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.)