2014-03-06

604.12

Next post should be the end of the week, probably sunday. I'll try for saturday, but no guarantees.

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
Tilliaxius, Blind Brass Hatchling
Brosolvraxx and Thrissaldexxa, Mature Adult Green Dragons
Tharvressil, Silver Dragon Monk
Jethril Vok, Emerald Dragon Necromancer, potential 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 2/1 (15/3) 18 EXP to spend
Has pulled from the Harrow Deck
Wears a [i]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 2/0 (15/3) 33 EXP to spend
Wears an Amulet of Comprehend Languages
Carries a Strange Golden Rod-Key
Knows Blade Barrier

Kelten: Night Seeker (Pegasus Pony) (Occupation Scout/Skilled Navigation/Hobby Alchemy) SA/FH 5/1 (15/3) 19 EXP to spend
Knows Blade Barrier
[rN+]
Wears Elven Boots of Dodging (+6 Reflex Saves, +3 Dexterity)
Controls a Minature Blood Golem

BadgeAddict: Kermit (Grippli) (Occupation Priest of Ehlonna/Skilled Alchemist/Hobby Hunter) SA/FH 1/1 (15/3) 16 EXP to spend
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 3/1 (15/3) 16 EXP to spend
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 4/1 (15/3) 16 EXP to spend
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 Ehlonna's Mark of Displeasure (Will fade over time and be gone by 605.01)

LAYF: Merix Tall'Brixz (Drow) (Occupation Druid/Skilled Healer/Hobby Divination) SA/FH 3/0 (15/3) 16 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
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; this is what Maraxia hit Grikkul with), 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)
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; crit success reveals there are three other rings like it in the world, one for each element; this one is Earth)

Burns: Kethrendi (Pseudodragon) (Occupation Bard/Skilled Scout/Hobby Alchemy) SA/FH 8/0 (15/3) 16 EXP to spend
Carries a Potion of Dragon's Heart

Alaen: Alistair Montblanc (Human) (Occupation Inventor/ Skilled Arcanist/ Hobby Trader) SA/FH 4/0 (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: 6/15 (Rolled 71)
Myron Cloudgazer Action Bar: 8/15 (Rolled 41)
Night Seeker Action Bar: 1/15 [TRANCE][/b] [Trance Expires end of 605.01] I think it should have expired this month but eh, don't care (Rolled 84)
Kermit Action Bar: 14/15 (Rolled 61)
Cloud Eye Action Bar: 6/15 (Trance Cooldown: 5) (Rolled 3, +1 for SA, +1 for successful SA, total +2)
Narasimha Thunderstrider Action Bar: 7/15 (Rolled 20)
Ilphnilee Everhrae Action Bar: 10/15 (Rolled 31)
Triton Action Bar: 5/15 (Trance Cooldown: 4) (Rolled 36)
Merix Tall'Brixz Action Bar: 8/15 (Trance Cooldown: 2) (Rolled 70)
Kethrendi Action Bar: 4/15 (Rolled 52)
Alistair Montblanc Action Bar: 9/15 (Rolled 31)

Special Notes:

[spoil]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, Maraxia's Lair)
Obsidian Death Drop (Dungeon to the east)
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
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)

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), Violet Dragonskin Spellbook (spells unknown)

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)

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

"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, two small arcane tomes of magic, 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 that -used- to have an enchantment on it as it's been disenchanted multiple times, 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).

The Aspects and Experience

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VillageDefense 6 (48/150); Militia 5 (61.5/75); HomeFamily 4 (47.5/60); FoodWater 4 (44.75/60);
Dungeoneering 6 (82.5/150); LegendsLore 4 (51/60); MazeLoot 5 (25/75); DungeonCombat 5 (26.75/75);
Warfare 6 (87.5/150); Group 5 (29.75/75); Single 5 (27/75); Magic 5 (18.5/75);
Technology 6 (102.5/150); Tools 5 (3/75); Gears 5 (22.25/75); Tinkery 5 (14.75/75);
Personal 6 (56.75/150); Occupation 4 (54.75/60); Skill 4 (54.75/60); Hobby 4 (53/60);
Spiritual 7 (24.5/175); Divine 5 (47.9375/75); Healing 4 (56.9375/60); Shaman 5 (1.4375/75);
Social 6 (34/150); People 4 (58.3125/60); Goods 4 (42.0625/60); Diplomancy 4 (55.5625/60);
Sorcery 15 (251.5/375); Libra 10 (72.125/150); Ley 10 (82.625/150); SpellSchool 10 (56.375/150);
Mystery 7 (40.75/175); SI 5 (49/75); SA 6 (69/90); FH 5 (22.5/75);
Date: updated to 605.1
Action Points: 146
Successful Actions: 0; Failed Actions: 0

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.
Finest Hour Perks: Fortune Favors The Bold [FH 3]: +3d3 enhancement bonus to all Finest Hours.

Actions Done:

Regenerations and Actions

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Grikkul SA Regeneration (25+, 25+): 65, 19 (+1)
Myron Cloudgazer SA Regeneration (25+, 25+): 50, 47 (+2)
Night Seeker SA Regeneration (25+, 25+): 93, 45 (+2)
Kermit SA Regeneration (25+, 25+): 76, 16 (+1)
Cloud Eye SA Regeneration (25+, 25+): 89, 24 (+1)
Narasimha Thunderstrider SA Regeneration (25+, 25+): 56, 68 (+2)
Ilphnilee Everhrae SA Regeneration (25+, 25+): 23, 41 (+1)
Triton SA Regeneration (25+, 25+): 56, 95 (+2)
Merix SA Regeneration (25+, 25+): 62, 8 (+1)
Kethrendi SA Regeneration (25+, 25+): 18, 82 (+1)
Alistair Montblanc SA Regeneration (50+): 27, 44 (+2)
Grikkul FH Regeneration (50+): 59 (+1)
Myron Cloudgazer FH Regeneration (50+): 17 (+0)
Night Seeker FH Regeneration (50+): 20 (+0)
Kermit FH Regeneration (50+): 92 (+1)
Cloud Eye FH Regeneration (50+): 88 (+1)
Narasimha Thunderstrider FH Regeneration (50+): 1 Critical (+0)
Ilphnilee Everhrae FH Regeneration (50+): 90 (+1)
Triton FH Regeneration (50+): 68 (+1)
Merix FH Regeneration (50+): 5 (+0)
Kethrendi FH Regeneration (50+): 35 (+0)
Alistair Montblanc FH Regeneration (50+): 8 (+0)

Cloud Eye's Personal Touch: 59 (Skill)
Grikkul's Personal Touch: 35 (Hobby)
Cloud Eye's Strategic Placement (80+): 31 + 18 (Technology 6) + 10 (Tinkery 5) + 12 (SA 6) + 8 (Skill [Gift]) + 15 Action Points = 94 vs Modded 74 (Base 80) (Action Succeeded)
VIE Roll: 11 (+0)
Cloud Eye Something Interesting (70+): 48 + 21 (Mystery 7) + 12 (SA 6) + 0 Action Points = 81 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll: 17 (+0)
Cloud Eye Mysterious Event (80+): 43 + 21 (Mystery 7) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 86 vs Modded 73 (Base 80) (Action Succeeded)
Gnoll Sabotage (85+): 51 + 9 (Technology 3) = 60 (Nope)
Grikkul's Praying (80+): 9 + 21 (Spiritual 7) + 10 (Divine 5) + 10 (Magic 5) + 12 (SA 6) + 8 (Hobby [Gift]) + 0 Action Points = 70 vs Modded 73 (Base 80) (Action Failed) The prayer goes unheard!
Night Seeker's Pitfiendery (85+): 86 + 45 (Sorcery 15) + 21 (Mystery 7) + 10 (Divine 5) + 20 (Ley 10) + 0 Action Points = 182 vs Modded 63 (Base 85) (Action Succeeded)
Nature Spirit Assistance (50+): 89 + 18 (Social 6) + 21 (Spiritual 7) + 10 (Shaman 5) + 8 (Diplomancy 4) + 0 Action Points = 146 vs Modded 37 (Base 50) (Action Succeeded)
Vontaethraxxia Assistance (80+): 88 + 18 (Social 6) + 18 (Dungeoneering 6) + 8 (Diplomancy 4) + 0 Action Points = 132 vs Modded 68 (Base 80) (Action Succeeded)
Gnollish Morale (18+): 16 (Breaks)

The Winter's Meet Pool: Random Success Multiplier ($Rand 2,4) is 4 * 135 Successes = 540
The Winter's Meet Pool: Random Failure Multiplier ($Rand 1,2) is 2 * 45 Failed Actions = 90
Total Winter's Meet EXP equals 630
Giving 70 EXP to VillageDefense and 17.5 to its sub aspects!
VillageDefense leveled up! (New Level: 6) [Gift at 8]
Giving 70 EXP to Dungeoneering and 17.5 to its sub aspects!
Giving 70 EXP to Warfare and 17.5 to its sub aspects!
Magic leveled up! (New level: 5) [Perk at 6]
Giving 70 EXP to Technology and 17.5 to its sub aspects!
Tools leveled up! (New level: 5) [Perk at 6]
Tinkery leveled up! (New level: 5) [Perk at 6]
Giving 70 EXP to Personal and 17.5 to its sub aspects!
Personal leveled up! (New Level: 6) [Gift at 8]
Giving 70 EXP to Spiritual and 17.5 to its sub aspects!
Spiritual leveled up! (New Level: 7) [Gift at 8]
Shaman leveled up! (New level: 5) [Perk at 6]
Giving 70 EXP to Social and 17.5 to its sub aspects!
Social leveled up! (New Level: 6) [Gift at 8]
Giving 70 EXP to Sorcery and 17.5 to its sub aspects!
Giving 70 EXP to Mystery and 17.5 to its sub aspects!
Mystery leveled up! (New Level: 7) [Gift at 8]

Total Player SAs (awarded after regen): 38 = 152
Total Player FHs (awarded after regen): 7 = 49

All surviving heroes get 18 EXP!

[/spoil]

The Werewolf War

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Operation Wolfskin I (75+): 94 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) + 10 (Nature Spirit Assistance) + 0 Action Points = 162 vs Modded 69 (Base 75) (Action Succeeded)
The Werewolves Bite Back: 41 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 119
162 vs 119: The Heroes surprise the werewolves!

Operation Wolfskin II (75+): 76 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) +5 (Ilphnilee's Holy Smite) + 10 (Nature Spirit Assistance) + 0 Action Points = 149 vs Modded 69 (Base 75) (Action Succeeded)
The Werewolves Bite Back: 45 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 123
149 vs 123: The Heroes drive them to the entrance to the Caern!

Operation Wolfskin III (80+): 24 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) + 10 (Nature Spirit Assistance) + 0 Action Points = 92 vs Modded 74 (Base 80) (Action Failed)
The Werewolves Bite Back: 70 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 148
92 vs 148: The Werewolves begin to fight back!

Ilphnilee Saving Throw (16+): 5 (Moderately Injured thanks to Life Elemental from Zelphstaff)
Grikkul Saving Throw (15+): 11 (Moderately Injured thanks to Cure Serious Wounds from Zelphstaff)
Evan Saving Throw (14+): 9 (Moderately Injured thanks to Cure Serious Wounds from Zelphstaff)
Narasimha Saving Throw (16+): 16 (Safe)

Operation Wolfskin IV (80+): 94 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) +5 (Grikkul's Snipers) + 10 (Nature Spirit Assistance) + 0 Action Points = 167 vs Modded 74 (Base 80) (Action Succeeded)
The Werewolves Bite Back: 14 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 92
157 vs 92: The Heroes lay siege to the Caern!

Operation Wolfskin V (90+): 91 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) + 10 (Nature Spirit Assistance) + 0 Action Points = 159 vs Modded 84 (Base 90) (Action Succeeded)
The Werewolves Bite Back: 69 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 147
159 vs 147: The Heroes begin picking off high-level Werewolves!

Operation Wolfskin VI (80+): 41 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) + 10 (Nature Spirit Assistance) +5 (Narasimha's Traps) + 0 Action Points = 114 vs Modded 74 (Base 80) (Action Succeeded)
The Werewolves Bite Back: 34 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 112
114 vs 112: The Heroes bullrush the Caern!

Operation Wolfskin VII (75+): 59 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (Magic 5) + 10 (Strength in Arms, Basic Training) + 10 (Nature Spirit Assistance) + 0 Action Points = 117 vs Modded 69 (Base 75) (Action Succeeded)
The Werewolves Bite Back: 62 + 30 (Warfare 10) + 16 (Militia 8 ), + 18 (Magic 9), + 14 (Group 7) = 140
127 vs 140: The Werewolves put up a frenzied defense!

Ilphnilee Saving Throw (16+): 1 (Badly Injured thanks to Narasimha's healing skills)
Grikkul Saving Throw (15+): 8 (Moderately Injured thanks to Narasimha's healing skills)
Evan Saving Throw (14+): 8 (Badly Injured thanks to Narasimha's healing skills)
Narasimha Saving Throw (16+): 8 (Slightly Injured thanks to Narasimha's healing skills)

Battle Result: Hero Victory! A wedge is driven between the werewolf packs, the nature spirits cause them to fight amongst themselves, and they fragment, fleeing amid the slaughter!

The Gnoll War

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Gnolls vs Dartemba I (60+): 25 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 15 (Cloud Eye's Turrets) = 105
The Gnolls Strike: 81 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 150
105 vs 150: The Gnolls draw first blood!

Dartemba Warlord Chieftain Saving Throw (15+): 9 (Moderately Injured)
Cloud Eye Saving Throw (12+): 3 (Moderately Injured)

Gnolls vs Dartemba II (70+): 10 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 15 (Cloud Eye's Turrets) = 90
The Gnolls Strike: 9 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 78
90 vs 78: The Dartemba begin to strike back!

Gnolls vs Dartemba III (80+): 71 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 15 (Cloud Eye's Turrets) = 151
The Gnolls Strike: 33 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 102
151 vs 102: The Dartemba make a push as the Gnolls pull their trump: Hill Giants!

Gnolls vs Dartemba IV (80+): 30 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 8 (Cloud Eye's Turrets) = 103
The Gnolls Strike: 43 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 112
103 vs 117: The Gnolls bite back! (And would have won by one point anyway if the turrets were fully active)

Dartemba Warlord Chieftain Saving Throw (15+): 3 (Badly Injured)
Cloud Eye Saving Throw (12+): 19 (Safe)

Gnolls vs Dartemba V (90+): 73 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 3 (Cloud Eye's Turrets) + 25 (Vontaethraxxia) = 166
The Gnolls Strike: 49 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 118
166 vs 118: The Dartemba make a second push as the giants smash the turrets!

Gnolls vs Dartemba VI (90+): 21 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 25 (Vontaethraxxia) = 111
The Gnolls Strike: 23 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 92
111 vs 92: The Dartemba charge!

Gnolls vs Dartemba VII (80+): 45 + 21 (Warfare 7) + 14 (Militia 7) + 18 (Group 9) + 12 (Magic 6) + 25 (Vontaethraxxia) = 135
The Gnolls Strike: 28 + 21 (Warfare 7) + 10 (Militia 5), + 16 (Magic 8 ), + 22 (Group 11) = 97
135 vs 97: The Gnolls are shoved to the back of the canyon "arena!"

Battle Result: Hero Victory! Were it not for the arrival of Vontaethraxxia, it likely would have been a stalemate...

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
8 Dartemba [Very Positive]
51 Grippli (3 PCs), 7 (NPCs) which are Toxic Skinned
1 Goddamned Pseudodragon (PC)
2 Ponies (PCs) (1 Pegasus, 1 "dark" Pegasus)
2 Wemics (PCs)

The Current Date: 604.12
Things Incoming: Tower/Temple/Underwater Lake Village completed [605.04]
Storylines Running: Gnolls of the Dinner Table (Ends in 605.04), Death Isn't The End (Ends in 605.08)

Most of the month is spent preparing the spawning pools for next year's spawn-fest, and building yet more additions onto the temple and tower on the ruins of the sunken temple. While Cloud Eye goes off to deal with the gnolls, Ilphnilee, Grikkul and Narasimha head out to deal with the Werewolves. Grikkul spends a good couple of days inside Merix's temple praying to Ehlonna to guide his shots, but he comes away disappointed. Merix explains the feelings he sensed as an "If I meddled in everything, no one would have free will" sort of thing, but Grikkul thinks it's an excuse (well, that and Ehlonna doesn't recover until the end of the month, after any battles have taken place). Together with the Duke's forces, a large detatchment of Dartemba, the majority of what's left of the Grippli warriors and Ilphnilee and Narasimha, they head out to wage war on the Werewolf Tribes before they can destroy everything the Duke has worked so hard to achieve.

Meanwhile Cloud Eye goes off to deal with the Gnolls. He has a good idea of the battlefield and is able to position his turrets under excellent cover, while at the same time smacking the largest amounts of gnolls possible. While he's working on a way to control everything from the manor and monitor everything (Neon Prism can't do everything) he discovers a short in the main steampunk "computer" (lack of better words) that looks like it's been there for a long time and has only now become somewhat of a problem. With Neon's help he remedies this by feedbacking the short and siphoning off the electrical energy into glass orbs coated with ruby dust and storing them (they'll explosively detonate in a 13' radius if thrown or jostled). The end result is that the main computer has a huge hole in it in which there is literally a micro-hurricane being held in place. With hard work, Cloud Eye could possibly use this thing to power Ehlonna's Refuge.

Word goes out to Vontaethraxxia to request her help in dealing with the gnolls. There is much talk and barter going back and forth, and in the end you luck out; there is not a lot that Vontaethraxxia would want from the gnolls (maybe some captured souls) so if you end up winning then the spoils of war will go to the Grippli (and maybe the Ponies of Golden Stone and Silverstream). The wyrm agrees to show up at the climax of the battle to sow discord and destruction among the gnolls, realizing that if the gnolls win, they'll sweep north and tackle the ponies next, and she's not about to let that happen. Word has reached her that Jethril Vok is "in trouble", and later she remarks that she might want you to scout for her and find the extent of the damage.

The Druids of the Orange Hearthstone have spoken with the nature spirits and have convinced them to take their trickery to the Werewolves, since they seem to enjoy pulling pranks and making weird things happen. They convince the spirits that "causing a cave in" or "turning the ground to mud to slow them" might be good pranks, and unless the werewolves can offer something better than what the druids do, you have the support of the nature spirits during the climatic werewolf battle inside the Caern.

Night Seeker has finished with the Pit Fiend blood. In Trance, having her finest hour, she ends up creating a sculpture out of the blood. The sculpture looks like a (normal sized) pony with two tails, a tentacle where the horn would be on a unicorn, and cloven hooves like a goat's. The blood hardens into a impossible-to-follow pattern of black and white blotches and blobs (think TV static), and has two bright glowing pools of red-orange light where a pony's eyes would normally be. Night Seeker turns around to check something else after the sculpture is complete, and the sculpture moves --- it's not actually a "sculpture" at all... but a golem. This golem can mentally communicate with Night Seeker (on the level of a 5 year old child) and can detect any and all evil intentions toward Night Seeker and by extention Night Seeker's friends and allies. It has three abilities: 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). However while Merix's range is effectively the village and lake, this golem's range is absurdly short (ten feet). The only thing it can't pierce is reptilian/dragon thoughts.

The Dartemba lead the assault, and strike at night while half of the tribe is out hunting. Ilphnilee opens with the Holy Smite power of the Burnt Angel's Tear and the Dartemba lead the attack, driving one or two packs to the entrance of the Caern and driving the guards that were stationed outside of it, inside. The Werewolves call on their Gifts and are flat out challenged by the alpha of the united tribes, a huge werewolf with a cliche eye scar, one arm made of thick branches twisted and bent with ancient age, and a retinue of about twenty dire foxes (?) that launch themselves at the attacking Grippli. Ilphnilee launches the Life Elemental from his staff, but the group's driven back to the opening of the Caern when the biggest of the werewolves start hulking out and throwing boulders. Two of the Dartemba commanders order the forces of good to fall back, drawing out the werewolves in a rage. Despite the werewolves being great in number, there is only so much room in the Caern opening, and they can't get out more than a few at a time.

When the werewolves begin going out in small pieces and groups, Grikkul opens fire along with his sniper group, and they begin picking off both mid and high ranking werewolves, with Evan leading some of them on a merry chase away from the battlefield so as to deny the werewolves extra paws and claws. The fun chase gives way to a fearful chase when some of the wolves change form both in the physical and in the spiritual to avian form and give chase to the poor bird. Evan is left flying for his life but it draws a "wing" (heh) of the werewolves away from the Caern, playing the old game of "divide and conquer." When Grikkul uses the last of the Extremely Toxic Gas arrows on werewolf "heroes", that's the signal for the heroes to bullrush the Caern, charging in while the nature spirits turn the ground to mud, cause the walls to grow stony "grabby hands" and cause the ceiling to come down and then up like a mouth opening and closing (biting a werewolf or two in half). The werewolves put up an angry, frenzied defense but it is all for naught. Evan returns with one wing plucked feather by feather, but he managed to fly inside a bear's den and let him deal with the werewolves. Those who made it out alive return to the Caern only to be slaughtered by the Dartemba archers who were hanging back outside the Caern to keep watch and guard.

You can choose to take prisoners or "take no prisoners", but it's clear they will never ally or change their ways. You can choose to destroy the Caern or try to subvert it for your own methods (which would give you a noticable boost in your spiritual/druidic powers). If you choose to do nothing and leave it a natural monument to the natural world, other tribes of werewolves WILL be attracted to it eventually. They might have a difference of opinion and not be so xenophobic to the humans, though. You don't know.

Meanwhile, the gnolls got the drop on the Dartemba by setting up a series of landslides along the road into the battlefield to slow them down. Unfazed, the Dartemba open fire, deciding that if the gnolls are going to bring the fight to the centaurs, then the centaurs are going to bring the fight to the gnolls! The war erupts on the road leading into the "planned" battlefield, leaving all but two of Cloud Eye's turrets useless. The gnolls put up a strong defense, pulling back their central group while they bolster the flanks to try to funnel in the Dartemba, in a clever flanking pincer attack. It doesn't work, as the Dartemba are ordered to spread out and attack the flanks instead, letting the retreating central "pillar" of gnolls get away for now. While that fight erupts, word comes from Dartemba scouts that the gnolls have help --- hill giants, and they've been spending time smashing Cloud Eye's turrets back in where the "main battlefield" was supposed to be.

The gnolls fall back, the turrets doing nothing except to delay some additional gnollish forces from reaching the front lines. The hill giants smash apart the turrets, losing several of their number while doing so. They bait the Dartemba into making a second push, then they strike from several ambushes all at once, surrounding the larger of the Dartemba groups and slowly squeezing inward to crush their age-old foes. The giants smash the last of the turrets as there's a huge roar overhead; Vontaethraxxia has made herself known and the gnolls are left awed and dumbstruck. War cries turn to cries of panic and a general feeling of "where the hell did they get a Yeenoghu-damned dragon?!" The hill giants are unafraid and begin throwing stones at the dragon (for given values of "throwing stones", if you know what I mean). up until Cloud Eye opens fire with That Turret and reduces a hill giant to ash in a single hit. They bolt, crying that their gods have forsaken them.

The Dartemba charge, fully pressing home their advantage as Vontaethraxxia opens fire with her breath weapon and the gnolls are all "hell no, let's get out of here"; morale breaks and what doesn't survive to run away is ruthlessly slaughtered. Two of the gnoll warlords are killed, one is taken prisoner (for now) by the Dartemba and the last one escaped and is probably halfway across the planet by now.

At the end of the month, you receive word of -another- dragon related matter. Bob and Lisa attacked Cliffcrag Mountain, badly injuring Tharvressil and a large tribe of lizard men monks have gone to Silverstream to request aid from Vontaethraxxia. Upon receiving word of this, she takes off and flies full tilt for Cliffcrag Mountain.

Ehlonna has recovered, and will have some things to say come next month now that it is almost ripe for spawning time.

WILL YOU...

A) Focus looting the Werewolf Caern?
B) Send a group to Cliffcrag Mountain to see what happened there?
C) Focus mostly on preparing spawning grounds for the Grippli?
D) Focus on looting the Gnollish Battlefield?
E) Send scouts to make sure the gnolls aren't hiding in the hills?
F) Organize a group to visit Jethril Vok to figure out the extent of the damage?
G) Try and unlock the Great Onyx Gate leading into a Dungeon?

Statistics: Posted by Aegis J Hyena — Thu Mar 06, 2014 4:37 pm

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