Pathfinder : Mana burned

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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The first log

The party after a lot of trials and tribulations have arrived back to Platinum City. Only to find trouble when they get back. A doppelganger that goes by the name of Bizrip had killed Maybelene. She was able to be returned from the dead, but the repercussions of this was even more than most of the party was expecting. Pad sold his business to Tinker to make sure that the attention the Nomads were getting would not put his loved ones in danger. Bizrip used a programmed Illusion to send a message to Mason and the party. That message being you have now stepped into my game, and get ready to play. The party left Platinum City to do a job for Vlare which then ended up getting the Rising Sun involved. An angel delivered a message that the nomads must play the game, or else Bizrip will get a church of the rising Sun in Platinus. After performing their duties with the help of Trey. Pad wanted to go meet with Spizrac, a neogi slaver they had met in Maelstrom, to see if he could find Bizrip. Spizrac declined the job, but was able to give a little information since he was apparently a mouse in one of Bizrip’s games before. Mason set out once back to Platinus to learn some things about Bizrip and Doppelgangers, and after to quote Mason “Now I am ready to find that bastard.”

Will the party ever find Bizrip, will Mason ever find out how much Pad sold this Business for, will the GM let them backtrack to meeting with Vlare, since Mason skipped ahead, we will find out next week!

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Escort mission

The nomads escorted a group of Clergy men under Vlare to the west where they set up a church. The group took some down time on the ship. That is about it now the party is heading to the storm wood.

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Two years later

Two years later the party has disbanded. Most of them choosing a normal life over the life of an adventurer. The result being they lost most of their memories pertaining to the last year. Now a kobold and nixie are on the road to find adventurers to help with a small problem…During the two years the rules of magic and faith have come under crisis and now worship of the old gods is all but forbidden. On the cusps of a war it seems it is brewing again and the fated will once again be called on to help, a new batch of adventurers mixed in with a few from the past, braving the coming turmoil…or at least running away from it.

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Part 2 is underway

The party is heading to obtain an artifact of Exus from somewhere near by. They currently are in a city that is the middle of a huge celebration for Ascension day. Lym has found out a little bit of information about three artifacts, that it could be, and Syl has found out a little more info about magnus, but other than that the party is currently in the midst of showing off their …Logosh is participating in a bunch of events. Adian has dropped off a gem of amazing power for corrupted white mana, and logosh is paying people to help him win events. All in a days work, but the festivities are almost over and when they do many enemies new and old are showing up and the hard part is when they arrive at the temple.

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In the Temple of the Child

The Party have now left the city in search of the artifact of Exus. The map they had has led them to a temple of Sol-Soluth, that has been mostly abandoned for years. The previous occupants all mysteriously died spontaneously. They discovered a room that tore out the light Angel blood out of Kohotic Circinas and replaced it with Dark angel blood instead, and after that the party decided to leave that room alone. Continuing down into the lower levels of the temple, they find out that the artifact is probably in the vault at the bottom, but they have at least two powerful guards to get past. One a Death Knight created by the dead head Priest, and the other a being only referred to as the Child, a Magically created spawn of Sol-Soluth. SO the fight with the Death knight, meeting the child, and finding the artifact, all of this and more next week…

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Out of the temple and wayward once more

Live action has defeated a child god and a death knight. No Casualties. The group have gone to a hermit and asked him many questions probably the most important finding out that inside the gem, they have could be an ancient demon lord. They meet a demon portraying himself as Krassi the demon lord of greed. He wants to make a purchase of the gem, but the party hasn’t decided what to do with it. The party now heads south for a mana item of incredible power. But as the days grow shorter and the nights last longer will they be able to make it their in one piece, find out next time…

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And the world keeps turning

To recap: the party known as Live Action is on a mission to obtain a crown that the leader of an invading army wants to obtain. To get this crown they must get mana items to survive travel through a portal. The party has a nice collection of mana items: Worldslayer one of the Titan swords, The dread vines a powerful suit of armor for destroying civilization, Arcanis an intelligent short sword with psionic powers, a Helmet given to them by Prince Serteric, The cloak of Shadow Armor a cloak that turns the users shadows into armor, The sword of deceit and guile one of the mana swords, and a newly aquired quiver loaned to them by the Shades of Darkness. The party needs at least 2 more to get the main people through the portal. They also have had some changes to the original party. The no longer go by Live Action because of the massive amounts of enemies they have aquired and the fact they have endangered the world even more so than the original threat they sought to vanquish. They consist now of Syl, the kobold Mystic theurge that works for a man named Cabal, Lem a Halfling Paladin of Exus trying to right the wrongs of the world some of which caused by live action, Lo’gosh and Kohotic original members of the fated both trying to save the world and Platinus, but one seems to just like hitting stuff whether the saving the world part is on purpose is yet to be seen, a Dwarven druid named Albert and Half-orc fighter have joined and immediately befriended lo’gosh now calling themselves Team Chaos, what they seek and the reasons for joining are yet to be seen, but they do seem to enjoy living up to their team name. Treyva a Dragon blooded fighter and a 15 year old human fencing prodigy named Sari, have joined the Fated for the promises of adventure and glory, they have bitten off a little more than they can chew. And Last but not in anyway least is Adian a half elf rogue that has fallen under the wing of a lady known as the Queen. He has single handedly haulted the elven invasion of Platinus, by dooming the world by other means. By giving the demonlord known as Dagon to Latheriel. The followers of the Rising Sun have become a menace to all even the Gods and the Demons, so now as the entire world is dealing with this threat the fated must also still acomplish the prime directive while also trying to correct Adians deed. Which way the party is going even the Gods do not know, but I am sure Thane is going to enjoy the show.

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here is the mana paths

Main mana paths

  • White
    1. Purity
      Lv 5 W Sanctuary- as spell except no save
      Lv 10 WW+ Protection- give yourself protection from a color for lv rounds extra white to make a circle of 5 feet per W
      Lv 15 Purge/purify WWW – 5 damage per level to black or red mana or evil creature undead must save for double damage demons must save for banishment / heal 5 hp per level to good and non black or red also cures poisons and diseases and up to 1 curse
  1. Law
    Lv 5 W Contract
    Lv 10 WW Force of Law all natural abilities cost white mana to cast in lv x5ft radius
    Lv 15 WWWW wrath of god (must worship) dependent on situation and how much you are in grace with your deity holy energy descends from the heavens and destroys everything except you and half your level (max 5) allies …you choose ( using this ability can cause fallout with your deity as you can only protect so many people but if you wish you may give up your protection to protect your level squared no max (worshippers of your deity are also spared)
  1. Community
    WW-up to your level number allies get to use your saves for level rounds
    W-you can cast cure spells on your self and they heal level allies
    WW- You can not move while this ability is active and it last 2 rounds per white mana in your pool
    You get 5x the white mana in your pool to AC and the white mana in your pool to DR and 10x that to all resistances. You choose lv allies you take the damage they recieve while this ability is active. You can channel and use mana abilities.
  • Blue
    1. Control
      Lv5 U Slow ranged touch attack target is slowed
      Lv 10 UU Counter target spell or mana ability
      Lv15 UU take a full round action
    2. Thought
      UUU-Make gm answer a question
      UUUUU- Mind switch with a target
      UU- Battle precog find out what everyones actions are this turn before taking your initiative
    3. Artifice
      U- attune yourself or someone else for level minutes
      UU- Attune someone to an item includes one mana summon.
      U- use a limited use item an extra time
  • Red
    1. Passion
      Lv5 R Rage target or self
      Lv 10 R dispel any type of mental effect: charm, domination, suggestion
      Lv 15 (Rx) lv allies get plus 2(x) to hit and damage for half level – x (min 1)
    2. Chaos
      Lv 5 RR copy target mana ability that targets you choose another target
      L 10 RR All creatures in lv x 5 radius take 4d6 damage every time they spend a mana for level rounds
      lv 15 R destroy a mana
    3. Elements
      Lv5 choose an element when getting this ability lv d6 damage (max 10d6) ranged touch reflex for half
      lv10 same as shock except may spend more mana to split to more targets and to empower R -one target half level RR two targets at half level or one at total level RRR three targets or 2 targets at total level or one at 1.5 level RRRR 4 targets at half 3 at total 2 at 1.5 and so on
      can never be empowered over 1.5
      lv 15 Wildfire same as shock and blast RRRx – half level d6 to all in half lv round area each additional increases area by twice as much or increases damage up to 1 then to 1.5 Ex RRRRRR lv and half d6 in a lv round area
  • Black
    1. Corruption (all uses of corruption give evil points)
      lv 5 BBB diabolic tutor- wish for an outcome (I am gonna fuck with you hard)
      lv 10 BBB demonic tutor summon a random demon to grant a favor or wish ( don’t ever trust a demon)
      lv15 Sinful BBB- give ten evil points to someone ( target may spend mana to lesson effects by 2 per but if he does will take 5d6 per mana spent) if target is already evil aligned takes 15d6
    2. Ambition
      lv 5 give up 10 hp for 24 hours for a plus 1 to a stat cannot be healed
      lv 10 BBBBB randomly curse yourself ( could be beneficial somewhat)
      lv 15 give up a permanent stat for a black mana
    3. Death
      B Undead cohort
      BB save or die
      BBB Summon Reaper
  • Green
    1. Predation
      G Claws 1d6 Bite id8 Scent darkvision +10 speed for level minutes
      GG Summon spirit beast
      GGG- Aspect of the beast Immune to magic and mana abilities for 5 rounds Must pick prey when aspecting can only attack it and do x2 damage for 5 rounds
    2. Growth
      G +4 to all physical stats
      G-GG-GGG (G to large, GG to huge, GGG gargantuan)
      GGGGG- The nature around the caster grows 200 years in one round
    3. Harmony
      GG half level hp regen for half level rounds
      GGG-cure ailment
      GX- Give x mana to another creature

Dual paths
Orzov- no longer need to meet alignment preregisites (evil-good axis and there are exceptions)
Lv5 BW extort for level rounds all mana abilities cost one extra if anyone other than you use one you may contested roll if succeed you get the extra mana they spent
lv10 BW target takes 1d6 negative levels and get x5 hp equal to level losses
lv15 BBWW Damnation as wrath of god but do not have to worship and you can only spare yourself and half your level (max 5)

Rakdos plus half level to damage
BR

BR

BR

Gruul + Lv damage to objects
GR Elemental fury all attacks cause element damage and have secondary effects

GR -1 INT Half level rounds

GGRR Summon a siege Beast you do not control

Golgari-

Shards
Naya
lv 5 GWR spirit beast
lv10 GWR aspect
lv 15 GGGWR Ultimatum

Esper
lv 5 can make mana items
lv 10 UWB aspect
lv 15 Ultimatum UUUWB can alter matter into etherium

Grixis
lv5 BUR dominate
lv 10 BUR aspect
lv 15 BBBUR ultimatum

Jund
lv5 RGB jund beast
lv10 RGB aspect
lv15 RRRGB ultimatum

Bant
lv5 WGU resuurect
lv 10 WUG aspect
lv 15 WWWUG ultimatum

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