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Grimoire of Sacred Knowledge

Started by Anastasia, November 30, 2011, 04:17:07 PM

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Anastasia

Rather than having several stickied information topics, I figure one clearinghouse topic is a more elegant solution.

Manual of the Planes - General planar information on planes you've visited. It includes planar traits, people you've met and locations you've visited. Thanks to Cor for this. Updated as more planes are found.
Stats - Stat emporium for Balmuria 3. It keeps track of various things and provides dice roll percentages. Thanks to Merc for this. Updated approximately once per month.
Devil Interrogation Project - All the various information obtained by devil interrogation goes here, along with guidelines on how to do so. Thanks to Eb for this. Updated as interrogations happen.
Custom Material - Home to new alternate class features, classes, PrCs and more. New feats go in houserules instead,, as they're usually too small to warrant a post. Updated as new material is produced.
Tannin's Reports - All of Tannin's investigation summaries go here. Updated as Tannin finishes investigations.
Playable Races - A compendium of possible races and creature types to play, as well as some templates. Thanks to Yuth for this. In progress, updated as Yuth has time.
Beastiary - Enemies, unique monsters and revised monsters are posted here. This is incomplete, not every bad guy is posted. It's a judgment call on what I release. Updated when the DM decides to, sporadic.
War Room (Collection of Knowledge - Merc's notes on all the information Ithea gets from knowledge checks. Thanks to Merc for this. - Updated as Merc makes knowledge checks for Ithea.
Cemetary - Where the dead rest. Try not to make any more posts in here. Updated when NPCs or PCs die.
Battle Summaries - The summaries of major war battles are here.
Aurora and the Crusade - For everything Aurora and Crusade related. Updated regularly.
Aurora Mechanized Corps - Afina's golem creations. Updated whenever she makes new ones.
A Mild Report on Lifasan Traitors - An information clearinghouse on the nine traitors of Lifasa. Updated by Yuth.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

#1
Book of the scriptures and tactics of the Red Knight

---

Gwinnan's Travel Logs, Volume 1: The Silver Sea.
Parsali's Secrets of Transmutative Alchemy.
The Narrative Guide to the Styx.
Lost Lore of the Abyss: Kelvezu demons.
The Hidden Blade of Elysium
Biological Functions of Lemures.
Nephilim, Children of the Fallen
The Bloodeye Ritual.

---

Gwinnan's Travel Logs, Volume 2: Air.
Metamagic: The myths, the legends and the cold facts
The shocking truth of fey decadence!
Numerological Concepts in the Planes.
Lost Lore of the Abyss: Scanda Pax.
Revelations from the Truth.
Regrets of the Well-Worn Inevitable.
Burning Hands, variants on the classic.

---

Gwinnan's Travel Logs, Volume 3: Fire.
Anatomy of Oblivion
My life as a male pleasure slave: a story of the wild women of Jannath
Lost Lore of the Abyss: Athux: 600 gold.
Tailfeathers and Raindrops
A list of 77 archangels
Study of a Goddess
Internal Power, the answer to magic
Rituals of Mineral: 350 gold.

---

Gwinnan's Travel Logs, Volume 4: Magma.
Stop! That's no female elf! How to avoid the trap of ambiguous elven appearances
Lost Lore of the Abyss: The Pale Mother: 600 gold.
The divided mind
Funeral dirges for the second death
Ten foot tall dwarves and other fantastic tales!

---

Gwinnan's Travel Logs, Volume 5: Earth.
A taxidermist's guide.
Dancing with Mechanus
Greataxe Mastery.
Lost Lore of the Abyss: Sualax: 600 gold.

---

Gwinnan's Travel Logs, Volume 6: Water.
100 fair recipes.
Lost Lore of the Abyss: Kina-ja: 600 gold.
Encyclopaedia Xorn.
Do not read this book!
Axagoras.
Three Truths, Six Catastrophes, Seven Blessings, and the One Self

---

Gwinnan's Travel Logs, Volume 7: Steam. 150 gold.
Lost Lore of the Abyss: The Radiant Sisters. 600 gold.
Cheeses of the Outer Planes: 100 gold.
Happy Hands.
A Chronicle of Rokasai, the Golden Land. (Hecatoncheires)
Rapier Mastery: 5,000 gold.
99 Baatorian Proverbs: 900 gold.

---

Lost Lore of the Abyss: Rustax
Lost Lore of the Abyss: Orcus
Lost Lore of the Abyss: Creeping Doom
Longspear Mastery.
Tome of the Regenerator.
Verhanez and the Wyrm.
Slambeat.
<Steph> I might have made a terrible mistake

Corwin

#2
I figure we could all keep a post for ourselves here and edit it out as needed? Better than combing nagging for this.

lvl17, portal to Medi's quarters, spellcraft check, result 65
Spoiler: ShowHide

[21:33] <Kotono> OOC: Spellcraft check.
[21:33] <Jaela> roll 1d20+24+4+15+15 (GH+booster+DI)
[21:33] * Hatbot --> "Jaela rolls 1d20+24+4+15+15 (GH+booster+DI) and gets 61." [1d20=3]
[21:33] <Muirfinn> roll 1d20+29 aiding
[21:33] * Hatbot --> "Muirfinn rolls 1d20+29 aiding and gets 40." [1d20=11]
[21:35] <Kotono> roll 1d20 Sylvie aiding
[21:35] * Hatbot --> "Kotono rolls 1d20 Sylvie aiding and gets 15." [1d20=15]
[21:42] <Kotono> Jaela studies the portal! Like Muirfinn she loses her way in it for a time. It's gorgeous magic, an artistry to it that belies the absolute skill employed. She works and works, trying to understnad. Meanwhile as she does, the portals produce three others. Afina's known, but the other two aren't. Both have the features of aasimar, passing by. Save for the woman, who glances at the three as they
[21:42] <Kotono> work - and stops hold. "HEY!" she calls abruptly, piercing into Jaela's insights and ruining her concentration.


lvl18, portal to Medi's quarters, spellcraft check, result 77
Spoiler: ShowHide

[20:06] <Jaela> roll 1d20+26+4+15+15+2+2 (GH, DI, booster, aiding x2)
[20:06] * Hatbot --> "Jaela rolls 1d20+26+4+15+15+2+2 (GH, DI, booster, aiding x2) and gets 77." [1d20=13]
[20:15] <Kotono> Jaela loses herself in the portal. She studies and studies and studies away, throwing all she has at it, in magic, mind and concentration! Once again Jaela is stricken by the artistic beauty of the magic, so far removed from the simple spells and sorceries thrown around by her opponents.  It speaks of amazing skill, breath-taking in the scope of the magery wrought. Deep into it Jaela searches,
[20:15] <Kotono> studying deeper and deeper. The magic not merely magic. It is woven. The runes are woven into the reality of this place. It is not a barrier, is it a truth. The portal to Medi's quarters is sealed because the reality around it affirms it. To brute force it, you would need a force stronger than Creation itself. As you study this fact...OOC: Make will.
[20:16] <Jaela> roll 1d20+38+4
[20:16] * Hatbot --> "Jaela rolls 1d20+38+4 and gets 53." [1d20=11]
[20:20] <Kotono> Jaela is momentarily staggered as knowledge thumps into her mind. It takes place in her memories, as if she had always known this. The barrier ahead can be opened by a worthy champion who owns Aurora. This champion must gather seven maidens - Moon, Sun, Fire, Wind, Water, Earth and Good. Together, they must strike the portal with seven swords of cold iron, each one ablaze with the power of
[20:20] <Kotono> that maiden. Finally, the champion must utter the seven Words of Creation for Moon, Sun, Fire, Wind, Water, Earth and Good.


lvl17, Westenrock Castle, K:P check, result 43
Spoiler: ShowHide

[21:39] <Kotono> "Oh, such bravery!" Laughing with an entirely mocking tone now, "Jaela then. I reside in Westenrock Castle. If you're as powerful, resourceful and potent as you think you are, you can find this place. If you can reach there and find me, I'll reward you well."

[21:40] <Jaela> roll 1d20+23+15 this one I really want to know
[21:40] * Hatbot --> "Jaela rolls 1d20+23+15 this one I really want to know and gets 43." [1d20=5]

[21:42] <Kotono> It's in Limbo somewhere. You heard about it once - a castle forged by a raging titan, who beat slaad who offended him into bricks.


before lvl18, Lixer, weaknesses and what's needed to wound/kill him, result 30
Spoiler: ShowHide
   

[23:57] <Jaela> roll 1d20+18 K:P, Lixer
[23:57] * Hatbot --> "Jaela rolls 1d20+18 K:P, Lixer and gets 30." [1d20=12]

Do we know about his weaknesses? His strengths? Whether he's a quasideity? If a special weapon/type of weapon to harm him exists? If he can be contained by our jail?


Lixer is an Archduke of Hell and the son of Asmodeus. He is far less known than his half sister Glasya, at partially due to her more prestigious position in Hell. He is known as the Archduke of the Undead and has powers along those lines, though more information is not known to Jaela. As an archduke, you'd at least need an epic, silvered, holy weapon to wound him and possibly more.


lvl18, Lixer, weaknesses and what's needed to wound/kill him, result 61
Spoiler: ShowHide


[22:49] <Jaela> roll 1d20+23+4+15 K:P Lixer, lvl18
[22:49] * Hatbot --> "Jaela rolls 1d20+23+4+15 K:P Lixer, lvl18 and gets 61." [1d20=19]


This is in addition to the previous information obtained about him. Quoting the previous questions for reference.

Quote
    Do we know about his weaknesses?

Epic, silvered and good weapons or magic with the good and chaotic descriptors are required to truly wound Lixer. In addition, he has a particular weakness of note. While not one of the living dead himself, he is vulnerable to being turned by mortals. Turning attempts by mortals deal damage to him as if he were undead.

Quote
    His strengths?

Extreme mastery of necromantic magic, hordes of undead servitors as well as devil servants in proportion to the sort of power the son of Asmodeus is supposed to project, undead immunities without the weaknesses(barring the above).

Quote
    Whether he's a quasideity?

He has great power. Whispers and ancient lore suggest he may have more than a typical arch devil, who are already close to divine power, if not already holding it. If this is due to his lineage or other factor is not known.

Quote
    If a special weapon/type of weapon to harm him exists?

Already answered.

Quote
    If he can be contained by our jail?

No idea. Put a hostile arch devil in and see if they can get out. I'm sure the results will be illuminating, one way or another.


lvl18, divine world destroyer, K:P check, result 71
Spoiler: ShowHide

08:39   Corwin   roll 1d20+23+15+15 I'll spend a minute in the library, then
08:39      Hatbot --> "Corwin rolls 1d20+23+15+15 I'll spend a minute in the library, then and gets 71." [1d20=18]

Ancient legends speak of a creature made of blades. Hundreds of blades held by hundreds of arms. A roving calamity, said to herald the end of civilizations. A killing machine made by the Gods, so powerful that it served its purpose and resisted destruction after. What happened to it is not known, only its name surviving in the rarest, oldest texts: Hecatoncheires.

http://www.soulriders.net/forum/index.php/topic,101729.msg1037925.html#msg1037925

A Chronicle of Rokasai, the Golden Land

This is a dry historical record of Rokasai, dubbed the Golden Land. A fertile plain bisected by the rivers Tam and Fin, it grew to be ruled by a single bloodline of kings. Rokasai boasted great prosperity through effective magical and alchemical rituals combined with strong military force against her neighbors, Lostlands and Farew Condeferacy. It details everything until the end. At the height of its power, Rokasai is said to have been beset by a destroyer from the Gods. A beast more akin to a mountain of blades than a living thing, it shredded entire cities and smashed armies underfoot. In desperation, the king turned to his personal seer, who divined that the beast could only be slain by a weapon that has never been a weapon and never will be a weapon. Unable to find such, Rokasai was rent asunder and forgotten, save by learned sages.

Speculation is that a weapon that only exists for one moment could ever wound or even slay this unnamed calamity. It is said all the kingdoms of the world sought to find such a weapon, yet the calamity vanished once Rokasai was torn apart. The reasons for this wrathful smiting has never been certain, though several faiths claim it to be divine vengeance for past misdeeds.


This is not a roll, but it's a handy summary of our contract with the Mercane.
<Steph> I might have made a terrible mistake

Merc

#3
Book List
A-G
Spoiler: ShowHide
Anatomy of Oblivion (?? gold, Owner: Ithea)
[spoiler]Source: Random DM Nagging Reply #1299

This book is a study of the denizens of the Shadow Plane. Such creatures are noted to largely tie back to Shar, the Lady of Loss, and her endless song of oblivion. The tone of the book is clinical and detached, several multipage diagrams of the dissection of shadows, entropic creatures and other such things of note.

Interestingly, the more powerful the entropic or oblivion based creature, the less of them that exists. A powerful creature tied to oblivion is little more than a pure black shadow with a form superimposed over it. They have no bodily functions, organs or even blood. Despite this, they resist dissolution just as much as any other creature of that fell level of power. When such a creature drains life, such as a shadow's strength drain, they actually lose internal mass temporarily even as they grow bolstered.

The author does not draw a final conclusion from this, instead presenting the arguments and coming to a close without any final answer.


Burning Hands, variants on the classic (1,100 gold, Owner: Sylvie, Paid for by: Muirfinn)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1109

This book has several variants of Burning Hands. They are as follows:

Flaming Hand
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

Chanting the syllables for fire, you engulf your hand in flame. Your successful melee touch deals 1d4 points of fire damage per caster level, maximum 5d4. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Notes: This spell was developed by a wizard who had problems with his allies getting in range of his spells.

Smack of Burning Shame
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 30ft
Target: 1 creature
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes

On casting this spell, a hand of burning fire appears and smacks the target. This requires no attack roll and deals 1d4 points of fire damage per two caster levels, maximum 4d4.

Notes: This spell was designed by a sorcerer who liked to insult his enemies. It is noted he did not live long past creating this spell.

Singing Mists
Evocation [Fire]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60ft
Area: 60ft radius spread based on the caster
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell causes steam and sparks of fire to momentarily engulf the area. All targets within the radius, including the caster, take 1d4 points of fire damage. A successful reflex save negates the damage.

Notes: This spell was created by a wizard who used this spell to create fires to control the battlefield.


Chaos (800 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1504

Jaela finds this book to be a rousing collection of miniaturized stories, often changing genres, styles and pacing sentence from sentence! Yet it agrees with her, some of the best damn light reading in years! Even better, when checking an old page, she finds that the old pages are different and new again! With this great breath and width of stories, all sorts of things can happen if Jaela spends an hour reading this book! In fact, there's so many that a d8 is used to decide which effect happens!

1 - Rousing stories of adventure and derring do! You gain the benefits of a heroism spell for 10 minutes.
2 - Burning diatribes and politically charged rants! You gain the benefits of a rage spell for 10 minutes.
3 - Melancholy and heartbreaking stories! You gain the benefits of a crushing despair spell for 10 minutes.
4 - Love stories and grand romances! You gain the benefits of a charm monster spell on yourself for 10 minutes. (You are treated as charmed to the first person you see after finishing your reading.)
5 - A jumble of so many things that nothing stands out, but boy did you have fun reading it!
6 - Uplifting faith stories and people finding happiness! You gain the benefits of a good hope spell for 10 minutes.
7 - Oh, those slaad are so awesome and they just did awesome things! You gain the benefits of an Eagle's Splendor spell, but your features take on a slaad cast for the duration.
8 - All of the above! So much concentrated fun is difficult to manage and you must make a DC 25 will save (the benefits of the various effects above are not factored into this roll) or be stunned for 10 minutes due to the pure fun!


Dancing with Mechanus (250 gold, Owned by Sylvie)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1599

This book is written in a simplified form of Elven. Expression is eliminated and only direct statements of fact can be made. Emotion is foreign to the language, yet there is a predictable, understandable grace to it. Thoughts flow from one to another in a regulated way, the reader often able to anticipate the next paragraph as they get deeper into the book. The book is a description of the virtues of Mechanus.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all. In perfect order there is nothing wrong. Order heals all and chaos wounds all. Throw of the tyranny of the flesh and accept the liberation of supreme unity. No one in order is ever alone. When chaos is eliminated, there will be but one, and that one will be all.

All becomes one and one is all.


Eternal Life (1,000 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1503

This book is a listing of the ways for a mortal creature to become immortal. It lists the following methods.

- Steady use of youthening agents, such as potions of youth. This method is noted to have several drawbacks. First of all, these are invariably expensive and often difficult to obtain. Secondly, it is not true eternal life, but only a stop-gap that can be nullified or taken away. Third of all, this eventually draws the attention of maruts. This is the least reliable option of them all.

- Magic to greatly enhance longevity. This is noted as being highly effective but ultimately limited, and extraordinarily difficult and expensive. The most basic of these spells is beyond the ninth circle and requires a kingdom's wealth to pay for the magical components. It also has the problem of maruts, though not quite to the degree of the previous.

- Stealing youth. It is noted there is a corrupt spell that can do this, destroying decades of life to grant the caster a few years of youth. The drawbacks (or lack of them, depending) are obvious.

- Body theft. While effective, high magics can banish you out of a stolen body and it is ultimately only a stop-gap measure. Further, the inevitables tend to particularly emphasize stopping this particular of manner of eternal life.

- Undeath. The author does not go deeply into this, simply stating that other works are better able to analyze the complex subject that the various forms of undeath available, along with the perks and draw backs. It lists lichdom, vampirism and ghosthood as three potentials, each with differing positives and negatives.

- Transcendence. This is noted as the most difficult path but likely the best. Transcending the flesh and becoming an outsider, elemental or certain other creatures such as a souled construct cease the tugging of mortality. This requires a great spiritual journey or experience, and often requires the consent of a powerful outsider or deity. However, this does not attract ire from maruts, and once you have it you usually have it forever.

In the back of the book are handwritten notes, a different style and ink used from the previous chapters. The writing is disjointed, but inevitably surges towards a conclusion. The conclusion provides the following feat.

Body of the Undying [Epic]
Prerequisite: Extended Lifespan, Perfect Health, con 25
Benefit: You become immune to effects that would advance your age. In addition, this feat counts as Extended Lifespan, again increasing your age categories.


Funeral Dirges for the Second Death (800 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1408

This book is full of ritual dirges concerned with laying the undead to a second and final death. It is written by Barrom Clanspar, self identified as a Deathguide of Kelemvor. While not magical, the songs are well crafted and suitable to any task to this purpose.

This book counts as a masterwork tool for Perform(Song) checks regarding dirges or Knowledge(Religion) checks regarding Kelemvor's practices about destroying the undead.


Gwinnan's Travel Logs
Volume 1: The Silver Sea
(150 gold, Owner: Sylvie)
Spoiler: ShowHide
Source: PM related to log 028.2.

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Astral Plane, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"Of the Githyanki tribes I met with, none were stranger than the Speakers of Void. Ascetics to the core, they spend great deals of time - as much as time matters on the Astral - in meditation. These strange figures claim to be able to sleep on the Astral, and moreover these sleeps lead to dreams of great potency. Expressing my disbelief at the shameless oneiromancy before me, the Speakers were all too willing to induce such a state in me. I found it worked with a disturbing efficiency, rendering me into unawareness."

"I cannot speak entirely to the truth or falseness of the Speakers based on this, but I do recall one thing with flawless clarity. A great red dragon soared through the Silver Sea, coming to alight on a volcano floating in the void. Around this vast volcano a city of splendor was built, wherein all the elements converged."


Gwinnan's Travel Logs
Volume 3: Fire
(150 gold, Owner: Afina)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1499

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Plane of Fire, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"There are many different tribes and kingdoms within Fire, but none were stranger than the Defilers of Water. They are a group of devoted efreeti who take burning rock and craft it into the shape of great boats. These huge boats are then painstakingly crafted to the finest detail, said to take centuries of work. When done, the boat is taken to a portal to the Astral, and then to another, special portal into Water. The boat, being of pure Fire, promptly explodes into a hundred-thousand pieces."

"I scoffed at this flagrant waste, yet each of the Defilers claimed they were striking great blows against Water. They claim that they are sponsored by the Sultan of the Efreet, and indeed possess considerable material wealth. Moreover, they use the reality altering power of Wishing to unhallow each boat before sending it into water, claiming that the Sultan personally grants this wish."


Gwinnan's Travel Logs
Volume 4: Magma
(150 gold, Owner: Afina)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1500

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of the Para-Elemental Plane of Magma. It provides the following information and traits about Magma.

- Fire dominant. Creatures in Magma take 2d6 points of fire damage per round in open air, and 20d6 points of fire damage if immersed in the endless flows of melted rock there.

- Earth dominant. The thick magma is impossible to breathe in short of magic. In addition, the constant melting of earth releases great clouds of toxic gas. Open areas of Magma are poisonous, preventing breathing and forcing a fortitude save (DC 15 + 1 per round exposed). Failure inflicts 1d4 points of constitution damage. Most creatures succumb to the poison well before they suffocate. Creatures with the earth or fire subtype are not affected by these gasses and can breath as normal in the open spaces.

- Heavy gravity. Balance, Climb, Jump, Ride, Swim, and Tumble checks suffer a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character's speed. Weapon ranges are halved.

- Enhanced magic. Spells of the earth or fire descriptor are both enpowered and enlarged. Spells that have both descriptors are double empowered (200%) and double enlarged (range increased by 200%.).

- Impeded magic.  Spells of the air and water descriptor are impeded.

In addition, there is one tidbit in particular that is of unusual interest.

"My sojourn into Magma can be best described by my meeting with the Lavafriends. These earth and fire elementals smash into each other willingly, until they can smash no more and collapse. They repeat this day after day for weeks, until I at last decry the foolishness of this affair. I am told to be silent and watch one more day. This day they again smash into each other, but this time the earth melts and the fire cools. What were two are now one, a new magma para-elemental born. I found the entire display nauseating, moreso when the newly born para-elemental thanked its now deceased parents. Madness!"


Gwinnan's Travel Logs
Volume 5: Earth
(150 gold, Owner: Ithea)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1597

Gwinnan is a traveling elf, taking in the sights of the planes by his magic and his wits. This book touches on the basics of Earth, details the party already knows. However, there is one tidbit in particular that is of unusual interest.

"Of all the elementals and settlements deep in Earth, the most confounding were the Fleshknowers. These elementals are dedicated to understanding the way of what they call softs, beings of flesh and blood. As such, they abduct travelers and attempt to force them into teaching them about softs customs."

"Surprisingly this is rarely minded in the end, as the elementals pay what they would call a pittance: several pounds of precious metals and several large gemstones. What knowledge the elementals gain is put to use, opening academies of twisted and misunderstood facts, to train elementals in how to deal with softs who summon or attempt to bind them."
[/spoiler]

H-Q
Spoiler: ShowHide
The Hidden Blade of Elysium (700 gold, Owner: Sylvie)
[spoiler]Source: PM related to log 028.2.

This book speaks of the First Sunrise, a holy blade carried by a nameless paladin of antiquity. It is said this paladin accomplished a great act of good. The precise act of good varies from source to source and legend to legend.

Some claim he laid a demon lord low, others claim the Oinoloth fell to his blade, and yet others claim an Archduke of Hell was cut in twain by First Sunrise; yet other sources claim he instead saved a soul from certain damnation or liberated a great swath of stolen souls from one of the Lower Planes.

No matter what the truth of it is, all agree that First Sunrise is a mighty weapon. It is the Sun Sword of Sun Swords, perhaps the first one ever created. It is said to have marvelous powers - and in addition it has a twin, the Shield of the Sun.

In any case, it is said that First Sunrise was hidden away in a holy shrine within Elysium, waiting for a worthy bearer to claim it. It has never been seen on the stage of history again, so perhaps it still waits for a worthy warrior to claim it.


Internal Power - The Answer to Magic (2,000 gold, Owner: Muirfinn)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1104

This book is a deep elaboration of the natural forces that reside in each and every person. It titles them psionics and elaborates on the roll of them in each person's lives.

This book is a primer to unleashing the bare bones of it, crafted to allow a single person to gain this benefit.

By reading this book, a single person can gain the Wild Talent feat as a bonus feat.

Addendum: Muirfinn was able to control himself and not expend the book.


A List of 77 Archangels (700 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1405

The title is a misnomer, as it is not an actual list. Instead this old book speaks of the following story.

When Creation was young law and chaos did war onto each other. Strife consumed Limbo, as the Inevitables invaded the realm of perfect chaos. Though disorganized, the majority of slaad fought back and war was joined. In time the scheming of the fiends drew them all in - with the devils and demons beginning a genocidal war, whilst the yugoloths played both sides against the middle, joining the greater war. Soon the inflamed passions of law and chaos looked to spread to the Heavens, threatening war in the realms of paradise. In Elysium, seven angels of great wisdom gathered, understanding that this war must not be. The angels, in an act of profound sacrifice, shed the perfect devotion to pure good and embraced both law and chaos.

In this act 77 new archangels were created, spread to all the Heavenly realms. Some came to serve the deities and planar lords, others working alone. These angels mingled with archon and eladrin, law and chaos. Through this shared family was war in the Heavens averted, the realms of Good able to do what no other was: Bring peace to law and chaos.

The last pages, while not a list, describes 12 categories of arch angels. 11 are groups of seven arch angels, each of the 77 created. The 12th group are the original seven, who are said to reside in deepest meditation and isolation within Elysium, to purposes known only to the Gods themselves. This book assigns some of the groups the following designations, though it does note these are not entirely confirmed or official. The text notes that information about these entities is exceedingly rare, and often fragmentary or hearsay. These 77+7 angels seem more than content to be lost to all but the wisest and best informed.

The Seven Wise Ones: The original seven who prevented a war between order and disorder in the Heavens.

The Angels of the Material: Angels tasked to matters dealing with the material world - the Prime Material, mostly.

The Seven of the Soul: Angels tasked with dealing with the souls of all Creation.

The Keepers of Chronos: Angels tasked with overseeing the flow of time. The author includes a short note, confessing knowledge of the Temporal Compact, and stating that he is not aware of how they interact with this, or even if they still do. The creation of these angels may predate the compact.

The Defenders of the Seal: Angels tasked with - here is a word in Celestial, difficult to translate even for magic. It approximately means 'barrier', but not quite. If anything, the word resembles the Words of Creation, but is not one.

The Wardens of the Heart: Seven angels tasked with dealing with love in all forms.


Metamagic: The myths, the legends and the cold facts (300 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1098

This book is an extensive analysis of metamagic. It asserts that metamagic is by and large not worth the investment of magic, save for only a few certain metamagics and the occasional specialist. The author further ascertains that most spellcasters learn too much metamagic, and that the metamagiced spells are not worth the sacrifice in both spell levels and training elsewhere in a wizard's overall ability. The author states that he speaks from experience, and has learned a few methods to gain more benefit from using heavily metamagiced spells.

Reading this book unlocks the following feats for selection.

Metamagic Power [General]
Prerequisite: Any three metamagic feats.
Benefit: When you cast a spell that has three or more metamagics applied to it, the caster level of that spell is considered one higher. For example, a 19th level wizard casting an empowered, maximized, silent fireball would cast it at caster level 20th.

Metamagic Recovery [General]
Prerequisite: Any three metamagic feats.
Benefit: You learn to harness the energies of metamagic into your body. Any time you cast a spell that has three or more metamagics applied to it, you heal 5 hit points.


My Life as a Male Pleasure Slave: A story of the wild women of Jannath! (300 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1404

This book describes the wild women of Jannath. They are followers of Chauntea, worshiping a more primal take on her instead of Chauntea's more civilized worship. They are matriarchal in nature, holding women are closer to the earth and thus to be revered.

Anyway, the story is a lust sodden affair, the lurid retelling of a traveler who stumbled into a desert colony of them and was promptly passed around as a pleasure slave. It tells of the humiliations and the pleasure, the emasculation contrasted with the constant, downright absurd amount of coupling, and how he finally escaped.

It warns male travelers to avoid shimmering green fields that appear before them in the desert, for this is the sign of one of their colonies.


Nephilim, Children of the Fallen (400 gold, Owner: Sylvie)
Spoiler: ShowHide
Source: Sylvie, Log 028.2

Nephilim are the offspring of powerful fallen angels and mortals. Creatures of the dark that know a tiny fragment of the light, they are beautiful as angels and as accursed as the worst fiend. As beautiful as they are, the blood in their veins burns like the fires of the Hells, and their gaze charms victims into listening to the seductive evils they speak.

They are the often great tempters, dragging countless souls to misery eternal. The only point of hope is one from their parental legacy.

Just as their parents fell from grace, the promise of grace restored is with the nephilim. They are not as tightly bound to evil as fallen or fiends, possessing the free will to absolve themselves of evil. Some have managed exactly that, recapturing the grace that their parent lost long ago.


Parsali's Secrets of Transmutative Alchemy (500 gold, Owner: Sylvie)
Spoiler: ShowHide
Source: Random DM Nagging Reply #87

This book is filled with the ramblings of an alchemist named Parsali. It seems he stumbled on a process to aid alchemical research and efficiency. While the basic discovery is of use, his extrapoliations from there seem to be little more than fanciful ramblings. He rants in at some length about finding the proper formulate to transmute iron or lead into gold.

No final formula is presented within the book, despite much talk of it. The basic discovery is enough to reduce the cost of creating alchemical items by 2%, if a proper alchemist reads the book and integrates the discovery into his own work.

Addendum: It's alchemy specific and it doesn't translate to crafting.
[/spoiler]

R-Z
Spoiler: ShowHide
Revelations from the Truth (450 gold, Owner: Sylvie, Paid for by: Muirfinn)
[spoiler]Source: Random DM Nagging Reply #1109

A tome of religious ecstasy and insight, this book is written by a nameless pilgrim who claims to have glimpsed into Chronias, the Seventh Heaven. Reading it is difficult, as the author uses no punctuation, breaks or pacing. The entire book is one fantastically long run on sentence, endlessly expounding and darting about.

It repeatedly refers to the Column of Light, though it never delves into details about it. It speaks of the Seven Signs who stand before it in waiting, each with a blade of fire. Often he calls these terrible to look at, referring to them obliquely save for three passages.

In the last third of the book, the author begins to write in some form of Celestial. You are aware of reading...something, but the moment you finish it is gone from your mind.


Rituals of Mineral. (350 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1406

This book is filled with thaumaturgic rituals relating to minerals and the plane of Mineral. It looks to be a compilation of many sources, without much screening for quality. Many of the entries are obviously in error or simply rubbish to Jaela's trained eye.

Addendum: Jaela can puzzle out that this entire book is a code. It suggests there is a greater ritual hid within it - but she can't puzzle it out herself.


The shocking truth of fey decadence! (150 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1099

This book is written in the style of an expose, chronicling the horribly decadent and lavishly indulgent lifestyles of the fey. According to this book, fey are little more than natural pleasure seekers, having great feasts, grand revels and zero work. They live off nature's bounty, while watching what they term 'lesser' races such as humans.

Going on, the book further and further paints the fey as living the high life and having no shame or control, while other races struggle and strive to survive. By the mid chapters it begins to detail more sordid things, such as the fey kidnapping infants for 'unspeakable acts', corrupting young maidens into toys, stealing harvests for themselves and leaving lesser races to starve and other such atrocities.

The last chapters advocate violent rebellion against the fey, going so far as to assert that the systematic extermination of them is the only way to safeguard the other races. If there is to be any future for any but the fey and those they pity as slaves, they must be exterminated!


Stop! That's No Female Elf!
How to avoid the trap of ambiguous elven appearances!
(400 gold, Owner: Jaela)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1407

This book is written by a nameless author, who rants about the evils of 'deviant, crossdressing elves, all but indistinguishable from real females'. It asserts that these elves care for nothing more than corrupting good dwarven men into perverse acts of coupling with them, thus slowly eroding and destroying the fine dwarven bloodlines.

The distinct holes in logic there aside - and there are many - the book gives surprisingly good knowledge about how to see through disguises and identify tells.

Addendum: After reading this book, Jaela gains a +2 competence bonus on opposed spot checks to detect disguises. This book can be reused, if Jaela cares to pass it around. Despite the content, the author does seem to be quite skilled in defeating disguises.


Study of a Goddess (1,000 gold, Owner: Muirfinn)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1104

This book is be a study of the goddess Saint Alicia. It is a biography of her, composed via years of interviews and studies. It chronicles her early life, growing up as a member of the petty nobility on a Prime Material. Her life was unremarkable - a marriage and child, until brigands slaughtered her family.

From there it tells tales of her time, ending up eastward in a nation known as the United Baronies. She joined an elite group known as the Crimson Guard and was involved in various incidents, such as a war with the neighboring empire of Malmuth, whispered battles to the west in a desert, confrontations with liches and other such tales.

Finally, it ends with her leaving the Prime and becoming a Goddess - here the information becomes fragmentary and largely suppositional, culled from religious texts.


Tailfeathers and Raindrops (?? gold, Owner: Ithea)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1301

This is a book about alternate material components. It has a list of alternate material components for popular spells. If used, these variants cause minor changes to the spells. Most of this is just theory and bloat, but there are three that look to be entirely legitimate.

Fly: Tailfeather of a Celestial Hawk. The fly speed granted increases to 80ft, but the duration is reduced to 1 round per level.

Sleep: Raindrops falling from the sky. The gentle lulling of the raindrops grant a +2 bonus to the DC of sleep, but it affects only 3 HD of creatures.

Fireball: Stomach acids of a fire elemental. The spell deals an extra 2d6 points of fire damage (does not count against the 10d6 damage cap), but the save DC is reduced by 2.


A taxidermist's guide (400 gold, Owner: Ithea)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1598

This book is a smashing and engaging study of trophy creation and collection. It explains everything to the reader in crisp, breezy writing, yet never fails to impart exactly the desired knowledge. On reading it, Ithea feels like she really gets it! That's how you do it! Just like that! You take a defeated foe, carve them up and you know what? You WEAR them! You wear them all. Yes. That is exactly what the book recommends.

Addendum: Ithea gains 2 ranks in Craft(Taxidermy.)


Ten foot tall dwarves and other fantastic tales! (?? gold, Owner: Ithea)
Spoiler: ShowHide
Source: Random DM Nagging Reply #1300
This book is a collected tome of wondrous stories of various Prime Material worlds, written in the form of fairy tales. The foreword insists that everything in the book is true, if one only has an open mind and an adventurer's soul.

Ten foot tall dwarves: This story focuses on a race of dwarves known as the High Dwarves, who tower over the other races like stony paragons. Silent and wise, they work stone and earth as well as any other dwarf. It is said they have a mystical kingdom of wondrous riches, populated by stone-dogs, floating gemstone fairies and guardian mice.

The Lost City: Far away on one misty Prime, it is said that a great, forgotten race forged a utopia of towers hundreds of stories tall. In this mythical city all was made of mithral, so everything shined sleek-smooth. So beautiful was the city that the Gods themselves came to live in the city, for it outshone the heavens. Yet one day it is said that it faded from the world, lost to mortal knowledge. It is said that if anyone ever finds the way, they can join the Gods in eternal revelry there, becoming a demigod in honor of this legendary deed.

????????????? <This chapter has every word blotted out. In the margins is scribbed "I'm sorry!", "Don't look past the blots." and "Close the book and LIVE." in Draconic.>

The baby fairies: In one Prime world, it is said that childlike innocence never leaves. The people live as children in a world of plenty, knowing nothing of adulthood and making great cities of magical building blocks. Everyone plays every day forever, entire cities full of couch bunkers, paths over imaginary burning floors and pillow-towers. As these children are innocent, love making is something unknown to them. Instead, little fairies come when a boy and a girl become friends. She spreads her pixie dust, and a month later a new child is brought by the baby fairies to them, to join them in playing.

The wolf-dragon: This final story tells the story of a dragon so greedy that he even stole the howls and hunting prowess of the wolves. The big bad dragon kept going, stalking and stealing from all the wolves! Oh, it was terrible! Until...a young boy befriended the dragon, and made him happier! With a friend, he was glad to give the wolves back what he stole.


Tome of Clear Thought (50,000 gold, Owner: Jaela)
Spoiler: ShowHide
This tome is packed with mind strengthening exercises. If studied for 8 hours per day for 7 days, it grants a 1 point bonus to intelligence.

Alternately, if studied for 16 hours per day for 7 days and a DC 20 intelligence check is made at the end of the week, the bonus increases to 2. If the DC 20 check is failed, it only grants the 1 point bonus.

Once used, the magic of this tome is exhausted.
[/spoiler]

Contents Unknown
Spoiler: ShowHide
Biological Functions of Lemures (100 gold, Owner: Sylvie)
The Bloodeye Ritual (1,000 gold, Owner: Sylvie)
Gwinnan's Travel Logs, Volume 2: Air (150 gold, Owner: Sylvie, Paid for by: Muirfinn)
Numerological Concepts in the Planes (500 gold, Owner: Sylvie, Paid for by: Muirfinn)
Lost Lore of the Abyss: Kelvezu demons (250 gold, Owner: Sylvie)
Lost Lore of the Abyss: Scanda Pax (600 gold, Owner: Sylvie, Paid for by: Muirfinn)
The Narrative Guide to the Styx (600 gold, Owner: Sylvie)
Regrets of the Well-Worn Inevitable (350 gold, Owner: Sylvie, Paid for by: Muirfinn)


Wait Log:
Spoiler: ShowHide
100 fair recipes (200 gold, Owned by Ithea)
Axagoras (700 gold, Owned by Ithea)
The Divided Mind (350 gold, Owned by Sylvie)
Do not read this book! (500 gold, Owned by Ithea)
Encyclopaedia Xorn (300 gold, Owned by Muirfinn)
Greataxe Mastery (5,000 gold, Owner: Jaela)
Gwinnan's Travel Logs, Volume 6: Water (150 gold, Owned by Ithea)
Three Truths, Six Catastrophes, Seven Blessings, and the One Self (2,000 gold, Owned by Ithea)


Miscellaneous
Math Stuff:
-Sylvie spent 3950 on first set of books, but by the prices, they add up to 3700. Was there an extra 250 gold book missing that you didn't include in the repost list, Dune?
-Posts on the first three books Ithea bought doesn't show individual prices, just combined cost of 1k. Dune, do you remember individual costs (Anatomy of Oblivion, Tailfeathers and Raindrops, and Ten foot tall dwarves and other fantastic tales!)?

Other Books:
-Book of the Scriptures and Tactics of the Red Knight. Owned by Sylvie. (Random DM Nagging, Reply #1109)
-Recipe Scroll for Evigmael's Gauntlets. Not sure who has this? (Random DM Nagging, Reply #1174)
-Tome of Endurance+2: Hellish Propaganda. Was it ever used by Jaela or Dana? (Loot thread, Reply #320)
-Tomes of Obscenity. Kept in library. (Loot thread, Reply #459)
-Various books from Arandalhaz's hoard. All sold, destroyed, or used. Included the Book of Faith and Book of Heretics. (Loot thread, Reply #163)

Book Spendings:
Afina: 300 gold
Ithea: 5,100 gold
Jaela: 59,800 gold
Muirfinn: 6,450 gold (of which 3,150 gold were spent on Sylvie)
Sylvie: 4,550 gold

Number of Books Owned:
Afina: 2
Ithea: 10
Jaela: 11
Muirfinn: 3
Sylvie: 16
<Cidward> God willing, we'll all meet in Buttquest 2: The Quest for More Butts.

Anastasia

#4
This is a current list of the NPCs away from Aurora. This does not include NPCs away due to being Gated or currently along with PCs. Make sure to account for them as well. This is here for organization and Gating purposes.

---

Tannin (Investigation)
Tepen (There but dealing with Ellese. It's a full time thing.)
27 (Recovering from being slain.)
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Items/Artifacts:
Ring of Tempus: +10 attack rolls, -10 armor class, saves and SR (if applicable). [100,000gp]
Drought of Life: This drought carries the energies of life and the promises everlasting life after death, free from pain, suffering and the specter of death. If this drought is consumed by a good aligned mortal creature, they gain fast healing 3.
Deadman's Mail: Chainmail+5. As a free action whenever the relevant event listed happens, the wearer can sacrifice hit points to prevent it. This hit point damage cannot be prevented or redirected in any way, and must be healed by natural rest.
Energy Drain - 10 hit points per negative level.
Ability Damage - 5 hit points per point of ability damage.
Ability Drain - 10 hit points per point of ability drain.
Critical Hit (reduces the hit to a normal hit, must be declared before the critical confirmation roll) - 25 hit points times the multiplier of the weapon.
Defender's mace: Heavy Mace+4. When paired with a shield, raises the shield bonus by 2 points.
Airguard II: Heavy Steel Shield+4, animated.
Cocoze: Boots that grant a +30 enhancement bonus to movement speed.
Airguard III: Heavy Steel Shield+5, animated.
Airplate: Full Plate Armor+5. Armor bonus applies to touch armor class.


Evil/Sealed:
Anaxar (in Jaela's care): Cold iron rapier+9, axiomatic power and unholy power. [EVIL]
20 Robes of the Necrolyte: Grants a +8 armor bonus to armor class, +5 resistance bonus to saving throws and grants a -1 profane bonus to total spell level of metamagicked spells. (Minimum adjustment of 0, only applies once and not by each metamagic.) [EVIL]
Knuckles of the Drowning Gasp: Grants a +1 profane bonus to the DC of Drowning Aura's concentration check. In addition, these deal an extra 1d6 points of damage for unarmed strikes.
Longspear+6, unholy power.
Longspear+6, unholy power.
Soulharrow: Quarterstaff+5, vile. This functions as a rod of the blue wyrm, except that it summons a great wyrm zombie blue dragon. Unlike a normal quarterstaff, this deals slashing damage.
Malagon's bone mail: Chainmail+3. Functions as a black robe of archimagi and robe of bones.
Necrocarnin: This black etched tome radiates intense power. While it does not radiate evil, the overwhelming necromantic magic from it and the failure of identify to analyze it has raised concern. Up to command on what's done with it from here - so what do you guys want to do with it? It's most likely an artifact. (Sealed away)

Books:
All 8 Abyss books: 4,800gp.
Lore of the Shattered: This book contains the lore of the Shattering Knights, including instructions to the ritual to gain access to that prestige class. This book grants a +5 circumstance bonus to knowledge (arcana) checks about the Shattering Knights. No value, but it's useful if any of you are interested in that prestige class.

Other:
Potion of Cure Serious Woundsx15
Lots of masterwork weapons and armor
<Steph> I might have made a terrible mistake