Friday, August 27, 2010

Leaving Scarwall - Heading to Janderhoff

Gozran 18th, 4709 – We left Scarwall with the sword of Serithtial. Rizzle did the phantom steed ritual and we head back to Kaer Maga. When we past the orc out post Ducw looked happy he was leaving it behind. The phantom steed moved quickly and we did not encounter anything that day. It was nice to be heading home we talk if we should go back to Legion tribe or Janderhoff and we decide to go back to Janderhoff. Legion and Krojun will return to their tribes to get ready to attack Korvosa.

Gozran 19th, 4709 – Another day riding the phantom steed with no encounter and making good time.

Gozran 20th, 4709 – We are getting close to Kaer Maga tomorrow we should be at the city.

Gozran 21st, 4709 – Just before we got to Kaer Maga Legion and Krujon said good bye. Legion hoped that we are able to destroy Kazavon before his people arrive at Korvosa. Legion and Krujon left us on the phantom steed to his people as we rode on to Kaer Maga. A few miles before the city we dismissed the steeds and walk into Kaer Maga. Rizzle ask me to call the chest and we put our money and items we did not want to lose in the chest. We decide to go in groups of one and two to get through the thieves and to meet up at the outside of Kaer Maga on the road to Janderhoff. We all got through without losing anything. Now off to Janderhoff and if we get up early we could make it by night fall tomorrow.

Gozran 22nd, 4709 – We got up early and set off for Janderhoff. We made it in the late evening and as we entered Janderhoff we forgot to tell Ducw to cover his head. Once we noticed the dwarfs talking about the orc we had Ducw cover his head. The talk began to stopped. On the way to my parents we were greeted by Shalelu Andosana who asked about where her son Carufinwe was. We told her we was killed as we began to enter Scarwall and told her how he died. Shalelu was sadden by her son death but had to put her grief behind her as she wanted us to meet with Cressida, Vencarlo, and Neolandus to update us on Korvosa. Rizzle did not want Loari at the meeting so we sent her away well we talk. I cast my silence ritual so we would not have to worry about eve droppers. Shalelu told us that a goblin army was a few days out from attacking Sandpoint. She told us this could happen I just did not believe it would. Cressida has left the guard is on the resistance because the Korvosan guard were disbanded. There are a few still around to make it appear they are there but Cressida told us they have no power that the Gray Maidens are in control. Cressida told us that Queen Ileosa is in labor and the resistance wants to attack while she is weak giving birth. We put in that the child may be Kazavon but they all looked at us as if we lost it. They are probably right and it is just a baby as we talk Cressida told us about the magic items the queen was looking for the dragon artifacts. These items are like the crown fang and are a part of Kazavon. The queen is collecting Kazavon body parts to bring them together to raise Kazavon again. Along with the queen has required the people to give a vial of blood this blood will be use to give Kazavon life I suspect. On a surprise not Cressida told us our enemy Xanesha the wanting is in Ileosa’s inner circle and will betray her because the queen will not serve Xanesha’s master. But, she will not help us unless we promise to not harm her and let her leave in peace. She named me to swear to Torag which I did and the others did, too. We were told we need to get to the resistance soon. The headquarters is located in the catacombs beneath the graveyard. We have to enter the city by one or two because they are looking for the group. We have much to do and little time to do it.

Thursday, August 12, 2010

Brunt 13th Level

Bruntalmar Battlehorn –13th level Dwarf Cleric LG Paragon Path Battle Chaplain (+43 Rune pts); - Upated 8/12/2010
DOB Sarenrae 13, 4686 (6/13/2008); 4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22,
Exp Pts 42,732, (5,725 EP Bonus-journal/book) (1,692 EP Lost-missed game)
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Gozran 16, 4709

Hit Points 89 (Healing Surge HP Healed 23 (+ 1 from belt) -Healing Surges/Day 10-Bloodied 44

Armor Class 28 (+0 Int/Dex, Magic 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)

Inescapable Heavy Crossbow +2: Full Attack +7 (+0 wpn prof, -1 Dex, +2bow +6 ½ Lvl) Dmg 1D8+2 from bow Crit do 2D6 extra dmge Range in sq 15/30 (at -2)

+1 Dagger: Full attack +13 (+ 2 weapon prof, +4 Str, +6 ½ Level, +1 Blade) Damage 1D4 +5 (+4 Str, +1Blade)

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: p. 181-89 (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 penalty) 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) Stealth +1 (+6 ½ level, -1 dex, -4 AC pen)
Endurance +9 (+6 ½ lvl,+3 con,+2 Skill,+2 Plate, -4 Ac pen) Streetwise +7 (+6 ½ lvl, +1 ha)
Heal +16 (+6 ½ level, +5 wis, +5 trained) Thievery +1 (+6 ½ level, -1 dex, -4 AC pen)
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.
19 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), Inescapable Heavy Crossbow +2 (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 7 Cure Disease, 2 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 2 Gentle Repose, 0 Hand of Fate, 2 Knock, 3 Leomund’s Secret Chest, 3 Silence, 2 Speak with Dead, 2 Tenser Floating Disc and 2 Travelers Feast (3.4lbs), 10 candle (.5lbs), small pouch 16 SP – 23 GP – 0 PP (.8lbs)
Weight I’m carry is 159.7 lbs. (Left 15 GP and 3PP at my uncle place)

In Leomund’s Secret Chest 4x10x3 – 20 days iron rations (20lbs), 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, 10 Create Holy water at 6 level, 3 Cure Disease , 4 Leomund’ Secret Chest, 24 Phatntom Steed , 1 Raise Dead, 5 Silence, 6 Tenser Floating Disc, 6 Travelers Feast Ritual Components. Carufinwe has 9PP, Andrain has 45PP, Legion who Walks has 29 PP & 136GP in the chest.

Dwarven Traits:
Dwarven Resilience: Can use your second wind (Healing Surge) as a minor action instead of a standard action.

Dwarven Weapon Proficiency: Gain proficiency with the throwing hammer and the warhammer.

Emcumbered Speed: Move at your normal speed even when it would normally be reduced by armor or heavy load. Other effects that limit speed (such as difficult terrain or magical effects) affects you normally.

Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move one square less than the effect specifies. This means an effect that normally pulls, pushes, or slide a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a Saving throws to avoid falling prone.

Feats (p. 196-197)
Armor Proficiency: (Free Class Feat 1st Level) – Trained in cloth, leather, hide, and chain mail armor. P. 194
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10.
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. P 194
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor. P. 194
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor. P. 194
Avenger Multi Class Feat: (6th Level) – Allows you to roll two dice for one attack once per encounter.
Moradin's Resolve: (blessing from Torag): (8th Level) – Encounter Power Minor/Divine +2 to attack rolls against large creatures. P.199
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
Swift Turning – Use Turn Undead as a minor action instead of a Standard action.

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 - Perso 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 – Minor Action (feat of Swift Turning) – Close burst 5 squares. P. 272 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 3d6 +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.

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.

Mantle of Glory: Encounter – Divine, Healing, Implement, Radiant – Standard Action – Close blast 5 – Target each enemy in Blast Attack: +12 (Wisdom +5, +6 ½ Level, +1 Symbol of Live) vs Will Hits: 2D10 + Wisdom +6 Radiant Damage Effect: Allies in the blast can spend a healing surge +5 wisdom additional hp..

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 – Minor 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.

Battle Hymn (From Battle Chaplin): Utility Prayer: Daily – Divine – Standard Action – Close Burst 5 You and each ally in the burst until the end of the encounter can deal an extra 1D8 of damage when making a melee type attack as part of a charge.

Prayer Book:

Amanuensis: Level 1 Category: Creation Time: 10 minutes
Component Cost: 10gp Key Skill: Arcane (no check) Duration: Permanent
You capture the writing from one source and cause it to appear onto a special prepared paper, parchment, book or similar item. I can copy ritual even if I have not mastered it.

Comprehend Language: 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: 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: 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: 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: 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: 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: 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: 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: Level 6 Category: Exploration Time: 10 minutes
Component Cost: 140gp plus a focus Key Skill: Arcane (no chk) 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: 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: 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.)

Shadow Bridge: Level 8 Category: Exploration Time: 5 min for 10 minutes
Component Cost: 135GP Key Skill: Arcana
You call forth a bridge from a solid shadow. Both ends of the bridge must connect to a solid surface. The Arcana check results determines the bridge’s maximum length and width.

Silence: 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.

Simbul’s Conversion: Level 1 Category: Restoration Time: 1 minute
Component cost: 25GP Key Skill: Arcana (No check) Duration: Instantaneous
Favored by ritual casters accustomed to long battles and constant warfare, allows an individual to convert powerful spells into healing reserves. After performing this ritual you sacrifice any number of unused Daily Arcane powers and regain an equal number of healing surges. You cannot exceed your normal maximum number of healing surges per day.

Speak with Dead: 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: 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.

Tiny Lanterns: Level 6 Category: Exploration Time: 1 min for 1hr
Component cost: 60gp Key Skill: Arcane (roll 1-20 1, 21-25 2, 26-30 3, 31- 4 lanterns)
Create one or more motes of shining lights each about the size of your finger tip. They hang stationary in the air in squares of your choice within 5 squares of me. I can also choose to bind a lantern to a creature hovering over the creature head. Each lantern is dim light of 2 squares similar to a candle.

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:
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.

Inescapable Heavy Crossbow +2 – Each time you miss a target with this weapon gain a cumulative +1 bonus (up to +2) to your next attack roll with this weapon against the same target. Load Free. Critical +2D6 Damage

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)
+21 Kindness (Kind Action) Envy (Jealous, Grudge)
+5 Liberality (Generosity.) Greed (Selfish Desire.)
+5 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)

Tuesday, August 10, 2010

Sixth Day in ScarWall

Gozran 17th, 4709 – After all but Dacw and Krojun getting a complete rest we were ready to go. We knew that the last one to destroy the curse, so we could enter the spike, was somewhere on the second floor. So, we set out to find Castellian Mithrodar. Torag was with us as we started our search of rooms the first room we check we found Castellian Mithrodar in Kavazon’s throne room. This show me Torag was with us earlier we could of open those doors and been destroyed by Mithrodar but we were looking for a way down to get to the spike. Now we are ready to do battle with Mithrodar.

Torag was with us in the battle with Mithrodar. Andrian as he open the door saw Mithrodar. Mithrodar stood up and told Dacw and Laori to attack us. When they did not he cursed them moving to attack us. But we noticed he was bounded to this room. Andrian sprang into action going into the room attacking Mithrodar. Mithrodar called up and filled the room with skeletons. Rizzle was able to destroy over half of the skeletons making room for us to enter. Laori and the Legion that walks hit Mithrodar causing him to be bloodied. Dacw enter the room and call up more skeletons to attack Mithrodar skeletons that Rizzle did not destroy. Krojun ran into the room to attack Mithrodar and came down with such a blow was able to destroy Mithrodar and ending the curse of Scarwall forever. I enter the room last destroying all the skeletons standing. In a few moments we saw the imprisoned spirits of Scarwall being set free from the walls. We saw Carufinwe and Count Sial spirit leave the walls along with others. One spirit stop in front of us and we witness what Kavazon did to him before he died and was imprison in the walls of Scarwall. He then spoke and told us how he failed and caused the curse of Scarwall and he thanked us for destroying the curse which he caused. He thanked us and told us it is Kavazon we need to destroy and not the Queen. We will find the sword of Serithiel in the lower level of the spike. We noticed that now the curse has been removed Scarwall is aging. The power that kept it standing is now gone and it is being to age quickly. We do not have a lot of time and must get to the spike to retrieve the sword of Serithiel and get out of Scarwall before it collapsed.

We went back up to the third floor to get on the roof to make our way to the star-spike tower. We noticed all the Gargoyles had left now that the curse has been removed. Andrian went first with a rope so the rest of us could make it across without to much trouble. Laori Vaus was able to create a passage through the solid wall and we all entered the star-spike tower. We went down a couple of floors that had nothing of interest in them and came into a room with a strange looking undead angel. This undead angel name was Ildervok and he asked us who among us agreed to become the new curate of Zon Kuthon spike.

After some talk we ask Laori since it is her god to become the new curator but she declined. Legion asked Krojun and he said no. We decide to check the other room more closely for a secret way down. The angel followed us, all we found was his living area. He still asked us who is going to be the curator. I was thinking maybe I should scarifies myself so the rest could go on but Rizzle then pulled out the head of Gaedren Lamm saying here is your new curator. Gaedren quickly decline but when Andrian indicated that if he did he would destroy him. So, Gaedren agreed and the undead angel took Gaedren and disappeared for Gaedren to meet the god Zon Kuthon. We went back to the bottom floor and all we found was a well-like hole filled with a thick blue-green mist. We drop things into the hole and heard them hit bottom and putting light in it but still could not see. We then tied a rope around Legion who we lower into the hole a couple of times but he seem to get turn around and would climb back out thinking he found an exit. After talking what we should do and Legion saying he seems to float while in the hole ask to be lower one more time this time after he got in and untied him self from the rope and fell to the bottom. He was partly right that while in the mist he was okay but the mist ended above a room and he fill about fifty feet into the room seriously hurting him self. He called back to us telling us what he found.

I tied to explain that we should tie our pack to the rope and lower it down until Legion could see the packs. Then he would grab a hold of the packs and pulling them to the floor making the rope tight. With Krojun going to stay behind with Trinia to hold the rope the rest of us climb down with the heaviest going first. But Ducw, could not wait or did not understand took the rope and jump into the mist. This let us no other choice but to jump down. We did leave Trinia, Krojun and Loari above to help us get back up. I was able to heal the ones that needed to be healed as we talk about how we will get back up. I wanted to be sure we had a way back and once again Ducw or maybe Andrain threw a rock up into the mist and then after a while it did come up at the other end. So, if we could get into the mist it will take us back.

We began our search of the caverns to find the sword of Serithtial. We first went to a dead end path that brought us to a well with hung spaced for a giant. We double back and we soon heard the voices of something chanting. We went slow and came upon a group of humanoid lizards bowing and worshipping something. We decided to attack them and came up on them quickly surprising them and taking some of them out before they knew we where there. It was a quick battle before a creature came out from the underground lake.

The last four or five troglodytes bow and began to chant the name “Rovagug” as this creature appeared. Iit was the Troglodytes “god” as it seemed to levitate out of the murky water. It was some sort of transparent ooze with tentacles. We had to think how to attack it from a distant so we were not pulled into the water. It also seemed to be resistant to our missle attacks. We were doing little to no damage with our crossbows. Rizzle did damage it with his force missile attack keeping the creature at bay. Ducw and Legion finished off the Troglodytes as they bow to their “god rovagug”. It had reach on us and some strange attack that seem like it wanted to steal our souls. Rizzle was able to keep it away from us with his force missile attacks. Since it look like it was dead Andrian told me to try and turn it. Since I was having trouble hitting it with the cross bow I did and was able to hurt it. Soon Rizzle attacks damage it so bad that it split into two creatures. Rizzle was able to keep one away as the other came to the shore line where Andrian attack it from the water with my assistants we were able to destroy it. Rizzle was able to destroy the other half with his force missiles. Once the creature was defeated Andrian swam across the water to an island where he retrieved the sword of Serithtial and brought it back to the group. For some reason the sword wanted to be in Ducw care. So we let the half orc care the sword of Serithtial.

We search for a large rock that we could throw up fifty feet with the hope it will pull us back up and out of this cavern. We tied the rope around the rock and the other end around us. Then, with Ducw, Legion, Andrian and myself, we attended to throw the rock into the mist. It took a few tries before we were able to do it and it worked. As the rock went into the mist it pulled the rope tight and pulled us into the mist, too. We called to Krojun to look for a large rock and to grab the rope when it comes out. They were able to grab the rope and pull us out of the mist. We then quickly left the star spike and Scarwall for good. We stay at Scarwall outpost one last night as we watch Scarwall age and begin to fall apart.