Waesfaren Rhey    (Half-Elf Male Druid)
Character Information   
Name: Waesfaren Rhey XP/Next lvl: 32167 / 35001
Class: Druid HP:curr/max 53 / 53
Alignment: Neutral AC:reg/rear/no shield 7 / 8 / 8
Race: Half-Elf Level: 6
Age: 37 Height: 5'6'
Weight: 130lbs Gender: Male
Encumbrance: 101lbs / 1017cn Movement: 6'
Languages: Common, Elven, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll, Troglodyte, Treantish, Green Dragon, Dryad, Lizardman.
Ability Scores   
STR: 8 (Open Doors 1-2; Bend bars/lift gates: 1)
INT: 8 (+1 additional language )
WIS: 17 (Additional Spells:2x1st,2x2nd,1x3rd; Magical attack adj: +3)
DEX: 8 ( -)
CON: 16 (+2 additional HP/die; 95 System Shock; 96 Resurrection)
CHR: 15 (Max henchmen: 7; Loyalty Base: +15; Reaction adj: +15)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
7* 10* 11* 13* 12*

Notes: +3 magical attack adj; 30% resistance to Sleep and Charm. +2 bonus to saves vs Fire and Lightning.

Description and Background   
Description:
See pic below.

Background:
Waesfaren is the son of an elf and human His mother was an Elven adventurer and his father a huntsman. His mother took him to be raised by her people in the Dreadwood. However, Waesfaren bears a lot more resemblance to his human father than his elven heritage and always felt that he never really fit in amongst his mother’s people. He did love the life of the forest-dweller and spent much of his time roaming under the trees and learning about land and the creatures that dwelled there, eventually becoming a follower of Obad-Hai. Having been separated from his father for many years, Waesfaren eventually made his way back to his father’s village on the southern borders of the Dreadwood and was reunited with him. (It was here that he acquired the nickname of “Wes”). Wes spent several years living with his father and becoming reacquainted with him. His father’s recent tragic death left Wes at a crossroads in his life: with his father gone, and no reason to return to his life amongst the elves, he decided to strike out on his own. Travelers arriving from the south spoke of adventurers being sought, to explore a strange new land across the sea. Bidding farewell to his three half-siblings, Wes took his first steps on the road to Saltmarsh, and the beginning of a new chapter in his life.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Spear 1 30' 6-7 1-6/1-8 n n 18 1 One 6' bamboo spear.
Club (+1) 1 30' 4 1-6/1-3 (+1) n n 17* 1
Dagger 1 30' 2 1-4/1-3 n n 20* 1 Non-proficient (-4 penalty to hit)
Sling 1 160' 1-4/1-4 n n 18 19
Equipment
Qty Item Location
1 Leather armor Torso
1 Helmet Head
1 Large shield, wooden Left arm
1 Backpack (Fire trapped) Back
1 Bullseye lantern On belt
1 Rope, 50' Pack, outside
2 Waterskins (#2 is Fire-trapped) On belt/pack
1 Tinderbox Beltpouch
7 Torches Pack, outside
3 Large belt pouches Belt
2 Small belt pouches Belt
1 Leather scroll case (Fire trapped) Backpack
1 Large sacks Backpack
1 Small silver mirror Beltpouch
1 Herb bunch (garlic, wolfsbane, belladonna) Beltpouch
1 Iron rations (10 days) Backpack
2 Spell components Large Belt pouches
1 Holy symbol, silver Neck
1 Holy Water vials Beltpouch
1 Clothes (Tunic, pants, high soft boots, belt, cloak) Worn
1 Blanket Backpack
1 Mug Backpack
1 Spear Right hand
1 Dagger Left side
1 Small bottle (Fire trapped) & bunch of twine Beltpouch
1 Club+1 Right hip
4 Oil flasks Backpack
1 Fresh rations (3 days)
1 Sling, 20 bullets Belt
6 Iron spikes Beltpouch


Wealth   Enter negative number to subtract
PP GP EP SP CP
192 2 0 8 0
Magic Items
Qty Item Location
1 Club+1 Right hip
1 Druidic Book Backpack
1 Very Slippery Yellow Oil Backpack
1 30' vine with Snare spell. Backpack, L. side


Gems and Jewelry
Qty Item Location
Memorized Spells


Level 0

Three 3rd Level

Level 1
Six 1st Level

Level 2
Five 2nd Level

Level 3
Three 3rd Level

Level 4
One 4th Level


Spell Book



Notes
Casts six 1st level spells, six* 2nd level spells, four* 3rd level spells and one 4th level spells.
+2 bonus to saves vs Fire and Lightning
+ = -
- = +
1 in 6 chance to notice secret doors without searching. 2 in 6 chance if actively searching.
Secondary Skill: Hunter/Fisher
30 chance to resist Sleep and Charm magic.
Third Level Abilities
1. Identification of plant type
2. Identification of animal type
3. Identification of pure water
4. Power to pass through overgrown areas (undergrowth of tangled thorns, briar patches etc.) without leaving a discernible trail and at normal movement rate.
New Spell
Shalm's Strike
(Alteration)
Level: 2
Components: V, S, M
Range: 30'
Casting Time: 3 segments
Duration: 1 round/level
Saving Throw: None
Area of Effect: One opponent

Explanation/Description: By calling upon his or her deity, the druid casting this spell brings into existence a field of force which is shaped like a cudgel. As long as the druid who invoked it concentrates upon the cudgel, it will strike at any opponent within its range. The force area strikes as a magical weapon which is +1 to hit. The damage it causes when it scores a hit is exactly the same as the 1st Level spell Shillelagh, i.e. 2-8 versus opponents of man-size or smaller, 2-5 upon larger opponents.

Furthermore, the cudgel strikes at exactly the same level as the druid controlling it, just as if the druid was personally wielding the weapon. As soon as the druid ceases concentration, the Shalm's Strike is dispelled. Note: If the druid is behind an opponent, the force can strike from this position, thus gaining all bonuses for such an attack and negating defensive protections such as shield and dexterity. The material component of this spell is a piece of bone from a bird of prey.
Study of the Druid Book
Currently: 5 days
16th & 21st Goodmonth.
24th & 25th Good month.
1st Harvester
Obilisks
'These clear magical obelisks I keep hearing about are the only thing on my mind lately. The one between here and the natives fields is the only one I've found so far, but I am sure there must be others. If I go off of the mystic wall diagram, I can only assume that I will eventually find 7 more.'
Black Voids
'You'd like this Chauncey. There's this thing down there. A gaping black nothingness. I gazed into it and lost a few hours of time as if time just stopped for me.' - The Temple Basement

'I walked towards a dimly glowing light that I hoped was the exit, but ended up in a round chamber with a massive hole in its center. Looking into the hole, I saw complete and total darkness. A darkness so intense and deep that it ate into my mind and my soul. I found that I couldn’t force myself to look away from the dark hole. I have been in here ever since. Staring into the blackness for so long I can't even remember!' - The Minotaur Maze
New Spell
Hunter's Hawk (Evocation)

Level: 1
Component: V, S,
Range: 60'+10'/level
Casting Time: 2 segments
Duration: 1 round
Saving Throw: None
Area of Effect: Special

This spell creates a glowing outline of a hawk that suddenly swoops out of the air. The druid may direct the hawk to attack one of his/her opponents. A roll to hit the opponent's AC is required. The hawk will inflict 1-4 points of damage.

For every three levels of experience gained, the hawk may swoop around to make another attack (e.g. one attack at levels 1-3, two at levels 4-7 etc.). It may attack the same target or another nominated by the druid.
XP gained from new spells
Shalm's Strike: 500xp (used)
Hunter's Hawk: 1,000xp (used)
Strength of The Swarm: 1,000xp (used)
New Spell
Strength of the Swarm (Necromantic)

Level: 1
Component: V, S, M
Range: Touch
Casting Time: 3 segments
Duration: Permanent
Saving Throw: Special
Area of Effect: The Druid and one other.

The casting of this spell allows the druid to transfer the effects of injuries from one friendly person or creature to himself . The druid may transfer 1-4hp of damage in this way. The hit points are taken from the druid's current total and added to the current total of the injured character. The newly created wounds may later be healed by natural or magical healing.

To perform this ritual, the druid must touch the initial wound with a concoction made of crushed insects and the sap of the Dragon's Blood tree, whilst pressing a blade against his/her own skin.

This spell may be reversed. The reversed form, Sting of the Swarm, allows the druid to drain 1-4hp from an unwilling creature. The druid must make a successful roll to hit and the target is allowed a saving throw vs. Death Magic to avoid being drained. The drained hit points are temporarily added to the druid's own current total.
Item Encumbrance
1 Leather armor 150
1 Large shield, wooden 100
1 Backpack 20
1 Bullseye lantern 60*
1 Rope, 50' 75
1 Waterskins 50
1 Tinderbox 2
2 Torches 50
2 Small belt pouches 10
1 Large sacks 20
3 Iron rations 225
1 Spell components
1 Holy symbol, silver 10
1 Holy Water vials 25
1 Clothes 30
1 Mug 5
1 Spear 40
1 Dagger 10
1 Small bottle 60
1 Club+1 30
2 Oil flasks 20
1 Druidic book 60
1 Slippery Oil potion 25
Total: 1017
Obilisk Map
https://redirect.viglink.com/?format=go&jsonp=vglnk_166923685944710&key=e4fd14f5d7f2bb6d80b8f8da1354718c&libId=lau4gmz801038gzy000ML5zhzmr4h&subId=5bc70f56fe21cd7696d31aaea5def040&loc=https%3A%2F%2Fwww.unseenservant.us%2Fforum%2Fviewtopic.php%3Fp%3D637177%23p637177&v=1&out=https
See Quonundrum post, page 3 "Not Fun".

https://www.unseenservant.us/forum/viewtopic.php?p=566263#p566263


https://www.unseenservant.us/forum/viewtopic.php?p=583268#p583268

"Betwixt Water & Stone" Post #180


Although absolutely nothing he said about a scary woman has come true so far, TK's comrades continue to grill him with questions about this mystery woman.

What he mentioned that [i]does[/i] make sense is staring each of them right in the face. 4 magical orbs that apparently act as keys to activate the ring of obelisks at the center of this strange island. Luther has seen this very function in action with his own eyes, confirming that these orbs are most assuredly highly valuable.

Wake picks up the tan cloth covering, finding a diagram with a note scribbled alongside it.


Green Orb from Chwee
https://www.unseenservant.us/forum/viewtopic.php?p=557510#p557510

End of "Raiders of the Lost Obelisk".
Experience Notes
Currently: 25234

XP Bonus: +10%
Dispel Magic

Wes steps out from behind the tree. "Obad Hai!" he calls out. "Evil controls good! The unnatural seeks to rule the natural! Give me strength and wisdom! Break evil's hold! Show nature's power!"

The druid stretches out his two arms. The area under the trees around him suddenly grows darker. Tendrils of green faerie fire leap down from the treetops all around him, to his outstretched fingers. Wes slowly brings his hands together in front of him, cupping a crackling ball of magical energy.

"THAT WHICH IS SLAIN BY NERULL, SHALL RISE AGAIN BY PELOR AND BEORY!" Wes casts the energy ball to the oerth.

Instantly, it reappears above the heads of Chauncey and Luther. It hangs there for a heartbeat, then detonates soundlessly in a blinding flash that bathes the area around both men in a strange green light, but seems to leave them otherwise unharmed.

Those closest to Wes can see that the bark of several of the nearest trees seems brittle and cracked and that many of their leaves have turned brown.