2014-03-11

605.01

Alright, enough laziness. Let's see if I can do an every Monday / every Friday schedule. Next post friday.

assuming I don't play Starbound for 8 hours at a time like I did last night... and that was just one planet

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 1/1 (15/3) 16 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 1/0 (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 5/0 (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: 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 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)
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 2/0 (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
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), 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 (effectively a ranged petrification where the more valuable the worth of the person, the more valuable the gemstone they petrify as; permanent), Rakshasa Seduction (self-explaining) and Mystic Stability (+15 to Will saves, target cannot backfire stuff involving IME, and teleports/dimension doors don't miss/get messed up when cast).
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: 9/15 (Rolled 77, +1 for SA, +1 for successful SA, total +3)
Myron Cloudgazer Action Bar: 10/15 (Rolled 20, +1 for SA, +1 for successful SA, total +2)
Night Seeker Action Bar: 3/15 (Rolled 7, +1 for FH, +1 for successful FH, total +2)
Kermit Action Bar: 14/15 (Rolled 18)
Cloud Eye Action Bar: 7/15 (Trance Cooldown: 4) (Rolled 87)
Narasimha Thunderstrider Action Bar: 8/15 (Rolled 74)
Ilphnilee Everhrae Action Bar: 11/15 (Rolled 63)
Triton Action Bar: 6/15 (Trance Cooldown: 3) (Rolled 81)
Merix Tall'Brixz Action Bar: 11/15 (Trance Cooldown: 1) (Rolled 66, +1 for SA, +1 for successful SA, total +3)
Kethrendi Action Bar: 4/15 (Rolled 48)
Alistair Montblanc Action Bar: 9/15 (Rolled 14)

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, 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)

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 (49.5/150); Militia 5 (62.25/75); HomeFamily 4 (48.25/60); FoodWater 4 (45.75/60);
Dungeoneering 6 (82.5/150); LegendsLore 4 (51/60); MazeLoot 5 (26/75); DungeonCombat 5 (26.75/75);
Warfare 6 (87.75/150); Group 5 (30/75); 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 (61.25/150); Occupation 4 (57.25/60); Skill 4 (56.75/60); Hobby 4 (54.5/60);
Spiritual 7 (40.5/175); Divine 5 (51.9375/75); Healing 4 (60.9375/60); Shaman 5 (5.4375/75);
Social 6 (34/150); People 4 (58.3125/60); Goods 4 (42.0625/60); Diplomancy 4 (55.5625/60);
Sorcery 15 (256.75/375); Libra 10 (74.375/150); Ley 10 (84.625/150); SpellSchool 10 (58.125/150);
Mystery 7 (49/175); SI 5 (52.75/75); SA 6 (74.75/90); FH 5 (25.75/75);
Date: 605.1
Action Points: 178
Successful Actions: 21; 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:

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Night Seeker's Personal Touch: 81 (Occupation)
Merix's Personal Touch: 50 (Skill)
Grikkul's Personal Touch: 4 (No Bonus)
Myron's Personal Touch: 75 (Occupation)

Night Seeker's Arcane Dabbling (90+): 7 + 45 (Sorcery 15) + 20 (Libra 10) + 20 (Ley 10) + 10 (FH 5) + 8 (Occupation [Gift]) + 7 [FFTB] + 0 Action Points = 117 vs Modded 75 (Base 90) (Action Succeeded)
Book Backlash (30+): 41 (No Backlash)
Book is Consumed (50+): 6 + 21 (Mystery 7) + 18 (Personal 6) + 0 Action Points = 45 vs Modded 37 (Base 50) (Action Succeeded) gods that was close, wow
VIE Roll: 35 (+0)
Night Seeker Something Interesting: 66 + 21 (Mystery 7) + 12 (SA 6) + 0 Action Points = 99 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll: 57 (+0)
Night Seeker Mysterious Event: 53 + 21 (Mystery 7) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 96 vs Modded 73 (Base 80) (Action Succeeded)

Merix's Violet Studies (85+): 71 + 45 (Sorcery 15) + 20 (Libra 10) + 12 (SA 6) + 8 (Skill [Gift]) + 20 (4 EXP) + 15 Action Points = 191 vs Modded 70 (Base 85) (Action Succeeded)
Learns Disruption Control (75+): 77 + 18 (Personal 6) + 45 (Sorcery 15) + 0 Action Points = 140 vs Modded 54 (Base 75) (Action Succeeded)
Learns Sigil of Thorns (80+): 45 + 18 (Personal 6) + 45 (Sorcery 15) + 0 Action Points = 108 vs Modded 59 (Base 80) (Action Succeeded)
Learns Bolt of Ruby (85+): 9 + 18 (Personal 6) + 45 (Sorcery 15) + 0 Action Points = 72 vs Modded 64 (Base 85) (Action Succeeded)
Learns Rakshasa Seduction (90+): 92 + 18 (Personal 6) + 45 (Sorcery 15) + 0 Action Points = 155 vs Modded 69 (Base 90) (Action Succeeded)
Learns Mystic Stability (95+): 42 + 18 (Personal 6) + 45 (Sorcery 15) + 0 Action Points = 105 vs Modded 74 (Base 95) (Action Succeeded)
VIE Roll: 73
Merix Something Interesting: 68 + 21 (Mystery 7) + 12 (SA 6) + 0 Action Points = 101 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll: 74
Merix Mysterious Event: 79 + 21 (Mystery 7) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 122 vs Modded 73 (Base 80) (Action Succeeded)

Grikkul's Ranger Troupe (75+): 11 + 18 (Warfare 6) + 10 (Militia 5) + 10 (Group 5) + 10 (2 EXP) + 15 Action Points = 74 vs Modded 69 (Base 75) (Action Succeeded)
VIE Roll: 41
Grikkul Something Interesting: 36 + 21 (Mystery 7) + 12 (SA 6) + 0 Action Points = 69 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll: 32
Grikkul Mysterious Event: 38 + 21 (Mystery 7) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 81 vs Modded 73 (Base 80) (Action Succeeded)

Myron's Work on the Orchard (80+): 91 + 18 (VillageDefense 6) + 8 (FoodWater 4) + 12 (SA 6) + 8 (Occupation [Gift]) + 0 Action Points = 137 vs Modded 74 (Base 80) (Action Succeeded)
VIE Roll: 44
Myron Something Interesting: 58 + 21 (Mystery 7) + 12 (SA 6) + 0 Action Points = 91 vs Modded 63 (Base 70) (Action Succeeded)
VME Roll: 16
Myron Mysterious Event: 72 + 21 (Mystery 7) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 115 vs Modded 73 (Base 80) (Action Succeeded)

Looting the Werewolves (85+): 81 + 21 (Mystery 7) + 10 (Mazeloot 5) + 0 Action Points = 112 vs Modded 78 (Base 85) (Action Succeeded)
Looting the Gnolls (70+): 62 + 21 (Mystery 7) + 10 (Mazeloot 5) + 0 Action Points = 93 vs Modded 68 (Base 75) (Action Succeeded)
Preparing the Spawning Grounds (60+): 39 + 18 (VillageDefense 6) + 8 (Homefamily 4) + 8 (Foodwater 4) + 0 Action Points = 73 vs Modded 54 (Base 60) (Action Succeeded)
Trader Knowledge (80+): 44 (Nope)

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: 605.01
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: Gnolls of the Dinner Table (Ends next month instead of 605.04), Death Isn't The End (Ends in 605.08)

We begin with Night Seeker's attempts at boosting the "Pit Golem" 's strength, by using the Book of Vile Darkness. The magic is successful (and it didn't consume the Book nor cause it to lash out at you, which it really should have but you beat the odds) and the Pit Golem now has the strength of a Hill Giant. Its range has been increased to about 40 feet, but that's all you're getting. By using the Book as a material component, the Pit Golem now reads as solid evil to detection spells both in the material world and in the spiritual, and Myron has noticed that this "solid evil" is a beacon for good-aligned creatures that exist solely to destroy such evil (angels and the like). He's already detected a thin golden IME strand of something powerful that has attached itself to the Golem in the spiritual world; something of Good alignment is going to follow that thread back and find the Golem very soon, possibly next month.

Myron discovers that the nature spirits are gathering all in one area close to the werewolf caern. It looks like they're setting up for a group teleport that can be used by anyone, not just the nature spirits. Myron observes them one night triggering the teleport, but it goes horribly, horribly wrong. They must have teleported into a no-teleport zone by force and splattered their essences across three planes of existence. Thing is, this reeks of draconic interference. You're not sure of the source but you have some ideas. The nature spirit essence can be "spiritually" gathered, but if Myron attempts to gather it, it will "imprint" on him and he'd be the only one to be able to gather it (and the deaths of souls will attract things like sharks to blood, so...).

Grikkul finds that while the gnolls are no longer in the area, they've left signs that they will be back (eventually). There's a trail of gnoll corpses that almost lead Grikkul into a sinkhole trap combined with falling stones, but he manages to use his powerful leap (with a side order of assistance from Triton) to not only escape the pit, but discover a treasure chest at the bottom which he brings into the village. The chest contains a large quill pen that functions as a key, one large painting of a human noblewoman, one very large grimoire that is opened by the pen-key, one bright scarlet holy symbol of a lesser local deity and one carved wooden sphere. The grimoire has detailed maps of an island far west beyond the Dartemba lands, where there seems to be a ziggurat, or temple. According to the maps and notes, it's loaded with loot.

Merix studies the Violet Dragonskin book with a chance at five spells; he finds that the spells are written in a very strange flavor of mathmatics and metals, rather than arcane and divine balance. While the study is successful, Merix feels extremely ill at ease with the idea of gods now with the book promising a vastly different flavor of magic and world outlook, he's not sure what to think. The book was consumed upon successfuly learning all five spells. This time, to go along with the other wild spells he's learned, he learns the spells 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 (effectively a ranged petrification where the more valuable the worth of the person, the more valuable the gemstone they petrify as; permanent but attracts elementals), Rakshasa Seduction (self-explaining) and Mystic Stability (+15 to Will saves, target cannot backfire stuff involving IME, and teleports/dimension doors don't miss/get messed up when cast).

Looting the gnoll battlefield, you uncover one deer pelt with a map branded into it, sixteen sapphires (800 GP each), seven large containers of fireproofing salve, two grey-green amulets of gnoll station (only war chiefs would wear these), one very small vial filled with a gold substance (a Potion of Restoration), and one huge iron scimitar sized for one of the hill giants (not magical). Looting the werewolf Caern uncovers eighteen carnelian-encrusted brass keys (that unlock a weapons "closet" inside the cave which is filled with ritual silver daggers and one very LARGE silver dagger), one black leather book in strange scripts (looks like a translation text for the spiritual world), ten large silver bucklers (prizes from a previous war, perhaps?), one arcane tome with a human-skin cover (Wizard Locked), seven vibrant blue-painted otter sculptures (100 GP each), one bottle of light green liquid (an alchemic lethally-toxic ultra-fertilizer which for some weird reason has an Atonement side effect...), four amethysts (150 GP each), eleven large pieces of platinum jewelry (1500 GP each) and one steel ring with a topaz gem (a Ring of Stepping Sideways, which allows someone who can't Sidestep normally to do so).

The spawning grounds are complete in three different locations, and all are reasonably provided and cared for. Barring no societal collapses or something, spawning will begin in 605.03 and end in .07, during which the village will be vulnerable and not much will be able to be accomplished. The temple and tower will complete in .04 and get a bigger library bonus in .09.

Finally, Ehlonna Herself appears at the end of the month, choosing to incarnate as an elderly Grippli with flowers growing wherever She walks. She discusses the nature of life and of the forests, basically holding a sermon much like Kermit does. After long and hard thought and study, she has chosen to let Narasimha keep her regeneration effect, as Narasimha has allied with the Grippli since they began and one musn't punish that kind of loyalty track record. However, future attempts to meddle with Lycanthropy will be frowned upon more than normal. She also has decided not to dispel the Pit Golem as it is Her opinion it disrupts free will; if you made the golem, you'd better be prepared for what's comin'. She warns that a new mockery of life now lives in the Sundered Ravine --- Jethril Vok is now a full dracolich and is setting his sights on Maraxia's former cavern for some reason and She wants to know why. She also mentioned that Vontaethraxxia was assaulted by Brosolvraxx and Thrissaldexxa at Cliffcrag's peak; Tharvressil is at death's door and the forces of Death and Life are currently throwing dice to see who gets him.

She departs at the end of her sermon by saying She wants the lake expanded to four times its normal size. Why do it yourself when you can have mortals do all the work?

WILL YOU...

A) Jethril Vok's magic has warded Maraxia's former lair. Send a group there to find out what interests him so much?
B) Scry or Send a group to Cliffcrag Mountain to see what happened there?
C) Attempt to contact whatever it is that has "connected" to the Pit Golem?
D) Prepare a team to visit the ziggurat beyond Dartemba lands? it's 8 months out.
E) Research ways to expand the lake?
F) Organize a group to visit Jethril Vok since he can't be scried?
G) Try and unlock the Great Onyx Gate leading into a Dungeon? Last chance before it'll require an SA.

Statistics: Posted by Aegis J Hyena — Tue Mar 11, 2014 12:34 pm

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