Squaring the Circle

Squaring the Circle

Friday, December 19, 2014

DM Entry: Exotic Weapons, Associated Feats, and Virtual Feats.

Exotic Weapons and Associated Feats

This is being posted here so it doesn't get lost.

From Complete Adventurer page 116.

The following weapons are treated as other weapons for the sake of benefiting from feats, like Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization.

Greater blowgun is treated as a blowgun

Barbed bolas are treated as bolas

Greatbow is treated as a longbow

Greatspear is treated as a longspear

Dire pick is treated as a heavy pick

Heavy poleaxe is treated as a halberd

Warmace is treated as a heavy mace

So if you have Weapon Focus (longbow) you can use the benefit of the feat with longbows, composite longbows, and greatbows.




Virtual Feats

While we are on the subject, don't forget this little gem from Sword and Fist, page 5:

"If you effectively have a feat as a class feature or special ability, then you can use that virtual feat as a prerequisite for other feats. What does this mean? If you have, for example, some class feature or ability that says, 'This is the same as Mobility,' then you are considered to have the Mobility feat for purposes of acquiring the Spring Attack feat. If you ever lose the virtual prerequisite, you also lose access to any feats you acquired through its existence."

Thursday, December 18, 2014

DM Entry: New Spells in Aryathan Jiil Libram of Magic IV (updated and uploaded to Google Drive)

Augment Skeleton I
New Spell.
Necromancy
Level: Cleric 3, Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead skeleton touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
                You temporarily add one of the following effects to an undead skeleton that you touch. You need not be in control of the skeleton at the time of casting, and it may even attack you with the enhancements from this spell if you don’t control it in some way.
                An affected target cannot benefit from another casting of this spell (or augment skeleton II) until the first casting ends.
                Choose of the following effects to enhance the target:
                Fiery Skeleton: The touched creature’s natural attacks deal an additional +1d6 points of fire damage. The target also gains immunity to fire.
                Frost Skeleton: The touched creature’s natural attacks deal an additional +1d6 points of cold damage. The target also gains immunity to cold.
                Lightning Skeleton: The touched creature’s natural attacks deal an additional +1d6 points of electricity damage. The target also gains immunity to electricity.
                Nimble Skeleton: The touched creature gains a climb speed equal to its base land speed. The target also gains a +4 bonus to its Dexterity score.

Augment Skeleton II
New Spell.
Necromancy
Level: Cleric 5, Sorcerer 5, Wizard 5
Duration: 1 hour/level
                This spell functions as augment skeleton I, except as noted above, and that you may choose any of the effects from augment skeleton I, or one of the following effects to enhance the target:
                Soldier Skeleton: The touched creature gains a +1 circumstance bonus to its attack rolls and Armor Class for each other soldier skeleton that is adjacent to it. Also, if a soldier skeleton flanks an opponent, it gains an additional +1 circumstance bonus on attacks against that opponent. If a soldier skeleton wields a weapon, it gains Weapon Focus in that weapon as a bonus feat. It also gains Combat Reflexes as a bonus feat.
                Vicious Skeleton: The touched creature’s claws deal damage as if the skeleton were one size category larger than normal (a skeleton without claws cannot gain this benefit). Also, if the target hits with at least two claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals extra damage equal to twice the normal damage of a claw plus 1½ times its Strength bonus. The vicious skeleton also gains Improved Critical (claw) as a bonus feat.

Augment Zombie I
New Spell.
Necromancy
Level: Cleric 3, Sorcerer 3, Wizard 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One undead zombie touched
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
                You temporarily add one of the following effects to an undead zombie that you touch. You need not be in control of the zombie at the time of casting, and it may even attack you with the enhancements from this spell if you don’t control it in some way.
                An affected target cannot benefit from another casting of this spell (or augment zombie II) until the first casting ends.
                Choose of the following effects to enhance the target:
                Diseased Zombie: Any successful melee attack by a diseased zombie exposes the target to a disease (filth fever). Any creature making a successful unarmed or natural attack against a diseased zombie is similarly exposed (a character who grapples with a diseased zombie gets a -4 penalty on the save made to resist infection).
                Fast Zombie: Add 30 ft to the base land speed, up to a maximum of twice the zombie’s normal base land speed. Fast zombies can run. Fast zombies add a +2 dodge bonus to Armor Class. And the fast zombie is not restricted in taking single actions only, however it still cannot attack more than once per round.
                Hunting Zombie: Hunting zombies gain the scent ability, Track as a bonus feat, and a +4 racial bonus to Spot and Listen checks. A hunting zombie has a Wisdom score of 14 (unless it already had a higher score).

Augment Zombie II
New Spell.
Necromancy
Level: Cleric 5, Sorcerer 5, Wizard 5
Duration: 1 hour/level
                This spell functions as augment zombie I, except as noted above, and that you may choose any of the effects from augment zombie I, or one of the following effects to enhance the target:
                Bloodthirsty Zombie: A bloodthirsty zombie gains a bite attack that deals the same damage as its slam attack (or its normal bite damage, whichever is more). If a bloodthirsty zombie scores a critical hit with its bite attack against a living creature, that creature takes 1 point of Constitution damage. Bloodthirsty zombies also gain Improved Critical (bite) as a bonus feat.
                Unkillable Zombie: An unkillable zombie gains +2 hp per HD and fast healing 5.


Tuesday, December 16, 2014

Savage Tide : ECL 4 Cayo Topa necromancer 4 : journal entry 1

     Today we sighted two ships heading towards our camp. I was excited to see a ship that wasn't trying to raid our camp for a change. I have asked chief Ixawhani if I could leave the tribe to explore the seas with the great boat. He seemed shocked that I even asked. "The seas are a very dangerous place to be, great squids that eat boat like the one you want to join and huge man eating fish among other things. Did you know that? Also, there are other ships out there that will try to take the great boat that you want to get on. They will kill you if they do not like how you use spells, even though it's not evil" He said with worry and fear in his mouth, but he soon signed and agreed to let me go. He gave me a potion of swimming along with a bow and a quiver of arrows. "A hunters tools and just in case you fall over board you have this potion." He said handing me these tools of a "hunter". I said my farewells and joined the sea wyvern.

Savage Tide : ECL 4 Cayo Topa olman human necromancer 4: bio

     Born olman raised olman. Cayo Topa was a skinny child and never spoke much unless there was a interesting conversation happening. He soon grew out of that and spoke as if he was imitating the chief. He was caught doing that and punished by having to hunt down a kill a wild boar. He could not return until he has done this. He went out into the jungle with nothing but a small skinning knife. Eating nothing but berries and small game he soon got hungry. Two days later he found a wild boar eating on a small bush, he started to sneak up on it, with his knife in hand. It turned around and whined loudly. The scream of the mighty boar echoed through the trees. He quickly trusted the knife toward the boar's temple. The boar bull rushed him with the knife hanging out of its head. The boar got one good bite off before falling over on top of him. He could feel his cheek bleeding. But he didn't care, he just killed the boar. He pushed the heavy pig off of him. He draged the boar back to camp quickly before anything could take it from him. The bite still marks his face today.
     He travel to Greyhawk when he was 19, the age of which every olman funds out what type of warrior he wants to be. The elders preformed a ritual that sent us to this big city, no walking to the city was needed. He found a wizards tower, he was very intrigued with this wizards tower. He became a necromancer. A type of specialized wizard. He asked the elder Igafa how to get back. "Magic!" he said laughing. He studied for years in Greyhawk.
     He eventually went back to the tribe. He soon became bored with tribal life. Thirsting for adventure,  exploration, and a life outside of the tribe. He hoped to leave one day, but until then he studied the magical way of the necromancer.
   

Savage Tide: ECL 4 Babafemi human spellthief 1, wizard 3: Journal 1

سجل لليسافر ولي العهد الأمير بابافيمي من زئيفي

Wond'rous!  Tho I must now away my pretenses, I am blessed not to be in the company of base assassins.  Perhaps I was foolish to hide at the outset - Ah, but no, my foes are many and their arms long indeed.  My present foothold is precarious, and owed to fortune alone.

Our party, numbering five now, returns to the Olman ruins where my immediate predecessors met their fates.  Foolhardy, perhaps, but I say nothing, and I say nothing again when we reembark numbering four.  In my heart, I am not sad to see the dwarf go.  His brashness unnerved me.  But his cursed, agonized corpus shall haunt my dreams for a time.

And now!  The stumbling, suffering priest.  In my heart, I know: that poisonous egg was meant for me.  It emerged from Bassam's foul gizzard, and the hapless fellow ate that vomitous meal in my stead.  The debt he owes me, he can never know, and never will.

But let it not be said that we set out a macabre voyage of envenomed knives and the hideous, misdirected vengeance of long-dead kings.  We surely do, but so goest all daring ventures.   Scattered amongst that bitter gruel, though, are candied plums.  The fruits I speak of?  They are those of sweet Lavinia.

She is a capable woman, having organized this expedition almost single-handed, noble enough for a tryst not to be unseemly, and beautiful besides.  I think she is as intrigued as I am, and how could she not be?  I am all that I am.

لوالدي، ووالده، وجميع من أساتذتي، سأعمل جاهدا من.

Monday, December 15, 2014

Savage Tide: ECL 4 Babafemi human spellthief 1, wizard 3: Bio

The crown prince of Zeif is a reclusive, mysterious figure.  Typical for children of the sultan, he was born and raised in the harem at the Palace of Peh'reen in Zeir-i-Zeif, the fortunate son of one of many concubines.

He has seldom made public appearances, and then only as a small child.  More recently, his father the sultan has been afflicted with a terrible illness, and rumors circulate furiously among the populace that the unseen prince must be dying of the same disease, missing, or dead.  Some doubt he ever existed, the young boy in lavish robes remembered by older folk having been merely a slave conveniently playing a part in some greater political machination.

In the apparent absence of able royal blood, the Sultanate is governed by the Grand Vizier, Bassam ibn Bulus al-Zeif.  The Grand Vizier is a man who is loved by all without exception; a man of unwavering, unparalleled honor and morality; a man with no failings or unfortunate predilections whatsoever.

Zeif is lucky to have Bassam.

The man aboard the Sea Wyvern is not dying of a terrible disease, nor is he sequestered in the Palace of Peh'reen, obviously enough.  He seems to be nothing more than a genteel crook who isn't as good at lying as he thinks he is.

DM Entry: Favored Classes and Multiclass Penalties

Let's be honest, the 20% penalty for unevenly multiclassing is bullshit. I am (once again) bastardizing some mechanics from another game system to use in our games. This time from Pathfinder, although we will use them a little differently.


This information has been added to the Aryathan Jiil Campaign Setting.pdf and uploaded to the google drive.


Favored Class

Remove the 20% penalty for uneven multiclass levels. Replace with the following three things.

First, leveling up into your favored class takes only 15 minutes instead of 1 hour.

Secondly, Choose one of the following each time you gain a level in your favored class:
·         +0. 5% xp bonus
·         +1 hp
·         +1 skill point.

And finally, find your favored class below and gain the listed bonus each time you take a level in your favored class. Any fractional bonus is rounded down, so you may need to select an option more than once to gain a benefit.

Any

If you have a favored class listed as “any” you must choose this favored class from any base class in the game (not limited to a class you have already taken) during character creation. Once chosen, this becomes your favored class and cannot later be changed. If you choose a class that is not listed below, let the DM know so he can add that class below.

Multiple Favored Classes

If you have more than one favored class, you must select which one will be your favored class and remove the other. Once chosen, this cannot later be changed. If you later gain another favored class, you can choose the new one to replace the old one, or keep the old one and ignore the new one.

Assassin

Choose one of the following each time:

Add one spell known from the assassin spell list. This spell must be at least one  level below the highest spell level you can cast.

Or, add +½ point to sneak attack damage.

Barbarian

Choose one of the following each time:

Add 1 to the total number of rounds that you rage.

Or, add 1 to your base speed. In combat this has no effect unless you have selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.

Or, add a +½ competence bonus to trap sense.

Bard

Choose one of the following each time:

Add a +1 competence bonus when resisting a disarm or sunder attempt.

Or, add 1 to the total number of bardic music uses per day.

Or, add a +½ competence bonus on Bluff checks to pass secret messages, on Gather Information checks, and on Disguise checks.

Or, add one spell known from the bard spell list. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Beguiler

Choose one of the following each time:

Add one spell known as if by the beguiler’s advanced learning. The spell must be at least one level below the highest spell level you can cast.

Or, add a +½ competence bonus to cloaked casting spell DCs.

Or, add a +½ competence bonus to cloaked casting spell penetration checks.

Binder

Add a +½ competence bonus on binding checks.

Cleric

Choose one of the following each time:

Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + an ability modifier. You add ½ to the number of uses per day of that domain power.

Or, add a +1 competence bonus on spell penetration checks made to overcome the spell resistance of outsiders.

Or, select a 0-level spell from the cleric spell list. This spell becomes usable at will as a spell-like ability.

Crusader

Choose one of the following each time:

Add +½ point to steely resolve.

Or, add one maneuver known from those available to crusaders. This maneuver must be at least one level below the highest level maneuver you can initiate.

Druid

Choose one of the following each time:

You gain energy resistance 1 against acid, cold, electricity, or fire. Each time you select this reward, increase your resistance to one of these energy types by 1 (maximum 10 for any one type).

Or, select a 0-level spell from the druid spell list. This spell becomes usable at will as a spell-like ability.

Favored Soul

Choose one of the following each time:

You gain energy resistance 1 against acid, cold, electricity, or fire. Each time you select this reward, increase your resistance to one of these energy types by 1 (maximum 10 for any one type). This resistance stacks with the favored soul’s energy resistance class ability.

Or, add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Fighter

Choose one of the following each time:

Add a +1 competence bonus when resisting a bull rush or trip.

Or, add a +1 competence bonus when resisting a disarm or sunder attempt.

Or, add a +1 competence bonus when resisting a disarm or overrun.

Or, add a +1 competence bonus when resisting a trip and on grapple checks.

Or, add +¼ on stabilization d20 rolls.

Incarnate

Add +½ bonus essentia.

Monk

Add a +1 competence bonus to grapple checks and +½ to the number of Stunning Fist attacks you can attempt per day.

Ninja

Choose one of the following each time:

Add ½ to the number of uses per day of your ki power.

Or, add +½ point to sudden strike damage.

Paladin

Choose one of the following each time:

Add a +1 competence bonus on Concentration checks when casting paladin spells.

Or, add +½ hp to your lay on hands ability (whether using it to heal or harm).

Or, you gain energy resistance 1 against acid, cold, electricity, or fire. Each time you select this reward, increase your resistance to one of these energy types by 1 (maximum 10 for any one type).

Or, add a +½ competence bonus on smite evil damage.

Psion

Choose one of the following each time:

Add +½ bonus power point.

Or, add one power known from the psion power list. This power must be at least one level below the highest power level you can manifest.

Or, select a 0-level power that you know. This power becomes usable at will as a psi-like ability.

Psychic Warrior

Choose one of the following each time:

Add +½ bonus power point.

Or, add one power known from the psychic warrior power list. This power must be at least one level below the highest power level you can manifest.

Or, select a 0-level power that you know. This power becomes usable at will as a psi-like ability.

Ranger

Choose one of the following each time:

Add a +½ competence bonus on wild empathy checks to influence animals and magical beasts.

Or, choose a weapon from the following list: longbow, longsword, rapier, shortbow, or short sword. Add a +½ competence bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This ability does not stack with any ability to gives a bonus to confirm critical hits.

Or, add DR 1/magic to your animal companion. Each time you select this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If you ever replace your animal companion, the new companion gains this DR.

Or, add +1 skill point to your animal companion. If you ever replace your companion, the new companion gains all of these bonus skill points.

Or, add +1 hit point to your animal companion. If you ever replace your animal companion, the new animal companion gains all of these bonus hit points.

Or, Add a +1/3 dodge bonus to Armor Class against your favored enemies.

Rogue

Choose one of the following each time:

Add a +½ competence bonus on Bluff checks to feint and Gather Information checks.

Or, add +½ point to sneak attack damage.

Samurai

Choose one of the following each time:

Add a +1 competence bonus when resisting a bull rush or trip.

Or, add a +1 competence bonus when resisting a disarm or sunder attempt.

Or, add a +1 competence bonus when resisting a disarm or overrun.

Or, add a +1 competence bonus when resisting a trip and on grapple checks.

Or, add +¼ on stabilization d20 rolls.

Or, add a +½ competence bonus on kiai smite damage.

Scout

Choose one of the following each time:

Add +¼ to battle fortitude.

Or, add +½ point to skirmish damage.

Shaman

Choose one of the following each time:

Select a 0-level spell from the shaman spell list. This spell becomes usable at will as a spell-like ability.

Or, add DR 1/magic to your animal companion. Each time you select this benefit, the DR/magic increases by +½ (maximum DR 10/magic). If you ever replace your animal companion, the new companion gains this DR.

Or, add +1 skill point to your animal companion. If you ever replace your companion, the new companion gains all of these bonus skill points.

Or, add +1 hit point to your animal companion. If you ever replace your animal companion, the new animal companion gains all of these bonus hit points.

Shugenja

Choose one of the following each time:

Select a 0-level spell from the shugenja spell list. This spell becomes usable at will as a spell-like ability.

Or, gain energy resistance 1 against your favored element. Each time you select this reward, increase your resistance this energy by 1 (maximum 10 for).

Spellthief

Choose one of the following each time:

Add +½ point to sneak attack damage.

Or, add one spell known from the spellthief spell list. This spell must be at least one level below the highest spell level you can cast.

Sorcerer

Choose one of the following each time:

Add +½ point of energy damage to appropriate energy spells (choose one each time: acid, cold, electricity, or fire). For example, only spells with the fire descriptor can benefit from bonus fire damage.

Or, add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Swordsage

Choose one of the following each time:

Add +¼ competence bonus to your quick to act class ability.

Or, add one maneuver known from those available to swordsages. This maneuver must be at least one level below the highest level maneuver you can initiate.

Totemist

Add +½ bonus essentia.

Warlock

Choose one of the following each time:

Add one invocation known from those available to warlocks. This invocation must be at least one level below the highest level invocation you can cast.

Or, add +¼ point to eldritch blast damage.

Wilder

Choose one of the following each time:

Add +½ bonus power point.

Or, add one power known from the wilder power list. This power must be at least one level below the highest power level you can manifest.

Or, select a 0-level power that you know. This power becomes usable at will as a psi-like ability.

Wizard

Choose one of the following each time:

Add one spell from the wizard spell list to your spellbook. This spell must be at least one level below the highest spell level you can cast.

Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Wu Jen

Choose one of the following each time:

Add one spell from the wu jen spell list to your spellbook. This spell must be at least one level below the highest spell level you can cast.


Or, select a 0-level spell that you know. This spell becomes usable at will as a spell-like ability.

Sunday, December 14, 2014

DM Entry: A Special Note about the Guidebooks

The guidebooks include the following books:

Defenders of the Faith
Masters of the Wild
Song and Silence
Sword and Fist
Tome and Blood

These are all great books. I like them. But it is important to note that these are all 3.0 books.

As with any other 3.0 books, be sure to check with the DM before using any material from them.

As for these particular 3.0 books, the first place to look is in the Guidebook Update for 3.5 (a document published online by Wizards of the Coast. If you can't find this document online somewhere, I can pass it to you at the game. This document gives the official updates to prestige classes, spells, and feats. It references the original source book and then gives you the location of the official 3.5 update of that item.

Notice that some things have not been updated officially, saying things like "not revised yet." That doesn't mean these are fair game. Instead, these are the ones you should be even more leery of. Check with the DM to see if there is an unofficial update found in the Aryathan Jiil documents. If there isn't, I can often prepare that update and add it to our documents.

The next place to look is in the following:

Aryathan Jiil Campaign Setting
Aryathan Jiil Feat Compendium
Aryathan Jiil Classes and Prestige Classes
Aryathan Jiil Magnus Arcana (yet to be released)
Aryathan Jiil Libram of Magic I
Aryathan Jiil Libram of Magic II
Aryathan Jiil Libram of Magic III
Aryathan Jiil Libram of Magic IV
Aryathan Jiil Domain Compendium
Aryathan Jiil Prestige Class Compendium I 3.5 - Dragon Magazine 274-299
Aryathan Jiil Prestige Class Compendium II 3.5 - Dragon Magazine 300-363
Aryathan Jiil Prestige Class Compendium III 3.5 - Wizards.com
Aryathan Jiil Race Templates

Friday, December 12, 2014

Goldmaul journel -1

It seams while I on guard at the ship Oaken met his fate in the maw of evil... in the light of this news lavidia has request me to join the Bazland on the other ship for the rest of the trip even though I am dragon born I am still a dwarf and she feels my presence will help to ease  bazland suffering having a kinsman to banter with. I agree and will move my stuff after the ceremony and introduce myself to bazland. I cannot help to replace a life long friend but I am sadly to familiar with the face of a dwarf in grief
I hope he will accept me as a  comrade..




with Bahamat I ride by a dragons breath I will die

Goldmaul Dragonhammer(bio) Dragonborn(dwarf) fighter1 DFadept 4 ECL5


Golmaul Dragonhammer

 

Golmaul grew up a merchant’s son learning to tend to the various needs of the business, traveling with his father to inspect supplier and resource venders, studying the various products, forecasting supply and demand.

On many trips to the high quarries in the mountains they often times came upon scenes of utter carnage where bandits had slaughtered the supplier’s workers for their bounty that was harvested. On most occasions this was in the diamond and opal mine's one of which his father owned, the sight of the carnage left behind (not by raiders but by dragons seeking to improve their hoard) was burned deep in his mind as he and his father’s mercenaries cleaned up the scorched dismembers and half eaten bodies of his kinsman hauling them back to widows and orphan to be. Bandits can be dealt with found and caught but the dragons the would swoop in and murder dozens and on a few cases hundreds of hard working joyful dwarven folk with no way to put a stop to it and the mountains to vast do discover the well hid dwelling for them to be purged.. These rare but momentous events that would later find themselves recorded and imprinted upon him.
 Golmaul spent much of his free time vandalizing the temple of bahamut and seeking to reticule and in some case harm anyone of dragon blood heritage. This lasted a few years

 One night paladins of bahamut managed to snare him away while he had wandered off by himself. They smuggled him into the belly of the temple restrained him. the priest began to question him about his hatred and his actions

After hours of stubborn reprisals on his part the priest pieced the puzzle together.

Realizing Golmaul’s angst and despise came from the action of the evil dragons of Tiamat, the paladins began to skillfully teach and explain to him the difference between the two bahamut and tiamat and how his beliefs and despise we the same as Bahamut’s and his order. Once he began to understand what the priest was saying he began to relax and they released him, they showed him texts and art and had a few older members come and testify to both bahamut and to the evils of tiamat and his ilk.

 

Weeks passed and his hatred of the dragons blood simmered now instead of boiling.... pondering what he had learned reliving the carnage he had to clean up the widows and orphans all raced through his head as he tended to the labors of his father company. Knowing soon he would be on his own and have to set his own path he began to train for combat to protect him and his father’s assets. Unknown to Goldmaul the same paladins that had snared him before were watching him. They saw the unquenchable desire to wreak vengeance on the evil dragons in him and pleasantly surprised to see his behavior change once he understood the truth. while managing his underlings as they unloaded some cargo at the docks the paladins approached him and began to regale him with tales of evil dragon slaying and of the relentless march of Tiamat and his horde to rule and destroy all of the civilized world as we know it, he listened and found himself intrigued at the thought of destroying evil dragons. these thoughts made him even smile…

 

He finished his day at his father’s warehouse then went to the temple that night. His mind was sent almost spinning with information and knowledge of the draconic. By the night’s end he had made up his mind. He would join Bahamat's legions and wage war against the dragon horde. The heads of the local temple overseeing seeing his commitment to the cause ,guided him in his training and aided him in acquiring the gift of draconic blood. Then taught him to wield the very weapon of the dragons that slew so many of his kinsmen..

Learning fast, at an almost dangerous pace the order needed to find some leads on the location of 
Evil dragon activity because they themselves were growing anxious to unleash their newest pupil into the fray of tiamats schemes. As if by some divine intervention a tale came the way of some mercenaries under the employ of lady Vanderborin had encountered an evil dragon serving under the hand of an unsavory guild of thieves. All of which seem to be tied to some uncharted place that lady Vanderborin herself is traveling to on an expedition. The order contacted her and secured passage for character aboard the ship and also approached the druid Oaken to grant Goldmaul position with his group as a man at arms. Lady Vanderborin and oaken agreed to the terms ,Goldmaul is neither under command of oaken nor under the employ of Lavinia but a weapon of bahamut, to combat evil and the dragons that wield it.