Rising Dawn

Session Forty-Nine
In which the party meets a devil

The party started out by being riddled with riddles. After some trial and error, they managed to answer three of them correctly, and were allowed to pass on some floating discs that emerged from below. Adoness, Enna, and Desmond were each granted a magical boon for answering riddles.

After taking some more stairs upwards, and then finding a slide downwards, the party was emptied out into a great open area at the top of Ysgramor. They were met by a spiked and barbed creature who identified himself as Belbarith, and claimed that the tree was now property of Asmodeous, the Lord of Hell, which would make Belbarith a Devil.

The party noticed three Couatl’s, bound in red and black chains, up about ten feet on wooden shelves that jutted out from the tree walls; unseen by most, another type of Devil lay in wait by them. As Adoness began giving out orders to unchain the Couatls, Belbarith reached into a pouch and drew out a stone, which he threw on the ground to create a portal to somewhere else. From the portal, he pulled a large handful of gemstones, including large Diamonds. Belbarith offered the party all of those jewels, if they would simply leave the tree right then. The party declined his offer, and sprang into action. The devil shoved the diamonds back into the portal, which disappeared, and the fight was on!


Adoness, Enna, and Desmond all receive a permanent +1 bonus to their Intelligence.
Desmond has gained the ability to change his eye color at will.
Desmond has lost the ability to fly at will, but regained the ability to walk.

Spells cast:

Prayer is in effect, giving all allies a +1 to pretty much every roll, including damage
Dispel Evil was cast, giving Adoness and Enna a +4 AC against Evil creatures.
Spiritual Weapon is in affect, giving Enna a Holy weapon to attack with.
Talon is in the form of a Stegasaurus, with his bonus going to Dex.

XP Awarded:


Trial of Riddles: 400XP

Forming a plan of attack: 100XP

Total: 950XP

Session Forty-Eight
In which the party is faced with trials

Entering into Ysgramor, the party made their way through the Tree of All Life cautiously yet quickly. Their first encounter was with a passage that split five different ways; each heard a voice calling to them to head in a different direction. Only Desmond heeded that voice, and he soon found himself nearly impaled with thorney spikes and growing a new hand out of his wrist. Fortunately this quickly disappeared, and after Adoness knocked him around a little, the group continued forward through the passage directly ahead.

Immediately afterwards, the party came across a small pool of Wild Magic, which bestowed a gift upon Enna and Adoness, the two who held closest to the unity of the group.

After some more exploration, the group came to a chamber that tested their convictions. A man across the room was found torturing a young boy, and threatened to kill the boy if the group came any closer. After some discussion, everyone agreed that the best course of action was to try and save the boy even if it might mean his death. When everyone sprang quickly into action, it was revealed that the scene was naught but some kind of illusion.

Each party member received a gift from a pool of Wild Magic at the end of the chamber before they carried on.

After spending some time searching through a vast maze of more tunnels and passages within the immense tree, the group finally came upon the correct route, and continued until they found the third trial the tree had to throw at them.
A large chamber, the floor of which was covered with monsters of horrible shapes, sizes, and various other factors lay before them. The way forward was across the chamber. In the end, Enna and Adoness crossed the chamber while walking through the narrow beam of light that the monsters would not touch, with Talon flying support directly above their heads. Desmond, through a feat of Wild Magic, merely flew above the danger to land on the other side.

Talon, Enna, and Adoness were each given a blessing from the Wild Magic pool beneath Ysgramor for their bravery.

Finally, the session ended when the party emptied out onto a ledge which overlooked an enormous drop down to the bottom of the tree and the Wild Magic pool there; it was a 400 foot gap between that portion of the tree and the main trunk, and they could see that they were near the top now. A voice boomed out to them, “Answer me these riddles three, if the other side you wish to see!”

Adoness and Enna have earned the Teamwork Feat Escape Route:
You have trained to watch your allies’ backs, covering them as they make tactical withdraws.
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Everyone has gained the Campaign Trait, Strength of Convictions:
You gain a +2 to Diplomacy checks when attempting to bring someone about to your point of view.

Talon, Adoness, and Enna have gained the Special Ability Blessing of Valor:
You gain a +2 bonus to all Fortitude checks. Additionally, you gain a +2 to any save against Fear effects.

Desmond has, at least for the time being, gained the ability to fly at a 30 foot speed per round. He has however lost the ability to land.

XP Awarded:


Trial of Unity: 400XP
Trial of Convictions: 500XP
Trial of Bravery: 400XP

Amplified the light to cross the chamber of monsters: 75XP
Prayed to Desna to find the way through Ysgramor: 50XP

Total: 1925XP

Session Forty-Seven
In which the party learns the Origin of the World

Enna and Desmond were met with open arms and apparent great joy. After determining that the two had no negative feelings towards them, a woman, Yaella, started leading them through the village, asking them to aid the Sorcerers living there. Upon learning that there were more in their party, Yaella stopped them and asked the two to gather the others before continuing. Enna, realizing the difficulty it would present to attract Adoness and Talon to that location, found that there was a possibility of obtaining a Couatl feather if the group helped the Sorcerers.

Splitting up for the night, Talon and Desmond stayed in the Village of Outcasts while Enna and Adoness slept back at their camp. None of the Black Hand attacked them that night, though when the Cleric and Fighter headed towards the village upon the morning, they encountered a trap set by the assassins.

Once everyone had met up again, Yaella took them to meet the Circle of Protectors, who resided upon a flat disc of wood shaped out of the roots of Ysgramor, the World Tree. During the travel, Yaella gave the party a brief history of how the world was created, according to Sorcerers. Ysgramor was created by the efforts of all the Divines, and the leftover energies dripped into a pool beneath the tree to create Wild Magic; the tree, drinking up this Wild Magic to sustain itself over the centuries, formed a connection to the Wild Magic of the land, essentially meaning that what affected one would affect the other.

Once the group reached the Circle, the Sorcerer’s plight was laid before them. A corruption had come upon Ysgramor, and it was tainting the pool of Wild Magic, as well as the powers of Sorcerers everywhere, causing their magic to be more wild and uncontrollable than before. All attempts for Sorcerers to enter Ysgramor and awaken the Couatl who lives within and who is told will right any wrong with the balance of Wild Magic met with failure, as their connection to the Wild Magic drove them insane. Due to this, the Circle of Protectors had been sending out scouts to find non-Sorcerers to help them, but had been fruitless up to this point.

After asking a few questions about the situation, the party were led to a hut where the insane Sorcerers resided. After a bit of questioning from the six, Adoness was only able to obtain two somewhat coherent answers, both of which were puzzling nonetheless. After a bit of experimenting by Talon, the party headed off to Ysgramor, and prepared to enter the Life Tree.

XP Awarded:


Ysgramor: 300XP

Talking to the madmen: 75XP
Helping the Sorcerers: 50XP

Total: 875XP

DING! Level Nine!
In which the party gets another level

Congrats on making it to level 9!

Update your Saving Throws
Roll your Hit Die twice and take the better result for HP
Add new Skill Points
Add your Favored Class Bonus if it applies
Update your Base Attack Bonus
Update to-hit bonuses for your weapons
Gain any new class abilities
Check old class abilities to see if any of them scale upwards
Learn new spells or extracts where applicable
Gain more Spells/Extracts per day where applicable
Everyone gets a feat at level 9!

Session Forty-Six
In which the party survives...barely

After taking some time to fight off both Giant Flytraps and a Hangman Tree, everyone was worn and weary. After retrieving the vine they needed, and fighting their way out of the plant’s grasp, Desmond found tracks. Sending his Pseudodragon Master/Puff/Bob that way to scout out, he found that four individuals in jungle garb were making their way towards a nearby lake.

While searching the remains of the plants, Desmond was able to find a gnarled yet undamaged staff which had been in the mouth of one of the Flytraps. The rogue determined that it exuded a strong aura of Conjuration, and Enna connected it with potent Wild Magic.

After a short bit of traveling, the party made camp in the lee of a rock face. After much exhortation, Enna and Desmond were able to convince Adoness to allow them to go off in search of the small band of jungle people, who were last seen only a few minutes from their camp.

Upon reaching the lake where the people were last seen, Desmond and Enna stepped through a shimmering spot of air, and it was as though a veil was lifted; suddenly they saw more of what was around them— scores of buildings, numerous people, campfires, lanterns, dinosaur paddocks, and an enormously sized giant tree. The session ended when a few guards stepped towards them and asked them if they intended the group harm, and if they were from the Empire.

XP Awarded:


One CR7 Hangman Tree: 800XP
Two CR10 Giant Flytraps: 4800XP

Obtained the Vine of a Giant Flytrap: 7600XP

Found the Tribe of Outcasts: 1000XP

Pulling team members to safety: 100XP
Deciding to pull back once the Vine was secured: 100XP


Session Forty-Four
In which the party gets waylaid by a plant

Sorry for the delay— but here is our recap of the last two weeks.

After the mostly successful defense that the party gave of their campsite, Enna prayed for a selection of spells in the morning, which Desna granted, allowing several of the group to recover from their exhaustion and fatigue. Spending the next day in the same spot, the group set a trap for their foes, preparing spells and traps, as well as setting up in hidden positions for attacks.

Come nightfall, the party was prepared…but still the Black Hands managed to surprise portions of the party (though the same was also true in reverse; some of the party managed to surprise portions of the assassins). Attacks were made all around, and the assassins quickly disengaged, attempting to run away in some cases. Enna managed to use a Dimensional Anchor on two of them; one died when it ran into a spike trap set up by Desmond, while another managed to escape when one of the Cleric’s spells went awry and stripped away the anchor.

Regrouping and healing, the party slept for the night, to awake the next morning and prepare. Everyone made preparations during the day, this time fortifying their camp completely instead of moving on. Laying in wait that night for the Black Hands, they did not encounter any enemies, and eventually Enna communed with Desna to find that they would not be in danger that night.

Upon the morn, everybody broke camp, and Desmond removed the traps around the encampment before moving on. Towards dusk, Desmond, who had been leading the group around the jungle beside a small stream, found a grove of plants where the ground was littered with crunchy bones. The dawning revelation was quickly put to an end however, when huge plant jaws, perhaps seven feet wide each, lashed out and attacked, slashing and biting and tearing.

Desmond took 32 points of damage
Enna took 21 points of damage
Talon took 15 points of damage
Adoness took 22 points of damage
Everybody is being grappled by the plant jaws.

Grappled: A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dex, which reduces AC and Reflex saving throws. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

If You Are Grappled: If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent’s CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent’s CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you.

Grappling actions:
If you are grappling an opponent: You must make a standard action CMB check each round to continue to grapple. If this check is successful, you may, as part of your standard action, do one of the following: Inflict damage from an unarmed, natural, or light weapon; move yourself and your opponent up to half your speed; pin your opponent (Pinned is a worse condition than Grappled— if pinned, you cannot take any actions that require hands, cannot move, and take a bigger penalty to Dex and AC); or if your opponent is already pinned, you may tie them up if you have rope handy.

XP Awarded:

Killed a Black Hand of Lamashtu: 1000XP
Fought off three Black Hands: 1500XP


Found a vine of a Giant Flytrap: 50XP

Set up traps around the camp, one of which killed a Black Hand: 100XP
Located the nearest Giant Flytrap: 100XP
Used Dimensional Anchor to trap the Black Hands nearby: 100XP

Total: 3650XP

Session Forty-Two
In which the party does *not* find the Answer

The session started with Adoness being struck by an arrow, which sent out a flash of light and a BOOM that nearly blinded her, and woke the rest of the party up.

What followed was a mass of confusion; the party awoke to a smattering of strange arrows, that when striking their targets caused a variety of effects. Some caused a temporary blindness, while others a deafness, and still others a strange mind-jolting effect.

Though they were in the darkness, each was able to find their own way around this obstacle— Enna used a spell to allow her to see the auras of the five chaotic creatures attacking them, while Talon gave Adoness an extract of Night Vision, and used his alchemical magic to give himself darkvision in the form of a panther, while Desmond simply charged blindly forward where he was pointed.

Despite their attempts at damaging their foes, who were clouded in a shroud of darkness, each disappeared before being severely injured.

Adoness, Desmond, and Enna each had difficulty sleeping that night, while Talon had no issue. Upon waking, the group reviewed everything they knew about the creatures. With the help of special knowledge and some spells, the party learned the name of these creatures who attacked them: The Black Hands of Lamashtu.

The gist of what they know is summed up as thus: They are master assassins, sent by Lamashtu against mortal foes. It is not known if they are a race unto themselves, creatures uniquely imbued with Lamashtu’s blessings, or something else entirely. Desmond found them to be similar to a race known as the Dark Stalkers, who could create an aura of Deeper Darkness around them, were skilled in the use of poisons, and who would burn up in a blaze of heat upon death. Talon’s arcane knowledge gave him the feeling that the Black Hand’s dimensional traveling was more of an innate ability rather than a spell unto itself.

As a side note, Adoness found a scrap of parchment upon the ground where one of the Black Hands were standing the night previous— upon reading it, the paper blew up in her face.

Despite the lack of rest, which kept most of the party fatigued during the day, the group decided to search the Cairnwood for their Giant Flytrap quarry. Though they searched high and low, they found naught that day.
That night, however, they were once again set upon in the same manner as the night before. This time the party seemed to be a bit more cohesive, and they put up a fighting stand, though only a bit of lasting damage was done; Adoness, while facing against one of the Black Hands, was able to cut it down after Enna cast Silence upon it. It burned up in a flash, singing the half-elf.

The night ended with the party resting, after Enna had managed to remove the magical effect causing the insomnia from all but Desmond, who woke upon the morning feeling completely Exhausted, giving a -6 to Strength and Dexterity, as well as causing him to move at half speed.

XP Awarded:

Killed One Black Hand of Lamashtu: 1000XP


Cairnwood Jungle: 500XP

Silenced a Black Hand: 50XP

Total: 1,950XP

Session Forty-One
In which the party gets a painting!

Shaking off the weariness of battle, and double-checking to make sure that the portal the elemental opened was indeed closed now, the party made their way back to the surface of the lake to find that the weather had cleared quite nicely. Talon checked the air to see if they could set foot on the mainland again, and found that it was possible. Both Desmond and Talon however found that staying out of water for an extended period of time caused their skin to quickly dry up and start to burn.

Upon making it back to the island, they found some of the converts of Desna diving in the water and retrieving debris. Enna gathered around all she could and cured each of their diseases caused by their imprisonment by the Aboleth, along with what was afflicting Talon and Desmond. From there, she gave a sermon reading from the book of Desna, while instructing the new followers in building a shrine to their goddess.

Moving to the village in the middle of the small island, the party quickly found that the Lost Treasure of Palming Lake was no longer lost! Two villagers exploring the depths of their island uncovered the lost painting, and were busy showing it off to the others. After some convincing on the parts of Desmond and Adoness, the two were ‘persuaded’ to hand over the painting.

On their way out of the village, one of the new converts chased after the party, and gifted them all with items and gold recovered from the wrecked caravan as a means of thanking them for their assistance.

Making camp for the night on the shores of Palming Lake, Enna used the magical mirror to get back in touch with Tim the Enchanter, who informed them of heavy fighting between the Vorn Empire and the HRG around Newmark. His last word was ‘Lamashtu,’ which caused some consternation in the party. Deciding to head towards the Cairnwood jungle the next day before contacting Tim again, the group had a much needed rest.

Travel the next day was smooth and easy, and ended with another talk with Tim, who warned the party that followers of Lamashtu were looking for them.

The next day saw the group camping just outside of the Cairnwood, where they bedded down for the night, preparing to march into the jungle on the morrow. The session ended with a surprise for Adoness, who was on watch for the night, who was hit in the chest with an arrow!


10,000 gold pieces worth of assorted coins

Boundary Chalk:
The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.

Elixir of Tumbling:
This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.

Elixir of Love:
This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.

Restorative Ointment:
A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a plus five bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a plus five bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).

Burglar Boots:
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.

Magnetist’s Gloves:
These thin leather gloves have delicate steel wires running through them. Three times per day as a standard action, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet. The target’s item must be mostly made of metal. If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target’s square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer’s square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer’s square. The wearer can only use this ability if she has at least one hand free. If the wearer fails the combat maneuver check, she is not disarmed.

Mind Sentinel Medallion:
The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away entirely and it becomes a simple piece of silver jewelry.

Folding Boat:
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn’t enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.

Necklace of Rememberance:
A silver chain meets at a heart-shaped locket which dangles down off your neck. While wearing this necklace, you are able to memorize a single page of writing perfectly per day, up to five pages memorized. As long as you wear the necklace, you will be able to recall the pages exactly, as the spell Memorize Page. If the necklace is removed, you slowly lose your ability to recall these pages, starting with the most recent page memorized, and losing them at a rate of one per day the necklace is not worn. Putting the necklace back on will not allow you to recall again any pages you have forgotten while not wearing the necklace.

Glasses of Truth:
A sturdy wire frame sits around these two small glass circles, and arms reach back to hook the frame behind your ears. With a swift action, you can activate these glasses, which enables you to determine falsehoods for two rounds as the Discern Lies spell.

Laeryn, after being treated with a Make Whole spell from Enna, was blessed by Desna and enchanted, to become a +1 magical Frosty Elven Curve Blade, adding +1 to damage rolls, and an extra 1d6 cold damage to each blow.

Desmond threw away 100 gold pieces.

Talon paid out 300 gold to the lady who gave the most help to the party, in recompense for the boats lost to sea.

XP Awarded:


Retrieved the Lost Treasure of Palming Lake: 1000XP

Built a shrine to Desna: 75XP
Retrieved the painting with no loss of life: 100XP
Paid back the boat debt: 75XP

Total: 1,650XP

DING! Level Achieved!
In which the party levels to 8

Welcome to Level Eight!

Add new saves, roll twice for HP and take the better result, add new Skill Points, get your Favored Class Bonus if applicable, update Base Attack Bonus, update weapon to-hit bonuses, check class abilities to see if they are more powerful or if they gain more uses per day, add new class abilities where applicable, learn new spells or extracts, gain more spells/extracts per day, and finally, at level eight you are able to increase an Ability Score of your choice by one point!

Session Forty
In which the party stops an invasion

Despite previous appearances…Talon still lives! Eventually receiving healing from Enna, he drank one of his extracts to fortify his health. During the rest of the battle, the elemental put both Talon and Desmond down into the negatives, only to be saved from certain demise by Desna’s healing magic.

When the fight was near the end, Adoness’s family sword, Laeryn, was shattered by the elemental, broken into four large bits of blade and the hilt.

The Half-Elf was able to end the fight when she plunged her hand into the chest of the elemental, grasped its heart, and tore it from the watery body, slaying the creature. His final words were “No…this…cannot be….we must…save this world…must….stop….”

Enna finished off her channel energy for the day to heal the party back to almost full hit points. As the action winds down and the portal closes, Enna’s spells begin to wear off. Desmond and Talon are both still diseased with Aboleth’s Slime:

“A creature hit by an aboleth’s tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.”

Story Feats:
Precious Life: You have gone through the fires of death and returned. Whenever you receive Temporary Hit Points, such as from an ability, spell, or class feature, these hit points are subtracted first instead of last. When you reach 0HP, you remain conscious and focused, and are able to act normally without fear of being knocked out. This lasts until you are reduced to the negatives.

Master Thrower: Able to aim with deadly accuracy even in the grimmest of conditions, treat all thrown weapons as though they had a range increment of 50’. Additionally, you may add half of your Dexterity modifier, rounded up, to the damage rolls made with thrown weapons.

Scourge of the Extraplanars: You are adept at fighting creatures of the Extraplanar subtype. When fighting any creature with the [Extraplanar] descriptor, you may ignore five points of their Damage Reduction while making attacks. You also may score critical hits against an Extraplanar creature who is normally immune to them.

Long-shot Healer: You have taken great lengths to assure your healing reaches your friends. The Channel Energy class feature activates with a Move action instead of a Standard action. Up to two times a day, you can spend a Standard action to Channel Energy twice the distance you could normally channel.

XP Awarded:


CR3 Medium Water Elementals x3: 600XP
CR9 Greater Water Elemental: 1600XP

Obtained the Essence of a Greater Water Elemental: 4000XP

Destroyed one pillar feeding the portal to the Elemental Plane of Water: 100XP
Halted the invasion of the Elemental Plane of Water onto the Prime Material Plane: 2000XP

Total: 8700XP


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