Friday, January 29, 2010

To get the Truthspeaker

Pharast 10th, 4709 - After sleeping we gather our things and went back to the hole and it lifted us back up to the room. I did not want to move to warn the creature so I was trying to move very slowly bring up the rear of the group. The creature did hear us and two tentacles came out of the black water looking for us. Just before I made my run past the tentacles Rizzle attacked the tentacles with his magic trapping me in the hallway. I just had to take my chances by running past the tentacles. I was only hit by one of the tentacles as I made it to safety as the tentacles could only go very far down the stairs. Rizzle is so unpredictable it should not of surprise me that he attacked them. Before he does something that cost him his life or separates him from me. I need to see if he would let me copy that Phantom steed ritual because it is very handy ritual for traveling. Rizzle pulled out another golden steed and cast the rituals and we were off to find the Lyrune Quah.

We pushed on thru the early part of the night to get to the Lyrune Quah as we came upon the House of the Moon. As we were approached a distrustful band of female guardians known as the Moon Maidens came to us. We were met by their leader Tekra’Kai. As we dismounted the steeds, Tekra’Kai saw the mark of Desna on Andrain left hand. She cried out that Desna has sent us to rescue them from the deadly red reaver that has entered their temple. She told us how they have been attempting to kill or remove it from the temple without success. She prayed to Desna for help and Desna has sent us to help them kill the deadly red reaver.

We agree to help them because we believe this will help in our quest. We organize an assault with the help of twenty Moon Maidens. Just as we got to the top of the stairs the creature charged us. It rushed in and with it mighty hand and reached hit Carufinwe causing him to retreat. The Moon Maidens surrounded the creature as the battle began. The first few attacks did very little to the creature. Carufinwe wanted to circle around to get a clear shot from behind so left the group to circle around the building. The creature brought down one Moon Maiden and was attempting to pull her apart. (Note that we were able to stop the creature before he tore her apart and save her life.) Rizzle casts a spell upon the red reaver that made it fall to the ground in a death like trance. Rizzle yell out that we should all attack it at the same time. The word was given and we all attacked the creature at the same time. This attack did not kill the creature but serious wounding it. I called for another strike before the creature got up. This time we inflicted enough damage to kill the red reaver. The Moon Maiden thanked us for our assistance. The leader Tekra’Kai told us again that Desna had sent us to assist them in killing the red reaver with no more lost of life. It has become apparent that Rizzle is now an object of awe and fear to the Moon Maidens as we talk to the leader. We decided to rested here before going to the camp of the Lyrune Quah.

Pharast 11th, 4709 -

Pilgrimage to Thrallkeepers

Pharast 5th, 4709 – Just before we set off on our journey I recalled the chest and it appeared. It contained my new shield and war hammer my father purchase for me. I placed in my maul with the note to sell it and to buy 14 gold steeds for the phantom steed ritual with the PP I putting in for him to buy them with. Rizzle asked for only 7 but I thought it might be good if we had more and Carufinwe agreed with me and would paid for them, too. I also placed Andrain and Aggippa PP in the chest, too. I dismissed my chest and went out to join the others for our pilgrimage to the Acropolis of the Thrall Keepers to get the Spherewalker’s Mark. We left the Shoanti with a Shoanti escort to the Yondabarari River. I hope it is not a mistake taking Trinia with us. She is pleasant to have and a breath of fresh air as she is enjoying all the new sights she is seeing. But, I fear she does not realize the danger ahead. I will need to watch out for her but I’m sure I will lose sight of her when I’m keeping Andrian and Aggippa healthy.

Pharast 6th, 4709 – Another nice day in the Cinderland as we travel to the Yondabakari River with our Skoan Quah guides. They told us we should reach the river a few hours before dark and they were correct. We set up camp for the night. I went a little way out of sight of the Shoanti and Skoan Quah guides to call up the chest. It is still a sight to see appear. The golden horses that I quested where there and I wrote a note back to my father thanking him. I took out seven and dismissed the chest. Went to Rizzle and gave him the seven golden horses he had requested. I spent the rest of the night in prayer to Torag for guidance and safety on this quest.

Pharast 7th, 4709 – We are leaving our horses with the Skoan Quah guides. Rizzle cast the phantom steed ritual and created six phantoms like horses for us to mount. It was strange mounting the phantom steed and seeing the ground below them. It was even stranger when we cross the river and actually walked over the river and they fly like the wind. We made great time as both Carufinwe and Aggippa believed we travel about three times the distant a live horse would carry us. They also believe we should reach Akropolis of the Thrall Keepers late the next day. Aggippa believe we have gone well above the Skylar Quah lands that we should not see them. Also, that day we saw what Aggippa said was a stampede of auroch and was glad we could outdistance them with these steeds. Other than that it was a nice ride.

Pharast 8th, 4709 – Rizzle cast his ritual again for the steeds and we were off. We did not see anything on our way to Akropolis. We arrived late in the night because a firestorm was forcing us on to Akropolis for shelter. We arrive just before we were caught in the firestorm. We enter Akropolis of the Thrall Keepers to escape the firestorm but unknown to us at the time into another threat. We sent Andrain and Carufinwe to scout ahead and they only found footprints in the sand going to the right and two pools of black oily water in the center of a large room. When the rest of us came up to go check out the door to the right, I was making noise which alerted the creature in the black water. We were attacked by a terrible giant tentacle. We were able to get into the room without being hit by the creature because it seemed it could not see us and was attacking blindly. Once in the room we look at a hole in the center of the floor and Rizzle put on some magic glasses but could not read the magic just that it was old. No one wanted to check out the hole so we decided to check out the other doors. We once again went out and were able to get to the next set of doors before being hit by the tentacle as it seem to be searching for us. We enter into a hall way and into another room which had strange writing on the walls. Both Andrian and Trinia tried to read them and seem to be caught in a spell thinking they had found some great discovery. We had to pull them out of the room and this broke the hold the room had on them. While I was rescuing Andrian and Trinia, Aggippa had opened a door into another room that had a golden statue like the one I destroyed in Sandpoint but he left the statue alone. The hallway went around the outside of the larger room. It had small peep holes to view the water. We found no other door or entrance in except for the room with the hole in the floor. As we were heading back to that room the tentacle attack and grab Trinia. It could pass thru the wall that we thought was keeping us safe from the creature. But the tentacle could phase through the wall and once it did it grab Trinia it could not phase back out thru the wall holding Trinia. So, we all attacked the tentacle to save Trinia. We were able to cut Trinia free but this caused two more tentacles to come out of the black water. Not sure what to do Aggippa went into the room with the golden statue and Carufinwe decide to run outside thinking they could still not see him to the other side of the golden statue room. This was a mistake because the tentacles were able to attack him and grab him before he could get on the other side of the door. Rizzle and I attack the tentacles from the hole in the floor room to save Carufinwe. Andrian deciding to escape down the hole and Trinia was more terrified of the tentacles than jumping into a hole. With Rizzle stunning one of the tentacles Carufinwe was able to escape the grasp before they pulled him into the water. Carufinwe was able to make his way back to the group with Aggippa and Rizzle already jumping into the hole. I was able to heal Carufinwe some before we both jumped into the hole which brought us into another room like as if we feather fell into it. Just as we got into the room we noticed the tentacle coming down the hole after us. We had two paths to take and Torag was with me as I said, go to the right which brought us into a safe room. There were more magical runes all around the room and the tentacle could not enter into the room. After several minutes the tentacle gave up banging against the magic and retreated back thru the stone. As we looked around there was piles of junk so as we waited until we believe it was save to leave we searched the room. Carufinwe found a golden statue like the one above but smaller, Aggippa found a magical cloak, I found a ritual book with seven rituals in it, Andrain I believe found a magical dagger and I’m not sure if Rizzle and Trinia found anything. We decide to see if it was safe so we left the room and finished exploring the area. There was only one other room and it had a giant sphere in the center. After studying it for a while Rizzle seem to think it was a map because he pointed on it and told us that looked like the statue near Sandpoint were we fought the goblin and have some fire demon trapped. Rizzle said this look like a map of the realm like ten thousand years ago. As Andrain was studying it he suddenly disappeared on us and looked to be in the sphere. We shouted at him but he could not hear us. After a minute or two he reappeared back with us and he did receive the mark of Desna’s and received the Spherewalker’s Mark on his left hand. Andrain did the Sphere Walk by entering into the Sphere and returning safely. We decided to go back to that safe room to rest before trying to leave.

Pharast 9th, 4709 – We spent the rest of the day in the safe room to be sure the creature would settle down before trying to leave. Andrain look through the stuff but found nothing more of value. I talk to Trinia to be sure she was okay from her battle with the Tentacles and try to tell her this is what I feared would happen. She was not ready for that attack she told me but learn a lot and this is what adventure is all about. She still not getting the big picture that death is also a major part of adventure.

Wednesday, January 20, 2010

11th Level Paragon Path Battle Chaplain

Bruntalmar Battlehorn –11th level Dwarf Cleric LG Paragon Path Battle Chaplain - +33 Rune pts
DOB Sarenrae 13, 4686 (6/13/2008) ; 4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22,
Exp Pts 26,164, (4,035 EP Bonus-journal/book) (892 EP Lost-missed game)
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Pharast 4, 4709

Hit Points 79 (Healing Surge HP Healed 20 (+ 1 from belt) -Healing Surges/Day 10- Bloodied 39
(Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)

Armor Class 27 (+0 Int/Dex, +2 Plate Mail AC +10, Shield AC +2, +5 ½ Level)

Str 18 (+4) (+1 8th level, +1 11th level)
Con 17 (+3) (+2 for Dwarf, +1 4th level, +1 11th level)
Dex 9 (-1) ( +1 11th level)
Int 11 (+0) ( +1 11th level)
Wis 21 (+5) (+2 for Dwarf, +1 4th level, +1 8th level, +1 11th level)
Char 12 (+1) (, +1 11th level)
Low Light vision is normal in Dim Light

DEFENSES (Dwarf feature +5 on Saving Throws against Poison)(Shield gain resist 5 to fire)
Fortitude 21 (10 base, +4 Str/Con, +5 ½ Level, +2 Cloak of Resistance)
Reflex 17 (10 base, +0 Int/Dex, +5 ½ Level, +2 Cloak of Resistance)
Will 24 (10 base, +5 Wis/Cha, +2 Cleric, +5 ½ Level, +2 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
+2 Avalanche Warhammer: Full attack +13(+2Weapon Prof,+4Str,+5 ½ Level,+2Blade)
Damage 1D10+8(+4Str,+2DWP,+2Blade)
When I charge an enemey and hit with the weapon it deals 1d10 extra damage. On Crit get
an extra +1D10 of damage. Miss +3 Damage
+1Throwing Ax: Full Attack +12 (+2 Weapon Prof, +4 Str, +5 ½ Level, +1)
Damage 1D6 +7(+4Str, +2 dwp, +1) Range in sq 5/10(at -2)
Crossbow: Full Attack +4 (+0 weapon prof, -1 Dex, +5 ½ Level) Damage 1D8
Range in sq 15/30 (at -2)
Dagger: Full attack +12 (+ 2 weapon prof, +4 Str, +5 ½ Level, +1?) Damage 1D4 +4 Str

Initiative: +4 (+5 ½ Level & -1 Dex)
Movement: - 5 square (even if Heavy Loaded)
Combat Move Action 5 squares Combat Double Standard and Move Action 10 squares

SKILLS: p. 181-89 (If a passive roll is ask for a skill it 10 plus the bonus no rolling on my part)
Acrobatics +0 (+5 ½ level, -1 dex, -4 AC penalty) Insight +15 (+5 ½ level, +5 wis, +5 trained)
Arcana +5 (+5 ½ level, +0 int) Intimidate +6 (+5 ½ level, +1 cha)
Athletics +5 (+5 ½ level, +4 str, -4 AC penalty) Nature +10 (+5 ½ level, +5 wis)
Bluff +6 (+5 ½ level, +1 cha) Perception +15 (+5 ½ level, +5 wis, +5 trained)
Diplomacy +6 (+5 ½ level; +1 cha,) Religion +10 (+5 ½ level, +0 int, +5 trained)
Dungeoneering +12 (+5 ½ level, +5 wis, +2 skill bon) Stealth+0 (+5 ½ level, -1 dex, -4 AC pen)
Endurance +8 (+5 ½ lvl,+3 con,+2 Skill,+2 Plate, -4 Ac pen) Streetwise +6 (+5 ½ lvl, +1 cha)
Heal +15 (+5 ½ level, +5 wis, +5 trained) Thievery +0 (+5 ½ lvl, -1 dex, -4 AC penalty)
History +5 (+5 ½ level, +0 int) (+2 Buff or Diplomacy bonus with Korvosa Citizens)

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

Languages:
Common Tongue, Dwarven

Personality:
Social Interactions Decisions Points Dire Straits
1. 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), +1 Dagger (1lbs), Adamantine Mordenkrad +2 (12lbs), +1 Throwing Ax (3lbs), Couters of 2nd Chance Guards, Belt of Vigor & Dwarf Plate Mail +2 (52lbs), Crossbow (4lbs), 10 Bolts (1lb), +2 Cloak of Resistance (2lbs), 2 water skins (8lbs), Cooking Pot (5lbs), 5 days of rations (5lbs), 50’ of silk rope (3lbs), 50’ of hemp rope (10lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 5 Cure Disease, 5 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 4 Gentle Repose, 3 Hand of Fate, 2 Knock, 2 Leomund’s Secret Chest, 9 Silence, 1 Raise Dead, 2 Speak with Dead, 8 Tenser Floating Disc and 4 Travelers Feast (5.7lbs), 1 Healing Potion, (.1lbs), 10 candle (.5lbs), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), small pouch 16 SP – 23GP –0 PP (.8lbs)
Weight I’m carry is 152.6 lbs. (Left 15 GP and 3PP at my uncle place)

In Leomund’s Secret Chest 4x10x3 – 40 days iron rations, Extra Boots (1lbs), Extra Clothes (3lbs), Set of Ceremony Robes/Clothes (4lbs), 4 Blankets (16lbs), 10 filled water skins (40lbs), 100’ silk rope (6lbs), 3pp, 4 Create Holy water at 6 level, 6 Leomund’ Secret Chest Ritual Components. Carufinwe has 30PP in the chest.

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: Trained in cloth, leather, hide, and chain mail armor. P. 194
Ritual: Have a prayer book that use either the ritual from chapter 10. P. 296
Dwarven Weapon Training: Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. P 194
Armor Proficiency for Scale: Trained in Scale Armor. P. 194
Armor Proficiency for Plate: Trained in Scale Armor. P. 194
Avenger Multi Class Feat: Allows you to roll two dice for one attack once per encounter.
Moradin's Resolve: (blessing from Torag): Encounter Power Minor/Divine +2 to attack rolls against large creatures. P.199
Adept Power – Swap one daily power with one Avenger Power: Swap Avenging Flame for Temple of Light.
Hammer Rhythm – Damage with hammer or mace on a miss I would get no other damage I get my constitution modifier (+3) as damage

Class Features: Channel Divinity:

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

Divine Fortune: Encounter – Divine – Free Action - Personal
Effect: You gain a +1 bonus to your next attack roll or saving throw before the end of
your next turn.
Turn Undead: Encounter–Divine, Implement, Radiant–Standard Act -Close burst 5 sqs. P. 272
Target: Each undead creature in burst
Attack: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live) vs. Will
Hit: 3d10 + 6 Wisdom & Life modifier radiant damage, and you push the target a number
of squares equal to 3 +1 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.
Can use only one channel divinity power per encounter.
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 Attk: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol
of Live) vs Reflex Hits: 2D10 + 6 Wisdom & Life Modifier Radiant Damage
Effect: One ally you can see gains combat advantage against the target until the end of
my next turn. If Crit get extra 1d6 Damage.
Oath of Enmity: Encounter – Divine – Minor Action – Close burst of 10 one enemy you
can see in burst – Attack: When you make a melee attack against the target and the
target is the only enemy adjacent to me, I can make two attack rolls and use either result
once per encounter.
Searing Light: Encounter – Dive, Implement, Radiant – Standard Action – Target one creature
– Ranged 10 square Attack: +11 (Wisdom +5 + 5 ½ Level, +1 Symbol of Live)
vs Reflex Hits 2D6 + 6 Wisdom & Life Modifier Radiant Damage
Effect: One creature when hit the target is blinded until end of my next turn.
Moradin’s Resolve: Encounter – Divine – Minor Action – Personal – Target one creature
Channel Divinity: You can use only one channel divinity power per encounter.
Effect: Until the end of your next turn, you gain a +2 bonus to attack rolls against Large
or larger creatures.
Revelation of Battle: Encounter – Divine, Weapon – Standard Action – Melee Weapon –
Target one Creature Attack: Strength vs Reflex Hits: 2(W) use weapon stat above
just double weapon damage. Effect: Each ally within 10 squares of me gains a +2 power
bonus to attack rolls and damage rolls until the start of my next turn.
Weapon of the Gods (Retrained from Rune of Peace at 9th) Daily – Divine, Radiant, Weapon
– Minor Action – Melee Touch Weapon Targets: One held weapon Effect: Until the
end of the encounter all attacks made with the weapon deal an extra 1D6 Radiant
Damage when the weapon hits an enemy. The enemy takes a -2 Penalty to AC until
the end of my next turn.
Divine Power: Daily – Divine, Healing, Radiant, Weapon – Standard Action – Close Burst 2 –
Target – Each enemy in burst I can see. Attack: Use Weapon Attack (Str) vs.
Fortitude Hits: 2(W) (use my stats above for weapon used) Strength modifier damage
And I push the target one square. Effect: Until the end of the encounter I gain
regeneration 5. Plus myself and each ally within the burst gain a +2 power AC bonus.
Temple of Light: Daily – Divine, Radiant, Weapon, Zone – Standard Action – Melee Weapon
– Target One Creature Attack: Wisdom vs AC Hits: 2(W) + Wisdom modifier
radiant damage Effect: The Attack creates a zone of radiant energy in a burst 2 centered
on the target. The zone lasts until the end of the encounter. When the target moves, the
zone moves with it, remaining centered on it. Whenever I hit a creature that is within the
zone, the attack deals 1d6 extra radiant damage.
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: Daily - Divine, Healing – Standard Action
Targets: The person I touch regains hit points as if they had spent two healing surges +5
additional hp.
Knights of Unyielding Valor: Utility Prayer: Daily – Conjuration Divine – Standard Action –
Range 10 squares Effects – I conjure 4 ghostly warriors, each occupying 1 square
within range. As a move action I can move any of the Knights 2 squares. They can not
attack or be attacked or damaged, and they last until the end of the encounter.
Enemies can not enter a square occupied by a conjured knight, but allies can move
through the knights spaces as if the knights were allies. The conjured knihts grant cover
to allies but not enemies.

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

Create Holy Water: Pg 156 in Divine Power Level 1 or 6 Category: Creation Time: 1 hour
Component Cost: 20gp or 75gp Key Skill: Religion (no check) Duration: 24hrs
This ritual infuses astral radiance into a small quantity of ordinary water. You can only create holy water no higher than my level. It does radiant damage. See table on page 157 for damage.

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.

Leomund’s Secret Chest: Pg 307 Level 6 Category: Exploration Time: 10 minutes
Component Cost: 140gp plus a focus 200gp Key Skill: Arcane (no check) Duration: Until Dismissed
Need a chest which is the focus of at least 200GP, can summons it to me and it is in my room at my parents place in Janderholf. The chest is 4ft wide 10ft long and 3ft high.

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

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

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

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

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

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


Magic Items:
Potions of Healing – Minor Action – Drink potion & spend healing surge, but regain 10 hit points of healing instead.
Symbol Of Life +1 – Holy Symbol of Torag grants a +1 to Implement Attack and Damage rolls
- plus if I Crit get an extra 1D6 of damage. Daily Power - I gain an extra 1D6 on my healing powers.
Avalanche Hammer Warhammer +2 - +2 on Attack and Damage roll - +1d10 extra on Crits – When charge extra 1(W) damage
Belt of Vigor (Wrist) – Receive a +1 to Healing Surge Value.
Coulters of 2nd Chances (Guards-Arms) – Daily Power – Free Action - Immediate Reaction to re roll a missed melee attack.
+2 Cloak of Resistance (Neck) – Daily Power - Gain resistance five to all damage until start of my next turn minor action.
Dwarven Plate Armor +2 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge.
Also, gain a +2 to endurance check.
+1 Throwing Ax – Gain +1 to Attack rolls and return back to me after it been thrown.
Flamedrinker Shield Heavy Shield – Gain resist 5 fire – Daily Power – Immediate Interrupt. Use this power when an ally adjacent to me would take fire damage. Grant that ally resist 10 fire until the end of my next turn.

Virtue Rune Sin Rune
+1 Abstinence Gluttony
+1 Chastity Lust
+8 Diligence Sloth
+2 Humility Pride
+12 Kindness Envy
+4 Liberality Greed
+5 Patience Wrath

Friday, January 8, 2010

Find out about the Crown of Fangs

Pharast 2nd, 4709 – We are on our way to Kaer maga. We made good time but to get to the Storval Rise he must ascend it by using a crane. We paid to be brought up to Storval Rise. As we travel thru Kaer Maga, many were looking to take our money from us. With the help of Torag I was able to keep a watchful eye and kept anyone from taking my money or things. But as we settle down for the night Rizzle finally noticed that they took his money and his bag of holding which had most of his stuff in it. Carufinwe, Agrippa and Trinia had lost money. Only Andrian and I was able to keep a watchful eye on our money.

Pharast 3rd, 4709 – We left the Kaer maga early this morning and Agrippa told us we need to push our mounts hard for the Kallow Mounds. Around noon we were attacked by a flaming creature that Agrippa knew as a Cindersnake. With Agrippa advice on how to kill it we were able to kill it quickly. I also, noticed in the attack so of the advantages I could of used the shield. I’m beginning to get Torag point. We continue to push hard to the Kallow Mounds. Just as we approach the Kallow Mounds at sunset we came across a Shoanti Barbarin who was called Krojun. Agrippa told us he eats all that he kills. Agrippa spoke for us and told Krojun that we journey to talk to Thousand Bones and we were the ones who brought back his brother bones to Thousand Bones. Krojun was not impressed and did not want us to enter in the Shoanti land. Krojun tried to challenge us to some game of strength and pain by hooking a rope to each ones ear and as you back away this cause the other to turn his head to save his own ear from being torn off. Agrippa took the challenge for the group. He impressed Krojun even though he lost to him. We meet with Thousand Bones but he would not talk about it until the tribal council meets in the morning.

Pharast 4th, 4709 – I could not sleep very well. I was still wrestling with carrying a shield and left the camp to pray to Torag alone. While I was praying to Torag about the shield a stone gargoyle with reddish strips attack me. In the attack the gargoyle was attacking one of my arms. After the battle I realized that Torag sent the Gargoyle to show me why I need to change. I recalled the chest and it was a wonder to see it appear. I wrote the note to tell my father to buy the shield and hammer he had located for me. After I have made this decision I felt Torag bless me for my decision.

We meet with the tribal council and Thousand Bones of the Skoan-Quah. Thousand Bones does not have the information we need but told us who does. We need to speak with the Sun Shaman of the Sklar-Quah. We went to see the Sun Shaman of the Sklar-Quah and ask him about the Crown of Fangs. He would not speak to us because we are outsider and he hates us. Plus Aggippa is a Skoan-Quah and the Sun Shamon barely tolerate him for this we are unworthy to have this information. Agrippa asked if one of us took the challenge of being “born again”, which means we are eaten by a great greyworm Cindermaw and are able to pass through the great worm alive. If we did this then we would be worthy. The Sun Shaman told us if one of us was able to be “born again” he would give us the information we ask for. We would have to prove this by gaining the services of a Truthspeaker. The only Truthspeaker among the Shoanti is an old man of the Lyrune-Quah tribe. The Lyrune-Quah are xenophobic and the only way to gain their trust is to have a worshipper of Desna among our group. So we need to take a pilgrimage to the Acropolis of the Thrallkeepers and take the holy Spherewalker’s Mark on the left hand. The Lyrune-Quah are unique among the Shoanti in that they actually worship a god of the civilized land. After we talked about how we would cross the Cinderland Rizzle said he could call up phantom steeds for us to ride and they would be faster than horses. But, he could only do it for one day. That is when I spoke up about the chest that I could write a note to my father to get the ritual components. So, it was agreed we would ride our horses to the Skoan Quah and I could call the chest which by then should contain the ritual components Rizzle needs to call up the phantom steeds.

Travel to Janderholf

Calistril 21th 4709 – We are headed to Velraine on a Cerulean Society Smuggling Ship. I’m taking this time to copy a couple of ritual we found while in Korvosa into my ritual book. It was also good to just having quiet time alone in prayer with Torag.

Calistril 22nd 4709 – We should arrive into Veldraine later today. Andrian finally confronted Blackjack that he is really Vencarlo. They are one in the same and that Vencarlo was looking at Andrian to become the next Blackjack of Korvosa. He told him that he would only know the one he took over the name of Blackjack and he would then look for someone to pass the torch on himself one day. We had also finally decided on taking Neolandus and Trinia to my people to hide out at. Vencarlo would stay with them to protect them. We arrive at Veldraine and Vencarlo went out to seek passage on another ship. He found one going to Palin’s Cove and we moved over to that ship for the night.

Calistril 23th 4709 – We switch ships at Veldraine to try and throw off the Red Mantis Assassins if the Queen Ileosa’s has them looking for us. We are headed off to Palin’s Cove. Vencarlo wanted us to go to Jasan Adrieal place before going to Janderhoff. I have been in prayer with Torag the past couple of days and he has laid on my heart that I should arm myself with a shield. I have not used a shield in many years. I will continue to pray about this because I will need to change weapons, too.

Calistril 24th 4709 – Still not sure what we should do about the Queen we have had long talks about it but still have not made any decision on what we should do. Reviewing my ritual book for any errors to be sure it is okay and looking at the new ones like the one where I can recall a chest to me. I continue to pray to Torag about the shield and I believe I’m seeing why he wants me to change. We arrive at Palin’s Cove and spend the night on the ship as Vencarlo made passage to Harse.

Calistril 25th 4709 – We move over to a riverboat and start upstream to Harse. This is a nice ride thru the country and time to get rested up for our next task. Torag has given me in sight to why he wants this change of me. I’m a front line cleric for Torag and to better serve Torag I need the protection of a shield. Just that I love the weapon the King gave me.

Calistril 26th 4709 – Continue with my prayers about using a shield and reviewing my books. Trinia had been talking to Andrian and wants to come with us. I told her it would not be safe. Andrian has had other join us but thru some of our actions or their own they all have died. This will be an adventure but I’m sure it will cost us all our lives one day. Even after all I told her Trinia still wanted to come with us instead of being left behind at Janderhoff.

Calistril 27th 4709 – We get off the boat and travel to Vencarlo friend at the Blackbird Stables in Harse. We are welcome by Jasan Adrieal and given a wonderful dinner and off to bed after telling our tale and hearing stories of Jasan and Vencarlo.

Calistril 28th 4709 – We got down to business talking all day about what we should do next. After several ideas we have decided to travel to the Cinderland to gain information from Thousand Bones about the Crown of Fangs that Queen Ileosa now wears. Neolandus told us about the crown and believe it is the Crown of Fangs an ancient evil artifact that the Shoanti had been trying to keep safe. If it is the Crown of Fangs we need to know more about it and is it changing the Queen to be someone or something else. We also decided to travel to Kallow Mounds to talk to Thousand Bones but first will go to Janderhoff to leave Neolandus and Vencarlo there. Then we will travel to Kaer Maga and then to Kallow Mounds. After all this Vencarlo advised Jasan to sell everything he has and move before word of his assistance to our group reaches the ear of Queen Ileosa.

Calistril 29th 4709 – We prepared for our journey. Jasan told us to pick out any horse and any supplies we will need for our journey because he will be selling almost everything he has. We spent the whole day getting ready to travel to Kallow Mounds. As I was looking at things we could take like a crossbow. I talk to the guards about the value of using a shield. They gave me so nice advantages of using a shield. That gave me more to think about.

Calistril 30th 4709 – We left at sunrise and we push our horses hard to reach Janderhoff before sunset. We had a nice ride with no trouble and reached Janderhoff about an hour left of sun light. We made good time. I took the group to my family to stay the night. It was good to see my folks again and had a nice long visit as I told them what we have done. One of the first things I had my father do for me was to get a large chest made before I leave tomorrow. Also, went to see my mentor about what Torag is placing on my heart. He told me I should not ignore the advice of Torag. So, I ask my father to look for and buy a shield and magical hammer with the money I have.

Pharast 1st 4709 – I got up early to check on the chest and found he built me a 4x10x3 foot chest. I had my first holy symbol and my family crest put on the chest which I have had for many years and had the chest brought up to my room. I left all my PP in the chest and ask my father to check the chest each morning to see if I have recalled it. I ask my father to keep 40 days of iron rations, along with 60 extra arrows and 40 extra bolts, extra cloths for me, four extra blanks, extra journal, pieces of paper and ink to write a note what we need or to be taken out, and ritual components are in the chest. My friends also left some of their coins in the chest, too. My father told me he may have the shield and hammer I’m asking for just tell him when to buy them. By early after noon we set off to Sirathu leaving Vencarlo and Neolandus at Janderhoff. With Trinia we are off to the hollows.