Friday, October 29, 2010

Back to Save SandPoint

Desnus 8th, 4709 – We arrived in Korvosa and I was surprised we were given a hero’s welcome as we travel to Castle Korvosa. It seemed to take hours as everyone wanted to meet and cheer us on. Once we arrived we got an hour to eat lunch before we had to attend a meeting with Neolandus and Cressida. We told them about the destruction of the queen and we need to separate the artifacts again giving one to the dwarfs the breast plate, elves the staff, the pieces of the crown of fangs to the Legion Who Walks which also stop them from attacking Korvosa and the last one to Korvosa. Then Cressida and Neolandus on what course of action we should take next. I spoke without thinking that these people can not do anything for themselves. This is a selfless act on my part and I will need to pray to be more compassionate. As we meet with experts on the Thassalonian magic from the Academy in order to locate the Karzoug the Runelord of Greed. We believe if we kill the Karzoug the Runelord of Greed this would leave the army coming to Korvosa leaderless and probably would then fall apart in chaos. He told us we would need to get a liquid to coat our weapons to defeat the Runelord of Greed. When they told us what it was and only one place they knew it could be found when Rizzle spoke up and said we found one in Sandpoint. They look at there record and said that one was there but they have no knowledge where or if it still existed. I look back thru my journal and Rizzle look at his notes. They looked at what we wrote down and told us that it looks to be the liquid. He told us we must talk to the old saga Brodert Quint in Sandpoint and when we told him we knew him. He was surprised and said it would make things easier. He gave us this poem along with other information including the general locations of the Runeforge and Xin-Shalast as well as a poem written in ancient Thassilonian with a translation in Chelaxian. We need to give this poem to Brodert Quint. The poem is called The Scribbler's Rhyme and is:If magic bright is your desireTo old Runeforge must you retire!For only there does wizard's artReceive its due and proper startOn eastern shores of steaming mirrorAt end of day when dusk is nearerWhere seven faces silent waitEncircled guards at Runeforge gateEach stone the grace of seven lordsOne part of key each ruler hoardsIf offered spells and proper prayerTake seven keys and climb the stairOn frozen mountain Xin awaitsHis regal voice the yawning gatesKeys turn twice in SihedronOcculted Runeforge waits withinAnd now you've come and joined the forgeUpon rare lore your mind can gorgeAnd when you slough the mortal wayIn Runeforge long your work shall stayHe has study the Thassalonian and knows much and then he ask us how is it we know Brodert Quint. Rizzle started to explain and how great he is this cause the Thassalonian wizard to ask more questions. Once again I spoke when I probably should not of but the Thassalonian wizard question Rizzle more closely when he told him he also helped defeat the queen. I told him it was Rizzle who forced the Queen from hiding and he asked his name when I said he goes by many names now. Then I told him he first called himself Riley Pennyfeather he said yes I know that name. But you left the academy earlier and did not finish you should not be doing magic. After talking with us the Thasalonian wizard told us he must report this news about Riley to the academy. This made Rizzle scared and told us we must leave now. This shows me Rizzle needs to confront the academy and show them what we can do instead of what he can not do. We decide to go back to free Sandpoint again instead of taking on another dragon.

Desnus 9th, 4709 – Neolandus help us organize supplies for the trip and arrange for passage on a ship to Sandpoint. We left Korvosa and Rizzle was glad to be leaving. We will sail around Sandpoint to tesstle top.

Desnus 10th, 4709 – I Prayed to Torag all day staying to myself.

Desnus 11th, 4709 – Talk with Rizzle and we shared a few rituals and I copied the scrolls we found into my ritual books.

Desnus 12th - 15th , 4709 – Continue to practice the new rituals I have pick up to be able to use them.

Desnus 16th - 17th, 4709 – Prayed to Torag and worked on my skills.

Desnus 18th, 4709 – Talk with the group as we will be at Sandpoint tomorrow on how we should approach the town. We decide to stop off at Thistletop and first kill the demon that was freed. We should get there after midnight. I went back to my cabin to pray and get some rest.

Desnus 19th, 4709 – We were dropped off a Thassalonian head near Thistletop. We did not see any light to show that the fire demon was still there. We managed to enter the head and did not find the demon Malfeshnakor. We decide to see if any treasure was still here. We search the whole place finding some treasure. We found a large golden head which I thought we could fit into my chest. We find a statue that talk and said the same thing over and over. We found no sign that the demon is still here. We went back to where the golden head was and I summon the chest and we were able to fit it in the chest. I ask my father to see about melting it down and selling it for us. We put other items we found in the chest and I sent it back. We found our way back to the top of the head and found that a new bridge with burn marks and other evidence that indicate that Malfeshnakor has had assistance in escaping form his prison. We decide to rest before going on to Sandpoint.

Desnus 20th, 4709 – We used the phantom steed ritual to scout the general area and get us close to Sandpoint. We waited about a half mile away from Sandpoint for nightfall before we go in. We used the steed to get us at the base of the town and hear the goblins making a lot of noise. We decide to have Andrian scout out the town before we did anything. This took longer than I thought and we did not come back until dawn. We set up watch and rested while we waited.

Desnus 21th, 4709 – Andrian came back just before dawn and told us the enemy’s positions and numbers. He also met with a few of the towm folks and gathered more information in the brief conversations. We decided to attack the tiefling leader and the hill giants when they slept. So, we went back out using the phantom steed to rest in the woods and plan the attack.

Desnus 22th, 4709 – We entered into Sandpoint through the graveyard entrance and sneak into the cathedral. I did not want to be the one to alarm the hill giants or the tiefling leader so I did not enter the cathedral. Andrain, Rizzle, Ducw and Shaleu all enter and killed the tiefling leader in his sleep without awakening the hill giants. They then moved on into the room of the hill giants and I entered the Cathedral but was just inside. When they attacked the Hill Giants they could not kill the first one without the giant screaming from the wounds before it died. This woke the others and the battle began. I rushed in and summon my knights of valor and Rizzle put up a wall of fire between us and the hill giants. But we could not trap the giants as they went through the wall of fire. But this still helped us not getting surround in the beginning. We held our own but only killing one when the giants were told just to get by them so the rest could get to us. We killed two of them getting by before they did surround us but we had hurt them enough and Torag protection they could not hit me. I was able to heal Ducw and Andrian to keep them fighting. We concentrated on two and Rizzle was able to push them back so they had to keep moving up to attack. By the time they had the advantage we had the number down so the advantage went back to us after a few more died. The noise of the fighting alerted the Goblins outside but before they could get organize to get into the cathedral we had finished off the hill giants. I moved my knights for us to get behind the wall and close it off again just as the goblins rush us. The goblins rush into the wall of fire but they did not survive getting thru the fire and since they could not see that they were all dying getting through they just kept coming until most of them where killed. About ten to twenty were scared to go through the fire and ran out once the wave was over we left the cathedral to chase them down. We were able to kill a few before one of them did something that released the demon Malfeshnakor and it died before getting away form Malfeshnakor.


Malfeshnakor was able to kill a few more goblins before we could get to him. We had to kill him before we turn and started to burn down Sandpoint. As we were fighting Malfeshnakor some of the town folks attacked the running goblins. We were able to defeat Malfeshnakor and saving Sandpoint. Shaleu chased after the running goblins and think she got them all but one or two could of gotten away because their were just to many goblin track outside of Sandpoint.

We were busy at first with the folks of Sandpoint putting out the few fires the goblins set as they left and a few building Malfeshnakor may have set on fire. After all the fires were out and we saw that they had little food. I pulled out and cast all my hero feast rituals I had along with all my food to help feed the people. I called my chest and put a note in it asking my father to take our money and fill the chest up with all the rations they can and I will call the chest each morning and dinner to give food to the people. I then started looking at the people to treat their wounds and heal the ones who were in bad shape.

Andrian, Rizzle and Ducw went to find Brodert Quint to give him the poem and ask for his help. I found my uncle and he was in fine shape as they had him building things for the war. I told him we have to use the well we closed off and he told me he thought me might and set it up if you knew what to look for you only had to remove a few bolts and the lid would come off . He went down to remove the lid for us. I sent the rest of the day taking care of the town folks.

Late that afternoon a ship came into the harbor and it looked to be from Magnimar. When they came to the dock and the people started coming off they noticed that the folks at Sandpoint were in worst shape than they were. They told us that Magnimar has fallen and only a few ship were able to escape the final fall of Magnimar. I was able to summon my chest and my father had loaded it up with rations it seem like a lot but quickly ran out even giving everyone half rations.

We talk that night and decide we needed to move all the women, child and old to Thistletop to hide out in. If the army comes back is to cut the bridge and hope they leave you on the rock. All able men who can hunt and gather food for the people and hope we can defeat Karzoug the Runelord of Greed to end this war.

Desnus 23th, 4709 – I was able to cast my chest full of food to had out to the people and ration it almost right feed everyone. We then started to move everyone to Thistletop. This should take all day to have them gather up what they would need. We told them to load up the bodies and take them to Thistletop and drop the bodies into the hole with yip yip. We told them they needed to remove all the dead bodies by burying them or dumping them into the hole at Thistletop to prevent further disease. To also try and store up some food for when the army comes back for supplies. Maybe because you really do not have much they may leave you alone.

We started to prepare to go into the well to get to Karzoug home were we can create a weapon to defeat him. Rizzle and Brodert Quint cast the ritual to give them control of the wrathwell to teleport us to the fabled Runeforge. When we walk the opening created by the ritual and found our selfs in the Runeforge complex. After a few minutes of orienting our selves in the complex we decide to go down the wrath portion of the Runeforge Complex. We were soon confronted by a powerful Wrath Guardian you told us who could pass thru and you must leave. Brodert Quint and myself had to turn back or fight the Guardian. We decided to turn back. Talk to Brodert more to create the weapon I would need to destroy and collect the magic residue to create the new wrath weapons. This takes time so I decide to disenchant a wrath magic item we had. The others were able to find their way into a room with dead flesh of berserker demons which they believe was the component they would need to create the wrath weapon. They took more than enough to create each of them a wrath weapon. When they return and I was done collecting the magical residue Brodert and I headed toward the Lust Complex and were able to past by the Lust Guardian and the others had to turn back. It was a place of sinful Lust and Brodert Quint let himself be succumbs to the temptation. I tried to get Brodert to resist and this cost me all of a sudden I noticed they were all looking at me as if I should not be here and they were right. I ran out just in time as the Lust Guardian told me I should leave or die. I decided to try my hand at my other weakness of gluttony. So, I entered the passage for gluttony and seeing the Guardian eating an arm ask me if I wanted some and I tried to bluff my way in but faking eating the arm but the Guard caught me causing me to fail in this sin but the Guardian still let me pass. The place was to confusing and I could not say their pitiful names to pass into one of seven door ways so I just left. I went back into the Lust Complex and the Guardian look at me and let me pass. I went to get Brodert Quint out but was too late he had succumbs to their temptation and died. I left him not wanting them to attack me if I tried to remove his body from them. I decided I could not lower myself to get through these sins and would go without a sin weapon. I work at disenchanting other magic items so Rizzle could enchant the sin weapons for the others. He created a sword for Ducw, a dagger for Andrian, a few arrows for Shaleu, and an item for Rizzle. I went without one of these evil items.

After creating the items we talk should we go back to Sandpoint or travel on from here. Looking at the map it looked like we could save a few weeks travel going through the mountains. So we decided to travel overland to general location of Xin-Shalast from the Runeforge. We forgot all about the dragon guarding the door to the Runeforge until we left through the door and walk a little ways and saw the huge white dragon guarding the entrance in. Trapped from the exit and since we did not open the door from this side could not go back in we had to attack.

Andrian, Ducw and Shaleu all sneak up on it and attack doing heavy damage to the dragon but did not kill it. The Dragon was now awake and attacked both Andrian and Ducw. It was a deadly battle and I did all I could to keep Andrian and Ducw alive. The Dragon breath on itself to most of us in it breathed. It was coming to the end and the dragon was looking to escape but we had done too much damage to him. We were able to kill the dragon before it escaped. We noticed that we were fighting on the dragon treasure. The other wanted to go thru the treasure and send it to my folks. So, I summon the chest and we filled it with all the coins we could. I left a note for my father to tell him to empty out before midnight and I was going to summon it again and then again in the morning. To also add rations for five for a two week journey along with winter cloaks for us to wear on the mountain journey. We decide to rest up and leave tomorrow morning.

Brunt - 14th Level

Bruntalmar Battlehorn –14th level Dwarf Cleric LG Paragon Path Battle Chaplain (+46 Rune pt) DOB Sarenrae 13, 4686 (6/13/2008); 4’ 6”, 195 lbs, Reddish-Brown Hair, Brown Eyes, Age 22,
Exp Pts 53,163, (6,3165 EP Bonus-journal/book) (2,192 EP Lost-missed game)
Patron Deity: Torag - Homeland: Janderholf - Group Name: The Saviors of Sandpoint – Game date: Desnus 8, 4709

Hit Points 94 (Healing Surge HP Healed 24 (+ 1 from belt) -Healing Surges/Day 10- Bloodied 47
(Cloak of Resistance once per day gain resistance five to all damage until start of my next turn minor action)

Armor Class 30/28/17 (+0 Int/Dex, Magic Plate Mail AC +11 (8 +3), Shield AC +2, +7 ½ Level)

Str 19 (+4) (+1 8th level, +1 11th level, +1 14th 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 22 (+6) (+2 for Dwarf, +1 4th level, +1 8th level, +1 11th level, +1 14th 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 23 (10 base, +4 Str/Con, +7 ½ Level, +2 Cloak of Resistance)
Reflex 19 (10 base, +0 Int/Dex, +7 ½ Level, +2 Cloak of Resistance)
Will 27 (10 base, +6 Wis/Cha, +2 Cleric, +7 ½ Level, +2 Cloak of Resistance)

ATTACKS: (Note Max Damage on rolls of 20)
+2 Avalanche Warhammer: Full attack +15(+2Weapon Prof,+4Str,+7 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 +14 (+2 Weapon Prof, +4 Str, +7 ½ Level, +1) Damage 1D6 +7(+4Str, +2 dwp, +1) Range in sq 5/10(at -2)
Inescapable Heavy Crossbow +2: Full Attack +8 (+0 wpn prof, -1 Dex, +2bow +7 ½ Lvl) Dmg 1D8+2 from bow Crit do 2D6 extra dmge
Range in sq 15/30 (at -2)
+1 Dagger: Full attack +14 (+ 2 weapon prof, +4 Str, +7 ½ Level, +1 Blade) Damage 1D4 +5 (+4 Str, +1Blade)

Initiative: +6 (+7 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 +2 (+7 ½ level, -1 dex, -4 AC penalty) Insight +18 (+7 ½ level, +6 wis, +5 trained)
Arcana +7 (+7 ½ level, +0 int) Intimidate +8 (+7 ½ level, +1 cha)
Athletics +7 (+7 ½ level, +4 str, -4 AC penalty) Nature +13 (+7 ½ level, +6 wis)
Bluff +8 (+7 ½ level, +1 cha) Perception +18 (+7 ½ level, +6 wis, +5 trained)
Diplomacy +8 (+7 ½ level; +1 cha,) Religion +12 (+7 ½ level, +0 int, +5 trained)
Dungeoneering +15 (+7 ½ level, +6 wis, +2 skill) Stealth +2 (+7 ½ level, -1 dex, -4 AC penalty)
Endurance +10 (+7 ½ lvl,+3 con,+2 Skill,+2 Plate, -4 Ac pen) Streetwise+8 (+7 ½ lvl, +1 cha)Heal +18 (+7 ½ level, +6 wis, +5 trained) Thievery +2 (+7 ½ level, -1 dex, -4 AC pen)
History +7 (+7 ½ level, +0 int) (+2 Buff or Diplomacy bonus with Korvosa Citizens)

1 Action Points
4 Harrow Points
22 Deus ex Mechina (we earn and can keep them to use to change the story line)

Languages:
Common Tongue, Dwarven
Companions Traveling:
Andrian Constantin - Rogue (Tallon) - joined at beginning on Rovagug 1, 4708 - (6/20/2008)
Riley Pennyfeather (AKA Rizzle) – Arcane Wizard (Gerald) – joined at beginning on Rovagug 1, 4708 - (6/20/2008)
Duwc Half-Orc (Mike) - joined at Gozran 12, 4709 - (3/19/2010)

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)

Holly Symbol Hammer (1lb), Symbol of Life +1 Holly Symbol of Torag (1lb), Avalanche Hammer
Warhammer +2 (5lb), +1 Dagger (1lbs), +1 Throwing Ax (3lbs), Couters of 2nd Chance Guards,
Belt of Vigor & Dwarf Plate Mail +3 (52lbs), Flamedrinker Shield Heavy Shield (8lb), +2 Cloak of
Resistance (2lbs), Boots and Cloths (5lbs), & Handy Haversack (1lb) Weight I’m carry is 79 lbs. What in Handy Haversack - Prayer Book 128 pages (3lbs), Journal (2lbs.), Bedroll (5lbs), 2 Blanket (4lbs), Inescapable Heavy Crossbow +2 (4lbs), 20 Bolts (2lb), 120 Arows (6lbs), 4 water skins (16lbs), Cooking Pot (5lbs), 10 days of rations (10lbs), 150’ of silk rope (9lbs), 100’ of hemp rope (20lbs), Extra Boots (1lbs), Extra Clothes (3lbs), Set of Ceremony Robes/Clothes (4lbs), tent (20lbs), flint & steel w/wet stone (1lb), Ritual Components for 3 Comprehend Language, 10 Create Holy water at 6 level, 7 Cure Disease, 2 Comprehend Language, 2 Discern Lies, 10 Endure Elements, 2 Gentle Repose, 5 Hand of Fate, 2 Knock, 7 Leomund’s Secret Chest, 13 Phantom Steed, 5 Silence, 2 Speak with Dead, 2 Tenser Floating Disc and 2 Travelers Feast, 5 Water Breathing, 30 Water Walking (10.6lbs), 10 candle (.5lbs), small pouch 5CP, 7 SP – 5GP – PP (0.2lbs) Weight in Pack (125.6 lb)
In Leomund’s Secret Chest 4x10x3 – 20 days iron rations (20lbs), 4 Blankets (16lbs), 10 filled water skins (40lbs), 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, 10 Create Holy water at 6 level, 3 Cure Disease , 10 Leomund’ Secret Chest, 20 Phatntom Steed , 1 Raise Dead, 5 Silence, 6 Tenser Floating Disc, 6 Travelers Feast Ritual Components. (6.1lbs) Shaleu has 28PP, 7GP, 25SP, 5CP, Andrain has 45PP, Legion who Walks has 29 PP & 136GP in the chest. Note:(14 PP gets 16 Phanton Steed and 2 Leomund Secret Chest ritual components)
(Left 15 GP and 3PP at my uncle place)
Upkeep Cost: Per Day cheapest stay is 4sp, Breakfast 2sp and Dinner would be 3sp totaling 9sp per day.

Dwarven Traits:
Dwarven Resilience: Can use your second wind (Healing Surge) as a minor action instead of a standard action.
Dwarven Weapon Proficiency: Gain proficiency with the throwing hammer and the warhammer.
Emcumbered Speed: Move at your normal speed even when it would normally be reduced by armor or heavy load.
Other effects that limit speed (such as difficult terrain or magical effects) affects you normally.
Stand Your Ground: When an effect forces you to move – through a pull, a push, or a slide – you can move one square less
Than the effect specifies. This means an effect that normally pulls, pushes, or slide a target 1 square does not force
You to move unless you want to. In addition, when an attack would knock you prone, you can immediately make a
Saving throws to avoid falling prone.

Feats (p. 196-197)
Armor Proficiency: (Free Class Feat 1st Level) – Trained in cloth, leather, hide, and chain mail armor. P. 194
Ritual: (Class Feat 1st Level) – Have a prayer book that use either the ritual from chapter 10. P. 296
Dwarven Weapon Training: (1st Level) - Gain proficiency and a +2 feat bonus to damage rolls with axes and hammers. P 194
Armor Proficiency for Scale: (2nd level) – Trained in Scale Armor. P. 194
Armor Proficiency for Plate: (4th level) – Trained in Scale Armor. P. 194
Avenger Multi Class Feat: (6th Level) – Allows you to roll two dice for one attack once per encounter.
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: +14 (Wisdom +6 + 7 ½ Level, +1 Symbol of Live) vs. Reflex Hits 1d8 +7 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 – Minor Action (feat of Swift Turning) – Close burst 5 squares. P. 272
Target: Each undead creature in burst Attack: +14 (Wisdom +6 + 7 ½ Level, +1 Symbol of Live) vs. Will
Hit: 3d10 + 7 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 +6 to their surge points (my wisdom modifier).
Daunting Light: Encounter – Divine, Implement, Radiant – Standard Action – Target one creature – Ranged 10 square
Attack: +14 (Wisdom +6 + 7 ½ Level, +1 Symbol of Live) vs Reflex Hits: 2D10 + 7 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: +14 (Wisdom +6, +7 ½ Level, +1 Symbol of Live) vs Will Hits: 2D10 + Wisdom +7 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: FR pg 142 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: 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.
Disenchant Magic Item: pg 304 Level 6 Category: Creation Time: 1 hour
Component Cost: 25gp Key Skill: Arcana (no check) Duration: Instantaneous
When I finish performing the ritual, I touch a magic item and destroy it, turning it into a quantity of residuum valued at one-fifth of the item’s price. The item must be my level or lower and must be something that can be created using the Enchant Magic Item ritual.

Enchant Magic Item: Pg 304 Level 4 Category: Creation Time: 1 hr/Permanent
Component Cost: Special Key Skill: Arcana (no check)
You touch a normal item and turn it into a magic item of your level or lower. The ritual’s component cost is equal to the price of the magic item you create. You can also use this ritual to resize magic armor. There is no component cost for this use.

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.

Hallowed Temple: Divine Power p.157 Level 12 Category: Creation Time: 1 hour
Component Cost: 520gp Key Skill: Religion (no check) Duration: 8 hours
This ritual creates a shimmering temple associated with my deity. The temple occupies a close burst 7 as it materializes around me. The structure incorporates as many appropriate artistic elements as you like: the exterior features iconography, stained-glass windows, and other decorative features. The temple is comfortable and creatures inside it feel close to my god. It is immune to damage. Access to the interior is through the temple’s front door only. The walls of the temple and all its contents vanish at the end of the ritual’s duration. Demons and undead cannot cross the temple’s threshold. Any creatures within the burst except me when the temple materializes are displaced to a space outside the temple as close t their former location as possible. If insufficient space exists either for the temple itself or for the displacement of creaturs, the ritual cannot be performed.

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.

Mark of Justice: Divine Power pg 158 Level 12 Category: Binding Time: 10 minutes Permanent
Component Cost: 1,000 gp Key Skill: Religion (no check)
You draw a mark on the subject of the ritual, who must be willing or helpless for the time it takes to perform the ritual. At the ritual’s completion, designate an action or a kind of behavior that the mark forbids, and select one of the following penalties see book. When the subject performs the forbidden action or displays the forbidden behavior, the subject is affected by the penalty for the next 24 hours. No matter the distance I’m aware when the subject triggers the penalty or when the penalty is lifted. The Remove Affliction ritual can end the effect of Mark of Justice, using twice your level as the penalty to the Heal check.

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.)

Shadow Bridge: FR pg145 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: 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.

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: 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.

Tiny Lanterns: Level 6 Category: Exploration Time: 1 min for 1hr
Component cost: 60gp Key Skill: Arcane (roll 20 or lower 1, 21-25 2, 26-30 3 or 31 & higher 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

Water Breathing: Pg. 315 Level 8 Category: Exploration Time: 10 minutes
Component Cost: 135gp Key Skill: Nature Duration see book
When you perform this ritual you can designate up to eight participants who breathe water as easily as they breathe air. Furthermore, they can speak normally underwater. It doesn’t change your ability to breathe air. It doesn’t confer a greater swim speed or the ability to fight underwater unhindered. It does protect any gear you and the participnts carry, such as books and scrolls from water damage.

Water Walk: Pg. 315 Level 2 Category: Exploration Time: 10 minutes for 1hr
Component Cost: 20gp Key Skill: Nature (no check)
Your or an ally can move on water as if it were solid ground. Rapids or choppy seas are considered difficult terrain. The target of this ritual can end its benefits as a free action. The target can immerse itself in water or swim underwater if desired without needing t end the ritual.

Magic Items:
Symbol Of Life +2 – Holy Symbol of Torag grants a +2 to Implement Attack and Damage rolls
- plus if I Crit get an extra 2D6 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 +3 (Body) – Daily Power – Free Action – Regain hit points as if you had spent a healing surge.
Also, gain a +3 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

Iron Ring of the Dwarf Lords – Gain one healing surge. Daily Power – Immediate Interrupt. You can use this power when you are hit by a power that has a pull, a push or a slide effect. You negate the forced movement. If you’ve reached at least one milestone today, you alos gain immunity to pull, push and slide effects (unless you are willing to be moved) until the end of your next turn.

Handy Haversack – Backpack can hold up to 1,000 pounds in weight or 100 cubic feet in volume. Weight always 1 lb.

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)
+7 Liberality (Generosity.) Greed (Selfish Desire.)
+6 Patience (Enduring with calmness.) Wrath (Fury, Rage, Violent.)

Wednesday, October 13, 2010

To the Sunken Queen in the Marshfen Swamp

Gozran 30th, 4709 – We went out to gather supplies for our journey and to book passage on a ship going towards the Marshfen Swamp. We set off in early afternoon. I work on the new ritual with Rizzle we found by putting them in my ritual book.

Desnus 1st, 4709 – I continue to work on the new ritual with Rizzle to be ready to use them if need arises. We should make the Marshfen Swamp tomorrow.

Desnus 2nd, 4709 – We have arrived at the base of the Marshfen Swamp and Rizzle summoned the phantom steed to ride across the marsh to the Sunken Queen. We used the map Yara drew us and hoping it would lead us to the Queen. We should know tomorrow.

Desnus 3rd, 4709 – We continue on and was getting close to the Sunken Queen and in the afternoon we were confronted by a small group of Boggard Frogmen telling us to turn back. We talk to them for a few minutes and learn the Queen and her son did enter the Sunken Queen. Andrian had asked about fighting their God and they were glad to see if we would be worthy or not. But, when he decline is when the battle ensued.

It did not take long as Ducw who dismounted and ran to the frogman taking out the first one he came too. Andrian held back first but after I and Laori came up he did. It did not take long with Ducw just going after them. With only a couple left they decided to run away from us.

We traveled a few hours more and finally arrived at the Sunken Queen monument. We came upon another group of Boggard Frogmen worshipping the monument as if it has significance to them. Andrian wanted to attack them as they worship but I could not allow even an enemy to be butcher. So, I called to them to run. They stopped what they were doing and the leader told us to die. This did not take long again as Ducw went right to them. We were able to take out a few in the first round along with the leader of the Boggard Frogmen. They then surround Ducw thinking they will take one of us as we mopped up the loner. Ducw was able to get out with out getting hurt and one more round they ran with one not making it to the water. We were able to take him down without killing him. Shaleu and I bind his wounds and tied him up. I had the thought maybe we could talk to him and cast comprehend languages. It worked only part way I could understand him but he could still not understand me. I stopped the others from hurting him further and I let him go because he could not help us, plus the others who escaped would of sound an alarm anyway. I then ask for a few more minutes to cast my hand of fate ritual to see if there was another way into the sunken queen without going underwater. It work, saying yes and show us the general direction. I also ask if queen Ileosa was inside and it said yes. Andrian climb up the sunken queen to look for the entrance in and he found it. We all climb up and went into the sunken queen. We went through a small room this seemed like a place to cast the water breathing ritual which Rizzle cast on the group in case we would need it. This room lead us into a hallway because the building was sinking part of this floor was going under water and the other was dry. So, we took the dry path first. This led us to a small group of frogman who were surprised and since I still understood their language understood they were surprise at us coming from behind them. They never expected anyone coming this way because they only thought the way up was the direction we were headed. After killing the three frogmen we back to the water. Andrian said he would check out the way first and entered the water and disappeared. While we waited I thought we should hide the frogmen we killed. I took Ducw and Shaleu back with me to put the bodies in the small room were we enter the building. We saw nothing else and return before Andrian got back. When Andrian did return he told us he found the way up and four erinies blocking the way.

We had to swim only a little way then work our way up into the room to a shaft leading up. This led us to a hallway were we listen and it sound to us they are arguing. Rizzle wanted me to cast the comprehend languages ritual but I said it would take to long while we talk about it Andrian step out and spoke to them. He told them that he had destroyed their contact with the queen and they told us they already knew. He then told them we only wanted to stop the queen. He got into a parlay with them and ended up giving them Yara tower to them in exchange if they would help us defeat the queen. They wanted to kill her also. But, told us she would be to hard to defeat her by themselves. They agreed and had Andrian sign a contact in blood with them which he did for their assistance in exchange for Yara tower.

The erinies flew us up to where the queen was with Ducw going first to attack the queen (he got lucky or the sword knew where she was because she was invisible). I went second to rescue the baby which I did. Then Andrian and Rizzle came up next causing more damage to the queen. Queen Ileosa was in the process of summoning Krosvin when we arrived. The four artifacts were floating with all of Korvosa blood swirling around in the air making out the outline of the mighty dragon. Once the battle had start three of the erinies and I was suppose to go back down. I was going to give the baby prince to Shaleu to keep safe with Loari, Sabina and I returning. With the sword of Serithiel Ducw was able to destroy the crown of fangs in the first hit. Andrian and Rizzle were able to hit her with Rizzle knocking her out of the blood ball. She attacked Andrian with minimal damage. The next attack from Ducw killed Queen Ileosa. So, the second part of the plan was never needed. Once the Queen was killed the summoning of the dragon was stopped. We pick up the four artifacts and put them in Rizzle bag of holding. Taking a few of Korvosa treasures back to the city along with the baby prince.

Desnus 4th, 4709 – As we were head back Andrian noticed that Loari seemed disappointed on how things work out. We should of realized since she was a servant of Krosvin god that she would want to see the return of Krosvin. She wanted to see Krosvin return and the queen death. She told us once out of the swamp she was going to leave us her quest is over. I was glad she did not go up with us at the beginning and Torag was with us to destroy the queen before Loari could help the queen summon Krosvin.

Desnus 5th, 4709 – When we got out of the swamp and back to the ship Loari said her goodbyes and left the party. The ship was going to leave in the morning. I spent the rest of the night praying to Torag. Shaleu enjoyed the baby prince and found treats for the bady as we traveled thru the swamp.

Desnus 6th, 4709 - We set off back to Korvosa in the morning. I spent the time praying and working on my skills as a Battle Chaplin. Shaleu was enjoying the time with the bady prince.

Desnus 7th, 4709 – Any other day at sea the captain told us we are making good time and should be in Korvosa tomorrow morning. Gave me time to relax and pray.

Storming Castle Korvosa

Gozran 29th, 4709 – It was after midnight when we finished out preparations for the assault on Castle Korvosa. We planned to meet in side the castle at the steps leading up to the main floor of the castle. We did a little bit more planning and decide to go in three groups. Sabina Merrin and I with the aid of Andrian magic hat of disguise to make me look like a gray maiden. We entered the castle through the front entrance because I knew I could not sneak in and did not want the group to be caught because of me. Then Cressida was going to get the rest of the resistance to be ready to storm the castle when we give the order by using Andrian magic horn. The rest of the group snuck in and used the secret door provided by Neolandus.

The first part of the plan went well with me and Sabina Merrin going through the front gate. Sabina just commanded the gray maidens like she did any other day and we walk right in. We went to our left to the stairs that goes up or down. We went down and into a room were the gray maidens got recharged. She ordered the ones in the room up and then she looked to me I nodded my head to say bring them with us. She ordered them to follow her. We went down a corridor and we stopped. Sabina check to see if they were here yet and they were. She told them the door has been trapped and Andrian asked for a moment. He removed the trap and opened the door. Sabina order the gray maidens to about face and go back upstairs. I was in the lead now and took the group back up to the main floor and went left from the stairs to a door. I open the door and we all squeezed inside the room. I ask for 10 minutes to silence the room so we could talk freely. After that we talk and decided for Andrian to sneak in and review the bedroom. He was able to sneak in without being seen. He noticed the crown, not the crown of fangs which we were hoping for, and was able to take what appears to look like the king crown. We put that crown in Rizzle bag of holding. Then we decide that Andrian, Vencarlo and Loari would sneak back into the room with Duwc and Shaleu as back up. This went all to plan except the results. When they attacked the queen she exploded sending her body and pieces of her body every where. Later we found out that Rolth had created a duplicate of the queen somehow and when we killed it the body exploded. This attack caused the gray maidens in the room to attack along with Rolth and Andrian father Yara Porphyria entering the battle from an other room. Andrian went right for Rolth as he cast his dark magic on the group. Duwc entered the room attacking the gray maidens along with Vencarlo. Loari moved up to attack Rolth from behind Andrian. Shaleu and Trina moved in for support. I moved around remembering from the map another way in. I wanted to trap them in the room so they could not escape us. This work out great because Yara Porphyria was not being attack and was backing up Rolth to keep him strong. With The Wanting, who I pick up getting to the room, and I attacking Yara we were able to cause him to surrender leaving Rolth fighting for his life. To note when the Wanting first enter the room Rolth thought we was getting back up and to his surprise when she told him she is here to kill him. Rolth soon went down being attack from the front as well as his back. Once the battle was over we hear that Sabina had order her gray maidens to attack the red mantis assassins on the stairs. Andrian and I went outside were he called to the people of Korvosa to rise up and they along with Cressida enter the castle destroying all in their way. Sabina told the gray maidens to not fight with the people only the red mantis. Even thou the gray maidens were not fighting back against the people attack the people destroyed many of the gray maidens along with the red mantis. Queen Ileosa supporter have been removed from power and the rebellion is over.

After all the fighting we talk Yara Porphyria in exchange for mercy he agreed to be exile. He told us what he knew and suspected of Queen Ileosa’s plans. The Queen has acquired a number of artifacts made from the body of Kazavon and had shipped them west into the Marshfen Swamp to a place known as the Sunken Queen. Yara made us a map to take us to the Sunken Queen. He also told us the Queen took her son with her to that place. He also conjectured that the dragon’s spirit was planning to double cross Ileosa when he was brought back to life by making her son his familiar. Yara also told Andrian all about his tower after he was force to pass it and all his possessions to him.

We talk to reinstated Seneshal Neolandus Kalepopelsu about who should be king. At this time Andrian was still not willing to claim the thrown. Neolandus overruled and pardon Trinia from any wrong doing in the King death. Once this was done Trinia was free again and thank us for all we did for her. Cressida Croft was made Field Marshall again and the Korvosa Guard was put back in power. The Wanting reminded us not to come after her and we let her leave in peace. I was able to get away and went to the temple and gave a few platinum pieces to the temple for the care of the boys we saved. Then we plan to go after the queen tomorrow. Rizzle and I spent the rest of the day looking through the King Library looking for Ritual to help us in the swamp. I found two dealing with walking on water and water breathing.