Squaring the Circle

Squaring the Circle

Friday, February 19, 2016

DM Entry: Reason Stealer (New Monster Class)

Reason Stealer (New Monster Class)



This monster class is ready for play testing. I made this monster class based on the reason stealer as published in Monster Manual II.


Level
HD
Base
Attack
Fort
Save
Ref
Save
Will
Save
Skill
Points
Class
Feats
Ability
Score
Increase
Special
Devour Mind
1st
1d10
+0
+0
+0
+0
None
None
None
Dex -10, Int —, Wis -10, Cha -10, slam 1d6
Intelligence score, base attack, 1 feat, 1 skill
2nd
1d10
+0
+0
+0
+0
None
None
None
DR 1/ magic
1st extra ability score, base Reflex, 2 skills, 1 spell
3rd
2d10
+1
+0
+0
+0
None
None
None
DR 2/ magic
2nd extra ability score, 3 skills, 2 feats, 2 spells
4th
2d10
+1
+0
+0
+0
None
None
None
Improved grab
3rd extra ability score, 4 skills, 3 spells
5th
3d10
+2
+1
+1
+1
None
None
None
Str +2, DR 3/ magic
Base Will, 5 skills, 4 spells
6th
3d10
+2
+1
+1
+1
None
None
None
Grotesque form
4th extra ability score, 3 feats, 6 skills, 5 spells
7th
4d10
+3
+1
+1
+1
None
None
None
Con +2
Base Fortitude, 7 skills, 6 spells
8th
4d10
+3
+1
+1
+1
None
None
None
DR 4/ magic
All ability scores, 8 skills, 7 spells
9th
5d10
+3
+1
+1
+1
None
None
None
Str +4, DR 5/ magic
All feats, all skills, all spells
Class Skill: None.



Racial Traits

Type: Ooze.
Size: Medium (Space/Reach 5 feet/5 feet).
Vision: Blind, Blindsight 60 ft.
Speed: 10 feet, climb 10 ft. You gain a +8 racial bonus on Climb checks and you can choose to take 10 on Climb checks even if rushed or threatened. Most reason stealers like to hang motionless from a ceiling until an unsuspecting creature walks under it. It then drops on the creature, potentially gaining a +2 bonus to the attack for diving charge, and a +1 bonus to the attack for higher ground. The reason stealer will normally intentionally jump down with a DC 15 Jump check to lessen any falling damage and to avoid falling prone. Remember, though, that a speed of 10 feet equals a -12 penalty to Jump checks, so don’t climb up too high at low levels.
Languages: None. Even in an assumed form, you do not speak any languages, although you know all of the languages of the person whose mind you have devoured.
Physiology: In your true form, you are an ooze with one pseudopod that you can deal slam attacks with. However, with your devour mind and grotesque form abilities, you can assume the form of the most recent creature you have slain, as long as it had at least 1 point of Intelligence. If you assume the form of a creature that could wield weapons, you can also wield weapons. In your true form you have no magic item slots, but if you assume the form of a creature, you have the same magic item slots of that creature. In your true form, you have no opposable thumbs, cannot speak, and are blind (but you have blindsight). Even in an assumed form, you are still blind and have blindsight.
Racial Ability Penalties: You gain a racial penalty of -10 to Dexterity, Wisdom, and Charisma. Regardless of the score you put into one of these abilities, the minimum starting ability score is 1.
No Intelligence Score: In your true form you have no Intelligence score. Only by using your devour mind ability do you temporarily gain an Intelligence score. Because of this, you do not gain skill points, feats, or ability score improvements every four Hit Dice. If you devour the mind of a creature with at least a 3 Intelligence score, you can gain experience points, use weapons, and understand (but not speak) languages (although you do have the ability to speak the verbal components of any prepared arcane spells you have stolen).

Class Features

Proficiencies (Ex): You are proficient with your natural weapons only, but not with any armor or shields. However, see the devour mind ability, below.
Devour Mind (Su) You transfer an opponent’s Intelligence score to yourself upon dealing it a killing blow with your slam attack. This process also heals you of 5 points of damage per point of Intelligence gained. You also gain certain things from the slain foe (if the foe possessed it), as detailed below.
At 1st level, you gain the Intelligence score, base attack bonus, one feat, and the ranks of a single skill from the slain foe. You can use any of these abilities or your own abilities, whichever are better.
At 2nd level, in addition to what you gain at 1st level, you also gain the creature’s base Reflex save, and you may also choose an additional ability score, the ranks from a total of two skills, and the ability to cast a single prepared arcane spell (you may need to rifle your foe’s spell component pouch for the spell’s material and focus components). Once you cast the spell, it is gone and cannot be prepared again (unless you slay another creature that just so happens to have the same spell prepared).
At 3rd level, in addition to what you gain at previous levels, you may choose a total of two extra ability scores, the ranks from a total of three skills, a total of two feats, and a total of two prepared arcane spells.
At 4th level, in addition to what you gain at previous levels, you may choose a total of three additional ability scores, the ranks from a total of four skills, and a total of 3 prepared arcane spells.
At 5th level, in addition to what you gain at previous levels, you also gain the slain foe’s base Will save, the ranks from a total of five skills, and a total of four prepared arcane spells.
At 6th level, in addition to what you gain at previous levels, you may choose a total of four additional ability scores, a total of three feats, the ranks from a total of six skills, and a total of five prepared arcane spells.
At 7th level, in addition to what you gain at previous levels, you also gain the slain foe’s base Fortitude, the ranks from a total of seven skills, and a total of 6 prepared arcane spells.
At 8th level, in addition to what you gain at previous levels, you gain all ability scores, the ranks from a total of eight skills, and a total of seven prepared arcane spells.
At 9th level, in addition to what you gain at previous levels, you gain all feats, the ranks from all skills, and all prepared arcane spells.
All these acquired features last for 24 hours. If you devour the mind of a victim while you still have the abilities of a previous one, you use the higher of the two (the new victim’s or your current value) for ability scores, base attack bonus, base save bonuses, and skill ranks. You also may choose from any feats and prepared arcane spells possessed by the new victim that you did not already have.
Damage Reduction (Ex): At 2nd level, you gain DR 1/ magic. This improves to DR 2 at 3rd level, to DR 3 at 5th level, to DR 4 at 8th level, and to the maximum of DR 5 at 9th level.
Improved Grab (Ex): Starting at 4th level, if you strike a target of your size or smaller with a natural weapon or your slam attack, you may attempt to start a grapple as a free action without provoking an attack of opportunity. When you are in a grotesque form (see below), you retain one pseudopod so you also retain your improved grab in an assumed form.
Grotesque Form (Su): Starting at 6th level, if you have devoured the mind of a creature with an Intelligence score of 1 or higher, you can shape your body into a bizarre reflection of that creature. If you have abilities gained from more than one creature, you assume a form similar to the last one you killed. You always retain one pseudopod with which to make slam attacks. You can maintain a grotesque form as long as you have an Intelligence score.

Magic Item Body Slots
in True Form
Quantity
Arms (armbands, bracelets, bracers)
None
Body (armor, robes)
None
Face (goggles, lenses, masks, spectacles, third eyes)
None
Feet (boots, sandals, shoes, slippers)
None
Hands (gauntlets, gloves)
None
Head (circlets, crowns, hats, headbands, helmets, phylacteries)
None
Rings
None
Shoulders (capes, cloaks, mantles, shawls)
None
Throat (amulets, badges, brooches, collars, medals, medallions, necklaces, pendants, periapts, scarabs, scarfs, torcs)
None
Torso (shirts, tunics, vests, vestments)
None
Waist (belts, girdles, sashes)
None

Adding Class Levels

What happens when I max out the monster class? Can I take normal class levels or prestige class levels? You can take any class or prestige class that a normal character could take.
Feats: The number of feats you have based on Hit Dice do not count any of your Reason Stealer Hit Dice, so when you gain 10th level and take a level of wizard, for example, you are just now gaining your 1st class feat that everyone else gains at 1st level, and then you will gain your second when you reach 12 HD, and every 3 HD thereafter.
Skill Points: The same thing happens with skill points. When you take a class that grants skill points, you gain them as normal (and you do not multiply them by x4). The reason stealer never gains the benefit of the x4 skill point multiplier in their lifetime, since the multiplier is normally gained because of skills you learned while you were growing up, something reason stealers never experience.

Ability Score Improvements: Starting at your 10th character level, count all classes that grant HD toward gaining ability score improvements, and not counting any reason stealer HD.

Thursday, February 18, 2016

Notice to the group- Created a simple way to track our goods (out of game)

Hey all,
So I spent a little time playing in excel, actually created a completely new character sheet for my character since its too easy to get lost when I rage, don't rage, and future plans for my character. But what I also did in creating my sheet to track my weight of my items, I also generated one for our Bag of Holdings we have. So now when we put an item in the Bag and type in the weight, it will automatically give a total of the combined weights.
Derris, if you could send me a picture or scanned copy of all the items we have, I would like to start transferring the items to the excel sheet so I don't have to do it Sunday.
See you all Sunday,
Mark aka Vorkesh

Sunday, February 14, 2016

DM Entry: NOTICE Official Update for Aryathan Jiil games.

Greatcleaver (weapon)
OFFICIAL UPDATE for Aryathan Jiil Games.

I have put a lot of thought and research into this change. And I have been considering this for a long time (a couple years now), but only now feel like I have a working fix for this weapon. Because of its potential to deal more damage than the officially published god Thor (Deities and Demigods) at levels in the low to mid range, the greatcleaver is being updated as shown below. The methods of abusive combos to achieve these enormous damage values are intentionally being left out of this post. You can do a little googling to find out how to abuse the greatcleaver if you want to. So, as the DM of the Aryathan Jiil games, I am hitting this weapon with the gimp stick, as shown below.


TEMPLE OF ELEMENTAL EVIL (PC game) 2003 (as "great cleaver," pseudo-3.5 game system)
Damage 1d10 (Medium)/ 2d8 Large, Critical 17-20 x3
No weapon in the game has a base threat range better than 18-20, except in this PC game. Such threat ranges are vestigial from the D&D 3.0 edition.

DRAGON MAGAZINE 352 (Feb 2007)
Damage 2d8 (Medium)/ 3d8 Large, Critical 20 x3.
No melee weapon in the game has more than 1d12 or 2d6 base damage for Medium, except for this weapon as found in Dragon magazine 352.

ARYATHAN JIIL OFFICIAL UPDATE (EFFECTIVE Feb-14-2016)
Damage 1d10 (Medium)/ 2d8 Large, Critical 18-20 x3.

STILL A UNIQUE EXOTIC TWO-HANDED MELEE WEAPON WITH REACH
With this change, the greatcleaver will still have a unique spot among the two-handed bladed weapons. To keep its flavor as a cleaver, the critical threat range has been increased from 20 to 18-20, while reducing the base damage.

Saturday, February 13, 2016

RTEL: ECL 6 Vorkesh, Water Orc, Pugulist 6 JE#: 4

Urgg why don't anyone believe me, well to bad for the stupid troll. That stupid bat faced human and stupid pretty orc didn't want to talk ether! Well after I opened the door I just ran and hit the stupid pretty orc in the face, he fell like a sack of wet potatoes... hmmm food. Oh then the stupid bat faced human expoded the area in a huge ball of fire! it killed two of the people around me and really hurt everyone else. I was just scratched because he caught me when I was looking for food.
I then ran over and tackled him so he couldn't move and pinned him to the ground and choked him to DEATH!!!!! It was only far since he over cooked my food!!!!
Then our snobby wizard blasted a door opening and just laid waste to a troop of people. Just as that happened a that stupid troll charged me and hid behind a corner, must have been scared of me!!!
It took me and the crawly bug friend of ours to take him down. He didn't like how I hit in in the elbow and made him drop his big butter knife!!
Well then when we started to burn the troll, the heally guy grew some muscles and thought he could deal with two giant hairless chickens with claws on their feet. He opened the gate and they attacked him lol. Some of them scratched me but it was a simple tickle.
After all the chaos, there was a strange little person chained to the wall.
I hope he gives me some food for saving him..... maybe a feast!!!!

Thursday, February 11, 2016

RTEL: ECL 10 Mithil Human Wizard 10: Journal Entry 6

Mithil played with drawing the magic through her body.  She did not let it escape but made it roll around, experimenting, refusing to let it be channeled into any specific spell she had already memorized.  

The sensation itched, like something burrowing under her skin, wanting to be released, but she focused all of her attention inward.  The tiny bubble of magic rolled under the skin of the back of her right hand and the itch intensified.  Pain followed and she let the magic shift form of its own will. Now it was angular, sliding up the arterial vein towards her heart.

For a moment she panicked because this had not been taught to her and she did not know what would happen.  She floated in calm meditation even as the pain redoubled as the sliver of magic reversed course and flowed upwards into her neck.  Her temple burst in agony as the magic again reformed into a sphere, only to detonate like a hard “whumph!” inside of her head.  It coalesced, as if scraping off essential parts of what made her unique. 

She compartmentalized herself between calm meditation and a detonation of misery.  The magic leached out of her tear ducts, and covered her body like a sheen of sweat, only to trickle into her skin with a miserable pleasure.

She gasped from the sensation -- full body, utterly unique, incapable of categorization.  None of her will had been lost but instead it was redistributed as new magic was injected into her body at the cellular level.

A laugh burbled out of her lips as consciousness returned.  This was the tenth time she had grown in magical power and each time was a mixture of redefining pleasure and searing pain.   She opened her eyes which for almost an hour had been shut in concentration. 

Before she forgot the way, she lurched towards her spell books and scrawled two new spells – permanency.  She could make certain magicks a part of her permanently!   How had she not seen this before?!  Baleful polymorph - if lucky, she could morph the deadliest creature into a lapdog! 
Spittle had leaked out of her mouth as she concentrated but she did not bother to wipe it from her lips until after she had the spells completely recorded.

She finally uncurled her body fully, not her physical form, but her magical self, letting it stretch and remembering the feel of magic filling her from the pores of her skin and into the very cells of her body.  She knew that she would not feel this unified with her magical force until her life’s experiences again reached a new critical mass.


But for now, she had what she craved.  Her smile was satisfied and slightly crazed.

DM Entry: New Spells: Rain of Corpses

I have been playing Diablo 3 lately and have created some new spells inspired by that game. They have been added to the Aryathan Jiil Libram of Magic IV.pdf and updated on the google drive. You may have to download it again to get the update.

Rain of Corpses I

Inspired by Diablo III, the witch doctor’s grasp of the dead skill rune called rain of corpses.
Necromancy [Evil]
Level: Death Master 1, Dread Necromancer 1, Necromancer 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Target: Up to five creatures or objects, no two of which can be more than 15 ft apart
Duration: Instantaneous and 1 minute; see text
Saving Throw: Reflex half
Spell Resistance: Yes
            The corpse of a 200-pound Medium humanoid materializes in the air 10 feet above the target. The falling corpse deals 1d6 points of bludgeoning damage to the target (Reflex for half), and lands in a random adjacent space becoming difficult terrain.
            For every two levels of experience past 1st, you gain an additional falling corpse. You have two at 3rd level, three at 5th level, four at 7th level, and the maximum of five falling corpses at 9th level or higher. If you drop multiple corpses, you can have them strike a single target or several targets. A single falling corpse can strike only one creature. You must designate targets before you roll for SR or roll damage.
            If there is insufficient room to allow the corpses to fall the complete distance (such as in a room with a low ceiling), the spell fails.
            You determine the specific race of the corpses at the time of casting, but this has no additional game effect. The corpses are created by the spell, and are not of any known persons. The corpses remain after casting for 1 minute before disintegrating to a fine powder that blows away with the slightest breeze. Since the corpses were never alive, they cannot be animated as undead creatures or raised from the dead, although they could be picked up and moved.
            Many civilized communities have laws that criminalize the abuse of a corpse. Viewers of this spell may attempt to bring such charges upon the caster, DM’s discretion.
            Material Component: A fingernail you have torn from a living humanoid as a form of torture. This is not commonly found in spell component pouches. The denailing torture process is extremely painful, deals 1 point of damage, and grants a +3 circumstance bonus on torture checks. The denailing torture is not part of the casting of this spell.

Rain of Corpses II


Necromancy [Evil]
Level: Death Master 2, Dread Necromancer 2, Necromancer 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20-ft-radius cylinder, 10 ft high/ 2 levels, up to 50 ft high
Duration: Instantaneous and 1 minute; see text
Saving Throw: Reflex half
Spell Resistance: Yes
            Multiple corpses of 200-pound Medium humanoids materialize 10 feet in the air per two caster levels (maximum 50 feet in the air). The falling corpses deal 1d6 points of bludgeoning damage per 10 feet fallen (maximum 5d6) to all creatures and objects in the area (Reflex for half). Corpses litter the entire area for 1 minute, creating difficult terrain, before disintegrating into a fine powder that blows away in the slightest breeze. This spell otherwise follows the last four paragraphs of the rain of corpses I spell.

Rain of Corpses III


Necromancy [Evil]
Level: Death Master 3, Dread Necromancer 3, Necromancer 3
Area: 20-ft-radius cylinder, 10 ft high/ level, up to 100 feet high
            This spell functions as the rain of corpses II spell, except that the corpses fall from 10 feet high per caster level (maximum 100 feet).

Rain of Corpses IV


Necromancy [Evil]
Level: Death Master 4, Dread Necromancer 4, Necromancer 4
Area: 20-ft-radius cylinder, 10 ft high/ level, up to 100 feet high
            This spell functions as the rain of corpses II spell, except that the corpses fall from 10 feet high per caster level (maximum 100 feet). Additionally, some of the corpses are rancid and explode upon impact, spilling their entrails about the area adding the effects of a grease spell for 1 minute.

Rain of Corpses V


Necromancy [Evil]
Level: Death Master 5, Dread Necromancer 5, Necromancer 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft + 5 ft/2 levels)
Area: 20-ft-radius cylinder, 50 feet high
Duration: Instantaneous and 1 minute; see text
Saving Throw: Reflex half and Fortitude negates; see text
Spell Resistance: Yes
            Multiple putrefying corpses of 200-pound Medium humanoids materialize 50 feet in the air. The falling corpses deal 5d6 points of bludgeoning damage to all creatures and objects in the area (Reflex for half). Unlike lower level rain of corpses spells, none of the corpses create difficult terrain—instead all of the corpses explode upon impact, spilling their entrails about the area and soaking all creatures and objects in the area adding the effects of a grease spell and inducing nausea for  one minute (a Fortitude save is allowed each round to negate the nausea). Victims remain affected by nausea even if they leave the area. This spell otherwise follows the last four paragraphs of the rain of corpses I spell.

Rain of Corpses VI


Necromancy [Evil]
Level: Death Master 6, Dread Necromancer 6, Necromancer 6
Area: 20-ft-radius cylinder, 100 feet high
            This spell functions as the rain of corpses V spell, except that the corpses fall from 100 feet high dealing 10d6 points of bludgeoning damage. Those who succeed on the Fortitude save to negate the nausea are instead sickened for one minute. Victims remain affected by nausea and sickness even if they leave the area.

Rain of Corpses VII


Necromancy [Evil]
Level: Death Master 7, Dread Necromancer 7, Necromancer 7
Area: 20-ft-radius cylinder, 10 ft high
            This spell functions as the rain of corpses V spell, except that the corpses are those of 4,000-pound Large creatures that fall from only 10 feet high and deal 20d6 points of bludgeoning damage upon impact. Victims that succeed on the Fortitude save are instead sickened for one minute, even if they leave the area.

Rain of Corpses VIII


Necromancy [Evil]
Level: Death Master 8, Dread Necromancer 8, Necromancer 8
Area: 20-ft-radius cylinder, 10 ft high
Saving Throw: Reflex half, Fortitude negates (nausea), and Fortitude negates (poison); see text
            This spell functions as the rain of corpses V spell, except that the corpses are those of 4,000-pound Large creatures that fall from only 10 feet high and deal 20d6 points of bludgeoning damage upon impact. Victims that succeed on the Fortitude save are instead sickened for one minute, even if they leave the area. The exploding corpses also create an inhaled poisonous gas known as brain dust in the area for 1 round (inhaled—Fortitude negates, confusion/ 1d4 Wis).

Inhaled Poisons
Rules Compendium page 109
            Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.

Rain of Corpses IX


Necromancy [Evil]
Level: Death Master 9, Dread Necromancer 9, Necromancer 9
Area: 20-ft-radius cylinder, 10 ft high
Saving Throw: Reflex half, Fortitude negates (nausea), and Fortitude negates (poison); see text
            This spell functions as the rain of corpses V spell, except that the corpses are those of 4,000-pound Large creatures that deal 20d6 points of bludgeoning damage upon impact. Victims that succeed on the Fortitude save are instead sickened for one minute, even if they leave the area. The exploding corpses also create an inhaled poisonous gas known as burnt othur fumes in the area for 1 round (inhaled—Fortitude negates, 1d6 Con drain/ 3d6 Con).

Inhaled Poisons
Rules Compendium page 109
            Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.


DM Entry: Special Delivery

Without warning, the mine shaft erupted with sparking clouds, gathering together into a swirl. With a crack of thunder, the spinning, flashing clouds spread apart revealing--very briefly--a city street teaming with people. None of the people seemed to even notice the vortex or just seemed to be walking around it. Except for one. An six-legged centaur-like creature with the head of a serpent came through the opening with a purpose. As its last hoof stepped onto the ground in the mine shaft, the sparking clouds vanished as if they had never existed.

Speaking in the Planar Trade Tongue, it addressed the cleric and the wizard, "Sssspecial delivery for ya." Its tongue constantly tasting the air as it talked. The irises of the creature's serpent-like eyes widened, perhaps to adjust to the darkness of the mines. It handed a small but heavy satchel to Hilvin and another to Mithil. "Dermont sssays its your ssssshare of the profitssss or ssssomething. I don't know. I don't get paid to know. Just making my delivery."

Satisfied that the delivery had been completed, the creature turned in place and cracked a glass pellet it had retrieved from its pouch. The vortex reappeared just long enough for the creature to step back into the crowded city street and vanish along with the electrified vapors.

Inside each satchel was a letter,

"Hilvin/Mithil, I hope this letter finds you in health and fortune. The spice trade agreement you helped set up has been doing rather well as of late. So here is your share of the profits. You should find in this satchel three gold bars of the standard sort. Safe travels, friends. --Dermont."

Each standard gold bar is brilliant and shiny, worth 300 gp, and weighing 6 pounds.
Each satchel and its contents weighs a total of 20 pounds.
The mint on the bars is that of the city of Ribcage.


Friday, February 5, 2016

RTEL: ECL 6, Vorkesh, Water Orc, Pugulist 6: JE #3


So I went a little crazy last time, stupid red-eyed beetle. So after beating up the hired help, a few of us decided to go wishi wooshi someplace outside of the cave. The little red haired wizard lazy teleported us to some village. It was a funny place with good food in the air.

So in order to be let inside the gates, they tied everyone’s weapons up and bagged them. Then they tied the fingers of the wizard lady together lol. But they let me go without a problem, they knew I was too strong for their tiny ropes.

So we came here to this town to get another hired help and go shopping…. Oh the food!!!!  So the first stop was at a church of Pelor or something like that. I don’t know why but I had a strange feeling in my gut that made me want to learn more. So I spent a little time with the clergy and tied some of the money we had collected, you know the carrier fee I collected. Once the group was ready to go, we went shopping!!

But that was interrupted quickly. From out of nowhere, well a dark alley, these stupid dark skinned elves attacked us! While everyone struggled to get their weapons out of the bags and the wizard lady untied her finger, that makes me chuckle. I was free to smash them in the face with my fist!. I think I shocked them by how fast I was able to hit them because then one of them started to say funky words and make the area dark. So dark that I couldn’t see, so I kept hitting what ever attempted to hit me. I think its funny when little things think they can hurt me, haha. So I beat them up and finally everyone got their weapons out and joined in the fight.

I recall one thing that made me feel a little strange after the black skinned elf said some words to me. Everyone around looked at me with fear like I was not to be trusted or I was evil.  After they swiftly ran away because we beat them up, we went back to the temple because I was apparently cursed! Stupid dark skinned elf! The big guys with the swords wanted to strike me down instantly, but thankfully the church remembered I gave to the church earlier. Man was that good timing.

The rest of the day went by without a problem, eating, shopping, eating, sleeping, eating, and then wishie wooshie back to the cave with the new hired help with us.

Back in the cave, we kept walking deeper and deeper in the caves. Ran into another stupid red eyed beetle, this time I was too smart for it. But one of the hired hands went crazy and started attacking me, so I pinned him to the ground until he stopped.

Then we came across two troll ancestors of mine, yeah im an Orc, but somewhere down the line someone got funky with a troll or something. Anyways, there is a reason the church collects a hazard pay ahead of time for their hired help, because he got ripped to pieces, latterly. While I was bashing on one of the trolls, the other one grabbed him and ripped him in half! So much for talking about Pelor, because I could feel a calling so something great, but not sure. Well in a fit of rage, we beat the trolls and the wizard lady used her torch to burn them.  Not much going on there so we continued until we came to a door.

The door was locked, but the wizard lady opened it for me so I could enter. When I stepped into the room  there was another troll, but this one was in armor and was ready to attack us. I think our uniforms we took earlier confused him. The little stabby guy didn’t know how to talk to hib, because he attacked us! He probably wanted my sandwich I was eating!

Not much to say other than a rinse and repeat of the other two trolls, we beat him down and let the wizard burn him. Every time I hit him, I felt that calling to something greater increase in intensity, but still don't know what yet. I was able to take his armour since it actually fitted me and my belly! He like to eat food too I see. He also had an amulet that I took that looked like an upside down triangle. The symbol on the map on the wall match it, something about an elder something.

We spent a good amount of time looking at the map on the wall, and we took it with us. Apparently we were going around in a circle in this large mountain in the shape of a ring. Scattered across it were different temples of the elements, Earth, Fire, Air, and Water. Then there were bridges, each of the elements going a large body of water to a center island. And on the island was a large spire….. don’t know much else other than I think we are going to that spire! 

After looking at the map we headed down the halls. Started looking in room. Then when we opened a room we seen a magic circle on the ground. There was a pretty Orc in the room and another smaller body in the room. We looked at each other, tummy growling,  staring each other down, then it all started to happen!

Monday, February 1, 2016

RTEL: ECL 10 Mithil Human Wizard 10: Journal Entry 5

My Dearest Aunt:

I am writing this in case we die and this letter manages to find its way to you somehow.   As I see the extent of the construction of this mine, I believe all the more in the importance of our work.  I am not saying this as a justification for not looking for Misthrol.  We went to the planes and I saw no clue of her.  You had mentioned how adventuring takes on a life of its own and I can't seem to stop putting one foot after another down a path not of my choosing.

If I survive, I will not have a need to deliver this letter.  I have learned the teleportation spell!  There is no more familiar place to me than our home and I will come see you and hug you.  Perhaps you will have suggestions on how we can find Misthrol.  I also hope that all I am learning in these trials will give me a better chance.  I will soon learn the scrying spell so maybe I can find her that way!

Why did you spend so much time teaching me the ways of nobility and the aristocrats?  My first encounter with the "upper crust" outside of or little town was not satisfying.  My party walked straight into an adequate hotel only to be turned away because we were not wearing enough expensive jewlrey!  You told me this happened but I guess I've changed.  I spend my coin on spells more than anythning and did not have enough to buy useless jewlery.

I bet that surprises you but it is true!  Oh, but Auntie, the inn was more than adequate.  One of them had a magically heated swimming pool!  I did not expect that such a place would admit my party members except as servants but I had planned to bring them a plate of food in the servant's quarters.

I can imagine you smiling at this commenting on what serving heart I have!  As I think back on you saying that I wonder if you might have been a little tongue-in-cheek but now, as you can see, it is true.  I did not actually get to take my party food because we were barred entry to the inn!  I am now accumulating some nice pieces so I can get someplace where I feel safe and clean.

Clean would be nice!  I haven't felt so dirty in my life.  This motley crew have been come friends.  At least, I know they have come to love me a great deal, but Pelor's corpse, they smell!  I know I probably smell bad but not that bad.   Anyway, I was looking forward to a proper bath and, almost as importantly, a good delousing for my comrades.

I've seen the orc actually eat the vermin from its clothes.   I will not appall you with any more details as to the general lack of cleanliness in our current setting.

Was it like this for you Auntie?  Oh!  I have to tell you this.  We came across two trolls who had an offal pit.  It was calf-deep in feces and human remains and the orc fell in it right off.   As we were musing as to whether it might have treasure, off the orcs goes again, into the pit, searching through the muck.

We have been in the mines since and have had no chance to wash up but the thing keeps on eating food as the flies buzz around its bloated form.

I am so happy, Auntie, that you have taught me to be accepting of the defects of lesser beings.
Otherwise, I might have said something and hurt the things feelings if that is even possible.
I remember you telling me, "Benai' Evaerist Misthril!  If you keep that nose in the air, you are going to catch whizflies."  You would not believe how much I have grown being around these creatures.

I saved the best for last!  You were wrong.  I do not mean this cruelly, but with all possible kindness. I know you value truth above all things and I have to tell you with all kindness and candor that you were flat-out wrong.  You told me that Fluteria was just a part of myself, magically formed, but she has become so much more.  She is my best friend and companion.  She is as quick to give me "wisdom" as you once were!  In fact, I think you would like her a great deal.  We have this conversational synergy that I do not have with anyone else -- when we talk, the whole is more than the sum of the parts of the conversation.  I love her so much!

We start talking and the next thing you know, I have even more insight that I did before we started!   I really do love her Auntie.  If I can ever manage it, I'm going to find a way to polymorph her into a beautiful girl.  I know she would love this and then she would be mine as an equal.  Flute says she doesn't want this but I know she is only trying to spare me from feeling inadequate for not being able to accomplish the feat .. . yet!

I know you would be happy for me to have such a friend and also, valuing truth as you do, will be the first to admit your error.

Anyway, dear dear Aunt, I know you miss me a great deal and I think of you many nights.  First chance I get I am going to tear up this letter and teleport to see you!  Then Fluteria, you, and I can have the best talk!

We will find Mithrol after I have the skill to survive in these wilds and we will laugh together and spend the whole night with me and Flute telling you about our adventures together.

I love you so much,

Your adoring Niece,

Mithil