Deep Below, Another Foe: Githyanki

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[This post is never going to get updated, so here’s a bit of lore from last season.]

Millennia ago, a great many of crusades were led by the first angels against demon kind. While these crusade were mostly futile (as truly destroying demons is challenging), many other creatures were caught in this divine wake. Included were the astral Titan Mendacium Obvium. Obvium was the Titan of lying, deception, and selfishness. He tricked fleeing demons into believing that he was an Archdemon, offering them protection in exchange for servitude. Unfortunately for him, this also attracted the attention of the divine crusaders, who soon marked him as a foe.

Astral Titans are incredibly powerful. They are most easily compared to demigods: not invincible, and certainly not all-powerful… but still a force to be reckoned with. Cliche phrase: describe the capability it actually matches.

The Angels took decades to hunt Obvium down. It took months of battle to kill him.
Describe the angel’s successful technique.
 Many dead angels were left behind in the aftermath of his death,  and one of them was Araqueil.
For being holy, why would they disrespect or disavow their dead?
Araqueil was a captain of the angelic forces.
Please introduce Araraquiel before his death. He was instrumental.

He dealt one of the final blows to Obvium, dealt from within his body, for Astral Titans are truly Gargantuan. Araquiel was left for dead inside the carcass of the Titan, and he himself believed he was dead, at least at first.

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(D&D) Fall 2018 Schedule

barrel-headWe will meet downstairs in the Library and meditation rooms. Possibly meeting in the I street hallway if the Library is scheduled. We’re pretty easy to find. Dates are subject to change, please bookmark this post.

  • Sept 2nd
  • Sep 9
  • Sep 16
  • Oct 7
  • Oct 14
  • Oct 21
  • Nov 4
  • Nov 11
  • Nov 18
  • Dec 2
  • Dec 9
  • Dec 16

Please bring lunch and your character sheets. If you do not update your character sheets at home, leave them with Jed in the red folder.

(D&D) At the Pewter Mug

barrel-headAfter Cador, Thardis Hornhelm and Vassas apprehend G’ning-ar, they agreed with Craynor and Blueston that they split the proceeds of the ancient armor they found and dissolve their exploration company. Each of them, about 4000gp richer, upgrade weapons by visiting a half-orc armorer, Ornach Witlin, and a few days later meet up again at a new pub, the Pewter Mug.

Many announcements happen at the ‘Mug. there is an announcement of a wildfire east of Dandilion Spit, and a call to aid the forests and wildlife nearby. Another person offers a bounty to travel to Snail bay. Another offers a tour of the magical library at Pinola cliffs.

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Dandilion Spit

The keen ears of a shy tabaxi, Flys like a Raven, pick up the passing interest of Thadis and Cador about Dandilion spit. ‘Raven, who is from Seleptova, a secluded tabaxi city inland of the spit about a days travel, is concerned that the govenor and his family are in trouble. Govenor Naps in Shadows, (‘Shadows), has a mage who was increasingly distrusted for his study of the planes and magical summoning. ‘Raven approaches Thardis and proposes they journey together.

A ranger, Cexiuh-Juga (ses-you joog-a) offers to lead them with his wagon train to Dandilion spit, since tabaxi and Cador distrust water in general.  Their journey will take almost a week. Hopefully they will arrive in time to help.

(D&D) Southern Sing’jar Sea

Adding more details over next few days.

South of Sing’jar we have Belgar island, populated by sea elves, whom are generally defensive and isolationist. They distrust people from Faroth, notably because of Faroth’s history of sending gnomes south to plunder magic and gems from Belgar.  Belgar elves trade willingly with  the western shore of the Burati valley. Burati are mostly humans and elves, and export lots of grains to the area, except north to Sing’jar, because of the difficulty of crossing he Burati mountains to the north. The Burati river to the south forms a border with the Kyln.

Kyln are a small nation of hobgoblins. They are notable for having co-invaded Sing’jar during the Devil Insurgency. Kyln hobgobs are a vigilant society, at peace with Burati and Belgar, but ever watchful of Yil and Witkif.

The Yil heights are occupied by the Yuan-ti and their attending thrall. The area is complicated with lots of secretive house societies that maintain their own trade routes for contraband north into the Kyln, R’rusk, the high elven city east of the Kyln population, is the most popular silk road trade route. Any high level character could get hired as an escort on that illegal trade route.

Witkif is the capital city of the Whitechalk Cliffs region, the large spit that sticks far enough west to change the very seas north and south of it. Inhabited by orcs, ogres, and some giants, they are often rejecting their half-breeds or conscripting them for raids against Kyln and Yil.

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Dandilion spit is a dangerous place to dock because storms can dash your boat ashore so easily. The town itself it made of splintering ship planks, and finding any square carpentry is rare. There are three pubs here, and it is the fafstest way to switch ships or trade goods in bulk if the weather is kind.

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Snail Bay is a twisting sandbar draped araound sharp limestone outcrops in the delta of the Yarrow river. Not as much trade here and a much slower life-style. Sea traffic is barred many hours a day by tides that expose the Yarrow sandbar and the Seal’s Head sandbars. The Yarrow river does not flow fast enough to erode these areas when the tide is out. This makes Snail bay an effive place for smugglers to dock.

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Pinola cliffs is a strange collective that is one of the most curious places to buy magic or make armor. Each of the four large outcrops of rock is joined by rope bridges to large houses built into the side of the limestone cliffs. There are families of dwarves, elves, sea elves, and half-orcs that each have a family business on an island or in the cliffs.

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(D&D) Small Faroth adventure

Gromet Silvering and Cupola Coglatch are a pair of gnomes living under Faroth mountain in the Rudston Classic tunnels, the first dwarven works on Faroth. This is the tunnel system that Jamnut Fender Works started in. Gromet and Cupola don’t care much about being forge gnomes but live on the sidelines of the forge dwarves of Fenderworks.

Today, a rowdy crowd of human sailors squeezed their way into the Drunken Whaler pub, and started talking rude about the dwarves. Gromet was quick to play both sides and soon the dwarves had flattened the sailors and both the mine police and shore patrol were headed in.

In the last few seconds of the fight, Gromet convinced Knifeswill, the Dwarven barkeeper to pay him to stop the fight. Messaging with Cupola, Cupola impersonated sheriff Ironblock, abd the dwarves were distracted from killing the humans. The next moment, Ironblock himself steps onstage and pounds the handle on his hammer on stage to marshal the attention of the dwarves.

Later, Gromet and Cupola get kicked iff the docks suspiciously watching the Serpent Blue docked with the wounded humans being carried on board. Visibly irritated, a Yuan-ti in a golden robe berates the crew.

Clearly, this Yuan-ti needs his purse lightened, but no good plan arrives until Sarah Tite’nale, a banished faery who doesn’t sparkle, decides to join the fun.

[DnD] Fall Season Adventure Setting

600px-Squid4Shane and I worked up a setting for the Fall season: we’re sailing south! South of Sing’jar we have other kingdoms that have run many races out of their borders. The minotars and many sea elves came from the south seas. What drove them north?

Geography plays a part in separating the west coast of the continent. South of Sing’jar, the Whitechalk Cliffs are an accursed ridge that splits the currents of the ocean and defy overland travel. Kingdoms of ogres and oni defend the the ridge.

South of the ridge there are dramatically warmer currents and climates. Strange sea beasts, like elasmasaur and giant kraken patrol the islands and bays. Escaped lizard folk tell of snake people who held them prisoner. Black bird people and hobgoblins live behind the Ogre kingdom. South of them is an even stronger empire, possibly entire of snake people.

Islands can be traps and prisons. Remnants of previous societies remain isolated on some southern islands, unable to sail off or trade because of the brutal marine animals swiming in the surrounding waters. When Crimskill traveled south, what did he see? Did his giant’s hand play an unfair card to the nacent evil nations in the south?

(D&D) End of the spring season

Last game at BUF this season is 10 June. I know many will not be present. We will be discussing Fall seasons options.

Would like to have a BBQ D&D day sometime on/after 21 July, weekend preferred. Please contact me directly about your availability.

[D&D] Meet Noomi

Noomi Rockslayer, son of Kiven Stormskin, Minotaur fighter, traveler of caverns and heir to the throne of Gorith. Sent adrift through the caves of the world after being denounced by his father for his small size.

Noomi Rockslayer seeks money, power, and to one day…rule the greatest kingdom in the world! That would show his father just how wrong he was. He seeks fame and respect, for these things (that would be his right) have been wrongfully denied him. Noomi wishes not to touch the light of day until he has proven himself worthy of the respect that he desires. He wishes to collect the riches of the earth–and with them build his empire!

Noomi Rockslayer knows about beholder…their twisted minds and forms to match…born into this world literally of nightmares. Beholder horde their treasure deep within the earth where it cannot be found…they spend their days planning contingencies–and at night they dream, horrible terrifying dreams that would kill any sane creature! Yes Noomi knows of them–he knows what they are, how they act…but most importantly: he knows to stay well enough away from them, lest they (in their paranoid insanity) deside that he is a threat…

(D&D) Spellcaster Armors from Gnomes of Faroth

The tunnels behind the iron mines above Rudbay on the East side of Faroth lead to a community of Forge Dwarves and Forge Gnomes. Their workshops produce meticulous magical works.

The Forge Domain of clerics (see Xanathar’s) is a good fit for the community of crafters below Faroth mountain. Their study of metallurgy is spiritual and highly disciplined.

One such company camped below is Jamnut Fender Works: Endowed Protection for Discerning Wizards. They have produced a number of intriguing products:

Wyxel’s Bracers: +1, attunement, holds 1 spell rune per, each side has component pouches, 1/2 damage reduction while spell casting, detect alignment.20171230_173944-302260414.jpg

Magpies Levitating Chain Cloak: +1, attunement, +3AC, encumbrance 0,+5 vs missiles, intelligence as Int 8, Dex 18, Con 16 Str 6, Cha 10, Wis 6 or as wind elemental. Bonus action: cloak can jump to next party member after their attack; limited to attuned alignment of first wearer, so it might jump to only good, neutral or evil party members as matching attuned owner. De-attunement via a visit to negative energy plane.

Peregrine’s Banded Feather Armor: +1, attunement, DR 5 v slashing and piercing, 0 encumbrance, worn under clothes, +1 acrobatics, Cure Greater twice per day after short rest.