Thursday, July 30, 2020
07/23/20 Deeper Darkness Season 1 Episode 5
Dream with the Great Spirits for Boren (Rob) and Willow (Josh)
Take seeds with you to special place, network of weird wood trees, points of light on a map, going by too fast
Spend a soul shard for every player to share visions and seance boons
Gabriel Dayne: To Liberate the people of Dorne
Vision of fishing boat, lamprey with strange tongue that is an eel
I am terrified, filled with dread, a terrible enemy has just been revealed to me
We also see willow and lobo, a huge winged centaur
baby seal entrailes laid out
to right, larger than life tree, strange looking green lady
I've been here since 12 BC, 159 BC now
Boren and Willow awaken, stuff piled over 10 feet to the other side,
Daynes of starfall and high hermitage
stage
banners: Vulture carrying a baby, 3 scorpians on a red background
barren place, lg vultures
Stone alter with female body laying on top
We are attacked by Dire Vultures
(6) (17)
Delayed but discovered the hostage routes and where they are headed
Beware the Nightshade Covenant and double spies, you will know me by my white feather
1 To 4 is earth
5 to 8 is water
9 to 12 is fire
13-16 is air
17 to 20 spirit
Tuesday, July 28, 2020
Houses of Dorne and the Werata Kon
Many Skills, Many Virtues
Seat: Starfall, Red Mountains; Dorne
Lord: Mykal Dayne
Overlord: Martell
Religion: Old gods
Rivals: Targaryen, Tyrell
Ancestral Weapon: Dawn
House Dayne is one of the most ancient houses in the Seven Kingdoms,
claiming First Men ancestry dating back ten thousand years to the Dawn Age. The
first Dayne is said to have raised Starfall on an island at the mouth of the
Torrentine, having tracked a falling star there and found a stone of magical
powers. His descendants became Kings of the Torrentine and Lords of Starfall.
Along with the House Fowler and House Yronwood, the Daynes were among the most
powerful and prestigious houses of ancient Dorne.
The great sword Dawn was also forged from the heart of the fallen star
founded by the first Dayne and has possibly been in the family for 10,000
years. The blade is as pale as milk-glass unlike dark Valarian steel but is
similar in strength and sharpness. The Sword of the Morning is a title given to
a Dayne Knight who is considered worthy of wielding the legendary great sword;
this unlike other houses that have ancestral swords, House Dayne does not pass
its sword from Lord to heir. Only a knight of house Dayne who is deemed worthy can
wield Dawn.
House Dayne is an old and powerful family rich with alchemy and magic; also
founding The One and the Five, a semi-secret ring of maester overseers with
interests in elementals, monsters of lore and forgotten magics. They are self-proclaimed
inventors of the tanglebomb and bottled lightning.
Members:
Bryce Dayne: Uncle to Talana, he comes hopeful his niece becomes queen to that house Dayne can have majority on the Red Council. He is worried about her safety.
Bryce Dayne: Uncle to Talana, he comes hopeful his niece becomes queen to that house Dayne can have majority on the Red Council. He is worried about her safety.
Maester Aldo: a member of the One and the Five and serves as its master of beasts, Aldo comes with five rare beasts for sale and as a side show attraction.
Talana Dayne (F): 12 year old Talana has the purple eyes of the Daynes
as well as blonde hair. She possess a palpable calmness and plans on seeing all
seven realms. She is House Dayne’s sorghum
queen hopeful
Corporal Nigat Rivers: a member of the local Starfall garrison, every
season Nigat gathers a few friends for security at the Sorghum Festival and to
provide escort for short trips in the area. He also trains individuals;
providing excellent survival skills, knowledge of defensive construction, as
well as anecdotes regarding the local area.
Emil Dayne: Commander of the Dayne house guard detail.
Force: ten mercenaries, ten house guards, and one commander.
We Guard the Way
Seat: Yronwood, Red Mountains; Dorne
Lord: Bloodroyal Longthorpe Yronwood
Overlord: Martell
Religion: Old gods
Rivals: Tyrell, Targaryen
Ancestral Weapon: Knight’s Defender
House Yronwood of Yronwood is the most powerful house in Dorne after
the ruling Martells. Their seat, Yronwood, is the last fortress defending the
Boneway; this is reflected in their title Warden of the Stone Way. House
Yronwood claimed the title High King of Dorne before the arrival of the
Rhoynar, and the head of the house continues to be called the Bloodroyal.
An ancient family of First Men origin, the Yronwoods built Yronwood in
the forested foothills of the Red Mountains and controlled the Stone Way, one of the two
great passes into Dorne. The valuable land allowed the Yronwoods to rule much
of northern Dorne. Their domain eventually reached from Wyl to the headwaters
of the Greenblood, and, at times, even the Sandship of House Martell. Although
rich and powerful, the Yronwoods were unable to conquer the Kings of Stone and
Sky from House Fowler, the Kings of the Torrentine from House Dayne.
The land protected by the House Yronwood is fertile and forested, with
deposits of iron, tin, and silver. Yronwood has clean and sweet mountain air,
and the high meadows north of the castle have crisp air and cool nights, much
like High Hermitage.
Members:
Marthew Yronwood: Grizzled and scarred warrior and second brother to Longthorpe and father of twins Lexia and Larris.
Marthew Yronwood: Grizzled and scarred warrior and second brother to Longthorpe and father of twins Lexia and Larris.
Lexia Yronwood (F): 16 years old and current sorghum queen.
Mel Leah of Yronwoods (F): A House Yronwood cleric, seer and druggist.
She is the twins caregiver.
Larris Yronwood: always in his sister’s shadow, Larris is a hot-tempered
squire with an unmatched charm with the ladies.
Forces: 20 house guards and one commander.
Words Do Not Define Us
Seat: Blackmont, Red Mountains; Dorne
Lord: Cryus Blackmont
Overlord: Martell
Religion: Unknown
Rivals: Dayne, Tyrell, Targaryen
Ancestral Weapon: Black Claw
House Blackmont is a major Dornish noble house. Their seat, Blackmont, is on the banks of the Torentine deep in the Red Mountains of Dorne. The Blackmonts unsuccessfully supported House Yronwood against House Martell during Nymeria's War and was one of the six defeated kings of Dorne who were sent to the Wall by Nymeria over 800 years ago.
More recently the Blackmonts have long fought against the storm lords of the Dornish Marches to the north for atrocities and war crimes committed during Aegon’s Conquest and it is believed that one or more ‘Vulture King’ may have been a Blackmont.
It is also alleged that some of the Blackmonts worship old Dark gods and practice shadowy rituals. It is also known that the Blackmonts, once upon a time, used a clan of gully dwarves as slaves. This lost clan is the subject of many melancholy songs sung by the dwarves.
Because of the poor history between House Blackmont and House Martell, House Dayne has more than once come in conflict this dark house of rogues and warmongers. Even blaming them for why House Dayne of High Hermitage abandoned their home in 25 AC. It was soon after House Blackmont was given a seat on the Red Council that the Cadet House soon departed.
This house gained its wealth and influence from iron mines and the rare mushrooms that grow to prodigious size near their ancestral home.
Members:
Arrei Blackmont (F): Cyrus’ wife and confidant. Arrei appears to be a woman in her 40s, supple skin and long black air without a single grey to be seen. There are those who whisper Arrei is over a century old. She is a seer and often uses psychotropic agents in her rituals. She is here to assure her daughter’s coronation as sorghum queen.
Crestan Blackmont: First born son to Cyrus and Arrei who, no doubt about it, is infatuated with a woman from Sandstone.
Teena Blackmont (F): youngest of the sorghum queen hopefuls, Teena meets the minimum age requirement at just 10 years old. Spoiled and ungrateful.
Herrud Blackmont: Overbearing and protective, Herrud is sure danger is around every corner and behind every smile. He is the head of security for the house members.
Forces: 15 mercenaries and one lieutenant, 10 house guards and one captain.
Within the Sands We Thrive
Seat: Sandstone, Dorne
Lord: Sethron Qorgyle
Overlord: Martell
Religion: the Faith of the Seven
Rivals: Tyrell, Targaryen
Ancestral Weapon: Sting
Rivals: Tyrell, Targaryen
Ancestral Weapon: Sting
House Qorgyle were adventuring Andals who built a holdfast in the deep
dunes and sands of Dorne. Settling between two deep desert oases (Godsprings
and Shady Sands), it is a perfect inland community that services nomads,
caravans and other desert travelers.
They too in their history, like House Blackmont, opposed House Martell by
supporting House Yronwood during Nymeria's War during the coming of the Rhoynar
but were spared reparations at the Wall.
During Aegon’s Conquest House Qorgyle supplied House Uller of Hellholt
with rare timber to make their siege weapon that ultimately aided in bringing
down Queen Rhaenys and killing the great dragon Meraxes in 10 AC.
A powerful Dornish family, they have grown quite rich and influential
because of their location; one of the top five Houses in Dorne. They are also
famed breeders of Landstriders and other beasts fit for desert travels and they export Ablemalle Wood. Ablemalle is a dark brown tree are found at the edges of
Godsprings and Shady Sands. They grow tall and have a large canopy. It’s tough but
springy wood is used to make bows weapons of every kind.
Members:
Balon Qorgyle: Second born and the first one of the males Balon is 23
years old and a member of the Sun Guard. He enjoys fighting in duels and tourneys. He is here to
protect and guard his sisters.
Samaya Qorgyle (F): First
child and heir to Sandstone. She is 25 years old and is as knowledgeable on how to govern as
any High Lord in Dorne. She loves the land as she does the sky, and rides a
white griffin. Too old to be sorghum queen herself, Samaya hopes Shela’s coronation
will give House Qorgyle a much needed voice in the times ahead.
Shela (F): Sethron's youngest
child, Shela is 11 years old. She is an innocent child and full of wonder. She
only traveled from Sandstone a few times in her life, and never outside of
Dorne. Because of this she longs to explore. She is House Qorgyle’s sorghum
queen hopeful.
Forces: 20 mercenaries with a lieutenant, 5 house guards, two caravan
captains, one commander.
The Werata Kon is an alliance of Wemic prides, sweeping nomadically from Saltshore to the Greenblood, living off wandering herds, seasonal vegetation and occasionally ransomed travelers. Wemics are a noble race however barbaric and seemingly primitive. They are, however intelligent but highly superstitious.
The symbol for the Werata Kon as a whole is the Lion of Night, however most travelers recognize a Werata pride by its Sand Hunter-hide tents and yurts as well as the faint puffs of smoke that rise from the horizon when a scout or pride send signals.
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Starfall (House Dayne), Yronwood (House Yronwood), Sandstone (House Qorgyle), Blackmont (House Blackmont) |
The symbol for the Werata Kon as a whole is the Lion of Night, however most travelers recognize a Werata pride by its Sand Hunter-hide tents and yurts as well as the faint puffs of smoke that rise from the horizon when a scout or pride send signals.
Mostly isolated, some small tribes of Werata Kon
allow themselves to be hired as mercenaries, making raids on the borderlands, but
many would-be patrons shy away from these tribes because both its savagery and
geographical uncertainty make them somewhat unreliable.
The Werata Kon venerates
the Lion of Night, one of the old gods from Yi Ti. Almost always a pride’s chieftain is
a spiritual leader. Most individuals give a wemic a wide berth when encountered.
Nonetheless the wemics of the Kon are a powerful force due to their numbers and
ferocity. They are fierce enemies of the Ashatari who they compete with for
resources in the Red Sands of Dorne. Once a year, all Werata prides gather in
one place for an Althing, were goods are traded, daughters are promised, and
alliances between prides are made. Once during a the Long Night, a High Chief
was selected among the shaman to make a decision that effected the entire race.
Mirror Lake Sorghum Festival
In many respects, this seasonal event takes on the appearance of a
normal late-year fair in the Westerlands. There’s music and dancing, buskers
and entertainers, peddler stalls selling an eclectic array of wares.
Competitions of skill and strength are to be had including mule pulling
competitions (including man against beast), riding competitions, javelin
throwing, archery, and animal husbandry and calling.
Then, there is the crowning of a sorghum queen during the post-harvest
full moon. The sorghum queen is an extremely prestigious position in the Red
Mountains, one that entitles the holder to a seat on the Red Court. The queen is given a crown that is as old as this tradition. It is said the queen is also blessed by the World Tree
for the duration of her reign, and gains ‘old world abilities’ to influence the
sorghum crops and succor her court.
The current Sorghum queen is Lexia Yronwood. Attending Houses to the
Sorghum Festival are: House Dayne, House Blackmont, House Yronwood, House
Qorgyle as well as the Werata Kon, the Dornish tribal Wemics.
Of course, the real attraction is the sorghum itself, as all good gully
dwarves will tell you. While the merriment is underway, mule powered presses
set up in the midst of the fairgrounds squeeze juice from the plants’ stems.
Later, the juice is cooked over a fire until it reaches a syrupy consistency,
at which time it is ready to be poured over warm biscuits or used in local
delicacies such sorghum cakes.
Lexia Yronwood |
Vendor Lane:
Alchemist services provided the One and the Five of Starfall.
Blacksmith with valuable stones, metal goods and the Doomhammer.
Exotic horse and land-strider trader and breeder from Sandstone.
A bower, also from Sandstone, here with a collection of Ablemalle bows and crossbows and uncommon arrows.
A Farmer's Market where one can treat themselves to fruits and vegetables from the monks.
A bower, also from Sandstone, here with a collection of Ablemalle bows and crossbows and uncommon arrows.
A Farmer's Market where one can treat themselves to fruits and vegetables from the monks.
Personages:
Paxton Trinner: Local proprietor
of The Mercantile
Radko Sands: Wide ranging merchant and trusted courier. Paxton's main competitor.
Bother Kerith: sells the rare bees wax products for the monks of High Hermitage
Chief Dasan: Chief of the Dornish Wemics, the Wemics are here for their Althing and to trade.
Chief Dasan: Chief of the Dornish Wemics, the Wemics are here for their Althing and to trade.
Theodin Rivers: The cleric
of Starfall, involved with the Sorghum Queen Coronation.
Mel Leah of Yronwood druggist
and seer of House Yronwood, offers access to antitoxins, removing curses and restorative magic.
Maester Aldo Dayne: keeps a small menagerie of rare creatures, some are for sale.
The Red Court: A council of
Noble Lords who’s clan stronghold lies within the Red Mountains. This
unofficial and unsanctioned court was formed in secret when Aegon Targaryen,
first of his name, attempted to conqueror Dorne. Old feuds from Nymeria’s War
were grudgingly cast aside for the sake of Dorne. Most of these seats
controlled passes into Dorne.
- House Dayne, King of the Torentine
- House Yronwood, King of the Stone Way
- House Fowler, King of Stone and Sky
- House Wyl, King of the Boneway
- The Fifth seat is for the Queen who can be of any house; she has an equal voice in the Court.
Thursday, July 23, 2020
07/16/20: Deeper Darkness Season 1 Episode 3
1 To 4 is earth
5 to 8 is water
9 to 12 is fire
13-16 is air
17 to 20 spirit
Boren (Rob) Vision of Karstock, hasn't slept well, each morning he feels like something is watching your dreams
Daren Chapman knocks at Boren's door
Boren goes to great hall and summons his Uncle,
Maester's Raven Rickrack tries to get Boren's attention
Corden Leffer Head Engineer for the Cripen Expedition Examine the Maester's tower door and remove it
Meets with Uncle, Winterfell business someone has to
Sends him to investigate site of the Barbarian incursions on the coast
uncle already reached an accord with coastal houses, defeated the barbarians,
Rick Rack can talk,
Over to the people of the forest, cavaliers equipment given to Black
Witch woman give (Josh) potions to josh and butch, as well as 4 earth shards to josh, and butch 1 of each
Satchel of Salves: See depository, 1 to 4 of each, blue salves heal acid or fire, gold salves heal cold, red salves grant a bonus to heal checks, white salve cures blindness in 24 hours
Maester's body found, (Rob) sees the spirit, slit throat, Rickon Stark died in Dorn note from Raven, Uncle's daughter slit his throat, she is bloody mess when driven from tower by raven Rick Rack
Cousin Eddy tried to club (Rob) on the back of the head, behind him is Sansa, Shadow magic
Silent Sisters:
(Rob) taken prisoner by uncle, and evil cousins
Karth Manderly
Back to us:
monks ask about ashatari
Red and Gold Ahsatari
Red: Openly hostile, known scavengers and raiders, in the past they were the ones that helped house uller and bring down dragon baraxus during aegons conquest
Gold : Helpful, but reclusive. They hid in dornish sands during Aegon's conquest, helped smallfolk retake castle. They wrap their skin and use the rags and raps in combat to great affect
swim the sands like mer people, known to have communities beneath the sand
how to tell, the light they give off, have a body lamp, could harm my vision
both races ride ash worms
Sand Hunters predatory pack animals with a pack mind, larger the pack the more intelligent and deadly they are
adrenal glands from specific creatures are fire shards
Daren toyne
2 potions of exceptional ability, 2 anti toxins, 4 tanglefoot bags
Stair stepped waterfalls
Ibbanese is a long armed dwarf
Ark'hag 30 feet from small brown bear, on hind legs, female squeal from pool of water, from left hear low angry roar,
Minotaur like but brown bear head
we advance a couple days
5 to 8 is water
9 to 12 is fire
13-16 is air
17 to 20 spirit
Boren (Rob) Vision of Karstock, hasn't slept well, each morning he feels like something is watching your dreams
Daren Chapman knocks at Boren's door
Boren goes to great hall and summons his Uncle,
Maester's Raven Rickrack tries to get Boren's attention
Corden Leffer Head Engineer for the Cripen Expedition Examine the Maester's tower door and remove it
Meets with Uncle, Winterfell business someone has to
Sends him to investigate site of the Barbarian incursions on the coast
uncle already reached an accord with coastal houses, defeated the barbarians,
Rick Rack can talk,
Over to the people of the forest, cavaliers equipment given to Black
Witch woman give (Josh) potions to josh and butch, as well as 4 earth shards to josh, and butch 1 of each
Satchel of Salves: See depository, 1 to 4 of each, blue salves heal acid or fire, gold salves heal cold, red salves grant a bonus to heal checks, white salve cures blindness in 24 hours
Maester's body found, (Rob) sees the spirit, slit throat, Rickon Stark died in Dorn note from Raven, Uncle's daughter slit his throat, she is bloody mess when driven from tower by raven Rick Rack
Cousin Eddy tried to club (Rob) on the back of the head, behind him is Sansa, Shadow magic
Silent Sisters:
(Rob) taken prisoner by uncle, and evil cousins
Karth Manderly
Back to us:
monks ask about ashatari
Red and Gold Ahsatari
Red: Openly hostile, known scavengers and raiders, in the past they were the ones that helped house uller and bring down dragon baraxus during aegons conquest
Gold : Helpful, but reclusive. They hid in dornish sands during Aegon's conquest, helped smallfolk retake castle. They wrap their skin and use the rags and raps in combat to great affect
swim the sands like mer people, known to have communities beneath the sand
how to tell, the light they give off, have a body lamp, could harm my vision
both races ride ash worms
Sand Hunters predatory pack animals with a pack mind, larger the pack the more intelligent and deadly they are
adrenal glands from specific creatures are fire shards
Daren toyne
2 potions of exceptional ability, 2 anti toxins, 4 tanglefoot bags
Stair stepped waterfalls
Ibbanese is a long armed dwarf
Ark'hag 30 feet from small brown bear, on hind legs, female squeal from pool of water, from left hear low angry roar,
Minotaur like but brown bear head
we advance a couple days
Monday, July 20, 2020
Great Spirits
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Maester Oghan - Archmage |
Archmage: An archmage spirit is a font of knowledge and arcane power.
Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks.
Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.
Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools.
Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls.
Taboos: Choose one: You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; You must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available.
Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from Table: Mesmerist. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components.
Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell.
Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any sorcerer/wizard spell of a level you can cast. You must expend a spell slot of the appropriate level, and you can’t apply metamagic to the spell.
Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the sorcerer/wizard spell list as if using the wild arcana ability, except the archmage doesn’t gain 1 point of influence over you, the spell doesn’t require a spell slot, and you can select a spell of any level.
Champion: A champion spirit is a paragon of skill at arms.
Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Seance Boon: You gain a +2 bonus on all non-spell damage rolls.
Favored Locations: Arenas, battlefields, places of violence, practice yards.
Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level.
Taboos: Choose one: you are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon (such as “my father’s +2 falchion”) that you choose when you take the taboo, and you may not choose unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges to single combat—if you or an ally breaks the rules of the challenge, you break this taboo.
Champion’s Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, Which you choose each time you channel a champion spirit.
Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as twoweapon fighting.
Fleet Charge (Greater, Su): You can take a swift action and a full-round action to move up to your speed and then make a full attack. This special action doesn’t combine with sudden attack, but works as normal with effects such as haste and two-weapon fighting. As soon as you begin moving, you are considered to have begun the full-round action, even if circumstances prevent you from attacking at the end of your movement.
Legendary Champion (Supreme, Su): You gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your medium levels as equal to your medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats.
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Gabriel Dayne - Guardian |
Guardian: A guardian spirit is an exemplar of protection and defense.
Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves.
Seance Boon: You gain a +1 bonus to CMD.
Favored Locations: City walls, forts, gates, keeps.
Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus.
Taboos: Choose one: you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others); you must keep your body in fit physical condition, and you break this taboo every time you drop below half your maximum hit points; you must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked.
Guardian’s Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields).
Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrifice to your medium spells known as a 2nd-level spell.
Sudden Block (Greater, Su): After an enemy’s attack would hit you or an adjacent creature, you can use spirit surge to increase the victim’s AC, possibly causing the attack to fail, by rolling your spirit surge die and adding it to the chosen character’s AC. You must not be flat-footed, and you must be aware of the attack. If use of this ability causes the enemy’s attack to miss, you can make an attack at your highest base attack bonus against that enemy as an immediate action.
Legendary Guardian (Supreme, Su): Once per day as an immediate action, you can ignore the effects of a single attack against you, including enemy spells targeting you or whose area or effect includes you. The attack affects other creatures as normal.
Joramun "the King Beyond the Wall" - Hierophant |
Hierophant: A hierophant spirit is a being of true and pure faith.
Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves.
Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.
Favored Locations: Altars, churches, sacred groves, shrines.
Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, You must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith.
Taboos: Choose one: you must strongly revere nature and may not wear metal armor or shields; you must follow a paladin or antipaladin code as appropriate for the spirit’s deity; you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer.
Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one.
Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit’s faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power.
Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your positive or negative energy, that creature gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The bonus is sacred if you use positive energy and profane if you use negative energy. If you destroy or kill one or more creatures with positive or negative energy, you gain a +1 bonus of the same type on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Legendary Hierophant (Supreme, Su): Once per day, You can request a minor miracle. This request must be in line with the options for miracle that don’t cost powdered diamond. As usual for a miracle, the deity or other being the spirit worships can choose whether or not to grant the request at its whim.
Ved'dren - Marshal |
Marshal: A marshal spirit is a towering presence and an inspiration to others.
Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check.
Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon.
Favored Locations: Council rooms, stages, theaters, throne rooms.
Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and seance boon.
Taboos: Choose one: you may not allow yourself or your allies to prevent a fleeing enemy from escaping, since an at-large villain makes a better tale (this applies only to enemies seeking to escape, not to those retreating to alert others or fight again from a better position); you may never leave an ally behind or allow yourself or your allies to sacrifice another ally, even a summoned creature; you must embrace any opportunity to spread the legend of yourself and your allies, even when a low profile would be helpful.
Marshal’s Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round.
Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.
Decisive Strike (Greater, Su): You can allow the marshal to gain 1 point of influence over you as a swift action to allow an ally within 30 feet who can see and hear you to make a single melee or ranged attack during your turn. You can use this ability as a standard action to instead allow the ally to perform any standard action.
Legendary Marshal (Supreme, Su): You can use a lesser spirit surge without incurring influence. This lesser surge adds a maximum of 1d6 to the roll and does not apply your spirit bonus, regardless of other effects or abilities you have that alter your spirit surge. A lesser surge still counts as a spirit surge for the purpose of the limit of one spirit surge per round, but it does not consume any free uses of spirit surge you may have from effects such as taboo.
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Melinoe, The First Spirit Guardian - Trickster |
Trickster: A trickster spirit is a savvy and manipulative master of skills.
Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves.
Seance Boon: Choose one skill when you gain this séance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you.
Favored Locations: Alleys, mazes, taverns, trap-filled locations.
Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you.
Taboos: Choose one: you can’t abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies; you can never tell the truth; you can never pass up a more lucrative offer, even if it causes you to switch sides.
Trickster’s Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level).
Surprise Strike (Intermediate, Su): When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours.
Transfer Magic (Greater, Su): You can allow the trickster to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If the attack succeeds, you randomly steal one of the harmless spells of the highest spell level active on that creature, ending the effect for the original creature and gaining all remaining duration for yourself. This ability does not work on personal range or instantaneous- or permanent-duration spells.
Legendary Trickster (Supreme, Su): Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, you gain the ability to change form at will as if using greater polymorph, except that you can mimic the form of a specific individual.
Sunday, July 19, 2020
From Maester Oghan’s Collection on Dream Elixirs and the Dreamscape, Vol. 2
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While not every dream a creature remembers is a memory of
events that took place the Dreamscape, however many of the most vivid and
detailed most often are (including the most terrifying of nightmares). Though it
possesses some measure of independent reality, the Dreamscape is strongly
shaped by the expectations and desires of creatures who find themselves there
through their own dreams.
Most creatures who visit the Dreamscape are not aware they
are doing so, and endure no particular consequences as a result of their trip.
Even if they find themselves in harm’s way within the Dreamscape , most dreamers
are not fully physically present within the demiplane to suffer enduring
effects after waking in the material plane. Thus if a town blacksmith happens
to slip into the Dreamscape and undergoes a horrific encounter where he is laid
on an anvil and hammered into a new shape, even if he dies in the Dreamscape he
wakes in the normal world with nothing more than an elevated heart rate.
However, some ‘Dreamlanders’, denizens of the Dreamscape like the Oneiroi,
are powerful enough to permanently cause injury while some travelers enter the Dreamscape
deeply enough to suffer injury that follows them back to the material plane.
Additionally, some magics allow travelers to enter the Dreamscape physically,
forcing them to face its dangers with the normal consequences of combat and
injury.
A creature visiting the Dreamscape suffers an unfortunate
set of limitations, caused by the mutable nature of the demiplane. Only
creatures able to consciously impose their will on the ever shifting semi-reality
of the Dreamscape can then come close to functioning normally. Manipulating the
Dreamscape in this way is dependent on an understanding of the demiplane and
how it works, represented by the Knowledge (the planes) skill. Nonnatives who
enter the demiplane suffer the following limitations:
• The skill bonuses of a creature not native to the
Dreamscape are limited by that creature’s Knowledge (planes) bonus. Creatures
need not be trained in Knowledge (the planes), though clearly it’s helpful.
This is an absolute cap, and even circumstance and magical bonuses cannot
exceed it.
• It is impossible for creatures not native to the
Dreamscape to become ethereal, insubstantial, or teleport within the
Dreamscape. Any magic that requires access to other planes automatically fails
within the Dreamscape. (The exceptions to this rule are plane shift and similar
magic that can move subjects out of the Dreamscape entirely.)
• If a nonnative travels to the Dreamscape in a dream
(either accidentally or through the use of spells), its physical body remains
behind and is as vulnerable as any normal sleeping creature. A dream-form
appears within the Dreamscape. This dream-form has the appearance of however
the creature views itself, though all its skills, abilities, and knowledge
remain the same as normal. The visiting creature disappears and returns to its
native plane when its dream-form loses consciousness, whether knocked out or
from falling asleep. Normally a nonnative who enters the Dreamscape through
dreams cannot suffer any permanent effects during the visit. If killed, the
dreamer awakens safely in its own bed. Any hit point damage it suffered becomes
nonlethal damage, and heals at the normal rate. Ability point damage, lost
items, and curses without a duration don’t follow the dreamer into his waking
life, ending once he regains consciousness. A very few creatures of the
Dreamscape can permanently harm those who travel there in dreams.
• A nonnative that travels physically to the Dreamscape
cannot sleep, and receives no natural healing (though magic healing works
normally). Spellcasters can regain spell slots once every 24 hours by taking an
hour to meditate and making a DC 20 concentration check. Any effects the
physical traveler suffers, including death, have the same permanence as if suffered
on his home plane.
Traveling to the
Dreamscape
The easiest way to travel to the Dreamscape is to use an Elixir
to do so. Each elixir capable of taking subjects to the Dreamscape specifies
whether the target travels there in a dream or physically and how long the trip
lasts. Some elixir (such as lucid dreamer) can aid a traveler once he is in the
Dreamscape, but have no power to take him there. (The plane shift spell can
carry travelers physically to the Dreamscape.)
Creatures with an Intelligence of 3 or higher sometimes
drift into the Dreamscape in their dreams naturally, and believe the experience
to be nothing more than particularly vivid and well-remembered dreams. There is
a base 1% chance per character level of a creature entering the Dreamscape when
dreaming. A character with ranks in Knowledge (planes) and ranks in Spellcraft
may attempt to intentionally enter the Dreamscape naturally through their dreams.
The percent chance of this succeeding is equal to the characters total bonus in
these two skills. Thus a 5th level character with Knowledge (planes)
+5 and Spellcraft +5 has a base 15% of intentionally entering the Dreamscape through
his dreams.
*Characters under the effects of Dream Lichen doubles the % chance a character can enter the Dreamscape naturally.
Thursday, July 16, 2020
07/09/20 Deeper Darkness Season 1 Episode 2
Kaheeb Master of the North Wind, train with giant eagles, Dozen Monks
The Black Scorpions are against the Targaerians
Dane family left and went north to become speakers, a visitor came with crypic words and got them to leave their homes, shortly after the obolisk appeared
Elder appears to Brim (Russ) in his dream, offers to help him train in the dream place, more powerful Brim becomes, he can make items in dream place and bring them back, eventually be able to travel through dreams
More ranks in knowledge planes will give him greater skill to operate in the dream place
When he awakens some shit is drawn out in his book
Boren (Rob) in the Rookery: waiting for a message from his father away for a year, feelings of isolation,
Enters into stable, beast round bottle shaped body, large size of large, not huge, looks like wooly rino unicorn, chained and bolted to ground
creature is diseased, rob's guard is in the stable.
Raven speaks and unicorn breys and ruffles its fur, the disease is a lice
in da spoils he finds an increminanting bit of evidence, torn piece of helardry Karstarks, peace was broken by the Karstarks
Umber and Karstark are two houses that line the coast
Body of Assassin holds: Climbers Kit, new leathers, new shortbow, potion of unknown substance, a vial of poison, a dagger, 90gp,
small fabric of cloth with the symbol of a black hand on field of purple with gold stitchings, NC
He doesn't come from a good family, hands of a worker, no tattoos, scars,
Lobo and Willow complete season ritual, Oras black ravens to white, released them to sky then vision of next darkness
when it was over wood witch said it would be up to these two to unite the other elements and take on the darkness
Winter Year 159, Month 11 in 13 month year
At Night willow's skin darkens
Josh foraged for 3 seeds, when they lay down for evening rest, feel roots from the ground wrap around both lobo and willow
they travel via roots while they sleep to the village where the witch grew up
when they appear they awaken to the agitated voices,
whatever spoke was a large owl, like a harpy owl
below 2 groups of ten mounted cavaliers, instead of crosses, scars, torches and metal weapons, horses shin deep in water
men shouting at each other pointing at cat carving
small figure in the woods beyond cautiously walking towards the men on horseback, oblivious
fears destruction weir wood
from the woods comes a centaur, pony like body with upper torso of an elf, steps out and says to wood witch we must summon spirit lion of the cat
people of the forest, Lobo, Willow and the Witch vs Cavaliers
The Black Scorpions are against the Targaerians
Dane family left and went north to become speakers, a visitor came with crypic words and got them to leave their homes, shortly after the obolisk appeared
Elder appears to Brim (Russ) in his dream, offers to help him train in the dream place, more powerful Brim becomes, he can make items in dream place and bring them back, eventually be able to travel through dreams
More ranks in knowledge planes will give him greater skill to operate in the dream place
When he awakens some shit is drawn out in his book
Boren (Rob) in the Rookery: waiting for a message from his father away for a year, feelings of isolation,
Enters into stable, beast round bottle shaped body, large size of large, not huge, looks like wooly rino unicorn, chained and bolted to ground
creature is diseased, rob's guard is in the stable.
Raven speaks and unicorn breys and ruffles its fur, the disease is a lice
in da spoils he finds an increminanting bit of evidence, torn piece of helardry Karstarks, peace was broken by the Karstarks
Umber and Karstark are two houses that line the coast
Body of Assassin holds: Climbers Kit, new leathers, new shortbow, potion of unknown substance, a vial of poison, a dagger, 90gp,
small fabric of cloth with the symbol of a black hand on field of purple with gold stitchings, NC
He doesn't come from a good family, hands of a worker, no tattoos, scars,
Lobo and Willow complete season ritual, Oras black ravens to white, released them to sky then vision of next darkness
when it was over wood witch said it would be up to these two to unite the other elements and take on the darkness
Winter Year 159, Month 11 in 13 month year
At Night willow's skin darkens
Josh foraged for 3 seeds, when they lay down for evening rest, feel roots from the ground wrap around both lobo and willow
they travel via roots while they sleep to the village where the witch grew up
when they appear they awaken to the agitated voices,
whatever spoke was a large owl, like a harpy owl
below 2 groups of ten mounted cavaliers, instead of crosses, scars, torches and metal weapons, horses shin deep in water
men shouting at each other pointing at cat carving
small figure in the woods beyond cautiously walking towards the men on horseback, oblivious
fears destruction weir wood
from the woods comes a centaur, pony like body with upper torso of an elf, steps out and says to wood witch we must summon spirit lion of the cat
people of the forest, Lobo, Willow and the Witch vs Cavaliers
Thursday, July 9, 2020
The Village of Wood-Woman (Whitetree)
Once home to many Children of the Forest Poh-Toc-Lah in elven translates to Plateau of the People. However, most folk who know of it refer to it simply as Whitetree after the Weirwood tree that grows there. Whichever the case Whitetree is a large stone plateau 1,500 feet across and 2,500 feet wide rising up 500 feet above the snowy Haunted Forest.
There is a central artesian lake that sustains irrigation canals which feed into fields for winter crops as well as a small orchard. The plateau also contains naturally growing sheltershrubs and good berry bushes. There is even a restful birch located in the northern most redwood copse. A pale wide trunked weirwood tree with rose colored leaves and a somber face towers near the clear artesian lake. There are also two linked portal oak trees at the north and south copse of trees.
Several large copses of gargantuan redwood trees traces three irregular boundaries along the north, south and east. Among these redwoods are arboreal dwellings that appear old and (at one time) was well maintained. Built into the tangle of redwood tree roots, these dwellings housed families of 5-7 individuals with many redwood dwellings interconnected by underground tunnels and shared rooms.
Animals have returned to Whitetree including several nests of Bald Eagles, a small herd of branta that make regular visits to the Sum-Tah-Wah river waters, as well as other small burrowing rodents, predators and birds.
The Wood’s Woman dwelling: *Arboreal (Augmentation)- Ceremonial Room, Common Room, Sanctum, Study, Shared bedrooms (3), Garden, Kitchen, Mystic Greenhouse (containing Dreamer's Star, Leechwort, Moly and Nepenthe), Reservoir System, Underground Passage, Escape Route and Secret Cashe
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The Lion of Night |
A Great Totem, carved out of an immense redwood tree 200' tall and 10' in diameter, is located in a clearing at the south east corner of the plateau. The totem predates the settlement and upon close inspection has naturally growing Dream Lichen in patches around the trunk at its base. Three, 2' tall faces- representations of the old gods (Ouranos, Gaia, and Tartarus) are carved into the totem looking south toward the Wall.
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Marcyl |
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Orson- Urskan Ranger |
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Enga- Elven Ranger |
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Aiduin- Elven Knife Master |
Jorie- Dark Dancer |
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Black Scale- Wilding Cannibal |
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Potameides |
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Feral Tundra Wemic |
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