I had planned on making the adventure inside the artifact you created into a small 3-5 session adventure path, but it does not really fit with the pacing for our game. Instead of exploring that, I'm going to list what your journey was like, what the space inside the artifact is, and how you are changed by the experience.
Plane
The "paths of the lost" are an infinite space that rests adjacent to the Tower and all esoteric planes (etheric, astral, shadow, dream, etc.). The base properties of the plane vary, though the majority of the space is heavily influenced by its origin as a layer of the Far Realms. There is a grey fog that limits visibility, distorts sound, and uncomfortably caresses the skin. Flora and fauna are sparse, warped, and dangerous. Pockets of the plane are controlled by the various intelligent items used in its creation, and the souls of guild members that have died since its creation (currently none). These pockets vary dramatically from the other region of the plane, and are often warped into psychodramas that teach lessons focused on the special purpose of the entities controlling them. Other areas of the plane, those adjacent to the esoteric planes, reflect the properties of the adjacent planes, in some cases even allowing insight into specific areas of the adjacent plane. Finally, certain pathways through the fog lead one along the beams of the tower, allowing limited viewing of otherwise inaccessible realms: the Dreamheart, the Far Realms, the Akashic Record, and others.
Journey
Your journey in this place is guided by vague signs and omens, likely placed by the Stranger. The path takes you through all the pocket realms of the various intelligent items, harrowing experiences created by constructs with alien perspectives solely focused on obtaining their various purposes. After passing the pocket realms, the pathway winds through the tombs of dead gods in the astral, before passing through a reflection of the Akashic Record where you are forced to relive the experiences of others, testing the integrity of your identity. The path briefly crosses through an area adjacent to the deep Shadow realm, providing a tanalizing and horrifying glance at the detritus of a previous cycle of the multiverse, an entire broken and discarded age defined by epic power and world-breaking conflict. The path sharply turns a last time, ending at a still pond in the shadow of the Tower. The pond's still surface reflects not the sky above, but instead shows glimpses inside the Dreamheart. Fundamental concepts that form the basis for all of your reality flit across the surface of the water, archetypal figures stride through protypical landscapes, and beings greater than gods stare back at you. You are only able to endure for scant moments, but those moments leave irrevocable marks on your essence. Then the surface of the pond vibrates as a great beast rises rises out of the water. Realing from revelations and chased by a deadly chimera, you run towards the tower, pay the cost (replaying your journey in your minds eye), and enter the tower to find yourself exactly where (and when) you began your journey.
Benefits?
Gain 1 flaw that reflects you as a person http://www.d20srd.org/srd/variant/build ... rFlaws.htm
-2 from an attribute of your choice
+2 to a defining attribute (Adam CON, Angela WIS, Jason STR, Jeremy CHA, Nikki DEX, Steven INT)
2 race points to spend immediately
+1 bonus to all rolls for which your defining attribute is a factor, so long as you are connected to the guild heartstone
Moderator: adam
Paths of the Lost
Threading the Gerbil since 1982
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