76

(Previous Post: 61, 62, 71, 72)

You rolled a 20, and achieve a dramatic success. You may take 1 Hero Point, to be used at any time as a 1-point skill check modifier or to nullify a dramatic failure. OR, you may show an exemplary performance in the action you are currently taking.

You effectively avoid the blow from your attacker.

  • If you would like a Hero Point, mark it on your character sheet and go to 74.
  • If you would like the performance upgrade, continue reading.

75

(Previous Post: 61)

You are struck by the attacker's bony hand, but you turn to absorb the blow and take no damage.

74

(Previous Post: 73, 75, 76)

Your attacker stands atop a dresser, 3½ feet tall and but stocky with the weight of someone with more muscle than his size should allow. His shape is rough and rugged, with dusty gray flesh, stringy gray hair, and armor made of blackish purple obsidian. Three black opals decorate the chestplate. His eyes appear made of diamond.

(If you haven't already, you now recall the Army of the Nome King. Click here for details on the Nome Race. You can assume your character recalls these details, but not necessarily why or how he recalls them.)

  • If you step back from the doorway and call for help, go to 65
  • If you do something else, place your next action in comments below and your story will continue as soon as possible.

73

(Previous Post: 62, 71, 72)

You dodge the attacker's blow with ease.

72

(Previous Post: 71)

You failed your DC of 10, and failed your saving throw. Your hit points are lowered by -1.

The attacker's fist strikes you in the face, you feel your nose break under the force of the blow. Your fists ready themselves instinctively to defend against the next attack. The attacker's flesh is rugged, as if broken from the side of a mountain. His armor made of blackish purple obsidian, with three black opals attached to the chestplate. He makes another swing while you struggle to open your eyes.

Make a Reflex saving throw against a DC 10 to determine your ability to dodge the blow.

  • If you roll a 1, you suffer a dramatic failure and lower your hit points by -1, go to 70
  • If you fail the skill check, go to 70
  • If you succeed in the skill check, go to 73
  • If you roll a 20, go to 76

71

(Previous Post: 61, 62)

You failed your DC of 10, and failed your saving throw. Your hit points are lowered by -1.

It feels as if a stone has struck the side of your head. You turn to see who or what hit you, raising your fists to defend against the attacker. He stands atop a dresser, little over three and a half feet without its assistance. Before you can make out his appearance, he is already throwing another punch.

Make a Reflex saving throw against a DC 10 to determine your ability to dodge the blow.

70

(Previous Post: 61, 62, 71, 72)

You suffered a dramatic failure and have failed your saving throw. Your hit points are lowered by -2.

It feels as if a stone has struck the side of your head. Your eyes can't make out who or what hit you, your raised fists feel as weak as your legs. A darkness begins to envelope the sides of your vision. Quickly it takes over your entire field of vision.

It is under the small, dim, summer star,
You know not who these mute folks are
Who share this unlit place with you--
Those stones out under the low-limbed tree
Doubtless bear names that the mosses mar.

64

(Previous Post: 60)

You rolled a 20, and achieve a dramatic success. You may take 1 Hero Point, to be used at any time as a 1-point skill check modifier or to nullify a dramatic failure. OR, you may show an exemplary performance in the action you are currently taking.

  • If you would like a Hero Point, mark it on your character sheet and go to 63.
  • If you would like the performance upgrade, continue reading.

63

(Previous Post: 60, 64)

Your skill check exceeded DC 15, and you have succeeded.

It's dark inside Roisin's vardo, but before you open the door you notice a figure move past the window. You aren't quite sure what it was, but the long beard it seemed to have makes you certain it wasn't Roisin.

  • Place your next action in comments below and your story will continue as soon as possible.

62

(Previous Post: 60)

You failed to exceed DC 15, and have failed your skill check

"Roisin?" You call again, not pleading—your tone steady and calm—as you start to enter the darkened vardo.

Suddenly, a bony fist is fast approaching your head.

  • If you choose to take the blow, go to 71.
  • If you attempt to dodge, continue reading.

61

(Previous Post: 60)

You suffered a dramatic failure and have failed your skill check

"Roisin?" You call again, not pleading—your tone steady and calm—as you start to enter the darkened vardo.

Suddenly, you are struck by a bony fist.

Make a Fortitude saving throw against a DC 10 to determine how you stand up to the hit.

60

(Previous Post: 59)

You try the door as you peer through the darkened window.

Perform a Spot (WIS) skill check with a DC of 15

  • If you roll a 1, you have suffered a dramatic failure and will experience a -2 modifier on your next skill check. Go to 61
  • If you fail the skill check, go to 62
  • If you succeed in the skill check, go to 63
  • If you roll a 20, go to 64

59

(Previous Post: 58)

You suffered a dramatic failure, or failed to exceed DC 15, and have failed your skill check

58

(Previous Post: 57)

You knock again.

"Roisin? I know you're in there." You pause, straining your ears for any sounds before you continue.

Perform a Spot (WIS) skill check with a DC of 15

  • If you roll a 1, you have suffered a dramatic failure and will experience a -2 modifier on your next skill check. Go to 59
  • If you fail the skill check, go to 59
  • If you succeed in the skill check, go to 55
  • If you roll a 20, go to 56

57

(Previous Post: 54, 55, 56)

You rap your knuckles three times on the door and wait for an answer. None arrives, but you hear shifting inside the vardo.

  • Place your next action in comments below, and your story will continue as soon as possible.

Spells: Daylight (Evocation - Light)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

  • Level: Brd/Clr/Drd/Pal/Sor/Wiz 3
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Object touched
  • Duration: 10 min./level (D)
  • Saving Throw: None
  • Spell Resistance: No

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Flaws (CON): Light Sensitivity (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Creatures with light sensitivity are dazzled in sunlight or within the radius of a daylight spell.

While dazzled, the creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks

Spells: Move Earth (Transmutation - Earth)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

  • Level: Drd/Sor/Wiz 6
  • Components: V, S, M
  • Casting Time: See text
  • Range: Long (400 ft. + 40 ft./level)
  • Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: No
  • Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.

Special Abilities: Earth Glide (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with earth glide can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a gliding creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Special Abilities: Darkvision (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with darkvision can see with no light source at all, out to a range specified for the creature (typically 30 to 120 feet). Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Special Abilities: Low-Light Vision (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

Races: Gnomes (Nomes)

Nomes are a sub-race of gnomes which arose from the ancestors of the first svirfneblin, or deep gnomes, to enter the Dreamlands. The svirfneblin burrowed into a Ghūl gateway from the Waking World into the Dreamlands. The gateway led into the Great Abyss, which joins all parts of the Dreamland Underworld. The svirfneblin travelled for several years before finding a hidden area of the Underworld to call their own—a vast cave extending for miles and miles under the mountain, with volcanic furnaces glowing brightly in every direction around walls of rock, gems and precious metals. It is unclear how the original deep gnomes became the nome sub-race. There are stories of the svirfneblin being possessed by Earth Elementals, or mating with the Earth Mephit native to the Dreamland Underworld. Whatever happened, at some point nomes became one with the rocks around them, able to move through solid earth as easily as humans move through air.

Personality:
Nomes are fond of beautiful gems, and consider the gems of the Dreamlands to be under their protection. They are angered by those living on the surface who often steal these treasures. These feelings have made them suspicious of strangers and prone to greed. Yet, their belief that they are protecting such gems—and by extention, the Dreamland Underworld—has made them into strong fighters, careful planners, and dangerous enemies to those who would question their authority.

Physical Description:
Nomes stand 3 to 3½ feet tall and are often stockier than their gnome cousins, some even rotund. Their shapes are rough and rugged, as if broken from the side of a mountain. Their skin is wiry and rock-colored, usually dusty brown to gray, they have stringy gray hair that appears to be some sort of fungus. Only their eyes vary in color beyond earth tones, typically shining the color of a gemstone—diamond white, emerald green, sapphire blue, ruby red, etc.

Unlike other gnomes, nomes allow their hair to grow untrimmed into bushy hair and flowing beards, their hair and garments matching the color of their flesh. Their garments rarely have the decorations common to their gnome cousins, but may occasionally have a gemstone to indicate societal position. Those in military service may wear glittering armor of polished steel, inlaid with gems of rank. Nomes reach adulthood at about age 40, but seem to live well beyond the lifespan common to a gnome. Some question whether their unique tie to the Dreamlands has provided them with a sort of immortality.

Waking World:
Nomes are a race native to the Dreamlands, but they are also able to enter the Waking World in their through tunnels from the Great Abyss. Few choose to do so, however, unless directed by order of the Nome King. The Waking World is something Nomes can hardly bear, since most of it exists on the surface, and those met on the surface are likely to be warriors or adventurous rogues.

Relations:
Nomes are not fond of those who live upon the surface. Many wars and manipulations by the people of the Emerald Key kingdoms have made nomes into a solitary race. Unlike their gnome cousins, they aren't even fond of dwarves, who they feel are determined to steal their precious stones. Generally, nomes keep to themselves, but may allow audience for those willing to approach them without threatening their underground kingdom.

Alignment:
Most nomes are strictly lawful, following the rule of the Nome King without question. They honor the underground world, and the traditions of their people above all else. While they respect their own way of life, many nomes lean toward evil. If it is necessary to oppress and kill outsiders in an effort to protect their way of life, they will do so. Those leaning toward neutral are still willing to sacrifice themselves to protect the nome lifestyle, but less inclined to actively harm others to do so.

Religion:
Like other chthonic cults, nomes are known to practice ritual sacrifice to appease their gods. Sacrifices are placed in the bothros in the bowels of the dungeons below the nome kingdom, or personal sacrifices are burned on a raised bomos to have the ashes added to the walls of their homes.

Languages:
Nomes speak Undercommon and the language of Earth Elementals, Terran, both of which use the Dwarven script. Although most are easily able to learn Dream Common, many choose not to speak this language—since they believe that their native language should be spoken by any who wish to respect them. speak Dream Common, and those who regularly live in the Waking World are able to learn and use the languages known to Humans.

Names:
Nomes maintain the love of names held by their gnome cousins. They may have a variety of names, and tend to add a new name whenever a significant change has occured in thier lives. In addition to names common to gnomes, examples of nome names include: Bung, Crinkle, Guph, Kaliko, Roquat, and Ruggedo.

Nome Racial Traits
  • +2 Constitution, –2 Strength, –4 Charisma
  • Small: As Small creatures, nomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
  • Nome base land speed is 20 feet.
  • Earth Glide (Ex): A nome can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Their burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing nome flings them back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save.
  • Darkvision (Ex): A nome can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and nome can function just fine with no light at all.
  • Light Sensitivity (Ex): Nomes are dazzled in bright sunlight or within the radius of a daylight spell
  • +3 racial bonus on saves against spells and spell-like abilities.
  • +3 racial bonus on Climb checks, which improves to +4 when climbing on stone or underground
  • +1 racial bonus on Listen and Spot checks.
  • Automatic Languages: Terran and Undercommon. Bonus Languages: Draconic, Dream Common, Dwarven, Earth-based Languages, Elven, Giant, Gnome, Goblin, and Orc.
  • Favored Class: The Tough Hero. A multiclass nome’s Tough Hero class does not count when determining whether they take an experience point penalty.
  • Level Adjustment: +1

56

(Previous Post: 53, 58)

You rolled a 20, and achieve a dramatic success. You may take 1 Hero Point, to be used at any time as a 1-point skill check modifier or to nullify a dramatic failure. OR, you may show an exemplary performance in the action you are currently taking.

  • If you would like a Hero Point, mark it on your character sheet and go to 55.
  • If you would like the performance upgrade, continue reading.

55

(Previous Post: 53, 58)

Your skill check exceeded your Difficulty Check, and you have succeeded.

54

(Previous Post: 53)

You suffered a dramatic failure, or failed to exceed DC 20, and you have failed your skill check

53

(Previous Post: 52)

As you finish your meal, you hear singing coming from one of the vardos, “I am a true born Irishman, a Traveller am I / My home, the road, no fixed abode, I'll travel till I die...” (Right click here to open the song in a new window)

"Well," you say, laying the bare bone back on the plate. "I guess I owe Roisin an apology then. Any final words of advice?" You give him a bemused half-smile, and stand—preparing to walk towards the vardo Roisin ran to.

Micaja takes your plate, and tosses the bone into the fire. “Always burn the bones when you're finished. It sends them to the Valley of Pnath, to honor them and allow the soul a final rest. Otherwise, they are dishonorably sent to the Valley of Achor, their name removed from the Book of Life.” He smiles at you and teases as he nods toward the vardo. “Just don't say anything stupid.”

You shake your head, equal parts amused and annoyed, before heading toward Roisin's vardo.

It's dark inside her vardo, as you lift your hand to knock on the blue door.

Perform a Spot (WIS) skill check with a DC of 20

  • If you roll a 1, you have suffered a dramatic failure and will experience a -2 modifier on your next skill check. Go to 54
  • If you fail the skill check, go to 54
  • If you succeed in the skill check, go to 55
  • If you roll a 20, go to 56