Thursday, February 26, 2009

Passage to Korvosa

Neth 4, 4708 – Another day on the docks looking for a ship going to Korvosa. We had no luck finding one again today.

Neth 5, 4708 – It looked like another day no ship going to Korvosa but later that day a ship called the Seacow came into port. We meet with captain Gannon and he agreed to take us for 10gp per person to Korvosa, which we agreed.

Neth 6, 4708 – We waited while the Seacow unloaded her cargo and then taking on new cargo and fresh supplies. The captain told us we would be leaving tomorrow morning. I talk with Riley about him teaching me some of his ritual.

Neth 7- 16 4708 – We are off to Korvosa on the Seacow. The captain told us it is over 500 mile journey and will take us 10 days or so to reach Korvosa. We will also be stopping and laying over at Palin’s Cove and Veldraine. During this time I worked with Riley to trade ritual with him.

Neth 17, 4708 – We arrived in Korvosa late in the night and spent the night on board the Seacow.

The Shadowclock Scarecrow & Xanesha

Neth 1, 4708 – They have decoded Ironbriar’s encrypted journal which clearly indicates that he was the leader of the Skinsaw cult. He along with Vorel Foxglove where the founding members and now he is taking orders from someone named Xanesha the Wanton of Nature’s Pagan Forms. Ironbriar also has a thing for this person Xanesha and meets with her at a placed called the Shadowclock. They also found a noted dated a couple of weeks ago about Vorel’s Legacy arriving by courier and the couriers would be silenced. Where the courier the same ones we rescued just the other day at the Foxglove house! Vorel’s Legacy was sold to a group called the Red Mantis which is based in Korvosa. Also, Ironbriar seemed a bit concerned that Vorel’s Legacy will be resold by the Red Mantis that could be used in ways that would not further the ends of the Norgorber cult.

He talked about what we should do next. I wanted to go back to Sandpoint to tell the Sheriff about Lyk death. Andrian wanted to go after Vorel’s Legacy in Korvosa. Riley and Carufinwe thought we should at least check out the Shadowclock. Since it was late we decide to check out the Shadowclock in the morning. Andrian went out to see if anyone knew what or where the Shadowclock was. He did find where the shadowclock is located.

Neth 2, 4708 – We went to find the Shadowclock and it was where Andrian was told under the Gods Highway. Andrian went to look around inside first and he came back out saying their was sometime in a hugh pile of garbage to our left as we enter the room. We decide to fight at the door entrance so it could only attack a few of us at a time. Andrian went back in threw his dagger at the creature which was a huge zombie with a scythe that resembling a scarecrow. I was blocking the door and I do not know how thought the whole battle that zombie never hit me. The zombie beat up Andrian but Andrian gave his all and did a lot of damage to the zombie. Because it was an undead my powers did well against this creature. After a long battle we won and lost no one which was because of the grace of Torag. Andrian started looking in the pile of garbage for treasure when a voice from above spoke down at us. Andrian talk to the person who we found out was Xanesha. Andrian continued to talk to Xanesha and while looking through the garbage. We did nothing else giving Xanesha minions time to cut a rope and drop a huge bell on Andrian. Andrian was able to evade the bell but the bell destroyed part of the stairs going up. After more talk and Andrian saying things he should not of like us taking out Ironbriar is going to cause us more trouble we decide to leave because no one wanted to climb the broken stairs. Andrian said he use up everything he had on the zombie. I did not want to jump over holes in the walk up with plate armor on. Against my better judgment we left knowing we will meet her again. We went back to the inn to rest and I work on copying the rituals.

Neth 3, 4708 – We rested and came back to Shadowclock only to found everything of interest gone. We did fine three bodies which we believe where the three cult members who escape from the saw mill the other night. Andrian did find some of the zombie treasure. But, we lost the trail of Xanesha and only have the trail to Korvosa. So, we decide to leave and book passage on a ship bound for Korvosa. We sent the rest of the day looking for passage to Korvosa with no luck.

Tuesday, February 3, 2009

Seven's Sawmill

Lamashan 27, 4708 - Andrian decided to ask around where the Seven’s Sawmill was and it is a true sawmill name. He also ask a few people about the Brothers of the Seven but no one ever heard of that name at all and he was getting asked why he was asking. He told us he will need to be more careful asking about things we need to know. Since we found out about the sawmill he decided to go down and check it out. It looked like a saw mill and with lots of noise sawing and banging going on. It took some time for someone to come to the door. He told him we was looking to buy some wood on fixing up the misgiving without saying the name or place he is fixing up. He was told they only do large orders and to come back later and Andrian agree to this. So, we went back to the Inn to check it out later tonight.

Later that night we came back and the saw mill was quiet with only the water wheel making any noise. There where still lights in the building. Andrian told us to wait while he would go and check it out. The first floor was empty but the next two had a few people each talking. He over heard the word Norgorber and Father Skinsaw. When he came back and told us. All of a sudden I remember the word Norgorber my teacher back home had fought against them and he told me they are a cult. Norgorber elevated himself to godhood. Not much was known about him because he kept his past secret. He is all about secrets, greed, poison, murders and other no good deeds. Norgorber is the father of the Skinsaw Temple. They use mostly small weapons like short swords, daggers hand crossbows because they are easy to conceal them. They wear mask to cover their identity and some go as far as making the mask from the flesh of their victims. They like to wear black because they work at night. They work well together for the common good and if they need to they will work with the Grey Master of Theives and other organization. This all came back to me, I should of realized who we were dealing with a few weeks ago. They are a bad group and sometimes kill because they just want what the victim had.

We decided to take this cell out. Andrian thought he could stop the mill wheel which would make the place quiet. He tried but could not do it on the first floor and had to check out the bottom floor first. When he checked it out he noticed four men talking in the corner. He wanted us to come down and help him take them out. We went down and it all went well we killed two and I was able to save one life and we knocked the other one out before they could give off an alarm. We bound and gag them. They had masks so they did belong to that cult. The rest of us went back up to the main floor where I cast my silient ritual to make the fight silence to anyone not in the room. I let Andrian put some explosive on the steps (this turn out to be our first mistake). Andrian went back down and after several minutes was able to stop the water wheels to stop moving. Andrian got back up before they came to check it out. We did hear them talking about why did the water wheels stop turning the lever was rusted shut and could not be moved. One of the said he would check it out.

As he came to the top stop he stepped on the explosive which we heard and he did not only that he got hurt from it. He yelled back that something was not right and they all came to the hole in the ceiling with hand held crossbows. They saw us and the battle began. We killed one shooting down at us and I thought the High Priest was there because we heard a voice commanding the fallen one to stand and fight again which he did (my second mistake it was not the high priest just a follower). We changed a few shots killing another one coming down the stairs. I told Lyk to take out the high priest so he charged up the stairs to what we thought was the high priest but was not and he was not able to kill him and that follower commanded the one fallen on the steps to raise trapping Lyk (my third mistake of this battle). They all turned on Lyk and cut him down. It did not look good as Lyk fall down the stairs with several cross bolts sticking out of him and two bad cuts we was be on my healing powers. Riley thought we should run but Andrian yelled attack and he ran up the stair followed by the rest of us. Riley, Carufinwe and Andrian killed the ones blocking the stairs and I was able to get past them to the true High Priest. I was able to get in a good Avenaging Flame strike on the High Priest setting him on fire for Lyk. The follower jumped into the hole to attack us from the rear where Riley was. The High Priest put fear into my mind and my only way to flee was to jump down thru the hole. I was able to break the hold on the fear and not jump. We attacked the High Priest taking him down the next time and Riley and Andrian little goblin girl was able to kill one with Riley running for his life because he looked hurt. With the High Priest down and only two follower left they decide to leave and they jumped in the water and escape death. We search the place finding a book that was written in three languages to hide their dealing. We took the ledger and put the bodies with their mask on their face to show they are part of the skinsaw murders. I put a note on the high priest stating this was one was a high priest of Norgorber one of the heads behind the murders going on in Magnimar.

Lamashan 28, 4708 - As we left Andrian stated we should carry Lyk as if he was drunk to get past any of the city guards. Andrian took us to a part of town that was part of the underground. He talked to somebody about burying Lyk without to many questions. Andrian paid the man and he took Lyk body off our hands. Andrian stated that we just killed an important person in this town and they would not believe us saying he was part of the skinsaw murders. We all agreed but it did not seem right at all me. This is not the way one should bury a friend who has saved my life many times. I will miss Lyk we was the only one I could talk to and trust.

We went back to the inn and Riley and Andrian took the journal we found and started to study it and try to figure out what it was telling us. I prayed to Torag for guidance for the rest of the day asking forgiveness in what I’ve done with Lyk.

Lamashan 29 and 30, 4708 - Rily continue to look at the journal with Andrian help. I continue to pray to Torag on what we should be doing. Should we go after these murders our selves or should we be going to the authorities. I just do not know the answer. I also sent time coping ritual we found into my ritual book.

Bruntalmar Level 5

Bruntalmar Battlehorn –5th level Dwarf Cleric LG (+18 Rune pts);
DOB Sarenrae 13, 4686 (6/13/2008) - Updated 02/26/2009
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 7,031,
Patron Deity: Torag - Homeland: Janderholf -
Group Name: The Saviors of Sandpoint – Game date: Neth 18, 4708

Hit Points 48 (Healing Surge HP Healed 12 - Healing Surges/Day 10)
(Bloodied 24) (Cloak of Resistance once per day gain resist five to all damage
until start of my next turn minor action)

Armor Class 20 (+0 Int/Dex, Plate Mail AC+8, +2 ½ Level)

Str 16 (+3)
Con 16 (+3) (+2 for Dwarf, +1 4th level)
Dex 8 (-1)
Int 10 (+0)
Wis 19 (+4) (+2 for Dwarf, +1 4th level)
Char 11 (+0)
Low Light vision is normal in Dim Light

DEFENSES (Dwarf feature +5 on Saving Throws against Poison)
Fortitude 16 (10 base, +3 Str/Con, +2 ½ Level, +1 Cloak of Resistance)
Reflex 13 (10 base, +0 Int/Dex, +2 ½ Level, +1 Cloak of Resistance)
Will 19 (10 base, +4 Wis/Cha, +2 Cleric, +2 ½ Level,+1Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Flaming Maul: Full attack +8 (+2 Weapon Prof, + 3 Str, +2 ½ Level,
+1 Flame) Damage 2D6 +5(+3Str, +2 DWP) see p.234
Can Turn the Flame off or on at will
Throwing Ax: Full Attack +7 (+2 Weapon Prof, +3 Str, +2 ½ Level)
Damage 1D6 +5(+3Str, +2 dwp) Range in square 5/10(at -2)
Dagger: Full attack +5 (+ 0 weapon prof, +3 Str, +2 ½ Level)
Damage 1D4 +3 Str

Initiative: +1 (+2 ½ Level & -1 Dex)

Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 sq Combat Double Standard & Move Action 10 sqs

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 (+2 ½ level, -1 dex, -2 AC penalty) Insight +11 (+2 ½ level, +4 wis, +5 trained)
Arcana +2 (+2 ½ level, +0 int) Intimidate +2 (+2 ½ level, +0 cha)
Athletics +3 (+2 ½ level, +3 str, -2 AC penalty) Nature +6 (+2 ½ level, +4 wis)
Bluff +2 (+2 ½ level, +0 cha) Perception +6 (+2 ½ level, +4 wis)
Diplomacy +7 (+2 ½ level; +0 cha, +5 trained) Religion +7 (+2 ½ level, +0 int, +5 trained)
Dungeoneering +8 (+2 ½ level, +4 wis, +2 skill bonus) Stealth -1 (+2 ½ level, -1 dex, -2 AC penalty)
Endurance +4 (+2 ½ level, +2 con, +2 skill bonus, -2 Ac pen) Streetwise +2 (+2 ½ level, +0 cha)
Heal +11 (+2 ½ level, +4 wis, +5 trained)
Thievery -1 (+2 ½ level, -1 dex, -2 AC penalty)
History +2 (+2 ½ level, +0 int)

1 Action Points – (1 every other encounter they do not stack)
11 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. Others perceive – Reserved Assertiveness – Adaptable Courageousness - Cautious
2. Optimism – Hopeful Rule conscientiousness – Honest Response to setbacks - Stoic (suffers without complaint)
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), Flaming Maul +1 (12lbs), 2 Throwing Ax (6lbs), Dwarf Plate mail (50lbs), 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 1 Gentle Repose Ritual and 2 Silence Ritual, 4 Healing Potion, (.4lbs), 10 candle (.5lbs), small pouch 4 SP – 31 GP – 26PP (1.2lbs)
Weight I’m carry is 153.1 lbs. (Left 15 GP and 3PP at my uncle place)

Riding Horse, with horse blanket (2lbs), Saddle and bags (10lbs), Bridle (3lbs) weight horse is carrying 15lbs, Chainmail (40lbs) , 195 rider, and 153.1 gear. Totalling 403.1 lbs, Horse carrying weight up to 237 lbs is Light, 475 is Normal and 1,187 lbs is Heavy to Max

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
Working on Moradin's Resolve: (blessing from Torag): (6th Level)-+2 to attack 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: +7 (Wisdom +4 + 2 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +4 wisdom 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.

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: +7 (Wisdom +4 + 2 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 4 Wisdom 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 +4 (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 +4 to their surge points (my wisdom modifier).
Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +7 (Wisdom +4 + 2 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + Wisdom 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.

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 you until the end of your next turn.

Shield of Faith: 2nd Level 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.


Prayer Book:

Cure Disease: Level 6 Component Cost: Key Skill: Heal

Discern Lies: Level 6 Component Cost: Key Skill: Religion

Gentle Repose: p. 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: Level 4 Component Cost: Key Skill: Religion (no check)

Raise Dead: Level 8 Component Cost: Key Skill: Heal

Silence: p. 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: Level 6 Category Component Cost: Key Skill: Religion

Traveler Feast: Level 4 Category Component Cost: Key Skill: Nature (no check)


Magic Items:
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. Once per Day when I use one of my powers to heal I gain an extra 1D6 to the roll.

Two Hand Maul of Flamming - +1 to attack and damage roll if on. See page 234.
Party Treasure at my uncle place:
silver earrings
significant amount of silver and gold dust

Virtue Rune Sin Rune
+1 Abstinence Gluttony
+0 Chastity Lust
+7 Diligence Sloth
+2 Humility Pride
+3 Kindness Envy
+1 Liberality Greed
+3 Patience Wraith

Shopping in Magnimar

Lamashan 26, 4708 – Andrian told us he could find us some nice items. So, we went shopping for most of the day. Andrian was right and the prices where not bad neither. I was able to get a nice Holy Symbol of Life for Torag which will enhance my spells of Torag. By chance or the grace of Torag I found a beat up dwaren plate armor that fit me. It was more than it was worth but the salesmen had me because it was dwaren made and only dwarf would probably buy it so he had limited buyer for it. He did take off some for my newly hacked scale mail. I was just so happy to have dwarven armor again. I also was able to find a nice cloak of resistance and a maul of flames. We all got a few nice items.