2013-11-20

601.02

Cast of Characters [NPCs]

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Darthesthra Krysblade, Chieftess of the Drow
Diomedes Thunderblade (War Leader, Drider)
Shasassa Leaps-Through-Webs (Political Liason, Drider)
Zhaphis the Dagger (Chief Wizard, Drider)
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)
Carries 5 E.T.G. Arrows, 30 Warpstone Arrows
Mutation: Tough Skin that is extremely Touch Sensitive (+7 to locating hidden catches/traps by touch, +1 AC)

Kida: Alkadeis Arachnpower (Drow) (Occupation Wizard/Skilled Poisons/Hobby Torturer) SA/FH 0/0 (15/3)
Controls a Centaur Flesh Golem

Lokthar: Blasts Rocks (Goblin) (Occupation Sorcerer, Skilled Stoneworker, Hobby Herbalist) SA/FH 3/0 (15/3)
Knows "Conjure Magma Elemental" and "Transmute Earth to Fire"

D43dlock: Myron Cloudgazer (Wemic) (Occupation Shaman/Skilled Smith/Hobby Gemcutter) SA/FH 2/0 (15/3)
Wears an Amulet of Comprehend Languages
Knows Blade Barrier
Is Lycanthropic

Kelten: Night Seeker (Pegasus Pony) (Occupation Scout/Skilled Navigation/Hobby Flight) SA/FH 2/1 (15/3)
Knows Blade Barrier
Wears Elven Boots of Dodging (+6 Reflex Saves, +3 Dexterity)

Burns: Clair (Earth Pony) (Occupation Diviner/Skilled Medium/Hobby Writer) SA/FH 2/1 (15/3)
Wears a Ring of Sustenance
Is Lycanthropic
Is Vampiric

*Astrosteve: Grikktrug (Grippli) (Occupation Miner/Skilled Mud Mage/Hobby Gemstones) SA/FH 4/2 (15/3) 27 EXP to spend
Carries 20 doses of Potion of Hill Giant Strength

BadgeAddict: Kermit (Grippli) (Occupation Priest of Ehlonna/Skilled Alchemist/Hobby Hunter) SA/FH 0/1 (15/3)
Wields the Equalizer (Cold Iron Great Mace +1, +2 vs Demons)
Wears Robes of Energy Resistance (Cold/Fire 15, Elec 30)

LAYF: Merix Tall'Brixz (Drow) (Occupation Druid/Skilled Healer/Hobby Divination) SA/FH 4/0 (15/3)
Casts Electric Spells 50% easier

Madmartin: Cloud Eye (Pegasus Pony) (Occupation Scientist/Skilled Inventor/Hobby Explorer) SA/FH 3/1 (15/3)
Carries 50 emeralds (150 GP apiece), a Strange Steel Coin, and a Tooled Amulet

Alaen: Belar'eyl Do'ana (Drow) (Occupation Sharpshooter/Skilled Bowyer/Hobby Arcanist) SA/FH 3/1 (15/3)
Can cast Shocking Grasp on touch
Can Detect Invisibility

Nikohl: Skitch Warp-Eye (Skaven) (Occupation Warpstone Miner/Skilled Alchemist/Hobby Beastmaster) SA/FH 1/1 (15/3) 27 EXP to spend
Has a Divine Curse
Mutation: One arm is a flexible ridged whip
Mutation: His own severed tail is his (detachable) Familiar; can be used as a focus for Protection from Good and Magic Circle Against Good
Mutation: Horns absorb magic (1 HP per spell level)

Davecom3: Narasimha Thunderstrider (Wemic) (Occupation Shaman/Skilled Tracker/Hobby Animal Training) SA/FH 2/0 (15/3)
Nolandking: Ilphnilee Everhrae (Drow) (Occupation Alchemist/Skilled Necromancer/Hobby Scholar) SA/FH 4/0 (15/3) 22 EXP to spend
TTwig: Micarice Hlagym (Drow) (Occupation Alchemist/Skilled Inventor/Hobby Enchanter) SA/FH 6/1 (15/3) 27 EXP to spend[INACTIVE]
Moose: Grullup (Grippli) (Occupation Inventor/Skilled Illusionist/Hobby Alchemy(Poison)) SA/FH 7/1 (15/3) 27 EXP to spend [INACTIVE]

Borys: ??? (Occupation ???/Skilled ???/Hobby ???)
TTW: ??? (Occupation ???/Skilled ???/Hobby ???)
Feytala: ??? (Occupation ???/Skilled ???/Hobby ???)

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)
"Lawful" Races will attack you on sight
Celestial Event: PCs may have a chance to be Destiny Bonded to do acts of "Great Heroism"
Arcanely Boosted, but Lloth has turned her eyes from you; almost impossible to contact Her
Underdark Connections: Village population "begins" inside a massive volcano on a floating island
Racial Modifiers: Social -2, Warfare -1 (-4 and -2 to rolls)
Technology suffers a -3 to effective level (-6 to rolls, due to Arcane Boost); use of Zelphstone cuts this in half
Arcane Caster Levels: 14 = Level 2 spells; currently Level 2
Divine Caster Levels: 9 = Level 1 spells; currently Level 0

People, Places and Things Discovered:

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People: Dionkadi the Paladin, with his allies Maganth and Grukum [Godlike Blood Enemy]
Grippli of Original Tribe [Positive]
Ponies of Original Tribe [Neutral]
Wemics of Original Tribe [Neutral]
Places: Whirlpool Hole [Former Zhivok Nar Lair], now renamed to Frogmud Lake
Skitterknife Chasm [Skaven Hive, Blood Enemy]
Shardwolf Dens [Empty]
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)
Fairheart Valley [In the shadow of the upside down mountain...]
Things: Shadofrond (basic staple)
Etand Root: Highly magical, grows magic quartz, requires background magic radiation
The Rhinocodiles (Ambush Predators)
Silver Glass: Protection from Arrows but at a cost; hardens on contact with skin, leaves chemical burns
Bacterioslime: Food source; detoxifies (+4 Fort Save)
Doomwheel: Giant hamster wheel of the Skaven that generates electricity
Spicewater: Adds spice and taste to foods; healthy in its own right [Geyser re-routed to Skitterknife by the Skaven]
??? Metal: Combine Spicewater with Silver Glass [no access to geyser/remains of geyser]
Zelphstone: Used to power "Magical Technology"; stability unknown

Out of Sight Out of Mind, or "over and done with" crap:

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]
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 Poorly Locked Chest

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(Ok, so it's not poorly locked, but you get the idea.)

"Poorly Locked" Chest: Fluff Books on Magic and other things (+8 to Librariomancy), A deep green shawl with the number "13" on it (Bracers of Protection +2), 24 large Warpstone Keys (Warp-Portal generators), 2 Wands of Lightning with 14 and 11 charges, An ogre sized steel waraxe (Frost +4), 4 claw-knuckles, A huge ironwood longbow (requires 19 Strength), A large statue of a blue flame on a heavy stone base that's encrusted with sapphires (requires four drow to carry) (??? GP), A Gold dragon half-mask etched with draconic script that seems to be visibly resisting Necromancy/corruption (3000 GP), 9 giant-sized ingots of steel (approximately 27 regular ingots), An uncut grippli-sized sapphire (??? GP), 500 gold coins, 200 silver coins, A Diamond (400 GP), A Crumbling Old Map to a Secret Stash

War Chest: ??? Journal, Scintillating Crystal (PrisSpray, 18 charges), Warhammer of Frozen Cold (50 charges), Kobold-Sized Bastard Sword +1, Oriental Splint Mail +4

Trade Chest: One huge tourmaline (280 GP), 14 ruby gem globes (80 GP each), one emerald (3000 GP)

"Other" Chest: Prayer Book to Carnox The Reaver, 19 jars of Vibrant Yellow Ink

"Drow" property chest: 10 Strange Silver Potions, kobold-sized Tower Shield, two long locked strongboxes, 1200 gold pieces, 900 silver pieces, 200 steel coins, 90 platinum pieces, four large gold ingots (100 GP each), four large jars of high quality grey-brown scroll ink, sixteen tigereye gems (30 GP each), one large amethyst (180 GP), one large solid gold idol (2000 GP), seven Potions of Invisibility, a nonmagical gold ring with a diamond inset (4000 GP), a tiny contract meant to summon an Imp as a familiar, and a set of Bracers of Superior Iron Will (+8 to Will Saves).

The Aspects and Experience

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VillageDefense 4 (17/100); Militia 3 (24.75/45); HomeFamily 3 (6/45); FoodWater 3 (6.75/45);
Dungeoneering 4 (42.25/100); LegendsLore 3 (15.75/45); MazeLoot 3 (21/45); DungeonCombat 3 (12.75/45);
Warfare 4 (6.25/100); Group 3 (20/45); Single 3 (10.5/45); Magic 3 (10.5/45);
Technology 4 (60/100); Tools 3 (23.75/45); Gears 3 (22/45); Tinkery 3 (25/45);
Personal 4 (18/100); Occupation 3 (12.25/45); Skill 3 (10/45); Hobby 3 (11.75/45);
Spiritual 5 (29.5/125); Divine 3 (22.6875/45); Healing 3 (19.6875/45); Shaman 3 (20.1875/45);
Social 4 (20.5/100); People 3 (18.8125/45); Goods 3 (7.8125/45); Diplomancy 3 (16.3125/45);
Sorcery 6 (62.5/150); Libra 4 (19.0625/60); Ley 4 (18.3125/60); SpellSchool 4 (13.3125/60);
Mystery 4 (51.5/100); SI 3 (17/45); SA 4 (12.25/60); FH 3 (11.25/45);
Date: 602.2
Action Points: 53
Successful Actions: 29; Failed Actions: 18

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: 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]: +5 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]: +5 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.
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.
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 so far: 13).
Ley Line Perks: Ley Line Siphon [Ley 3]: Draws additional magic power from the land, enabling stronger spells to be cast.
Spell School Perks: Specialization I [Spell School 3]: General Fire spells.
Standard Action Perks: Very Interesting Event [SI 3]: 20% to add +8 to Something Interesting rolls.
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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Myron's Lycanthropic Curse (50+): 50 + 12 (Personal 4) + 0 Action Points = 62 vs Modded 46 (Base 50) (Action Succeeded)
Clair's Lycanthropic Curse (25+): 35 + 12 (Personal 4) + 0 Action Points = 47 vs Modded 21 (Base 25) (Action Succeeded)
Clair's Vampiric Bloodlust (25+): 14 + 12 (Personal 4) + 6 (Single 3) + 0 Action Points = 32 vs Modded 21 (Base 25) (Action Succeeded)
Belar'Eyl's Superior Research (80+): 15 + 18 (Sorcery 6) + 12 (Technology 4) + 8 (Libra 4) + 8 (Spellschool 4) + 13 (Library Bonus) + 5 (Mech Knowledge I) + 0 Action Points = 79 vs Modded 70 (Base 80) (Action Succeeded)
Nirasimha's Resource Gathering (60+): 68 + 12 (VillageDefense 4) + 6 (HomeFamily 3) + 6 (FoodWater 3) + 0 Action Points = 92 vs Modded 56 (Base 60) (Action Succeeded)
Mountain Explorations I (50): Base roll is 79 + 12 (Dungeoneering 4) + 12 (Mystery 4) + 6 (LegendsLore 3) + 0 Action Points = 109 vs Modded 42 (Base 50) (Action Succeeded)
Mountain Explorations II (60): Base roll is 47 + 12 (Dungeoneering 4) + 12 (Mystery 4) + 6 (LegendsLore 3) + 0 Action Points = 77 vs Modded 52 (Base 60) (Action Succeeded)
Mountain Explorations III (70): Base roll is 11 + 12 (Dungeoneering 4) + 12 (Mystery 4) + 6 (LegendsLore 3) + 0 Action Points = 41 vs Modded 62 (Base 70) (Action Failed)
Mountain Explorations IV (80): Base roll is 9 + 12 (Dungeoneering 4) + 12 (Mystery 4) + 6 (LegendsLore 3) + 0 Action Points = 39 vs Modded 72 (Base 80) (Action Failed)
Cloud Eye's Personal Touch: 55 (Skill)
Belar'Eyl's Personal Touch: 41 (Hobby)
Grikkul's Personal Touch: 77 (Occupation)
Skitch's Personal Touch: 77 (Occupation)
Kermit's Personal Touch: 100 Critical (Occupation)
Cloud Eye's Searchings (70+): 8 + 12 (Dungeoneering 4) + 12 (Personal 4) + 6 (Mazeloot 3) + 6 (Hobby 3) + 8 (SA 4) + 6 (Skill [Gift]) + 15 Action Points = 73 vs Modded 62 (Base 70) (Action Succeeded)
Side Persuit Perk Roll (70+): 4 (Critical Fail) all this does is trigger a mysterious event, so no penalty for a critfail
Belar'Eyl's Zelphstone Golemancy (90+): 42 + 18 (Sorcery 6) + 8 (Ley 4) + 8 (Spellschool 4) + 6 (Hobby 3) + 8 (SA 4) + 6 (Hobby [Gift]) + 15 Action Points = 111 vs Modded 84 (Base 90) (Action Succeeded)
Side Persuit Perk Roll (70+): 40 (Nope)
Grikkul's Hunting Skills (60+): 27 + 12 (Dungeoneering 4) + 6 (FoodWater 3) + 6 (Hobby 3) + 8 (SA 4) + 6 (Occupation 3) + 15 Action Points = 80 vs Modded 56 (Base 60) (Action Succeeded)
Side Persuit Perk Roll (70+): 20 (Nope)
Grikkul's Tame Beast (50+): 35 + 12 (Personal 4) + 6 (Shaman 3) + 0 Action Points = 53 vs Modded 46 (Base 50) (Action Succeeded)
Creature Caught: 24 (Normal animal)
Skitch's Contract Warpery (90+): 79 + 18 (Sorcery 6) + 12 (Personal 4) + 8 (SA 4) + 8 (Ley 4) + 6 (Diplomancy 3) + 6 (Occupation [Gift]) + 15 Action Points = 152 vs Modded 80 (Base 90) (Action Succeeded)
Net Effect: 70 (Tail returns to normal, can be used as an infernal foci for "Evil" domain spells)
Kermit's Temple Plea (95+): 17 + 15 (Spiritual 5) + 12 (Mystery 4) + 6 (Divine 3) + 6 (Occupation 3) + 6 (Occupation [Gift]) + 8 (SA 4) + 15 Action Points = 85 vs Modded 86 (Base 95) (Action Failed) oh my gods I can't stop laughing... wow... REALLY, RNG?
Cloud Eye's Very Interesting Event Roll (80+): 68 (+0 Bonus)
Belar'Eyl's Very Interesting Event Roll (80+): 44 (+0 Bonus)
Grikkul's Very Interesting Event Roll (80+): 71 (+0 Bonus)
Skitch's Very Interesting Event Roll (80+): 95 (+8 Bonus)
Cloud Eye's Something Interesting (70+): 31 + 12 (Mystery 4) + 8 (SA 4) + 0 Action Points = 51 vs Modded 66 (Base 70) (Action Failed)
Belar'Eyl's Something Interesting (70+): 23 + 12 (Mystery 4) + 8 (SA 4) + 0 Action Points = 43 vs Modded 66 (Base 70) (Action Failed)
Grikkul's Something Interesting (70+): 16 + 12 (Mystery 4) + 8 (SA 4) + 0 Action Points = 36 vs Modded 66 (Base 70) (Action Failed)
Skitch's Something Interesting (70+): 83 + 12 (Mystery 4) + 8 (SA 4) + 8 (VIE) + 0 Action Points = 111 vs Modded 66 (Base 70) (Action Succeeded)
Skitch's Very Mysterious Event Roll (80+): 1 Critical (+0 Bonus) Better to crit 1 on a roll that carries no bad aftertaste...
Skitch's Mysterious Event (80+): 19 + 12 (Mystery 4) + 8 (SA 4) + 6 (SI 3) + 0 Action Points = 45 vs Modded 76 (Base 80) (Action Failed)

Population

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22 Drow (5 PCs), three of which are Driders
40 Grippli (4 PCs), 12 of which are Toxic Skinned {Neutral}
1 Goblin (PC) {Neutral}
5 Ponies (2 PC) (3 Earth Ponies, 1 Pegasus, 1 "dark" Pegasus) {Neutral, Hostile to the Drow} [rN+]
5 Wemics (2 PC) {Neutral to the Drow, Neutral Negative to everyone else}
1 Skaven (PC) {Neutral?}

Grikkul, Night Seeker, Myron, Cloud Eye are enroute to Tokendra's Treasure Trove

Food Supply: 6 months of Rhinocodile Meat
The Current Date: 602.02
Things Incoming: First tribe of Zhivok Nar arrives, Grikkul's Party reaches the Trove (602.04), Second tribe of Zhivok Nar arrives, "Event 7", New Crop of Shadofrond Harvested (602.05), Grikkul's Party Returns Home (602.07), "Event 8" (602.11), "Event 9" (603.10)
Storylines Running: The Tear of Deathflame [Spawned by Necrotic Spell, ends in 602.07]

We begin with the seers among the Drow reporting that the Skaven chiseled out the Nether Portal, shutting it down. On top of that, they also report that the Deathflame Tear is shutting down; the darkness and corruption is going to swirl about for a few months more and then it's all going to collapse inward on itself. It will likely catch anyone still down there in a backlash which would pull everything to a plane or dimension of death and decay, so it is decided that no further research for getting to the Fire Giant rooms will be undertaken. The Deathflame Rift is getting unstable and if there was any window to shield oneself and go down into the back rooms, the window has been missed.

While that goes on, the Drow have also been exploring most of the mountain's interior. They've found a series of walled off micro-labyrinths with constant Confusion spells running. They managed to bypass those only to come to a huge sealed door marked with symbols of death and destruction, especially toward the dwarves who formerly inhabited the mountain. The door is sealed with runes depecting multiple "Chimeras" and animal abominations put there by a cabal of druids they were in league with. It looks like the dwarves wanted no one to go any further, and did a series of defenses designed to keep people from reaching the center of the mountain, where you can begin to feel the waves of darkness starting to come from within (the closer you get, anyway). Much of the main inscription is rubbed off or broken, but the words "light dies" and "crave your hearts" is etched solidly all along the outer rim of the great doors. The drow went no further, instead rooting through the loot the drow brought back from the Hollow Caverns (you get 23 Dungeoneering, 11 LegendsLore, 7 Mazeloot and 7 DungeonCombat EXP from those two dungeons).

If it's anywhere, the artifact is somewhere beyond these doors...

The grippli are uneasy. It looks like the Drow are going to try something, very very soon. They've been avoiding the grippli for a while and no one has seen any of the driders in several weeks. While they're shoring up defenses, Nirasimha freely shares her research with the grippli and now the Grippli have a serious supply and terrain advantage; the Drow are struggling with their Shadofrond; there's no good spot to plant Etand Root, and the rhinocodiles have gotten more vicious but they can handle them... for now. They've had to hire out some of the grippli warriors to deal with the stronger rhinocodiles they come across, and it's no secret they don't like not being able to do it on their own. You know the drow are going to try something, likely next month. You're just not sure what because assaulting the Grippli, let alone Kermit, would be suicide with the current odds.

Skitch has had his hands full playing go-between between the frogs and the drow. He's gotten well paid for his work, too, receiving unfettered access to the "Drow" gear chest (which the Grippli can't access). He also manages to use the demonic contract found as a sort of "wrap" on his tail, bringing it back not only under his control but reattached to his own body. Now anyone who wants to can use his tail (if he stands in a summon circle) as a focus for Evil domain spells. Right now the only spells that seem accessible from that are Protection from Good and Magic Circle Against Good, making his tail quite the potent evil power. It's also radiating evil that spells can detect.

On the trail, Cloud Eye once again searches for something he can tinker with. A bunch of shiny rocks is nice to trade with and all, but he wants something a little more hooves-on and something that can be explored. This time he gets a bit lucker, finding a discarded (locked!) amulet along the trail, which he spends much of the time trying to unravel its locking mechanism and inner workings to get a better understanding of them. He finally springs the amulet open to reveal a tiny disc of steel etched with the number "6" on one side, and the number "1" on the other. It radiates magic of a luck-based variety, but what exactly the (one-use) coin is, no one knows. Grikkul meanwhile attempts to look for an animal companion, and finally after much hunting manages to catch and tame a common raven as a pet. This little bird follows him along, making noise but becoming a fast (and smart!) friend.

Belar'eyl has been doing a lot of work in Alkadeis' tower, researching Zelphstone. Combining his knowledge with the technology at hand, he devises a pair of linked gloves, boots and helmet. He's still working on the chestplate. The created parts already give their wearer a bonus of 3 to both Strength and Dexterity, and enable from a standing start a jump straight up of 10 feet. The armor he is working on right now is being tailored to drow specifics, and one of the Driders orders him to make a drider-compatable suit as well (whether he follows orders is up to him). Belar'Eyl finishes the pieces he's completed so far by "threading" an Earth Elemental through them; if it were dispelled there's no telling what would happen if the Elemental were freed. A good Lightning Bolt straight to one of the pieces will short it all out if it does enough damage.

Finally, Kermit has spent the month on a little quest of his own, gathering supplies by hand in order to forge the creation of a huge tree-temple at Frogmud Lake. Painstakingly he gathers seeds, herbs, and even a few dangerous plants by his own webbed hands, and makes sure that all is in place before casting the required "Great Magics" (fortunately you still have access to Arcane Boost, Greater Casting and Ley Line siphon to supply the needed power). The spell goes off perfectly but the spell fails at the very last second; Kermit gets the sense that a being of immense holy power has entered within range of the mountain and that shorted the spell out. Kermit took the evil of the drow, the chaos of the skaven and the naturalness of the wemics into account, but this holy power is something else. If the spell had gone off, the holy power would have been up here to investigate... and perhaps overwhelm by sheer nature of its existence. Not good.

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"Well, we're here." Dionkadi hopped off of Holy Soul the moment his hooves touched the ground, the pegasus' wings folding up so he could slide off.

It took five minutes for Maganth, Grukum and a monk in vibrant silver and white robes to ride up behind him, their horses still of the land-bound variety. The group had arrived at Fairheart Valley, and not a moment too soon. They'd ridden hard, fast, and were exhausted, and the city seemed to be in the midst of a celebration. The group badly needed some R&R after the final few clashes with frenzied forest beasts and corrupted druids before it was time to ascend the mountain in search of the Ashen Sky.

Maganth shivered, looking behind them at the upside down mountain. His tribe called it Moradin's Rage, and stories surrounded the place about how Moradin had thrown an entire mountain at Lloth once. Now, it looked omnious, instead of welcoming. His people had scattered to the winds after leaving, and through research he'd found out that the dragon that guarded everything from the mountain itself to the ruins, was also gone. This was hard to take, because he couldn't bear the thought of Drow sensing the darkness of the artifact buried within... or capturing it and controlling it. "I don't like it, boss. We're being watched."

Dionkadi shrugged. "Let them. They can't stop us."

"But they can smite you." Grukum poked, goodnaturedly. Dionkadi just rolled his eyes and rubbed the scarred marks on the back of his neck before nodding at the half orc/ogre. "Yeah, yeah." The paladin has the wounds of several long-distance smitings, but every time he had successfully resisted.

"What's the plan, boss?" Maganth asked.

"First, we go into the Skaven hive and eliminate all that is rodent. Their Horned God can burn in the Abyss, and I plan on sending Him there myself. Then we get up there and claim the Ashen Sky before anyone else does. If the Drow are here, then other darker races must also be here. I will speak with the warrior... beast tribes inhabiting the area and wipe out any bands of hostile humanoids."

The monk that had accompanied them turned his attention to the mountain. "There is no hostile..." He furrowed his brow. "No. I sense no evil from the mountain."

Dionkadi snorted. "That's because you're blind to the obvious, Songo..."

"Be nice!" Grukum said.

Songo the monk shook his head. "Whatever is keeping the evil intact must still be intact. I sense no power from the mountain. The volcano, on the other hand... it churns with screaming souls."

Dionkadi paused. "What?"

"The volcano is unnatural, but that unnaturalness is naturally-ending, as well." The monk lifted his cowl, showing his pale blue eyes. Power flowed from them as if he was a living battery for spiritual energy. "Something happened. The heat of magma is replaced by the chill... of death, but that death will end soon and life will spring anew." The monk put his cowl back over his head. "Until then, the rats are not the only problem."

"Well, one thing at a time." Dionkadi said. "Maganth, can you go up the mountain and scout for us? We'll leave the door open at the inn for you."

The dwarf nodded. "You have my axe, Dionkadi. I'll return in five weeks with a detailed map of the summit and mountain shelves we'll be using to climb up." He took another look up at the mountain, rubbing his beard as he thought. "Do you want me to go into the ruins?"

The paladin shook his head. "No. Don't take risks. If something has taken the ruins now that the dragon is gone, we need to face it as a team, be it drow, skaven or some other unknown enemy. I will be consulting with clerics within Fairheart Valley on the best route to approach. If something else has made a lair, stick to the plan. Observe three times, use action once."

The dwarf hefted his axe, balancing it on his shoulder. "Leave me a warm bed and warmer wench, Dionkadi. I will be expecting it as a favor for these few more weeks without rest."

Dionkadi grinned as the gates to the city opened before them. "Have I ever let you down yet?"

Grukum put a hand to her mouth in a laugh before the group entered the city in Fairheart Valley for some well-needed R&R before the big climb. Next stop, Moradin's Rage!

WILL YOU...

A) Attempt to kill the Queen Rhinocodile for meat?
B) Try to explore further into the mountain, now that you think you know where the evil artifact lies?
C) Seek out the source of the "Holy Power" that ruined Kermit's Fun? by one fucking point... I'm still laughing...
D) Have the Grippli take the fight to the Drow first, before they try something "stupid"?
E) Ask the Drow "Leaders" for a permanent truce, or "GTFO, this is the grippli's mountain now?"
F) Focus on resource gathering so that the Grippli are ready to spawn new tadpoles (in '04, but better late than never)?
G) Scry on the Skaven to see what they're up to, in case they're planning something?

Statistics: Posted by Aegis J Hyena — Wed Nov 20, 2013 1:02 am

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