Shadyvale

2014-03-22 Alex Notes
Warden of the Cherry Tree, Fizzban Visits

Leveled Items from the white and blue dragons are a Portable Gallery, and an Immovable Shaft.

dragons/bank relocated to the gallery.

Oct 6th

6(800g) psychic pots

2 firebeetle(75g)

5(50g) cryptspawn

david back on survey

we have 4 acolytes trained by Sumash. Sumash also runs into a gnome druid walking around with a strange hat.

Someone is making mushroom hats. These hats are level 6 items that give telepathy 5, resist necrotic poison, +2 to saves.

Warforged recruits Chant to help her test ideas on how to make rituals to draw the fire elemental piece out of the hammer. Ended up making it work VERY well, but it meant she pulled out some of Chant’s heat. So now, next time chant, first time hit by fire, can absorb fire up to his fire resistance as HP. (first hit absorb fire upto resist as HP)

Warforged from this test creates motes of fire from the bondfire and chant life force.

To shorten the ritual’s timing significantly, Chant goes and searches out the Balrog’s true name so they can use it in the ritual. His pattern thingy goes up to 21.

3 motes of fire which will be used in the focus. 800g

1000 religion components for the casting.

on 15th finish the ritual.

keep an eye on dept of Mitch…which does not seem to do anything… (It does ALL the things)

apprentice checks over stuff and is quite impressed.

government could use improvement

really likes the altier

school above average.

fizzban visits to see the cherry tree, is very grateful.

Fizzban will grant us a favor. :O

Gives us the town of the shade under the tree. Officially gives us sovereignty of this land.

get full effect or rests no matter what.

Try to explain the effect of the ring, but getting static interference. Hannah somehow transfers the concept of the ring to him.

fizzban gives us a book. Divine book of some sort. Firestar, Ao, Ravenos.

Fizzban gives us a ton of stuff for the armor of mourning.

Starforge invented by fizzban, do not try to improve.

The dungeon keeper items can bypass the magic effects of our universes items.

Starbag, semi stable dimensional portal to some sort of realm. A pocket universe of sort. Blue mithril is in fact crystallized piece of the Lattice of Heaven.

Wall, really nice. Partially alive.

All three above use the same universe concepts, existence beyond comprehension. Which makes them hard to affect. Bag is an anti space effect, mass is not there. The star forge is using the same to say there is no loss.

Apprentice will research the spell shard, took one spellshard sample.

He looks at Henrietta, get her quantum signature, he will look into finding out where she is from. Her being here is really strange. Area around here is much more friendly to other universes.

Get a big twirly rod and with a button. Emergency contact thingy. Do not change the settings. Do not push the big red button, or you teleport to another dimention.

Ask him to pass the word about leviathan and the other tomb in the desiccation zones.

Do not use the pick on high level elemental, do not attack divine items with it. Do not use on relics!

Gives David a new jaffa staff.

9000g to make a teleportation circle for the town.

Maybe have this: Fortress of Blood, Dead in Thay, Undermountain floor 17.

Possibly pears?

David finds series of small oak trees, with truffles growing near them. Add 45g a month to one hex, can be cultivated in an herb farm.

Wander around underdark for a while. Find a wizards tower carved out of a stalagmine and stalagtite. Go through the traps, get to room with Balrog. The room is heavily warded and each room is a little bit away from the material plane. Final rooms are not really on the plane.

Fight the Balrog on the Oct 19th.

get a levy of 30 people

call levy-5d10 temporary 5% loss

also pay untrained for two weeks 29 4g each

town reward bag: 2500xp, 4000g, 400res, 40 metal, 40 stone, 40 wood, food for 800, 10 farmers, 10 lumber, 10 stone cutter, 2 alchemic pick axe, 2 alchemic shovel, 2 alchemic axe, popularity +10,
grant of education-when literacyt 100, 4000g grant for education contruction. Increases highshool education by 10%

militia+1 spears
archers +1 additional shortbows
infantry chainmail armor +1
longsword +1

fizzbag
4 astral diamonds
8 potions of vitality
4 paragon potions of regen
analyze portal
linked portal
Create Teleportation Circle
reverse portal
5000 res
5000 arcane reagents
5000 healing salve
5000 ritual incense
5000 nature reagent

npc equip +2 3 sets (armor, neck, weapon) cloth, light, heavy
book of wonder-list of enchantments for city size wondrous effects. Building scale spell construction. Has XP cost.
engineering plans-wizards workshop, bonus to RnD or spells rituals and magical items. Reduces costs and increases skill checks.
lookout tower-people in it do not get tired and get +5 to passive
draws up a plan for an obelisk, calls the obelisk of the seven league roads, speeds up travel time lowers fatigue. Proportional to road level. Spend residuum to enchant roads. Reduces crime on the roads.

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2014-02-15

Arls hunting party did not find the merchant.
Met a displacer beast and a flesh eating evil unicorn other odds and ends.

Grove restoration
Hagrid is done with his work.
Hannah still needs to make ritual
Rorona still needs to work on her part

Mitch helps with construction of base camps and assiasin thingy
3000g and 700res

23(-15)stone and 19wood via rituals and the base camp is done

Assassin training facility.
250cu put into this, mitch is done with his part.
NEED
90W, 20S, 8M, 1150CU
Can focus on a type of ninja
Saboteur ninjas, assasins, spy type super sneaky, general ninja.

Resource survey
Add foresters and jared to survey, david when he has time.
Ask farther places, keep searching for people

Trade Caravans
Arls(Grade 2,150+2d100(favored+75%)): 220g,417g
Moonstair(Grade 3, 75*3+3d100): 87g, 414g

Mahogany(+20% boost additive to the trade route)

Herb farm
Must do 200cu in October

Moonstair
672 arc component from moonstair.

Rorona is meant for making high level items and zak can mass produce lots of lower level stuff.

Chant Tree Stuff
Done completely on the 2ND of Oct

Item prep for the blue dragon
Hagrid and rorona made stuff:
2 A magic sword single target high damage
2 A witches brew
4 A healing salves
B Migration syrup
1 piece of equipment(stone tablet for David) (+1 def to elemental, resist 5 to elemental, -2to others and vuln5, stacks)

Red crystal of a dragon: dragon soul
Daily power: close blast 5 4d8 cold, and knocks prone, +6 damage bonus to favored enemy until end of encounter. While bloodied damage +10, -2 all defences against favored foe, vuln5 all.

Tell wizard school and archeologists to work on learning, 7 weeks of research. Enhancements to the school and stuff.

Frost witches: isolated group that’s isolationists, seem to do reasarch amoral. Deal with larger groups, that are powerful.
Tigerclaw barbarians: Claim to be direct descentants of a primal saberclaw. Brutal, and hold fast to old ways. Hunter of winter, made them his kin. They are razorclaw shifters. 1/3 if the tribe is shifters. They also ride saber tooth tigers, regular and primal. The rest are called the tamed, artisans, crafters etc. Political: refise any authority. Highly distrustful of outsiders, have expanded since the fall Nerath. Creatures outside are competitors for territory, willing to trade but not trust. The riven are exiles and left the tribe, tend to be evil. Took steps to make peace with bitterstrike, and winterbole treants. Enjoying a season of peace. They will be a concern in the future. Scargash is the current chief, he is being unusual in making peace. There may be factions that are unhappy with this.
Huge sabertooth: Chargning pounce, threatening reach, ongoing damage which can get worse, go for the kill power, savage demise which heals, bite does ongoing and it can drag you around. The barbarians uses scimitars, extra bloody damage, rage close burst attack with push and prone.

Bonaparte and kerowyn miliarty development
Want more light troops and skirmishers. Make most things mounted. Higher trained individual troops. More general purpose units.
Will build outrider first.
Need troop unit info from aaron

Visit the fey leader says nothing about my tree thing, waiting for something. Nothing new from him.

Lets not do the whole consultants thing it gets complicated.

There is a semi overarching guild of guilds. Not a union more a confederacy that loosely works together. There is an official overall thing. Get someone from one of the guilds to expand.

Send some people to kill that skeleton in the mandrake grove. Strong NPC party.

Look into Zak making items for recette to sell.

Numbers
40 untrained
1farmer
1 lumberman
2 artisans(lapidary gemcutter,painter)
1 carpenter
2 builder
3 lumbermen
3 stone cutters
7 gatherer(go around picking things) can help herbalist
3 traders

+202 pop

Loremaster Orin(+5 to skill check) arcane, history, dungeoneering, nature, religion.
Can train lorekeepers(people trained in a specific knowledge school)- teachers, librarians.
Improvement school and wizards academy, beurocratic positions.

+103 pop
13untraineds
3 farmers
1 lumberman

Gold
180
105
37
6228
50
50/50 res

Hammerfast can train in October, but not after till march

move cabinet maker to making cabinets with cedar
start hammerfast, winterhaven and thunderspire trade routes.
Winterhaven/Hammerfast(Grade 2

wint/hammer+17%
general rep+40
mages rep+8
seven pillar hall rep = 20

map of unseen lands: there is a house labeled B.O.B. in the mercantile quarter.

10 lv14 potions of resistance

Fly towards where the dragon is carrying some sort of black stone, and a carriage.
Blue dragon has some sort of runes on it and is huge.
Rune scribed blue dragon-
Action recovery
Uncontained lightning aura-when bloodies everyone takes damage
Insinctive lightning a rampage attack
Lightning burst at will area 2 within 20
Breath close blast 20-1-3 creatures
Thunderclap-area 3 within 20
Wingbuffet reaction to melee, can shift

It is covered in draconic runes of power, common on dragons studying magic, runes tend to be used to improve its innate abilities
He has 3 sets of runes, but one is a preset for dracolich transformation. Ritual scarring for the lich transformation.

On the mountain there is a guy in purple robes and a bunch of people carrying in people on poles.

In the big bowl shaped room there is an altar with offerings and a symbol of the cult of the dragon.
The altar has stuff that can be used for spell components, warding on floor and walls to shield burroing creatures.

Statues in the corridor 5 pairs of dragons facing each others.

The pick is not damaging the statues. Seems to have some sort of warding against the picks. The golems have an anti magic field. These seem to a passibe field.

Get into the dragon chamber, there are a bunch of people in cages.

Hit the dragons phylactery with the pick and get 90,000g(2 astrals and 200 platinum) we utterly destroyed the dragon soul.

+20 rep with arls for rescuing meruru

We find 11 dragon eggs, they seemed to be part of experiment, the eggs are still viable eggs.
Equipment for 5 draconic equipment, and dragon claw gauntlets.

Small vase, pale and thin, art objects worth 7500g
8000g
2000g
Level 15 common

2000religion componenets

1305xp

Take 1 viable egg and one unviable egg which we give to rorona.

1500residum from taking enchantment off the blue egg

Invest 20000g with zak for making stuff to level up.

There is a new tavern in the merchant quarter, there is some sort of arcane teleport effect. The inn is named BOB.

The skeleton monk thing got smushed, they brought back the grove for rorona to use.

6 remove afflictions for the npc party

we get back to town on 6th, rest up and get to balrog area on 10th of oct

senechal says fizzbans apprentice will be here in two weeks

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2014-02-08

alex pattern +3 now at 15?

find a tree that seems to be a brazzilian redwood, of ironwood class. A ridge of these fancy trees.

find a clearing of small plants near the old ent grove, living ginseng. Mobile form of mandrake. Notice on the far side a skeleton in robes, lying with hand stretched to the plant. The skeleton twitched. Its very old and weathered. Hucuva evil monk thing

find some sort of soft spicy scented wood, brings back a sample

do remove affliction on david

alex: get a little seed. Take damage equal to max surges. Range 5, wall 8. Enemies take Int+ half level damage adjacent to wall, enemies cant move through it, provides cover to adjacent allies. Can break wall. Wall of roses in cherry tree form. Has 23 hitpoints per square

the church can train henchmen level acolytes of alora, 4e templar cleric. Blane has to train personally, likely a month. 2 at atime.

dragon falls into a cavern and impales on a spike, the cave starts shifting and moving. Something gigantic rolls over in itsw sleep. The cave is exposed this is a problem.

rorona gets whatever she can, about a 4th of what we were hoping.

mitch closes the cave roof(<500), and then hannah does bloom

kill some lizards that lil miss eats, loot the hoard. most of the hostages happy except for the ice witch who goes to the hoard takes some sort of implement and wanders off. She seems to be a fake frost witch.

2500g

level 16 rare

700xp

adventures of lil miss
the puni area nothing was moving inside, near the bottom near the pointy bit the stone was not magic. Went inside and did see anything in there.
went to the other place was still a bit off, was feeling thirsty and ate some water.
ate her way around the other pyramid, felt a bit off. Another spot, noticed something inside, went to have a taste it was disgusting
did not get all the way to the top of the second pyramid. Got really hungry and ate her way out of the lake area.

lil miss is more streamlined, was sort of starved by this.

make lightning resist potions for the combatants, 6

after 28th tree is done growing would not mind something to eat once in a while. It sees things with minds.
Can sense 6 hexes out from the orchard. Can notice drastic chanes in short time spans. Sattelite trees cover smaller areas

other david comes back give him gloves. 1400g

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2014-02-02

David’s Scouting Report

The Cambion cult is supposed to be nearish to Hammerfast, slightly north, and on the other side of the mountains. In Hammerfast, there were 3 general sorts of rumors about them. 1) They’re just minding their own business, not doing anything worrisome. 2) They’re doing a ritual to empower their mistress/mother (Cambions worship the demoness that gave birth to them). 3) They’re trying to form some sort of planar gate, possibly to summon a demon army (or maybe not quite as large scale as that). The town a bit farther east, right by where the Cambions are supposed to be, is a bit more worried, and thinks options 2 and 3 are the more likely ones. The target location used to be a Dwarven fortress, built into one of the mountains. The Dwarves that lived there were especially greedy/scummy, very paranoid, and liked to pick fights more than they ought to. They were wiped out by attacking armies due to their behavior. The front door is very easy to get to, though a bit smaller than the average Dwarf fortress.

Rather than knock on the front door, I decided to see if I could find an air vent or something of that sort. I found one well hidden in a sort of nook in the mountain. There was a trap that will hit any medium sized creature with spikes. Climbing down into the vent is a tight fit for a tiny creature, and partway in is a grid of razors intended to deter any animals that found their way that far. The vent eventually leads into a square room, 40 feet on a side, and 30 feet tall. The room is perfectly clean. 3 of the walls contain nooks holding statues of dwarves, lying down, double-tiered and 4 per wall. By each nook is a name, in the style of X son of Y son of Z etc. All but 2 end in the same final name. 2 of the nooks have no statue and no name. The 4th wall contains a very fancy looking door, very well fit into the wall, flanked by 2 upright statues of dwarves dressed like honor guards. Across from the door is a small pedestal with nothing on it, about the right size for someone to lay down on. The door swings open very smoothly, and is about 1.5 feet thick.

The room on the other side of the door is much more dirty and grimy. On this side, the door is well hidden in the wall and has no apparent handle. I attempted to put use a piton to stop the door from closing all the way, but most of the piton was crushed, and the last bit was eventually forced out. The way it happened indicates that there was some sort of mechanism or magic more than just the weight of the door. This room is 12×60 squares, fairly plain, with the outer edges raised higher than the central area. Probably some sort of hall. There were signs of a struggle, but the bodies and all items of any value were thoroughly cleaned out. There are large pairs of doors on both the left and right sides of this room. I went to the right first. The doors have bas-relief of dwarves on either side. These doors are stuck, with something mucking up the mechanism. I came back later. This is also when the final piece of the piton was ejected from the first door.

Going to the door on the other side of the room, this one opens, but not smoothly or quietly. It’s about 6-8 inches thick. This room appears to be some sort of grand hall or entrance hall. It’s 40×100×35 squares. There are 2 tiers. I came in on the upper tier, in what looks like the back of the room. There are large corridors to the right and left on this tier. The corridor to the south appears to have been barricaded and then overrun. There are definite signs of combat in this room. The lower tier has 6 smaller corridors, 3 leaving from each side, a big statue of Moradin, and a large door at the front. The front door is in about the right location to be either the front entrance or just after the front entrance to the fortress. On the door are 1 foot tall fiery runes. They seem to be an alarm ward which would trigger if the front doors were opened. It’s very obvious from this side, but it’s designed to be very hard to detect from the other side of the door, and to dissipate as soon as it’s triggered so the people who trigger it would never know it was there. This is the first sign I’ve seen of any recent or current habitation.

I decided to go down the corridor from the upper tier with the overrun barricades. This leads to a series of hub rooms, and following the main (largest) corridors leads to the mines. I can give more details of the layout if needed. The tracks for the mine carts are the first metal I’ve seen in the entire place; the upper area has been picked clean. Rather than get lost in the mines, I went back up to first make sure the Cambions were definitely not in the upper area. I checked a couple of the hallways leading from the lower tier of the entrance hall. One led to a living area; another led to a possible trade area. Both areas had been cleaned of all valuables and all bodies. On a whim, I went back to check out the stuck door from the earlier room.

The mechanism is hidden inside the bas-relief of the dwarves, with the panel disguised as one of the boots. I was able to fix it up well enough to open the door a crack, but it can’t be moved quickly or quietly. This room appears to be the throne room. The throne itself is thrown off to the side, and again, all gems and other treasure has been looted. However, there is an odd glowing effect coming from little holes in the ceiling, and from imagery of stars and the moon in the decoration. It seems a bit similar to faerie fire, but not quite. It casts dim light throughout the room. There are a few doors around the room, including one behind where the throne used to be, which is where I went next. As I approached the door, off to the side I saw a sort of nest made out of stone and lined with animal hides. It had a very strange alkali sort of smell coming from it. I then heard a scraping sound behind me and entered combat.

On my first turn I maintained my stealth and tried to find the source of the noise, with no success. I soon found out it was invisible, as it pounced me and hit me with a double claw, and subsequently became visible. It’s a tiny-sized (though at the time Aaron accidentally read it as 6 feet rather than 6 inches…) brain with 4 blue legs ending in talons. It has no eyes or any other obvious sensory apparatus, implying that it probably has blindsight or something similar. It then missed me with an attack against my Will. I got away from it onto the wall, next to the ceiling. It knew exactly where I was right away, providing more evidence for blindsight. It tried to get at me, but failed to climb up. It missed again with the Will attack. I then ran all the way back out of the room (covering 35 squares in a single turn). It missed one last time against my Will, though this time only because I had cover from the door. I closed the door, hoping that it wouldn’t know how to use the handle, and quickly tried to find the mechanism to open the secret door. I managed to get it open just as the brain squeezed out through the barely open door, apparently changing size somewhat at will. I escaped through the air vent in the ceiling, and I returned to Shadyvale 4 days after I left.

Back in Shadyvale, Verinal was able to identify the brain creature, with assistance from Hannah, Rorona, and Tear. It’s an [[http://www.dandwiki.com/wiki/SRD:Intellect_Devourer|Intellect Devourer]]. Level 14 elite or solo, speed 15, chaotic evil. It has both claw and psionic attacks, and can use 2 standards per turn as long as one is with claws and the other is psionic. It has power points, about 10 times as many as a PC of similar level. It has psionic sense to 60 feet (12 squares), which I assume works similarly to blindsight. It’s immune to poison, fire, and weapons with less than +3 enchantments. It takes only 1 HP of damage per die of lightning damage it receives, and only 1 HP per [W] from weapons it’s not immune to. However, it only has around 1/8-1/4 of the normal HP it would have. It can be affected by “protection from evil”, and is driven away by bright light. There was one in the computer game Neverwinter Nights. This creature triggers my additional fee for encountering something with tremorsense/blindsight/truesight/etc. However, since I don’t have even the slightest reason to suspect that anyone thought this might be a possibility, or that anyone should have thought of it, I won’t hold it against the town when considering future jobs.

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2014-01-11

Meeting with Skybolt
Kerowyn and her officers come over to visit.
Most mercs wear their money, things like rings and necklaces. These on the other hand are wearing good magical gear instead of necklaces. Seems like some is bought recently. The four commanding are only wearing functional stuff, nothing ceremonial.

Verius, Bonaparte, Henrietta, Tear, Senechal.

Kerowyn has training to work in royal circles. She was someone important.
Pixies are wary of kerowyn, treating her as nonhostile but dangerous.

Primary permanent contract contract with other side work, defensive contract with threats around town.
Separate contract for external threats. p
Housed on the edge of town,
have option of training our own troops with them

kerowyn gets seat on lower council
she runs the cavalry and siege stuff
bonaparte leads the infantry

she writes up a declaration of merger, this is a trousers of time event.

Kerowyn is a null point on magical sense, like an anti magic field. Something is negating magic around her.

White winds adepts with her.Grass roots magic people, who go around do stuff to learn magic. Oath to take out evil where they find it. The whole company is spec ops not light skirmishers.

will need a base camp hex and housing for their peoples.

population increase on sept 4 +23 +21 days for finishing buildings.

talk to white winds about mage school 534 total population increase 243 are military. Base camp covers 350 military units.
have a town pop increase of 364

3 cavalry troops
1 unit white winds adepts
siege weapons 4 light ballistae

2nd category
research grants
cavalry armor hide 2
cavalry weapons +2
shortbows +2
javeleneirs iitems
2 ( we can make troop unit)
battle field traps

the base camp can make new troop units with a research cost.
base camp construction costs: 15 stone, 25 wood, 2500CU need to clear a hex . Will need to do 750 CU of construction and need stone.
henrietta blows up the hex to clear it.

research wagon of holding?

zak changed blane’s pick to make shady vale coins

2218g of shady vale coins from digging around in the dungeon keeper area, its recovering nothing bad there.

lake science:
almost like a caldera
has a very fine thin sand. High mineral content. Could be good to make good but weird glass. Could be used for art objects.
Run into some critters living in the sand: some sort of antlions. Type of elemental but also undead creature..

there are dried out versions of creatures which is weird, also things that are almost inverses of what they should be.

the lake area is under the effect of desiccation spell. The water is being pulled down. The place is corrupted, as far as henrietta is concerned. Under the effect of something like too much salt in the diet. Mental intrusion of the far realm. Far realm elemental entity may be involved, she makes references to elder elemental eye. There is something in the area, but could not localize it.
The weather pattern in the area has been forcibly changed, decreasing the rainfall by a huge amount. Need to figure out the scope and size of the thing. Will need to send people out to look at things. Will send susan and hagrid with some flying mounts to map this thing. Should be done by mid october.
The desiccation effect that is taking water, doing it in a violent fashion, deliberately harmful. This has been here for hundreds of years, and has gotten bigger over time. There was something adding water element which as a side effect brought more water here but the desiccation has been getting stronger and has overcome it. Have not found the magical matrix itself its in the middle.
An elemental effect that has to do with fire, someone added it. Somehow this place is more attuned to fine magic and less to water. Environmental alteration religious based, effectively consecrated the ground for fire. Probably about 50 years ago.

Do not know how deep the sand. Need to do a flyby.

Cavern science, has a water and desiccation effect as well. The water effect here has a different effect. But the desiccation one is exactly like the one at the lake. The water in the cavern should be more magical, the desiccation is taking the magic out.

Dig down a mile and a half starting to get endurance checks, step into a field where water is being pulled out. Pick dragged against something that resisted getting destroyed. The wall is dedicated to something. A divine barrier of some sort. Pretending to be a primordial effect.
The place where blane is digging is surrounded by wall, but effect is only on one side. There is some sort of temple complex that is pretty big, and is on multiple floors. The temple is in an inverted pyramid shape.

The water element enhancing effect in puni cavern needs to be found to know what is going on.

Arls food resource start in Oct 14th(131)
240 per month after that

rituals we got
analyze portal
bolster object
mordekainen’s joining.
eavesdroppers foil
animal friendship

people come back from DK area survey on the 8th.
Blane and hannah go look for the source of water. Takes a while. Blane gets thirsty again after a while. Eventually hit an enchanted flat surface but is made of a different stone. Similar enchantment but a similar effect. A preservation on the stone. There is a faint blue glow coming from the crack. The area of the water source seems to be surrounded by the temple structures. The preservation thingy is religious with fingerprints of a ton of deities. Very very old.
There is a chamber that is full of reliefs of sea life, in the center is a long stone thing, that is big. A relief on top is carved a sea serpent. Hannah is able to “read” the supernal. Here lies Leviathan.
Hannah goes in, sees a relief about a battle between leviathan and the fire element. This is his resting place.
Hannah gets 3 aquamarine gems stuck in her hand.

Hannah, blane, and lil miss go visit center of the lake. See the same desiccation effect. A similar preservation tomb is found at the center of the lake. There were holes bored into the chamber using the divine/primordial magic.

The large scale weather spell on the lake took out water from the lake and did not really benefit anyone really. Will take some time to break, but not hard. Henrietta, hagrid, susan will deal with this over october.

will send foreman, and some untrained worker or possibly builders at the end of month to arls.

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1-09-14 Notes (Interrim notes)
David scouts near winterbole forest, Alex talks to spirits

David’s scouting Report

On the way to the frost witches, I spotted a pair of big treants that seemed to be maybe border sentries or something like that. They were very well disguised as trees, and if you don’t or can’t see the face, they’re unnoticeable.

At the frost witches, there are groups of elemental swarms patrolling in a large circle, about 20 miles in diameter, around the witches’ main area. These elementals are no more than level 6, and patrol in groups of 4. I tried attacking a group to fulfil the optional part of the mission, but it turns out that they are accompanied by a very stealthy frost witch harpy (probably low paragon) that bloodied me on her first attack (though it was a crit). I abandoned that attempt, and after healing up I went into the area where the witches were.

Aside from the harpies, the other witches I saw were elves, with white hair and grey clothing. I got to a central camp area, and there was a large (6 feet) cauldron made of ice, emitting a lot of coldness and dry ice type fog. The fog is at least partially magical. First, the fog showed a face that matched the description of the other type of elemental I was told about but hadn’t seen. Then another witch stepped out of the fog. This one had a slightly grey skin tone, and the others seemed to keep clear of her. She did something which sent a stream of ice/snow towards where my attack happened, and after a short time got some sort of response, and then looked straight at me, which I took as my cue to leave. I went around the witches’ area, avoiding the patrol groups, and started to look for the white dragon.

I found the white dragon first at a frozen lake, doodling impatiently in the ice. I made the hard DC knowledge check, so more details on that later. He then became more regal looking as a group of barbarians came up bringing coffers of treasure, and they also gave him a youngish member of their tribe, seemingly as a hostage of some sort. He flew off, trying to take a sneaky path back to his lair, but I easily followed him to it. The entrance to the lair is in a mound of snow in a clearing, by the edge of a hill. Outside the lair were a pair of treants (heroic tier), and a pair of very hard to see lizards (failed the knowledge check, but more info on them later) guarding the entrance. Inside the entrance, is an icy tunnel leading to a cavern in the hill. It seems to have originally been a lake bed that was converted into the lair. In the main cavern there were 3 or 4 more of the lizards (not sure exactly how many), an ice witch, a barbarian, a satyr, and the dragon and his new hostage. The witch was younger than the others I had seen previously, while the barbarian was older (mid-late 20s). There are 5 other openings from the cavern, making a rough hexagon. The one opposite the entrance is larger than the others and guarded by the lizards; I would guess that this is where the hoard might be. I didn’t check any further because I didn’t want to risk bumping into one of the lizards since I pretty much can’t see them, and can only barely tell where they are. However, I don’t expect there to be any traps or other trouble for the party aside from the creatures. There’s nothing of note within a 1-mile radius of the lair aside from random treants and barbarians as you’d expect.

I then headed to the Cairngorm Peaks to look for the blue dragon. Once in the mountains, it took 4 days to track the dragon back to its lair. It seems much more cautious and competent than the white dragon. I finally found the lair at the top of a particular mountain in the center of the peaks. The area is much more rocky, sharp, and inhospitable than the rest of the peaks. Thought there should be a path, but couldn’t find it, so I climbed up the eastern face of the mountain to where I had seen the dragon go. The mountain face is very well trapped against people climbing up. The rocks are prepped to slide and fall, some of the better handholds are trapped with runes, and the lip at the very top is set to crumble. Once at the top, there is a 25 foot cavern entrance, with a 40 foot ledge extending around it in a 180 degree arc. The ground leading to the cavern has lots of runes arranged like a minefield, and set up so that they can be seen by people leaving but not by people entering. With reading spectacles, I was able to get key words from the runes of lightning, thunder, and detonation. I travelled into the cavern, and for the first 25-30 feet there’s something funny or odd about the stone, but I wasn’t able to tell what. Past that, the cavern leads to a large chamber, 40 foot radius, roughly spherical with a few artificially made columns (stalactite and stalagmite meeting), and 3 other notable features. On the left, there is a small alcove containing a bas relief, and altar, bloody remains, a stone blade/dagger, used candle stubs (some sort of dark material), and a stone bowl half full of some liquid (orange rusty color). I didn’t touch anything there. On the right of the cavern, there’s a large opening (15 feet) leading to a smaller room (20×20×10 feet) with nooks in the sides that look like sleeping areas for medium sized creatures and a ritual circle in the middle of the room. Finally in the back of the cavern, opposite the entrance, is a smaller opening (large sized). This tunnel makes a sharp left followed by a sharp right before leading to a 60 foot straight section leading to another chamber possibly. In the straight section there are alcoves, and a the first alcove I found some sort of trap with runes and small openings. I couldn’t skirt around it, and I wasn’t sure if teleporting would trigger it, so I didn’t continue onward. While inside the lair, I never saw the dragon, the eggs, or the hoard, so I assume they’re farther in past those traps. I recommend that the party fly into this first chamber to bypass the explosive runes on the ledge, and then deal with the traps from there. Be careful though, because this dragon seems very cautious and very competent.

After leaving the lair, I followed the path down to see where it starts, but it also has a couple of traps on it, so it’s not a good way to get up. I then came back to Shadyvale to report in. The trip took 15 days.

Additional notes on the white dragon: It’s a level 10 solo brute. It has speed 6, fly 6, ice walk, cold resistance, and darkvision. It has action recovery, instinctive rampage, and savage blood (while bloodied it crits on 17+). Its bite attack is reach 2, doing cold damage with half-damage on a miss. Its claw attack can target 1 or 2 creatures, and does sharp and pointy damage. Its breath weapon does cold damage and slows save ends, miss for half and slowed until end of next turn, and it has bloodied breath. It has a tail slap as a free action when a flanking enemy hit it, which pushes. It has bittered vengeance as a free action when an enemy within 5 hits it, no attack roll, does damage and pushes. It only has one eye (the left eye appears to have been skewered out). It’s living a pretty luxurious life, and seems to think it’s way more awesome than it actually is.

Additional notes on the strange lizards: Medium sized. 6 legs, though front pair can be used more like hands if needed. The dragon seems to have them as pets/guards. Low int, good wis. They have very good stealth, and are practically invisible. With a moderate perception check you can see what square they’re in, but they blend into the background like a chameleon.

Alex’s Notes

Spirit Meeting and misc.
New spirits of industry corresponding to where the artisans are.
Spirits of commerce, spirit of art school, resource spirit for things like lumber mill and quarry.
Commerce ones are pretty happy, but a bit miffed with the equipment rental thing, but see that is needed.
Happy with the bazaar and that Tier/Recette are both there to run.
Stone cutter spirit wants special resources, and need more stone
Mine is happy about improvement, but also wants special resources, also need more.
Young and transitory artsy spirit floating around the school.
Art school one is happy that its needed. Pottery weaver is a bit discontent about limitation of options.

Spirits are happy that things got solved with hags. Unhappy it came so close to disaster, but overall since no major harm its ok.

General rumors: a few point of contention. Martial spirits pop up, barracks etc. They are holding off mentioning things until after skybolt stuff. Unhappy about force presence at the moment, town is under defended. Want some special units like the warlock one.

Float idea of special order of reagents from Moonstair 5000 within 3 months by Tear, seems to think this will work.

Should bring corpse back for better results to rorona.

If we attack the ice elemental patrol need to disguise it and make it look like someone else.

Will give the myconids one promote+ will owe us 900g

Make lilmiss Scorpion Carapace Armor +1 -1050g

View
2014-01-09

David’s scouting report

On the way to the frost witches, I spotted a pair of big treants that seemed to be maybe border sentries or something like that. They were very well disguised as trees, and if you don’t or can’t see the face, they’re unnoticeable.

At the frost witches, there are groups of elemental swarms patrolling in a large circle, about 20 miles in diameter, around the witches’ main area. These elementals are no more than level 6, and patrol in groups of 4. I tried attacking a group to fulfil the optional part of the mission, but it turns out that they are accompanied by a very stealthy frost witch harpy (probably low paragon) that bloodied me on her first attack (though it was a crit). I abandoned that attempt, and after healing up I went into the area where the witches were. Aside from the harpies, the other witches I saw were elves, with white hair and grey clothing. I got to a central camp area, and there was a large (6 feet) cauldron made of ice, emitting a lot of coldness and dry ice type fog. The fog is at least partially magical. First, the fog showed a face that matched the description of the other type of elemental I was told about but hadn’t seen. Then another witch stepped out of the fog. This one had a slightly grey skin tone, and the others seemed to keep clear of her. She did something which sent a stream of ice/snow towards where my attack happened, and after a short time got some sort of response, and then looked straight at me, which I took as my cue to leave. I went around the witches’ area, avoiding the patrol groups, and started to look for the white dragon.

I found the white dragon first at a frozen lake, doodling impatiently in the ice. I made the hard DC knowledge check, so more details on that later. He then became more regal looking as a group of barbarians came up bringing coffers of treasure, and they also gave him a youngish member of their tribe, seemingly as a hostage of some sort. He flew off, trying to take a sneaky path back to his lair, but I easily followed him to it. The entrance to the lair is in a mound of snow in a clearing, by the edge of a hill. Outside the lair were a pair of treants (heroic tier), and a pair of very hard to see lizards (failed the knowledge check, but more info on them later) guarding the entrance. Inside the entrance, is an icy tunnel leading to a cavern in the hill. It seems to have originally been a lake bed that was converted into the lair. In the main cavern there were 3 or 4 more of the lizards (not sure exactly how many), an ice witch, a barbarian, a satyr, and the dragon and his new hostage. The witch was younger than the others I had seen previously, while the barbarian was older (mid-late 20s). There are 5 other openings from the cavern, making a rough hexagon. The one opposite the entrance is larger than the others and guarded by the lizards; I would guess that this is where the hoard might be. I didn’t check any further because I didn’t want to risk bumping into one of the lizards since I pretty much can’t see them, and can only barely tell where they are. However, I don’t expect there to be any traps or other trouble for the party aside from the creatures. There’s nothing of note within a 1-mile radius of the lair aside from random treants and barbarians as you’d expect.

I then headed to the Cairngorm Peaks to look for the blue dragon. Once in the mountains, it took 4 days to track the dragon back to its lair. It seems much more cautious and competent than the white dragon. I finally found the lair at the top of a particular mountain in the center of the peaks. The area is much more rocky, sharp, and inhospitable than the rest of the peaks. Thought there should be a path, but couldn’t find it, so I climbed up the eastern face of the mountain to where I had seen the dragon go. The mountain face is very well trapped against people climbing up. The rocks are prepped to slide and fall, some of the better handholds are trapped with runes, and the lip at the very top is set to crumble. Once at the top, there is a 25 foot cavern entrance, with a 40 foot ledge extending around it in a 180 degree arc. The ground leading to the cavern has lots of runes arranged like a minefield, and set up so that they can be seen by people leaving but not by people entering. With reading spectacles, I was able to get key words from the runes of lightning, thunder, and detonation. I travelled into the cavern, and for the first 25-30 feet there’s something funny or odd about the stone, but I wasn’t able to tell what. Past that, the cavern leads to a large chamber, 40 foot radius, roughly spherical with a few artificially made columns (stalactite and stalagmite meeting), and 3 other notable features. On the left, there is a small alcove containing a bas relief, and altar, bloody remains, a stone blade/dagger, used candle stubs (some sort of dark material), and a stone bowl half full of some liquid (orange rusty color). I didn’t touch anything there. On the right of the cavern, there’s a large opening (15 feet) leading to a smaller room (20×20×10 feet) with nooks in the sides that look like sleeping areas for medium sized creatures and a ritual circle in the middle of the room. Finally in the back of the cavern, opposite the entrance, is a smaller opening (large sized). This tunnel makes a sharp left followed by a sharp right before leading to a 60 foot straight section leading to another chamber possibly. In the straight section there are alcoves, and a the first alcove I found some sort of trap with runes and small openings. I couldn’t skirt around it, and I wasn’t sure if teleporting would trigger it, so I didn’t continue onward. While inside the lair, I never saw the dragon, the eggs, or the hoard, so I assume they’re farther in past those traps. I recommend that the party fly into this first chamber to bypass the explosive runes on the ledge, and then deal with the traps from there. Be careful though, because this dragon seems very cautious and very competent.

After leaving the lair, I followed the path down to see where it starts, but it also has a couple of traps on it, so it’s not a good way to get up. I then came back to Shadyvale to report in. The trip took 15 days.

Additional notes on the white dragon: It’s a level 10 solo brute. It has speed 6, fly 6, ice walk, cold resistance, and darkvision. It has action recovery, instinctive rampage, and savage blood (while bloodied it crits on 17+). Its bite attack is reach 2, doing cold damage with half-damage on a miss. Its claw attack can target 1 or 2 creatures, and does sharp and pointy damage. Its breath weapon does cold damage and slows save ends, miss for half and slowed until end of next turn, and it has bloodied breath. It has a tail slap as a free action when a flanking enemy hit it, which pushes. It has bittered vengeance as a free action when an enemy within 5 hits it, no attack roll, does damage and pushes. It only has one eye (the left eye appears to have been skewered out). It’s living a pretty luxurious life, and seems to think it’s way more awesome than it actually is.

Additional notes on the strange lizards: Medium sized. 6 legs, though front pair can be used more like hands if needed. The dragon seems to have them as pets/guards. Low int, good wis. They have very good stealth, and are practically invisible. With a moderate perception check you can see what square they’re in, but they blend into the background like a chameleon.

Spirit Meeting and misc.
New spirits of industry corresponding to where the artisans are.
Spirits of commerce, spirit of art school, resource spirit for things like lumber mill and quarry.
Commerce ones are pretty happy, but a bit miffed with the equipment rental thing, but see that is needed.
Happy with the bazaar and that tier/Recette are both there to run.
Stone cutter spirit wants special resources, and need more stone
Mine is happy about improvement, but also wants special resources, also need more.
Young and transitory artsy spirit floating around the school.
Art school one is happy that its needed. Pottery weaver is a bit discontent about limitation of options.

Spirits are happy that things got solved with hags. Unhappy it came so close to disaster, but overall since no major harm its ok.

General rumors: a few point of contention. Martial spirits pop up, barracks etc. They are holding off mentioning things until after skybolt stuff. Unhappy about force presence at the moment, town is under defended. Want some special units like the warlock one.

Float idea of special order of reagents from Moonstair 5000 within 3 months by Tear, seems to think this will work.

Should bring corpse back for better results to rorona.

If we attack the ice elemental patrol need to disguise it and make it look like someone else.

Will give the myconids one promote+ will owe us 900g

Make lilmiss Scorpion Carapace Armor +1 -1050g

View
2013-12-25

Tomb raider upkeep is 85g

//Mounts://
Ashcrown griffins resist 10 lightning. 2 have resist 10 cold and bonuses to defenses, assault barding.
Would need an armorer to study this armor.

//Archaelogists://
Archeologists will do limited general area surveying, due to work in the city, limits on number of people going out.
They can do general survey which will only give general stuff, or a detailed survey that notice things that civilizations need.
All the archeologists know about city at this point is medium humanoid who liked magic and had a school. But did have furniture for small and large creatures.
Do not poke the far realm thinness in the destroyed city. But do look at it for issues.
Sterg is busy, will not be available for a while, deflected on answering. Still waiting on merchant.

//Trade://
Ideas for expanding trade:

  • increase apple production. Have notes on the enchantments for the orchard.
    • See if they can be translated to use for herb farm.
  • Expand our artisan production.
  • Start selling lumbers.
  • Could do a decent trades goods resource. Need to build a trade workshop(new building). Toss workers at it.

Do not use any other magic on the orchard hexes.

//Other Town Roles://

  • Henrietta will look at diplomacy and PR. But work on healing stuff in the background.
  • Discuss idea of healer hospital thing. Have Blane, Sarah and background Henrietta on this.
  • We gain new training options at the church: acolytes, chirugeons(healing-oriented acolyte), and missionaries(religion,diplomacy). And know of priests, need tier 3 for this, higher version of acolyte.

//Fire Elemental for Hammer Issues://
After Hammer Symposium, we asked various groups if they know of anyone who is having issues with fire elementals.

  • Mages of Saruun have an issue with some duergar that are known to use demons and elementals. They are cult-sized and in a dwarven stronghold in the Underdark, 3-4 days travel.
  • Church of Moradin comes back with a sealed message. Issues with a cambion cult east of the mountains of hammerfast, dedicated to some sort of high level devil. Known to deal with fire elementals.
  • A mage of Saruun showed up to town personally- he ran into a nasty elemental.
    • Some sort of fire shadow elemental with a blade an a whip, that was doing fire/necrotic or fire/psychic damage.
    • Thinks some sort experiment or child of something weird.
    • Melee fire necrotic, blasts fire/psychic. Almost immune to fire. Flew, and was reasonably fast.
    • Mage gives directions to where it is, several weeks of travel. 11 days if flying to thunderspire. We should do dragons first, but do this before two months.
    • He was after a small ornate orb, like a gem. Looks like colored glass that glows with a spark in it. He gets this. Cost for us: Finders fee percentage or flat upfront: 500res(1500g),1100g of medical care, 3000g upfront, 3400g paid off later.

//Ice and water for Hammer Issues://

  • Holy water, can use at cost. But will need to back order the high end water.
  • 100% chance of ice elementals in the northwest area of nentir vale, along with barbarians, witches, and treants, also white dragons. Need to do scouting to find one.
  • Have David survey and look for ice elementals and dragons.

Remind aaron about hexes.

Monster killing party will be back somewhere between September 16th and 20th if all goes smoothly. After this need to send builders.

Myconids bought 330g of nature reageants.

Down payment for promote growth. 3270g
Gave us some adamantium worth 3600g worth.
Promote growth hex alteration price is tagging as a level 6 item, a plus as lv9 item.

3 promote growth, 2 promote+, 2hex move+, promote growth ex(L18) either make a lvl5 hex or add a rare resource.
Getting close to being able to fix the ent grove. Will need a ritual to do it, see hannahs ritual shenanigans.

Option for agricultural improvement alchemical items.

Orcharder does not really care about wall. Gives him more apples

Feeding the tree stuff: get a volcanic rock from rorona and plant heart to mix into a food for the tree. Mix with 4 surges worth of blood. Get a sparkly gem colored mixture. Slightly bright burgundy color. Try doses on the tree. Three doses a day is optimal every 8 hours. Have 97 doses left

Hammerfast training costs: 25g stone cutter(10), 35g miners(5), 70 builders(1).

Give david gloves or gold for finding white, blue dragons, an ice elemental and do a survey of that area.
Sell the syllables of life?
Check DK area.
Need to talk to the lizard folk.
Fight the dragons.
Kidnap an ice elemental.
Maybe in a few months: old couple willing to jewelry stuff but asking a lot 14k gold 14 weeks of training, fully trained-this would be an heir.
Recette on cedar sales now.

First batch of current recruitment drive coming at end of September

775g of jewelry. 840 arcane reageants. Dancing phantasia mushroom(7)

Mitch to work on ninja school fab will use residium and stone/wood/metal.

Tear buys up 144nature, 325 arcana.

Zak has not succeed but has finished a basic set. Can put player enchantments on this.

Have seneschal set up request box.

Magical field is still getting stronger so not likely hag related.

Foreman helps with bulding the mine and lumbermill.

To do: Skybolts discussion
Lake, cavent water research party.
Spirit meeting

View
2013-12-07

don’t know if power is being stolen. Mitch did not mange to figure anything out

shades seem to be wandering around the central area, they are aware of Hannah but not that she is of them.
there is a SEP field on the area, who did this?
there is some sort of mortal enchantment, and something fey trained that is around the other one, reinforcing it.
some sort of trip line is around some of the inner area
some sort of ward reacts to Hannah trying to take verius out of the SEP area.
Verius is keyed to the ward stone that controls the ward that the people built.
the intent on destruction is heavy in the area, focusing on the area.
they wander away to church

chant was wammed for about 3-4 weeks
chant notices that blane is not normal and that I have been whammed to make me not notice issues

ask verius to look into shenanigans in town re convenient relocation and how those marks got there.
explain the compromise in the wards and targeting of pregnant people

the blood line has had gifts like prophets, seers, oracles, but biggest is saints have cropped up. this is a big deal.
something like dovakhin, (possibly connected to the idea of ‘mortal body’, extraordinary soul) the two kids have prophecies that somehow they will reconnect the bloodlines.

detect 6 entities that are lookout for the real world.
go to one of the houses to recheck it. the taken apart house is covered in wards and noise generators.
ok previous information was wrong the runes were active all this time we were just not noticing anything because of the whammy

hannah and joaquin, sarah walk around and notice targets in all 8 areas. find all the exact houses, find suspicious people near all the houses. Likely the hags
map of unseen lands finds 22 people who are new. 8 names correspond to target locations these are hag like names
2 that are in some sort of giant fomorian names
3 in verius location. that are hag like names
fey names 9 names. 1 name that is literal ‘the one who follows midwife yaga’

warlock pact binding that sends life energy somewhere and is granting life to something that is not yet real, they are manifesting something and granting it life. They imagine a being and then grant it life. Designed to hit everyone in the ritual and will kill them. You can mess with the ritial to retarget towards the hags and kill them. This would not be enough power, this would screw everything up, the target of the ritual and the casters.

Chant binding ritual
there is an old gnarled tree in the orchard. its odd looking. it is a tree that fizzban brought with him and transplanted it. its slowly dying but keeping it on life support. they could not get it to grow properly.Something about an old love? It was an off-hand comment.

Shadyvale was here because it is the only place it could grow, and the townpeople. were all brought here to help the tree. but it has trouble growing.
Town founded because this is the only place where the cherry tree would grow. First two generations were people who dealt with trees, all trying to get the cherry tree to grow.

chant does ritual bonding with the town. Eat a petal and bleed on the tree. Tree grows and drinks from me, roses wrap around and help bleeding. Passes out, but the tree grows healthy and sprouts seeds. Chant now has a familiar vampire cherry tree that is aware. Can sense the tree from anywhere on the plane.

a new young tree is growing out of the ground. drop nature reagents or arcane reagents on it. Aware of the orchard and partway into town, and things around town vaguely. could grow a battle cherry tree like familiar summon. will need to later expand.

do research on how to reverse ritual and then go in to mess with it.
start assembling the counter ritual to disable it, but need something of the ritual caster. could kill the hags, this is dark solution.
they don’t need fey, this was a red herring. Need to repurpose the 4 points now to make a new ritual.

go with killing the 8 hags and using them as fuel.
we kill and capture the souls
hannah targets the ritual and shoots hag
we kill all the hags and then clean up the weird enchantments around town.

power balance in the fens is changed, we killed off the hag group.

1800xp for completing quest successful
5000xp finishing invasion of the hags
cash and reagents go to town(need amount)
small idol of an old woman and rods shrine like(get blown up)
+4 shadowmaster kifocus
shadow dancer gloves-nina
skeleton key
a bunch of pendants with two different runes on them, 3 life and 5 strength. magical consumables. mitch

discuss vampire cherry tree with wood mana, he is confused. Nature and alchemy reagents will be good for it. Blood too, its feeding off the life energy in the blood.

finishing school training builders and random artisans.

pop +75
gold +5836

have recette switch to helping tear with cider selling.

View
2013-12-03

The ritual seems to have similarity to a warlock pact. It is calling on some sort of high level entity/power but not a god. One type of power is going in and another is coming out from the different ends of the ritual, the ritual is basically filtering the power. Both sides seem to have similar power amounts.Its currently just mainitaing the ritual and spreading its effects. The ritual and its power are both rugged and structurally fragile. Seems to be self repairing. Most of the power is focused into the ritual. Two of the points are exterior and one interior, and one point is unbalanced.

Seems to be invoking a vestige pact boon on a massive scale, but not divine arcane instead. calling up baba yaga either unwillingly or unwillingly. This would need more research.

The ritual is designed to be big, this allows it to be more stable. It contains multiple layers of redundancy, probably 3 or 4 layers. The actual design of the parts of the rituals allows it to be put up modularly, because each piece is self-contained with the large whole. Because of this, most common ways of breaking it won’t work well, and destroying an individual node would not damage the ritual much.

As far as we can tell, the importance of where murders are happening is due to the importance of the location itself. From this, we discovered it looks like they set up the right kinds of people needed for the ritual.

they may have arranged where the people they need lived somehow

the city council gives people houses, a commity of beurocrats deals with it.
magic conpulsion to get people to pick houses.

profile of targets is possible but would take time less than 10 targets possibly.
not sure on why fey origin. COuld be it needs fey realm power, something to do with concepts of fey.
The body arrangement has to do with the specifics of the node.
The heart rod is important.
The body arrangement do not line up with the inside outside node thing.
Can check for the defensive effect. Need to reverse engineer it.
our filing system is terrible.
hire some people to go thought our census data costs 45g this takes 4 days

7 target famlies with the right age or declared lineage.

results come up with old man, old woman, the family of the injured worker has an older parent who was not there.

using the map we narrow down to two targets from the list
another 2 days of work cross reference with injuries from war.

two more targets in the right distance.
do the sensus using the untrained workders and stuff, stop the herb farm work.

do it in 4 waves, geneology, health, work status,other
overall there are 13 potential targets they are grouped within 9 targets

3 likely targets based on all criteria

1 an eladrin human equiv of a 50 year old, retired worker injured in a storm, known for seisures

2 a gnome old, spy as a young grasshopper happosai

3 little old cat lady gnome
and another 12 areas of likelyu targets
we set up heavy patrols of these areas.
this is creating a pact of some sort, this one seems to be between yaga and the hex of the town
chant binding to the area would give prior claim, hannah designs ritual or some sort of personal act that takes the place.

need to research forms of old coronation use powerful items and symbols

should allow for adding pieces

hannah juaquin, and susan do research
susan joins research on ritual, needs to read things.
mitch writes out a ritual using hula girls and salted bannanas
12 nodes points needed, we know shape of the ritual but not down to the houses that will be hit
3 of the 4 victims owned houses in other parts of town. When asked they give lots of excuses and good seeming reasons.
send tomb raider to look over everything in detail. for magic focus

engraved on some of the beams and girders and joists

are rune like marks, they are inside the walls and the foundation.

they make up a highly complex 3d rune circle, modular and can be done on different floor plan

this was hard to do

the runes are not doing what’s expected, mixture of nothing here and someone elses problem
once the house is down, we see seven thethers, expected 5 from the rods and another two that are different

4 link chanins to bind

1 tether to horrible bloody chain to the heart

2 that are inverted flashlight beams, on the exterior edges that are like flashlight, tehtering the whole zone
can go around and look for active fields knowing this

no deaths in that time, patrolls saw nothing weird we are on the 26th

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