Born into a significant farming community far from Greyheim, Eldakkar spent most of his childhood on the streets of the “big manure city” as he calls it. There he made friends with other outcasts who were banished from a foreign mages guild in another city. From them he learned two important virtues. Pursuit of knowledge and vigilance. When he had grown to be a man, Eldakkar left the farmers intending not to return to that “stinking place”. While trying to survive from dayjob to dayjob, Eldakkar unearthed a clay tablet, inscripted with a magical spell. It was his first spell “Charm Person”.
In Greyheim he made friends with Sascha and recruited Desi. The former soon overtook him and Eldakkar submitted to his extraordinary leadership since tagging along capable people is a recipe for success. The friendship was cemented when the 3 victoriously emerged from the The Boring Beetle Killing Fields.
He’s good with a knife.
“It is I that felled Avenar, the Elf” (unused Mercenary equipments: 24) shield, sword, spear, crossbow+bolts, leather armor, helmet
5% failure chance per level that the target spel is higher than my own level
“All spells cast by any spell casting class are automatically negated if the caster is of an equal or lower level…” (p22)
destroys animated (as per spell) undead (LL p.20)
dispels continual light (LL p.21)
dispels Quest (LL p.24)
dispels Arcane Lock (LL p. 27)
dispels Charm person (p. 28) and Charm Monster (p. 27/28) as well as the effect of a Philter of Love (p.112). The effect of a Ring of Human Command is also cancelled (p.113)
banishes summoned elementals (as per Conjure Elemental) (LL p. 29) “if […] or dispel magic spell is directed at it”
removes blindness from Continual Light (LL p.29)
Cancels Feeblemind (p.31)
negates Hold Portal (p.32)
can cause Magic Sword spells to disappear (p.34)
dispels the illusionary forest created by Massmorph (p.34)
removes Phase Doors (p.36)
removes Plant Growth (p 36)
reverses Polymorph Any Object (p.36), Polymorph Self (p.37)
removes Temporal Stasis (p.40)
Destroys Wall of Stone (p.41)
Counters the dance induced by Giant Tarantulas (p.97)
Explanation of the Miscalaneous Items
white/blue sashes: the identifications of the Arena-fighter teams on level 4
Book of the Reaper: contains the teachings of the Great Reaper
Explanation of the Magic Items
Amulet of Fresh Air: Inlaid with semi translucent Opals, Waterbreathing, not affected by gas, seems to magically provide air directly into the wearers lungs.
Girdle of Neverbleed: formerly an amulet, Deadly wounds close (3 on death and dismemberment), natural healing rate is doubled
Demonbane +1*: Righteous sword, +3 to hit and +3 to damage against demons
Stave of Nature: Gnarled staff with spells stored inside. Spells are
Entangle (1 charge, 1 turn, 80’) Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in a 40Ê diameter area or those that enter the designated area, holding them fast and causing them to become entangled. A creature may move half its normal movement if it succeeds in a saving throw versus spells.
Charm Person or Mammal (2 charges, 80’) : This spell functions in much the same manner as the magic-user spell charm person. Refer to that spell description for more details. However, in addition to humanoids, the druid spell may be used to charm mammals, including intelligent animals.
Plant Growth: (3 charges, permanent, 160’) Plant growth causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within range and a 20Ê square area per level to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement drops to 10Ê, or 20Ê for large creatures. The area must have brush and trees in it for this spell to take effect. At the casterÊs option, the area can be any shape. This spell has no effect on plant creatures.
Summon Sylvan Beings (4 charges, 120’+10’/level): The caster of this spell must be outdoors, and must both chant and make magical hand gestures. The casting ends when sylvan beings appear, or if 2 turns have passed with no results. The referee decides the probability of a particular type of woodland creature being available within range, based on the circumstances and terrain type. Refer to the table below for the type of creatures this spell may beckon forth, and how many of each will appear. Creatures are allowed a saving throw versus spells, with a +4 bonus. When creatures arrive they receive an additional identical saving throw if any companion of the caster is chaotic. Summoned sylvan beings who fail their save are friendly to the caster, and will aid him in any way that is within their abilities. However, if they are asked to fight for the caster, the referee rolls on the monster reaction table in Labyrinth Lord, taking into account how the druid has treated the creature previously. Centaurs, Dryad, Nixie (1d4), Pixie (1d8), Sprite (1d6), Treant, Unicorn (1)