2014-02-10

604.05

Going to try for tomorrow for the next post and then wednesday/friday. Barring that if I don't feel creative tomorrow, wednesday or thursday for the next one.

Cast of Characters [NPCs]

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Maraxia, Black Wyrm
Auash, summonable Efreeti, bound to Ilphnilee
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
Vhontaethraxxia, a Bronze Wyrm
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 2/0 (15/3)
Has pulled from the Harrow Deck
Carries 5 E.T.G. Arrows
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

D43dlock: Myron Cloudgazer (Wemic) (Occupation Shaman/Skilled Smith/Hobby Gemcutter) SA/FH 0/0 (15/3) 16 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 Flight) SA/FH 6/1 (15/3) 2 EXP to spend
Knows Blade Barrier
[rN+]
Wears Elven Boots of Dodging (+6 Reflex Saves, +3 Dexterity)

BadgeAddict: Kermit (Grippli) (Occupation Priest of Ehlonna/Skilled Alchemist/Hobby Hunter) SA/FH 2/0 (15/3)
Has pulled from the Harrow Deck
Wields the Equalizer (Cold Iron Great Mace +1, +2 vs Demons)
Wears Robes of Energy Resistance (Cold/Fire 15, Elec 30)
Wears Mithril Chain Mail +1
Wears a wooden Ring of Invisibility
Wears an Opal Bracelet of Defense +4 (Water Resistance 25)
Can open any two locks without question
-2 Charisma
-2 Intelligence
-4 Wisdom

Madmartin: Cloud Eye (Pegasus Pony) (Occupation Scientist/Skilled Inventor/Hobby Explorer) SA/FH 0/0 (15/3)
Carries 50 emeralds (150 GP apiece), a Strange Steel Coin, and a Tooled Amulet
Has pulled from the Harrow Deck
Controls Six Giant Ants
Is Lycanthropic (Kodiak Bear, Controllable)
Owns a Cloud Manor at 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 0/1 (15/3) 16 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 0/0 (15/3) 45 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
Can Summon an Outsider (Auash, an Efreeti) 1/day
Very Hardened Skin (+4 AC, -4 Dex)
Has read a Book of Vile Darkness: +3 Wisdom, Caster Level +3
Is studying a Book of Necrotic Muay Thai

Sarusama: Triton (Grippli) (Occupation Druid/Skilled Leatherworking/Hobby Cooking) SA/FH 2/0 (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 "Dracodile" Familiar (Black Crocodile with acid bite), known as Thrashbite
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]

LAYF: Merix Tall'Brixz (Drow) (Occupation Druid/Skilled Healer/Hobby Divination) SA/FH 0/0 (15/3)
Casts Electric Spells 50% easier
Mute [Permanent]
Is Extremely Empathic
Is Rooted to the Spot
Reflects Beam spells
Produces energy via photosynthesis
Sees in heat vision
Hair is neon lime green

Burns: Kethrendi (Pseudodragon) (Occupation Bard/Skilled Scout/Hobby Alchemy) SA/FH 6/0 (15/3)
Carries a Potion of Dragon's Heart

Alaen: Alistair Montblanc (Human) (Occupation Inventor/ Skilled Arcanist/ Hobby Trader) SA/FH 0/0 (15/3) 2 EXP to spend
Developer of the Belar'mor

Enkrod: Srachaz (Black Scaled Lizard Man - Draconic) (Occupation Warrior/Skilled Hunter/Hobby Trophies) SA/FH 3/1 (15/3)
Can Spit Acid (7d8, 3/day)

Lokthar: Blasts Rocks (Goblin) (Occupation Sorcerer, Skilled Stoneworker, Hobby Enchanter) SA/FH 1/0 (15/3) [Inactive]
Knows "Conjure Magma Elemental" and "Transmute Earth to Fire"
Has a +15 bonus to enchanting stonework, can enchant with Very Unusual Effects

Character Available: Nikohl, Borys, TTW, Feytala, TTwig, Moose, Astrosteve

TRANCE!:

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Grikkul Action Bar: 12/15 (Trance cooldown: 3) (Rolled 96, +1 for using SA, +1 for Successful SA, total +3)
Myron Cloudgazer Action Bar: 2/15 (Trance Cooldown: 5) (Rolled 20)
Night Seeker Action Bar: 5/15 (Trance cooldown: 3) (Rolled 47)
Kermit Action Bar: 2/15 (Trance Cooldown: 1) (Rolled 45, +1 for using SA, +1 for Successful SA, total +2)
Cloud Eye Action Bar: 13/15 (Trance Cooldown: 2) (Rolled 84, +1)
Narasimha Thunderstrider Action Bar: 13/15 (Rolled 34, +1 for using SA, +1 for Successful SA, total +2)
Ilphnilee Everhrae Action Bar: 7/15 (Trance Cooldown: 6) (Rolled 71, +1)
Triton Action Bar: 14/15 (Rolled 7)
Merix Tall'Brixz Action Bar: 15/15 [TRANCE] [Trance Expires end of 605.06] (Rolled 48, +1 for using SA, +1 for Successful SA, total +2)
Kethrendi Action Bar: 2/15 (Trance Cooldown: 6) (Rolled 3)
Alistair Montblanc Action Bar: 15/15 [TRANCE] [Trance Expires end of 605.06] (Rolled 92, +1)
Srachaz Action Bar: 1/15 (Rolled 52, +1)
Blasts Rocks Action Bar: 7/15 (Inactive, no rolls)

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 2
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
Places: Ehlonna's Refuge (New Home)
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, 8100 Silver Coins, 2700 Gold Coins, 25 small diamonds (400 GP each), 26 Diamonds (4000 GP each), a diamond (1500), 19 iron bracelets with diamonds (175 each)

Magic Item Chest: Warhammer of Frozen Cold (14 charges), Opal Bracelet of Defense +4 (Water Resistance 25)[/i], Leather Armor of Regeneration +2 , Wand of Lightning with 8 charges, a Draconian Mask of Necromantic Resistance, Leather Armor +1, Two vials of Dust of Sneezing and Choking, Three doses of Potion of Jumping, A kris Dagger+2, Gloves of the Shortened Path, 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, two books on Witchcraft (one tiny, one huge) one scroll (the scroll has unknown spells), small Ferret Figurine, three Warpstone Skaven Seer Stones (almost identical to Crystal Balls), Sword +2, +3 vs Cold Using Creatures (Burns Paper on touch), 21 Pinpoint Bolts, 1 Potion of Dragon's Heart

Enchantables Chest: one rowan recurve bow, one buckler-sized light grey dragon head scale, ten pale yellow-fletched arrows notched with elven script, 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)

"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

The Aspects and Experience

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VillageDefense 5 (88.5/125); Militia 5 (25.25/75); HomeFamily 4 (21/60); FoodWater 4 (19/60);
Dungeoneering 6 (2.25/150); LegendsLore 4 (28.25/60); MazeLoot 5 (2/75); DungeonCombat 5 (2/75);
Warfare 5 (108/125); Group 4 (54.5/60); Single 4 (34.25/60); Magic 4 (40.75/60);
Technology 6 (20.75/150); Tools 4 (38/60); Gears 4 (44.75/60); Tinkery 4 (50/60);
Personal 5 (98.25/125); Occupation 4 (29.5/60); Skill 4 (27/60); Hobby 4 (28/60);
Spiritual 6 (90.25/150); Divine 5 (21.9375/75); Healing 4 (31.1875/60); Shaman 4 (34.9375/60);
Social 5 (76.75/125); People 4 (34.3125/60); Goods 4 (18.8125/60); Diplomancy 4 (31.3125/60);
Sorcery 15 (163.25/375); Libra 10 (45.875/150); Ley 10 (54.375/150); SpellSchool 10 (29.875/150);
Mystery 6 (73.75/150); SI 5 (8.75/75); SA 6 (15.5/90); FH 4 (45.75/60);
Date: 604.5
Action Points: 106
Successful Actions: 54; Failed Actions: 22

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]: +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.
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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Kermit's Personal Touch: 17 (No Bonus)
Merix's Personal Touch: 16 (No Bonus)
Narasimha's Personal Touch: 78 (Occupation)
Grikkul's Personal Touch: 79 (Occupation)
Encouraging the Cult (80+): 88 + 18 (Spiritual 6) + 8 (Shaman 4) + 8 (Diplomancy 4) + 0 Action Points = 122 vs Modded 74 (Base 80) (Action Succeeded)
Raiding the Gnolls (75+): 48 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Group 4) + 5 (Strength in Arms) + 5 (Basic Training) + 0 Action Points = 91 vs Modded 70 (Base 75) (Action Succeeded)
Focusing on Village Defense (70+): 18 + 15 (VillageDefense 5) + 8 (HomeFamily 4) + 0 Action Points = 41 vs Modded 70 (Base 75) (Action Failed)
Kermit's Cult Engineering (85+): 54 + 18 (Spiritual 6) + 8 (Shaman 4) + 8 (Diplomancy 4) + 12 (SA 6) + 15 Action Points = 115 vs Modded 79 (Base 85) (Action Succeeded)
VIE Roll (80+): 7
Something Interesting (70+): 87 + 18 (Mystery 6) + 12 (SA 6) + 0 Action Points = 117 vs Modded 64 (Base 70) (Action Succeeded)
VME Roll (80+): 80 (+8)
Mysterious Event (80+): 35 + 18 (Mystery 6) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 75 vs Modded 74 (Base 80) (Action Succeeded)
Merix's Empathic Contacting (90+): 76 + 18 (Spiritual 6) + 10 (Divine 5) + 20 (Ley 10) + 12 (SA 6) + 15 Action Points = 151 vs Modded 84 (Base 90) (Action Succeeded)
VIE Roll (80+): 55
Something Interesting (70+): 41 + 18 (Mystery 6) + 12 (SA 6) + 0 Action Points = 71 vs Modded 64 (Base 70) (Action Succeeded)
VME Roll (80+): 5
Mysterious Event (80+): 47 + 18 (Mystery 6) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 87 vs Modded 74 (Base 80) (Action Succeeded)
Narasimha's Spiritual Seeking (80+): 62 + 18 (Spiritual 6) + 8 (Shaman 4) + 8 (Diplomancy 4) + 12 (SA 6) + 8 (Occupation [Gift]) + 0 Action Points = 116 vs Modded 74 (Base 80) (Action Succeeded)
VIE Roll (80+): 80 (+8)
Something Interesting (70+): 77 + 18 (Mystery 6) + 12 (SA 6) + 8 (VIE) + 0 Action Points = 116 vs Modded 64 (Base 70) (Action Succeeded)
VME Roll (80+): 87 (+8)
Mysterious Event (80+): 25 + 18 (Mystery 6) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 65 vs Modded 74 (Base 80) (Action Failed)
Narasimha gets a Dragon Template (85+): 65 (Nope)
Grikkul's Archer Training (70+): 64 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Single 4) + 12 (SA 6) + 8 (Occupation [Gift]) + 15 Action Points = 132 vs Modded 65 (Base 70) (Action Succeeded)
VIE Roll (80+): 56
Something Interesting (70+): 65 + 18 (Mystery 6) + 12 (SA 6) + 0 Action Points = 95 vs Modded 64 (Base 70) (Action Succeeded)
VME Roll (80+): 29
Mysterious Event (80+): 80 + 18 (Mystery 6) + 12 (SA 6) + 10 (SI 5) + 0 Action Points = 120 vs Modded 74 (Base 80) (Action Succeeded)

Vhontaethraxxia's Assault: Round 1/3: 43 + 54 (Warfare 18) + 48 (Militia 16) + 33 (Single 11) + 33 (Magic 11) = 211
Maraxia Fights Back: Round 1/3: 26 + 60 (Warfare 20) + 42 (Militia 14) + 27 (Single 9) + 42 (Magic 14) = 197
211 vs 197: Vhontaethraxxia Wins
Vhontaethraxxia's Assault: Round 2/3: 6 + 54 (Warfare 18) + 48 (Militia 16) + 33 (Single 11) + 33 (Magic 11) = 174
Maraxia Fights Back: Round 2/3: 74 + 60 (Warfare 20) + 42 (Militia 14) + 27 (Single 9) + 42 (Magic 14) = 245
174 vs 245: Maraxia Wins
Vhontaethraxxia's Assault: Round 3/3: 2 + 54 (Warfare 18) + 48 (Militia 16) + 33 (Single 11) + 33 (Magic 11) = 170 (Critical Fail, original roll was less than 5)
Maraxia Fights Back: Round 3/3: 57 + 60 (Warfare 20) + 42 (Militia 14) + 27 (Single 9) + 42 (Magic 14) = 228
Vhontaethraxxia fumbled; Maraxia Wins

Battle of the Wyrm, Round 1/5 (75+): 15 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Group 4) + 8 (Magic 4) + 0 Action Points = 56 vs Modded 70 (Base 75) (Action Failed)
The Lizard Men: 60 + 27 (Warfare 9) + 14 (Militia 7) + 10 (Group 5) + 2 (Magic 2) = 113
Failed the roll; the Gnolls win the first round

Narasimha Saving Throw (16+): 4 (Barely injured thanks to Regeneration)
Triton Saving Throw (16+): 12 +10 (Harrow) = 26
Kethrendi Saving Throw (16+): 10 (Moderately Injured)
Grikkul Saving Throw (16+): 3 (Moderately Injured)

Battle of the Wyrm, Round 2/5 (80+): 63 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Group 4) + 8 (Magic 4) + 0 Action Points = 104 vs Modded 75 (Base 80) (Action Succeeded)
The Lizard Men: 50 + 27 (Warfare 9) + 14 (Militia 7) + 10 (Group 5) + 2 (Magic 2) = 103
104 vs 103: The Survivors (barely!) win the second round

Battle of the Wyrm, Round 3/5 (90+): 45 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Group 4) + 8 (Magic 4) + 0 Action Points = 86 vs Modded 85 (Base 90) (Action Succeeded)
The Lizard Men: 40 + 27 (Warfare 9) + 14 (Militia 7) + 10 (Group 5) + 2 (Magic 2) = 93
86 vs 93: The Gnolls win the third round

Narasimha Saving Throw (16+): 7 (Moderately Injured)
Triton Saving Throw (16+): 4 +10 (Harrow) = 14 (Moderately Injured)
Kethrendi Saving Throw (16+): 8 (Badly Injured)
Grikkul Saving Throw (16+): 10 (Badly Injured)

Battle of the Wyrm, Round 4/5 (85+): 49 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Group 4) + 8 (Magic 4) + 0 Action Points = 90 vs Modded 80 (Base 85) (Action Succeeded)
The Lizard Men: 64 + 27 (Warfare 9) + 14 (Militia 7) + 10 (Group 5) + 2 (Magic 2) = 117
90 vs 117: The Gnolls win the fourth round

Narasimha Saving Throw (16+): 4 (Badly injured; would be mortal but, y'know, regeneration)
Triton Saving Throw (16+): 8 +10 (Harrow)
Kethrendi Saving Throw (16+): 14 (Mortally injured)
Grikkul Saving Throw (16+): 6 (Mortally injured)

Battle of the Wyrm, Round 5/5 (70+): 65 + 15 (Warfare 5) + 10 (Militia 5) + 8 (Group 4) + 8 (Magic 4) + 0 Action Points = 106 vs Modded 80 (Base 85) (Action Succeeded)
The Lizard Men: 13 + 27 (Warfare 9) + 14 (Militia 7) + 10 (Group 5) + 2 (Magic 2) = 66
106 vs 66: The Survivors win the last round

Battle of the Wyrm Result: Gnolls 3, Survivors 2: The Lizard Men successfully defend Maraxia's Lair!

Grikkul Takes The Shot (90+): 16 + 15 (Personal 5) + 8 (Occupation 4) + 15 (Warfare 5) + 10 (Militia 5) - 20 (Maraxia beats Vhontaethraxxia) + 16 (4/5 Battle of the Wyrm rolls won) + 0 Action Points = 60 vs Modded 80 (Base 90) (Miss!)
Evan locates the Arrow (60+): 21 + 18 (Mystery 6) + 8 (Magic 4) + 20 (Ley 10) + 0 Action Points = 67 vs Modded 54 (Base 60) (Action Succeeded)
Grikkul Takes The Shot II (90+): 23 + 15 (Personal 5) + 8 (Occupation 4) + 15 (Warfare 5) + 10 (Militia 5) - 20 (Maraxia beats Vhontaethraxxia) + 16 (4/5 Battle of the Wyrm rolls won) + 0 Action Points = 67 vs Modded 80 (Base 90) (Miss!)
Evan locates the Arrow (60+): 20 + 18 (Mystery 6) + 8 (Magic 4) + 20 (Ley 10) + 0 Action Points = 66 vs Modded 54 (Base 60) (Action Succeeded)
Grikkul Takes The Shot III (95+): 89 + 15 (Personal 5) + 8 (Occupation 4) + 15 (Warfare 5) + 10 (Militia 5) + 0 Action Points = 137 vs Modded 85 (Base 95) (Action Succeeded)

Maraxia Saving Throw (37+): 12 + 13 (Dragon Age and Experience) + 8 (Maraxia Beat Vhontaethraxxia) = 33 (Takes 169 damage)
Vhontaethraxxia Saving Throw (18+): Natural 20

End Battle result: Vhontaethraxxia is moderately injured, but stalemates Maraxia, who is badly injured. Maraxia flees her lair and the Gnolls move in to fortify; Survivors lose 66% of their numbers, Gnolls lose 33%.

Population

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1 Drow (PC)
1 Former Drow turned Plant-Elf-Thing (PC)
1 Lizard Man (Saurus) (PC)
5 Druids of the Orange Hearthstone
2 Dire Wolves, the alpha is Bitter Moon [Very Positive]
25 Dartemba [Very Positive]
139 Grippli (3 PCs), 16 (NPCs) which are Toxic Skinned
1 Goddamned Pseudodragon (PC)
1 Goblin (PC) [Inactive]
2 Ponies (PCs) (1 Pegasus, 1 "dark" Pegasus)
2 Wemics (PCs)

The Current Date: 604.05
Things Incoming: Potential Outbreak of Dathazan Fever [604.06], Gnolls War with the Dartemba [604.11], Ilphnilee ends Isolation [604.12], Tower/Temple completed [605.07]
Storylines Running: Rough Black Scales (ends this month), Gnolls of the Dinner Table (Ends in ???)

We begin at home, where the first of a few Spawning Pools are completed, and the Grippli will be ready to spawn, so to speak, sometime around 604.10 (You may want to wait until next year so that the young don't freeze solid in the upcoming winter). As the pools are constructed, Kermit approaches the new cult and welcomes them with open arms, saying that much like the Dartemba believing that everything serves the Great Soul, "We all serve Ehlonna in one way or another." It's obvious to Kermit that the leader of the cult (a grippli named Grukallup) had taken his ideas from the zealous druid that originally ruled the Druids of the Orange Hearthstone. His first intention was to overtake Kermit (as he was jealous of his ability to lead) but this "reverse psychology" suggests that if Kermit were to fall, there would be a war for succession.. During the discussion and the welcoming, some of the cult members report that someone or something set an Elemental Smite Trap that would have destroyed the tower's base as it was being built; this has a mammalian signature on it instead of a reptilian or amphibian one.

Three different groups go off to deal with some of the gnolls to make sure they don't get in the way of the upcoming fights. The battles are messy and some fights are one-sided. The gnolls don't appear to have a single leader capable of making them a credible threat, or they're just keeping all the smart ones in reserve, one of the two. You smash a few raider camps and make maps to the looted caches, so that after the dragon business is concluded you can go back and loot them at your leisure.

On the spiritual side of things, Narasimha looks for spiritual assistance to help Grikkul take out Maraxia. She ends up making some temporary allies with eagles and eagle spirits so as to lend the arrow faster speed and Grikkul an "eagle eye" so that the shot can ring true. She also drinks one of the potions of Dragon's Heart, gaining a frost breath weapon for the duration of the Battle of The Wyrm. Merix meanwhile tries to set up interferance, making sure any spiritual allies of the lizard men and of Maraxia are held off by Merix's own allies. The best thing he can do is ally with scorpion spirits to give the Pinpoint Bolts that much more penetrating power, as well as give the Grippli and their allies a little bit of an AC bonus. While this goes on he has some of the animals fetch him one a Wand of Lightning, the Mink Cloak of Fire Resistance and the Leather Armor of Regeneration +2. When he dons the armor and cloak, there is a hissing sound as the armor and cloak meld into his form and end up bestowing their bonuses to the inside of the temple itself, so anyone within the temple that is an ally or friend to Merix has fire resistance and a little bit more AC than normal.

When Merix recovers after feeling the items melt into his body, he finds that he attracted the attention of a primal spirit of war. This particular spirit is interested in seeing if the Grippli can survive, so the spirit "holds Merix to his promise that the abomination of Maraxia will be destroyed" and binds the temple itself to Maraxia. This means Merix has a visitor (stuck) in his head. While you'll always know what Maraxia is up to, you won't be able to dislodge her bitching (or her potential influence...) until either the temple is destroyed by her claws, or you drop Maraxia out of the sky. Merix has no problem putting Maraxia's "mind" off in a dark corner of his soul, but this may become a problem if her influence proves too great. For now, all you can do is wait and hope the two stay separate.

Grikkul trains with the Arrow of Slaying as much as he can, and finds that the arrow not only can always be re-used if not fired against Maraxia herself, but that it punctures lizard men as if they were paper. This basically means that with Evan spotting for him and retrieving the arrow, he can fire it again and again to nearly one-shot the bigger sauri and Kroxigors that make up the black lizard men tribe. After a long enough time training, he begins to see the arrow as an extention of himself, so much that he can almost will where it goes and that he can deliver the death blow to Maraxia personally, turning any shot of the arrow into a ranged touch attack and making it far easier to hit that way.

The Battle of the Wyrm is decidedly a long one. Maraxia's lair is a cave on a hillside, surrounded by spiked wooden logs and ringed with weapons of war (ballista firing huge logs, a couple of catapults, one or two armored siege machines, etc). The lizard men take the battle to the assembled Grippli and Dartemba, and a few rounds after the groups begin to clash in melee, a great roar is heard and Vontaethraxxia makes her appearance. Maraxia answers her roar with a roar of her own and launches out of her cave, a black bolt against the bright sky crashing almost headfirst into the bronze wyrm. While they wrestle it out in midair, the catapults and ballistae fire into the lizards and your allies, breaking and killing both friend and foe alike. While Grikkul slinks on the edges of the combat and the Wand of Lightning Bolts that Marix didn't take is exhausted, you see one of the ballista "arrows" go right through one of Vontaethraxxia's wings, ruining her attack and causing her to falter. Maraxia seizes this moment and grabs her neck in her jaws, effectively bodyslamming her into the ground.

Grikkul takes the shot... and misses. It's wide and flies off into the distance with Evan hot on its trail. Maraxia noticed the arrow and levels her gaze right on the Grippli, but all Grikkul does is flip her off while Vontaethraxxia recovers and leaves some gaping claw wounds across one side of the black wyrm's face. Evan returns a few minutes later with the Arrow of Slaying and Grikkul waits for the right moment for a gap in the throat scales to be exposed.

While Kethrendi baits the lizard men into chasing him (and wasting thrown spears) while biting straight through a skink's spine every now and again, Narasimha is wrestled to the ground by sauri wielding nets and is promptly beaten up. It's when she has a spear shoved point-first up her ass that the regeneration from the Lycanthropic Cure Variant kicks in and she begins to wildly buck and strike out with her hooves. Two sauri fall before they know what happened, and they go back to wrestling tactics instead of stabby, pointy tactics. Triton, who had pocketed the Chaotic Doom Cube on orders from Kermit (since Kermit had to stay at home and "defuse" the cult) takes that moment to look right at the dragons in the sky and roll it. Its effect is immediate: Maraxia's claws and teeth turn to blunt rubber, several of her muscles visibly burst (lowering her Strength by 6) and the funniest part is that from behind her, one can see that she has begun to uncontrollably lay eggs.

This pisses her off. She flails and thrashes in the air, demanding the lizard men double their efforts into crushing the heroes. The eggs slam into the ground and shatter with a series of splats; you are unable to rescue a viable egg in the midst of combat (especially when some of the lizard men begin shooting at them). As Maraxia flails in rage, Vontaethraxxia grabs her and slams her to the ground HARD before taking another few tree logs into her other wing; she is grounded. Maraxia goes full razor-ginsu on the bronze wyrm, tearing into her and ripping out chunks of her side and belly while strangling the bronze wyrm with her tail. When Maraxia opens her mouth to spit a gout of acid (dissolving half the bronze's face), Grikkul lines up and takes the shot at her unprotected mouth.

The shot is a miss, going wide thanks to some funny winds. Maraxia's eyes trail after the arrow and then after Evan; the wyrm reaches a claw down to try to smash the raven much like one would step on a bug, but the little raven is much faster and can dodge in and out of the rapidly-closing talons. Evan escapes and goes to get the arrow while Maraxia turns her full wrath on Grikkul and charges, knocking aside both lizard man and Dartemba centaur on her way. All the while, more eggs are popping out of her "other end", further serving to enrage her.

Narasimha emerges from the spirit realm, grabs Grikkul and yanks him into the spirit, then the pair of them shift in the spirit over to where Evan's familiar spiritual signature is waiting for them. They phase into the material world, causing Maraxia to turn her head in an expression of surprise, then she lunges again. Behind her, the combined forces of the wolves, the druids and the Dartemba (as well as many grippli wearing prototype Belarmor and some of the half plate) are beating back the lizard men, causing them to retreat up the hill. Boulders are released causing the allied forces to scatter, but the druids pick these up with Gusts of Wind and fling them back at the ballistae and siege machines, destroying most of them. Maraxia finishes her lunge just as Grikkul lifts the arrow to the bow, and as he pulls back, Maraxia nearly one-shots him with a giant claw to the head (for certain values of "claw", being her claw is bigger than Grikkul's entire body).

Grikkul fires, and the last thing he sees is a flash of an eagle spirit as the arrow speeds to its target... and dead-on hits Maraxia right between the eyes. There is a flash of grey light, and everything in everyone's sight flashes as if it were a picture's "negative", then Maraxia screams and sounds the retreat.

While it didn't one-shot her, it badly injured her to the point that if she carried on the fight she would lose. With the bronze wyrm grounded, the lizards briefly consider going after her since she's in a prime location to be butchered (and that the lizards still outnumber the Dartemba and assembled parties about 3 to 1). Those ideas are dashed when word comes that the gnolls have been skulking the battle's edges, striking at both groups where and when they can. With that known, they can't defend on all fronts so the lizard men fall back and run into the dragon's cave to bolster it up. Maraxia pays them no heed and flies off, the magic of the arrow eating away at her skin layer by layer. She won't be killed by the arrow itself, but it will be a damn long time before she can return, if she decides to return at all! Merix can still feel her as being "alive" thanks to the war spirit's connection, but she lost nearly 3/4 of her HP in that little battle.

Casualties of this fight included most of the wolves of the Shadowed Stream Pack; only Six Toes and Bitter Moon are left. You lost a few Druids of the Orange Hearthstone, some Grippli warriors, and the Dartemba came away hurting, but for the most part intact. Narasimha got beaten on hard when she got swarmed by Skinks armed with envenomed daggers, the poison did a good job of both shorting out her regeneration for a time and making her poisoned blood a bit worse for a while. Kethrendi took quite a few hits and almost drank the Potion of Dragon's Heart as an ace in the hole, but he finally managed to outrun the ranged Skinks who were chasing him. Already nearly mortally wounded from the fight with the lizards, that last critical by Maraxia nearly ended his life and Grikkul almost dies on the way home... but he awakens (surrounded by animals and heavily bandaged) in Ehlonna's Refuge on a small bed in front of Merix.

Narasimha regenerated much of her injuries (though the lizards have caught on that she's more supernatural than natural), the others have assorted broken bones and other injuries. Thankfully there are very few acid burns; your training has made you able to dodge those blasts pretty easily. The lizards still outnumber you, and it's a fair bet to say that if they think they can get away with it, they will arm themselves with the wyrm's loot and come calling. All that's left is to eliminate the remains of the lizard men, who have claimed the dragon's cave (and her hoard) as their own; meanwhile the ponies, Cloud Eye and others have gone to see to the recovery of their liege; Vontaethraxxia has to be helped back to her lair by hoof, with her crawling along the ground.

Total EXP for the battle (and the Rough Black Scales storyline): Warfare 18, Militia 18, Personal 14, Group Combat 10, and Single Combat 8.

Finally, joining the Grippli is one of the Sauri from Maraxia's lizard men. He is called Srachaz, and he has heard of the Survivors and believes that they are aptly named. His belief is that since Maraxia fled it shows she is not worthy of survival. He's pledged his sword to the cause of Ehlonna and the Survivors and has said that he knows her weak points, although during the battle you got a pretty good picture of those already. He's strongly of the belief of "Devour or be devoured, behave like prey and you will end up as prey", saying that because Maraxia fled, she is unworthy of survival. "She cannot stand and take her death like an adult dragon in honorable battle, so she flees like a coward. She Will Fall." It's up to you whether you accept him or decide that he is a backstabber sent by the lizard men to gain trust in the tribe. He does have draconic ancestry, so he does have an acidic breath weapon (but nowhere near as powerful as Maraxia's).

WILL YOU...

A) Order most, if not all the tribe to go all out and take out the Lizard Men who have fortified Maraxia's former lair (and have access to all her loot)?
B) Contact the Gnolls before the Lizard Men can ally with them?
C) Assist the ponies in getting their liege home before the lizard men decide they want horsemeat for dinner?
D) Loot the Gnoll Bandit Camps you smashed?
E) Attempt to manufacture more Dragon's Heart potions?
F) Try to contact one of the werewolf tribes by a Scry, since you couldn't find them by sight or scent?
G) Trace the Elemental Smite Trap back to its caster via a Scry? This is your only chance to do so before it is dispelled.

Statistics: Posted by Aegis J Hyena — Sun Feb 09, 2014 4:48 pm

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