605.05
The next post is a little iffy. Rent is coming due on monday and the moment I tell my landlord that no, I will not take part in his illegal activities to hoodwink the government, he may break lease and throw me out since he's got the local cops in his pocket. Aiming for tuesday if I'm "still around". If he throws me out / has his legbreakers around to enforce a forced getaway, I'll have to take a hiatus until I can figure out where I'm going to be staying and what I'll be doing. You have been warned.
Cast of Characters [NPCs]
► Show Spoiler
Maraxia, Black Wyrm (MIA)
Durenth Drakehoof, leader of the Dartemba
Duke Morvalian, owner of the Mines Castle
Glydeonic, Hound Archeon
Maxwellington Thundertail, Couatl
Tilliaxius, Blind Bone Dragon
Brosolvraxx and Thrissaldexxa, Mature Adult Green Dragons
Tharvressil, Silver Dragon Monk
Jethril Vok, Emerald Dragon Dracolich
Vhontaethraxxia, a Bronze Wyrm
Auash, summonable Efreeti, bound to Ilphnilee
Gnerg the Flintaxe, dwarf trader, ally to the Grippli
Half a dozen trader-dwarves (that escaped from the Ashen Sky dungeon)
Grotto, Zhivok Nar Chief, Bloody Two-Fangs tribe
Z'nakchel, Zhivok Nar Chief, Rising Sun Star tribe
Diomedes Thunderblade (War Leader, Drider)
Shasassa Leaps-Through-Webs (Political Liason, Drider)
Zhaphis the Dagger (Chief Wizard, Drider)
Darthesthra Krysblade, Chieftess of the Drow
Wood Hoof (Earth Pony Herd Leader)
Throws Thunder (Mutated Kroxigor/Black Dragon cross)
Komadi ("Chief" of goblins, loyal to Darthesthra)
Chieftess Juusha (Zhivok Nar leader of Whirlpool Hole)
Cast of Characters [Players]
► Show Spoiler
Jib: Grikkul (Grippli) (Occupation Archer/Skilled Healer/Hobby Zoology) SA/FH 0/1 (15/3) 16 EXP to spend
Has pulled from the Harrow Deck
Wears a Ring of Spell Turning, 1st and 2nd level spells, up to 15 levels a month
Wields a large Animated Shield of Energy Resistance (Cold)
Mutation: Tough Skin that is extremely Touch Sensitive (+7 to locating hidden catches/traps by touch, +1 AC)
Mutation: Large Knee-Horns (Unarmed attacks deal +1d8 damage)
Exceptionally Clear Headed (Intelligence +3)
Disease: Toxic Tongue (Cannot identify new foods / potions by taste) [Permanent]
Controls a Raven Familiar (Evan), [rF++] [rC--] [rElec] [rN+++]
Evan Mutation: Prismatic Reflection (absorb energy, reflect/refract as energy of choosing); dies if hit with cold attack
Evan Mutation: Complete Awakening (13 Intelligence); cannot hide, radiates magic, easily identifiable as Familiar
Evan wears a Ring of Frost Reistance 10
D43dlock: Myron Cloudgazer (Wemic) (Occupation Shaman/Skilled Smith/Hobby Gemcutter) SA/FH 0/0 (15/3)
Wears an Amulet of Comprehend Languages
Carries a Strange Golden Rod-Key
Knows Blade Barrier
Has a Hawk "Familiar" attached to him via a Ley Line; cut the line and one-shot the Wemic
Hawk can be reabsorbed (+3 SA +1 FH) once
Kelten: Night Seeker (Pegasus Pony) (Occupation Scout/Skilled Navigation/Hobby Alchemy) SA/FH 5/0 (15/3)
Knows Blade Barrier
[rN+]
Wears Elven Boots of Dodging (+6 Reflex Saves, +3 Dexterity)
Controls a Minature Blood Golem: Pierce Mental Ward (3/day, target knows its mental defense is down), True Seeing (to pierce illusions and other falsehoods relying on sight), and a "static" breath weapon (deals electrical damage and puts the target to sleep).
Bears a Divine Curse (Stone O Vision)
BadgeAddict: Kermit (Grippli) (Occupation Priest of Ehlonna/Skilled Alchemist/Hobby Hunter) SA/FH 0/0 (15/3)
Has pulled from the Harrow Deck
Wields the Equalizer (Cold Iron Great Mace +1, +2 vs Demons)
Wears Robes of Energy Resistance (Cold/Fire 15, Elec 30)
Wears Mithril Chain Mail +1
Wears a wooden Ring of Invisibility
Wears an Opal Bracelet of Defense +4 (Water Resistance 25)
Can open any two locks without question
-2 Charisma
-2 Intelligence
-4 Wisdom
Madmartin: Cloud Eye (Pegasus Pony) (Occupation Scientist/Skilled Inventor/Hobby Explorer) SA/FH 1/1 (15/3)
Carries 50 emeralds (150 GP apiece), a Strange Steel Coin, and a Tooled Amulet
Has pulled from the Harrow Deck
Controls Six Giant Ants
Is Lycanthropic (Kodiak Bear, Controllable)
Owns a Cloud Manor over Ehlonna's Refuge Lake
Wears an Opal Bracelet of Defense +4 (Water Resistance 25)
Is Larger Than Man Sized
Davecom3: Narasimha Thunderstrider (Wemic) (Occupation Shaman/Skilled Tracker/Hobby Trapology) SA/FH 4/1 (15/3) 32 EXP to spend
Has pulled from the Harrow Deck
Hardened, Spiky Fur: -2 Charisma
Hardened Skin: -2 Dexterity, +2 AC
Has drunk a Potion of Dragon's Heart: -1 Con
Has a Withering Touch (-2 Constitution for an hour, DC 18)
Is immune to Fire Damage
Is Vulnerable to Sonic Effects
Can Dominate Monster completely, once
Discovered the Lycanthropic Cure
Discovered a Lycanthropic Deviant Variant (regeneration on allies, powerful lycanthropy on animals)
Regenerates 6 HP/round but weak to silver (reducing it to 2 HP a round)
Bears a Divine Curse (Stone O Vision)
Is slowly Petrifying
Nolandking: Ilphnilee Everhrae (Drow) (Occupation Monk/Skilled Necromancer/Hobby Scholar) SA/FH 2/1 (15/3) 61 EXP to spend
Has pulled from the Harrow Deck
Wields a Zelphicite Staff (Smite Undead, Disruption against Free Willed undead, Conjure Life Elemental with a Cure Light Wounds HoT)
Genderbent to Male
Very Hardened Skin (+4 AC, -4 Dex)
Has read a Book of Vile Darkness: +3 Wisdom, Caster Level +3
Wears The Ebony Jet Ring "The Burnt Angel's Tear") (Wis +3, wearer's damage is treated as holy, can channel Strong Holy Energy to Cure Serious Wounds or Holy Smite 1/month)
Attracts Demons (due to Burnt Angel's Tear)
Sarusama: Triton (Grippli) (Occupation Druid/Skilled Leatherworking/Hobby Cooking) SA/FH 3/1 (15/3)
Can Awaken 3 Animals a month
Has pulled from the Harrow Deck
Has a +10 Circumstance bonus to all SAs/FHs
Has a Dire Wolf mount (Six Toes of the Shadowed Stream Pack)
Wields the +3 Ivory Sai "Gaia's Crying Glory" [Slay Evil/Regeneration, rPois, rAcid, rF+] (Deals Acid damage, +9 vs evil/regen to Max HP) [Vibrates in Evil Presence]
Has a "Dracodile" Familiar (Black Crocodile with acid bite), known as Thrashbite (-1 Level)
Bears a Divine Curse (Stone O Vision)
LAYF: Merix Tall'Brixz (Drow) (Occupation Druid/Skilled Healer/Hobby Divination) SA/FH 3/0 (15/3)
Casts Electric Spells 50% easier
Mute [Permanent]
Has Fire Resistance 15
Has Regeneration (3/2 rounds)
Is Extremely Empathic
Is Rooted to the Spot
Reflects Beam spells
Produces energy via photosynthesis
Sees in heat vision
Hair is neon lime green
Wears The Tiny Azure Ring "Touch Of The Ground" (Wearer is immune to electrical damage, and regenerates 2 HP a round if standing on the ground)
Knows the following spells:
Bestow Journeyman's Glibness (+8 to Social rolls)
Motion Deflection (Remain in motion but sent in another direction)
Forbidden Wounding (deals 12d8 damage by touch at the cost of Charisma)
Lizards' Lust (used for breeding dragons)
Mana Negation (an antimagic field)
Adamantine Backfist (deals 2d20 damage, very inaccurate)
Curse Portal (Anyone using the doorway cast on is Cursed)
Gems of Darkness (enchants gemstones with cold damage and a Darkness spell)
Transmute Blood to Water (in -very- limited quantities)
Disruption Control (no undead may approach more than ten feet from him or boom)
Sigil of Steel Thorns (Deals 8d4 damage three times to up to ten people on touch; earth elemental)
Bolt of Ruby (ranged petrification into gemstone; higher level = more valuable gemstone)
Rakshasa Seduction (self-explaining)
Mystic Stability (+15 to Will saves, target cannot backfire stuff involving IME, and teleports/dimension doors don't miss/get messed up when cast)
Burns: Kethrendi (Pseudodragon) (Occupation Bard/Skilled Scout/Hobby Alchemy) SA/FH 8/0 (15/3) 16 EXP to spend INACTIVE
Carries a Potion of Dragon's Heart
Alaen: Alistair Montblanc (Human) (Occupation Inventor/Skilled Arcanist/Hobby Trader) SA/FH 2/0 (15/3) 18 EXP to spend
Developer of the Belar'mor
Knows the spell Hauntcloak
Thunteater: Valeric Aether (Human) (Occupation Animal Trainer/Skilled Accents and Languages/Hobby Diplomancy) SA/FH 2/1 (15/3)
CDR: Aust Waterpetal (Elf) (Occupation Druid/Skilled Diviner/Hobby Diving) SA/FH 3/1 (15/3)
Character Available: Nikohl, Borys, TTW, Feytala, TTwig, Moose, Astrosteve, Lokthar, Enkrod
TRANCE!:
► Show Spoiler
Grikkul Action Bar: 13/15 (Rolled 69)
Myron Cloudgazer Action Bar: 14/15 (Rolled 24)
Night Seeker Action Bar: 3/15 (Rolled 32)
Kermit Action Bar: 4/15 (Trance Cooldown: 6) (Rolled 47)
Cloud Eye Action Bar: 1/15 (Rolled 95)
Narasimha Thunderstrider Action Bar: 9/15 (Rolled 81)
Ilphnilee Everhrae Action Bar: 13/15 (Rolled 51)
Triton Action Bar: 8/15 (Rolled 18)
Merix Tall'Brixz Action Bar: 3/15 (Trance Cooldown: 7) (Rolled 7, +1 for using FH, +1 for successful FH, total +2)
Kethrendi Action Bar: 4/15 (Inactive, no rolls)
Alistair Montblanc Action Bar: 13/15 (Rolled 18, +1 for using SA, +1 for successful SA, total +2)
Vaeleric Aether Action Bar: 9/15 (Rolled 34, +1 for using SA, +1 for successful SA, total +2)
Aust Waterpetal Action Bar: 7/15 (Rolled 46)
Special Notes:
► Show Spoiler
Racial Talents: Spider Standard (resist Torment), Smite Good (3d3); Grippli have Smite Good/Evil (2d3 irresistable), Step Sideways (see/enter Spirit World)
Action Bar: +1 for using SA, +1 for successful action, 50+ = +1, -1 for failed action, 15/15 leads to Trance which lasts for actions done in month it's hit and month thereafter, not for actions done in month before hit), Trance cooldown at 8 before Trance can be hit a second time; if Trance is hit during cooldown period, choice of banking an FH or 2 SA
Celestial Event: PCs may have a chance to be Destiny Bonded to do acts of "Great Heroism" (Action Bar)
Arcanely Boosted
Underdark Connections: Village population "begins" inside a massive volcano on a floating island (Legacy)
Racial Modifiers: Social -2, Warfare -1 (-4 and -2 to rolls) (Legacy)
Technology suffers a -3 to effective level (-6 to rolls, due to Arcane Boost); use of Zelphstone cuts this in half (Legacy)
Arcane Caster Levels: 45 = Level 6 spells; currently Level 3(+1)
Divine Caster Levels: 15 = Level 2 spells; currently Level 2(+1)
All Grippli now have weapons of choice, 30 have Half Plate; all PCs have Belarmor
People, Places and Things Discovered:
► Show Spoiler
People: Grippli, Ponies and Wemics of Original Tribe
Glydeonic (Hound Archon)
Maxwellington Thundertail (Couatl)
Dartemba: Spiritual Centaurs
Duke Morvalian (Neutral Positive)
Druids of the Orange Hearthstone
Tilliaxius, Brass Hatchling (Blind)
Brosolvraxx and Thrissaldexxa, Mature Adult Green Dragons
Tharvressil, Silver Dragon Monk
Jethril Vok, Emerald Dracolich
Vhontaethraxxia, a Bronze Wyrm
Maraxia: Black Wyrm (returns 608-ish)
Places: Ehlonna's Refuge (Home)
Underground City of Kobolds far to the north of Cliffcrag Mountain...
Mines and resources to the northeast, about 10 miles... counterbalanced by a castle
Cliffcrag Mountain (Dungeon frequented by adventurers)
Sundered Ravine (Mass Graveyard)
Crystal Mine (owned by hobgoblins and minotaurs)
Scarsword Keep (Dungeon to the east, formerly Maraxia's Lair)
Obsidian Death Drop (Dungeon to the east)
Onyx Cavern Dungeon
Ziggurat to the west of Dartemba Lands (about 8 months out)
Things: Belar'mor: (Powered by Zelphstone, close-knit formation = more AC, more)
Shadofrond (basic staple)
Rhomoxilite: Dark gray common "diamond" that works in enchanting animals and fire spells
Potential Power Sources: Zelphstone, electrically-charged gem-quality peridot (explosive), supercooled clear amber spheres
Silver Glass: Protection from Arrows but at a cost; hardens on contact with skin, leaves chemical burns
Bacterioslime: Food source; detoxifies (+4 Fort Save)
Zelphstone: Used to power "Magical Technology"; mostly stable, supplies very low
Zelphacide: Extremely toxic liquid that permanently destroys and corrupts all it touches
Metabolism Enhancers -> Haste Spell
Out of Sight Out of Mind, or "over and done with" crap:
Etand Root: Highly magical, grows magic quartz, requires background magic radiation
Sunken Sand Temple (Sealed and Destroyed)
The Rhinocodiles (Ambush Predators)
Shardwolf Dens [Empty]
Dionkadi [Paladin turned Blackguard] [Dead]
Earth-Based Dragon under the Mines Castle [Defeated]
Whirlpool Hole [Former Zhivok Nar Lair], now renamed to Frogmud Lake [completely destroyed]
Skitterknife Chasm [Completely buried and smashed]
Doomwheel: Giant hamster wheel of the Skaven that generates electricity
Spicewater: Adds spice and taste to foods; healthy in its own right [Geyser destroyed]
??? Metal: Combine Spicewater with Silver Glass [no access to geyser/remains of geyser]
Three headed "chimera" (Scorpion/Wyvern/Dragon) [Inside Spider's Roost somewhere...?]
Beetle Crawlways [Found inside the Dwarven Ruins] (considered over and done with)
Dungeon of the Draconic Rune [Found inside Spider's Roost] (Cleared)
Deathflame Rift (Surface of Magma Lake)
Fire Giants at volcano's base [Hostile] (Dual-Souled Level Draining Undead) (rN+++)
Lizard Men of Original Tribe [Very Positive]
Centaurs of Original Tribe [Extremely Negative]
Dungeon of the Ashen Sky (Destroyed)
Fairheart Valley [In the shadow of the upside down mountain...] [Died of a falling mountain]
Cerberi, Banshees, Hydras, Merrow, sahuagin in the lake...
Goblins of Original Tribe [Positive]
Mountain Shelf Hobgoblins [Neutral]
The Shardwoves [Hostile]: Earth Elemental Armadillo-Wolf-Porcupine hybrids
Chieftess Juusha's Zhivok Nar [Neutral Negative]
Sulfur Lake [Former Home Village] [Destroyed]
"Levitation Gas" of the volcano: Can be shaped, solidified temporarily
Mixing Silver Glass with Levitation Gas = Extremely Toxic Gas
Missile Repelling Lead Bricks: Combine ??? Metal with E.T.G.
Rock-Eating Acid: E.T.G. + Spicewater
The Treasury
► Show Spoiler
Money Chest: 200 Steel Coins, 90 Platinum Coins, 11 Silver Bars (1125 GP each), 12 Gold Ingots (1000 GP each), 21 Diamonds (4000 GP each), a diamond (1500), 19 iron bracelets with diamonds (175 each), one emerald (8000 GP), seven sapphires (650 GP each), nine opals (700 GP each), sixteen sapphires (800 GP each), seven vibrant blue-painted otter sculptures (100 GP each), four amethysts (150 GP each), eleven large pieces of platinum jewelry (1500 GP each)
Consumable Magic Item Chest: Wand of Lightning with 8 charges, Two vials of Dust of Sneezing and Choking, Three doses of Potion of Jumping, 21 Pinpoint Bolts, 1 Potion of Dragon's Heart, Wand of Abyssal Arrow (18 charges), Potion of Gaseous Form (5 doses), a Potion of Restoration
Wonderous Magic Item Chest: Warhammer of Frozen Cold (14 charges), Opal Bracelet of Defense +4 (Water Resistance 25), a Draconian Mask of Necromantic Resistance, a kris Dagger+2 , a Belt of Foraging, a Heavyload Belt, Treasure Hunter's Goggles, a deep green shawl with the number "13" on it (Bracers of Protection +2), The +5 Bracers of the Centaur Seraph, one Book of Vile Darkness, a halfling-sized book of Frost Magic, small Ferret Figurine, three Warpstone Skaven Seer Stones (almost identical to Crystal Balls), Sword +2, +3 vs Cold Using Creatures (Burns Paper on touch), two amethyst Amulets of Temporary Soul Storing worth 500 GP each, The Reflective Brass Shield "Dragonkiss" (Wielder suffers 20 less physical damage from dragon attacks, but takes damage from injuring reptiles and dies if they slay a good-aligned dragon), The Sea Serpent Cover Mage Book "Submerged Dreams" (contains three spells, unlockable with 8 months of isolation study), one arcane tome with a human-skin cover (Wizard Locked), Ring of Stepping Sideways
Enchantables Chest: one rowan recurve bow, one buckler-sized light grey dragon head scale, one solid brass double axe, one cold iron double axe, one very large weresheep fang, one tiny dragon skull, five very large sabretooth fangs, a "ball of solid metal" (+13 total bonus, carries frost/elec effects), 11 Dragon-Breather Crossbows (RoF+1 Range+3 Dam+4 Acc+3), eleven blank dragon skin scrolls, one set of iron bracers, a platinum helmet, one huge iron scimitar, 12 Ritual Werewolf Silver Daggers ("Klaives"), one very -large- Ritual Werewolf Silver Dagger ("Grand Klaive"), ten large silver bucklers
"Other" Chest: ??? Journal, 19 jars of Vibrant Yellow Ink, Box of Preserved Scrolls, four large jars of high quality grey-brown scroll ink, 24 large Warpstone Keys (Warp-Portal generators), Fluff Books on Magic and other things (+8 to Librariomancy), 4 claw-knuckles, a Crumbling Old Map to a (looted) Secret Stash, an empty iron box, one tiny (empty) snake skin sack, one cold iron key in the shape of a dragon's head (what it opens is unknown), sixteen maple holy symbols of Ehlonna, 327 iron crossbow bolts, Book on geologic alchemy, one mithril belt painted a dark aqua, one silver-rimmed mirror, one midnight black holy symbol to Yeenoghu pulsing with dark energy, fifteen arcane tomes of Gnoll Smites n' Spells, eighteen large boar skulls, 50 very large cedar carvings completely immune to acidic corrosion, Map to underground kobold city (3 months journey north of Cliffcrag), one bright scarlet holy symbol of a lesser local deity, one carved wooden sphere, Grimoire-map to a ziggurat 8 months to the west
"Other" Chest #2: One deer pelt with a map branded into it, seven large containers of fireproofing salve, two grey-green amulets of gnoll station (only war chiefs would wear these), eighteen carnelian-encrusted brass keys, one black leather book in strange scripts (looks like a translation text for the spiritual world), one bottle of light green liquid (an alchemic lethally-toxic ultra-fertilizer which for some weird reason has an Atonement side effect...)
The Aspects and Experience► Show Spoiler
VillageDefense 6 (65.5/150); Militia 5 (71/75); HomeFamily 5 (6.75/75); FoodWater 4 (50.5/60);
Dungeoneering 6 (86.75/150); LegendsLore 4 (52.75/60); MazeLoot 5 (28/75); DungeonCombat 5 (29/75);
Warfare 6 (103.75/150); Group 5 (41/75); Single 5 (31.5/75); Magic 5 (25.75/75);
Technology 6 (106.75/150); Tools 5 (5.5/75); Gears 5 (24/75); Tinkery 5 (22.25/75);
Personal 6 (64/150); Occupation 5 (1.75/75); Skill 5 (2.5/75); Hobby 5 (2.25/75);
Spiritual 7 (51.5/175); Divine 5 (60.1875/75); Healing 5 (4.4375/75); Shaman 5 (10.4375/75);
Social 6 (39.5/150); People 5 (5.0625/75); Goods 4 (44.3125/60); Diplomancy 5 (2.8125/75);
Sorcery 15 (265.25/375); Libra 10 (79.375/150); Ley 10 (92.125/150); SpellSchool 10 (62.375/150);
Mystery 7 (72.75/175); SI 6 (8.75/90); SA 7 (18.25/105); FH 5 (33.75/75);
Date: 605.5
Action Points: 215
Successful Actions: 73; Failed Actions: 9
Gift: Defensive Posture [Village Defense 4]: Defending the home realm gets a +15% reduction in difficulty.
Gift: Escape Artistry [Dungeoneering 4]: Avoid Mortal Wounds 25% of the time in Dungeons.
Gift: Totem Banner [Warfare 4]: Boosts friendly HP by 30% and AC by 4 within 100 feet of it.
Gift: Tinker Tech I [Technology 4]: Critical Failures don't result in complete loss/fatal explosions.
Gift: The Personal Touch [Personal 4]: If an SA is used, roll d100: 25+, add Hobby bonus. 50+, add Skill bonus. 75+, add Occupation bonus.
Gift: Synergy Link [Spiritual 4] Smite damage doubled against Divine Casters.
Gift: Chameleon Emotions [Social 4]: Diplomatic Empathy allows critical fails to be rerolled 20% of the time.
Gift: Greater Casting [Sorcery 4] Cast high powered spells at great risk; costs a great deal of magical energy.
Gift: Tied To The Land [Sorcery 8] IMEs are tied to the Ley Lines of the world, making them twice as powerful and able to affect the physical world.
Gift: Magical Extraction [Sorcery 12] Any magical item can have its magic extracted as pure potential, and stored in specially prepared diamonds.
Gift: Bardic Knowledge [Mystery 4]: 20% to know the usage of strange items discovered.
Home and Family Perks: Healthy Genes [Home and Family 3]: Birth Rate increases by 17%.
Militia Perks: Basic Training [Militia 3]: +8 Training modifier to all combat-based rolls.
Single Combat Perks: Coup De SLAM [Single 3]: Critical hits on those with 20% HP or less have a 20% to be killed outright.
Group Warfare Perks: Strength in Arms [Group 3]: +8 Morale modifier to all actions involving large combats/group rolls.
Maze Loot Perks: Detect Magic [MazeLoot 3]: 15% to detect more unusual treasures while looting.
Dungeon Combat Perks: Sniper Targetting [DungeonCombat 3]: When engaging in combat, 15% to target vitals for greater damage.
Food and Water Perks: Cultural Dish [FoodWater 3]: Improves HP/Saves by 2 if consumed before major action, such as an SA or FH or Dungeon.
Legends and Lore Perks: Trader Knowledge [LegendsLore 3]: 20% to learn locations of potential dungeons at the start of a game year.
Magic Warfare Perks: Deadly Spells [Magic 3]: DC of Arcane Spells cast increases by 3.
Tools Perks: Excellent Constuction [Tools 3]: Critical failures rolled only backfire on a natural 1.
Gears Perks: Mechanical Knowledge I [Gears 3]: +5 bonus to all rolls using Technology.
Tinkery Perks: Masterwork Tools [Tinkery 3]: 20% to add +8 to all non-building creation rolls. ("Building" as in fortifications)
Occupation Perks: Advanced Knowledge I [Occupation 3]: 15% to reroll Critical Failures involving Occupations, Skills or Hobbies.
Skill Perks: Focused Skill [Skill 3]: Critical Successes on Skill rolls add a further 20% bonus.
Hobby Perks: Side Persuit [Hobby 3]: Occasionally (30%) a successful Hobby will reveal a Mysterious Event automatically.
People Perks: Social Grace [People 3]: +3 to any roll involving Social.
Goods Perks: Fair Trade Spirit [Goods 3]: Trade negotiations have a +15% bonus to the outcome.
Diplomancy Perks: Smooth Words [Diplomancy 3]: 15% to modify emotional response of target in desired direction.
Divine Perks: Second Vision [Divine 3]: Omens have a 15% to be automatically interpreted exactly correctly.
Healing Perks: Cure Moderate Wounds [Healing 3]: Healers heal 30% more HP, making dungeons more survivable.
Shaman Perks: Shaman Shield [Shaman 3]: Divine Casters take half damage from targeted smites by other deities.
Librariomancy Perks: Minor Library [Libra 3]: +5 to any roll utilizing something involving research (Total bonus: 40 [capped until Big Big Library]).
Librariomancy Perks: Redundant Knowledge [Libra 6]: Knowledge isn't lost if the library is destroyed, preserving half the Library bonus until a new one is built.
Librariomancy Perks: Big Library [Libra 9]: +15 to any roll utilizing something involving research (Total bonus: 40 [capped until Big Big Library]).
Ley Line Perks: Ley Line Siphon [Ley 3]: Draws additional magic power from the land, enabling stronger spells to be cast.
Ley Line Perks: Ley Line Lash [Ley 6]: Deals 3d10 magic damage to the target. Must be a caster or standing close to a visible Ley Line.
Ley Line Perks: Drain IME [Ley 9]: Target loses benefits of IME and Resistances (A -4 to DC of spells cast by target, or +4 to hit, damage rolled is always at least 50% and target can be hit by nonmagic items if normally vulnerable only to magic)
Spell School Perks: Specialization I [Spell School 3]: General Fire spells.
Spell School Perks: Obscure Knowledge I [Spell School 6]: Identify unknown magic with a successful Sorcery + Mystery roll, before it triggers or can be used against you.
Spell School Perks: Specialization II [Spell School 9] Advanced Fire Spells.
Standard Action Perks: Very Interesting Event [SI 3]: 20% to add +8 to Something Interesting rolls.
Standard Action Perks: Stronger Success [SI 6]: If an SA roll is over double the target (base, unmodded) difficulty, effectiveness is increased by 15%.
Something Interesting Perks: Very Mysterious Event [SI 3]: 20% to add +8 to Mysterious Event rolls.
Something Interesting Perks: Banked Interest [SI 6]: Any time Something Interesting is successful, 1 point is banked toward all actions in the next month.
Finest Hour Perks: Fortune Favors The Bold [FH 3]: +3d3 enhancement bonus to all Finest Hours.
Actions Done:
► Show Spoiler
Valeric's Personal Touch: 54 (Skill)
Merix's Personal Touch: 59 (Skill)
Alistair's Personal Touch: 95 (Occupation)
Triton's Personal Touch: 13 (No Bonus)
Requesting Vontaethraxxia's Help (85+): 81 + 18 (Social 6) + 10 (Diplomancy 5) + 0 Action Points = 109 vs Modded 79 (Base 85) (Action Succeeded)
Constructing the Human Barracks (55+): 14 + 18 (VillageDefense 6) + 10 (Tools 5) + 10 (Tinkery 5) + 0 Action Points = 52 vs Modded 49 (Base 55) (Action Succeeded)
Valeric's Bardic Skill (70+): 82 + 18 (Social 6) + 10 (People 5) + 10 (Skill [Gift]) + 14 (SA 7) + 2 (BI) + 0 Action Points = 136 vs Modded 64 (Base 70) (Action Succeeded)
VIE Roll (80+): 87 (+8)
Valeric Something Interesting (70+): 94 + 21 (Mystery 7) + 12 (SI 6) + 0 Action Points = 127 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll (80+): 49 (+0)
Valeric Mysterious Event (80+): 25 + 21 (Mystery 7) + 12 (SI 6) + 14 (SA 7) + 0 Action Points = 72 vs Modded 73 (Base 80) (Action Failed)
Alistair's Crosswand Research (90+): 41 + 45 (Sorcery 15) + 20 (Spellschool 10) + 20 (Libra 10) + 10 (Occupation [Gift]) + 14 (SA 7) + 2 (BI) + 15 Action Points = 167 vs Modded 75 (Base 90) (Action Succeeded)
VIE Roll (80+): 68 (+0)
Alistair Something Interesting (70+): 11 + 21 (Mystery 7) + 12 (SI 6) + 0 Action Points = 44 vs Modded 63 (Base 70) (Action Failed)
Merix's Triple Tree (75+): 6 + 18 (VillageDefense 6) + 10 (Magic 5) + 10 (Divine 5) + 10 (Skill [Gift]) + 10 (FH 5) + 9 (FFTB) + 2 (BI) + 60 (12 EXP) + 0 Action Points = 129 vs Modded 69 (Base 75) (Action Succeeded)
VIE Roll (80+): 71 (+0)
Merix Something Interesting (70+): 41 + 21 (Mystery 7) + 12 (SI 6) + 0 Action Points = 74 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll (80+): 15 (+0)
Merix Mysterious Event (80+): 12 + 21 (Mystery 7) + 12 (SI 6) + 14 (SA 7) + 0 Action Points = 59 vs Modded 73 (Base 80) (Action Failed)
Triton looting the Giant Chest (80+): 72 + 18 (Dungeoneering 6) + 10 (Mazeloot 5) + 2 (BI) + 15 Action Points = 117 vs Modded 74 (Base 80) (Action Succeeded)
VIE Roll (80+): 4 (+0)
Triton Something Interesting (70+): 75 + 21 (Mystery 7) + 12 (SI 6) + 0 Action Points = 108 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll (80+): 48 (+0)
Triton Mysterious Event (80+): 70 + 21 (Mystery 7) + 12 (SI 6) + 14 (SA 7) + 0 Action Points = 117 vs Modded 73 (Base 80) (Action Succeeded)
Puzzling out the Shifting Panels (80+): 9 + 18 (Dungeoneering 6) + 10 (Dungeoncombat 5) + 20 (Spellschool 10) + 0 Action Points = 57 vs Modded 74 (Base 80) (Action Failed)
Narasimha Saving Throw (15+): 3 (Moderately Injured)
Triton Saving Throw (15+): 18 (Safe)
Night Seeker Saving Throw (15+): 5 +6 (Boots of Dodging) = 11 (Moderately Injured)
Conversing with the Dwarven Druid (90+): 12 + 18 (Social 6) + 10 (Diplomancy 5) + 0 Action Points = 40 vs Modded 84 (Base 90) (Action Failed)
Narasimha Saving Throw (18+): 7 (Slightly Injured thanks to Narasimha's healing spells and regeneration)
Triton Saving Throw (18+): 18 (Safe)
Night Seeker Saving Throw (18+): 4 (Moderately Injured thanks to Narasimha's healing spells)
Reflecting Sound with the Gongs (80+): 70 + 18 (Dungeoneering 6) + 10 (Tools 5) + 10 (DungeonCombat 5) + 0 Action Points = 108 vs Modded 74 (Base 80) (Action Succeeded)
Gauntlet of Doom's Thinkery (85+): 5 + 18 (Dungeoneering 6) + 10 (Dungeoncombat 5) + 10 (Tinkery 5) + 0 Action Points = 43 vs Modded 79 (Base 85) (Critical Fail, roll was 5 or below)
Narasimha Saving Throw I (14+): 16 (Now uninjured thanks to Regeneration)
Triton Saving Throw I (15+): 19 (Safe)
Night Seeker Saving Throw I (14+): 14 (Remains Moderately Injured)
Narasimha Saving Throw II (23+): 18 (Slightly Injured)
Triton Saving Throw II (23+): 15 (Moderately Injured)
Night Seeker Saving Throw II (23+): 3 +6 (Boots of Dodging) = 9 (Badly Injured)
Pushing ALL of the Buttons (50+): 7 + 18 (Dungeoneering 6) + 21 (Mystery 7) + 10 (Gears 5) + 0 Action Points = 56 vs Modded 37 (Base 50) (Action Succeeded)
Resisting the Curse (95+): 41 + 21 (Spiritual 7) + 10 (Divine 5) + 10 (Dungeoncombat 5) + 0 Action Points = 82 vs Modded 88 (Base 95) (Action Failed)
Narasimha Saving Throw II (19+): Critical 1 (Cursed!)
Triton Saving Throw II (19+): 13 (Cursed)
Night Seeker Saving Throw II (19+): 5 (Cursed)
Harvesting the Warpstone (90+): 52 + 18 (Dungeoneering 6) + 21 (Mystery 7) + 10 (Magic 5) + 0 Action Points = 101 vs Modded 77 (Base 90) (Action Succeeded)
Speaking with the Myconids (70+): 25 + 18 (Dungeoneering 6) + 18 (Social 6) + 10 (People 5) + 0 Action Points = 71 vs Modded 58 (Base 70) (Action Succeeded)
Magic vs the Hydra Banshee (80+): 42 + 18 (Dungeoneering 6) + 10 (Dungeoncombat 5) + 10 (Magic 5) + 0 Action Points = 80 vs Modded 74 (Base 80) (Action Succeeded)
The Treasure Room's Giant Cabinet (75+): 39 + 21 (Mystery 7) + 10 (Gears 5) + 0 Action Points = 70 vs Modded 68 (Base 75) (Action Succeeded)
All Player Actions next month get a +3 Perk bonus.
Population
► Show Spoiler
1 Drow (PC)
151 Human (PC)
1 Elf (PC)
1 Former Drow turned Plant-Elf-Thing (PC)
5 Druids of the Orange Hearthstone
2 Dire Wolves, Bitter Moon and Six Toes
30 Dartemba [Very Positive]
51 Grippli (3 PCs), 7 (NPCs) which are Toxic Skinned
1 Pseudodragon (PC)
2 Ponies (PCs) (1 Pegasus, 1 "dark" Pegasus)
2 Wemics (PCs)
The Current Date: 605.05
Things Incoming: Spawning Ends [605.07], Spawn Eggs hatch [606.02]
Storylines Running: Death Isn't The End (Ends in 605.08)
We begin with Jethril Vok, who made a move. He was not pleased that mere mortals were getting in his way. First they destroy his followers, then they destroy the regeneration gem, it was time for some payback! The dracolich withdrew in all of the energy slowly creeping out of the ravine, then redirected it in a blast aimed directly at Ehlonna's Refuge. Ehlonna herself turned aside much of this energy, but what did reach the Refuge was still very very potent and had an effect on Merix's finest hour. The entire lake grows unusually cold and Kermit takes the time (after recovering from that blast) to speak to both Glydeonic and Maxwellington about Jethril's... "underhanded" activities. Both of them head for the Sundered Ravine to have words (for given values of words) with Jethril Vok but you have not heard from them since.
Vontaethraxxia too has been informed of the Dracolich's troublemaking, and she says "I'll keep an..." Then her otherworldly draconic senses tell her to check on the other dragons, and to your unfortunate surprise, you find that Jethril Vok has converted Tilliaxius to undeath, turning him into a bone dragon! Well, a bone hatchling, but nonetheless a threat. The scry reveals that the bone hatchling lay in wait for Glydeonic and Maxwellington, and before you can see the outcome, the image shatters into static; Jethril Vok is putting up his anti-scrying screens again. Vontaethraxxia WAS going to keep an eye on him, but now she's going to visit him personally. With orders to the ponies to run should she wind up dead (as an angry undead wyrm would smash them to bits) she takes off directly for the Sundered Ravine, putting up a few layers of divine protections and draconic spells as she goes.
The Life Stone is traded to the Duke (said stone is now out of sight out of mind, I do not intend to return to it) in exchange for a barracks of humans stationed on the shores of the lake (did we ever name the damn thing?). These humans are strong warriors, trained well and diciplined better. Their commander is a Dwarven Defender by the name of Goroth Gold-Nose (he's wearing a fake golden nose; a minotaur took off the real one with an axe) and Goroth pledges to Kermit that the barracks will defend both the road currently under construction leading to Ehlonna's Refuge, the Duke's castle, and the Refuge itself. Merix senses that while Goroth means what he says, about one third of the guards are chauvinistic assholes who might end up being troublemakers and who think this is a demotion rather than a promotion. Also joining the Refuge are Valeric Aether (a bard) and Aust Waterpetal (an elf) sent as escorts along with the guards to the villagers and commoners now building homes around the Duke's castle.
While Valeric finds there is no tavern per se, he gleefully helps construct one (attached to the back of the barracks, naturally). He finds that during the construction, his natural bardic empathy reveals that the barracks and the grippli are in good natured rivalry with one another but there's an underlying current. Those troublemakers are easy to spot, since they're more aggressive than the rest, and Merix has the animals of the forest keep an eye on them. Something just... doesn't seem right. Alistair meanwhile works on a new brand of Dragon Breathers, trying to incorperate the concept of wand charges into crossbows. He is successful, but finds that technology and magic just do -not- work well together as one cancels the other out. He works on trying to adapt the Belarmor concept to crossbows, but so far hasn't had any luck (though that -is- possible).
Merix launches the world tree seeds, but thanks to Jethril Vok's interferance, only two of the three seeds grow. Two giant oaks spring into being in a diagonal line (one to the northeast of the sunken temple / new village, one to the southwest). The energy coming out of the third failed tree is instead redirected into "blowing a hole" in the bottom of the lake and also expanding the lake's borders as huge swaths of land rise up with the tree growth, providing a safe haven for the Grippli from ground-based creatures. When Merix finds he has about 25% of the energy of the last failed tree still left over, he's left with two choices: either shunt it into the spirit world in an explosion, or redirect the life energy into the physical world, causing jungle overgrowth around the village. Merix does it one better and actively redirects the life energy straight to Jethril Vok, and the roar of rage you hear from him is audible in the Refuge. Merix caused Jethril to recoil and nearly retreat to the spiritual/etheral planes; if that's just 25% of one seed, one might destroy him outright.
Finally, Cloud Eye completes his research into the Touch Of The Air artifact ring. It seems that it is "between" planes, being in that space between the etherial and Plane of Air, in order to stabilize some holes. With work (another SA or FH) he can pinpoint its location and try to recover it, as it seems that one of the diamonds in it has cracked or fractured (and a quick scry with a crystal ball from Vontaethraxxia's hoard while she's out at Vok's shows the holes are "mostly" repaired).
Down in the Dungeon of the Blue Gold Onyx...► Show Spoiler
The group first comes to a wall with a carved mouth upon it, this opens to reveal a series of shifting panels or plates that are decorated with the four elemental symbols, plus a "O" in the center, standing for spiritual perfection. The panel is connected to the gate leading deeper into the dungeon; without finessing this, you're not going any further. The runic insignia at the top of the wall says to "align the elements" so that they are all aligned along the borders (all earth at the top, all fire on the left, all water on the right and all air below) and when Narasimha reaches a hand through an amber field of light to reach the panels, the puzzle shifts and randomizes. It's soon discovered that the whole thing is a trap, as when a fire panel is moved so that it is within touching of a water panel, and vice versa, an elemental effect is blasted out at the party. Most of the time you're able to dodge such blasts but time and time again it proves impossible not to set it in a situation otherwise, and Narasimha just rear-kicks the panels, causing an electrical short, an explosion and then the gate opens to allow access.
The explosion awoke the druid in charge of these halls, a dwarf. Unfortunately, the passing of multiple decades in solitude did something to his poor little mind and he opened fire as you opened your mouths to converse with him. He caused stone mushrooms to sprout up and bean Narasimha in the head, tried to sandwich Triton between two blocks of crushing stone that sprouted spikes and thorns, and tried to blast Night Seeker out of the air with a lightning bolt. You put the dwarf down when he turned his back; the Dartemba that were coming with you were able to surround him and beat him down while you proved a distraction.
The room thereafter was a defensive room designed to protect the dwarf's shinies from interlopers. Back and forth, giant stone "logs" suspended from iron-and-copper steampunkish-looking rigs swung to strike loud gongs. The sound was reflected off of the mirror-smooth walls and into the main area of the room, making it impossible to traverse. You grabbed some of the spare gongs from a messy pile in the corner and literally crafted a moving "shelter that the focused soundwaves bounced back off of (think of a saddle blanket for Narasimha, only expanded to be about four times as big so everyone could huddle under it). Unfortunately, upon reaching the end of the room the makeshift shelter fell to pieces. The door past the room opened to reveal more tricks and traps along a long hallway that could only be described as a "gauntlet of doom".
While the gauntlet had a noticable pattern, what you hadn't forseen was the enchantment on the threshold of the gauntlet that switches the pattern to a random one of several stored patterns thanks to an ingenious steampunkery creation that "flips" the patterns of the traps whenever the threshold is crossed (15 EXP in Tinkery and 9 in Gears for surviving this and managing to study it afterward). Injuries are moderate to high but Narasimha, Night Seeker and Triton emerge mostly alive. Thrashbite has a few new scars (from a nasty sawblade trap in the floor) but that's the worst of it. The gauntlet ended at a wall of jade buttons, each labeled with the word "Death" and the image of a skull in a variety of races and colors. Deciding that since it was technology, and technology can be overloaded, the group pushes all the buttons at once. Sure enough there's the sound of a major explosion from behind the jade button wall, and the wall collapses to reveal the remnants of large chunks of slag that were once powered by molten rock as a source of heat. You pocket the jade buttons as loot.
The next room is an altar room of some local deity. The statue is revolving on its base; in its prime it must have brought quite a number of onlookers to its location. At the statue's base is a collection plate with small amounts of coin and a couple of flawless emerald-cut rubies that looked like they were pried out of a setting once or twice. The group loots the collection plate, and as the last of the gemstones are taken, there's the sound of a switch toggling and a deep gong rings from above the statue. The group is slapped with a Divine Curse; everyone now sees in Stone-O-Vison (everything to them looks like flat grey stone, with thin black lines defining borders such as where shadows are cast or where arms are attached to torsos and such). Narasimha in particular is hit hard by the curse and is starting, slowly, to turn to stone. Her regeneration is slowing down the process considerably, but if she doesn't get back home soon, she might petrify before much longer. (I'll be making saving throws once per four rooms after this level at 14+, three fails in a row or another natural 1 and she petrifies). Removing the curse requires an SA for a 50% success rate, or an FH for 100%; Merix can use an SA to remove the curse instantly as can Kermit.
As the group passes through the next few tunnels, they come across a large Warpstone deposit, which they promptly harvest and safely stow in two large saddlebags one of the Dartemba brought along for treasure spoils. Fortunately none of you got mutations from dealing with the stuff. Beyond the warpstone deposit was a small underground garden staffed by myconids, who are grateful that the warpstone has been dealt with (it was being used as a barricade to keep them cooped up in the garden). Conversing with the myconids, they give you permission to take some of the more exotic plants for growth on the surface world, as well as four jars of Crystal Bee Honey; the crystal bees cannot be brought to the surface or they lose their potency. The Myconids lead you to the other barricade that the insane dwarf druid was using to keep them in line --- a huge crypt that contains a banshee in the shape of a nine-headed hydra.
Since banshees are only souls of evil female elves, you're wondering what the hell the druid was doing to make one of these, as it is necromancy of the foulest sort. The Myconids bait it, and after the individual heads scream (in unison) and kill off half of them, the Dartemba and the rest of the group assault it. Narasimha hangs back, being vulnerable to sonic effects, then channels an earthen nature spell to "separate the souls" of the female elf and the hydra. The spell succeeds and the spirit loses its ability to scream, and that's when Triton and Night Seeker flank it while the Dartemba pound it into next week. It takes a while since the thing is resistant to physical weapons, but you eventually destroy enough of it that it fades into nothingness.
Relaxed, the group enters the treasure room at the end of the crypt, seeing much in the way of potential loot. Triton opens the Giant Chest while the rest explore and finally settle on opening a huge dwarven cabinet that's locked three times over. Triton finesses the locks by having Thrashbite bite down on them and twist in a few death rolls.
The chest contains 50 circular cut clear topaz stones (400 GP each), 9000 gold pieces, three amulets made from painted turtle shells studded with small crystals (one green, one red and one blue, each worth 400 GP), a locked steel box that's locked with a password (which will require a return to the village to divine) labeled Miner's Delight, and a human-sized red bloodstone mask that radiates transmutation magic but which also seems to writhe when it is picked up, as if it were made of animated clay instead of bloodstone. The giant cabinet contains one large sapphire radiating magic in the shape of a dwarven shield, one pair of burnt orange leather boots (radiates strong translocation magic), one suit of dwarven sized cold iron Chainmail +3, and a real prize: A Two Handed Sword +4, Dragon Slayer! This blade will deal three times normal damage to dragons on a hit, x5 if a critical.
Beyond the crypt is a hole shaped like a dragon's mouth opening. The moaning is LOUDLY coming from this hole, to bounce through the rooms and filter up to the surface. The myconids stopped paying attention to the sound a long long long time ago. With Narasimha slowly petrifying and with the bits of loot you've already collected, the group decides to return home through Stepping Sideways courtesy of Narasimha; the myconids mark the place spiritually so the group can make a return trip after next month, where they have a chance to rest and check out some of this loot. This next month will be a rest month for them, then in 605.07 they'll go back in to finish.
WILL YOU...
A) Focus on breeding the mutations out of the water bugs, so they are undamaged?
B) Scry or send a group to Cliffcrag Mountain to see what happened there? Last chance before it requires an SA.
C) Focus on moving the Spawning Pools in a controlled manner up to the leafy branches of the "World Trees"? It's out of the moaning's range.
D) Focus on capturing water bugs to begin breeding and preparing them for an enlarged lake?
E) Doublecheck up on Glydeonic and Maxwellington? You haven't heard from them since knowing they were jumped by the Bone Dragon.
F) Focus on building bridges between the two "swaths" of land (part of) your village is currently supported on?
G) Build a digging system based on the Kill Switch, to enlarge the lake by increasing its depth in a controlled manner?