Friday, March 27, 2009

Returning the Queen Brooch & Mission for the King

Neth 20, 4708 – Andrian and I left for Castle Korvosa to wait in line again while Riley and Carufinwe stayed at the house. It was still dark when we got to the gate. He found only four people in front of us waiting to see the King. We smiled and thought we would be all done by early morning. They took the first four very quickly it seemed and then we waited as the line grew. Late morning the guard asked our reason to see the king. When we explained our reason to see King Eodred Arabashi II was to return Queen Ileosa broken brooch we was very surprised. We showed him the brooch and he said something about a reward. We told him he did not know of any reward just that we wanted to return the brooch to the King. He was surprised we did not want the reward. He then went inside to announce our petition. We waited longer before he came back out and we were escorted in. Not to see the King but to a waiting room were food and drink were brought to us while we waited. Later we were finally taken in for our audience with King Eodred Arabasti II and Queen Ileosa.

The King asked us where we found the brooch and wanted to hear our tale. Andrian told him more than I believe he wanted but he listened to the tale. The King wanted more of an exciting tale than what Andrian gave him but it was all correct. The King also questioned us about not knowing or wanting the reward of 1,200gp. He liked that we just wanted to return the brooch to it rightful owner. Because of that he also rewarded us with a suit of dwarven armor and a huge spiked adamantine hammer which I was very proud to accept. I did not even realize at the time we also got the gold, too. When I did and said we should not get both Andrian told me we do not tell a King we do not want the gifts he gave us. Since we told the King about Vorel’s Legacy which the Red mantis now has the King wanted us to talk to Seneschal Neolandus Kalepopolis more about this and if he could find us something to do he should. We had a long talk with Seneschal Neolandus Kalepopolis about Vorel’s Legacy and he agreed to warn the Cerulean Society about this new weapon the Red Mantis may have. We were than passed on to talk to Field Marshal Cressida Kroft about giving us an assignment as per the king’s orders. The Field Marshal felt there was something we could do for the crown. There is a shaman of the Skoan Quah Thousand –Bones who has come to recover his grandson body. He was slain by an angry mob. But, the body has come up missing. Field Marshal told us it is probably in the Gray District. But the guards can not just go there to get the body. The King does not have the body to give to the Shaman and doesn’t want to look like he giving in to the shaman if he orders the guards in to the gray district to retrieve it. If the King does not get the body then it may cause war between the Skoan Quah and Korvosa. This is a no win situation for the King. But, we could retrieve the body it would be a win situation for the king and for us. Andrian said we have two other companions that would help us with this task if it was okay. The field marshal greed and we left with a couple of guards to pick up Riley and Carufinwe to meet Thousand-Bones.

The Guards brought us back to Andrian grandmother house. We got our equipment and set off to meet with Riley and Carufinwe to meet withThousand-Bones. The Guards left us to talk to Thousand-Bones and he told us the story about his grandson death. If he does not bring his body back then they will go to war with Korvosa. Thousand-Bones knows this is not good for Korvosa or his people but if he can bring back his grandson body so he can be put to rest then he may be able to stop his people from going to war. Thousand-Bones knew why the King sent us and he did not like it but if we could get his grandson body for him then it worked for him, too.

He had a short talk about asking permission but the other agreed with Andrian that if we get caught or in trouble we could just says we did not know we needed permission to enter the tombs. So, into the Gray District we went. After looking around we found the section that Field Marshall Cressida Kroft told us about. It was a broken mausoleum and entered the stairs leading into the cavern complex. We entered the first room and it was all dark so Riley cast his light spell for us to see. But it was different Riley said it was a dark light so we could see but others could not see our light until we where on them. Andrian was going to check it out first by going around and as he did only pass an ossurary full of bones. As I entered into the room the bones started to form skeletons and the battle began. Andrian acted quickly throwing two fire bombs into the room he passed then moved in front of the door way. This turn out to be the turning point of the battle because the skeletons coming out of that room had to pass Andrian as they came out and he destroyed them as they pass him by. There were more skeletons on the other side of the room coming out to attack me. Riley did some other trick to destroy some and I was able to destroy a few that passed me. After just as quick as it started the battle was over and we had destroyed 25 skeletons with not to much trouble.

After resting we traveled on and came to a Y intersection. We took the right branch with Andrian in the lead and I was at the end. Andrian stopped the line to check out the room and noticed several goblins warriors in the room play some kind of game. Since the goblins have not noticed us I was going to take the left branch to see if that works back into that same room. That may have been a blessing because I noticed several more goblin warriors in that room, too. I went back to tell Andrian that we had more to the left of us. So, Andrian threw some kind of light into the room and attacked. Not sure how it was going for Andrian during the battle but after the battles it looked like he did well. After the first round of attacks my group of goblins came out to find out what all the noise was about and noticed me at the end. They were all archers so I had to take the attack to them with Riley help. Riley and myself handle the one room and I only took minor damage with Riley not getting attacked at all. Andrian, Carufinwe and Andrian Goblin handle the other room. Torag blessed us as we were able to defeat both groups taking four prisoners. Using Andrian Goblin we found out that one entrance lead into the sewers, another to a sewer monster (Otyugh) and the last to the Goblin leaders. They knew of some new body coming into the area but not what happen to it. Andrian some how got the four goblins to come and fight with us after a short rest.

We decide to check out the Otyugh. When Andrian looked into the room he noticed a bad smell of rotten flesh and also a tattoo leg which looks like part of the body we have come down to get. It looks like we are going to find him in pieces hopefully this will still work out. Andrian tried to trade five goblin body for the leg it seem to have worked for the monster took the body but as soon as Andrian went for the leg the monster got aggressive. We needed the leg so I went into the room and then Andrian attacked it. I took the attack to the Otyugh. He was tough as Andrian looked like we was about to go down and I was able to heal him a couple of times. The Otkyugh almost bloody me but I was able to us my second wind to continue the fight. We took it down and were able to retrieve the legs and waist of Gaekhen the Shoanti. Andrian was able to clean them off and he wrapped the legs into some cloth and put it in Rilley bag. I was able to heal myself and Andrian back up to almost full strength.

We went down the path to the leaders which brought us into a lab. There was one big goblin and two stirges that drain your blood. Andrian was able to unlock the door and burst into the room surprising the goblin warrior. We where all able to gang up on the goblin and we took him down quickly. I tried to be cute and jump up on the table but ended up looking foolish as I fell off. But the rest of the group took out the two stirges without me. Riley really wanted to take all the lab equipment but it was just too much. He wants us to try and find a way to take it if we can.

We moved on and follow the sound of voices where we noticed an Ogre (which the goblins called cabbage-head) peeing on a prisoner. We where able to surprise him and it was good that we did. He had a huge battle ax and if he hit one of us I’m not sure we would live. Not sure why but Riley some how pushed the Ogre into the pit and killed the prisoner below from the weight of the Ogre falling. We were still able to attack him all at once bring him down not before the Ogre got one good hit on Andrian. I believe Andrian quickness saved his life because that battle ax looked like it was going to cut him in half. I was able to heal Andrian so he could continue on.

We rescued a lady from the other pit. I was able to heal her back to almost full strength. She wanted to come with us to kill the one who was going to kill her and use her body for some undead creation. I was a little surprised that the she wanted to go with us on our quest. We rested up and gave her some weapons to defend her self.

Friday, March 13, 2009

Bruntalmar Sixth Level Cleric

Bruntalmar Battlehorn –6th level Dwarf Cleric LG (+22 Rune pts); DOB Sarenrae 13, 4686 (6/13/2008) - Updated 04/23/2009
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 9,273, (2,065 EP Bonus-journal/book) (328 EP Lost-missed game)
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Neth 19, 4708

Hit Points 53 (Healing Surge HP Healed 14 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 26) (Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)

Armor Class 22 (+0 Int/Dex, +1 Plate Mail AC+9, +3 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 17 (10 base, +3 Str/Con, +3 ½ Level, +1 Cloak of Resistance)
Reflex 14 (10 base, +0 Int/Dex, +3 ½ Level, +1 Cloak of Resistance)
Will 20 (10 base, +4 Wis/Cha, +2 Cleric, +3 ½ Level, +1 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
2 Handed Adamantine Mordenkrad: Full attack +10(+2Weapon Prof,+3Str,+3 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.

2 Handed Flaming Maul: Full attack +9 (+2 Weapon Prof, + 3 Str, +3 ½ Level, +1 Flame) Damage 2D6 +5(+3Str, +2 DWP) see p.234
Can Turn the Flame off or on at will to make the damage all fire damage or not fire damage a Daily to add extra 1D6 of ongoing fire

Throwing Ax: Full Attack +8 (+2 Weapon Prof, +3 Str, +3 ½ Level) Damage 1D6 +5(+3Str, +2 dwp) Range in square 5/10(at -2)
Dagger: Full attack +6 (+ 0 weapon prof, +3 Str, +3 ½ Level) Damage 1D4 +3 Str

Initiative: +2 (+3 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 +0 (+3 ½ level, -1 dex, -2 AC penalty) Insight +12 (+3 ½ level, +4 wis, +5 trained)
Arcana +3 (+3 ½ level, +0 int) Intimidate +3 (+3 ½ level, +0 cha)
Athletics +4 (+3 ½ level, +3 str, -2 AC penalty) Nature +7 (+3 ½ level, +4 wis)
Bluff +3 (+3 ½ level, +0 cha) Perception +12 (+3 ½ level, +4 wis, +5 trained)
Diplomacy +3 (+3 ½ level; +0 cha,) Religion +8 (+3 ½ level, +0 int, +5 trained)
Dungeoneering +9 (+3 ½ level, +4 wis, +2 skill bonus) Stealth +0 (+3 ½ level, -1 dex, -2 AC penalty)
Endurance +7 (+3 ½ level,+3 con,+2 Skill,+1 Plate, -2 Ac pen) Streetwise +3 (+3 ½ level, +0 cha)
Heal +12 (+3 ½ level, +4 wis, +5 trained)
Thievery +0 (+3 ½ level, -1 dex, -2 AC penalty)
History +3 (+3 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 for Saving Throws, to Hit or get use of another Magic item day use, etc.
15 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 – Arcane Wizard (Gerald) – joined at beginning on Rovagug 1, 4708 - (6/20/2008)

Personality:
Social Interactions Decisions Points Dire Straits
1. Oth 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), 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 1 Gentle Repose Ritual and 2 Silence Ritual, 4 Healing Potion, (.4lbs), 10 candle (.5lbs), small pouch 31 SP – 300 GP – 1 PP (6.6lbs)
Weight I’m carry is 166.5 lbs. (Left 15 GP and 3PP at my uncle place)

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 and take which one I want.

Working on Avenger Power Aspect of Might (8th Level) -
Moradin's Resolve: (blessing from Torag): (10th 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: +8 (Wisdom +4 + 3 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +5 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: +8 (Wisdom +4 + 3 ½ Level, +1 Symbol of Live) vs. Will
Hit: 1d10 + 5 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 +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: +8 (Wisdom +4 + 3 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + 5 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.

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: 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.

Cure Serious Wounds: Utility Prayer: Divine, Healing – Standard Action
Targets: The person touch regains hit pts as if they had spent 2 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:
Belt of Vigor (Wrist) – Receive a +1 to Healing Surge Value.

Cloak of Resistance (Neck) – Daily Power - Gain resistance five to all damage until start of my next turn minor action.

Coulters of 2nd Chances (Guards-Arms) – Daily Power – Free Action - Immediate Reaction to re roll a missed melee attack.

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.

Two Hand Maul of Flamming - +1 to attack and damage roll if on. See pg 234.

Potions of Healing – Minor Action – Drink potion & spend healing surge, but regain 10 hit points of healing instead.

Cloak of Resistance (Neck) – Daily Power - Gain resist 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.

Adamantine Mordenkrad +2 – Gain the +2 to attack and damage rolls – Brutal of 1 is I re-roll all dice that roll an one.

Virtue Rune
+1 Abstinence (Forbearance from using or doing.)
+0 Chastity (Purity)
+7 Diligence (Willing and painstaking effort.)
+2 Humility (Humble)
+6 Kindness (Kind Action)
+2 Liberality (Generosity.)
+4 Patience (Enduring with calmness.)

Thursday, March 12, 2009

Finding Andrain Grandmother Killer

Neth 19, 4708 – Andrian wanted to go after his grandmother killer. He believes he could find him even though he moves around and does not stay in one place. He said that his grandmother will help him find Gaedren. He deals in children because he can intimate them in to work for him. They are taught to steal for him because no one really notices them. So, we left this grandmother house in search for his old boss. We stopped at a few place to pick up a bite to eat. Andrian took us down by the docks to a place he thought he might be at. We went in side to find a dog which Andrian remembered that dog and was glad that we killed it. He told us we are at the right place. We heard voice telling the dog to shut up and that was it. We check out the room to our left were some boys were working. Riley said something to make them yell after he had given them some food. This started someone asking questions on the other side. I saw a door and open the door to go into the next room. Andrian followed me in to find his old half orc friend Giggles who he attacked and we took him down quickly. Another boy in the other room started to scream and Riley shot one of his magical missiles at him taking him down, we learn later the boy was just knocked unconscious. But this caused the other boys to start screaming and running around causing two to fall through a hole in the floor to the water below. We were able to save one but the other one was eaten by a shark. We ask the boys where Gaedren was that we were here to take care of him. But to stay put for our return in case we are not successful. They told us that Gaedren can only be reached by going through the boat out side he was underneath the building. We found the broken down ship tied to the boat and that look like the only thing keeping that boat afloat. As we entered on to the boat and Andrian started down into the hull I step onto the boat and went through the deck into the hull. Andrian was attacked by a swarm of spider while I was attacked by the mother spider. Riley and Andrian was able to drive the swarm of spider into the water while I battle with their mother. Andrian came to my aid and we took care of the spider trap. This was not the only way in at least the boys would not get in trouble if we failed. We reached where Gaedren Lumm, a Halfling thief named Hookshanks and a wizard named Yargin. Riley cast some kind of sleep magic on them which seemed to catch them off guard. Andrian was able to pull Gaedren into the water where a large crocodile was waiting for who ever fell into the water below. The crocodile attack and bit Gaedren in half then feasted on him. Yargin did something that froze Riley it seemed catching him and Andrian in something. I was able to pass through it with no problem attacking Hookshanks. We were able to defeat Yargin and Hookshanks very quickly without Gaedren. When the Crocodile came up to get Hookshanks body Riley created some kind of magical hand and grab hold of the crocodile and they battled for a bit but the crocodile broke free and headed to the bottom out of our reached. Andrian search the place finding treasure and found his grand mother head which had her month sewed shut. I was surprised that the head even existed.

Andrian asked his grandmother if he should take her head out of the jar or not. Andrian said she did not know if he should or not. Andrain wanted to free her and felt that if he untied her mouth that would set her free. So, when he did and he said his grandmother gave him a smile and disappeared. I told him that he released her spirit from this world.

Andrian continued to look over the treasure and found a broken brooch with the name of Ileosa on it and he felt this was the queen brooch. This makes sense because this treasure is mostly of items they could not sell easily and would probably need to be melt down losing it true value. If this is truly the queen brooch we should return it and Andrian agreed. Riley thought it was a bad idea and did not want to go with us. Carufinwe did not care either way so he was going to stay with Riley.

Next was what do we do with the 12 boys upstairs. We went back upstairs and told them he had released the hold Gaedren had on them. He is being eaten by his own crocodile. I ask them if there was anyone who could take care of them. One boy thought that he new where he lived and wanted to go back to his family. When we took him to the place where he thought he lived before no one was there that he knew. We took them to an orphanage who took ten of the boys who could pass as Chelaxian. At least they had a chance at a better future. The other two boys were Varisian and the orphanages in the city would not take them. Andrian asked me if the temple would take them and I agreed they would for a price. So, we went off to the Pantheon Temple and found a priest of Torag. We asked the priest if they would take the two Varisian boys into their ranks. We agreed to pay the price to raise the two boys for 100gp. The two boys wanted to come with me instead of staying but I did my best to tell them I was going to be in more dangerous place and they would be saver here. I would do my best to stop in and see them and told them to listen to Torag teaching and they would be fine.

Later that afternoon Andrian and I changed into our best cloths to see the King. Andrian purchased a box to store his things in while we were off to see the King. Riley and Carufinwe went off to the elf shops to purchase items. We got to Castle Korvosa and found a long line of people waiting to see the king. We waited to almost dark when they told us to go home and come back tomorrow to see the king. So back to Andrian grandmother house we went and meet up with Riley and Carufinwe at the house. Andrian said we need to get an early start on the line so we had to get up earlier than normal. So, I went to bed a little earlier that night.

Arrived in Korvosa

Neth 18, 4708 - As we were leaving the Seacow Captain Gannon gave Andrian a letter. Captain Gannon explains that he was paid 100gp by a beautiful young brunette to hold onto the letter until Andrian exited the ship in Korvosa. Andrian told us that Xanesha had someone be us at the Gilded Cage bragging loudly we would solve the skinsaw murders. If that fool Justice Ironbriare would not stop his interfering with our investigation we would have the killers by now. We just might have to take care of him first. Andrian says that we even implied that he was taking bribes from the killer. Plus, mention that no one would guess that the charred body at the Seven Saws Mill was actually the incompetent Justice Ironbriare and he deserved to die for his inability to solve the murders. The authorities have heard about our boasting and want to take us in for the murder of Justice Ironbriar’s. We should not Magnimar.

Andrian and Riley show us around Korvosa. Seeing the sites and learning about the city. We went by a Temple of Torag and I could not believe they would have that faceless one along side of Torag. I can not even write his name no less speak it and he is present with equal access as the True God of Torag. I just do not understand this and it wants me to get out of Korvosa as soon as we can. I do not even know why my people would have an agreement with them. Well Andrian finished our tour of this city and took us to his grand mother house.

When we enter the house Andrian started talking to his grand mother I suppose but we could not see nor hear anyone but Andrian was speaking like someone was there. Andrian then said still talking to no one as far as I could tell “Who killed you”. She could not speak because her mouth was sewed shut we were told. Andrian gave her his cards and they began to be shuffled and moved about like some trick of some kind. But Andrian told us that was the only thing she could be in contact with and they were not sure why. It seen that Andrian old boss, Gaedren Lamm, and companion had something to do with his grandmother death. They cut off her head which Gaedren still has. The cards were held out for each of us to take a card. At first I refuse saying I only follow Torag and put no faith in cards. But, Andrian pleaded with me to take a card. For him I did and let it fall to the floor. He told me it was a good card but I did not really listen just nodded. After that Andrian said it was late and we are welcome to stay here for the night which we agreed.