https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Dragonfire&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T07:12:09ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=The_Outsider_(3.5e_Deity)&diff=638135The Outsider (3.5e Deity)2013-10-11T05:46:34Z<p>Dragonfire: /* Clergy and Temples */</p>
<hr />
<div>{{3.5e Deity<br />
|hdligo=l<br />
|sym=<br />
|plane=The Void<br />
|align=Chaotic Neutral<br />
|port=People He Finds Interesting<br />
|calign=Any Chaotic<br />
|dom=Chaos, Luck, Trickery, Creation, Travel<br />
|favweap=Longsword<br />
}}<br />
[[File:OutsiderSymbol.png|thumb|left|The Outsider's Symbol.]]<br />
<br />
{{quote|If they really wanted to meet me, they could start by being a little more interesting.|orig=The Outsider}}<br />
<br />
The Outsider is an enigma among deities, said to be "part devil, part angel, and entirely ambiguous." He seeks no worshipers and has no dogma, and as a result is a lesser known deity. However, he does have a cult following, the members of which he sometimes visits in dreams to influence the world. The Outsider's main goal seems to be simply to watch as events unfold, remaining almost entirely neutral. Every now and then, he will perturb the system, just to see how people will react. He has been known to give supernatural powers to those he finds "interesting," seemingly just to see what they will do with them. After ages watching mortals, he finds most of them predictable and boring. But every now and then someone will catch his eye; a noble woman slowly losing her mind, a skilled assassin practiced in dark magic, or a lonely orphan boy looking for a friend. To these select few, he gives his gifts with no conditions or expectations, then simply steps back and watches what unfolds.<br />
<br />
He also seems to have a connection to whales. His following is strongest in port cities, where often sailors can be seen with charms with his symbol carved out of the bone of a whale, and mysterious runes connected to The Outsider carved into whale bones have been discovered on the shore. This connection, combined with behavior that seems quite atypical for a deity, has lead some scholars to pontificate that he is not truly a deity at all, but the psychic projection of some deep, powerful sea creature who passes the long ages by watching history play out above the waves. Others insist that if this were the case, he would certainly take vengeance on the sailors and fishermen who often profit on the slaughtering of his marine brethren instead of giving small favors to those very same mariners. <br />
<br />
<br />
=== Clergy and Temples ===<br />
<br />
The Outsider does not have massive temples or hordes of clergy. Those who worship him have been known to set up small shrines in his honor. The closest thing to clergy he has would be those whom he has deemed worthy to bear his mark, however they by no means present a unified group. It is said that one such man used his Outsider given powers to hunt and kill several others who had been similarly marked, an act which the Outsider applauded as "truly unique."<br />
<br />
<br />
<br />
----<br />
{{3.5e Lesser Deities Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category:Lesser Deity]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Outsider_(3.5e_Deity)&diff=638134The Outsider (3.5e Deity)2013-10-11T05:45:57Z<p>Dragonfire: /* Clergy and Temples */</p>
<hr />
<div>{{3.5e Deity<br />
|hdligo=l<br />
|sym=<br />
|plane=The Void<br />
|align=Chaotic Neutral<br />
|port=People He Finds Interesting<br />
|calign=Any Chaotic<br />
|dom=Chaos, Luck, Trickery, Creation, Travel<br />
|favweap=Longsword<br />
}}<br />
[[File:OutsiderSymbol.png|thumb|left|The Outsider's Symbol.]]<br />
<br />
{{quote|If they really wanted to meet me, they could start by being a little more interesting.|orig=The Outsider}}<br />
<br />
The Outsider is an enigma among deities, said to be "part devil, part angel, and entirely ambiguous." He seeks no worshipers and has no dogma, and as a result is a lesser known deity. However, he does have a cult following, the members of which he sometimes visits in dreams to influence the world. The Outsider's main goal seems to be simply to watch as events unfold, remaining almost entirely neutral. Every now and then, he will perturb the system, just to see how people will react. He has been known to give supernatural powers to those he finds "interesting," seemingly just to see what they will do with them. After ages watching mortals, he finds most of them predictable and boring. But every now and then someone will catch his eye; a noble woman slowly losing her mind, a skilled assassin practiced in dark magic, or a lonely orphan boy looking for a friend. To these select few, he gives his gifts with no conditions or expectations, then simply steps back and watches what unfolds.<br />
<br />
He also seems to have a connection to whales. His following is strongest in port cities, where often sailors can be seen with charms with his symbol carved out of the bone of a whale, and mysterious runes connected to The Outsider carved into whale bones have been discovered on the shore. This connection, combined with behavior that seems quite atypical for a deity, has lead some scholars to pontificate that he is not truly a deity at all, but the psychic projection of some deep, powerful sea creature who passes the long ages by watching history play out above the waves. Others insist that if this were the case, he would certainly take vengeance on the sailors and fishermen who often profit on the slaughtering of his marine brethren instead of giving small favors to those very same mariners. <br />
<br />
<br />
=== Clergy and Temples ===<br />
<br />
The Outsider does not have massive temples or hordes of clergy. Those who worship him have been known to set up small shrines in his honor. The closest thing to clergy he has would be those whom he has deemed worthy to bear his mark, however they by no means present a unified group. It is said that one such man used his Outsider given powers to hunt and kill several others who had been similarly marked, an act which the Outsider applauded as "truly unique."<br />
<br />
<br />
<br />
----<br />
{{3.5e Lesser Deities Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category:<!-Type Lesser Deity]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Outsider_(3.5e_Deity)&diff=638133The Outsider (3.5e Deity)2013-10-11T05:45:07Z<p>Dragonfire: Created page with "{{3.5e Deity |hdligo=l |sym= |plane=The Void |align=Chaotic Neutral |port=People He Finds Interesting |calign=Any Chaotic |dom=Chaos, Luck, Trickery, Creation, Travel |favweap..."</p>
<hr />
<div>{{3.5e Deity<br />
|hdligo=l<br />
|sym=<br />
|plane=The Void<br />
|align=Chaotic Neutral<br />
|port=People He Finds Interesting<br />
|calign=Any Chaotic<br />
|dom=Chaos, Luck, Trickery, Creation, Travel<br />
|favweap=Longsword<br />
}}<br />
[[File:OutsiderSymbol.png|thumb|left|The Outsider's Symbol.]]<br />
<br />
{{quote|If they really wanted to meet me, they could start by being a little more interesting.|orig=The Outsider}}<br />
<br />
The Outsider is an enigma among deities, said to be "part devil, part angel, and entirely ambiguous." He seeks no worshipers and has no dogma, and as a result is a lesser known deity. However, he does have a cult following, the members of which he sometimes visits in dreams to influence the world. The Outsider's main goal seems to be simply to watch as events unfold, remaining almost entirely neutral. Every now and then, he will perturb the system, just to see how people will react. He has been known to give supernatural powers to those he finds "interesting," seemingly just to see what they will do with them. After ages watching mortals, he finds most of them predictable and boring. But every now and then someone will catch his eye; a noble woman slowly losing her mind, a skilled assassin practiced in dark magic, or a lonely orphan boy looking for a friend. To these select few, he gives his gifts with no conditions or expectations, then simply steps back and watches what unfolds.<br />
<br />
He also seems to have a connection to whales. His following is strongest in port cities, where often sailors can be seen with charms with his symbol carved out of the bone of a whale, and mysterious runes connected to The Outsider carved into whale bones have been discovered on the shore. This connection, combined with behavior that seems quite atypical for a deity, has lead some scholars to pontificate that he is not truly a deity at all, but the psychic projection of some deep, powerful sea creature who passes the long ages by watching history play out above the waves. Others insist that if this were the case, he would certainly take vengeance on the sailors and fishermen who often profit on the slaughtering of his marine brethren instead of giving small favors to those very same mariners. <br />
<br />
<br />
=== Clergy and Temples ===<br />
<br />
The Outsider does not have massive temples or hordes of clergy. Those who worship him have been known to set up small shrines in his honor. The closest thing to clergy he has would be those whom he has deemed worthy to bear his mark, however they by no means present a unified group. It is said that one such man used his Outsider given powers to hunt and kill several others who had been similarly marked, an act which was applauded by the Outsider as "truly unique."<br />
<br />
<br />
<br />
----<br />
{{3.5e Lesser Deities Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category:<!-Type Lesser Deity]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=File:OutsiderSymbol.png&diff=638126File:OutsiderSymbol.png2013-10-11T04:43:23Z<p>Dragonfire: Symbol from The Outsider</p>
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<div>Symbol from The Outsider</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Revolving_Rifle_(4e_Equipment)&diff=615895Revolving Rifle (4e Equipment)2013-04-12T21:53:50Z<p>Dragonfire: </p>
<hr />
<div>{{4e Weapon<br />
|category=Superior Ranged Weapon<br />
|type=Two-Handed<br />
|weapon=Revolving Rifle<br />
|prof=+3<br />
|damage=1d8<br />
|range=15/20<br />
|price=250 gp<br />
|weight=12 lb<br />
|group=Firearm<br />
|properties=Load Standard<br />
|description=A rifle that can fire six shots before having to be reloaded .<br />
<br />
;Ammunition<br />
The revolving rifle requires bullets that only work for the revolving rifle or the revolver<br />
<br />
;Load Standard<br />
It takes a standard action, and both hands, to load the bullets into the rifle.<br />
}}<br />
<br />
----<br />
{{4e Equipment Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Arquebus_(4e_Equipment)&diff=615894Arquebus (4e Equipment)2013-04-12T21:52:46Z<p>Dragonfire: Created page with "{{4e Weapon |category=Superior Ranged Weapon |type=Two-Handed |weapon=Rifle |prof=+3 |damage=1d10 |range=20/40 |price=250 gp |weight=12 lb |group=Firearm |properties=Load Mino..."</p>
<hr />
<div>{{4e Weapon<br />
|category=Superior Ranged Weapon<br />
|type=Two-Handed<br />
|weapon=Rifle<br />
|prof=+3<br />
|damage=1d10<br />
|range=20/40<br />
|price=250 gp<br />
|weight=12 lb<br />
|group=Firearm<br />
|properties=Load Minor<br />
|description=A two-handed gun with a rifled barrel and an easy load chamber.<br />
<br />
;Ammunition<br />
The rifle requires a special bullet that works only with it. <br />
<br />
;Load Minor<br />
It takes a minor action to reload this rifle.<br />
}}<br />
<br />
----<br />
{{4e Equipment Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Revolving_Rifle_(4e_Equipment)&diff=615893Revolving Rifle (4e Equipment)2013-04-12T21:45:02Z<p>Dragonfire: Created page with "{{4e Weapon |category=Superior Ranged Weapon |type=Two-Handed |weapon=Revolving Rifle |prof=+2 |damage=1d8 |range=15/20 |price=200 gp |weight=6 lb |group=Firearm |properties=L..."</p>
<hr />
<div>{{4e Weapon<br />
|category=Superior Ranged Weapon<br />
|type=Two-Handed<br />
|weapon=Revolving Rifle<br />
|prof=+2<br />
|damage=1d8<br />
|range=15/20<br />
|price=200 gp<br />
|weight=6 lb<br />
|group=Firearm<br />
|properties=Load Standard<br />
|description=A rifle that can fire six shots before having to be reloaded .<br />
<br />
;Ammunition<br />
The revolving rifle requires bullets that only work for the revolving rifle or the revolver<br />
<br />
;Load Standard<br />
It takes a standard action, and both hands, to load the bullets into the rifle.<br />
}}<br />
<br />
----<br />
{{4e Equipment Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Mundane]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Pepperbox_Revolver_(4e_Equipment)&diff=615892Pepperbox Revolver (4e Equipment)2013-04-12T21:37:19Z<p>Dragonfire: </p>
<hr />
<div>{{4e Weapon<br />
|category=Superior Ranged Weapon<br />
|type=One-Handed<br />
|weapon=Revolver<br />
|prof=+2<br />
|damage=1d8<br />
|range=10/20<br />
|price=150 gp<br />
|weight=6 lb<br />
|group=Firearm<br />
|properties=Load Standard, off-hand<br />
|description=A rifled, one-handed firearm that can fire six shots before having to be reloaded .<br />
<br />
;Ammunition<br />
The revolver requires specialized bullets that only work for this gun and the revolving rifle.<br />
<br />
;Load Standard<br />
It takes a standard action, and both hands, to load the bullets into the revolver.<br />
<br />
}}<br />
----<br />
{{4e Equipment Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
<br />
<br />
If Mundane then<br />
[[Category:Mundane]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Pepperbox_Revolver_(4e_Equipment)&diff=615891Pepperbox Revolver (4e Equipment)2013-04-12T21:34:14Z<p>Dragonfire: Created page with "{{4e Weapon |category=Superior Ranged Weapon |type=One-Handed |weapon=Revolver |prof=+2 |damage=1d8 |range=10/20 |price=150 gp |weight=6 lb |group=Firearm |properties=Load Sta..."</p>
<hr />
<div>{{4e Weapon<br />
|category=Superior Ranged Weapon<br />
|type=One-Handed<br />
|weapon=Revolver<br />
|prof=+2<br />
|damage=1d8<br />
|range=10/20<br />
|price=150 gp<br />
|weight=6 lb<br />
|group=Firearm<br />
|properties=Load Standard, off-hand<br />
|description=A rifled, one-handed firearm that can fire six shots before having to be reloaded .<br />
<br />
;Ammunition<br />
The revolver requires both [[Pellet_(4e_Equipment)|pellets]] and [[Gunpowder_(4e_Equipment)|gunpowder]]. This weapon uses special rifled pellets that cannot be used in other firearms. Once six shots have been fired, it takes a standard action to reload all six chambers.<br />
<br />
;Load Standard<br />
It takes a standard action, and both hands, to load the power and bullets into the rifle.<br />
<br />
}}<br />
----<br />
{{4e Equipment Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
<br />
<br />
If Mundane then<br />
[[Category:Mundane]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Talk:Revolver_(4e_Equipment)&diff=615890Talk:Revolver (4e Equipment)2013-04-12T21:26:02Z<p>Dragonfire: Created page with "hmm, a d10 seems a bit high for a ranged weapon that can be fired one handed. I would think that 1d8 should be it. ~~~~"</p>
<hr />
<div>hmm, a d10 seems a bit high for a ranged weapon that can be fired one handed. I would think that 1d8 should be it. [[User:Dragonfire|Dragonfire]] ([[User talk:Dragonfire|talk]]) 15:26, 12 April 2013 (MDT)</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Bleeding_Shot_(4e_Power)&diff=615766Bleeding Shot (4e Power)2013-04-11T19:29:43Z<p>Dragonfire: Created page with "{{4e Class Power |name=Bleeding Shot |usage=Daily |flavor=You shoot your target and give it a grievous bleeding wound |class=Gunslinger |type=Attack |level=1 |keyword1=Martial..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Bleeding Shot<br />
|usage=Daily<br />
|flavor=You shoot your target and give it a grievous bleeding wound<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|target=One creature<br />
|attack=AC<br />
|defense=AC<br />
|hit=2[W] + Dexterity Modifier, and target takes 5 ongoing damage (save ends)<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Headshot_(4e_Power)&diff=615765Headshot (4e Power)2013-04-11T19:19:12Z<p>Dragonfire: Created page with "{{4e Class Power |name=Headshot |usage=Daily |flavor=You line up a precise shot to strike at your opponent's head |class=Gunslinger |type=Attack |level=1 |keyword1=Martial |ke..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Headshot<br />
|usage=Daily<br />
|flavor=You line up a precise shot to strike at your opponent's head<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|attack=Dexterity<br />
|defense=AC<br />
|attackextra=You may reroll the attack roll, but must take the second roll<br />
|hit=2[W] + Dexterity Modifier damage, and the target is stunned (save ends)<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Quick_Shot_(4e_Power)&diff=615715Quick Shot (4e Power)2013-04-11T02:50:25Z<p>Dragonfire: </p>
<hr />
<div>{{4e Class Power<br />
|name=Quick Shot<br />
|usage=At-Will<br />
|flavor=You fire off a quick shot at your enemy<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|special=You can use this power as a ranged basic attack.<br />
|target=One Creature<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + Dexterity Modifier damage<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Black_Powder_(4e_Power)&diff=615711Black Powder (4e Power)2013-04-11T02:36:20Z<p>Dragonfire: Created page with "{{4e Class Power |name=Black Powder |usage=Encounter |flavor=You use a blank packed with extra powder to create a smokey area. |class=Gunslinger |type=Attack |level=1 |keyword..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Black Powder<br />
|usage=Encounter<br />
|flavor=You use a blank packed with extra powder to create a smokey area.<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Close Burst 1<br />
|effect=You create a smokey area through which you can see perfectly. This smoke cover gives you total concealment<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Penetrating_Shot_(4e_Power)&diff=615709Penetrating Shot (4e Power)2013-04-11T02:26:22Z<p>Dragonfire: Created page with "{{4e Class Power |name=Penetrating Shard |usage=Encounter |flavor=You fire a powerful shot that is capable of going through multiple targets |class=Gunslinger |type=Attack |le..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Penetrating Shard<br />
|usage=Encounter<br />
|flavor=You fire a powerful shot that is capable of going through multiple targets<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|keyword3=Ranged<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|target=One Creature<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + Wisdom Modifier damage, make another attack against a creature in range behind the first<br />
|miss=Half Damage<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Unload_(4e_Power)&diff=615470Unload (4e Power)2013-04-09T03:59:48Z<p>Dragonfire: Created page with "{{4e Class Power |name=Unload |usage=Daily |flavor=You unleash all the bullets that are left in your guns, striking several targets with a fearsome rain of bullets |class=Guns..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Unload<br />
|usage=Daily<br />
|flavor=You unleash all the bullets that are left in your guns, striking several targets with a fearsome rain of bullets<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=5<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|target=One Creature for each bullet<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + 1/2 Dexterity Modifier damage per hit<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Rapid_Fire_(4e_Power)&diff=615467Rapid Fire (4e Power)2013-04-09T03:54:23Z<p>Dragonfire: Created page with "{{4e Class Power |name=Rapid Fire |usage=Encounter |flavor=You fire 6 shots from your guns, spraying the target area with bullets |class=Gunslinger |type=Attack |level=1 |keyw..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Rapid Fire<br />
|usage=Encounter<br />
|flavor=You fire 6 shots from your guns, spraying the target area with bullets<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Burst 1 in Weapon Range<br />
|target=Each Creature in Burst<br />
|attack=Dexterity <br />
|defense=Reflex<br />
|hit=1d6 + Dexterity Modifier damage<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Double_Shot_(4e_Power)&diff=615466Double Shot (4e Power)2013-04-09T03:48:34Z<p>Dragonfire: </p>
<hr />
<div>{{4e Class Power<br />
|name=Double Shot<br />
|usage=At-Will<br />
|flavor=You shoot your target with two quick shots from your guns<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|requirement=You must be duel wielding guns<br />
|target=One or two Creatures<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] damage per attack<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Strong_Shot_(4e_Power)&diff=615465Strong Shot (4e Power)2013-04-09T03:46:33Z<p>Dragonfire: Created page with "{{4e Class Power |name=Strong Shot |usage=Encounter |flavor=You shoot a powerful shot at your target, strong enough to knock it off its feet |class=Gunslinger |type=Attack |le..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Strong Shot<br />
|usage=Encounter<br />
|flavor=You shoot a powerful shot at your target, strong enough to knock it off its feet<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + 1d6 damage, and your target is knocked prone<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Quick_Shot_(4e_Power)&diff=615461Quick Shot (4e Power)2013-04-09T03:31:01Z<p>Dragonfire: Created page with "{{4e Class Power |name=Quick Shot |usage=At-Will |flavor=You fire off a quick shot at your enemy |class=Gunslinger |type=Attack |level=1 |keyword1=Martial |keyword2=Ranged |ke..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Quick Shot<br />
|usage=At-Will<br />
|flavor=You fire off a quick shot at your enemy<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|special=You can use this power as a ranged basic attack. Additionally, if you are first in the initiative order, you may use this power once during your first turn as a move action<br />
|target=One Creature<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + Dexterity Modifier damage<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Knee_Cap_(4e_Power)&diff=615460Knee Cap (4e Power)2013-04-09T03:22:45Z<p>Dragonfire: Created page with "{{4e Class Power |name=Knee Cap |usage=At-Will |flavor=You shoot your target's knee cap, or other leg part, making it hard for them to move |class=Gunslinger |type=Attack |lev..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Knee Cap<br />
|usage=At-Will<br />
|flavor=You shoot your target's knee cap, or other leg part, making it hard for them to move<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|target=One Creature<br />
|attack=Dexterity <br />
|defense=Fortitude<br />
|hit=1[W] + Wisdom Modifier damage, and the target is slowed and cannot shift until the end of its next turn<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Precise_Shot_(4e_Power)&diff=615459Precise Shot (4e Power)2013-04-09T03:18:22Z<p>Dragonfire: Created page with "{{4e Class Power |name=Precise Shot |usage=At-Will |flavor=You take steady aim and fire a single shot at your enemy |class=Gunslinger |type=Attack |level=1 |keyword1=Martial |..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Precise Shot<br />
|usage=At-Will<br />
|flavor=You take steady aim and fire a single shot at your enemy<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|target=One Creature<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + Wisdom Modifier damage<br />
|effect=You gain +1 to your attack roll for this attack<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Double_Shot_(4e_Power)&diff=615458Double Shot (4e Power)2013-04-09T03:13:06Z<p>Dragonfire: Created page with "{{4e Class Power |name=Double Shot |usage=At-Will |flavor=You shoot your target with two quick shots from your guns |class=Gunslinger |type=Attack |level=1 |keyword1=Martial |..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Double Shot<br />
|usage=At-Will<br />
|flavor=You shoot your target with two quick shots from your guns<br />
|class=Gunslinger<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Ranged<br />
|keyword3=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged Weapon<br />
|requirement=You must be duel wielding guns<br />
|target=One or two Creatures<br />
|attack=Dexterity <br />
|defense=AC<br />
|hit=1[W] + 2 damage per attack<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Gunslinger_Powers_(4e_Power_List)&diff=615457Gunslinger Powers (4e Power List)2013-04-09T03:07:10Z<p>Dragonfire: Created page with "Back to Main Page &rarr; 4e Homebrew &rarr; Powers. ==Gunslinger Powers== These are the powerss that can be taken by the Gunslinger (4e Class)|. ==..."</p>
<hr />
<div>Back to [[Main Page]] &rarr; [[4e Homebrew]] &rarr; [[4e Powers|Powers]].<br />
<br />
==Gunslinger Powers==<br />
These are the powerss that can be taken by the [[Gunslinger (4e Class)|Gunslinger]].<br />
<br />
===Level 1 At-Will Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 1 Power<br />
|category=4e At-Will Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 1 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 1 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 1 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 1 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 2 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 2 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 2 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 2 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 3 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 3 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 5 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 5 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 6 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 6 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 6 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 6 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 7 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 7 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 9 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 9 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 10 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 10 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 10 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 10 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 13 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 13 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 15 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 15 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 16 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 16 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 16 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 16 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 17 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 17 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 19 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 19 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 22 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 22 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 22 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 22 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 23 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 23 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 25 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 25 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 27 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 27 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 29 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Gunslinger Power<br />
|category=4e Level 29 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
''All These lists are organized alphabetically''<br />
<br />
[[Category:4e]]<br />
[[category:User]]<br />
[[Category:List]]<br />
[[Category:4e Power List]]<br />
[[Category:4e Martial Power List]]<br />
[[Category:4e Class Power List]]<br />
[[Category:4e Gunslinger Power List]]<br />
[[Category:4e User Class Power List]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=User_talk:Admin&diff=615208User talk:Admin2013-04-06T18:32:50Z<p>Dragonfire: /* Image Style Guide */</p>
<hr />
<div><div class="toccolours"><br />
For archived discussions, please refer to [[User talk:Admin|Admin Talk]]<br />
<br />
{{Messages of Interest|messages=<br />
{{MoI-Row<br />
|page=Talk:Detect_Disease_(3.5e_Spell)<br />
|section=Author Template<br />
|notifier=Daniel Draco<br />
|date_time=13:55, 6 October 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Category_talk:Improvised_Weapon<br />
|section=Purpose<br />
|notifier=Daniel Draco<br />
|date_time=05:59, 16 April 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Daunting_Assailant_(DnD_Class)<br />
|section=Image<br />
|notifier=Daniel Draco<br />
|date_time=05:53, 16 April 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=SRD_Talk:Traps<br />
|section=Broken Links<br />
|notifier=Sabre070<br />
|date_time=16:30, 28 March 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Daunting_Assailant_(DnD_Class)<br />
|section=<br />
|notifier=Daniel Draco<br />
|date_time=11:19, 27 March 2009 (MDT)<br />
}}<br />
{{MoI-Row<br />
|page=Category_talk:Martial_Adept<br />
|section=So...<br />
|notifier=Daniel Draco<br />
|date_time=11:32, 12 December 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Shield,_Broad_(3.5e_Equipment)<br />
|section=Dual Category<br />
|notifier=Sabre070<br />
|date_time=02:49, 17 November 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:Tattooed_Armor_(DnD_Equipment)<br />
|section=Fixed<br />
|notifier=Sabre070<br />
|date_time=13:30, 12 November 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=Talk:3.5e_Adventuring_Gear<br />
|section=<br />
|notifier=Sabre070<br />
|date_time=21:34, 11 November 2008 (MST)<br />
}}<br />
{{MoI-Row<br />
|page=MSRD_Talk:Modern_System_Reference_Document<br />
|section=MSRD To Do List<br />
|notifier=Sabre070<br />
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}}<br />
{{MoI-Row<br />
|page=Template_talk:Weapon_Desc<br />
|section=Use<br />
|notifier=Sabre070<br />
|date_time=18:34, 8 November 2008 (MST)<br />
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}}<br />
<br />
<noinclude><br />
{{Archives<br />
|label1= Archive 1 (Discussions 1 &ndash; 3)}}<br />
</noinclude><br />
<br />
</div><noinclude><br />
<br />
----<br />
{{Meta Pages Breadcrumb}}<br />
</noinclude><br />
<br />
== Transcribed Wizards of the Coast Online Archives ==<br />
<br />
So, getting straight to it, the first things come directly from the Wizards website. They have a few old archives, the oldest of which being the [http://www.wizards.com/default.asp?x=dnd/arch/retired Retired Articles and Archives]. there is the notice attached to this archive, reading:<br />
<br />
"Looking for a series that you used to read? We keep our retired series online for a time here. They won't stay here forever, though, so we recommend that you print out old series for yourself, as once they leave this area, they live only in memory. "<br />
<br />
Most of the artcles within aren't of much interest or use to this wiki, but two of them have usable material in them; the [http://www.wizards.com/default.asp?x=dnd/arch/mm Monster Mayhem] article and the [http://www.wizards.com/default.asp?x=dnd/arch/sb Spellbook] article. They both have unique monsters and spells, respectively, that currently are not kept anywhere else. Of course, being part of the retired articles archive means they won't be there forever. I would like to preserve the entires in these articles on this site.<br />
<br />
In case anyone is thinking, I don't think there are any real issues with doing so. These things are posted up on a free-access website for the world to see. And, as retired archives that won't be kept forever, they explicitly say to make your own copies if you wish to keep using them after removal. Copies that, theoretically, could be replicated and distibuted freely and indefinitely after the fact. In that sense, is there any difference between "printing" if you do it electronically rather than physically?<br />
<br />
With an administrator approval consensus, I'd like to take the entries from these two articles and add them to the SRD of this site, of course with respect to their origins by either putting a note on the pages themselves or creating their own subsections.<br />
<br />
Discuss/What say you? -- [[User:TheWarforgedArtificer|TheWarforgedArtificer]] 19:37, 4 June 2009 (MDT)<br />
<br />
:So long as they are OGL, I am in full support. Also, that old Psionics column wasn't bad; I think it was called Mind's Eye. [[User:Surgo|Surgo]] 22:23, 4 June 2009 (MDT)<br />
<br />
::...does anyone else have anything to say about this? This project isn't going to go anywhere without more administrator input. [[User:TheWarforgedArtificer|TheWarforgedArtificer]] 18:18, 10 June 2009 (MDT)<br />
<br />
:::What's wrong with one administrator giving you the go-ahead? If anyone has an issue with it, they can take it up with me. [[User:Surgo|Surgo]] 19:21, 10 June 2009 (MDT)<br />
<br />
::::Partially I wanted to see what all the other admins thought of it, but mostly I hoped someone would be able to reinforce of weaken whether my case of it being okay to transcribe the archives here. However, if you're saying "go for it", then I guess I will, after a few more details are worked out. [[User:TheWarforgedArtificer|TheWarforgedArtificer]] 11:13, 12 June 2009 (MDT)<br />
<br />
:::::I'd hold off on it. I emailed WotC via their customer support. It was submitted in their "copyright" category, so it would have immediately gone to the right place. When they received it, however, the first thing they did was escalate it to a higher level. I do believe that means that, instead of having a set answer, they're considering it. I'll let you know what they say, but in the meantime I'd say don't put it on the site. --[[User:Daniel Draco|Daniel Draco]] 12:08, 12 June 2009 (MDT)<br />
<br />
::::::Whoa, that sounds kinda heavy. I'm curious, what exactly did your message contain?<br />
::::::And it's probably too late for this, but one of the details I wanted to work out was getting the -whole- pages, mechanics plus flavor stuff (except for specific names, of course), on the same grounds as doing this in the first place; once they're gone, they're gone since they don't exist anywhere else, and I want to preserve them. Though, since as I've said it's probably already too late to ask for anything more, I won't complain if mechanics are all we get (if we get even that ''':/''' ). [[User:TheWarforgedArtificer|TheWarforgedArtificer]] 23:08, 12 June 2009 (MDT)<br />
<br />
:::::::"Escalating to a higher level" just means the person he emailed tossed it to their boss. At the very least, I'd suggest making sure you have all the pages saved. [[User:Dragon Child|Dragon Child]] 23:10, 12 June 2009 (MDT)<br />
<br />
::::::::We would have to make an entire new section. Something like "Wizards Articles". Are you really interested in doing this or do you think it would be too much work or who knows what? --[[User:Green Dragon|Green Dragon]] 00:42, 13 July 2009 (MDT)<br />
<br />
:::::::::Why would we need a new section? Just have a little header on the top, something like ''"This article was originally published by Wizards of the Coast under their (Insert Name Here) section"'', kind of like what's done with some Tome articles. [[User:Surgo|Surgo]] 09:44, 13 July 2009 (MDT)<br />
<br />
::::::::::I was thinking a new section would have to be made, but I don't have enough experience working with this site to do that. I'd need someone else to do that, but I'm confident I can get all the actual pages myself once a section's created.<br />
::::::::::Besides, this is -nothing- compared to another project I have in mind when this is over... why do you think this is only "Project #1"? '''>:]'''<br />
::::::::::Hey, what the heck? Who changed that? Fixing...Done. --[[User:TheWarforgedArtificer|TheWarforgedArtificer]] 12:23, 13 July 2009 (MDT)<br />
<br />
:::::::::::I would be more then willing to help create the infrastructure of a Wizards archive like section and help out a bit however do you know what the license is on the Wizards archives? I looked though Wizards [http://ww2.wizards.com/Company/Default.aspx?doc=SiteLegalNotice Wizards.com & Gleemax.com Website Terms of Use] a bit and [http://ww2.wizards.com/Company/Default.aspx?doc=Privacy Wizards web site privacy statement] however I did not see anything relating to their archive section. --[[User:Green Dragon|Green Dragon]] 15:32, 13 July 2009 (MDT)<br />
<br />
::::::::::::Daniel Draco and I (well, pretty much just Daniel Draco) have been working on that particular detail this whole time, by e-mailing Wizards. Right now we've been stalled on a reply. When Daniel knows, we'll know. --[[User:TheWarforgedArtificer|TheWarforgedArtificer]] 15:46, 13 July 2009 (MDT)<br />
<br />
{{Discussion Indentation Revert}}<br />
<br />
:Damn it all, wizards responded to Draco and said no. That's projects #1, 2, and 4 down the drain. However, an unrelated project that I am absolutely sure will work can now get underway. I'll post details later so we can get started.<br />
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::In any case [[Main Page]] &rarr; [[3.5e Open Game Content]] &rarr; [[Transcribed Wizards of the Coast Online Archives]]. Their you go. --[[User:Green Dragon|Green Dragon]] 15:49, 5 September 2009 (MDT)<br />
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::One, that wasn't a malicious edit (as it was all my own stuff originally), but if you have not yet realized, Wizards. Said. No. We cannot have their archives. You must take down that page, as I have said [[Transcribed Wizards of the Coast Online Archives|here]], or they will very likely sue you! But hey, if you want to have them file a lawsuit against you, that's fine by me... --[[User:TheWarforgedArtificer|TheWarforgedArtificer]] 16:06, 5 September 2009 (MDT)<br />
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:::You are talking about a '''whole''' different subject. I am referring to content which we are legally '''allowed''' to have (not copyrighted things). See also [[Talk:Transcribed Wizards of the Coast Online Archives]]. --[[User:Green Dragon|Green Dragon]] 23:01, 3 November 2009 (MST)<br />
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==Propositions for Addition/Expansion of this Wiki==<br />
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(making a new section here is how someone suggested I should do this)<br />
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So, I'm fairly new to this site, but I've got a few (official, not homebrew) things I'd like to see added, if possible. There a number of such things, but I'm only going to go one at a time, and I'm putting them up here for administrator discussion.<br />
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===Project #2===<br />
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Alright. The project that was planned for #3 is now #2. This project is not about articles from Wizards sites. This project is for copying down OG content from a sourcebook. And it ''is'' under the OGL, it states that and even has a specific license in the back of the book. If I get started on this project, a word-for-word copy of the specific OGL will be the first thing I put up.<br />
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Now, the book itself. And, don't freak out or anything when you read the title, let me explain first. The book is "World of Warcraft: The Roleplaying Game". Yes. It's Warcraft. But hear this first. I don't really care for the Warcraft setting. I've never played WoW or the original Warcraft games (Starcraft for the win ''':P''' ). The -only- reason I want to copy down this content is for one thing; the Tinker base class and the rules for creating steampunk Technological Devices. Seriously, it's all freakin' awesome ''':3''' That's the only reason I'm interested. Now, with that said, the book also has a number of other new rules, all of which are completely compatible with existing D&D rules. New feats and feat types, new takes on a few base classes, of course the rules for Technological Devices and Firearms (best I've seen them handled yet), even rules for making statistics of communities and cities, and more. All these things can make fine additions to DanDwiki. Just like Unearthed Arcana and all the new rules it brought about.<br />
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Now, of course, due to the nature of the OGL, only rules and mechanics can be posted, none of the actual flavor (which is perfectly fine with me). If there are no other suggestions, I will probably follow a format similar to the one we have for the actual SRD, because this book is also laid out in a similar way. As for the actual copying down, I will be attempting to do so word-for-word wherever possible (minus the flavor-only sections which won't be copied at all, of course), but in some cases I will have to paraphrase to omit flavor and setting references. I will leave a note on each page where this happens. Also, a good amound of the content is identical to stuff already in the SRD, as it works like a "replacement" Player's Handbook and DMG; in these cases, I will simply link to the existing SRD. In some cases, the name is the only thing different. In this case, I will make a redirect to the SRD. But for anything new or different, I will make the new page for.<br />
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To get started, all I will need is a new section to do so, and a new page identified (homebrew and regular stuff has "article" as the tab, SRD pages are "srd", Unearthed stuff is "ua", discussions are "discussion", etc. For the new section, it can just be "Warcraft" or "World of Warcraft", and that can be put in the navigation box under UA, and the pages can be "wrd", for "Warcraft Reference Document".<br />
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So. What does everyone think?<br />
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:What is the rational for putting certain material separate from similar material, albeit for a different setting? --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:49, 27 August 2012 (MDT)<br />
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== SRD weapons & armor error? ==<br />
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There appears to be a problem with sevearl SRD weapons and armor pages, particularity in the enchantment area. An example would be the Morningstar. [http://www.dandwiki.com/wiki/SRD:Morningstar] Is there anyway to fix it? {{unsigned|98.22.233.36}}<br />
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:The wiki's having problems right now. Rest assured that the coding on those pages is fine, it's just that the back end stuff that supports that coding is currently out of order. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 16:44, 5 July 2010 (UTC)<br />
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== Broken Redirects Oddity ==<br />
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You guys have any way to fix this? Over at [[Special:BrokenRedirects]] it is listing ''"Humans, Æskmann (DnD Race)"'' and ''"Form:4e Class Power"'' as the only two broken redirects, but neither actually exist. &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 10:15, 9 June 2011 (MDT)<br />
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:Fixed one (partially). See also [[Talk:3.5e Flaws#Flaw Form]]. --[[User:Green Dragon|Green Dragon]] 15:46, 9 June 2011 (MDT)<br />
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::That odd one might be fixed now. &mdash; <span style="color:#002137;">[[User:Blue Dragon|Blue Dragon]] <small> ([[User_talk:Blue Dragon|talk]])</small></span> 16:19, 12 June 2011 (MDT)<br />
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== DnD Links ==<br />
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:''Discussion moved to [[Talk:DnD Links#Social Networking]].'' <small>--[[User:Green Dragon|Green Dragon]] 16:38, 21 June 2011 (MDT)</small><br />
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== Site nominated for an Award ==<br />
*See: [[Talk:Main_Page#Site_nominated_for_an_Award]] {{User:Hooper/autosig2}} 18:54, 14 August 2011 (MDT)<br />
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== Accidentally Locked a page ==<br />
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Hi Admins<br />
I wanted to add a feat I found in the Complete Warrior and I also wanted it to look right on the page so I borrowed some code from [[SRD:Shield Bash|Shield Bash]] but after I uploaded it I can no longer edit it because I don't have the necessary clearance. Could you undo my last two updates to the [[Shield Slam(3.5e Feat)]]? Thanks before hand --<span style="font-family:albertus mt; font-variant:small-caps; margin-left:4px; border:2px solid #501010;"><span style="background:#CA2020; border:3px solid #7B0E0E; padding:0px 5px 0px 5px;">'''[[User:ElvenKingSlave|<span style="color:gold; font-size:75%;">ElvenKingSlave</span>]]'''&nbsp;<font color="white">&middot;</font>&nbsp;[[Exalted Wiki:Human|<span style="color:gold; font-size:75%;" title="I will drown you in daggers!">Weapons Summoner</span>]]&nbsp;<font color="white">&middot;</font>&nbsp;[[User talk:ElvenKingSlave|<span style="color:gold; font-size:75%;" title="Contact me">Talk</span></span>]]</span> 11:54, 5 December 2011 (MST)<br />
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:Was this related to cloudflare perchance? --[[User:Green Dragon|Green Dragon]] 13:33, 9 January 2012 (MST)<br />
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== Please delete my rubbish. ==<br />
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Please can an admin please delete my page [[Rebelstar (4e Campaign Setting)]] and its subpages? I won't be developing it any further. Thank-you. I've also noticed a backlog at [[:Category:Candidates for Deletion]]. If more hands are needed, I might nominate myself for adminship :) [[User:Marasmusine|Marasmusine]] 04:55, 17 December 2011 (MST)<br />
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:Per our policy I can't delete it outright, but I have added the {{tl|delete}} template; next time someone goes through the category for deletion it will likely be deleted. As for admin, feel free to [[RFA|nominate yourself officially]], though (and I mean no offense) since you have not made many edits. Stick around and you never know; there is waaaaay more work around here than we have workers. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 17:54, 26 December 2011 (MST)<br />
::Thanks! [[User:Marasmusine|Marasmusine]] 01:47, 28 December 2011 (MST)<br />
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== 4e types and subtypes ==<br />
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I've noticed something confusing about our categorization system for 4e races. What we are calling "Subtype" is actually "Type", and what we are calling "Type" is actually "Origin" (see Monster Manual p. 6). For example, it should be "Humanoid Type" and "Natural Origin", not "Natural Type" and "Humanoid Subtype". I've also seen pages with keywords ("undead" etc) used as subtypes. It will be a pain changing the categories on all the 4e race articles, but I'm prepared to put the work in if the admins give me the go-ahead. [[User:Marasmusine|Marasmusine]] 04:12, 7 January 2012 (MST)<br />
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:That would be very appreciated if you corrected the categories for races. Creatures are also in the same boat. When you are organizing the category please add [[:Category:4e]] to the 4e types as well as add it to the new origin categories. --[[User:Green Dragon|Green Dragon]] 17:03, 7 January 2012 (MST)<br />
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::Do we want categories like [[:Category:Humanoid Type]] which has mixed 3e and 4e content? I was thinking of separating them ("Category: Humanoid 4e Type"), particularly to avoid the above confusion where Beast is a 3e Subtype but a 4e Type. [[User:Marasmusine|Marasmusine]] 14:14, 8 January 2012 (MST)<br />
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:::I understand that they are not the same thing, however I feel that just having [[:Category:4e]] added is sufficient. The pages in the category will have their appropriate identifier and that as well as having the category be a part of the 4e category tree should work. If one wants just the 4e pages they can make a dpl. Also none of the other categories have been edition specific (for example [[:Category:Race]]). --[[User:Green Dragon|Green Dragon]] 14:40, 8 January 2012 (MST)<br />
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::::Okay, thanks, I'll get to work on that. [[User:Marasmusine|Marasmusine]] 02:34, 9 January 2012 (MST)<br />
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== Racial Feats ==<br />
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Hello. Me again :)<br />
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I wanted to find a better way of presenting racial feats on the main race article, so that readers can get a better overview of what the feats do. I did some script-kiddying and tried some code from [[4e Racial Feats]] and applied it to [[Barbed Devil (4e Race)]]. (To get this to work, I added a "Barbed Devil Feat" category to the feat pages... perhaps there's a different way?). I just want to make sure that this isn't going to blow the wiki up or cause some other problem. Thanks, [[User:Marasmusine|Marasmusine]] 12:03, 12 January 2012 (MST)<br />
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:Nah, it should be fine. I only *just* understand the DPL code, so I always copy/paste it from somewhere else as well. And as far as I know, there'd be no way to do it without creating a category; this way is MUCH cleaner (and more accurate) than going around trying to manually add all the feats. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 18:08, 15 January 2012 (MST)<br />
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::I made [[:Category:Weapon Summoner Bonus Feat]] so it can have a feat list like the [[SRD:Fighter|fighter]]. I find that this is a good way to go. --[[User:Green Dragon|Green Dragon]] 12:00, 19 January 2012 (MST)<br />
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== 4e Race Vizison ==<br />
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I finished adding a new race [[Vizison (4e Race)]] about 5 days ago,and I keep wondering «are they too powerful? Timecontrol is pretty epic. Nah I put ''huge'' penalties to them if they fail to meet the Arcana. I keep wondering through. Could one of you guys review it and tell me what you think? --[[User:Viziton|Viziton]] 16:18, 1 February 2012 (UTC)<br />
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:I took a look at it. For future reference please use {{tl|requestreview}} to get something reviewed. --[[User:Green Dragon|Green Dragon]] 10:35, 1 February 2012 (MST)<br />
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== What does it take? ==<br />
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I'm hoping sooner or later,that I would become a major contributer, but I don't know what it would take, maybe a thousand contributions and being well known and trusted? I don't want to be an admin. I also thought maybe this should be a Title, and it should be earned the same way adminship--[[User:Viziton|Viziton]]<br />
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:Technically it takes nothing to become an admin. See also [[Requests for Adminship]]. I would recommend having an understanding of syntax, showing commitment, and showing dedication. --[[User:Green Dragon|Green Dragon]] 11:10, 10 February 2012 (MST)<br />
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that seems to me to make good sense,thanks :] --[[User:Viziton|Viziton]] 12:39, 11 February 2012 (MST)<br />
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:Think quality, not quantity :) [[User:Marasmusine|Marasmusine]] 13:39, 11 February 2012 (MST)<br />
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I'm aware that got about 5 to 8 things in progress at the momment,I'm just putting in my basic things.--[[User:Viziton|Viziton]] 18:23, 11 February 2012 (MST)<br />
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== Death Knight class radically altered? ==<br />
[[Death Knight (3.5e Class)]] Had a goodly portion of its text hacked out and the abilities and class features table broken and altered. I'm not sure what the policy is on doing that sort of thing. But the alterations seem to make it a totally different class, and I was kind of using the Jan 21 version (with my score votes on it) in a game.<br />
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So how is something like this usually handled?<br />
--[[User:VK|VK]] 10:51, 24 February 2012 (MST)<br />
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:There's no "official" policy, but my unofficial view is this: if someone makes changes radical enough to be called a variant, without discussing them on the talk page, you are safe to revert the changes. Make a thoughtful comment as to why you reverted so that it does not turn into a revert war. If the other person wants to make a variant class with their changes, I see no reason why they can't copy/paste the historical page which held their version. If there's any conflict (sometimes egos can be bruised when working on someone else's work) feel free to ask a neutral third party to intervene. That's how I'd go about doing it. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 15:31, 24 February 2012 (MST)<br />
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::Alrighty! I'll do that then, thanks! --[[User:VK|VK]] 12:26, 27 February 2012 (MST)<br />
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== Welcome Message ==<br />
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:''Discussion moved to [[Template talk:Welcome Message#Organization]].'' <small>--[[User:Green Dragon|Green Dragon]] 15:31, 13 March 2012 (MDT)</small><br />
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== Class name change ==<br />
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If possible could I have a class I recreated changed to a new name or should I just create the new class then nominate the old one for deletion? [[User:Tivanir|Tivanir]] 08:42, 17 March 2012 (MDT)<br />
:Let me know what you want renamed and I can sort it out for you. [[User:Marasmusine|Marasmusine]] 10:58, 17 March 2012 (MDT)<br />
:: [[Thaumaturgical Artisan]] to Artificer (3.5e Class) if possible. [[User:Tivanir|Tivanir]] 12:42, 17 March 2012 (MDT)<br />
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:::If you go to the page you want moved and click the "move" tab on top you will be able to move the page. --[[User:Green Dragon|Green Dragon]] 14:23, 17 March 2012 (MDT)<br />
::::/facepalm why that would do it. [[User:Tivanir|Tivanir]] 14:28, 17 March 2012 (MDT)<br />
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== Need some deletion thingies removed ==<br />
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http://www.dandwiki.com/wiki/Races_of_War_%283.5e_Sourcebook%29/Warriors_with_Style#The_Failure_of_Feats<br />
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There are several "marked for deletion" boxes on that page by someone who clearly hasn't had any experiences with Tome-style feats before. <br />
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It looks like commentary meant for a discussion or talk page rather than tossing around deletion requests willy-nilly. [[User:VK|VK]] 04:49, 10 April 2012 (MDT)<br />
:The feat articles aren't locked so you are free to remove the deletion templates and make the appropriate rationale on their talk pages. [[User:Marasmusine|Marasmusine]] 05:18, 10 April 2012 (MDT)<br />
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== Feats Page ==<br />
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The page [[3.5e Feats]] is extremely badly organized. There are ''82'' different categories and/or subcategories, and it is impossible to navigate. I think that it would be much better if it were organized differently, because it would be easier to find the ''right''category and/or subcategory for a given feat. I suggest we reduce the different categories and/or subcategories down to the ones that are in the [[SRD:Feats|SRD page]], and maybe a few extra, like 'Other' or 'Tactical'. <br />
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Also, lock the page to keep people from adding their own random catagories<br />
--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 10:50, 15 June 2012 (MDT)<br />
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:Hrm, I agree, but then I don't. On the one hand, there are a ton of categories. But on the other hand, if you have an assassin, and you want feats that work with the class feature, it should be easy to find them. On the other, other, other hand, even the way it is organized is inconsistent: we have Magic Feats under the Class Feats category, then under Feats by Requirement, we have Magical Feats, which is then again broken down into Arcane/Metamagic/Necromantic/Reserve... but no Divine.<br />
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:So I think yes, it should be reworked, but probably not as simple as it is in the SRD. And when it's done, definitely lock the page. I won't do it now, in case I'm not around when someone starts the project. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:01, 15 June 2012 (MDT)<br />
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::Perhaps have a 'Class Feats' section, and when you go to that page, it will have a list of the classes that have class feats made for them (in other words, let people edit the 'Class Feats' page, and let them add class feats that way.) --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 07:44, 9 July 2012 (MDT)<br />
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:::How would you improve the current layout? What are your thoughts? Do you just mean that the class feats should be accessed with a page with the class feat list options? Are you talking about any changes in the preload, way or organizing the pages, etc? There may be some confusion on the pages with which organization is meant, since multiple iterations of their layout are in use, and if you need help here just ask what is intended (and if you are talking about correcting this problem let that be known too). --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 20:51, 9 July 2012 (MDT)<br />
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::::Here is an idea: '''[[Suggested Homebrew Feats page|3.5e Feats]]'''--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 10:21, 12 July 2012 (MDT)<br />
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:::::I think we need to replace the current format with either the above one or another suggested format.--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 14:16, 11 August 2012 (MDT)<br />
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::::::What would be done with the rest of the feat categories? Would they be hidden? We could replace the bold links with a hide/show page that has the bold links inherently shown. I just don't see how we can get rid of all the feat categories. If you have another solution that you would be willing to explore by all means please let it be known. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:47, 27 August 2012 (MDT)<br />
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:::::::We would have to get ride of a few of the existing (and extraneous, in a few cases) categories/subcategories and integrate them into other categories. For example, take the categories [[DnD Armor Feats|Armor Feats ]], [[3.5e Fighter Feats, Attack of Opportunity|Attack of Opportunity Feats]], and [[3.5e Fighter Feats, Ranged Attack|Ranged Attack Feats]]. On the SRD page, feats that fulfill those functions exist, but they don't warrant a special category all for themselves, and are simply put in the [[SRD:General Feats|General Feats]] category. So those examples would be integrated into the [[SRD:General Feats|General Feats]] category. Also, the way the FBFs (Fighter Bonus Feats) are categorized should change. Say I want to make the Elven Racial Feat 'Pansy Power' and have it be an FBF. I would create a feat called 'Pansy Power', and make it as normal. However, when I fill out the 'types' section, I would put 'Fighter' in addition to 'Racial'. The feat name would still be 'Pansy Power <nowiki>[Racial]</nowiki>', but when I go to the FBF page, Pansy Power would be there. If you want, i could create a page detailing what i want to do with each individual category/subcategory, based on the updated '''[[Suggested Homebrew Feats page|Suggested Feats Page]]''', and the categories/subcategories it has.--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 09:06, 1 September 2012 (MDT)<br />
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::::I have started integrating the current Homebrew Feats into my '''[[Suggested Homebrew Feats page|Suggested Feats Page]]'''. I will try and make it have every feat, but i do not understand some of the wikitext required to add feats as they are created, so if someone could give me a template or something, it would be much appreciated. Right now, I am using the #ask function, which seems to not be the ideal code. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 20:27, 13 December 2012 (MST)<br />
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:::::I am finished with the [[Suggested Homebrew Feats page|Suggested Feats Page]]. All that there is left to do is to touch up the formatting a little bit. Every feat that is on the original [[3.5e Feats]] page has been accounted for. I used some of the original pages, instead of designing new ones. If you think it might be necessary to design new pages (some of the original pages don't automatically update when a new feat is added), I can go in and fix it. These are all of the original pages I'm using: [[DnD_Variant_Feats|Variant Feats]], [[DnD_Archetype_Feats|Archetype Feats]], [[DnD_The_Gift_Feats|The Gift Feats]], [[DnD Wild Feats|Wild Feats]], [[DnD_Item_Creation_Feats|Item Creation Feats]], and [[DnD Netbook of Feats|Netbook of Feats]]. Once the page has been edited to our satisfaction, we can just copy and paste the content of my page into the [[3.5e Feats]] page and lock it. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 03:56, 19 December 2012 (MST)<br />
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::::::I find that is it much more understandable like that. Go ahead and switch [[3.5e Feats]]. Please, though, remove the "All" list of feats and just add that on a separate page. Please, however, add an "other" page for the feats which do not fit into any of the other categories so they can also be accessed and dealt with appropriately. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 17:42, 13 January 2013 (MST)<br />
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:::::::Added a separate "All" page. I had an "Other" page, called Miscellaneous, but it did not update itself; i just had all of the categories that i couldn't find a home for in it. I upgraded it to automatically add random categories people might make, and found that there are a ton of feats that weren't categorized properly. I used a <nowiki><DPL> and notcategory=</nowiki> to exempt categories that have a page. However, there are a few pages i couldn't exempt: [[3.5e_Racial_Feats|Racial Feats]], [[Class Feats]], and [[DnD_The_Gift_Feats|The Gift Feats]]. I need someone who knows how to fix them to help me. I have asked [[User:Dmilewski|Dmilewski]] to help me proofread, and i would like to hold back actually changing the homebrew page until we are sure there are no serious errors in my coding or anything like that. --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 12:00, 15 January 2013 (MST)<br />
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::::::::I implemented it. Now, the unused feat pages need to have {{tl|delete}} added. Those which can be added to pages like [[3.5e Optional Rule Feats]] should be linked to there and not queued for deletion. --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 18:19, 15 January 2013 (MST)<br />
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:::::::::The Racial feats and Class feats need to have a standardized category added to all of them, so one feat might have <nowiki>[[Category:Ranger Feat]]</nowiki> now, and we would add <nowiki>[[Category:Class Feat]]</nowiki> as well. That way we can exempt it from the Miscellaneous page more easily. Is there a way to do that with a bot, or do we have to go in and edit all of the individual feats and add the Category? --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 03:28, 16 January 2013 (MST)<br />
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::::::::::Started adding Category:Racial Feat and Category:Class Feat to the feats that need it by hand. That should help streamline the Misc. page a little bit. I will also sort through Misc. page for uncategorized feats.--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 12:59, 17 January 2013 (MST)<br />
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:::::::::::Finished. All of the Feats in the Misc. page should be properly categorized, and none of the feats on the Racial and Class Feats pages should show up on the Misc. page. They should also all have <nowiki>[[Category:Class Feat]]</nowiki> or <nowiki>[[Category:Racial Feat]]</nowiki> on them now. If there is anything else like that that you want/need me to do, I would be happy to give it a shot. All 503 edits required were not as bad I had thought they would be ''':)''' --[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 17:45, 17 January 2013 (MST)<br />
<br />
:::::::::Also, the homepage for all of the feats needs to be locked so that only admins can edit it to add categories; that way people won't add the page for their class' feats to the homepage because they feel important. That is probably how the original page ended up how it was.--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 10:39, 16 January 2013 (MST)<br />
<br />
::::::::Going to tag the 'Suggested Hombrew Feats page' for deletion since we don't need it anymore. any objections?--[[User:Salasay|<span style="color: #003300; text-decoration: line-through;">Salasay</span> <span style="color: #003300;">&Delta;</span>]] 03:33, 16 January 2013 (MST)<br />
<br />
== Image Style Guide ==<br />
<br />
Do we default to the Wikipedia Manual of Style with regards image placement? ([http://en.wikipedia.org/wiki/Wikipedia:LAYIM#Images link]). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:53, 13 February 2013 (MST)<br />
<br />
<br />
==Report A Page ==<br />
<br />
I couldn't find any official way to report a page, so I am throwing it here. There is a class under the 4e homebrew that I believe should be removed. The class is [[Girl Raper|Girl Raper]]. It is crude and is not remotely even an attempt at a class. [[User:Dragonfire|Dragonfire]] ([[User talk:Dragonfire|talk]]) 12:32, 6 April 2013 (MDT)</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Forceloop_(4e_Power)&diff=614403Forceloop (4e Power)2013-03-31T08:36:46Z<p>Dragonfire: </p>
<hr />
<div>{{4e Class Power<br />
|name=Flamespear<br />
|usage=At-Will<br />
|flavor=You fire a spear of Silverflame at the target, impaling them and hampering their movements<br />
|class=Silverflame Mage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Ranged 10<br />
|special=You can use this power as a ranged basic attack<br />
|target=One Creature<br />
|attack=Intelligence<br />
|defense=Fortitude<br />
|hit=1d8 + Intelligence Modifier force damage. Until the start of your next turn, the target treats difficult terrain as obstructing terrain.<br />
|extra=Level 21: 2d8 + Intelligence modifier force damage.<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Shadowstep_Strike_(4e_Power)&diff=614385Shadowstep Strike (4e Power)2013-03-31T08:23:33Z<p>Dragonfire: Created page with "{{4e Class Power |name=Shadowstep Strike |usage=Encounter |flavor=You teleport a short way and attack |class=Silverflame Mage |type=Attack |level=1 |keyword1=Arcane |keyword2=..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Shadowstep Strike<br />
|usage=Encounter<br />
|flavor=You teleport a short way and attack<br />
|class=Silverflame Mage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Teleportation<br />
|keyword3=Force<br />
|actiontype=Standard Action<br />
|range=Ranged 10<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=2d8 + Intelligence Modifier force damage<br />
|effect=Teleport up to a number of squares equal to your Dex mod. You may teleport before or after you attack.<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Shielding_Strike_(4e_Power)&diff=614339Shielding Strike (4e Power)2013-03-31T06:47:08Z<p>Dragonfire: Created page with "{{4e Class Power |name=Shielding Strike |usage=At-Will |flavor=You strike out at your target while shielding yourself |class=Silverflame Mage |type=Attack |level=1 |keyword1=A..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Shielding Strike<br />
|usage=At-Will<br />
|flavor=You strike out at your target while shielding yourself<br />
|class=Silverflame Mage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Implements<br />
|keyword3=Force<br />
|actiontype=Standard Action<br />
|range=Ranged 10<br />
|target=One Creature<br />
|attack=Intelligence<br />
|defense=Reflex<br />
|hit=1d6 + Constitution Modifier force damage<br />
|effect=You gain +2 to all defenses until the end of your next turn<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Penetrating_Shard_(4e_Power)&diff=614335Penetrating Shard (4e Power)2013-03-31T06:27:23Z<p>Dragonfire: Created page with "{{4e Class Power |name=Penetrating Shard |usage=At-Will |flavor=You fire a small spirit shard that is capable of driving right through the target and hitting another target be..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Penetrating Shard<br />
|usage=At-Will<br />
|flavor=You fire a small spirit shard that is capable of driving right through the target and hitting another target behind it.<br />
|class=Silverflame Mage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Implements<br />
|keyword3=Fire<br />
|keyword4=Force<br />
|actiontype=Standard Action<br />
|range=Ranged 10<br />
|target=One Creature<br />
|attack=Intelligence<br />
|defense=AC<br />
|hit=1d8 + Intelligence Modifier fire or force damage. You may make another attack on a target in range behind the target<br />
|extra=Secondary Hit: Intelligence Modifier Damage<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Forceloop_(4e_Power)&diff=614334Forceloop (4e Power)2013-03-31T06:26:50Z<p>Dragonfire: </p>
<hr />
<div>{{4e Class Power<br />
|name=Flamespear<br />
|usage=At-Will<br />
|flavor=You fire a spear of Silverflame at the target, impaling them and hampering their movements<br />
|class=Silverflame Mage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=Ranged 10<br />
|target=One Creature<br />
|attack=Intelligence<br />
|defense=AC<br />
|hit=1d8 + Intelligence Modifier force damage. The target is slowed until the end of its next turn<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Forceloop_(4e_Power)&diff=614333Forceloop (4e Power)2013-03-31T06:21:55Z<p>Dragonfire: Created page with "{{4e Class Power |name=Flamespear |usage=At-Will |flavor=You fire a spear of Silverflame at the target, impaling them and hampering their movements |class=Silverflame Mage |ty..."</p>
<hr />
<div>{{4e Class Power<br />
|name=Flamespear<br />
|usage=At-Will<br />
|flavor=You fire a spear of Silverflame at the target, impaling them and hampering their movements<br />
|class=Silverflame Mage<br />
|type=Attack<br />
|level=1<br />
|keyword1=Arcane<br />
|keyword2=Force<br />
|keyword3=Implement<br />
|actiontype=Standard Action<br />
|range=10<br />
|target=One Creature<br />
|attack=Intelligence<br />
|defense=AC<br />
|hit=1d8 + Intelligence Modifier force damage. The target is slowed until the end of its next turn<br />
}}</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Spellweaver_(3.5e_Class)&diff=594315Spellweaver (3.5e Class)2012-10-27T21:57:37Z<p>Dragonfire: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Undergoing major restructuring<br />
|editing=<br />
|type=Arcane Spellcasting, Ranged DPS, Ranged Support<br />
|desc= An Arcane Spellcaster who specializes in chaining spells together to increase their power.<br />
}}<br />
<br />
== Spellweaver ==<br />
<br />
Energy is in the flow of the cosmos. <br /><br />
Some mages seek power through individual acts of power. They seek to enact their will through a single spell, a single action, a single moment. Not the Spellweaver. The Spellweaver knows that the past, present, and future are part of the same strand running through the tapestry of the universe. Power is found in not through a single moment, but through the flow of all moments. They study spells with the intent of weaving their own fabric into the grand tapestry, tying each moment to the past and future. They see the very fabric of nature, and weave their own designs into the tapestry. Their spells flow together, one riding on the crest of the last, until they become a mighty wave of unstoppable power.<br />
<br />
<br />
=== Making a Spellweaver ===<br />
<br />
The Spellweaver is a ranged dps and support. He can engage in melee if necessary, but is not as effective. He has a limited number of spells and spells per day, but has consistent ranged attack.<br />
<br />
'''Abilities:''' The strength of his spells hinge on a high Intelligence score.<br />
<br />
'''Races:''' Any race.<br />
<br />
'''Alignment:''' Any non-chaotic. <br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Spellweaver}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Energy Ray 1d6<br />
|2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Understanding<br />
|3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Energy Ray 2d6<br />
|4||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Energy Trap<br />
|4||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Perception<br />
|5||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Energy Ray 3d6<br />
|5||4||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +6<br />
| class="left" | <br />
|5||4||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +6<br />
| class="left" | <br />
|5||4||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +7<br />
| class="left" | Energy Ray 4d6<br />
|5||4||4||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +7<br />
| class="left" | <br />
|5||4||4||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | <br />
|5||4||4||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | Energy Ray 5d6<br />
|5||4||4||4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +9<br />
| class="left" | Energy Storm<br />
|5||4||4||4||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +9<br />
| class="left" | <br />
|5||4||4||4||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | Energy Ray 6d6<br />
|5||4||4||4||4||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | <br />
|5||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +11<br />
| class="left" | Shadow Chorus<br />
|5||4||4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +11<br />
| class="left" | Energy Ray 7d6<br />
|5||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +12<br />
| class="left" | <br />
|5||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Spellweaver's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spellweaver.<br />
<br />
'''Weapon and Armor Proficiency:''' The Spellweaver is proficient with simple and martial weapons. He is proficient with light armor, and no shields. Light armor does not interfere with spells from the Spellweaver list.<br />
<br />
'''{{#anc:Spells}}:''' The Spellweaver can cast two types of spells. The spells given in the table Utility Spells are the utility spells that are useful generaly only out of combat. These spells require careful casting, take a bit longer than combat spells, and require more concentration. Any concentration check made to use the spell has an added DC of +1/spell level. In addition to these spells, the Spellweaver gains access to the [[Spellweaver Spell List|Spellweaver spell list]], which have different rules (see next table). He knows a limited number of Utility spells, determined by the following table:<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Utility Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 4 || 4 || 4 || 3 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6 || 4 || 4 || 4 || 3 || 3 || 2 <br />
|}<br />
<br />
In addition to the spells from the Utility Spell list, the Spellweaver has additional spells available in the [[Spellweaver Spell List]]. All of the spells from this list of appropriate level are available for a Spellweaver. <br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Spellweaver Spell Preparation}}<br />
|-<br />
! rowspan="2" | Level ||rowspan="2" | Deck Size || rowspan = "2" | Hand Size || colspan="9" | Copies of Spells || colspan ="9" | Max Number of Spells Per Level<br />
|-<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 6 || 2 || 1 || — || — || — || — || — || — || — || — || 6 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 8* || 3 || 1 || — || — || — || — || — || — || — || — || 8 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 10 || 3 || 1 || 1 || — || — || — || — || — || — || — || 8 || 3 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 13 || 3 || 2 || 1 || — || — || — || — || — || — || — || 8 || 5 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 16 || 4 || 2 || 1 || 1 || — || — || — || — || — || — || 8 || 6 || 3 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 19 || 4 || 2 || 2 || 1 || — || — || — || — || — || — || 8 || 8 || 4 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 22 || 4 || 3 || 2 || 1 || 1 || — || — || — || — || — || 8 || 8 || 6 || 3 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 24 || 5 || 3 || 2 || 2 || 1 || — || — || — || — || — || 8 || 8 || 8 || 4 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 27 || 5 || 3 || 3 || 2 || 1 || 1 || — || — || — || — || 8 || 8 || 8 || 5 || 3 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 29 || 5 || 4 || 3 || 2 || 2 || 1 || — || — || — || — || 8 || 8 || 8 || 6 || 4 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 31 || 6 || 4 || 3 || 3 || 2 || 1 || 1 || — || — || — || 8 || 8 || 8 || 6 || 5 || 3 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 34 || 6 || 4 || 4 || 3 || 2 || 2 || 1 || — || — || — || 8 || 8 || 8 || 6 || 6 || 4 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 36 || 6 || 4 || 4 || 3 || 3 || 2 || 1 || 1 || — || — || 8 || 8 || 8 || 6 || 6 || 5 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 38 || 7 || 4 || 4 || 4 || 3 || 2 || 2 || 1 || — || — || 8 || 8 || 8 || 6 || 6 || 6 || 3 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 41 || 7 || 4 || 4 || 4 || 3 || 3 || 2 || 1 || 1 || — || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 43 || 7 || 4 || 4 || 4 || 4 || 3 || 2 || 2 || 1 || — || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 3 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 45 || 8 || 4 || 4 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 48 || 8 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 2 || 1 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 51 || 8 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 2 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 54 || 9 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 3 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| colspan = "9" | * note that more level one spells need to be added to the spell list for this number to be reachable.<br />
<br />
|}<br />
<br />
<br />
The Spellweaver also gains bonus spells per day for having a high Intelligence score.<br /><br />
To learn or cast a spell, a Spellweaver must have an Int score of at least 10 + the spell's level.<br />
<br />
'''''{{#anc:Energy Ray}} ''([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The Spellweaver is able to send forth a ray of energy at a target. It is a 30ft ranged touch attack that deals 1d8 + Int mod damage. Every three levels after the first, the damage increases by 1d8. Either fire or electricity resistance counts for half against this attack. This ability is usable once every 1d4+1 rounds. <br />
<br />
'''''{{#anc:Understanding}} ''([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Spellweaver's understanding of the fabric of the cosmos allows him a better vision into the workings of magic, giving him a +1 per 3 levels (max Int mod) bonus to Spellcraft checks to attempt counterspells, and Knowledge (arcana) checks to identify magical properties of anything currently visible.<br />
<br />
'''''{{#anc:Perception}} ''([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Spellweaver is able to glimpse a moment into the future, giving +1 bonus to Reflex saves, and a +1 bonus to AC. The bonus to AC increases by 1 every 3 levels, but cannot exceed the Spellweaver's Int mod.<br />
<br />
'''''{{#anc:Energy Trap}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Twice per day, the Spellweaver of level five or higher can place a trap on a five foot square or on an item. When the item is picked up or the five foot square is entered, it deals 2d6 + Int mod damage to the creature that entered the square or handled the item. Fire or electricity resistance counts for half.<br />
<br />
'''''{{#anc:Energy Storm}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' 3 times per day, the Spellweaver of level fourteen or higher can create a storm of energy that surrounds him, dealing 8d6 damage to everyone within a 30 foot radius. Reflex save for half. Fire or electricity resistance counts for half. <br />
<br />
'''''{{#anc:Shadow Chorus}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Once per day, the Spellweaver is able to create a number of copies of himself equal to 2 + Int mod. These copies take up their own squares and can be placed anywhere within the radius of the Spellweaver's move speed. They are unable to do anything other than speak, and last 1 round/3 levels. The Spellweaver may once per round as a free action switch places with one of these clones. This switch is imperceptible to onlookers. If the Spellweaver uses this skill in accordance with a Perform (Sing), using them as backup singers, he gets a +5 to the check.<br />
<br />
==== Epic Spellweaver ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spellweaver}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Rig the Deck<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Energy Ray 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Energy Ray 9d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Energy Ray 10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
'''''Rig the Deck:''''' When preparing his deck for the day, an Epic Spellweaver may organize the deck and eliminate randomness in the draw.<br />
<br />
==== Human Spellweaver Starting Package ====<br />
<br />
'''Weapons:''' Light Crossbow.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Autohypnosis || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Decipher Script || 2 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 2 || Cha ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 2 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 2 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' [[SRD:Combat Casting|Combat Casting]].<br />
<br />
'''Bonus Feats:''' [[SRD:Spell Penetration|Spell Penetration]].<br />
<br />
'''Gear:''' light crossbow, Backpack, Bedroll, Sunrod x2, Hemp Rope (50ft), Waterskin, Winer Blanket.<br />
<br />
'''Gold:''' 140.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Spellweaver ====<br />
<br />
'''Religion:''' Religion does not play a major role in this class, but a Spellweaver is likely to choose a god devoted to the advancement of the mind. <br />
<br />
'''Other Classes:''' The Spellweaver usually get along fine with other classes, but he may tend to stay away from classes that focus on brute strength instead of intellect. <br />
<br />
'''Combat:''' The Spellweaver takes on the role of a ranged dps or support. He uses his skills to deal damage from the outskirts of the battle, while using his agility to remain out of the direct focus of attention. <br />
<br />
'''Advancement:''' The Spellweaver's strength lies in the ability to cast more and more powerful spells, so it is wise to focus solely on advancing through the ranks of Spellweaver. He may sometimes multiclass into other spellcasting classes, such as wizard or sorcerer.<br />
<br />
==== Spellweaver in the World ====<br />
<br />
{{quote|One does not need great power to change the course of history. If one knows well the tapestry of the world, one must simply pull the right string.|orig=Votharius, Human Spellweaver}}<br />
<br />
'''Daily Life:''' The Spellweaver lives in much the same manner as any other spellcaster, often studying magic or working to create magical items for adventurers. They will also often be found by the side of rich patrons, who hire them for various tasks. They often seek out these arrangements, as it also gives them a chance to gain the ear of powerful individuals, allowing them to alter the course of events. The Spellweaver usually prefers to affect the world from a distance, tracing the cause and effect patterns and knowing just how and when to act to change things towards their own desires.<br />
<br />
'''Organizations:''' They often build learning centers, where Spellweavers and other spellcasters come together to share knowledge and study magic. Powerful Spellweavers will usually be well known among other magic users, and will often be sought for their learning and wisdom. Each Spellweaver weaves spells slightly differently, and a knowledgeable Spellweaver can often recognize who a Spellweaver is or who taught them based on their style.<br />
<br />
'''NPC Reactions:''' They are generally esteemed wherever spellcasters are well regarded, but often looked upon with some suspicion, as they usually have plans running deep through their smallest action.<br />
<br />
==== Spellweaver Lore ====<br />
<br />
Characters with ranks in Knowledge(arcana) can research Spellweavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | They are another form of spellcaster.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Their spells can grow more powerful when chained together.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Their power often grows during longer battles.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters with this score can know specific Spellweavers and perhaps histories.<br />
|}<br />
<br />
==== Spellweaver in the Game ====<br />
<br />
The Spellweaver is a good ranged dps and support character.<br />
<br />
''EL 5:'' <br />
<br />
{{Stat Block 2<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+8 |listen=12 |spot=12<br />
|ac=22|touch=15|flat=19<br />
|hp=41|hd=7d6 + 14<br />
|fort=+8 |ref=+9 |will=+4<br />
|spd=30 feet<br />
|melee1= Quarterstaff +5, Light Crossbow +8<br />
|bab=+5 |grp=+5<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|cls=Spellweaver<br />
|pk1=''Fire Ray'', ''Protective Fire'', ''Burning Touch'', ''Fire Strike''<br />
|pk2=''Dive Bomb'', ''Deflecting Fire'', ''Burning Strike'', ''Summon Fire Creature''<br />
|pk3=''Fireball'', ''Skyrocket'', ''Ranged Fire Slash'', ''Guardian Hell Hound''<br />
|pk4=''Imbue Weapon'', ''Shield of fire'', ''Eruption''}}<br />
|str=10 |dex=16 |con=14 |int=18 |wis=14 |cha=8<br />
|sq=Energy Ray 3d8, Weave, Energy Trap, Dimensional Step<br />
|feats=[[Spell Penetration]], [[Weapon Focus]] (ray), [[Improved Initiative]], [[Combat Casting]]<br />
|skills=[[Concentration]] 12, [[Spot]] 12, [[Listen]] 12.<br />
|poss=Ring of Protection +2, Amulet of Natural Armor +2, Quarterstaff, Light Crossbow, +1 Mithral Chain<br />
}}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Spellweaver_(3.5e_Class)&diff=594310Spellweaver (3.5e Class)2012-10-27T21:47:26Z<p>Dragonfire: </p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Undergoing major restructuring<br />
|editing=<br />
|type=Arcane Spellcasting, Ranged DPS, Ranged Support<br />
|desc= An Arcane Spellcaster who specializes in chaining spells together to increase their power.<br />
}}<br />
<br />
== Spellweaver ==<br />
<br />
Energy is in the flow of the cosmos. <br /><br />
Some mages seek power through individual acts of power. They seek to enact their will through a single spell, a single action, a single moment. Not the Spellweaver. The Spellweaver knows that the past, present, and future are part of the same strand running through the tapestry of the universe. Power is found in not through a single moment, but through the flow of all moments. They study spells with the intent of weaving their own fabric into the grand tapestry, tying each moment to the past and future. They see the very fabric of nature, and weave their own designs into the tapestry. Their spells flow together, one riding on the crest of the last, until they become a mighty wave of unstoppable power.<br />
<br />
<br />
=== Making a Spellweaver ===<br />
<br />
The Spellweaver is a ranged dps and support. He can engage in melee if necessary, but is not as effective. He has a limited number of spells and spells per day, but has consistent ranged attack.<br />
<br />
'''Abilities:''' The strength of his spells hinge on a high Intelligence score.<br />
<br />
'''Races:''' Any race.<br />
<br />
'''Alignment:''' Any non-chaotic. <br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Spellweaver}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Energy Ray 1d6<br />
|2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Understanding<br />
|3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Energy Ray 2d6<br />
|4||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Energy Trap<br />
|4||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Perception<br />
|5||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Energy Ray 3d6<br />
|5||4||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +6<br />
| class="left" | <br />
|5||4||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +6<br />
| class="left" | <br />
|5||4||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +7<br />
| class="left" | Energy Ray 4d6<br />
|5||4||4||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +7<br />
| class="left" | <br />
|5||4||4||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | <br />
|5||4||4||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | Energy Ray 5d6<br />
|5||4||4||4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +9<br />
| class="left" | Energy Storm<br />
|5||4||4||4||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +9<br />
| class="left" | <br />
|5||4||4||4||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | Energy Ray 6d6<br />
|5||4||4||4||4||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | <br />
|5||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +11<br />
| class="left" | Shadow Chorus<br />
|5||4||4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +11<br />
| class="left" | Energy Ray 7d6<br />
|5||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +12<br />
| class="left" | <br />
|5||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Spellweaver's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spellweaver.<br />
<br />
'''Weapon and Armor Proficiency:''' The Spellweaver is proficient with simple and martial weapons. He is proficient with light armor, and no shields. Light armor does not interfere with spells from the Spellweaver list.<br />
<br />
'''{{#anc:Spells}}:''' The Spellweaver can cast two types of spells. The spells given in the table Utility Spells are the utility spells that are useful generaly only out of combat. These spells require careful casting, take a bit longer than combat spells, and require more concentration. Any concentration check made to use the spell has an added DC of +1/spell level. In addition to these spells, the Spellweaver gains access to the [[Spellweaver Spell List|Spellweaver spell list]], which have different rules (see next table). He knows a limited number of Utility spells, determined by the following table:<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Utility Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 4 || 4 || 4 || 3 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6 || 4 || 4 || 4 || 3 || 3 || 2 <br />
|}<br />
<br />
In addition to the spells from the Sorcerer/Wizard list, the Spellweaver has additional spells available in the [[Spellweaver Spell List]]. All of the spells from this list of appropriate level are available to a Spellweaver, but each day, the Spellweaver prepares a selection of these spells that may go into a prepared "deck" from which he draws a random "hand" of of available spells from which he may cast at that time. Once a copy of the spell has been used, it cannot be used again that day, however multiple copies of a card may exist in his prepared selection. All level 0 spells, four level 3 spells, and two level 7 spells may be cast at any time without being in the deck or being prepared. These select spells are marked as such in the spell list, and only apply a mark to the target.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Spellweaver Spell Preparation}}<br />
|-<br />
! rowspan="2" | Level ||rowspan="2" | Deck Size || rowspan = "2" | Hand Size || colspan="9" | Copies of Spells || colspan ="9" | Max Number of Spells Per Level<br />
|-<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 6 || 2 || 1 || — || — || — || — || — || — || — || — || 6 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 8* || 3 || 1 || — || — || — || — || — || — || — || — || 8 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 10 || 3 || 1 || 1 || — || — || — || — || — || — || — || 8 || 3 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 13 || 3 || 2 || 1 || — || — || — || — || — || — || — || 8 || 5 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 16 || 4 || 2 || 1 || 1 || — || — || — || — || — || — || 8 || 6 || 3 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 19 || 4 || 2 || 2 || 1 || — || — || — || — || — || — || 8 || 8 || 4 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 22 || 4 || 3 || 2 || 1 || 1 || — || — || — || — || — || 8 || 8 || 6 || 3 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 24 || 5 || 3 || 2 || 2 || 1 || — || — || — || — || — || 8 || 8 || 8 || 4 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 27 || 5 || 3 || 3 || 2 || 1 || 1 || — || — || — || — || 8 || 8 || 8 || 5 || 3 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 29 || 5 || 4 || 3 || 2 || 2 || 1 || — || — || — || — || 8 || 8 || 8 || 6 || 4 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 31 || 6 || 4 || 3 || 3 || 2 || 1 || 1 || — || — || — || 8 || 8 || 8 || 6 || 5 || 3 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 34 || 6 || 4 || 4 || 3 || 2 || 2 || 1 || — || — || — || 8 || 8 || 8 || 6 || 6 || 4 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 36 || 6 || 4 || 4 || 3 || 3 || 2 || 1 || 1 || — || — || 8 || 8 || 8 || 6 || 6 || 5 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 38 || 7 || 4 || 4 || 4 || 3 || 2 || 2 || 1 || — || — || 8 || 8 || 8 || 6 || 6 || 6 || 3 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 41 || 7 || 4 || 4 || 4 || 3 || 3 || 2 || 1 || 1 || — || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 43 || 7 || 4 || 4 || 4 || 4 || 3 || 2 || 2 || 1 || — || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 3 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 45 || 8 || 4 || 4 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 48 || 8 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 2 || 1 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 51 || 8 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 2 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 54 || 9 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 3 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| colspan = "9" | * note that more level one spells need to be added to the spell list for this number to be reachable.<br />
<br />
|}<br />
<br />
<br />
The Spellweaver also gains bonus spells per day for having a high Intelligence score.<br /><br />
To learn or cast a spell, a Spellweaver must have an Int score of at least 10 + the spell's level.<br />
<br />
'''''{{#anc:Energy Ray}} ''([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The Spellweaver is able to send forth a ray of energy at a target. It is a 30ft ranged touch attack that deals 1d8 + Int mod damage. Every three levels after the first, the damage increases by 1d8. Either fire or electricity resistance counts for half against this attack. This ability is usable once every 1d4+1 rounds. <br />
<br />
'''''{{#anc:Understanding}} ''([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Spellweaver's understanding of the fabric of the cosmos allows him a better vision into the workings of magic, giving him a +1 per 3 levels (max Int mod) bonus to Spellcraft checks to attempt counterspells, and Knowledge (arcana) checks to identify magical properties of anything currently visible.<br />
<br />
'''''{{#anc:Perception}} ''([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Spellweaver is able to glimpse a moment into the future, giving +1 bonus to Reflex saves, and a +1 bonus to AC. The bonus to AC increases by 1 every 3 levels, but cannot exceed the Spellweaver's Int mod.<br />
<br />
'''''{{#anc:Energy Trap}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Twice per day, the Spellweaver of level five or higher can place a trap on a five foot square or on an item. When the item is picked up or the five foot square is entered, it deals 2d6 + Int mod damage to the creature that entered the square or handled the item. Fire or electricity resistance counts for half.<br />
<br />
'''''{{#anc:Energy Storm}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' 3 times per day, the Spellweaver of level fourteen or higher can create a storm of energy that surrounds him, dealing 8d6 damage to everyone within a 30 foot radius. Reflex save for half. Fire or electricity resistance counts for half. <br />
<br />
'''''{{#anc:Shadow Chorus}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Once per day, the Spellweaver is able to create a number of copies of himself equal to 2 + Int mod. These copies take up their own squares and can be placed anywhere within the radius of the Spellweaver's move speed. They are unable to do anything other than speak, and last 1 round/3 levels. The Spellweaver may once per round as a free action switch places with one of these clones. This switch is imperceptible to onlookers. If the Spellweaver uses this skill in accordance with a Perform (Sing), using them as backup singers, he gets a +5 to the check.<br />
<br />
==== Epic Spellweaver ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spellweaver}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Rig the Deck<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Energy Ray 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Energy Ray 9d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Energy Ray 10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
'''''Rig the Deck:''''' When preparing his deck for the day, an Epic Spellweaver may organize the deck and eliminate randomness in the draw.<br />
<br />
==== Human Spellweaver Starting Package ====<br />
<br />
'''Weapons:''' Light Crossbow.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Autohypnosis || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Decipher Script || 2 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 2 || Cha ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 2 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 2 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' [[SRD:Combat Casting|Combat Casting]].<br />
<br />
'''Bonus Feats:''' [[SRD:Spell Penetration|Spell Penetration]].<br />
<br />
'''Gear:''' light crossbow, Backpack, Bedroll, Sunrod x2, Hemp Rope (50ft), Waterskin, Winer Blanket.<br />
<br />
'''Gold:''' 140.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Spellweaver ====<br />
<br />
'''Religion:''' Religion does not play a major role in this class, but a Spellweaver is likely to choose a god devoted to the advancement of the mind. <br />
<br />
'''Other Classes:''' The Spellweaver usually get along fine with other classes, but he may tend to stay away from classes that focus on brute strength instead of intellect. <br />
<br />
'''Combat:''' The Spellweaver takes on the role of a ranged dps or support. He uses his skills to deal damage from the outskirts of the battle, while using his agility to remain out of the direct focus of attention. <br />
<br />
'''Advancement:''' The Spellweaver's strength lies in the ability to cast more and more powerful spells, so it is wise to focus solely on advancing through the ranks of Spellweaver. He may sometimes multiclass into other spellcasting classes, such as wizard or sorcerer.<br />
<br />
==== Spellweaver in the World ====<br />
<br />
{{quote|One does not need great power to change the course of history. If one knows well the tapestry of the world, one must simply pull the right string.|orig=Votharius, Human Spellweaver}}<br />
<br />
'''Daily Life:''' The Spellweaver lives in much the same manner as any other spellcaster, often studying magic or working to create magical items for adventurers. They will also often be found by the side of rich patrons, who hire them for various tasks. They often seek out these arrangements, as it also gives them a chance to gain the ear of powerful individuals, allowing them to alter the course of events. The Spellweaver usually prefers to affect the world from a distance, tracing the cause and effect patterns and knowing just how and when to act to change things towards their own desires.<br />
<br />
'''Organizations:''' They often build learning centers, where Spellweavers and other spellcasters come together to share knowledge and study magic. Powerful Spellweavers will usually be well known among other magic users, and will often be sought for their learning and wisdom. Each Spellweaver weaves spells slightly differently, and a knowledgeable Spellweaver can often recognize who a Spellweaver is or who taught them based on their style.<br />
<br />
'''NPC Reactions:''' They are generally esteemed wherever spellcasters are well regarded, but often looked upon with some suspicion, as they usually have plans running deep through their smallest action.<br />
<br />
==== Spellweaver Lore ====<br />
<br />
Characters with ranks in Knowledge(arcana) can research Spellweavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | They are another form of spellcaster.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Their spells can grow more powerful when chained together.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Their power often grows during longer battles.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters with this score can know specific Spellweavers and perhaps histories.<br />
|}<br />
<br />
==== Spellweaver in the Game ====<br />
<br />
The Spellweaver is a good ranged dps and support character.<br />
<br />
''EL 5:'' <br />
<br />
{{Stat Block 2<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+8 |listen=12 |spot=12<br />
|ac=22|touch=15|flat=19<br />
|hp=41|hd=7d6 + 14<br />
|fort=+8 |ref=+9 |will=+4<br />
|spd=30 feet<br />
|melee1= Quarterstaff +5, Light Crossbow +8<br />
|bab=+5 |grp=+5<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|cls=Spellweaver<br />
|pk1=''Fire Ray'', ''Protective Fire'', ''Burning Touch'', ''Fire Strike''<br />
|pk2=''Dive Bomb'', ''Deflecting Fire'', ''Burning Strike'', ''Summon Fire Creature''<br />
|pk3=''Fireball'', ''Skyrocket'', ''Ranged Fire Slash'', ''Guardian Hell Hound''<br />
|pk4=''Imbue Weapon'', ''Shield of fire'', ''Eruption''}}<br />
|str=10 |dex=16 |con=14 |int=18 |wis=14 |cha=8<br />
|sq=Energy Ray 3d8, Weave, Energy Trap, Dimensional Step<br />
|feats=[[Spell Penetration]], [[Weapon Focus]] (ray), [[Improved Initiative]], [[Combat Casting]]<br />
|skills=[[Concentration]] 12, [[Spot]] 12, [[Listen]] 12.<br />
|poss=Ring of Protection +2, Amulet of Natural Armor +2, Quarterstaff, Light Crossbow, +1 Mithral Chain<br />
}}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Spellweaver_(3.5e_Class)&diff=594308Spellweaver (3.5e Class)2012-10-27T21:46:47Z<p>Dragonfire: /* Class Features */</p>
<hr />
<div>{{DnD Base Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status= Working on [[Spellweaver Spell List|spells list]]<br />
|editing=<br />
|type=Arcane Spellcasting, Ranged DPS, Ranged Support<br />
|desc= An Arcane Spellcaster who specializes in chaining spells together to increase their power.<br />
}}<br />
<br />
== Spellweaver ==<br />
<br />
Energy is in the flow of the cosmos. <br /><br />
Some mages seek power through individual acts of power. They seek to enact their will through a single spell, a single action, a single moment. Not the Spellweaver. The Spellweaver knows that the past, present, and future are part of the same strand running through the tapestry of the universe. Power is found in not through a single moment, but through the flow of all moments. They study spells with the intent of weaving their own fabric into the grand tapestry, tying each moment to the past and future. They see the very fabric of nature, and weave their own designs into the tapestry. Their spells flow together, one riding on the crest of the last, until they become a mighty wave of unstoppable power.<br />
<br />
<br />
=== Making a Spellweaver ===<br />
<br />
The Spellweaver is a ranged dps and support. He can engage in melee if necessary, but is not as effective. He has a limited number of spells and spells per day, but has consistent ranged attack.<br />
<br />
'''Abilities:''' The strength of his spells hinge on a high Intelligence score.<br />
<br />
'''Races:''' Any race.<br />
<br />
'''Alignment:''' Any non-chaotic. <br />
<br />
'''Starting Gold:''' 6d6&times;10 gp (210 gp).<br />
<br />
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.<br />
<br />
{| class="{{d20}}"<br />
|+<br />
<div>{{#anc:Table: The Spellweaver}}</div><br />
Hit Die: d6<br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s<br />
! rowspan="2" | Special<br />
! colspan="10" | [[#Spells|Spells per Day]]<br />
|-<br />
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|1st|| class="left" | +0 || +0 || +2 || +2<br />
| class="left" | Energy Ray 1d6<br />
|2||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|2nd|| class="left" | +1 || +0 || +3 || +3<br />
| class="left" | <br />
|3||1||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|3rd|| class="left" | +2 || +1 || +3 || +3<br />
| class="left" | Understanding<br />
|3||2||—||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|4th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Energy Ray 2d6<br />
|4||2||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|5th||class="left" | +3 || +1 || +4 || +4<br />
| class="left" | Energy Trap<br />
|4||3||1||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|6th||class="left" | +4 || +2 || +5 || +5<br />
| class="left" | Perception<br />
|5||3||2||—||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|7th||class="left" | +5 || +2 || +5 || +5<br />
| class="left" | Energy Ray 3d6<br />
|5||4||2||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|8th||class="left" | +6 || +2 || +6 || +6<br />
| class="left" | <br />
|5||4||3||1||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|9th||class="left" | +6 || +3 || +6 || +6<br />
| class="left" | <br />
|5||4||3||2||—||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|10th||class="left" | +7 || +3 || +7 || +7<br />
| class="left" | Energy Ray 4d6<br />
|5||4||4||2||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|11th||class="left" | +8 || +3 || +7 || +7<br />
| class="left" | <br />
|5||4||4||3||1||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|12th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | <br />
|5||4||4||3||2||—||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|13th||class="left" | +9 || +4 || +8 || +8<br />
| class="left" | Energy Ray 5d6<br />
|5||4||4||4||2||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|14th||class="left" | +10 || +4 || +9 || +9<br />
| class="left" | Energy Storm<br />
|5||4||4||4||3||1||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|15th||class="left" | +11 || +5 || +9 || +9<br />
| class="left" | <br />
|5||4||4||4||3||2||—<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|16th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | Energy Ray 6d6<br />
|5||4||4||4||4||2||1<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|17th||class="left" | +12 || +5 || +10 || +10<br />
| class="left" | <br />
|5||4||4||4||4||3||2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|18th||class="left" | +13 || +6 || +11 || +11<br />
| class="left" | Shadow Chorus<br />
|5||4||4||4||4||3||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|19th||class="left" | +14 || +6 || +11 || +11<br />
| class="left" | Energy Ray 7d6<br />
|5||4||4||4||4||4||3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|20th||class="left" | +15 || +6 || +12 || +12<br />
| class="left" | <br />
|5||4||4||4||4||4||4<br />
|-<br />
| colspan="42" class="skill" |<br />
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
The Spellweaver's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).<br />
|}<br />
<br />
==== Class Features ====<br />
<br />
All of the following are class features of the Spellweaver.<br />
<br />
'''Weapon and Armor Proficiency:''' The Spellweaver is proficient with simple and martial weapons. He is proficient with light armor, and no shields. Light armor does not interfere with spells from the Spellweaver list.<br />
<br />
'''{{#anc:Spells}}:''' The Spellweaver can cast two types of spells. The spells given in the table Utility Spells are the utility spells that are useful generaly only out of combat. These spells require careful casting, take a bit longer than combat spells, and require more concentration. Any concentration check made to use the spell has an added DC of +1/spell level. In addition to these spells, the Spellweaver gains access to the [[Spellweaver Spell List|Spellweaver spell list]], which have different rules (see next table). He knows a limited number of Utility spells, determined by the following table:<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Utility Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|-<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 2 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 3 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 3 || 1 || — || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 4 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 4 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 5 || 2 || 1 || — || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 5 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 6 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 6 || 3 || 2 || 1 || — || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 6 || 4 || 3 || 2 || 1 || — || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 6 || 4 || 4 || 3 || 2 || 1 || — <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 6 || 4 || 4 || 4 || 3 || 2 || 1 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 6 || 4 || 4 || 4 || 3 || 3 || 2 <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 6 || 4 || 4 || 4 || 3 || 3 || 2 <br />
|}<br />
<br />
In addition to the spells from the Sorcerer/Wizard list, the Spellweaver has additional spells available in the [[Spellweaver Spell List]]. All of the spells from this list of appropriate level are available to a Spellweaver, but each day, the Spellweaver prepares a selection of these spells that may go into a prepared "deck" from which he draws a random "hand" of of available spells from which he may cast at that time. Once a copy of the spell has been used, it cannot be used again that day, however multiple copies of a card may exist in his prepared selection. All level 0 spells, four level 3 spells, and two level 7 spells may be cast at any time without being in the deck or being prepared. These select spells are marked as such in the spell list, and only apply a mark to the target.<br />
<br />
{| class="{{d20}}"<br />
|+ {{#anc:Table: Spellweaver Spell Preparation}}<br />
|-<br />
! rowspan="2" | Level ||rowspan="2" | Deck Size || rowspan = "2" | Hand Size || colspan="9" | Copies of Spells || colspan ="9" | Max Number of Spells Per Level<br />
|-<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 1st || 6 || 2 || 1 || — || — || — || — || — || — || — || — || 6 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 2nd || 8* || 3 || 1 || — || — || — || — || — || — || — || — || 8 || — || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 3rd || 10 || 3 || 1 || 1 || — || — || — || — || — || — || — || 8 || 3 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 4th || 13 || 3 || 2 || 1 || — || — || — || — || — || — || — || 8 || 5 || — || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5th || 16 || 4 || 2 || 1 || 1 || — || — || — || — || — || — || 8 || 6 || 3 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 6th || 19 || 4 || 2 || 2 || 1 || — || — || — || — || — || — || 8 || 8 || 4 || — || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 7th || 22 || 4 || 3 || 2 || 1 || 1 || — || — || — || — || — || 8 || 8 || 6 || 3 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 8th || 24 || 5 || 3 || 2 || 2 || 1 || — || — || — || — || — || 8 || 8 || 8 || 4 || — || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 9th || 27 || 5 || 3 || 3 || 2 || 1 || 1 || — || — || — || — || 8 || 8 || 8 || 5 || 3 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10th || 29 || 5 || 4 || 3 || 2 || 2 || 1 || — || — || — || — || 8 || 8 || 8 || 6 || 4 || — || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11th || 31 || 6 || 4 || 3 || 3 || 2 || 1 || 1 || — || — || — || 8 || 8 || 8 || 6 || 5 || 3 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 12th || 34 || 6 || 4 || 4 || 3 || 2 || 2 || 1 || — || — || — || 8 || 8 || 8 || 6 || 6 || 4 || — || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 13th || 36 || 6 || 4 || 4 || 3 || 3 || 2 || 1 || 1 || — || — || 8 || 8 || 8 || 6 || 6 || 5 || 2 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 14th || 38 || 7 || 4 || 4 || 4 || 3 || 2 || 2 || 1 || — || — || 8 || 8 || 8 || 6 || 6 || 6 || 3 || — || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15th || 41 || 7 || 4 || 4 || 4 || 3 || 3 || 2 || 1 || 1 || — || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 2 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16th || 43 || 7 || 4 || 4 || 4 || 4 || 3 || 2 || 2 || 1 || — || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 3 || —<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 17th || 45 || 8 || 4 || 4 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 2<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 18th || 48 || 8 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 2 || 1 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 3<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 19th || 51 || 8 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 2 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20th || 54 || 9 || 4 || 4 || 4 || 4 || 4 || 3 || 3 || 3 || 3 || 8 || 8 || 8 || 6 || 6 || 6 || 4 || 4 || 4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| colspan = "9" | * note that more level one spells need to be added to the spell list for this number to be reachable.<br />
<br />
|}<br />
<br />
<br />
The Spellweaver also gains bonus spells per day for having a high Intelligence score.<br /><br />
To learn or cast a spell, a Spellweaver must have an Int score of at least 10 + the spell's level.<br />
<br />
'''''{{#anc:Energy Ray}} ''([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The Spellweaver is able to send forth a ray of energy at a target. It is a 30ft ranged touch attack that deals 1d8 + Int mod damage. Every three levels after the first, the damage increases by 1d8. Either fire or electricity resistance counts for half against this attack. This ability is usable once every 1d4+1 rounds. <br />
<br />
'''''{{#anc:Understanding}} ''([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Spellweaver's understanding of the fabric of the cosmos allows him a better vision into the workings of magic, giving him a +1 per 3 levels (max Int mod) bonus to Spellcraft checks to attempt counterspells, and Knowledge (arcana) checks to identify magical properties of anything currently visible.<br />
<br />
'''''{{#anc:Perception}} ''([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The Spellweaver is able to glimpse a moment into the future, giving +1 bonus to Reflex saves, and a +1 bonus to AC. The bonus to AC increases by 1 every 3 levels, but cannot exceed the Spellweaver's Int mod.<br />
<br />
'''''{{#anc:Energy Trap}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Twice per day, the Spellweaver of level five or higher can place a trap on a five foot square or on an item. When the item is picked up or the five foot square is entered, it deals 2d6 + Int mod damage to the creature that entered the square or handled the item. Fire or electricity resistance counts for half.<br />
<br />
'''''{{#anc:Energy Storm}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' 3 times per day, the Spellweaver of level fourteen or higher can create a storm of energy that surrounds him, dealing 8d6 damage to everyone within a 30 foot radius. Reflex save for half. Fire or electricity resistance counts for half. <br />
<br />
'''''{{#anc:Shadow Chorus}}'' ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Once per day, the Spellweaver is able to create a number of copies of himself equal to 2 + Int mod. These copies take up their own squares and can be placed anywhere within the radius of the Spellweaver's move speed. They are unable to do anything other than speak, and last 1 round/3 levels. The Spellweaver may once per round as a free action switch places with one of these clones. This switch is imperceptible to onlookers. If the Spellweaver uses this skill in accordance with a Perform (Sing), using them as backup singers, he gets a +5 to the check.<br />
<br />
==== Epic Spellweaver ====<br />
<br />
{| class="{{d20}}"<br />
|+ class="epic" |<br />
<div>{{#anc:Table: The Epic Spellweaver}}</div><br />
Hit Die: d6<br />
|-<br />
! Level !! Special<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21st || class="left" | Rig the Deck<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 22nd || class="left" | Energy Ray 8d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 23rd || class="left" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 24th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 25th || class="left" | Energy Ray 9d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 27th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 28th || class="left" | Energy Ray 10d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 29th || class="left" | <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 30th || class="left" | <br />
|-<br />
| colspan="42" class="skill" |<br />
4 + [[SRD:Intelligence|Int]] modifier skill points per level.<br />
|}<br />
<br />
<br />
'''''Rig the Deck:''''' When preparing his deck for the day, an Epic Spellweaver may organize the deck and eliminate randomness in the draw.<br />
<br />
==== Human Spellweaver Starting Package ====<br />
<br />
'''Weapons:''' Light Crossbow.<br />
<br />
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.<br />
<br />
{| class="{{d20}}"<br />
|-<br />
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Autohypnosis || 4 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Concentration || 4 || Con ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Decipher Script || 2 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Diplomacy || 4 || Cha || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Intimidate || 2 || Cha ||&mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Knowledge (Arcana) || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Listen || 2 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Move Silently || 4 || Dex || 0<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Sense Motive || 2 || Wis || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Spellcraft || 4 || Int || &mdash;<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
'''Feat:''' [[SRD:Combat Casting|Combat Casting]].<br />
<br />
'''Bonus Feats:''' [[SRD:Spell Penetration|Spell Penetration]].<br />
<br />
'''Gear:''' light crossbow, Backpack, Bedroll, Sunrod x2, Hemp Rope (50ft), Waterskin, Winer Blanket.<br />
<br />
'''Gold:''' 140.<br />
<br />
=== Campaign Information ===<br />
<br />
==== Playing a Spellweaver ====<br />
<br />
'''Religion:''' Religion does not play a major role in this class, but a Spellweaver is likely to choose a god devoted to the advancement of the mind. <br />
<br />
'''Other Classes:''' The Spellweaver usually get along fine with other classes, but he may tend to stay away from classes that focus on brute strength instead of intellect. <br />
<br />
'''Combat:''' The Spellweaver takes on the role of a ranged dps or support. He uses his skills to deal damage from the outskirts of the battle, while using his agility to remain out of the direct focus of attention. <br />
<br />
'''Advancement:''' The Spellweaver's strength lies in the ability to cast more and more powerful spells, so it is wise to focus solely on advancing through the ranks of Spellweaver. He may sometimes multiclass into other spellcasting classes, such as wizard or sorcerer.<br />
<br />
==== Spellweaver in the World ====<br />
<br />
{{quote|One does not need great power to change the course of history. If one knows well the tapestry of the world, one must simply pull the right string.|orig=Votharius, Human Spellweaver}}<br />
<br />
'''Daily Life:''' The Spellweaver lives in much the same manner as any other spellcaster, often studying magic or working to create magical items for adventurers. They will also often be found by the side of rich patrons, who hire them for various tasks. They often seek out these arrangements, as it also gives them a chance to gain the ear of powerful individuals, allowing them to alter the course of events. The Spellweaver usually prefers to affect the world from a distance, tracing the cause and effect patterns and knowing just how and when to act to change things towards their own desires.<br />
<br />
'''Organizations:''' They often build learning centers, where Spellweavers and other spellcasters come together to share knowledge and study magic. Powerful Spellweavers will usually be well known among other magic users, and will often be sought for their learning and wisdom. Each Spellweaver weaves spells slightly differently, and a knowledgeable Spellweaver can often recognize who a Spellweaver is or who taught them based on their style.<br />
<br />
'''NPC Reactions:''' They are generally esteemed wherever spellcasters are well regarded, but often looked upon with some suspicion, as they usually have plans running deep through their smallest action.<br />
<br />
==== Spellweaver Lore ====<br />
<br />
Characters with ranks in Knowledge(arcana) can research Spellweavers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="{{d20}}"<br />
|+ Knowledge (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 5 || class="left" | They are another form of spellcaster.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 10 || class="left" | Their spells can grow more powerful when chained together.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 15 || class="left" | Their power often grows during longer battles.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 20 || class="left" | Characters with this score can know specific Spellweavers and perhaps histories.<br />
|}<br />
<br />
==== Spellweaver in the Game ====<br />
<br />
The Spellweaver is a good ranged dps and support character.<br />
<br />
''EL 5:'' <br />
<br />
{{Stat Block 2<br />
|al=CE |size=Medium |type=Humanoid <br />
|init=+8 |listen=12 |spot=12<br />
|ac=22|touch=15|flat=19<br />
|hp=41|hd=7d6 + 14<br />
|fort=+8 |ref=+9 |will=+4<br />
|spd=30 feet<br />
|melee1= Quarterstaff +5, Light Crossbow +8<br />
|bab=+5 |grp=+5<br />
|prgrsns={{<br />
Stat Block 2/Spells Known<br />
|cls=Spellweaver<br />
|pk1=''Fire Ray'', ''Protective Fire'', ''Burning Touch'', ''Fire Strike''<br />
|pk2=''Dive Bomb'', ''Deflecting Fire'', ''Burning Strike'', ''Summon Fire Creature''<br />
|pk3=''Fireball'', ''Skyrocket'', ''Ranged Fire Slash'', ''Guardian Hell Hound''<br />
|pk4=''Imbue Weapon'', ''Shield of fire'', ''Eruption''}}<br />
|str=10 |dex=16 |con=14 |int=18 |wis=14 |cha=8<br />
|sq=Energy Ray 3d8, Weave, Energy Trap, Dimensional Step<br />
|feats=[[Spell Penetration]], [[Weapon Focus]] (ray), [[Improved Initiative]], [[Combat Casting]]<br />
|skills=[[Concentration]] 12, [[Spot]] 12, [[Listen]] 12.<br />
|poss=Ring of Protection +2, Amulet of Natural Armor +2, Quarterstaff, Light Crossbow, +1 Mithral Chain<br />
}}<br />
<br />
----<br />
{{DnD Base Classes Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Base Class]]<br />
[[Category:Moderate Spellcasting]]<br />
[[Category:Arcane Spellcasting]]<br />
[[Category:Prepared Spellcasting]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Talk:Spellweaver_(3.5e_Class)&diff=594300Talk:Spellweaver (3.5e Class)2012-10-27T21:35:10Z<p>Dragonfire: </p>
<hr />
<div>This class has gone through a couple major reworkings, so if there are any sections that seem not to fit with the rest, it may be from a past version that I overlooked when updating. I have looked through and I think I caught them all.[[User:Dragonfire|Dragonfire]] 08:39, 15 April 2012 (MDT)<br />
<br />
<br />
I am also working in an experimental spell casting system that is a bit of a throwback to card playing games such as Magic: The Gathering. We shall see if that works out at all in play testing. For the Spellweaver spells, I would recommend getting a normal deck of 52 cards +2 jokers and have a sheet to match up which spells correspond to which cards in the deck, or get blank 3x5 cards. [[User:Dragonfire|Dragonfire]] 13:23, 16 April 2012 (MDT)<br />
<br />
The idea behind doing all this is that I am trying to make a spellcaster that requires as much strategic thinking as possible. In this case, one must carefully choose what spells are in the deck each day, and strategically play each spell. It may be a little to much. Please comment. [[User:Dragonfire|Dragonfire]] 13:57, 16 April 2012 (MDT)<br />
<br />
<br />
For anyone who sees this, this class is about to get a major overhall. It currently sucks. Going for a new type of spell mechanic that should do what I am trying to do much better. [[User:Dragonfire|Dragonfire]] ([[User talk:Dragonfire|talk]]) 15:35, 27 October 2012 (MDT)</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=593771The Beast Below (3.5e Quest)2012-10-23T17:15:03Z<p>Dragonfire: /* The Beast Below */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest "To Build A City", although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.<br /><br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning right (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading left (east) along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was built by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] check to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, a contract written in blood (and all that). She claims that she has the power to give the PCs ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, firstborn children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Tuatha_De_Dannan_(3.5e_Race)&diff=593768Tuatha De Dannan (3.5e Race)2012-10-23T17:09:34Z<p>Dragonfire: /* Vital Statistics */</p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Pick (Small, Medium, Large, Huge, etc)-><br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
[[File:Tuath2.jpg|thumbnail|Someone with actual artistic skills redo this please.]]<br />
<br />
= Tuatha De Dannan =<br />
<br />
The Tuatha De Dannan (singular Tuath De Dannan, often known as Tuath, pl. Tuatha), are an ancient and powerful magical race that once inhabited great stretches of land. They were not known for building great structures, and they build almost nothing out of stone. As such, they are remembered (if at all) usually in wild tales passed down from early settlers in the lands. The only lasting reminders of their once great power are the few standing stones inscribed with their flowing, twining script and with knotted and spiraling art; that, and the mysterious unnatural mounds of earth that some believe are still haunted with their spirits. In a way, this is true. Despite their prowess in battle and near immortality, their race began to decline when younger, shorter-lived races began to do battle against them. No matter how many attacks the Tuatha beat back, these faster-reproducing races were able to replenish their ranks almost as soon as they were depleted. And so the Tuatha decided to retreat into hiding, taking up residence in the deepest parts of forests and beneath their cairns, which served as entry points into the mysterious Otherworld. <br />
<br />
== Personality ==<br />
<br />
The Tuatha De Dannan usually stay out of the way and out of the minds of “younger” races. They are slow to go to war for any reason, as their long lives and slow reproduction makes it difficult to overcome large numbers of deaths. They also have a deep connection to every other member of their race, and feel great pain at the deaths of others of their kind. The death of a Tuath is rare, so this does not affect them overly much unless a large number die. As a rule, they respect all life, even the lives of the animals they use for food and clothing. They are quiet, thoughtful, and slow to anger. They think about the consequences of every action before they take an action, and thus are known for slow deliberations and conscientious actions. The deep connection between every member of the Tuatha makes it necessary that they act with the greater good above their own desires. Within their own communities, their daily lives are much similar to those of other races, except that they do not build cities, but live in wooden collections of huts or even built into trees. They also spend a lot of time telling stories, singing songs, and creating works of art.<br />
<br />
== Physical Description ==<br />
<br />
Tuatha range in height from around five and a half to six and a half feet. They weigh between 100 and 180 pounds. Altogether, they have a slightly treeish appearance, leading some to believe that they are related to dryads. Their skin is a combination of silvery skin accented with graceful streaks of bark-like toughness. They have growths from their heads that appear as a mixture of curling ram's horns and branches. They generally grow their hair out. Colors of hair include gold, silver, bluish-silver, blond, grey, and white. The most notable feature about their hair is that it appears to be composed of wisps of colored fire. Their eyes burn with an inner fire that, when in darkness, gleam with a faint light. When they move, they move deliberately and often slowly, thinking before they do anything, thinking about every consequence for every action. When they are moved to great emotion, the light in their eyes burns brightly, and their fire-like hair seems to burn with fury, giving them a frightening appearance when angry.<br />
<br />
They have natural affinities with animals, and are skilled riders. Often, they will use the [[Silver Steed (3.5e Creature)|Silver Steed]] or [[Silver Wolf (3.5e Creature)|Silver Wolf]] as a mount, but this is to accomplish mutual goals. They do not subjugate them to their will.<br />
<br />
== Relations ==<br />
<br />
Tuatha have little to do with the outside world. The few that pass through the realms of men make little or no impact. Some have been known to take up residence near sparsely populated areas, observing and possibly helping out whenever they are needed and can do so without drawing attention. A very few of the more powerful who are willing to interact on this level can come to be regarded as household or community deities. Some are resentful towards the other races, as they feel that these races are responsible for the downfall of the Tuatha. Their near agelessness makes it difficult for them to separate the actions of the ancestors from the characters of the descendants, but most recognize that the current inhabitants of the land had nothing to do with the wars of the past and harbor no ill will. They realize that the best thing to do is to press forward, trying to live alongside these species, trying to do what is best not only for their own kind but also for the good of peaceful civilization. <br />
<br />
== Alignment ==<br />
<br />
The Tuatha are mostly lawful good or lawful neutral. They are lawful towards their own customs and ways, and care little for the laws of men. They will try to avoid confrontation, so they will usually abide by the laws of the land they come to as long as they do not conflict with the ideas and laws of their own people. If they are evil, then it is only in regards to other races that they show their brutality. There have been a seldom few who have gone mad and reveled in the pain of the death of their kin, but that is rare indeed.<br />
<br />
== Lands ==<br />
<br />
Even though the Tuatha often live in the deep forests, they live mainly in the Otherworld. The Otherworld is another small, material plane closely knit with certain areas of the normal lands. There are certain areas in the forests that allow for passage between these worlds, such that an unwary traveler may find himself in the dangerous Otherworld. Mounds and standing stones that dot the landscape often mark areas where these connections are particularly strong. These connections are strongest at the solstices and equinoxes at twilight. In fact, passage between the worlds is only possible just as the sun sets. The Otherworld itself was created and is sustained by the goddess Danu, who is their greatest deity. The world itself is filled with similar creatures and plants as the normal world, but everything looks and feels different. Colors are more vibrant, and plants and animals are often much larger, and seem to glow with ghostly light. Every non-sentient animal and plant in the Otherworld gains the template [[Otherworldly (3.5e Template)|Otherworldly]]. If every Tuath perished, the Otherworld would cease to exist, and the spirits of all living things would return to the world. There is no sun, and day and night, which pass at normal pace, are marked by the oscillation of the light that permeates the world from gold to silver and back. At night, when the land is bathed in silver light, stars move overhead, and two large moons circle each other as they traverse the night sky. During the day, the sky is like a canopy of soft gold, along with other colors, like just after sunset on a partially cloudy day.<br />
<br />
== Religion ==<br />
<br />
They revere the goddess Danu, who is their leader and matriarch, and the goddess who created and sustains their land. In fact, they are believed to be descended from her. To say they worship her would be incorrect. They love her, and she loves them. She does not want or need their worship in the way that most gods require. She teaches that worship is something that even a god does not deserve, and that that kind of blind devotion only leads to chaos. The Tuatha respect and may even revere other gods whom they believe to be worthy, but they do not worship them. Their respect is won through deeds, not by power.<br />
<br />
== Language ==<br />
<br />
They speak Silvan, however much of their communication is done without words at all. Their deep connection allows them to be aware of the feelings of other Tuatha who wish to share those feelings. This connection does not allow for the detailed relaying of messages or communication to someone not immediately present, so they will speak if necessary. <br />
<br />
== Names ==<br />
<br />
They do not have true names amongst their own people, but will often refer to one another by short descriptors in the Silvan tongue. These names are not permanent labels, but descriptions of deeds or personalities. They will often take names for interacting with other races, usually similar to the names of those with whom they most often do business.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha. They value mental prowess more than physical stature, however they are still physically powerful. They also gain 1 extra hp for every hit die. <br />
* Humanoid (Fey)<br />
* Medium: As medium creatures, Tuatha have no special bonuses or penalties due to their size.<br />
* Tuatha [[base land speed]] is 30 feet: 40 feet when in the Otherworld.<br />
* [[SRD:Low-Light Vision|Lowlight Vision]], [[SRD:Darkvision|Darkvision]] 60ft.<br />
* +4 Natural Armor.<br />
* Their natural affinity with animals give them a +2 to [[SRD:Handle Animal|Handle Animal]] and +4 to [[SRD:Ride|Ride]] checks.<br />
* Twilight’s Singer: All Tuatha are excellent singers, and gain Perform (vocal) as a skill, and get +4 racial bonus to these checks.<br />
* Silvered Step: +2 racial bons on [[SRD:Listen|Listen]], [[SRD:Search|Search]], [[SRD:Spot|Spot]], [[SRD:Survival|Survival]], and [[SRD:Move Silently|Move Silently]] checks.<br />
* Racial Connection: They have a deep connection with other members of their species, gaining a +10 bonus on [[SRD:Detect Motive|Detect Motive]] checks against other Tuatha. The pain they feel when another member of their species dies does no physical damage, but may break their concentration. [[SRD:Concentration|Concentration]] DC check 10+(the number of Tuatha dying)d4.<br />
* Furious Wrath: If they are moved to strong emotion, the Tuatha are frightening to behold. This gives them a +4 racial bonus on [[SRD:Intimidate|Intimidate]] checks.<br />
* Naturally Magical: When casting a spell, their caster level is considered to be 1 greater than normal, and arcane spell failure chances are reduced 10% (20% becomes 10%, 10% becomes 0).<br />
* Prestidigitation (Sp): The Tuath gains [[SRD:Prestidigitation|Prestidigitation]] as a free spell.<br />
* Enchanted Song: 1/day&mdash;This ability does two things. It is usable once per day as a heal spell available to a [[SRD:Bard|bard]] with bard levels equal to the Tuath's HD. Additionally, it may be used at any time with a Perform (vocal) check to increase the natural healing of any listening creatures. A DC of 15 doubles natural healing, a DC of 20 triples, DC 25 quadruples, etc. This effect lasts 1 day per hour of song heard.<br />
<br />
* [[Automatic Languages]]: Silvan, Common. [[Bonus Languages]]: Any (except secret languages).<br />
* [[Favored Class]]: Bard, Sorcerer, Wizard, Druid.<br />
* [[Level Adjustment]]: +3<br />
<br />
== Vital Statistics ==<br />
<br />
<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tuath Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 200 years || +4d8 || +6d8 || +10d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tuath Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 500 years || 1,000 years || 2,000 years || -<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +2 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +3 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tuath Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 3" || +2d10 || 100 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 0" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Fey Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA3]]<br />
[[Category:ECL]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=Tuatha_De_Dannan_(3.5e_Race)&diff=593767Tuatha De Dannan (3.5e Race)2012-10-23T17:07:50Z<p>Dragonfire: /* Racial Traits */</p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type=<!-Types and (Subtypes, Subtypes)-><br />
|ability_adjust=<!-+2 <!-Stat->, &minus;2 <!-Stat->, etc-><br />
|size=<!-Size: Pick (Small, Medium, Large, Huge, etc)-><br />
|favored_class=<!-Class. Add a link if it's a class found here.-><br />
|desc=<!-around 25 word introduction and overview of race; displayed elsewhere.-><br />
}}<br />
<br />
[[File:Tuath2.jpg|thumbnail|Someone with actual artistic skills redo this please.]]<br />
<br />
= Tuatha De Dannan =<br />
<br />
The Tuatha De Dannan (singular Tuath De Dannan, often known as Tuath, pl. Tuatha), are an ancient and powerful magical race that once inhabited great stretches of land. They were not known for building great structures, and they build almost nothing out of stone. As such, they are remembered (if at all) usually in wild tales passed down from early settlers in the lands. The only lasting reminders of their once great power are the few standing stones inscribed with their flowing, twining script and with knotted and spiraling art; that, and the mysterious unnatural mounds of earth that some believe are still haunted with their spirits. In a way, this is true. Despite their prowess in battle and near immortality, their race began to decline when younger, shorter-lived races began to do battle against them. No matter how many attacks the Tuatha beat back, these faster-reproducing races were able to replenish their ranks almost as soon as they were depleted. And so the Tuatha decided to retreat into hiding, taking up residence in the deepest parts of forests and beneath their cairns, which served as entry points into the mysterious Otherworld. <br />
<br />
== Personality ==<br />
<br />
The Tuatha De Dannan usually stay out of the way and out of the minds of “younger” races. They are slow to go to war for any reason, as their long lives and slow reproduction makes it difficult to overcome large numbers of deaths. They also have a deep connection to every other member of their race, and feel great pain at the deaths of others of their kind. The death of a Tuath is rare, so this does not affect them overly much unless a large number die. As a rule, they respect all life, even the lives of the animals they use for food and clothing. They are quiet, thoughtful, and slow to anger. They think about the consequences of every action before they take an action, and thus are known for slow deliberations and conscientious actions. The deep connection between every member of the Tuatha makes it necessary that they act with the greater good above their own desires. Within their own communities, their daily lives are much similar to those of other races, except that they do not build cities, but live in wooden collections of huts or even built into trees. They also spend a lot of time telling stories, singing songs, and creating works of art.<br />
<br />
== Physical Description ==<br />
<br />
Tuatha range in height from around five and a half to six and a half feet. They weigh between 100 and 180 pounds. Altogether, they have a slightly treeish appearance, leading some to believe that they are related to dryads. Their skin is a combination of silvery skin accented with graceful streaks of bark-like toughness. They have growths from their heads that appear as a mixture of curling ram's horns and branches. They generally grow their hair out. Colors of hair include gold, silver, bluish-silver, blond, grey, and white. The most notable feature about their hair is that it appears to be composed of wisps of colored fire. Their eyes burn with an inner fire that, when in darkness, gleam with a faint light. When they move, they move deliberately and often slowly, thinking before they do anything, thinking about every consequence for every action. When they are moved to great emotion, the light in their eyes burns brightly, and their fire-like hair seems to burn with fury, giving them a frightening appearance when angry.<br />
<br />
They have natural affinities with animals, and are skilled riders. Often, they will use the [[Silver Steed (3.5e Creature)|Silver Steed]] or [[Silver Wolf (3.5e Creature)|Silver Wolf]] as a mount, but this is to accomplish mutual goals. They do not subjugate them to their will.<br />
<br />
== Relations ==<br />
<br />
Tuatha have little to do with the outside world. The few that pass through the realms of men make little or no impact. Some have been known to take up residence near sparsely populated areas, observing and possibly helping out whenever they are needed and can do so without drawing attention. A very few of the more powerful who are willing to interact on this level can come to be regarded as household or community deities. Some are resentful towards the other races, as they feel that these races are responsible for the downfall of the Tuatha. Their near agelessness makes it difficult for them to separate the actions of the ancestors from the characters of the descendants, but most recognize that the current inhabitants of the land had nothing to do with the wars of the past and harbor no ill will. They realize that the best thing to do is to press forward, trying to live alongside these species, trying to do what is best not only for their own kind but also for the good of peaceful civilization. <br />
<br />
== Alignment ==<br />
<br />
The Tuatha are mostly lawful good or lawful neutral. They are lawful towards their own customs and ways, and care little for the laws of men. They will try to avoid confrontation, so they will usually abide by the laws of the land they come to as long as they do not conflict with the ideas and laws of their own people. If they are evil, then it is only in regards to other races that they show their brutality. There have been a seldom few who have gone mad and reveled in the pain of the death of their kin, but that is rare indeed.<br />
<br />
== Lands ==<br />
<br />
Even though the Tuatha often live in the deep forests, they live mainly in the Otherworld. The Otherworld is another small, material plane closely knit with certain areas of the normal lands. There are certain areas in the forests that allow for passage between these worlds, such that an unwary traveler may find himself in the dangerous Otherworld. Mounds and standing stones that dot the landscape often mark areas where these connections are particularly strong. These connections are strongest at the solstices and equinoxes at twilight. In fact, passage between the worlds is only possible just as the sun sets. The Otherworld itself was created and is sustained by the goddess Danu, who is their greatest deity. The world itself is filled with similar creatures and plants as the normal world, but everything looks and feels different. Colors are more vibrant, and plants and animals are often much larger, and seem to glow with ghostly light. Every non-sentient animal and plant in the Otherworld gains the template [[Otherworldly (3.5e Template)|Otherworldly]]. If every Tuath perished, the Otherworld would cease to exist, and the spirits of all living things would return to the world. There is no sun, and day and night, which pass at normal pace, are marked by the oscillation of the light that permeates the world from gold to silver and back. At night, when the land is bathed in silver light, stars move overhead, and two large moons circle each other as they traverse the night sky. During the day, the sky is like a canopy of soft gold, along with other colors, like just after sunset on a partially cloudy day.<br />
<br />
== Religion ==<br />
<br />
They revere the goddess Danu, who is their leader and matriarch, and the goddess who created and sustains their land. In fact, they are believed to be descended from her. To say they worship her would be incorrect. They love her, and she loves them. She does not want or need their worship in the way that most gods require. She teaches that worship is something that even a god does not deserve, and that that kind of blind devotion only leads to chaos. The Tuatha respect and may even revere other gods whom they believe to be worthy, but they do not worship them. Their respect is won through deeds, not by power.<br />
<br />
== Language ==<br />
<br />
They speak Silvan, however much of their communication is done without words at all. Their deep connection allows them to be aware of the feelings of other Tuatha who wish to share those feelings. This connection does not allow for the detailed relaying of messages or communication to someone not immediately present, so they will speak if necessary. <br />
<br />
== Names ==<br />
<br />
They do not have true names amongst their own people, but will often refer to one another by short descriptors in the Silvan tongue. These names are not permanent labels, but descriptions of deeds or personalities. They will often take names for interacting with other races, usually similar to the names of those with whom they most often do business.<br />
<br />
== Racial Traits ==<br />
<br />
* +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha. They value mental prowess more than physical stature, however they are still physically powerful. They also gain 1 extra hp for every hit die. <br />
* Humanoid (Fey)<br />
* Medium: As medium creatures, Tuatha have no special bonuses or penalties due to their size.<br />
* Tuatha [[base land speed]] is 30 feet: 40 feet when in the Otherworld.<br />
* [[SRD:Low-Light Vision|Lowlight Vision]], [[SRD:Darkvision|Darkvision]] 60ft.<br />
* +4 Natural Armor.<br />
* Their natural affinity with animals give them a +2 to [[SRD:Handle Animal|Handle Animal]] and +4 to [[SRD:Ride|Ride]] checks.<br />
* Twilight’s Singer: All Tuatha are excellent singers, and gain Perform (vocal) as a skill, and get +4 racial bonus to these checks.<br />
* Silvered Step: +2 racial bons on [[SRD:Listen|Listen]], [[SRD:Search|Search]], [[SRD:Spot|Spot]], [[SRD:Survival|Survival]], and [[SRD:Move Silently|Move Silently]] checks.<br />
* Racial Connection: They have a deep connection with other members of their species, gaining a +10 bonus on [[SRD:Detect Motive|Detect Motive]] checks against other Tuatha. The pain they feel when another member of their species dies does no physical damage, but may break their concentration. [[SRD:Concentration|Concentration]] DC check 10+(the number of Tuatha dying)d4.<br />
* Furious Wrath: If they are moved to strong emotion, the Tuatha are frightening to behold. This gives them a +4 racial bonus on [[SRD:Intimidate|Intimidate]] checks.<br />
* Naturally Magical: When casting a spell, their caster level is considered to be 1 greater than normal, and arcane spell failure chances are reduced 10% (20% becomes 10%, 10% becomes 0).<br />
* Prestidigitation (Sp): The Tuath gains [[SRD:Prestidigitation|Prestidigitation]] as a free spell.<br />
* Enchanted Song: 1/day&mdash;This ability does two things. It is usable once per day as a heal spell available to a [[SRD:Bard|bard]] with bard levels equal to the Tuath's HD. Additionally, it may be used at any time with a Perform (vocal) check to increase the natural healing of any listening creatures. A DC of 15 doubles natural healing, a DC of 20 triples, DC 25 quadruples, etc. This effect lasts 1 day per hour of song heard.<br />
<br />
* [[Automatic Languages]]: Silvan, Common. [[Bonus Languages]]: Any (except secret languages).<br />
* [[Favored Class]]: Bard, Sorcerer, Wizard, Druid.<br />
* [[Level Adjustment]]: +3<br />
<br />
== Vital Statistics ==<br />
<br />
<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tuath Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 200 years || +4d8 || +6d8 || +10d8<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tuath Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 500 years || 1,000 years || 2,000 years || -<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tuath Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' 3" || +2d10 || 100 lb. || &times; (2d4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 5' 0" || +2d10 || 85 lb. || &times; (2d4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Fey Subtype]]<br />
[[Category:Medium Size]]<br />
[[Category:LA3]]<br />
[[Category:ECL]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=To_Build_A_City_(3.5e_Quest)&diff=593239To Build A City (3.5e Quest)2012-10-18T17:16:50Z<p>Dragonfire: /* Chapter I: Can I Haz Castle? */</p>
<hr />
<div>== To Build A City ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::5 (start), 20 (end)]] adventurers.<br />
<br />
[[3e Summary::This can be integrated into most campaign settings, as it allows for a lot of room to change the details.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::A fair bit]]<br />
*'''Play Time''' [[3e Play Time::A long time, from lvl 5 to lvl 20]]<br />
<br />
=== Quest Introduction ===<br />
<br />
The long term goal of this campaign is, as the title says, “To Build a City.” Each great city began with a few people finding a nice spot to settle down. This settlement grows and grows, until one day it is a thriving metropolis. This campaign is designed to let the party be that first group, to strike out and create a brand new city. It probably should not be the party’s intention to found a new city when they set out. The city evolves beneath them hopefully almost without them noticing until they look back and say “wait a minute, we are building a city!” It is probably a very good idea to have the book ''Cityscape'' at hand, especially for the second and third acts. Another good one is the 3e ''Stronghold Builder's Guide''. If there is a similar book for 3.5e, I haven't found it. But this should do fine. I will try to include relevant information and cost of buildings that will be likely built. This will take some time to prepare for, as right now it is mainly bare bones. It is also planned for a long campaign.<br />
<br />
=== The Party ===<br />
<br />
At the beginning of this adventure, it is preferable that the characters be level 5 or above, but at most level 10 if you wish to make a shorter campaign, or only have this adventure be only part of the campaign. If the latter is the case, the DM should keep in mind that once this adventure is done, the party will be pretty much locked to the location, so long distance adventuring after it could prove difficult for the story. I am designing this for a party of level 5, to take them to level 20. A shorter campaign can always trim parts down.<br />
<br />
==== Party Composition ====<br />
<br />
This can be played with most compositions of parties; however, in the later parts of the campaign, rogues and other sneaky, skill based characters may have a harder time putting their specific talents to use. So while a rogue might be useful early on, he may want to think about taking levels in something more suited to running a city, or start a spie’s guild to help out in the politics. Another useful thing to keep in mind is that the campaign will probably run smoother if there is a specific member of the party who is or can develop into a leader, a character for whom it would be logical to become the principal leader of the city. This is a campaign where such a character might actually use the feat [[Leadership]]. However, the city being ruled by a governing council, a.k.a. the entire party, is also an option. There are many ways it can play out. Perhaps nobody in the party wants to be the ruler at all, so they set up an NPC as a ruler and are just his advisors (as in the people who actually make decisions, but who can still use Cha as their dump stat). But these considerations only have much weight towards the final stages, so any starting party will have plenty of time to evolve into something that fits the bill. <br />
<br />
=== Act I: What Have We Here? (Levels 5-10) ===<br />
<br />
In the first act, the party must acquire of a spot of land, the sight of their future city. Once this is completed, they will then proceed to scout and make safe the surrounding area. An initial fortification will have to be set up, or existing fortifications repaired. Initial growth may be difficult, and can be expedited by having the players start near a small town or village over which they can gain sway. The development process will probably need some help from the DM, as a big part will have to be people moving in. But the development of the city itself is not a big part in this first act. It is mainly exploring the new territory and adding a few bits onto the town and fortifications. The main influx of people will most likely be workers, skilled and unskilled, to help with that. <br />
<br />
====Chapter I: Can I Haz Castle?====<br />
The rough design of the initial adventure must result in the party taking possession of a plot of land that would be a good building site for a city. A decent adventure to let this happen can be found in the Wizards of the Coast adventure “Base of Operations” by Ed Stark found here http://www.wizards.com/default.asp?x=dnd/oa/20001001a.<br />
The easiest (and extremely uninteresting) way would be to have them magically acquire a keep through something like a deck of many things.<br />
<br />
A rough outline for a new adventure to fit the description is as follows:<br /><br />
The hook is that the party hears a rumor about treasure that can be found in remote woods (and we all know d&d rumors turn out to be true). This provides a good reason for the party to go out there and to stay once they are there while they look for the treasure. They come across a small farming community near a long abandoned keep. If the DM wishes to use the entirety of this campaign, the important things are that the community is next to mountains, a forest, and a river. The river is coming out of the mountains, and is mostly not navigable by larger vessels above the location of the town. At a point near the town, the river forks and then reconnects, forming a large island upon which the abandoned keep rests. The Island is much bigger than the keep currently is, allowing lots of room to expand and create a flourishing inner city. <br />
<br />
When the party arrives at the village, it is being preyed upon by a group of bandits who have, surprise surprise, taken up residence in the now not-so-abandoned keep. The villagers are desperate for someone to help stop the bandits from forcing food and goods from them, and are willing to offer loyalty to anyone capable of ridding them of this burden, as well as help locating the aforementioned treasure. If the players accept the challenge, they will then confront the bandits next time they attempt to lighten the village of supplies. The group of bandits as a whole is fairly large, but the first encounter just takes place against a smaller group of them come to collect. <br />
Once this initial group is repelled, and perhaps a few more smaller encounters with groups of bandits in the surrounding woods, the bandits decide to attack with force. It is a bitter battle, made a bit easier for the party as several townsfolk are willing to take part in the defense of their homes. But be careful not to endanger too many villagers, as the town may be crippled if many die. <br />
Once the dust settles, the remaining bandits, if any, flee back to the keep. Then it becomes time for the party to make a counter strike. An assault on the keep could be challenging, but keep in mind that this keep is in a general state of disrepair, making it easier to gain entrance. The party then must clear out the remaining bandits, and eventually defeat the leader of the bandits. Once that is done, it is time to celebrate. The party is now in possession of a keep, and have the loyalty of a town along with it. If anyone asks, the name of the keep is "Silver Rock Castle," named after the way the rocks that form the southern tip of the island shine in the moonlight.<br />
<br />
Notes: Obviously the biggest danger in this section is that the party refuses to help the villagers or decide not to stay in their new keep at the end. If the party cannot be convinced to stay, then this campaign idea will probably be a waste of effort. Oops. Players do stuff like that. If the players join the bandits, loot the town, and/or kill the townsfolk, then you are dealing with an evil party, and that is not what this is designed for.<br />
<br />
====Chapter 2: A Real Fixer Upper====<br />
So now the party has a keep. What to do with it? Fix it up. Make it bigger. Build a bathhouse. Build some docks. BUILD A PUB!!! Of course, to do all this, you need money. The first thing to do would encourage the players to try to set up trade with other places down the river. This should provide a steady income to allow for construction without making the PC too rich. Some nice things to have would be a few rowboats (50gp) to ferry things to your keep as well as possibly a keelboat (3000gp) for sending goods downriver. If you decide that the keep will not be near a river, then some wagons (35gp + cost of 2 horses) would be nice. Try to encourage the players to build up and settle in. *DM glancing through the source book* "Oh, look how much money you can make by encouraging trade and buisiness!"<br /><br />
So while these repairs are going on (look in ''Stronghond Builder's Guilde'' for costs and such), the party should be doing something interesting. Hmm... Wait, didn't we say something about treasure hidden in the woods nearby? Yes, we did. That is why they came out here in the first place. Any standard dungeon crawl will do, with traps and monsters and loot at the end. I will probably throw in a suggestion once I come up with a good one. If the DM trusts that the players will be going the rout of fixing up and building upon the castle, it may be a good idea to give a little extra gold for this quest than usual. Building stronghold stuff does cost a pretty penny.<br /><br />
I will skip some detail for now and fill it in later as I come up with it. Still in progress. The key issue here is that the party needs more levels, more money, and last but not least needs to explore the surrounding area. This may continue till around level 10, where the adventure changes and Act II begins.<br />
<br />
<br />
=====State of the Keep=====<br />
[[File:TBAC_Keep2.jpg.jpg|200px|thumb|left|Layout of Silverrock Castle]]<br />
<br />
In the picture, the walls are approximately ten feet thick for reference. North is up. It is a good sized castle, larger than many that low level players might acquire. But it is going to take a lot of fixing up. <br />
<br />
The keep itself is on a slight rise, and the shore next to the southern section is a small cliff. When the players first find the keep, there are several sections in the outer walls that have collapsed. In fact, the bandits haven't even bothered to clear rubble out of the gateway, and have been using a sizeable gap in the northmost wall as an entrance. The only section that is still mostly intact is the main structure (#4 on the map) where the bandit leader and several other members of the band have taken up residence. There are a few poorly constructed wooden huts thrown up in the courtyard, where bandits lower on the chain have been living. The bandits have not gone to great pains to clean up much, as they never planned on staying too long. One town can provide food for a bandit party for only so long before the party must move on. So the main construction challenge for the players is to fix up the structures and decorate the interior. The bandits may have collected a few things of value from the keep and pilled them all on a wagon in the courtyard. The building in the southeast corner of the courtyard is a place that the bandits have been using as a storeroom, and that is all it seems to be. But it has hidden secrets, the discovery of which will begin the next adventure.<br />
<br />
====Chapter 3: The Beast Below====<br />
Yes, that is a Dr. Who reference. <br /><br />
This is intended for when the party is around level 8.<br />
After the party has been living in the keep for a little while, they begin hearing strange sounds at night. It is a deep rumbling coming from somewhere beneath the castle. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. This dungeon crawl starts in an actual dungeon, as this is exactly what the tunnel proves to be. <br /><br />
The entirety of this sub-quest can be found [[The Beast Below (3.5e Quest)|here.]]<br />
<br />
=== Act II: Not Built in a Day (Levels 10-15) ===<br />
<br />
The key thing in this act is city expansion. This is really where the city must take shape. Level 15 characters are supposed to be powerful and rich, so running a city is not out of the question. By the time the party gets to that level, they should have a good sized city built up.<br /> A warning for the DM: In Act II and III, the players will have control over not only their own money, but also the cities treasury. With taxes and city planning, this cash flow in and out will be much higher than their own personal incomes and fortunes. It will be important for you, the DM, to press upon them the dangers of embezzling money from the state treasury. Politicians and rulers are almost expected to indulge in a little embezzling, but you also need to have swift and harsh punishments available if they take it too far. There will be a lot of angry nobles and merchants if it is discovered that a PC emptied the state treasury to buy himself a ring of elemental command. If they ruin your game by mishandling resources and becoming too rich, you can ruin their game by having an angry mob execute them. DM lightning is also fun!<br />
<br />
====Chapter One: "You Know, This is Gonna Make Us Rich!!"====<br />
The essence of this adventure is that to turn a village into a city, there has to be some mechanism by which a lot of people are attracted to this new location. The method outlined here is why we put the keep near mountains. One adventure that they have been participating in to check out the local area leads them to a network of caves not too far from the keep. While exploring these tunnels, they come across an isolated community of underground dwellers, dwarves for example. After winning the trust of these dwellers by doing some jobs for them, getting rid of pesky stuff and the like, they find that these dwarves have access to a rich mine. They make good use of the metals they find, but they don't have good trading access to the outside world. They are willing to trade, and oh look your town is the perfect launching place for a trade rout from these mountains. Once the trade rout gets going, it can also be a good trade rout for any other resources found or grown or gathered in the area. Money money money. People come in to the town-turning-city in order to take part in the new industries. Wealth is flowing, and the power and political influence of the party is growing. <br />
<br />
Another issue that rises with the size of the city is how it relates to other cities and nations. If the new city is in a pre-existing nation, then the party will likely have to swear allegiance to and seek the support of the rulers of the nation. If the city gets too powerful, then it may attract unwanted attention from enemies. Sieges and battles and fun galore!!<br />
<br />
=== Act III: We Built This City (Levels 15-20)===<br />
<br />
Politics, sieges, start a guild or two, reign benevolently or tyrannically. You get the idea. You rule a city. Have some fun with it.<br />
<br />
=== To Go On: To Build A Kingdom (Epic Levels)===<br />
<br />
This is the next thing I am planning. This will take the players from ruling a city to ruling a kingdom. Spaceballs 2: The Search for More Money!<br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=File:TBAC_Keep2.jpg&diff=593089File:TBAC Keep2.jpg2012-10-16T20:54:44Z<p>Dragonfire: Dragonfire uploaded a new version of &quot;File:TBAC Keep2.jpg&quot;</p>
<hr />
<div></div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592819The Beast Below (3.5e Quest)2012-10-15T07:59:33Z<p>Dragonfire: /* 13) The Underground Grove */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning right (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading left (east) along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was built by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] check to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, a contract written in blood (and all that). She claims that she has the power to give the PCs ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, firstborn children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592818The Beast Below (3.5e Quest)2012-10-15T07:57:25Z<p>Dragonfire: /* 13) The Underground Grove */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning right (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading left (east) along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was built by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] check to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, firstborn children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592817The Beast Below (3.5e Quest)2012-10-15T07:54:37Z<p>Dragonfire: /* 13) The Underground Grove */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning right (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading left (east) along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was built by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] check to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592816The Beast Below (3.5e Quest)2012-10-15T07:53:20Z<p>Dragonfire: /* 13) The Underground Grove */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning right (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading left (east) along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was built by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592815The Beast Below (3.5e Quest)2012-10-15T07:49:47Z<p>Dragonfire: /* Stage Two: The Tunnels */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning right (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading left (east) along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was build by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592814The Beast Below (3.5e Quest)2012-10-15T07:41:23Z<p>Dragonfire: /* Quest Introduction */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning left (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading right along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was build by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592813The Beast Below (3.5e Quest)2012-10-15T07:40:45Z<p>Dragonfire: /* The Beast Below */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
Still a work in progress. <br />
<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Many years ago, time beyond reckoning, a powerful druid made his home deep in a forest. His favorite grove was right where Silverrock Castle now stands. It was there that he was born, there that he spent much of his time, and there he eventually died fighting a great evil spreading through his forest. But this grove never fell. This grove continued to be protected by his magic, even after the land changed greatly. The earth slowly filled in around it, burying it in a cavern. It was sealed until water from the river above slowly etched away the tunnel network. A band of devils went to investigate, and it was their influence that eventually lead to the abandonment of Silverrock Castle. When the castle was abandoned, these devils were sealed inside, until a young dragon exploring a new den released them.<br />
<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning left (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading right along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was build by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. The shelves also have various alchemy equipment. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
<br />
===Concluding the Adventure===<br />
The party now has several new additions to their castle. They have dungeons, siege tunnels, and caverns. The final room also acts like an alchemists laboratory and magic laboratory, giving a +2 bonus on [[SRD:Craft Skill|Craft (alchemy)]] checks and a +2 bonus on [[SRD:Spellcraft Skill|Spellcraft]] checks made to determine if a new spell is viable. <br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592812The Beast Below (3.5e Quest)2012-10-15T07:09:42Z<p>Dragonfire: /* 13) The Underground Grove */ fix typo</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
Still a work in progress. <br />
<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Silverrock Castle was originally built to serve as a foothold in the region for settlers and prospectors. At the time of the building, there were mines in the mountains near the castle. But when the mines dried up, few people had any reason to venture into the location. While it was prosperous, however, there were many skilled miners and laborers available for work. One thing that they ended up doing was carving rather large dungeons to hold the overabundance of bandits in the area. Not all people attracted by mines are those willing to dig for the treasure. They also dug siege tunnels underneath the rivers in case a siege ever required smuggling in supplies. While they were digging these, the builders discovered a small network of caves, and unknowingly let loose a terror that would eventually drive the inhabitants from the castle. It also prompted them to seal up the entrance, and try to make sure that nothing gets out.<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning left (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading right along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was build by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowledge Skill|Knowledge (planes)]] to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
<br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592811The Beast Below (3.5e Quest)2012-10-15T07:08:40Z<p>Dragonfire: /* 12) The Anteroom */</p>
<hr />
<div>== The Beast Below ==<br />
<br />
Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
<br />
[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
<br />
*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
<br />
=== Quest Introduction ===<br />
Still a work in progress. <br />
<br />
<br />
This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
<br />
==== History ====<br />
<br />
Silverrock Castle was originally built to serve as a foothold in the region for settlers and prospectors. At the time of the building, there were mines in the mountains near the castle. But when the mines dried up, few people had any reason to venture into the location. While it was prosperous, however, there were many skilled miners and laborers available for work. One thing that they ended up doing was carving rather large dungeons to hold the overabundance of bandits in the area. Not all people attracted by mines are those willing to dig for the treasure. They also dug siege tunnels underneath the rivers in case a siege ever required smuggling in supplies. While they were digging these, the builders discovered a small network of caves, and unknowingly let loose a terror that would eventually drive the inhabitants from the castle. It also prompted them to seal up the entrance, and try to make sure that nothing gets out.<br />
<br />
==== Hook ====<br />
<br />
After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
<br />
==== Background ====<br />
<br />
<br />
==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
<br />
1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
<br />
2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
<br />
3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
<br />
4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
<br />
5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
<br />
6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
<br />
7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
<br />
8) Side room. <br />
<br />
9) More caverns.<br />
<br />
10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
<br />
11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
<br />
12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
<br />
13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
<br />
=== Stage One: The Dungeon ===<br />
<br />
All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
<br />
====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
<br />
====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
<br />
====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
<br />
====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
<br />
=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
<br />
==== 5) The Siege Tunnels ==== <br />
Turning left (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading right along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
<br />
====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
<br />
====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
<br />
====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
<br />
====10) Because We Want A Trap ====<br />
<br />
This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
<br />
====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
<br />
====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
<br />
====13) The Underground Grove====<br />
This is the final battle in the adventure.<br /><br />
There are words written on the door in Draconic. Any self-respecting party should have someone who speaks Draconic. And it is a riddle door, because riddle doors are cool. It doesn't make much sense to include a riddle, as I feel the DM should select something appropriate for his/her game. On an incorrect guess of the riddle, the door fires 5 magic missiles at the guesser. When the door opens up, an odd sight greets the party. Beyond the riddle door, the hard stone of the cavern floor has been replaced with soft earth. Strange lights float around the cavern, giving a soft, low light. Grass grows on the earth. The ceiling of the cavern is about 30ft high, and lights play about the ceiling in a perfect replica of the stars in the sky above. On the east side of the cavern there is a small waterfall that feeds a stream that crosses the chamber and runs off into the darkness beyond the light, through passages too small for all but tiny creatures to follow. Trees grow around the pool, and flowers blossom. There is a small, stone bridge across the stream leding to a richly carved wooden table near the northeast wall. This corner is lined with similarly carved bookshelves, covered with books. One thing is certain: this place does not look like it was build by devils. And yet, there one sits. Sitting behind the table is an [[SRD:Erinyes|erinyes.]] It is not immediately apparent to most people that this is a devil, as she appears as a fairly beautiful human woman in a flowing green dress. A feast worthy of royalty is spread out on the table. The erinyes has been aware of the party's approach for a long while, and has had plenty of time to prepare. She greets the party warmly and kindly, attempting to put the party at ease. The erinyes will attempt to cast [[SRD: Charm Monster|Charm Monster]] on each member of the party, and try to get the party to sit at the table. If a PC successfully uses a [[SRD:Knowldege Skill|Knowledge (planes)]] to identify the creature as a devil, that PC gets a +4 to checks against Charm Monster. Even if the party initially succeeds on their saves against Charm Person, if they are foolish enough to eat any of the enchanted food they must make another save as if the spell were cast again. Any PC that eats the food also takes a -4 penalty on Cha saves to avoid doing things they would not normally do (see spell description). The erinyes then offers a deal, claiming that she has the power to give them ownership and dominance over "All that your eyes will ever behold" (wording is important) in exchange for a small, unnamed price, assuring them that it is not their lives, souls, children, etc. If the PCs are foolish enough to accept, the price turns out to be their eyes. Then they will live the rest of their lives blind, not seeing anything, as the slaves of the erinyes. On a better note, when the party refuses, as they should do if they want to avoid effectively a TPK, the erinyes attacks. Kill her. That should be fun. The food, drink, and dishes disappear upon her death. <br /><br />
Assuming that the party kills her, they will find a lot of value in this room, apart from the room itself. There is a large quantity of non-magical books along the shelves. While the table and shelves can be moved, they refuse to be taken from the room itself. Now for the real loot:<br /><br />
Among the books are tomes (just enough for one per person in the party) that will grant an extra feat (I don't think d&d gives enough feats). In addition, there is another random minor wondrous item, as well as 3000gp around the room. The erinyes has on her person a masterwork longsword and a +1 flaming composite longbow. And that should about do it. Perhaps even a little much.<br />
<br />
<br />
<br />
<br />
----<br />
{{3.5e Quests Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Quest]]</div>Dragonfirehttps://www.dandwiki.com/w/index.php?title=The_Beast_Below_(3.5e_Quest)&diff=592809The Beast Below (3.5e Quest)2012-10-15T05:42:02Z<p>Dragonfire: /* The Beast Below */</p>
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<div>== The Beast Below ==<br />
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Intended for four level [[3.5e Adventurer Level::8]] adventurers.<br />
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[[3e Summary::This quest is intended for use in the larger quest [[To Build A City (3.5e Quest)|"To Build A City"]], although it could be used in most campaigns as a short adventure.]]<br />
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*'''Prep Time''' [[3e Preparation Time::minimal]]<br />
*'''Play Time''' [[3e Play Time::a couple hours]]<br />
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=== Quest Introduction ===<br />
Still a work in progress. <br />
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This quest is a classic dungeon crawl. It allows the owners of Silverrock Castle to discover and explore a new section of their base, the dungeons and siege tunnels, as well as a network of natural tunnels that have been connected to the siege tunnels.<br />
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==== History ====<br />
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Silverrock Castle was originally built to serve as a foothold in the region for settlers and prospectors. At the time of the building, there were mines in the mountains near the castle. But when the mines dried up, few people had any reason to venture into the location. While it was prosperous, however, there were many skilled miners and laborers available for work. One thing that they ended up doing was carving rather large dungeons to hold the overabundance of bandits in the area. Not all people attracted by mines are those willing to dig for the treasure. They also dug siege tunnels underneath the rivers in case a siege ever required smuggling in supplies. While they were digging these, the builders discovered a small network of caves, and unknowingly let loose a terror that would eventually drive the inhabitants from the castle. It also prompted them to seal up the entrance, and try to make sure that nothing gets out.<br />
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==== Hook ====<br />
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After the party has been living in Silverrock Castle for a short while, they begin to hear strange noises at night. It sounds as if a rumbling, growling noise is coming from beneath them. Upon attempting to locate the source of the noise, the party follows the sounds to the basement of the building in the southeast corner of the main courtyard. This building was being used as a storehouse by the bandits, and chances are, probably something similar by the PCs. If the party looks around and listens, they can hear that the sounds seem to be coming from behind the north wall. If anyone in the party has a good engineering skill check, they might notice that a 10 foot section of this wall is a newer addition to the castle. It is covering a tunnel that was build at the same time as the rest of the castle. After a few feet of tunnel, there is a staircase that leads down into the darkness. Thus, the adventure begins.<br />
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==== Background ====<br />
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==== Layout ====<br />
[[File:TheBeastBelow.jpg|200px|thumb|left|Layout of Dungeon]]<br />
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1) This is the basement of the building in the southeast corner of the courtyard. Behind a new wall is a hallway leading to stairs. Down these long, steep stairs that descend at a 45 degree angle, down a distance of 25ft. At the bottom is a pit that will open up if the trap described in the first section is sprung. It is 10ft across, 5ft wide, and 20ft deep. Across this gap begins the dungeon.<br />
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2) This is the first section of dungeon. There are 6 cells, but the locks are rusted and useless. As any good old dungeon, there are undead skeletons that will attack interlopers. There are other dungeon rooms that lead from this, and a two guard rooms.<br />
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3) This is the originally constructed entrance to the siege tunnels. It is a secret door in the northern guard post. Unfortunately, this passage has collapsed, making passage impossible without a lot of work clearing the tunnels. <br />
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4) This is a large natural cavern that was originally used as a large pit where several prisoners who were not particularly important could all be thrown, and they can kill each other if they like. The entrance is 40ft above the ground, and that wall has been smoothed in an attempt to prevent prisoners from climbing up to the door. One wall of this pit has recently been tunneled through, allowing a juvenile blue dragon to take up residence. <br />
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5) This is the siege tunnel built beneath the river. It is well made, and the ground is smooth where rocks have not fallen. It connects to stairs to the north, up which the other side of the cave in can be seen. <br />
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6) Here, the original builders of the tunnel ran into a pre-existing series of natural tunnels. These natural tunnels when originally discovered only went a short ways before stopping, so the builders simply build past them and out underneath the river as originally intended. The tunnels continue that way, but another collapse prevents immediate passage. <br />
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7) A mighty natural stone pillar dominates the center of this cavern, and several caverns branch off. <br />
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8) Side room. <br />
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9) More caverns.<br />
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10) This room is not natural, and has been carved relatively smooth, but a trap awaits.<br />
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11) This tunnel network is mostly underneath the river. Small leaks in the earth have allowed for some of the water to trickle down into a small pool. <br />
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12) There is a break in the floor near here, creating a 20ft gap approximately 40ft deep. A strong door blocks the path.<br />
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13) This final cavern is a bit of a small, natural wonder. It obviously is older than any other part of the network. Magical lights float through the space, and the stone floor of the rest of the caves is replaced by earth in which trees, grass, and flowers have grown. A crack in the wall lets out a bit of the river above, creating a small waterfall that feeds a pool and stream that winds away into the darkness, through passages too small to follow.<br />
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=== Stage One: The Dungeon ===<br />
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All the doors in this section are mainly still in tact. They are thick, well constructed for the purpose of keeping in prisoners. Most of the locks, however, are now useless. The DM can throw in some working locks if he wants the rogue to have something to do.<br />
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====1) The Basement====<br />
Whoever sealed up the dungeon obviously did not want to make it easy for things even to approach the wall. When the party breaks through the wall, a trap goes off. A line of lightning fires through the hallway. But it has been set in such a way as it only would hit someone on the other side of the wall. Thus, an intelligent PC would be able to see that it is likely that the trap was placed here in an attempt to keep something in. There is another trap on the stairs, one set by a clever mage and a skilled stoneworker. DC 27 Search check to see the magical trap, DC 25 Disable Device check. The 25ft long stairs are steep, and the trap goes off when the characters are about half way down. The stairs suddenly shift, turning into a slippery ramp, requiring a DC 30 Balance check to keep from falling. Failing this check requires making a DC 20 Reflex save to keep from sliding down. The slide deposits the party into a 20ft deep, 10ft wide pit that only opens once the trap is sprung. DC 15 Reflex save to grab the edge. The pit has been well carved, and requires a DC 25 to climb. To continue on through the dungeon, the party must find a way across. Once they do this they find themselves in a 30ft hallway, off of which are three cells on either side. <br />
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====2) The Dungeons ====<br />
The first room of the dungeons consists of 6 cells. The locks are rusted and useless, but there are a couple good chains. But connected to these chains are six skeletons that rise up to attack. These are human skeletons, but are a bit more powerful than the average human skeleton. Use the stats for a normal [[SRD: Skeleton|human warrior skeleton]], except with 3d10 HD (16hp), and a Str score of 15. Instead of scimitars, they use the chains attached by manacles on their wrists as whips, dealing 1d4 bludgeoning damage with a range of 15ft. Each one comes out of one of the cells and attacks as soon as the party enters the room. These should be fairly easy for the party to mop up. There is no treasure reward for this encounter, as it has been added to the rewards later in the adventure. <br /><br />
The rooms directly to the west of this first dungeon are a guardroom connected to two larger, communal dungeon rooms. Not much is in these apart from various filth, and a rat or two. The room to the north is another guardroom, and is the original entrance to the siege tunnels. <br />
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====3) The Guard Room ====<br />
A DC 20 Search check will reveal a secret door in the east wall of this room. Once opened, it leads to a passage that connects to the siege tunnels. But a cave in prevents passage much further down this rout. <br />
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====4) The Thing in the Pit ====<br />
At the end of the hall is a thick door that leads to the final dungeon. A large, natural cavern has been turned into a pit, a place to throw unimportant prisoners, and who cares if they kill each other. The door opens up 40ft above the floor of the cavern, and the wall that the door is in has been smoothed carefully in order to keep people from climbing it to get to the door. Bones are littered across the floor, and it is obvious that not all of them are old kills. The cavern was originally a dead end, but a hole in the wall of the cavern has recently been made by the now inhabitant of the cavern. This hole leads to a network of natural caverns that also intersects with the siege tunnel. When the party makes it to the floor of the cavern, they are greeted by a [[SRD:True Dragon|juvenile blue dragon]] coming back through the hole from a hunt, and he is not happy to see intruders in his new lair. He drops the deer carcass he was carrying and attacks. He has only newly acquired this lair, and has not had time to gather the treasure common to dragons. The party only gets half the normal treasure. The difference will be added to the loot at the end of the adventure.<br />
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=== Stage Two: The Tunnels ===<br />
Dragon killing is always fun, but there is more adventure to be had beneath Silverrock Castle. The tunnel to which the cavern is connected winds around until it runs into the siege tunnel. <br />
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==== 5) The Siege Tunnels ==== <br />
Turning left (west) along this tunnel will take the party to stairs, and above those stairs they will find the other side of the cave in they discovered previously. A [[SRD:Gibbering Mouther|gibbering mouther]] is hanging out here. Heading right along this path would take the party underneath the river, and out of a well hidden cave in the forest. It was through this cave that the dragon got in. But the DM should try to discourage going this way, as there is still a lot more to see down below. <br />
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====7) The Grand Foyer ====<br />
Continuing on through the tunnels north will soon lead the party into a cavern dominated by a large natural pillar in the center, and several passages leading out. This is where the party finds that these caves are inhabited by a party of various devils. Four [[SRD:Imp|imps]] have been doing whatever it is that devils do in the southwest room of the cavern. They attack as the party enters the main cavern, turning invisible and striking from all around. The party kills them and continues on. <br />
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====8) A Side Room ====<br />
Six [[SRD:Lemure|lemures]] are in here. They should be easy to dispatch. <br />
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====9) Another Room ====<br />
This is the hangout spot of the band of devil's second in command. It is a [[SRD:Chain Devil|Chain Devil]]. He will probably hear what has been going on out in the outer cavern, and come out to investigate. More killing, yay. He has some loot on him, but most importantly he has a key. This happens to be the key needed to open the door into section 12, a magically locked door that most lvl 8 characters would have an extremely difficult time opening. <br />
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====10) Because We Want A Trap ====<br />
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This fun little room has been carved, and is not natural. There is nothing but a chest. A chest and a trap. DC 20 Search check on the chest to find it, DC 23 Disable Device. It is on the hinges of the chest, and is triggered when the chest is opened. The stone door to the room slams shut, and the room fills with water. It takes about 30 seconds fill up, and the 4" stone door has hardness 8, 60hp. Even with the door broken, there is enough water to still be dangerous. There is an entire river above the room, so the party will have an interesting time stopping it once it gets started. Some ideas are trying to block where it is coming from, or blocking the passage. But that makes it difficult to grab the treasure, a [[SRD: Ring of Protection|ring of protection]] +1 and a random [[SRD: Wondrous Items|minor wondrous item.]]<br />
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====11) Underground Pool====<br />
Water leaks from tiny cracks in the walls down into a pool. Three [[SRD:Skum|skum]] hang out here. They should be fairly easy to deal with. <br />
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====12) The Anteroom ====<br />
After crossing a pit (20ft long, 10ft wide, 30ft deep, requiring a DC 20 check to climb). Across this, there is a thick, magic door that would take a DC 50 Str check to break, or a DC 40 Open Lock check. If a spellcaster attempts [[SRD:Dispel Magic|Dispel Magic]] or [[SRD:Knock|knock]] and succeeds on a Caster Level check DC 20 will reduce these checks to 20 and 25 respectively. Either way, it is just easier to grab the key in (9). But of course the door is trapped with a [[SRD:Fire Trap|fire trap]]. The party picks themselves up and continues on. There is a small chamber here. There is not much of note, just a few odds and ends. Continuing down the passageway, the party finds another door. It is richly carved out of thick wood, decorated with trees and flowers. <br />
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