The Golden Draco

 

Defenses

Hold

Rooms

Heisenberg’s Finest

Bladel’s Wonderless Items

Offenses

Navigation

Maneuvers

Pseduo-dragon Covens

Nether Warriors

Crew

Status Codes

Ogrom

Bladel

Glimmer



 Golden Draco

Description: The Golden Draco is a magnificent warship of unparalleled quality. Its decks and hull are fashioned of the finest woods and most arcane magics. The ship itself has a long, snaking golden dragon imprinted along the side of the ship. The dragon imprint melds into and forms part of the ships’ gilden-wood prow.

 

Length: 200ft                Width: 50ft         Depth:  30ft  (9ft draw)

Decks: 3 (Top Deck / Belowdeck / Steerage Deck)

              +  Forcastle (8 ft high) & SternCastle (15ft high)

 

Hull Value: 84             Maneuverability Flight Class: D

Move Rate: 12 mph on water, Warp 1.8 in space (Max, 8.9)

 

Current Errata: in docks of melderyn gaining 12 hull points

-16 hull points

 

 
Offense

 

Dragon’s Breath The Grand Druid’s Augmentations

In defense of the ship, the navigator may look to the crew to give of themselves. In one round the entire crews are drained 1 hit point per level. This life force pool is gathered in the Master Orb, channeling it through a Gildenwood prow, and fires a bolt of Lord’s Fire type energy. “To hit” is as the ranged attack of the navigator. Damage is equal to the hit points placed in the pool. (i.e. if there are 250 hd on the ship, then the bolt does 250 hit points in damage)

 

         Other Attacks Crew

Glimmer may breath paralyzing gas (DC 23, 1d6+6 rnds)  or cold (10d8 DC 23) with Dispelling Breath (d20+14), crew may cast spells such as fireball (7d6, 10d6), chain lightning (14d6), cone of cold (14d6), magic missiles (25 total missiles per round, 5 of them empowered), various uses of Grease, Gust of Wind, and Reverse Gravity. Empowered Rays of Enfeeblement, a Dispelling Breath and walls of force will be used as well. If Lazarus is present he may cast a purified Gas Breath during a boarding event as it does not affect good creatures.

 

        Ring Gates (1 pair)

Found in the general meeting chamber. (top floor, Aftcastle) 

These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.
Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 40,000 gp;Weight 1 lb. each

 

Defense

·       Crew Defenses

Depending on the alert level, and warning, expect Ogrom, Glimmer, and Bladel to have the effects of a Stoneskin, Energy Reduction (30) lasting 120 minutes. Glimmer will also case Mass Bear’s Endurance affecting up to 14 creatures. In combat they may also have Spider climb and Displacement (Glimmer casts for all), Crew is at +2 AC and all rolls when defending ship due to Kothlun’s deck protection strategies – know when and wear to duck, how to use layout of ship to advantage during combat, etc. For highly defensive situations Glimmer can cast Mass Reduce person and each mage has a rope trick. Glimmer also casts each day False Vision on deck which fools scry spells – may catch Teleporters flat footed or give a surprise round. Crew members have pseudo dragons as familiars which have blindsense 60ft, darkvision 60ft and telepathy with creatures that speak common or sylvan, 60ft . (Spot +9, Hide +20, +24 in vegetation). After those spells are cast, Glimmer will then cast Wings of Air, a dragon spell that will improve the flight class of the ship by two! (Effectively flight class B (good) in Ogrom’s hands – that of hummingbird)

 

·       Antcipate Teleportation and False Vision cast by Glimmer each day·

       


·       Ward of Warning (Cast by Lorocus)

- GPS of Ak-Su-Ra 

            Epic device at 43rd level. Can determine exact position in Planar Model. 

            Determine position in reference to other positions and track movements. 

            It does transmit all data collected back to Ak-Su-Ra

·       Githzerai Cloaking Device (becomes visible if attacks) – 18th lvl

o      Acts as Circle of Psionic Inviso for entire ship – located in Aftcastle

·       Protection from Evil, 10ft radius. (Gift of Draco Paladine - Divine)

·       Hallowed Ground - turns cleric undead as a 3rd lvl (12th lvl )

·       Immunity to all elemental forces (as Cloudship – 20th lvl)

o      DR100 vs all Energy Types (Acid / Fire / Cold / Electricity)

·       Airy water and water breathing within 100ft (as Cloudship – 20th lvl)

·       Immunity to Sea Monsters (200ft) – (Glimmer Pax Stone Ring – 12th lvl)

·       Ethereal Storm Immunity - Wished that the ship and its crew are immune to the next 2 ethereal storms.(in play)

·       Temporal Shield – protects against time magics and extreme gravity (Built by Omega). May travel into a Black Hole.

-  Blessings of Grand Druid (placed on Ship itself)

·       Well Coordinated Crew  - Lorocus, Kothlun, Mandake, Alexander, & Loresraat have +2 timing checks while fighting on the Golden Draco

 

·       Sagely’s Shield – Defense device crafted by Steven Sagely

When triggered, this device creates a Wall of Impregnability which surrounds the ship. 1/charge. It currently has 13 charges and can be recharged by the casting of two Walls of Impregnability. This is immobile and the ship must remain stationary.

 

·       Aftdeck – Helm - Master Orb Protections

Permanized Antipathy to evil in area of Aftdeck centered from the orb. Orb has permanent protection from evil so summoned creatures may no touch it. Dramiji’s Instant Summons cast on Orb by Ogrom, Mandrake, and Megavon (scrolls).  Ogrom’s familiar is always stationed here.

 

·       Self Preservation Circuit

The Golden Draco can avoid any damage it is warned of. It can be warned of dangers via programming (being told directly), by the elvenstar, or by telepathic contact. The ship can move to protect itself. Max movement by itself is Warp 1.9 and it may summon an air elemental to defend itself.

 

·       Crows Nest

Has Permanized Prismatic Sphere which was wished to be attuned to all the ships crew and its welcomed guests (Permission to board). Bladel’s familiar is always stationed here.

·       Bow

       Seal of the Grand Druid (Self activating & intelligent):
            Protection from Time,
            Summon Natures Ally 9 (allows for Lorocus Special Creatures!) and
            Reverse Gravity

 

Crew

The lesser crew are guarded by Glimmer Gladwing, an adult silver dragon who stays on, and sometimes melds with, the ship. The ships is also attended to by Cordelia, a construct of a 9th lvl High Priestess of Draco Paladine provided by fate to act as Mandrake’s spiritual guide. She often blesses the ship. Ogrom is the ships Navigator, Bladel is the ship’s engineer, Craigan is the lookout. Each of them have leadership and henchmen of their respective 5th magic. These henchmen are based in firestorm peak and appear on deck when ship is not in danger or for Code Red Alerts. They may travel back and forth via the Gateway to Firestorm Peak.

 

Ships Pilot (Ogrom) bears the Ring of Water Elemental Dominance. A ring that functions as a double strength ring of water elemental command that functions at 24th lvl. Bladel wears the Amulet of Monitoring – can see out of the eyes of up to 4 armband wearers – same plane range. (He uses this for sentries or away teams – see Bladel for current settings)

 

Loresraat 

 

Each of the Loresraat is equivalent of a 1/4 lvl druid meaning that when four pair up they become a 1st level druid. Because of this, each of the Loresraat have a custom to travel in fours although the makeup of those groups vary. The entire loresraat does try to get together for a "communion of prayers" in the morning. Those prayers, infused with druidical rites and often spkoen in druids cant,  are a combination of prayers and communion with Draco Paladine, reaffiramtions of commmitments to good dragons, gnomes, and elves. They will praise good heroes and various elementals that have accomplished good works in the timeline and give thanks for Genin's amazing storylines as well as a general wish that magic is used for good. Commensurately they often pray for wise and benevolent leadership of the officials in the government of melderyn..  This is one of the few times the banter and antics of the loresraat are toned down in respect to the powers of magic and good. If all 12 of the loresraat are present they are cappable of a second level spell (3rd level druid). When appropriate they will use this time to cast:

 Delay Poison,   Restoration, Lesser: ,  Wood Shape ,  Animal Messenger,  and   Fire Trap M

  

At any other time, the Lorsraat pair up in 4's to cast the following spells

 

Number of times per day is based on lowest wisdom score of the 4, know spells as a 1st lvl druid, cast at lowest caster level?

The Loresraat has also spent much time with the Golden Draco on missions directed by Mandrake of Heaven in the war against evil dragons. They have all gained the following feats:

Dragon Foe (Int 13)

+2 on attack rolls vs dragons, +2 bonus on caster level checks to overcome a dragon's spell resistence, Dragons are at a -2 saving throws against your spells, spell-like abilities, and supernatural abilities.

Dragon Hunter (Wis 13)

+2 dodge bonus to AC against attacks made by dragons, +2 comp bonus on saves against the spells, attacks, and special abilities of dragon, +2 copetence bonus on any opposed check (eg bull rush, grapple) against a dragon.

Dragon Hunter Bravery 

You and all your allieswithin 30t that can see you are treated as having +4 HD for purposes of being except from a Dragon's Frightful Presence. If you are not affected, your animal companion and familiar is unaffected as well.You and your friends recieve a +4 morale bonus vs the effect.

Draco Paladine has blessed the crew with eternal youth so long as they remain of good alignment. (they do not age on ship).

Ogrom, Navigator

Level:

12th lvl  (31 hp), 2nd Lvl Monk, 1/4 lvl Druid (Master Thaumaturge, 6th lvl Magician)

Initiative

+0

Speed

30 ft. (6 squares)

Armor Class

18 + Displacement (Glimmer on alert) (+6 bracers, +2 Kothlun), touch 10, flat-footed 16, +2 Vs dragons

Base Attack/Grapple

+4/+7

Attack

Run

Space/Reach

5 ft./5 ft.

Special Attacks

Spells, +2 all rolls when defending ship (Kothlun)

Special Qualities

 

Saves

Fort +14 (4 base +4 const +2 koth +4 resist ring),

Ref +10 (4 base +2 koth +4 resist ring ),

Will +16 (8 base +2 wis +2 koth + 4 resist ring)

+2 vs Evil, +4 vs cold/water,, +2 vs Dragons

Abilities

 

Str 16, Dex 9, Con 19, Int 18, Wis 14, Cha 12

Skills

 

Spellcraft +19, Navigation +21, Timing +12, Concentration +21,

Listen+6, Move Silently +5 Spot +6, Cooking +12

 

Feats (1 human +4 char,

+ prestige class + monk)

Skill Focus (Navigation), Evasive Maneuvers (ship), Combat Tactics, Endurance,

Leadership, Craft Wonderous Items, Thaumtaurgy, Improved Grapple, unarmed strike,

flurry of blows, evasion

 

Alignment

Lawful Good

Spells

5/5/5/4/3/2       DC 14+spell level,       Concentrate on Orb X 4

1st

Burning Hands, True Strikex3, Grease

2rd

Rope Trick, Fog Cloud, Spider Climb, Glitter Dust(10ft radius spread), Invisibility

3th

Dispel Magic, Fireballx3,Sleet Storm (80ft diameter globe, blocks all vision) hampers movement on deck too

4th

Stoneskin, Dimension Door, Solid Fog (slows movement to 5ft, 40ft diam globe)x2

5th

Wall of Force, Sending, Telepathic Bond

6th Forcefull Hand, Antimagic Field

Magic Items

 

Ring of Water Elemental Dominance (Control water 4/week, Ice storm 4/week, Wall of Ice 2/day, Water breathing, create water, and water walk unlimited, bypass cold resistance and DR or water creatures, +8 attacks, +4 saves, cannot approach in 10ft, speak with water elementals), Bowl of summoning Water elementals (currently not using), Ring +4 saves, Bowl of cooking (in mess), Bladel’s spoon of flavoring. Various potions from Heisenberg (Alchemist)

12 Hd Lawful Good Wyvern Mount that can breathe in space and reduced when on deck.

 

 

Quirks

Loves to think in 3D. Works out a lot (pushups). Likes to wrestle

Pranks

Wrestles, Loves to fill peoples rooms with water so when they open door….

Code Green

 

Code Blue

 

Code Indigo

 

Code Violet

 

 

 

Combat

Ogrom remains at the aftcastle at the Master Orb, controlling the ship. His spells are usually cast to aid in tactical maneuvers. Can cast cantrip that maintains concentration on orb for 1 round. All maneuvers are well rehearsed with crew. See maneuvers below.

 

Bladel Overrock, Ship’s Engineer & Gunner

Level:

Master Magician (15th lvl)  Monk 1st lvl  Druid ¼      (35 hp)  Master Magician 3rd lvl Thaumaturge

Initiative

+2

Speed

30 ft. (6 squares)

Armor Class

22 + Displacement (Glimmer on alert) (+8 armour bonus (robes of steel) +2 Kothlun, touch 12, flat-footed 18

Base Attack/Grapple

+6/+1 (+7)  

Attack

With Rays: +17 (+6 base, +5 ring, +2 greater weapon focus, +4 dex), (+27 with true strike)

Space/Reach

5 ft./5 ft.

Special Attacks

Spells, Epic Rod of Absorption, +2 all rolls when defending ship (Kothlun)

Special Qualities

Mage Sight (Permanent), See Invisibility (Permanent/familiar)

Saves

Fort +12/+14 evil (5 base +1 const +1 luck+5 ring ), Ref +15/+17 evil (5 base +4 dex +1 luck +5 ring), Will +17/+19 evil (9 base +2 wis +1 luck+5 ring)

Abilities

Str 13, Dex 18, Con 13, Int 20, Wis 14, Cha 14

Skills

Spellcraft +23, Concentration +18, Timing +10, Knowledge Arcana: +20 Use Magic Device: +17,

Listen +6, Move Silently +6, Spot +6, Sailing, +18 Craft: metalworking: +13 Craft Woodworking: +20)

Feats (1 human +4 char,

+ prestige class)

Weapon Focus(Ray), Greater Weapon Focus(Ray) Leadership, Empower Spell, Spell Penetration,Greater spell penetration

Create Wonderous Item, Create Rod, Create Wand, Create Staff, Create Ring,

Repair Cloudship (need help of thuamtaturge), Improved Grapple, unarmed strike,

flurry of blows, evasion

Alignment

Lawful Good

Spells

6/5/5/5/5/3/2/1 DC 15 + Spell Level

1st

Mage Hand x1, Cleanx3;  True Strikex2, Identify, Grease, Mending, Magic Missile

2nd

Rope Trick, Locate Object, Spider Climb, Glitter Dust(10ft radius spread), Invisibility

3rd 

Ray of Enfeeblement (Empowered)x3, Wind Wall (120ft long, 60ft high) x2

4th

Minor Globe, Scorching Ray (Empowered) x3

5th

Elvenstar Wall of Force, Telepathic Bond, Break Enchantment, Bigby’s Construction Crew, Analyze dweomer

6th

Anti Magic Shell, Greater Dispel Magic, Besiging Bolts

7th Forcecage, Reverse Gravity
8th Maze

Magic Items

 

Amulet of the armbands (can see out of armband wearers eyes, currently: Mandrake, Glimmer, Craigan, & Lazarus)

Robes of Steel +8 Ac, may absorb 150 hp, +1 Ring of Water Walking, Gauntlets of Heat (does burning hands & heat metal in a ray), Gold Dragon Pin (+1 luck bonus to saves, Unseen servant 1/day and any 3 cantrips/day), Amber Dragonstone (absorb 1 spell/day), Dragon Holly (3 uses, cure 1d12 each), Ring of Rays (+5 to hit with ray spells), Rod of Epic Absorption (23), Rod of Cancellation (10), Scrolls: Greater Dispel (+20), Prismatic Sphere, Limited Wish, Protection From Evil, 10ft (elvenstar), Elvenstar Wall of Force, Various Potions from Heisenberg (alchemist), +5 ring of resitance

12 Hd LG Wyvern Mount that can breathe in space and reduced when on deck., Staff of Transmutation (38 charges) - gift from Kothlun

 

 

Quirks

Think Scotty! Loves his ship. Likes to make useless magic items. Collects paper airplanes

Pranks

Uses one of his many useless magic items. (traps, exploding things, transmuting things, sticky gum)

Code Green

 

Code Blue

 

Code Indigo

 

Code Violet

 

 

 

Combat

Bladel usually hangs with Ogrom at the aftcastle by the control rod. He will sometimes man the weapon using his Weapon Focus, Ray

 

Craigan, lookout

Level:

Sorcerer 10th lvl  (30 hp) 1st Lvl Monk, 1/4 lvl Druid

Initiative

+5

Speed

30 ft. (6 squares)

Armor Class

18 + Displacement (Glimmer on alert) (+6 bracers, +2 kothlun), touch 10, flat-footed 16

Base Attack/Grapple

+3

Attack

 

Space/Reach

5 ft./5 ft.

Special Attacks

Spot + 35, Running and Hiding (rope trick), +2 all rolls when defending ship (Kothlun)

Special Qualities

 (Glimmer usually has Stoneskin and energy resist 30 on him, in prismatic sphere)

Saves

Fort +9 (3 base +1 const +5 ring), Ref +11, Will +16 (7 base +4 wis +5 ring)

Abilities

Str 9, Dex 17, Con 12, Int 18, Wis 16, Cha 15

Skills

Spellcraft +14,  Spot +30* +5 scope, Timing, Concentration +11,

Listen +10, Move Silently + 6

Feats (1 human +3 char,

+ prestige class + monk)

Skill Focus (Spot), Cosmopolitan (Spot), Attentive (+2 competance to spot, init)

Leadership, Charm of Sights (Sorcery), Charm of Illusion (Sorcery), Charm of Fates (Sorcery)Improved Grapple, unarmed strike, flurry of blows, evasion

Alignment

Lawful Good

Spells

DC 14+spell level   (light, mage hand)    5/5/4/4/2

1st

Grease, Magic Missile, cats eye* (+2/lvl to spot, max +10), Alarm

2rd

Rope Trick, Spider Climb, Invisibility, See Invisibility

3th

Dispel Magic, Fireball, Tiny Hut, Arcane Sight

4th

Dimension Door, Arcane Eye, Detect Scrying, Scrying

5th Telepathic Bond, Prying Eyes

Magic Items

12 Hd LG Wyvern Mount that can breathe in space and reduced when on deck,

+5 ring of resistence (saves), Bracers +6, telescope +5 spot),

Glasses of Fire Eyes (Gift of Lorocus) that allows sight thru natural smoke, fire, fog (spell in MW) , Ring of Water Breathing

 Epic Spell Cast 

 Crown of Vermin - Lorocus used Word of Command Power to change the personal casting to touch for a Crown of Vermin (Epic Spell) which now lays chambered

Quirks

Afraid of drowning, sleeps in nautilus

Pranks

Really good at planning spoofs, persuasive with wyverns and pseudodragons.

Uses minor illusions

Code Green

 

Code Blue

 

Code Indigo

 

Code Violet

 

 

 

Combat

Craigan avoids combat, he is the chief lookout and stays invisible in the crows nest (in the Prismatic sphere). He will use a Rope Trick if he feels threatened. He likes to sleep in crows nest or in the Nautilus (afraid of drowning)

Glimmer Gladwing 

 

 

Level:

Young Adult Silver Dragon (Large), 14th lvl Sorcerer 19d12+76(199 hp)

Full length: 31ft  Body Length 11ft, Neck length 9ft, Tail length 11 ft, Body width 5ft

Standing Height 7ft, Maximum Wingspan 45, Minimum Wingspan 18ft 2,500lbs

Initiative

+4

Speed

40 ft. 150 fly

Armor Class

27 (-1 size, +18 natural), touch 9, flat-footed 27

Base Attack/Grapple

+19/+29

Attack

+25

Full Attack

 

+25 bite (2d6+6), +20 x2 claws (d8+3), +20x2 wings (d6+3), +20 Tail (d6+9)

 

Space/Reach

10 ft./5 ft.

Special Attacks

Breath Weapon, Frightful Presence

 

Special Qualities

SR 20, DR 5/+1 (10 adamantine with stoneskin), Blindsense (90ft), Cloudwalking

Immune to Acid and Cold, Vulnerable to Fire DR 30.(ring)

 

Saves

Fort +19,(15 base +4 sorcerer)

Ref +15,(11 base +4 sorcerer)

Will +24 (15 base+9 sorcerer)

 

Abilities

Str 23/+6, Dex 10, Con 19/+4, Int 16, Wis 19, Cha 22/+6

Skills

 

Listen +24, Search +11, Spot +24, Spellcraft +16, Concentration +24,

Diplomacy +11, Escape Artist +20, Intimidate +28 Sense Motive +15,

Use Magic Device +10, Knowledge: Misma +10, Singing +20

Feats

 

Improved Initiative, Hover, Snatch, Flyby Attack, Heighten Breath

 (increase DC up to const bonus, adds X rounds to breathe recovery)

Shape Creath (ray to line and vice versa)

Alignment

 

Lawful Good

Spells

DC 16 + Spell level  0 lvl: Charm bird, Mage hand,

8 x 1st

Magic Missile, Ray of Enfeeblement, Feather Fall,

Chill Touch (14 attacks, 2d6 save -1 str)

 

8 x2nd

Gust of Wind, Spider Climb, Resist Energy (30 pnts/rnd, 140 minutes),

Wings of Cover [Races of the Dragon] (immediate action to cast, creates

hemispherical or spherical barrier around you for an instant, provides

total cover, range: personal)

7x 3rd

 

Haste, Invisibility Sphere, Displacement, Fireball, Dispel Magic

7x 4th

 

Reduce Person, Mass (14 creatures), Anticipate Teleportation, Stoneskin,

Dispelling Breath (breath weapon acts as targeted dispel magic to

all creatures in area.

 

7 x 5th

False Vision (14 hrs, 80ft globe),  Cone of cold  (14d6)

Greater Wings of Air (improves flight class of target by 2),

 

7 x 6th

Mass Bears Endurance (14 Creatures), Repulsion, Chain Lightning

3 x 7th

Forcecage

Magic Items

Ring of fire protection (DR 30),

Pax Stone Ring – Protection from Sea Creatures 200 ft,

Scrolls: Reverse Gravity (2)

 

 

Quirks

Sleeps a lot. Likes to sing and charm birds then let them go.

Pranks

Very annoyed by pranks.

Code Green

 

Code Blue

 

Code Indigo

 

Code Violet

 


Combat

Glimmer does whatever she can to protect the ship and its crew. Shying away from direct combat in favor of defensive maneuvers..

Breath Weapon: Paralyzation (DC 23 Fort save, 1d6+4 rnds) and Cone of Cold 10d8 DC 23 reflex for half

Spells up on Ships Crew: (Will do Displacement (with warning) and Stoneskin + Resist Energy on self, Ogrom, & Bladel)

Mass Bears Endurance (14 creatures, 14 minutes), False Vision on ship (confuses scry, lasts 14 hrs)

Durations: Displacement (14 rounds), Resist Energy 30 (name type, 140 minutes), Stoneskin (140 minutes)

 Gratitude of Grand Druid to Glimmer for her Service to vessel 

 

 

 

Lazarus Mendal

Level:

Wizard 18th lvl  ( hp), 1st Lvl Monk, 1/4 lvl Druid

Initiative

+3

Speed

30 ft. (6 squares)

Armor Class

23 + Displacement (Glimmer on alert) (+6 bracers, +3 dex, +2 kothlun, +2 robes), touch 17, flat-footed 19

Base Attack/Grapple

+10/+5

Attack

 

Space/Reach

5 ft./5 ft.

Special Attacks

 +2 all rolls when defending ship (Kothlun)

Special Qualities

 

Saves

Fort +13/+15 if defending ship (7 base +1 const +3 ring +2 staff), 

Ref +14/+16 if defending ship  (7 base+3ring+2 staff+2dex), 

Will +26/+28 if defending ship (12 base +5 wis +3 ring +2staff+2ironwill+2crown)

Monk +3+3+3 BAB+1

Wizard +4+4+9 BAB +9 

Abilities

Str 13, Dex 16, Con 12, Int 22, Wis 21, Cha 15

Skills

Spellcraft +22 (17 ranks),  Spot +, Timing (8 ranks), Concentration +14 (13 ranks), Knowledge: dragons: 19 (14 ranks), Knowledge planes 32 (17 ranks), Dancing 8 (5 ranks)

Feats (1 human +5 char,

+ prestige class + monk)

Iron Will,  Leadership, Negotiator (+2 on Diplomacy & Sense Motive) 

Purify Spell (neutral creatures take half damage, good take none, evil outisiders have damage die increased by one)

Sudden Maximize, Extend spell (duration)

Plane Lore (Planar knowledge checks at +10)

Summon up to 14 hd creature with true name (Wizardry)

Improved Grapple, unarmed strike, flurry of blows, evasion (Monk)

Alignment

Lawful Good

Spells

DC 16+spell level   

1stx6 (12)

Protection from Evilx3, Magic Missilex3,  Shield, True strikex2, enhance robes (decreases ac by 2, increases hd summonable by 2, stacks up to 3 times) x2

2rdx6

Rope Trick, Spider Climb, Invisibility, See Invisibility, Whispering winds, 

3thx5

magic circle against evil - 10ft, Purified web, Fireball, Gaseous form,  haste

4thx5

Dimension Door,  Bestow Curse (fail save against my next spell)x2, Lesser Simulacrum, 

MME [Purified Fireball]x2, Reduce Person, Mass (Scroll)

5thx5 Planar Telepathy, Balefull Polymorph, Feeblemind, Break Enchantment
6thx4 Gas Breath, True Seeing or Legend Lore, Purified Fireblast, Summon Celestial Polar Bear (VI), Undeath to Death (on scroll)
7thx3 Purified Gas Breath, Banishment (28  HD) [will neg, SR, save & sr affected by items], Symbol of persuasion (on scroll, cast around quarters and protecting his staff)
8th x3 Maze, Planar Binding, Mind Blank
9th x2  Gate, Prismatic Sphere

Magic Items

12 Hd LG Wyvern Mount that can breathe in space and reduced when on deck,

+3 ring of fire resistence, greater (saves), Bracers +6,

White Robes of Wizardry (doubles 1st level spells), adds +3 test of wills, -2 ac)

Amulet (10 charges) - Protection from dragonbreath - 15 radius, 1 rnd/lvl), recharges one charge upon killing an evil dragon

Bag of good things (items and substances collected that will give a cumulative +12 on save DC and spell resistence for Banishment of demons, devils, daemons,  and +8 on cratures from the fire, water, and negative material planes, (eah time used, bonus goes down by 4 until replenshied - 1wk & 4,000gp)

Rod of dragonbreath (belt) breath as dragon 3/day - fire & gas) 15d6

Scroll of Invisible stalker summoning (usable 3/day)

Brazier of fire and air elemental summoning, 

Staff of Power (40 chrg):

The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (×3 on a critical hit) for 1 round.

Ring (formerly Headband) of Isabella Dragonhorse (his love & now married) - looks like wreathe of white flowers. (never surprised while wearing) Isabella is learning to use her at-will powers through the ring.

Firestorm Crown - Heightened Dominate Person (+2 DC) 3/day, Heightened Dominate Monster (+2DC) 2/day, +2 on Test of Wills & will saves (illusioned to look like a wreathe of white flowers)

Keys to firestorm peak portal - also has Dramiji's instant summons cast off of scroll.

drow/meldel related items

Wand of Force (18 charges)

 Epic Spell Cast 

 

Quirks

always weras white, wants to be Mandrakes greatest apprentice.

Pranks

Likes to use his hiegher level spells in pranks, enjoys making glyphs of warding with a purified fireblast and putting them in the sugar jar, cookie jar, or peoples cups (good ppl of course)

Code Green

 

Code Blue

 

Code Indigo

 

Code Violet

 

 

 

Combat

Lazarus will gather information from sources connected to true names he possesses (he knows many leuitenants - especially with evil dragons). Lazarus likes to use his spells wisely but is not beyond a show of force.

Lazarus mans the Gate at Firestorm Peak, he keeps a portal open directly to the cargo  hold ofthe golden draco. If he is required elsewhere, Asimov or Isabella  either goes in his stead, or replaces him at the gate.

Loresraat Structure 
Ogrom (Master Thaumaturgy)- 2 henchmen: Galileo & Tycho

Heisenberg  (loyal henchmen to alexia) (Master Alchemist)

       - 2 henchmen:  Michaelis (7th)& Menton (7th)

Bladel (Master Magician) - 2 henchmen, Hubble (7th) & Kepler(7th)

Craigan (Sorcery Scholar) - 

Lazarus (Wizardry Scholar) - 1 henchman: Asimov (9th)

Familiars of all members, all Loresraat have 12 hd wyverns that may fly and breathe in space and are reduced when on the ship.

Honorary members: 

Megavon, Mandrake, Steven Sagely, 

 

 

Nether Warriors

Nether Warriors that are on the decks stay at there assigned possitions along the railing of the ship. all stand perpetually at attention, each holding on with both hands to a chain affixed to the deck at their feat. This prevents the Nether Warriors from being accidently washed overboard due to a big wave or fall victim to a reverse gravity. It requires 200 netherwarriors in contact with the ship to bring the Golden Draco ethereal. Each nether warrior has standing instructions to stay and hold on to the chain as hard as well as possible until they are ordered to attack. They are responsive to commands to go ethereal, attack the closest enemy,  all within a zone pointed to will attack a single creature creature that is pointed to (meaning this command can be given silently), or an individual warrior can be told to attack a creature (points to only that one),  or grapple and bring to the ethereal an item or object.,  Nether warriors may also be used to row, carry, and lift. They solmetimes aid in hauling cargo aboard. They are also sometimes gven commands to go ethereal while a familiar is on it, it is told to follow the familiar and return here with whatever it lands on and squawks..

Over the years the Loresraat has added distinguishing things to some of the nether warriors - minor items, magic mouths, ornamentation. For example one (and only one) of the nether warriors wearing a stylish red hat. That nether warrior has a ring of fire protection, minor and some other minor protective items. He also has a magic mouth that triggers whenever it begins to do a command , "Me AGAIN???? Why is it always me". Also, the Nether warrior stationed in the mess hall, Number 72, wears an apron and has a magic mouth that is triggered whenever his designation is spoken to him and says "I am not a number, I am a free man" (there is a 50% chance that the nether warrior then goes ethereal and waits on the ether plane for more commands). This nether warrior often helps with cooking as a seu chief (cut this, put this in here).  There is one nether warrior that has been ordered to respond to the name "Ala-Man-thia". That is actually the name of the talking strawberry plant that is planted in a planter than hands from the Nether Warriors neck and carried in his hands. This nether warrior has been told to obey all the commands from the strawbery plant and can often be found walking around the ship. Alamanthia would like to learn magic or druidicy but so far as been unable to.

Level:

5 HD (40 hp)

Initiative

+0

Speed

30 ft. (6 squares)

Armor Class

17  (+7 natural armour), touch 10, flat footed 17

Base Attack/Grapple

+5/+12 (+5/+14 in Ether)

Attack

+12 (1d6+7) x2 (claws)+ grapple,  +14 (1d6+9) x2 (claws in Ether)+ grapple,

Space/Reach

5 ft./5 ft.

Special Attacks

Etherealness (Su)

Special Qualities

Immune to Ethereal winds, +2 saves vs Elemental Magic

Saves

Fort +7 (3 base +4 const), Ref +3, Will +1

Abilities

Str 24 /+7, 28/+9 in ether, 20/+5 in Astral Dex 10, Con 18, Int: Nil, Wis Nill, Cha 6

Skills

Climb: 5 Listen: 5 Spot: 5

Feats

Improved Grab,

Alignment

Neutral

Special Abilities

On Ethereal Plane their strength increases by 4 and they gain Teleport (spell like ability)

On Astral Plane their strength lowers by 4

 

 

Magic Items

None, Hold chain affixed to deck, feet in metal boot on deck, 1 rnd to release

Code Red

 

Code Orange

 

Code Yellow

 

Code Green

 

Code Blue

 

Code Indigo

 

Code Violet

 

 

 

Combat

Nether warriors are living creatures with no mouths. They are automatons and have no innate intelligence or will and are easily possessed. They will respond to Mandrake, Ogrom, and the crew of the Golden Draco. They attack with their claws. If one hits, they will attempt a grapple check to automatically deal damage next round. Depending on their orders, they may then travel Ethereal. It takes 200 Nether Warriors to turn the ship ethereal.

Pseudodragon Covens

The Loresraat all have pseudo-dragons as familiars – at the behest of Draco Paladine. These psudodragons know each other well, often staying with a different master or within 2 covens upon the ship. One coven is located in the right Forecastle (garden room) and the other is located below decks in between decks. They have discovered several crawlways throughout the ship. A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds and can communicate telepathically. They can also vocalize animal noises and speak with most animals. The loresraat are fond of giving their “dragons” treasure so many small personal items can be found here.

Size/Type:

Up to twelve Tiny Dragons on the ship at any time.

Hit Dice:

2d12+2 (15 hp)

Initiative:

+2

Speed:

15 ft. (3 squares), fly 60 ft. (good)

Armor Class:

18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16

Base Attack/Grapple:

+2/-8

Attack:

Sting +6 melee (1d3-2 plus poison)

Full Attack:

Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)

Space/Reach:

2½ ft./0 ft. (5 ft. with tail)

Special Attacks:

Poison

Special Qualities:

Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.

Saves:

Fort +4, Ref +5, Will +4

Abilities:

Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10

Skills:

Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)

Feats:

Alertness, Weapon FinesseB

 

Organization:

Solitary, pair, or clutch (3-5)

Alignment:

Always neutral good

3-4 HD (Tiny)

+3

Combat

A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.

Poison (Ex)  Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Cordelia

Drawn from something similar to a deck of many things, Cordelia, The Hierophant’s Priestess, is a construct that functions as a 7th lvl priestess of Draco Paladine. She appears once per day, usually at dawn. She brings curative miracles, beneficial blessings, and sometimes minor divination magics. (up to 4th lvl spells) or blessings for the ship..

Deck preparations:

Nether Warriors: Each hold a chain that is fastened to the deck beneath them, metal footholds, 1 round to get out

Kato Maneuveranchor on deck, at mast base, default length 30ft

     Metal stop/lock allows for quick adjustment from 30-400ft (colr code at 20 ft lengths)

Spider Climbers - Bladel, Ogrom, Craigan, and Glimmer will each cast Spider Climb to cling to deck in case of reverse gravity, or sudden swerve

Maneuvers:

Kato – crew member standing ready with ships anchor in hand and anchor line extended at X feet (default 30), Glimmer ready with Forcecage spell, On mark, Navigator (Ogrom) turns at full speed, anchor thrown over starboard bow, Glimmer catches it in forcecage, --- turn becomes incredibly swift, if order is for half Kato maneuver, forcecage is dispelled (dispellable at will) when ship direction is reversed 180, if full kato maneuver, ogrom may slow to allow a pursuing ship to pass, allows full 360 turn and fire guns!

PWOD - Pursuer’s Wall of Deathwhen pursued, Glimmer increases maneuverability by 2 classes with Greater Wings of Air (5th lvl dragon spell), and he casts Wall of Force behind (and in front of pursuing ship), to be really cleaver he can put a fog cloud up ahead, fly through it, then cast wall of force after passage so it wont be seen with detects)

SM - Slocamotion cast solid fog behind on pursuers, reduces movement to 5ft no save!

SS - Sudden Slow: cast solid fog to slow ship without damage.

GG #1 or GG #2 – Gas and Gone: throw up fog cloud, fly through it, and #1 engage cloaking device or #2 go Ethereal. Alternately Madrake may do Minor Image of a Gate spell (sly though it and #1 or #2

FLB – Flip ‘em Like Bacon: crew members have spider climb, Glimmer casts Reverse Gravity

Boarding Strategies:

Grease spells directed at advancing foes, combined with Gust of Wind. Glitter dust invisible creatures.

Ship Combat:

Touch AC of ship: 4 (-6 size) ???

 Increase this AC by 1 for every 10ft move rate of ship x flight class (Fx1, Ex2, Dx3, Cx4, Bx5, Ax6

Special Codes:

If any ships crew asks for Bladel to prepare dinner, or have long discussions of spellcraft without making jokes, it means that there is an invisible/hidden enemy present. Crew will take no action but they will also not discuss any plans of important, keeping their minds and thoughts focused on very arcane discussions of magic. Familiars will remain invisible but use their blindsense and scent abilities to pinpoint any intruders. Considered green alert status.

 

If any of the crew mentions repairs to the aft hull deck plates, it means that an invisible/hidden enemy is present. Act normally until the intruder can be pinpointed. Prepare for coordinated attacks. Go to secure location (Nautilus) to cast see invisible, employ familiars with scent and blindsense, and finally if intruder is not found, use Scroll of True Sight. If creature is invisible or hidden, once located, cast Glidderdust in area, Dragon may breath paralyzing gas and shape breath.

 

If 2-5 elvish fighters come to the ship who are answering Mandrake’s once per year call, it means Mandrake is in trouble and the ship should attempt rescue immediately. Considered code Blue.

 

Emergency Scrolls:

If emergency, or under certain conditions, the crew can use the following scrolls:

Prismatic Sphere, Magic Missile Arcana (cast at 24th lvl), Greater Dispell Magicx2, Break Enchantment, Anti-magic shell, Remove Cursex4,  S&S’s Planear Travelx2, Mandrake’s Unprojecting Image, Telepathy (6th lvl, cross planar).

Navigation

It takes a thaumaturge to fly and control the ship and a magician to repair it. Over 100 unseen servants and telekinetic powers are controlled via the Master Orb so the ship can be operated with only a crew of one thaumaturge. Each of the Loresraat members have pseudo-dragon familiars which are often underfoot upon the ship and provide a constant watch and warning system for the ship (may detect inviso).

·       1st : May maneuver ship on water only, ¾ max move rate, need half crew

·       2nd : May levitate ship, full move on water, need quarter crew

·       3rd: May fly ship at half move, Flight class F, no crew nescessary

·       4th:  May fly ship at ¾ move, Flight class E

·       5th : May fly ship at full move, May attain warp 1.0 Flight class D

·       6th: Full capabilities, warp 1.8 Flight class D+

Navigation Tools

·       Elvenstar (Aftdeck)

·       X,Y,Z plotter (determines exact location) – (Aftdeck)

·       Sextant +20 to navigation and sailing

Dragonspeed - The Grand Druid’s Augmentations

For each warp past 1.8, navigator must sacrifice 1 pnt of strength,1 pnt of constitution (to a max 8.9). Charisma is cut in half for 1 full day when this is used.

Maps

·       Githyanki star map of installations

·       Githyanki ship maps from Acerak

·       The “Robinsons” (lost in space) star maps

·       Star charts form Horan, Maximillian Athoth (black hole guy), the ‘Alien’ spacecraft

Elvenstar

The Elvenstar, a device of alien origin and intelligence has become partial to the Golden Draco and provides extremely accurate long range sensors as well as a powerful danger sensor which will cause the gem to rise in the air and announce incoming danger. The Elvenstar can also be used to augment certainly specially prepared spells. These spells have their area of effect drastically increased. The following implementation of the following spells, with their effects listed below, are understood:

       Protection from evil 10ft Radius – area of effect increased to 10,000ft radius

       Wall of Force – area of effect increased to 1,000ft radius

      

Decks

·       100 nether warriors are permanently stationed along the ships (50 per side). 100 netherwarriors are needed to bring the entire ship fully ethereal.

·       12 Lawful Good Wyverns sworn to Bahamut are mounts to the Loresraat. They are trained to bear a rider, may fly and exist in space (with rider), and reduce when on ship. These hang out in the Forecastle (garden room)

Firestorm Base

·       Magician’s Engine

o      (device created by loresraat which consumes magic items to fuel the macking of new ones (provides ½ xp)

Hold

Semi-permanent Gateway to the Base at Firestorm Peak. The gateway leads to the interior of Firestorm peak  (Transdimensional Gateway room) which is completely sealed (even to epic magics) to the outside world except for 1 day per 1,000 years. The base is manned by the loresraat, has the Mandragoran libraries, and has a working mushroom farm which is self sustaining for 500 man sized people and is tended by the loresraat (each is a ¼ lvl druid). Firestorm base has a wealth of supplies, ship repair materials, and space for up to 1,500 refugees. Large pools of holy water originally from the 1st plane of heaven, feed the mushroom ponds and repel nether worldly creatures. The control crystals to the transdimensional gateway are usually held by Mandrake and may sometimes be found with Ogrom or Lazarus. The operation of the gateway is understood by Mandrake, Ogrom, and Lazarus (explained by the goddess of the gnomes).

·       400 netherwarriors (may teleport in ether, travel to ether plane (self +500lbs each) (massmorphed as walls)

·       Submarine “Nautilus”

·       12 Flying Orbs (Move: 180’, Flight Class B, 35 Hull Points, 1 attck – 3d6 hull or 6d6 dam)

·       3 Behirs (charmed, in suspended animation)

Special Devices

·       Mirror of Mental Prowess

o      (Mandrake and party observed on missions)

o      Located in Aftcastle

·       Rod - Epic Absorption (Carried by Bladel): Like a rod of absorption, this rod draws single-target or ray spells and spell-like abilities into itself, nullifying the effect and storing the potential spell levels until the wielder releases the energy in the form of spells of his or her own. Spells of any level (including those boosted beyond 9th level by metamagic) can be absorbed, although epic spells cannot. The rod absorbs a maximum of 20/50 (has 30 inside) spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. (Usually held by ships captain)

Quarters

·       Spell protections on All Rooms

o      Window, door, chest, and dresser wizard barred at 22nd lvl

o      Antipathy vs evil on ship (Permanent)

o      Permanent Unseen Sevant is in the room and will respond to all commands

o      A continual light spell is in the right side bed cabinete

o      Magic Mouth spells on doors and windows say “Welcome” when any but assigned guest passes

Navigation & General Meeting Room (Aftcastle, upper)

·       General meeting room and navigation center, in a constant state of disorder (-4 search)

o      Has maps, charts, and special devices including Elvenstar, XYZ plotter, Sextant,

o      Mirror of Mental Prowess (if unused, focused on someone bathing)

·       Large round meeting table, many plants including talking strawberry plants, cabinets with food, bowls of pistachio nuts, ogrom’s pseudo dragon familiar Philip can be found her (blindsense 60ft, telepathy 60ft), a variety of unlabeled potions, several of Bladel’s useless magic items, yesterday’s food (be careful it animates on bladel’s plates)

Mandrakes Room (Aftcastle, left)

·       Luxurious bedroom set complete with canopy bed and elvish changing screens

o      one nights rest on bed grants +3 constitution for 1 day

·       Blue silk sheets with stitched Angel design grants Bless spell (+1 all saves for 1 day)

·       3 Paintings – the Lords Keep, Caladan w/ Castle, Draco Paladine (30K gp each)

·       Large Chest

·       Full Length Mirror – Soultrapping mirror Save -6, 6 cells

       Books on bookshelves – “Wild, Wild West”, “Passage”, “tome of Fears”

·       Perfumes, candles, incense, & pipes

·       Strawberry Plants (Int 10), may speak

·       Silver Birdcage – 2 white doves (animal friendshipped)

·       Soul trapped chest (in wall behind bed, accessible through Phase Door)

·       -Nystals no magic aura on Phase door and chest, Wizard Barred at 22nd lvl

o      within area of the Prismatic Sphere

·       Iron statues of Alexia and Lord Quicksilver (Iron Golems)

·       Protections in room:

o      Prismatic Sphere (Permanent) around bed. Wished to allow Alexia, Sagely,

§       Loresraat, and Golems to pass safely

§       Invisibility on Prismatic Sphere

o      Screen Spell (Permanent)

o      Glasssteel on windows

o      Bed radiates protection from evil 10ft

o      Everburning white candle reveals all hidden and invisible creatures and illusions

o      Soultrapping mirror faces from above headboard if not carried by Mandrake

o     Plant Growth (Cast by Lorocus; plants with immunities to magic/spells as per Old lord Plant growth) Plants are immune to magic, fire and weapons! All animals have Animal Adoration: immune to Mind Control, Fanatically loyal and +2 Th/Dam

         

Lorocus’s Room (Aftcastle, right)

·       Large four poster rosewood bed with two headboard cabinets of holding engraved with carvings of dragonscales, ivy, and naked women.

·       Cabinets have 3 potions extra healing, 3 gaseous form, 2 potions of teleport

·       Bed grants empathy, esp, and increased sexual prowess

·       Red Satin sheets with lovers symbol – adds +2 chr for 1 day

·       Matching rosewood dresser (4 drawers of holding) Wizard Barred at 20th lvl

·       Candelabra with 5 candles of Invocation,

·       Dragon incense holder with 7 incense of meditation.

·       Wall cupboard – elfweed (+3 wisdom, -2 int, lasts 2 hrs, 5 uses),

·       2 bottles of ancient elvish wine, dried raisins, potion of rainbow hues,

·       small bottle of female perfume (adds +2 chr)

·       eyedropper bottle with potion of sweet water

·       Elvish Screen (depicts forest temple to Hanali (love & poetry)

·       Small bronze bathtub, w/ scented oil bottles and small vial of sweet water

·       Several hanging strawberry plants (Int 10), may speak

-   Enscrawled on the wall in an unremovable etching is the phrase "Ted was here"

·       Iron chest w/ lock and small bird cage (no door) with Parakete

o     Plant Growth (Cast by Lorocus; plants with immunities to magic/spells as per Old lord Plant growth) Plants are immune to magic, fire and weapons! All animals have Animal Adoration: immune to Mind Control, Fanatically loyal and +2 Th/Dam

 

Starrider & Loric’s Room (Forecastle, Left)

·       Two elvish silk hammocks strung across room (90% hidden while inside)

·       Two ivory folding screens with mosaic of

·       Each adds 20 x 20 ft of space via extra dimensional folding

·       Behind screens is a small library and desk

·       Desk of study – adds 1 extra 1st, 2nd, and 3rd lvl spell slot

·       Six elvish wicker baskets hanging from ceiling suspended by:

·       2 ropes of climbing, 2 ropes of entanglement

·       2 sets of slippers of spider climb

Liguarious (Forecastle, Front)

Garden room – filled with a plethora of potted plants – both hanging and affixed to deck, foliage obscures room (cover), very simple hammock hides in far left corner, talking strawberry plants (intelligence 14) grow throughout, tub in far right corner, fresh water, 2 vials of sweet water slowly drip down an elvish water clock, up to 12 reduced lawful good wyverns sworn to Bahamut inhabit here. Pseudodragons may hide here as well. Depending on reactions to Liguarious, the pseudodragon coven may nest here (or below decks). The well of many worlds (to crab fishing area on earth, somewhere on tropical ocean) may be found here or in the mess hall.  When Mandrake has a chance he will create permanent  illusory terrain  that this room is in a forest.

Wornboot (Quarters In Hold)

Quarter’s in Hold. Large hammock set up, Several bookshelves with fiction and non-fiction books including “Wild Wild West, Passages, Book of Starrider, All Things Elven by Steven Sagely, Brief History of Dwarves (not very brief), History books on Melderyn and Kanday. Sultan Zyntax’s Report on the Priests of Syrynx, Teachings of Draco Paladine by Cordelia. Room includes magnifying glass of comprehend languages.

Kothluns Room (Below decks, prepared for rapid exit)

Elven style ship furniture, Painting supplies, canvases, easiles, clingor rope (2x 60ft).

Crews Mess Hall

The well of many worlds (to crab fishing area on earth, somewhere on tropical ocean) may be found here. the Nether warrior stationed in the mess hall, Number 72, wears an apron and has a magic mouth that is triggered whenever his designation is spoken to him and says "I am not a number, I am a free man" (there is a 50% chance that the nether warrior then goes ethereal and waits on the ether plane for more commands). This nether warrior often helps with cooking as a seu chief (cut this, put this in here)

Alert Status Codes

Code Red Alert

- Party time! 20%  of spontaneous food fight or caught in prank

- familiars still on guard,

Code Orange Alert

          - githyanky/githzerai attack, use reverse gravity & winds for boarding parties

Code Yellow Alert

          - ethereal travel

Code Green Alert

-         We are in a trap!

-         Cast detection/information spells, familiars looking for invisible creatures,

-         Prepare for IMMEDIATE departure, full deck preparations

-         Energy resistence and stoneskin up.

Code Blue Alert

-         Epic level dangers ahead, raise all major (mobile) protections.

-         Cast entire protective spell list, Barkskin potions (+3 natural armour)

-         Cast battle list

Code Indigo Alert

-         Hide. Glimmer will cast Mass Reduce (up to 14 creatures) and the crew will hide in the space between decks (deep in the pseudo dragon coven). Miniturized spell books, food, and equipment can be found there. These spaces are packed with dragon herbs that masks scent to any but the coven dragons.

-         Will also make liberal use of the invisibility and dimension door spells.

Code Violet Alert

-         Incomming projectiles, possibly fighting drow

-         ready featherfalls (1 each per round (3), 2 rnds)

         wind walls on ship (Glimmer takes 4 to cover both sides of ship)

 

Bladel’s Wonderless Items

These may be found in a variety of places on the ship, most commonly the Navigation/Meeting room in the uppermost deck of the Aftcastle. These have been created over the years during magical experimentations

Schmoo a white substance that has the look at texture of marshmallow. It is a magical creation that is neither animal, vegetable, or mineral. It has normal nutritional value and will taste and smell like anything the eater desires (its texture and consistency remain the same). Schmoo can be stored indefinitely. It takes three times the nutritional value in ingrediaents for a magician to make schmoo.

Un-reflective mirrors- small handmirrors that when gazed upon, the reflection seen is of yourself as the opposite sex. Some rare ones reflect an alternate race. A result of experiments when the Loresraat studied the Ring of Mirrors.

Commoly Rare Items – these small trinkets transmute once per day into a common item of less than 1 sp value, that is common in a nearby region but not here. The owner has no control over what items they will become. Weight, 0.3 lbs.

Rarely Common Items. These items of 0.3 lbs or less once per day, become valueless trinkets from some bygone era, race, or culture (non identifiable).

Bladel’s answer to the “Glass that’s half empty/half full” – A common looking opaque mug that expels its contents in a 5ft burst radius if it approaches being half full or half empty.

Singing Stones – rocks that eminate the faint sound of gravel falling, or rocks falling on rocks. (Actually, they speak in earth elemental, Intellingence 6. – A later attempt at magics similar to the intelligent talking strawberry plants. They only speak elemental earth.)

Bladel’s Putty – no known use – as of yet.

Heisenberg’s Finest (So far)

Heisenberg’s alchemical lab has been at it again trying to mix his uncertainly principle with a bit of luck. They have been trying to develop a potion that becomes what you need it to be. So far, his liquids have shown the ability to morph into potions of other qualities but they most often become “what you needed yesterday” or “what you needed a few rounds ago”. Well, almost most often….

Heisenberg’s Finest Draught: Effects last for 1d4 hours.

1-5

Belching bubbles, spells cast with verbal component do not begin until 1d4 rounds later.

6-10

Imbiber has gas, audibly expels an odorless, colorless gas in a 5ft radius. All within must make a DC 12 fortitude save or fall under the effects of Tasha’s Uncontrollable laughter (immunity to poison counts, mind affecting does not)

11-16

Potion effect that would have been usefull within the last day

17-19

Rod of Wonder Effect, (max dice rolled for any effect is 2d6)

20

Any desired potion effect from DMG

Treasure of Firestorm Peak: 30 Million+ value  (need 3,600,000)

Mandrake's Dragon Treasure Trove
The greatest treasue is knowledge and the trove of the Mandragoran does not overlook that. The Treasure of the Gold Dragon may be measured in his mazingly HUGE Libraries. Here are SEVERAL Arcane Libraries of legend. Spattered around the library can be found mounds of gold, silver, platinum and copper coins,as well as the magic item treasures of Mandrake's horde.

Issabella Dragonhorse, Lazarus's wife and creature tied to his circlet may often be found here reading.
Lbrary books and items here may not be removed. Individual magic mouths have been placed on each item by mandrake (they are unnafected by dispel magic and greater dispell magic but affected by any other effect which dispells magic). Dragonmarks also appear on most items.

The Library of the Planes,
All information pertaining to planes, plane lore, and spells involving planes. May research plane related spells at up to 2 levels beyond casters own cappabilities in half the time (ie is the maximum level spell castable is 7th level, they may research a 9th level) or research a spell within cappablilities at 1/4 time.. Casts remain same.  Value: 1,000,000+gp

Fire Library:
Spellbooks containing all known fire spells including fire based spells of other classes (still need to be that class to cast those spells).
Reduces research time of fire based spells to 1/4. Value: 225,000

Library of Basic Spell Research:
Miscellaneous topics, includes unprojecting image, pattern sight, sagelys spectacular retainer, sagelies balloon summoning, pandemonium bolt, form and function spells (various, earliest spells only), scrolls not in desk or on person can be found here. (see list). Value: 115,000 gp

Illusionists Library:
Materials for illusionist research from 1st-7th level only. Value: 200,000 gp


Total Cash (coins & gems):
1,529,950

Items:
1    shield +3 with intelligence and additional powers               
1    leather +4                           
2    longswords +2      16,000                 
3    ice teeth of windmaster    continually drip water
1    Cloak of displacement, minor        200,335      
5    longswords +1    10,000                    1    chain +2    5,000
3    shields +1
1    Scroll of 3 arcane spells    32,500    black tentacles (level 4) wall of ice (level 4) contagion (level 4)
1    Scroll of 3 arcane spells    20,000    freezing sphere (level 6) seeming (level 5) mages private sanctum (level 5)
total value ~ 3,353,785+

Treasures from the Grand Druid

Mandrakes Horde (NL menas not Land working)

THE BELOW IS STORED IN ROBBIE (Iron Golem with Portal Hole – Storage Bot of AkSuRa uses a teleport ray to move into and out of space)

 

 

 

 

 

armor

 

 

small +1 Hide of Spell resistance (15)

small +4 Hide of Silent moves (improved), Cold resistance (normal) and Slick (improved)

 

 

 

+5 steel heavy Shield

 

Lions shield This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

 

    large  steel  shield  [Core  Rules]  +4 

Undead  Distrupting  [Defenders  of  the  Faith]) 

36,170 GP

art

 

 

    belt  buckle,  decorated  with  brown-green  garnets 

 

1,115 GP

    bizarre  idol,  made  of  jet 

 

106 GP

    carved  ivory  scroll  case  with  tiger's  eye  caps 

 

1,390 GP

    carved  ivory  tusk,  depicting  a  warrior's  exploits 

 

1,371 GP

    ceremonial  silver  dagger  with  a  star  sapphire  in  the  pommel 

893 GP

    coronet,  wrought  silver  and  gold,  of  illithid  origin 

 

1,658 GP

    electrum  bracer  with  mock  scales  and  four  citrine  gems 

 

111 GP

    electrum  ring,  laughing  imp  with  obsidian  eyes 

 

50 GP

    emerald  pendant  on  a  fine  gold  chain 

 

791 GP

    fiery  yellow  corundum  pendant  on  a  fine  gold  chain 

 

1,804 GP

    gold  medallion  with  black  opal  gemstone 

 

1,675 GP

    golden  flagon,  intricately  decorated,  with  a  long  fiery  yellow  corundum  dominating  the  neck   

1,993 GP

    golden  flask,  inlaid  with  silver  designs 

 

842 GP

    intricate  wool  tapestry, 

a  parable) 

5,190 GP

    ivory  bracelet 

 

1,021 GP

    malachite  gold  earring 

 

580 GP

    marble  statuette,  10  inches  tall,  of  a  warrior,  with  elven  mithril  armor 

1,046 GP

    meteoric  iron  necklace  with  sapphire  eye 

 

2,881 GP

    meteoric  iron  necklace  with  sapphire  eye 

 

5,465 GP

    miniature  scale  airship  (Golden Draco)

 

838 GP

    miniature  scale  castle  (Nath-Rok)

 

538 GP

    ornamental  gold  skullcap,  vine  motif 

 

87 GP

    ornamental  silver  inkpot  with  blue  quartz  gems 

 

138 GP

    ornamental  silver  skullcap,  with  gold  inlaid  runes  and  an  onyx  set  above  the  brow 

384 GP

    platinum  collar  pin 

 

110 GP

    silver  earring 

 

50 GP

    silver-plated  rapier  with  amethyst  in  the  hilt 

 

428 GP

    silver-plated  sickle,  golden  handle,  druidic  vine  motif 

 

120 GP

    simple  gold  cloak  pin 

 

105 GP

    small  painting,  a  beach  (Andelain)

 

660 GP

    small  painting,  a  beach  (NathRok)

 

322 GP

    translucent  apple  chrysoprase  gold  earring 

 

1,093 GP

    well-wrought  fertility  idol  (Ishtar)

 

1,186 GP

    well-wrought  miniature  scale  castle   

 

1,055 GP

    well-wrought  miniature  scale  war  machine   

 

1,043 GP

    well-wrought  miniature  scale  war  machine   

 

4,025 GP

    wrought  gold  anklet 

 

760 GP

    wrought  gold  carving  service 

 

835 GP

    wrought  silver  and  gold  collar 

 

790 GP

    wrought  silver  torque 

 

558 GP

potion

 

 

potion  of  Perfect  Recollection  [Relics  &  Rituals] 

 

 

ring

 

 

 

 

 

rod

 

 

 

 

 

    rod  of  withering  [Core  Rules] 

 

17,000 GP

 

 

 

staff

 

 

    staff  of  earth  and  stone  [Core  Rules] 

10  charges) 

17,000 GP

    staff  of  frost  [Core  Rules] 

33  charges) 

46,200 GP

    staff  of  Scrivening  [Magic  of  Faerun] 

18  charges) 

19,296 GP

    staff  of  swarming  insects  [Core  Rules] 

9  charges) 

3,600 GP

 

 

 

wand

 

 

 

 

 

 

weapon

 

 

 

 

 

    heavy  mace  +5  [Core  Rules] 

Domineering  [Magic  of  Faerun]) 

128,312 GP

wondrous  item

 

 

    Gemgate  [Relics  &  Rituals] 

 

81,900 GP

    Kadum's  Pearls:  Pearl  of  Pestilence  [Relics  &  Rituals] 

 

32,000 GP

        something  provides  a  clue  to  its  function

 

 

 

 

40,000 GP

 

 

 

Pendaent of the Psi (+1 on Psi checks)

 

10,000 GP

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Treasures from Alexander Krestor - The Golem is worth 21 million alone! The City of Titan is worth a few illion and the res of the items are artifact or Epic most of them)

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