This is a thread devoted to Obscura's readiness to spend cash in order to attain greater power!
Mareth Nique was a young paladin when she first appeared near the village of Hommlet several years ago.
In retrospect, Mareth may have been a relation to Lareth the Beautiful, the villain of that adventure.
No matter however; Mareth remained loyal to the vows of her character class, her alignment, and the bumbling (but ultimately victorious) heroes in the adventure.
Elsewhere, a young illusionist calling herself Obscura crossed paths with the tall, dashing paladin with the flashing red hair.
Obscura, whose past remains misty but whose magic is enhanced by the energies of Chaos, was surprised by her attraction to the Lawful paladin.
The vows of chastity are always strict for paladins; however, among some groups of bright champions, some leeway is afforded for brief affairs between members of the same sex.
Mareth and Obscura came together, but not for long. The challenge of conflicting alignments brought fire to the relationship but ensured its instability.
(If you ever wondered how Obscura learned to speak Lamassu so fluently, now you can imagine! The tongue and lips become particularly supple through the pronunciation of such lofty musical phrases.)
In retrospect, Obscura’s self-serving character in her subsequent relationships becomes understandable.
No man could replace her Mareth, her relationships with male adventurers were utilitarian.
She preferred clerics to partner with; with her own powers useless against the undead and unable to heal herself, she sought out men with abilities that complemented her own – the same abilities that were Mareth’s.
In practical terms, Obscura wants some healing magic before her next adventure. Potions would do, but an enduring magic item that regenerated hit points is desired more.
Obscura is also worried about her weakness against the undead. She hates death and is appalled by the monsters that are produced by it. Some amulet of protection would be a lifesaver.
But the most quotidian shopping list follows:
1. 3 thunderstones (Players Handbook, 3.5), to stun opponents.
2. 3 sunrods (Players Handbook, 3.5), to have light when necessary.
3. 3 smokesticks (Players Handbook, 3.5), to hide from opponents.
4. 3 tindertwigs (Players Handbook, 3.5), to have fire when necessary.
5. 1 vial of alchemist’s fire (Players Handbook, 3.5), to have some napalm.
Long-term plans: Obscura harbors hopes that she can reunite Mareth again (if only for a short time), but she’s clear-eyed about their incompatibility. Still she takes comfort knowing that her bright champion is out there somewhere.
Visiting the outer planes of Chaos also interests the mercurial but ambitious illusionist. Shadow monsters and sentient shapes of color are useful acquaintances, especially if you want to expand your network and rise in the profession.
Obscura's carousing is highly successful! (She rolls a 19 on her d20 and a 3 on her d6, sending 300 gp and earning 300 XP.)
She learns:
1) The Patriarch Zekon knows and respects the name of Mareth Nique. He has heard that this bright champion once served under the banner of the Verdant Paladin, investigating rumors of a demonic outbreak in Scum Swamp.
2) Obscura's search for a source of healing leads her to investigate the red gem found inside the crystal ball indicates that it's healing powers could perhaps be recharged after it's current healing ability is used. She suspects that it is linked somehow to the blue gem also found in the ball.
3) In Drum Coggo, Obscura learns that the Flintstone clan is said to have a mad alchemist who claims to have had visions of the eras of creation that are to come. She buys drinks for some junior Flintstones and finds their outlook congenial. After some discussion, she arranges to throw a banquet at which she entertains some of the clan elders with her illusions. The evening is a hit: Obscura is invited to join the Flintstone drinking hall and meet the mad alchemist. He is indeed able to make the formulas she describes, at the prices listed in the 3.5 book.
Ah, very nice about that 19!
Obscura went carousing and she got lucky! If some of the prime magic items are going to other players, perhaps Obscura can claim the two gems.
Thanks, Tav!
See you on Saturday.
Hello DM,
I'm really looking forward to the next game on Saturday. I think Karume will also make it to.
I know you have a real life and so I'll be patient, but it would be great to know how much experience points we have these days.
Is there are any information out there where we could find out where our characters were at least a few sessions ago?
If you're too busy to find out right now, no problem. It's always going to be great to play on Saturday no matter what.
Oh, I just remembered: I found a listing of "cantrips" on the Internet. As I remember from an April 1982 issue of Dragon magazine, cantrips are available to magic users and illusionists at zero level. They're more like tricks than spells, but I do have a question: Is the "flame finger" cantrip something more than a cigarette lighter-sized flame that pops out of one's pointer finger?
Thanks, Tav. I'm really looking forward to seeing you and everybody else on Saturday afternoon.
Mike
Yes, I badly want to update the spreadsheet of XP and treasure! I am making progress on the grant that's got me busy in real life, so it seems likely I'll find time for this tomorrow.
Christos was able to learn exactly that flame finger cantrip via a scroll he bought in the Nameless City - so it seems like anyone can be a zero level magic-user! It is indeed just enough flame to ignite something flammable (not to burn someone for damage), but I think it's got a pretty impressive range - either 6 or 60 feet.
With her recent carousing, Obscura has 13,530 XP. This is not enough to hit 5th level either as an OD&D magic-user (thaumaturgist, 20,000) or an AD&D illusionist (cabalist, 18,000). Interesting that here the AD&D total is actually less! I think Obscura has indeed been using the more-restricted illusionist spell list, so the AD&D figure seems more accurate; she needs 2,943 more XP to move up from being a Master Trickster.
Obscura couldn't join the group on their latest adventure and she's unhappy that she missed seeing a real live allosaurus. It sounds like a great session.
However, the beautiful illusionist did have an opportunity to carouse while everyone else was at the dungeons of Thracia. (As a player, I've tried to keep up with the information that's being posted on-line, but there's a lot of threads happening right now.)
First, she'd like to know the answers to the questions that she wanted to learn from Ontussa (Ontessa?) which she might have asked shortly after the group's online encounter with the carrion crawler. (I'm not sure if the group made it any farther after the QT, the robotic cat, spot-checked the cavern.)
The questions were (if my memory serves): (1) How does the blue gem work the red gem? (2) Does this QT have a direct link of communication with the old lich?
Second, she understands that a powerful demoness is now suspected as being an enemy of the party and responsible for our mishaps in Limbo. (Am I right in that suspicion? Once again, it pays to go to the games to find out what's really happening.) This provokes her to contemplate visiting some Lawful stronghold (perhaps returning to the Patriarch Zekon if located nearby) and following up on her search for the paladin Mareth Nique.
Perhaps she's looking for any available demonlore from the enemies of demons, knowledge of fighting them or being protected against them. Maybe she's just looking around for her ex now that's single again. (Now that's how beautiful illusionists go carousing!)
I'm looking forward to Sunday's game. I think Emurak (Karume) will join us too.
—Mike (Obscura)
Ontussa's replies are here, part of the Ontussa thread. I am slowly trying to make things better organized to combat the info overload! The first link there also has a link to info about the demoness, and the thread has more Q&A concerning her.
Patriarch Zekon's Stronghold of the First Principles is indeed nearby. Unfortunately, Obscura's research runs into trouble: she rolls a 5 on her d6 and a 2 on her d20 saving throw. I will interpret this soon (not having all my random table resources at hand), although you should feel free to suggest horrible things that might go wrong.
Ugh, what a drag!
I'm not sure what the 5 on the 6 means, but a 2 on a d20 is always lousy.
Well, DM, it's up to you. Perhaps on her way to the Patriarch's stronghold, a lawful character's know-alignment device goes off when the chaotic Obscura comes into range.
Obscura has some cash on her person — she'd be willing to get rid of that first to get her out of a jam. She also has an extra magical dagger that she'd use to bargain her way out of a situation.
Ultimately, it just seems inevitable that the chaotic illusionist is at some point going to join the forces of Law as a way of getting closer to her beloved paladin, Mareth Nique.
For this reason, it seems unlikely that Obscura will ever resort to violence or aggressive magic against lawful NPCs. However, she might resort to deceptive magic or protective magic to escape.