Friday, December 11, 2009

Brunt at 10th Level

Bruntalmar Battlehorn –10th level Dwarf Cleric LG (+33 Rune pts); DOB Sarenrae 13, 4686
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 21,032
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint
Game date: Calistril 21, 4709

Hit Points 73 (Healing Surge HP Healed 18 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 36) (Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)

Armor Class 25 (+0 Int/Dex, +1 Plate Mail AC+9, +5 ½ Level)

Str 17 (+3) (+1 8th level)
Con 16 (+3) (+2 for Dwarf, +1 4th level)
Dex 8 (-1)
Int 10 (+0)
Wis 20 (+5) (+2 for Dwarf, +1 4th level, +1 8th level)
Char 11 (+0)
Low Light vision is normal in Dim Light

DEFENSES (Dwarf feature +5 on Saving Throws against Poison)
Fortitude 20 (10 base, +3 Str/Con, +5 ½ Level, +2 Cloak of Resistance)
Reflex 17 (10 base, +0 Int/Dex, +5 ½ Level, +2 Cloak of Resistance)
Will 24 (10 base, +5 Wis/Cha, +2 Cleric, +5 ½ Level, +2 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Adamantine Mordenkrad: Full attack +12(+2Weapon Prof,+3Str,+5 ½ Lvl, +2Blade)
Damage 2D6+7(+3Str,+2DWP,+2Blade)
Because it has a Brutal of 1 I get to re-roll all dice that roll a 1 until it is not a 1.
On Crit get an extra +2D10 of damage.
+1Throwing Ax: Full Attack +11 (+2 Weapon Prof, +3 Str, +5 ½ Level, +1)
Damage 1D6 +5(+3Str, +2 dwp) Range in sq 5/10(at -2)
Dagger: Full attack +8 (+ 0 weapon prof, +3 Str, +5 ½ Level)
Damage 1D4 +3 Str

Initiative: +4 (+5 ½ Level & -1 Dex)

Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 squares Combat Double Standard and Move Action 10 squares

SKILLS: p. 181-89 (If a passive roll is ask for a skill it 10 plus the bonus no rolling on my part)
Acrobatics +2 (+5 ½ level, -1 dex, -2 AC penalty) Insight +15 (+5 ½ level, +5 wis, +5 trained)
Arcana +5 (+5 ½ level, +0 int) Intimidate +5 (+5 ½ level, +0 cha)
Athletics +6 (+5 ½ level, +3 str, -2 AC penalty) Nature +10 (+5 ½ level, +5 wis)
Bluff +5 (+5 ½ level, +0 cha) Perception +15 (+5 ½ level, +5 wis, +5 trained)
Diplomacy +5 (+5 ½ level; +0 cha,) Religion +10 (+5 ½ level, +0 int, +5 trained)
Dungeoneering +12 (+5 ½ level, +5 wis, +2 skill bon) Stealth +2 (+5 ½ level, -1 dex, -2 AC pen)
Endurance +9 (+5 ½ lvl,+3 con,+2 Skill,+1 Plate, -2 Ac pen) Streetwise+5 (+5 ½ lvl,+0 cha)
Heal +15 (+5 ½ level, +5 wis, +5 trained) Thievery +2 (+5 ½ level, -1 dex, -2 AC pen)
History +5 (+5 ½ level, +0 int) (+2 Buff or Diplomacy bonus with Korvosa Citizens)

1 Action Points – (1 every other encounter they do not stack so use the action points)
2 Harrow Points – Can be used as action points for Saving Throws, to Hit or get use of another Magic item day use, etc.
16 Deus ex Mechina (we earn and can keep them to use to change the story line)

Languages:
Common Tongue, Dwarven

Companions Traveling:
Carufinwe Ranger (Jim F.) - joined at beginning on Rovagug 1, 4708 -
Andrian Constantin - Rogue (Tallon) - joined at beginning on Rovagug 1, 4708 -
Riley Pennyfeather (AKA Rizzle) – Arcane Wizard (Gerald) – joined at beginn Rovagug 1, 4708
Agrippa - Barbarian (Zack) – Joined at Calistril 4, 4709

Personality:
Social Interactions Decisions Points Dire Straits
1 Others perceive–Reserved Assertiveness–Adaptable Courageousness - Cautious
2 Optimism–Hopefu Rule conscientiousness–Honest Response to setbacks-Stoic
3 Trusting others–Trusting Empathy – Kind Nerves – Patient

Equipment: Heavy over 160 lbs – (Note 50 coins equal 1lb)
Back Pack (2lbs), Prayer Book 128 pages (3lbs), Journal (2lbs.), Bedroll (5lbs), 2 Blanket (4lbs), Holy Symbol Hammer (1lb), Symbol of Life +1 Holy Symbol of Torag (1lb), Dagger (1lbs), Adamantine Mordenkrad +2 (12lbs), +1 Throwing Ax (3lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail (52lbs), Set of ceremony robes (4lbs), 1 Extra Boots (1lb), +2 Cloak of Resistance (2lbs), 2 water skins (8lbs), Cooking Pot (5lbs), 10 days of rations (10lbs), 50’ of silk rope (3lbs), 50’ of hemp rope (10lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 5 Cure Disease, 5 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 4 Gentle Repose, 3 Hand of Fate, 2 Knock, 9 Silence, 1 Raise Dead, 2 Speak with Dead, 8 Tenser Floating Disc and 4 Travelers Feast (5.5lbs), 0 Healing Potion, (.0lbs), 10 candle (.5lbs), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), small pouch 1 SP – 10 GP – 0 PP (.2lbs)
Weight I’m carry is 156.7 lbs. (Left 15 GP and 3PP at my uncle place)
City Weight is 112.7 – Leave Cooking Pot, Tent, bedroll, blanket, Set of Ceremony robes & boots, and half the rations in my room (44lb)

Upkeep Cost: Per Day cheapest stay is 4sp, Breakfast 2sp and Dinner would be 3sp totaling 9sp per day.

Dwarven Traits:
Dwarven Resilience: Can use your second wind (Healing Surge) as a minor action instead of a standard action.
Dwarven Weapon Proficiency: Gain proficiency with the throwing hammer and the warhammer.
Emcumbered Speed: Move at your normal speed even when it would normally be reduced by armor or heavy load.
Other effects that limit speed (such as difficult terrain or magical effects) affects you normally.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move one square less
Than the effect specifies. This means an effect that normally pulls, pushes, or slide a target 1 square does not force
You to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a
Saving throws to avoid falling prone.

Feats (p. 196-197)
Armor Proficiency: (Free Class Feat 1st Level) – Trained in cloth, leather, hide, and chain mail armor. P. 194
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10. P. 296
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. P 194
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor. P. 194
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor. P. 194
Avenger Multi Class Feat: (6th Level) – Allows you to roll two dice for one attack once per encounter.
Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls against large creatures. P.199
Working on
Avenger Power Aspect of Might (10th Level) -

Class Features: Channel Divinity:

Lance of Faith: at Will – Divine, Implement, Radiant – Standard Action – Ranged 5 squares – Target One creature
Attack: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +6 wisdom & Live modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. If I Crit I get an extra 1D6 of Damage.
Righteous Brand: at Will – Divine, Weapon – Standard Action – Melee weapon – Target one creature
Attack: Use weapon Attack above (Str) vs. AC Hits 1(W) (use my stats above for weapon used) Strength modifier damage and one ally with 5 squares of you gains a power bonus +3 (my strength modifier) to melee attack rolls against the target until the end of my next turn.
Second Wind: Encounter minor action because a dwarf. I spend a healing surge & gain a +2 bonus to all defenses until start of next turn.

Divine Fortune: Encounter – Divine – Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.
Turn Undead: Encounter – Divine, Implement, Radiant – Standard Action – Close burst 2 squares. P. 272
Target: Each undead creature in burst Attack: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 6 Wisdom & Life modifier radiant damage, and you push the target a number of squares equal to 3 +0 Charisma
Modifier. The target is immobilized until the end of your next turn. If I Crit I get an extra 1D6 of Damage.
Miss: Half damage, and the target is not pushed or immobilized.
Healing Word: Encounter (Special: You can use this power twice per encounter, but only once per round.) - Divine, Healing
Minor Action – Close burst 5 squares – Target: Myself or one ally
The target can spend a healing surge and regain an additional 1d6 +5 (wisdom modifier) hit points. As long as they have at least one healing surge.
Healing Strike: Encounter – Divine, Healing, Radiant, Weapon – Standard Action – Melee weapon – Target one creature
Attack: Use weapon Attack above (Str) vs. AC Hits 2(W) (use my stats above for weapon used) Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of me can spend a healing surge +5 to their surge points (my wisdom modifier).
Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + 6 Wisdom & Life Modifier Radiant Damage
Effect: One ally you can see gains combat advantage against the target until the end of my next turn. If Crit get extra 1d6 Damage.


Oath of Enmity: Encounter – Divine – Minor Action – Close burst of 10 one enemy you can see in burst –
Attack: When you make a melee attack against the target and the target is the only enemy adjacent to me, I can make two attack rolls and use either result once per encounter.
Searing Light: Encounter – Dive, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live) vs Reflex Hits 2D6 + 6 Wisdom & Life Modifier Radiant Damage
Effect: One creature when hit the target is blinded until end of my next turn.
Avenging Flame: Daily – Divine, Fire, Weapon – Standard Action – Melee weapon – Target one creature
Attack: Use weapon Attack above (Str) vs. AC Hits: 2(W) (use my stats above for weapon used) Strength modifier damage, and ongoing 5 fire damage (saves ends) Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.
Weapon of the Gods (Retrained from Rune of Peace at 9th) Daily – Divine, Radiant, Weapon – Minor Action – Melee Touch Weapon
Targets: One held weapon Effect: Until the end of the encounter all attacks made with the weapon deal an extra 1D6 Radiant
Damage when the weapon hits an enemy. The enemy takes a -2 Penalty to AC until the end of my next turn.
Divine Power: Daily – Divine, Healing, Radiant, Weapon – Standard Action – Close Burst 2 – Target – Each enemy in burst I can see.
Attack: Use Weapon Attack (Str) vs. Fortitude Hits: 2(W) (use my stats above for weapon used) Strength modifier damage
And I push the target one square. Effect: Until the end of the encounter I gain regeneration 5. Plus myself and each ally within the burst gain a +2 power AC bonus.

Shield of Faith: Utility Prayer: Daily – Divine – Standard Action – Close Burst 5
Targets: Myself and each ally in the effected burst gain a +2 Power Bonus to AC until the end of the encounter.
Cure Serious Wounds: Utility Prayer: Divine, Healing – Standard Action
Targets: The person I touch regains hit points as if they had spent two healing surges.
Knights of Unyielding Valor: Utility Prayer: Daily – Conjuration Divine – Standard Action – Range 10 squares
Effects – I conjure 4 ghostly warriors, each occupying 1 square within range. As a move action I can move any of the
Knights 2 squares. They can not attack or be attacked or damaged, and they last until the end of the encounter.
Enemies can not enter a square occupied by a conjured knight, but allies can move through the knights spaces as if the knights were allies. The conjured knihts grant cover to allies but not enemies.

Prayer Book:
Comprehend Language: Pg.303 Level 1 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 10gp Key Skill: Arcane
When beginning the ritual choose a language you have heard or piece of writing you have seen within the past 24 hours. Make an arcane check of 35 or higher you can speak it fluently or write it in its native script for the duration else just understand or read the language you have picked.

Cure Disease: Pg.303 Level 6 Category: Restoration Time: 10 min Instantaneous
Component Cost: 150gp Key Skill: Heal
See table on this ritual and be sure you want to do this it can kill you.

Discern Lies: Pg. 303 Level 6 Category: Divination Time: 10 min for 5 minutes
Component Cost: 140gp Key Skill: Religion
Make a Religion check use the results as a bonus to my insight check to discern any untruths spoken in my presence for the duration of the ritual. Any one aiding me to cast the ritual cannot help with the insight check.

Endure Elements: Pg.304 Level 2 Category: Exploration Time: 10 min for 24 hrs.
Component Cost: 20gp Key Skill: Nature (no check)
Ritual lets your designate up to five ritual participants including myself. Ignore penalties associated with extremes of non magical weather an affected creature suffers no ill effects from temperatures -50 to 140 degrees Fahrenheit, plus equipment.

Gentle Repose: Pg. 305 Level 1 Category: Restoration Time: 1hr for 150 days
Component Cost: 10gp Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raised
Dead or a similar ritual. Also, protects the corpse from being raised as an undead creature for 150 days.

Hand of Fate: Pg. 306 Level 4 Category: Divination Time: 10 min for 10 min
Component Cost: 70gp Key Skill: Religion (no check)
You can ask up to three questions about a possible course of action. A Translucent blue hand appears and indicates with a gesture what the most rewarding course of action would be.

Knock: Pg. 307 Level 4 Category: Exploration Time: 10 min Instantaneous
Component Cost: 150gp (plus a healing surge) Key Skill: Arcane
Allows you to open a single locked door, chest, gate or other object. Make an arcane check +5 to open each lock.

Make Whole: Pg. 309 Level 1 Category: Exploration Time: 10 min Permanent
Component Cost: 20% of item cost Key Skill: Arcane (no check)
A single object that can fit in to a 10 foot cube is completely repaired.

Raise Dead: Pg. Level 8 Category: Divination Time: 8 hrs Instantaneous
Component Cost: 500gp (hard to get) Key Skill: Heal (no check)
Need part of the corpse no older than 30 days and wants to be raised. (Component found in the land of Thuvia from a sun orchid Elixir to extend your life or raise the dead.)

Silence: Pg. 312 Level 1 Category: Warding Time: 10 min for 24 hrs
Component Cost: 30gp Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.

Speak with Dead: Pg. 312 Level 6 Category: Exploration Time: 10 min for 10 min
Component Cost: 140gp Key Skill: Religion
Ask a corpse an intelligence question and receive an answer. The corpse only knows what the creature knew in life. The religion check determines the number of questions you can ask.

Tenser’s Floating Disc: Pg. 312 Level 1 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 10gp Key Skill: Arcane
Create slightly concave circular plane of force that floats a foot off the ground. See table for weight allowance. It moves with you at your moment rate and at your command. Note: if it is so far from you for two turns it goes away dropping everthing.

Traveler Feast: Pg 313 Level 4 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 35gp Key Skill: Nature (no check)
Create food and water enough to feed 5 medium creatures for 24 hours at the end of the duration anything left over disappears

Magic Items:
Potions of Healing – Minor Action – Drink potion & spend healing surge, but regain 10 hit points of healing instead.
Symbol Of Life +1 – Holy Symbol of Torag grants a +1 to Implement Attack and Damage rolls
- plus if I Crit get an extra 1D6 of damage. Daily Power - I gain an extra 1D6 on my healing powers.
Adamantine Mordenkrad +2 – Gain the +2 to attack and damage rolls – Brutal of 1 is I re-roll all dice that roll an one.
Belt of Vigor (Wrist) – Receive a +1 to Healing Surge Value.
Coulters of 2nd Chances (Guards-Arms) – Daily Power – Free Action - Immediate Reaction to re roll a missed melee attack.
+2 Cloak of Resistance (Neck) – Daily Power - Gain resistance five to all damage until start of my next turn minor action.
Dwarven Plate Armor +1 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge.
Also, gain a +1 to endurance check.
+1 Throwing Ax – Gain +1 to Attack rolls and return back to me after it been thrown.

Virtue Rune Sin Rune
+1 Abstinence (Forbearance from using or doing.) Gluttony (Wants everything)
+1 Chastity (Purity) Lust (Longing Desire)
+8 Diligence (Willing and painstaking effort.) Sloth (Lethargy, indolence, inactive)
+2 Humility (Humble) Pride (self center)
+12 Kindness (Kind Action) Envy (Jealous, Grudge)
+4 Liberality (Generosity.) Greed (Selfish Desire.)
+5 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)

Friday, December 4, 2009

Arkona Family Secert - Change of Power

Later on Calistril 20th 4709 – As we were leaving the dungeon area we where surprised to see a drow named Vimanda who claims to be both the sister and wife of Glorio whose real name it seems to be Bahor. She told us her brother/husband told her to kill us. But, she wants our help to kill her brother instead. She is confident that she can take us but Bahor would be just as happy if we did kill her instead. It is all a game to him and he does not think we will side with her. While we were talking I noticed something about her and as I looked more closely I noticed I was looking at an illusion and I could see past the illusion to see she was a panther-woman rakshasas. Once I called her out she showed us her true form. After a long discussion if we should join her or attack her, we decided to join her to help her kill Bahor who is also a rakshasas She then lead us through the mansion and as we past half dozen or so of their retainers she order them to join us and shift into their true forms of rakshasas. They all seem to be a different form of rakshasas with human-like bodies but with backwards hands and animal heads. They did and we all meet in the garden where Bahor her brother/husband was. He was also a rakshasas with the form of a great tiger. Vimanda called him out that she was tried of the way we was handing the so called thugs trying to run Endrin Island. He was sure he could defeat us and told her she can try. With this we attacked Bahor/Glorio with little success. Vimanda did a hard push attack setting him up for our area of effect attacks. Bahor saw we were not doing as much damage to him as his sister/wife Vimanda so we spent most of his attacks on her. After a long battle we were able to bring down the mighty Bahor. Vimanda was impressed with our support in the battle and also since she was weakened quite a bit she decided to fulfill her agreement with us by giving us half of the Arkona treasure. Just as she was going to take us to the treasure Blackjack revealed his presence by dropping out of the trees and joining us. Vimanda was surprised to see him and asked how we got in? Blackjack told her he has his ways and was watching out for us. We were able to have Vimanda smuggle us out of Korvosa aboard the Cerulean Society supply ship as long as we will never speak of what we know about the Arkona family. We agreed to this to get Neolandus and Trinia safely out of Korvosa. A few hours before dawn we board the smuggler ship bound for Veldraine leaving Korvosa behind us.

Friday, November 20, 2009

Resue of Neolandus and Trinia

Calistril 20th 4709 – We return back to Endrin Island to see the Arkona Family. We went up to the Arkona palace and ask to speak with Glorio Arkona. We were told we had to wait to see him. They brought us into a room to wait and we were brought refreshment while we waited. Andrian ask if he could see Salvatore painting but because they were in the private part of the palace we could not. The butler brought the painting to us to review because he knew his master love showing off the paintings. After waiting a few hours we finally meet with Glorio Arkona. We told him we have talked with Salvatore Scream who told us that he has hiding Neolandus Kaleopopulus. After beating around the bush Glorio told us he is holding both Neolandus and Trinia in his dungeion. We also found out that Glorio did not care for the new Queen but was not ready to openly oppose her. Glorio also despised Pilts Swastel and ask us to take an oath to remove him from power on Endrin Island. I was the first to agree because I feel Pilts Swastel is doing nothing good for the people on Endrin Island. After we had given him our oath to remove Pilts Swastel and we would support him to remove the queen he agreed to let us rescue Trinia and Neolandus from his dungeon. Glorio warned us that the dungeon is trapped and that it is on a rotating platform. He also told us that monsters occasionally make their home there as well. We were than escorted to the dungeon entrance to bring out Trinia and Neolandus.

As we went through the main doors of the dungeon we come to a dead end. Andrian notices a seam and this seam match what Glorio told us that the dungeon rotates. We pulled the lever and that activates the rotating dungeon. This brought us to new room Andrian marked the lever with a one as we check out the area. The first room was locked and with a little work Andrian was able to unlock the door. Just as we are entering I noticed something on the floor and after further checking it turned out to be an arcane sigil trap. Rizzle looked at it with some kind of glasses he has and he told us it is a stun trap. Andrian attempted to remove the trap but set it off instead. We did not find anything else in the room. We noticed another lever and Andrian mark that with a two. But, before we pulled it we decided to be sure the first one took us back to the main entrance. We pulled the first lever again and it took us to another room and Rizzle put a copper coin on the floor. We pulled the first lever again and it took us to a dead end. The third pull brought us back to the main entrance. So, after talking about what we should do next we decided to pull the lever twice taking back to the room where Rizzle left the coin.

This turn out to be the right move as it brought us into a room with a lever and a passage way that lead us to Neolandus and Trinia. They were being guarded by a Sphinx and chained to the wall. Andrian spoke the words Glorio gave us and the Sphinx laughed at us telling us that meant she could kill us. It had a strange attack by asking riddles which would hold us if we refused because Andrian refuse to answer at first and if you did answer you could only do one action until you answer correctly or broke from it hold on you. I was able to cast my Knights of Valor to keep the Sphinx at bay from us. But, we were doing little damage to it until Andrian made a stunning move to get around it. He was able to get on it back and getting something around it neck causing it to go unconscious. We then all got around it and at the same time attack the Sphinx while it was down. We almost killed it with this move but it only took a few more attacks to kill the Sphinx. We were then able to free Neolandus and Trinia. They were very happy and willing to leave the dungeon. They wanted to be sure we knew how to leave and we told them we did and should be able to go right out. We talk to Neolandus and validated what we had already figure out. He told us the queen is with child but not from the king but from the king brother. He also told us that the queen had found the crown that was changing her and she needed to be stopped. But we had to get him out of the city as soon as possible because the queen wants him dead because he would be the only one to be able to remove her from the crown. So, we agreed to help him get out of the city.

To see Salvatore Scream we had to play Blood Pig

Calistril 19th 4709 – As we were about to enter Endrin Island we saw Vencarlo on the other side. Andrian used his authority to let Vencarlo cross the bridge from Endrin Island. Vencarlo told us about the bad conditions on the island because of the lack of food. Andrian told him he would get food to him from what the Queen has given us for our work saving Korvosa from the plague. He told us more about Trinia Sabor disappearance and where we would find Salvatore Scream. Vencarlo is trying to stay out of the war for power and cannot go to the new Empire Pilts Swastel and Devargo Bavasi men. So, he is asking us to help him to find and talk to Salvatore Scream.

We enter Endrin Island to see Emperor Pilts Swindel about Salvatore Scream. As we got closer to the Emperor palace we were harassed by Devargo army until we convinced them that we are friends of the Emperor and we help to put him in power. If they harm us and the Emperor is displeased with them it might not be good for them so they led us to the palace. We meet with Emperor Pilts Swindel and convinced him to let us see Salvatore Scream. Before we could we must win a game of Bloodpig first.

They took us outside between builds to a closed in pen about the size of 45 feet by 80 feet with a line drawn out in the center making the shape of a box the size of 40 feet by 25 feet. There are two pits one in each corner of the large area diagonal from each other with a wild boar in it. At each end was a small 5 by 10 foot cage that a small piglet to come out when it is brought up. Each piglet dropped in the hole was given one point. This did not look good for us because we had to play against eight who knew how to play this game and we only had the five of us on our side. As it turn out Andrian got us going as we won the toss and decided to have the piglet come out on our side. The piglet was brought up from below and let loose and it ran away from our pit with the boar inside to the other side and stop in the middle on our left. Andrian got the jump on everyone as he scoop up the piglet and started to run down to their hole but came up short. But our opponents the Blood Blades were quick to react and attacked Andrian hitting him and caused him to drop the piglet with one of them picking it up. Rizzle moved to the other side avoiding the Blood Blades, Carufinwe and Agrippa attacked our opponents and I had no idea what to do so I just retreated back to guard our pit. Andrian surprised everyone by stealing the piglet back and then doing one of his shifty moves to get away from the Blood Blades and dropped the piglet into the pit to the waiting boar. I could not believe we scored the first point. The second piglet came out on the Blades side and started to come to us but then heard our boar and stopped. Andrain got the drop on them again to flip over them to get to the piglet first. The Blades set up to block us as one of them went back and stole the piglet from Andrian. Rizzle again went across to back up Andrain avoiding the blades. Carufinwe, Agrippa and I attacked the line in front of us. The piglet got away from the Blades and Andrain then was able to pick the pig back up but could not get close enough to score. Three of the Blades got on Andrian and tried to knock the piglet lose but could not. Rizzle was able to get next to Andrian to take the piglet from him and made a move to drop the piglet in the pit for our second score. Once again the piglet came up on the Blade side went to the corner on the blades side. Andrian decided to see what the Blades did first as they set up a wall in front of us and then Andrian was able to slip by the wall to steal the piglet again. Rizzle decide to wait and see what happens as Carufinwe flip over the Blades to get close to the action. I tried to bull rush the blades in front of me with no effect. Agrippa attacked the ones in front of him. The piglet escaped from Andrian and moved closer to the line but turned back hearing our boar. The Blades in the front beat down on Agrippa and me as the one in the back pick up the piglet again. Once again Andrian moved in and stole the pig Carufinwe was able to do a quick move next to Andrian to take the piglet and make it to the pit to score again. I can not believe we are up three to nothing against the Blades is it this easy or are we very lucky. We see that the Emperor Pilts Swindel is not happy with his team. Once again the piglet is let lose on the Blades side and does not go very far. The Blades set up around us to block us and to also beat us up as we move by them. Their leader goes back and pick up the pig. Andrian try to flip over and they block his move Carufinwe is able to get across to steal the pig from them. I moved around to assist Carufinwe but could only get close. The piglet bit Carufinwe to get away and the Blade could not pick it up. Andrian came across to pick up the piglet with Carufinwe and myself getting next to Andrian. Four of the Blades got around Andrian to beat up on him and one stole the piglet from him. Andrian was able to steal it back and passed it to Carufinwe who passed it to me for the score. We are one away from winning this game. The piglet was let loose on the Blades side again but not going very far from the cage. The Blades fell back and also attack us as one pick up the piglet. Andrian decided to hang back as Rizzle, Carufinwe and myself moved forward to get the pig. Carufnwe tried to flip over the Blades but they are used to this move they knock him down. I was able to get to the pig and pick it up but the Blades got around me and tried to beat me up with only some success. They did take the pig from me and Rizzle again was in the right spot to steal the pig from them and make it to the pit for our fifth and final point to win the game. I do not believe we actually won the game.

After we won Emperor Pilts Swinde was not going to let us see Salvatore Scream but was changing the rules that we had to win 2 out of 3 games first. Andrian and Rizzle were quick to argue back and get the crowd on our side. The Emperor finally agreed that we could see Salvatore Scream after all. But, he was going to behead the captain of the Blood Blades first. Andrian saved the captain live for the moment by saying that the captain of the Blood Blades should clean the Emperor chamber pot but the Emperor turn it around and said he will be the Emperor chamber pot instead and used him at that moment. We need to remove that power hungry man someday.

They took us to Salvatore Scream and to our surprise he did know what happen to Neolandus Kaleopopulus. He was the one who help Neolandus come up with the plan to set up his room to look like he was knapped but was not. Salvatore had asked the Arkona family to hide the Seneschal and he has heard nothing from him since. He believes that Trinia was going to talk to the Arkona family to find out what happen to Neolandus Kaleopopulus, too. Salvatore told us that his art has suffered since his “muse” and the nightmares have left him. It seems he lost his “muse” around the time of the King death. Is this all related or not. The Emperor is not pleased with Salvatore work and is beating him because of it. I healed him for the moment and Andrian gave him a drug to help but Salvatore took it all right now. We told Salvatore we would try and rescue him from this place if we can. We left the island to get some rest before going and see the Arkona family.

Wednesday, November 4, 2009

Help Vencarlo get information

Calistril 18th 4709 - Just before the time we need to get up a guard woke us up to tell us the Queen is making an announcement. We quickly got up and went to hear the Queen announcement. We got there late and we were to far back to really hear what the Queen was saying. But the general that Andrian had risen above did not like what the Queen said and pulled out a cross bow and fired at the Queen. He had a direct hit to the head of the Queen which would normally kill a person. But, she stood up then reached up and pulled out the bolt from her head. The Queen yelled at him saying she has had enough of him and then casted some kind of heat/lighting spell on the general burning him to ashes. It was then I noticed the new crown she had on top of her head. It looks like the evil deity ? of pain and suffering. This is not good for the citizens of Korvosa.

The rest of our watch was quiet. Just as we finished our watch Blackjack was waiting for us in our room. He told us that Trinia Sabor has disappeared while looking for a friend named Salvatore Scream. Blackjack believes Salvatore Scream may have been in connection with the staged abduction of Neolandus Kaleopopulus. For this reason Blackjack had requested that we meet with Vencarlo as soon as possible to discuss this matter further with him. We told him we would when we go back on watch.

News from Shalelu about Rhandrundar

Calistril 17th 4709 just before we went on duty a letter from Shalelu came to Carufinwe. Carufinwe gave me the part that told Shalelu had found the dwarven expedition to Rhandrundar. They are trapped and are in desperate need of rescue. This burden is heavy on my heart and I ask Carufinwe if I can pass the letter on to my father and he agreed. “I wrote down the directions from Carufinwe on how to find Rhandrundar here in my journal.” I wrote a letter to my father and gave it to a Dwarf who is going to my homeland to deliver it.

Letter to my Father:

Father, Calistril 17th 4709

I have received word from my friend Carufinwe mother Shalelu that she has found the dwarven expedition to Rhandrundar. She says that they are in desperate need of rescue as a large army of goblins have them trapped. I’m sending the letter that Carufinwe received from his mother to you. In the letter has the location of Rhandrundar and how she got there. I would love to go but I’m only one and could never defeat a whole army of goblins. The best I could do is maybe get inside and be trapped with the other and this would serve no one. I’m sure the King would like this information so I now place it in your hands to deliver to the King your self.

I’m still at Korvosa serving the Queen as a night guard. We were able to save many lives from the blood veil plague and find the cure for the plague. We have been honor by the Queen but I do not trust her. I feel she is not serving Korvosa but her own agenda. I’m using this work to help the citizen of Korvosa even though some do not really want my help.

If we are no longer needed in Korvosa I will see if my companions will go with me to Rhandrundar to see what is there. But, for the next few weeks I’m sure I will still be in Korvosa. Take Care and may the blessing of Torag be on you and mother.

Brunt

Off to Kill the Carrion Crawler

Calistril 14th 4709 – We were again summons to Queen Ileosa to be rewarded for our bravery on our part of Endrin Island. Queen Ileosa also promoted Andian to General. He now answers only now to Field Marshall Cressida Croft and the Queen. This does not look good as now he is above a general who does not like this move at all. The Queen then asked us to slay the gigantic carrion crawler that is loose in the sewer, as it is eating all the Otyughs. If all the Otyughs are eaten Korvosa will have a major sewer problem. Since we were responsible for letting the gigantic carrion crawler loose in the first place we accepted. I have a plan to use a new ability that Torag has blessed me with. I will pray for Torag help tonight.

Calistril 15th 4709 – We enter back into the sewers where we had let the carrion crawler free. It did not take us long to find the monster, with an Otyugh running past us just before we saw the creature. I order everyone to fall back. We were just able to fall back to a defensible position before the creature attack us. I was able to call upon Torag to ask for aid and was granted four ghostly knights who block the gigantic carrion crawler before us. The creature attacked the ghostly knights instead of us doing no damage to those knights. The knights could not attack the creature at all they only block the creature getting to us. We had to stay about fifteen feet from the creature tentacles and used range attacks against the creature. We were only doing minor damage to it until Agrippa threw a fire bomb hitting the creature in the mouth. This enraged the creature more but it still could not get at us. Rizzle cast his fire sphere behind it causing continuous minor damage and that gave me another idea. I ask if anyone could possible push the creature back a little so one of my knights could slip by and block one of the creature exits. With Rizzle fire sphere blocking the other creature exit trapping the creature escape. Andrian was able to push the creature back and I was able to move one of the knights to block one exit and Rizzle used his fire sphere to block the other. It took us a long time using up all of Carufinwe arrows and Andrian fire potions we were able to bring the creature down. When Andrian felt safe to attack the creature hand to hand he went all the way around and some how got on it back and was able to cut it head off. Agrippa wanted to take some of the teeth for his grandfather. We looked around the sewer and found Captain Verik weapon but nothing else of our lost companion. We went back and reported the defeat of the gigantic carrion crawler to the queen.

Calistril 16th 4709 – Nothing much happen the Gray Maidens block the only bridge to Endrin Island letting no one in or out. It looks like the queen is going to starve them out. I took some time to check on the boys at the monastery and found out a few had died to the blood veil plague. I talk to the boys for a while and told them what we have been doing and gave them each a silver piece but that was all I had to give. Went back and started working on my training again.

Thursday, October 8, 2009

The Clean up of Endrin Island

Calistril 12th 4709 – We enter Endrin Island which had many hordes of plague zombies. Because they moved slower then us, we soon learned it was easier to trick them into many different areas to destroy them later than to destroy them when we meet them. We first got them to chase us into a large warehouse were we were able to lock all the entrances but still able to get more in until they almost got out. Then we block up alley ways which we could run into and to a door which we would than lock for us to escape out. Then back to the opening and close that barricade off so they were trapped within. We were able to lock them in buildings that were boarded up and we just barricade the entrance. We also found warehouses that had a pit and Andrian created a way to shovel them in to it were they were caught and could not get out. This became fun for a while but then got to be very tried some. We just started to use what worked best and we almost got trapped a couple of times ourselves. But, someone would come up with an idea that worked to our advantage. After we trapped most of the zombies we retreat back across the bridge to rest up for tomorrow to destroy the trapped plagued zombies.

Calistril 13th 4709 – We return to Endrin Island to finish what we started yesterday. We decided to take on the warehouse first because we believed it had the most plagued zombies contained in one place. We thought we had a good plan to attack the zombies by standing at the main entrance so they could only attack the ones in the door way. What we did not expect was they some how became a pack of zombies working together as a mob. This almost took all our strength to eliminate those two hundred zombies. I was able to stand at the door most of the time but I used up all my healing to heal myself and other members of our party. Andrian stood next to me for the destruction of the first mob but had to withdraw when he started to take damage and got the plague again. Agrippa and Carufinwe tried to alternate with me but got hit to easy and by the time the battle ended we all had contacted the plague except for Rizzle who stayed out of harms way. It took a group effort to destroy this first group of zombies. Also, note that Andrian did what he does best and that was to sneak around to the back of the warehouse and break in to attack the zombies from behind. This help us take the last group of zombies out quicker but it put him in a spot were we could not help him if the zombies turned on him.

We then rested up before attacking the next group of zombies trapped in an alley way. This one did the same thing the zombies grouped together to attack as one. This group we were able to take out but still did a toll on us. I attack it form the front and Andrian attack it from the rear. Carufinwe, Agrippa and Rizzle attacking with missle fire from above. It took a group effort to destroy the zombie mod. We decide to try something different where we had the zombies trapped in isolated building we set those building on fire to destroy the zombies doing our best not to burn the rest of Endrin Island building, too. After doing this a few times the citizen of Endrin Island came out to support us. Led by Devargo Bavasi they launch a massive counter attack against the zombies. With their combined help we were able to destroy the plague zombies on Endrin Island.

After the plague zombies were destroyed Devargo Bavasi declares victory over the zombies and to our surprise crowns Pilts Swastel a former theatre owner the Emperor of Endrin Island. Pilts Swastel told us to go back to the Queen and tell her she no longer rules over Endrin Island that Pilts Swastel is now the Emperor of Endrin Island. As we were leaving we noticed that Rizzle was no longer with us. As we were crossing the bridge Rizzle joined us all wet and hurt. He told us later he entered Eel’s End to get the head of Gaedren for what reason I will never understand. He was able to get the head but was attacked by a dream spider and a creature that controls spider and he was barely able to escape. If Devargo ever finds out that Rizzle has Gaedren head I’m sure he will come after us and this will not be good. We went back and reported what happen on Endrin Island.

Finding the Cure to the Blood Veil

Calistril 4th 4709 – When Andrian and Rizzle return they introduce Agrippa to us. I told Andrian I’m hearing strange sounds like they are breaking up things in the basement. We were tried and decided to rest a few hours before going back down into the basement. Andrian climb back down the rope and found the rope he cut at the bottom. He tied his grapping hook to the rope and threw it back up to us which I tied it off again. Then I climb down the rope next. As soon as I open the elevator door and stepped out several of the Queen’s physicians and the priests of Urgathoa attack us. They had been turned into the plague zombies. Andrian and I held the entrance to the elevator shaft so the other could climb down safely. Rizzle was the next to come down then the barbarian Agrippa and finally Carufinwe. It was a long fight with 24 plagued zombies. Andrian, Agrippa and I all got bitten by these monsters. I was able to shake off this plague with the help of Torag. Andrian became worse by the bit because he already had contacted the disease from the fight earlier. The barbarian Agrippa also caught the plague from their bit. Andrian told me later that he almost fell asleep during the battle but he was able to shake off it affects. I try to tell Rizzle he has to be careful with his placement of his spells. We do not need to be harmed by our own members. I know he is trying to help but some day it will do more harm than help. He still does not get it and I’m sure he will do it again. I was able to keep Andrian and Agrippa a live by healing them during the battle. Being in the front line finally cost me a little as I had to heal myself a few times to stay strong in the battle, too. My great dwarven armor and Torag kept me safe most of the battle.

After the battle we search out the rest of the basement. We found a room where it looked like they created a green slime. This green slime was use by Rolth to turn the Queen Physicians and the Priests of Urgathoa who were left below into the plague zombies. We tested this out on a rat we found later in another room. It had no effect on a dead rat. But, put the slime on a live rat it turned it into a plague zombie rat. We found Ruan the brother of Deyanira Mirukova strapped down on a table in another room. He was in bad shape and was close to death from the Blood Veil plague. Carufinwe found the secret door on the wall Ruan told us the vampire Ramoska Arkminos would come in and out of that door. In that room is were Ramoska journal on adapting Vorel’s Legacy for an injury infection to a communicable disease that could be spread from human to human. The journal looks like it contains enough information to attempt a cure for the Blood Veil. We now believe how they got the Vorel’s Legacy into the city was they infected rats with the disease. The rats were on the ship and they knew the ship would be destroyed if it did not stop or turn around. We also found components for the cure disease for several cures. I used them to cure Ruan, then Andrian and finally Agrippa from the blood veil. We did not find Rolth or the Vampire Ramoska Arkminos it looks like they escaped into a passage that lead into the sewers. We went back to report to Field Marshal Cressida Kroft taking Ruan with us for him to tell her his side of the story. We took a live rat with us along with the green slime to prove to the Field Marshal what they were doing. We also told her we believe we can make a cure for the blood veil plague. We told her we are going to go some place to see if we can or can not. The Field Marshal is going to report all of this to the queen. I also ask the Field Marshal to put heavy guards around the hospice and the green slime ordering no one to touch the slime. The guards in the slime room needs to wear the physicians mask to keep them safe from air in the basement. We need to get the priest to either purify the slime or we can also come up with a neutralizing antidote. We took Ruan to his sister and she was very happy to see he is okay and she thank us for all our help. The rest of the day we pack up the vampire Ramoska Arkminos lab. Andrian went to Vencarlo’s to ask him if we could move the lab to his place to work out a cure, Vencarlo agreed that we could.

Calistril 5th 4709 – We moved the lab to Vencarlo fencing studio to begin to come up with a cure for the blood veil. We all sent the rest of the day going over the journal for ideas what we need to do. I checked on the kids to see how they are doing. I found out a couple of them died from the blood veil and this news saddened my heart. I told them if we find a cure we will give them the formula, too.

Calistril 6th-8th 4709 – We worked together using our own skills combine with the information in the journal was able to come up with a cure for the blood veil. We were able to infect the rats and gave them the cure we came up with and it finally worked. We next tried it on a friend of Vencarlo who said he would try our cure because it had to be better than having the blood veil. It worked it removed the blood veil from him he is cured. Vencarlo donated a lot to help us come up with this cure.

Calistril 9th 4709 – We took the cure to the temple and gave them a copy of the cure formula. We also gave them some and show them it worked on a couple of their patients. They were happy to have it and were going to make more and start distributing the cure at once. We then took the formula to Field Marshal Cressida Kroft and show her it worked. She was then taking it to the Queen and thanked us for all our work. We have proved our self and she will drop the charges against us.

Calistril 10th 4709 - I went to see the boys again giving the formula for the cure to the priest. They were happy to have the cure, too. I then worked with some other priest to neutralize the slime that would make plague zombies so it would no longer be used for that purpose. I also, have been working on my cleric training.

Calistril 11th 4709 – We were summons by Queen Ileosa who has declared a jubilee for our part in the cure of the blood veil. We were given many praises which we do not deserve and gifts from the royal treasury. The Queen also asked us to free Endrin Island from the plague of zombies. Since, I felt we were some what responsible for what happen to Endrin Island I agreed first with the others quickly following. At the end of the jubilee the Queen surprised us by bring out Dr. Devaulus alive! At first I thought this a trick or something but then she made Dr Devaulus confess his treachery to all present. After the confession he was then beheaded. We then left to get ready to enter Endrin Island.

Bruntalmar - 9th Level Dwarf Cleric

Bruntalmar Battlehorn –9th level Dwarf Cleric LG (+33 Rune pts); DOB Sarenrae 13, 4686
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 19,762
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Calistril 12, 4709

Hit Points 68 (Healing Surge HP Healed 17 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 34) (Cloak of Resistance once per day gain resist five to all damage until my next turn)

Armor Class 23 (+0 Int/Dex, +1 Plate Mail AC+9, +4 ½ Level)

Str 17 (+3) (+1 8th level)
Con 16 (+3) (+2 for Dwarf, +1 4th level)
Dex 8 (-1)
Int 10 (+0)
Wis 20 (+5) (+2 for Dwarf, +1 4th level, +1 8th level)
Char 11 (+0)
Low Light vision is normal in Dim Light

DEFENSES (Dwarf feature +5 on Saving Throws against Poison)
Fortitude 18 (10 base, +3 Str/Con, +4 ½ Level, +1 Cloak of Resistance)
Reflex 15 (10 base, +0 Int/Dex, +4 ½ Level, +1 Cloak of Resistance)
Will 22 (10 base, +5 Wis/Cha, +2 Cleric, +4 ½ Level, +1 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Adamantine Mordenkrad: Full attack +11(+2Weapon Prof,+3Str,+4 ½Level,+2Blade) Damage 2D6+7(+3Str,+2DWP,+2Blade) Because it has a Brutal of 1 I get to re-roll all dice that roll a 1 until it is not a 1. On Crit get an extra +2D10 of damage.
Throwing Ax: Full Attack +9 (+2 Weapon Prof, +3 Str, +4 ½ Level) Damage 1D6 +5(+3Str, +2 dwp) Range in square 5/10(at -2)
Dagger: Full attack +7 (+ 0 weapon prof, +3 Str, +4 ½ Level) Damage 1D4 +3 Str

Initiative: +3 (+4 ½ Level & -1 Dex)

Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 squares Combat Double Standard and Move Action 10 squares

SKILLS: p. 181-89 (If a passive roll is ask for a skill it 10 plus the bonus no rolling on my part)
Acrobatics +1 (+4 ½ level, -1 dex, -2 AC penalty) Insight +14 (+4 ½ level, +5 wis, +5 trained)
Arcana +4 (+4 ½ level, +0 int) Intimidate +4 (+4 ½ level, +0 cha)
Athletics +5 (+4 ½ level, +3 str, -2 AC penalty) Nature +9 (+4 ½ level, +5 wis)
Bluff +4 (+4 ½ level, +0 cha) Perception +14 (+4 ½ level, +5 wis, +5 trained)
Diplomac +4 (+4 ½ level; +0 cha,) Religion +9 (+4 ½ level, +0 int, +5 trained)
Dungeoneering +11 (+4 ½ lvl, +5 wis, +2 skill bonus) Stealth +1 (+4 ½ lvl, -1 dex, -2 AC pen)
Endurance +8 (+4 ½ lvl,+3 con,+2 Skill,+1 Plate, -2 Ac pen) Streetwise +4 (+4 ½ lvl, +0 ha)
Heal +14 (+4 ½ level, +5 wis, +5 trained) Thievery +1 (+4 ½ level, -1 dex, -2 AC pen)
History +4 (+4 ½ level, +0 int)

1 Action Points – (1 every other encounter they do not stack so use the action points)
2 Harrow Points – Can be used as action points.
16 Deus ex Mechina (we earn and can keep them to use to change the story line)

Languages:
Common Tongue, Dwarven

Companions Traveling:
Carufinwe Ranger (Jim F.) - joined at beginning on Rovagug 1, 4708 - (6/20/2008)
Andrian Constantin - Rogue (Tallon) - joined at beginning on Rovagug 1, 4708 - (6/20/2008)
Riley Pennyfeather (AKA Rizzle) – Arcane Wizard (Gerald) – joined Rovagug 1, 4708 (6/20/08)
Agrippa - Barbarian (Zack) – Joined at Calistril 4, 4709 – (9/25/2009)

Personality:
Social Interactions Decisions Points Dire Straits
1. Others perceive – Reserved Assertiveness – Adaptable Courageousness - Cautious
2. Optimism – Hopeful Rule conscientiousness – Honest Response to setbacks - Stoic
3. Trusting others – Trusting Empathy – Kind Nerves – Patient

Equipment: Heavy over 160 lbs – (Note 50 coins equal 1lb)
Back Pack (2lbs), Prayer Book 128 pages (3lbs), Journal (2lbs.), Bedroll (5lbs), 2 Blanket (4lbs), Holy Symbol Hammer (1lb), Symbol of Life +1 Holy Symbol of Torag (1lb), Dagger (1lbs), Adamantine Mordenkrad +2 (12lbs), 4 Throwing Ax (12lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail (52lbs), Set of ceremony robes (4lbs), 1 Extra Boots (1lb), 1 Cloak of Resistance (2lbs), 2 water skins (8lbs), Cooking Pot (5lbs), 10 days of rations (10lbs), 50’ of silk rope (3lbs), 50’ of hemp rope (10lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 5 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 4 Gentle Repose, 3 Hand of Fate, 2 Knock, 9 Silence, 1 Raise Dead, 2 Speak with Dead, 8 Tenser Floating Disc and 4 Travelers Feast (5.0lbs), 2 Healing Potion, (.2lbs), 10 candle (.5lbs), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), small pouch 1 SP – 10 GP – 0 PP (.2lbs)
Weight I’m carry is 165.4 lbs. (Left 15 GP and 3PP at my uncle place)
City Weight is 119.2 – Leave Cooking Pot, Tent, bedroll, blanket, Set of Ceremony robes & boots, and half the rations in my room (46.2lb)

Upkeep Cost: Per Day cheapest stay is 4sp, Breakfast 2sp & Dinner 3sp totaling 9sp per day.

Dwarven Traits:
Dwarven Resilience: Can use your second wind (Healing Surge) as a minor action instead of a standard action.

Dwarven Weapon Proficiency: Gain proficiency with the throwing hammer and the warhammer.
Emcumbered Speed: Move at your normal speed even when it would normally be reduced by armor or heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affects you normally.

Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move one square less than the effect specifies. This means an effect that normally pulls, pushes, or slide a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a Saving throws to avoid falling prone.

Feats (p. 196-197)
Armor Proficiency: (Free Class Feat 1st Level) – Trained in cloth, leather, hide, and chain mail.
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual.
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers.
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor.
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor.
Avenger Multi Class Feat: (6th Level) – Allows you to roll 2 dice for 1 attack once per encounter.
Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls against large creatures.

Class Features: Channel Divinity:

Lance of Faith: at Will – Divine, Implement, Radiant – Standard Action – Ranged 5 squares – Target One creature Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +6 wisdom & Live modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. If I Crit I get an extra 1D6 of Damage.

Righteous Brand: at Will – Divine, Weapon – Standard Action – Melee weapon – Target one creature - Attack: Use weapon Attack above (Str) vs. AC - Hits 1(W) (use my stats above for weapon used) Strength modifier damage and one ally with 5 squares of you gains a power bonus +3 (my strength modifier) to melee attack rolls against the target until the end of my next turn.
Second Wind: at Will minor action because I’m a dwarf. I spend a healing surge and gain a +2 bonus to all defenses until start of next turn.

Divine Fortune: Encounter – Divine – Free Action - Personal - Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Turn Undead: Encounter – Divine, Implement, Radiant – Standard Action – Close burst 2 squares. Target: Each undead creature in burst Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs. Will Hit: 1d10 + 6 Wisdom & Life modifier radiant damage, and you push the target a number of squares equal to 3 +0 Charisma Modifier. The target is immobilized until the end of your next turn. If I Crit I get an extra 1D6 of Damage. Miss: Half damage, and the target is not pushed or immobilized.

Healing Word: Encounter (Special: You can use this power twice per encounter, but only once per round.) - Divine, Healing - Minor Action – Close burst 5 squares – Target: Myself or one ally the target can spend a healing surge and regain an additional 1d6 +5 (wisdom modifier) hit points. As long as they have at least one healing surge.

Healing Strike: Encounter – Divine, Healing, Radiant, Weapon – Standard Action – Melee weapon – Target one creature - Attack: Use weapon Attack above (Str) vs. AC Hits 2(W) (use my stats above for weapon used) Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of me can spend a healing surge +5 to their surge points (my wisdom modifier).

Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square - Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + 6 Wisdom & Life Modifier Radiant Damage - Effect: One ally you can see gains combat advantage against the target until the end of my next turn. If Crit get extra 1d6 Damage.

Oath of Enmity: Encounter – Divine – Minor Action – Close burst of 10 one enemy you can see in burst – Attack: When you make a melee attack against the target and the target is the only enemy adjacent to me, I can make two attack rolls and use either result once per encounter.

Searing Light: Encounter – Dive, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square - Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs Reflex Hits 2D6 + 6 Wisdom & Life Modifier Radiant Damage - Effect: One creature when hit the target is blinded until end of my next turn.

Avenging Flame: Daily – Divine, Fire, Weapon – Standard Action – Melee weapon – Target one creature - Attack: Use weapon Attack above (Str) vs. AC Hits: 2(W) (use my stats above for weapon used) Strength modifier damage, and ongoing 5 fire damage (saves ends) Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.

Weapon of the Gods (Retrained from Rune of Peace) Daily – Divine, Radiant, Weapon – Minor Action – Melee Touch Weapon Targets: One held weapon Effect: Until the end of the encounter all attacks made with the weapon deal an extra 1D6 Radiant Damage when the weapon hits an enemy. The enemy takes a -2 Penalty to AC until the end of my next turn.

Divine Power: Daily – Divine, Healing, Radiant, Weapon – Standard Action – Close Burst 2 – Target – Each enemy in burst I can see. Attack: Use Weapon Attack (Str) vs. Fortitude Hits: 2(W) (use my stats above for weapon used) Strength modifier damage and I push the target one square. Effect: Until the end of the encounter I gain regeneration 5. Plus myself and each ally within the burst gain a +2 power AC bonus.

Shield of Faith: Utility Prayer: Daily – Divine – Standard Action – Close Burst 5 - Targets: Myself and each ally in the effected burst gain a +2 Power Bonus to AC until the end of the encounter.

Cure Serious Wounds: Utility Prayer: Divine, Healing – Standard Action - Targets: The person I touch regains hit points as if they had spent two healing surges.


Prayer Book:
Comprehend Language: Pg.303 Level 1 Category: Exploration Time: 10 min for 24 hrs Component Cost: 10gp Key Skill: Arcane
When beginning the ritual choose a language you have heard or piece of writing you have seen within the past 24 hours. Make an arcane check of 35 or higher you can speak it fluently or write it in its native script for the duration else just understand or read the language you have picked.

Cure Disease: Pg.303 Level 6 Category: Restoration Time: 10 min Instantaneous Component Cost: 150gp Key Skill: Heal
See table on this ritual and be sure you want to do this it can kill you.

Discern Lies: Pg. 303 Level 6 Category: Divination Time: 10 min for 5 minutes Component Cost: 140gp Key Skill: Religion
Make a Religion check use the results as a bonus to my insight check to discern any untruths spoken in my presence for the duration of the ritual. Any one aiding me to cast the ritual cannot help with the insight check.

Endure Elements: Pg.304 Level 2 Category: Exploration Time: 10 min for 24 hrs. Component Cost: 20gp Key Skill: Nature (no check)
Ritual lets your designate up to five ritual participants including myself. Ignore penalties associated with extremes of non magical weather an affected creature suffers no ill effects from temperatures -50 to 140 degrees Fahrenheit, plus equipment.

Gentle Repose: Pg. 305 Level 1 Category: Restoration Time: 1hr for 150 days Component Cost: 10gp Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raised Dead or a similar ritual. Also, protects the corpse from being raised as an undead creature for 150 days.

Hand of Fate: Pg. 306 Level 4 Category: Divination Time: 10 min for 10 min Component Cost: 70gp Key Skill: Religion (no check)
You can ask up to three questions about a possible course of action. A Translucent blue hand appears and indicates with a gesture what the most rewarding course of action would be.

Knock: Pg. 307 Level 4 Category: Exploration Time: 10 min Instantaneous Component Cost: 150gp (plus a healing surge) Key Skill: Arcane
Allows you to open a single locked door, chest, gate or other object. Make an arcane check +5 to open each lock.

Make Whole: Pg. 309 Level 1 Category: Exploration Time: 10 min Permanent Component Cost: 20% of item cost Key Skill: Arcane (no check)
A single object that can fit in to a 10 foot cube is completely repaired.

Raise Dead: Pg. Level 8 Category: Divination Time: 8 hrs Instantaneous Component Cost: 500gp (hard to get) Key Skill: Heal (no check)
Need part of the corpse no older than 30 days and wants to be raised. (Component found in the land of Thuvia from a sun orchid Elixir to extend your life or raise the dead.)

Silence: Pg. 312 Level 1 Category: Warding Time: 10 min for 24 hrs Component Cost: 30gp Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.

Speak with Dead: Pg. 312 Level 6 Category: Exploration Time: 10 min for 10 min Component Cost: 140gp Key Skill: Religion
Ask a corpse an intelligence question and receive an answer. The corpse only knows what the creature knew in life. The religion check determines the number of questions you can ask.

Tenser’s Floating Disc: Pg. 312 Level 1 Category: Exploration Time: 10 min for 24 hrs Component Cost: 10gp Key Skill: Arcane
Create slightly concave circular plane of force that floats a foot off the ground. See table for weight allowance. It moves with you at your moment rate and at your command. Note: if it is so far from you for two turns it goes away dropping everthing.

Traveler Feast: Pg 313 Level 4 Category: Exploration Time: 10 min for 24 hrs Component Cost: 35gp Key Skill: Nature (no check)
Create food and water enough to feed 5 medium creatures for 24 hours at the end of the duration anything left over disappears

Magic Items:
Potions of Healing – Minor Action – Drink potion & spend healing surge, but regain 10 hp only.
Symbol Of Life +1 – Holy Symbol of Torag grants a +1 to Implement Attack and Damage rolls
- plus if I Crit get an extra 1D6 of damage. Daily Power - I gain an extra 1D6 on healing powers.
Adamantine Mordenkrad +2 – Gain the +2 to attack and damage rolls – Brutal of 1 is I re-roll all dice that roll an one.
Belt of Vigor (Wrist) – Receive a +1 to Healing Surge Value.
Coulters of 2nd Chances (Guards-Arms) – Daily Power – Free Action - Immediate Reaction to re roll a missed melee attack.
Cloak of Resistance (Neck) – Daily Power - Gain resistance five to all damage until start of my next turn minor action.
Dwarven Plate Armor +1 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge.
Also, gain a +1 to endurance check.

Virtue Rune Sin Rune
+1 Abstinence (Forbearance from using or doing.) Gluttony (Wants everything)
+1 Chastity (Purity) Lust (Longing Desire)
+8 Diligence (Willing and painstaking effort.) Sloth (Lethargy, indolence, inactive)
+2 Humility (Humble) Pride (self center)
+12 Kindness (Kind Action) Envy (Jealous, Grudge)
+4 Liberality (Generosity.) Greed (Selfish Desire.)
+5 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)

Wednesday, September 9, 2009

Investigate the Queen's Physicains

Calistril 3rd 4709 – We went to the Hospice of the Blessed Maiden to see what is going on in there. When we entered we only saw a hand full of plague victims waiting to be admitted. Andrian goes up to a burly nurse receptionist and says he is here to visit a sick friend. When she asked him to wait for permission and she will go check for him. Andrian says lets look around and when we do this attracts the attention of a half dozen of the raven masked Queen’s Physicians. After a brief discussion the doctors tell us that they will send for Dr. Davalus to talk to us. Carufinwe noticed Gray Maidens patrolling a catwalk near the ceiling. Instead of waiting Andrian dodges past the blocking doctors and darts for the nearest door. This took us all by surprise Andrian did this to see what they would do. I made the doctors upset by this and shout that they are under attack putting a dart in Andrian back. One doctor fled from the attack shouting a warning going up the stairs that they are under attack. The Gray Maidens leap down from the catwalk and enter the fight. Rizzle teleported to the catwalk and was pursued by a single Gray Maiden. Within the battle the doctors reveal that they have magical powers including healing abilities. We were able to easily defeat the Gray Maidens and the Queen’s Physicians. After the battle and we examine the corpses of the Gray Maidens we found that they were female-shaped mannequin-like golems made of wood, stone, and metal. We heard shouts of warning and anger coming from a nearby stairwell where one of the doctors left by. When we went to investigate it lead us upstairs to an elevator going down.

We search for another way down to the basement and forgot all about the nurse running out of the hospice when the fight began. Just as we decided we needed to go down the rope. The rope was cut from below. As we talk what we should do next the city guards came in telling us to put down our weapons. We tried to explain but they told us to tell it to the field marshal. I was not going to attack the guards so I surrender my weapon telling them I would go peaceful and do not need hand cuffs. After I did that the others surrender, too.

They took us to Field Marshal Cressida Kroft were we pleaded our case. We convinced her to the point she was not sure what to believe. The part about the Gray Maidens not being human and seeing the parts for herself gave us enough to let us go and try to attempt to get enough prove that we are innocence of the crime we are charged with. She told us that she cannot assist us in any way and we must do this on our own. We return to the warehouse of the hospice of the Blessed Maidens to prove our innocence. We tied off two ropes and both Andrian and I repel the 40 feet to the lower level. As soon as we exit the elevator shaft we were attacked by eight plague zombies. A Queen’s physicians quickly ran from the attack shouting the alarm we have returned. As Andrian and I fought the zombies Carufinwe and Rizzle repel down the shaft. We blocked the shaft entry way so they could come down without being attacked. We were able to destroy the plague zombies but before we could destroy them. One was able to bit Andrian and infect him with the blood veil plague again. Just when we were going to try and rest here for a few minutes to regain our strength the Queen’s physician Dr Devaulus and his accomplice Lady Andaisin open up the door across from us. Lady Andaisin wanted us to drop our weapons and surrender. I tried to stall for some time but Lady Andaisin saw threw what I was doing so we did not hear the story why they were doing this to the city. It was probably a mistake on my part not to hear the story why she wanted to destroy Korvosa. I nodded to Andrian and attack Lady Andaisin along with Andrian. We caught her off guard and we were able to force her to retreat. Andrian blew his horn to call for aid and he attacked the Doctor along with Carufinwe. I did not believe anyone would come to the call. I noticed someone on our flank so I went to attack him. It turn out it was Rolth the Necromancer. His terrible armor was too much for me to hit him and he was just doing minor damage to me. Things were not looking good for us. Then all of a sudden Blackjack came to our aid to assist Andrian in fighting Dr Devaulus. But, then Lady Andaisin returned fully healed thing did not look good again. She hit Andrian and caused him a serious wound. Andrian, Carufinwe and Blackjack were able to kill Dr Devaulus. They then turn their attacks on Lady Andaisin. I was doing nothing to Rolth and behind Rolth was a vampire waiting to attack if I got thru Rolth. Just as the others killed Lady Andaisin, the Bishop of Pharasma Keppira d’Bear, who helped us before also came to our aid swing the tide of the battle to our favor. With Lady Andaisin death scream causing first the Vampire to leave and once Rolth saw he was fighting us alone decided to leave. I made the mistake of chasing him. He is a dreadful person who kills to make evil creatures to serve him. I could not let him go and this may have caused us to lose the evidence we needed to clear our name. As I chase Rolth into another room he stopped at the door way and cast some kind of hold on me. It was like what Rizzle has done created some kind of dark hand to hold me. I could reach him but my lance of faith was not strong enough to harm him. Rolth then cast his dark magic again and anyone in it was taking damage but it was only doing minor damage to me. Rolth called the Queen Physicians to his back to heal him which they did. Blackjack tied to attack the Physicians but they were healing themselves to keep the pressure on us.

Andrian was taking to much damage and called for us to retreat. I did not want to but I tried again to break free from the hand which I was able to then retreat. We did a defense retreat with Carufinwe and Andrian taking Dr Devalus body with us. We should of taken Lady Andaisin body when we left. I’m sure Rolth is going to make her body into some kind of undead creature. I’m sure if Carufinwe, Rizzle and Andrian helped with Blackjack against the Queen’s physicians we could of brought down Rolth. Once again we lose to the evil around us which make me sad because other innocent lives like Ruan will die because we lost. We all were able to escape with Blackjack defending our escape against Rolth. Rolth attempted to pursue us by climbing the rope we should of let him because then we could of surround him and I’m sure we would of killed that evil man without the aid of the Queen’s physicians healing him. But, Andrian cut the rope causing Rolth to fall 30 feet. Rolth vowed vengeance against us as we left to report to Field Marshall Cressida Kroft.

After Rolth fell back down the elevator shaft Blackjack told us we should go back after him. The Bishop also thought we should not let him go we need to stop him now. We were not sure we are strong enough to take him. Andrian felt we needed to take Dr. Devaulus body to Field Marshal Cressida Kroft and report. I agreed along with Carufinwe stayed behind to watch and see if Rolth try to escape. With that both Blackjack and the Bishop said they could not wait and had other business. We load up Dr. Devaulus body which was in some sheets into a cart which Andrian and Rizzle took to Field Marshal Cressida Kroft and reported. Andrian told me later that the Field Marshal was not pleased seeing Dr. Devaulus body. Andrian told her about the battle and she could see the wounds on both Andrian and Rizzle. She told them they needed more prove and she had to tell the Queen about Dr. Devaulus death. Since, it was still dark she would wait until sunrise before telling the Queen. We had until then to go back to the hospice to gather more evidence to prove our accusations against the Queen. As Andrian was leaving the Field Marshal he ran into a Shoanti Barbarian that said he is the Grandson of Thousand Bones and his name is Agrippa. He told us he is the brother of the barbarian warrior Gaeken whose body was dismembered by Rolth. Agrippa is seeking vengeance against Rolth for the desecration of his brother’s body. Andrian told him to come with him for we have Rolth trapped in a hospice basement.

The Wererat Rumor - Release a Huge Worm

Abadius 27th 4709 – Since we were hearing more news about the wererats and nothing of Ruan or Rolth we started to look into the rumor of the wererats being the source of the Bloodvale.

Abadius 28th 4709 – Jolistina was hanged for what she had done. Looking into the rumors of the wererats with no prove of it being a valid rumor.

Adadius 29th 4709 – Another day of asking about the wererats with no good answers to prove this is a true rumor. To me it is looking to be just that a rumor.

Adadius 30th 4709 – I’m wrong again about these rumors. As we were out asking people about the wererats an old lady (who was a wererat in human form) by the name of Eries Yelloweyes came over to talk to us when the street had cleared. Eries told us that the werrats are not the cause of the Bloodvale plague and that the rumors to the contrary are due to the fact that a wererat by the name of Girrigz is planning a revolution while the humans are occupied with the Bloodvale plague. Eries agreed to take us to his lair to stop a war between the humans and the wererats. Eries took us to a sewer hole closest to Girrigz lair. She gave us directions to locate were they are hiding and then she leaves. We entered the sewer and try to slip by the otyughs in the sewer but we are attacked by two otyughs. As we are finishing the fight with the otyughs Rizzle see a huge multi legged green tentacle worm trapped behind a portcullis. This attack enraged the creature which threw it body at the portcullis to smash it down. Andrian called for a retreat and Captain Verek moves to block the huge green worm as it broke down the portcullis. As we were escaping Verek stop fighting because he was paralyzed by the worm. We fired missile attacks at the worm but had little effect. The worm must have been very hungry because it dragged off Verek to consume him ignoring our attacks. Since we could not save Verek we left the sewers. Andrian and Rizzlie was hoping the worm would attack the wererats and either kill them or at least the wererats will be weaken killing the worm. I felt very bad that we did not come to Verek aid to save him from the worm. We will soon have to go back into the sewer to kill the worm before it get to big and eats all the otyughs. We reported back to Field Marshal Cressida Croft what had happen and of the lost of Captain Verek.

Calistril 1st 4709 – We finished our investigation into the rumor of the wererats by entering the sewer to check on the monster we released. We did not see any otyughs or the huge worm. We then followed the direction Eries gave us yesterday and found a fur covered rat like arm which we guess was one of the wererats in Girrigz group. We believe this rumor has been put to rest and the threat of the wererats attack is over. Only the huge green worm is left which we will have to hunt down and kill before it eats all the otyughs in the sewer. When we took the wererat arm out and it was touched by sunlight it shifted back into a human arm. We reported back to Field Marshal Cressida Croft what we found out. We started to investigate the rumor of people go to be healed but never returning.

Tuesday, August 18, 2009

The Masquerade Ball at Carowyn Manor

Abadius 20th-23rd, 4709 – We started looking for the vampire that escape along with looking for a Varisian woman who been coming to the barracks the last few days. We keep missing her to question her about her missing brother. No luck on finding anything out about the vampire. The people think we are crazy in asking. Korvosa is still paying the price of the blood veil and also for not burning bodies as there are more walking dead reports in old Korvosa.

Abadius 24th, 4709 – As we came out of the barracks to start our watch for the night the young Varisian woman singer named Deyanira Mirukova was just starting her complaint about her missing brother. We went up to her and ask about her missing brother. She told us that her brother, Ruan, was hired to play at a masquerade ball held at the Carowyn Manor. She has gone to the Manor but no one will come to the door to talk to her and she did not want to break in fearing she would be killed for looting. She began to beg us to find her brother and is willing to pay us. I told her she does not need to pay us and we will look into the matter. She agreed to take us to the Carowyn Manor and once we got there we told her to go home. We will check out the manor and tell her what we found out. Andrain wanted to check out the manor’s grounds first. He went through the back hedge and after a short time came back and told us we need to go to the front door quickly. It appears the guests are eating a person dressed up as a pig. We rushed to the front door and after Andrain open the door we saw the first horror of dead bodies rotting away in the front hallway. This explained what we smelled outside the house. We moved quickly to the dinning area and the people dancing in the front room continued dancing even though it looked like they could barley stand. We got to the dinning table and it took my full strength to pull the body off the table. To our surprise the body was a tied up plague-zombie they were eating. All the ones at the table were zombies, too. We decided to look for Ruan and since the sound of music was coming from upstairs. We started to go upstairs when I reached the top of the stairs we found a living forlorn elf by the name of Jolistina Susperio who was dressed up as a harlequin. She told us she is an associate of Rolth the necromancer. When we question her further she screamed at us telling the zombies to attack us as she leaped from the second floor balcony. I thought we had a good position on the stairs but the zombies started to climb over the banister to get at us. Captain Verik was last because I wanted him at the top of the stairs to use his pole arm as the zombies came up the stairs but this plan never came to be. Andrain did not want Jolistina to escape us so he jumped down and chase her into another room. We found out that he tried to pull her into another room to close the door from the zombies but could not and had to strangle her to prevent her from ordering the other zombies to attack and to be able to defend him self, too. We did okay but Rizzle cast a couple of spells that effect Captain Verik a couple of times and myself once. But they did damage the zombies and we did not lose too much by it. I just do not like to be in the effects of his spells. We had to destroy the zombies to stop them from attacking. After we destroyed the zombies we stripped Jolistina down removing her possessions, tied her up and then gagged her while we search for Ruan. We found four sets of zombies doing what they where told to do before we came in. Two were upstairs talking, three playing cards, two in the kitchen and the one tied up as a pig. We were able to take the small groups out with no problems but did not find Ruan. We found the lord manor, Ausio Carowyn in the wine cellar hiding out. I made the mistake of saying he killed his wife when he ask if we saw her. I was not thinking clearly and did not tell him that she was made into a walking dead first. He became very upset after my mistake of saying we killed his wife. We did calm him down after a bit when we told him that all his guest where made into zombies before we came to the manor and he had to destroy them before they killed more innocent people. We also told him we are going after the one who did this to his wife and friends. Ausio could not tell us anything about Ruan and that Jolistina just entered into his manor shotting his guest in the leg and laughing. It did not look like she was trying to kill anyone. But, then anyone who was shot quickly started to change and the first fight began. That was when he hid in the cellar. We went back and questions Jolistina and gain a little more information about Rolth. She also gave us a sketch of Rolth. Jolistina then lead us to Rolth place which was in the grave yard and it looked like he has been here but is now gone. He found no sign of Ruan the musician. We then when back to the barrack and turn Jolistina over to the guards for trial.

Abadius 25th and 26th 4709 - We continue to look for Rolth with no success. We were hearing more information about the wererats being the source of the Bloodvale. I went to Ruan sister Deyanira Mirukova house and told her he had not found her brother but we are still looking for him. We told her a little of what happen and who took her brother but we can not find either one.

Friday, July 31, 2009

The Rumor of the False Cure

Abadius 13th-18th, 4709 – We continue the investigation in the rumors of a cure for the plague and finally cam up with a name. The person was Vendra Loaggri who ran the perfume boutique known as “Lavender’ Luxuriant Liniments”. We will be checking out the place tomorrow to see if she has a cure for the Bloodveil or not.

Abadius 19th, 4709 – After Andrian did a brief investigation and purchase a false product from the Lavendar’s Luxurient Limiments shop we came to the conclusion that this was a fraud cure. We went in to arrest Vendra Loaggri but she did not want to come peacefully. He had a brief scuffle with her and her two body guards. It came to a quick end when Rizzle blasted Vendra with a lightning spell causing her to surrender to us. At this point the two body guards stop fighting and ask to leave. I thought we should let them leave because they are hired to project her. Since she surrendered to us they are no longer needed for protection. But for some reason Andrian thought we should bring them in too. Unfortunately, Toka stood between the two thugs and freedom. To our surprise they attack Toka with their heavy chains knocking her unconscious. They then grab her and threaten to kill her if they were not allowed to leave. I still do not know why Andrian wanted to keep Toka with us but to think we could save her by attacking the two thugs was not right. He does not value her life but to let an unarm creature die because you did not want to let something go. If I knew we would die anyway I could do that but we did not know they would kill Toka if we let them go. I believe they just wanted to get out of this mess. Well they surrender to us again but we lost Toka when there was no reason he should of. We took them all back to the dungeon to wait their trial.

The Rumor of Bodies being Dumped

Abadius 8th – 10th, 4709 – Since the haunted pile of burning bodies was true we decided to check out the rumors about the bodies being dumped into alley ways. As we looked into this rumor we heard that the bodies are moving around killing people.

Adadius 11th, 4709 – We found that the trouble seems to be at Raker’s Alley. So, we went to Raker’s Alley to check out what there. As we arrived we did notice a pile of bodies in the alley way. We notice a smell of a fungus like the one at Vorel mansion in Sandpoint coming from the undead. As we came closer and Rizzle light source touch the pile the bodies started to stand up and move slowly towards us. Andrian, Toka and Carufinwe all started shotting at the bodies. Captain Verik and Grau went forward to meet them along with Rizzle. This time Rizzle was brave moving up and causing damage to the walking dead. But, the walking dead were able to attack all three who moved up. I was able to step into a perfect place made by Torag to be able to cast my turn undead killing one that everyone hit and pushing the rest back three steps. They were slow and could not hit us very well and we were able to kill them off quickly. Rizzle got off one attack and hit the head of one of these walking dead causing the creature to blow up into pieces. This seems to be a weakness if you can smash in their head.

Note: Could the walking dead be in old Korvosa and they were the ones who attacked the crowd that day? If the people who die from the blood veil are not burn do they become the walking dead? Is that what the legacy of Vorel’s is the fungus which can make the dead walk? More questions with no answers.

Just as we finished the battle with the walking dead three other undead creatures appeared and looked to be vampires. They wanted to make an alliance with us against the ones responsible for the blood veil plague. They told us that they can not drink the blood of the ones with this plague. They have information that can help us with the plague. I’m torn wanting to kill these undead where they stand or do we agree to an alliance with them to go after the ones who cause the plague to save more lives? I just can not align myself with the dead and I know I would regret the decision. Andrian made me nerviest by asking questions and I was sure he was going to align with them. But, he was just getting information from them. They did tell us the disease is from the Vorel’s Legacy but they would not tell who the people responsible for the plague were. Once the Vampire figured out we were not going to align with them they said we must be silenced because we now know too much. Once, the battle began three more vampire attack us from the rear surrounding us. Grau was a brave fighter and took the attack to the vampires and they surrounded them. I try to heal him but he was being attack by to many at once. The vampires were able to kill Grau by ripping out his throat. The rest of us worked together to defend off the rest of the vampires. I was surprised when Rizzle was able to sleep them and with my blessing from Torag to do extra damage to the vampires we slain five of the six vampires. One female vampire was able to escape by climbing the walls to get on the roof tops. She yelled back at us vowing revenge for what we have done. Andrian searched the vampires and found some treasure as I looked for a cart to carry the bodies away for burning. I also, looked for the Bishop who helped us with the fire demon on how to destroy the vampire bodies and to be sure Grau does not become one. With the help of the Bishop we prepared Grau body for burial.

Abadius 12th, 4709 – Before we started our watch we went to Grau’s private funeral. Because of his recent legal issues and the ongoing plague, Grau did not receive a full military funeral. We gave Grau’s share of the vampire loot plus half of mine to his sister in law, Tayce Soldado. Tayce was overwhelmed with both grief and gratitude from our offer. As she took the money she told us this will provide for her family for the foreseeable future.

The rest of the night we looked for the vampire who escape with no luck and also started to check out the rumor of the cure for the plague.

Thursday, July 16, 2009

Brunt - 8th Level Cleric

Bruntalmar Battlehorn –8th level Dwarf Cleric LG (+31 Rune pts);
DOB Sarenrae 13, 4686 (6/13/2008) - Updated 07/14/2009
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 13,838,
Patron Deity: Torag - Homeland: Janderholf -
Group Name: The Saviors of Sandpoint – Game date: Abadius 12, 4708

Hit Points 63 (Healing Surge HP Healed 16 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 31) (Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)

Armor Class 23 (+0 Int/Dex, +1 Plate Mail AC+9, +4 ½ Level)

Str 17 (+3) (+1 8th level)
Con 16 (+3) (+2 for Dwarf, +1 4th level)
Dex 8 (-1)
Int 10 (+0)
Wis 20 (+5) (+2 for Dwarf, +1 4th level, +1 8th level)
Char 11 (+0)
Low Light vision is normal in Dim Light

DEFENSES (Dwarf feature +5 on Saving Throws against Poison)
Fortitude 18 (10 base, +3 Str/Con, +4 ½ Level, +1 Cloak of Resistance)
Reflex 15 (10 base, +0 Int/Dex, +4 ½ Level, +1 Cloak of Resistance)
Will 22 (10 base, +5 Wis/Cha, +2 Cleric, +4 ½ Level, +1 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Adamantine Mordenkrad: Full attack +11(+2Weapon Prof,+3Str,+4 ½ Level,+2Blade) Damage 2D6+7(+3Str,+2DWP,+2Blade)
Because it has a Brutal of 1 I get to re-roll all dice that roll a 1 until it is not a 1. On Crit get an extra +2D10 of damage.

Throwing Ax: Full Attack +9 (+2 Weapon Prof, +3 Str, +4 ½ Level) Damage 1D6 +5(+3Str, +2 dwp) Range in square 5/10(at -2)

Dagger: Full attack +7(+0 weapon prof, +3 Str, +4 ½ Level) Damage 1D4 +3 Str

Initiative: +3 (+4 ½ Level & -1 Dex)

Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 squares Combat Double Standard and Move Action 10 squares

SKILLS: p. 181-89 (If a passive roll is ask for a skill 10 plus bonus of roll)
Acrobatics +1 (+4 ½ level, -1 dex, -2 AC penalty) Insight +14 (+4 ½ level, +5 wis, +5 trained)
Arcana +4 (+4 ½ level, +0 int) Intimidate +4 (+4 ½ level, +0 cha)
Athletics +5 (+4 ½ level, +3 str, -2 AC penalty) Nature +9 (+4 ½ level, +5 wis)
Bluff +4 (+4 ½ level, +0 cha) Perception +14 (+4 ½ level, +5 wis, +5 trained)
Diplomacy +4 (+4 ½ level; +0 cha,) Religion +9 (+4 ½ level, +0 int, +5 trained)
Dungeoneering +11 (+4 ½ level, +5 wis, +2 skill bonus) Stealth +1 (+4 ½ level, -1 dex, -2 AC penalty)
Endurance +8 (+4 ½ level,+3 con,+2 Skill,+1 Plate, -2 Ac pen) Streetwise +4 (+4 ½ level, +0 cha)
Heal +14 (+4 ½ level, +5 wis, +5 trained)
Thievery +1 (+4 ½ level, -1 dex, -2 AC penalty)
History +4 (+4 ½ level, +0 int)

1 Action Points – (1 every other encounter - do not stack)
3 Harrow Points – Can be used as action points for Saving Throws, to Hit or get use of another Magic item day use, etc.
18 Deus ex Mechina (we earn and can keep them to use to change the story line)

Languages:
Common Tongue, Dwarven

Personality:
Social Interactions Decisions Points Dire Straits
1 Perceive-Reserved Assertiveness–Adaptable Courageousness-Cautious
2 Optimism–Hopeful Rule conscientiousness–Honest Response setbacks-Stoic
3 Trusting others–Trusting Empathy – Kind Nerves – Patient

Equipment: Heavy over 160 lbs – (Note 50 coins equal 1lb)
Back Pack (2lbs), Prayer Book 128 pages (3lbs), Journal (2lbs.), Bedroll (5lbs),
2 Blanket (4lbs), Holy Symbol Hammer (1lb), Symbol of Life +1 Holy Symbol of Torag (1lb), Dagger (1lbs), Adamantine Mordenkrad +2 (12lbs), 4 Throwing Ax (12lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail (52lbs), Set of ceremony robes (4lbs), 1 Extra Boots (1lb), 1 Cloak of Resistance (2lbs),
2 water skins (8lbs), Cooking Pot (5lbs), 10 days of rations (10lbs), 50’ of silk rope (3lbs), 50’ of hemp rope (10lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 2 Comprehend Language, 1 Discern Lies, 3 Endure Elements, 1 Gentle Repose, 1 Hand of Fate, 4 Silence 4 Tenser Floating Disc and 2 Travelers Feast (.8lbs), 2 Healing Potion, (.2lbs), 10 candle (.5lbs), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), small pouch 1SP–10GP–0PP(.2lbs)
Weight I’m carry is 161.2 lbs. (Left 15 GP and 3PP at my uncle place)
City Weight is 119.2 – Leave Cooking Pot, Tent, bedroll, blanket, Set of Ceremony robes & boots, and half the rations in my room (42lb)

Upkeep Cost: Per Day cheapest stay is 4sp, Breakfast 2sp and Dinner would be 3sp totaling 9sp per day.

Dwarven Traits:
Dwarven Resilience: Can use your second wind (Healing Surge) as a minor action instead of a standard action.
Dwarven Weapon Proficiency: Gain proficiency with the throwing hammer and the warhammer.
Emcumbered Speed: Move at your normal speed even when it would normally be reduced by armor or heavy load.
Other effects that limit speed (such as difficult terrain or magical effects) affects you normally.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move one square less
Than the effect specifies. This means an effect that normally pulls, pushes, or slide a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a
Saving throws to avoid falling prone.

Feats (p. 196-197)
Armor Proficiency: (Free Class Feat 1st Level) – Trained in cloth, leather, hide, and chain mail armor. P. 194
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10. P. 296
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. P 194
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor. P. 194
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor. P. 194
Avenger Multi Class Feat: (6th Level) – Allows you to roll two dice for one attack once per encounter.
Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls against large creatures. P.199

Class Features: Channel Divinity:

Lance of Faith: at Will – Divine, Implement, Radiant – Standard Action – Ranged 5 squares – Target One creature Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +6 wisdom & Live modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack roll against the target. If I Crit I get an extra 1D6 of Damage.

Righteous Brand: at Will – Divine, Weapon – Standard Action – Melee weapon – Target one creature Attack: Use weapon Attack above (Str) vs. AC Hits 1(W) (use my stats above for weapon used) Strength modifier damage and one ally with 5 squares of you gains a power bonus +3 (my strength modifier) to melee attack rolls against the target until the end of my next turn.

Second Wind: at Will minor action because I’m a dwarf. I spend a healing surge and gain a +2 bonus to all defenses until start of next turn.

Divine Fortune: Encounter – Divine – Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of your next turn.

Turn Undead: Encounter – Divine, Implement, Radiant – Standard Action – Close burst 2 squares. P. 272 Target: Each undead creature in burst Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 6 Wisdom & Life modifier radiant damage, and you push the target a number of 3 squares. The target is immobilized until the end of your next turn. If I Crit I get an extra 1D6 of Damage. Miss: Half damage, and the target is not pushed or immobilized.

Healing Word: Encounter (Special: You can use this power twice per encounter, but only once per round.) - Divine, Healing Minor Action – Close burst 5 squares – Target: Myself or one ally the target can spend a healing surge and regain an additional 1d6 +5 (wisdom modifier) hit points. As long as they have at least one healing surge.

Healing Strike: Encounter – Divine, Healing, Radiant, Weapon – Standard Action – Melee weapon – Target one creature
Attack: Use weapon Attack above (Str) vs. AC Hits 2(W) (use my stats above for weapon used) Strength modifier radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of me can spend a healing surge +5 to their surge points (my wisdom modifier).

Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + 6 Wisdom & Life Modifier Radiant Damage Effect: One ally you can see gains combat advantage against the target until the end of my next turn. If Crit get extra 1d6 Damage.

Oath of Enmity: Encounter – Divine – Minor Action – Close burst of 10 one enemy you can see in burst – Attack: When you make a melee attack against the target and the target is the only enemy adjacent to me, I can make two attack rolls and use either result once per encounter.

Searing Light: Encounter – Dive, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square Attack: +10 (Wisdom +5 + 4 ½ Level, +1 Symbol of Live) vs Reflex Hits 2D6 + 6 Wisdom & Life Modifier Radiant Damage Effect: One creature when hit the target is blinded until end of my next turn.

Avenging Flame: Daily – Divine, Fire, Weapon – Standard Action – Melee weapon – Target one creature Attack: Use weapon Attack above Str vs AC Hits: 2(W) (use my stats above for weapon used) Strength modifier damage, and ongoing 5 fire damage (saves ends) Miss: Half damage, and no ongoing fire damage. Special: If the target attacks on its turn, it can’t attempt a saving throw against the ongoing damage.

Rune of Peace: Daily – Charm, Divine, Weapon – Standard Action – Melee Weapon Targets: One Creature Attack: Use weapon Attack above (Str) vs Will Damage 1(W) + Strength Modifier Damage and the Target cannot attack (save ends) Miss: The target cannot attack me until the end of my next turn.

Shield of Faith: Utility Prayer: Daily – Divine – Standard Action – Close Burst 5 Targets: Myself and each ally in the effected burst gain a +2 Power Bonus to AC until the end of the encounter.

Cure Serious Wounds: Utility Prayer: Divine, Healing – Standard Action
Targets: The person I touch regains hit points as if they had spent two healing surges.


Prayer Book:
Comprehend Language: Pg.303 Level 1 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 10gp Key Skill: Arcane
When beginning the ritual choose a language you have heard or piece of writing you have seen within the past 24 hours. Make an arcane check of 35 or higher you can speak it fluently or write it in its native script for the duration else just understand or read the language you have picked.

Cure Disease: Pg.303 Level 6 Category: Restoration Time: 10 min Instantaneous
Component Cost: 150gp Key Skill: Heal
See table on this ritual and be sure you want to do this it can kill you.

Discern Lies: Pg. 303 Level 6 Category: Divination Time: 10 min for 5 minutes
Component Cost: 140gp Key Skill: Religion
Make a Religion check use the results as a bonus to my insight check to discern any untruths spoken in my presence for the duration of the ritual. Any one aiding me to cast the ritual cannot help with the insight check.

Endure Elements: Pg.304 Level 2 Category: Exploration Time: 10 min for 24 hrs.
Component Cost: 20gp Key Skill: Nature (no check)
Ritual lets your designate up to five ritual participants including myself. Ignore penalties associated with extremes of non magical weather an affected creature suffers no ill effects from temperatures -50 to 140 degrees Fahrenheit, plus equipment.

Gentle Repose: Pg. 305 Level 1 Category: Restoration Time: 1hr for 150 days
Component Cost: 10gp Key Skill: Heal (no check)
This ritual is performed on an adjacent corpse. It quintuples the time the corpse can lie dead and still be affected by Raised
Dead or a similar ritual. Also, protects the corpse from being raised as an undead creature for 150 days.

Hand of Fate: Pg. 306 Level 4 Category: Divination Time: 10 min for 10 min
Component Cost: 70gp Key Skill: Religion (no check)
You can ask up to three questions about a possible course of action. A Translucent blue hand appears and indicates with a gesture what the most rewarding course of action would be.

Knock: Pg. 307 Level 4 Category: Exploration Time: 10 min Instantaneous
Component Cost: 150gp (plus a healing surge) Key Skill: Arcane
Allows you to open a single locked door, chest, gate or other object. Make an arcane check +5 to open each lock.

Make Whole: Pg. 309 Level 1 Category: Exploration Time: 10 min Permanent
Component Cost: 20% of item cost Key Skill: Arcane (no check)
A single object that can fit in to a 10 foot cube is completely repaired.

Raise Dead: Pg. Level 8 Category: Divination Time: 8 hrs Instantaneous
Component Cost: 500gp (hard to get) Key Skill: Heal (no check)
Need part of the corpse no older than 30 days and wants to be raised. (Component found in the land of Thuvia from a sun orchid Elixir to extend your life or raise the dead.)

Silence: Pg. 312 Level 1 Category: Warding Time: 10 min for 24 hrs
Component Cost: 30gp Key Skill: Arcana (no check)
You ward a single room (or a burst 4 area), against eavesdropping. Creatures attempting to listen to something in the warded area from outside the area take a -10 penalty to their Perception checks.

Speak with Dead: Pg. 312 Level 6 Category: Exploration Time: 10 min for 10 min
Component Cost: 140gp Key Skill: Religion
Ask a corpse an intelligence question and receive an answer. The corpse only knows what the creature knew in life. The religion check determines the number of questions you can ask.

Tenser’s Floating Disc: Pg. 312 Level 1 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 10gp Key Skill: Arcane
Create slightly concave circular plane of force that floats a foot off the ground. See table for weight allowance. It moves with you at your moment rate and at your command. Note: if it is so far from you for two turns it goes away dropping everthing.

Traveler Feast: Pg 313 Level 4 Category: Exploration Time: 10 min for 24 hrs
Component Cost: 35gp Key Skill: Nature (no check)
Create food and water enough to feed 5 medium creatures for 24 hours at the end of the duration anything left over disappears

Magic Items:
Potions of Healing – Minor Action – Drink potion & spend healing surge, but regain 10 hit points of healing instead.
Symbol Of Life +1 – Holy Symbol of Torag grants a +1 to Implement Attack and Damage rolls plus if I Crit get an extra 1D6 of damage. Daily Power - I gain an extra 1D6 on my healing powers.
Adamantine Mordenkrad +2 – Gain the +2 to attack and damage rolls – Brutal of 1 is I re-roll all dice that roll an one.
Belt of Vigor (Wrist) – Receive a +1 to Healing Surge Value.
Coulters of 2nd Chances (Guards-Arms) – Daily Power – Free Action - Immediate Reaction to re roll a missed melee attack.
Cloak of Resistance (Neck) – Daily Power - Gain resistance five to all damage until start of my next turn minor action.
Dwarven Plate Armor +1 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge.
Also, gain a +1 to endurance check.

Virtue Rune Sin Rune
+1 Abstinence Gluttony
+1 Chastity Lust
+8 Diligence Sloth
+2 Humility Pride
+11 Kindness Envy
+3 Liberality Greed
+5 Patience Wrath