Saturday, November 21, 2015

11/18/15 Virtues Session 27: KAZZAK!

KAZZAK! The crash was like a whip-crack in the air, filling the immediate area with a sound and a brief flash of brilliance.

Kyras paused and listened to whispers on the wind, not speech but more like the caress of air upon the druid conveying the elemental's intentions and knowledge. Kyras understood the language of air elementals at once.

Next to the druid, his companions ever watchful, began defensive preparations, but Kyras was not alarmed by this nor by the next two lighting strikes that followed.

KAZZAK! Above the electricity burn of the last lighting strike a man-sized elemental form addressed Kyras. While several of the druid’s companions could not understand all of the elemental language the creature used to communicate they could see the elemental’s form which Dramen later described what looked like an invisible man crackling with small jolts of electricity. Body language was shared as a common trait between the druid and elemental’s palaver.

The exchange lasted for a few moments Rydin, with the aid of his fabulous magical helm, was able to understand some but not all of their conversation, the helm had difficulties comprehending non-verbal communication. What Rydin did gather was… “yellow grizzly bones is where you left it… it hasn’t been disturbed.” A strange message, but before Rydin could understand anything further Kyras curtly broke from his talk with the elemental.

“I know where the second entrance to the Ways is,” and continued to walk the byways and avenues of Bouvet Keep to the dwarf temple leaving his confused friends not far behind.

We begin with our fleet escape from the rat-men hunters and their swine companions and to a unit of defensive guards stationed to protect the hospital. When asked, the guards explained that  two ‘other-worldly’ denizens/ demons had been sighted and that the guards were here in defense of the hospital. This prompts Dramen to cast a see invisibility disclosing to other guards unseen before; Syrendross maintains a message between the companions.

Making our way back to the dwarf temple to rest, Kyras is fast approached by an unlikely ally by the name of Kazzak. A stormcloud who has a connection to Jerit Macaugh and through a pact with a man named Lord Fulgur, sent Kazzak to aid Kyras while in Bouvet Keep as well as delivery of two messages. 1) ‘yellow grizzly bones is where you left it… it hasn’t been disturbed’ and 2) an answer, ‘the second entrance is in the bay.’ We later make it back to the dwarf temple whereby Kazzak monitors our rest and recovery from the long day.

During the night some of us were treated to dreams and some to revelations. The inquisitor and his brother will arrive in five days henceforth arriving with members of the Count’s Council. These traitors to Bouvaldia commonly use children, many red-haired, to disguise themselves. The driders from below the hospital acted and were valued companions in the battle the day before. Someone scryed on our fellowship, but thanks to Lapis Dolgrin was protected.

The next day we break our fast and inform the dwarves that we will no longer stay at the temple fearing for their safety before we eventually journey to the Bay. Once arrived Kyras sends Kazzak out to scout in the bay, but as he does so some of us notice various thugs, casually spaced apart carefully watching us. In the bay several ships as well as tug boats floated minding their own business but standing out were three naval ships with sailors attending to their assigned duties.

Just as some of us were making preparations against yon would be thugs Kazzak returns to Kyras with a spray of ocean water. Below the water’s surface two ship hulls have been converted and placed on either side of what was likely the entrance to the ways; it was guarded by sea monsters and aquatic elves.

Meanwhile several navy men see this odd exchange, depart from their vessels and accost our group. The man was in full uniform and introduced himself as Admiral Melandrach Olithir and after a few tense moments we introduced to his first mate Lerawy and his body guard Untruak and are invited back on his vessel under the pretense of routine discipline.

Syrendross make uneasy friends with Untruak and Dramen impresses everyone; but after six hours we had discovered another ally against the cult of Orcus. After a full disclosure of events (sans before coming to the Evening Isles) Admiral Olithir sends two messages after learning of the death of Tenebris.

Admiral Olithir is aware of the legends of the Ways and reveals that the ‘aquatic elves’ are actually aquatic drow and with the threat of Tenebris gone it was time to ‘take back the bay’. We are warned about a contract on Admiral Olithir’s life (assassin Anasia) as well as new information that Marlene is Carvanatos Tramore’s mother. The Admiral states he will be ready by noon the next day after he makes preparations.

The rest of the day is spent liquidating our excess equipment and arranging an overnight stay at a random tug boat where we begin next week’s session.

Thursday, November 19, 2015

The Admiral's Message

Count Idar Tan read the Admiral’s message again, tears welling in his eyes:
Count Idar Tan

Tenebris is dead, slain by a dwarven paladin and his elven companions.  These adventurers risked travelling the ways in an effort to warn Bouvet Keep of the Duke’s murder as well as the cult of conspirators behind the plot.  While I cannot risk writing down the names of those noblemen behind the plot my concern against naming them should certainly identify at least one of their number to you. We only have five days to prepare, I implore you and your men to come directly to my ship the Whalewood when you arrive in Bouvet Keep for the Coucil of Naming.

Count Idar Tan folded the note and tucked it inside his jacket.  If it was true that Tenebris was destroyed he may finally discover the fate of his daughter.  Choking back tears the Count called for his houseman, “Send word to Pergoyt that I require his arcane expertise, I need to travel quickly.”

Saturday, November 14, 2015

Spellbooks Found

Arctic Call (Level 11 Evoker)

Fine vellum sheets fill these two well-worn books. Beautiful illustrations depict the effects of each spell, many with a distinctly arctic theme. Though the pages and their wintry illustrations are of high quality, the protective leather case that encloses both books smells and feels greasy, as if the hide has been crudely waterproofed with animal fat.

Protection Fire trap modified to inflict cold damage (Reflex DC 17)

Opposition schools Illusion, necromancy

Value 4,335 gp (5,985 gp with the preparation ritual)


6th—contingency S, freezing sphere S, repulsion

5th—cone of cold S, mage’s private sanctum, permanency, teleport, wall of forceS

4th—ice storm S, shout S, stoneskin, symbol of revelation [UM], wall of iceS

3rd—arcane sight, dispel magic, elemental aura S [APG], fire trap, heroism, lightning bolt S, phantom steed, seek thoughts [APG]

2nd—bull’s strength, false life OP, glitterdust, hideous laughter, make whole, resist energy, rope trick

1st—detect secret doors, endure elements, enlarge person, feather fall, mage armor, magic missile S, obscuring mist, shield, shocking grasp S

0—standard plus breeze [UM] (missing) [errata removes 0-level spells]

Preparation Ritual
Rime Bite (Su) You infuse your spell with a biting cold that few can withstand. Spend this boon as a free action when you cast a spell with the cold descriptor. Any damage from that spell ignores all resistance to cold, but does not ignore immunity to cold.

The Work Book of Rul Thaven (Diviner)

This medium-sized book has a creased spine and supple gray leather covers. The leather has rubbed away in certain spots, tiny pinhole burns pock the surface, and a brass lock holds the book shut. A woman’s portrait has been bound into the front cover, and text covers almost all of the image except her face: text in circles, with arrows pointing to new circles with suppositions. Underneath the woman’s chin are the words “Diabolist sacrifice?”

Protection Average lock (DC 25), and the 5th-level spells are hidden with secret page. The special word is “reveal.”

Opposition schools Illusion, transmutation

Value 2,195 gp (3,320 gp with the preparation ritual)


5th—contact other plane S, Hod's Gift(DM), major creation, telepathic bond S,

4th—detect scrying S, locate creature S, remove curse, scrying , Touch of Callimachus (DM)

3rd—arcane sight S, clairaudience/clairvoyance S, Portal Jaunt (DM), secret page OP, tongues S

2nd—detect thoughts S, flaming sphere, locate object S, Master’s Eyes(DM), resist energy, see invisibility S, summon monster II

1st—cause fear, comprehend languages S, detect secret doors S, detect undead S, disguise self OP, identify S, protection from evil, protection from law, Step Like Me(DM), true strike S

0-Sea Legs(DM), 

Preparation Ritual
Eyes of Rul Thaven (Su) You use a trick perfected by Rul Thaven to ferret out invisible creatures. Spend this boon’s effect as a swift action. You gain the effects of see invisibility for 1 round.


School universal; Level bard 0, sorcerer/wizard 0 Casting Time 1 standard action

Components V, S Range personal Target you Duration 1 min./level

You grant yourself the ability to ignore violent motion while casting spells. You gain a +4 bonus to concentration checks when casting spells while under vigorous or violent motion.


School transmutation; Level sorcerer/wizard 1, witch 1 Casting Time 1 standard action

Components V, S, M (personal item such as blood, hair,footprint, or other connection to target)

Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day (D)

Saving Throw Fortitude negates; SR yes

You steal the footsteps of a target creature within one size category of you. For the duration of the spell, you leave the tracks of the target while they leave tracks as if they were you. In addition, creatures capable of identifying creatures using tremor sense mistake you for a creature of their own species.


School divination; Level sorcerer/wizard 2, witch 2 Casting Time 1 standard action

Components V,S Range touch Target your familiar

Duration 1 min./level (D) Saving Throw none; SR no

When you identify targets for a ranged spell, you may use your familiar’s senses to identify targets within the spell’s range, even if you do not have line of sight to them. Your familiar must see the creature or object to target it. You gain the following information: the existence of targets your familiar identifies, their physical position relative to you, and whether your familiar considers them allies, neutral, or enemies.

To identify a target, the familiar must make a Perception check with all normal modifiers applying. If the familiar does not sense the target and its location, it cannot identify the target or supply information on the target’s location. Even if identified, the familiar’s lack of line of sight may prevent a spell from targeting an individual. Master’s Eyes doesn’t affect the ranged spell in any way other than to provide potential targets for the spell. All other requirements for your ranged spell must be met as normal, and it still originates from you.


School conjuration (teleportation); Level sorcerer/wizard 3

Casting Time 1 standard action Components V, S, F (A small brass key)

Range medium (100 ft. + 10 ft./lvel) Effect one door becomes a portal to another within range

Duration 1 round Saving Throw none; SR no

By touching a door or gate with your focus, you turn it into a one-way portal to another such door within the spell’s range. This spell works with any crafted door, doorway, archway, or other artificial opening. It will not work with natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination’s location or have line of sight to it. On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You may step through the door, emerging instantly out of the destination door. Alternatively, you may allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling. For purposes of the spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell’s duration. You may only travel to a side of the door you can see or have physically been to in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature do not move through the portal within 1 round, the spell ends.


School transmutation; Level sorcerer/wizard 4 Casting Time 1 standard action

Components V, S Range touch Target creature touched

Duration 10 min./level Saving Throw Will negates; SR yes

Your touch evokes a raised, bluish glyph on the subject. The target is more susceptible to your spells and takes a –2 penalty to all saves against spells you cast with the penalty, increasing by 1 per 4 caster levels to a total of –6 at 20th level. In addition, you gain a +2 bonus to caster checks to overcome the affected creature’s spell resistance, if any.


School transmutation; Level cleric/oracle 5, sorcerer/wizard 5

Casting Time 1 standard action Components V, S, M (a pinch of charcoal), DF

Range touch Target creature touched Duration: 1 hr./level

You gain blindsense 60 ft. This spell can be made permanent with a permanency spell at a cost of 15,000 gp and a minimum caster level of 14th.

Scrolls & Prayerbooks

Divine Scrolls CL 10

5th—breath of lifeD, mass cure light wounds, righteous might, summon monster V
4th—air walk, cure critical wounds, dismissal (DC 19), divine power, unholy blightD (DC 19)
3rd—cure serious wounds (x2), dispel magic, invisibility purgemagic circle against goodD, prayer
2nd—aid, cure moderate woundsD, death knell (DC 17), silence (DC 17), spiritual weapon, undetectable alignment
1st—command (DC 16), cure light woundsD, deathwatch, divine favor, obscuring mist, remove fear, shield of faith

Arcane Scrolls CL 6

3rd—lightning bolt (DC 16)(x4)
2nd—invisibility, web (DC 15) (2 each)
1st—mage armor, ray of enfeeblement (DC 14), silent image (DC 14)

Arcane Scrolls CL 10

5th--feeblemind (DC 21), hungry pit (DC 21), suffocation (DC 23)
4th--animate dead (x2), dimension door, enervation
3rd--hold person (DC 19), lightning bolt (DC 19), ray of exhaustion, vampiric touch(x2)
2nd--blindness/deafness (DC 20), false life, ghoul touch (DC 20)(x2), scorching ray ,spectral hand, touch of idiocy
1st--chill touch (DC 19), grease (DC 17), mage armor, ray of enfeeblement (DC 19) (x2), shield, shocking grasp

Druid Prayer Book of Gargound the Mighty

7th—creeping doom, elemental body IV D
6th—antilife shell, cone of cold D
5th—call lightning storm cure critical wounds, ice storm D, stoneskin
4th—cure serious wounds, control weather D, dispel magic, flame strike ,freedom of movement, spike stones
3rd—greater magic fang, protection from energy, quench, sleet storm, speak with plants, water breathing D
2nd—barkskin, cat's grace, fog cloud D, spider climb
1st—cure light wounds, endure elements, faerie fire, longstrider, obscuring mist D,pass without trace, speak with animals
0th (at will)—flare, guidance, light, stabilize

Druid Prayer Book, Sirasil

4th—air walk, strong jaw, thorn body
3rd—greater magic fang, shifting sand
2nd—barkskin, greensight, natural rhythm, stone call
1st—charm animal, cure light wounds, endure elements, faerie fire, longstrider