The Powers of the Realms

Pathfinder Rebalancing


All abilities listed below come directly from Pathfinder Race Point abilities: Race Points

Race Points which are the largest issue are listed after the race name and RP cost.

Dwarf: 11 RP, Balanced

Elf: 10 RP, Weapon Familiarity 2RP, Elven Magic 3RP, Elven Immunities 2RP
Suggested Fixes: Create 3 new Elven Weapons (1H, 2H, Bow) that are superior to standard weapons and require Exotic Weapon Proficiency (makes Weapon Familiarity viable). Also sub out Elven Immunities for Spell Resist Lesser(2RP 6+HD) or Greater (3RP 11_HD) or resistances (sub out offers 1, but for RP it would be 3), sub out Elven Magic for Deep Magic (3RP +2 Dispel Magic and Spell Resistance) or sub with Skill Focus Know:Arcana or Spellcraft or leave as is since Spellcraft is useful.

Gnome: 10 RP, Skill Bonus (Craft/Prof) (2RP), Hatred (1RP), Gnome Magic (2RP – crap spells)
Suggested Fixes: Grant Hatred per racial description (pick 2 subtypes from Humanoid and Outsider categories) and substitute Gnome Magic with Svirfneblin Magic (2RP – Constant Nondetection, 1/day Blind/Deaf, Blur, Disguise Self)

Half-Elf: 10 RP, Elven Immunities (2RP), Linguist (1RP), Multitalented (2RP)
Suggested Fixes: For Elven Immunities see Elf, for Linguist and Multitalented sub Skilled (4RP, +1 skill point per lvl). Could also sub in Focused Study (2RP more than just SF at lvl 1, underpriced if you ask me) which gives Skill Focus at levels 1, 8, 16 instead of giving Skilled (4RP)

Half-Orc: 8RP, Skill bonus Intimidate (2RP), Weapon Familiarity (2RP), Orc Ferocity (2RP)
Suggested Fixes: For Weapon Familiarity see Elven Weapons, For Skill Bonus allow them to pick any one skill (represent adaptation of human blood), For Orc Ferocity substitute it with either Scent (4RP) (personal pick) or do a variation of Elemental Weapons (6RP for 1d6 dmg) (Player Made) Viciousness: +1d4 dmg on all dmg.

Halfling: 9 RP Weapon Familiarity (1RP), Skill Bonus Climb (2RP), Slow -1RP
Suggested Fixes: Weapon Familiarity (1RP) (Choose two weapons per descriptor, choose 2 that can still make sense still like Shortsword instead of something crap like slings), Skill Bonus Climb (2RP) move to Stealth, and Slow -1RP remove.

Human: 9RP Linguist (1RP) and the heightened cost of Skilled (4RP) over value Humans.
Suggested Fixes: Add Skill Focus (2RP) feat to represent their specialization/adaptability.

Nimble Attacks (2RP) Weapon Finesse, Quick Reactions (2RP) Imp Init, Fast (1RP) +!0 move,

Didn’t have the time to read through every single Race Point option (there are a ton). These can be modified more.


As the new “Tank” class of Pathfinder the following changes are designed to make a Barbarian excel at tanking without hurting his DPS which is already below other pure dps classes.

  • All Barbarians gain DR 1/- at every even level. This replaces any DR currently in place on the normal level progression chart which starts at level 7.
  • Rage: No AC penalty, no fatigue penalty, hp are temporary, cannot start/end in the same round.
  • Tireless Rage: Unlimited Rage per day (no longer limited by x rounds per day).
  • Heavy Armor: Gain the HA Prof Feat and do not suffer any movement penalties in Heavy Armor.

Several Archetypes, such as Archaeologist and Bladed Dervish, fix most issues the Bard has as a class. Also upon reviewing their spell list (which is OP actually) they need very little adjustments.

  • Bards gain 8 skill points per level.
  • Bardic Knowledge: A core feature of Bards is removed by all Archetypes that make Bards viable. As such Bards never lose Bardic Knowledge.

Clerics, Oracles, Wizards, and Sorcerors all suffer from a fundamental problem. Their sister classes have the exact same spell list, but static casting and spontaneous casting will always leave one class as the weaker version. Balancing the spell casting to be closely equal with the classes having specific niche advantages is the only solution.

  • Clerics spontaneously cast spells as the Oracle does (use Cast/Known per Oracle); however their list of Known spells is set each day during spell preparation when praying to their gods.

Fighters are largely outclassed by all other melee builds (even with lower BA’s). Steadfast grants them a truly niche ability and allowing them to access feats earlier lets their niche mastery of Feats truly shine.

  • If a Fighter uses their bonus combat feats to purchase any Feat with an attribute requirement they may ignore it.
  • Feats that denote one specific weapon (such as Weapon Focus and Weapon Specialization) apply to 3 weapons.
  • Bravery: This is being replaced with a new Class Feature named Steadfast.
  • Steadfast: Steadfast is gained at every level Bravery would have been gained. This grants the Fighter immunity to status effects taken from the Paladin Mercy list. At 2nd level choose from the 3rd lvl list. At 6th level choose from the 6th and under list. At 10th level choose from the 9th and under list. At 14th and 18th level choose from the 12 and under list.
  • Fighter specific Feats with level requirements are 4 levels lower now. So a Fighter only Feat requiring level 12 would now only require level 8. This is largely due to how many classes have features that grant them feats far sooner than is normally allowed (sometimes 5 levels earlier while completely ignoring other feat requirements as well).

The largest issue with this class is the lack of viable weapon options. Players hate seeing awesome magic weapon drops and never being allowed to use them. My recommendation is that GM’s allow the Monk to use any weapon they are proficient in and substitute the weapon damage with their monk damage table if it is greater.

  • Unarmed combat can use natural weapons.
  • Small PC’s use normal Medium tables.
  • Monk Unarmed Damage can be substituted for the weapon damage of any weapon the Monk is proficient with.

Clerics, Oracles, Wizards, and Sorcerors all suffer from a fundamental problem. Their sister classes have the exact same spell list, but static casting and spontaneous casting will always leave one class as the weaker version. Balancing the spell casting to be closely equal with the classes having specific niche advantages is the only solution.

  • Spells Cast/Known progress at every odd level. Bump up the spell progression one level.

Paladins are largely ok, but lack any feeling of “scaling”. Aura Mastery largely fixes the feeling of Paladins that their Auras are weak while also giving them something that scales with level and has a meaningful impact on the party.

  • Aura Mastery: +5’ range on all Auras at levels 6, 9, 12, 15, and 18.
  • Improved Lay on Hands: At level 8 the Paladin may divide the healing done between themselves and their target however they wish. This applies when targeting someone else and the Mercies affect both equally.

The Ranger is a Hybrid class, plain and simple. But it was given the BA of a Fighter. The Ranger will get the BA of a Cleric/Rogue instead and be given full access to all of its abilities.

  • Rangers follow the Cleric/Rogue Base Attack Progression.
  • Rangers gain 8 skill points per level.
  • Ranger’s get their pet at full Druid level without the need for Boon Companion.

Clerics, Oracles, Wizards, and Sorcerors all suffer from a fundamental problem. Their sister classes have the exact same spell list, but static casting and spontaneous casting will always leave one class as the weaker version. Balancing the spell casting to be closely equal with the classes having specific niche advantages is the only solution.

  • Spells Cast/Known progress at every odd level. Bump up the spell progression one level.

Clerics, Oracles, Wizards, and Sorcerors all suffer from a fundamental problem. Their sister classes have the exact same spell list, but static casting and spontaneous casting will always leave one class as the weaker version. Balancing the spell casting to be closely equal with the classes having specific niche advantages is the only solution.

The Wizard however is still weaker than a Sorceror due to how much better Sorceror abilities are. The following is meant to address that.

  • Bonus Feats are at every 4 levels now (4, 8, 12, 16, 20), and Scribe Scroll is replaced by Bonus Feat.
  • Wizards still use Spell Books and Int as their primary stat.
  • Wizards spontaneously cast spells as the Sorceror does (use Cast/Known per Sorc); however their list of Known spells is set each day during spell preparation from their spell books.
  • Wizards do not suffer from Opposition School penalties.
  • Familiar: Bonus feats may be used to purchase Improved Familiar.
  • Arcane Bond: The item, if turned into a magic item through Craft Item feats, only requires that level, spell, and gold costs are met. The creation time is reduced to a 1 hour ritual. Alternatively a Wizard may choose to turn an existing magic item into their Arcane Bond during Spell Preparation.


  • Melee Eldritch Blast: Invocations can only create one weapon or affect one weapon (no dual wielding Eldritch Blasts).
  • Eldritch Blast: You may make one attack as a Standard Action, or you may take a Full Attack Action to take as many attacks as your Base Attack allows (all melee/ranged).
  • AoE Eldritch Blast: Applying any Blast Shape that makes Eldritch Blast affect more than one target requires a Standard Action.


  • All classes that only get 2 Skill Ranks per level now gain 4 Skill Ranks per level.
  • Use Magic Device is limited to Alchemist, Bard, Ninja, Rogue, and Warlock.


Caster Only

Midian Descent: Requires Level 1, Caster (City of Crypts, New Feat)
The blood of ancient evil Midia runs in the player’s veins, no matter how thin. The DC’s of all spells and effects of the player casts are at plus 2.

Midian Heritage: Requires Midian Descent (City of Crypts, New Feat)
A stronger strain of Midia lingers in this players veins, usually a Zhondish, Ur-Nammu noble, or Tartessan merchant. The magical power of Midia swirls in the player, powering his magic. All spell damage dice are upgraded one step, ex. D4 to D6.

Midian Legacy: Requires Midian Descent (City of Crypts, New Feat)
Midia’s magical legacy empowers this player. As a result, he may cast one extra spell of each level available to him per day, ex. a first level wizard may cast two base spells per day instead of just one.

Midian Pureblood: Requires Midian Heritage, Midian Legacy (City of Crypts, New Feat)
By chance or connivance, this character’s strain of Midian blood runs pure. The magical might of ancient Midia surges through his veins. He may substitute his Charisma score for his prime casting stat. If Charsima is already their prime casting stat, it rises by 2 points.

Unholy Secrets: Requires Caster or Warlock, Non-Good Alignment (City of Crypts, New Feat)
This feat treats the casters prime ability score for determining bonus spells, effects, and bonuses as if it were two points higher, ex. a Wizard with a 17 Intelligence would be treated as if he has a 19 Intelligence for purposes of determining spell saves and bonus spells. A Warlock with this feat gains one extra Invocation whenever he gains a new tier of Invocation, i.e. a 1st level warlock would know two least invocations.

Fighter Only

Balanced Weight: Requires Fighter level 4 (New Feat)
Attack penalties for fighting with two weapons are reduced by –1. Alternatively, you may use a one-handed weapon in your off-hand, treating it as if it were a light weapon with the normal light weapon penalties.

Improved Balanced Weight: Requires Fighter level 8, Balanced Weight (New Feat)
Attack penalties for fighting with two weapons are reduced by –2 and you may use a one-handed weapon in your off-hand, treating it as if it were a light weapon with the normal light weapon penalties.

Shield Deflection: Requires Fighter level 4 (New Feat)
When using a shield you gain your shield bonus against touch attacks.

Tower Shield Specialization: Requires Fighter level 4 (New Feat)
When using a tower shield you do not take the –2 penalty on attack rolls because of the shield’s encumbrance.

Good Only

Blood of Heroes: Requires 1st Level, Good Alignment (City of Crypts, New Feat)
This Feat represents those who are descended from the bloodlines of the greatest, god-touched heroes. The player may re-roll any one roll per day.

Luck of Heroes: Requires 1st Level, Good Alignment (City of Crypts, New Feat)
Heroes are inherently lucky. +1 Luck Bonus to all Saves.

Luck of the Gods: Requires Good Alignment, Luck of Heroes, Blood of Heroes (City of Crypts, New Feat)
Those who have been marked by the gods for great destinies have advantages lesser mortals can only dream of. Once per day, any one roll may be declared as a natural twenty. This must be announced prior to the action.

Warlock Only

Dark Pact: Requires Warlock, Midian Descent (City of Crypts, New Feat)
Midian warlocks were famous for their powers. This feat allows a warlock to add 2d6 to the damage of his Eldritch Blast.

Blood Pact: Requires Dark Pact (City of Crypts, New Feat)
Some Midian Warlocks achieved unheard of power. This feat allows one extra invocation per level of invocation available.

Unholy Pact: Requires Blood Pact (City of Crypts, New Feat)
The mightiest Midian Warlocks were able to produce incredible Eldritch effects. The character may add one extra invocation to his Eldritch Blast.

Unholy Secrets: Requires Caster or Warlock, Non-Good Alignment (City of Crypts, New Feat)
This feat treats the casters prime ability score for determining bonus spells, effects, and bonuses as if it were two points higher, ex. a Wizard with a 17 Intelligence would be treated as if he has a 19 Intelligence for purposes of determining spell saves and bonus spells. A Warlock with this feat gains one extra Invocation whenever he gains a new tier of Invocation, i.e. a 1st level warlock would know two least invocations.

New Feats

Dexterous Strike: Requires Dexterity 13 (New Feat)
You may apply your Dexterity bonus as a damage modifier instead of Strength.

Forceful Willpower: (New Feat)
You may substitute your Cha mod for your Wis mod on Will saves.

Monkey Grip: (New Feat)
You gain 5’ threat when using a 2H weapon. This does not stack with Lunge.

Precise Reflexes: (New Feat)
You may substitute your Int mod for your Dex mod on Reflex saves.

Powerful Fortitude: (New Feat)
You may substitute your Str mod for your Con mod on Fortitude saves.

Ranged Mastery: (New Feat)
Purchasing this Feat gives you Point Blank Shot & Precise Shot.

WIP Strength Feats
Due to Weapon Finesse and Dexterous Strike pushing Dex so far ahead we could do something here. Powerful Fort is huge for say a Bard, not a Fighter. Something that gives a bonus on Initiative, Movement speed in armor, etc… would make Str builds viable. Keep it parred down to 2 feats to match the Dex investment.

Weapon Specific Feats
Feats such as Weapon Focus, Weapon Specialization, and Improved Critical will now choose a Weapon Group per the Weapon Training class feature of Fighters.

Banned Feats

  • Hammer the Gap
  • Two Weapon Rend


I reserve the right to tell you “NO!” at any time. If you find some crazy amazing thing that you know is broken and don’t forewarn me ahead of time, expect this to be applied to you more often than normal.

Melee Attacks
All classes lose their final attack gained from Base Attack. A 20th level Wizard would only have 1 melee attack. A 16th level Fighter would only have 2 melee attacks, or 4 melee attacks if Dual Wielding.

Two Handed Weapons
All 2H weapons grant x2 attribute modifier for damage.


  • All Bows use Dexterity for to hit and damage.
  • Bows count as 2H weapons for damage modifiers.
  • Bows threaten a 5’ area.
  • Bows get a +1 damage step if firing upon someone within 10’.


  • Any weapon with a critical strike modifier of 20/x3 or greater may be substituted with 19-20/x2 instead.

Hit Points

  • No HP bonuses for leveling in your FC. You may choose any other Optional Favored Class option.
  • Standardized HP: d12=12, d10=10, d8=8, and d6=6.

Immediate and Swift Actions

  • These are separate from each other.

Readied Actions

  • Readied actions do not alter your Initiative.

Character Death/Retirement

  • If you make a new character some grandfathered rules which have been deemed unbalanced or broken will not be available for your new character, even if it is a positive retirement.


Buff Spells

  • Buffs that ONLY buff and have no type of damage effect may be cast as a Move action.
  • Some spells may be excluded from this without warning in game.
  • All spells must be approved on a case by case basis.

Frigid Touch

  • Frigid Touch causes your hand to glow with a pale blue radiance. Your melee touch attack deals 4d6 points of cold damage plus an additional 4d6 cold damage every four levels beyond 3rd (to a maximum of 12d6 at 11th level). The spell also has a chance to cause the target to be staggered for 1 round (Fort save for no Staggered effect, the damage cannot be saved).

Mirror Image
Requires a Standard Action to cast.

Spell Books

  • All casters (including divine) must use a spell book. The only exception will be classes with spontaneous casting.
  • You begin play with a spellbook containing all 0-level spells, five 1st-level spells, four 2nd-level spells, plus a number of additional spells (for both levels) equal to your relevant Attribute modifier.
  • At each new level you gain two new spells of any spell level that you can cast (research, practice, etc…).


  • Familiars have a BA equal to a Wizard of equivalent level to the Familiar.

Magic Items

Magic Items

  • Items may be worn as makes sense. Ie., you could wear two belts, three amulets, and five rings. However you could only wear one pair of boots.
  • Some more powerful magic items will require you to become Attuned to the item. You gain 1 Attunement slot at level 1, and an additional at levels 4, 8, 12, 16 and 20.
  • All items of +5 or greater always require an Attunement slot.
  • Armor and Shield enchantments cost the same as Weapon enchantments.

Magic Item Creation

  • If you wish to make magic items be aware you may suffer unexpected restrictions and requirements on creating them if they are Intelligent or +5 or greater.
  • Item creation in and of itself takes 8 hours.


  • A one hour ritual that destroys a normal magic item (nothing epic) and produces Mage Crystals equal to 25% of the value of the existing item.
  • Some cursed, holy, and unholy items when disenchanted carry the blessings and curses with the Mage Crystals.


High Fantasy Settings

  • High fantasy campaigns will use the full level for determining all DC’s, not 1/2 of the level.
Play and Work (PAW) WIP

In my mind there are not a lot of reasons to rush over to a game after you get off of work. You may or may not get worked in by the time you get there, may have already missed out on loot options, etc…

I’d like to offer PAW as an incentive model, similar to ABA’s, to reward players who make the time to come to a game after they got off work and already missed most of the session. This is a work in progress (WIP), and as such open to suggestions, changes, and modifications.

The idea is to reward an amount of points based off of two measures. The first is to set a minimum reward to justify the effort of showing up. The other is to establish a scaling point system to offer extra rewards for missing out on huge events.

1 pts = + 1 magic item
3 pts = + 2 magic item
5 pts = + 3 magic item
8 pts = + 4 magic item
12 pts = + 5 magic item
15 pts/Unique Token = unique item
22 pts/Special Unique Token = special unique item
SE Token = some missed opportunities are so huge that no item compensates for showing up late. These will be handled on a case by case basis.

Minimum Award: Level divided by 3 (rounded down)

Award per session:

Money: Group loot money values shall be compared to the magic item point value table. The highest possible purchase will be dropped one category and that many points shall be awarded. For example, if the group loot award was 55k gold that would buy one + 5 weapon. That is then dropped one category to a + 4 item. So the person showing up late is awarded 8 points to spend.

Unique Items: Any time two or more players gain unique items during game play, the missing player will be awarded one Unique Item token to redeem from the GM’s list of unique items. Some GM’s may have special unique items that are a class beyond anything else. The same would apply here.

Special Exception Tokens: Some awards are simply too large to measure. Players given the opportunity to take on a Template such as Half-Demon, Half-Celestial, or Vampire. Becoming the Chosen Champion of a God. Joining the Order of the Blackguard. When opportunities like these arise the GM will discuss with the GROUP (not just the missing player) what options would have been available had the player been there, and whether or not a commensurate award is fitting.

Remember, these awards are only for those players who are at work while the game is running (or have to leave early to go to work) and still come to the game after they get off. If you simply miss a game, you get none of these awards.

Some of my GM's notes subbing as the Adventure Log

Marcus and Salis went to Traste because of Sera’s summons. Her intention is to replace Laroe as the patron god of Traste. Marcus and Salis will be her “paragons” to convert the nation. Their first mission however was covert. Their purpose at the moment is to purge Traste of all undue influences by Draco, Fagaras, and Zhavelodin.

Marcus Turning Point: He’s found a lawful good monk of Draco and a neutral good bard of Zhavelodin who are truly good people. But if left alive, they will subvert Sera’s plans in Traste and possibly weaken her. He can’t bring himself to kill them.

Malik became Eclipse largely due to ignorant peasants creating a name for this mysterious dark elf wizard. However his new found power was definitely stolen through the lost skills of Telarius. As to the Storm Lord, Marischa has been investing divine power into Eclipse that she has somehow been collecting through an unknown means. And while it appears that Eclipse only seeks to become an Ascendant, and not a god, his powers border on god-like. It was with these powers that he and Calista were able to strike Insea in vengeance against Tara.

Eclipse’s Turning Point: He is fated to die, a final strike from Zanathax to hurt Marischa. Due to the curse, he also cannot do anything to change this fate. Someone, without his involvement, must find a way to change his fate.

Calista’s curse by the Undead was beyond serious. But Ren’s devout love and dedication has lead them to find ancient secrets and power to largely protect Calista from losing herself. Oddly, one of the best “salves” is to slay True Undead making Calista become even more of a scourge to the undead. She is also seeking out even more ways to destroy Tara and the undead, obsessively so.

Curse: The Children of the Daughter of Entropy shall corrupt her will, and she shall become the Mother of the Dark.

Calista’s Turning Point: If she continues down her path to curing herself of her curse she will eventually become a True Undead herself. But this will give Tara the opportunity to kill her. Her curse must be lifted, or she must be convinced to live with it for the rest of her days.

Aloric calls himself Col, short for Coliar, and also founded two houses in Traste. House Greyland is one of the “First Six” and the primary purveyor of arms in Traste now. But he has also founded a new bloodline of vampires, Lunarium. His bloodline is tainted by otherworldly fae powers, and his childer have demonstrated wildly diverse powers and personality traits. He’s also become life-mates with Zara the Spawn of Tiamat, making his seem even stranger.

Coliar’s Turning Point: First, he is about to start calling himself Aloric again. If he does the Black Guard will come for him. He needs to be convinced to pick a new name and stick with it. He hates Coliar. Two, he and Zara are about to have a child. Tiamat still hasn’t been found yet. There are concerns with whether or not this will bring about her as Tiamat, where Tiamat is, what the children will be, and more…

Yolo goes on to marry Sul (Sularian Firestorm) and become the Defender of the Fae, Guardian of the Forest. He has also evolved beyond his mortal form into a Sylvan Magma force of Primal Energy. As he progresses however, his mind becomes less human as well. For him however, he’s quite happy with the outcome.

Yolo’s Turning Point: None. Gaining his freedom and a home, he’s found everything he wanted. He will however come to the aid of one of his friends once.

Tumbleweed’s movements have been masked. No one knows what happened to him or what’s he’s been doing. But now that he’s back he’s far more powerful than ever before. Somehow he’s reclaimed his Soul Blade, unleashed his dragon blood, and become a full Weapon Master.

Tumbleweed’s Turning Point: He is going to challenge The Genocide to combat. If he does and dies, it will pit Asyria and Pass into a full blown war with perhaps devastating results.

Ever since the Saul’s took one of his moons, which was subsequently shattered into Sparks, he has been actively moving to reshape the world into ways he can more readily control. Many forget, but Zhavelodin was the creator of this world and everything that exists within it. And he’s angry.

Everything that has happened so far has been due to his direct machinations. The apocalyptic events to force the gods into reforging the world. The Horn pieces going back into play to be collected. The supposed fix of the Fragments of the Shards of the Horn of the Gods. The gods themselves being forced to re-Ascend. And the Law of Eight being invoked yet again. Zhavelodin’s Eight Children have been reborn. And no one, not even the gods, knows what that means…

Fagaras was going to make a series of power plays until he realized that Zhavelodin was using him the entire time. Now with no idea of what is going on he is consolidating all of his power bases and trying to preserve the undead and demons under his control. Within that scope he will be entirely amiable.

Draco has been collecting neutral and good souls in order to trade them to Fagaras for specific souls of his choosing at a rate of 2:1 in Fagaras’s favor. No one is entirely sure which souls he is trading for, but he is giving Fagaras souls that do not deserve to be in a Soul Pit. Also, he has somehow reforged the Eight Legendary Blade of Power. Draco has managed to keep the rest of his movements masked so far, but he has been “removing” things from known existence making them secret…

Sera’ is attempting to move past everything that has happened to her so far. Her view is that one mortal should never have the power to change any god as much as has already happened to her. She has proclaimed that Vash shall no longer be hunted. That hunting him will in fact mark his enemies as enemies of Sera, and that his curse has been lifted. And Sera’ now has Vash’s Orb.

The Nine
In light of what has been discovered about Zhavelodin, the truth of them being “The Eight” is understood. The Genocide was never a part of them, he is the representation of Zhavelodin as the creator of “The Eight”. If I can regain what is missing from me, perhaps I can become whole and remember what knowledge I’ve lost.

Sera Gear:
1) Celestial Armor +3, Amulet +4 Str, Ring of Resist Elements 5, Scabbard of Keen Edges, Boots of Movement, Gloves of Storing.
2) Ancient Full Plate of the Old Kingdom +3 (Human Racial Armor: Touch AC), Amulet +4 Int, Ring of Blink, Scabbard of Keen Edges, Boots of Movement, Gloves of Storing.
3) Dwarven Chainmail +3 Dr 5/-, Amulet +4 Con, Ring of Evasion, Scabbard of Keen Edges, Boots of Movement, Gloves of Storing.
4) Leather Armor +3 (Improved Shadow, Glamered, Light Fort), Amulet +4 Dex, Ring of Chameleon (stacks), Scabbard of Keen Edges, Boots of Movement, Gloves of Storing.
5) Leather Armor +3 (Improved Shadow, Glamered, Light Fort), Amulet +4 Cha, Ring of Chameleon (stacks), Scabbard of Keen Edges, Boots of Movement, Gloves of Storing.
6) Robes of the Archmagi (White), Amulet +6 Con, Ring of Wizardry 1-3, Rod of Empower and Extend (3 charges each), Boots of Movement, Gloves of Storing.
7) Robes of the Archmagi (Grey), Amulet +6 Int, Ring of Wizardry 1-3, Rod of Empower and Extend (3 charges each), Boots of Movement, Gloves of Storing.
8) Robes of the Archmagi (Black), Amulet +4 Wis, Ring of Freedom of Movement, Staff of Maximized Healing (Mass spell 3/day), Boots of Movement, Gloves of Storing.

Ring of Wizardry: Works for Arcane and Divine
Scabbard of Keen Edges: Fits any weapon, grants Keen for scene.
Boots of Movement: +10 Move, one extra 5’ step per round.
Gloves of Storing: Two gloves, each one works per the book, grants Quick Draw.

Spirit Watch: Gold and electrum pocket style watch in a perfect circle with no chain or hook, with frozen hands on Eight Thirty Eight. Has 80 minutes and 80 seconds. (Can bring up the cosmology of it being a Ring Planet with non-standardized time, 24 hours, 80 minutes per hour, 80 seconds per minute.) Holds talking male spirit that appears as an image, holds knowledge but forgets things too and cannot remember who he is. Features shift while looking at him, generally attractive male.

Spirit Gems: These do not apply to combat rolls. They are bonuses on normal actions such as picking pockets, bending steel bars, swaying people’s emotions, etc…
• Strength of the Titans: Double your Str modifier for Str checks, may Take 20 on Str checks, Ignore all Hardness, and crit 14-20/x4 versus objects.
• Nimble Grace: Double your Dex modifier for Dex checks, may Take 20 on Dex checks, double Dex mod for Init.
• Tougher than Steel: Double your Con modifier for Con checks, may Take 20 on Con checks, once per round ignore one damage source.
• Charismatic Allure: Double your Cha modifier for Cha checks, may Take 20 on Cha checks, may use Cha as primary casting stat, “sex appeal” with anyone you target.
• Unrivaled Intelligence: Double your Int modifier for Int checks, may Take 20 on Int checks, may use Int as primary casting stat, add half your HD to all Know checks.
• Iron Resolve: Double your Wis modifier for Wis checks, may Take 20 on Wis checks, may use Wis as primary casting stat, immune to mind effects.

Scroll of Artwork: Silhouette (Grants 1 Faith in her)
Faith: 1 Faith = 1 Miracle in that god’s purview. Examples include swinging the tide of a battle in your favor by raising fallen allies to continue fighting, moving you and your allies, with all your and their gear, from one plane to a specific locale through planar barriers with no chance of error, and protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

Map to the Moonaxe: Map to the Legendary blade of power, but can’t read the language it’s in. There’s an attached letter explaining what it is, and to not tell anyone what is inside. It is written in Ancient Vampire.

Each one is made of a rose colored wood with the faintest of grains. Inside is red velvet nestling a strange black and silver doubloon emblazoned with a symbol of blood dropping into threads.

Static Portals:
(Warning, going through any of these is a GAMBLE!!! Could result in perma-death, full party wipe, of the most amazing possible rewards you never dreamed of. They are all in some way related to the plot as “side missions” which can make or break future encounters.)
1. The Temple of Llroe in Traste: The most holy of holy sites, with Llroe dead who knows what would happen if you go there? It was forgotten.
2. The Ancient Keep: Supposedly destroyed by The Genocide there is no telling where this leads now.
3. The Isle of the Gods: If your need is true, you are permitted entry one time and one time only to seek succor.
4. The Altar of the Black Guard: Many have come back from this Portal, but no one has ever spoken of it.
5. The Seat of Insea: Buried in the capitol city, it is rumored to contain the ancient magics of before and hold a tremendous secret.
6. The Heart of the Dragon: No one’s gone through since what happened before. No idea on the result.
7. The Forgotten Keep: Don’t know what it is? (Abandoned and lost Thadukeen keep in the mountains from the first Thadukeen, the wielder of the Horn of the Gods)
8. The Cave of Tiamat: No one’s gone through since the reforging. (The Mother Crystal is there)

Player Warning
This has been a single, solitary plot line inspired by the idiot Dave and Roy destroying the world. It hinged upon Russ’s plotline of the Sparks and Rob’s plot line of the Saul’s. The Epic campaign combined with what was just run brings everything to a head, culminating into the reveal of what the underlying story has been the entire time. Sorry if it’s a disappointment, but I hope you like it. It’s an Ending that is a Beginning. The campaign title is a hint to the story. You were always supposed to get “retired”, just the plan was for it to be with Legendary Weapons and not Towers of Magic.

The Nine
Aseckleam – started up Traste and then vanished years later.
Al’Ren – took the old lands of Traivon, no word of what happens between the Great Walls has been found.
Cyn – Avatar of Fagaras, whereabouts unknown.
Saul – took over the Rainforest.
Tara – took over Insea. Got a Pact from Será to never be pushed into a path Tara doesn’t wish, and gained one fragment from each horn piece.
Mr Bear – Got a Pact from Será to be protected from Her, and became a nature spirit in The Old Empire.
Dimble – started the kingdom of Asyria and altered his race with draconic blood.
Coin Guy – ascending to godhood but has not been heard from in Asyria.
The Genocide – took over Pass.

Undead / Critical Feats / Druid Wild Shapes

So I was looking through the Critical Feats

Bleeding, Blinding, Crippling, Deafening, Exhausting, Staggering, Stunning, and Tiring

Undead are Immune to all of the above.

The only two they are not immune to are Banishing Critical (which no melee will be able to take anyways) and Sickening Critical (which in forums almost everyone house rules they are immune to, an oversight by Paizo considering they are immune to Nauseated which is the higher effect).

So, any ideas for House Rules for Critical Feats vs undead for CoC campaigns? Or just let this one go?

Druid’s Wild Shape

Rob and I were talking about Wild Shape and how melee druids would be devastating. Well Paizo screwed the pooch again. Beast Shape is pretty much the always best bet for Druids because the sheet lack of options for Elemental and Plant forms. Confirmed this by checking some forums and guides.

Plant Shape III, for example, grants you access to Regeneration 5 if the plant has it. No plants have Regeneration. Pretty f’ing stupid.

Any ability listed in a previous spell can be gained also in the newer spells. For example, If Beast Shape grants certain abilities, and there is an equivalent or higher version of Elemental/Plant Shape, they can gain those as well even if not listed. Also, creature type specific abilities may be allowed on a case by case basis (some plants have unique abilities not even remotely covered by Shape spells).

This would only be for Druids, or anyone who gets Wild Shape as a class ability. The spells themselves for say Wizards would stay the same.

Wiki Updates 4/25/13

Weapon Specific Feats
Feats such as Weapon Focus, Weapon Specialization, and Improved Critical will now choose a Weapon Group per the Weapon Training class feature of Fighters.


Attacks of Opportunity are ALWAYS possible so long as the creature has a threatened area. No matter their attack for (including Slams) they may make one. This AoO is made as a NORMAL attack doing the Slam dmg versus normal AC. (This is per the rules, not house rules) Confirmed by rules and also some spells on creatures with slam attacks who still get AoO’s in rules references.

Undead/Constructs are also immune to bleed damage. (This is per the rules, not house rules) Per Undead Traits.

Under the universal rules they are not immune. But under the Bestiary 1 they are listed as immune. Another editing error on their side. They are supposed to be immune.

I reserve the right to tell you “NO!” at any time. If you find some crazy amazing thing that you know is broken and don’t forewarn me ahead of time, expect this to be applied to you more often than normal.

Any race with attribute modifiers may substitute their racial modifiers with +2 to any one attribute.

Any weapon with a critical strike modifier of 20/x3 or greater may substitute it with 19-20/x2 instead.

Paladins – If you have a more “meaningful” idea to make Paladins look forward to new abilities gained at higher levels I’m all ears.

Ranger (straight up nerf)

May no longer choose Animal Companion for their Hunter’s Bond.
May no longer select the Archetype: Skirmisher.


1) Quicken Spell does not exist.

2) Multi-Spell
This class feature is gained by all spell casters at level 10. This allows the caster to use a Move action to cast a spell as if they were using a standard action to do so. This allows a caster to cast 2 spells a round or to cast a spell and make a standard action as well.


Have been reorganized to be easier to read.

Previous Rumors

World Rumors:

A new empire to the north has been raised in the past few decades offering hope for a bright new future, a utopia of intellect and science.

Saul was sacrificing people in the rain forest to raise a vampire nation.

The first Chargrin was finally reborn, but is only a baby.

The Genocide resides in what was once called Pass. No one who has attempted to cross those mountains has lived to tell the tale.

Insea is a non-human kingdom now, supposedly filled with Sirens, Mermen, and Sea Elves.

Traste was reformed by Aseckleam, but once it was established he went missing.

Traste Rumors:

The Dark Forest is a goldmine of opportunities. The Towers of Magic have not been discovered, Nodes of Power exist, dungeons and fae have been found, and magic items that shouldn’t even be around anymore. However many who enter die, and some of the foulest creatures still exist within it’s depths…

In the Dark Forest there have been reports of Undead and Slayers. Bring some kind of Sunlight or Positive Energy spells if possible…

The Torkeen’s have been throwing some of the best Balls this last year. People wonder what they plan to do next?!

King Alexander has been searching for Centaur and Lizardman tribes very heavily.

A dragon showed up and killed the King just last month!! No one knows who this king really is…maybe the dragon in disguise?

Several supposedly reborn Weapon Masters are in Traste trying to relearn their secrets, but have been failing…

The Fey fight for the right to party

February 14, 2013

We come across Cerio a quickling and Sularian Firestorm a nymph wielding two blades known as Sul. She greets Tumbleweed as a brother aka fe3low weapon master.

Cerio is the Eyes of the Fey.

The earth elemental aka Yolo challenged a monstrous troll to a contest for gold of throwing a rock. He tries to engage Alloric to charm the troll into not crushing him with the throw using vampiric charm.. the fey eny Alloric the chance stating the only reason he is alive is because he journeys with Yolo who is the Defender of the Fey and Savior of the Pool.

The troll in wooden full plate is puzzled when his throw does not destroy Yolo who exercises his escape ability to evade the killing blow.

We are taken to Queen Desala who is the lady of the Dark Forest and the Bastion Anger of the Fey.

They currently control the Glade of Summer which stands for purification but have lost control of the Glade of Spring.

Bastion is a lich home blocking them from controlling the Glade of Winter which is where their best generals reside.

The first glade was in fact that of Autumn.

Their Elium could not even scry into the glades they no longer control.

Lick Holm is a fortress constituted of souls molded into the very fortified structure that stands today.

There are only 163 Fey in the Dark Forest, a paltry number in face of two adversaries in the humans and the undead.

We eventually describe the humans as brain crawlers which surprises the Fey. They were concerned they were fighting two unique enemeies, not biomorphs using subterfuge as another.

The Fey that Alloric robbed of her soul is actually now of another world entirely..

There is a vaunted Runesmith to the East that is able to easily dispatch biomorphs. They desperately want an alliance to conquer their foes..

Ren aka Lady Deshmar always wants something in return and is unlikely to help.

Sul shows little interest in the sniper rifle.

The group goes back to Calista’s tower. They travel to the Runesmith.

There are massive pillars covered in runes and sigils protecting a village. The villagers all run to safety deeper inside.

Yolo goes beneath ground and avoids destruction by the pillars.

The Runesmith is shocked at this, and says he must construct a rune that targets that which cannot be targeted..

The birth of a new order resides here. The Runesmith is a young man who wanted to control his own “niche” except he instead mistakenly created a new order of magic with the villagers his disciples..

The Runesmith’s name is Winter. He tried the whole Unicorn controlling a niche aka teleportation and travel but it backfired obviously.

This is an old order reformed..

There is now a new order of wizardry.

Yolo spends 8 ABA’s for 3 dots Strategy.

The Glade of Summer purifies points of power within the Dark Forest.

The Undead created Lich Holm to block the Fey and the Biomorphs have taken over several Points of Power once belonging to the Fey.

Note: If you stitch the name Fagaras into your clothing you will become immune to disease, poisons, and won’t be attacked by the undead without provocation.

Winter pulls out an amulet and ascertains we have honorable intentions.

He doesn’t want to leave but must go to Calista’s tower..

Alana, the sire of Alloric, shows up and gives up a blank map showing in moonlight the location of the Moonaxe as a thanks from Saul.

Saul also knows Alloric hasn’t worked on creating a line of vampires and wants to know why.. a valid reason..

There are already 6 Vampire Lords in place.

The Vampire Lords apparently have an ancient circle of power within Traste.. Alana heads out. She didn’t seem to care about anything.

We eventually scry the Glade of Winter via the Tower.

The Glade shows its nighttime but its daylight outside.

There are trees with a dryad inside.

She looks up.

Calista uses Fate and the Tower of Entropy and all her power points to remove Lich Holm from existence.

Wind blows it away into the ether..

We spend one day in the vault.. Alloric regains 6 blood listening to Tumbleweed dote on his sister.

When Calista uses the Tower in such overt and demonstrative fashion her hair turns white and her body’s skin is now jet black.

Sul says Yolo to pass a test to answer questions.

The Fey are supremely powerful, but they only got into trouble once they lost connection to The Fey. (Oops!)

Dryads represent the Nobility and Generals of the Fey.

When asked about the one tree, Winter says this is the Tower of Fate cryptically..

The Fey do not care about Bezofgha rather the Fey who is gone..

The group asks Calista to use the tower to locate or scry individuals based on their fate..

Fiora, the wife of Alexander the standing King of Traste, has her soul in the green ether. She is within the mist and is not to be reborn while Alexander is alive. We learned Alexander will be killed soon because he has no heir and will not take one unless it is the child of Fiora..

Lord Davros Vanders who is married to Constance Vanders is set to be the new King of Traste once Alexander is gone..

Vanders controls the docks, the trade game, and the ships..

When seeking the fate of Chara, Dimble’s wife and an ancient Red Dragon, she quietly hears a voice whisper in her ear, “Don’t.”


End Sessions.


Rob 15 (+1 I miscounted his game food contribution)
Bill 14
Brian 17
Shayla 15

Brain Spiders?!?!

Feb – 7, 2013
Before we decide to do things we start to have a talk about party dynamics, group trust and party goals. We discuss personal goals and where and what we want to do. So far we have decided that the only somewhat party goal we have is the aid of Bezothka to get him off our backs. In the meantime we are going to check out the dark forest a bit before we decide if we want to return to Assyria. Callista defeats the Gargoyle by having the tower treat it as an intruder.

We head out into the forest and after a short time we hear music and merriment from a grove. We head towards it and see a group of humans that invite us to eat with them. We head towards them and start talking and as we move forward they attack. Combat is joined and we quickly realize that while they look human they are clearly not. They have massive potential to soak damage and have no emotions although they do register as alive. We have a rough fight but kill them all. Malik investigates the bodies… the hair on the nape of our necks starts to stand up and Alaric locks up, unable to move in terror, Callista and Yolo run away, Malik Rachel and Marcus start to shake when the heads of the creatures explode in gore and glistening translucent spider like creatures skitter out and away. We witnessed something truly unnatural, Alaric thinks that someone sent them after us specifically, but the rest of us think that it was just a random encounter. We search the remaining remains and find basic gear and the bodies seem to have been internally altered by the strange spider creatures filling them with unnatural organs, nodules, lack of organs, and other general weirdness.

Alaric tries to feed on Yolo and inspires him to Rage and feeds successfully. Malik clams Yolo down with mind magic. We burn the bodies to keep something from happening. We leave and continue to the East for an hour or so when we hear a high pitched voice say they are over here, this way. Malik looks for minds in the area and detects one moving towards us and one moving so quickly he cannot feel it. A 2’ tall guy in brown leathers that looks like a scout or thief that leaves behind a trail of miniature stars stops in the clearing before us. A woman starts walking forward that is the most attractive creature we have seen short of The Fae in silk cloth that is very revealing, red hair and pale skin, two short swords strapped to her back. She clasps arms with Tumbleweed (if he lets her) and says “I see you brother.”Cerio is the quickling, eyes of the Fae, and she is Sularian Firestorm but we can call her Sul, she is a nymph.

XP: 3
ABA – Ian – 5, Brian – 7, Eddie – 4, Rob -5, Shayla – 6, Will – 0

Great Events
Callista puts her hand up and the doors to the tower open. Malik hears a slight crumbling sound and realizes that Alaric is starting to crumble a bit. The girl is waking up and Alaric is losing his stoneskin and becomes normal after a slight change in reality like when Arringar or terra showed up. He has lost his stone powers but gained Dementation (3). He realizes that he has a statue on the Isle of Heroes and is either the second hero or the first villain.

The girl wakes up and says she wants to leave. She doesn’t want to remember any of this and just wants to leave, she doesn’t want our help. We offer to escort her out or put her on the airship but she says no. Malik is looking around and realizes that we are in a pocket realm and only Callista can see the gate. Malik sets up a mental link between them all so that they can communicate freely. Alaric asks if anyone wants to help her once she leaves the forest. We do but she doesn’t want our help. Callista points the direction of the gate and she vanishes, Alaric activates her celerity and sees her just move so quickly she vanishes, like when something transferred to him something went into her in return.

We enter the tower and see a a large room full of bookcases and tables. A ghostly apparition appears as Callista enters wearing plate and greets her as Mistress and says he is Breman, her servant bound to the tower at the return of magic. He is her guide. She asks what she should know and he gives her a list. She asks about the gargoyle, the guardian that defends the tower but he will not obey commands until she defeats it. He is surprised that she walked through the defences without problems and he figures that Saul helped her cheat even though he said he didn’t think she should enter one. He obviously may be manipulating her. He recommends she master the points of power in the tower prior to attempting to fight the gargoyle. She needs to align herself with the library, the teleportation chamber and a few other rooms. The room has 8 gateways that lead to the other 7 towers and one that can be bound to specific locations. The gates only connect to towers that are occupied, there is no time tower, it got combined with mind and the time aspect bound to the forest itself. The only ones taken so far are Forces and Entropy. Every tower comes with a guardian and a spirit mentor, the mentor is the spirit of the person that last controlled it or a previous owner. The real Breman is an avatar of Zhavelodin, he is the Ruinic Knight, it happened at the reset, he rebound the moon, gathered the sparks, and returned his eyes.

The slayers are hiding, and there is a war between the undead (replacement for the demons), the fae (replacement for the shifters), and the biomorphic entities(replacements for the cinderi (the psy race)). Zhavelodin was given things he wanted in return for information about the ancient races and the world itself. The celestial dragons were replaced by angels (Syn was the only one known prior to this), vampires replaced the assyrians, the elves replaced the shastrans, but then two new races showed up. There were two more races but the cindori awoke and fired the gun to kill them.

She heads to the library and attempts to bind with it. She concentrates and feels connected. We find out that no one can communicate outside the forest without being attached to the scrying room. She attempts to bind to the teleportation room but fails, but as we leave negative energy flows out of her eyes and Kessa invokes her influence to bind to the room. Then she feels a “knock” from the other active gate. From the Entropy Tower a raven haired woman in strange gothy clothes, tattoos on her right arm, bone and leather bracelets on the left. Magic works via paradigm, casting out of yours is Vulgar. She is Ren desh’Mar, the tower lord of Entropy, and seems to use two separate paradigms. Her tower reaches out with entropic energy toward Callista and Ren closes the portal. She says she knows who we are and wants to cast some divination spell. She does and says Alaric has his own statue. Alaric asks about the seed of the one tree and Ren says that only the Fae can give birth to the seed. With Alaric killing the aspect of the Fae he realizes how bad he has screwed up.

Ren is not affiliated with any gods, any of the nine, any kingdom so she can do whatever she wants whenever she wants. She wants to trade towers. She mentions that the towers and the shards have very interesting interactions and she doesn’t mess with them. Yolo escapes before exploding. She is one of The Witches, one of the sisters is one of the Chargrin daughter’s that could see the innermost thoughts of everyone, she knows every language, history, of every people. The knowledges of the past. So Callista begins debating about what deal to make to switch towers. She agrees to the deal of two languages taught, access to the four points that are hidden in the forces tower and a favor / alliagnce later. She learnes Ancient Biomorphic (the entropy lang) and masters angelic script (the forces lang) and she moves Yolo to the Entropy tower. Callista has to fully bind and unlock the keys to the points of power in her tower, she should be able to do it in a month or two. We walk through the gate to the new tower and a there is a contest of wills between Callista and Kessa’s Spirit and then Kessa manifests and Callista blocks out whatever connection that was trying to form. Kessa says she shouldn’t be here, their spirits are going to continue interacting, the spirit is more real now that Callista is here. Shadow coalesces and starts running up the stairs. We follow up a few levels to an area like a jungle realm in total darkness and Shadow hides and starts playing, the spirit Kessa starts to smile.

We mention that Saul was the reason we got here, and she says Saul is probably hoping that Callista will either let Kessa escape which would be unknown outcome, killing her thus becoming one of the primal races but earning Saul as an enemy, or Become Kessa and be one of the most powerful entropic archmages in the world. Otherwise, she could find a vessel and put Kessa in it and see what becomes of that. Kessa goes to speak to Breman about what would happen with The Fae getting turned into a vampire, it sounds like Alaric made an unique, original vampire lord that most likely feeds on blood.

We spend the rest of the day relaxing and doing some basic things and then rest till the next day. Callista has a whole crapload of undead minions in the tower that will obey her. Callista binds with one of the points of power and Ren shows up in a nimbus of blue and white fire. She shows up and tells us that the location was The Temple of Silhoutte. It is permanent, one of the most holy, it is a sanctuary, it teleports and is very powerful. We decide that we want to give back the temple to Silhoutte, goddess of art and transportation. We tell Ren and she makes it happen.

Tumbleweed tells us that his sister visited him on the ship and told him that Draco wants 100 nonevil souls and he will answer any question for us. She said that there is a war starting with the gnolls.

Callista asks Ren about the situation with her and Kessa, and Ren says she should take care of it really soon. Don’t let her go into the tower. Ren offers to make a new body and transfer Kessa out of her. We go back to the Forces tower and she makes the Tower do the work, she crafts a body exactly like Kessa, energy starts leaking out of her, fangs appear and she smiles and awakes. Callista’s hair turns platinum and falls to her waist, her eyes turn violet, her appearance goes up two dots, she loses dominate, reborn memory, and negative essence. Her avatar goes to five, her arête to six, gains some social traits, loses conflicted destiny and dark fate, and gains graceful. She loses all the Kessa disads too.

Once Kessa is out, Ren turns to Callista and asks if she is attracted to women. We take a little down time to let Callista gets in tune with her tower and Yolo to craft a few amulets and Malik to craft a ring. Kessa spirit tells us that Ren is saying that there is a unicorn waiting for us there. We head over to the Forces Tower. Waiting for us is a white unicorn. It shifts into a man in white robes with platinum white hair. He is conflicted about how to interact with us and will hit each point. He doesn’t know why the first hero and the first villain are travelling together, the unicorns will never call him a hero. They give their thanks to Yolo for stopping the corruption in the pool from spreading. Silhoutte has offered to give Yolo something in their stead since they cannot. He takes a rolled up parchment, a painting blessed by Silhoutte that will grant her godmark, we all have the ability to teleport freely if we have means to do so (except for Alaric) even in and out of the forest, Yolo can teleport 1/day as he wants. The unicorns now serve Silhoutte and are not part of the war with the fae she raised the king of the unicorns as her avatar. They will leave Alaric alone and won’t help anyone find him but that’s it. They don’t know how to help Bazothca but wish us luck.

The war is about control, control over power in the forest, the nodes can grant them power to fuel their armies and be in control of the forest.

XP – 6
ABA’s -Ian – 17, Brian – 17, Will – 15, Rob – 16, Shayla – 16, Eddie – 15

The Dark Forest

The Dark Forest counts as a node lv 1, we stepped in and teleported or something happened to change where we were, the sun is in a different place than when we entered. The Forest is full of magical energy, it acts as a 1pt Node, and courses with energy and power. Difficulties to cast are reduced here as well.

Alaric and Callista argue for a bit about where things are located and we decide to let Alaric lead us towards where he thinks he needs to go. We walk for a bit and encounter a clearing in the Forest that has a lovely and perfectly round pool in the center. Next to the pool is a naked woman of the utmost unearthly beauty. We approach and she stands and welcomes us. She and Alaric talk for a bit and use there respective powers on one another to try and control each others emotions. It seems that Alaric has a slight advantage in this case and after discussing his want to basically eat her and gain the ability to feed on emotions, Alaric starts to have doubts. He talks it over with the group and asks Malik to use his abilities to transfer her power into himself so that she won’t die but he will be able to feed on emotion. Malik does so, the canopy turns to stars again and he reaches into her chest and pulls something vital away and places it in Alaric. During this transaction Marcus sees something in the starry canopy out of the corner of his eye that looks like something large and moving but it is gone when he looks.

After the transferal the pool in the glade turns black and filthy, the grass is dead and there are dead butterflies, fairies and birds on the ground. Yolo tries to heal the glade but gets nowhere and Alaric takes the unconscious girl to the edge of the clearing and tries to wake her but with no success. She was a servant of Bezothka and was destined to find and restore the World Tree, if she still is after this we don’t know. We also discover that there is a world law that basically says things that happen in the Dark Forest stay there, you forget things that occurred while within the Forest.

After a brief discussion between Alaric and Yolo about the rightness or wrongness of his actions we decide to move on and help Callista find her Tower of Magic. She leads the way and follows some strange set of paths and things change, a gateway appears and leads us to the tower. She walks up and enters and becomes attuned with the Tower of Forces. She is now effectively immune to the world law concerning information in the Forest.

World Law – What happens in the forest stays in the forest, Law of Vegas (ha)

ABA’s – 8 everyone but Bill base, plus food and 1 for Ian and Brian for log and food respectively


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