Sunday, September 27, 2015

09/23/15 Virtues Session 20: Aegis of the Ages

“Look Gerdo a drow,” Kerkenilin said to his slow-witted companion. The two ogres were busy gathering tribute for their giant leader but were soon distracted by the sounds of mortal combat.

“Do you think the giant king wants a drowie elf?” bumbled Gerdo speaking aloud earning a club against the side of his prodigious head.

“No you fool, the drow are sly creatures if we side with him then maybe we can bring King Macron word of an alliance as well as treasure for the giant.” Kerkenilin said over the sounds of battle beyond.

Although the two ogres had not entered the chamber beyond, the clamor of the fray reached their dull ears nonetheless.


“Friendship you fool, now take up your weapon dumb-ass and let's help the drow.”

Our session begins in the chaos of combat against the Behirs and the advanced troglodytes; the battle was well fought and when the smoke cleared we proved victorious earning our third mythic tier.

We discovered a fossilized dragon (regarded as the Sage Dragon) in the chamber that lead down to what we learned was the Aegis of Ages, a repository of knowledge for the evil faction of the Eye before the Dawning. Arcane runes and sigils lined the walls of the fossil as well as the spinal steps that lead to the heartstone. Dragon heartstones come from evil dragons while elemental fonts are from virtuous dragons.

During our descent each of us felt an awakening connection to our Avatars, similar to dying as some of us have already experienced. During this time Kyras is filled with the knowledge that the entirety of the Evening Isles itself falls under his protectorate, that all the isles are his druidic domain.

We are naturally overwhelmed with all these works and going through the repository to understand the Ways will necessitate time. This world was at first a pocket dimension and that some of these works were aimed to prepare this plane for the Abyss or Hell. This dark influence of that time naturally attracted creatures through the Ways, sometimes monsters and at other times Portal People. It was soon realized that whoever controls this information could most greatly affect the rules that govern the magical that encompass this world.

Both dragon factions are looking for this place; the dragons of sin, to likely propel this world to the lower planes while the dragons of virtue would see the coming of a monotheistic Creator.

We discussed spending two weeks to a month here, but a month was likely too long as we would like to prevent the coronation of the Count as the new Duke at Bouvet Keep.

We recover 50,000 gp each in treasure as well as two potions of each level first through third mythic level as well as 4,200 exp.
Some of the gear not spoken for:
Amulet of mighty fists +1
(2) Belt of giant strength +2
(3) Cloak of resistance +1
Monks robe
Rod of cancellation
Staff of Tricks
Robe of arcane heritage
Studded leather +3
Drow hand crossbow +2 (w. 6 command undead bolts +1)
Wand of bears endurance (6 charges)
Cloak of Fangs
Ring of Swarming Stabbs
Ring of Jumping
Masterwork chain shirt

Thursday, September 24, 2015

The Aegis of the Ages Volumn III By Oculus

These spells represent the work and discovery you make of the ancient world’s magic and your translations into “modern” magic. All the arcane casters worked on these spells together.

Create Demiplane  School conjuration (creation); Level cleric/oracle 8, sorcerer/wizard 8, summoner 6, witch 8; Subdomain greed 8  Casting Time 4 hours Components ?
Effect extradimensional demiplane, up to 10 10-ft. cubes/level (S)
Duration 1 day/level or instantaneous (see text)  This information missing from source material, possible errata (probably same as greater/lesser versions, see below)

This spell functions as create lesser demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with create lesser demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration.
Alignment: Your plane gains the (mildly) chaos-, good-, evil-, law-, or neutral-aligned alignment trait (see Alignment Traits). You cannot give your demiplane an alignment trait for an alignment you do not have.
Bountiful: Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.

Elemental: Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.

Gravity: By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.

Seasonal: The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on).

Shape: By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge (see Shape and Size). You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.

Structure: Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).

You can make this spell permanent with the permanency spell, at a cost of 20,000 gp. If you have cast create demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.

Create Demiplane, Greater School conjuration (creation); Level cleric/oracle 9, sorcerer/wizard 9, witch 9; Subdomain solitude 9   Casting Time 6 hours
Components V, S, F (a forked metal rod worth at least 500 gp)
Effect extradimensional demiplane, up to 20 10-ft. cubes/level (S)

This spell functions as create demiplane, except the area is larger and you can add more features to the plane. You can use this spell to expand a demiplane you created with lesser create demiplane or create demiplane (you do not need to create an entirely new plane using this spell), in which case it has a duration of 1 day/level. Alternatively, when cast within your demiplane, you may add to your demiplane (or remove from it) one of the following features (or any of the features described in create demiplane) with each casting of the spell, in which case it has an instantaneous duration.

Energy: Your plane gains the (minor) negative- or positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.

Magic: Your plane gains the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you selected dead magic, you are trapped within your plane unless it has a permanent planar portal (such as the portal feature, below). If you selected enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire descriptor or that manipulate fire” or “death spells and spells from the Death or Repose domains.” A plane cannot be enhanced and impeded for the same kinds of spells.

Morphic: You may use move earth at will in your demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.

Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).

Time: By default, time passes at the normal rate in your demiplane. By selecting this feature, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait (see Time).

You can make this spell permanent with the permanency spell, at a cost of 22,500 gp. If you have cast create greater demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.

Create Demiplane, Lesser  School conjuration (creation); Level cleric/oracle 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7 
Casting Time 2 hours  Components V, S, F (a forked metal rod worth at least 500 gp)
Range 0 ft.  Effect extradimensional demiplane, up to three 10-ft. cubes/level (S)
Duration 1 day/level   Saving Throw none; Spell resistance no

You create a small, finite demiplane. You must be on the Astral or Ethereal Plane or on a plane that has access to one of those planes (such as the Material Plane) to cast this spell. When you cast the spell, you decide whether the demiplane is within the Astral or the Ethereal Plane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.
There are no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.
When you finish casting this spell, you may bring yourself and up to seven other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as astral projection, etherealness, or plane shift. You are considered “very familiar” with your entire demiplane.
As a standard action, you may eject a creature from your demiplane. The creature may resist with a Will saving throw. An ejected creature goes to the closest plane to your demiplane (usually the Astral Plane or the Ethereal Plane, but if you cast this spell on the Material Plane, the creature is sent to the Material Plane). When the spell ends, the plane dissolves, and all creatures in the plane are ejected in this manner with no saving throw. The plane cannot be dispelled, but a creature on the plane can destroy it by using limited wish, mage’s disjunction, miracle, or wish and making a successful dispel check.
If you are within the demiplane, you can add to its area by casting the spell again. Alternatively, you may cast this spell again to reset the duration of an existing area to that of your latest casting. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the center part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.

You can make this spell permanent with the permanency spell, at a cost of 17,500 gp. If you have cast create lesser demiplane multiple times to enlarge the demiplane, each casting’s area requires its own permanency spell.
Section 15: Copyright Notice Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Elemental scale School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action Components V, S, M (a reptile scale)
Range touch   Source: Deep Magic
Target one kobold, dragon, or creature with the reptilian subtype per level
Duration 1 min. per level Saving Throw Fortitude negates (harmless); SR yes (harmless)
Elemental scale confers a +1 natural armor bonus to AC that increases by 1 every four caster levels. In addition, the spell provides an energy resistance of 5 for one of the follow types, chosen at the time of casting: Fire, cold, electricity, or acid. This spell is rather common among dragons and kobolds, and virtually unknown among non-reptilian spellcasters.

Memento Mori School necromancy (necrophagy) [evil]; Level antipaladin 1, cleric/oracle 1, sorcerer/wizard 1 Casting Time 1 standard action Components V, S, DF
Range personal  Source: Deep Magic Target creatures within sight
Duration 1 round    Saving Throw Will negates; SR yes
You transform yourself into a horrifying vision of death, crawling with maggots and rotting away, exuding the stench of the grave. All creatures that see you are entitled to a Will save; those that fail lose their next standard action (or lose all actions next round if they roll a saving throw of 1).  Those that roll a successful saving throw are immune to further castings of this spell for 24 hrs.

Mind's Eye Map School divination [ink, mind-affecting]; Level sorcerer/ wizard 2
Components S, M (ink and material to record the map) Casting Time 1 standard action
Range 60 ft.  Source: Deep Magic    Target one creature
Duration concentration, 1 min./level Saving Throw Will negates; SR yes
A mind’s eye map allows you to magically craft a map taken directly from the target’s mind, using yourself as a conduit. You spill a steady stream of ink upon the chosen surface for the map, which slowly undulates and forms shapes that perfectly copy the target’s mental image; 100 sq. ft. of space may be mapped per minute. The map is only as complete as the target knows or can recall, and it includes any illusions, visual tricks, or inaccuracies the target witnessed. If the target is unwilling, you may attempt to forcefully extract the mental image, but you must succeed on a touch attack and paint a cipher on the creature. An unwilling target is allowed a Will save; success negates the spell. Another mind’s eye map reflecting the same mapped area cannot be created from the same unwilling target until the caster advances in level (or until the target becomes willing).  If you paint the cipher on an unwilling target with arcane mark, the DC for the Will save increases by +2.

Blood Armor School necromancy (necrophagy); Level inquisitor 2, sorcerer/wizard 2, witch 2 Components V, S, F (foe you have struck with a meleeweapon within 1 round)
Casting Time 1 swift action  Range personal
Target you   Source: Deep Magic     Duration 10 min./level
Saving Throw Fortitude special (object); SR yes
When you successfully strike a creature with a melee weapon and deal damage to it, you can cast blood armor as a swift action. The blood flowing from your foe magically increases in volume and forms a suit of plate armor around you, granting you a +6 armor bonus to AC for the spell’s duration. Additionally the armor prevents any of your own blood from flowing too copiously, making you immune to bleed effects. Unlike mundane armor, blood armor has no armor check penalty, arcane spell failure chance, or speed reduction.  Unlike mage armor, blood armor is not a force effect and thus incorporeal creatures can bypass it normally. The foe you strike must be one that contains blood—targets immune to bleed effects cannot be used as the focus for this spell. If the focus of this spell has divine blood (demigods, outsiders with 20 or more HD, or characters with godling class levels from The Genius Guide to the Godling), the blood armor also gives you a +2 bonus to Will saves.

Caustic Blood School transmutation (necrophagy); Level antipaladin 3, druid/shaman 2, inquisitor 3, ranger 3, sorcerer/ wizard 2  Components V, S  Casting Time 1 standard action
Range personal    Source: Deep Magic   Target you    Duration 10 min./level

You cause your blood to spray and become caustic whenever it is exposed to the air. While you and items in your possession are immune to your caustic blood, others can be badly damaged by it.  When you take damage, as a free action you may make a single ranged touch attack at any target within 30 ft. (even if it is not your turn). On a successful hit, you deal acid damage equal to 1d6 hp plus your Constitution modifier (minimum +0). If you are suffering from a bleed effect, you add double your Constitution modifier (minimum +0), and you may make one such attack at the beginning of each of your turns. After the spell has been in effect for 10 min. or after you have made a number of attacks equal to your caster level (whichever comes first), the spell ends.

Spellcaster's Recoil School conjuration (teleportation); Level cleric/oracle 3, inquisitor 3, magus 2, sorcerer/wizard 3, witch 3  Casting Time standard action  Components V, S
Range close (25 ft. + 2 ft./level) Source: Deep Magic
Target one creature Duration 1 round/level   Saving Throw Will negates; SR yes

Manipulating the powers necessary to invoke any spell is a complex balancing act, and the target of this spell suffers a minor backlash when unleashing that power. Whenever the target successfully casts a spell or uses a spell-like ability, it is teleported 10 ft. in a random  direction. In addition, it is staggered until the end of its next turn. Roll a d10 and use the rules for splash weapons to determine the direction the target is teleported. On a roll of a 9, the target is teleported straight up, while a result of 10 teleports it straight down.  If the target’s destination location is occupied, such as by another creature or a wall, the target does not teleport but is knocked prone instead.

Ocularum   School divination (scrying); Level sorcerer/wizard 3
Casting Time 1 minute Components S, M (ocular fluid from living creature)
Range touch  Source: Deep Magic Effect one scrying symbol
Duration 24 hrs.  Saving Throw none; SR no

You can paint a glyph with the clear fluids extracted from the eye of any living creature, creating a potent scrying tool. As a full-round action, you can attune yourself to any such glyph you have created that is within a range of 1 mile/caster level. After that round, you see out of that glyph as if you were physically present at that location, including any enhanced vision such as darkvision and see invisibility. You cannot use any senses other than vision through the ocularum. The glyph is nearly imperceptible and requires a DC 20 Perception check to locate. It has 1 hp, and if the glyph is destroyed while you are actively looking through it, you are immediately and permanently blinded. While actively scrying through the glyph, you become unaware of your own surroundings, receiving a –10 penalty to all Perception checks in your actual location and easily surprised. This spell only functions on the plane of existence you are currently occupying.

Portal Jaunt   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./level)  Source: Deep Magic
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.

Dimensional Shove  School conjuration (teleportation, dimensional); Level bard 4, sorcerer/wizard 4
Casting Time 1 standard action Components V, S Range touch Source: Deep Magic
Target one creature touched  Duration instantaneous Saving Throw Will negates; SR yes

This spell pushes your target through a dimensional portal, causing it to reappear a short distance away. You must make a successful melee touch attack to use this spell. If the target fails its Will save, it disappears from its current location and reappears 10 ft. away from you per caster level (maximum 100 ft.). It appears in a location directly away from you. This travel can take it through walls, creatures, or other solid surfaces, but if the distance traveled would place the creature inside a solid object, it instead appears in the nearest open square in the path of travel.
Mythic: If you expend one use of mythic power when casting dimensional shove, the target does not receive a Will saving throw to resist the spell, unless the target is mythic. In addition, you can select the destination of the target, as long as that destination is known to you, on solid ground, and is within the normal range of the shove (100 ft.). The location cannot be within a solid object, otherwise the spell fails.

Sunday, September 20, 2015

09/09/15 Virtues Session 19: Troglodytes of a Different Beat

Syrendross Zov
Rydin cautiously approached the cellar door being careful not to make too much noise. The magus was soberly reminded of Denosia during these type of tasks. The elf worked in silence. With Dolgrin aside him Rydin throws open the door. Beyond the opening awaited dark shapes and the now familiar scent of troglodytes.

“To arms!” intoned Dolgrin as he led the attack against the unsuspecting troglodytes.

“Make room up front.” Dramen said as he unleashed a spell just before Rydin joined the fray.

As the other companions brought their own brand of warfare upon the troglodytes, Syrendross was cautious not to expend too much magical energy, not before encountering the behirs. Around the drow swords sliced the night air and magic assaulted the troglodytes.

Standing next to Dramen, Syrendross extended a dark index finger that opened a planar rift transporting his opponent to another where. This unintended and unexpected result flooded Syrendross with intuition about a dragon heartstone.

As Dramen watched in awe, the drow learned that of course, there had to be a heartsone nearby. In Syrendross’ mind-eye he could see such a rich focus of magic, lure and enhance these troglodytes over generations into the advanced creatures they now faced. Somehow he also knew the volcano dwarves’ elemental font was also a heartstone which also meant there was one in Bouvet Keep.

“Watch your feet!” Rydin said to Dolgrin. Now that the cellar way had been cleared with the sudden transposition of one of the troglodytes Dolgrin was eager to press the attack stepping on the elf’s dainty feet in the process.

“Bhah haha!” The dwarf was indeed happy. 

Our session begins as we enter the treacherous Macron Mountains; climbing and traversing what was becoming natural landscape away from the blasted volcanic low lands. It is around this time when Dolgrin finds a newly unearthed path revealed after a minor avalanche of rock. Dolgrin’s connection to Lapis becomes stronger as the elemental eases our passage. Along the way we also see humanoids and beasts of burden in the distance as well as flying humanoids unaffected by the rigorous mountain winds.

We travel until midday to rest; it is here when we begin to feel the high altitude effects. As we rest it occurs to us (via Knowledge checks) that Behirs are snake-like magical beasts with a dozen legs, can swallow-hole, can speak common, and has a lightening breath-weapon. No events occur during the night- as a matter of fact we sleep-in an hour.

We travel henceforth and stumble upon a copse of trees that Kyras recognizes as druids work relatively near a fifty-five foot rock wall to the east. In the darkness Syrendross could see subtle movement along the sheer stone face. Kyras communes with nature in a way as to speak with some shrubbery to learn that the shadow is a kind of lizard-man upon a mount. We proceed cautiously but was eventually set upon by four troglodytes lizard-riders.

After defeating the creatures we again set our travels to the behirs and within a couple of hours we begin to see the use of animal companions watching our movements. It was not long after when we discovered a strangely out of place cottage sitting atop a cave opening. After some preliminary detections we enter the cave to find a manticore magically manacled to the cave. We decide not to disturb the beast, obviously someone’s battle mount, or investigate the cave further. We turn our attention to the cottage, begin to walk the rough path up to the cottage when a feeling of evil strikes Dolgrin as Syrendross receives a cautionary warning from his host personality Shar that this is not the time for ‘this’- meaning the cottage. There was an unknown association with a drow here. After Dramen commits this location to memory we continue to climb on.

We eventually reach a point where we must eschew the horses and travel on foot. Here we begin to feel some altitude sickness, but nothing to roll dice about. Traveling we avoid some troglodytes here and there until finally we come to an abandoned hamlet that now seem occupied by the troglodytes. Kyras identifies a slithering path as well as claw marks indicating the passage of at least one bahir. We agree to take a short break for a few hours to wait for dawn.
At last we begin to search through the ruins and find a cellar door, and after opening we discover three well equipped troglodytes. After sending one to another plan and two to the afterlife we progress into the cellar to discover a labyrinth of large natural caverns, tunnels and burrowed openings. The deeper we went the larger it became accommodating dozens of troglodytes. 

We find ancient leavings as we travel; once such discovery was a secret compartment that the Eye used. It was an old Eye brand but the compartment held an old high-ranking ring of the Eye, three scrolls, as well as three masterwork gemstones ready for enchantment. We intuit that the dragon’s lair was one of the Eye’s bastions of knowledge.

We eventually happen into a large cavern where treasure is literally piled into corners and along the walls. We hear and then see two ogres picking through the treasure, past the ogres we finally see one of the behirs spiraled around a subterranean column, and beyond the cavern narrows into a passage that opens into a chamber populated by many troglodytes. We hide in magical darkness to avoid detection as Dramen attempts to charm the ogres.

The attempt fails and all hell is about to break lose. 

Wednesday, September 16, 2015

The Stone Law

A Paladin knows only Valor
His Blade defends the helpless
His Might upholds the weak
His Word speaks only Truth
His Wrath undoes the Evil
His friends see only Virtue
He bows to only the Worthy

Monday, September 14, 2015

Forge Ahead

Dramen shook the hand of each dwarven craftsmen in turn as he handed out the portfolios. “Galeb has informed me you are the best crafters in your respective fields & your schedule has been cleared for the next three weeks. For your review these portfolios contain shift schedules, a completion timeline, and a draft of each item we will be making. Please forgive the crudeness of the drawings, I did not have time to draw them to scale or add color. Alright page one shows the schedule for each crafter.”

“Excuse me lad”, stepping forward was an older dwarf, the countless scars on his arms told Dramen he had worked the forges for over a century. “I can’t help but notice you are trying to do three months of work in three weeks? And your schedule is listed as twenty-four hour shifts, with you working every shift?

“If you will indulge me master dwarf, I can allow any crafter to work twenty-four hours without the need for food or sleep. I thought a one-day on one-day off alternating schedule would be acceptable? That would allow you time with your family’s and to attend to personal matters.”

“Son, most of my tools are older than you. As grandmaster of this forge I say each man takes a break when needed, but we all work on your schedule. We won’t be outworked in our own forge, besides if what you say is true why would we need time off? I have one last question before we begin, what are these five runes you are hiding on the base component of each of these items?” Dramen smiled as the dwarf pointed out the hidden symbology on each piece. “You need a lot more years then you got to slip something past me.”

“Good sirs, I know you have all been briefed on the unique diversity of my traveling companions. I am an orphan, and my mismatched group of friends is the only family I have ever known. Each rune represents family in the native tongue of every member of my…family. We have just suffered a devastating loss. No doubt countless innocents are going to suffer because we were not prepared. This equipment will help strengthen our position so next time we will not fail. I along with my companions thank you for the use of your forge, as well as your master craftsmanship.


Garenlock Stoningthrow observed the young wizard from a distance. His magic allowed the small team of craftsmen to physically work around the clock. He had worked with humans in the past and never had he seen one with this level of diligence. It had only been a week but the Forgemaster was starting to admire the human’s level of commitment to his companions. For what was essentially a child he fit seamlessly into the workings of the forge as if he had been here for years. The young mage didn’t yield to the stories of the other crafters, nor to the ale that was frequently passed around despite requiring the need to drink. Garenlock found himself hoping the rest of the allies were delayed, he had never enjoyed working with a human or a wizard before.  


The Forgemaster clapped Dramen on the shoulder as they admire one of the pieces they had just completed. “I told ya we would get everything done with time to spare. I am guessing you owe me that bonus we discussed? I must say that’s a fine looking piece, for an elf.

Dramen snickered at the comment, certainly something Dolgrin would say. “You were right about the emeralds, thank you for exchanging them for my rubies.” The silver arms of the headband resembled a thick tangle of briars with a pair of emeralds utilized as foliage above each eye.

“How many times do I have to tell ya, I am always right in my forge.”

“I was the one who designed the armor etchings to match.” Dramen tried to boast.”And if I recall you didn’t think we would get it all done?”

“Those etchings went without saying and I knew we could get it done, I wasn’t sure that you were up to the task. So what are we making next?” The old dwarf rubbed his hands together eager to get back to work.

“Well since you have seen fit to separate me from the remainder of my funds.” Dramen tossed a small bag of coins onto the work table as he removed the headband. “It looks like my days in your forge are done.”

“I heard you agreed to try and help navigate the gate under the college? Perhaps when you return we can make some adjustments to these pieces, or make something new?

“I would like that” Dramen said as he took Garenlock by the hand. Pulling out another small bag he passed it to the venerable dwarf. “These are a few potions of the spell we have been using. Each one last for twenty-four hours, this is how I spent the extra days you bought me. I also heard you will have a spell caster here when I return. I will also teach her this spell; I fear we may need all the weapons and armor we can get.”

“After two centuries I thought I had humans figured out. You’re a credit to your race lad; don’t let your own forge fires dwindle. Now that I have some extra coin, let’s go have a drink.”  

Sunday, September 13, 2015

Z’hind-del Syrendross: Fourth Entry, Day Seventy Eight

Levitating cross-legged fifty or so feet above my companions, I looked down upon the drunken sleeping man lying on the guard tower remnant. My cowl covered my head from the noon-day sun but I took no special care to hide my heritage, I wanted this man to understand the full depth of the situation before him.

The sound of water splashing just beyond must have lulled the man to sleep. I watched quietly and listened to the guttural sounds coming from the man's belly; at this I decided this was no longer a man but an aspect of sloth. It did not matter what he said this creature would have to die in order to see the greater good achieved. I decided it should be me to take his life, burden myself murdering this man to spare my friends the distasteful act. Death in the battlefield was one thing we all agreed, but this case was different. 

Having died and remembering much of Shar's ancient life and the first time he was forced to kill someone outside of the battlefield. I was oddly comforted at this, surreal in the presence of such a waste of a life. We will come across other facets of sin and sloth is only one; and here in the light of the day, under the sun my host helped bring about I choose the greater good and draw my original dagger, readying it and see that the dagger was Shar's all along. 

The Monitor

Shar Auvryndar opened his lavender eyes, awakened from his reverie by a strong discordant ripple a world away; the highborn drow no longer required sleep but would frequently meditate on the universe and the cosmic vibrations both magical and mundane. A sensation, not unlike a minor jolt of electricity brought the Monitor from his meditative state and with it came a vision from a distant world.

Syrendross had perished; Shar could see through his mind’s eye the form of his avatar falling from a high chapel ceiling still reeling from a lightning bolt. In an instant Shar saw the peril at hand but was helpless to intervene, or was he? Smendric neglected to reveal this side-effect of plan, or maybe the Traveler did not know all.

Focusing his energies on Syrendross, Dolgrin, and Kyras, Shar transported many of fallen avatars’ magical items to the sanctuary island on Grebaria and out of enemy hands. He was not able to transport everything and Shar doubted if he ever would, but he would be more alert to these ripples in the universe to offer what aid he can. 

09/09/15 Virtues Session 18: The Taint in Bouvaldia

“… Gathering of Druids” the minotaur was saying to Kyras who was lost in thought of his past and his connection to the Evening Isles.

Kyras eschewed his title untolled years ago after what he felt was him abandoning the Isles. Kyras’ feeling was that until he was worthy of the title MaCaugh then he would not taint the name and its meaning. Since coming into Jerit’s memories, the emotion that came with it caught up and nearly washed over the Druid once again as he stood considering Rynch’s words. They were sincere and that’s what touched Kyras the most.

You are too kind Rynch, Druid and dwarf-friend,” formality kept most people at a comfortable arms reach for Kyras. There was a time however when one such as Rynch would have petitioned Jerit for just such a boon.

I look forward to this Gathering of Druids,” Kyras said at length completely as a loss on how one conducted himself in the presence of a minotaur.

Rynch gave Kyras what he guessed was a smile and strode off to the protections of his sacred grove.

Kyras turned as Dramen walked up to him, “What was that about?” Dramen asked again wearing his white robe.

Nothing, let us be off and remove this taint on the land.” Kyras said once the minotaur was out of sight.

Dramen and Rydin fled Castle Kierken on expeditious horses. With about a twenty minute head-start the two surviving heroes fled into the blasted Bouvaldian foothills evading the Count’s men while also noting the general exodus of the people of Hillshade. During the next few days screams of anguish broke the night indicating that the taint upon this land was spreading.  

Eventually the pair would encounter Damerlock Stoningthrow, the dwarven weapon smith from Hillshade who relayed the horrors and indicated his intention to join the dwarves at the Elemental Font.

The Font was large multi-elemental fountain in the center of a natural pyramidal structure. Also within the structure was a monastery as well as an Ancestral College of sorts; there was also a druids grove that bordered the dwarven territory.

Meanwhile as the days passed for Dolgrin, Syrendross, and Kyras the fatigue from flood of memories from their host personalities subsided, Dolgrin is made aware of three important questions from Balder; Kyras notices the leavings of individuals- some recently; but finally on the fifth day Syrendross spotted the Overwrought Companion which had finally arrived to retrieve three of the fallen heroes of virtue.

Back in Bouvaldia Dramen and Kyras, with some help from Damerlock, negotiates for trade to facilitate the crafting of magical items; however the volcano dwarves of the Font had some questions for the pair. They are called to the Font and a zone of truth that was made permanent and encouraged to enter and answer the question that was on everyone’s mind.

Many dwarves were here as well as the druid Rynch, a minotaur; and Galeb their ‘earth leader’. Their question was curt and simple regarding our involvement in the plot against the Duke- the truthful answer was spoken and the collective sigh of relief was palpable as Damerlock was honored true to his word- speaking behind the scenes for the human and elf.

Meanwhile on the Overwrought Companion Syrendross busied himself with inscribing glowing tattoos as scrolls on his skin while Kyras scribed a few scrolls on the improved supplies the Companion took on in our absence. Dolgrin however was eager to bring the fight to the Count and his brother the vile Inquisitor. They made a brief stop in Gibralter to resupply allowing Syrendross a chance to buy a spellbook to back up our arcane spells in the event we somehow lose our spellbooks wholesale. Lapis returns at this time.

At the Elemental Font a complete timeline of events are laid out for the dwarves, from our rescue at the hands of the Widows (now of Surfton), the Peralias, all the way to the events at the Castle- the explosion and the Chapel fight where Dramen and Kyras were split up from their three counterparts. The next day trade begins; later Galeb invites Rydin and Dramen to the Ancestral College to much surprise.

Here was unfolded information on the fabled elven Ways and a possibility that the Elemental Font sits above such an entrance. Something blocks it however and more information is needed, an incomplete set of books from a dragon’s hoard- the same lair said to be inhabited by behir, contained information on the Ways. There is another Font in Bovet Keep; however both were sealed one hundred fifty years ago when a gargantuan nightmarish creature emerged causing wanton destruction. In the meantime, Galeb was able to send and receive short messages from Dolgrin; they were therefore prepared for the company’s arrival.

Day 78.

Dolgrin, Kyras, and Syrendross were dropped off via balloon-lander on the Bouvaldian shore, it was easy for the dwarf paladin to follow the divine source to the Font. Having prepared for Dolgrin’s arrival, that was heralded by Galeb who recognizing Dolgrin as a paladin. Over the next couple of days Dolgrin’s clan was identified, through the College, as the time traveler and champion opening up a channel for Dolgrin to appeal to his host-self who warns Dolgrin about the dragons- all dragons, their ageless involvements and detached moralities.

Speaking as a group once more everything points to the Inquisitor and the Count acting in concert against the Duke who was Virtue’s most likely ally in the struggle against the deadly sins. We eventually agree the behir pair is our next course of action to collect the missing volumes about the elven Ways.

More crafting commences with Kyras in mind. We are offered a collection of minor potions, but before we go Rynch vouches for Kyras and express his intent on including Kyras at the next Gathering of Druids to perchance garner Kyras a grove of his own in the Evening Isles. 

We estimate the behir lair to be a day and a half ride; we decide to travel through the night. Again we are treated to haunting screams of anguish; encountering a corpse with his head twisted around with a rictus smile wrought on his face and later hoof-prints, as we skirt by Hillshade.

At noon, after taking a left, we come to what we learn is the Y-post guard tower. The two story structure was similar to the ruin outside Hillshade but this one had a large natural volcanic wall. The only sounds were a constant whistling and a rhythmic lapping of water. Again horse tracks were prevalent and in abundance.

Kyras transformed into an eagle to get the lay of the land and spotted a water wheel on the other side of the wall as well as a sleeping guard dressed in chainmail deep in his cups. The individual bore the mark of the Count and the stench of beer.

Syrendross silently levitates to guard the sleeping man, Kyras and Rydin hides the mounts, while Dolgrin and Dramen wait for them before entering the tower. Inside they find the papers indicating this post and its assignment; the paper had the tone of martial law and the Count’s decree.

On the roof top the guard was awakened and questioned. The guard named Bleem was from Castle Kierken and as was posted here to watch for criminals. We learn the Count was awarded additional territory by the Duke’s family and that the Count is poised to become the new Duke, but he recognized us. Syrendross murdered the cowardly man once it was agreed; he could not be allowed to tell anyone of our return. (chainmail, longsword, whistle and 20gp) Lapis buries Bleem before we retire in a magical space upon the tower giving us a high vantage.

We awake later that night rested, to the pounding sound of hooves whereby we decide it is time to move on. We eventually encounter a commune centered around four houses, tents were arrayed as well as the presence of several refugees from around the Duchy.

Again we decide to avoid being recognized and travel on. It wasn’t until 3 am when the terrain rose and four large shapes form out of the darkness. We brought down the trolls, divided what we recovered, and set out again to the old dragon’s lair and its two behir residents.

We were awarded 2000 xp.

Sunday, September 6, 2015

09/02/15 Virtues Session 16 and 17: The Fall of the Bouvaldian Crown

Zaid Aclair - Mythic Nemesis 
Dolgrin, for the honor of the gods put down your axe.” Rydin pleaded to Dolgrin as the guards closed in around the band of heroes.

Dolgrin looked to the elf, “You ought to know me by know elf! Someone wants it? Try to take it!” the dwarf challenged the Inquisitor directly.

My good dwarf you have been deceived by your comrades, come quietly and their conspiracy will be revealed,” the Inquisitor bayed the paladin.

In the torchlight the Inquisitor’s guards dutifully gathered weapons from Kyras, the drow and Dramen who were ready to react if something were to suddenly go awry.

If you would come peacefully we can all sort this.. injustice out.” The Inquisitor again spoke with silvered words.

Dolgrin call your ‘friend’,” Kyras suggested, “could it carry your axe? We know the truth and if this man of the Duke is who he says he is, then we can expose what we found.”

You mean where we burned everything?” Dramen asked.

And like that the heroes of virtue were paraded into a Kierken Castle tower and placed under lockdown.

Hooded. Shackled. Separated in magically dug out cells we find our spells and abilities suppressed, and after about an hour and a half- it was hard to tell time underground but one thing was for certain: we had all been up for over forty-eight hours without rest.

Elsewhere in the prison we hear Corker Peralia and some other fellow cellies calling out; Corker expressed a feeling about what’s not ‘right’ with Hillshade. Soon the Inquisitor makes his presence known by calling out and then isolating Dolgrin in order to speak privately.

The conversation was more of the ‘you’ve been deceived by your companions dwarf’ and ‘do you or don’t you work for dragons’ then accusing the lot of us being in league with the Sheriff. The inquisitor was not alone during his accusations and when it was over it did not bode well for us.
Drow needs food badly!

Hours pass

Then a rope is dangled down Dolgrin’s angled shaft, Zhor was there to get us out. During our incarceration Zhor heard about our arrest and knew something was amiss. Besides not ever seeing the prisoner Okala processed, the River Baron was growing suspicious and feared that Count Keirken was a  part of it. 

We make our was to Gretcho’s where we find our equipment sans much of Denosia’s equipment specifically his hat of disguise as well as the good Sheriff Radolia, who admitted he was forced to agree to the Inquisitors incessant accusations. Zhor, along with trusted swordsmen Skelp and Strass, we learn that the Count and the Inquisitor are siblings and that he believes Count’s bride is likely behind this radical change in the Count- demonologists! The Duke must be warned.

We agree to help but first we are woefully tired from the past exploits. The Sheriff suggests a farm where there remains a salt-cellar, a perfect place for an extradimensional resting area.

After resting and discussion, we settle on a plan that utilizes Denosia’s Aunt (on his Mother’s side) as pluses for the Count’s wedding in an attempt to blend, utilizing disguises, in gaining access to the courtyard. Meanwhile Dolgrin and Syrendross would, invisibly access the castle by following Lapis into an underground entrance between the southern two towers of the castle- but would in reality just walk in behind exiting guards form the southwest tower.

In the Castle Courtyard and with many things in motion Dramen, Kyras, and Rydin notice a small ‘child’ tampering with the Duke’s battlewagon. The heroes move to intercept the child and or get the guards attention; but soon the battlewagon exploded as the child was expertly captured off the walls by Denosia, the explosion killing nearly everyone in the courtyard.

Meanwhile the dwarf and drow were making their way up to the chapel when the explosion occurred.

09/05/15 Virtues Session 17: Adult Guidance 

'porpoises scare me as much as marsupials'
We had interrupted Count Kierken’s and Inquistor Zaid’s plan and they responded by hastening their efforts. As Kyras, Dramen, Rydin (who captured the 'child'- Ardinia Delaway) recovered from the blast; and as Sheriff Radolia and Okala wage deadly battle; the focus moved to the Chapel where Dolgrin and Syrendross encountered the Duke surrounded by 'blue' guards.

Also in the Chapel were the Count, the Mythic Inquisitor Zaid Aclair, an unknown tiefling, and later Abriana and Hopkus Arcool; who, after dividing and conquering, successfully orchestrated the fall of the Bouvaldian Crown.

In the end Denosia and Sheriff Radolia perished as well as Dolgrin, Kyras, and Syrendross (shout out to Marc!) who reform moments after death in new avatar bodies on the Grebaria island. Dramen and Rydin narrowly escape Castle Kierken; and after a time they found refuge at the Dwarven Temple and the Elemental Font. We gain 3,550 Xp.

We begin next session four weeks later.