
Tacticslion |
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Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 9
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 21
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 20
- Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 16
- Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 8
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 13
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 27
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 9
- Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 2
- Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 19
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 15
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all a they with with all a they with their master) total: 14
- Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 22
- Taiia-cula - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it total: 13
- Magens-Taiia - a wandering Magens turned clone (complete with memories and spirit) of the original, this Taiia seeks what she always sought: the complete redemption of all her people (now both Magens and Serpentfolk) from ever feeling the touch of undeath total: 18
List of the Eliminated (and their fates):
- Taiia - a snake-folk from the kobold underground, she sought to restore all of her people to true life and purify them from ever feeling the taint of undeath again; she vanished on her journey, and was never seen again.
Some whisper that powerful vampires took her in the night. What happened to her will forever be a mystery, but her name lives on as a whispered legend among her people in the Vault.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
Clanggeddin's Log:
"CY 19,835. Someone's erased part o' mah durned log book! Lousy, grumble, grumble... this year sucks."
Annual Point Upgrade (CY 19,834):
- Clangeddin stock: 9, 1d6 ⇒ 5, total: 14
- Corellon stock: 18 1d6 ⇒ 2, total: 20
- Freya stock: 20 1d6 ⇒ 6, total: 26
- Zarus stock: 15 1d6 ⇒ 2, total: 17
- Procan and Geshtai stock: 8 1d6 ⇒ 3, total: 11
- Joramy stock: 13 1d6 ⇒ 4, total: 17
- Io stock: 25 1d6 ⇒ 3, total: 28
- Ghaunadaur stock: 9 1d6 ⇒ 1, total: 10
- Pyramius stock: 2 1d6 ⇒ 4, total: 6
- Zagyg stock: 19 1d6 ⇒ 4, total: 23
- Raesh-al stock: 15 1d6 ⇒ 5, total: 20
- Bull and Snort stock: 14 1d6 ⇒ 5, total: 19
- Oalian stock: 22 1d6 ⇒ 2, total: 24
- Taiia-cula stock: 15 1d6 ⇒ 3, total: 18
- Magens-Taiia stock: 18 1d6 ⇒ 3, total: 21
Helping 1d3 ⇒ 3
Clangeddin 1d6 ⇒ 5, total: 19Corellon 1d6 ⇒ 2, total: 22
Oalian 1d6 ⇒ 6, total: 30
Hindering Pyramius 2d4 ⇒ (1, 2) = 3, total: 3
(Hm. I may well be able to set up Pyramius' interesting end next time. I've got an interesting story, that I kinda hope happens at some point...)
EDIT: I'm actually secretly hoping that several people get to the wish at more or less the same time...

Tacticslion |

Hope I got everything right. I was in the middle of editing my notes last time when the power went out. I wasn't able to save everything, but I thought I got it correct. Let me know if something is wrong.
Oh! look at that. A new page.
ALSO:
4d6 ⇒ (5, 3, 2, 3) = 13
Gift: 1 (thank you so much!)
Stock: 444
Total: 458

Drejk |
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Oh, I remembered important thing that I done and was erased...
Triple other event for 27 points. I imbue the gem with divine power that will grant immortality to three adventurers with the highest fate scores (except those who ascend to divinity throught the power of the gem) when the wish will be granted...
104 points remaining.
I help 1d3 ⇒ 1 adventurers.
Magens-Taiia ends with 21 + 1d6 ⇒ 21 + (4) = 25 points.

Drejk |
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Oh, hey, Drejk! I realized I didn't get all of your Seraphim's upgrades. I only got gardening (an I'm not entirely sure if I got that right). Do you happen to recall what else you gave them? I kind of thought it was three different things...
They got weather magic and healing magic. I think that at first I gave them lightning magic as well but then edited it out to balance points differently.
Which reminds me that I have to spend 12 points for creation of seraphim - a race of beautiful winged humanoids that appeared from unknown and 10 points for their two civilization advancements.
The kobolds expanded mining colony on one of the moons creating living gardens (this might be gardening you are referring to) and astronomic observatory for another 8 points.
74 points remaining.

Drejk |
1 person marked this as a favorite. |

Also, something I intended to do but did not do...
The night sends a shadowy serpentine dragon avatar that silently follows the party with a secret mission... (create avatar for 8 points and command it for 2 points)

Tacticslion |

Who what? Tacticslion how do you have so many points?
That's... a good question. Hold on...
*checks notes*
... since I made a copy/paste error that granted me the wrong total of points by excess gift (kind of impossible for Drejk to give me 15 points - the same value as my dice roll on the other thread - on a roll of a d6, eh?) and then pasted the result into this thread. :/
Sorry! Thanks for catching that, Troas. I do not want to cheat on this, as I've got... plans anyway. It probably happened when I was shifting all my information from a much larger "temporary info dump" document into "Dawn of Worlds, PF Edtion" Document.
(Planning on making a similar one for your game, too, probably after renaming this document...)
So definitely let me know if I got anything else wrong! I'm not against peer-review! (I've got about 19-20 pages of stuff in the Word Document as it stands... all of it written in "Forum Format" for re-posting... thus, a lot of room for mistakes.)
So... dropping that 14 points...
Stock: 439
4d6 ⇒ (4, 5, 4, 5) = 18
Total: 457
... heh, well, that's convenient.
EDIT: and if you meant Oalian, well that one is self-explanatory, and is covered in all the notes!

Tacticslion |

Create a World Game
Ages: the first age (500 years per round), the second age (100 years per round), the third age (10 years per round), the fourth age (1 year per round).
The first age finished with the fall of the Skystones, in CY 15,500. It took five hundred years for that even to resolve itself, allowing all creatures to being returning and starting the second age in CY 16,000.
The second age ended in CY 19,600 with a plague of uncontrolled mutated raptor zombies caused by the obsession of the kobolds with immortality. Gods stepped in to personally stop the plague, though the mutant zombies lurk in the fringes of the world to this day.
The world ended along with the third age in CY 19,830 - upon being free from the Arku, the dark god unleashed his breath across the world. Taking three years to end, the Fourth Age began in CY 19,833.
There have 54 (more or less) "turns" since the end of the third great cataclysm: the current year, thus, is CY 19,887.
This may well be the final age... perhaps an unending one...
Point-Buy Table (Without the Regulations of the Gods)
Action-----Cost by Age 4th Age
Shape Land ----------------- 8
Shape Climate ------------- 6
Catastrophe --------------- 10
Other Event ---------------- 10
Create Avatar -------------- 10
Command Avatar ---------- 2
Create Race ---------------- 22
Create Subrace ------------ 12
Command Race ------------ 8
Advance Civilization ------ 10
Purify Civilization ---------- 5
Corrupt Civilization ------- 4
Advance City --------------- 8
Purify City ------------------ 4
Corrupt City ---------------- 3
Command City -------------- 6
Create Sect ----------------- 8
Command Sect -------------- 4
Point-Buy Table (With the Regulations of the Gods)
Action-----Cost by God's Age (Elder)--(Younger)
Shape Land -------------------- 5 ------ 3
Shape Climate ----------------- 4 ------ 2
Catastrophe -------------------- 10 --- 10
Other Event --------------------- 9 ---- 7
Create Avatar ------------------- 8 ---- 7
Command Avatar --------------- 2 ---- 1
Create Race --------------------- 12 ---- 6
Create Subrace ----------------- 10 ---- 4
Command Race ----------------- 4 ---- 3
Advance Civilization ------------ 5 ---- 5
Purify Civilization ---------------- 3 ---- 3
Corrupt Civilization -------------- 4 ---- 3
Advance City --------------------- 4 ---- 4
Purify City ------------------------- 3 ---- 3
Corrupt City ----------------------- 3 ---- 3
Command City -------------------- 4 ---- 2
Create Sect ----------------------- 6 ---- 4
Command Sect -------------------- 3 ---- 2
How to play
Each round each player rolls 3d6. These points are used to buy events that occur on the world map. Unused points can be stockpiled to buy major events. The events are Regional only.
The World Map
Our World Map is a flattened out d20...this looks like 20 assorted triangles. So five up-pointing triangles at the top (left to right 1-5), ten triangles at the equator (5 up/5 down) (Left to right 6-15), and five down-pointing triangles at the bottom (left to right 16-20). Numbering them 1-20 allows us to play this without a display map...just draw your own.
The noted catastrophe cost for elder gods only applies to three triangles of their choice (at one time) where their influence is strong (as noted below) or outside the near-planet area (the moon is expensive, the next solar system or space void, not-so-much). Everywhere their influence is not strong near the planet, the cost doubles to 20 points. They can expand their area of influence, but can never use the 10 point cost on more than three triangles in one turn.
The noted triangles are as follows:
- Drejk's Influence: where kobolds or related creatures live; currently 7, 9, 11, 17, and 18.
- ulugunoth's Influence: where foul necromantic power or undead reside; currently 3, 8, 11, 15, and 17.
- yellowdingo's influence: where the web touches; currently everywhere, but a given triangle has a 65% chance of being a "inexpensive" one (5% per advancement in conjuration magic of the spiderfolk plus 5% per advancement of the whole world); choose a triangle, then roll % to see.

Tacticslion |

"With a mighty roar, the Regulator imposes Order upon chaos, and names the places of the world."
Game Update Notes:
The Map (by triangles of number): (all squares have sky-stone and sky-metals on or in them from the First Cataclysm)
- One: fertile valleys - once inhabited by the First Ones ("boogie-men") who had a city and farmed the valleys though they were killed in the first Cataclysm; now inhabited by the spider-folk and skeletal-folk; also inhabited by treant-folk
- Two: Scrub Lands. Sparse vegetation of a tough, hardy nature, but otherwise a rocky, harsh "badland" that is perfectly suited to Sapient Land-Octopi. Inhabited by sapient land-octopi; also inhabited by treant-folk, and all those who follow the Whispering Echo, which is centered in a massive city called Soma, City of Dreams, a city constructed of nearly-impossible structures created by the mind of the makers as well as those of the observers; if an avatar is placed in Soma, a god can create effects at half cost, though entirely illusory in nature
- Three: mineral-rich mountain ranges inhabited by sapient beetle/fly-folk; the Arku appeared here in a rain of rocks from the sky; those who died were collected by the Herald of Undeath and placed into a giant crypt. The Arku was later shattered by the Lion Blade to free the Draconic Divinity trapped within. Also inhabited by treant-folk
- Four: mineral-rich mountain ranges, inhabited by the new snake-folk; also inhabited by treant-folk
- Five: mineral-rich mountain ranges that are atop a mile-high platue that is very (nicely) warm despite its height - inhabited by Dwarves (originally with stone tools, now distinct civilization) that have been greatly harmed by the First Cataclysm; inhabited by the new scorpion-folk; also inhabited by treant-folk
- Six: inhabited by the treant-folk
- Seven: wet and warm jungle-cum-marsh - originally inhabited by sapient plant-men and bug-men (advancement) who lived in a symbiotic relationship but who were killed off in the First Cataclysm; now inhabited by the ooze-folk; also inhabited by treant-folk; this is the site of the Fell Gem adventure!
- Eight: basin desert - once inhabited by (now undead) scorpion-men, who have a destroyed and corrupt city in its heart; inhabited by barely sentient carnivorous bulls; also inhabited by treant-folk
- Nine: - once inhabited by snake-folk before the cataclysm they are now all undead here; inhabited by alien grays; also inhabited by treant-folk
- Ten: mineral rich land - inhabited by crow-folk; also inhabited by treant-folk
- Eleven: The Sacred Well [a divine artifact and avatar; the gods place avatars and artifacts within for the increase in their own power or free advancements in the races every fourth round]; a disturbingly deep and enormous hole rimmed by "world dividing" mountains, making it virtually impossible for (most living) creatures to reach the neighboring sea - or the hole itself - by above-ground travel. It was once the site of the largest impact, and the majority of skystone and skymetal resided here; though originally deadly poison - possessing both a mundane poison to many living creatures and the poison of a more subtle, deadly, yet unseen form of light - and inhabited by undead who harnessed it for necromancy, it was later purified and made sacred by the Regulator; the newly sacred starmetal was eventually transformed into the avatar and subrace the Tree of Stars and star treant, who left the planet to aid their draconic ally in making the moon habitable. Also inhabited by treant-folk; it is an exceedingly mineral-rich locale.
- Twelve: shallow ocean - inhabited by merfolk; also inhabited by treant-folk
- Thirteen: shallow ocean that gets quite deep far enough away from land; also inhabited by treant-folk
- Fourteen: fertile hills and and rocky foothills; inhabited by stone giants; also inhabited by treant-folk
- Fifteen: extremely dense hills, mountains, and nearly impenetrable forests; the mountains now surround the place and are tall and steep-sided, those bordering fourteen are inhabited by Stone Giants; after the Arku was shattered, they created a militant sect to find and restore all the pieces in order to prevent the looming cataclysm. Though successful, they merely slowed the cataclysm, delaying it slightly, as they and the rest of the world became more and more corrupt and depraved by the dark god sealed within, until they unleashed the Breath of the Dark God themselves in an attempt to harness that power. A faction have since become disgusted with the folly of their people and have left to wander the world. A second mountain-top city was established, with an open Grand Market to the world, eliminating the xenophobia there. The What remained of the Arku Seekers, however, continued to plunge into dark magic... Also inhabited by treant-folk; the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
- Sixteen: wet and warm jungle-cum-shallow sea with a system of extended caverns and filled with giant mangroves that cause flooding in the caverns - once inhabited by kobolds and winged kobolds who originally lived in the caverns, but instead moved to the trees when the mangrove catastrophe occurred; home of the first kobold city (Mangroves; advancement); also inhabited by treant-folk
- Seventeen: wet and warm jungle-cum-marshland, source of the second great kobold city (advancement) that was destroyed in the first cataclysm; there are extremely deep tunnels and even deeper Vaults built by the kobolds and inhabited by samples collected of every race in existance kept safely therein and warded with ancient and powerful magics - the third kobold city (advancement x2, and improved foundation and solidity of construction); it has a new great fourth kobold city on the surface (advancement, defensive perimeter) that is home to the kobolds and is also home to all the other pre-cataclysm races (having been kept and re-bred by the kobolds); also inhabited by treant-folk; for a time, the avatar the Sword of Damacles hung a mile above the city, periodically emitting supernatural snow from Starsday to Sunsday and occasionally to Moonsday, though not changing the temperature.
- Eighteen: once an exceedingly deep ocean called the "World Well" which continually generated a kind of holy water toxic to undead and evil creatures, but beneficent to all others (inhabited by treant-folk), it was corrupted by the herald of undeath into a toxic sludge that destroyed life and enhanced magical power; this Dark Water's power was later turned against itself by a city of undead built within the area (who became purified guardians of Eternity) and was then absorbed entirely by the Tree of Eternity, leaving 18 a rather standard, if deep, ocean. It is now inhabited by undead, treant-folk, and dark-treant folk; the city is a city of purity and Guardian to a gate to the shadow realm of the dead
- Nineteen: shallow ocean; inhabited by treant-folk
- Twenty: a once verdant, pleasant forest that was a more gentle extension of 15's, this has become a forest warped and altered by magical skystone and skymetals into a strange land of bizarre growths and realities; it recently became an avatar - the Sacred Lands, part of the Mana Tree. Open to the seas of 19, the forest-marsh jungles of 16 and 17, but sharply divided from the seas of 18. Once inhabited by nearly-deceased race of thickly furred ape-folk (advancement) the remnants of which now reside in 17 with the kobolds; also inhabited by treant-folk and mana treant-folk
- The Darklands: extending under 7, 9, 11, 16, 17, and 18, these deep caverns surrendered their stone to the air to become the mysterious world they are. Also inhabited by treant-folk
- The Floating Islands: extending across 7, 9, 11, 16, 17, and 18, these flying ilsands came from the depths of the Darklands underneath; they are now inhabited by Kobolds with their flying lizard mounts and flying starmetal ships. Also inhabited by treant-folk.
- Moon-One: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
- Moon-Two: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
- Moon-Three: one of the primary triangles of the reconstituted moon, lush exotic jungle of blue and purple semi-animate plants which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
- Moon-Four: one of the primary triangles of the reconstituted moon, swamps covered in exotic plants and vines which are psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants, kobolds, and undead live here
- Moon-Five: named "Frost", a small tundra-like satellite moon with breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here; the kobolds established a mining colony
- Moon-Six: a small desert-like satellite moon with a breathable atmosphere which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here ; kobolds build an outpost here
- Moon-Depths: a set of deep holes that riddle the crust of all triangles 1-4, and interweave to create massive caverns and places which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits; star treants and kobolds live here
- Moon-Ring: a ring of dust and rocks that circles the moon which is psycho-actively responsive to kobold efforts and will; heavy sacred star-metal deposits
- World of the Shadows and Dead: the world of death and shadows, entirely filled with an inhabited by the Dark Treants and Tree of Eternity who regulates all of Time
Civilizations:
- First Ones ("boogey-men"): advancement, caves provide shelter, they keep ancestral bones in the back of caves, they hunt great beasts, they are magic users (universal x1, abjuration x2); nearly deceased at the end of the first age, some now live with the kobolds; a sect appeared calling themselves the elves, beginning to thrive again. They learn from the Sword of Damacles of magic (abjuration x4, conjuration x3, evocation x3, universal x2), and move to the fortress of Stone giants to learn metalworking (forge steel x6, weapons x3, armor x3) x1, construction x5, and military strategy x3 and tactics x5, trade x3, writing x6, music x1, poetry x1, basketweaving; they create and craft with the balance of nature in mind for all things
- Dwarves: stone tools in the mountains -> underground society dominating their home; they were greatly weakened by the cataclysm, though their deepest levels survived it. Construction x4
- Kobolds: featherless dromaeosaurids (small velociraptor-like dinosaurs) ascended into a full sapience. A selected few specimens are granted magical powers and grow a pairs of wings in addition to their existing limbs creating a subrace of winged kobolds. They practice draconic shamanism, and are skilled boatsman; they herd and tame the insects, serpents, and lizards of the mangroves; they have a City of Mangroves that is a center of Alchemy (and are exceptionally good with sky-metals and sky-stones, and with healing arts) and the origin of Writing. The kobolds have invented: astronomy, mining, metallurgy, deep mining, and magic (abjuration, conjuration, necromancy (especially advanced twice from the scorpoin-folk), and transmutation). They have created flying ships that they have learned how to seal with contained self-sustaining environments within them, and created the Great Spell called "Invocation of the Shooting Star" that surrounds a star-ship with a bubble and propels it to through the sky. By the power of their god they were saved from a cataclysm deep below the earth, thus by their god's mandate, they saved all creatures from the next by bringing a few deep below the earth. Upon returning to the surface, they have proliferated into a new mighty city, and carefully re-bred all the "lost" races back into existence, sharing their city with them, and being their de-facto rulers. However, they had become obsessed with life - the point they are delving into the very secrets of immortality itself. After they accidentally unleashed a plague of mutated raptor zombies from their mad quest while their god was imprisoned in the Arku, they sought to contain and curtail it with the aid of the gods. They repented, changed, and became good, kindly folk with the best interests of all living creatures at heart. Unfortunately, militaristic Stone Giants brutally took advantage of them during the search for the Arku, causing kobolds to hate and loath them, seeing them not so much as fellow sentients but savages worthy of death. The kobolds have also bred winged lizard mounts (made semi-sapient and granted the power of speech and empathy with rider via alchemy) and starmetal flying ships to inhabit the floating islands over top of their ancestral homes, and have created mighty cities on all of them (the first on the largest) (advanced x2). Corrupted by the dark god, they were deceived into creating weapons of mass destruction, though now they regret such decisions and are purified. They can now turn ordinary kobolds into winged kobolds - who now have rudimentary powers of innate magic. They sent an exploratory mission to the moons, their first ship named "Scaled Voyager". Finding the undead there, they created an embassy and a powerful, thriving trade and exchange, building outposts on the desert moonlet and a mining colony on Frost. They investigated a spatial anomaly that vanished one of their ships, allowing them to learn basic dimensional magic and detect and analyze dimensional anomalies and extradimensional spaces; they advanced into creation of extradimensional pockets and self-sustaining environments within them; they applied this to The Vault, which was filled with back-ups of all things for the "next cataclysm". The kobolds also expanded their mining colony on one of the moons, creating living gardens and astronomic observatory on the other.
- Merfolk: some live with the kobolds
- Scorpion-folk: advancement x4 (and all magic, especially necromancy x12); nearly all were undead (except those bred by the kobolds) after the cataclysm until they were remade, the undead corrupt the kobolds and spider-folk with their necromancy
- Snake-folk: all magic (x2), especially necromancy x12; nearly all were undead (except those living with the kobolds) after the cataclysm, until they were remade
- Plant-folk: they live in symbiosis with the insect-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds; advancement x1
- Insect-folk: they live in symbiosis with the plant-folk; nearly destroyed by the end of the First Age, they now reside with the kobolds ; advancement x1
- Ape-folk: thickly furred, nearly deceased at the end of the first age they now reside with the kobolds; they are advanced in metalworking; there is a sect called the Fire Circle who are compelled to gather the oldest amongst the apes once each year that create a song that must be sung to the rest of the tribe for the remainder of the year; there is a subrace called Humans which has two subraces of its own: the Manusians and the Orang; the Orang (humans) have three further subraces of their own: the Orang Katik (dwarf-humans 2-4' tall), and the Oragn Desa and Orang Dusun (each are village-clusters). All of the ape-men have a heavy drive to conquer all other lands. Advancement x1
- Spider-folk: chaotic neutral, advancement x6 (also slightly corrupted and especially potent in necromancy (x3) from the scorpion-folk, and divination (x1), conjuration (x9), and universal (x1) by themselves); in response to corruption, they lived in relatively isolated webs that required extreme methods of infiltration to avoid further corruption, but now they have universally (accept for those corrupted) departed to the Planes; they are ruled by a First Mother; a new sub-race of Funnel Web Spiders have emerged called Funnel Webs; they return to Hunt for food by opening random Gates to the Webhome (this means any encounter with a web structure has a one percent chance of gating the individual to a feeding funnel-web spider other wise the web is old). There is another subrace of redbacks that are exclusively necromancers who wage war with the kobolds. The Golden Orb Weaver subrace creates exotic and excellent silks that make for powerful padded armor, which they export to any who seek it. Corrupted by the dark god, they suffer from tremendous internal strife, each subrace seeking to be the only race and killing off all the others.
- Skeletal-folk: humanoids, metalworking, bone-forging (x3)
- land octopi: academics, metalworking, illusion magic (x12), enchantment magic (x12); the racial religion is the secretive but benevolent society The Whispering Echo, but vanished from the history of the world entirely, possibly associated with every living thing in Soma as a rider; they travel dreams
- beetle/fly-folk: academics, metalworking, hot air balloon technology (x3)
- bulls-folk: carnivorous, barely sentient, spirit-magic (x3)
- treant-folk: academics, metalworking, nature magic/druids (x12), psionics (x12), naturo-cerebric enlightenment (x10) <similar to a Mystic Theurge, but with psionics and nature magic>, spirit magic (x12), the dangerous chronomancy (x12), transendental temporalist (x10), and the ability to become ethereal or corporeal at will. They are all endlessly reincarnating entirely immortal celestial treant-folk: they, as the incarnations of goodness and the Chosen of the Inner Light of Yannah-Elishar, never truly die, but are, instead, reborn the following day; they are entirely sustained by their own inner lights, and need never subsist on outside sources (eating, drinking, daylight, air, etc) ever again, but they can produce said resources for others to enjoy. When the Inner Light of Yannah-Elishar partially merged its essence with them above and beyond how it had with all living creatures, they became the incarnation of the celestial virtues of Goodness (benevolence, generosity, goodness, life, love), and exhibit those virtues to all living things. They were later corrupted by the dark god, and had thus lost sight of their purpose - they no longer cared about creatures not native to their forest. After the wicked breath of the dark lord destroyed the world, the treants reincarnated and were purged of the malaise on their people by Yannah-Elishar. Realizing their folly, they repented, and instead sought to bring their god's benevolence to all creatures. Following the command of their deity, they seek to rebuild the world from the ashes. Pleased with their choices, they were made sacred and immune to all corruption, and, with their new purity and purpose, the race was transformed into an avatar of Yannah-Elishar and its Inner Light. They have spread across the world to spread light and life once again. They have subsequently spawned several avatar-subraces and major avatars that represent them (the "parent" of the sub-races): the Mana Tree (and mana treants) [the Mana Tree itself is part of triangle 20], the Tree of Stars (and star treants) [created from all the collected purified holy star metal of triangle 11 - a child/seed of the Mana Tree] <on the moon with the star treants>, and Tree of Eternity (and dark treants) [created from the Dark Water of triangle 18 - a child/seed of the Tree of Stars] <spread across all the Dark Land of the Dead with the dark treants, become the guardian of time and death>, the World Tree (and treant-folk) [created from the collected seeds of all the treant-folk in CY 19,854], the Spirit Tree (and spirit treants) [child of the World Tree] <spread across all the Spirit realm, become the incorruptible guardians of the Spirits>, the Dreaming Tree (dream treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of dreams>, Tree of Life (and ether treants) [child of the World Tree] <expanded across all the Ethereal, and become the sacred, incorruptible guardians of dreams>, Tree of Mind (and astral Treants) [child of the World Tree] <expanded across all the Region of Dreams, and become the sacred, incorruptible guardians of the Mind>
- ooze-folk: academics, metalworking, alchemy (x3)
- gray-folk: academics, metalworking, psionics (x3)
- crow-folk: academics, metalworking, way of the sword (x3)
- undead: created from the undead remnants of the snake and scorpionfolk, this society, placed in the ancient doom crater (and other individuals who have joined them since) as well as all the dead bodies from CY 19,850 and before, almost exclusively on the moon; the civilization advanced (x4) into starstone smithing and blackwater technology (x1), in transmutation (x3), evocation (x3), and illusion (x2) - the last being enough to be able to pass off as living creatures. They have also begun searching the most confounding arts of chronomancy (x3). A city was built in triangle 18 to harness the Dark Water; it was later purified by the Lion Blade and their own exposure to the power of Holy Star Metal, and the sect Guardians of Eternity was created as a result, becoming an extension of the avatar the Tree of Eternity; Shadow magic (x2) allows them to teleport between the shadows and return to the planet (or moon) during a solar eclipse
- stone giants: a xenophobic younger race with militeristic and harsh demeanor, risen during the depths of one cataclysm and desperately trying to survived the coming future ones; fortified cities rule their lands; metalworking (forge steel x3, weapons x1, armor x1), construction (x2), basic military strategy (x3) and sculpting, engineering, stonemasonry (x5), mining and tunneling (to survive the cataclysms) (x2), forge star-steel (x1), and have researched siege weapons and black powder canon to oppose the Air Superiority of the kobolds; they have built a citadel at the pinnacle of the tallest mountain in the range, stockpiled necessities for the coming cataclysm. After a powerful dream to reveal the power of the Arku took them, they created a sect of Arku Seekers to prevent the next cataclysm; this sect dug deep into the earth, and a militant branch crossed the world to find it, ultimately gathering the pieces with the aid of the gods themselves, though in their brutal quest, they murdered the kobold ruler, causing deep enmity. Further, once their goal was accomplished, and they saw the Web drawing forth power, the hearts of their ruling city (where it was stored) became corrupt and greedy for that power, seeking ways to take it for themselves. They have advanced once in this regard, learning dark magics, and become corrupted, creating weapons of mass destruction powerful enough to destroy the Arku itself. Shocked at the horrid destruction brought on by the release of the power held within the Arku, the stone giants foreswear all magics and turn their attention inwards to rebuilding their civilization. Not feeling that internal reform is enough, a large group of stone giants abandons their nation. Taking up a nomadic lifestyle, they set off across the world seeking to help the other peoples of the world recover from the death brought on by the hubris of their leaders; they are advanced in medicine and help those sick and in need. The core of their society renounced dark magic hammering into iron-clad law strict punishments for its pursuit, and refocused on warfare, though they create the city of Founding with a Grand Market open to the world and free of the xenophobia of the rest of their race. Still, the remnant of the inner circle of the ancient sect of the Arku Seekers, obsessed with the dark arts, flouts Stone Giant law and delves into its mysteries, eventually animate an avatar - the Guardian of the Stone - and become the rulers of Stone Giant capital, preaching the innate superiority of their race, though the people of the Foundry and the Grand Market largely ignore this. The giants are advanced in binding magic, alchemy, conjuration, and divination (x5)
- Kekaiauan ("the Chaos"): these creatures exist in the darkness beyond the world; understanding of the universe (x1)
- Grues: night-stalkers advanced in shadowflame (x2) that produces darkness instead of light, it can cling to creatures and lasts long
- Magens: half-construct artificial humanoids that serve as kobold assistants; they can self-replicate and create alchemically-grown bonded magen-familiars, and replicate other creatures' traits (even shape-shifting) on an individual level with creatures who's samples they have acquired
- Seraphim: beautiful winged humanoids of light and goodness that appeared from unknown; augmented by gardening, weather magic, lightning magic, and healing.
- Whispering Echo: originally consisting of certain philosophers of kobolds, stone giants, and treants - who realized the secret of The Word allows for an advancement into the realm of will made manifest. Once the realization of the value of imagination outside of physical reality is understood, the concept of competition between races breaks down, as the three races form a secret society based on study of the mind, transcendence of the body, and influence on the world. The entire race of sapient octopi have converted to the Whispering Echo en masse. The Whispering Echo is mostly focused within triangle two, the City of Soma; there they all live in a strange peace, possibly with attached octopi... there exists a portal there to the Sacred Region of Dreams
Avatars:
- yellowdingo [the originator of all, the first cataclysm]: the Web Consciousness (the Web Mother become one with the Great Web)
- Hama [former peanut gallery member]: none
- lucky7 [a human with the cosmos on his skin and glowing eyes]: Giant Floating Eye (father of First Ones and Dwarves)
- Drejk [an alien dragon deity]: {sacred well}; shadowy serpentine dragon [seals adventurers from fell magic]
- ulgulanoth [creator of many races]: {sacred well}, Banshee of the Stars (moon 1), Innovator of Imperials (triangle 8)
- Tacticslion [former peanut gallery member]: {sacred well} Guardinal (the Regulator, the keeper of time and ages and one who reveals), the Yannah-Elishar (the Great Light/the Great Spirit/the Bright Spirit; sees the world and brings light of peace and true life to all places), the Inner Light <of Yannah-Elishar> (the living spark of divinity within all living creatures, the opponent of Undeath, the source of Psionics and Divine Magic, and the Keeper of Memory and Spirit of all living things), the Treant-folk (see their entry as a people for more detail), The avatar Sacred Well of Divine Power exists for the good of all gods.
- Turambur [former peanut gallery member, creator the stone giants]: {sacred well}
- Wrong John Silver [former peanut gallery member, The Word]: none
- Troas, the Frozen One [former peanut gallery member]: {sacred well}, the blue-white Blade of Damacles, 500 ft long and 25 feet wide (tapering to a needle point) hanging over the great kobold city nearly one mile up
Avatars <and artifacts> in the Well:
(Remember, avatars and artifacts in the well are effectively non-functional, sacrificed for greater power)
- Drejk [an alien dragon deity]: Great Serpentine Rescuer <artifact: Fang of the Serpent> {a shed fang imbued with divine power as a blade}
- ulgulanoth [creator of many races]: Herald of Undeath <artifact: Will of Undeath> {a solidified blade forged from the breath of the god of undeath}
- Tacticslion [former peanut gallery member]: Lion Blade (the hidden cleanser, the dark knife of purity) <artifact: the Lion Blade> {sacred blade named after the bearer}
- Turambur [former peanut gallery member, creator the stone giants]: Guardian of the Stones <artifact: Starblade> {forged of star-steel and the mightiest of magics, capable of untold destruction in the hands of the Guardian of the Stone}
- Troas, the Frozen One [former peanut gallery member]: the unnamed suit of armor emblazoned with the S-shield on its chest <artifact: Blade of Crafting Secrets> {runes cover the blade telling of the craftin secrets; a weapon of destruction and creation all at once}
Magic (across the whole world):
conjuration: advancement +4
necromancy: advancement +5
sacred: advancement +3
Artifacts <'of the Immortals'>:
Arku: Originally enclosing sphere within which the occupants may be held in Stasis (capable of trapping a god). It was shattered once by the Regulator and his brethren to free the Dragon God to help save his people, but restored by the Arku Seeker sect to seal away the the coming god of the cataclysm; all of this seems to have been a plot on the part of the the Web Consciousness, though, as a tendril began siphoning some power... Despite this trick, the dark god managed to decieve and trick to break free from his prison. It was then bound with the poisonous star metals to create a suite of armor for the Herald of Undeath
Djam Clock: a colossal gravity-defying engine of Bloodwove Bronze; the untouching components dive the Air itself with Temporal Energy; any first level or greater magic used within the presence of the clock will propel the caster forward in time to the moment of the Coming Cataclysm
Djam Bridges: a a suite of three artifacts (the Line, the Tunnel, and the Siphon) that reach forward in time to the point where the Djam Clock propels those within it; these bridges permit the Elder Gods, thrust forward to that ancient day, to reach back in time and influence the world of the past.
Regulations of the Gods (Elder and Younger): These two writs are powerful regulations that impose order upon reality. After the end of the world, these writs allow the gods to make, do, and work their will upon existence, ordering how much power it costs gods, and commanding that the Elders assist the Younger gods.
Sacred Well of Divine Power Amplification: This is Triangle Eleven - the extremely deep hole and world dividing mountains; any deity that places an avatar (by Commanding it) and a specially-crafted artifact within the well gains an additional 1d6 roll on their daily power roll; they lose the benefit of the avatar, however, for as long as it remains in the well (it can be Commanded out again, at any time); there are specific avatars for each deity that must enter the well. The Sacred Well of Divine Power Amplification is also an Avatar of the Regulator; on every fourth turn, all races gain one free "upgrade" in something they already had
Known Peanut Gallery
': dot (possibly related to the daily Western event - the setting of the fiery orb called the daystar)
Mike Franke: dot
3.5 Loyalist: does like kobolds, doesn't like dice
Detect Magic: looks fun, but death and rebirth is weird
Sissyl: the first megadungeon
Hordshyrd: likes revenge
Umbral Reaver: lost with no map
Wojciech Gruchala: favors the Regulator (also, may be related to a certain draconic divinity)
Elder God Freedom
Drejk: free!
uluganoth: free!
yellowdingo: free!
Hama: 4 pts (or 8, if lucky7 is zero)
lucky7: 4 pts (or 8, if Hama is zero)

Tacticslion |

Dropping the list down a line...
Rules of the Fell Gem Adventure:
- The first creature to achieve 50 Fate Points wins a single Wish. The wish is noted in their character descriptions.
- The top three creatures with the highest Fate Scores (except, of course, those wishing for divinity) will gain immortality when the wish is granted.
- Gods can optionally help 1d3 contestants per round (for 1d6 points each), optionally hinder 1 contestant per round (reducing their points by 2d4).
- Gods can grant a special one-time Vision Quest or similar effect (Other Event, granting 2d6-6 points).
- If a god reduces a creature to 0 fate points, that creature is out of the quest; either the god can determine their fate (and thus whether they retired, were killed off, corrupted, distracted, just quit, or whatever) or I will. Regardless of their final fate, the name of all those involved in the quest will live on forever as legends among their people, as will stories of their ultimate fates.
- A god can introduce a new contestant. It costs 1d8 Divine power, and the new contestant starts with half that as their fate point total (rounded down, minimum 1).

Tacticslion |

Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 19
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 23
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 20
- Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 21
- Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 8
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 13
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 31
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 9
- Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 3
- Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 25
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 15
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all as they with their master) total: 14
- Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 25
- Taiia-cula - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 20
- Magens-Taiia - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 25
List of the Eliminated (and their fates):
- Taiia - a snake-folk from the kobold underground, she sought to restore all of her people to true life and purify them from ever feeling the taint of undeath again; she vanished on her journey, and was never seen again.
Some whisper that powerful vampires took her in the night. What happened to her will forever be a mystery, but her name lives on as a whispered legend among her people in the Vault.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
Clanggeddin's Log:
"CY 19,835. The year's been... good. Thing've gone pretty smoothly for most o' us, meself included. I'm almost glad the last log's destroyed... it was embarrassin'. Meself, Freya, the sword-crow, and her bulls had an especially fine year, while Pyramius managed to come back from nearly dyin' at least once. Got a hungry look 'bout that one. The durned elf, that human, and the blasted tree had relatively little luck, but that blisterin' ooze... it was almost worse havin' it than not! Bah! Still... those Taiia-girls're always at each-other's throats each tryin' to out-do th' other in winnin' support. Actually kinda cute, if it weren't so weird. Still, it's helpful."
"CY 19,836. The tree, th' elf and meself've... had a good year. Th' tree says it's th' blasted gods. But... what does that mean if I'm bein' blessed by 'em? Fortunately, they seem to be of th' same mind 'bout that Pyramius feller as I am."
"CY 19,836. The durned elf's on the rise again, havin' a bit o' luck. Heh. The tree is busy tryin' ta pray the ill-luck off o' it. He notes that th' gods have set ta test it. Ah, whatever. Jus' so long as it's luck don't rub off on me."
"CY 19,836. Hah! That "hoo-man" feller led a great expedition deep into the region. Brought along that vamp-Taiia and creepy spider. Most o' us were jus' glad to be rid o' those two, but it turns out they're blessed on th' trip. Well done, I have to say, creepy as that lot were..."
"CY 19,836. That scaly little rat and creepy blot o' night jus' keep gettin' ever-better. Here's hopin' they stay on our side - if anythin' were to happen to 'em, who knows what this mission'd come to?"
Annual Point Upgrade (CY 19,834):
- Clangeddin stock: 19, 1d6 ⇒ 2, total: 21
- Corellon stock: 23 1d6 ⇒ 1, total: 24
- Freya stock: 20 1d6 ⇒ 4, total: 26
- Zarus stock: 21 1d6 ⇒ 1, total: 22
- Procan and Geshtai stock: 8 1d6 ⇒ 4, total: 12
- Joramy stock: 13 1d6 ⇒ 6, total: 6
- Io stock: 31 1d6 ⇒ 6, total: 37
- Ghaunadaur stock: 9 1d6 ⇒ 3, total: 12
- Pyramius stock: 3 1d6 ⇒ 3, total: 6
- Zagyg stock: 25 1d6 ⇒ 4, total: 29
- Raesh-al stock: 15 1d6 ⇒ 3, total: 18
- Bull and Snort stock: 14 1d6 ⇒ 5, total: 19
- Oalian stock: 25 1d6 ⇒ 4, total: 29
- Taiia-cula stock: 20 1d6 ⇒ 1, total: 21
- Magens-Taiia stock: 25 1d6 ⇒ 6, total: 31
I help 1d3 ⇒ 1
Thus, Freya gains 1d6 ⇒ 2, total: 29I hinder Pyramius 2d4 ⇒ (1, 2) = 3, total: 3
Hmp. I wonder if I should have rolled this stuff before I did the annual update. Ah, well. Too late now. It's exciting that we could have a winner in as little as three turns! (Io has 37 - all he needs is 13 points!)

Tacticslion |

Okay, so I completely was out of the game for most of this month... I'm not sure where things stand at this point.
Fortunately I just made a world-update!
The short version: the moon is inhabited by undead and kobolds and star-treants; the former has settled, the middle is making stuff happen, and the latter is mostly just hanging around for now. New creatures names Seraphs have emerged from no-where, and no one has taken advantage of Soma yet, though, in my case, it's 1) that I've just kind of forgotten about it until recently, and 2) have some plans in the works that basically require all my efforts... for now.
The Fell Gem adventure (a one-off side-comment created by yellowdingo originally as an "other event" that went no where) has finally been kicked off to a start. Effectively a large number of creatures from various races across the planet are attempting to find the Fell Gem - a shooting star that will grant the adventurer who acquires it a single wish. The rules and contestants are noted above. They are all working together as a team to find the Fell Gem, though only one of them will get their wish... most likely. The top three will get immortality, though.

Tacticslion |

Also, okay: I've no idea what is going on with me today.
If I got 15 points, I should drop 15 points instead of dropping 14. Blaaaaaaaaaaaaarrrrrrrrrrrrrg.
456 points. I have 456 points. NOT 457 points.
Wow. I am so very off kilter today.
o.O
Ugh.
(Also, gaining 15 points =/= gaining 16 points, which is my "lost" dice roll in the other thread. Seriously embarrassing myself, today. My focus is so scattered.)
WrongJohnSilver: don't really worry about ^ that stuff up there. It's just me realizing I made, like, three basic math errors within the course of a single post due to a copy/paste error that Troas pointed out. :/
EDIT: Heh. I guess the boards aren't the only ones that are discombobulated from yesterday's stuff. And I felt so proud of myself for having all of this done, too, just in case this kind of thing happened. Heh, "Pride goeth before the fall." indeed.

Drejk |
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Rising ebb of divine spark. The spark of divine within mortal races slowly grows stronger and stronger allowing the worshipers to provide more power to their deities. (9 points for other event)
Each race that knows of the gods can invent the Divine Spark Ceremonies that will allow building a Divine Sanctuary city improvement. Each Divine Sanctuary has to be dedicated to specific deity and adds +1 to that deity's roll for power points.
Kobolds research Divine Spark Ceremonies (5 points civilization advancement) and build Divine Sanctuaries in each of the settlements - six cities on floating islands, two cities on the ground and the vault city deep underground and the city. (nine times 4 points for city advancements for a total of 36 points)
Zero points remaining.
Maybe I should do that before I rolled for today...

Tacticslion |

Stock: 456
Here: have 36 points, Drejk!
Treant-folk research Divine Spark Ceremonies (5 points)
Divine Sanctuaries {each treant-avatar counts as a divine sanctuary, as does the Sacred Well, and one in Soma} x10 (50 points)
Total: 365
EDIT: Anyway, I've dropped, like, 91 points in order to do that. That means I've got, like, 9 rounds before I make up my deficit for it. Still, nice deal.

Tacticslion |

Dropping the list down a line...
Again...
EDIT: changed a REALLY stupid copy/paste error in the two Taiias...
Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 19
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 22
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 20
- Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 15
- Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 8
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 13
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 25
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 9
- Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 2
- Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 19
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 15
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all as they with their master) total: 14
- Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 30
- Taiia-cula - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it, total: 18
- Magens-Taiia - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it, total: 25
List of the Eliminated (and their fates):
- Taiia - a snake-folk from the kobold underground, she sought to restore all of her people to true life and purify them from ever feeling the taint of undeath again; she vanished on her journey, and was never seen again.
Some whisper that powerful vampires took her in the night. What happened to her will forever be a mystery, but her name lives on as a whispered legend among her people in the Vault.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
Clanggeddin's Log:
"CY 19,836. Year's been awkward f'r me as a leader again. Durned mah luck - god're fickle thin's. Still, I did better than the durned elf, the lousy human, and that creepy-sexy vampire, though they've all been invaluable - we wouldn't have made it this far without 'em. Th' blasted ooze's done more'n me this year... 'bout time; speakin' of, that crow-lady's doin' alright for herself. That creepy Pyramius bug did okay. Seems 'is luck might be turnin' 'round. Them two fishy-folk (oddly), that golden weaver, that human, and th' durned tree've done well for themselves. The materials they've all managed to make together are... impressive. Those bulls, though... heh. They've pulled our hide out o' more scrapes than I care to count this year. But nothin' can touch how well th' blasted Fire Ape woman, that durned scaly rat, and that cheery-creepy livin' Taiia-girl. They've pretty much kept this expedition goin' by themselves. Amazin'." basic
"CY 19,836. That Freya-spider found a great thin' - there's a nifty crop o'... somethin' the tree recognized, I dunno - but whatever it was, it helped Freya's silk become even better somehow. Also nice as it feeds the bulls. We were runnin' out o' food for 'em."
"CY 19,836. Hmp. That bug Pyramius' luck turned right back 'round. Caught Oalian threatenin' him or somethin'. They both denied in-fighting, but whatever he said sure made Pyramius really unnerved. He's been eyin' that Freya. I dunno what all this' about, but I need to keep an eye on 'em."
"CY 19,836. Huh. That undead Taiia sure came through today. She managed to find a pass where we thought we were goin' to be forced to go 'round. Heh. Saved us miles, bless her no-longer-beating heart, as well as lots o' conflict. The two dead Taiia might freak me out somethin' fierce, but she's incredibly useful to have."
Annual Point Upgrade (CY 19,834):
- Clangeddin stock: 21, 1d6 ⇒ 6, total: 27
- Corellon stock: 24 1d6 ⇒ 4, total: 28
- Freya stock: 29 1d6 ⇒ 5, total: 34
- Zarus stock: 22 1d6 ⇒ 3, total: 25
- Procan and Geshtai stock: 12 1d6 ⇒ 3, total: 15
- Joramy stock: 19 1d6 ⇒ 1, total: 20
- Io stock: 37 1d6 ⇒ 1, total: 38
- Ghaunadaur stock: 12 1d6 ⇒ 3, total: 15
- Pyramius stock: 3 1d6 ⇒ 6, total: 9
- Zagyg stock: 29 1d6 ⇒ 1, total: 30
- Raesh-al stock: 18 1d6 ⇒ 4, total: 22
- Bull and Snort stock: 19 1d6 ⇒ 6, total: 25
- Oalian stock: 29 1d6 ⇒ 2, total: 31
- Taiia-cula stock: 21 1d6 ⇒ 4, total: 25
- Magens-Taiia stock: 31 1d6 ⇒ 1, total: 32
Helping 1d3 ⇒ 2
That's Oalian 1d6 ⇒ 5, total: 36and Magens-Taiia 1d6 ⇒ 3, total: 35
Hindering Pyramius 2d4 ⇒ (2, 2) = 4, total: 5

Drejk |
1 person marked this as a favorite. |

*holding 36 points from Tacticslion* Thank you!
Kobolds build divine sanctuary in the mining settlement on the moon for 4 points.
Tacticslion: 1d6 ⇒ 1
Mine: 3d6 + 10 ⇒ (3, 2, 1) + 10 = 16
I also help 1d3 ⇒ 2 adventurers...
Magens-Taiia grows to 35 + 1d6 ⇒ 35 + (2) = 37 and Freya grows to 34 + 1d6 ⇒ 34 + (6) = 40.

Turambur |
1 person marked this as a favorite. |

4d6 ⇒ (2, 3, 5, 1) = 11
New Total :97
I don't know how much time I will have to make actual posts, but I will at least try to make daily rolls to keep things moving until I do. My wife works a lot of nights, so many nights it's just me and the kiddo, which doesn't leave much time for this kind of fun after I finish the housework and crack open the Pathfinder books for campaign prep.

Tacticslion |

First: oops, I missed a year in editing. Correcting.
Second: I think I've got everything correct.
Third: will this be the next-to-last round?! Possibly!
Dropping the list down a line...
Rules of the Fell Gem Adventure:
- The first creature to achieve 50 Fate Points wins a single Wish. The wish is noted in their character descriptions.
- The top three creatures with the highest Fate Scores (except, of course, those wishing for divinity) will gain immortality when the wish is granted.
- Gods can optionally help 1d3 contestants per round (for 1d6 points each), optionally hinder 1 contestant per round (reducing their points by 2d4).
- Gods can grant a special one-time Vision Quest or similar effect (Other Event, granting 2d6-6 points).
- If a god reduces a creature to 0 fate points, that creature is out of the quest; either the god can determine their fate (and thus whether they retired, were killed off, corrupted, distracted, just quit, or whatever) or I will. Regardless of their final fate, the name of all those involved in the quest will live on forever as legends among their people, as will stories of their ultimate fates.
- A god can introduce a new contestant. It costs 1d8 Divine power, and the new contestant starts with half that as their fate point total (rounded down, minimum 1).
Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 32
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 28
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 40
- Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 25
- Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 15
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 20
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 43
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 15
- Pyramius - a male Funnel Web (more or less exclusively present to ensure the Golden Orb doesn't get the gem, though he pretends civility; planning on using the wish to eliminate all the other sub-races of Spider-folk) total: 5
- Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 36
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 22
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all as they with their master) total: 25
- Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 36
- Taiia-cula - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it, total: 28
- Magens-Taiia - a wandering Magens turned clone (complete with memories and spirit) of the original, this Taiia seeks what she always sought: the complete redemption of all her people (now both Magens and Serpentfolk) from ever feeling the touch of undeath, total: 37
List of the Eliminated (and their fates):
- Taiia - a snake-folk from the kobold underground, she sought to restore all of her people to true life and purify them from ever feeling the taint of undeath again; she vanished on her journey, and was never seen again.
Some whisper that powerful vampires took her in the night. What happened to her will forever be a mystery, but her name lives on as a whispered legend among her people in the Vault.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
Clanggeddin's Log:
"CY 19,837. Hah! I heard some o' 'em! I knew they were questionin' me leadership! Well! No one is questionin' it now iz'zay? I'm not ashamed to say I and them two bulls've made the best showin' for ourselves this year to date! ... I'm a bit annoyed at that bug doin' so well, too, but, eh, I can live with 'im - he's helpin' us out after all. Freya, bless her spinnin' little heart has kept us all well clothed and warm what with all the silk and specialized materials she's been makin' for all o' us - invaluable help. Th' elf, sword-bird, and dead-snake've been amazin' too. Heck, even that human, the fishy fellers (for once!) and that ooze, incredibly enough, happen to've made a decent show fer themselves! That Oalian! Hah! Got what's comin' to 'im, I says! Always preachin', makin' me think o' the gods that abandoned us! Where're you're gods now, tree? Sadly, I gotta say that fire-ape lady, the weird dark thing and the livin' snake've had a bad year. Shame, too, as I hate to say it, but I'm growin' kinda fond o' 'em. All o' em, really. They've become a kind o' family. Family o' freaks, sure, but a family nonetheless."
"CY 19,838. Welp, I'm dwarf enough to admit it. I got shamed by th' durned tree. I taunted 'im, and he turned and prayed, and lo-and-behold a genuine miracle occurred. Huh. More useful'n I thought. That livin' snake's had a turn o' luck, too, so good on her."
"CY 19,838. Hm. That Pyramius' luck just keeps flip-floppin'. Go figure. Guy's nearly losin' it. Flippin' out at people, yelling an' hissin' at many who tried to help him. He's convinced we're all out to get 'im. Paranoid freak. Still, he ain't hurt no one... yet."
"CY 19,838. Hah! That undead snake-in-the-grass actually found us somethin' valuable! I'm growin' more comfortable with her by th' day. Strange how much she used to terrify me."
"CY 19,838. Welp: th' gods are in th' race too. I c'n see that. That tree's proof enough, but with that scaly rat and creepy darkness-muncher... and mah own unexplained blessings... I dunno. It's just too much to deny, really. Things're goin' too well. Gods help me... but what'll I do if they are?"
Annual Point Upgrade (CY 19,838):
- Clangeddin stock: 32, 1d6 ⇒ 1, total: 33
- Corellon stock: 28 1d6 ⇒ 5, total: 33
- Freya stock: 40 1d6 ⇒ 3, total: 43
- Zarus stock: 25 1d6 ⇒ 3, total: 28
- Procan and Geshtai stock: 15 1d6 ⇒ 1, total: 16
- Joramy stock: 20 1d6 ⇒ 6, total: 26
- Io stock: 43 1d6 ⇒ 1, total: 44
- Ghaunadaur stock: 15 1d6 ⇒ 5, total: 20
- Pyramius stock: 5 1d6 ⇒ 1, total: 6
- Zagyg stock: 36 1d6 ⇒ 1, total: 37
- Raesh-al stock: 22 1d6 ⇒ 2, total: 24
- Bull and Snort stock: 25 1d6 ⇒ 4, total: 29
- Oalian stock: 36 1d6 ⇒ 4, total: 40
- Taiia-cula stock: 28 1d6 ⇒ 4, total: 32
- Magens-Taiia stock: 37 1d6 ⇒ 6, total: 43
I help 1d3 ⇒ 3
That means I help Clangeddin 1d6 ⇒ 2, total: 35And Zarus 1d6 ⇒ 3, total: 31
And Bull and Snort 1d6 ⇒ 3, total: 31
I hinder Pyramius 2d4 ⇒ (2, 4) = 6, Total: 0
"In a fit of madness, Pyramius descends on Freya's web-home. However, she changes what is supposed to be a murder into a passionate encounter that Pyramius fully enjoys, before he sleeps, exhausted, and Freya consumes his body for sustenance for their growing young. Soon thereafter, a new species of Golden Spinner who, instead of spinning silk, spin Web Magic, a highly specialized and incredibly potent form of Conjuration. They eventually begin guiding others across the Web Consciousness' strands through their Web Magic, becoming a method of transportation across the world, and revolutionizing how all creatures travel."
Create Subrace (Golden Spinner)
Advance Race (Web Magic) x2
Purify Sub-Race (always: honor the Web Mother/Web Conscious and a bargain in good faith, and always help others to travel with no betrayal countenanced)
Total Remaining: 403

Tacticslion |

Who will pass 50 points first... Will it be single adventurer of many at once?
Not that I have personal favorites... Nope. Not at all. Nah-nah.
It's interesting, next round, Io could win the game, though only on a roll of 6, especially since you can't enhance him, as you just did today.
The round after that, though? It's very, very likely that more than one will hit 50.
That basically means that any of the following are likely on the turn after next: Freya, Io, Oalian, and Magens-Taiia.
Zagyg and Clangeddin, Corellon, and Taiia-cula could, in theory, also win, though it's unlikely. These guys are actually pretty cool, too.
Zarus, Joramy, Bull and Snort, and Raesh-al are theoretically possible, but improbable. Which, really, is a shame, as I like all of them.
Ghaunadaur, and Procan and Geshtai are, effectively, out of the race, as the probability of their success is low to nil (everyone would have to have lots of 1s and they get lots of 6s to get up high enough). Those two were nifty for their own reasons, but I can definitely see why they didn't get more support... though their innate rolls are pretty bad, too.
Regardless of who fulfills their destiny first, I'll describe the beginning of the year-long ritual to gain their wish and see how the year finishes out before the full results are declared.
I think I'm going to sit out for now. Please feel free to play with the Whispering Echo and Soma, City of Dreams. I have thoughts about the never-having-existed land octopi, but instead of revealing my thoughts, I'll hold off and see what you can do with them.
EDIT: didn't say this, but I wanted to: that's cool! I understand. We'll find out what happens...
If you want to transfer your points to someone they could use them for you. Alternatively, if you want me to roll from you/take care of the total, I'll do so, so that you can have extra points later. Just let me know!

Wrong John Silver |

I'm not even sure how many points I had at this point...
They will be sitting at Soma waiting to be claimed by an intrepid deity/adventurer? Would that be possible?
A gift of points that could be "doubled" as an illusion to allow an adventurer a bit more time to convince people that the contest is over?

Tacticslion |

I'm not even sure how many points I had at this point...
They will be sitting at Soma waiting to be claimed by an intrepid deity/adventurer? Would that be possible?
A gift of points that could be "doubled" as an illusion to allow an adventurer a bit more time to convince people that the contest is over?
Sure.
Hold on... you've got 27 points total.
Since it normally costs 1d8 points to introduce new adventurers, you could introduce three of them.
Alternatively, you could utilize an Other Event (7 points each) to grant a Vision Quest to alter the fates of adventurers. If you want, I could spot you one point, and you could do that four times.
ALTERNATIVELY, I could spot you a point, you could do something like create a secondary Psychic Echo of the Fell Gem Adventure, but that, say, grants three or four wishes (or eight, if they're all illusory). I'll run the remaining adventurers through these, if you like.
Or you could Other Event (7 points, leaving 20) for an avatar to claim or something. I'll come up with a game of randomization, if you like. Or perhaps it's an artifact that grants them access to your excess points and rolls that can only be used for illusory effects and that cost as on the Age Four tables? Anything you like, really. Just let me know. You could even PM me, if you like.
EDIT: Heck, you could just deposit them in Soma, requiring a deity to go there and claim them!
Also, carefully going over notes, I realize I missed a gift from ulgulanoth for 4 points on page 13! Thanks! My total is now 407. If Wrong John wants a spot of 1, it's 406. You can choose. :)

Tacticslion |

4d6 + 10 ⇒ (1, 5, 5, 5) + 10 = 26
Gift: 2 (thank you!)
Stock: 407
Total: 435
Updating Fell Gem later today. Will Io get a natural six...? Only time will tell...
...
...
...
... nah, I can't wait to see if it ends yet, either.
Dropping the list down a line...
Rules of the Fell Gem Adventure:
- The first creature to achieve 50 Fate Points wins a single Wish. The wish is noted in their character descriptions.
- The top three creatures with the highest Fate Scores (except, of course, those wishing for divinity) will gain immortality when the wish is granted.
- Gods can optionally help 1d3 contestants per round (for 1d6 points each), optionally hinder 1 contestant per round (reducing their points by 2d4).
- Gods can grant a special one-time Vision Quest or similar effect (Other Event, granting 2d6-6 points).
- If a god reduces a creature to 0 fate points, that creature is out of the quest; either the god can determine their fate (and thus whether they retired, were killed off, corrupted, distracted, just quit, or whatever) or I will. Regardless of their final fate, the name of all those involved in the quest will live on forever as legends among their people, as will stories of their ultimate fates.
- A god can introduce a new contestant. It costs 1d8 Divine power, and the new contestant starts with half that as their fate point total (rounded down, minimum 1).
Adventurers:
- Clangeddin, the leader, a male dwarf (seeking to empower his people once again above all others) total: 35
- Corellon, a male elf (a "boogy-man" or "first one" seeking to ascend to divinity) total: 33
- Freya, a female golden orb weaver (a spider-folk seeking to end the strife of her people and empower the gods) total: 43
- Zarus, a male Orang Dusun (a human ape-folk, one of the few of his kind to truly leave the village cluster style, seeking to grant his people the same innovations, enlightenment and understanding as all the world) total: 31
- Procan and Geshtai, twin male merfolk (using magical silks from the golden orb weaver to float and breath on land, seeking to allow their people to all do the same without relying on anything but their own innate power) total: 16
- Joramy, a female ape-folk of the Fire Circle (seeking to make all worshipers of the Fire Circle faith) total: 26
- Io, a winged kobold from the floating isles (seeking to become the first True Dragon - a new avatar of their god) total: 44
- Ghaunadaur - an ooze-folk specializing in alchemy (seeking to find and understand the Ultimate Formula) total: 20
- Zagyg - a grue (summoned from the darkness of the night by the brilliant light of the gem's fall; wishing only for understanding and amusement), total: 37
- Raesh-al - a crow-folk (her wish is to become the perfect Incarnation of the sword) total: 24
- Bull and Snort - two mated bull-folk (tamed by the crow-folk swordsman as steeds; wishing their people could live in harmony with all as they with their master) total: 31
- Oalian - a treant-folk (he wishes to ensure the wish is used for the cause of good, not ill, and give wise advice to whomever wins; if he wins perhaps the Inner Light or the Word will be empowered) total: 40
- Taiia-cula - the undead remnant of the once-innocent Taiia, now seeking to corrupt all her people into undeath, as Taiia was seeking to purify them all from it, total: 32
- Magens-Taiia - a wandering Magens turned clone (complete with memories and spirit) of the original, this Taiia seeks what she always sought: the complete redemption of all her people (now both Magens and Serpentfolk) from ever feeling the touch of undeath, total: 43
List of the Eliminated (and their fates):
- Taiia - a snake-folk from the kobold underground, she sought to restore all of her people to true life and purify them from ever feeling the taint of undeath again; she vanished on her journey, and was never seen again.
Some whisper that powerful vampires took her in the night. What happened to her will forever be a mystery, but her name lives on as a whispered legend among her people in the Vault.Powerful vampires had taken notice of the quest and abducted her during the night, eliminating her messily, after learning her purpose... but she did not stay dead. Rising from the pool of her own blood and gore, her body restored itself to a state of vampiric undeath, sent by the god of undeath to seek the Fell Gem once again, only this time for the opposite purpose. Shortly thereafter, a traveling Magens found the scene of death. Curious, sampling the body, she suddenly became, Taiia reborn as a serpent-folk as a Magens, her memories and spirit somehow the same as the original. Sent by the gods, she, too, seeks to fulfill her wish - to purify the serpentfolk.
- Pyramius - a spider-folk of the Funnel Web sub-race, Pyramius sought to eliminate all other subraces, so that only the Funnel Webs remained; suffering alternating bouts of fair and ill fortune, his own hubris and cruelty drove him to paranoia and ever-deeper problems, until, at last, he sought to murder a fellow adventurer - she outplayed him, however, and, after mating, at his head, producing yet another sub-race from their coupling, one that revolutionized the world. His name will forever go down in the annals of spider-folk lore, though his story will be taken either as a warning against bigotry or a warning against trust, depending on the sub-race in question.
Clanggeddin's Log:
"CY 19,838. I shamed meself this year. Trapped in a cave-in, we nearly starved to death and I... regret my words and deed. Pyramius' own shameful actions had put me on edge, and watchin' the scaly bugge- sorry, Io - struggle so badly had shaken mah faith in our mission. Even that blot-o'-darkness had gotten hurt badly. Those fishy fellers'd suffered badly, too. I had no idea what to do. But, blast her preachin' hide, that durned fire-ape woman and preternaturally perky snake girl turned it all around for us. With their encouragement, the durned elf and blasted ooze began to devise - I have to admit - really clever uses for all o' our talents. Wit' the power o' them bulls, th' tree, and th' undead lady, we managed to get out o' there. Those seven continued to lead the expedition all-round. Freya and Zarus contributed admirably as well, though it wasn't too spectacular. Unfortunately th' crow-woman took sick. Still, impressively, she managed to use that "mind of the blade" o' hers to keep truckin' on, the trooper. Shamed o' myself as I am, I'm proud to be a part o' this group. "Kindle the fire in our hearts!" indeed."
"CY 19,838. Since I shamed myself, I've been able to struggle back and redeem some of my honor. That human and those bulls've managed to come forth and assist mightily, too. Thank whatever gods're watchin' for small favors."
"CY 19,838. Pyramius is dead. 'Can't say as I'm surprised, given his violent tendencies lately, but I'm certainly surprised by how. That Freya is... terrifyin' now. She jus'... well, uh, hm. I don' know how much o' this to put, really. Fact is, Pyramius came on th' trip to murder her, an' for no other purpose. We all somewhat suspected, I think, but he made plain his intent before stompin' off to that web-house-thing she makes everywhere we stop. We thought for sure she would have heard the screamin' and fled, but instead... nothin'. Murder was in his eyes, and we tried to stop 'im, but Oalian stopped us - somethin' in how he said, "The gods have ordained." just... made us turn 'round and let 'im pass, though that livin' Taiia, bless her snaky little heart, had to be physically restrained. Sure enough the yellin' turned into soothin' sounds... the soothin' sounds into... well... less "soothin" and more "excited". I don't know what exactly happened or was said tha' night, but in th' mornin', the first one up was Freya. Pyramius' head was missin', and his body was visible through th' degrading web-home - when questioned, Freya informed us that she ate it! - and she said was ready ta go. Gods o' all this place - I'll be terrofied o' spiders to my dyin' day, most likely."
"CY 19,838. Th' dream. "All is not lost" it promised. "Th' gem is but the first. Come to Soma where all dreams may be fulfilled, and wishes besides..." All o' us had it, or somethin' similar. Are th' gods jus'... messin' with us?"
Annual Point Upgrade (CY 19,839):
- Clangeddin stock: 35, 1d6 ⇒ 2, total: 37
- Corellon stock: 33 1d6 ⇒ 6, total: 39
- Freya stock: 43 1d6 ⇒ 6, total: 49
- Zarus stock: 31 1d6 ⇒ 1, total: 32
- Procan and Geshtai stock: 16 1d6 ⇒ 2, total: 18
- Joramy stock: 26 1d6 ⇒ 5, total: 31
- Io stock: 44 1d6 ⇒ 3, total: 47
- Ghaunadaur stock: 20 1d6 ⇒ 2, total: 22
- Zagyg stock: 37 1d6 ⇒ 3, total: 40
- Raesh-al stock: 24 1d6 ⇒ 2, total: 26
- Bull and Snort stock: 31 1d6 ⇒ 2, total: 33
- Oalian stock: 40 1d6 ⇒ 6, total: 46
- Taiia-cula stock: 32 1d6 ⇒ 3, total: 35
- Magens-Taiia stock: 43 1d6 ⇒ 3, total: 47
Well, Freya will get fifty next turn. Even if she rolls a 1.
Io and Magens-Taiia each have a 50/50 chance, and Oalian's is only slightly less. Intrestingly, Zagyg, Corellon, Clangeddin, Taiia-cula, Bull and Snort, and even Zarus are all still possible, but they'd have to be boosted well.So...
I help 1d3 ⇒ 2
That's Oalian 1d6 ⇒ 4, total: 50
... and... oh... let's say... hm... Taiia-cula 1d6 ⇒ 6, total: 41
Command Avatar (Oalian): claim the gem
Command Avatar (Oalian): utilize the new Golden Spinner race to bring the Gem to Soma, but leave clues for everyone
Command Avatar (Oalian): imbue the gem with the remnant powers found in Soma
Command Avatar (Oalian): empower the gem to grant 1d3 ⇒ 2 additional wishes, for a total of 5 (one from the gem originally, 2 additional wishes, two from the power in Soma) in addition to your own [Other Event x3]
Command Avatar (Oalian): delay the ritual to claim and activate the wishes until other adventurers arrive
Spent: 25 points
Total: 410
Thus, the Fell-Gem Adventure continues... in Soma... the city of dreams and impossible realities... from Area 7 to Area 2...

Drejk |
1 person marked this as a favorite. |

So, Freya, Io and Magens-Taiia are on equal footing...
Uh, I can boost Magens-Taiia today... tempting.
The immortality to three non-divine adventurers shall be granted after all the wishes are granted.
Do we get free advancement at the cost of divine dice today?
For Tacticslion: 1d6 ⇒ 4
Mine total: 66 + 2d6 + 10 ⇒ 66 + (3, 6) + 10 = 85. EDIT: Actually it should be 85 + 1d6 ⇒ 85 + (5) = 90...
I boost 1d3 ⇒ 3 adventurers:
Magens-Taiia gains 1d6 ⇒ 6 points.
Grumpy dwarf Bull and Snort gains 1d6 ⇒ 2 points. EDIT: I can't aid Clangeddin twice in a row.
Corellon gains 1d6 ⇒ 6 points.

Drejk |
1 person marked this as a favorite. |

So, Magens-Taiia is the second to pass the threshold of 50 points and gains the second wish...
Also, Oalian and Magens-Taiia will become immortal as they are not becoming deities.
*sigh*
I infuse even more divine power in the fell gem increasing number of champions that will gain immortality to seven (four other events for 36 points total).
49 points total remaining. 54 points actually.

Tacticslion |

Today is the 23rd.
- January 21, "free advancement" <- this is Tuesday; oops
- January 22, "normal" <- this is Yesterday, Wednesday
- January 23, "normal" <- This is us! Thursday
- January 24, "normal" <- This is tomorrow, Friday
- January 25, "free advancement" <- This is the day after, Saturday
- January 26, "normal"
- January 27, "normal"
- January 28, "normal"
- January 29, "free advancement"
- January 30, "normal"
- January 31, "normal"
- February 1, "normal"
- February 2, "free advancement"
Given that schedule (sorry I forgot to post it), we should get one on Saturday. I'll probably just "bundle" my "lowered" rolls until then - in other words, I'll drop two dice on Saturday and apply two free advancements.
I'd recommend getting that extra dice (as you didn't specify an advancement yet), but it's up to you. :)