605.04
Next post is aiming for... eh, I feel lazy. Let's say wednesday but more likely thursday.
Cast of Characters [NPCs]
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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 Brass Hatchling
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]
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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).
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 1/0 (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)
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)
LAYF: Merix Tall'Brixz (Drow) (Occupation Druid/Skilled Healer/Hobby Divination) SA/FH 3/1 (15/3) 12 EXP to spend
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 3/0 (15/3) 18 EXP to spend
Developer of the Belar'mor
Knows the spell Hauntcloak
Character Available: Nikohl, Borys, TTW, Feytala, TTwig, Moose, Astrosteve, Lokthar, Enkrod
TRANCE!:
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Grikkul Action Bar: 12/15 (Rolled 92, +1 for SA, +1 for successful SA, total +3)
Myron Cloudgazer Action Bar: 14/15 (Rolled 56)
Night Seeker Action Bar: 3/15 (Rolled 45)
Kermit Action Bar: 4/15 (Trance Cooldown: 7) (Rolled 22, +1 for SA, +1 for successful SA, total +2)
Cloud Eye Action Bar: 15/15 (Trance Cooldown: 1) (Rolled 64, +1 for SA, +1 for successful SA, total +3) Can choose between +2 SA or +1 FH
Narasimha Thunderstrider Action Bar: 9/15 (Rolled 16)
Ilphnilee Everhrae Action Bar: 12/15 (Rolled 36)
Triton Action Bar: 8/15 (Rolled 37)
Merix Tall'Brixz Action Bar: 1/15 [TRANCE][/b] [Trance Expires end of 605.04] (Rolled 6)
Kethrendi Action Bar: 4/15 (Inactive, no rolls)
Alistair Montblanc Action Bar: 13/15 (Rolled 55)
Special Notes:
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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:
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People: Grippli, Ponies and Wemics of Original Tribe
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 Dragon Necromancer
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
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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 (64/150); Militia 5 (70.5/75); HomeFamily 5 (6.25/75); FoodWater 4 (50/60);
Dungeoneering 6 (85.5/150); LegendsLore 4 (52.25/60); MazeLoot 5 (27.25/75); DungeonCombat 5 (28.5/75);
Warfare 6 (103.25/150); Group 5 (40.75/75); Single 5 (31.25/75); Magic 5 (25.25/75);
Technology 6 (106.25/150); Tools 5 (4.75/75); Gears 5 (23.75/75); Tinkery 5 (21.5/75);
Personal 6 (63.5/150); Occupation 5 (1/75); Skill 5 (1.75/75); Hobby 5 (2/75);
Spiritual 7 (51/175); Divine 5 (59.6875/75); Healing 5 (4.1875/75); Shaman 5 (10.1875/75);
Social 6 (37.5/150); People 5 (4.0625/75); Goods 4 (43.5625/60); Diplomancy 5 (1.8125/75);
Sorcery 15 (264/375); Libra 10 (78.625/150); Ley 10 (91.625/150); SpellSchool 10 (61.625/150);
Mystery 7 (68.5/175); SI 6 (5.75/90); SA 7 (15.25/105); FH 5 (32.5/75);
Date: 605.4
Action Points: 217
Successful Actions: 63; Failed Actions: 6
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:
Population
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1 Drow (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: 605.04
Things Incoming: Spawning Begins [605.03], Tower/Temple/Underwater Lake Village completed [605.04], Spawning Ends [605.07], Spawn Eggs hatch [606.02]
Storylines Running: Death Isn't The End (Ends in 605.08)
We start at home with internal affairs. Work completes on trying to find a way to "fix" Myron and his spiritual hawk and research shows that the only easy way is to simply reabsorb the IME/essence back into himself (it'd serve to recharge his SA/FH by +3/+1, once). Otherwise the hawk remains out, visible and still connected to him. Research also shows that this sort of effect would be different for each individual person (so no researching a means to recharge SA/FH --- this is unique to Myron). From there we move to hunting down the person or creature hiding in the village and Merix uses his Tranced state to locate and identify species. It's a Skink (for those of you just joining us, think 2-foot tall lizard man), of a cult offshoot of Jethril Vok's (which explains the otherworldly nature of his "patron"). The Skink is captured and imprisoned in the temple, and you discover that his mission was to sow dissent within Ehlonna's Fury as well as sabotage the temple/tower building. Then Jethril Vok makes an "offer" over a non-existant threat that the Skink makes up. You can tell that Jethril Vok is seeing out of the Skink's eyes; you're not even sure how much of the Skink is left in the meaty shell and how much is just Jethril Vok's control.
Kermit uses this connection to SLAM the dracolich, by using the connecton as a loophole back to the dracolich's essence. The might of Ehlonna's Fury, angry with what they've discovered, doesn't begin to describe the smackdown that Kermit delivers to him (by means of The Equalizer slammed between the skink's eyes, sending a bolt of divine energy straight back to Jethril Vok). Kermit winces as he hears an etherial roar after he caves in the skink's skull; Jethril Vok felt that and it hurt. Jethril Vok got the last laugh, though, as he set up a feedback loop with the energy, converting it to necrotic energy on its return trip. Kermit's sent flying about twenty five feet through the air and into the temple knocked cold, for about a week as Ilphnilee isn't fast enough to absorb the energy with the Zelphicite Staff. The undead Grippli are completely destroyed, but that doesn't stop the dracolich; he has other sources of power even though you destroyed his object of interest for the moment.
Meanwhile, Glydeonic has taken the Pit Golem to a safe place outside the village and has begun a purification ceremony. Due to the power behind the Book of Vile Darkness being used on it, the ceremony is... twisted, and rather than "purify" the Pit Golem, it destroys him outright, the divine flames burning away every ounce of demonic essence that made up the golem. This was unintended, but Glydeonic is satisfied and prepares to leave the area with a warning about allowing evil things into the village. He's not about to risk Ehlonna's wrath and go after Ilphnilee or the Book of Vile Darkness or other things, and will be gone at the end of this month with his mission complete if no one stops him for some reason. The couatl on the other hand has sworn to watch over Ehlonna's Refuge as a "grand protector" (despite Glydeonic saying "We need to move on...") and you're not sure if it'll be paladin-levels of "stick-in-the-mud-ness" or if it will just (try to) serve as a figurehead. The couatl gives its name as Maxwellington Thundertail, and has made a small lair nearby with ideas about moving into the temple or one of the "world trees" when they're set off. He might leave if asked, he might not.
Grikkul begins researching the water bugs and prepares a breeding ground for them. While doing so he discovers a new and unique type of plant food for them that seems to speed up their metabolism and growth, so that instead of having one large clutch of water bugs a year he can have two smaller ones but the smaller ones have more endurance and resilience. While doing that, he also discovers that the bugs get into everything, and some have gotten too close to the Warpstone Keys, mutating in the process. You're not sure whether to mark those bugs off as "better off dead" or try to breed the mutations.
Down in the Dungeon of the Blue Gold Onyx... ► Show Spoiler
Night Seeker, Narasimha and Triton come first to a rolling stairway that moves when they get close; if they try to descend the stairs it just propels them back up. Together with the Dartemba they study it and eventually figure out how to reverse it, so that they may "ride" down the stairwell and continue on looking for the source of the moaning. They come to a long carved tunnel with multiple giant stone frog heads set in the ceiling, and coming out of these heads are animated chains that function as if they were the stone frog's tongues. The chains are tipped with barbs and lash violently about any time someone tries to cross through the tunnel. The group uses magic to dispel the chains (which causes them to roll up into the frogs' mouths and disappear from sight amidst a shower of sparks) and continue on unmolested.
The group next comes to a pair of animated statues (stone golems? you're not sure) depicting armed royal warriors. Not wanting to get into a combat situation where the corridor is a bit too narrow for comfort and knowing the statues are at least animated if not golems (the sparkles in the sapphires that function as eyes are a dead giveaway), Narasimha casts a simple darkness-intensifying spell so they may sneak past them. The spell breaks a bit too early though, and the two rearmost Dartemba hold the statues off while the rest of the team goes down the corridor. The corridor ends at an archway made of an opalescent stone; Narasimha identifies it as a quartz archway in which a bunch of ley lines have been "bundled" as a sort of power cord. The group spends about twenty minutes "bleeding" off the excess ley energy, so when they get back they'll have about 30 EXP worth of raw magical potential to put between Spiritual and Sorcery Aspects.
At the other end of the archway it opens into another room with a similiar arch. This one is warded with a Prismatic Wall, and by "bleeding off" the magic and harvesting it for yourselves, you caused whatever source that feeds it to "power up" to keep the proper levels of energy going. Such a method would have to have a regulator-type effect as well as an "off switch", and it isn't long before Thrashbite (I assume he went with Triton) sticks his snout in a hole, bites down on something and twists. There's the sparking of electricity and then the Prismatic Wall parts in the middle like a curtain, allowing access to the area beyond it, which is a crypt. The marks in the crypt are unfamiliar to the grippli and Dartemba, and rather than risk anything rising from death, the group blesses the crypt instead... a moot point when Narasimha remarks that her blessing went off unresisted or unblocked; there's nothing here protecting the crypt. Inside the crypt are some mouldering rags; there doesn't appear to be have been any treasure buried with the body that was once here.
The room beyond the crypt is a room of zebra stripes. Bands of black and white marble zig and zag all over the room, creating a strong sense of dissonance and vertigo to anyone looking at the walls; while trying to move through the room without throwing up or falling over dizzy Night Seeker uncovers a chest cemented into the wall about fifteen up. Whatever base the chest had been resting on has long since rotted away, and the back of the chest is bolted or cemented into place. Night Seeker opens the chest, which triggers the walls to flash on and off and animate as if the group were standing in the middle of a block of television static. Fortunately the effect is overcome simply by shutting one's eyes and Night Seeker withdraws the four bags of coins that were in the chest. Inside the chest was also an empty bottle carved from a piece of obsidian; this bottle radiates heavy transmutation magic.
Finally, while preparing to go down the stairs that one of the Dartemba found, where the moaning sharply picks up in volume and pitch, the group is met by what appears to be a lesser demon of one of the many abyssal lower planes. This particular demon manifests as an eight armed human woman (each hand holding a sword or other sharp object) constantly bouncing from foot to foot, who has a serpentine tail and a hooklike extention on the end of her tongue. The battle is long and fierce as she got the drop on you, her arms were detachable and could animate on their own while the hook-tongue almost pulled Narasimha (!) by her belly right to the demon's mouth. Strangely enough, when it bites Narasimha and hangs on, the rapid regeneration heals over the bite and locking the demon in place. Triton plunges Gaia's Crying Glory directly into its forehead, killing it. No treasure save the gemstone encrusted headband it was wearing, which does not radiate magic.
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?
C) Ask Vontaethraxxia for assistance against Jethril Vok?
D) Focus on capturing water bugs to begin breeding and preparing them for an enlarged lake?
E) Inform Glydeonic and Maxwellington about Jethril Vok?
F) Trade the Life Stone from last month to the Duke in exchange for a human barracks?
G) Build a digging system based on the Kill Switch, to enlarge the lake by increasing its depth in a controlled manner?
The Dungeon of the Blue-Gold Onyx: Level 2/??: The Mutagenic Chasm (Night Seeker, Narasimha and Triton get votes)
Room 1: The Multi-Iron Door (Try and puzzle out the shifting panels, brute-force it open, try and Dimension Door past, try a Knock spell)
Room 2: The Dwarven Druid (Converse with, ambush, sneak past, or steal from)
Room 3: Reflected Thunder (Reflect the sound waves with the gong-shields, try to absorb them with magic, cast a Silence 15' Radius, look for an alternate route)
Room 4: The Gauntlet of Doom (Focus on brute strength, rely on agility, think the trap pattern out, search for a hidden exit)
Room 5: The Wall of Jade Buttons (Push one button, push ALL of the buttons, avoid the room, trigger the runes)
Room 6: The Revolving Statue (Dismantle it, just disable it, loot the collection plate, avoid it completely)
Room 7: The Warpstone Deposit (Harvest the Warpstone, avoid it completely, Dispel it to render it inert, Smite it to clear an additional tunnel)
Room 8: The Underground Glade (Search for useful plants, speak with the Myconids, harvest the crystal bees, focus on the giant frog infestation)
Room 9: The Hydra Banshee (Rely on magic, rely on steel, try to avoid it, try to turn it)
Room 10: The Treasure Room (Open the big chest, open the giant cabinet, unseal the half-dragon crypt, search for hidden loot)