|Aliases:||Humfaxi; Ghost Beard; Phantomas|
|Alignment:||LE (Undetectable Alignment)|
|Theme Song:||Bank Robber|
|Played by Sorrowdusk|
- Abilities & Skills
- Feats & Class Abilities
Voss is a tall (for his race), thin dwarf, with ashen skin. His beard is white and unruly, curly with occasional sharp quills no longer than a fingernail. Pale gray they would almost blend in with his beard, were the tips not inky violet-almost black. He has no hair on his head, and oddly none on his heavy brow that shades his beady eyes. When he laughs he shows a mouth of too many teeth, none of them sharp but all of them crooked. Its never bright bar laughter among fellows, but a wheezey cackle that shows amusement at the misfortune of others.
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10+4Dex+5Armor = 19|
|Fortitude||+2||+3(+1Cloak)||+6(+7 vs Spell/SLA)|
|Reflex||+2||+4(+1Cloak)||+7(+8 vs Spell/SLA)|
|Will||+5||+1(+1Cloak)||+7 (+8 vs Spell/SLA)|
|+4Dex = +4|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|C||Decipher Script (Int)||+0||+6||+0||+0||+6|
|C||Disable Device (Int)||+9||+6||+0||+0||+15|
|C||Escape Artist (Dex)||+0||+4||+0||+0||+4|
|C||Gather Information (Cha)||+3||+0||+0||+0||+3|
|X||Handle Animal (Cha)||+0||+0||+0||+0||+0|
|C||Knowledge (Arcana/Architecture & Engineering/Local) (Int)||+8||+5||+0||+0||+13|
|C||Move Silently (Dex)||+9||+4||+2FEAT;+5ITEM||+4Race||+24|
|C||Open Lock (Dex)||+2||+4||+0||+0||+6|
|C||Search (Int)||+9||+6||+2Engineering Syn||+5Item||+17(22Hidden)|
|C||Sense Motive (Wis)||+8||+1||+0||+0||+9|
|C||Sleight of Hand (Dex)||+5||+4||++2BluffSny||+0||+11|
|C||Speak Language (n/a)||+0||+0||+0||+0||+0|
|C||Use Magic Device (Cha)||+0||+0||+0||+0||+0|
|X||Use Rope (Dex)||+0||+0||+0||+0||+0|
6 + Int modifier per level
Where X is Cross Class and C is a Class Skill
Languages Known: Automatic Languages-Giant, Undercommon; Bonus Laguages- Common, Literacy, Infernal, Draconic
Skill Tricks go here
Skill Point Total: Total Here
Stealthy: +2 on Hide/Move Silently
Spell Focus [General] (Enchantment)
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Greater Spell Focus [General]
Choose a school of magic to which you already have applied the Spell Focus feat.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.
Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.
Spells: A beguiler casts arcane spells, which are drawn from the beguiler spell list. When you gain access to a new level of spells, you automatically know all the spells for that level on the beguiler’s spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. You also have the option of adding to your existing spell list through your advanced learning class feature (see below) as you increase in level. To cast a beguiler spell, you must have an Intelligence score of 10 + the spell’s level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a beguiler’s spell is 10 + the spell’s level + the beguiler’s Int modifier. Like other spellcasters, a beguiler can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table. In addition, you receive bonus spells for a high Intelligence score (PH 8). A beguiler need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler’s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A beguiler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
Cloaked Casting (Ex): Starting at 2nd level, a beguiler’s spells become more effective when cast against an unwary foe. You gain a +1 bonus to the spell’s save DC when you cast a spell that targets any foe who would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not).
At 8th level, you gain a +2 bonus on rolls made to overcome the spell resistance of any affected target.
At 14th level, the bonus to your spell’s save DC increases to +2. At 20th level, you become able to automatically overcome the spell resistance of any affected target.
Surprise Casting (Ex): Starting at 2nd level, when you successfully use the Bluff skill to feint in combat, your target is denied its Dexterity bonus (if it has one) to AC for the next melee attack you make against it or the next spell you cast. You must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. The target is not considered fl at-footed and therefore can make attacks of opportunity against you if you do not cast defensively. At 6th level, you gain the ability to feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.
Advanced Learning (Ex): At 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. You gain another new spell at 7th, 11th, 15th, and 19th level.
Silent Spell: At 5th level, you gain Silent Spell as a bonus feat.
- Require 15 REP to play.
- +2 Constitution, -2 Charisma.
- Darkvision up to 120 feet.
- Immune to paralysis, phantasms, and poisons.
- +2 racial bonus on saving throws against spells and spell-like abilities.
- +4 racial bonus on Move Silently and Hide checks at night or underground. Gray Dwarves excel in stealthy movement and taking advantage of the darkness they dwell in.
- Spell-Like Abilities: 1/day—Enlarge person and Invisibility as a wizard of the Duergar's level. These affect only the Duergar and whatever it carries.
- Light Sensitivity: Duergar suffer a -1 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
- Automatic Languages: Giant, Undercommon. Bonus Languages: Common, Draconic, Goblin, Infernal, Wildlander, Terran.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Short Sword||+3||1d6||19/20 x2||Slashing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|+1 Called Mithralmist Blueshine Chain shirt||+5||+6||-0(Mithral)||None(Class)||30ft||15lb|
|Head||Headband||Headband of Intellect +2|
|Face||Goggles of Minute Seeing||_|
|Shoulders||+1 Cloak of Resistance||_|
|Torso||+1 Called Mithralmist Blueshine Chain shirt||Obsidian Black chain|
|Hands||Mesmerist's Gloves||Shiny black leather gloves with swirls|
|Right Ring||Ring of Darkhidden||Silver ring with a motif of closed eyes|
|Waist||Belt of Healing/Belt of Hidden Pouches||_|
|Feet||Boots of Duergarkin||Allow silent movement|
List of Items Here:
Basic Adventuring Package (20gp)
Leather Armor 10gp
Short Sword 10gp
Longspoon Masterwork Theives' Tools (Complete Adventurer, 150 gp)
+2 Headband of Intellect
+1 Cloak of Resistance
Goggles of Minute Seeing
Boots of Duergar Kind
Arcane Thieves Tools
Ring of Darkhidden
Belt of Many Pouches
+1 Called Mithralmist Blushine Chain Shirt
2x Blessed bandage (MIC, 10 gp)
Potion of Lesser Restoration
2x Potion of Cure light wounds
1x Potion of Vision
1x Potion of Endure Elements
Feather Tokens: Whip
Statistics of Items Here:
Called Blueshine Mithralmist Chainshirt
MITHRALMIST SHIRT (MiC p. 20)
Price (Item Level): 3,400 gp (8th)
Body Slot: Body
Caster Level: 6th
Aura: Moderate; (DC 18) conjuration
Activation: Swift (mental)
Weight: 10 lb.
This delicate-looking chain shirt is forged
from a silver-white mithral alloy that gleams
Up to seven times per day, you can activate
this +1 mithral shirt to fill your space with
a billowing silver mist. This gleaming fog
grants you concealment against attacks
but does not interfere with your vision.
The mist lasts for 1 minute per activation,
and it remains in the space where you
activated the effect (it doesn't move with
you if you leave that space).
Prerequisites: Craft Magic Arms and
Armor, obscuring mist.
Cost to Create: 1,150 gp (plus 1,100 gp for
mithral shirt), 92 XP, 3 days
CALLED (MiC p. 9)
Price: +2,000 gp
Property: Armor or shield
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: Standard (command)
At first glance, this armor or shield looks like
any other item of its kind. Closer inspection
reveals a small image of a beckoning hand
inscribed on its surface.
Provided that you and your called armor
or shield are on the same plane, you can
call it to you by speaking the proper com
mand word, regardless of the intervening
distance, if you aren't wearing armor at the
time, a suit of called armor appears on your
body, as though you had donned it in the
normal fashion, if you are wearing other
armor when you speak the command
word, the called armor appears in your
space or in an adjacent space you designate
that is capable of holding it. A called shield
appears on the proper arm if you are not
already using another shield when you call
it, or in your space or a designated adjacent
space if you are.
If any other creature has worn your
called armor or shield since you last wore
it, you can no longer call it until you wear
Prerequisites: Craft Magic Arms and
Cost to Create: 1,000 gp, 80 XP, 2 days.
BLUESHINE (MiC p. 9)
Property: Metal armor
Caster Level: 12th
Aura: Strong; (DC 21) abjuration
This armor glistens with a blue-black sheen, as
if it were covered in oily liquid sapphire.
A suit of armor imbued with this prop
erty never tarnishes and is immune to
acid damage and rusting effects. While
wearing blueshine armor, you gain a +2
competence bonus on Hide checks.
Prerequisites: Craft Magic Arms and
Armor, Craft (alchemy) 5 ranks.
Cost to Create: 750 gp, 60 XP, 2 days.
BELT OF HIDDEN POUCHES
Price (Item Level): 5,000 gp (9th)
Body Slot: Waist
Caster Level: 9th
Aura: Moderate (DC 19) conjuration
Activation: Move (command); see text
Weight: 1 lb.
Ten tiny pouches run along the inside of this otherwise unremarkable leather belt.
Hidden inside this belt are ten small pockets, each of which seems big enough to hold only a few coins. Each pocket actually functions as a small bag of holding and can hold up to 1/2 cubic foot or 5 lbs. of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. Anything placed inside a pocket effectively has one-tenth its normal weight, so a full pocket weighs only 1/2 pound at most.
In addition, two secret pockets lie behind each visible one, for a total of thirty pockets in all. The hidden pockets can be accessed only through a command word. A true seeing spell reveals the presence of the hidden pockets but not the command word needed toopen them.
Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt.
To place an object in the belt, you merely press the object into the belt. Doing so while speaking the command word places the object in one of the hidden pockets (if one of them is empty). Placing an item in a pocket (hidden or visible) is a move action that does not provoke attacks of opportunity.
Naming a stored object and speaking a second command words draws the named object out of the belt and places it in your hand. Doing this is a move action that does not provoke an attack of opportunity.
You can also reach into one of the ten regular hidden pockets and draw out an item, just as if retrieving a stored object (a move action that provokes attacks of opportunity).
A casual search won't reveal any objects placed in the belt, and searching the visible pockets cannot reveal anything stored in the hidden pockets. It is possible to use a Sleight of Hand check to pluck something out of one of the visible pockets, but only someone wearing or holding the belt can access the hidden pockets, and then only with the correct command word.
Basic Adventuring Package (20gp)
Backpack (2 gp, 2 lbs.);
Bedroll (1 sp, 5 lbs.);
scrollcase (1 gp, 1/2 lb.);
Flint and Steel (1 gp);
beltpouch (1 gp, 1/2 lb.);
4 days trail rations (2 gp, 4 lbs.);
50' silk rope (10 gp, 5 lbs.);
sack (1 sp, 1/2 lb.);
sewing needle (5 sp);
2 waterskins (2 gp, 8 lbs.);
whetstone (2 cp, 1 lb.).
Longspoon Masterwork Theives' Tools (Complete Adventurer, 150 gp) - These long-handled tools grant you a +2 bonus to Disable Device and Open Lock checks from 5 feet away.
2x Blessed bandage (MIC, 10 gp) - As a standard action, use it to stabilize a dying ally
16 Arrows (1gp)
Elixir of Vision (SRD) 250gp
Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
Healing Belt (MiC) 750gp
Price (Item Level): 750 gp (3rd)
Caster Level: 3rd
Aura: Faint; (DC 16) conjuration
Activation: — and standard (command)
Weight: 1 lb.
This broad leather belt is studded with three moonstones. While wearing a Repairing belt, you gain a +2 competence bonus on Repair checks. This is a continuous effect and requires no activation.
In addition, the belt has 3 charges, which are renewed each day at dawn.
Spending 1 or more charges allows you to channel energy and Repairing damage
with a touch. (You can also use this ability to harm undead, dealing them an equivalent
amount of damage instead.)
1 charge : Repairs 2d8 points of damage.
2 charges: Repairs 3d8 points of damage.
3 charges: Repairs 4d8 points of damage.
Cloak of Resistance +1 (SRD, 1,000 gp) - gives you a +1 resistance bonus to all saves
Goggles of Minute Seeing (SRD, 1,250 gp) - grants a +5 bonus to Search checks when looking for secret doors, traps, and concealed objects.
Boots of Elvenkind (SRD 2,500)
These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp; Weight 1 lb.
Arcane Thieves' Tools (MiC p.151; 1400gp)
Swift (Mental) Activation
Set of masterwork thieves tools grant a +2 on Disable Device and Open Lock checks. If you have the trapfinding class featutr you can expend an arcane spell or spell slot of 1st lvl or higher to gain a +5 competance bonus on a Disable Devie or Open lock check begun before the end of your turn.
Ring of The Dark Hidden (2kgp) (MiC p. 123)
Aura: Faint (DC 16) Illusion
Effect: You are Invisible to Darkvision, though visible in normal light.
Quall's Feather Token: Whip (500gp, SRD)
A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
Price (Item Level): 8,000 gp (11th)
Body Slot: Hands
Caster Level: 13th
Aura: Strong; (DC 21) enchantment
Activation: Free (mental)
Weight: 1 lb.
These dark leather gloves have patterns of
swirling, multicolored lines embroidered onto
Mesmerist's gloves allow a spellcaster to
affect an extra target with her enchant
ment spells. Any time you cast an
enchantment spell of 3rd level or lower
that targets an enemy, you can activate
this item to have the spell also target
another enemy within 10 feet of the
This ability functions two times per
Prerequisites: Craft Wondrous Item, mass
Cost to Create: 4,000 gp, 320 XP, 8 days
Spells per Day (Includes Bonus Spells):
Spell DCs: 10+6Int+Spell Level (+2 on Enchantment; Greater Spell Focus)
- Dancing Lights: Creates torches or other lights.
- Daze: Humanoid creature of 4 HD or less loses next action.
- Detect Magic: Detects spells and magic items within 60 ft.
- Ghost Sound: Figment sounds.
- Message: Whispered conversation at distance.
- Open/Close: Opens or closes small or light things.
- Read Magic: Read scrolls and spellbooks.
- Charm Person: Makes one person your friend.
- Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
- Comprehend Languages: You understand all spoken and written languages.
- Critical Strike:For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
- Detect Secret Doors: Reveals hidden doors within 60 ft.
- Disguise Self: Changes your appearance.
- Expeditious Retreat: Your speed increases by 30 ft.
- Hypnotism: Fascinates 2d4 HD of creatures.
- Mage Armor: Gives subject +4 armor bonus.
- Obscuring Mist: Fog surrounds you.
- Rouse: Awakens creatures in area.
- Silent Image: Creates minor illusion of your design.
- Sleep: Puts 4 HD of creatures into magical slumber.
- Undetectable Alignment: Conceals alignment for 24 hours.
- Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
Shock & Awe (SPC 189)
Enchantment (Compulsion)[Mind Affecting]
Casting Time: 1 swift Action
Range: Close 25ft+5ft/2lvl
Target: 1/lvl (not two of which can be more than 30ft apart)
Duration: 1 round
Effect: When cast in the suprise round against flat footed opponents, those creatures take a -10 penalty on their next initiative check. Creatures that cannot be flat footed such as a rogue with uncanny dodge cannot be affected.
Blinding Color Surge: Blind subject for 1 round, gain invisibility.
Blur: Attacks miss subject 20% of the time.
Daze Monster: Living creature of 6 HD or less loses next action.
Detect Thoughts: Allows “listening” to surface thoughts.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Knock: Opens locked or magically sealed door.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
See Invisibility: Reveals invisible creatures or objects.
Silence: Negates sound in 15-ft. radius.
Spider Climb: Subject can climb walls and ceilings.
Stay the Hand: Change subject creature’s attitude to helpful for 1 round.
Touch of Idiocy: Subjects Intelligence is reduced
Vertigo: Subject creature must succeed on a DC 10 Balance check to move each round.
Whelming Blast: 15-foot cone deals 1d6 nonlethal damage/2 levels (max 5d6).
Crown of Veils: Gain +2 to Disguise and Hide, discharge to gain +8.
Halt: Subject’s feet become stuck to ground for 1 round.
Hesitate: Force subject to lose actions.
Inevitable Defeat: Subject takes 3d6 nonlethal damage/round.
Legion of Sentinels: Ghostly swordsmen threaten a 10-foot radius, deal 1d8 damage +1/3 levels (max +5).
Vertigo Field: Creatures have 20% miss chance and possibly become nauseated.
Zone of Silence
Voss was born under the theocracy of Kardruin in the city of Deepfast, the son of a impoverished duergar coal miner. As far as his father was concerned, his son would live much as he had: toil in an all too little paying job under an overseers' lash; eventually find a wife who would who would toil in his household in much the same way under his own cruel eye, and bear him sons to carry on the family name and take after him in the same way-perhaps with a few daughters to sell into slavery or marriage (they're basically the same, but weddings have cake) if money got tight.Much to his fathers chagrin, Voss began to display sorcerous powers beyond the abilities possesed by all their kind. Voss became determined to do something different, and seek a life where he might put his magic to some use.
His father absolutely forbade it. Some would see such a son as a means of acquiring wealth or prestiege through there success. But rather than be happy for him, his father was envious and outraged at the idea that Voss might be anything more than him, or see anything beyond the drudgery of the mines as their family had for countless generations. His mother on the otherhand, had a different opinion-she put her calloused hands firmly on his shoulders and told him
"You can settle for a less than ordinary life. Or do you feel like you were meant for something better? Dont let the bastard keep you down. Do as you will, but do it better than anyone else."
Voss thought about it for some time, pulled between his fathers will and the "bitter illusion" other civilizations called "hope", that wishful thinking for something more. One evening, he came home to find his mother hurridly packing his things instead of making supper as she should. She told him to go-when his father crossed the threshold and though none too sharp, realized what was going on. Enraged he layed into his wife (a familiar sight), except that this time it wasnt with the butt of his pickaxe. With one blow she lay upon the stone with a hole in her head. His father kicked her lifeless form again, swearing ancient underdark curses for her "corrupting him".
"That's enough of that witch defying me, putting lies in the head of my son-now I put something in her head. Its the mines for you boy, you're no better than me, and I no better than my ancestors! This is our fate! Your hands were meant for minin' not finger wrigglin like a magician-I see you do it again, I'll bite'm off!"
Murder-stunned by his mother's death, Voss called up his magic knocking the old duergar out before dragging his unconscious body to the hearth, throwing him facedown into the fire. He knew they would come looking for the old man when he didnt come into work the next day, and he knew what law would have to say. Looting what links of chain money he could, he grabbed only the necessities and set fire to whatever would burn in their spartan house of stone; forever forsaking his clan name, never to return.
- Accepted job to break into a warehouse, uncovered conspiracy
- Ventured into Les Innocents, uncovered vast supply of Hafling Wine worth HEAPS (the bottles were coated in poison…to WHICH I AM IMMUNE. GO Thievery!)
- Syndicate Member Ms. Pointe's panties (raided!)
- Desecrated her corpse's face afterward (sexually-Necro!)
Voss hops up on the desk. He throroughly searches Ms. Pointe for anything valuable or interesting. This done, he unbuttons the front of his pants, muttering in a low sing-song voice. "Open ya trowzas…giva shake, gunna pain' ghosts onna dead bitch face."-as he begins to do just that. "Toodaloodla-toodaloodley, white wraiths all onya ugly mug-aaaagh..tewday…" He spits on her twice. Once figuratively. Done, he gives Ms. Pointe's corpse a kick shoving her off the desk top.
- Did nothing while her female bodyguard was assaulted by a comrade (it would have happened in prison anyway)
- Greenspawn Steaks (yum! Hannibal de'Lecter'ble); Hide (for boots); Hand (trophy) after a successful coup de grace
- Knocked out 3 guards, attempted to Coup De Grace 2, was stopped by Seren Arc's Hypnotism. Then attempted to sell them into slavery but freed prisoners killed them. :<
}:-) YAY FOR VENGEANCE! Hurray for Cynicism > Idealism!!
- Slayed some Sahuagin, cut some up for Sushi. Hurray again for cannibalism!
- Helped slay a Hydra, took scales (trophy) and head (trophy)
- Got lifetime acess to San Carla resort property (albeit only a week or two a year)
- Was on a boat, sailed, fought Jaws saw a were-shark woman 'salvaged' from a capsized ship. But really, I was a pirate. Did not loot her unmentionables though, did not have any. Did not dishonor her corpse (sank to the bottom-to Davy Jone's Locker with ya bitch!)
- Enjoyed Roasted Giant Eagle. Was hoping for Roc, but was tasty. Got a MAGICAL Blood Gem. Putter away in my Safety deposit box.
- //blood gems, cause eventual madness if you handle them too much. The eagles had used them in their nests, Help: wiki text quick reference code snippets collection
becoming addicted to them, and then turning into killing monsters//.
Got kissed by a Nymph :3
After that Daylan bloke again
Destroyed most of a hideout with one of Quall's Famous Feather Tokens
"Wot make meya gud demoman? Iffa wozza BAD demoman, wollai wouldn' be sittin'ere, debatin' th'bloodclot isshu wit yew, now woodai?"-Voss Humfaxi