CON +0, Rank +1
  • Concentration, Singing C +3 : CON +0, Rank +1, Synergy Singing +2
  • Craft C +3 : INT +3
  • Decipher Script T +4 : INT +3, Rank +1
  • Diplomacy C +19 : CHA +4, Diplomacy +5, Synergy Bluff +2, Synergy Sense Motive +2, Beguiling Influence +6
  • Disable Device T +4 : INT +3, Rank +1
  • Disguise C +21 : CHA +4, Rank +5, Synergy Bluff +2, mask of Many Faces +10
  • Escape Artist +3 : DEX +3
  • Forgery +3 : INT +3
  • Gather Information +4 : CHA +4
  • Handle Animal T –
  • Heal +2 : WIS +2
  • Hide +4 : DEX +3, Rank +1
  • Intimidate C +13 : CHA +4, Rank +1, Synergy Bluff +2, Beguiling Influence +6
  • Jump C -1 : STR -1
  • Knowledge, Arcana CT +8 : INT +3, Rank +5
  • Knowledge, Religion, GH CT +4 : INT +3, Rank +1
  • Knowledge, Religion, FR CT +4 : INT +3, Rank +1
  • Knowledge, The Planes CT +4 : INT +3, Rank +1
  • Knowledge, Dungeoneering T +4 : INT +3, Rank +1
  • Knowledge, Geography, GH T +4 : INT +3, Camp +1
  • Knowledge, History, GH T +5 : INT +3, Camp +2
  • Knowledge, Nature T +4 : INT +3, Camp +1
  • Knowledge, Nobility/Royalty, GH T +4 : INT +3, Camp +1
  • Language, Abyssal T : INT
  • Language, Aklo T : Old One
  • Language, Common GH T :
  • Language, Common FR T : Free
  • Language, Draconic T : Camp
  • Language, Goblin FR T : INT
  • Language, Infernal T : INT
  • Language, Keolandish T : Camp
  • Listen +4 : WIS +2, Buxuzik +2
  • Move Silently +4 : DEX +3, Rank +1
  • Open Lock T +4 : DEX +3, Rank +1
  • Perform, Sing C +9 : CHA +4, Rank +5
  • Perform, Act +4 : CHA +4
  • Profession, Sailor C +3 : WIS +2, Rank +1
  • Ride +3 : DEX +3
  • Search +9 : INT +3, All-seeing Eyes +6
  • Sense Motive C +7 : WIS +2, Rank +5
  • Sleight of Hand T +6 : DEX +3, Rank +1, Synergy Bluff +2
  • Spellcraft CT +6 : INT +3, Rank +1, Synergy Arcana+2
  • Spot +10 : WIS +2, All-seeing Eyes +6, Buxuzik +2
  • Survivial +2 : WIS +2
  • Swim -1 : STR -1
  • Tumble T –
  • Use Magic Device CT +5 : CHA +4, Rank +1
  • Use Rope +3 : DEX +3
  • Rally +6 : CHA +4, Synergy Diplomacy +2
  • Asume Quirk Disguise 5
  • Collector of Stories Knowledge 5
  • Second Impression Bluff 5, Disguise 5

Feats
Human: 5E Lucky, but only 2/day
Lvl 1: Enable Familiar, prereq Knowledge Arcana +4
Lvl 3: Improved Familiar, imp
Lvl 6: Extra Invocation (least)
(Buxuzik within 5’: Alertness)

Invocations
3 least, 1 lesser, 1 feat least.
Least: Mask of Many Faces (Level 1 Disguise Self)
Least: All-seeing Eyes (comprehend languages on text, +6 spot, search)
Least: Devil’s Sight, change range from 30’ (3.5) to 120’ (5E)
Lesser: Fell Flight
Feat: beguiling influencer (+6 bluff, diplomacy, intimidation).

Class Abilities
Eldritch Blast
DR 1/cold iron
Deceive Item, take 10 whith skill Use Magic Device

variant class:
At lvl 2, swap detect magic to awakened mind.
Duration: 1 round/level (6 rounds)
Range: short, 25’ +5’/2 levels (40’)
Telepathy must be initiated by Alexei, can be extended by spending more actions.
Only one creature at a time
2-way telepathy
Language not a barrier

Encumbrance
Light Load: #0-26, Max DEX +3, Check Penalty 0, Run x4 : 30’
Medium Load: #27-53, Max DEX +3, Check Penalty -3, Run x4 : 20’
Heavy Load: #54-80, Max DEX +1, Check Penalty -6, Run x3 : 20’

Equipment
On body
Adventuring clothes
Crystal that glows in the dark (trinket)
2 daggers
Glass staff
Bracers
Ring
Rope, silk 50’

On horse
Fine clothes
Tent
Bedroll
Wine skin
10 dry rations
10 torches
Tinderbox
Net

On Buxuzik
Potion of Healing

Money/Gems
CP: 30
SP: 73
EP: 1
GP: 9
PP: 0
Gems: 3 diamonds a 100 gp, (45 pearls sold?)
Jewlery:

Magic Items
Glass staff, 50 charges of Mage armor or Shield, +1 shield bonus to AC
Bracers of Defence +7
Ring of Protection +2
Potion of Healing (Buxuzik)
Spider Staff, Adamantite quarter staff +1d6 poison, 50 charges Web, Spider climb (Cormac)
Bow +2 (Cormac)
Mirror Mask of truesight (Ohornoff)
Living armor of vines (Ohornoff)
Evil chain (Ohornoff)
Bag of Holding (Ohornoff)
Boots of Striding and Springing (Ohornoff)
Sword “Talon” +1 (Gorm)
Sword +2 (Gorm)
Bracers +3 (Gorm)
Dimensional Shackles (Gorm)

Henchmen/Animals
Flygande Maran III, Black Mare
Light horse, Large animal
HD: 3d8+6 (19 hp), Init: +1, Speed: 60’
AC: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Att: Hoof -2 / 1d4+1, Full: 2 Hooves, Space: 10’, Reach: 5’
Abilities: S: 14, D: 13, C: 15, I: 2, W: 12, CH: 6
Saves: Fort +5, Ref +4, Will +2, Skills: Listen +4, Spot +4
Qualities: Low light vision, Scent, Feats: Endurance, Run
Env: Temperate plains, Domesticated, CR: 1
Cannot fight while carrying a rider, Light load: -#150, Medium: #151-300, Heavy: #301-450, Drag: #2250

Buxuzik, Imp from Old One Tsathoggua
Devil, Tiny Outsider (Evil, Extraplanar, Chaotic), Familiar from Old One
Imp HD: 3d8 (13 hp)
Alx 33 hp / 2 = 16 hp
Bux 16 hp
Init: +3, Speed: 20’, Fly: 50’ (perfect)
Imp AC: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Alx +3 natural AC
Bux AC: 23 (+2 size, +3 Dex, +8 natural), touch 15, flat-footed 20
Imp BAB +3
Alx BAB +4
Bux BAB +4
Att: melee sting +9 / 1d4 + poison, save: fort DC 13, 1d4 DEX / 2d4 DEX
Space: 2½’, Reach: 0’
Special: at will: Detect Good, Detect Magic, Invisibility (self), 1/day: Suggestion, DC 15, cast lvl 6, 40’, 1/week: Commune 6 questions, cast lvl 12, Alternate form: Raven (can speak) or Rat
Qualities: DR 5/good or Silver, Darkvision (devil) 60’, Fast Healing 2, Immunity to poison, Resistance to Fire 5
Abilities: S: 10, D: 17, C: 10, I: 10, W: 12, CH: 14
Imp Base Save: Fort +3, Ref +3, Will +3
Alx Base Save: Fort +2, Ref +2, Will +5
Bux Base Save: Fort +3, Ref +3, Will +5
Saves: Fort +3, Ref +6, Will +6, Feats: Dodge, Weapon Finesse
Skills: Diplomacy +8, Hide +17, Knowledge Planes +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Alx doesn’t have skill ranks above 6 yet
(imps has 6 ranks in each skill and 8 skill points)
Env: Old One, Familiar, CR: 2, Align: CE,
2’ tall, #8, red, smiling, horns, bat wings, stinger
Languages: Infernal, Abyssal, Celestial, all other languages: Devil Telepathy
Personality: very cowardly, lazy, whining

Familiar traits
Summon: ritual cost 100 gp, takes 24 h
If familiar dismissed or dies, master loses 200xp/lvl, save vs fort DC 15 for ½
If slain, can’t summon familiar for 1 year, but it can be resurrected with no CON loss.
Familiar abilities based on masters character level, not class level
HD 3d8, but in all other cases uses masters HD, Alexei level 6
Master get alertness feat if familiar within 5’
Improved Evasion (Ex): Ref save for ½ or no dmg
Telepathic link (Ex) 1 mile
Deliver touch spells (Su) that caster casts when familiar is within 5’

Description
Taken Name: Alexei Ivanovich Vasilev
Real Name: Iosif Vladimovich Zacharov
Alias: Conan O’Donnell
Alias: Noah, the old bemused man
Alias: Alfredo, the threatening gangster
Alias: Anya, the whimsical farm girl
Race/Background: Damarian Human from Forgotten Realms
Birth date: ?
Age: 28
Sex: ♂︎
Size: M
Height: 6’0”
Weight: #158
Hair: Medium length, Black in pony tail
Beard: Handlebar and Van Dyke
Eyes: Black
Skin: Light green
Blood: green
Handedness: Right
Description: In original form: good looking, ponytail, Handlebar, Van Dyke Beard, whole and clean clothes.
He is lively and charming, but caught off guard he can appear haughty, arrogant and condescending.
Background: Charlatan/Entertainer
Personality Traits: Fall in love easily, Always try to look sharp and clean, Like to do what people least expect of me.
Ideals: Free spirit, “no one tells me what to do”.
Bonds: Tries to preserve text that is heretical.
Flaws: I can’t resist a pretty face. Afraid of Pain and Dying.
Quotes:

Background history:
Alexei, born as Iosif, in Vaasa, Forgotten Realms, a rocky, infertile and barren land, partly covered by the Great Glacier. Three features:
- Bloodstone Pass, the only entrance to the country, heavily guarded.
- Telos, a primordial of living metal fell through the sky. a city was built in the crater where the body fell, and there’s a lot of warlocks of Telos.
- Castle Perilous, ruled by the Lich King Zhengyl, in the dungeons under the castle is a portal to Orcus’ layer in the Abyss.
Alexei was born as warlock, but not to Telos, but an other Old One.
In his youth, Alexei didn’t like the warlocks of Telos so he played them a prank.
This wasn’t well received and he had to disguise himself and flee the country.
If he ever return to Vaasa he will be executed.
Iosif, disguised and with the new alias Alexei, started to work at a circus in Neverwinter.
Alexei, with friends from the circus, helped three dwarven brothers to retake the mines of Phandelver.
Alexei with friends passed through a portal to the world of Greyhawk.
Now all live at Cormacs Castle Dreadwood,

Sponsor: Goeriak, king of Keoland
Party:
Alexei Ivanovich Vasilev chaotic human warlock
Ohornoff evil dworc druid/master of many forms
Gorm Ignatius neutral dwarven barbarian/fighter
Cormac O’Donnell chaotic human bard
Residence: Castle Dreadwood

Places of Interest:
North: Dreadwood, enormous forest, very dangerous.
North West, City of Burle, ruler Lady Kiara Noctiagus
East, Seaton, Plundered by Sea Princes half a year ago, still rebuilding
South West, Hool Marshes, Lizardmen, cult of Dagon
South, Saltmarsh, recently, within half a year, fortified. Now city walls and pop 4500
Further South, Sea Princes

People:
Goeriak Constant, King
Eorwyn, Sage/Teacher
Lady Kiara Noctiagus of Burle, Paladin ?
Reynard Yargrow, Archdruid of Obad-Hai in Dreadwood (knows about Narnia)

Saltmarsh
Bengt, Guard, IQ85
Cradoc Stonehorn, male h-orc fighter, prison sergeant, history buff
Eliander Furenzoe, male human fighter, watch sergeant, history buff with library
Tavern, The Wicker Goat, Lankos Kurd & Nestor
Faithful Quartermasters of Iuz, female tiefling, captain Xendros, drug dealer
Harbour Tavern, The Empty Net
Gellan Primosio, male noble 60 yrs, gems from the Black Ice, interesting safe
Smithy, the Dwarven Anvil, Mathra & Jasker, armor for Albert the Goat
Eda Oweland, female noble, can talk like lower class, mayor, will get my armor
Anders Solomor, 18 yo rich noble
Dwarven Mines
Winston Store, run by H-ling
Standing Stones, Stonehenge on island, now also druid cove of Obad-Hai, and Lighthouse/Watch

Castle Staff:
Arborious, male human ranger
Astenon, male human wizard
Caine the Despised, male h-elf hunchback Cleric of ?
Caledon, male human druid
Elaine, female human fighter
Geolyn, female dwarf fighter
Gerald the Seeker, male human cleric of Fharlanghn
Griff, male human fighter
Grumash, male h-orc fighter
Hilgaarde, female human wizard
Leif Sternson, male human fighter
Lida, female human cleric of Heironeous
Kellin, male elf fighter
Megarond the Bald, male human fighter, captain
Mylor, male human wizard
Nestor, male human,fighter, cook
Radric, male dwarf fighter, stable
Tenbar, male dwarf fighter, smith
Edmond Ederhart, male human latrintömmare
Eggberth Ederhart, male human latrintömmare

Mission: find info about Scarlet Brotherhood, leave my armor to Eda, leave Gorms sword to Seaton.

Contacts/Friends:
Enemies: Sea Princes, The Scarlet Brotherhood

Date Created: 01 april 2017
DM: Den som är dem
Campaign: Öh, va?

Miscellaneous

Todo & Q
  • Buy Disguise KIt
  • Permanency, Cormac Darkvision, Gorm Enlarge?
  • Can Buxuzik share invocations?
  • Can one “fly” (become lighter) when riding?
  • Raise Dead / Resurrection
  • Hire henchmen, a thief and a wizard
Rulebreakers
  • Hp: rolled 6,7,7,8 on d8, all lowered one step to be d6 became 6,6,6,6.
  • Bonus class skills: Diplomacy, Singing.
  • Eldritch blast 120’, as in 5E.
  • Devil’s Sight 120’, as in 5E.
  • Luck feat from 5E, but only 2/day.
  • Can have imp as improved familiar from level 6.
  • Familiar empathy 1 mile changed till telepathy.
  • Buxuzik is Chaotic, not Lawful
  • Glass Staff / Staff of Defense: ändrat Shield från 5E till 3E, samt sänkt från 2 charges till 1 charge.
  • Mask of Many Faces kommer från 5E.

Wishlist

Fiendish Resiliance level 8, 13, 18 become variant class, change to 5E Old One powers level 6, 10, 14.

Level 8 Entropic Ward
If an enemy attacks he has -3 to hit. If the attack misses I have +3 to hit against him next round.
Can be used once every encounter.

Level 13 Thought Shield
No one can read my thoughts unless I want to.
No one can detect me unless I want to.

Level 18 Create Thrall
If I touch a humanoid as a full round action (meaning the humanoid is restrainred in some way) it’s charmed (no save).
The charm last indefinite and won’t break if I abuse charmed humanoid.
The only way to break it is by someone else uses magic like remove curse or dispel magic.
I can only have one thrall at a time, if I make a new one the first will be released.

Level 8 Invocation Invisibility
Level 8 Skill trick
Level 9 Feat Extra invocation Agonizing Blast (5E)
Level 10 Skill trick
Level 11 Invocation Devil’s Whisper (Suggestion)
Level 12 Feat Extra Invocation Flee the Scene (short range teleport)

Feats
- MM, Ability Focus, -, +2 on special attack
- MM, Empower Spell-Like Ability, (max spell lvl = ½ caster lvl), +50 % on variables 3/day
- MH, CA, Danger Sense, Improved Initiative, reroll initiative 1/day
- MH, CW, Dash, -, Speed +5’
- CAr, Extra Invocation, (invocations), Know one more invocation one grade less than max.
- CAr, Maximise Spell-Like Ability, -, Maximize all variables 3/day
- CS, Lucky

Magic Items:
- Complete Arcane, Warloc’s Scepter, extra Eldritch Blast dice with charges
- Complete Arcane, Chasuble of Fell Power, lesser/greate, extra Eldritch Blast dice
- Complete Mage, Rod of Eldritch Power, on Eldritch Blast invocation
- Expedition to Castle Ravenloft, Codex Advocare, extra invocation
- 5E Rod of the Pact Keeper, bonus on spell attacks and DC, regain spells

Invocations:
- CAr, Least: Baleful Utterance, Dark One’s Own Luck, See the Unseen; Lesser: Charm, Curse of Despair, Flee the Scene, Walk Unseen; Greater: Chilling Tentacles, Tenacious Plague; Dark: Dark Foresight, Path of Shadow, Retributive Invisibility, Word of Changing.
- CM, Least: Serpent’s Tongue; Lesser: Disembodied Hand, Weighty Utterance; Greater: Devil’s Whisper.
- 5E: Agonizing Blast, Ghostly Gaze, Dreadful Word, Misty Visions, Whispers of the Grave, Witch Sight.
- 4E: Hellraiser Chains, Steal Life
- Homebrew: Hideous Laughter, Unseen Servant, Detect Thoughts, Slow, Animate Object, Arms of Hadar, Hunger of Hadar, Magic Jar.
Cantrip (Prestidigation, Thaumaturgy, Druidcraft)
Curse of the Night Hag
Curse of the Putrid Husk
CoC d20: Flesh Ward / Self Ward
Dominate Person / Possession
Evil Eye
Dragon Shaman: Magic Insight, Baleful Geas

Combat

Alexei
2 Lucky rerolls/day
Spot +10 (+8 if Buxuzik isn’t close)
Init +3
Darkvision (Devil’s Sight) 120’
33 Hp
AC 23 Touch 16 Flatfooted 20
(AC 26 with shield spell)
DR 1/cold iron
Saves Fort +2, Ref +5, Will +7
Speed 30’, #27- 20’
Fly 30’
Eldritch Blast 120’, +7 vs unarmed AC, 3d6, 20/x2

Buxuzik
Treated as level 6
Detect Good/Magic, invisibility (self), Suggestion 1/day, 40’, DC 15
Spot +7
Init +3
Darkvision (Devil’s Sight) 60’
16 hp
Fast Heal +2
AC 24 Touch 16 Flatfooted 21
DR 5 / Good or Silver
Poison immunity
Resistance to Fire 5
Saves: Fort +3, Ref +6, Will +6
Improved Evasion (Ex): Ref save for ½ or no dmg
Speed 20’, Fly perfect 50’
Att: melee sting +9 / 1d4 + poison, save: fort DC 13, 1d4 DEX / 2d4 DEX

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Kartlänkar

Moduler från TSR/WotC
https://www.dmsguild.com/product/17392/World-of-Greyhawk-Fantasy-Game-Setting-1e
https://www.dmsguild.com/product/17439/The-World-of-Greyhawk-1e
https://www.dmsguild.com/product/224789/The-City-of-Greyhawk-2e
https://www.dmsguild.com/product/28490/DD-Gazetteer-3e
https://www.dmsguild.com/product/28492/Living-Greyhawk-Gazetteer-30
https://www.dmsguild.com/product/254492/Living-Greyhawk-Journal-Volume-1-0
https://www.dmsguild.com/product/254496/Living-Greyhawk-Journal-Volume-1-1
https://www.dmsguild.com/product/257222/Living-Greyhawk-Journal-Volume-1-2
https://www.dmsguild.com/product/257224/Living-Greyhawk-Journal-Volume-1-3

Blandade kartor
http://scruffygrognard.com/gh.htm
https://www.giantbomb.com/greyhawk/3035-3550/images/
http://www.highprogrammer.com/alan/gaming/dnd/greyhawk/map/index.html
https://paizo.com/download/dungeon/desktops/Greyhawk_1600x1024.jpg
https://www.enworld.org/threads/check-out-the-new-dungeon-masters-guides-greyhawk-map.704864/

Hexkartan från originalboxen World of Greyhawk från c:a 1980

Den vänstra halvan där Keoland ligger
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjeWTp2r9uYHy713h1m9sAbDPbjs0RVb8ASqdGNnt2N8KpE0ribhwFQfWPhJo_PI98nqd_W7XKMhE_RELspSfYBUUY-HMp7C-_PTlHOfrXjJ4NiKekOktj9dZqyY86D809xfpQafQuhiLP1/s1600/East+Greyahwk+original.jpg

Den högra halvan
https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglIWFQRi3sf9sywz5KD9i1uZUfkrTWc67Tf1pDcbU8CnQUIchLgDKBqzqH_VVT83O8oDzvdAZkUqF5YVZhihAfXT82S8uMF4NwgOyHp6uk98HwSjBY7m_inOza-YYjWi78nXuUZtYEi_5G/s1600/Greyhawk+Map+Right+Big.jpg

Samma som ovan, men bara Keoland
https://www.enworld.org/media/keoland-jpg.7288/

Som ovan, men med 6 mile hexes istället för 30 mile hexes
https://batintheattic.blogspot.com/2021/12/happy-needfest-digital-darlene-greyhawk.html

Svartvit översiktskarta över Keoland med omnejd
https://brinecity.com/the-kingdom-of-keoland/
https://www.reddit.com/r/GhostsofSaltmarsh/comments/nub597/map_of_keoland_and_sheldomar_valley/
https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fqkje0sz56u371.png%3Fwidth%3D4798%26format%3Dpng%26auto%3Dwebp%26s%3D0e431a3a03eed3557124037f6d25b282f2dd8ebd

Karta över Keoland med legend
https://sywtbah.obsidianportal.com/wikis/keoland-map
https://www.worldanvil.com/w/salinemire-elmlily/map/ff2f3a9e-62da-4685-a344-811aa8d3213c
https://db4sgowjqfwig.cloudfront.net/campaigns/55053/assets/476413/keoland2.gif?1435600643

Hexkarta över södra Keoland
https://sywtbah.obsidianportal.com/wikis/map-of-southern-keoland
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=493
https://db4sgowjqfwig.cloudfront.net/campaigns/55053/assets/476185/southernkeoland.jpg?1435546078

Snygg karta av Anna B. Meyer
https://www.annabmeyer.com/

Ljusare
https://i.pinimg.com/originals/3a/fa/37/3afa37bbaf4a123688a339fc1b8a8cc6.jpg
https://www.reddit.com/r/Greyhawk/comments/snqj6q/kingdom_of_keoland_pcs_map/
https://www.pinterest.com/pin/kingdom-of-keoland-by-anna-meyer—331859066287489636/
https://www.reddit.com/media?url=https%3A%2F%2Fpreview.redd.it%2Fkingdom-of-keoland-pcs-map-v0-m7r0k3qgfng81.jpg%3Fwidth%3D640%26crop%3Dsmart%26auto%3Dwebp%26s%3Dfc1ddb61a5d3b69e26a0b43733e1bf6b0d00f351

Mörkare
https://greyhawk-21.obsidianportal.com/wikis/kingdom-of-keoland
https://db4sgowjqfwig.cloudfront.net/campaigns/213584/assets/952394/Map-Keoland.png?1552354932
https://www.worldanvil.com/w/world-of-greyhawk-mad-zagyg/map/c248278d-fb96-4cc7-93b1-2bf583149825

Bloggar
https://www.greyhawkgrognard.com/
https://sywtbah.obsidianportal.com/
https://mapsofgreyhawk.blogspot.com/
https://greyhawk-21.obsidianportal.com/
https://greyhawk.fandom.com/wiki/Keoland
https://dungeonsdragons.fandom.com/wiki/Keoland
https://www.greyhawkgrognard.com/free-resources/
https://greyhawkery.blogspot.com/2015/12/5-reasons-to-visit-keoland.html
https://rpggeek.com/rpgseries/39005/keo-living-greyhawk-keoland-regional-adventures

Hexkarta över Keoland som många av bloggarna refererar till (24. Viscounty of Salinmoor)
https://i.pinimg.com/originals/66/40/32/66403245d782ec7bae2f79545d622cef.jpg
Bloggar
https://greyhawkonline.com/greyhawkwiki/Keoland
https://www.tapatalk.com/groups/d20worldofgreyhawk/political-map-of-keoland-t2202.html

PDF:er
https://drive.google.com/file/d/1IOiZK2bahR3gMwsvcKJAvobsamX3G0Qd/view
https://drive.google.com/file/d/1JiV3sRfpvkDNPimVc6FYsDqGBJ41Bpgc/view
https://www.patreon.com/file?h=51285134&i=8037745
https://drive.google.com/file/d/12c8DMBqkMyaEg2OG_GTrKwQLTl7Kqv-s/view
http://scruffygrognard.com/documents/GH_Calendar.pdf

Första (definitivt inte sista) utkast till husregler:

Feats:
Dodge = +1 on ac
Toughness = 1 hitpoint / level
No light weapons are required with two-weapon fighting, but rather balanced or weapons of the same size should be the norm, although not two-handed weapons and certainly not weapons of ungainly / oversized properties.
The feat “Weapon finesse” is not necessary in order to use your dexterity modifier for light weapons instead of strength, provided of course that you have a skill with the weapon of your choice.

Death:
A character dies on a negative number of hit points equal to his constitution.
The massive damage threshold equals size number (50 for medium, etc) /2+HD*2. This does not equal instant death, but rather a fortitude save or else suffer a critical hit (implemented and modified from Ad&d 2.5).

Multiclassing:
No restrictions on multiclassing with regards to experience points imposed because of favored classes, etc. You choose your favoured class when taking your first level, and every time you take a level in that class you gain the choice of one hit point or one skill rank. Multiclassing still has restrictions in regards to prerequisites, such as minimum ability scores, race, certain skill ranks and feats for prestige classes, and so on. You also (usually) need to find a master, or at least a qualified tutor in order to introduce you into a new character class.
I might impose dire qualifications in regards to an exceedingly large amount of classes, such as;
Class #2: 13 in prime ability score
Class #3: 15 in prime ability score
Class #4: 18 in prime ability score
Class #5: 20 in prime ability score
Class #6: 24 in prime ability score
Class #7: 28 in prime ability score
Class #8 …Really?
Prestige classes have their normal prerequisites, as usual.

Poison:
Possibly raise ability damage caused by a select number of certain deadly poisons, and / or simply substitute the majority of them with “normal” damage and special effects.

Races:
Remove the plus-minus zero adjustment for demi-humans to a straight +2 in one ability score (or +1 on two scores), as in pathfinder races, excluding the cartoonish and severely unattractive art found in aforementioned RPG

Anths icke godkända förslag

Poison
Istället för “save for none”, ändra till “save for ½”.

Energy Drain
Save after 24 h
Ändra till nytt save efter varje 24 h period tills man lyckas.
Har man förlorat flera levels får man bara tillbaka 1 per lyckat save.

Xp
1 xp / gp
All monster xp delas med 10.

d20
Alla slag som avgör om man lyckas/misslyckas med något OCH:
- Som INTE är d20
- Där chansen är 5%-intervaller (5%, 10%, 15%,…)
ÄNDRAS till d20-slag

Dying
Istället för att dö på -CON
så dör man på
-(CON-7+2d6)
Ex:
Har man CON 10 så dör man på -(2d6+3).
Detta ger exakt samma snitt som -CON.
Skulle någon ha CON under 7, räkna det som 7, d.v.s. 2d6.
Eftersom CON är statiskt kan man skriva upp det på sin character sheet.
Slaget slås NÄR en rollperson får hjälp, eller efter striden.
Syftet är att man inte vet om man är död eller levande förrän efteråt.

Move
Alla har featen spring attack (som i 5E)

Initiativ
Individuellt initiativ slås första rundan
Övriga rundor efter 1:a
Räkna ut genomsnittlig initiativbonus för varje grupp (avrunda till närmaste heltal, eller upp om 0,5) och slå gruppinitiativ varje runda.
Alla rundor EFTER 1:a : förlorande initiativ-gruppen berättar först vad de ska göra, vinnande kan sedan korrigera sin strategi.
Varje grupp har MAX 15 sek/person att bestämma sig vad de ska göra. Hinner man inte gör man samma sak som förra rundan.
Att förklara ny strategi måste ske genom att rollpersonerna skriker till varandra under striden som free action (6 sekunder/runda).
Ex: om något tar 18 sekunder att förklara vid spelbordet kan gruppen använda strategin om 3 rundor.
Om en person föreslår att en annan person ska göra något har den andra 5 sek att svara ja/nej, annars automatiskt nej.

Magi
Duration som beror på level
Eftersom level inte ändras så ofta kan man skriva upp detta på sin character sheet
1 = 1
2 = 1d3
3-6
(level – 1) * 2, dela upp i två jämna tal:
Ex level 6:
(6-1)*2 = 10, delas up i 4 + 6
Det blir 1d4 + 1d6, som slås istället för level
7- level -3 + 2d6
Alla blir wild mages! :)

SRD-länkar:

3E SRD
https://www.d20srd.org/
https://www.dandwiki.com/wiki/Main_Page
https://dungeons.fandom.com/wiki/Main_Page
http://dndsrd.net/home.html

Utökade 3E SRD
http://srd.dndtools.org/
https://dndtools.net/

PF SRD
https://www.d20pfsrd.com/

Guide för att optimera 3E-rollpersoner
https://rpgbot.net/dnd35/
http://dnd3-5.wikidot.com/wildfeats
https://www.dandwiki.com/wiki/3.5e_Rage_Feats
Druid Handbook
https://forums.giantitp.com/showthread.php?252715-The-New-Warlock-Handbook-3-5-WIP
https://forums.giantitp.com/archive/index.php/t-265455.html
https://docs.google.com/document/d/1xLnDuzhHsPCEz_eX0yTYIf7M5w6QnipN3lFSYmoPhbg/edit
https://minmaxforum.com/index.php?topic=2997.0

Order of level up in 3E
https://rpg.stackexchange.com/questions/34412/what-is-the-order-of-gaining-a-level

Stacking modifiers
https://www.d20srd.org/srd/theBasics.htm#modifiers

Attack of Opportunity
https://www.d20srd.org/srd/combat/attacksOfOpportunity.htm

Flight
https://forums.giantitp.com/showthread.php?299600-Flight-Handbook
https://forums.giantitp.com/showthread.php?189594-Feats-and-Abilities-for-a-Flying-Character

Critical Hits
https://forums.giantitp.com/showthread.php?614347-The-Critical-Hit-Handbook

Character Sheets
http://www.mad-irishman.net/pubs/LGCharSheetFixed.pdf
http://www.mad-irishman.net/pubs/MI_NecromancerGamesCharSheet.pdf
http://www.mad-irishman.net/pubs/MI_DnDCharsheet22OldSchool.pdf
http://www.mad-irishman.net/pubs/MI_DnDCharSheet22A4.pdf
http://www.mad-irishman.net/pubs/MI_UltimateCharacterSheet.pdf
http://www.mad-irishman.net/pubs/MI_DnDCharSheet22A4.pdf

4E SRD
https://dnd4.fandom.com/wiki/D%26D4_Wiki

5E SRD
http://dnd5e.wikidot.com/
https://www.5esrd.com/

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Om det som redan varit

Välkomna mina damer, herrar och andra entiteter!
Slå er ner och gör det bekvämt för er, så ska jag för er förtälja en makalös historia.

Vår berättelse tar sin början på en cirkus.

Historien skulle kunnat börja tidigare, men då hade det blivit en berättelse om bara mig själv och inte mina följeslagare. Det är på inga sätt en ointressant berättelse, men det är likväl en annan berättelse som vi spar till en annan gång.

Året var… ah, vilket årtal det var saknar relevans, som ni snart kommer att bli varse.

Cirkus Mirabilia et prodigia hade slagit upp sitt tält i staden Neverwinter, en stad som ni antagligen aldrig hört talas om. Neverwinter ligger på den norra delen av Svärdkusten, som är västkusten på kontinenten Faerun i världen Toril.

En av mina följeslagare, dvärgbarbaren Gorm Ignatius som var cirkusens starke man, blev uppsökt av några gamla dvärgvänner; bröderna Stoneseeker.
De hade hittat en skatt och var oroliga för att andra skulle försöka ta skatten innan den var bärgad.

Gorm samlade de absolut bästa av de bästa som gick att uppbringa på cirkusen:
- Den mystiska, men ytterst charmerande och vackra människohäxan Alexei Ivanovich – det är jag.
- Druiden Ohornoff och tjuven Eken Tallekvist, två halvblod av ytterst oklart ursprung.
- Gorm själv.
- Och slutligen den gravt alkoholiserade människobarden Cormac O’Donnell
En synnerligen disparat samling och kanske inte de man skulle ha hyrt för att skydda en skatt; snarare tvärt om: den här gruppen skulle man hyrt om man ville stjäla en skatt.
Min syn på dvärgar och deras sunda förnuft är att det har de inte. Sunt förnuft alltså.

För att göra en lång historia kort grusade vi skurkarnas planer och räddade dvärgbröderna från döden.
Dvärgarna var så tacksamma att de lät oss bli delägare i den nygamla gruvan Phandelver.
Här skulle vår berättelse kunnat ta slut och vi skulle ha levt resten av våra liv på avkastningen från gruvan – men vi är inte de som vilar på lagrarna.
Istället slog vi oss samman med den ytterst suspekte alven Erawan av totalt okänt ursprung, samt hans jätteget Albert.

Vi bestämde oss för att söka lyckan söderut i staden Waterdeep, men vi kom aldrig så långt; på vägen hittade vi en grotta som visade sig vara en portal till en annan dimension.
Den lilla minivärlden visade sig vara hemvist åt medusan Elyadriel och hennes husdjur: en basilisk och en kokatrix, som vi gjorde processerna korta med.
När vi letade efter medusans skatter kom en gammal man och hjälpte oss att hitta skatten, samt tog sin beskärda del – vilket Ohornoff tyckte var ohemult.
Efteråt visade den gamle mannen oss vägen ut – till en annan värld.

När vi kom ut var den gamle mannen borta och vi befann oss i en mystisk skog med jätteträd.
Bakom oss var bara en stenvägg. Grottöppningen vi kommit ut från hade förslutits och medusans hem var förlorat för evigt.

Senare fick vi reda på att skogen vi befann oss i var Dreadwood, en plats som få besöker frivilligt.
Dreadwood ligger i kungariket Keoland som styrs av kung Goeriak den Mäktige, vid sydkusten av Flanaess, den östra delen på kontinenten Oerik i världen Oerth.

I mitten av Flanaess finns även den ökända stadsstaten Greyhawk, som ofta i allmänt tal ges som namn åt hela kontinenten.
Datumet var den 1:a Wealsun år 597 och det kan vara dags att förklara hur Greyhawks kalender fungerar – alltså inte för er mina kära åhörare, som redan är införstådda, utan för mina ignoranta följeslagare.

Ett år är exakt 364 dagar långt.
Månen Luna blir full exakt var 28:e dag och det är fullmåne i 3 dagar. De av er som är räknekunniga vet redan att det går exakt 13 fullmånar på ett år.
Det betyder också att det går exakt 4 sjudagarsveckor på ett måncykel.
Varje månad är 28 dagar lång, likväl går det endast 12 månader på ett år; den trettonde månaden är uppdelad på 4 festivalveckor som styrs av Oerths andra måne; Celene blir full var 91:a dag och det blir fullmåne exakt 4 gånger per år: de infaller under midvinter, vårdagjämning, midsommar och höstdagjämning. Det är fullmåne i en dryg vecka, därav de 4 festivalveckorna.
Prisad vare den celesta mekaniken och gudarnas visdom, som gjort att årets längd passar så väl med de två måncyklerna.

Veckodagar:
Starday – work
Sunday – work
Moonday – work
Godsday – worship
Waterday – work
Earthday – work
Freeday – rest

Festivaler och månader:
Needfest = midwinter
Fireseek – winter
Readying – spring
Coldeven – spring
Growfest = equinox
Planting – low summer
Flocktime – low summer
Wealsun – low summer
Richfest = midsummer
Reaping – high summer
Goodmonth – high summer
Harvester – high summer
Brewfest = equinox
Patchwall – autum
Ready’reat – autum
Sunebb – winter

Efter att ha överlevt en dag och en natt i Dreadwood kom vi ut på en stor slätt.
Och efter några timmar över slätten kom vi fram till ett litet slott, eller iallafall ruinerna av ett litet slott.
Där möttes vi av den gamle mannen, som visat oss vägen till den här världen.

Han välkomnade oss till Castle Dreadwood. Samtidigt uppstod viss förvirring; den gamle presenterade sig som Eorwyn den Vise och hävdade att det här var första gången som vi träffats. Istället var det Keolands Kung, Goeriak den Listige, som spelat oss ett spratt i medusans hem, genom att ha ändrat utseende till Eorwyn.

Sedan visade det sig att Cormac var den rättmätige ägaren till Castle Dreadwood – vad är oddsen för det? Sånt trodde jag bara hände i sagorna, men ibland överträffar verkligheten dikten.

På slottet fanns även flera tjänare, som senare visade sig vara straffångar, vars uppgift var att återställa slottsruinen till sin fornstora glans, samt hålla vakt mot Dreadwood. Dessa var:
- Arborious, male human ranger
- Astenon, male human wizard
- Caine the Despised, male h-elf hunchback cleric of ???
- Caledon, male human druid
- Elaine, female human fighter
- Geolyn, female dwarf fighter
- Gerald the Seeker, male human cleric of Fharlanghn
- Griff, male human fighter
- Grumash, male h-orc fighter
- Hilgaarde, female human wizard
- Leif Sternson, male human fighter
- Lida, female human cleric of Heironeous
- Kellin, male elf fighter
- Megarond the Bald, male human fighter, captain
- Mylor, male human wizard
- Nestor, male human fighter, cook
- Radric, male dwarf fighter, stable master
- Tenbar, male dwarf fighter, smith
- Theodor Grubbins, male h-ling thief, hipster

Då vi var som nyfödda i den här världen, vi talade inte ens språket, satte Goeriak den Barmhärtige oss i skola under Eorwyn. Under ett halvår fick vi knappt se solens strålar; men vi lärde oss språk, världens historia, geografi, flora, fauna, samt seder och bruk som var nya för oss.
Den ende av oss som fick lämna slottet under denna tid var Ohornoff, men det var bara för att gå i lära hos Reynard Yargrow, Dredwoods archdruid som vördade Obad-Hai.

Det var den 1:a Sunebb, ett halvår hade gått, skolan var äntligen över och var vi som kalvar på vårbete – fast det var fel årstid: vinterstormarna närmade sig. Vi hade även fått ett uppdrag av Goeriak den Vise: ta redan på så mycket vi kunde om The Scarlet Broderhood. En tuff uppgift för några som firade sina första dagar i frihet i en helt ny värld.

Här måste jag tillstå att mitt minne sviker mig efter alltför många och sena nätter med Cormac.
Jag är säker på att följande saker inträffat, men jag kan inte för mitt liv minnas när de inträffade, eller i vilken ordning. Kanske mina följeslagare kan hjälpa mig:

Innan vi fortsätter är det en sak ni bör känna till:
Jag använder normalt magi för att ändra utseende; just här och nu brukade jag se ut som Cormacs bror: Conan O’Donnell.
Det finns flera skäl till detta: dels är det bra att ha annat utseende så man kan förneka inblandning: “nej, det var inte jag, det var Conan”.
Dels är det för att jag är grön, trots att jag är människa – det beror på… orsaker.

I:
Vi besökte Hool Marshes. Där stötte vi på Lizardmen, som jag kunde tala med då Eorwyn lärt mig Draconic. De dyrkade guden Dagon. Då varken vi eller ens Eorwyn kände till Dagon måste det ha var en väldigt lokal och liten gudom som bara dyrkades av ödlemännen i Hoolträsket. Vi lämnade dem snart, men skildes som vänner.

II:
Vi bestämde oss för att besöka den närmaste staden, några timmars ritt söderut från Dreadwood Castle: Saltmarsh.
Här hade det hänt saker: på bara det halvår som vi suttit i skolbänken hade den växt från en liten fiskeby till en muromgärdad stad med flera tusen innevånare. Sånt kan hända om man har tillgång till magi och jättar.

Anledningen var att Seaton, den närmaste staden österut, hade blivit plundrad och nedbränd av Sea Princes; pirater som kommit söderifrån. De flesta av de nya innevånarna i Saltmarsh hade flytt från Seaton. Stadens portar vaktades av Bengt, som fick fiskmåsar att verka intelligenta.
Fängelschefen Cradoc Stonehorn, halvork, och vaktchefen Eliander Furenzo, var historienördar av stora mått. Vi hade fullt sjå att hänga med i deras diskussion, trots att vi var nyskolade av Eorwynd.

Baren The Wicker Goat, som drivs av Lankos Kurd och Nestor, kan jag varmt rekommendera – men var försiktiga när ni beställer, för de har lite konstiga saker på menyn.
Hamnbaren The Empty Net var lite vildare, men jag och Cormac körde ett improviserat gig där som var väldigt uppskattat av de lokala… förmågorna.
Jag besökte Faithful Quartermasters of Iuz som drivs av tieflingen Xendros Xaronia som försökte förföra mig. Jag har inget emot tieflingar, de är ju lite horny, men det här verkade inte ha något med sängaktiviteter att göra utan målet var att droga mig. Jag lyckades dock fly därifrån med livet i behåll, samt lyckades hålla Cormac ovetande om den nya intressanta drogen.

Vi träffade Gellan Primosio, en adelsman i 60-årsålderna som vi lyckades sälja lite ädelstenar till. Han hade ett vackert hus med ett intressant kassaskåp som vi funderar på att besöka igen i en nära framtid.
Vi besökte dvärgsmedjan Dwarven Anvil, som drevs av Mathra och Jasker, där beställde Erawan en rustning till sin get. Vi besökte även stadens borgmästare, Eda Oweland, en adelsdam som kunde föra sig lika bra bland den högsta societeten som den lägsta slummen.
Vi hörde även talas om Anders Solomor, en stormrik ädling, men vi fick aldrig äran att träffa honom.

Utanför staden fanns gruvor där dvärgar arbetar. Eller borde arbeta, men dvärgarna var helt neddrogade och gjorde ingen nytta. Efter lite efterforskningar kom vi fram till att drogerna kom från Kapten Xendros.

III:
Väl hemma meddelade vi Goeriak den Rättvise om Xendros droghandel i Saltmarsh.
Vi föreslog också att vi skulle köpa Xendros droger och sälja dem hos Sea Princes som är sjörövare söder om Keoland.
Efter någon dag meddelade han att drogproblemet var löst. Också att han tyckte vår drogsmugglarplan var en underhållande idé, men kanske inte genomförbar just av oss just nu, då vi fortfarande saknade erfarenhet.

IV:
Nästa gång vi besökte Saltmarsh hade droghandeln upphört och dvärgarna hade hemsk abstinens. Lustigt nog var Xendros kvar, även om hennes droger var borta – men hon verkade lite… förvirrad.
Under vår vistelse i Saltmarsh gick larmet: det visade sig att flera sjörövare som suttit fängslade hade flytt med hjälp utifrån.
Vi meddelade sergeanterna Cradoc och Eliander att vi skulle ta upp förföljandet av rymlingarna. Spåret ledde oss rakt in i Dreadwood – och det är nog bara rymlingar som ger sig in där frivilligt.
Och mycket riktigt hade det inte gått så väl för rymlingarna som blivit tillfångatagna av en hag coven.

Med en väl avvägd kombination av tur och skicklighet lyckades vi dräpa två av haggorna, den tredje flydde, samt tillfångata två överlevande rövare: Edmond och Eggberth Ederhart, som sedermera blev latrintömmare på Castle Dreadwood.

V:
Vi anlitade även flera av de nu avgiftade gruvdvärgarna för att reparera Castle Dreadwood.

VI:
Efter vår lilla sejour i Dreadwood var det dags att träna för att bli bättre.
I samband med detta försvann Erawan och Eken in i Dreadwood för att aldrig mer bli sedda.
Jag förbannade min otur, då jag lånat ut mina magiska armband till Eken.

Jag ägde dock en magisk rustning som jag tyvärr inte kunde använda. I ren desperation kontaktade jag Goeriak den Givmilde och hörde mig för om han visste någon som kunde tänka sig byta bort ett magiskt skyddsföremål mot en magisk rustning.
Till min oerhörda glädje och förvåning meddelade han att, jo han hade ett par magiska armband som jag kunde få om jag levererade min magiska rustning till Saltmarshs borgmästare, Eda Oweland.
Mig ovetandes hade Gorm gjort ett liknande avtal och skulle leverera sitt magiska svärd till Seaton.

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Warlock Invocations

DnD3.5
https://srd.dndtools.org/srd/magic/invocations/classInvocationLists/warlockInvocations.html

Complete Arcane, Least:
  • Frightful Blast, CAr, least essence: Target must make Will save or become shaken.
  • Sickening blast, CAr, least essence: Target must make Fortitude save or become sickened.
  • Eldritch Spear, CAr, least blast: Blast range increases to 250 feet, no range increments.
  • Hideous Blow, CAr, least blast: Melee attack channels eldritch blast.
  • Baleful Utterance, CAr, least, 2: A single syllable of the Dark Speech (Book of Vile Darkness), an object or area affected as if shatter spell cast.
  • Beguiling Influence, CAr, least, 2: +6 on Bluff, Diplomacy, Intimidate.
  • Dark One’s Own Luck, CAr, least, 2: Add CHA to one of your saves. You can change save.
  • Darkness, CAr, least, 2: As the spell Darkness.
  • Devil’s Sight, CAr, least, 2: See normally in darkness and magical darkness out to 30’.
  • Earthen Grasp, CAr, least, 2: As the spell Earthen Grasp from CAr.
  • Entropic Warding, CAr, least, 2: As the spell Entropic Shield + Pass without Trace + Can’t be tracked by scent (can be smelled, but not tracked).
  • Leaps and Bounds, CAr, least: Gain bonus on Balance, Jump, and Tumble checks.
  • Miasmic Cloud, CAr, least: Create a cloud of mist that grants concealment and fatigues those who enter.
  • See the Unseen, CAr, least: Gain see invisibility as the spell and darkvision.
  • Spiderwalk, CAr, least: Gain spider climb as the spell and you are immune to webs.
  • Summon Swarm, CAr, least: Use summon swarm as the spell
Complete Arcane, Lesser:.
  • Beshadowed Blast, CAr, lesser essence: Target must make Fortitude save or become blind for 1 round.
  • Brimstone Blast, CAr, lesser essence: Blast deals fire damage and target must make Reflex save or catch fire.
  • Hellrime Blast, CAr, lesser essence: Blast deals cold damage and target must make Fortitude save or take –2 penalty to Dexterity.
  • Eldritch Chain, CAr, lesser blast: Blast jumps from initial target to secondary targets.
  • Charm, CAr, lesser, 4: As spell Charm Monster, but: 60’, will save, treat you as camrade, language dependent, only one creature at any time.
  • Curse of despair, CAr, lesser: Curse one creature as the bestow curse spell, or hinder their attacks.
  • Fell Flight, CAr, lesser, 3: Shadowy cape, fly at land speed. good maneuverability.
  • Flee the Scene, CAr, lesser, 4: As spell Dimension door, but short range (25’+5’/2lvls), Leave behind a major image of yourself for 1 round.
  • Hungry Darkness, CAr, lesser: Create shadows filled with a swarm of bats.
  • Stony Grasp, CAr, lesser, 3: As the spell Stony Grasp from CAr.
  • The Dead Walk, CAr, lesser, 4: As spell Animate dead, but if no material component (onyx gem 25 gp/HD of Undead) undead crumble to dust after 1 min/level.
  • Voidsense, CAr, lesser, 4: Blindsense 30’.
  • Voracious Dispelling, CAr, lesser, 4: As spell Dispel Magic, but item/creature affected takes 1hp/spell level, no save.
  • Walk Unseen, CAr, lesser, 2: As spell Invisibility, but self only.
  • Wall of Gloom, CAr, lesser: Use wall of gloom as the spell.
Complete Arcane, Greater:
  • Bewitching Blast, CAr, greater essence: Target must make Will save or be confused for 1 round.
  • Noxious Blast, CAr, greater essence: Target must make Fortitude save or be nauseated.
  • Repelling blast, CAr, greater essence: Target must make Reflex save or be knocked back.
  • Vitrolic Blast, CAr, greater essence: Blast ignores spell resistance and deals acid damage for several rounds.
    *Eldritch Cone, CAr, greater blast: Blast takes the shape of a cone.
  • Chilling Tentacles, CAr, greater, 5: As spell Evard’s Black Tentacles, but creatures within area takes 2d6 cold dmg even if not grappled.
  • Devour Magic, CAr, greater, 6: As spell Dispel Magic, but gain 5 temporary hp/level dispelled. Temp hp fade after 1 minute.
  • Enervating Shadow, CAr, greater: Gain total concealment in dark areas and impose a Strength penalty on adjacent living creatures.
  • Tenacious Plague, CAr, greater: Use insect plague as the spell, but the summoned locust swarm deals damage as a magic weapon.
  • Wall of Perilous Flame, CAr, greater: Create a wall of fire as the spell, but half the damage from the wall results from supernatural power.
  • Warloc’s Call, CAr, greater: Use sending as the spell, but risk damage from recipient.
Complete Arcane, Dark:
  • Utterdark Blast, CAr, dark essence: Target must make Fortitude save or gain two negative levels.
  • Eldritch Doom, CAr, dark blast: Blast affects all enemies within 20 feet.
  • Dark Discorporation, CAr, dark, 8: Your body changes to swarm and gain “swarm abilities”.
  • Dark Foresight, CAr, dark: Use foresight as the spell, and communicate telepathically with a close target of the effect.
  • Path of Shadow, CAr, dark, 6: As spell Shadowwalk, but each hour you regain hp as if rested for a full day.
  • Retributive Invisibility, CAr, dark, 5: As spell Greater Invisibility, but if dispelled sonic boom 20’ radius 4d6 sonic dmg & stun 1 riound, fort save for ½ & no stun.
  • Word of Changing, CAr, dark, 5: As spell Baleful Polymorph, but save allowed after 24 hours.
Complete Mage, Least
  • Hammer Blast, CM, least essence: Eldritch blast deals normal damage to objects.
  • All-Seeing Eyes, CM, least: As comprehend languages on written material, bonus on Search and Spot checks.
  • Call of the Beast, CM, least: Speak with animals and influence their behavior.
  • Otherworldy Whispers, CM, least, 2: +6 on Knowledge Arcana, Religion, Planes.
  • Serpent’s Tongue, CM, least: Gain the scent ability, +5 bonus on saves against poison.
  • Soulreaving Aura, CM, least: As reaving aura, plus gain temporary hit points if nearby creature dies.
  • Swimming in the Styx, CM, least, 2: Swim speed same as base land speed, breathe water.
Complete Mage, Lesser:
  • Baneful Blast, CM. lesser essence: Eldritch blast deals extra damage against specified creature type.
  • Cold Comfort, CM, lessser: You and nearby allies protected by endure elements.
  • Crawling Eye, CM, lesser: Your eye leaves your head and grows spidery legs, enabling it to scout for you.
  • Disembodied Hand, CM, lesser: Detach one of your hands and send it forth to manipulate objects or attack.
  • Mask of Flesh, CM. lesser, 3: Touch attack as spell Disguise Self, you choose: will save or target lose 1d6 CHA for duration 1hour/level.
  • Relentless Dispelling, CM, lesser, 4: As Dispell Magic + one more Dispel Magic next round.
  • Witchwood Step, CM, lesser: Walk on water and move through some obstacles unimpeded.
Complete Mage, Greater:
  • Hindering Blast, CM, greater essence: Target of your eldritch blast must succeed on a Will save or be slowed for 1 round.
  • Caustic Mire, CM, greater: Acidic sludge slows progress, deals damage.
  • Hellspawned Grace, CM, greater: Transform into a hellcat for 1 round/2 warlock levels.
  • Nightmares Made Real, CM, greater, 5: As spell Nightmare Terrain in CM, but each creature within area take 1d6 dmg each of your turns if not succeed savde for disbelieve.
  • Painful Slumber of Ages, CM, greater, 6: As spell Endless Slumber in CM, but awakened any other way than save take level hp dmg.
Complete Mage, Dark:
  • Binding Blast, CM, dark essence: Target of your eldritch blast must make Will save or be stunned for 1 round.
  • Caster’s Lament, CM. greater, 8: Touch attack as spell Break Enchantment, but only once/24 hours per effect, + counter spel up to 7th level as spell Greater Dispel Magic.
  • Steal Summoning, CM, dark: Take control of another caster’s summoned monster.
Dragon?
  • Eldritch Glaive, DrM, least blast: Blast becomes a glaive, which uses touch attacks to hit.
  • Detoriating Blast, DrM, lesser essence: Blast lowers damage reduction of target.
  • Dread Seizure, DrM, lesser, 4: Speak a word, single target ½ speed, -5 on attacks if more than 5’ away, effect 3 rounds, fort negates.
  • Ignore the Pyre, DrM, lesser: Gain resistance to any energy type equal to your caster level.
  • Weighty Utterance, DrM, lesser, 4: Speak a word on Dark Speech (Book of Vile Darkness), one single creature within 60’, will save or fall 5’/level, if hit ground take fall dmg & can’t fly for 1 round.
  • Penetrating Blast, DrM, greater essence: Blast has +4 bonus on caster level checks to overcome spell resistance, and target has spell resistance lowered.
  • Dragonward, DrM, greater blast: Resist dragon abilities.
  • Eldritch Line, DrM, greater blast: Blast becomes a 60ft line.
  • Impenetrable Barrier, DrM, dark, 7: As spell Wall of Force, only one wall at a time, if destroyed you take 1d10 dmg.
Cityscape
  • Cocoon of Refuse, City, least: Subject is entangled by trash and detritus in an area.
  • Thieve’s Bane, City, lesser: As hold portal, plus the portal explodes for 5d6 damage when forced open.
  • Devil’s Whispers, City, greater, 5: As spell Suggestion, but as effect ends save at -5 or forget. You can have CHA Devil’s Whispers at same time.
Drow
  • Spider Shape, Drow, lesser: Take the form of a fiendish spider.
  • Sudden Swarm, Drow, lesser, 4: When creature killed by invocation/eldritch blast, a swarm of spiders burst through the corpse, max one swarm at same time, level rounds.
DnD5 https://dnd5e.wikidot.com/warlock%3Aeldritch-invocations
  • Agonizing Blast, DnD5, least, 2: Add CHA modifier to Eldritch Blast dmg.
  • Armor of Shadows, DnD5, least, 2: As spell Mage Armor.
  • Ascendant Step, DnD5, least, 2: As spell levitate.
  • Beast Speech, DnD5, least: Speak with animals, as the spell, at will.
  • Beguiling Influence, DnD5, least: Proficiency in the Deception and Persuasion skills.
  • Bewitching Whispers, DnD5, level 7: Compulsion 1/day.
  • Chains of Carceri, familiar, level 15: Hold mnster (only Celestial/Fiend/Elemental) at will, must take long rest against same creature.
  • Cloak of Flies, Xanathar, level 5: Surronded by magical aura look like buzzing flies, 5’ radius, advantage on intimidation, disadvantage on other CHA, creatures within take CHA poison dmg, last untill unconscious or dismissed, 1/day.
  • Devil’s Sight, DnD5, least, 2: See in magical/nonmagical darkness, 120’.
  • Dreadful Word, DnD5, level 7, Cast Confusion 1/day.
  • Eldritch Mind, DnD5, least, 2: +6 on Concentrate.
  • Eldritch Sight, DnD5, least, 2: As spell Detect Magic.
  • Eldritch Spear, DnD5: Eldritch Blast 300’.
  • Eyes of the Rune Keeper, DnD5: You can read all languages.
  • Fiendish Vigor, DnD5, least, 2, As spell False Life.
  • Gaze of Two Minds, DnD5: See through aother willing creatures eyes, while self blinded.
  • Ghostly Gaze, Xanathar, level 7: 30’ X-ray vision + dark vision in 1 minute, must rest for 1 hr to use again.
  • Gift of the Dephts, Xanathar, level 5: Breathe underwater, swim speed as walk. Also cast Water Breathing on other 1/day.
  • Gift of the Ever-Living Ones, Xanathar, familiar: Heal twice as fast when familiar is within 100’.
  • Grasp of Hadar, Xanathar: Eldritch blast pull creature 10’ closer.
  • Investment of the Chain Master, Tasha, familiar:
  • Kiss of Mephistopoles, Unearthed Arcana 40, level 5: Creature hit by Eldritch blast also hit by Fireball centered on it, uses 1 spell slot.
  • Lance of Lethargy, Xanathar: Hit by Eldritch Blast lose 10’ move for 1 round.
  • Maddening Hex, Xanathar, ability to curse, level 5: Target and all within 5’ take CHA psychic dmg.
  • Mask of Many Faces, DnD5, least, 2: As spell Change Self.
  • Master of Myriad Forms, DnD5, lesser, 3: As spell Alter Self.
  • Minions of Chaos, DnD5, level 9: Conjure Elemental 1/day.
  • Mire the Mind, DnD5, level 5: Slow 1/day.
  • Misty Visions, DnD5, least, 2: As spell Silent Image.
  • One with Shadows, DnD5, level 5: If in shadow and not moving; invisible.
  • Otherwordly Leap, DnD5, level 9: Cast Jump at will.
  • Relentless Hex ,Xanathar, ability to curse, level 7: If cused target visible, you can teleport 30’ closer 1/round.
  • Repelling Blast, DnD5: Eldritch Blast push creature 10’.
  • Sculptor of Flesh, level 7: Cast Polymorph 1/day.
  • Shroud of Shadow, Xanathar, level 15: Cast Invisibility at will.
  • Sign of Ill Omen, DnD5, level 5: Cast Bestow Curse 1/day.
  • Thief of Five Fates, DnD5: Cast Bane 1/day.
  • Tomb of Levistus, Xanathar, level 5: As reaction to dmg, entombe in ice for 1 round, dmg taken draws from 10 temporary hp.
  • Trickster’s Escape, Xanathar, level 7: Cast Freedom of Movement 1/day.
  • Undying Servitude, Tasha, level 5: Cast Animate Dead 1/day.
  • Visions of Distant Realms, DnD5, lesser, 4: As spell Arcane Eye.
  • Voice of the Chain Master, DnD5, familiar: As familiar is on the same plane, use familiars senses, speak through familiar.
  • Whispers of the Grave, DnD5, lesser, 4: As spell Speak with Dead.
  • Witch Sight, DnD5, greater, 6: As spell True Seeing, but only you & 30’.

DnD4
https://dnd4.fandom.com/wiki/Warlock

Cantrip: Phantasmal Escape (Illusion)
Casting time: 1 action
Range: 30’
Components: V, S (dust thrown in the air)
Duration: 1 round
Choose one target that you have eye contact with.
Throw some dust in the air. I start to glitter and sparkle and you will disappear in front of his eyes until the beginning of your next turn.

Dreadful Word
A word that causes dmg.

Steal Life
A black string of pulsating necrotic energy connect your mouth to the targets heart.
Target takes 1d6 necrotic dmg each round, you receive that amount of temporary hp.

Witchfire
Target engulfed in flames.
They continue until put out.

Curse of the dark dream / Mire of the mind.
Target se only hallucionations and is effectively blinded and mentally assaulted.

Frigid darknes
Black oily darkness creeps up from the ground to swallow the target. Cold dmg & fear.

Dust devil
Throw target into the air.

Ill Omen
target has disadvantage on all rolls, all others has advantage against the target.

Ghostly Message
A ghostly image of you appear before the target within 100 miles and deliver a short message.

Plague of the Fireflies
Like insect plague, but burning from hell and causes fire dmg.

Cloak of Shadow
fly with shadowy wings.

Maelstrom
A black swirling hole opens under target who fall down and takes dmg as he is flyiing around.

Raven’s Glamor
Misty Step, but you appear as a major Image for one more round.

Cleave
Upper half of body just float in the air. Lower half act as confused.
Target must spend round to pull himself together – succeed with a save.

Venomous Thorns
Thorns grow, targets in area must both save to escape and save vs. poison.

Curse of the Twin Princes
You touch the target and start to look and sound exactly the same. No one can tell you apart.

Black hole
A hole appear below target simultaneously a hole appear 10’/ spell level above target. As soon as the target fall through and appear above the hole vanishes and the target take falling dmg.
If there is a ceiling below the hole above, the hole appear in the ceiling, but the target still fall the full distance.

Steal Luck
During next round the target has disadvantage on next d20 roll, and you have advantage.

Fates Entwined
Target takes same dmge as caster.

Hellraiser Chains
Target imobilized.
If target dies, he is sent to hell.

Summon rot grub
Rot grubs attack target

Eyes in the back, eyes everywhere
Can’t be surprised, advantage on perception, fail all saves depending on eye sight (like medsua)

Turn to ooze
Caster polymorph himself to an ooze

Rain of Hell
Fire and acid fall from sky

Ghostly attacks
Invisible force attack target if not defending all the time.

Meteor Strike

Mischief of Magpies
A swarm of black-white birds appear in area round the targets.
Each round the swarm make pick pockets agains targets.

Web of pain
All enemies linked and take the same damage

Gaze of Lethargy

DnD3 Dragon Shaman Invocations
https://srd.dndtools.org/srd/magic/invocations/classInvocationLists/dragonShamanInvocations.html

ENworld
https://www.enworld.org/threads/new-warlock-invocations.656403/

Egna invocations

  • Bygger mestadels på spells
  • Spells ska ha duration på minst 1 minut
  • Vanliga skolor: charm, divination, illusion, necrotic
  • Även om invocation duration är “always”, ibland 24h, kastar man igen disable första spell

3E PHB
W1 Endure Elements
W1 Hideous Laughter
W1 Silent Image
W1 Unseen Servant
W2 Resist Energy
W2 Detect Thoughts
W2 Touch of Idiocy
W2 Scent
W3 Gaseous Form
W3 Nondetection
W3 Stinking Cloud
W3 Gaseous Form
W3 Slow
W4 Polymorph specific)
W5 Baleful Polymorph
W6 True Seeing
W8 Mindblank

Animate Object
Hex
Armor of Agathys
Arms of Hadar
Hunger of Hadar

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