Session 083: 12 years of downtime Report
General Summary
With the battles for overdeity done the New Thylean pantheon decided to take some time to create avatars. So they returned to their core realm & got to work. Veronica offered to make everyone who wanted to a Temple of the Gods to protect them when they reform when killed & when they create avatars. With an oath to bind her secrecy.
Euadne asking her Chosen & son to train rabbit girl. He took on the project of building a stronghold for the demigod children of Thylean's, under Euadne's advice. It was constructed for all the pantheons & some of the deities helped with it's construction.
It took Jekkar & Jörmungandr a year to create their avatar's Jekkar in the Shadowfell, & Jörmungandr in the Astral. Jörmungandr spent the next year making a realm in the Outlands for the Draconic pantheon, he made it massive. Jekkar made his way around the planes making outposts of death in as many planes as he could. Jörmungandr took on making a massive realm for magical spell research.
Euadne wanted to make the Demigod training camp for all pantheons. Knowing that their could be issues as well as solutions in it. The overdeities accepted the offer & Jörmungandr knowing the importance & need for death took it upon himself to get the training camp made. He made it invisible from the outside & with help from the other overdeities placed many enchantments on it ensuring that it would be a place to protect their children.
They promised to ensure that their progeny was informed on who their divine parent was, & they would then bunk with their siblings.
They each spent time claiming new planes when they were taking breaks from their 8 hours of avatar creation to add 6,000 more feet to their realm. This results with a total of 67,000 ft of space, if desired.
Hyakinthos went to the Outlands & carved out a land for himself, he kept it underground & 6,000 ft.
When their avatar's were complete they all took off their gear & gave it to their avatar.
Corrina, Anora, Arkrania, Smarágdia, Sapheiros, Krýstallia, Nikodemus, Apollo, Phoibe, Hyakinthos in the year after they created their avatar's, created a portal in their divine realm to the shared realm, Theïkós.
Aetheria is reluctant to head into the shadowfell alone.
Pyra, Oren, John, Hulgnir, Theron, Euadne created portals in the eleventh year as well, to the shared realm in Theïkós.
In the twelveth year everyone returned to Theïkós, & those that had temples created portals to them. (Now having 7,000 ft area in Theïkós that's theirs.)
Jekkar altered wish so that it would work with 9th level spells.
Jekkar assigned four different quests to seal away the Djinn Lords, & they were successful, after a couple of failures.
Euadne asking her Chosen & son to train rabbit girl. He took on the project of building a stronghold for the demigod children of Thylean's, under Euadne's advice. It was constructed for all the pantheons & some of the deities helped with it's construction.
It took Jekkar & Jörmungandr a year to create their avatar's Jekkar in the Shadowfell, & Jörmungandr in the Astral. Jörmungandr spent the next year making a realm in the Outlands for the Draconic pantheon, he made it massive. Jekkar made his way around the planes making outposts of death in as many planes as he could. Jörmungandr took on making a massive realm for magical spell research.
Euadne wanted to make the Demigod training camp for all pantheons. Knowing that their could be issues as well as solutions in it. The overdeities accepted the offer & Jörmungandr knowing the importance & need for death took it upon himself to get the training camp made. He made it invisible from the outside & with help from the other overdeities placed many enchantments on it ensuring that it would be a place to protect their children.
They promised to ensure that their progeny was informed on who their divine parent was, & they would then bunk with their siblings.
They each spent time claiming new planes when they were taking breaks from their 8 hours of avatar creation to add 6,000 more feet to their realm. This results with a total of 67,000 ft of space, if desired.
Hyakinthos went to the Outlands & carved out a land for himself, he kept it underground & 6,000 ft.
When their avatar's were complete they all took off their gear & gave it to their avatar.
Corrina, Anora, Arkrania, Smarágdia, Sapheiros, Krýstallia, Nikodemus, Apollo, Phoibe, Hyakinthos in the year after they created their avatar's, created a portal in their divine realm to the shared realm, Theïkós.
Aetheria is reluctant to head into the shadowfell alone.
Pyra, Oren, John, Hulgnir, Theron, Euadne created portals in the eleventh year as well, to the shared realm in Theïkós.
In the twelveth year everyone returned to Theïkós, & those that had temples created portals to them. (Now having 7,000 ft area in Theïkós that's theirs.)
Jekkar altered wish so that it would work with 9th level spells.
Jekkar assigned four different quests to seal away the Djinn Lords, & they were successful, after a couple of failures.
Missions/Quests Completed
Create Demi-God camp protections completed
This spell needs to be cast on the same spot once a day for a year to become permanent. This spell protects an area anywhere from 100 feet cubed to 1 mile cubed.
Palladium materials give the camp the following properties:
**Protected Cities.** The city walls have resistance to all damage types. Siege weapons mounted on the city walls have advantage on all attacks.
**Protected Ships.** The ship's hull has resistance to all damage types. Siege weapons mounted on the deck of the ship have advantage on all attacks.
**Protected structure.** The ritual’s location becomes a magical structure & is resistant to all damage. When you finish a long rest within it, the structure regains 100 hit points. Additionally, the structure gains the following properties.
**Enhanced Productivity.** While within the structure, the time required to perform downtime activities is halved.
**Forbiddance.** The city is protected by the effects of the forbiddance spell, preventing teleportation into or out of the city, as defined by its walls.
[*Forbiddance
The entire camp is protected by this spell. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, & therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Aberrations, celestials, elementals, fey, fiends, giants, & undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).*]
**Divine Hallow.**
[*Hallow
The camp is subject to the following effects.
First, celestials, elementals, fey, fiends, & undead can't enter the area unless given permission by a camper, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. The following effects are present within the area:
[*Mordenkainen's Private Sanctum
**Sense Intruder.** You become aware of the presence of any creature not friendly to you within the ritual’s area, in addition to its creature type & whether it is non-Epic, Epic, or Deific.
**Lair Actions.** While you are in the structure, on initiative count 20 (losing initiative ties), you can take a lair action to cause one of the following effects. You can’t cause the same effect twice within 1 minute. If you already have a lair action feature, these actions become a part of that feature.
**Multiple temples.** There is a temple to every single deity in every pantheon. This temple doubles as a place to spell for the majority of the children of the deities. These temples also have a place for the children to sleep. Each temple is perfectly designed to represent the deity they are built for. All pantheons are kept within horseshoe’s with their overdeity in the center.
The interior is enclosed by a floor, walls, & a roof, with one door granting access to the interior & as many windows as you wish. Only the lead camper of the temple can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated & whether that illumination is bright light or dim light. The smell of burning incense fills the air within, & the temperature is mild. It also contains the sleeping area for the main camper of that cabin.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: elementals, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 & subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, & creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, & antimagic field has no effect on it.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). (+10)
**Border keeps.** The area of each fortress of stone is 120 feet on each side. These line the border of the camp.
The fortress has four turrets with square bases, each one 20 feet on a side & 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick & is composed of panels that are 10 feet wide & 20 feet tall. Each panel is contiguous with two other panels or one other panel & a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, & it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, & interior rooms can have stone doors or open archways as you choose. The keep is furnished & decorated however you like, & it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, & other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, & keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 & 30 hit points per inch of thickness. It is immune to poison & psychic damage. Reducing a section of stone to 0 hit points destroys it & might cause connected sections to buckle & collapse at the DM's discretion.
**Druid Groves.** You invoke the spirits of nature to protect an area outdoors or underground. Several 90-foot cube druidic groves are built around the area.
The spell creates the following effects within the area. Campers & those designated by the overdeities or mortals designated allowed by campers are immune.
**Solid Fog.** The border of the groves are surrounded with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing & looks like soft mist, with motes of green light floating in the air. **Grasping Undergrowth.** You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds & vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds & vines feel soft & reshape themselves to serve as temporary seats or beds. **Grove Guardians.** You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, & their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area.
If you don't give them commands & no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, & the trees take root again if possible.
**Guards & wards.** [*Guards & Wards
The entire camp is under the effect of this spell & the usual types are exempt.
Guards & wards creates the following effects within the warded area.
The current trainers for the camp are:
Olympians brought in Chiron, the Egyptians Ramses, the Norse Beowulf & Volund, & the New Thylean pantheon brought in Euadne’s simulacrum
**Medical Temple.** There is a vat with a clone made when a demigod makes it to the camp.
**Continual light.** All lights are under this effect & can be light up by will of any camper. Bonus action.
**Education.** Contains a copy of every book that’s on the continent the camp is on, & there is a simulacrum made of every expert on everything within the walls of the camp.
**Colossusi of the Gods.** There is a Colossus built to honour Jekkar, Odin, Zeus, Ra, Euadne, Theron, Hulgnir, Jörmungandr, & the Dagda. They automatically protect the town when called to.
This spell needs to be cast on the same spot once a day for a year to become permanent. This spell protects an area anywhere from 100 feet cubed to 1 mile cubed.
Palladium materials give the camp the following properties:
**Protected Cities.** The city walls have resistance to all damage types. Siege weapons mounted on the city walls have advantage on all attacks.
**Protected Ships.** The ship's hull has resistance to all damage types. Siege weapons mounted on the deck of the ship have advantage on all attacks.
**Protected structure.** The ritual’s location becomes a magical structure & is resistant to all damage. When you finish a long rest within it, the structure regains 100 hit points. Additionally, the structure gains the following properties.
**Enhanced Productivity.** While within the structure, the time required to perform downtime activities is halved.
**Forbiddance.** The city is protected by the effects of the forbiddance spell, preventing teleportation into or out of the city, as defined by its walls.
[*Forbiddance
The entire camp is protected by this spell. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, & therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.
In addition, the spell damages types of creatures that you choose when you cast it. Aberrations, celestials, elementals, fey, fiends, giants, & undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).*]
**Divine Hallow.**
[*Hallow
The camp is subject to the following effects.
First, celestials, elementals, fey, fiends, & undead can't enter the area unless given permission by a camper, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. The following effects are present within the area:
- **Everlasting Rest.** Dead bodies interred in the area can't be turned into undead.
- **Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
- **Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.*]
[*Mordenkainen's Private Sanctum
- - Sound can't pass through the barrier at the edge of the warded area.
- - The barrier of the warded area appears dark & foggy, preventing vision (including darkvision) through it.
- - Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- - Creatures in the area can't be targeted by divination spells.
- - Nothing can teleport into or out of the warded area.
- - Planar travel is blocked within the warded area.*]
**Sense Intruder.** You become aware of the presence of any creature not friendly to you within the ritual’s area, in addition to its creature type & whether it is non-Epic, Epic, or Deific.
**Lair Actions.** While you are in the structure, on initiative count 20 (losing initiative ties), you can take a lair action to cause one of the following effects. You can’t cause the same effect twice within 1 minute. If you already have a lair action feature, these actions become a part of that feature.
- **You magically teleport to any unoccupied space within the structure.
- **You magically summon a creature friendly to you in an unoccupied space you can see within the structure. The creature remains for 1 hour before being dismissed back to its place of origin, or until you take an action to dismiss it.
- **You instantly gain the benefits of finishing a short rest.
**Multiple temples.** There is a temple to every single deity in every pantheon. This temple doubles as a place to spell for the majority of the children of the deities. These temples also have a place for the children to sleep. Each temple is perfectly designed to represent the deity they are built for. All pantheons are kept within horseshoe’s with their overdeity in the center.
The interior is enclosed by a floor, walls, & a roof, with one door granting access to the interior & as many windows as you wish. Only the lead camper of the temple can open or close the door.
The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated & whether that illumination is bright light or dim light. The smell of burning incense fills the air within, & the temperature is mild. It also contains the sleeping area for the main camper of that cabin.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: elementals, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 & subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells can't appear inside the temple, & creatures within can't be targeted by divination spells.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, & antimagic field has no effect on it.
Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). (+10)
**Border keeps.** The area of each fortress of stone is 120 feet on each side. These line the border of the camp.
The fortress has four turrets with square bases, each one 20 feet on a side & 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick & is composed of panels that are 10 feet wide & 20 feet tall. Each panel is contiguous with two other panels or one other panel & a turret. You can place up to four stone doors in the fortress's outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, & it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, & interior rooms can have stone doors or open archways as you choose. The keep is furnished & decorated however you like, & it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, & other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, & keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 & 30 hit points per inch of thickness. It is immune to poison & psychic damage. Reducing a section of stone to 0 hit points destroys it & might cause connected sections to buckle & collapse at the DM's discretion.
**Druid Groves.** You invoke the spirits of nature to protect an area outdoors or underground. Several 90-foot cube druidic groves are built around the area.
The spell creates the following effects within the area. Campers & those designated by the overdeities or mortals designated allowed by campers are immune.
**Solid Fog.** The border of the groves are surrounded with thick fog, making them heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing & looks like soft mist, with motes of green light floating in the air. **Grasping Undergrowth.** You can fill any number of 5-foot squares on the ground that aren't filled with fog with grasping weeds & vines, as if they were affected by an entangle spell. To a creature immune to this effect, the weeds & vines feel soft & reshape themselves to serve as temporary seats or beds. **Grove Guardians.** You can animate up to four trees in the area, causing them to uproot themselves from the ground. These trees have the same statistics as an awakened tree, which appears in the Monster Manual, except they can't speak, & their bark is covered with druidic symbols. If any creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action required by you) that you issue while in the area.
If you don't give them commands & no intruders are present, the grove guardians do nothing. The grove guardians can't leave the warded area. When the spell ends, the magic animating them disappears, & the trees take root again if possible.
**Guards & wards.** [*Guards & Wards
The entire camp is under the effect of this spell & the usual types are exempt.
Guards & wards creates the following effects within the warded area.
- **Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
- **Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
- **Stairs.** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards & wards lasts.
- - Everyone who walks 5 feet by the stairs of the library in the camp have the following suggestion implanted in their mind, ‘read a book’..
- The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.*]
The current trainers for the camp are:
Olympians brought in Chiron, the Egyptians Ramses, the Norse Beowulf & Volund, & the New Thylean pantheon brought in Euadne’s simulacrum
**Medical Temple.** There is a vat with a clone made when a demigod makes it to the camp.
**Continual light.** All lights are under this effect & can be light up by will of any camper. Bonus action.
**Education.** Contains a copy of every book that’s on the continent the camp is on, & there is a simulacrum made of every expert on everything within the walls of the camp.
**Colossusi of the Gods.** There is a Colossus built to honour Jekkar, Odin, Zeus, Ra, Euadne, Theron, Hulgnir, Jörmungandr, & the Dagda. They automatically protect the town when called to.
Theron Phobas
Level 30
Human
Neutral Good Ranger/Rogue
(Charlatan)
(Charlatan)
216 / 779 HP
Hulgnir
Jekkar
Report Date
02 Jan 2022
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