Monday, January 31, 2011
Anrenay: An Ettercap that has a "quickened" web line, the creature always travels with an obscenely large spider, as tall as a horse, as wide as two horses side by side.
Comar: Just look for the Troll in Full Plate carrying a Greatsword. Of all members he is the only confirmed member or former member of Twilight House. He was in fact a former member of a gather team. This last bit was told to you by Arkiel
Blind Jak: Strange looking Ogre that wears a blindfold.
There are reports of several other creatures and members but no names or solid descriptions. They are always rich in spiders, having several types at their disposal.
Thursday, January 27, 2011
We began our day late Monday morning, with a day that marks the first day of our soft opening for the restaurant and bar at the Cinder Block. Little did we know that the contacts gathered to palaver with us would keep us from venturing forth from our estate…
Kiara, a member of Twilight House and of outsider-sorcererous blood, came to us with grim tidings. Councilman Uvrock of Twilight House moves against us and seeks to grant the Rod of Dragon’s Blood to the Whites. It is her belief that because we escape his mind intrusions, he seeks to garner favor to new, more amiable pawns. Kiara knows not the exact time, but knows that the minor rod will be transported through the Worthy Gate tomorrow night by a delivery team consisting of a hired ogre and a troll- amongst others. The rods were brought here by ship and are off the record as far as the Guild is concerned. All she asks in return is a billet of chainmail fabric. Before her alluring figure could depart Auge sold her a cloak of charisma and was able to get her scent.
Afterward, the dwarf Tamros was led into the lower levels where he was allowed to gawk at Auge’s considerable alchemy laboratory and work stations. Tamros broached the topic of dropping briefly from the public eye so to focus on his, and by extension our positions in the Liquor Commission Guild. Tamros would see all further component deliveries and LC guild contacts through Auge’s new souk. Salivating with greed Auge proclaims to Tamros and his brothers that the greatest and most potent poison in Stormhaven is within his grasp. It will surely spell disaster for the Whites. Work beings tomorrow with Vercil, Jaren and Durg- all agreed to supply some component and aid to its end.
Finally, into the night we met and feasted with Arkeil, to whom we owe some transfer of information away from the prying intrusions of Uvrock and the Mind Flayers of Twilight House. Arkeil is brought up to date on all of our dealings and projects regarding Sons Commodities. Of the new things we learn from him, we better understand the guild structure of Twilight House. That there is a trinity of sorts: mantles of leadership are worn by the Stormhaven Twilight House leader, a Underdark leader and an Arbitrator. In addition, Arkeil believes that the Mind Flayers support Uvrock for their own alien and twisted devices. Furthermore, Kaer Maga is a place or rather a local legend. The story is, Kaer Maga is accessed via a hidden entrance central to the Driftdowns and is an underwater city comprised of the most vile and evil individuals from the world around. This could be the resting place of the sword that the Muse is searching for.
Many other plans were outlined for the remainder of the week, including plans for the souk, Durg’s aspirations as a Drifdown gang leader and Jaren poising to the group his plan on attracting a cleric of fire.
We begin next session, Tuesday, with Arkiel meeting us near the worthy gate. He will be in the neighborhood and we'll signal him via the message spell through our Watermark when the attack will commence. Kiara was unsure what time the delivery would take place, only knowing that it would be in the evening.
Later in the week, Tuesday: work begins on the shop, and Auge and Tamros work together on the poison. Wednesday: Jaren meets with Zanthipae and Auge creates his healing belt. Thursday: Auge begins work on a wand. Friday: Bard auditions and Jaren begins work on the Stove for the Volcano Dwarf brothers. Saturday: one week until the winter solstice.
Tuesday, January 25, 2011
Monday, January 24, 2011
Three rituals are required to unlock all the abilities of Infiltrator Armor (Mithral Chain +1). No Armor Check Penalties. Has Armor Crystal Slot specifically for the Scarab of Aradros.
Least Ritual: Behind the Lines: You must obtain knowledge about three secrets of an organization or organizations. This has been accomplished from your affiliations with Twilight House, The Black Crown, The Liquor Commission, what you’ve learned about the 7’s and the Nightstalker’s crew , as well as the Flyer’s Club.
Lesser Ritual: Inside Track: You have to infiltrate and join an organization and provide information to another organization to which you secretly belong. You are on track to complete this ritual with your Black Crown membership.
Greater Ritual: Currently Unknown
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Infiltrator Armor.
At 5th level, your mithral chain armor becomes +2.
Collecting Facts (Su): Infiltrator grants you a +5 competence bonus on Perception checks. At 6th level this bonus increases by 1 every level through 15th
Omen: When wearing Infiltrator, you can focus your vision, gaining the visual effects of a magnifying glass or a spyglass
SCARAB OF ARADROS
The Scarab of Aradros is a golden medallion shaped like a beetle, ringed with ancient arcane runes. Non legacy Game Statistics: Scarab of resistance +1; Cost 1,500 gp. You also gain a +1 bonus on caster level checks made to dispel or counter a spell. Neck Slot or Armor Crystal Slot on Infiltrator Armor only.
Omen: If you are capable of casting arcane spells and wear the scarab for at least 1 hour, it grows warm and the beetle occasionally twitches and chirps when magic is cast against you (audible only to the wearer).
Two rituals are required to unlock all the abilities of the Scarab of Aradros.
Least Ritual: The test of Will: You must overcome an opposing wizard’s will. This is accomplished when an opposing wizard of equal or greater level than you fails a will saving throw against a spell you cast. This was accomplished when you “castled” Kallistrate Edana.
Lesser Ritual: Divine Lament: You must overcome an opposing priest’s spells. This is accomplished when an opposing priest of equal or greater level casts spells against you that you resist by magic resistance, saving throw, or arcane protections.
LEGACY ITEM ABILITIES
All the following are legacy item abilities of the Scarab of Aradros.
Arcane Health (Su): You gain 10 temporary hit points (similar to those granted by a false life spell) each day at sunrise. These hit points remain until expended or 24 hours pass.
Winged Range (Su): At 5th level you can cast one arcane spell per day that is extended as though using the Extend Spell Metamagic Feat. At 6th level and higher, you can cast up to three arcane spells per day of up to 3rd level that are extended as though using the Extend Spell metamagic feat. Using this legacy ability does not change the level of the spell slot of the altered spell. If the extended spell is cast while you are airborne you may also add 5 feet/two levels to the range of the spell. Note the 5th level ability grows into the 6th and the 5th level ability follows the same rules and structure as the 6th
This list includes all the “left over” and unpicked items combined with the latest grab from the Salty Lightwing. I have taken the liberty of combing potions and assortments of dusts into lots.
1. ring of energy resistance, minor, cold ring slot 18,000 gp
2. Belt of Physical Perfection +2 str/dex/con belt slot 16,000
3. Hand of Glory neck slot 8,000
4. Ring of Forcefangs ring slot 8,000
5. Boulderhead Mace 6,812
6. Dust pack- 1 appearance, 1 disappearance, 1 tracelessness, 1 emulation 6,350
7. Dust pack- 1 appearance, 1 disappearance, 1 tracelessness 5,550
8. Dust pack- 1 appearance, 1disappearance, 1 tracelessness 5,550
9. Sustaining Spoon 5,400
10. Grappler’s Mask head slot 5,000
11. Helm of Fearsome Mein head slot 5,000
12. Dust pack- 2 appearance, 2 tracelessness 4,100
13. Headband of Vast Intellect +2 headband slot 4,000
14. Pearl of Power 2nd level 4,000
15. Metamagic rod, lesser, extend 3,000
16. Metamagic rod, lesser, reach 3,000
17. Eyes of the Eagle eyes slot 2,500
18. Potion pack- 1 oil of darkness, 2 water breathing potions
1 elixir of flaming fist, 1 levitate potion 2,400
19. Divine scroll, Heal CL 11 1,650
20. Watermark Twilight house 1,500
21. Watermark Twilight house 1,500
22. Ehlonna’s Seed Pouch divine relic usable only by good 1,400
23. Silversheen 4 applications 1,000
24. Muleback Cords shoulder slot 1,000
Picking order is Auge; Versel; Durg; Jaren. Dont forget your 3,000 gp value of coins and gems from the ship.
Deogolsson was a great aid in my advancements. I have expanded my alchemy skills and have made some discoveries, minor in the scope of what I will ultimately achieve:
Stinkpot: This is a simple alchemical weapon, consisting of a clay jar filled with a mix of noxious substances. When set alight, the mixture produces a foul-smelling smoke that fills a ten-foot cube.
Each living creature within overcome the smoke with their superior fortitude or become sickened as long as the smoke remains and for up to thirty seconds (1d4+5 rounds) after an opponent leaves. Each moment a creature remains within the smoke, it takes to task their fortitude limits. The pot’s contents are consumed in after fifteen seconds, and the vapors disperse naturally.
(Source: Stormwrack pg 108 Gear. Cost to create 23g. DC20.)
Lastly, my craft trade now expands to crafting Wands. My wands will be unique. Not wooden sticks or gem encrusted batons, but ivory shafts carved into intricate draconic shapes. I will have to place an order with the Habibs for such raw ivory components- five shall do initially. Furthermore, I shall have to speak to my brothers about giving me a small shop space to peddle my wares to fill my coffers.
The time to confront the Whites is close at hand, I can smell it in the air.
Sunday, January 23, 2011
As you achieve 5th level several memories return to you of your time communing with your mother. Something she said to you about your weapon now makes sense. She asked why you still had your weapons serving other’s business. You now realize what she meant; your weapon is a reaping weapon, dedicated or attuned to some planar power, usually a devil or demon. The bearer of said weapon reaps those arcane casters who break terms with the planar power. You realize your need to dedicate the weapon to a planar power of your choosing.
Three rituals are required to unlock all the abilities of Axe of Witches.
Least Ritual: Rite of the Witch: You are required to slay an arcane spell-caster with a caster level of at least 3rd. This was completed with the killing of Kallistrate Edana
Lesser Ritual: Rite of the Reaper: You must locate a coven of witches, a cabal of wizards, or a guild of casters killing a number equal to a full coven and that number must include the leader.
Greater Ritual: Currently Unknown.
LEGACY ITEM ABILITIES
All the following are legacy item abilities of the Axe of Witches.
Magefinder (Sp): Although the Axe of Witches glows brightly in the presence of arcane magic; this automatic detection lacks precision and discernment. At 5th level and higher, at will on command, you can use detect magic as the spell. Caster level 5th.
At 5th Level the Axe of Witches increases to a +2 Weapon and provides anyone with the rage ability 2 extra rounds of rage. This number is always equal to the weapon’s magical modifier. Caster level is 5th and you feel this ability could increase over time.
Divine Agent (SP): Once per Day Shield of Faith Caster Level 5. This ability and number of uses could increase over time.
Shield of Faith School abjuration; Level cleric 1 casting Time 1 standard action Components V, S, M (parchment with a holy text written on it) Range touch Target creature is wielder of weapon.
Duration 1 min./level Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell creates a shimmering, magical field around the target that averts and deflects attacks. The spell grants the subject a +2 deflection bonus to AC.
This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)
(5) Dust of Appearance Aura faint conjuration; CL 5th Slot —; Price 1,800 gp; Weight —
This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust’s effect lasts for 5 minutes.
Dust of appearance is typically stored in small silk packets or hollow bone tubes. (These are in bone tubes)
Construction Requirements Craft Wondrous Item, Glitterdust; Cost 900 gp
(3) Dust of Disappearance Aura moderate illusion; CL 7th Slot —; Price 3,500 gp; Weight —
This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn’t know when the duration will end. BONE TUBES BITCH
Construction Requirements Craft Wondrous Item, greater invisibility; Cost 1,750 gp
(5) Dust of Tracelessness Aura faint transmutation; CL 3rd Slot —; Price 250 gp; Weight —
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal. Bone Tube Packer's Suck
Construction Requirements Craft Wondrous Item, pass without trace; Cost 125 gp
Eyes of the Eagle Aura faint divination; CL 3rd Slot eyes; Price 2,500 gp; Weight —
These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect.
Construction Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 1,250 gp
Hand of Glory Aura faint varied; CL 5th Slot neck; Price 8,000 gp; Weight 2 lbs.
This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
Construction Requirements Craft Wondrous Item, animate dead, daylight, see invisibility; Cost 4,000 gp
+2 Headband of Vast Intelligence Aura moderate transmutation; CL 8th Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours The headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
Construction Requirements Craft Wondrous Item, fox’s cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
2nd Level Pearl of Power Aura strong transmutation; CL 17th Slot —; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two spells); Weight —
This seemingly normal pearl of average size and luster is a potent aid to all spell-casters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Construction Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 35,000 gp (two spells)
(4) Silversheen Aura faint transmutation; CL 5th Slot —; Price 250 gp; Weight —
This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.
Construction Requirements Craft Wondrous Item; Cost 125 gp
Sustaining Spoon Aura faint conjuration; CL 5th Slot —; Price 5,400 gp; Weight —
If this unremarkable appearing utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
Note: This type of item isn’t uncommon on ships and you suspect you were fed while being raised an educated with similar items.
Construction Requirements Craft Wondrous Item, create food and water; Cost 2,700 gp
Pathfinder Advanced Player’s Guide Items:
Boulderhead Mace Aura moderate transmutation; CL 9th Slot none; Price 6,812 gp; Weight 8 lbs.
The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon’s haft over the next 24 hours, and it is unusable as a weapon until the head regrows.
Construction Requirements Craft Magic Arms and Armor, wall of stone; Cost 3,652 gp
Ring of Forcefangs Aura moderate evocation; CL 9th Slot ring; Price 8,000 gp; Weight —
This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
Construction Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp
Rod Metamagic , Reach (Lesser) Aura strong (no school); CL 17th Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight 5 lbs.
The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
Construction Requirements Craft Rod, Reach Spell; Cost 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater)
Dust of Emulation Aura faint illusion; CL 1st Slot none; Price 800 gp ; Weight —
A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character’s result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust. BONE TUBE.
Construction Requirements Craft Wondrous Item, disguise self; Cost 400 gp
Grappler’s Mask Aura faint transmutation; CL 1st Slot head; Price 5,000 gp; Weight 2 lbs.
This mask, fashioned from dark leather, also covers the back of the wearer’s head and neck and drapes over his shoulders and upper arms, leaving only his mouth, nose, and eyes uncovered. The wearer may attempt bull rushes and grapples without provoking attacks of opportunity.
Construction Requirements Craft Wondrous Item, bull’s strength, cat’s grace, expeditious retreat; Cost 2,500 gp
Helm of Fearsome Mien Aura faint necromancy; CL 1st Slot head; Price 5,000 gp; Weight 4 lbs.
This metal helm is made to look like the wearer has horns, tusks, and other features resembling a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).
Construction Requirements Craft Wondrous Item, cause fear; Cost 2,500 gp
Muleback Cords Aura faint transmutation; CL 3rd Slot shoulders; Price 1,000 gp; Weight 1/4 lb.
These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength related rolls except the amount of equipment or material the wearer can carry.
Construction Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Finally there was 12,000 in assorted coins, gems, art, tradable commodities, etc. Player may choose what his portion is made up of, it can be as simple as gold.
Saturday, January 22, 2011
Least Ritual: Completed when you won your first match at the Broken Barrell using hand to hand combat.
Lesser Ritual: Call Them Out! Using any means at your disposal, you have to undermine a hidden organization, defeating its leader in hand to hand combat.
Greater Ritual: Currently Unknown
Now that you are 5th level:
Omen: Once per day, while wearing the gauntlets, you can learn the most commonly used name of any one creature by looking that creature in the eyes. The target gets a Will save (DC 10 + 1/2 your HD + your Wisdom bonus) to negate the effect. This is a divination effect (caster level 3rd). If you are successful you gain a +2 to any checks to learn the true name of that creature, as well as a +2 to any bluff, diplomacy, intimidate, perception, or sense motive checks.
Sturdy Grip (Su): At 5th level, while wearing Basher’s Gauntlets, you gain a +4 bonus on opposed grapple checks.
Knock Silly (Su): Once per day when you deal damage to an opponent with Basher’s Gauntlets, that opponent is affected as if by the Touch of Idiocy spell. You must decide whether or not to use this ability before making the attack roll, and if you miss, the attempt is wasted for the day. Caster level is 5th and you feel this ability could grow in number of uses with time and practice.
The First Ingredient: You must acquire a vial of blood from an extra-planar creature using any means at your disposal.
The Dagger vibrated then flew from your grasp. Diving into Giblet’s corpse it forced itself down violently, its poison ante-chamber filling with a vial of Giblet’s blood. Auge draws the dagger free from the corpse but is shocked at the vibrating energy emanating from the weapon. Suddenly Feldraf’s Table roll top fell shut then opened, an old scroll paper falling out of a previously hidden location above the “roll” of the desk. The Nine Braziers of Al-Gyeeb fire up, their light, now enhanced magically by the energies at play, reveal magical text on the hidden scroll. Auge’s gaze falls upon the scroll where to his amazement he sees a map, a magical map of the planes. Staring at the scroll for an unknown amount of time you learn many aspects of the multi-verse that were heretofore unknown to you. Yet your magical apprenticeship comes to an end and you fall into a magical slumber.
- +3 Weapon
- Gain 1 Rank in Knowledge (Planes) and it is considered a class skill now if it wasn't before; +2 knowledge (Planes) skill checks.
- Sense Alien (SP): You know that you can detect any creature with the extra-planar subtype within 60 feet at will, as if detecting an evil outsider with detect evil and the caster level is 5.
- Planesight (Sp). 1/day you can see invisibility as per the spell for 10 minutes at caster level 5. You feel this ability will increase the more you work with it.
- Reality Slice (Su). 1/day on command, you can use Planeshifter’s Knife to cut a window in the fabric of reality that opens into an extradimensional space, as per the rope trick spell. Unlike rope trick, no rope dangles from the slash, but the opening is always visible to you. You can personally usher in other creatures. The aperture can be in any orientation, and those within the extradimensional space can do anything normally allowed by rope trick that does not require the associated rope.
- Unseen Foe (Sp). 1/day on command, become imperceptible extraplanar creatures for 50 minutes. This ability functions like hide from undead, except that it affects creatures with the extraplanar subtype instead of undead.
- Dancing (Su): 2/day the knife can be loosed to attack on its own. Treat this as if the weapon had the dancing magic weapon ability.
- Weapon Crystal: The augment crystal known as a phoenix ash threat leaves smoldering embers on your enemies after every strike. Each round, at the start of your turn, the embers deal 5 points of fire damage to each target struck by the weapon in the previous round.
- Outsider Bane: against outsiders, the weapon's enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes.
- Outsider Venom: dagger can deliver and affect outsiders with poison.
- Planar Cunning: At 13th level and higher, you are never considered flat-footed against the attacks of extraplanar creatures, so long as you hold Planeshifter’s Knife.
- Bend Space (Sp): At 14th level and higher, 2/day on command, you can use dimension door as the spell 5'/level distance.
Shar watched her from the stairs while she was putting everything together. Her work was precise and well learned from their years together. The changes frustrated her more than anything he had seen her struggle with before.
She wasn’t alone in feelings of frustration. Shar could sense the Green Man’s frustration at his inability to locate his old friends. The time was not now, at least not quite. Shar knew his old friend and wanted to have answers for him when they did meet, less he should become angry and decide to “balance the scales”.
The rules were changing, the physics of this age being decided by all the various powers. Covenants are being created and everyone else must adjust or compete to invoke their will. The faiths were in crisis. To this day Shar struggled with interventions in a world not his own. Unknown to Shar, Alicia was about to make a decision for all of them.
Rod of Dragon’s Blood
This potent rod feeds off the wielder’s draconic bloodline to enhance his magical abilities. While a sorcerer can access the rod’s power, true dragons gain even greater benefit.
Description: This 5 foot long, russet stained rod is carved from the bone of a dragon and covered in draconic runes. When the rod is activated, dark red blood runs down the rod, soaking the hand of the wielder.
Prerequisite: A lesser rod of dragon’s blood functions only for characters of the dragon blood subtype (Packers suck), as well as for any character with at least 1 level of sorcerer.
Activation: Activating a lesser rod of dragon’s blood requires the same action normally required to cast the chosen spell (see Effect, below). The rod can be activated three times per day.
Effect: When activated, a lesser rod of dragon’s blood allows the wielder to recast any spell of up to 2nd level that he cast in the previous round. Doing this doesn’t use another spell slot. Only spells with a casting time of 1 standard action or less can be recast using the lesser rod of dragon’s blood. Wielders of the dragon type can opt to instead re-use any spell-like ability of up to 2nd level that they used in the previous round. This doesn’t count against their normal daily limit for that spell-like ability. The rod also functions as a quarterstaff.
+2 Dexterity, +2 Intelligence, –2 Constitution
Low-Light Vision: You can see twice as far in conditions of dim light. See Chapter 7.
You are immune to magic sleep effects and get a +2 saving throw bonus against enchantment spells and effects.
You receive a +2 bonus on caster level checks made to overcome spell resistance
You receive a +2 bonus on Spellcraft skill checks made to identify the properties of magic items.
You receive a +2 bonus on Perception skill checks.
You are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows)
Thursday, January 20, 2011
Not long after, our ferocious quartet set out under the cover of the night to the ship The Salty Nightwing. Making some astute observations we find three larger ships anchored off Stormhaven, each waiting their turn for berth- along with half a dozen smaller boats weighted down with trade goods; either traversing between the three trade ships or reroute to Stormhaven.
Auge, with a distraction in mind, flew to the furthest vessel from our Salty target to the Island Rover to satisfy his pyromaniac appetite. Getting the surprise on the Salty crew the four of us fought viciously and created- what would be seen as an accidental discharge of a cannon within the Salty confines of the vessel. Meanwhile as his brothers fought, Auge focused on the prize and was successful in gathering the sought after poison components as well as magic and treasure for our troubles.
We were awarded 3000 XP and await the DMs ample list of magical items won from our Salty victory. We begin next session Monday morning with Nebin, the firggin spriggin and his first day as a Cinder Block employee as well as a visit from Arkeil and our private dealings with him away from the prying divinations of Twilight House. We are also to re-calculate our age now that we are 5th level.
Tuesday, January 18, 2011
The dragon (and Habib could not think of him in any other way) was infuriatingly hard to read. How do you know if its a snarl or a smile? Although he had tried to hide the presence of the other fire creature, the dragon seemed drawn by the smell of smoke that always wafted around him. Jaren had spent several minutes inspecting the azer silently, and then suddenly began to speak a language of hissing growls filled with gusts of air and snapping sounds.
While wearing the belt, Auge gains a continuous competence bonus to his modest healing skills. The belt contains a limited amount of positive energy that can heal damage with a touch or be used to harm undead as well.
Furthermore the belt produces alchemically treated bandages that when applied confer a day’s equivalent of a complete bed rest during a normal nights rest regardless of activity.
Body 2: Identified as Shanora, a former noble who lived in the Rat’s Nest. Her family’s ships and possessions were purchased by The House of the Four Winds. Human
Body 3: Yesper, a staircase guard captain. Human
Body 4: Martine Gurault, member of the Money Changers, in fact was responsible for handling money changing at Sunbow Manor. This is the body that the Manager asked you to get rid of that was taken to your lair and given to the ghoul. Elf
Body 5: Unidentified however his certain physical gifts make it obvious that he was an employee of Sunbow Manor. Human
Body 6: Darist Grockenstone, Twilight House member. Duegar.
It was also revealed through conversation that Turana was looking for a particular, mayhap unique sword named Wen-Hastani or Kermaga? (Somebody please correct me here).
Midnight – Saturday into Sunday. After bringing back Giblet’s carcass back to the lair for later component harvest, we set out to Twilight House to meet with Arkeil. Upon arrival we find the house grounds still occupied of refugees, however; not all is in disarray. In fact a large group, upwards of two dozen, was equipped and is prepared for something, as early as Sunday morning.
At the watch tower we returned the ring to Arkeil and Twilight House. Having completed another task we are rewarded with gold, magic and four watermarks to use as we will.
We begin next session with the Seven’s Ship.
Monday, January 17, 2011
Amida had been born a gypsy. Traveling from city to city she had never called anywhere home. Her mother taught her to perform at an early age. Showing exceptional grace she excelled at dancing and was the best dancer in the troop by age 15. While dancing was her passion Amida developed another usefull quality. Her perception and interaction skills were second to none. It wasn’t long before her father had her selling homemade jewelry & trinkets in the crowds sizing up potential marks. She had the uncanny gift of distinguishing who really had money & who was trying to bluff her into their bed. They began supplementing their income as information brokers and muggers. It wasn’t long before her father drew the ire of a widespread assassin organization known as The Daemons of auric. The Daemons took offense to outsiders trafficking in information, especially their information. After a late night raid on the gypsy camp all men that offered resistance was put to death. The women and young boys were sold to a slave trader.
At the age of 18 Amida was traded to Kurtos, a former adventurer turned tavern owner. Kurtos and his wife took pity on Amida after learning of her story and put her to work in their tavern. Over the next 5 years she learned the ins and outs of the tavern and believed she would inherit it on their passing. Upon Kurtos death his wife is forced to sell the tavern along with Amida to settle old debts.
Amida soon found herself on a 3 month sea voyage heading to a city her masters referred to as Stormhaven. Though they try to conceal their conversations with whispered words Amida overhears that she is to be given to some sort of “dragon cult”. Her thoughts immediately stray to the stories of cultists sacrificing maidens to heathen gods. She was trying to overhear any other details of her new master, but the sights and sounds of this new city flooded her senses. As she stepped onto the giant platform that lifted them into the air she began to shake. The fear of her uncertain future welled up in her eyes. ”I am strong she whispered…I will survive”.
Saturday, January 15, 2011
Weighing only five pounds, the vat has five half-faces /half-skulls set into the artistry of the cauldron’s design giving it a life to death motif. Each face a different draconic race and each corresponding skull is set with a gemstone eye symbolizing the five chromatic species: ruby, sapphire, onxy, opal and emerald.
The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
Friday, January 14, 2011
His fortune changed after a fascinating palaver with a visiting dwarf adventurer and a strange gaunt human to Shabbad who shared extraordinary tales of a mythical dwarven island, a veritable island paved with mithril and rivers of molten gold. Pilini, was fascinated to find this city of Drakarmos and was beset with thoughts of retirement. All Pilini would have to do was see if this rumor of underdark highways were the ticket to the Drakarmos.
Pilini didn’t make it to Drakarmos, instead ten days into his journey he was captured by slavers. Treated fairly well, considering; each of his multitude of owners recognized Pilini for his skill and talent and was summarily treated relatively well. Pilini was even sometime outfitted and equipped, allowed to toil at his trade and even was recently elevated from ‘slave’ to indentured servant and was given employment at a bar in Stormhaven, an establishment at the Cinder Block.
Pilini entered this arrangement with renewed vigor. His new master, while terrible, red and frightening, shared his own talents and his liking for fine cigars.
Tuesday, January 11, 2011
Monday, January 10, 2011
Two years ago the clan's leadership changed to a ranger of some renown, Erich Von Coldstone. Since his election to leadership, he has called forth his brothers from the Evening Isles. While he and all of his brothers are volcano dwarves, Erich's long years away from his ancestral home have reduced his racial heritage to negligible difference from a standard dwarf. His brothers however are still ruddy skinned and charred, seemingly immune to heat, and smiths of the finest skill. Erich is said to have earned himself a fortune beyond the family trade and there has been plenty of gossip and speculation as to just how much and what that treasure is.
Sunday, January 9, 2011
Noon. We acquire anti-toxins. When we arrive to the Sunbow on foot we encounter a Stormwave member on the lookout for us as well as street urchins paid to run information between said members when we show up. Auge and Durg intercept once such youngin and he gets paid to divert his quarry to the Edana estate. We are not the dragons you are looking for.
Jaren and Vercil confront and defeat the first Stormwave member and when Auge and Durg return we find Rothwell and a ranger have joined the fray, but they were ultimately defeated and looted. We left their bodies on the roof they were watching from to be discovered by their comrades.
We split the loot, was awarded XP. We begin next session returning to Vinco’s office.