The Powers of the Realms

Welcome to Pet’s R Us – and princess gets something she wants for once

We head into the city with Ashok and no one seems to be paying any attention to us. Meanwhile he and Keira keep talking about her future and her plans. We get to the command center and Ashok taps a guard on the shoulder and he reacts as if we had been invisible, and he tells him to go tell Jack that Ashok is here.” Meanwhile Torak White-eyes starts talking to Keira about Fate and destiny. Ashok heads in to bitch with Jack and we head off to the Black Icon to get items. We buy a Mage Orb, a Shield Gaurdian, a Death guard and a few odds and ends, then go to equip our new pets.

We head to Prince Mask’s at The Red’s Emporium. A pair of Ogres in spiffy outfits wait outside and let us in with the standard warning vs violence. We get ushered in to his room and we walk up and introduce ourselves and sit down. For Keira he deals – seven woman in a garden (virtues) signifies life path (upside down), man in white robes in blue symbols with a staff (lawgiver) signifies lack of choice (upside down), empress signifies ambition (upside down), emperor signifies trouble from the mighty (upside down), Kraken signifies destiny (upside down) – sixth card he doesn’t pull yet, He sees what she wants and the gods want and the rift between them. What she is attempting to do (god assigned) there will be serious repercussions (go to the lost city, crypt of the unborn to make sure Mhorkhall doesn’t regain physical form – also to prevent any one existing deity to gain access to the power). He tells her that before he draws the final card he offers to switch places with her. They discuss possibilities. The sounds from above have stopped and the flames as well, much like when chaos talked to us before, Keira asks the staff whats going on and it talks to her in private. Thorax pulls out the law sword at the same time. A shimmering silver light surrounds him as it speaks to him. Keira starts asking questions of the group and then her ancestors to get an idea of what to do. They talk briefly again and she decides to take the offer and the cards, he flips the last card as he slides them to her and there is a flash of white light in the room and he draws the Chronotron, an elaborate machine signifying time (right side up). Keira’s eyes are glowing (Mask’s are not). The Scourge symbol has transferred as have the tattoos from Orham. Mask flips the card back to Keira and says he is out and turns to leave. The Chaos staff disappears in a puddle of goo as Tithys tries to alter odds but Keira invokes the power of Oram to prevent it. Keira attempted to take back the info Mask gained from her but doesn’t have enough control of the cards yet to pull it off. The Lawbringer sword asks her what she plans to do after commenting on not trusting the Chaosbringer.

She then heads off to the blood tower again. She grabs the tower keeper , Katalia, by the wrist and then touches the cards to the tower to keep Mask from interacting with it in anyway. There is a click and she smiles and asks Katalia if she is okay and she is just going off on how crazy that was. She tells Asheron that her plan is to send the energy from the Unborn into Asheron to elevate him to godhood as a Gnome God.
Level to 13. ABA base – 4

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Group Loot 8/22

Updated before session

Mind Witch Vial: Phobia of Fire (Micky holding)
Crystal Dragonfly (made by Jin Lee) + 1 Init, 5’ teleport 1/day (free action), can fly around as a scout allowing you to see through its eyes up to 80’ away. (No idea who is holding this)

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You put WHAT into your mouth?

Thur 8/15
Ian: 0, Rob: 0, Micky: 30 Eddie 10, Bill 0
SIC 3, On Time 1, Adv Log: Micky, Surprise 3, Changing World 4

We walk into the bar and see the bard talking to water elemental. He says he didn’t tell him anything. We go talk to the Life Witch and Balyn starts asking her about the world and locations. While talking to her the bells are ringing signifying the city is under attack. I close to 100’ and begin firing while Bayln goes to the paladin to ask what is going on. He joins in the fray helping to hold the gate while I stay back firing upon those who get over the gates.

Once the battle is finished there are about 50 dead humans and 1000 dead spider people. When we ask everyone no one knows why they attacked. Nothing like this has happened before. We go talk to the Life Witch and the sprite shows up asking what happened to the paladin. She hops onto Balyn’s shoulder and comes with us. We tell her about the girl and The Thing, but she says that she thinks it has more to do with the Mind Witch making a deal with them to attack anything in this area. The Life Witch is being evasive and says its time to move on.

We talk to her for a bit and Balyn starts bartering. She offers for 500g each to sever our connections to Scar and then also offers to take us with her. She’s got a portal under her shop that goes to the Blue Mist World. She’s concerned about what will happen with her leaving considering the connection between her and the other witches. And she also asks us to get her some of the corpses to check on something.

We go buy, for 100g, some of the corpses from the paladin. By talking to the Spirit Orb we find out that one of the drones is modified and bring it back to her. When we get back there is a giant green pod in the shop with vines going into the walls eating the walls, building, and reagents in the shop. There are swirling white spirits running around the pod. She asks if we will contribute a finger. Bayln says yes and she pulls his finger off painlessly and then she touches him and it grows back. She throws the finger into the top of the pod which opens momentarily. She says it will create a new life witch to hopefully keep things in balance. She’ll be weaker though. I agree as well. She also talks to the faerie privately and then the faerie agrees.

She goes downstairs after telling us to take the pod to the elemental temple’s portal tomorrow. The paladin and 7 dudes go to the opposite gate and leave the town. Looks like they are abandoning the place. We agree to tell the town tomorrow to avoid a riot until we have the pod safely away. We go see Mr. Stixx and ask if he wants to join us after explaining what is going on. The butler is offering magical orc eyes to eat. Balyn eats one and it gives him a one shot reroll on perception, even crit fails. I take one and put it in a vial. The fae keeps one as well.

Also when asking the faeries how they are born, she says she was born from a flower. Not an egg. Mr. Stixx hires about 50 people to carry everything from his mansion to the witches place and buys some shrink dust with a diamond to bring the talking wall with him. Also the witch has sent out stick figure men armed with weapons to guard the town.

We go talk to the Blacksmith and warn him. Buy a master crafted spidersilk cloak (1 ac shield, 5 fire resist, 2dr/bludgeoning) from him and Balyn gets one made as well. He wont sell his forge, he’s going to leave it to defend the town. It can turn into a golem. He wont be going with us.

The pod opens and there is a 14 year old girls with silvery green skin and spider eyes. We take her to the temple and throw her into the portal to the other dimension. Before we do so an air elemental attacks us. We kill it and there is no loot. So we finish off the lil girl. We run but Bayln stays to watch. There’s all kind of energy and a form of a black hole sucking everything in. Even with us running we almost got sucked in. Once the energy is done there is nothing left but a crater, the entire temple is gone. We head back to town.

Heading back a black gravity well appears right on top of us. We begin to run and it calls up a wall of force in the corridor from the crypts, but Bayln doesn’t manage to escape and is trapped. He ends up having to fight a gravity elemental by himself, but manages to kill him.
Amulet of Mighty Fists +2, Amulet +3 saves w/1 reroll/day and 5dr/- (attunement slot). (Eddie)

When we get back to the Life Witch’s place the pod is exploded still and there is silvery liquid everywhere. I walk over to the liquid and taste some of it. After resisting some power/force, I dont get sucked into a random elemental plane of existence. We begin to realize that the liquid is the new life witch unformed yet like with what happened to us. Since she has my shifter blood in her, she’s in puddle form. Stumped Rob, he’s not sure what to do about that. We took the essence of a Life Witch with spiderlings, eidolon, witch, shifter, faerie, human, elf, life celestial, and elementals. To absorb a race it’s DC 25 Fort base with +5 to the dc for each race added.

I spend 1 plot point to get the faerie to react in time and buff me with a faerie dust to increase my saving throws and remove some of the races. I end up absorbing Witch, Faerie, and Spiderling. I already have Shifter in me. I spend my 2nd to improve my connection/ability to control this shifting.

Ian spends 1 plot point to get the faeries to buff him in time as well. He instead tries to absorb everything but faerie, spiderling, and the Life part of life witch. He manages to succeed with only a 35% chance of success and spends 2 plot points total.

We get turned to goo and Baylyn puts us in buckets and runs through the portal into the blue mist world. The blue mist started to coalesce into a humanoid form and talked to him, so he ran in fear like the lil girl he is. On the other side, we get some knowledges imparted to us from the change. Caern gets 1 dot in Know: Witch and Know: Planes. I get 1 dot in Know: Planes.

The bard shows up ans says that almost everyone is dead. He only has a few units left and everyone else is dead. The golem is the only reason the gate is even holding. They decide to go fight it out at the gate. Game ends.

Spiderling Lieutenant: 25% dmg reduction, +2 Con, +2 Any Stat, +10 Move, Web 3/day.

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Mr. Stix

Thur 8/8

We are in the elemental temple still and Caern pulls one of the levers which opens up all of the apertures which releases all of the rest of the elementals in the temple on top of us. One of the levers pointed towards a crcle with an arrow going through pointing to an X. The other 3 had 1, 2, and 3 aperatures, but it was covered with brass covereings so that you’d mix up the 1 and 3. The openings open based on the setting.

We go back to town to hire a rogue to open doors and traps. We find Mr. Stix who is ridiculously rich and a stick man. He killed a wounded beholder who had just killed a party and got all of their loot. And the party he was just in had a full party wipe but him, so he’s loaded. But he craves adventure and wants to go off with us so long as give him “cool” loot.

We end up talking to the blacksmith who hires us to go get one of his shipments in exchange for loot or a discount on loot. We go and find ourselves at a spiderling town called The City of Spiders (Shadow Silk is the real name) filled with people called SPiderlings. They have humanoid bodies with spider-like faces. And everything is made from the silk they produce, even the buildings. They have a hive mind and their spokesperson is called “The Thing” to talk to normal humanoids.

While there one of the females develops a thing for Caern and at one point her long tongue comes out and licks his face. She also makes a green silk cloak for him as well. One of the guards also told us that The Thing really creeps him out. Going there we see the girl who licked Cern get dragged to the second floor. We follow and she is rought to The Thing 9gargantuan size) who eats her whole saying, “Individuality shall not be tolerated.” We agreed to to bring dead bodies in exchange for loot/services.

On the way back a green faerie is on Dravyn’s shoulder and she asks to become his companion. She is very attractive and looks like a Pixie. She has faerie duest and becomes Dravyn’s companion.

We go back to town and deliver the shipment and the Blacksmith makes a master crafted breats plate for Caern that can be used without penalizing spell casting. We gather up Stixx and head to the temple. The elementals are gone and they left a trap which Stixx disarms. There is a gem which casts 8d6 fireball dc 25 (goes to Caern) and a mind witch vial.

We go to the life witch. (Forgot to write anything down at this point, fill in later)

Ian: $0, Rob: $10 , Micky: $ , Eddie: $20, Bill: $2 (Spent $13, $19 left over)
Trans: Micky
On Time: Ian, Mick, Eddie 1
SIC: All 3

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The Spirit Orb

Thur 7/25

So we’re back in the inn and I just woke up. I’m talking Cairn an telling him he might want to get a rain tarp or a barrel before eating the Shifter heart to make sure he doesn’t sink through the floor boards when he goes liquidy. Talking to him my hand goes flat and near see through while talking about the tarp/tent, where you can see the veins and everything.

The heart leaves behind a husk and they gave me mine. Leave his (Cairn’s) with him. He fluffs up more like a sponge, while I had gone liquidy. Some peasants come up to me while I am in the inn common room. They call me Arrowsmith the Slayer. Talk to the Bard, and he’s been spreading tales about us. Wait for the next day.

Ian is more blocky and spongy this time. Some guy knocks on our door and says he’s from Snakey and his boss wants to bury the hatchet with us. When I tried to transform into a Large creature it went a little long and I became more of a super long/tall lanky stretched out person with a mike & ike head. When Ian starts trying to shapeshift he can sense that there is something missing from both of us, and there is something we don’t know about Shifters.

The man offers us a Spirit Orb (when you touch it think of any 3 spirits and it puts them in there – bard scroll of 3 skills) to buy us off. We take it. I activate it, and ask for Know: Shifters. He tells us we need the essence of what we wish to turn into (blood, souls, etc…). Every 4 levels you pick you can open up a shapeshifting option (1/day, large size, wings, etc…) and at level 10 you unlock a mastery. Think of basically some kind of super special ability.

We take a week to learn the ritual to unbind the Spirit Orb (Banish Spirit Ritual) and it costs 1000g in reagents 1d4hrs to cast. He also lets us know the dragonfly teleport ability is also a once per day 50% chance to avoid an attack entirely. There are three witches here in these lands, Savaka (Sav) the Mind Witch, Meglan the Life Witch, and “The Void Witch” without any name known. Syn got her power from The Void Witch.

Buy reagents from the witch (3) to banish spirit. We go talk to the paladin and sell him the rest of the bows. He also hires us for 100g to stand with the town the next day when a group of 15th circle adventurers show up. The paladin summons his mage (4th circle ugly 16 year old kid). He cant move the enchantsments on other items to Hope without altering Hope. Tell them no.

The next day the adventurers come and back down once they realize something, we think it’s the Life Witch. They call Cairn a kid. Tithus the Kid. We talk to the mage from the high level group and pay 5k gold for him to Permanency Mage Hand and Prestidgitation. For it’s 3 skills it knows, Know: Rituals, Witches, and Shifters. We took one week originally to learn the Ritual of Dispel Spirit. Then we took another 3 weeks to get items enchanted and learned rituals during that time. The evil mage from the adventuring party made the items for us.

Rituals: Upgrade (+ 1 becomes + 3), Transfer (move enchantment to another item), Transmute (sword become a bow, belt becomes a cloak), Banish Spirit (as is), Unbind Spirit Orb (no longer takes attunement), Unbind Spirit (unbinds a spirit), Teleport (works like the spell 1d4 hrs to cast), Teleport Gate (cast ritual in 2 spots to form a gate),

I learn: Banish Spirit, Unbind Spirit, Transmute into Shifter, and Teleport. Because I am a partial Shifter now I can learn these rituals even though I am not a caster. If Tithus and I cast a ritual together we can pay double reagents to cast at twice the speed. Also I cast Banish Spirit on the Tween on me to get rid of it.

We talk to the Witch, she tells us she can send us to the Temple of Elemental Evil. Snakey wants to give us a mission to go kill the Mad Druid. And we talk to the Paladin who doesnt have any missions at the moment except clearing out some of Snakey’s suicide missions. We decide to go to the Temple of Elemental Evil.

On the way there we find an Ioun Stone (Alertness) (Ian) We get to this area with a pit with stairs leading down and there are tubes filled with liquid at the bottom. We have not reached the Temple yet. You can walk into the tubes and there is some kind of effect that keeps the liquid inside which will do something to you. The tubes “imbue you with fire” according to the Spirit Orb. The Eidolon goes in and gets a Fire Shield buff for 12 hours, +1d6 fire dmg and 1d6 fire to attackers.

The first room has a statue of a blue woman, and there are double doors padlocked at the far end. The temple itself has tons of statues to elementals and murals, etc… We go into the first room and there are 5 water elementals and a caster water elemental. We kill them all, but they do kill the Eidolon. We find a dial like an iris that you go into to walk upstairs to the 2nd floor.

Searching we find:
2 rings: + 1 luck ac, blue water gems (micky/??)

everyone: 2 cure lt, 2 cure mod, 2 cure ser
Loot: 3000g group loot
pot cure serious
scroll greater restoration
Hope (Micky)
Ring of Freedom of Movement (Bill)
Ring: 1/encounter cast 2 summons at once (Eddie)
Ring: augment summoning feat (Eddie)
Ring: Improved Init (Bill)
Robes: +4ac, elemental resist 5 (Micky)
Ring: +2 def ac, 25% crit immunity (Ian)
Ammy: +2 saves (Eddie)
Belt: 5 hp 1DR/- (Ian)
Beating Heart of a Shifter (Micky/Ian)

Ian: $10, Rob: $17, Micky: $18, Eddie: $0, Bill: $0 (spent $45)
Trans: 0
On Time: Ian, Mick, Eddie 1
SIC: All 3

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Group Loot Update 7/21/13

500g group loot
10 + 1 bows
Crystal Dragonfly (made by Jin Lee) + 1 Init, 5’ teleport 1/day (free action), can fly around as a scout allowing you to see through its eyes up to 80’ away.

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Instruction Dungeon

We are still in the Paladin city after we saw the witch Meglan. She sends a 6 year old child to get us to see her.

We go see her and she wants us to steal a shipment of “emotions” from a sister witch. She wants two of the potions, and we can have the rest. Her sister witch can “steal” emotions from people as her power. It can do more than emotions however, allowing someone to gain the skill of a blacksmith, the speed of a trained warrior, etc…

We said no. Savanka “Sav” is the other witch and Meglan says she doesn’t think she’d really care. We find a bard who tells us about her. She is rutheless, evil, and cruel. She trains slaves and makes them loyal so that they tell her what she needs and can get from them.

There is a half-illithid outside of tower who sells maps to adventurers called Snakey. The bard’s name is Chad. He also says that the Death Mist is very rare. We go and find a whole and ask for Snakey. He’s a worm-snake shaped body with arms and a head with tentacles. He offers to sell us either a key to a dungeon, or there is the mad druid who creates abominations somehow. He’d like the stone that makes them.

He gives us the key to an “Instruction Drungeon” Each room has instructions as to what to do. He opens a chest and there is a flowing silver key. When Balin reaches for the “key” he flows around him and then turns into a sword at his will. It is a +2 sword with an inscription in Shifter and says Hope.

It is a +2 item that can shift into any item of your choice and has some enchantment to bypass the lock on the door. On the way to the dungeon we find a crack in one of the walls with something inside. Cairn’s griffon and my crowbar are able t force the crack open. There is a chest in the center of the room. Cairn goes to open the chest and the chest says, “No, it’s mine!” It casts Web on us.

We kill it, it has 2000g in it and a crystal dragonfly (transmutation/divination/conjuration). It is + 1 enhancement Init, 5’ free teleport 1/day, it can fly around as a scout (see through its eyes 80’), made by Jin Lee. We get to a shimmering opaque blue field that I touch and it becomes clear and we can walk through. There is Shifter language inscribed over the archway, “Abandon all hope ye who enter here.”

It’s the “Instruction Dungeon” so we leave the weapon “Hope” behind. The wall is an advanced version of the Wall of Force spell. The first room has a statue of a woman who is shooting magic missiles from her mouth. I grab hope and enter and it makes me save vs death, which I barely make. We all run into the next room which says, “Thou shalt not wield magic.”

We go into that room and there is a Troll who attacks us and we kill him. I find a gem worth 50g. 100g and a ring on the troll. We go to the next room, “Thou shalt not harm things physically.” We go in and see 10 skeletons with bows on each side and they almost kill Draven. There are 20 + 1 bows.

The next room says, “You can move freely through this room”. Each tile in the room says either “Freely” or “Not Freely”. Inside are 5 cloaked figures. They are skeletal mages and say they are bound to this room. Jin Lee made this place and according to them likes to “Screw with the living”. Since Cairn offered to free them, they decide to be honest. To enter the last room we have to sacrifice 10 levels of items. We rest up in the freely room to get spells back.

We go in, the room of the undead shifter. In the final room there is a column. We go back to town and talk to the bard and the witch. The first day we went to the witch she wasn’t there and there was a gargantuan spirit dragon protecting her while she was sleeping. Snakey is lvl.14, the bard is a kiss who wants to marry the witch, and Draven takes the Life package.

I leave town to eat the heart and it face rapes me instead and knocks me unconcious for 2 days. Shapeshift one per day, silver liquidy, in barrel.

Loot: 500g group loot
533g each to ian, micky, eddie
10 + 1 bows
crystal dragonfly (Micky holding, group loot)
Hope
Ring of Freedom of Movement (Bill)
cursed by spirit (Micky) Tween Spirit
Ring: 1/encounter cast 2 summons at once (Eddie)
Ring: augment summoning feat (Eddie)
Ring: Improved Init (Bill)
Robes: +4ac, elemental resist 5 (Micky)
Ring: +2 def ac, 25% crit immunity (Ian)
Ammy: +2 saves (Eddie)
Belt: 5 hp 1DR/- (Ian)
Beating Heart of a Shifter (Micky/Ian)

Thur 7/18
Ian: $5, Rob: $10, Micky: $10, Eddie: $20, Bill: $10
Trans: Micky 1
On Time: Eddie, Ian, Micky 1
SIC: All 3
1 aba bonus to micky and ian for humor

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The Mist Death

I was working on 2 hours of sleep, so the details are sketchy.

When we woke up, everything not nailed down was gone and there was a strange fog outside. Even our beds disappeared when we went back to our rooms after being gone for only moments.

Ian thinks on Scar to find that Scar can see through his eyes and he can hear him speak. Then Ian sees through his eyes. Scar asks for bygones be bygones and he’s already lvl.5.

We open the door and hear footsteps. Outside there is a skeleton with a scythe asking where the town went. He also tells us that Jin Lee, the undead tinkerer, made the mithril bracer and offered us 100k for it.

Later we find a random guy with a purse. Gay. Gay gay gay gay gay gay gay gay. Then we find a crack in a wall leading to a vast area of water and ships. We find provisions and a captain’s cabin with water flowing over gem and a +2 shorsword. Ian takes the sword and I pry out the gem. We search ship, take provisions (lots of grain), and the gem is an area dispel to cleanse the water.

We go back to town and find another crack with darkness and a shining temple. We go in to find that the temple has blood on the altar at the top of the temple, after going up the stairs. We break open the altar and find a prayer book bound with gold cords inside. It’s a how to book for evil with high level rituals and spells.

We go down one level and there are pictographs of Dar on lower levels. Then we find a room with skeletons and backpacks and an oozey thing eating someone. It attacks everyone, is very tanky, and has ranged attacks as well. After defeating it we search the room and find 600g, but the items are gone. Also one of the corpses we searched released a ghost and we kill it too. A detailed search reveals a bow wrapped in oil cloth, +1 Longbow ignores cover and shoots around cover.

The next room has undead mummy priestess of Zanathrax and she says that the oozey thing will reform and it’s her pet. We leave because she has a high lvl ghost inside of her. We set the oozey thing on fire and leave, following a path to a town. Sleepy…….

There is a sign, no undead allowed. We go in, and there is a barn general store. We sell the grain for 10g. They are also selling shrunken heads for 30g, 4d6 Ref 1/2 vs undead.

We go back to the temple to fight the ghost mummy and almost die. The extra heads when used together only add range, not dmg. The ghost flees and everything else dies. Searching we find 30k gold and a magic box. Reading the runes on the box Explosive Runes go off and we loot it.

The box resets every time you close the box. Inside is a Ring of Elemental Command Water. Treasure Type Ian: Gauntlets +1, +2 shortsword, 8 shrunken heads, +2 resistance amulet, 1561g, Mr Rumbles. A bunch of skeletons burst in and killed Ian before we could kill all of them off.

Going back to town, everyone is seeing someone called Miracle Max. He supposedly gives wishes for free. He gives money, +1 weapons, and even sex changes. A barmaid comes to us saying that there is some undead outside of town asking to speak to Ian. He was sent from Scar and has a stone of good luck for us.

We go see the local healer in town, Meglan, to heal Balin. She is a Witch with the specialty to heal. She looks young, but sounds old. We give her the luckstone and the box. She heals both of us, which gives us + 1 to stats, a one shot reroll on anything, immunity to disease, and + 1 skill per level.

We decide to go back and get Ian’s body because she can bring him back. A kid comes running up to Eddie and throws water at him but misses. It was the kind that was affected by Marischa. Going back to the temple we find a troll and hire him for 50g to help us. He goes first and sets off a trap and we get Ian’s body without issue. He is called Fred the Troll. He doesn’t want to come into town because it’s a Paladin City. I try to convince him to come see a witch, but doesn’t know anything about trolls serving witches.

Meglan will bring back Ian for the elven silk that the artifact sword was wrapped in. I give it to her and she brings him back. We go talk to Lord Igon, the paladin of the town. He’s a worshiper of Zhavelodin and doesn’t let anyone worship openly. He’s pretty much a lawful douche so we leave.

I wake up next day and I am covered in blood with a trail of bloody footprints leading back to a portal. I wash the blood off with the water ring and go talk to the witch. We make a deal to get the sword to stop controlling me and removes the sword tattoo. Its then that she reveals that I have the mark of the dwarf slayer +1hit/dmg, dwarves within 10’ know it.

The End.

Food: Rob: $15, Ian $15, Eddie: $5, Micky: $10

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A Watery Grave

Entry 1, Rob’s Campaign 6/20/13

Ian (Caern) Lecherous, Paranoid
Eddie (Balin) Hotheaded, Untrusting
Micky (Veris) Merciful, Loyal
Bill (Dravyn the Half Hearted) Loyal, Hedonistic

We were working for Insea, seeking out the vile dread pirate Scar. After months of training, preparation, and tracking we went out in our vessel to fight him. After a massive sea battle, filled with fire, we killed him. But both ships caught fire, sinking us to our doom.

We awoke later, no longer experienced (higher level), in a crypt. Waking up in tombs, being eaten by scraggly dirty humans we find ourselves as corpses with broken limbs and decayed bodies. But our muscles and skin grow back right before our eyes. The cannibals scramble and we surprise them by attacking. There are four human minions and one boss.

We kill them and get the following loot, but not before Ian dies horrifically!! We’re not really sure what the name was of the poor man who died!

We find a silver cloth with an Elven Mithral Longsword in it with blue flame coming off of the weapon with the inscription, “Beware your greatest successes and failures.” Artifact item, sleeping with muted auras. Dravyn picks it up and it does: +10, True Vorpal (14-20/x3 cuts of head on crit), 1d8, intelligent. We also have 2 suits of light leather left over, 5 gold and 7 silver after looting the bodies.

We all gain one Prof/Know that we once knew in our previous lives. I had Weaponsmith, Caern had Armorsmithing, Balin had Know: ?, Dravyn had Know: Dungeoneering. I also realize that I can remember enough to sharpen the damaged daggers we found to make them better.

Caern and Dravyn noticed that the words the boss spoke during the fight are still echoing in the room. They examine him and the words are visible and floating in the bosses mouth, but then flow into Bill’s mouth (+ 1hit and + 1d4 heal for allies once per combat, free action). Also, clawing at the boss’s hand, which was glowing with magic, they find 3 mage crystals (100g each, exponential growth for casting spells).

We search the room and there is a secret door leading to a hallway in addition to the normal door. We are in a crypt and there is water (magical) dripping from everywhere. Also we can sense Scar is alive and 100 miles below us. The water detects as necromancy (life and death) and we also detect as magic while in the room.

Ian goes into the secret hallway and there is a lack of magic in there on him. He walks back in and is affected by “The Life and Death”, at the beginning of every day he gains 10 temp hit points. Walking into the water can change you.

Going down the hallway we find a white marble room that smells of horrible hot stinking human sweat, and it’s hot and humid. There is a portrait of a flower in Crayola, done by a child. There is also a desk with some papers in it. It seems like it is some kind of a kitchen. Also the room is meticulously clean but smells horrible.

The next room has a portrait of an old man holding a cane who looks like a noble. It says “Happy” under it. The room is mostly covered in mold. Caern walks in and he smells beaches and the sea. The next step he smells pine trees. The next step he smells flowers. Caern searches the room and gets a natural 20. He finds a coin, like a silver coin cut in half, and it is glowing. Identifying it, it is a one shot reroll.

We go through the next door, it’s a plain room with a throne with a skeleton sitting on it and there is an archway behind him with a glowing portal. The skeleton says in a musty voice, “Do you like my artwork? Nice find on the coin.” I ask if he wants to go back into the water, he calls them the “Waters of Marischa”.

We’re in the Crypt World and he explains that this is the world that Zanathrax created, a world of pure death. Marischa came and fought him, and the water resulted from their combat. It is what has brought back the living and the undead, Marishca’s plan to spoil Zanathrax’s perfect world. He wanted a world of just the dead, not even any undead. Some people even worship the twin gods, Zanathrax and Zanathos (the same god, two names). The portal takes us to the city, he’s not sure of the name. Or we could go back to the unknown behind us.

We talk to him for a while and he says that he likes us so a skeletal undead hand comes out of the ground with two Ifuta. Caern picks them up and the skeleton casts magic missile on him, almost killing him. He hates Caern apparently, but likes everyone else. The Ifuta can be put upon an item to grant a permanent +1. He also tells us that once the water is disenchanted it can be bottled to do a Cure Light Wounds. Also, he gave Balin 2 scrolls of Dispel Magic. He also tells us that the words in Bills mouth are called The Words of Madness. If we had killed the boss, the words would have died with him possibly. They are the words of the Illithsaur god Voxis.

Going back into the original room Balin uses one of the scrolls to dispel the magic on the water. He reads the scroll inside the room and somehow the scroll isn’t used up. Also, he gains the ability to cast Dispel Magic 1/day as a spell like ability (natural 20). Balin had gone in and got 10 temp hp per day and Caern went in and got 1AC before the water was dispelled. Going back to the kitchen we find some plates and bowls and cups to get some of the water. From there we go through the hallway we had originally seen upon waking up in the very first room.

The boss wakes up in the water as it heals him and offers to serve us (we had captured him and been carrying him around the entire time), but he also says that we are all food for the Illithsaur god, who is evil. I kill him with the elven sword by decapitating him and then I can no longer talk after failing a Will save.

The sword wakes up and the runes and room light up a bright blue. We go into the next room and see 4 zombies, 10 skeletons, and a rat mummy thing. The rat mummy thing (undead boss) is playing music and they are dancing. Balin’s Eidolon pulls a guitar out of nowhere (literally nowhere) and starts playing. Balin calls his Eidolon Roberto, we call him Fluffy. The undead don’t attack us. The rat mummy had two death head amulets on him (one white and one black). Also he has a mithral dragon bracer on his arm with two green gem eyes with its mouth open. They probably worship the twin gods.

The next room is a chasm, like the whole area was blown out. It’s like the grand canyon with tombs everywhere, and water at the bottom. Hedonistic is activated and Dravyn starts dancing back in the room with the undead. We also talk about jumping the undead and whisper amongst ourselves, and the undead notice. So they threaten us and demand tribute. I threaten them and ignite my Halo, and they let us pass.

Once in the next room we talk about whether we should kill them some more and the undead slam the door on us. The skeletons were neutral (according to the paladin) but the rest are evil. The sword calls Dravyn, Half-Heart the Paladin. We leave and go to the portal.

The sword starts talking to us now. He says that the arm piece on the undead casts 2d4+4 Magic Missiles that heals the wielder 4HP total and counts as a buckler. The neck piece was resistances +2, and he has a red dragon egg in his backpack. The sword is good with magic items. So we go back to destroy the red dragon egg.

We ask the sword’s name, Mourn Bringer. It has a knack for magic items. I ask why he was down here and he says no. He also doesn’t mind us wielding him. If I hadn’t critted with the first hit, The Demon would have come and slayed everything for miles. He says we’re not important and don’t deserve to know his knowledge. The sword senses my thoughts of indignation and makes me smack myself. Asshole.

Caern uses his one shot coin to get random luck to make the undead boss come out of the room. Some bluish lines come from his hand and the coin and they go off into the other room to the boss and makes him say “What happened to Bob, he was taking a piss.” So he comes out to check and we jump him. The sword decapitates him and there are mage crystals as well (3).

Loot: 1 red dragon egg, 1 disintegrate scroll (min lvl), silver dragon arm, 3 mage crystal, 1 negative energy orb (holy item, +2 stats undead, -2 stats living, 30’ area), 1 amulet of +2 resistances of zanathrax (not evil though).

Caern senses that he has Zanathrax’s attention now, after using the coin on one of his followers. I go to stab the red dragon egg with the sword, but my Merciful flaw is activated by Bill. So Caern goes to smash it but I try to stop him because of my flaw. He cracks the egg open but the hatchling is still alive. I feed it the water I had in my mug to heal it and Caern kicks it. I go to grab it and cradle it. But the sword takes control of me, appears in my hand, and makes me kill the dragon. Balin grabs the dragon corpse and I lose control of myself. I don’t become aware until we get back to the portal to leave.

One of the skeletons comes up and asks to join us. He is neutral and we take him on, calling him Bones. I stay back, trying to figure out what to do. They come back through and Caern has a skeleton cat with him (Mr Rumbles) now purring. I go to the chasm and throw the sword into the abyss and it doesn’t stop me. We notice a Roc flying above and then leave.

We are in an alley in the city and go out to the street. Going up to a zombie, he says the City is Arn. He gives us directions to the Bazaar. There’s all kinds of stalls and people and people (living and undead). Going from there to the Temple section, there are all kinds. Silhouette’s is the biggest, then Marischa, Zanathrax, and many others… Silhouette’s is 3 stories tall and made of marble with a flaming figure of Silhouette. There is a dumb priestess outside who thinks Silhouette is the most blessed and therefore has the largest temple. We move to Marisha’s temple.

It’s a two story marble temple with the symbol of a wave. We go in and there is a foot of water in the temple. A priestess in blue robes with a blue staff is there to talk to us. We ask about trading in the items from Zanathrax for a reward. She gives us a resistance +2 ammy for the neck piece. When we take the orb out however (at her request) it explodes, the water in the temple evaporates, and the priestess looks stunned. There is no damage to the temple however.

She claps her hands for the elementals and they don’t come so she wanders into the back. We follow her and she gives us a +2 large shield. She still seems a little dumb struck. After she says she can find her friend on her own (to help her) and doesn’t need our help we leave. We then go to the magic item shop which has a large metal placard saying Strom’s. The shop keeper is dressed well.

Loot: 6 mage crystals (600g), 2 Ifuta any +1 item (2000g each), 2 dispel magic scrolls, 1 disintegrate scroll (825g), amulet resist +2, lg shield +2 (4000g), 1 red dragon corpse and egg shells (2000g), 1 mithral bracer (30000g).

After selling items we get 1856 gold each, keep the Ifuta (Bill/Micky), the +2 resist ammy (Ian), the dispel magic scrolls (Eddie), and the mithral bracer (Eddie). He also gives us a +1 weapon each for repeat business.

Strom offers to lets us use his rooms for one night since we bought there. The Inns are “The Fudge Packer”, “The Hanging Salami”, and there may be more inns. We stay there for the night. The next day I wake up and there is a tattoo on my arm of the artifact sword with elven runes under it saying “Master”.

Eddie uses the buckler for now, and we find out that it acts as a figurine of wonderous power as well.

ABA’s
1 for picking up the sword at all (all)
1 on time (all)
3 standard (all)
6 food eddie, 2 food bill, 6 food micky, 1 food ian
1 ian driving
1 micky driving
1 micky adv log

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Additional Thoughts

Rapid Shot and Manyshot provide one extra attack each. They should read, “The extra attacks provided do not deliver any precision damage unless within a bow’s improved range of 10’.” This will give a reason for Dual Wield rogues to exist. Ranged will have 2 normal and 2 SA, melee will have 4 SA.

Gang Up should also now state that this allows for flanking for melee and ranged attacks.

Didn’t do as much work on the elves looking for racial substitutions, could find better ones.

Do rangers need to get their pet at level 1 instead of 4 now? If so, what, if anything, do we push back to lvl. 4 instead?

Should druids get spontaneous casting since we’re discussing giving it to oracles, clerics, sorcs, and wizards?

Medium/Heavy armor applies a 10’ move penalty. While it makes sense logically, it impacts the mechanics of combat counter-intuitively. Ranged characters and casters always get a full round of actions regardless of placement and also don’t have to deal with the threat of being in melee range. Melee however must spend 1 or more rounds moving to attack. Penalizing their movement on top of that seems frivolous.

Is there a class that you look at, and with a cool character concept in mind, still say that you just wouldn’t play it? If yes, why?

Natural Attacks should have crit ranges of 19-20/x2 or 20/x3 if they are 20/x2. It is an oversight by the game developers that encourages players to only choose weapon based builds even though there are multiple natural attack options available.

Adamantine should be just +1 to the crit multiplier for weapons. That plus ignores 5/- is too much honestly.

Damage Reduction as a whole should change. A rough standard:
Lowbie DR: Minions (None), Lieutenants (Up to 5/-), Bosses (5/- to 10/-)
Mid DR: Minions (5/-), Lieutenants (5/- to 10/-), Bosses (10/- to 15/-)
Things that should pierce DR should be limited. No more DR/Magic, that’s just stupid. It should be something that is opposition referencing the basic concept of evil creatures have DR/Good. Orcs might have DR/Dwarven weapons for example. Specific materials should only matter insofar as makes sense, such as Cold Iron with Fae.

ROBS GAME
The idea was brought up that the players could rise as Undead. Looking through the races and how to balance them I found the RP cost of Undead is 16. Instead of worrying about levels and templates (which are non-existent in Pathfinder) we could allow players not taking Undead buy a few things that are within concept/reason. It would be more powerful, but also less powerful than taking classes level adjustment templates.

Nimble Attacks (2RP) Weapon Finesse, Quick Reactions (2RP) Imp Init, Fast (1RP) +10 move, Spell Resistance (see elves), Construct (20RP), Plant (10RP), Half-Undead/Construct (5-10ish), choose other races such as Drow, Multi-Armed (8RP for 4 arms),

Light Armor: Padded and Quilted Cloth equal AC 9 if you have a Dex mod of 8. Leather, Studded Leather, and Chain Shirt all equal out to 8 AC. Thematically this is disappointing because no one wants to be wearing padded armor.
Medium Armor: Breastplate is the best at 9 AC.
Heavy Armor: Full Plate is the best at 10 AC.

Default “best” weapon types
Rule 1: x multiplier, 1 dmg step, and 1 threat range are interchangeable.
Rule 2: One aspect of Rule 1 can be traded for special maneuver access or Reach.
Rule 3: Ranged weapons suffer a 1 step penalty to pay for ranged.
Rule 4: Exotic weapons usually get one shift for free without paying for it.

Light Martial: 1d4 18-20/x2, 1d6 19-20/x2, 1d8 20/x2
Medium Martial: 1d6 18-20/x2, 1d8 19-20/x2, 1d10 20/x2
2H Martial: 1d10 19-20/x2 w/Reach, 2d6 19-20/x2, 3d6 20/x2
Shortbow: 1d6 20/x3, recommend change to 1d6 19-20/x2
Longbow: 1d8 20/x3, recommend change to 1d8 19-20/x2

Exotic Light: Best listed match Light Martial. Recommend a one shift change for free such as 1d6 18-20 or 1d8 19-20/x2, or 1d6 19-20/x3.
Exotic Medium: 1d10 19-20/x2 and 1d8 18-20/x2 listed, supports above.
Exotic 2H: 1d10 18-20/x2 w/Weapon Finesse, 2d6 20/x3 w/Reach, supports above.
Exotic Ranged: Offers oddity choices with no improvement on dmg or bows, recommend the same as Exotic Light suggestions.

Recommended Racial Weapons:
Elven Shortblade 1d6 18-20/x2
Elven Longsword 1d8 18-20/x2 or 1d8 19-20/x2 Weapon Finesse
Elven Curved Blade 2d6 18-20/x2 or 1d10 18-20/x2 Weapon Finesse
Elven Shortbow 1d6 18-20/x2
Elven Longbow 1d8 18-20/x2
Elven Greatbow 2d6 19-20/x3 (flavor weapon specific to game world, base cost similar to Mithril at roughly 30k gold)

Orc Small Axe 1d8 19-20/x2
Orc Axe 1d10 19-20/x2
Orc Great Axe 3d6 19-20/x2
Orc Shortbow 1d8 19-20/x2
Orc Warbow 1d10 19-20/x2
Orc War Axe 3d6 19-20/x2 (flavor weapon specific to game world, base cost similar to Mithril at roughly 30k gold)

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