Wednesday, May 26, 2010

Forth Day at Scarwall

Gozran 15th, 4709 – At first light we enter back into Scarwall taking in a one foot block of stone to block the portcullises from coming all the way down. The other stones we had left the day before were gone. We put half of the stones on the first portcullis and the rest on the second portcullises just the same. We then went back up to the third floor and I was able to cast my chest and it was empty. We filled the chest up with the statues and copper coins and sent it back. Then we went back to the hallway leading into the courtyard. I wanted to open the doors get the gargoyles to attack us and fight them from the doors. The other did not want us to waste out strength on them. We decided to send the imp in first invisible to get to the door then Andrian was able to sneak around and get the doors open. He went inside and then signaled us it was okay to come across. We then set the ones who could get across quietly first leaving both Sial and me to run across if the other make it first. It was working Loari was able to make it along with Krojun, Rizzle but Trinia was spotted by the gargoyles. Legend and Ducw both ran for it as the gargoyles came down being hit by a few of the gargoyles for little damage. Before Sial and I could leave the hallway the gargoyle made it into the courtyard creating a gauntlet to pass through. Both Sial and I was not up to it. He told them to go on without us and we shut and spiked our door separating us from our friends.

Sial and I talk about fighting the gargoyles our self’s. My logic is if we defeat the gargoyles we could than join the party again, the other may still need to cross the courtyard to leave scarwall and may not be strong enough to defeat them. As we were talking we heard a quiet tap on the door calling for his master to open the door. We open the door to see the gargoyles as we left them and then the imp Joqub entered the hallway with us. We closed and spike the door again. The other had sent Joqub back to us telling us they need us to cross. They will support our crossing from the other side. At first I was with Shadowcount Sial to just open the door and start attacking and they would attack from the other side. It would be a long battle and they would probably use more of their skills to defeat these creature then they would truly need, too. Maybe they are right if we just open the door quickly we would gain surprise and be able to make it across. Sial argued we would get trapped from the gargoyle it would be suicide to attempt the crossing. My logic was it is not good to have a party be apart and I must try. I told Shadowcount Sial that he did not have to come and I would attempt it and he can stay behind. This left Sial no choice and he told me we will both die and we should fight. But, I told him I was leaving to run across he told me it was ludicrous but he would follow.

I open the door and burst into the court yard running as fast as I could through the gauntlet of gargoyles. I had caught the gargoyles off guard and managed to escape with only a few minor hits. Shadowcount Sial was not as fortunate as I. He must of delay or I was quicker than he expected when I open the door. The few seconds he delayed cost him his life. The gargoyles were able to surround and trapping him in the court yard. The party lied to me they did not support our crossing. They had no plan if one of us got trapped like Sial did. He fought well but got little support from us when he saw Sial go down we just closed the door and left him. He was right and I knew he was right it was ludicrous to attempt the crossing. Since his master died the Imp left us probably to leave Scarwall forever.

This place is evil and is making us make bad decisions. If we destroy all the evil that is guarding the last spike we can enter the spike. But that will leave the spike unguarded for others to destroy the spike. If we attempt to break into the spike, that will weaken the spike, making it easier for that evil creature to escape. No matter what we do that evil creature will be able to escape. So, maybe if we leave a few of the guardians here they will keep the creature bonded a few more years longer than if we destroy them. Since the party proved to me they are only looking after themselves and did not care that both Sial and I could of died when I fine the spike I’m going to try and break into it.

We continued on, searching out the rest of the second floor near the star tower. We discovered five small rooms for the priests of Zon Kuthon. The cursed spirits of the dead looked to attack us but instead of engaging us they passed through the floor. We assume they left to warn the guardian of our present. A moment later a mummy named Prelate Aruth came to attack us along with the priest spirits.

After a long battle led by Andrian in the confined hallways we defeated the five spirits and the mummy priest Aruth. We found a stair case leading down to the first level area close to the star tower. After looking around a little we opened a door to a large diagonal room wherein we found a gem encrusted disembodied skull that levitated into the air and hissed, "STEAL YOUR SOULS". We have discovered the Bishop of Zon Kuthon Zev Ravenka.

It was a quick battle and we were lucky it was. Andrian ran into the room to face the skull of the Bishop. But, the Bishop had other plans and went straight for the door so no one else could enter the room to help Andrian. The Bishop took possession of the Legend Who Walks and was trying to steal his soul. Loari was able to knock him down turn him away from the bishop but he was still caught in the trance. With the Bishop blocking the doorway and just out of reach of our weapons we could do little to harm him. Rizzle took the Legion Who Walk place in front of the door but did little to the Bishop. The rest of us could not see the Bishop to even attack it. The Bishop called up the skeletons from the bones on the floor in the room and it looked as if Andrian was going to be surrounded. Andrian noticed an object on the alter he was stand on. The bishop then attacked Rizzle knocking him to the floor. Krojun moved over Rizzle to give him cover but Krojun could not reach the bishop to attack him. Rizzle was able to hit the Bishop with some kind of spell but I could not see what it did. We then heard the Bishop scream at the skeletons to get his phylactery from Andrian. That seemed to be the turning point. Rizzle was able to push the bishop back into the room stunning him. We could all get into the room and attack the bishop together. Loari was able to hit him first and then I was able to get in and destroy all the skeletons in the room plus damaging the Bishop with Torag help of turning undead. With the Bishop in bad shape he tried to take hold of Andrian but Andrian was able to shake off the effects. Our last round of attacks was able to send the Bishop into his phylactery. Andrian was able to pick the lock and pour out the remains of the Bishop on the floor and then poured water (which Andrian thought was Holy water) on the remains destroying the Bishop for good.

After the battle I started to do what I said I would do was to strike the spike to see if I can even damage it. Just as I was about to hit it Andrian ran up and stopped me. We argued why I should not and it came down that the spike has here before the castle and it will probably be here long after the castle has been destroyed. They argued it would be more harmful for me to destroy the spike than removing the curse. So, I have decided to go with there wishes.

We found a few more items but no way out but back up. We did find a stairway leading upstairs thru a trap door in the floor. We took it and then noticed a secret door which we missed before. I open the door and noticed a body of a servant from years pasted. The spirit of the servant rose from the body and attacked me taking control of my actions making me attack Krojun who was next to me. I was able to shake off the effects once to cast turn undead. She kept saying why did you do this to me Kazavon and when we defeated her she was pulled into the halls. We found no other exit but the door leading us back into the courtyard.

We talk how we should enter the courtyard by running for the door or go to the door closer to these doors. When we decided to go to the doors on the right and open the doors and saw no gargoyles around we just ran across the courtyard. We do not know why they all left the courtyard just thankful. As we cross we saw no sign of Count Sial body. The gargoyles must of devour him or carried him off. We then decided to rest up before taking on another anchor.

Once again we all were able to leave Scarwall not sure if the Imp was telling the true, Torag is protecting us or it is not true. I’m just glad we can leave and rest. I need to get off by myself and left the party to think what I should do. As I was walking around a gargoyle attacked me. I was glad it was only one. I was able to make it turn into stone but then it seemed I could not hurt it while it was stone. Sial was right that we could not defeat them because they have to good a defense. After attacking it for a few moments I thought it wise to just run away. So, I left and went back to the camp. I gather up the items they wanted me to send back to my parents for safe keeping. I put in a note asking for more components to cast seven cured disease as I’m down to my last one and for ten holy water ritual components. I also ask them to melt down the adamantine holy symbol phylactery the Bishop used to make a +2 hand ax. I cast the holy water ritual that I had for the up coming battle tomorrow.

When I was on watch I heard a noise and went to investigate. As I left the camp I was charged by seven Orcs. I was able to call up my knights of valor so they could not surround me. I was glad I was able to stop them from surrounding me because I could not hit them at first and they were hitting me most of the time. I slowly was able to kill them. When I got down to the last two they started to run off I was able to kill one but the other escaped. I looked for a defensible position because I heard the one who escape call for help and I did not want to be surrounded. I found a large rock not to far away. I put my back to it just when another group of seven charged me. This group was not as good as the first group and I was able to kill them all. I stay here several minutes to be sure nothing else was coming. As I slowly walk back to camp I was met by the party as they heard the fight. I told them it was over I believe I killed them all but we should still be alert for another attack.

Friday, May 21, 2010

Brunt - 12th Level

Bruntalmar Battlehorn –12th level Dwarf Cleric LG Paragon Path Battle Chaplain (+37 Rune pts); - Upated 5/21/2010 DOB Sarenrae 13, 4686 (6/13/2008); 4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22, Exp Pts 36,116, (4,725 EP Bonus-journal/book) (1,525 EP Lost-missed game) Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Gozran 14, 4709

Hit Points 84 (Healing Surge HP Healed 22 (+ 1 from belt)-Healing Surges/Day 10 - Bloodied 42
(Cloak of Resistance once per day gain resist five to all damage until start of my next turn minor action)

Armor Class 28 (+0 Int/Dex, +2 Plate Mail AC +10, Shield AC +2, +6 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 22 (10 base, +4 Str/Con, +6 ½ Level, +2 Cloak of Resistance)
Reflex 18 (10 base, +0 Int/Dex, +6 ½ Level, +2 Cloak of Resistance)
Will 25 (10 base, +5 Wis/Cha, +2 Cleric, +6 ½ Level, +2 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
+2 Avalanche Warhammer: Full attack +14(+2Weapon Prof,+4Str,+6 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 +13 (+2 Weapon Prof, +4 Str, +6 ½ Level, +1) Damage 1D6 +7(+4Str, +2 dwp, +1) Range in sq 5/10(at -2)

Magic ??? Crossbow: Full Attack +5 (+0 weapon prof, -1 Dex, +6 ½ Level) Damage 1D8 Range in sq 15/30 (at -2)

Dagger: Full attack +13 (+ 2 weapon prof, +4 Str, +6 ½ Level, +1?) Damage 1D4 +4 Str

Initiative: +5 (+6 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: (If a passive roll is ask for a skill it 10 plus the bonus no rolling on my part)
Acrobatics +1 (+6 ½ level, -1 dex, -4 AC pen) Insight +16 (+6 ½ level, +5 wis, +5 trained)
Arcana +6 (+6 ½ level, +0 int) Intimidate +7 (+6 ½ level, +1 cha)
Athletics +6 (+6 ½ level, +4 str, -4 AC pen) Nature +11 (+6 ½ level, +5 wis)
Bluff +7 (+6 ½ level, +1 cha) Perception +16 (+6 ½ level, +5 wis, +5 trained)
Diplomacy +7 (+6 ½ level; +1 cha,) Religion +11 (+6 ½ level, +0 int, +5 trained)
Dungeoneering +13 (+6 ½ lvl, +5 wis, +2 skill bon) Stealth +1 (+6 ½ level, -1 dex, -4 AC pen)
Endurance +9 (+6 ½ lvl,+3 con,+2 Skil,+2 Plate, -4 Ac pen) Streetwise +7 (+6 ½ lvl, +1cha) Heal +16 (+6 ½ level, +5 wis, +5 trained) Thievery +1 (+6 ½ lvl, -1 dex, -4 AC penalty)
History +6 (+6 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)
4 Harrow Points – Can be used as action points for Saving Throws, to Hit or get use of another Magic item day use, etc.
25 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), Magic Crossbow (need to pick 8th) (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 2 Cure Disease, 2 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 0 Gentle Repose, 3 Hand of Fate, 2 Knock, 4 Leomund’s Secret Chest, 3 Silence, 2 Speak with Dead, 2 Tenser Floating Disc and 2 Travelers Feast (5.7lbs), 1 Healing Potion, (.1lbs), 10 candle (.5lbs), small pouch 16 SP – 23 GP – 0 PP (.8lbs)
Weight I’m carry is 152.1 lbs. (Left 15 GP and 3PP at my uncle place)
In Leomund’s Secret Chest 4x10x3 – 40 days iron rations (40lbs), Extra Boots (1lbs), Extra Clothes (3lbs), Set of Ceremony Robes/Clothes (4lbs), 4 Blankets (16lbs), 10 filled water skins (40lbs), 100’ silk rope (6lbs), Crossbow (4lbs), 40 Bolts (4lbs), 120 Arows (6lbs), Prayer Book 128 pages (3lbs), Journal (2lbs.), Jewel with the Korsova Mark of Psuedo Dragon (.5lbs), 3pp, 3 Comprehend Language, 4 Create Holy water at 6 level, 3 Cure Disease , 6 Leomund’ Secret Chest, 24 Phatntom Steed , 1 Raise Dead, 6 Silence, 6 Tenser Floating Disc, 6 Travelers Feast Ritual Components. Carufinwe has 30PP, Andrain has 45PP, Legion who Walks has 29 PP & 136GP 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: Use 2nd 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 normal speed even if normally 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 leather, hide & chain mail armor.

Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10.

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 two dice for one attk once per encntr.

Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls against large creatures.

Adept Power – Swap one daily power with one Avenger Power (10th Level) – 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: +12 (Wisdom +5 + 6 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 Action – Close burst 5 squares. Target: Each undead creature in burst Attack: +12 (Wisdom +5 + 6 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 Attack: +12 (Wisdom +5 + 6 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: +12 (Wisdom +5 + 6 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 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 (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)
+15 Kindness (Kind Action) Envy (Jealous, Grudge)
+5 Liberality (Generosity.) Greed (Selfish Desire.)
+5 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)

Party Treasure at my uncle place: silver earrings and significant amount of silver and gold dust
Party Treasure at my parents: 460PP, 15,500GP, 24,200SP, Magic Rod, Magic Light Mace, Magic Scarab, Magic Frost Spear, Magic Lantern?