Chauncey the Adequate    (Human Male Magic User)
Character Information   
Name: Chauncey the Adequate XP/Next lvl: 23342 / 40000
Class: Magic User HP:curr/max 26 / 30
Alignment: Lawful Neutral (good) AC:reg/rear/no shield 3 / 3 / 3
Race: Human Level: 5 (Thaumaturgist)
Age: 33 Height: 5'6'
Weight: 145 Gender: Male
Encumbrance: 35lbs Movement: 12'/4'/12'
Languages: Alignment, Common, Goblin, Dwarf, Elven, Giant (enough to get by), Entish (a smattering), Ogre and Infernal
Ability Scores   
STR: 8 (OD: 1-2, BB/LG: 01)
INT: 18 (Poss. Add. Lang: 7, Know Spell: 85, MinSpell/Level: 9, MaxSpell/Level: 18)
WIS: 12 ()
DEX: 10 ()
CON: 16 (HP Bonus: +2, System Shock Survival: 95, Res. Survival: 96)
CHR: 8 (Max Henchmen: 3, Loyalty Base: -05, Reaction: normal)

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
14 13 11 15 12

Notes: ADD +2 bonus to all saving throw rolls for Ring of Protection | Shield spell gives +1 to 'frontal attack saves' when active.

Description and Background   
Description:
Chauncey dresses in colorful robes of green and red, pointy hat and all, as a personal visual reminder of his separation from his evil heritage. (He detests high collars and black, evil-looking capes. So gauche.) He's of medium to slight build with brown hair and eyes. He's fairly even-keeled, but does have some haughty, some would say cliché, wizardly mannerisms picked up in youth. He may be a bit disagreeable at times, but at least he's not sacrificing children or cutting off unicorn horns...

Background:
While having far from pure intentions, Chauncey is not an evil wizard, though this is through no fault of his parents. Or parent, as it were - he never actually met his father, knowing him only from the chronological family portraits in the main hall of his family home, in which he looked more and more nervous from painting to painting, until he finally stopped appearing altogether. His mother, Esmirel the Mauve, a thoroughly evil sorceress, sensing the good in him, psychologically abused him when he wasn't in the care of his nanny, a flesh golem, in the hopes of turning him to evil, to better aid in her own dark research and nefarious schemes. It was she that gave him the humiliating honorific of 'Adequate,' which he subsequently, defiantly embraced. Chauncey strongly suspects that by the time he finally fled his intolerable existence in Briarsgate, his mother was some way along in her research into... Boccob only knows... lichdom? Vampirism? He flatly refused to take part. Especially after the rumors of missing children began. Just before he left, his mother's plans were disrupted by the arrival of an even greater, unidentified evil, causing her to flee the town as well some days after Chauncey - this much he picked up through rumor and an inexplicable feeling of dread, as if she, or someone, were somehow keeping a watch on him. His magic as yet being insufficient to counter such surveillance, he gradually made his way farther and farther away from home, down river to the coast. It was there he saw a flyer for the excursion and his chance to start his own life and magical research.


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Staff 1 1-6/1-6 n n 25 (Not proficient)
Dart 3 15'/30'/45' 1-3/1-2 n n 20 6
Equipment
Qty Item Location
1 Green Wizard's Robe Worn
1 Red Sorcerer Cape Worn
1 Pointy Red Wizard's Hat Worn
1 Metal Capped Hardwood Staff Right Hand
1 Component Pouch Belt
1 Spell Components Component Pouch
1 Ornate Leatherbound Spell Book Backpack, wrapped in oilcloth
1 Backpack Worn
2 Scroll Tubes Backpack, wrapped in wool
9 Sheets Vellum Scroll Case
1 Waterskin Slung over shoulder
1 50' Rope Lashed to side of backpack
1 Quill and Ink set Backpack, wrapped in wool
6 Days Trail Rations Backback
1 Bedroll Lashed to bottom of backpack
10 Darts Bandolier across chest
1 Pair Coated Workmen's Gloves Backpack
1 Bundle Catnip Backpack
1 Bear pomelled dagger Belt
1 Metal tube with a slit in one end and a hole in the other pouch
1 Chicken-foot Brass Brazier Shack
3 Small bundles of dried weed backpack
1 Fancy Scroll Tube backpack
1 Extra water skin Belt
1 pile of jumbled notes backpack
1 some kind of old leather journal backpack
1 fancy, well used quill and ink pot backpack
3 Dragon Tree leaves backpack
1 Small sample of dried Dragon Tree sap backpack
10 Clay Hand Figurines Backpack
1 Torch held
1 KEY to the 1st obelisk door Pocket


Wealth   Enter negative number to subtract
PP GP EP SP CP
0 22 0 19 5
Magic Items
Qty Item Location
1 Ring of Protection +2 Left hand
1 17' Magical Rope (opens altar) Tied around waist.
1 Fiery red, fist sized, polished stone (IN SCONCE in TEMPLE)
1 Wand of Conjuration. ("One Dress") backpack
1 Damaged (nonfunctioning) Hat of Disguise backpack
1 Ichabod's Magical Marker (1.25) belt Pouch
1 Bracers of Defense, AC:3 Worn
1 Halfling Head sized red gem (fireball once/day) backpack


Gems and Jewelry
Qty Item Location
4 White Pearls
Memorized Spells


Level 1
Comprehend Languages
Detect Magic
Read Magic
Spell Slot (Level 1)
Spell Slot (Level 1)
Spell Slot (Level 1)
Spell Slot (Level 1)

Level 2
Spell Slot (Level 2)
Spell Slot (Level 2)

Level 3
Spell Slot (Level 3)


Spell Book


Level 1
Charm Person
Comprehend Languages
Detect Magic
Disposable Mule (Mount - UA)
Enlarge
Find Familiar
Identify
Magic Missile
Mending
Read Magic
Shield
Shocking Grasp
Sleep
Spider Climb
Unseen Servant

Level 2
Earthen Grasp
ESP
Invisibility
Levitate
Mirror Image
Stinking Cloud
Web

Level 3
Tongues


Notes
Secondary Skill
Jeweler - picked up in home study as an unwitting child, aiding his mother constructing evil amulets and such: Amulets of Malaise, Rings of General Uneasyness, Ankle Bracelets of Discomfort, etc....
Debtors:
Luther: 10gp (arrows at Nehru's shop)
Titles:
Grand Master of the Magic Guild, Master of Earth and Water. (Self-given)
Info Gleaned:
Gorman's Notes:

Why would they want that dolt Nehru in charge of the decision making in town? He has the intellect of a 3 toed sloth.

Beachtown? Really? Who names a first settlement....anywhere....something as simple minded as Beachtown?

I finally grew tired of the constant whining around town. If the wildlife doesn't kill them all, the damned insects definitely will. Those sheep are doomed if they stay there under that idiot.

Something about that Treehouse place concerns me. There is something there that seems to be almost calling out to me.

Located a nice new abode to call my own, filled with plenty of help, just waiting to rise again.

Some of the bodies I found in here were branded with the same markings on their foreheads. Very curious indeed. I wonder what the significance of the M S is?

Found a nice looking new helper to do my bidding. Hopefully this one pans out better than all those before her. Krystal is her name, allegedly. I dont trust her one bit at this point, but that isn't earned easily.

Those blasted tree rats finally pushed me over the edge. Lets see how many of them I need to fry before all the others get the hint. There are literally thousands of them around here. If they were smart enough to realize it, they would be far more powerful if they merged their clans together. Then I might actually be afraid of them. Annoying little bastards!

I seem to have lost control of my wraiths in the throne room. Pity too, since I thought they would make excellent leaders of my undead army. I will have to continue searching for such prime specimens in the other rooms down here in this glorious place.

I was finally able to trick that idiot Bing into smuggling the natives powerful sensimilla back home for me. That moron thinks he is some kind of genius, but it only took 2 spells before his simple little mind was all mine.

Krystal has proven herself a worthy aid, willing to do almost anything for gold and power. This Allissa seems like she might be just as good, if not better. With naughty elven angels like them in my fold, I am even more powerful than ever. And if they cross me, I can just kill them. That should make them even more dedicated to my cause in the long run.

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 Ive 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.
Guild Magic Items
Ichabod's Magical Marker - 1.25 inches remaining.

Once a mundane item is drawn with it, it magically appears. The size of the item is only limited by how much of the marker remains.

Each use dissolves a portion of the marker, the bigger the item, the more of its magic is used up.

It can create only mundane items, nothing magical, highly mechanical, or extraordinary in nature.

Once, and only once, it can create one living being. After that time, nothing living will appear again if drawn, but the magic will still be used up for that drawing.
Mr. Wrenly
Golden haired blue faced tropical jungle monkey

1' tall
Move: 12'
HD: 1/2
Hit Points: 4
AC: 7
Claw/Claw/Bite
1-2/1-2/1-3
(only fights if it's or Master's life is in peril)

Twilight Vision: Can see slightly better than a human in moonlight/starlight.
Danger Sense: Only surprised on a 1 in 8 chance.
New Spells
Earthen Grasp

Level: 2
Range: 3”
Duration: 1 round/level
Area of Effect: 1 creature
Components: V, S, M
Casting Time: 3 segments
Saving Throw: Strength

This spell conjures an M sized human hand, comprised of compacted soil that rises from similar ground, (no rock, sand, etc.) able to reach for one visible creature within 5 feet of it. On a failed Hard Strength check (4D6), the target takes 1d3 bludgeoning damage and is restrained for a number of rounds equal to the caster’s level. While concentrating, on subsequent rounds, the magic-user may cause the hand to further crush the restrained target, who can avoid the damage with consecutive successful Hard Strength checks. Failure causes an additional 1d3 bludgeoning damage per check.

To break free of the hand’s grasp, the restrained target must use its action to make a Strength check. Creatures with less than 13 strength must remain held fast until freed by another or until the spell wears off. Creatures with strength of 13 to 15 can break free on a successful Hard Strength check. Creatures with strength of 16 or 17 can break free on a successful Normal Strength check. Creatures with 18 Strength or greater cannot be restrained by the Earthen Grasp.
As an action, the magic user can cause the hand to reach for a different creature or to move to a different unoccupied space within range. Movement takes an entire round and the hand releases the restrained creature in either case. The material component of this spell is a miniature hand sculpted from clay, which is always consumed in the casting.
Items of interest
The fiery red colored “mega-gem”, the size of a halfling’s head, instantly glows as magical. Somehow, without any further magical castings, the wizard instantly understands fully that this item is a key of some kind, a single piece of a much larger puzzle. Though, he can’t fathom how he knows this.

It allows the casting of Fireball once per day in the hands of a competent wizard.

Green Activation Sphere - (Wes has it)
Quests to Consider
- Return to temple to place green stone

- Talk to dragon to see if it has knowledge of obelisks

- Behind the Fiery Veil in 1st obelisk?

- Talk to rock people.