Monday, July 21, 2014

Ahoy! Sea Wizard Spells

In their marathon session the four wizards were able to transcribe all of the spells in the three spell books among the black crown items they intended to return. They each wrote different spells, figuring they had time to trade off and complete their books before their ships sailed. They figured to easily have enough time to write four of the wizard sailor books. Since they were to meant to be ship books, they all started with large books (150 pgs) that are treated to be water resistant and considered masterwork books. The following spells are what were copied, and appear in each of the finished books. Each book has a number of other spells as well, varying from each to another. These spells can all be found on the SRD.
1- air bubble, obscuring mist,hydraulic push, alter winds, jury rig, touch of the sea
2- commune with birds, gust of wind, gusting sphere, shatter, aboleths lung, communal ant haul, buoyancy, levitate, spider climb, whispering wind
3- cloak of winds, aqueous orb, clairaudience/ voyance, battering blast, hydraulic torrent, wind wall, communal dark vision, shrink item, lightning bolt, water breathing
4- black tentacles, solid fog, charm monster, ball lightning, river of wind, communal tongues, wall of ice, elemental body I, ride the waves
5- unseen crew, hold monster, lightning arc, elemental bodyII

Sunday, July 20, 2014

Indira's Dilemnas

     Tuesday morning brought with it an air of fate. It was another of the type of days that was filled with omens and portends of fates decided and destinies revealed. She was hardly surprised that the combat that had consumed The Upside all of the past week now seemed to culminate in a ferocious war in the skies about the Black Crown tower. The three wizards with Indira were secretly glad they had aligned with her and Lord Jeren, as it probably saved them from having to pick a side in this war today, the war for the moral codex of the Black Crown and the war to establish rule by wizardly might in all of Stormhaven.
     Since the Van Fleet Offensive, Indira had proven herself on every occasion that had presented itself. Her confidence had grown along with arcane secrets her mind was able to command. In Jeren's absence she had risen to the occasion of leading his interests with an eye to maintaining the magical energy needed to keep the Brothers' interests operating smoothly. She by now felt very lucky to have been in Sarosh's apartments the morning of the attacks. It kept her from having been trapped in the tower, and directly led to her week of action that had given her the experience necessary to attain her new levels of mastery.
    The past two and half days had almost been a relief, a chance to rest and catch a breath, and a chance to reflect and learn from what she had seen and collected. When she was instructed to assist Harpell, Deville, and Elenor collect sea spells, she knew the books in the small "Black Crown war chest" would be their answer. The four of them retreated to Lord Jeren's Cinder Block office, just a little way up the same alley that led to Lord Auge's shop. Bent to their tasks, they each started with new spell books and copied the most helpful spells for a sea going wizard to help and defend a ship. Of the past fifty five hours, they had each transcribed spells for thirty five, knowing that the small hoard would be returned on that day.
     Her stomach turned as the morning light revealed the raging war above. In impending cloud seemed to coalesce around the Cinder Block, and suddenly the air was filled with fear. She looked quickly over both of her shoulders as she heard her masters name whispered from all directions at once. She felt a magical rift, something she would later decide was a divine equivalent of wish magic.  She knew at that moment , however, that her master was once again absent from Stormhaven.

Thursday, July 17, 2014

Review 07/16/14

On our second night in Stormhaven Mother spoke to us in the language of creation, negating our magic items and causing us to oversleep by ten hours. Avericia's truespeech that was as natural to her true dragon linage as it was to flying. During our sleep we were visited with similar preternatural dreams that carried with it the sensation of flight over a land of milk and honey. Golden fields of farmland and natural riches; it was a greed nirvana, when all of a sudden Voluntatis the bronze dragon gathers himself and envelops us in our dreams. 

3 am Tuesday. Exchanging information we agree that mother had sent us the dream. Jaren discovers that magic items native to stormhaven may not function the same way elsewhere. Waking up hungry we ascend to the Cinder Block to satisfy our need to eat when we hear a series of explosions outside. Racing to see who or what was causing the devastation, we observe an epic battle above the Black Crown. We each in turn feel an inner tear at our beings, like fear given shape was trying to burst from our souls and that the only way to survive was to teleport away...

Snatched from our magical travels Avericia utters a few words and worlds turn as her speech alters reality. "You disrespect what you do not FEAR." She proclaimed. It was our dragon nature's that saved us from destruction at her furious regard. With our legacy items dangling like carrots above our heads, much of our personal hoard was altered or sacrificed to Tiamat; we in many ways was naked against her wrath. The last thing we see before waking somewhere else was one of Avericia's talons fast descending upon us. 

After an unknown amount of time we wake to the exquisite burning pain of Avericia's mark and constitution damage. The landscape is much as the dream was but without the vibrance of the minds eye. We could see rolling hills, worked farms, and a nearby community. We were a stark contrast to the horn of plenty goodlands; but land was more than different, the people were different as well. Giving off a different scent, celestial individuals also populated the area. 

Anger and hunger filled Versel,Durg, Auge who descended on fishermen and the fishes in the waters to sate their rage. After making preparations and performing a little inventory of our reduced hoards we decide to investigate the community known as River Wheel Falls. 

Upon a phantom chariot we observe a realm of virtuous influence. Great mechanical waterwheels operate a vast dam that controls the water flow of the two rivers and creeks that converge on a picturesque waterfall, where the city has prospered. River Wheel Falls looks to be a community with out monetary commerce, is rich in resources, and also heavily guards the city's mechanical wonders. 

Under the cloak of invisibility we keep to the perimeter we observe a racial mix in the population including elves and celestials. Inter mixed throughout were also several churches, temples or shrines of various goodly deities and faiths. River Wheel Falls was a pristine city and not the rats nest of Stormhaven. 

Agreeing that the waterfall and the domed valley should be our first site for investigating we trigger an alarm among the elven guards. Nevertheless Jaren magically transports us inside the dome, one hundred feet in and trapped in the webbing that formed the dome over the valley. Spiders of various sizes blanketed the underside of the valley dome at the end of which was an ominous stone structure. 

As we each freed ourselves an elven sorcerer and an elven monk (celestial dragon disciples of the Bronze dragon) respond on huge elephant-sized spiders. Battle was had, killing one of the spider mounts as well as the sorcerer (Masterwork spear, masterwork Lt. crossbow w/ 20 bolts, Potion of Flying, Headband of alluring charisma +4, Ring of protection +2, 141 pp, and a 'good' bronze scaled amulet of Natural armor +2.)

We pick up next session with our movement to the ominous stone structure. 


Monday, July 14, 2014

Review 07/12/2014

We began our Sunday in Stormhaven with a visit to Cadmar Embry who was busy these days with
maintaining a semblance of organization with juggling trade ships coming to port.

Stating first Adalwin Joscelin's plan for the Black Crown and the Spellguard, and our stance for Stormhaven's continued prosperity. (referred to in review as #stormhavenfirst) Cadmar balks and the change of the status quo, and that it stands against the laws. He weighs our words and sides with our logic for the immediate future and agrees to maintain and protect everything we have worked to obtain thus far. 

News from around the city reaches us and we learn Greystone Manor is under-attack by the Spellguard. This news prompts the evacuation of the Naval yard until the current crisis ends. Cadmar shares information he received through the shipmoot, two fleets of ships are approaching Stormhaven from flanking positions. The first, a sizeable fleet about a month out and the second, a smaller fleet about two to three weeks out. None know their intentions and they fly no colors. He is looking into sending scout ships to know their disposition. 

Our meeting then shifted with Cadmar in hopes of organizing a trade armada of ships. Jaren explains that the armada will venture to the docks at Nimbus pick up cargo and come back to Stormhaven. After some discussion as to how many ships and what we were willing to spend and how long such a venture would take, Cadmar suggests ten ship proposal captained by ten of his family. We offer 250,000 towards the venture. In the end it would be 30 ship armada with half leaving in two weeks and the remainder two weeks after that. Out of these funds 50k would go to the purchase of gunpowder (25k), and toward the commission of more trade ships at the shipmoot.  
Our next meeting was with Samson Dragonsbane where we divulge Adalwin's plan and #stormhavenfirst. His reluctant acquiesce was noted as he asked for and was promised a greater teleport scroll. 

Next we came to request 2000 soldiers to accompany our armada to Nimbus and there reinforce our contingent already there. Samson offers 500 to start and 500 for purchase plus information regarding an ogre island stop along the way. At the end of our negations Samson would send three ships, a larger lead/nav and two smaller scouts, and 1000 soldiers. 

Pleased as punch the four of us return to the Cinder Block or our noon appointments. 

Meeting in the bar under the magical lanterns Auge meets with Pilinni, WS, Hogni, Spade, Farley, Kiton, Gerto, Claret and Larratia Pauchard. Each individual was given Potions of CLW, invisibility, and heroism as well as a liquid blade and two poisons; an inhaled version of discorida and vampires kiss. The purpose of the meeting was to begin a business venture of logistics to deliver goods up from the lifts to market or infiltrate existing distribution networks within the year. Trusting in the input of others Claret suggests soil to bring back to Stormhaven, this earns her a raise and a new title. 

The second meeting, this time in Jaren's office, was with Harpel, Davil and Elenore. Jaren explained Adalwin's plan as we understand it as well as informing them of #stormhavenfirst. The were surprised and somewhat grateful to learn Jaren had told Adalwin of them. but they seemed at a loss. It was Versal who suggested that should they choose, they could accompany the armada to Nimbus. They agrees and promised to discreetly put the word out that there's room for a wizard on every ship. 

Later that Sunday afternoon we fly to Nissian's Embassy to discover four individuals among the daily activity intently watching the Embassy. Bringing the fight to them we find all four have aberrations attached to their brain and spinal column, creatures of the aboleth. After killing one of the crab-like creatures the remaining killed their hosts in gruesome fashion and shifted away. 

In the Embassy we feel another strangeness in the building before going to the message book and inquiring about Adalwin's name appearing in the book. Our father's answer was very revealing to our questions. The correspondence was between himself and Iosif Olympiodoros a Half Dragon, devil blooded, male. Adalwin seeks to fulfill a debt and his rewards await in Hell. He is a servant of Moloch who is a leiutenant of Baalzebul, Moloch rules the 6th layer of Hell for Baalzebul who rules the 7th layer of hell. Adalwin hopes to deliver Stormhaven to Moloch who while not adversarial to Tiamat he does hold enmity for her station. 

Back to our Lair to commune with Mother regarding the state of Stormhaven affairs and #stormhavenfirst. Even a ring of evasion was not enough to dam the overflow of exasperation and her disappointment in us. Hissing at the name of Moloch she tells us that Adalwin cannot be trusted and that Moloch's weapon is the 'Kracken's Bite who reaches below the waves of Stormhaven.' Further inquires into a plan of action lead to the subject of Tiamat's temple and that we would need her direct intervention to stand against the servant of Moloch. Jaren gifts mother with a ring of spell knowledge 4 in hopes of more spells from her library. She agrees but with a request- we may each search her hoard and leave with one item, and in return we are to destroy the celestial-pacted bronze dragon Voluntatis and bring its hoard to her.

Thursday, July 10, 2014

Review 7/9/2014

Saturday night at the Dragon's Breath we are visited by the Keeper of the Night Adalwin Joscelin- although he is not really present only communicating mentally with us from afar; us as well as others it would seem. 

He begins with lamentations of the lack of vision, leadership, and direction Stormhaven has despite the current form of government. Adalwin admits to needing Jaren for his connections in Twilight House (and it's portal) as well as our connection with Nissian, who could shut down watermarks if he so chooses. Speaking frankly Adalwin came to reaffirm his relationship with us in his new vision of remaking the seat of Government a mageocracy- the Black Crown as it once was is no more. 

This revelation was met differently by all the sons of Nissian, but it was finally agreed that for now we would not directly oppose Joscelin; standing neutral even as he revealed his plans for eliminating Nefertiti Xanthippe from the playing board. 

Adalwin reiterated our placement in his plans (our control of the Driftdowns, Lifts, Navy and Guild influence) and his potential aid against the aboleth (items, scrolls, as well as the peace of mind that our interests in Stormhaven would be well guarded), but it was mostly what we had already attained or would in short time on the upside. He even had the audacity to make us kings of the Driftdowns. (although on a side note... I do think Durg would make a fantastic Internal Affairs Officer)

Our message at this time was get the money flowing again and it would go along way in retaining our favor. But before the conversation was ended we hear some chatter from other communications: "yes the dwarves" exasperated. "A.R.K.I.E.L." as if someone needs it spelled out. and "the Water Hawk" a ship Pilinni and Katarina are on. 

Deciding it is best to inform Arkiel of our discoveries we immediately fly to Twilight House were we discover a well organized dissemination of men and troops; 100 troll blooded knolls and ogres as well as half ogres providing general security. We are quickly recognized and brought into the former mess hall, now Arkiel's command center. 

Pleased to see us he informs us of his exploits of retasking many guild members in his charge and contracting them out to nobles across as well as to Joscelin on the upside. Kalaris too contracted the Winter Blade to Twilight House during this time of crisis. Furthermore as he gifts is each with a 20k master work platinum torc (+2 to CL of item when enchanted) he informs us that Twilight House still holds the portal under the warehouse. We thank him for the spoils but we come with troubling news. Joscelin spoke of Arkiel specifically and he knows of the portal. 

He expresses concern so we in-turn retell our adventures as well as details of our visit to Darkell- Arkiel's homeland. While it has been long since his days in the city he tells of two colleagues from his days as a smuggler: Garicell, a deep gnome who lives below the city, and Ava a Drow female conjurer. Versel and Auge catch up with Kalaris and she is rewarded with a +1 flaming burst longsword which she takes reverently, a ring of protection +3, and a healing belt. 

It was then time to investigate the planar marketplace portal. Arriving we find troops in the ending moments of battle and a mind flayer corpse. Traveling through the portal under the warehouse it was a roll till you lose fest but in the end upon return to Stormhaven Jaren was able to learn through his Legend Lore an approximate location for a portal to Darkell as well as glances into other portals noticing the symbols and glyphs that describe portal destinations some with more than one.  

Despite Durg and Auge's 'nothing to roll dice about' lethargy we next go to Sunbow mansion where we are richly received by Vinco who pays us profits straight from their vault. 50k resolved itself to 48k (10k each with 8k for Arkiel), it was yet another mile stone in Jaren's perfect day. Auge mixes out 5 cure serious and a cure disease potions for the Mansion. 

After Sunbow we return to the Cinder Block where Jaren scrys to find out what Pilinni has been up to on the Waterhawk; Auge begins to mix poisons for retail and contacts his LC members for a meeting tomorrow; Durg and Versel discuss future plans for visiting the Driftdowns and the Red Keep tomorrow; and Jaren meets with Nefertiti Xanthippe his Black Crown sponsor. 

Speaking with respect to his sponsor Jaren explains his position regarding Adalwin's plans even his plot to kill her. Taking the warning in stride Neferitit offers words of caution that Adalwin has the ability to drain others of their power, she fears for wizards he would draw from. Our plans are inconsequential to 'whoever Joscelin serves', she warns; he has suffered 100 years incarcerated in hell and that one does not simply do that without aid. 

We pick up Sunday morning. 

Monday, July 7, 2014

Vial and Flask *War Ensemble

While the Black Crown is on lock down you may consider these great protections and magic enhancements...

Ring of Protection +1 2,000 gp D
Ring of Protection +2 (x2) 8,000 gp V
Ring of Protection +3 18,000 gp V
Bracers of Armor +4 16,000 gp V/D
Extend Metamagic Rod 11,000 gp V
Belt of Physical Perfection +2 16,000 gp V

Liquor Commission...

Alchemical Isolation
Price 175 gp
Type poison, inhaled; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect deafened for 10 minutes; Secondary Effect blinded for 10 minutes; Cure 1 save
Recipe (150 brimstone + 20 dew of lunary + 80 spirit of wine)/ fermentation; Craft DC 13 Time 1 day; Tools heat source; Type poison

Guild Master's Punishment
Price 350 gp
Type poison, contact; Save Fortitude DC 16 Onset 1 minute;
Frequency 1/minute for 6 minutes
Initial Effect 1 Dex drain and nauseated for 1 minute; Secondary Effect 1d2 Dex drain and sickened for 1 minute; Cure 1 save
Recipe (70 dew of lunary + 35 realgar + 70 urea)/digestion; Craft DC 16 Time 1 day; Tools heat source; Type poison

Liquid Persuasion
Price 120 gp
Type poison, ingested; Save Fortitude DC 11
Onset 10 minutes;
Frequency 1/minute for 5 minutes Effect 1 Wis damage, and for the duration of the poison, the next time the victim's attitude toward another creature would shift one or more steps toward helpful as a result of a successful Diplomacy or Intimidate check or other effect, the victim's attitude also shifts one additional step. For example, if the victim's attitude would shift from indifferent to friendly (one step better), it shifts to helpful instead (two steps better); Cure 1 save
Recipe (20 dew of lunary + 20 quicksilver + 80 spirit of wine)/ distillation; Craft DC 11 Time 1 day; Tools retort; Type poison

Vampire's Kiss
Price 75 gp
Type poison, injury; Save Fortitude DC 15
Frequency 1/round for 2 rounds
Initial Effect 1d2 Con damage; Secondary Effect bleed damage from non-poison sources increases by 1 for
1 minute; Cure 1 save
Recipe (6 gold + 50 myrrh + 30 quicksilver)/distillation; Craft DC 15 Time 1 day; Tools retort; Type poison

*Source Pathfinder Alchemy Manual

Sunday, July 6, 2014

Nissian's Message in the Embassy Log

Greetings my children, since your presence is so much more welcome in your mother’s home I’m hoping I can inconvenience you to recover these items from her hoard.  I assure you at one time they were mine and should you succeed you may keep The Tome of Clear Thought which I believe will help your cause against The Jailer.

Vacuous Grimoire: A book of this sort is identical to a normal one, although if a detect magic spell is cast, a magical aura will be noted. Any character who opens the work and reads so much as a single glyph therein must make two will saving throws. The first is to determine if a D6 of Intelligence is lost; the second is to find if two D6 points of Wisdom are lost. Once opened and read, the vacuous grimoire remains; to be properly destroyed, the book must be returned to its plane and place of origin, after which a Wish spell must be cast. If the tome is placed with other books, its appearance will instantly alter to conform to the look of these other works.

Collapsing Spell Book :This resembles an ordinary traveling spell book, except that it can be folded over and over until it is a square one inch on each side. The book can be unfolded when its owner wishes to consult it, then folded back into its small size for easy carrying.

Contracts of Nepthas : These magical contracts are written in black ink on golden-brown Scraphite. The contracts are usually found in ivory tubes, each tube containing 1d6 contracts. The contracts are blank and can be filled in by the user. The contracts will radiate magic if detected, but carry no overt signs of their special nature The contract of Nepthas automatically places a True Name enchantment upon any persons who sign it in order to insure that both parties hold to the agreement. Anyone who has signed a contract of Nepthas and breaks the contract is struck deaf, blind, and dumb. The effects of the punishment last until the contract is fulfilled or they are freed via a Wish spell.  
A contract involves two parties agreeing on a set of conditions. The conditions are usually very specific, but if they are not, they might be perverted in the same way that a wish spell might be misinterpreted. If a group of adventurers signs a contract with a king stating that they will slay a dragon in the Northern Hills by the eve of the new moon, slaying any dragon will fulfill the contract, although the king may have had a specific dragon in mind. If the king agrees to pay the adventurers upon the completion of the task, the king had better have the money when the party returns.  Contracts signed by persons under the influence of charm and similar spells are null and void. A forged contract is also void. If any person who signs a contract dies before its completion, that person's obligation is ended. Note, however, that if a group of adventurers signs a contract and one of their members dies, the survivors are still bound to the contract. A deadline for both parties' responsibilities must be stated in the contract in order for it to be activated.  A mistaken missive spell alters the words written on the contract of Nepthas but does not free characters who have signed the contract from their obligations.

Tome of Mystical Equations: This book is indistinguishable from other magical tomes. It contains charts and equations relating to several of the spells belonging to the school of Numbers.

Trimia's Catalogue of Outer Plane Artifacts: This magical device is a large book bound in heavy wooden covers that do not reveal the title or nature of the work. Upon opening to the first page, the owner finds the title of the book along with a table of contents listing the various outer planes. Upon opening the book to the desired page, the owner finds either a blank page (25% chance) or a description of a magical device (75% chance) that provides transportation to that particular plane.  Along with the description of the device is a price ranging from 1,000 to 20,000 gp (1d20x 1,000). If the appropriate sum is laid on the open book and a vanish spell is subsequently cast on the coins, the transport device shown appears in place of the cash. The page then immediately goes blank and the catalogue disappears, teleported to a random location on the Prime Material plane. The transport device can deliver characters to the outer planes and can return them to their point of departure on the Prime Material plane. Each transport device brings a person or persons to the upper layer of an outer plane. The point of arrival in the plane is left to the DM and usually changes each time the device is used. Each device has a command word which is always  the name of the plane associated with the device. Unless otherwise noted, anyone touching the device or touching the person who holds the device is transported to the upper plane of the outer plane named.  Each transport device can be used once per day.  With each use, there is a 5% chance the device will malfunction, sending the characters to the desired plane, but with the device itself disappearing.

Nirvana: The device used to transport to the plane of Nirvana is a small pocket watch, a device of unspeakable rarity. The watch keeps perfect time according to the yearly cycle of the sun and never needs winding. The watch is solid gold and has two long, thin gold chains that run through a metal loop at the top of the watch.
Arcadia: Arcadia's transportation device is a palm-sized metal sculpture representing the outlines of geometrical shapes. The largest shape is a six-sided cubic cage made of 12 silver rods. Within this cube is a four-sided pyramid, also made of silver rods. Inside the pyramid is a circle of silver.
Seven Heavens: A featureless sphere of gold is used to travel to the Seven Heavens. The sphere is three inches in diameter and would appear to be nothing more than a valuable bauble if not for the golden glow it always radiates. The glow has the properties of a continual light spell.
Twin Paradises: This device appears to be a featureless cube of silver measuring three inches on a side. If it is carefully examined, four small, nearly invisible buttons will be visible. If the four buttons are pressed in the correct order, the cube splits in half. (The correct order can be determined through the use of legend lore and similar spells.) The device will teleport to the Twin Paradises when half the cube is held in each hand and the command word is spoken. The travelers arrive in Dothion, considered the topmost plane. The two halves of the cube must be reassembled before it can once again be used to teleport.
Elysium: The device used to reach this plane is a sturdy currach, a primitive vessel made from thick hide stretched over a wood-and-wicker frame. This device functions as a normal ship, with a seaworthiness rating of 95%. If anyone touches the ship's mast and speaks the word Elysium, the boat, its passengers and crew, and all cargo are transported to the Oceanus River in the plane of Amoria.
Happy Hunting Grounds: A leaf sculpted of gold is the device used to arrive in the Happy Hunting Grounds. The leaf is about two inches long and is wrought in fine detail.
Olympus: The device used to reach the plane of Olympus is a silver chariot. The chariot can comfortably hold four passengers and their gear or eight passengers without equipment. A team of four horses must be attached to the chariot; when the chariot is in motion and the command word is spoken, the horses, chariot, passengers, and gear are transported to Olympus. The chariot arrives in the plane in motion.
Gladsheim: The device used to reach Gladsheim is a prism approximately three inches in length. To operate the device, the prism must be used outdoors to create a rainbow on the ground. When the command word is spoken, the rainbow grows out of the ground and rises up into the sky. The rainbow lasts for 1 turn. Anyone who steps  into the rainbow is whisked up the colored path and into the plane of Asgard.
Limbo: Limbo is reached through the use of a magical mirror. When a person stands before the mirror, he sees his own image reflected normally.  The reflected world behind him, however, is in utter chaos—the bricks from the wall behind him float in the air, flames drift across the room, gold and silver pieces break apart and wander aimlessly. If the command word is spoken as a character looks into the mirror, he is transported to any of the planes of Limbo. The mirror does not travel to Limbo. Another means of returning to the Prime Material plane must be found.
Pandemonium: This device is a jar perpetually filled with black pitch. When the pitch is spread on a stone wall and the command word spoken, a portal forms in the wall, leading to a cavern in Pandesmos. The pitch evaporates after 5 rounds and magically reappears in the jar.
Abyss: Pazunia, the uppermost layer of the innumerable layers of the Abyss, can be reached through the use of a circular black cloth that looks like a portable hole. The cloth is three feet in diameter and can be folded to fit inside a pocket. When the cloth is spread on the ground and the command word is spoken, the cloth becomes a pit that leads to the plane. The cloth exists as a pit for 1 turn, then returns to its state as a piece of cloth. It does not follow travelers to the Abyss
Tarterus: This device is a necklace of dull, reddish pearls. A character who wears the necklace and speaks the command word will be transported (along with anyone touching him) to Othrys, the topmost layer of the plane.
Hades: The device used to reach Hades is an iron keelboat. When any character on the boat speaks the command word, the keelboat and all it passengers are transported to the river Styx in Oinos, the uppermost layer of Hades.
Gehenna: Characters who wish to travel to Gehenna must gather in a small, enclosed room with this magical urn of silver and bronze. A flame must be lit within the urn using materials that cause a great deal of smoke. When the room is so choked with smoke that breathing is almost impossible, the command word may be spoken. This transports everyone and everything in the room, including the urn, to Khala, the uppermost layer of Gehenna.
Nine Hells: The Nine Hells can be reached by using special pieces of blood-red coal. When one of these coals is lit or dropped into a flame, a ball of fire flares out from the coal. It does no damage, but transports all creatures and objects within 20 feet to Avernus. No command word is needed for the effect to take place.

Acheron: The device used to reach Aceheron is a two-inch cube of black onyx. The cube always appears as a puzzle inside a black sack. The puzzle is made up of 43 small pieces, which must be fit together to form the cube. When complete, the command word must be spoken. Solving the puzzle require an Intelligence check at half a creature's Intelligence score. Each attempt to solve the puzzle requires 1d6 turns. Once the cube has been used to teleport, it falls to pieces. The pieces all reappear in the sack, wherever it might be. To use the device again, the pieces must be reassembled

Tome of Clear Thought: A work of this nature is indistinguishable from any normal book. Any single character who reads a tome of clear thought will be able to practice mental exercises that will increase his Intelligence by one to three points. Reading a work of this nature takes 48 hours time over six days. The reader then must begin a program of concentration and mental discipline within one week of reading the tome. After a month of such exercise, Intelligence goes up. The knowledge gained from reading the work can never be recorded or articulated. After fulfilling the month of concentration and mental discipline the reader of the book may enter into a state of waking meditation or Clear Thought that protects them against Psionic attack.  When entering the Meditation of Clear Thought, the reader of the tome may take an amount of intelligence damage up to the number of points gained from reading the Tome.  For each point of damage taken in this way the devotee of Clear Thought is completely protected from Psionic attack for an equal number of days. Points spent in this way may not be magically healed by anything short of a Wish Spell. Points spent in this manner return at a rate of 1/week. Any further perusal of a tome of clear thought will be of no benefit to the character.
Drawback: While suffering from intelligence damage the devotee of Clear Thought’s other reactions are slower causing them to suffer a -4 penalty to Initiative, Perception, and Reflex Saving Throws.