Friday, May 22, 2009

Bruntalmar - 7th Level

Bruntalmar Battlehorn –7th level Dwarf Cleric LG (+24 Rune pts); DOB Sarenrae 13, 4686 (6/13/2008) - Updated 05/22/2009
4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 10,612, (2,355 EP Bonus-journal/book) (328 EP Lost-missed game)
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Neth 22, 4708

Hit Points 58 (Healing Surge HP Healed 14 - Healing Surges/Day 11 (10 + 1 from belt) (Bloodied 29) (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 CloakResistance)

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.

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 Lvl) 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-skill at 10 plus the bonus)
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 – (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
Andrian Constantin - Rogue (Tallon) - joined at beginning on Rovagug 1, 4708
Riley Pennyfeather – Arcane Wizard-joined at beginning on Rovagug 1, 4708

Personality:
Social Interactions Decisions Points Dire Straits
1.Other perceive–Reserved Assertiveness –Adaptable Courageousness-Cautious
2.Optimism – Hopeful Conscientiousness–Honest Response setbacks - Stoic
3.Trusting others – Yes 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 1 Gentle Repose Ritual and 2 Silence Ritual, 2 Healing Potion, (.2lbs), 10 candle (.5lbs), small pouch 31 SP – 100 GP – 6 PP (2.8lbs)
Weight I’m carry is 162.5 lbs. (Left 15 GP and 3PP at my uncle place)

City Weight is 120.5 – 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.
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.

Searing Light: Encounter – Dive, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +8 (Wisdom +4 + 3 ½ Level, +1 Symbol of Live) vs Reflex Hits 2D6 + 5 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:
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.
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.
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 Sin Rune
+1 Abstinence (Forbearance) Gluttony (Wants everything)
+1 Chastity (Purity) Lust (Longing Desire)
+7 Diligence (Willing) Sloth (Lethargy, indolence, inactive)
+2 Humility (Humble) Pride (self center)
+7 Kindness (Kind Action) Envy (Jealous, Grudge)
+2 Liberality (Generosity.) Greed (Selfish Desire.)
+4 Patience (Enduring w/calmness) Wrath (Fury, Rage, Violent.)

Friday, May 15, 2009

Recovering the Blackmail Letter

Neth 21, 4708 – Later that morning we went back to see Field Marshall Cressida Kroft to report what happen. We got in to see her and told her all that had happen to us in recovering Gaeken’s body. She was happy we succeeded in the mission and she gave us each 300 gp as promised. Then she had another task for us to take on. Telling us that Vencarlo Drisini has learn of a plot by a half-blood Scarni thug by the name of Devargo Barvasi to blackmail Chelax’s ambassador to Korvosa, one Darvayne Gios Amprei. Ambassador Amprei has been stirring up trouble for Korvosa by advocating ruinous trade sanctions. Field Marshall Cressida Kroft would like to obtain whatever is being used to blackmail him in order to leverage more favorable recommendations to Chelax. Field Marshall Kroft is especially concerned about rumors that Ampreiis recommending an embargo that would hurt Korvosa trade. Field Marshall Kroft said that she would prefer that there be no deaths on this mission, if possible, but that Devargo is a thug and no one would mourn his death. However he also pays his vice tax promptly and is not a wanted criminal. We agreed to take on the mission.

With that Field Marshall Cressida Kroft had us meet with Vencarlo Drisini. Vencarlo walks us to the Eel’s End and told us that Devargo Barvasi is inside. He also told us that Devargo Barvasi has also taken on the name of the “King of Spiders” for his dealing in the drug that certain spiders produce. We thank Vencarlo for his part and we parted ways. Riley and Carufinwe had a plan to try and get Carufinwe a magical bow by trading some of our magic items. Riley knows of a friend from his school days who knows another adventuring group that looking for some magic items. They have a bow they would part with for Lyk Ax and even my flaming mace. They will trade value for value. So, we went to see him first. I was surprised that it was true and we where able to get a great bow for Carufinwe and not lose much in value for our unwanted items. Next we went to the bank to add all our names on to Andrain box at the bank. So that any one of us could come in and get what we left without any of the others just in case we should die.

After all that we walk back to the Eel’s End. It is a place on the water where they have tied up five ships together to make a floating building. We talk about how we should approach Devargo Barvasi making sure we do not insult him. I’m not sure how we can do that. But, when we went to go in they ask for our weapons. I was not willing to give up my weapon to these thugs. But, Riley gave no thought about it and hand his dagger over to them and said he looking for the ladies and they show him to the boat they called the House of Clouds. Andrian passed two of his dagger to me and they question him on carrying more and he pulled out one more daggers and with this they let him on to the Dragon Breath ship to get drugs. Carufinwe and myself stay out side at the ready to rush in the best we could to help if any trouble broke out. They were on the ships for almost an hour before coming out. When they came out they looked as if they where big shots. We soon found out that they had gotten the letter Devargo Barvasi was using to blackmail the ambassador. It was a Love letter of someone the Ambassador should not be having an affair with. So, we went back to see Field Marshall Kroft.

As we walk back Riley told us that he was just trying to find out information about Devargo from the ladies and he did not do anything. I’m not so sure but I need to trust him on that. Andrian did pick up a drug produced from spiders and put it in his pocket and then entered on to the Eel’s End boat which one of Devargo guards told him to leave. But, Andrian smooth talked him into seeing if Devargo would talk to him because he has come here to make a deal with Devargo. After a few minutes after the guard went to see if Devargo would see him Riley came on to the boat, too. They talk on what they would say and the guard came back saying Devargo would see them. Andrian did not miss a beat and smooth talk Devargo by calling him his title of King of the Spider which work wonders. We end up only giving him about 700gp of the 1000gp given to us along with the items that where stolen by Gaedren and we could not sell. This seemed to work as he found out it was a Love letter Devargo was using to blackmail the Ambassador with and it was the only copy. Andrian they talked Devargo to sell him the letter which he did for the items above plus gave him a little extra. Riley and Andrian now can see Devargo any time they wish and Devargo wanted Andrian to be one of his right hand men, too. I could not believe how well he did. It was a good thing that Torag kept me out of there because I could not have told such lies to that thug.

We went back make to give the Love Letter to Field Marshall Cressida Kroft. We heard a town crier calling out that the King was dead and long live the queen. When we got in to see the Field Marshall it look to us that she had been crying. She was trying to look strong and fighting back her tears she told us that the King is dead. She did not want us to talk about someone poisoning the king or anything like that. She was glad to get the blackmail letter and believe she can still use it to stop Ambassador Ampreiis plot. She told us that she would contact us if she needed us for something else. We went back to the house to rest.

The city was going crazy with people getting loud and destructive this first night of the King death. I heard along with Andrian that there was a fight out side our house. I did not have time to put on my armor. Andrian told me to back him up as he was going to try and sneak around them and knock one of them out to scare them off. I just wanted to yell at them to stop. It went bad as Andrian was able to scare them off by knocking one out. But, it turn out he killed the one he was trying to knock out instead. I could not save him but was able to stop the bleeding of the noble that was getting beaten up. We took both the noble and the dead attacker to the Field Marshall Cressida Kroft. Andrian did not want me to heal the nobleman up. So, we could show how bad he was beaten up. There been more death by the guards trying to break up the fights, too. When we got to see the Field Marshall she understood and thank us for helping just that we need to try harder not to kill the city folks that are getting out of control. She just told us to be careful when trying to break up fights. We went back to the house and Andrian and Carufinwe decided to go out and find out what the fuse is all about. Riley and myself tried to go back to sleep. I did get some sleep that night.

Wednesday, May 6, 2009

Mission Completed

We went down the corridors to two dead ends and on the way back Carufinwe noticed a secret passage. So, we turn into the passage way and came to a locked bolted door from the outside. This was strange why was the door bolted from the outside what was in there they did not want out. Andrian picked the lock and we went inside to see another large scare crow zombie type undead. He just looked at us and we noticed he was missing an arm. We shut the door and were going to leave it. When Andrian said we should destroy it now and not worry if someone let him loose to attack us while we were attacking something else. So, we got ready and Andrian pushed open the door quickly throwing his daggers and quickly got on the other side of it. The undead seemed to be quick and used a tattoo arm to beat Andrian with. I was able to hurt it a little trying to turn it. Carufinwe and Riley attack it from the hall way. Andrian took the attacks and was hurt before we could bring it down. I was healing Andrian and Andrian pick up the arm we needed when all of a sudden the zombie got back up and started attacking us again. It missed me then turn it attacks on Andrian and hit him one more time before we were able to destroy the undead. I healed up Andrian and we rested to catch our breath. The goblins we have with us look through the room for other things finding scraps of meat to eat and a few coins. We added Gaeken’s arm to our collection.

We back track to another passage we did not go down and came upon another room. This room looks like a medical lab to heal people but it was were they made zombies. There was one on the table still strapped in. As we looked at the zombie on the table I tried to destroy it by using my turn ritual. This only made it mad. It broke free and then attacked us. This one was different from the other zombies we have fought. It seemed to be healing it self as it fought but my holy rituals were hurting more then what the others seem to be doing to it. We all tried to keep our distance but Riley was caught and has having trouble getting out of the way. Andrian kept trying to flank it but Riley was trying to stay away from it kept making the zombie move so Andrian kept losing the flanking attacks. One of my rituals caused the stiches to start to break open and fluid started to come out. This seemed to slow the zombie down a little. Riley run out of healing potions and decided to leave before it killed him. When Riley left it hit him again but Riley was able to escape to safety but the zombie healed up and was going strong again. I decided to help Andrian and go toe to toe with the Zombie and we were able to flank it. It tried to attack me but Torag was blessing me and would not let the undead hit me. We were able to bring the Zombie down to where it was falling apart and it became easier to hit it. After we had destroyed the Zombie, Riley remember what Thousand Bones told us about his grandson having a scare above his eye. The head on the Zombie had a scare above one of it eye. So, Andrian removed the head from the zombie and placed Gaeken’s head with the other parts. We now only needed to fine the main body and one arm to complete finding Gaeken. We rested a few minutes before moving.

We then came into a bed room with a pretty girl smiling at us. As we looked closer she was a zombie just smiling in the bed. This was not right holding a spirit as a concubine for your own pleasure. I put her to rest by casting my undead ritual on her releasing her soul from this prison. Since we been facing undead I ask to rest so I can get my ritual back. As I was resting a few minutes Andrian was listening at the door. He could hear some kind of noise in the next room.

When I was ready Andrian threw open the door and we saw a goblin just finishing sawing a tattoo arm (Gaeken’s final parts) and threw it into a pile of other arms. As Andrian attacked the Goblin the pile of arms started attacking me. This was a strange battle as Andrian fought the Goblin alone I blocked the door way protecting the rest of the group from this pile of arms. We all began to attack it but I had to be careful not to destroy the pile because we could lose Gaeken arm. With everyone help we were able to destroy the pile. I went to help Andrian attacking the goblin, but he surrender to us. I did not realize that the goblin had blinded Andrian during his fight and maybe that why the goblin was able to stay alive. But, once we had defeated his pile of arms he was alone and knew he could not defeat us. We had Andrian female goblin told us his name was Vreeg. Vreeg told us his master was not here and he just knew we would be back soon. Soon could be less then a day or two days he was not sure how soon just soon. While we talk Andrian sight came back to him. Vreeg told us about Ralth library collection. We tied up the Vreeg to take him back to the guards and to finish searching out the area.


We finished searching the rest of the place finding nothing else here. We did fine the library Vreeg told us about. I just wanted to destroy all these evil books but Riley told me there could be some rituals we could use. But, once we had looked over the books I could then destroy them so no one else could create undead from those books. I found a large rug to put the lab equipment in and some books. Both Riley and I cast the floating disc to help carry the loot out. Riley disc could hold a lot more than mine but my disc did help carry more then we could if we did not have it.

As we came back up to the surface we honor our agreement with the other goblins we had capture by letting them go. Vreeg however was going to the guards to face the charges. The lady we rescue was disappointed we did not find Ralth. But, has glad to be free and told us she would try and help us if we ever needed her help. She left quickly us as if she was a ghost. We first went back to drop off the loot at Andrian mother house. Carufinwe and Andrian female goblin stayed at the house looking after the loot. While Andrian, Riley and myself went to see Thousand Bones to return Gaeken’s body parts back to him. Thousand Bones was happy to see that we recover his grandson body. He was not happy that it was in pieces except we did have all the pieces. Thousand Bones told us he would do his best to try and talk his people from going to war with Korvosa. But, if they do seek him out and he will do his best to help us escape the war.

We went to take Vreeg to Field Marshall Cressida Kroft. We ran into the guards and he told him we were taking Vreeg to the Field Marshall for his involvement of Gaeken’s body. Field Marshall Cressida Kroft told the guards to take the goblin out to be hung. The guards took him from us and out to be hung. The guards told us that Field Marshall Kroft wanted us to report back in the morning. So we went back to the house to rest.