Friday, November 18, 2011

Monday, July 4, 2011

Reviews

is anyone taking notes for review? I have the names of the shipwrecks we have visited, but not the names of our campmates.
Shipwrecks:
Tattooed Lady-n. coastline in the bay (this is the husk)
Thrune's Fang- s.w. coastline (chelaxian ship, near the lighthouse i think)
Tear's ofGrogg- n.e. coastline
Golden Bow-n.e. coastline
Bloody Doll-n.e. coastline
Brine Demon-n.e. coastline (this is where we found the papers to help prove the innocence of the priest of nethys Jask Derindi, as well as other loot.)

Cast of characters:
Orwood-1/2 orc summoner
Hazard-1/2 orc fighter
Grundel- dwarven ranger
Grahm-halfling priest of abadon
Triston Everdawn-1/2 elven inquisitor of nethys

Monday, May 30, 2011

Tristan Everdawn, Guardian of relics

Triston Everdawn is a 1/2 elf Inquisitor of Nethys. He is known among his peers in the faith as the last living student of the famous archeaologist Denton Haste. Although Triston has successfully returned from 4 "retrieval" missions before being tasked with his current mission, the church has faith that this, his farthest mission from his nowsetteled home, will be his most fruitfull.
As part of his trip he will be escorting the " Draco's Eye" a minor relic of the Ekujae natives. Triston must find its rightful resting place to return it to.

TTFN
M

Sunday, May 29, 2011

new game

I'll be running a new game starting next week. The four basic classes are recommended to be covered. However, feel free to play any of the starting classes in the pathfinder books. This is NOT a nautical game!! You will start out on a ship, though. We are starting at 1st lvl and advancing on the medium track.

Wednesday, May 18, 2011

House offers

The three offers we collected are as follows:
House Scorpion- 12,500gold in "house" credit
10% discount on house scorpion goods
Translation service of upto 100 gold
1 magic item identified
for the shield only

House of the Boar- 4,000 gold in diamonds
wand of Floating disk (7charges)
wand of Ray of Enfeeblment (25charges)
50 silver arrows
2 silver daggers
1 pr. water-proof boots each (why water-proof boots would be a boon in a desert i know not)
for the 2 weapons


Roc House-10,000gold in various gems
Dabsum Canyon Estate ( i would guess this to mean the deed)
2 riding horses
5% discount with Roc House
for all 3 items


It would seem that the short term would favor taking up the scorpion and boar offers, but i must say that the deed and 10k in gems isnt a bad offer, as well as the 5% discount with Roc House.

M

Sunday, May 1, 2011

5/1/11 notes

5/1/11

Upon returning to the monastery we rested to recover spells, heal, and address the sickness in the monk and priest.  Garavel advised that dashki and three others have not returned over night.  We agreed to head out and look for them.

In our search we came across an area with splotches of blood and a single boot.  We went further into the mountains and located a map drawn in the sand showing the river, kalmerane, and the monastery.  There were multiple tracks of various animals.  We returned to the monastery for the evening.

Around 9 there is an explosion near one of the walls.  We were under siege by 100+ gnolls.  The ogre Mage attacked and picked up the barbarian.  After waking he was dropped to the ground and the ogre continued on his way.  Dashki appeared to be in the monastery, invisible and trying to get into alma's quarters.

On the field of battle they brought two catapults which spewed huge balls of fire.

One of the gnolls charged forward and decapitated garavel.  Father z called for a retreat and shouted to have us move Alma to the crypt. The barbarian killed the invisible party (presumably dashki).

Outside the cleric was killed by gnolls after destroying one of the catapults.  The monk disarmed one of the gnolls and threw a flame on the explosives next to the second catapult.  The barbarian started running toward pale mountain, the monk was knocked unconscious, and the wizard came below with the father z and the body of dashki.

Father z, lum, tasker, Alma, and one guard retreated to the crypt.  Father z stone shaped the door at the top if the stair showing nothing more than a closet.

Xp:6000

Dashki's gear:  
Masterwork scimitar, dagger
Longbow
Cure light potion x2
Arrows x20
+1 leather armor

Wednesday, April 13, 2011

Lum's crafting

I can now make wands. The cost to make wands is Spell level x Caster level x 375.
This makes a 2nd lvl. wand 2250, not a bad price for a healing wand.
I propose that we take inventory of our funds and see if we cant come up with the resources to make atleast a 2nd lvl. healing wand. As an aside my other feat was extend spell, so my invisibility and magic weapon spells will last longer. The 2 spells i took at 5th are Dispell Magic and Deep Slumber ( a 10 hit dice sleep), I could change out one of these two if there are a requests.
As Nethys is my witness if I find another wizard with a spell book I 'm taking it and not giving it back!!!!!!!!!!!!!!

M

Sunday, April 10, 2011

4/10/11

4/10/11

We took a day to rest.  At the end of it the monk found himself feverish and achy.  In searching the temple we found great destruction and scorch marks.  We came across a door with arcane markings and a faint reddish reflection from the metal.

In searching the main area we found a pew with a case of scrolls.  Cure moderate, consecrate, bulls strength, weapon of awe, and eagles splendor.

In searching around the city we were discovered by a few gnoll archers who summoned two small packs of gnolls.   8 total archers and 6 melee.  We were able to kill six of them and the others ran away.  We returned to the church where we watched them clear up the area of our battle.

While at the church a large hyena and the ogre come through the church presumably searching for us.  We destroyed the hyena but the  ogre is determined to be an ogre mage.  We fled from his powerful magics and the threat of additional gnolls coming to join the fight.  The barbarian ran in an opposite direction to pull the summoned hyena and gnolls away from the rest.  The group met at the pesh fields and later back to the monastery (after picking up our stash.)

Xp:1440. Total:11140

Saturday, April 9, 2011

Our monk

just thought i'd help you out Todd seeing as you hadn't posted a pic of your character yet. Like bugs Bunny said "If dood it, i get a whippin'! I dood it!!"

Friday, April 8, 2011

Saturday, April 2, 2011

3/27/11

3/27/11

Leaving the tannery we came across a patrol on the bridge.  There were five gnolls on the far side and two posted on the bridge.  We decided to cross at an "s" further upstream.  There was some rubble that allowed us the chance to balance across.  The snake attacked the barbarian in the water.  Across the river there were five archer gnolls.  The cleric was cursed upon attempting to burn one of the gnolls.  Two of them returned toward the city for reinforcements. 

Heading back toward the initial bridge near the tannery we assaulted the gnolls.  The gnolls were drawn toward the barbarian's assault and were then attacked by the clerics spiritual weapon.  The gnolls were slaughtered except for one that got away.

Heading back toward the monastery we came across a group of orca in a cave.  We killed one and forced the others to surrender.  In showing us the cave we discovered a magical tower shield from the advanced players guide. a scroll, and a couple of potions.  Scroll of remove curse.  

Upon getting back to the monastery they required us to under go a test of silver where we each were cut by a silver dagger.  We were all let back in.  Alma recommended that the orcs could trade with kalemerane should we take over the city.

Xp:1750

Friday, March 25, 2011

3/20/11

3/20/11

In resting we see two separate groups of four gnolls patrolling the area.  We stayed in the tannery where we destroyed the harpy.  We also spot a few groups of gnolls gather water from the river.  These gnolls appear smaller than the others and they have four larger gnolls.

In our search we came across a three story manor.  The manor was dusty with the doors unlocked.  No major treasures etc.  We scouted around the building with the snake but were unable to locate anything more than the the tracks.  Heading further toward the center of the city we found booted footprints that had come to a dwelling.  Searching the house we discovered a swarm of spiders which injured the Druids str and dex.

Across the street we found an inn Which shares the stable with the manor.  We located Felliped  of the pathfinders in the stables and healed his injuries.  We escorted him to the tannery.  Further along we came across six gnolls near the gate house.  A dire boar charged the gnolls and then turned back to the rogue who stepped inside.  During the fight with the dire boar several gnolls returned to attack us.  Of a dozen we killed nine prior to another, larger group of gnolls.

The group retreated to the tannery where we met up with fellipid and rested in a rope trick.

Xp:1050

Wednesday, March 23, 2011

Sunday, March 20, 2011

Dwarf on bear


couldnt find the war boar but i did find a bear

Diamond Dust

i have used 2 bags of diamond dust to make scrolls, i think there is only 1 bag left so i'll hold off on making any more for now.

M

Saturday, March 19, 2011

3/20

Sorry guys. A family matter came up and I will not be able to make it tomorrow.

Sunday, March 13, 2011

3/13/11

3/13/11

Loot from demon: magic halberd and magic trident.  The halberd appears slightly more powerful.

At the start the lycanthropes ran off.  The rest of the group were invited backup to the monastery to talk with father z.  They reviewed several books to come up with information about hadar and the dagger.  There was mention of the falcon's emir.  

The lycanthropes found themselves bound and in the room with the barge.  Hadar proposed an offer and the priest refused.  He was destroyed by hadar where he disappeared and returned to pale mountain.  

The group ventured forth to the shrine where they meet up with a beast hunter.  He is a physically imposing man of 6'5" and middle eastern looking.  They are identified as globe and shadow.  They appear human and from the region.

While heading through the shrine. The group was assaulted by hadar and the two lycanthropes.  The party was nearly destroyed but hadar was destroyed just in time.  The barbarian and rogue collapsed and reverted back to their previous forms and lose the template.

Group proceeded to kelmerane and came in near a water wheel at a mill.  The rogue found a longsword in an area with broken refuse that had been collected.  The rogue was attacked by a peryton.  It eventually flew away.  The creature had the body of a stag, wings, fangs, and

Sword: +1
ring: ring of jumping

We then went to the other building on this side of the water.  This was formerly a tannery.  Further in the building a voice requests that we bring back the head of a snake.  The harpy went to touch the Druid and we attacked it.  The peryton returned to fight while we killed the harpy and cleared up the peryton.

2x sentinel scorpions to be used.  Made from the wizard.

Xp:850 xp

Monday, March 7, 2011

Travis out of town 4/3

I'll be in NY/NJ celebrating my birthday for the weekend.

Sunday, March 6, 2011

3/7/11

3/7/11

Alma and Garavel wanted to meet with us in the morning.  They wanted to know if the barbarian was trying to follow dashki.  Alma mentioned that if we were to restore kelmerane she would likely be promoted to the governess.  In speaking to father z he has a few masterwork picks as well as a magical one.  It is unknown what the specifics of what the magic would do other than to increase open lock.

We went out to scout kelmerane.  Every four hours a patrol of gnolls comes through the city at no apparent schedule.  A ruined structure at the base of the hill appears to contain some large beast.  The Druid decides to stay at the village to watch the patrols.

At night someone was attacked by a clawed creature.  Te creature ran off in to the desert.  The barbarian and rogue disappeared.    About two hours later the barbarian returned to camp appearing like the hulk.  

While under recon, we learned:

At noon a group of gnolls with a fat goat went to a building and left the goat.
The gnolls appear to wander through the city.  Some patrols have left the city but the may or may not be the same city patrols.
E Druid did get an idea of the creature in the building.
At noon 6 gnolls seemed to move a human prisoner from the battle market to a square outside.  The stake him down and disembowel him. The body was left for the vultures.  
Gnolls appear to be around 75-100.  

Heading into the city we saw a group of gnolls heading into the Pesh fields with a male prisoner.  We rushed ahead to the area with the totems as we figured they would be bringing him here.  We destroyed the gnolls and the rogue transformed into a leopard and ran off.  Shortly after while the priest and wizard were examining the prisoner   A tentacles creature attacked the remaining group members.  The barbarian raged and destroyed the creature but then turned on the party.  He ran off with the monk.  

The remaining party members returned to the caravan and spoke with Alma, dashki, garavel, and father z. Father z encouraged the group to slaughter the were creatures.

The Druid went and spoke with the prisoner.  He was part of a group of six.  Four were killed prior to him.  He believed one of the group had escaped.  They were searching the desert for treasure.  There was a cave about thirty feet above the cliffside.  There was a great deal of art of ivory and jade.  They also found a magical halberd, a magical trident, a large axe radiating a magical blood and magical gauntlets of large size.  They spoke of the carrion king who was their leader.

We returned to the city and destroyed the kezurkin and it's pet dog (hellhound).

Xp: 900

Saturday, March 5, 2011

A better pic of Lum "the mad"




i think this is a little better than "ding fries are done"




























Thursday, March 3, 2011

Courts of Stone & Flame

This unusual book is called Courts of Stone and Flame, and is a treatise on genies of the elemental planes. When consulted before making a Knowledge check related to geniekind, the book grants a +4 bonus to the check. The non-magical tome is worth 300gp to a collector. The book is famous for its three dimensional image on the inside of the cover. 
A character that spends more than a day studying the book learns the names of all five of the Templars of the Five Winds, their associated weapons, and the aspect of wind with which they are associated. The book also contains a brief entry on Jhavhul, who is listed as a shamed member of the efreet nobility of the City of Brass, a famed location on the Plane of Fire. The entry suggests that he ventured to the Material Plane in search of an army and a legacy to raise his standing, during which time he and his armies warred against the Templars of the Five Winds, but that he was never seen in the City of Brass again.


Other information gleaned from the book:
The Templars of the Five Winds were a group of five powerful genies from antiquity. They have not been heard from in centuries, but travelers in the northern reaches of Katapesh and the southern bounds of Osirion still sometimes attribute miracles or victories to their guidance.

Legend tells that the Templars of the Five Winds defeated a great evil hundreds of years ago near Pale Mountain in the Brazen Peaks, a pinnacle not very far from the village of Kelmarane. Each Templar was associated with a specific aspect of the wind, and each wielded a distinct, highly potent magic weapon.

The Templars of the Five Winds were said to be particular enemies of the cult of Rovagug, god of destruction, and many tales of their triumphs recount battles against the spawn of that vile religion. The templars themselves are jann, mortal genie-spirits dedicated to no particular element. For some reason, these jann cannot die, though none have been seen in centuries.

The Templars of the Five Winds served a powerful djinni princess named Nefeshti, a great genie noble whose designs upon Osirion (Game World Name) and Katapesh (City & Country) have had good and bad consequences. The Song of Edrehu suggests that the Templars’ immortality came from a powerful wish uttered by Nefeshti in antiquity, stating that so long as the warriors retained her favor, they would live forever. This result also grants the names and associated weapons of the five Templars.

• Davashuum: Davashuum served Nefeshti as an executioner and, in dire extremes, as an assassin. He represents the fury of winds from all directions and wields a powerful quarterstaff.

• Kardswann : A scout and traveler of the planes, Kardswann’s weapon is an elaborate greataxe, and he represents the south wind, the most well-traveled and worldly of the winds.

• Pazhvann: Pazhvann is Nefeshti’s advisor and spiritual guide. He represents the east wind, upon which the whispers of the gods and the advice of elders are carried. His weapon is a tremendous burning flail.

• Vardishal: A general of Nefeshti’s armies, he was a weapon’s master and could wield any weapon. He represents the north wind, a wind said to carry the battle cries of all armies.

• Zayifid: Nefeshti’s spy, messenger and diplomat. He represents the west wind, upon which secrets thought hidden were carried. His weapon is a delicate but razor-sharp scimitar.
City of Brass Image in Book

Works in progress













something that may or may not keep time and goggles that may or may not help you see in the dark
M

Wednesday, March 2, 2011

Notes from 2/20/11

at the start of the game that week Tasker was given some info about what he had read in the book on genies. if that could be posted i would appreciate it .
thank you in advance.

M

Monday, February 28, 2011

Sunday, February 27, 2011

Notes 2/27/11


2/27/11

Heading through the narrow passage to the west we burned away a swarm of spiders.  The following room had multiple niches where there were sphinx like statues.  Emerging from the northern niche two wooden sphinx emerged to attack.  We located a secret door to the south.  The wizard attempted to speak to the sphinx in Terran and while they seemed to react they continued to attack the party.

In the room to the south we came across three chokers in a pile of refuse.  We found various coin etc. Totaling around 200g.  Potions on the shelves are identified as bless x3, clairvoyance, see invisibility, and cure light wounds x7.  Continuing on we came to a scriptorium.  The southern wall has a large plaque depicting nethys.  The rogue disappeared upon activation. The wizard opened the doorway and the barbarian went through and found the rogue in the other room.  The gas continued to cause the barbarian quite a bit of confusion.  

On the way back to the caravan we were attacked by a group of stirges.  These were put to sleep and destroyed.  Approaching the Pesh fields a large scorpion attacked the group.   A larger (huge) scorpion then rushed forward to eat the smaller and we backed away from the  encounter to continue to the caravan.

Xp:1070

Sunday, February 20, 2011

2/20/11 game notes

2/20/11

Eventually the Druid, barbarian, monk, returned to the camp.  They were beat up but the caravan healed them.  The priest returned to the caravan a few hours later but he found himself in the cave in pale mountain.  He returned to the monastery after spending the day traveling across the desert.

Father z provided us two cure light potions as well as a tanglefoot bag each.  We also purchased three nets from Alma.

When returning to the bridge we found 3 gnolls guarding the bridge.  At the bridge there is now a ten foot stone that was not here before and it radiates transmutation magic.  We dispatched the three gnolls on the near side of the bridge.  The monk and barbarian swam across the water while the rogue crawled across the wet bridge.  The gnolls here are all from a similar tribe but are not related to the gnolls in the village.  Across the river we located the possessions of Lum.  

Upon reaching the shrine there is a path leading up into the rock.  We pushed toward the shrine.  To the west we know there are buried ruins.  Inside the breeze carries the stench of decay.  Off to the side there were areas filled with thorny vegetation.  After an initial scout of the shrine we continued up the path into the rock wall.  Along the path we found two harpy and a gnoll.    The harpies and gnoll were dispatched and we located lum in one of the caves.

In one cave we found three chests.  Several barrels with wine, liquor.    Each chest contains 500 gold, Bag of diamond dust, Arcane scroll sleep (1) Arcane wand rope trick 3rd 16 charges.  Goggles of minute seeing.  +1 scythe.  Arcane scroll detect secret doors (1) See invisibility potion.

We returned to the shrine into the temple interior.  Under a flagstone we find a copper mask symbol of nethys.  30g.  Wand of open/close 14 32 tarnished silver.  Golden pectoral worth 1300-1400g.  While locating these objects large spiders crawled along the walls and ceiling and attacked.  The spiders produced a venom that reduced strength.  The spiders were slaughtered and we continued to an off room.  Leading down a stone stair we came across a room with pharoahs and a babboon headed statue.  There are three arches leading out of the room.  To the left is an alabaster altar which has a base carved of bulls.

The pillars have writings that appear to be some sort of ancient magical writing.  A hermit found behind a sealed door handed a punch dagger to the rogue.  In searching the cavern behind the sealed door we found where the miasma vapor source.  The barbarian and wizard entered where the barbarian became confused.  In leaving the area we came to a narrow passageway and the barbarian knocked himself out.  We used a rope trick to rest for 3 hours.

Saturday, February 19, 2011

Review 02/13/11

The Caravan was getting settled and the rest of the party met with Almah to plot a course for the next couple days. Almah knew that the region held dangers beyond the gnolls that occupied Kelmarane and Ebin (Aaron) concurred. He said nothing to the merchant princess but his time spent acclimating himself to the region told him that many things were out of balance. Almah charged the group with exploring the immediate area and provided a rough map of the region to navigate by. Before leaving the party identified a couple additional items that had been recovered, the mithril tube was identified as a Chime of Opening with four charges remaining and the ring was identified as a Ring of Swimming. Takser (Travis) stayed behind under the care of Zastoran to deal with a disease he had acquired when dealing with the molds. The party decided to head North into the Pesh fields and then East, across the Falls fed river and to the Old Shrine which is said to have once been a shrine to Nethys. While the general region is only some 16 to 20 square miles, the party took its time and tried to learn as much as they could from the land. Sagramor and Ebin spotted some strange looking canine creatures that Ebin used his skills to befriend and using divine magic, speak with where he learned of many threats from above, which Ebin took to mean flying creatures. He determined they were much more intelligent than an average dog. It would not be too much later that the party would be grateful for Ebin’s new canine friendship.




As the party headed into the Pesh (similar to poppy) fields they came to a rise in the land that they heard sounds of battle occurring from the other side. They saw a group of four gnolls battling two flying creatures, later identified as Harpies. At that moment one of the Harpies began to sing, its song captivating both Thel (Todd) and Malhar (Don), drawing them into the fray against the gnolls. One of the gnolls failed his save and turned against the others. The battle was tough and the Harpies soon found themselves under attack from Sagramor’s (Tony) rays of fire and Lum’s (Marc) crossbow. A critical hit was scored, fatiguing one of the Hag’s! At that point the two dogs appeared next to Ebin, alerting him to a new group of hard charging gnolls that would be entering the fray. It was at this point that a heretofore unknown ability of the dogs manifested and one dog transported itself and Ebin into the air, seemingly as if teleported, for an attack on the hags, while the other used its ability to “teleport” the grouping back to the ground. All party members soon freed themselves from the charming song of the Harpy and the new group of gnolls was faced and defeated, Ebin’s mountain lion and Malhar’s rage turning the tide as the Hags flew away in defeat. The party gathered themselves and decided to keep going with their scouting mission. Heading deeper into the Pesh fields, the party saw a line of gems that lay in a line, an emerald, a pearl, and a ruby. There were a lot of tracks and Ebin commented on the general lack of natural fauna (and Troy learned his error in the process). It was then when a large, crude, wooden totem to Lamashtu was found, a dead elf’s body fallen at the base of the totem, the elf’s arms and hands still nailed to the totem. Inside the mouth of the elf Lum detected magic. Malhar reached into the dead elf’s mouth and removed a magical skeleton key.




The party now decided to head east out of the Pesh field and across the river. At first the party could not find a bridge or pass across the river and spent some time walking north and south until they found a grouping of trees that had been placed across the river with poles on each side of the river, a rope strung tautly across for people to hold onto as they crossed the wet slippery trees. Sure enough Sagramor fell into the swift moving waters, Malhar using the Ring of Swimming, dove in the water and saved Sagramor from being swept too far down river. The rest of the party made it across and waited as the Barbarian and Priest made their way back. Now across the river the party headed north to scout the old shrine. Unfortunately for the party, it seems they discovered where the Harpies fled to, and one of their kind, along with some ten fully charmed gnolls charged from the rocky regions around the shrine. The Harpy this time kept to strategic strikes with her mace in fly by attacks while the charmed gnolls wreaked havoc and damage. Sagramor fell first, the primary target of the Harpies fly by attacks, for he had hurt her before with rays of fire. Lum fell next and Thel soon after. The Harpy first swooped down grabbing up the unconscious form of Sagramor. To Ebin’s horror he heard the distinct sound of something falling in the water. Soon after the Harpy dove down snatching up Lum and headed north away from the river. The gnolls fell but when the dust cleared Ebin and his Lion stood alone, carrying Thel back to the Caravan where he found a badly wounded Malhar as well. Lum and Sagramor are missing when we next pick up the game

Thursday, February 17, 2011

2/13 Game notes?

I don't suppose anyone has anything to post?

Friday, February 11, 2011

2/13/11

Sorry for the late notice but I'm actually going to be out of town this weekend. I won't be back until Tuesday. I'm on for next weekend though.

Thursday, February 10, 2011

1/30/11 game notes

1/30/11

Coming down the stairs we came upon a mold infested lab.  Starting across the lab a mold creature came from the beakers and attacked lum.  The creature burst into the room, mold scattering everywhere.

Searching the door on the other side of the lab we discovered a crypt.  The crypt had a variety of skeletons of invaders and followers.  We located multiple magic items.  A brooch of shielding, +1 dagger and +1 dagger, and a holy symbol as well as a scroll of sleep.

Returning to the courtyard we found a magical aura.  In the courtyard we uncovered a weapon.  The weapon is called "tempest" and is featured in the bass relief.  It changes forms.

In the north cloister there is an image depicting the Templars of the five winds.  Kardswann, pazhvann, vardishal, zayifid, and davashuum.  Kard wields an axe and Davao wields a staff.  Vardishal has been previously seen with a scimitar.  

In another room we came to a statue of vardishal and when turning the statue it opens to a stair leading to the second level.

Leading to the choir loft we encountered a group of pugwampi and their king.

With the death of the king the monastery appears to be cleared.

Breastplate+1, war hammer +1, phylactery, ring, potion of enlarge person scroll of true strike, potion of blur.

43g, fine silver bowl 75g, and magic mithril tube about 1' in length. 150g of gold dust and fragments.

Xp:350

We return to the caravan where we are tended to by father z for the burning sensation.

Thursday, February 3, 2011

Ebin Alhozrod (Aaron)

While the party explored the further reaches of the Monastary of St. Vardishal Ebin explored some of the countryside, becoming in "tune" with his surroundings.  This is some of what you learned.

Death comes swiftly to the foolish and the weak in the shadow of the Brazen Peaks. Ravenous lions, patient jackals, deadly snakes, stubborn birds, and scorpions grown to monstrous sizes stalk those reaches, beasts that see travelers as just another flavor of prey. As if the dangers of the natural world weren’t enough, rocs, ankhegs, griffins, and other strange beasts inhabit the land, endlessly scouring the region for ways to sate their monstrous hungers. And giving cruel thought to deadly savagery, tribes of gnolls, gargoyles, and harpies also claim territories among the hills, exacting lethal punishment upon all trespassers.  Pictures shown are of an Ankheg and a Griffin.


Father Zastoran first lesson for Lum (Marc)

The Personal Physician and Spiritual Advisor for the Merchant Princess Almah for several years has you decipher this scroll. This is his first lesson for you in the faith of Nethys.  The scroll itself is a mixuter of languages, riddles, mathematical equations, and clues.  During this time he shares with Lum that he is homesick for the “golden shores of Katapesh”.
Scroll: Few understand the mysteries of the All-Seeing Eye, for their path is one of madness. Worshiping Nethys, a god driven to court destruction by his own dire knowledge, the priests skirt insanity as they pierce the veils of ignorance sheltering humanity from secrets the mind cannot fathom. Even the sect’s patriarchs cannot truly understand the depths of their god’s desires, nor do they wish to.  They leave such questions to the Nethysian Seers, prophets driven to gibbering dementia by the visions burned into their minds. To unlock the inner depths of magic is to risk one’s soul.           —The Lore Scrolls of Muayid’im
After Lum's success at deciphering the scroll Zastoran shares spellcraft lore for the following spell.  He came across it while researching the parties "condition" at Lum's request.  Zastoran sees where this spell could be a help and a hindarance to the party but believes you should know its out there.  Further he believes that the original author of the spell, if found, could help all of you learn more about your condition.  The book this spell was found in was traded to him by a wandering priest of Sarenrae named Zayifid.  Should you run into him during your travels he may be able to tell you from where he got the book.
Reveal True Shape
School Divination; Level Brd 2, Clr 2, Drd 2, Sor/Wiz 2


Casting Time 1 standard action Components V, S, M (a pinch of rare herbs worth 100 gp)


Range Close (25 ft. + 5 ft./2 levels) Target One creature Duration 1 round/level


Saving Throw Will negates; Spell Resistance Yes


You reveal the true form of a magically disguised or transformed creature, whether the target’s transformation is physical (such as polymorph) or illusory (such as disguise self). The spell does not force the creature into its true form, but rather creates a perfect illusion of the creature’s true form that overlaps it and hides the disguised form completely, making the true form visible to all observers. For the duration of the spell, if the target changes shape or uses illusion to disguise its appearance, observers can still see its true form, though once the spell runs out any illusions or shape changes made by the target in the meantime immediately take effect. This spell does not reveal invisible creatures, overcome effects such as blur and displacement, or penetrate mundane disguises.

He uses a minor illusion to show you what the priest looked like:
 

Wednesday, January 19, 2011

Sunday January 23rd

I've been thinking this over and I'm going to cancel this Sunday.  Let me know if anyone has any conflicts Sunday January 30th.  Sunday February 6th is Super Bowl Sunday so we won't be gaming that Sunday either. 

Reason for canceling this Sunday is I really want to watch the Bears vs. Packers NFC Championship, an event that hasn't occurred in my lifetime.  The game starts at 2pm so its right smack dab in the middle.

If anyone has alternative days to suggest to get together feel free to post and comment here.

So currently I have us off on the 23rd, playing the 30th, and off on the 6th.

Sunday, January 16, 2011

Paper torn from book that is found in the Library


In the beginning, when Rovagug perfected the way of destruction, the lands were littered with the dead. Crows, maggots, beetles, worms, and the other crawling things of the earth complained to Rovagug. “You destroy and maim too quickly!” they cried. “We cannot devour all the meat you give us! Please, destroy the people of the earth more slowly.”  “What?” shouted Rovagug, in a voice that toppled pillars. “My glorious destruction shall never cease nor slow!” Yet in the dark, delighting in the destruction god’s slaughter, watched Lamashtu, the Mother of Monsters, and she heard the base things cry. In those black days when all the land was covered with death and all the air stank, she watched as a few tribes of men, her followers and devout worshipers, ate the flesh of corpses as the crows did, plucking out eyes, savoring the bloodiest cuts. To these cannibals she led packs of hyenas, and their ways became as one.  Of those louse-ridden beastmen rose the first gnolls, half-hyenas who love the stench of carrion and praise each corpse as an offering to their dark mother. And the demon queen delighted in her own perversion and reveled in these monsters’ terrible howling songs.  Born of devastation, and insanity, and the corrupt of soul, the man-beasts spread upon the world, and where they prowled they indulged in their hunger for murdered flesh. Surely, they are to be despised by any sane god, and so we make ceaseless war on those who seek to feed on the bodies of heroes and innocents.  And somewhere in the madness between the stars, the Mother of Perversion and the Mistress of Insanity still laughs her wicked laugh, as her ravening spawn, the bone gnawers and carrion eaters, grow fat off our flesh. Gnolls are among the first abominations, and their  death is a blessing. Remember this when their laughter haunts your steps.

Magic Item Ideas

A little homework for our little group.
New spells at 2nd level so I would like a little input on what everyone would like as far as a minor wonderous item they woul like by 3rd level. Anything that can be made at 3rd caster level is fair game, but be mindful of the cost. I plan on taking bull's strength and cat's grace at 3rd.

M

Notes 1/16/10

1/16/10

We enter in to meet with Alma.  Our weapons are left outside the tent.  They were caught of guard when we mentioned that we were from pale mountain.  This group left a larger caravan to scope out the other side of the mountain.  Alma advises that kelmarane is currently overrun by gnolls.  The colludis tribe took over the village about two years ago.  The caravan is heading to take back the village.  In a few hours of travel we should meet up with the larger caravan.  The other group should have information about an old abandoned monastery that we may be able to use as a base against the gnolls.  

Garavel doesn't trust dashky very much but does seem to be impressed with us.

Dashky believes the gnolls that fought us in the desert are the outcasts of the tribe that took kelmarane.

The monastery was dedicated to St vardishal once holy to sarenrae.

After five hours of travel we came across the rest of the caravan.  They believe there are various desert creatures at the monastery buy nothing organized or intelligent and it would be a great place to set camp.

Alma tells us to visit father z who gives each of us a cure light wounds and the party one lesser restoration.  D8+3.

After an hour we reached the monastery which is in partial ruins.we came across a bass relief that showed an image of a saint pointing toward pale mountain.

Entering the chapel we were attacked by several smaller doglike creatures.  We killed several and two eventually ran away.  Known as pugwanki (picture to the right.). Located 150g of various coin and religious materials.

Throughout the monastery are various carvings showing it's history.  In the courtyard we came across a geier (a vulture like creature.). We eventually found three geier eggs worth around 50g each.

Further down we locate the well which is being guarded by four baboons. Two were killed and two ran away.  In chests we found 60 gold.  We are attacked again by pugwanki.  Two are killed, a third runs away.

The courts of stone and flame is found.  A book worth 300g.  A treatise on genies of the elemental planes.  

Entering to the student housing area we came across a large sized spider which assaulted the rogue.  Beyond the closet are stairs leading down.

Xp: 550. Total 950

Monk


You may not believe that it could be difficult to find images for either a middle eastern or Persian monk, but it is. So giving up on that I did the next best thing.

Sunday, January 9, 2011

Legacy of fire. 1/9

A fresh beginning

A light shines down upon us as we watch an epic battle between a group of adventurers and a dark overlord.  The battle rages on for hours while the overlord appears gleeful and the adventurers determined.  Eventually the scene goes dark.

Upon awakening we notice rubble and stone through out the chamber.  We discover the bodies of several corpses.  Upon retrieving the items we are reminded of the village of kelmarane.  We all have a strong affinity to these items and do not want to lose them.

On leaving the cave we are attacked by a large snake like creature.  It appears as though the creature was at one time attacked by dog like creatures.  We venture forward into the desert.  After an hour we found a caravan waiting a tad longer into the day.

The caravan has two nomads.  We appear to be located in the northern scrublands.

Alma and garavel are the caravan leaders and offer to delay departure and eat the snake we discovered.  We are offered time to bathe, eat, and rest.  They are traders of general store items and leathers and hides.  Dashki is the nav, and father is a follower of nethys. Four guards and six other mercs.  

In the night we are assaulted by six wolves and gnolls.  

Loot:  knoll scimitar x4, 2x flynbars, 2x potions, 5x mw daggers, 60 silver. 6x whips.  6x short bow, 18 arrows.  Cure mod 5th.  

After the battle we are asked to talk with Alma in the main wagon early in the am (around 5am)

Voted on:
Fast track for experience
Use hero point system of advanced players guide,

Xp: 400

Saturday, January 8, 2011

Why's it always have to be a racial thing?

Everyone's race will be human and operate off of that except for this info:

Unknown Subtype:

• Medium: As Medium creatures, you have no special bonuses or penalties due to their size.

• Your base land speed is 30 feet.

• +2 racial bonus on saving throws against sleep and charm effects: You have slippery minds.

• +2 bonus on Bluff, Intimidate, and Sense Motive checks: You are inherently skilled in deception and intimidation you can intuitively read body language and attitude with surprising accuracy.

• Natural Linguist: You add Linguistics to your list of class skills for any class you adopt.

• Minor Change Shape (Su): You have the supernatural ability to alter their appearance as though using a disguise self spell that affects your body but not your possessions. This ability is not an illusory effect but a minor physical alteration of your facial features, skin color and texture, and size, within the limits described for the spell. You can use this ability at will, and the alteration lasts until you change shape again. You revert to your natural form when killed. A true seeing spell reveals your natural form. When using this ability to create a disguise, you receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.

• Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.

Friday, January 7, 2011

In my opinion

I would like to play either an oracle from the advanced players guide or a wizard/artificer.
The oracle is a secondary priest with arcane abilities, and the wizard would soak up alot of money and items but would let us tailor make our magic items taking pressure off the DM.

The oracle mystery i would take would be wind. It would allow for a few cool things like an arrow shield and gasous form as well as divine spells

The wizard would take spells and feats allowing me to constuct items, scrolls and wands.

I also like the hero point system in the advanced players guide. It has feats and spells to affect hero points and makes them a little harder to come by. My vote would be to give it a try since we are only using the players and advanced players as rescource material.

All that said i will always play what "the party" needs or is lacking. I am not above making another thief just so the DM knows....:)

M

Cha Cha Changes

After much consideration I’ve come to some decisions that I want to explain.


We just wrapped up the third module in the Council of Thieves game and I want to stop that game. We can eventually return to it if we like. Here is a summary of events just to provide insight into things.

1. When we started this game, there were 3 players playing 2 characters each. Thus I started building and running the game with storylines and plot lines built towards this angle.

2. Don joined us and Tony gave him his Paladin to play. It soon became apparent that the party needed help on the fighting side of things. Don was interested in the Dragon Disciple prestige class and so not only did I build in story for that but built it up until he also received the ½ dragon template. The ½ dragon template gave the party a “tank” and was a cool story I thought. With four players we semi-retire/npc two of the pc’s, red & the monk.

3. Marc joins the game and starts playing Red. A plot line revolving around the tieflings gets put on the back burner as Marc gets up to speed on the game and to give him a chance to put his own spin on Red.

4. Aaron joins the game, the monk gets retired and we integrate a new character

5. In each case when more people joined the previous back story has to be communicated but is never really fully grasped or “owned” by the new players. This isn’t a critique its just a fact of role-playing games, if you played it, it’s part of your experience and great storytelling, if not it’s boring luggage! LOL

6. Unlike most games I run there isn’t a cohesive story for the characters because we been mixing and matching as we go. The party now has an overpowered character with the ½ dragon and a lack of connection between characters. The ½ dragon (not the player) went from a solution to the problem to being a problem for me from an encounter design stand point. I.e. bad ass tank with four players is much different than a bad ass tank with six players.

7. The next modules are complex with lots of facets from previous portions of the game impacting the plot. This would unfairly limit the amount of input and assistance that half the party could provide.

8. My personal creative enjoyment. I love working storylines and plots to create interesting situations for unique characters and I like it to weave together. I haven’t really been able to do that with this campaign due to all of the previously mentioned changes.

So what I want to do is start a new adventure path, same game world. Yes we’ll all be starting at 1st level. The only books we’ll be using at the start are Pathfinder & Advanced Players Guide for Pathfinder. I may mix in more options later but that is good for now. We won’t be playing with too many house rules. There will be a couple but for now I think I’ll drop the action dice and luck score. We’ll just play it straight up by the rules listed. So Sunday we’ll be making new characters and getting started.

The new campaign is the Legacy of Fire and we have plenty of support material.