Chapter 167 The Colossus
'A traveler's rest?!' Anser exclaimed in astonishment, holding the badge.

He had heard of this place, but only heard of it; he didn't know anything about it.

The Traveler's Rest is located in the vast and boundless Starlight Plane, a transit plane situated between the material realm and the outer plane. It is said to be a vast and boundless silver ocean, the final resting place of fallen gods.

Dungeons & Dragons is a multiverse, also known as the Great Wheel Universe, which includes the Material Realm, the Inner Plane, the Outer Plane, the Transit Plane, and the Positive and Negative Planes.

Toril, where Faerûn resides, is located in the Material Realm. In addition to the world inhabited by humans, it also possesses two Echoes: the Fairy Wilderness and the Fallen Shadow Realm. Together, these three constitute the Material Realm.

The inner planes include four elemental planes: air, earth, fire, and water, and the secondary elemental planes between them.

There are seventeen outer planes, each corresponding to one of the nine major factions and their philosophical divisions: the Abyss, Twin Paradises, the Chaotic Sea, the Mechanical Realm, Heavenly Mountain, the Nine Levels of Hell, the Roaring Void, the Garden of Joseph...

Transitional planes, also known as intermediate planes, include the etheric plane and the astral plane, as well as pathways to other planes of existence.

The etheric plane is located between the material realm and the inner plane, while the astral plane is located between the material realm and the outer plane.

Positive and negative planes refer to the portion of the universe that envelops it, and the primordial forces of life and death they provide form the basis of all existence in the multiverse.

The most common way to travel between planes is through a dimensional portal, followed by higher-level spells such as interdimensional portals and dimensional shifts.

Of course, some planes are connected to multiple outer planes, such as the Endless Staircase, the River of Poseidon, the River Styx, and the World Tree Yogdrasil.

The Traveler's Badge comes with the seventh-circle spell "Planetary Transfer," which can teleport the caster to different planes. If the sequence of the teleportation circle's mark is known, the spell will be much easier to cast and the destination will be more precise.

'Where's the spell?' Anser focused his mind on the badge and waited patiently.

Ordinary appraisal techniques cannot determine the badge's purpose or command phrase; they can only ascertain that it is a magical item. Since dice can reveal the badge's detailed purpose, they should also be able to determine its command phrase.

A few minutes later, the Traveler's Badge flashed with information, revealing a whole page of text, all in Netheril script.

'This is full of traps. What if I encounter an illiterate person?' He muttered to himself, glanced at the badge briefly, and carefully put it into his dragon-skin pouch.

Based on the description, Traveler's Rest should still be operating normally, supporting mutual transactions, but you can only go once every seven days, and you can stay for a maximum of 24 hours at a time.

Therefore, you must be prepared for what to do if you don't have enough money to pay the bill, or if you see something you want but can't afford it.

Aside from the "Traveler's Badge" and the "Alchemist's Potion Belt," the two most valuable pieces of equipment on a Shadow Thief are the "Shadow Armor" and the "Frostmark," both of which are of rare quality.

"Shadow Armor" is a dark-toned, studded leather armor that grants +2 armor level and provides an advantage against panic while worn.

"Frost Inscription" is a silver-white short sword, one and a half feet long, covered with patterns like frost, cold to the touch, and exuding a chilling aura.

When this magical weapon hits a target, the target will suffer an additional 1d6 (1-6) cold damage. Furthermore, equipping it with Synchro will grant Fire Resistance.

In frigid environments, this weapon can emit a bright light up to 10 feet away and a dim light up to 10 feet away from it.

When you draw this weapon, you can cast Frost to extinguish all non-magical flames within a 30-foot (9-meter) radius, once per hour.

'These equipment... are very targeted.' Anser was somewhat alarmed.

He had met two shadow thief assassins whose equipment was very effective against their targets, especially spellcasters.

These two pieces of equipment made the Shadow Thief Master immune to Fear spells, as well as his signature spells Fireball and Scorching Ray, greatly increasing the probability of a successful assassination. He wouldn't believe it wasn't something he had prepared intentionally.

Aside from these few pieces of equipment and potions, the Shadow Thief didn't even have a money pouch on him, nor did he carry any other items.

'The Shadow Thieves Guild has a deep foundation.'

He suspected that the Shadow Thief would request or borrow specific magical items based on intelligence about the target before the assassination to increase the success rate, and then return them after use.

Both pieces of equipment are valuable, but almost useless to Anser, who is immune to panic and has fire resistance. However, they can be sold for money or traded with others.

He was really afraid that if he went to the Traveler's Rest and didn't have money to pay, the owner would keep him to wash dishes, serve tea and water to those strange clients, and keep them company and warm their beds.

Thinking about it that way, he became hesitant to go.

Neutrality and peace are just labels and titles; it would be naive to actually believe them.

He put all the items into the dragon skin bag, took off his belt, took out the "Alchemist's Medicine Belt" and put it on, then notified Blatt to dispose of the corpse and teleported back to the Alliance.

Inside the room, when Kaleno saw Anser appear, his expression relaxed: "Macaria from the Philo Mercenary Group is here, and Karisa is also waiting for you."

"Has the bounty been distributed?" Anser asked.

“Yes, they’ve all been sent away. Senator Quentin is in charge of distributing compensation for the wounded and the injured, while Senator Graham, along with the governor, is settling the civilians…” Carreno explained briefly.

“Hmm.” Anser nodded and went downstairs.

In the reception room, Macaria and Karisa sat facing each other, neither of them speaking, as if they were strangers.

Upon seeing Anser enter, the two quickly stood up, their faces beaming with smiles.

In yesterday's battle, Anser displayed extremely terrifying spellcasting abilities. Whether it was the extreme burst of freezing more than a dozen werewolves in an instant, or the effortless way of blasting the werewolf leader to death with a missile storm, these were things that ordinary spellcasters could not do.

Some people's combat power cannot be measured by their professional stage. Compared to him, Elise's genius halo is dimmed.

"Coming to block the door so early, are you afraid I'll run away?" Anser teased.

"Haha, who dares to block your door now?" Macaria laughed heartily.

Karisa stood with her hands behind her back, smiling without saying a word.

Anser opened the dragon skin bag, and bottles of holy water floated out of the black hole. He picked them up and placed them on the table one by one. They were all white and shimmering, a total of 16 bottles.

According to the battle report, the Philo mercenary group eliminated a total of eighteen werewolves, which, including the two bottles of deposit they had received earlier, was exactly the same.

“Let’s count,” Anser gestured, then sat back down on the sofa.

Macaria picked up a bottle, held it up to her eyes and gently shook it. Her eyes lit up as she looked at the shimmering platinum holy water inside: "I like this color."

As she spoke, she took out the box she had brought, opened it, and inserted the bottles of holy water one by one into the cork slots, then secured them with leather straps.

Karisa, standing to the side, narrowed her eyes. She knew these mercenaries were hired by Anser, but she didn't expect the reward to be holy water.

"If you drink holy water before the battle, you're more likely to survive the werewolf curse," she shared, adding that this was experience accumulated over many years of battles.

"And then what happens after the bite?" Anser pressed.

“That’s almost useless. The werewolf curse is a type of beast-transformation curse, a shapeshifting curse that turns a human into a beast after infection. It’s not a typical negative energy curse,” Karisa explained.

"What a pity." Anser shook his head regretfully, then took out four more bottles of holy water and placed them on the table. "These are for you; we're out of stock for now."

He makes several bottles a day, and that's all he's accumulated.

Karisa hesitated for a moment, but did not refuse. This thing had too many uses; it might even save her life in a critical moment.

(End of this chapter)

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