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