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A Lost Soul


Karri - DM Marcin 
Wednesday May 21st, 2008 6:02:11 AM

Following the natural landmarks the group manages to quickly cover the distance separating them from the capital of the Emerald Kingdom. Shortly before noon Karri, the Emerald City, makes its presence known from afar by the shine of its white walls and spots of red roofs in stark contrast with the everpresent green. It takes a better part of an hour to reach the city walls itself.

Once the group is able to take in the sights from above it is easy to notice that the Emerald Dragons have not been exaggerating when they mentioned that the city folk have been recently waging war against the forest itself. There is no single cobbled street or plaza that hasn't been ruined by saplings springing up from the cracks between the stones. The line of trees around the city walls seems to be advancing on the buildings with massive branches already overhanging the defensive works. Everywhere where a plant can put down roots - on the roofs or even right on the walls of the buildings - a green bush or a young tree has sprung up. It would be easy to descend at some secluded place and discreetly mix into the crowd. Finding a good place to rest in the forest wouldn't be hard, either.

Vedik Current Spells 
Wednesday May 21st, 2008 9:47:48 AM

Vedik takes in the lush forest happily. At some point in the day, he mentions that Lord Arrak suspects the orb might be responsible for the Legion, and that should we need any advice on the earthquakes we may visit him.

When they arrive at the city, he takes the time to look for clues of how people are doing since Parnoth's fall, and whats being generally said in that regard. He'll also try to find a faithful of Alemi, and seek information about this temple. He'll also try to get a sense of what people think of the earthquakes, if they are having them here.

Tratain 
Wednesday May 21st, 2008 4:33:28 PM

When Vedik mentions what Arrak suspects about the Orb and the Legion Tratain says "That is Not good if it is true, which it probably is. It looks like they can activate the portal and come through whenever they want, or at least they have some control over it while we have no control over it at all from our side. To send through such a well armed and organized strike force means it probably wasn't an accident. We'll need to try and contact Troughton and find out if we can learn the spell he used to open the Fae Skeimir gate. After we stop the earthquakes if those researchers at the library don't have any good information for us we'll throw it back into Fae Skeimir, Arien could try and disjoin it but thats pretty dangerous for him. We can't just continue to carry it around with us. Theres no telling when the legion decides to pour through it again."

When the group reaches Karri Tratain walks around the town talking to the people, getting a sense of what is going on in the City, how people feel, looking for news about the earthquakes. He also asks for Directions to the Shrine, how things are going with the Culverwood as it seems the forest is trying to take over the city.

When it starts to get Dark Tratain leads the group back to find a place to rest in the forest, saying he doesn't want to stay in the City while the group has the orb with them.

Dwight 
Thursday May 22nd, 2008 12:54:27 AM

Dwight is perplexed as to the fascinating rapid growth of plants in the area. Dwight flies over to various areas of rapid growth and looks deeper into the plant mystery.

Monthor Hit Points:151 AC30  d20+1=13 ;
Thursday May 22nd, 2008 6:10:52 AM

Monthor follows the others and looks for a tavern...

Spot 13

A night in town - DM Marcin 
Thursday May 22nd, 2008 9:33:02 AM

The Gray Knights decide to mingle a bit and learn some local rumors as well as, at least in case of Monthor, taste some local ales.

The city is buzzing with all kinds of news, stories, suspicions and wild guesses. While the demise of Parnoth has not been yet officially confirmed the people have seen the nervousness of the officials and thought and eavesdropped and speculated and thought some more. The general mood so far is curiosity mixed with anxiety. Nobody yet seems to realize the full magnitude of the consequences that are bound to come. The question of "what now?" hangs in the air and it seems nobody can give a good answer.

The political earthquake would be a major topic were it not for the sudden activity of Culverwood. Granted, the people living here understand that their land is not covered with an ordinary forest, but the savagery of the green assault has overshadowed everything similar that has ever been recorded in the whole history of the nation. The trees are being felled as needed, but they grow harder than oaks, and it seems that with every fallen one three more take its place within a week.

With these local problems on the mind of everyone the earthquakes have been pushed aside as a less interesting and depressing topic. It is mostly treated as foreign news as no part of the Emerald Kingdom has so far suffered a major disaster. The news of the catastrophe at the Plateau City have not yet reached Korri.

The talk of the street is that smaller settlements are having even harder time of it and most are overgrown. Some smaller villages and a lot of remote cottages and camps had to be abandoned.

The local clergy of Alemi is helpful, though they strongly advise to restrict pilgrimages to the local temple at Korri, at least for now. Despite their reluctance to point the Knights into the heart of the forest the party manages to obtain directions. It will be necessary to backtrace along the shores of the Lygn river and look for smoke from chimneys to the North. The smoke should allow the Knights to find Perpagail. The shrine that has been mentioned by the Emerald Dragons is several miles North of the town. It is a small outpost of the faith, seldom visited by pilgrims. For several years now it has been serving as a mental asylum. The clerics promise to inform their brethren of the coming visitors so that the party will be expected by the locals.

A night comes and the Knights try to get some sleep. It is hard; strange wooden noises can be heard all around all the time - creaking, breaking, shuffling, rustling, snapping - but nothing ever comes within sight of the camp.

Morning comes and offers an opportunity to prepare new spells. Yet another day of travel awaits.

[If you have Survival, Knowledge:Nature or related skills please make a check. I will also need a Survival or Knowledge:Geography roll from the guide.]

Vedik Current Spells  d20+29=33 ; d20+29=37 ; d20+29=49 ; d20+29=38 ; d20+29=37 ; d20+29=30 ; d20+29=30 ; d20+29=31 ;
Thursday May 22nd, 2008 1:23:56 PM

Finding a quiet, private place, the old dwarf performs his craft. He grunts in frustration while drawing his Woldsblood for the day, his last two draws failing. He recharges some of the wands last used in the aftermath at Plateau city, then looks mournfully into his packs, wishing he had more time to work on his

In the morning he prays, and adjusts his spells slighty, casts his normal enhancements, and draws woldsblood for his armor.

OOC:
Draw 4 drops (x7): 5 successful (20 drops)
Recharge Good Hope +1, Cure Light Wounds +17, Store 1 drop.
~Morning: Draw 4 drops, passed. 2 drops for Magic vestment, 2 for recharging CLW.


Tratain  d20=18 ;
Thursday May 22nd, 2008 7:11:30 PM

Tratain says "Well, we have got directions, Lets head out. Also Vedik if you get the chance, the wand of Resist Energy and my cure Serious wand could use some recharging. It also doesn't seem that anyone around here knows much of anything, earthquakes or parnoth."

Tratain 
Thursday May 22nd, 2008 7:12:00 PM

Roll was Knowledge Geography - 18

Dwight  d20+2=4 ; d20+7=24 ;
Thursday May 22nd, 2008 8:18:57 PM

Dwight, not really carring about where exactly they are (Knowledge Geography = 4) instead concentrates on what truly has grabbed his attention and imagination, the life infusing the area (Knowledge Nature = 24). He wakes early as the sun rises, excited to go into the forest and experience more of what there is of this place. After all wake, and have completed their morning routines, Dwight hops on his broom exclaiming "I'm ready when you are."

Monthor Hit Points:151 AC30  d20+3=19 ; d20+1=21 ;
Thursday May 22nd, 2008 10:16:29 PM

Geography 19
Survival natural 20 for 21.

Monthor keeps looking for Perpagail... and beer....



Arien 
Thursday May 22nd, 2008 10:38:04 PM

Arien ends his trance after the standard four hours and spends the rest of the night, watching and listening to the forest. When the morning comes he has a light breakfast and is soon ready to go.

Draax 
Thursday May 22nd, 2008 10:55:58 PM

In the morning, Draax gets something to eat, does an inventory check and get ready to leave with the others.

Jova [Steed 30 hours] 
Friday May 23rd, 2008 2:22:50 AM

In the morning Jova summons his stted again using the rod of extending. He offers anyone else that would luike a horse to ride, he can summon more.

00c- I apoligize not posting been ill.

The shrine - DM Marcin 
Friday May 23rd, 2008 8:57:55 AM

As another morning comes Dwight walks around the camp and immediately notices that the trees must have shifted overnight for the paths that were there last evening are no more. There are strange marks on the earth almost everywhere, as if something very heavy was shambling along, but these do not resemble tracks of living creatures. Is it possible that these deep cuts in the earth and stone were left by trees themselves? One could think that such activity would be a work of treants, but there is no sign of the majestic tree-men anywhere around. Other, older forces must be at work here. Dwight notices that the trees look much more vital than normally at this time of the year. Their leaves are already fully developed and as green as one would expect to see in the middle of the summer. The branches rattle in the wind and there is something in this movement that just hints at creatures shaking fists at the city.

The Knights depart and find their river. Flying is always a pleasant sensation, but the monotonous landscape starts to grow weary on the eyes and the mind, and the guide has to be ever on guard not to slip into a stupor and just fly along in a straight line.

Perpagail is found before noon with surprising ease - the citizens have chosen this day to make a huge bonfire and the column of gray smoke can be seen from afar. The group makes sure they are on the right track and continues on.

After flying several times in wide circles over the area north of Perpagail it becomes clear that the shrine must be small and entirely hidden under branches of the trees. The perspective of searching through the vast expanse of the forest on foot is not very encouraging; fortunately there is a bird cry not far away and a majestic eagle starts to fly in the direction of the group. Having found the Knights it starts to lead them on, flying ahead of them in circles. The group has to slow down as the bird couldn't ever hope to match the rapid progress of magic-aided journey.

The eagle finally dives under the trees. Descending to the forest floor the party notices a small open stone building, consisting mostly of columns arranged around a large stone basin and a roof, surrounded by a little complex of timber cottages. The whole settlement seems to sit right in the middle of the forest and old trees are growing between the buildings. The sunlight coming here is coloured green by the leaves. There is scent of fresh bread in the air. Somewhere nearby a stream is singing a quiet, mesmerising song. A small black dog starts barking lazily, then hesitates and trots away. The feeling of timeless calmness can be felt in the air.

In any normal village the Knights would have been greeted by a band of dirty children, but here nobody runs to see the newcomers. These few people who can be seen slowly going about their business - men and women dressed in mundane but clean peasant's clothing - merely glance at the group once or twice, their faces filled with apathy or emotionless.

The group has been already standing in the middle of the village for quite a while when finally a middle-aged woman dressed in a white robe exits the stone building and approaches the Knights. Her face is rather plain-looking and her black hair is cut short. A familiar looking eagle is sitting on her arm. She stops before the group and for a moment says nothing, just looking everyone up and down. Her eyes widen for a moment when she recognizes a Fixer. Finally she respectfully bows her head and stretches out her palms as if to heal or bless.

"Welcome to Shallow Springs, travellers." - the woman's voice is quiet, pleasant, and comforting - "I am Filea, by Alemi's wish the current chief healer of this small temple. We have been told to expect visitors and it seems my birds managed to help you find the way. Each of you bears many scars, but I see no wounds that would need immediate tending to. Are you on a pilgrimage?" - even as she asks the question you can see doubt in her eyes.

"Something tells me that the reason of this visit will be different. No matter; everyone who comes here in good intentions is welcome. We were about to sit for a dinner, would you like to join us? It's simple food, but you seem road-worn and, as they say, hunger is the best cook..."

Dwight  d20+15=27 ;
Sunday May 25th, 2008 10:29:02 PM

While patrolling the edge of camp in the early morning, Dwight tries to finds some answers, though his hopes are not high. He will cast comprehend language and detect thoughts in the hopes of finding the reason for the upheavel of the forest. After gleaming what information he can from the trees, he will speak with animals and communicate with Whisk, asking him to keep a close eye on the forest, especially at night to help determine what is moving and causing such an increased growth.

-----

Once at the temple, Dwight tries to remain behind others as he looks about. (spot: 27) He finds it a bit odd the folks around here are not more inclined to watch/question visitors that look as this group does.

Tratain 
Monday May 26th, 2008 12:42:56 AM

Tratain says "We would be honored to join you for dinner, we would be glad to have anything you would offer."

He continues "We have come to see a man sent here by the emerald dragons. We are investigating the cause of the recent earthquakes and have reason to believe he may know something. We would like to speak with him if that is alright. i don't know if we can learn anything from him but anything would be helpful in our quest. We were also told he had a journal, we would like to see that also if it is permitted. Vedik and I are also healers ourselves, if you have need of any of our skills while we are here feel free to ask, we would be glad to help."

The man - DM Marcin 
Monday May 26th, 2008 6:33:46 AM

Dwight recalls the results of his investigations from the morning. Comprehend Languages was not of much use as nothing was being spoken. Detect Thoughts did not reveal any intelligent creatures nearby - instead Dwight picked up a powerful radiation that seemed to be present everywhere - in the ground, the trees, even hang like mist in the air as if the forest itself was a single huge, thinking entity.

Later, as Dwight looks around, he notices strange quirks in the behavior of most of the people in the village: muscule spasms, little repetitive moves, emotionless facial expressions or faces full of anguish. A few quiet clerics of Alemi in white robes move about among these unfortunates. A few of the patients are tending to a small garden behind the shrine. Others are spending their time weaving or performing similar common activities. A number of them just sits there staring at nothing.

Dinner is served on a long table in the backyard of the shrine. There is bread, white cheese, onions, dried fruit, a modest amount of sausages and strong herbal tea. The healers and patients alike - about 30 people altogether - sit together to eat in silence. A few of the patients have to be fed by hand.

"Thank you for your offer of help" - says Filea - "but I'm afraid most of those in our care can be only healed by the passage of time. Those who can be cured by Heal come and go as every few weeks a brother from Korri visits us to minister to them. Those who stay are mostly suffering from grief. Sometimes it takes a lot of time to come to terms with a loss of a child or a loved one. We help them as they walk along that path."

When the mysterious man is mentioned the priestess lets out a sigh and leads the group into the shrine. There she bows her head and extends her palms outwards carefully scanning the group for a few minutes in silence. Those sensitive to magic can feel tension in the air as divine power engulfs the Knights and passes through them [Spellcraft DC16 Highlight to display spoiler: {Detect Magic} and spellcraft DC16 Highlight to display spoiler: {Detect Evil}].

Eventually satisfied, she nods and says: "Yes, I have been told to expect somebody to come and investigate the matter further. You certainly may see the man, but speaking with him is another thing. Please follow me." Filea leads the group down a narrow and winding stairs into what appears to be a small cellar under the shrine. There she touches one of the walls and it slides open revealing a dark passage. She snaps her fingers and a gentle, yellow light comes on. There are small rooms to the left and right and through half-open doors one can see that some of them are used as labs or storage space. The scent of rare herbs and medical concotions hangs in the air. Finally Filea produces a large key from her sash and turns it in a lock fitted in a large, wooden door. It opens with a squeak.

The small room inside is almost empty. There is a low bed in the middle of it. A man is lying motionless on it, his skin very pale, so that he looks more like a cadaver than a living person. He is rather old, maybe in his fifties, but looks lanky and in good physical health, and his curly hair is raven black without a speck of gray. He is wearing a short, black undertunic. Only by looking very close one can see that he is breathing. Closer examination reveals also a net of extremely thin, black lines that can be seen running in a chaotic pattern on every exposed part of his skin.

There is a long table under one of the walls. A stack of neatly folded travel clothing has been left on its surface, along with a backpack, a pair of long, leather boots, a staff, a few pouches, three books and a small pile of pitch black, glistening stones.

"This room is heavily shielded from divination magic. We have been told he will be looked for, so we placed him and all of his belongings in here. Please do not disturb our wards by removing anything from this chamber."

"He's been in this state ever since we found him. The flesh lives, but it appears as if no soul was inside it. We have to feed him and trickle water down his throat, but his body is not taking this well. I'm worried that if nothing changes he will soon die."

"Father Athor will be joining us soon. He is the one who has been charged with taking care of him. He has examined him with great detail and might tell you something that will help you in your investigation."

Vedik Current Spells 
Monday May 26th, 2008 10:54:35 AM

The old dwarf bows in thanks to Filea, clearly respecting the woman. He scratches his beard while looking over the man. "I think it best to find out exactly what has been attempted in the way of cures. Can you tell us Filea, or is Father Athor the best one to answer?"

ADM Joe Posting Report 
Monday May 26th, 2008 6:55:39 PM

Week of May 19 - 25th

M...T...W...R...F
DM.................X...X....X....X...X
Tratain...........X...X....X....X...X
Vedik.............X...O....X....X...O
Monthor.........X...X....X....X...O
Arien.............O...O..O....X...O
Jova..............X...O...O....X...O
Dwight...........X...X....X....X...X
Draax............O...X...O....X...O

Tratain  d20+17=33 ; d20+6=8 ; d20+15=34 ;
Monday May 26th, 2008 8:56:10 PM

Tratain nods to Filia and says "We will be sure not to take anything out of the room, but I assume we may look through the things here?"

If no objections are raised Tratain begins Examining the Man attempting to see if he can identify what is wrong with him. (Heal 33, Spellcraft 8)

After looking over the man Tratain casts detect magic to determine if anything he owned is magical, and anything that is magical he points out to his comrades to be careful touching those objects. If anyhting is Filia he asks if they have been identified as perhaps something he was carrying is responsible for his condition.

Tratain then examines the pile of black stones trying to determine what they are. (Knowledge Religion 34).
He then moves onto the books. Tratain will look through them and see if anything can be learned from them, (With Permanent Comprehend Language) If any of the books are magical Tratain will not attempt to open them or touch them until Arien deems it is safe.

Draax 
Monday May 26th, 2008 9:14:36 PM

Draax stands out of the way and let the magically incline members of the group assess the situation. Every now and then, he pokes his head in out of curiosity to see how thing are developing.



Dwight  d20+7=15 ;
Monday May 26th, 2008 9:46:25 PM

Dwight looks carefully at the skin on the sleeping man. At first he keeps clear, but eventually he touches it and looks for a pattern in the black lines. (Perhaps a natural poison? knowledge: nature: 15)

Does the skin look more tattoed with the black lines or bubbled blood veins?

The objects Dwight avoids for now intrigued with the man. In the end, opening an eyelid for closer examination.

Monthor Hit Points:151 AC30 
Monday May 26th, 2008 9:50:12 PM

" Food? "......
" Me'll stay here... with the food.... and drinks right?... yummm.... food.... "

Jova [Steed 30 hours] 
Tuesday May 27th, 2008 1:13:59 AM

Jova is renewed and exhilerated now he has had time to be in the saddle. Although he didnt mind walking, riding was much more satisfying. At the settlement, he allows the others to go and see the man. Jova stayed back and kept an eye on Monthor.

Arien  d20+36=42 ; d20+36=45 ; d20+29=40 ; d20+29=31 ; d20+30=43 ; d20+36=54 ;
Tuesday May 27th, 2008 1:46:21 AM

Arien acknowledges the priestesses spells with a nod and a slight smile at her findings then says, "Dinner would be welcome, if you agree to let us host the next meal, I would need to know how many to prepare for though."

When shown the stones Arien approaches and examines them without touching them or any of the other belongings. (Knowledge: The Planes 40, Knowledge: Dungeoneering: 31, Knowledge: Arcanna: 43, Spellcraft: 54)

((Last week was finals week, hence the lack of posts))

Investigations - DM Marcin 
Tuesday May 27th, 2008 5:29:03 AM

As Arien offers to host the next meal Filea looks a bit surprised and then smiles. "Thank you. We will gladly accept your hospitality if it is not a burden for you. There are, let's see, 29 of us altogether. We usually supper about an hour after dusk. I hope we will have a cottage ready for you by this time. The accomodations are not fit for a king, I'm afraid, but at least it is a dry place to lay down your head that keeps out the mosquitoes."

The group examines the man in stupor. As Dwight looks closer at the net of black lines covering his skin he realizes that these are way too narrow to be veins and couldn't have been done by a tattoo artist because the skin is not broken even in a single place along them. Also, they seem to run deeper than just on the skin, as if what could be seen of them was only a hint of what was going on inside the body. When Dwight rises an eyelid he notices that the man's irises are brown, with wide, black pupils unresponsive to light. Gazing into them is uncomfortable as if one was looking into the emptiness of the void.

Tratain's skillful examination of the body of the man suggests that he has recently undergone some severe magical trauma. It looks as if he was caught in a middle of a powerful discharge of concentrated magical energies. The lines on the skin might actually be traces left by lightnings of pure magic entering and leaving his body. One can only guess that it was pure luck that these injuries didn't prove fatal. Later ministrations, probably by priests of Alemi, managed to keep his body alive. The man's head does not bear any signs of injury and Tratain does not find any physical reasons why the man doesn't regain consciousness.

Footsteps can be heard advancing down the corridor and the group is joined by a short, older man, wearing a white robe. He is rather plump, and his face is rounded by a neatly trimmed silver beard and a line of gray hair. Thick spectacles ride on the tip of his crooked nose. His forehead is sprinkled with drops of sweat.

"Alemi bless you and keep you in good health. I'm Athor, resident - well - bookworm, you could say." He wipes his forehead with his sleeve. "I take it you are the people who were sent to investigate my patient further?"

Answering Tratain's question, he counts off on his plump fingers. "Ah, here we need to get a bit technical. When he's been brought here - by Teleport - he looked badly burned, and initially I thought he might have been hit by a lightning. We started off with Heal. That seemed to fix the physical injuries, but he just wouldn't wake up. I made sure there was no active magic present on him, followed this with Remove Curse just in case. Then I tried Restoration and Remove Disease with no results. I even tried to place him in an Antimagic Field for a while - nothing. Quite a puzzler, this one was. I had to resort to divinations and here I finally were able to get some hints."

"You could be quite right with this suspicion of yours that something he carried caused this condition. See, I think the man suffered from a severe spell mishap. Given that he was found in the middle of nowhere, I suspect some kind of grave malfunction of travel magic. We suspect he was carrying something very powerful that didn't take too well to travel by magic. It would probably be accurate to say that the man had his soul literally blown out of his body."

"Now, if this soul was just disconnected from his flesh the magic I applied should have been able to bring it back. But it didn't, so his soul is not roaming free. His body is not dead, so his soul didn't cross over into the care of Gargul, either. Hence, I thought it was safe to assume that his soul had been trapped somewhere."

"My later divinations have shown that his spirit, dark and corrupt, must have been drawn into the direction of Koshe-Marr, only for some reason it didn't cross its boundaries and got stuck somewhere on its border planes. I'm sorry I'm the bearer of bad news, but it seems there is no way to talk to him - not unless you are Valdor himself and would dare to actually go pluck his soul right from the borders of Marteaus' dominion."

Filea narrows her brow. "For the last time, Athor! Don't you dare to speak this name here ever again!"

Turning to the group the priestess continues: "You may look through his things freely. We have checked them and identified most of them. There are several mundane magic items - a few weak, general purpose potions, a few standard wands, an enchanted combat staff of moderate power and a spellbook with mostly dark magic inside. Judging by the spells inside he was a mage of reasonable power. The only unknown on this table is this pile of black stones. I have never seen anything like it or even heard about similar things. I have no idea what they are made of. All I have learned is that every single one radiates strong necromantic magic."

The party turns its attention toward the stones. Each one is rather heavy for its size, as if made of lead, and cold to the touch. Tratain has never heard of any similar items that would have any religious significance. It is finally Arien's vast knowledge that allows the party to shed some light on this mystery. Careful examination of their auras and cross-referencing with the library Arien carries in his head allows finally to make a hypothesis that these are containers designed to trap spirits, a bit similar to gems used in the casting of a Magic Jar spell, but with some different purpose. Judging by the leftover auras all of them - and there are more than sixty - held a soul not long ago, but now all are empty.

One of the books is a spellbook. The second one, entitled "Safe Roads of the Elennian Peninsula", is an atlas of some kind that describes the major routes of this part of the Wold. It is not magical.

The third book is a small journal bound in black leather. Its pages are about halfway filled with lines of strange symbols made up out of dots and slashes. It looks different from the script in the journals recovered for Arrak, though.

Filea says: "A man from the Dragon Consortium who brought him here stayed for two days and tried to decipher the book. He told me what he learned before he departed so that I could repeat it to whoever came later to continue with this investigation. The pages with his notes are inserted into the journal.

The priestess opens the journal and pages to the last entries. "He told me that he thinks this is a personal code of this mage, used probably only by him for sensitive notes. As you can see, each paragraph on every page is preceded by a short line. He assumed that this line was encoding a date and maybe a place where the entry was written. He further assumed that if the man had anything to do with the earthquakes, the names of the afflicted cities will be in here together with the dates of the disasters."

"After a lot of trials and mistakes he finally managed to decode about one third of the symbols. It is a difficult code to break, every sign stands for two or three letters, and its value may depend on what symbols came before it. As you can see he penciled in translations where he could figure them out. It seems our patient has been travelling all over the peninsula, appearing at each bigger city a few days before an earthquake struck. Judging by the dates he must have used magic to move about. Under every name of the city there is a list of what we assume are people's names - undecipherable - and each name is followed by a number, usually from five to twenty. It looks like a log of some sort."

"Or a shop ledger" - adds Athor.

Meanwhile Monthor and Jova are enjoying the food and fresh air outside. With dinner over the people have cleaned up their plates and left. The only person who stayed is a middle aged, white-haired woman who was silent during the entire meal and had to be fed with a spoon. Her stare is vacant and lost, as if she was trying to see through the green of the forest. And then she suddenly focuses her pale blue eyes on the human and the dwarf and whispers:

"A sundered one remade whole-
A road through fire-
-The darkest flame must be reborn.


Vedik Current Spells 
Tuesday May 27th, 2008 8:10:39 AM

Vedik scratches his beard, clearly disturbed. "More than sixty souls? If what you say about the journal is true, the names could be people assigned to various cities, and the number the number of souls each person is supposed to use to power the earthquake."

Vedik looks over the journal, and tries to see a pattern between the total number under each city heading, and the groups knowledge of the strength of the earthquakes that hit that area.

He also asks Filea and Althor if they have tried a sending spell.

Tratain 
Tuesday May 27th, 2008 6:21:51 PM

Tratain thinks for a moment and says "So It seems that all of those Gems once contained souls, My guess is those are what was used to power the earthquakes, if it was a spell he cast maybe it is written in his spell book. How he lost is soul though puzzles me. Perhaps it was a trap set by the other Sons of Dread? Once he finished with all the soul containers it triggered to keep him from being captured or giving up information in the future?"

Tratain continues "If it was an item he carried that caused this, or an item that triggered the earthquakes where is it? The only thing I can think of is it is among the items here hiding its true nature, it is somewhere near where he was found or it went where he was intending but he didn't make it that far."

He addresses Filea and Althor do either of you know where he was found? We might get some clues looking there, we can also compare it to where Arien determined the earthquakes were centered on, and see if is near there. We also have a comrade who might be able to translate the journal, but we will have to take it to him, and we will need to contact him to let him know it is coming. He has wards against scrying as well, but we'll have to find out how close to his warded room someone can teleport, and I wouldn't go teleporting in there unannounced anyways. As for going to fetch his soul, that will be our last resort if all the other leads fall through."

He says to the group "Arien I think tomorrow we will need you to identify everything he was carrying just to make sure it matches what Filea and Althor found. Also You and Jova should look through his spellbook to see if anything in there could have caused the earthquakes or his traveling accident. I'll read through the Mundane book to see if he has any notations or any other clues in there. If we get our friends permission to bring the books to him I think the quickest way would be for you to teleport to him Jova, and bring all three books just in case the other two are needed to break the code. Teleporting out from this room to as close to the wards as possible should minimize the chances of anyone scrying detecting anything. We can go search the spot where he was found and head towards the spot Arien marked on his map while we wait and see if anything can be learned from the book. We'll need a couple of Sending spells apiece tomorrow Vedik. And anyone else who wants to take a look at the books should as well, maybe you will see something that I don't."

Tratain will read through the "Safe Roads of the Elennian Peninsula" and the coded book if he has time with his Comprehend Languages, stopping only to help host dinner as Arien has offered.

In the morning Tratain casts a Sending Spell to Lord Arrack if no one has any progress on decoding the book "Have Sons Journal for decoding. Son's Probably looking for it. How close to your Warded Room could Jova Teleport and when can he Bring it."

If Arrack answers Tratain asks Jova to Teleport the Books to him and then come back, and once he returns if everyone is ready the group will head for where the Man was initially found.

Dwight 
Tuesday May 27th, 2008 10:06:56 PM

Dwight listens to the little information pertaining to the rocks. "Perhaps he tried to place the soul filled rocks in something equivalent to a bag of holding and KABOOM! The possibilities are almost endless unless we get more information."

Offering what limited aid he can, he helps on decoding more of the book.

Draax 
Tuesday May 27th, 2008 10:31:56 PM

Draax listens to the conversation and wonders what the man could have done to cause himself to be in his current state. "Whatever he did, lets make sure we do not repeat his mistake as we try to help him."

Draax gets a good night sleep and is ready to head out when the others are ready.

Jova [Steed 30 hours] 
Wednesday May 28th, 2008 1:10:44 AM

Jova looks at Monthor as the old woman speaks. "Well dwaef, what ya make of that? She has had her eye on you all day, strange way of flirting."

Jova stands to leave the 2 lovebirds to their couting. Taking the reins of the horse he walks the edges of the settlement. He calls Z to his side, and sends the bird to scout. This pklace was indeed rare, and wird. Jova doesnt communicate with anyone simply staying out of the way of others. Every so often he stops and concentrates, trying to vy the surrounding area for any signs of disembodied spirits. He dows wonder why, since he can not truly communicsate with them, other than to send them on their way. He did it more for practice.

If/when Tratain mentions the teleport, Jova instantly agrees. He also repeats the words the old woman had said to Monthor. He really didnt beluieve the woman was interested in Monthor, it was just fun to get his reactions.
"A sundered one remade whole-
A road through fire-
-The darkest flame must be reborn.

"Not at all surte what it means, but something other than the woman was trying to communicate it to us."



Plans for the rest of the day - DM Marcin 
Wednesday May 28th, 2008 4:18:57 AM

Filea nods her head in agreement. "I am no expert on these things, but I do know that the life energy of a person can be spent by an unscrupulous mage to further his own ends. If what you say about the stones is true than the souls could have been indeed used to start these disasters."

Vedik tries to look for a pattern between the strength of the earthquakes and the number of gems, but there doesn't seem to be one. It seems that the larger the city, the more names are written in its paragraph, but the man's journeys have brought him to places where there were no earthquakes the party would know of but still there are quite a few names written under their entry.

When asked about the Sending spell Athor's cheeks flush briefly with embarassment at this omission. "Umm... no, I didn't try it. But even if I did think of that, I'm not sure what could I tell him? Hi, this is your body, having muscule atrophy, wish you were here?"

"Athor!" Filea stomps her foot. "This is totally unapropriate!"

Resuming the conversation, she says: "If it was a trap set for him to hide their tracks it was a botched one, given that all of this" - she points to the table - "was left behind."

"It can be a diversion to put them on the wrong thrck" - remarks Athor.

"Highly doubtful" - replies the priestess. "From what I understand before this find there was no connection between the Sons of Dread and the earthquakes whatsoever."

"Ah."

"We have been told that all the items taken from the place where he was found are here. If there is a hidden item of power among them it eluded our identifying efforts."

"He was found in the wilderness on the northern borders of the Emerald Kingdom, in the middle of nowhere, far from all settlements. There was nothing there and, as far as we know, no earthquake struck that region in recent years. He was only found because the Consortium routinely performs divinations to warn them of incoming dangers and their scrying revealed his location. If their agents didn't find him he would have died. I am told they thoroughly searched the area where he was found using proper spells, but if you want to take a look for yourself one of our brothers at Korri who took part in the expedition could take you there.

"Well, I can't really forbid you to take the books from here. I would ask you to exercise caution, though, so that you do not lead a group of assassins to my shrine."

As the Knights browse through the spellbook they discover a rather mundane collection of spells.

[Contents of the spellbook:
0th level: all arcane,
1st level: Endure Elements, Mage Armor, Comprehend Languages, Cause Fear, Chill Touch, Magic Missile,
2nd level: Darkness, Command Undead, False Life, Ghoul Touch, Scorching Ray,
3rd level: Hold Person, Tiny Hut, Vampiric Touch, Fly,
4th level: Dimension Door, Detect Scrying, Enervation, Fear,
5th level: Teleport, Nightmare.]

Jova wanders around the grounds of the temple, but finds no lost souls. It seems that clerics of Alemi make sure that their departed find their way to the proper afterlife.

[There are still about 6 hours before evening. There were various suggestions on what to do next. Please specify what you would like to do until the morning of the next day.]

[There is enough time left in the day to spend 8 hours crafting if you wish.]

[If you attempt to decode the books either make an appropriate knowledge roll (but I doubt somebody has Knowledge:Cryptography or Knowledge:Mathematics?) or an untrained Int roll.]

[Since, from what I understand, Tratain has to wait with his Sending to Arrak until morning I will post its result tomorrow.]

Tratain  d20=1 ; d20+15=35 ; d20+3=9 ; d20+1=11 ;
Wednesday May 28th, 2008 6:27:14 PM

Tratain listens to Jova repeat the phrases and attempts to remember if anything in there reminds him of anything of religious significance. (Knowledge Religion 35, Nat 20) And asks Athor and Filea about the woman. If she has said things like this before and if they have written it down. If it is significant and not just mad ramblings perhaps she has spoken more before and it was recorded by the Monks?

Since there are 6 hours until Evening Tratain will spend some time Trying to decipher the Code, But he gives up after a bit only managing to give himself a headache. (Int Check 1) He decides to help out as he can around the Shrine before Dark and if able he attempts to see the Woman Jova has said spoke the Strange phrase.

During the Night Tratain asks the Group to split into two for watches, and Tratain takes watch opposite Vedik. He also asks that of the three people on watch two stay with the Comatose Man and his belongings to make sure nothing happens to them before morning, and the other stays with the sleeping members of the group to keep watch there. In the Morning Tratain uses the Sending spell to speak with Arrak.

OOC: was thinking for watch, 1st Group Vedik, Arien, Dwight, 2nd Group Tratain, Monthor, Jova. And Draax with his ring of Sustinence can sleep when he wants and still be able to help with most of both watches.

Rolls if needed
Diplomacy - 9
Gather Info - 11

Vedik Current Spells  d20+29=37 ; d3=2 ; d20+29=30 ; d20+29=45 ; d20+29=49 ; d20+29=44 ; d20+29=41 ; d20+29=45 ;
Wednesday May 28th, 2008 6:51:15 PM

Vedik nods to Father Althor. "I wouldn't have thought of it either, except that I used it quite recently. We could try if you wanted. I have one prepared. Or we could send to a message to Arrak now and try the captive tomorrow."

Vedik spend the evening working. During his watch he takes the time to repair anything about the temple that might need it.

Before resting for the evening, he draws Woldsblood, and recharges some wands.

OOC:
7 successful draws, 28 drops.
8 drops: Recharge 4 charges of Resist Energy wand
12 drops: Recharge 4 charges of Cure Serious wand
8 drops doing routine repairs around the temple (if mores needed I'll lower the amount on the wands)

Vedik Current Spells 
Wednesday May 28th, 2008 6:53:50 PM

Vedik also asks Father Althor if theres anyone here that need help. He has two Heal spells, and many curing spells available.

Monthor Hit Points:151 AC30  d20+1=2 ;
Wednesday May 28th, 2008 8:48:30 PM

Monthor, getting bored, also takes a look at the Code but quickly gets bored and moves on ( nat. 1) to look for something to drink or eat.

Monthor then beds down early since he's on the second watch. The dwarf makes himself comfortable and pets his axe good night before slumbering off to sleep.

" Nighty night Fred... "



Draax 
Wednesday May 28th, 2008 9:56:58 PM

Draax gets something to eat and drink before taking a couple of hours of sleep at the beginning of the first watch and remain awake for the rest fo the watches.

Dwight  d20+2=5 ; d20+2=19 ;
Wednesday May 28th, 2008 11:23:28 PM

As the priests/helper leave, Dwight offers one more suggestion to the group regarding the man. He makes sure only the group is around as he prefers this conversation not get overheard as it can easily be misinterpreted. "I could try to call the spirit of this man. If he is willing we could converse with him briefly. Course, I doubt he is willing, but I can at least try."

Dwight looks to see if any object, and then pulls out a small cauldron from his bag. He looks to see the inquisitive faces of his group members. "Just a side hobby," is the only comment he provides. Using his dagger, he cuts off a small portion of the man's hair and places it in the cauldron with some ginseng and dark wellow and then chants a moment quietly to himself. (Cast Call Spirit )

Should the spirit arrive, Dwight and the group will have several questions. Otherwise, Dwight takes his watch and makes a duplicate of the journal (craft: artist: 19)

Dwight offers what help he can on the book (int: 5), but is just as stumped as everyone else.
OOC: Anyone get the feeling we REALLY aren't suppose to be able to decipher that book?

As others leave, to have fun, Dwight believes, he quickly loses interest in the book as well.

Arien  d20+11=21 ;
Thursday May 29th, 2008 1:14:34 AM

Arien spends some time with the journal to see if he could figure anything else out (Int check = 21) then takes up watch and considers what he'll server for breakfast.

Jova [Steed 30 hours]  d20+15=21 ;
Thursday May 29th, 2008 1:45:01 AM

Jova wastes the rest of the day wandering around. The ride had been good to remind him walking really wasnt fun. He takes his watch when asked. He allows for Z to do the scouting during the night. He also declines to look at the book, never having been schooled much.

Z spot 21

Summoning spirits - DM Marcin 
Thursday May 29th, 2008 4:27:56 AM

As Vedik offers to try to contact the man with Sending Athor spreads his hands. "Couldn't hurt, I guess, but you try it. I have no idea what I should be asking about."

"There is nobody here right now who would be physically hurt" - explains Filea as Vedik offers spells. "What our patients need is time, care, and peace."

Jova's news that the woman spoke to them are received by the two clerics with surprise. "Lune doesn't speak" - says Athor - "well, at least not anymore."

"Maybe she is finally opening up" - wonders Filea. "I'll go and take a look at her now."

"Doesn't sound like opening up to me" - mutters the plump priest as he, too, turns to leave. "More like something is speaking through her. Do let us know if she says anything else, all right?"

With that, the party is left to their own devices.

The progress with the book is not encouraging. Tratain and Dwight have a hard time figuring out even how to start. Arien does better, but all he manages to achieve in the limited time that is available is to confirm that the translations that have been made so far are probably correct and conjecture about the value of a few other symbols. No new relevant information is revealed.

Vedik spends his time walking around the temple, looking for things to fix, but finds that the grounds are very well maintained and there is no need to spend woldsblood - what small mendings are necessary are easily done by hand.

Z is sent to fly above the shrine, but there is nothing interesting to report and his avian mind quickly turns its attention to the small birds of the forest.

As Tratain goes to look for the woman named Lune he ponders the three lines she has said. These sound like a prophecy of some kind, or part of a prophecy, but Tratain doesn't think he has ever heard them before. He finds her sitting on a small bench near the strem, looking into the flowing water. She turns to look at him when he speaks to her, but her eyes do not show understanding of his words. She just sits there smiling softly and is quiet.

The night passes and the Knights keep watch. So calm and quiet is this place that it is hard to remain awake. Nothing exciting happens in the cottage aside from the snoring of Monthor. Keeping watch next to the man is rather creepy and feels like taking part in a wake, and those who spend their time with him are doubly glad when the morning comes.

Tratain sends his Sending to Arrak. The dragon deliberates for a moment and then a reply comes: "Come today between noon and dusk. Teleport into guest hall where the palms were. Will have wards ready there."

It is early morning and the birds haven't started singing yet when Dwight senses the time is right for the spirits to talk. As he prepares his cauldron and starts the ritual he witnesses the water in it grow dark, as if he was looking into a starless sky. He reaches with his mind into the endless vastness of the planes, looking for the tiny spark that is the man's soul, looking, searching, calling...

And the call is answered.

A ghostly image of the man appears in the cauldron, but it is flickering and dim, fading in and out, as if viewed from a great distance. Then something strange happens, something Dwight has never seen happen before: the image if the man parts into seven copies, as if he was under effect of a Mirror Image spell. These faces shift, split and merge, some of them barely visible while others are prominent, only to change places seconds later. Suddenly all of them become solid at once and open their eyes, focusing insane, black eyes on the face of Dwight. A chorus of voices sounds out. It is hard to make out in this chaos what any individual voice is saying.

"Damned and cursed you will-"
"-no no NO NO go away leave me-"
"-for it is only just and fitting that my fate-"
"-and for this too I grieve-"
"-will not bend down to your!-"


The sudden and unexpected effect of the summoning shakes Dwight. He senses that the spirit (?) will break the contact soon, but there might be time for just a few questions...

[Dwight takes 2d4 temporary Con damage as per spell description.]

Tratain 
Thursday May 29th, 2008 8:06:30 PM

In the Morning Tratain says "I sent a message to Arrak, he said to bring the books between noon and dusk. So a little after Mid-Day Jova, if you would mind could you teleport the two of us there. He said we can teleport straight into the the entrance hall, with the Palms."

When Dwight casts his spell Tratain remains silent not wanting to interupt the spell, and listens to the questions and answers that the group had come up with.

After the group is done speaking with the spirit Tratain does what he can around the shrine until it is time to go see Arrak, he leaves the Orb with Vedik when he goes.

Dwight--Con drained 5 pts  d4=1 ; d4=4 ;
Thursday May 29th, 2008 9:36:31 PM

Dwight worries about the quality of response he is to get with the questions he asks. However, any answer will provide more than they have.

OOC: In order asked

1) Who is responsible for the earthquakes?

2) What is tormenting you, and can we stop it to lay you to rest or cure you?

3) How do we decipher your journal?

4) Is there a next of kin we can notify?

5) Where were you based?

6) What do you know of the Legion?

Dwight attempts to ask as many as possible. Bouncing better needed information (odd questions) and personal information (even questions, hoping to keep the spirits interest).

If he is still around, Dwight is more than willing to ask more, but they will likely be asking for more detail to what has been provided.

Temp. Con dmg: 5

If the spell ends, Dwight will tell the group that Gargul still considers this man's soul has yet to find Gargul (a.k.a. the man isn't dead)

Vedik Current Spells  d20+29=38 ;
Thursday May 29th, 2008 9:49:45 PM

Vedik wakes with a yawn. Stretching, he goes about his morning routine, seeing to his prayers and morning woldsbood draw. He anoints and extends the magic vestments on his shield and armor, and casts his usual spells.

OOC:
Usual buffs: Buffs: Magic Vestment (extended)x2, Delay Poison, Greater Magic Weapon on Heavy Mace, Mindblank

Jova [Steed 30 hours] 
Friday May 30th, 2008 2:10:48 AM

Jova wakes and dismisses his steed. Then he casts the spell again calling forth a new one. He knew they would last a little more than a day, but it was safer summoning new ones each morning. He is very interested in the procedure that Dwight is attempting. He asks Z to watch over his summoned mount as the 'calling' is taken care of.

When all is done and accomplished, Jova awaits the trip to Arraks. He can take 4 people. Before he does the actual teleport, he casts IMprove invisibility on each member going. It would be better to arrive unseen, whether the wards were in place or not. Also the elapsed time of being invisible was only a minute, or so.

The spirit talks - DM Marcin 
Friday May 30th, 2008 7:50:18 AM

Dwight asks many questions, but he is not sure if the spirit, if this thing can indeed be called that, is even listening. He doesn't get any reaction until he speaks the word "help". The babbling of voices stops for a second and then a chorus practically shouts at him:

"Yes! Help! Release! End torment! Be no more!"
"-do not need you! None of you, I say! I'll manage-"
"-mockery, I'm seeing right through it, you fiends!"
"-afraid, so dark, so cold, I don't want to-"
"-so that I can go receive my just-"


The spirit - and the water in the cauldron - becomes agitated. The faces start to spin in the pot until they and their words melt into a whirpool of primal colors and simple sounds. The link is broken and Dwight is left standing on weak legs hearing ringing in his ears.

As the new day progresses the party takes care of various small tasks. Tratain seeks to help around the shrine. Athor is very glad to have him volunteer his time and leads him to one of his older patients who, as the priest explains on their way to him, really needs just somebody to hear him out. The grandpa is indeed in a talkative mood; after an hour and a half of listening to boring stories from his youth Tratain starts to wonder if he hasn't been a subject of some kind of practical joke.

The sun slowly makes its way acros the sky, but its exact position is obscured by a blanket of leaves. Noon comes and goes and it is time to pay a visit to Arrak. Jova says that up to three other people can accompany him and Tratain.

[Please decide who goes to Arrak and who stays.]

Monthor Hit Points:151 AC30 
Friday May 30th, 2008 10:41:34 PM

Hey, Arrak has good food.. .Me and Fred,we'll go...

Arien 
Saturday May 31st, 2008 2:59:46 AM

Arien will stay here, he did offer to host a meal after all. Arien takes out his spell materials and after a brief moment, casts Mordenkainen's Magnificent Mansion, designating all the residents and party members as capable of entering the spell. The interior of the spell forms a grand marble room with various statues, tapestries and murals in honor of Alemi. A huge banquet fills the room on various tables and ample sitting room is provided for all. Satisfied with the results Arien goes to find Filea and let her know that the food is prepared and that whenever they are ready the residents can meet him just outside the temple for their meal.

Dwight--Con drained 5 pts  d20+7=25 ; d20+8=25 ; d20+7=16 ;
Saturday May 31st, 2008 9:42:22 AM

Dwight also offers to say, being weak kneed and a bit dizzy. He relays again to the group that the man is not dead, as he would be even more drained is he had conjured a dead soul. Otherwise, Dwight is somewhat frustrated and disappointed, his opportunity to aid his new comrades failed. "I'm sorry I wasn't able to learn more, spirits are tricky and they must be willing. I'm kind of surprise he appeared at all, but I think a portion of him must have realized the harm he had done and the penalty he is and will pay for all eternity."

"I'll stay and rest, though I would love to chat with a dragon again, especially if he is in a happier mood. Arien, you need help with the meal, I could contribute as well."

OOC: Create Food & Drink or Create Water

Later in the day, Dwight carefully examines the stones, moving them with cloth holds looking for writings and compares the color of the rocks against the bodies webbed marks. Could his body absorbed one of the rocks during teleport? (spellcraft: 25, use magic device: 25) If so that would make 41 stones, is this referenced in the journal (legible?).

Dwight will inquire with others if they know of a religious or number significance to 41, as compared to 40. (OOC: not sure if knowledge nature does much here, but there is some correlations between numbers and nature and prime numbers....math geek.and it is the 13th prime number, and I like the number 13...skill check: 16)

Tratain  d20+15=30 ;
Saturday May 31st, 2008 7:39:56 PM

When it is time to go Visit Arrak Tratain excuses himself from the Old man who's stories he was listening to all morning and goes to find Jova. When Monthor Volunteers to go aswell Tratain says "I think just the three of us would be best going, we need most of the group here to watch the Orb. I'm not sure if the Invisibility spell will be all that useful or wise Jova, but I'll leave the decision to cast it up to you. Its not likely to help against anyone powerful enough to be looking for the missing Son's member or anyone trying to spy on Arrak, plus with that group of adventurers being charmed into attacking him not to long ago it may give him the wrong impression."

Before the group departs Tratain does his best to answer Dwights question (Knowledge Religion 30) and offers to use the restoration wand on him to cure his weakness if he wishes it.

Draax 
Sunday June 1st, 2008 10:21:42 PM

Draax will stay. If some of the older patients only need someone to listen to them, Draax decides that he could spend a few hours pretending to be interested. While listening, he nods his head at the appropriate moments and ask a few questions at the times when he is actually listening. He excuses himself every now and then to get something to eat and check on status of his comrades.

Dwight--Con drained 5 pts 
Sunday June 1st, 2008 11:27:02 PM

Dwight accepts the use of the restoration spell as he really needs to be ready should the orb cause more issues.

Vedik Current Spells 
Monday June 2nd, 2008 7:18:40 AM

Vedik agrees to stay and guard the orb, spending the morning working, and enjoying Ariens feast.

At Arrak's home - DM Marcin 
Monday June 2nd, 2008 7:32:16 AM

Dwight examines the strange stones. There are no markings or writtings on them, and the color of the lines running through the man's body does not match the shade of the gems too closely. After pondering it for some time he decides that it is unlikely that one of the stones merged with the man's body - the resulting damage would probably have been much more severe. As he checks the number of the stones on the table against the journal he notices that when one adds all the numbers in the entries describing the necromancer's last journey one gets precisely the number of the gems he had on him when he was found.

Tratain heals Dwight of the fatigue induced by dabbling with spirit magic.

Draax engages in some charity work. Two hurs later, Filea, who noticed him talking to her patients earlier, passes by again and says with a smile: "If you ever grow tired of living on the edge and wish to retire you are welcome to come here and stay. Not as a patient, of course, I hope."

When the time comes for the offered meal and Arien erects his mansion there is an outcry of amazement from the small crowd of his guests. They get even more impressed when they enter and are served the magnificient feast waiting for them inside.

"See Filea, this is precisely why we should get a resident wizard." - says Athor.

"You'd spend more time stuffing yourself than working, you glutton" - replies the priestess, who even during the feast hasn't lost her professional approach and is watching her wards for signs of change. As the morning progresses she stands up and bows to the Knights. "Dear guests, you have our deep gratitude for providing such a treat for us. May the blessing of our lord go with you wherever you may tread."

Meanwhile Tratain, Jova and Monthor prepare to visit Arrak through more rapid means of travel than usual. Jova activates Teleport magic and in less than a second the group is whisked away from their current location and arrives at the familiar hall of the home of the dragon.

The furniture has been removed from the dining room. The floor has been swept clean and a wide silver circle has been traced on it with some kind of glistening powder. Arrak, in his human form, is standing just outside of the protective barrier of runes on the floor with a black staff in his hand. Flanking him are two hulking shilouettes of massive metal golems. As soon as the trio arrives Arrak stares intently at each of them in turn, obviously examining them with some kind of spell. Satisfied, he finally nods and walks into the circle.

"Greetings, Gray Knights. I see that the Consortium has taken my advice and chosen you to handle this emergency. Do not leave my circle for now; inside it we are strongly protected against magic eavesdropping. I have been pondering on the series of critical changes in the Wold that are taking place right now and have some thoughts of my own to share and maybe some advice for you, too, but please, let's start with hearing of your recent discoveries. Nowadays my informations tend to rapidly become out of date."

[Experience points - DM Marcin] 
Monday June 2nd, 2008 9:59:48 AM

[Experience points award for the period from Feb the 26th, 2008 to May the 30th, 2008: every character gets 9450 XP.

Hero points were already handed out after combats in which they have been earned.

If you would like to nominate someone for an extra award for good role-playing please e-mail me or post a private message on this board. Please include examples of this good role-play. M.]


Tratain 
Monday June 2nd, 2008 5:52:00 PM

Upon Teleporting into Arrak's Home Tratain takes a look around. Although not having seen the Two big golems before Tratain isn't all that surprised Arrak has taken precautions since the attack on his home not so long ago.

When Lord Arrak steps into the Circle Tratain says "Greetings Lord Arrak. Its been a rough few Days, but we have learned a little about the Earthquakes and Other things. You were correct when you told us the Son's of Dread would probably be none too happy with us. The night of the Big Earthquake they sent people to attack us twice I think. Once for sure, they Tried to Destroy our Mansion. The second time was at the Tail end of our Battle with the Legion that Night, I think that was them but they ended up running into the Legion after we left instead of us, and It didn't go so well for them. It looks like the Legion took about 8 of them back to where ever they came from."

Tratain will go on to describe the Legion to Arrak, what they looked like, Thier fighting abilities, Strengths the group found out about, and ask if he knows anything about them.

He continues "After that we had a meeting with the Emerald Dragons, they told us about our next mission which was to investigate the earthquakes. Things got a little ahh, Heated when we talked about Parnoth, but I guess disagreements happen, especially when one group of people is very close to a subject, and the other is on the outside looking in. Anyway, we traveled to where they told us we could find a member of the Son's of Dread who had suffered some form of Mishap, and we did."

"Once we got there and examined the man we learned a little more. He had over 60 strange black stones that at one time contained souls Arien discovered. We think that might have been how he powered the earthquakes if he was the one doing it. Somehow the mans soul was seperated from his body, he has these strange black marks covering his body, I have never seen anything like it before. Dwight summoned the Mans spirit, it was stuck on a Demi-Plane near Koshi-Marr, a priest at the Shrine told us that was where the spirit was going before it got stopped. We didn't learn much from him, it seemed he was being tormented by something."

"The Man had three books with him, His spell Book, a Travel Guide, and a coded Journal. I'm afraid that none of us posses the skills to decode it, so we hoped that you might help. I brought all three books just in case they were needed. One thing we did learn though is that the number of entries in the journal on his last journey matches the number of black stones he had. We didn't bring any with us, as we weren't sure what caused his accident, and we didn't want to repeat it."

"Also the strangest thing happened while we were there, one of the People at the shrine who the caretakers said never speaks said something to Jova and Monthor, "A sundered one remade whole-;
A road through fire-; -The darkest flame must be reborn." I'm not sure what any of that means, do you have any idea's about that as well?"


Vedik Current Spells 
Monday June 2nd, 2008 7:48:12 PM

Vedik chuckles at the good will and rapport among the followers of Alemi, enjoying himself immensely for the first time in several days. During the meal he inquires about more mundane topics. The weather, how things have changed in the last few years, these crazy crops. His face and words are gentle, but he discreetly probes for any clues about any minor changes post Parnoth.

Meal done, he returns to his work for a few more hours before bed.

Dwight  d20+2=19 ; d20+2=5 ; d20+2=12 ; d20+2=11 ; d20+2=11 ; d20+2=9 ;
Monday June 2nd, 2008 10:22:55 PM

Dwight sits and enjoys the food as well. Once done, he pulls out his pen and some paper and attempts to draw pictures upon request. He tries to put a happy mood on each picture, a smiling face, bright sky, etc.

craft artist: 19, 5, 12, 11, 11, 9 Not his best work, but all but one are given out, the worse one is made into a paper ball and tossed.

Monthor Hit Points:151 AC30 
Monday June 2nd, 2008 10:31:19 PM

Monthor nods at Lord Arrak. Remembering their last encounter, Monthor only nods at the dragon lord and uncharacteristically says nothing.

Draax 
Monday June 2nd, 2008 10:58:22 PM

Draax smiles at Filea's invitation. "Who knows? If I live long enough I might take you up on that offer." Draax enjoys the meal with the others and is more than happy to use this down time to relax.

Jova [Steed 30 hours] 
Tuesday June 3rd, 2008 2:55:28 AM

Jova ecxchanges hellos with Arrak. Then he stands back and allows Tratain to speak. As each subject is broached Jova raises a finger on a hand. He goes back and forth on each hand, surely keeping core with what needs to be said.

As Arak listens to the last item, Jova is left with one finger still protuding. As an afterthought, he adds, "Do you remeber the rod of teleport you gave us? Again I would like to thank you for that. It seems the magic has jumped into me, and now I have an understanding of the spell, and how to use it. Not to sure how it happended, just know it did. So thanks again."

The dragon talks - DM Marcin 
Tuesday June 3rd, 2008 5:19:24 AM

The dragon listens intently to the party as they relate their story. He nods every now and then, as if another small piece of the puzzle just snapped into its right place, but even more often he shakes his head as if he was rejecting refuted ideas. After the Knights finish he is silent as he takes his time to think. Meanwhile his gnome servants, summoned in some unknown way, enter the room and set up armchairs for everyone inside the circle. "Be careful if you have a mind that open and easy to absorb power, Jova Kon" - he remarks as he sits down. "I suspect that before this ends there will be much more magic tossed about around you. Some of it will be tainted and could permamently change you if you let it seep into your head."

Arrak finally speaks: "I am finally convinced that we deal with three great crises that by chance happened at the same time. First, the death of Parnoth. This problem should probably be the least of your concerns as others are working hard to deal with the consequences of this change as they appear."

"Secondly, the orb and the Legion. I have been looking for information on the orb ever since you mentioned it to me. I now believe that this matter is totally separate from the earthquakes. This is just a speculation, but if the bard's tales speak the truth the orb might be a container for a kind of chaotic portal connecting different planes of existence. One such thing was supposedly seen hundreds of years ago in Fae-Skiemir. It is unknown what causes it to become active and what triggers a shift in the places its entrances and exits lead to. I am not sure what planes it connected while it was sitting in that city, but now it seems to be a gate joining our prime material plane with a place inhabited by this Legion. A single bit of good news here is that they probably can't control the portal any more than we do and are reduced to waiting for it to open on its own before they can use it."

"Now, about this Legion - my library does not contain any mentions of it. I eventually was forced to contact an old acquitance of mine, a sphinx who is an oracle of wisdom when it comes to interplanar knowledge. The Legion is practically not known by the sages of our world. The demons, on the other hand, have encountered them before in the far reaches of their realms. They are visitors from far away indeed and might not know more about our world then we do about theirs. There is no doubt though that they are a powerful, evil and conquering race. Demons found out that they are immune to their acid and fire, and that mind magic generally doesn't affect them at all, but their capabilities might have changed since that time. Indeed, we do not know if there is a single faction within that Legion or many, if they are divided into what could be called countries, and if they fight among themselves. We must hope that the portal contained in the orb will attract only their limited interest and we won't see an invasion army coming through it anytime soon."

"Third matter: the earthquakes. I don't recognize the words of that prophecy, if you can indeed call it that. It could have been just a random bunch of words strung together by an ill mind... Let me see that journal."

The dragon starts to page through the book, stopping often and letting his eyes jump across the page in a chaotic way. His lips start to soundlessly move. He pages back and forth through the small notebook, pausing, thinking, making notes. This goes on for minutes, then quarters, finally an hour passes. During all that time Arrak, who seemingly forgot his guests, is picking up speed, moving back and forth through the pages more confidently, and reading out to himself longer and longer bits of sentences.

The gnome servants quietly enter and set out a small table with food and drinks in the corner of the room.

Another hour passes. Dragons are famous for their incredible skill with puzzles and languages, but Arrak must be a phenomenon even among his kind. He now seems to be reading through the journal from the beginning to the end.

"Ah ha!"

"Yes, this might take us somewhere. You see, this is a private journal of the man. He wrote it using a code he devised himself, probably inspired by a variation of the so-called southern symbolic script. The symbols he choose for his alphabet are no doubt inspired by the dread script, but unlike these in the script his symbols are not magic. The Consortium sage couldn't crack the entire contents because apparently he was changing his code over time, making it more sophisticated and harder to break. Earlier pages are written in a different version than the latter ones."

"It looks like he was a courier who has been traveling all over the Wold for two and a half years. My guess would be that he was not delivering the stones, he was collecting them. Twenty souls or so do not posess enough strength to start an earthquake. The Sons must have started to harvest the souls of the living once again, but where do they gather them and how and if they use them to start the earthquakes remains unknown."

"There must be many such couriers traveling through our lands. We will start looking for them, but knowing the Sons obsession with secrecy it will be long before we catch one, and even if we do he'll rather take his life than risk giving away information to us. It was just pure luck that we managed to capture one who is alive - well, sort of."

"It seems that the necromancer in this shrine you speak about is our only lead for now. Do you have any ideas how one would go about bringing his soul back to his body?"

Meanwhile, the feast progresses merrily to its conclusion. It seems that everybody is so stuffed that the whole afternoon will be spent by most just sleeping the food off. The Knights entertain the patients. Dwight's pictures draw a few smiles and soon he has requests for specific pictures - a tree, a dog, the shrine.

It is more from what Filea doesn't say than what she says that Vedik figures out she is concerned, maybe even worried, about the intrusion of the forest into the settlement. The shrine, having been integrated with the Culverwood to start with, does not suffer from such severe intrusions of plantlife as the cities with paved roads, but it becomes harder and harder to go anywhere deeper into the forest. The news of the death of Parnoth haven't reached this peaceful outpost yet.

As the meal winds down the guests leave one by one.

"Where is Lune?"

The strange, silent woman is sitting in the corner over the pages of paper left there by Dwight. She has a small lump of coal in her hand and is tracing something into the page seemingly without looking at her drawing.

Filea approaches her and very gently asks: "Lune?"

The woman quietly stands up. There are two drawings on the table. [First picture. Second picture.]

[Every member of the party gets 250 XP for his actions during the earthquake. I'll e-mail individual XP awards to those who were nominated.]

Vedik Current Spells 
Tuesday June 3rd, 2008 9:30:49 AM

The old dwarf notices the drawings eventually, and wanders over to take a look. "I'd say thats a sign", he grunts. Pondering them with a scowl, he points to the first one. "The body on the side, with something missing, and then the hands reaching for or tossing many things of the same shape as is missing from the body. The taking of souls, I'd say. An that last symbol, I know that one. Its Marteaus' holy symbol."

He then turns his attention to the second picture. "This I can only guess, but it kinda looks like a shaking tree. The shaking, well I think thats obvious. Tree could mean the Culverwood as a whole, or some place within it." He turns to Filea and Althor. "Are there any places in the Culverwood that might be represented by a tree? A city, or a really old tree or some such?"



Tratain  d20+15=24 ;
Tuesday June 3rd, 2008 6:06:02 PM

Tratain sits quietly while Arrak unravels the code in the journal, and listens intently at what he has to say about what he learned from it.

He says "I agree the earthquakes are our number one priority, and the Orb next. It is getting a little tiresome carrying it around always wondering when it'll decide to spit out more demons. As for the Necromancer, The priests at the shrine were pretty thorough with thier magics trying to revive him. They tried Heal, Remove Curse, Restoration, Remove Disease, and they put him in an anti-magic field. I don't think a Greater Restoration spell would have any different result that the regular Restoration spell, but I could try it. I should have tried to cast a break enchantment spell on him before we came but I was thinking along other lines, I will have to try it tomorrow. If we can find a Grim who's powerful enough he may be able to help, though Jova might know more than I. I have heard that they have power over spirits. Two other options I considered were a Planar Ally spell to call a being to fetch his spirit back or a Miracle spell. The thing with those spells is I'll not ask Domi or one of his celestial servants to go do something we're more than capable of doing ourselves, if anyone has to go and retrieve his spirit it'll be us."

He continues "I've been doing some thinking about going to retrieve his soul since one of the Caretakers at the shrine brought it up jokingly. I think we have one more place in the Emerald Kingdom to check out before we consider that option, the place on the map in the Western Culverwood where the earthquakes seems to center on. If we find nothing there, and have no other luck we go and try and retrieve his soul. If you have any advice on that we would appreciate it. There's certain things I know that we will need, The location on the Plane that his soul is on, I would be able to plane shift us if I could find a focus attuned to that plane, and one to the Wold so I could bring us back. We would need some way to locate the soul once we are there, and once we find his soul, we would need a way to bind it and bring it back with us."

"Once we bring his soul back we run into the same problems as with the Living Son's here, unless we had a way to force him to tell us what we want to know it might not help. And he may try and end his life himself to avoid telling us anything"

Monthor Hit Points:151 AC30 
Tuesday June 3rd, 2008 9:26:00 PM

Monthor, listening to Tratain and Lord Arak suddenly feels more... experienced ( ooc> Monthor's reached 17th level Fighter).


Dwight  d20+7=14 ; d20+5=24 ;
Tuesday June 3rd, 2008 10:03:58 PM

Dwight agrees with Vedik's thoughts on the first drawing. He then wonders what significance the other plays (knowledge: nature: 14. OOC: I'm also guessing it is not the symbol for Ebryron)

Speaking to Vedik, Dwight offers some suggestions. "Perhaps if the clergy allow, we could find why this particular patient is here, and if safe enough ask her a few questions while detecting her thoughts. Perhaps even temporarily heal her from her dilemna as she seems to, at some level, to tell us something."

Dwight will inquire about the specifics for this patient, and if the above can be done. He assure them, no harm will be done. (diplomacy: 24)

Draax 
Tuesday June 3rd, 2008 11:40:54 PM

Draax listens to the discussion of the drawing. He has no idea what the 1st drawing means, so he takes Vedik's comments as a possibility. Looking at the second drawing, he says, "Every time I see anything that is related to a tree, I wonder if it has something to do with the mystery tree that appeared in our home. It is very unlikely that the two are related, but you never know."

Jova [Steed 30 hours] 
Wednesday June 4th, 2008 1:28:07 AM

Jova also pays close attention. When Tratain mentions going to get the soul, Jova winces.

"About the retrieving of the mans soul. I was confused as to why 7 different spirits of the same soul came out of Dwights caldron. What confused me more was it seemed the spirits, voices were fighting one another. I have never seen any magicv that can do that.

"On a more specific note. I could teleport you Arrak, back with us and you could inspect the man. If need be I could still return you back here, within hours if you were of a mind to make the trip. That way you could visually inspect the items we seen.

"Oh, and ya I did join the ranks of Gargul, although I am very little prepared for such. "

Making plans - DM Marcin 
Wednesday June 4th, 2008 5:09:41 AM

The Knights gathered at the shrine bend over two strange drawings and try to figure out their meaning.

"It does look a bit like a shaking tree, yes.." - says Filea.

"Looks more like a chalice to me" - comments Athor.

"Hmm" - continues the priestess - "I can't think of a place within Emerald Kingdom that would relate to this picture. If it is really an omen it might not be a direct clue or a hint. These things tend to become clear only after the events they refer to have already passed. One thing worries me though. I don't know where do these messages come from. Not from Lord Alemi, for sure - I would know it if they did."

Dwight quickly becomes sure that the second drawing is not the sign of Ebryron, but he can't for the life of his figure out exactly what it is.

When asked about the woman Filea leads the group a bit away from her and explains in a whisper: "Lune has been with us for over two years now. She was a peasant in one of the villages to the south. We were told that she made a terrible mistake when picking mushrooms and poisoned her family. On a single day she lost both her parents, her husband, and her children. There is nothing physically wrong with her, she simply does not have the strength yet to face what she did and come to terms with it. It is probably, ah, difficult for us to fully understand the extent of her loss. For a farmer her family is her world - when she loses it she loses everything. She simply decided not to think about it at all, but that disaster sits in her and fills her and leaves no place in her for any other thought. If you have an idea how to speed up her recovery please share it. You can talk to her, but from my experience she doesn't answer back and I'm not even sure if she is able to hear what you are saying."

Meanwhile, in the lair of the dragon, the Knights and Arrak discuss the plans for the nearest future.

"The condition the man is in is a puzzle. No person has more than one soul, so why so many answered your call? This makes it difficult to use a Miracle, because it is not obvious what to ask for. We do not know whether the soul is held outside of his body because of some external factor, or because of the condition of the soul itself."

"I somehow find it difficult to believe that your journey to western Culverwood will be fruitful. From what I have seen on your map you can only pinpoint the area with an accuracy of a hundred miles or so. You could easily hide a city in a region that large. A well-hidden secret lair would be exteremely hard to find."

"I agree it could prove useful if I was able to examine the man first-hand. Though I am nowadays very hesitant to do so I think the situation forces me to accompany you to the shrine. Let me instruct my servants how to summon me back if there is an emergency."

The dragon gives out a few instructions to his gnomes. The golems move away in the direction of the entrance to the cave. One of the servants comes back and hands Arrak two black, richly embroidered bags.

"My divining equipment. Let us hope that we'll find a way to get information from him without you having to take a trip to Koshe-marr. That is the realm of Marteaus and if somebody died in there you would have to negotiate with him for the soul of your fallen, not with Gargul."

"Very well. Jova, servant of the Eye, I am ready to depart."

Tratain 
Wednesday June 4th, 2008 6:14:27 PM

Tratain listens to what Arrak says and nods in agreement, he also gives his agreement when Jova asks Lord Arrak to come see the man himself, it was a good idea and he himself probably wouldn't have thought of it.

He says "I would like to avoid having to negotiate with Marteaus myself, it probably wouldn't end well if we had to bargin with him for the return of one of our friends souls. I also hadn't realized how daunting the task of searching that area was, we could search for weeks and never find anything unless we got lucky. Since you are going to the shrine would you like Myself and or Monthor to stay here just incase something happens? If someone did try and break in here while you are gone we might be able to deter them, while we couldn't match the power you bring to bear I'm sure we could probably handle anyone who were to barge in here on short notice if they notice you aren't home."

Vedik Current Spells 
Wednesday June 4th, 2008 9:54:54 PM

Vedik chuckles at Filea's comment about when omens tend to get clarified. "A truth if there ever was one. Perhaps I will seek some magical insight from Lord Alemi on the matter. First though, let me contact Tratain. I'm not sure how long he will be, but this might be useful information for his discussion."

Vedik then finds a quiet spot to contact Tratain, and casts Sending

[Tratain]Highlight to display spoiler: {Lune had vision, drew two drawings. First has three things: body, hands and symbol of Marteaus. Second looks like shaking tree or chalice. }

Ten minutes later he returns, and continues to ponder the drawings.

Tratain 
Wednesday June 4th, 2008 10:29:09 PM

Sometime During the Conversation with Arrak Tratain tilts his head to one side. He tells those at Lord Arraks, "Vedik tells me that Lune has had another vision, something involving Martaeus's holy symbol, a body of somekind, and some hands. And something else involving what they think is a shaking Tree or a chalice."

Monthor Hit Points:155 AC30 
Wednesday June 4th, 2008 10:40:42 PM

Monthor shrugs at Tratain's comments.
"Me'll stay with Arrak if he be in needs of me muscles... and of Fred the axe of course. "


Dwight  d20+2=6 ; d20+2=20 ; d20+5=13 ;
Wednesday June 4th, 2008 11:01:17 PM

Dwight, if allowed, seeks out Lune. Provided she isn't sleeping, he casts detect thoughts and offers her more paper. Dwight sits beside her and tries to draw pictures that depict growth and self-forgiveness (artist: 2, (quickly scratched out to begin anew), 20) - diplomacy to get her to open up: 13

Draax 
Thursday June 5th, 2008 12:03:15 AM

Draax looks back at Lune as Filea tells her story, he feels sorry for the woman and wishes that there was some way to help her. He wonders if she really needs help or is she better off not thinking about what she did.

Jova [Steed 30 hours] 
Thursday June 5th, 2008 2:28:33 AM

Jova prepares for the trip back. Shaking his head at Tratain he says, "We should all o back. If one of usa stays, Arrak will only be in a hurry to get back, to releave the person. If anyone dies because of said action, I am sure Arrak would feel responsible. We dont want nor need that right now. So everyone touch the shoulder of the person to your right."

As the party does so, Jova finishes the words he speaks in a tongue he does not know. But it seems to work again,. and the party is transported to a small glenn just outside of the village proper. He had posted Z and the horse there so he could remeber the spot. It is about 30 feet fron the shrine.

Arien 
Thursday June 5th, 2008 4:05:58 AM

Arien grows somber at Filea's recounting of Lune's condition and wonders if a Heal spell might help the poor woman.

Coming back - DM Marcin  Will save vs Detect Thoughts d20=20 ;
Thursday June 5th, 2008 7:13:34 AM

Dwight tries to unravel the mystery of Lune's mind with a probing spell. He detects rapid, chaotic chains of thought, no dobut triggered by external stimuli. A very young child would think like that, unable or unwilling to concentrate long on any single thing. Exact subjects of them elude him; her mind is like a fragile flower, easily crushed by a single clumsy move. When a lump of coal is put in her hand she doodles a bit in a mechanical way, but it is doubtful if she is able to read pictures, even simple depictions of physical objects, much less complicated symbols like forgiveness.

"We have tried Heal" - explains Athor. "She is sane, her mind is sound. She simply refuses to go through that long and painful path that will lead to healing. She withdrew to her own personal world like a turtle to its shell, but we have treated such people before and will be patient."

Meanwhile, in Arrak's lair, the dragon continues: "If absolutely needed it is possible to negotiate with Marteaus. He will make you an offer that is just barely acceptable... barely. An offer that will make you regret you had to accept it for the rest of your life" - the dragon winces as if he knew first hand what he was talking about.

"Jova's advice is sound. Let us all go. In case there is trouble my servants will bring me back immediately through a Bracelet of Friends."

"I'm not certain what such omens might mean. Let us go take a look at the drawings first hand, shall we?"

Arrak pauses as if something in the previous conversation finally registered with him. Rising a surprised eyebrow he asks: "Fred?"

When Jova brings the four of them to the outside of the shrine Arrak looks around and asks, a bit perplexed: "I thought you wanted for the journals to stay within protective wards?"

Filea, who quickly noticed the newcomers, approaches the group. Her smile freezes as she looks at Arrak, who looks back at her with a calm, unemotional gaze.

"You brought a dragon to my shrine? The one we already have is one too many!"

"I assure you I'll soon remove myself from your proper without causing any harm."

The priestess, obviously not very happy right now, just nods and says to the Knights: "You are responsible for his actions here."

"Let us begin, then" - says Arrak. "Lead on to the man. Let me see the pictures the woman has drawn. It seems my welcome here has already been overstayed."

As the party is once again joined together Arrak suggests: "Tell me what you already know about Koshe-marr and the passage of souls in the Wold. I shall try to fill in the gaps in your knowledge if there are any."

Tratain 
Thursday June 5th, 2008 3:56:51 PM

Tratain looks around at where the group has been teleported too, and when Arrak speaks he says "That was the Idea, its why we teleported out of a protected room, into a protected room. The plan was to teleport back into that protected room, I have no idea why we are outside. This could be disasterous, We need to teleport back into the Protected room immedietly. If anyone is watching we don't want them to get a fix on where we are, it could mean the death of all of those nearby."

Tratain will not allow Arrak, Monthor, and Jova to walk to the Shrine, he waits for the group to be teleported back into the Necromancers room. OOC:Sorry if this changes things, but under no circumstances would Tratain let the others walk to the Shrine, and/or interact with the people there. We were warned people would be looking for the Man and/or his items and Tratain has no intention of leading them anywhere near the shrine. If Jova had Given any indication he wasn't going to teleport the group straight back into the Necromancers room Tratain would have said something."

Once in the Necromancers room Tratain tells Jova and Monthor they are not to leave the room until someone has had a chance to cast magic on them to deflect scrying attempts, as if anyone was keeping watch they now know what three of the group look like.

Once everything is settled and Filea says her peace Tratain says "Second Dragon? Who's the first they are talking about." Tratain is also a little concerned at the Hostility shown to Lord Arrak, and how Filea knew he was a Dragon just by looking at him.

Tratain asks Vedik to bring the Drawing so that Arrak can look at them, and hopefully if he requests it he can meet Lune.

When Arrak asks his question he says "I have Heard of Koshe-Marr, I do not know much about it though, only that I have heard it is an evil place. When a person dies thier soul is entrusted to Gargul for safekeeping, but I have heard rumors that exceptionally evil souls can Travel to Koshe-marr. I'm not sure what they do when they get there though."

Tratain Current Spells 
Thursday June 5th, 2008 6:24:46 PM

Tratain listens to what the others have to say.

Draax 
Thursday June 5th, 2008 9:33:47 PM

Like Tratain, Draax is also surprised to learn that there might be another dragon among them. He is happy that Arrak will not challenge the other dragon whomever it might be. Draax listens to what everyone has to say and he shows a lot of interest in what Arrak has to say about the pictures.


Dwight 
Thursday June 5th, 2008 10:55:26 PM

Dwight relays everything he has found (drawings, and that detect thoughts revealed nothing of substance), which isn't much despite his effort. Again his frustration shows just a little as he seems unable to really contribute much to the group. A tormented soul who lived a life of evil deeds and the discovery of a tormented mind in a healing center/asylum, yep I've been real helpful

While the sight of seeing Arrak brightens him some, he moves to a corner to watch.

OOC: Did Arrak arrive in dragon form or human form?

Jova [Steed 30 hours] 
Friday June 6th, 2008 2:46:03 AM

OOC-I teleported outside so the others would know we returned. I had no idea we were supposed to return to the shrine room. DM Call here. I could teleport the group from the woods to the shrine if you want. Seems like a waste, and may give Tratain rp time to yell at the idiot Jova, hehe.

Jova is taken aback as Filea recognizes Arrak as a dragon. Concentrating he comes to the conclusion she must be dragon as well. It would make sense she would recognize him, even in human form. [Dwight look]

"I met a wizard once who lost a fellow in Koshe-Marr. As Arrak says they were indeed surprised when they appeared begore Gargul to petition for his soul, when Marteus appeared. And yes, the price was too high, and there friend was lost to them. Death is forever in Koshe-Marr."

Vedik Current Spells 
Friday June 6th, 2008 8:33:23 AM

When the party arrives, Vedik greets Lord Arrak warmly and brings out the drawings as requested,

A window into Koshe-marr - DM Marcin 
Friday June 6th, 2008 11:54:00 AM

[Arrak arrived in one of his human disguises. The group has seen him only once in his true form. He doesn't seem to be too fond of letting others see his real self.]

There is a moment of confusion followed, on Tratain's insistent request, by an emergency scramble by Teleport to the warded room.

Inside the group is found by Filea, who welcomes the newcomer rather coldly. Once she leaves Arrak looks at the puzzled expressions of the Knights. "By <other dragon> she obviously meant Parnoth. Don't be surprised by her harsh words. The only dragon they know is - or was - a tyrant who would stomp over anyone and anything to get his way."

Arrak puzzles over the drawings, but finally shakes his head. "An omen of a sort. You have recognized the symbol of the Lord of Plague on the first picture. The slashes in the center are obviously souls. But what do the hands mean? Is somebody offering souls to Marteaus? Is it a plea to take them away from him? Who can say. The second picture... It is a strange one for sure. It looks a bit like High Woldian glyphs, but is not one of them. Hmm... it looks like a bow and an arrow to me." The examination of Lune doesn't help. Arrak quickly gives up on her. "Her mind is more open to suggestions than it is normally the case. Something used her to deliver its message."

After that come long hours of careful study and examination. The dragon subjects the necromancer and the stones to every kind of magic test known to wizards on the Wold. It is only in the evening that he is finally ready to share his findings.

"The stones are a kind of vessels for life energy. It seems he was carrying a critical mass of them and stirred up their contents when he suffered a Teleport mishap. The concentrated energy of the souls was released in one instant. The astral wind probably literally blew his soul away from his body.I have no idea why it travelled all the way to Koshe-marr and why it can't make its way back. I did learn, however, that it didn't cross the borders of Marteaus's domain. It is stuck in one of the finite demiplanes that swarm these regions of the universe. Behold, I have managed to bescry the location where it first entered that plane."

Arrak carefully takes a small object from the side table. It is a small, round mirror in a dark, massive frame. Its surface is dimmed, but when one looks closer one can see a faint image of some black-and-white landscape. A huge circle of rough, stone pillars stands in the middle of a black plain. Here and there tongues of white fire dance on the ground. Dark, heavy clouds hang unmoving in the pale sky. Strange objects are barely visible in the distance. It looks as if huge rocks were hanging in the air.

"Each such demiplane follows its own rules. Almost every one of them is inhabited by spirits hostile to newcomers. It is not certain who would take charge of a soul who perished there - Gargul or Marteaus. The soul of the man - or whatever is left of it - should be somewhere close. I wish I could have been more help - instead I mostly just confirmed what you already knew. Sadly, I can see no other way to progress from here but to try to go and see what happened to it. At least my divinations have given you a way to reach this place, but even if you do find him the man might not want to cooperate - though given the torment he probably is now in he might wish to negotiate for a release."

"I shall try to answer any questions that you may have. But what is your counsel?"

The dragon falls silent and looks at the gathered Knights, waiting for them to decide how to proceed.

Tratain Current Spells 
Sunday June 8th, 2008 3:30:09 PM

Tratain listens to what Lord Arrak finds then spends a few minutes thinking about it, many idea's and thoughts come to mind. With so little information they are just theories, but perhaps they will lead to something in the future.

He says "The pictures do seem rather confusing without explanations, they could mean anything. The symbol of Martaeus on the first one is unmistakable. The rest is a mystery. We don't know how the picture is supposed to be read, from bottom to top, or top to bottom. When you read it from bottom to top, it looks as though what we assume are souls are being taken and offered up to Martaeus. If you look at from top to bottom, it can be read differently. Souls being given by Martaeus? or maybe be taken from him and given to the figure on the bottom? Could the Son's of Dread have built another of thier infernal machines? Maybe the Lord of Dread is attempting to become a Demi-God or God himself?"

"The second Picture is even more confusing. It could be anything. A shaking Tree, a chalice, a Bow and Arrow, a Pitchfork even. And that is if we look at it literally. Maybe it represents something. Two things being split or sundered, a wide path being narrowed to a smaller one, or its opposite, a small path expanding into a larger one. It could even represent what Lune said earlier, A sundered one remade whole, a road through fire, or the Darkest Flame, any or all three."

"I think the only thing left for us is to go try and retrieve his soul. We are assuming that the earthquakes are the Son's goal, but what if they are just an after effect of what they are really trying to do. When we find his spirit hopefully we can make some kind of deal with him, or Jova, don't Grim have some power over spirits? Could you make him talk with us if we find him? If all else fails we'll have more options when we get the soul back here. It is probably our only option, so the question is how do we get there and back? Plane shift?"

Arien 
Sunday June 8th, 2008 8:32:03 PM

Arien grows troubled by the talk about the stones, remembering to an earlier attempt by the Sons to entrap and steal souls. Stopping them that time had cost the party dearly, several party members and their patron gone by the time things were set right again. Arien looks to Arrak and asks, "Is there anything else about this man you might be able discern, who he was, what groups he was affiliated with and the like?"

Monthor Hit Points:155 AC30 
Sunday June 8th, 2008 9:34:15 PM

ooc> Going back a bit...
Arrak pauses as if something in the previous conversation finally registered with him. Rising a surprised eyebrow he asks: "Fred?"

Monthor smiles a teethy grin and pets his axe...

" How rude of mees... Lord Arrak, meet Fred... Fred, this be Arrak... he's a dragon.. but a nice one... "

....

Currently,

:: Monthor and Fred the axe listen intently but has nothing to offer to the discussion. ::



Vedik Current Spells 
Sunday June 8th, 2008 9:59:00 PM

Vedik frowns, lost in thought as he ponders the situation. Clearly the old dwarf is unhappy.

"The curr may be willing to talk once he's rescued, and at least there are ways to discern truth. I don't relish it, but going to get him may be our best option. We should discuss contingencies, and make preparations. This will make our last trip look like a picnic."

He looks about and sighs.

"The orb. It's not wise to take it. Tratain or I can Dimensional Lock it for several days, which should keep it from opening a portal. But we have to see to it's safety on this plane. What does it take to ward a place from divination?"



Dwight 
Sunday June 8th, 2008 10:30:33 PM

Dwight has little to offer, though he does add to the list of questions, hoping his can at least be answered.

"I might be able to summon the spirit back again, but don't see him cooperating more than he did last time. Will travelling to the Koshe-Mar give us more options to talk/help the spirit?"

"Is there any way to determine how these stones work? Perhaps we could use them to some degree? Would an identify, give us enough information?"



Draax 
Sunday June 8th, 2008 10:58:04 PM

Draax has nothing to add to the conversation, so he listens as he waits to see what the group's next move will be.

First steps on a dark road - DM Marcin 
Monday June 9th, 2008 4:40:50 AM

The dragon listens intently as ideas are being exchanges and plans are being formed. Every now and then he comments on what is being said.

"Make no mistake, the Dread himself has already transcended lichdom long ago. The powers he now wields are of epic proportions and on par with a minor deity. It would be wise to avoid confrontation with him at all costs. Fortunately, from what little can be guessed by us, he left this plane long ago. Whatever has been cooked up in the Dreadlands must have been orchestrated by somebody else, maybe one of his highest ranking followers or probably by several of them working in concert."

"It is possible that the earthquakes are merely an after-effect of some kind of their grander plan, as they seem to serve no purpose at all. The Sons do not benefit from the deaths these have caused - on the contrary, they have stirred up a lot of their old enemies."

"As for the necromancer here - and a necromancer he is, no doubt, it's enough to take a look at his spellbook - we have every reason to believe he is one of the Sons, so any other affiliation he might claim would be merely a cover-up. He is middle-aged, so he probably joined the Sons twenty to thirty years ago. Given enough time and patient research we might, by looking at his spellbook, figure out which of their training centers he comes from, but this bit of information would be of little use to us as the location of these is unknown."

"You are probably wise to leave the orb on the prime material plane. It is possible that its powers were awoken by the planar travel from Fae-Skiemir. Taking it through the planes once again might worsen our problem. As for protections from divinations - well, there are standard, short-term measures that come in the form of spells and divine powers, and there are more permament wards, hard and expensive to create - like the ones in the room we are standing in right now or in my study. As I said, I can't have the orb sitting in my home, even for a few days... You'll have to make a decision whom you want to entrust it to."

"As for these stones, my best guess is that you need a special spell to use them. They are little more than a receptacle for a soul, something similar to gems used in the Magic Jar spell, if you know what I'm talking about. The man obviously didn't have this spell written in his spellbook. I'm afraid that without proper magic they are little more than ominous-looking paperweights."

"Once you are on the same plane as the spirit of the man you will definitely have more options. For one thing, you can subject his soul to spells of your own. You should definitely prepare well for this journey. I hope my divinations allow you to identify the plane that his soul is in and pinpoint the place it arrived at well enough to teleport to it. You'll first have to move to that plane - Plane Shift should do, I think, but it could put you hundreds of miles from your intended destination - then arrive at the place you can see in the mirror - then find the soul, which could be hard without proper magic - then convince the soul to reveal its secrets - again, probably a job for a proper spell - and then shift back to our own plane. Be ready to defend yourself all the time you are at that place. It is not the Koshe-marr proper itself, but it is bound to be full of restless spirits. I hope Fred has no problems slicing heads of ghosts?..."

"I shall leave you the mirror. It shows the image of the place you need to find. Do you have any more questions? I am becoming restless. It is time for me to return to my lair. Besides, you have grown beyond the point where I could mentor you and advise you on the fine details of the necessary preparations. You are more capable of preparing for this journey than anyone else."

Jova [Steed 30 hours] 
Monday June 9th, 2008 6:47:00 AM

-Before
"Obvioux,Lord Arrak since I have met you nothing has been 'obvioux."

To Tratain, "This book I received from the priest says Grims can talk to spirits, and compel them. I have no idea until able to test the theory out. Who knows if this book is correct or not."

Now
"I see no help in finding this mans spirit. He is an enemy and has no reasdon to help us or trust us, or anything. If we do go to a Koshe-Marr type plane then by all means we should take the orb. What better location than there for the Legion to spawn. Keeping it here on this plane for any time, is irresponsible."

Tratain Current Spells 
Monday June 9th, 2008 9:00:47 PM

Tratain says "I think either Arien or Myself will have to create a gate to where we are going. If we just plane shift there as Lord Arrak says we could end up miles from our destination. With the Gate we end up right where we want. That close to Koshe-Marr there will probably be undead, but we won't know until we get there. We should be ok with the Death Ward wand and the Restoration wand. I will also cast hide from undead on us before we leave just in case."

"As for the Orb I am Torn as to what to do with it, I'm not really comfortable leaving it here all by itself, but I don't think we have anyone we can trust with it. If crossing Dimensions does awaken it bringing it there and back would be bad. If we leave it here we'll need to find someplace relatively safe to put it, perhaps a Cave somewhere, and we can then put up a Forbidance, Dimensional Lock, Stoneshape the Orb into the Floor, Stoneshape the cave so there is only a small space where we designate that someone can teleport into, We can also set Greater glyphs of Warding and other spells so that no one can get at it but us."

Dwight 
Monday June 9th, 2008 9:26:00 PM

Dwight agrees that taking the orb into the Koshe-Marr could be very bad, thinking of the man in the chambers for similar magics. "Perhaps Z or Whisk could fly with it. This would keep it from being tracked as it wouldn't be in the same place. Various wards and what not could still be placed on it." Dwight isn't really set on his suggestion, but feels inclined to offer it.



Draax 
Monday June 9th, 2008 9:37:03 PM

"I have to agree, I do not mind taking the orb with us. It is bringing it back that worries me. The first time we brought it to this plane was bad enough. It would hate to think what would happen if we crossed the barrier with it again. That being said, I am also at a lost of what to do with it while we are away."

Being of no help, Draax begins to prepare his equipment for the trip.

Brainstorming - DM Marcin 
Tuesday June 10th, 2008 4:47:11 AM

"Yes, there is a risk that your journey will prove fruitless, but if you decide not to undertake it then it seems there is little else we can do but sit and wait."

Seeing that the group is now engaged in settling technical details Arrak says his good-byes. "I must be off to resume my studies. Please give my regards to the caretaker of the shrine. Good luck on your journey. I will be eagerly waiting for news after you return." With that, the dragon bows his head and teleports away, leaving the Knights standing in the chamber next to the sleeping man.

[It is late evening. The initiative is now in your hands, folks.]

Vedik Current Spells 
Tuesday June 10th, 2008 8:20:27 PM

Vedik thanks Arrak with a bow as he leaves. Turning back to the matter at hand, he speaks.

"I am leery of leaving it somewhere unguarded, even if the location is only known to us. Unfortunately I see no better option. I'd suggest not in the Culverwood. It is to strange a place currently to risk it."



Dwight 
Tuesday June 10th, 2008 8:59:19 PM

Dwight ponders the various possibilities but can offer little else, though he does agree with Vedik, "The Culverwood is extremely active for some reason, it could be related or not. It has always been an entity that does as itwishes."

Tratain Current Spells 
Tuesday June 10th, 2008 9:02:22 PM

Tratain says "Since we have no better option tomorrow we will find a cave someone on the outskirts of the Culverwood, and we'll seal the Orb in there. I will cast a Forbiddance and a Dimensional Lock. We well need say three Lead boxes. One to keep the Orb in and two to act as decoys. We will stoneshape the three Boxes into the ground a good ways down, and we can set several glyphs of warding up around the cave. Several Blast glyphs in the box with the Orb. And Maybe more spread around the Cave with Blade barriers or Flame Strike spells in them. Any other protections anyone else can offer would help too. We can make passwords so that any of us can move around the Cave freely."

Inside the warded room Tratain whispers the password he is going to use to the group. "Fred"

The Day after the Orb is secured Tratain will cast gate to bring the party to the plane where the necromancers soul is after casting Hide from undead on the group.

OOC: If we can find a cave suitable we should be able to get the Lead boxes and the Material Component for the Forbiddance spell in the Capital of the Emerald Kingdom. And Tratain has 7000 worth of Diamond dust to create greater glyphs of warding with.

Jova [Steed 30 hours] 
Wednesday June 11th, 2008 1:27:39 AM

"This is out of my hands. I have no experience with such thuings."

Jova helps Draax with whatever.



Sealing in the orb - DM Marcin 
Wednesday June 11th, 2008 2:46:48 AM

The next day is spent on setting up a hiding place for the orb. The party discreetly procures needed items and finds a remote cave in northern Bad Lands to seal the orb in. [Could you please describe exactly what kind of defences are you deploying, i.e. how many wards are you setting up and where?]

Another lazy day passes at the shrine as the Knights get ready for the next leg of their quest. Tomorrow, at the morning, when the spellcasters have replenished their spells, Tratain plans to open a Gate to the pocket dimension on the borders of Koshe-marr.

[All right, tomorrow we move out. Last chance to alter your spell selection. I assume that the only preparations you'll make (aside from standard spells you cast every day) will be Tratain's Hide from Undead with DC19.]

[Are you taking Whisk and Z through the gate with you?]

Vedik Current Spells  d20+29=36 ; d20+29=44 ; d20+29=47 ; d20+29=37 ; d20+29=44 ; d20+29=47 ; d20+29=42 ; d20+29=45 ;
Wednesday June 11th, 2008 7:40:22 AM

Vedik is moderately surprised at the speed in which the group is planning this adventure, but says little. Instead he begins to make preparations. He fills ten of the vials he has in his pouch with water, and finds a quiet place to work.

Drawing Woldsblood, he lets a drop fall into each vial, transforming it. He then sees to Tratain's wands, and his own.

He then turns in early, praying to Alemi for some time before falling asleep.

OOC: 8 successful 4 drop draws: 32 drops.
10 drops: Lesser Envigor: Bless Water
12 drops: Recharge 4 charges of cure serious wand.
8 drops: Recharge 4 charges of 2nd level wand Tratain has (Resist energy I think?)
2 drops: Recharge 2 charges of Vedik's cure light wounds wand.

Draax 
Wednesday June 11th, 2008 8:26:47 PM

Draax waves goodbye to Arrak and then gets a few hours sleep before taking watch. He polishes his armor and weapons while he waits for the group to depart. Just before crossing over, Draax activates his endure elements tattoo.

Dwight 
Wednesday June 11th, 2008 9:33:49 PM

Dwight doesn't have much to offer in terms of protecting the orb. He does offer 2 Quaals tokens that could be placed as traps should someone enter the cave.

In the morning, Dwight offers to cast Create Food and Drink for the establishment, compliments of Faith in Reformation. (Ebryron Gifts). OOC: Perhaps not as lavish as the night before, but something different than their normal foods of the Culverwood. May chance something familar to Luna.

Whisk will not be joining the group to Koshe-Marr, but offers to keep watch over the 'cave' by acting natural. He'll monitor whoever/whatever enters the cave, but not engage or be seen (hopefully). Course, Whisk will also enjoy plentiful hunting grounds as well.

Otherwise Dwight spends time making more arrows. OOC: Are holy arrows the best for Koshe-Marr?

Tratain Current Spells 
Wednesday June 11th, 2008 10:08:50 PM

While the group was preparing the Cave for the Orb Tratain also buys the Focus for the Plane shift spell to get the group back to the Wold if it becomes necessary.

Before he casts the Gate spell Tratain says "We have no idea what what we will find on the other side of the Gate spell, I think its best we go as prepared as we can. I will cast Hide from undead on us. I will also use the Death Ward wand aswell. Arien if you could use the stoneskin wand also, that spell will last over two hours so that should be fine aswell. Jova if you could use the protection from Evil wand aswell."

Tratain will also cast one of his Shield of Faith spells on himself before he casts the Gate. He waits for his friends to go through before he follows them in.

Monthor Hit Points:155 AC30 
Wednesday June 11th, 2008 10:31:17 PM

Monthor checks his gear, armor and most especially Fred the axe before they all go plane hoping.

" DId you you hear that Fred??? Ghosts! We ain't brawled no ghosts yet! This should sommmmmme fun!!
"

Monthor sur is glad that he picked up that bracer of protection at the Cats.

" Let's get going girlies... "


The gate - DM Marcin 
Thursday June 12th, 2008 3:55:52 AM

On the day before the departure the small community, thanks to Dwight, enjoys a change in its regular fare. There is enough time on that day to spend 8 hours working on crafting - for those who are interested in such things. It is decided that Whisk will stay behind, but he will have trouble going all the way to the cave by himself [I've been skimming over details of traveling to the borders of Culverwood as you can make liberal use of Teleport, but for a bird to fly there by himself it would be a journey of a few days].

The Knights activate a variety of spells that will hopefully protect them from the dangers of the dark realm ahead [please write off wand charges].

Finally, when the party feels it's as ready as it will ever be, Tratain takes a deep breath, extends his hands, grabs the fabric of the space itself and rips it open.

A dark rift appears that quickly extends into a circular hole of black nothingness. A terrible cold is coming from inside and one can feel a pull towards it, as if the gate was sucking in the light and lifeforce of the prime material plane.

One by one the Knights plunge into the dark abyss. Tratain is the last one to go through.

Completely blind and deaf everybody must take several stumbling steps through darkness before regaining their senses once again.

The Knights find themselves on a desolate, dark plain. Not a single blade of grass can be seen growing on the rocky ground. Cold, weak, white light fills the gloomy sky totally shrouded with leaden clouds. It is impossible to say if it is day or night, or indeed if these times of a day exist in this strange place. A strange, gray mist moves above the ground, obscuring horizontal visibility beyond a few hundred feet.

A gust of wind grabs cloaks and hoods of the Knights. It plays with garments, snatches the words away, and attacks the party with a ferocity of a starving winter wolf. In mere seconds everybody is chilled to the bone, but that's not the worst part of it - it carries another kind of chill with it, the one that grabs the heart itself, slowly washing away life force and leaving behind a dry husk. Only after a moment one becomes aware of the sound the wind makes - a constant hum of moaning and wailing as if one heard a legion of despairing damned souls [It would not be possible to make camp and rest directly in this place.]

The air is damp and odorless aside from a hint of salt and a barely perceptible, sweet odor of rot.

[Map.]

The group has arrived in the middle of a circle of huge, pale monoliths, the one they have seen imprinted on the small mirror. The stones stand quiet and ominous. A few patches of strange, thorny vegetation have managed to cling to life among them. The plants's leaves are tiny, barbed and colored in an unearthly shade of turquoise. Overall they look more like something that's been woven from barbed wire than as a living, growing thing.

Several spectral, transparent shapes surround the circle of stones, most of them at the ground level, but some hanging higher in the air. A few of them look like illusory, colorless images of men and women of various races that slowly float around in some kind of somber dance, their features still largely recognizable, their faces locked in an expression of anguish [A,B,C,D]. Others are now merely dark shadows that slowly move among the stones like scavenging savages [small 1,2,3]. Yet others still have lost all their semblance to live beings altogether and are now little more but dark gray whisps of swirling smoke [large 1,2].

[We are now counting time in rounds. Please include in your posts your AC and all magic effects you have going on.]

[You may start your round at any of the four squares in the middle of the map with the yellow gate on them. Tratain must decide if he wants to keep the gate open.]

Vedik Current Spells  d20+29=40 ;
Thursday June 12th, 2008 7:48:45 AM

Vedik spends his morning crafting, applying new techniques he has learned through his art. He also anoints his Armor and Shield, and casts his normal morning spells.

When the time comes, he puts down the tools of his craft and makes ready to begin. He takes a deep breath, and steps through the gate Tratain has created.

The utter cold bleakness of the place takes his breath away, and he instinctively closes a hand on his holy symbol. He's felt this kind of drawing on his soul before, and steels himself against it. His mind calmer, he begins to take stock of the surroundings. First he checks that everyone is present, then he begins to regard the spirits around him, looking to see if they have noticed the group, and looking for the visage of the man they seek.

Active Effects:
Magic Vestment x2 (Woldsblood), Delay Poison, Greater Magic Weapon, Mind Blank, Wings
Hide From Undead(Tratain), Death Ward(wand), Stone Skin(wand)


Tratain Current Spells AC 41 HP 188/188  d20+12=13 ;
Thursday June 12th, 2008 4:14:46 PM

After the others pass through the Portal Tratain steps through it and lets it close, no sense in giving anything living on this plane a chance to bolt through the Gate and rampage throughout the Shrine.

Tratain begins looking around at his new Surroundings attempting to spot the spirit or a place it is likely to have gone. (Spot 13)

-------------------------------------------------
Shield of Faith - 19 Minutes
Death Ward - 7 Minutes
Protection from Evil - 3 Minutes
Stoneskin 150 Points - 150 Minutes
Hide From Undead - 190 Minutes
Magic Vestmentx2 - 19 Hours
Greater Magic Weapon - 19 Hours

Monthor Hit Points:155 AC30  d20+4=17 ;
Thursday June 12th, 2008 5:44:04 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)

=====================================

Location R19
Monthor and Fred the Axe prepare for any attack ( ready action- swing at anything that attacks us) against he party.

Spot trouble ( 17)



Dwight hp 99 ac 25  d20+15=28 ; d20+6=19 ;
Thursday June 12th, 2008 9:52:46 PM

Dwight enters the gate and shivers as the environment changes from the comfort of trees to bland and dangerous. Once through, he mounts his broom, hovering so he is eye level with the party and hold his bow ready should the living dead or undead see the party and attack.

He wonders aloud if the spirit that Dwight called will recognize him. He further wonders if this is a good thing.

spot: 28 (see spirit-man?)
sense motive: 19 (of spirit man)

-----------------------------
Hide from undead (Tratain)
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

Dwight hp 99 ac 25 
Thursday June 12th, 2008 9:53:37 PM

OOC: Sorry for the double post, messed up the link

Dwight enters the gate and shivers as the environment changes from the comfort of trees to bland and dangerous. Once through, he mounts his broom, hovering so he is eye level with the party and hold his bow ready should the living dead or undead see the party and attack.

He wonders aloud if the spirit that Dwight called will recognize him. He further wonders if this is a good thing.

spot: 28 (see spirit-man?)
sense motive: 19 (of spirit man)

-----------------------------
Hide from undead (Tratain)
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

Draax HP 166, AC35  d20+10=19 ;
Thursday June 12th, 2008 10:59:30 PM

Draax arrives on the other side and immediately get his guard up. He scans the area (Spot check 19) for any hostility while he waits to see what the group's first move will be.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing

Jova 104 HP AC 30 
Friday June 13th, 2008 1:00:38 AM

Jova instructs Z to stay and help protect Whisk from hatm.

Stepping through the gate, Jova warns everyone to be especially careful.

"Anyone here to greet us?" He decides it better to ask ahead of time.

Protection from Evil - 3 Minutes
Stoneskin 150 Points - 150 Minutes

--OOC Everyone should have these due to the wands.



Cold welcome - DM Marcin  Saves vs Hide from Undead: d20+4=16 ; d20+4=15 ; d20+4=24 ; d20+7=9 ; d20+7=9 ; d20+7=25 ; d20+7=23 ; d20+14=33 ; d20+14=22 ; 2 small vs Monthor: d20+3=21 ; Direction of the wind:d4=2 ; A vs Draax: d20+8=24 ; d8=2 ; B and C vs Vedik: d20+8=12 ; d20+8=12 ; D vs Tratain: d20+8=19 ; d8=4 ; 1 large vs Monthor: d20+18=27 ; 2d6=5 ; d8=4 ; 2 large vs Tratain: d20+20=39 ; 2d6=5 ; d8=8 ; Spell attack: 10d6(5+6+6+1+4+4+4+2+3+2)=37 10d6(3+4+6+6+4+4+1+2+2+5)=37 10d6(3+6+2+4+6+1+3+4+4+3)=36 Monthor's SR: d20+17=19 d20+17=24 d20+17=25
Friday June 13th, 2008 11:40:37 AM

The party huddles together in a small group ready to repel any attacks coming their way. The Knights scan the faces of the spirits around them, looking for one that would resemble the necromancer at the shrine, but his spirit cannot be seen - it must have wandered further away from this place. It is not certain where he might have wandered off to, either.

The gate closes behind the party like a lead coffin lid.

All of the spirits around the circle of stones turned to face the portal - the only spark of life they might have seen for centuries. While some of them have been deceived by Tratain's spell, a few are not and turn their empty, dead gaze staight at the Knights.

A single black shadow leaps from behind one of the monoliths at Monthor, its spectral touch powerless against the protective magic active on the warrior. The dwarf swings his axe in reply [Monthor can take his readied attack vs 2].

This very moment the magic shroud of Hide from Undead that was protecting the party pops like a soap bubble.

Then it is as if the hell itself broke loose around the party. Tens, maybe even hundreds of spectral figures of all shapes and kinds emerge from the dustclouds in the distance or from the ground itself: dark shadows, spectral shilouettes, ghostly whisps of smoke, dark, bat-like clouds - all screaming in their hartred and hate of all life, all acting as if with a single mind, single purpose, and all converging on the small group standing in the middle of the stone ring. A wind rises up from the east, a wind of severity seldom seen on the face of the Wold.

[There is a severe wind blowing from the east (right side of the map) - see the DMG for details. A short summary: -4 to ranged attacks, small walking creatures are knocked prone, small flying creatures are blown back 1d6x10 ft before their turn starts (adjust your position and start your turn on the new square), medium walking creatures can't move east, north-east or southeast, medium flying creatures are blown back 1d6x5 ft before their turn starts (adjust your position and start your turn on the new square), large and larger creatures are unaffected.]

First of the restless spirits are already among the Knights, their icy, ghostly fingers reaching for the eyes, the hearts, the throats. Others are just seconds away, circling overhead, reaching out from the ground, or charging the Knights face to face.

[Draax is touched by A and suffers 2 damage. Tratain is touched by D and suffers 4 damage. Monthor is touched by large 1 and, if a touch attack 27 hits him, suffers 5 damage and must make a Fort save DC25 or have his Con drained for 4 points. Tratain is touched by large 2, damaged for 5 points, and must make a Fort save DC25 or have his Con drained for 8 points.]

Then three huge, black, cloud-like things circling the party at some distance begin to hum like demon whales from the darkest nightmare of an insane sea captain. A black cloud appears out of nowhere and blankets the party with a cloak of pain. [The party has been struck by Unholy Blight three times. Damages are 37, 37 and 36. Each admits a Will save DC18 for half damage. If any of the saving throws is failed the victim is sickened for 1d4 rounds.]

[Map. Small numbers are shadows. Letters are spectral figures. Medium numbers are whisps of smoke. Large numbers are bat-like, black clouds, flying at height of about 50 ft each - forgot to mark that on the map. All but the large numbers are incorporeal - roll a 50% miss risk when you attack with weapon or spell.]

Monthor Hit Points:155 ( 78, -1 con) AC30 (32 vs Evil, 33 vs creature 1)  d20+24=32 ; d10+29=35 ; 2d6=9 ; d20+21=39 ; d20+21=32 ; d10+29=34 ; 2d6=11 ; d10+29=36 ; d10+29=38 ; d20+17=30 ; d10+19=20 ; 2d6=8 ; d20+12=31 ; d20+12=13 ; d10+29=36 ; 2d6=3 ; d20+18=23 ; d20+12=25 ; d4=3 ;
Friday June 13th, 2008 9:39:23 PM

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes
Stoneskin 150 Points - 150 Minutes
AC - 32 vs Evil
Dodge bonus to (1) - AC 33

Tot. Att. +29 (17 base, +4w, +7s, +2 gwf)
+26
+22
+17
Damage 1d10 +19
( two handed power attack. -5 to hit +10 damage)
=========================
Monthor takes his readied attack against the black shadow
" GET IT FRED!!! "

Attack 1- 32 for 35 physical and 9 holy damage
Attack 2- 39 (crit 32) for 34 physical (108 if the crit succeeds) and 11 holy damage
Attack 3- 30 for 20 physical and 8 holy damage
Attack 4- 31 (Crit 13 natural 1) for 36 physical and 3 holy damage

***Monthor cleaves to (1) if able. ( ooc With over 220 points of damage inflicted, I sure hope so!!!)

------------------------------------------
Monthor shivers from the touch of the large shadow ( takes 5 damage, fails reflect save)
ooc> XXX Does the bracers of protection help out here? XXX
Con Drained 4 points
HP drop to 155-39=116

Unholy Blight saving throw Will 25)
HP 61
ooc> Would the black cloud be considered a gas/vapour effect - to which the necklace of adaptation would grant immunity?

---------------------------------------------------

Monthor activates one of his brahma's tatoo and regains some of his constitution ( 3 points, AC 78)



[Clarifications and corrections - DM Marcin]  5d8(7+2+8+7+2)=26 5d8(8+7+3+1+8)=27 5d8(1+5+7+2+5)=20
Saturday June 14th, 2008 2:08:53 AM

[Damage from being touched by the spirits is a physical damage, so Stoneskin absorbs it. Also, I made mistake about the Con drain, the Death Ward protects you against it. Monthor and Tratain please ignore the need to save vs Con drain.]

[The damage I counted for the Unholy Blight spells was also incorrect. Please replace the old values by 26,27 and 20. Sorry.]

[As far as I can tell the Necklace of Adaptation doesn't work against the Unholy Blight spell - it is an evocation, not a toxic gas attack.]

Monthor Hit Points:155 ( 127) AC30 (32 vs Evil, 33 vs creature 1)  d20+24=32 ; d10+29=34 ; 2d6=4 ; d20+22=26 ; d10+29=34 ; 2d6=4 ; d20+18=27 ; d10+29=39 ; 2d6=11 ; d20+12=23 ; d10+29=39 ; 2d6=11 ; d100=96 ; d8=8 ; d8=8 ; d8=2 ; d100=54 ; d100=9 ; d100=26 ; d100=58 ; d100=10 ; d100=84 ; d100=45 ;
Saturday June 14th, 2008 9:03:09 AM

I'll redo the round since Monthor didn't take any Con damage.

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge bonus to (1) - AC 33

----------------
Percentage for missed attack vs incorporal
(small 2 from readied action 96,54,9,29)
(Cleave vs large 1 58)
(large 1 from this turn, 58,10,84,45)

Attack 1- 32 for 34 physical and 4 holy damage
Attack 2- 26 for 34 physical and 4 holy damage
Attack 3- 27 for 39 physical and 11 holy damage
Attack 4- 23 for 39 physical and 11 holy damage

" Herrrrrrrrre shadows... come to popa Monthor... "



Tratain Current Spells  d20+21=29 ; d3=1 ; d20+21=30 ; d20+21=23 ; d20+27=46 ;
Saturday June 14th, 2008 1:16:20 PM

Tratain is able to shrug off part of the damage inflicted by the Flying creatures, the other Shadows surrounding the party seem less of a threat due to the protective magics employed before the group went through the gate. (Will Saves 29, 30, 23)

Tratain tells his comrades "We need to clear out an open area so we can recast the Hide from Undead Spell, there seems to be no end to these creatures here, The flying ones seem to be the most threat at the moment. Try and take them out quickly."

Tratain then defensively (Defensive Casting Roll 46) casts Shield Other on Arien.

-------------------------------------------------
AC 41 HP 152/188; Touch AC 18
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Death Ward - 7 Minutes
Protection from Evil - 3 Minutes
Stoneskin 141 Points - 150 Minutes
Hide From Undead - 190 Minutes
Magic Vestmentx2 - 19 Hours
Greater Magic Weapon - 19 Hours
Tongues, Comprehend Language, See Invisible - Permanent

Draax HP 117, AC35  d20+16=28 ; d20+8=23 ; d20+8=28 ; d20+8=12 ; d4=4 ; d20+28=34 ; d20+23=25 ; d20+18=36 ; d20+18=31 ; d20+13=29 ; d8+12=17 ; d8+12=17 ; d8+12=17 ; d8+12=16 ; d8+12=14 ; 2d6=8 ; 2d6=12 ; 2d6=5 ; 2d6=9 ; d20+21=36 ;
Sunday June 15th, 2008 8:37:57 PM

Draax feels a slight chill at the touch from the creature, but is able to fight off the effects (Fort Save 28). He is able to fight off two of the unholy blights but take the full effect of the third (Will Saves, 23, 28, 12; sicken for 4 rounds).

Draax attacks A with his Holy Cold Iron Longsword: (subtracted 2 from what was actually rolled because of being sickened)
Hit AC: 32 for 17 dmg and 8 holy dmg
Hit AC 23 for 17 dmg and 12 Holy dmg
Hit AC 34 (AC 29 to confirm crit) for 17 dmg (33 dmg if crit) and 5 holy dmg
Hit AC 27 for 14 dmg and 9 holy dmg

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Sickened for 4 rounds

Jova 104 HP AC 30  d20+15=35 ; d20+15=20 ; d20+15=20 ; d20+17=24 ;
Sunday June 15th, 2008 9:24:19 PM

Since he had chosen to folow Gargul, things had begun to hqange. Even in this awful placwe he felt bigger and better than his earlier self. He feels the attack of magic and is able to repel it without too much problem.

In a calm but demanding voice he calls out to the spirits, "Leave us be."

---Will Save 35, 20, 20
Intimidate 24

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion

8--3-DC25--Polar Ray
Spell pen to SR +21



Monthor Hit Points:155 ( 127) AC30 (32 vs Evil, 33 vs creature 1)  d20+12=19 ; d3=3 ; d20+12=17 ;
Sunday June 15th, 2008 10:29:51 PM

Will saves.
The missing the second (19) and made the third (17).


Dwight hp 63 ac 27  d20+10=20 ; d6=4 ; d20+11=20 ; d20+11=23 ; d20+11=19 ; d20+26=30 ; 5d6+3=15 ; d20+21=40 ; d6=1 ; d6=4 ; d6=2 ; d6=6 ; d6=4 ; d6=4 ; d20+16=19 ; d6=6 ; d6=4 ; d6=5 ; d6=2 ; d6=3 ; d20+26=32 ; d6=2 ; d6=6 ; d6=1 ; d6=5 ; d6=4 ;
Sunday June 15th, 2008 11:15:28 PM

OOC: Here goes, this could be bad for Dwight

Wind: (Fort) = 20
(since I made the save, I don't think the wind takes Dwight. If I am wrong, here is his position: 40' west...L21...This would be very bad for the little guy.)

Next, I am assuming the lavender and green ioun stone does not absorb the spells since it is an area spell and not a single target spell. If I am wrong, please let me know.

Unholy Blight (Will) : 20, 23, 19 --- makes all 3, but still takes 36 dmg (current hp drops to 63)

--------------------------------------

Dwight's action:

If he got blown 40', then he returns to the group.

Otherwise, he fires his bow 4 times at large 2

OOC: a=arrow, f=fire, h=holy, i=ice, too wind into account
attack 1 (holy arrow) : 30 - 4 = 26
dmg: 3a + 4f +1i +3h +1h +3 = 15

attack 2: (holy arrow) 40 - 4 = 36
dmg: 1a+4f+2i+6h+4h+3 = 20

attack 3 (holy arrow) 19 - 4 = 15
dmg: 6a+4f+5i+2h+3h+3= 23

attack 4 (holy arrow) 32 - 4 = 28
dmg: 2a+6f+1i+5h+4h+3 = 21

If all hit, total damage is 79. (if att 3 missed, but others hit, total dmg is: 56)

===================================

Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs)

Fighting spirits - DM Marcin  Miss risk on Draax's attacks:d100=39 ; d100=92 ; d100=61 ; d100=44 ;
Monday June 16th, 2008 4:30:39 AM

Monthor's swipe cuts through the shadow that charged him. The dark essence of the unholy being dissipates and is wiped from existence [note that you can only ready a standard action, so no more than one attack can be made as a readied action. Cleave vs large 1 was not possible as it was not yet next to Monthor when the readied attack happened. Yves, could you please include the link to your character sheet in the title of your post? Makes it much easier for me to prepare turns]. Two out of this next four swings manage to affect the large whisp of dark smoke looming over him.

Tratain casts Shield Other on Arien.

Two of Draax's attacks manage to strike the spectral form reaching for his throat. This is just enough to end its miserable unlife [please don't forget to roll the miss risk. Also, please note that undead are not suspectible to critical hits].

Jova demands that the spirits stand back in a commanding tone of voice. Were he in the presence of the souls who departed in peace and are on their way to Gargul his wish would have been granted, but these souls are from Marteaus's court and are defiant of the will of Gargul and his servants! Jova senses that the attention of several of them is now concentrated fully on him. Foreign thoughts try to enter his mind; cold, strange whispers: "We shall feed on you and your power, servant of the Eye. We shall make you one of us. You shall bow to the Lord of Plague!" [Even with successful saves Jova should have taken half damage from Unholy Blights - or am I missing an ability he has?]

Dwight, holding his ground against the wind, fires four arrows at the large flying shape looming in the distance. Only one of the arrows penetrates the tough, weather-worn armor-of-a-skin that covers the beast. The creature's resilient nature absorbs most of the damage from that last arrow [The lavender ioun stone effectively acts as a rod of absorbtion, so it doesn't protect against area spells.]

[...]

A familiar face - DM Marcin  Attacks of G,E,D,B,C,I: d20+6=8 d20+6=14 d20+6=18 d20+6=15 d20+6=24 d20+6=8 d8=2 d8=7 d8=3 d8=4 Attacks of medium 1,2,3: d20+16=28 d20+16=36 d20+16=17 d20+16=25 2d6(6+4)=10 2d6(2+3)=5 2d6(4+6)=10 Unholy Blight x3: 5d8(3+1+7+6+7)=24 5d8(7+2+5+7+2)=23 5d8(6+5+5+1+1)=18
Monday June 16th, 2008 4:56:36 AM

The multitude of lesser undead swarm around the party. Shadows claw at the Knights, but are powerless against the powerful protective magic surrounding the group. Spectral figures reach for the arms and chests of the heroes [Arien is touched (AC14) for 2 damage, Tratain is touched (AC18) for 7 damage, Vedik is touched twice (AC15 and 24) for 3 and 4 damage]. Large whisps of gray smoke whirl around the Knights, freezing the marrow in the bones [Monthor is touched and damaged for 10. Tratain is touched and damaged for 5. Draax is touched and damaged for 10]. The three flying horrors slowly circle clockwise around the ring of stones, unleashing another wave of painful magic at the party [everyone is hit once again by three Unholy Blights, damage 24, 23 and 18, Will save DC18 for half, any failed save means the character is sickened.]

The river of spirits flowing towards the party for some reason halts a few hundred feet from the stones. The site is being surrounded by a huge ring of restless dead that grows more dense with every moment.

Several spirits separate from the throng. These are relatively bright and unfaded, their features readily distinguishable as if they haven't spent a long time yet in this godforsaken place. These move slowly towards the ring, seemingly unaware of the battle going on inside it. When they draw close the Knights realize that each of them looks like the necromancer sleeping in the shrine [gray 1 to 5].

[Map.]

Vedik Current Spells AC 31 (13 touch) HP 144/214  d20+24=27 ; d20+24=27 ; d20+24=40 ; d20+24=32 ; d20+24=30 ; d20+24=32 ; 10d100=556 ; d100=16 ; d100=18 ; d100=14 ; d100=91 ; d100=74 ; d100=5 ; d100=6 ; d100=87 ; d100=36 ; d20+29=32 ; 4d8+16=26 ;
Monday June 16th, 2008 7:53:04 AM

Vedik growls under the blights, managing to shrug off the worst of the effects but still seriously harmed. Nodding to Tratain he casts Cure Critical Wounds, Mass defensively.

OOC:
6 Will Saves DC 18 Passed + 7 damage of Touching = 96 Damage
Concentration Check to cast defensively: 32, Passed.
All Party members Healed 26 damage.
9 50% miss chances (3 hit) on the small ones around the party:
B, C, 0 hit: 26 positive energy damage, DC 26 Will save for half.

Tratain Current Spells  d20+21=22 ; d20+21=23 ; d20+21=24 ; d4=4 ; d20+25=38 ; d20+15=24 ;
Monday June 16th, 2008 7:18:25 PM

The Unholy Blights wash over Tratain again, he is able to shrug most of it off, but the Magic the Creatures are casting begins to make the Protector feel Ill. (Saves 22(Natural 1), 23, 24 Sickened for 4 Rounds).

Tratain feels a little better as Vedik Healing Magic hits. Looking around Tratain spots the Visages of the Necromancer amidst the horde of other undeads.

Tratain tells his comrades, "Arien and Jova, you need to take out those Flying creatures fast, Pick one and kill it."

Tratain then defensively casts (defensive Casting Check 38) Holy Word hoping it will get rid of some of the undead attacking the Party.

OOC:Holy word - 40 foot Radius, Should hit all the undead clustered around the party, and not hit the Necromancer images.
Cast at CL 19: Undead 9 HD or Lower are Destroyed, the rest of the effects won't Harm undead I believe.

Knowledge Religion 24 to identify and remaining undead after the spell.
-------------------------------------------------
AC 41 HP 133/188 (Minus Half Ariens Damage this Turn); Touch AC 18
Sickened - Round 1 of 4 (Figures my d4 Roll beats all three of my d20 rolls for the save heh)
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Death Ward - 7 Minutes
Protection from Evil - 3 Minutes
Stoneskin 129 Points - 150 Minutes
Magic Vestmentx2 - 19 Hours
Greater Magic Weapon - 19 Hours
Tongues, Comprehend Language, See Invisible - Permanent


Arien(HP 57/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+17=36 ; d3=1 ; d20+17=25 ; d20+17=18 ; d20+17=23 ; d20+17=34 ; d20+17=35 ; d20+17=18 ; d20+10=21 ; d20+21=30 ; 38d6=112 ; 5d6=12 ; d4=3 ;
Monday June 16th, 2008 9:06:42 PM

Arien shudders a moment, feeling sick from the evil spells assaulting the group and finally succumbs after the second set of spells (will saves: 36, 25 and used a hero point to re-roll the 1 for a 23, 34, 35 and another natural 1, sickened for 3 rounds). Hearing Tratain, Arien sights the flying creature to the east (#2) and unleashes a disintegrate spell at the beast (hits touch ac 21, sr 30, 112 damage fort save 27, if successful then takes only 12 damage)

----------
Stoneskin: 148 points - 150 minutes

((Ignore that d3, not sure how that got in there.))

Monthor Hit Points:155 ( 80) AC30 (32 vs Evil, 33 vs creature 1)  d4=3 ; d20+22=35 ; d10+17=27 ; 2d6=7 ; 2d6=7 ; d10+17=23 ; d20+19=35 ; d20+15=25 ; d10+17=27 ; 2d6=9 ; 2d6=7 ; d10+17=26 ; d20+10=13 ; d100=48 ; d100=23 ; d100=62 ; d100=35 ; d20+10=30 ; d3=1 ; d20+10=11 ; d20+10=15 ;
Monday June 16th, 2008 9:35:54 PM

http://docs.google.com/Doc?id=dg3zz6dj 1f73rbxcs&invite=c8cb526

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge bonus to (1) - AC 33

Sickened 3 rounds
The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
=======================
Att.+22
+19
+15
+10
Damage 1d10 +17
( two handed power attack. -5 to hit +10 damage, sickened -2 to attack and damage)

=========================
Monthor continues his attack against the large creature (1)
" At Thee!!! "

Attack 1- 35 for 27 physical and 7 holy damage
Percentage 48
Attack 2- 35 for 23 and 7 holy damage
Percentage 23
Attack 3- 25 for 27 physical and 9 holy damage
Percentage 62
Attack 4- 13 for 26 physical and 7 holy damage
Percentage 35

Cleave to Q18
Will saves 30,11,15

OOC>
(Is this a spell/spell like effect? If so, Monthor gets a +2 racial bonus to saving throws.. also, would ge get a spell resitence check?)



Draax HP 83/166, AC35  d20+6=16 ; d20+6=7 ; d20+6=21 ; d4=4 ; d100=32 ; d100=46 ; d100=10 ; d100=18 ; d20+26=32 ; d20+19=37 ; d20+14=25 ; d20+9=13 ; d8+10=18 ; d8+10=17 ; d8+10=14 ; d8+10=14 ; 2d6=5 ; 2d6=4 ; 2d6=6 ; 2d6=4 ;
Monday June 16th, 2008 10:37:44 PM

Draax feel somewhat rejuvenated from Vedik heal after taking the full force of two of the unholy blights (All saves at minus 2; rolled 16 failed, rolled 7 natural 1 failed, rolled 21 passed; sickened for 4 rounds)

Draax attacks the big number 3 at minus 2 (if for some reason the large number 3 is no longer available, Draax will attack the closest enemy within a 5 foot step)

Hit AC 32 for 18 dmg and 5 holy dmg
percentage 32%

Hit AC 37 for 17 dmg and 4 holy dmg
percentage 46%

Hit AC 25 for 14 dmg and 6 holy dmg
percentage 10%

Hit AC 13 for 14 dmg and 4 holy dmg
percentage 18%

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stoneskin 138 Points - 150 Minutes
Sickened for 4 rounds

Dwight hp 10 ac 27  d20+13=20 ; d20+13=14 ; d20+13=14 ; d4=2 ; d20+23=27 ;
Monday June 16th, 2008 11:03:42 PM

Unholy Blight save (Will): 20, 14, 14 OOC: two 1's in a rol, that just ain't right
Sickened: 2 rounds

Dwight feels nausated, and locks both arrows into one knock. Aiming at large 2 (or large 1 if it has been disintegrated)

att: (holy arrow) 27 - 2(sick) = 25 (miss)

OOC: not to complain, but 4d20 and my highest roll was a 7, OUCH! Next round should ROCK.

hp counter: lost 53, gained 26 from Vedik = currently at 36 if Vedik spell works

===========================
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs)

Jova 64/104 HP AC 30  d20+15=34 ; d4=1 ; d20+15=24 ; d20+15=32 ;
Tuesday June 17th, 2008 1:26:49 AM

Jova spins in frustration and pain. Reaching out he summons forth magical rays of energy, focused on these unholy beings. The rush of the necromatic blight falls over him, then he unleashes his own magic. He had warned them after all.

--Made all 3 saves. Took half damage last time, half this time, minus Vediks heal
Maximised Scorching Rays. 4 bolts 24 damage each. Aim at big red Circles on map, I cant see what they say.

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--6/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray



Destroying undead - DM Marcin  B,C save vs Cure: d20+7=23 ; d20+7=9 ; 0 saves vs Cure: d20+4=15 ; 2 saves vs Disintegrate: d20+9=29 ; CL checks vs Monthor's SR from the previous round: d20+17=36 ; d20+17=26 ; d20+17=26 ; Jova ranged attacks with Scorching Rays: d20+14=26 ; d20+14=28 ; d20+14=33 ;
Tuesday June 17th, 2008 9:19:00 AM

Vedik channels positive energy into several beings around him, healing wounds and harming undead. He actually manages to fry the shadow next to Tratain which disintegrates with a bloodcurdling scream.

Tratain unleashes his signature spell destroying all but one of the lesser spirits swarming around the party. [Tratain Highlight to display spoiler: {The remaining undead are a spectre, three nightwings and three dread wraiths.}]

Arien hits one of the larger flyers with a disintegrating ray. It is only by sheer luck that the creature escapes the full effects of the spell.

Monthor continues his workout with the axe, and even though the incorporeal nature of the undead in front of him protects it against 3 swings, the fourth one is enough to finally finish off the attacker. The gray cloud of evil smoke dissipates in the strong wind. [There is no creature left to cleave to. Yes, Unholy Blight is a spell effect and your racial bonus applies. Yes, I should have made SR checks against your SR last round, too. I've made them now, all three spells from last round went through.]

Draax suffers from a streak of bad luck as all four of his well-aimed slashes fail due to incorporeal nature of his target.

Dwight fares little better - the enormous force of the wind coupled with rotten luck make his arrows fail to penetrate the skin of the flying monstrosity.

Jova strikes back at the foes surrounding him with three Scorching Rays [the number of rays caps at three; also note that ranged attack is needed with each ray - I made these for you this round and all three hit]. All rays slam into the gray clouds of smoke, enveloping them with shrouds of fire. [Unless I'm missing something Jova is not incorporeal, but he has a ghost touch ability with spells and weapons, so no need to roll a miss chance when you attack with melee weapons and spells.]

[...]

The ring of shadows - DM Marcin  touch attacks against the party: d20+6=11 ; d20+16=31 ; d20+16=21 ; d20+16=32 ; 2d6(1+2)=3 2d6(3+2)=5 2d6(1+5)=6
Tuesday June 17th, 2008 10:04:24 AM

The remaining spirits clustered around the party try to exact some measure of revenge for the destruction of their companions, but their efforts are miserable at best [Tratain is damaged for 3, Draax is damaged for 5, Vedik is damaged for 6].

The three bat-like creatures circling the group change their tactics. Instead of one more volley of black fire they launch another, more insidious kind of magic that tugs at the spells protecting the party and seeks to extinguish them one by one [The party is hit three times by an area Greater Dispel Magic. Please check yourself which spells you have active might be ended. All three attacking spells are at CL17].

The five spectral copies of the necromancer slowly move in a wide circle around the stones. The way their lips move one could swear they were wispering something, but because of the wind one would have to come very close to them to actually hear what is being said.

[Map. Sorry for a late post today. Remember that a severe wind is still blowing from the east.]

[Correction - DM Marcin] 
Tuesday June 17th, 2008 3:25:29 PM

[Turns out Vedik was prudent enough to wear a ring of counterspells with a Greater Dispel Magic. Very clever. One of the spells gets canceled and you only need to check two of them.]

Tratain Current Spells  d20+25=45 ; 3d8+19=36 ; d100=61 ; d100=56 ; d100=83 ; d100=62 ; d20+17=34 ; d20+17=24 ; d20+17=28 ;
Tuesday June 17th, 2008 4:45:43 PM

Seeing the party being constantly hurt from the Unholy Blights Tratain Decides to heal everyone.

(Defensively Cast Mass Cure Serious Wounds, Check = 45, Everyone Heals 36 Points)
(4 50% Miss Rolls, all Pass 61, 56, 83, 62 The 4 Undead Closest to the Party take 36 Positive Energy Damage, DC 26 Will save for Half)

OOC: Tratain also has Two Rings of Counterspells with Greater Dispel Magic, but I'll Roll the Dispel Checks just in case. 1st Set, 34 vs 26, Stoneskin Dispelled. 2nd Set 28 vs 30, GMW ok; 28 vs 18 Death ward Dispelled.)

(Tratain's caster Level is 19, The Death Ward Caster Level is 7, Prot. From Evil Caster Level is 3. Stoneskin caster Level is 15)

(And Arien Remember Tratain is Taking Half your damage at the moment, please list how much you take to make it a little easier for me :) I have the damage figured out from you're last set of saves already.)

-------------------------------------------------
AC 41 HP 127/188; Touch AC 18
Sickened - Round 2 of 4
Stoneskin 126 Points - 150 Minutes - ?
Greater Magic Weapon - 19 Hours
Death Ward - 7 Minutes - ?
Magic Vestmentx2 - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

[Correction #2 - DM Marcin] 
Tuesday June 17th, 2008 6:54:07 PM

[A thumb up to you for coming prepared. All three dispels are negated, no need to roll dispel checks.]

Dwight hp 82 ac 27  d20+10=22 ;
Tuesday June 17th, 2008 9:42:13 PM

Wind (Fort) : 22 (stays put)

Unable to get an accurate hit between holding his stomach and the wind, Dwight tries to aid another. Dwight casts Remove Curse on Draax, to remove his sickeness. Hopefully allowing him to hit more.

===========================
Death Ward (Tratain's wand)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs)
sickened for 1 more round (-2 to all d20s)

spells cast:

3rd - 1

Draax HP 119/166, AC35  d20+28=36 ; d20+23=24 ; d20+18=32 ; d20+13=22 ; d20+23=39 ; d100=37 ; d100=79 ; d100=74 ; d100=83 ; d8+12=18 ; d8+12=19 ; d8+12=13 ; 2d6=11 ; 2d6=3 ; 2d6=8 ;
Tuesday June 17th, 2008 10:41:21 PM

Draax feels the healing magic wash over him and then the sickness leave him. He decides to try and hit the big number 3 again hoping to have better luck than the last time.

Hit AC 36
percentage 37% missed

Hit AC 39 (used hero point to reroll natural 1) for 18 dmg and 11 holy dmg
percentage 79%

Hit AC 32 for 19 dmg and 3 holy dmg
percentage 74%

Hit AC 22 for 13 dmg and 8 holy dmg
percentage 83%

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing
Stoneskin 133 Points - 150 Minutes

Monthor Hit Points:155 ( 116) AC30 (31 vs bat 3)  d20+22=35 ; d10+17=24 ; 2d6=11 ;
Tuesday June 17th, 2008 10:53:08 PM

http://docs.google.com/Doc?id=dg3zz6dj 1f73rbxcs&invite=c8cb526

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (2) , -2 to AC for charging ( 31)

Sickened 2 rounds
The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
=======================
Att.+22
+19
+15
+10
Damage 1d10 +17
( two handed power attack. -5 to hit +10 damage, sickened -2 to attack and damage)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================

Monthor activates his winged boots and flies up ( CHARGE= double speed) to engage one of the winged bat thingies.

" HERRRRE ME COMES TO SAVE THE DAY!!! MEES AND FRED ARE LOOKING FOR A FREYYYYYY!!!"

ooc> If he makes it to (3) he attacks it.

Hits AC 37 for 25 physical and 11 holy damage ( 35 total)
( counted the added +2 to attack for charging)



Monthor Hit Points:155 ( 116) AC30 (31 vs bat 3)  d100=37 ;
Tuesday June 17th, 2008 10:54:12 PM

If I need a percentage role...
37

Jova 100/104 HP AC 30  d20+14=28 ; d20+14=29 ; d20+14=23 ;
Wednesday June 18th, 2008 2:09:21 AM

Satisfied with the last effect of his magic he repeats the spell.

--Hit AC 28, 29, 23. Maximized again
Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray



Round 5, party actions - DM Marcin  Saves vs Tratain's Cure: d20+4=18 ; d20+7=21 ; d20+7=9 ; d20+7=22 ; #3 AoO vs Monthor: d20+18=29
Wednesday June 18th, 2008 5:51:17 AM

Tratain administers healing to everyone around and, at the same time, puts some hurt on the remaining four undead around the party.

Dwight removes the sickening effect from Draax.

Draax greatly improves his timing and manages to destroy the large spirit in front of him with three swift slashes.

Monthor activates his flying boots [which is a standard action] and flies towards the large, dark bat to the west. The creature attempts to bite his head off as he closes, but the dwarf is able to evade its black maw full of dark, razor-sharp teeth. There is no time left for him to strike a blow himself, though [the flyers are corporeal, percentile rolls for miss chance are not needed] [Could you please check if the link to your character sheet you posted really works? I tried to access it and received "no such document" error.]

Jova launches another volley of firebolts. All three hit and the smallest of the remaining undead is vanquished.

[...]

Round 5, enemy actions - DM Marcin  Touch attacks of 2 and 4: d20+16=18 ; d20+16=27 ; 2d6=6 ; 2d6=7 ; Spellcraft checks by flyers to figure out why dispels didn't work: d20+24=40 ; d20+24=44 ; d20+24=44 ; Unholy Blight: 5d8=24 ;
Wednesday June 18th, 2008 6:48:08 AM

The remaining two spirits next to the party continue their pitiful attempts at harming the Knights [Vedik is damaged for 7 points and Tratain is damaged for 6 points].

The big flying creature next to Monthor moves away from him [Monthor gets an AoO vs large #3]. Undaunted by the complete failure of their magic attack a moment ago, the nighmarish bats launch the same attack once again [all members of the party aside from Monthor, who has moved away, are hit three times by an area Greater Dispel Magic. Please check if anything got dispelled. All three dispels are CL17].

The ring of spirits to the north parts as if something was pushing its way through. There is a thumping of heavy feet as if a titan was approaching the party. Then a huge patch of darkness forms to the north of the ring of stones and takes up shape of a dark giant, over twenty feet tall [marked on the map as a large X]. The dark titan turns its demonic, horned head towards the group of Gray Knights and rises up a clenched fist. Dark energy is released in an already familiar manner [the party (aside from Monthor) is hit by an Unholy Blight spell - damage 24, Will save DC18 for half and to avoid being sickened].

The five spirits of the necromancer continue to slowly move around the stone ring whispering unheard words.

With the rush of the lesser spirits subsided the severe wind is gone.

[Map. Monthor is at altitude 40 ft - forgot to mark it on the map.]

Vedik Current Spells AC 25 (13 touch) HP 195/214  d20+24=41 ; d20+17=22 ; d20+17=30 ; d20+17=21 ; d20+17=29 ; d20+17=37 ; d20+29=39 ; d100=61 ; d100=80 ; 4d8+16=34 ;
Wednesday June 18th, 2008 1:03:14 PM

Vedik shouts out "the spirits are surrounding us" as the magics enhancing his armor and mind are stripped away.

He shifts behind his now less protective shield, and casts another cure spell, healing the party for an additional 34 damage, as well as striking the two nearest undead. He then steps away from the beast.

OOC:
Will save DC 18: Passed.
1st Dispel: 22, 30: gets 2nd Magic Vestment. 2nd Dispel 21, 29 Gets Mind Blank. 3rd Dispel 37, Gets 1st Magic Vestment.
Cast Defensively: 39, passed
Cast Cure Critical Wounds, Mass (2 50% miss chances, both hit.)
The two near undead take 34 positive energy damage, Will Save DC 26 for half.
5' step South West

Greater Magic Weapon CL 16
Delay Poison CL 16
Stone Skin CL 15
Death Ward CL 9


Tratain Current Spells  d20+19=28 ; d20+25=33 ; 19d6=61 ; 19d6=55 ; d20+19=24 ; d20+19=33 ; d20+19=26 ; d20+19=21 ; d20+19=25 ; d20+19=33 ; d20+19=30 ; d20+19=32 ; d20+17=33 ; d20+17=29 ; d20+17=29 ; d20+17=21 ; d20+17=32 ; d20+11=25 ; d20+15=18 ;
Wednesday June 18th, 2008 8:39:04 PM

After the Dispelling Magic hits Tratain, he watches the new Threat appear and attack. (Will Save 28)

Tratain decides that some offense against the flying creatures is called for he defensively casts Firestorm (Defensive Casting check 33) against the three Flying enemies, the two close ones, and the new monster.
And then he quickly follows up by casting Spiritual weapon against Flying 2. (Quicken Spiritual Weapon)

If the two closest undead to the party have been killed Tratain moves 4 spaces to the east in an attempt to better hear what the necromancer is saying (Listen 25)

Tratain peers at the new threat and attempts to see if he can tell what it is. (Knowledge Religion 18)

Fire Storm SR vs 1 = 24 Hero Point for 33; Fire Storm SR vs 2 = 33; Fire Storm SR vs 3 = 26 Hero Point for 30; Fire Storm SR vs X = 21 Hero Point for 32; Spiritual Weapon SR vs 2 = 25 Used 3 Hero Points if Needed. Fire Storm Damage 61, Reflex Save DC 26 For Half (If I can't Target All of them then I just hit Flying 3)
-------------------------------------
Dispel Checks: 1st = 33 vs 26, Stoneskin Dispelled; 2nd 29 vs 30, GMW Safe, 29 vs 18 Death Ward Dispelled; 3rd 21 vs 30 GMW Safe, 32 vs 30 Magic Vestment Shield Gone
-------------------------------------------------
AC 37 HP 149/188; Touch AC 18
Sickened - Round 3 of 4
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent



Arien(HP 85/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+17=36 ; d20+20=32 ; d20+10=30 ; d20+10=30 ; d20+10=16 ; d20+10=23 ; d20+10=17 ; d20+10=26 ; 4d6=12 ; 4d6=6 ; 2d6=3 ; 2d6=3 ; 6d6=24 ; 6d6=16 ; 6d6=20 ; 6d6=12 ; 6d6=21 ; 6d6=27 ; d20+19=33 ; d20+19=35 ; d20+19=39 ;
Wednesday June 18th, 2008 9:58:47 PM

Arien grits his teeth against the wave of unholy magic and snarls in frustration at seeing the new foe and steps forward and to the left, out of reach of the incorporeal creatures (R19). Clenching his fist, Arien casts a spells and then extends the hand palm open at the creature. Four fiery orbs, two feet in diameter each, streak from the mage's hand and hurtle towards the creatures trailing sparks as they fly. The four orbs impact the creature and explode in an inferno forty feet in radius around the creature.

((Target: T5, SR = 32. Ranged Touch Attacks: Natural 20, Natural 20, 16, 23; confirmations: 17, 26. Each orb hits for 2d6 bludgeoning, no save. Damage: 12, 6, 3, 3: 24 bludgeoning; each sphere does 6d6 fire damage, no save for each orb that strikes the target or ref save 32 for half. Damage: 24 (40 if the fire crits as well.), 20 (32 if the fire crits as well), 21, 27. Total Damage: 24 Bludgeoning, 88 fire (116 if fire crits), total damage: 112 (140 if the fire crits as well) Caster Level checks for Dispel Magic: 33, 35, 39)

((OOC: Not sure if the critical hit meteors double damage for the fire as well so I rolled that separately))

----------
Stoneskin: 148 points - 150 minutes
Arien saves for half damage from the Unholy Blight, 12 damage, halved due to Shield Other, both Arien and Tratain take 6.

Monthor Hit Points:155 ( 116) AC30 (31 vs Nec 5)  d20+22=31 ; d10+17=19 ; 2d6=4 ; d6+24=27 ; d10+19=22 ; 2d6=8 ;
Wednesday June 18th, 2008 9:59:57 PM

Try:
http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Nec 5) to AC for charging ( 31)

Sickened 1 rounds
The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks
=======================
Att.
+22
+19
+15
+10
Damage 1d10 +17
( two handed power attack. -5 to hit +10 damage, sickened -2 to attack and damage)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================
As the large bat creature tries to fly away, Monthor swings Fred the axe at it.

AoO vs (Large bat 3)
Hits AC 31 for 19 physical and 4 holy damage ( 23)

-------------------------

Seeing that the necromancers are going to be trouble, Monthor switches direction and charges down towards the closest one

Monthor charges towards (5) and attacks

Hits AC 27 for 22 physical damage and 8 holy damage (30)

--------------------------------------



Dwight hp 92 ac 25  d20+17=23 ; d20+9=29 ; d20+17=35 ; d20+3=10 ; d20+17=20 ; d20+15=30 ; d20+11=19 ; d20+23=43 ; d6=5 ; d6=1 ; d6=1 ; d6=6 ; d6=1 ; d20+23=24 ; d20+18=37 ; d6=2 ; d6=4 ; d6=1 ; d6=5 ; d6=3 ; d20+13=33 ; d6=1 ; d6=6 ; d6=3 ; d6=4 ; d6=4 ; d20+23=25 ; d6=2 ; d6=4 ; d6=6 ; d6=5 ; d6=5 ; d20+15=18 ;
Wednesday June 18th, 2008 10:52:10 PM

Dispel Saves:
--Death Ward 23 vs 29 (remains)
--Protection from Evil 35 vs 10 (dispelled)
-- Stoneskin 20 vs 30 (remains)

* last round of sicken

Blight Saves (DC 18): 19 - 2 (sick) = 17 (takes 24)
(Heals 34 from Vedik)

With the wind dying, Dwight immediately returns to his bow. He fires at the most damaged enemy that remains standing. (Hard to say with so much going on and some not doing as much as hoped)

Dwight is hoping to do just enough to kill one that is already injured.

att 1 - holy arrow: 43 (nat 20!) - 2 = 41 (critical: 24, nat. 1 bah!)
dmg: 5a + 1f + 1i + 7h + 3 = 17

att 2 - holy arrow: 37 - 2 = 35
dmg: 2a + 4f + 1i + 8h + 3 = 18

att 3 - holy arrow: 33 - 2 = 31
dmg: 1a + 6f + 3i + 8h + 3 = 21

att 4 - holy arrow: 25 (miss most likely)
dmg: 2+4+6+5+5+3 = 25

Total for attacks 1-3: 56

spot: 18 (do any of the 1-5 spirits seem to be acting different from the others?)

===========================
Death Ward (Tratain's wand CL 9)
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)
Stoneskin 150 Points - 150 Minutes (blows, slashes, cuts, stabs, CL 15)

spells cast:

3rd - 1


Draax HP 153/166, AC35  d20+28=33 ; d100=79 ; d8+12=14 ; 2d6=6 ; d20+17=27 ; d20+17=27 ; d20+17=29 ; d20+17=37 ; d20+17=37 ; d20+17=18 ; d20+17=35 ; d20+17=35 ; d20+17=24 ; d20+17=33 ;
Wednesday June 18th, 2008 10:54:46 PM

Draax accepts the healing magic as he moves to U23 and attacks the creature near Vedik.

Hit AC 33 for 14 dmg and 6 holy dmg
percentage 79%

Dispell checks: stoneskin 27 vs 27 passed, 29 vs 37 passed, 37 vs 18 failed Stoneskin gone; endure elements 35 vs 35 passed, 24 vs 33 passed

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing

Jova 100/104 HP AC 30 Sickened 4 rounds  d20+17=33 ; d20+9=10 ; d20+17=20 ; d20+15=30 ; d20+21=26 ; d20+15=16 ;
Thursday June 19th, 2008 1:26:38 AM

Taking a 5 foot step back, Jova unleashes a fireball with maximum force aimed at one of the flying creatures on the outside of the circle.

--Maximised Fireball 60damage, reflex 1/2 DC 20 SR 26[ On map fire at big red circle on far right side.]
Failed the blight, so sickened for 4 rounds. Saved the stoneskin, lost the death ward.

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--5/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray


Round 6, party actions - DM Marcin  2 and 4 save vs Vedik's Cure: d20+7=27 ; d20+7=20 ; Saves vs Firestorm: d20+11=28 ; d20+11=28 ; d20+11=26 ; d20+11=20 ; Miss risk on Monthor's attack: d100=56
Thursday June 19th, 2008 5:00:02 AM

Vedik continues to channel positive energy healing the party and harming the undead. His spell finishes off one of the lesser spirits close to the group and gravely wounds the other one.

Tratain unleashes a Fire Storm. All places this spell affects must be in a single, connected area, but Tratain has enough power to extend it over all foes in the range of sight. The last of the lesser undead is vaporized. All four remaining foes suffer from the heat of the sheets of fire moving over them, but three manage to avoid full effects. The Spiritual Weapon fails to penetrate the flyer's resistance to magic. Tratain moves in the direction of the spirits and realizes that one would have to stand much closer, maybe right next to them in order to hear their barely audible whispers. His knowledge of undead allows him to identify the newly arrived foe [Highlight to display spoiler: {It's a nightwalker}].

Arien casts a Meteor Swarm at the dark titan. All four spheres launched by him hit the chest of the monster [note that undead are not subject to critical hits].

Fred the Axe takes a bit out of the nearest dark bat as it tries to fly away, but it is visibly not as effective as it would be against, say, an ogre. The dwarf about-turns and focuses his attention on the spectral image of the necromancer nearby. The axe hits true; the spirit is destroyed and vanishes with a barely audible sigh [don't forget miss risk rolls when you attack the images of the necromancer, they are incorporeal. The new link works, thanks Yves].

Dwight focuses his attention on the most damaged of the foes, who is, courtesy of Arien's Meteor Swarm, the dark giant. Two out of the four arrows he fires hit, but it is only the elemental damage that gets through, and not all of it. The giant still stands [note that undead are not subject to critical hits]. [Dwight Highlight to display spoiler: {The only difference between the spirits is the expression on their faces. For 1 it is hate, for 2 it is fright, 3 wears a scowl, and 4 looks as if he was consumed by some inner hunger. Number 5's face is stoic - oh wait, Monthor just destroyed him, never mind.}]

Draax adjusts his position, but the foe that was there just a moment ago is already vanquished.

Jova launches a ball of blazing fire at the flying beast in the distance, but his spell fails to penetrate the creature's resistance to magic.

[...]

Round 6, enemy actions - DM Marcin  Unholy Blights: 5d8(3+4+7+4+5)=23 5d8(5+7+8+7+4)=31 5d8(7+3+2+1+7)=20 5d8(2+2+1+1+7)=13 5d8(7+8+2+5+4)=26
Thursday June 19th, 2008 5:56:27 AM

The remaining foes concentrate their powers on those of the members of the party who are still clustered together. Arien, Draax, Dwight, Jova and Vedik are hit by five Unholy Blights - the dark titan managed to launch two at the same time [Will save for all is 18. Damages are 23, 31, 20, 13 and 26].

The remaining four images of the necromancer calmly move around the circle of stones as if in some kind of a ghost dance.

Out of the sudden the ground starts to tremble, as if the earth was striving to eject something from its womb!

[Map. Dave, sorry for the miscommunication earlier. Let me know if the new map is legible.]

Dwight hp 92 ac 25 
Thursday June 19th, 2008 8:07:40 AM

Dwight shouts to Monthor, "Get the big ones, we need the little spirits!"

If a soul is split, and a portion killed, what does that mean for reuniting them, or for that matter eternal rest Dwight feels loss for even the evil, tortured soul that floats around.

OOC: The map is much better, thanks for changing the font color.

OOC: I'll post my volley of arrows later.

Tratain Current Spells  d20+19=35 ; d20+19=39 ; d20+19=38 ; d20+19=39 ; 19d6=64 ; 19d6=72 ; d20+19=25 ;
Thursday June 19th, 2008 9:37:43 AM

Tratain shouts "Monthor! Get off the necromancer spirits!! We need them, How do we get information from them if you destroy them!!"

He continues "Those Nightwings and that Nightwalker can cast those Spells Forever, They need to be killed now! Do it!"

Tratain then casts Firestorm again to hit all of the enemies he can see, minus the Necromancer spirits.

Firestorm - 64 Damage, Reflex DC 26 For Half, SR vs X = 35, SR vs 3 = 39, SR vs 2 = 38, SR vs 1 = 39 (Wow, Guess the Die rolled felt bad after last turns check heh)

Tratain then Shifts the Spiritual weapon across to #1, But it fails to hurt this creature as well. (SR check 25)

-------------------------------------------------
AC 37 HP 143/188; Touch AC 18
Sickened - Round 4 of 4
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

Vedik Current Spells AC 25 (13 touch) HP 214/214  d20+24=33 ; d3=1 ; d20+24=38 ; d20+24=35 ; d20+24=35 ; d20+24=37 ; d20+16=29 ;
Thursday June 19th, 2008 8:17:20 PM

Vedik swears as one of the five spirits they need vanishes. Reaching into his pack, he grabs a scroll and reads the words of power, healing the entire party for 170 damage.

OOC:
5 DC 18 will saves, all passed: 58 damage
Use Scroll of Mass Heal: Caster Level Check, DC 17: Passed :Entire Party Healed 170 damage

Greater Magic Weapon CL 16
Delay Poison CL 16
Stone Skin CL 15
Death Ward CL 9

Monthor Hit Points:155 ( 116) AC30 (31 vs Bat 3)  d20+24=44 ; d10+19=26 ; 2d6=6 ;
Thursday June 19th, 2008 8:44:51 PM

http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Hide From Undead (From Tratain)
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Bat 3) to AC for charging ( 31) ( counting the -2 to AC for charging)

=======================
Att.
+24
Damage 1d10 +19
( two handed power attack. -5 to hit +10 damage, charge)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================

Hearing Tratain, Monthor turns and CHARGES back towards the bat creature.

Hits AC 44 ( natural 20) for 26 physical and 6 holy damage.



Draax HP 166/166, AC35  d20+8=19 ; d20+8=15 ; d20+8=13 ; d20+8=23 ; d20+8=14 ;
Thursday June 19th, 2008 9:03:07 PM

Draax is unable to shake off three of the effects, but feel make better as healing power of Vedik's scroll washes over him.

As the ground begins to shake, Draax stands ready to attack anything that shows itself.



Dwight hp 99/99 ac 25  d20+17=33 ; d20+9=16 ; d20+17=36 ; d20+15=22 ; d20+23=29 ; d6=1 ; d6=5 ; d6=2 ; d6=5 ; d6=1 ; d20+18=32 ; d6=5 ; d6=4 ; d6=2 ; d6=2 ; d6=4 ; d20+13=14 ; d20+13=21 ; d20+13=30 ; d20+23=28 ; d6=2 ; d6=2 ; d6=3 ; d6=3 ; d6=4 ;
Thursday June 19th, 2008 9:28:17 PM

Dispel Saves:
Death Ward 33 vs 16 (dispelled)
Stoneskin 36 vs 22 (dispelled)

-------------------------------
Dwight unleashes another volley of arrows at the giant "X" (or number 3, 2, 1 if X is down)

att 1: (holy arrow) 29 (miss I think)
dmg: 1a + 5f + 2i + 6h + 3 = 17

att 2: (holy arrow) 32
dmg: 5a + 4f + 2i + 6h + 3 = 20

Dwight doesn't falter with the shaking of the ground, but its enough of a distraction to make his arrow go way wide.

att 3 (holy arrow) 14 (definitely a miss, though not critical)
OOC: ignore extra d20 here

att 4: (holy arrow): 28 (likely a miss)
dmg: 2a + 2f + 3i + 7 + 3 = 17

"Great now what has come to tell us we don't belong?!?!" mumbles Dwight loudly.

IF att 28 and higher hits, then total is 54
(OOC: Am I missing something? Should I know if its a hit or not?)

====================

Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

spells cast:
3rd - 1


Jova 50/104 HP AC 30 Sickened 3 rounds  d20+15=16 ; d20+15=16 ; d20+15=29 ; d20+15=17 ; d20+15=33 ; d20+21=39 ;
Friday June 20th, 2008 12:04:22 AM

The enemy is not affected one bit with his spell. Concentrating hardcer he makes the attempt again. Waves of the blight suck his life from his bones. He thanks the Gods for the healing powers that save his life.

--Ok, fail 3 out ofd 5 saves Total Damage 89. Took 45 healing from Vediks heal.
--Turn and fire fareball at number 3 on opposite side. 60 Damage, DC 20 Reflex half, Maximised fireball SR 39
Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray


Round 7, party actions - DM Marcin  Ref saves vs Firestorm: d20+11=29 d20+11=15 d20+11=16 d20+11=16 AoO vs Monthor: d20+18=32 2d6(1+1)+17=19
Friday June 20th, 2008 4:23:44 AM

As Tratain's second Fire Storm roars over restless spirits the dark titan falls to its knees and then collapses. As soon as it hits the ground with a resounding thump a cloud of purple dust rises to the air. His body splits into thousands of small shadows that seem to seep into the ground and disappear. A few seconds later all that remains of him is a single, black, glistening stone the size of a human head.

Vedik seeks to undo the damage done by the flying beasts and decides to expend a powerful scroll.

Monthor focuses his sight on the large beast looming in the sky and charges it. The creature snaps at him as he closes and manages to maul his forearm [AoO hits Monthor for 19 damage]. A second later Fred retaliates against it with roughly equal force. This is enough to sever the forces of unlife that were keeping it afloat. The bat screeches and tumbles to the ground. It actually manages to dissolve into a cloud of shadows before it impacts. All that falls on the purple rocks is a large black stone, similar to what's been left of the dark giant.

Draax gets ready to repel any adversary that might show up.

With two of the foes already eliminated Dwight sends his arrows at the flying creature to the south. Though all four hit its side only one seems to go deep enough to cause it harm [these are, as Joe mentioned, Nightwings - AC30, SR27].

Jova aims another ball of fire at the flying monster and this time is pleased to see that it breaks through the creatures natural resistance to magic [as #3 is already down I'll switch the spell to the next most seriously damaged target - #2]. The wings of the creature catch on fire and it dives to the ground shot down, leaving behind a long trail of black smoke. Clouds of dust rise from the place of its crash, but soon all that is left in the place of its landing is a third black stone.

[...]

Round 7, enemy actions - DM Marcin  Unholy Blight: 5d8(7+4+5+3+3)=22 Creature casting defensively: d20+32=36 Cone of Cold: 15d6(5+6+5+4+5+6+5+2+2+1+6+3+1+6+5)=62
Friday June 20th, 2008 4:57:04 AM

The last remaining Nightwing continues to circle the group at some distance, seemingly paying no heed to the fate of its companions. Its dark powers envelop the Knights once again [yet anohter Unholy Blight - the targets are Arien, Draax, Dwight, Jova, and Vedik. Damage is 22, Will DC18 for half].

At this very moment the ground right next to Arien erupts in a geyser of dirt and stones. A huge, worm-like, black creature emerges from the earth. The part of it that is now over ground is more than 20 feet high and looks like a nightmarish tower that bends over the party, its dark maw full of teeth the size of a tower shield each. Gods only know how large is its part that still remains underground [the creature is marked as Z on the map. Arien gets an AoO against it.]

The small group of Knights standing in its shadow is suddenly overcome with a feeling of powerlessness that seeks to creep into their limbs [Arien, Draax, Dwight, Jova and Vedik are hit by a Mass Hold Monster spell - make a Will save DC23 or become paralyzed.]

The maw of the creature leans over the Knights and unleashes a storm of ice-cold breath that seems cold enough to flash-freeze blood in veins [Arien, Draax, Dwight, Jova, Tratain and Vedik are hit by a Cone of Cold, damage 62, Ref save DC19 for half. Note that if you got paralyzed you automatically fail this Ref save].

[Knowledge:Religion DC20 to identify the creature: Highlight to display spoiler: {A nightcrawler}.]

The four images of the necromancer slowly and silently move around the stone pillars.

[Map.]

Arien(HP 96/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+17=19 ; d20+17=36 ; d20+17=21 ; d20+17=18 ; d20+17=25 ; d20+17=36 ; d20+15=24 ; d4=3 ; d20+17=30 ; d20+28=33 ;
Friday June 20th, 2008 7:39:46 PM

Arien, seeing the large beasty appearing next to him decides it would be prudent to move a bit out of the way. Casting defensively (concentration check 33), Arien dimension doors out of the way (X,28)

(Arien takes 52 damage from the 5 unholy blights, failed the save on the 4th one (19, 36, 21, nat 1, 25) and is sickened for 3 rounds. Then he is healed for 170 damage, saves vs the hold monster, cone of cold and the unholy blight (36 hold monster, 24 cone of cold, 30 unholy blight)and so takes 31 and 11 damage. Due to the Shield Other spell have of this goes to Tratain so Arien takes 16 cold damage and 6 from the unholy blight and Tratain takes 15 and 5 respectively.)

Monthor Hit Points:155 ( 97) AC32 (33 vs Worm thingy)  d20+26=31 ; d10+19=25 ; 2d6=3 ;
Friday June 20th, 2008 10:37:21 PM

http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 145 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Worm thing)

=======================
Att.
+26
Damage 1d10 +19
( two handed power attack. -5 to hit +10 damage, +2 flanking bonus,+2)

-------------
Movement: The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.

================================

ooc> Wouldn't the stoneskin take care of the damage from the bat?

[Absolutely! I just do damage, I'm counting on you to distribute it between hit points and spells. M.]

Monthor turns, moves up and flanks the worm thingy (M15) . He and Fred then starts to do what they do best.

Hits AC 31 for 25 physical and 3 holy damage.



Jova -12/104 HP AC 30 Sickened 3 rounds  d20+15=21 ; d20+15=17 ;
Saturday June 21st, 2008 3:54:11 AM

Jova seems to be getting used to the unholy type spells and shrugs off the damage. Well most of it anyeay. He watches as the monster rises from the ground. Fascinating, as his mind is being control;l;ed by the beast. Even with his newly bpought ring of evasion, he is unable to escape the breath of the night creature and sturns to a pillar ofd ice.

--Save against unholy, fail the paralyze, take full damage.
--Looks like I am dead. rolling 1's and 2's when needing at least a 3 sucks. Have fun guys good luck!!
Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray


Tratain Current Spells 
Saturday June 21st, 2008 6:52:38 AM

OOC: Jova is Not Dead.

You were Fully healed last turn, You were hit by 5 Unholy blights then you were fully healed, you started this round at full hit points. I have no Idea why you thought you were at 50 to start that last round. 104 - 11 - 62 = 31 hps left.

Jova -12/104 HP AC 30 Sickened 3 rounds 
Sunday June 22nd, 2008 2:09:54 AM

OOC-Vediks spell healed 170 points. I took up like 70 of them. I figured others needed the healing as well. Is this wrong? Noone stated how many they were using, I just assumed.

Tratain Current Spells 
Sunday June 22nd, 2008 8:18:55 AM

OOC: Everyone Heals 170 points, its not 170 points split between the group. Jova Heals 170, Arien Healed 170, Draax Healed 170, Dwight Healed 170 Vedik Healed 170, Tratain Healed 170.

Tratain Current Spells  d20+15=24 ; d20+15=29 ; 4d8+19=34 ; d20+27=30 ; d20+19=26 ;
Sunday June 22nd, 2008 9:56:00 PM

When the Giant worm releases its Cone of Cold Tratain is able to avoid some of its blast. (reflex 24) and Identify the New Monster as a Nightcrawler. (Knowledge Religion 29)

Tratain moves 20 feet towards the New Monster and defensively casts Mass Cure Critical Wounds on Himself, Vedik, Jova, Draax, and Dwight. (Those people heal 34) (Cast Defensively 30) and He includes the Nightcrawler but fails to break its spell resistance (SR Check 26)

He calls out "Vedik try and Help Jova!"

-------------------------------------------------
AC 37 HP 100/188; Touch AC 18 (Tratain was actually too far away to get the mass heal last round it looks like)
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

Dwight hp 60/99 ac 25  d20+10=30 ; d20+11=12 ;
Sunday June 22nd, 2008 10:54:24 PM

Unholy Blight: 30 (dmg 11)

Mass Hold Monster: 12 (Failed and held. This is the second time I got a natural 20, and 1 right after!!!!!)

Cone of Cold: Failed, full damage: 62

Healed 34 by Tratain

=================
Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

spells cast:
3rd - 1

==========

OOC: Okay, I wasn't sure we should use the AC of creature in MM since it could always be different.

Vedik Current Spells AC 25 (13 touch) HP 206/214  d20+18=29 ; d20+24=35 ; d20+11=19 ; d20+12=30 ; d20+12=25 ; d20+29=34 ;
Sunday June 22nd, 2008 11:07:41 PM

Vedik nods at Tratain's command, and flies over to Jova. Thinking for a moment, he reaches out a hand and casts Greater Spell Immunity on Jova, making him immune to Cone of Cold, Unholy Blight, Finger of Death, and Hold Monster.

OOC:
Will Save DC 18, Passed (should have been +24, but +18 still beat it), 11 damage
Will Save DC 23, Passed
Reflex Save DC 19, Passed, 31 damage
34 healed from Tratain
Knowledge Religion checks for creature knowledge, passed
Fly to U21
Cast Greater Spell Immunity on Jova (Cast defensively passed)



Round 8, party actions - DM Marcin  AoO vs Monthor: d20+29=37 4d6(4+4+5+4)+21=38 Grab on Monthor: 4d6(5+3+3+6)+41=58
Monday June 23rd, 2008 3:29:06 AM

Arien uses a spell to get out of harm's way.

As Monthor moves up to the towering worm the beast snaps at him with its huge maw [AoO, Monthor takes 38 damage, apply Stoneskin as appropriate]. The huge jaw of the beast closes around the dwarf like the final embrace of Death himself [Improved Grab, grapple check 58, Monthor is now held and grappling with the worm and can't complete his attack].

Jova is under paralyzing influence of the monster and can't act [Joe is correct, a Mass Heal cures all receipients of 170 points of damage].

Tratain moves up to the now idenitifed nightcrawler and provides some healing to the badly damaged party.

Dwight suffers the same fate as Jova and is held immobile [I should have posted the AC of monsters after a round or two of combat - I'll try to do better next time].

Vedik flies up to Jova and makes him immune to the spells that have been recently flying through the battlefield [Jova will automatically be successful on his save vs Hold Monster next round].

[...]

Round 8, enemy actions - DM Marcin  Unholy Blight: 5d8=23 ; Swallow Whole on Monthor: d20+41=59 ; Cone of Cold: 15d6=51 ;
Monday June 23rd, 2008 4:09:36 AM

With a last mournful howl the sole Nightwing still in existence unleashes a final bolt of dark magic and turns to flee straight away from the party [everyone but Monthor is hit by an Unholy Blight - damage 23, Will save DC18 for half, you are sickened for 1d4 rounds if you fail the save].

The worm holding Monthor in his jaw decides to snack on the brave warrior [Swallow Whole, grapple check 59]. <GULP!> - down goes the dwarven snack. Then it turns its now free maw at the party gathered conveniently in its shadow and covers the Knights in its frigid breath [everybody but Monthor is hit by another Cone of Cold - damage 51, Ref save DC19 for half or auto fail if you are still paralyzed]. Then, with a great rumbling noise, the beast starts to burrow into the purple sand, vanishing from sight! Monthor, tumbling inside the creature's stomach, is aware of the rapid vertical movement.

[The Nightwing is now 110 ft away from the party and, because of the clouds of dust, will most likely move out of range of spells and out of sight next round. The nightcrawler has burrowed into the ground and is not visible. No map needed this round.]

[We are still counting time in rounds as Monthor seems to be in grave danger. Those on the surface who are paralyzed can attempt to make the Will save DC23 every round to shake off its effects.]

[At the beginning of each of his rounds in the belly of the monster Monthor will be taking 2d8+12 bludgeoning damage (which can be absorbed by Stoneskin) and 12 acid damage. If he decides to crawl out of the maw he needs to make two successful grapple or Escape Artist checks - first one to get back to the maw, and another one to escape it. The DC to beat is 55. If he decides to cut his way out he needs to do 35 damage to creature's gizzard (AC21) with a light slashing or piercing weapon. The creature's damage resistance will apply.]

Monthor Hit Points:155 ( 116) AC32 (33 vs Worm thingy) 
Monday June 23rd, 2008 8:31:17 AM

ooc> What if Monthor decides to use his cloak of the mountbank to Ddoor out of there? No, he's not wearing it right now. He'd have to switch it out. So, I'd guess,
One round to switch out the cloaks ( the Mountbanks is in the magic haversack)
One round to activate it?

Does the mechanics sound accurate?

[Move action: take it out, move action: take off the Cloak of Resistance, move action: put it on, standard action: activate it - two rounds seem to be an accurate count. If that's what you are planning to do you can go ahead with two rounds of actions (and roll gizzard damage twice). M.]

Draax HP 134/166, AC35  d20+8=25 ; d20+13=30 ; d20+8=23 ; d20+8=10 ;
Monday June 23rd, 2008 5:35:12 PM

Seeing the creature disappear into the ground after swallowing the dwarf, Draax switches to his bow with his silver arrows. Knowing that the Monthor is enough to give any creature a stomachache, Draax has faith the creature will be spitting the dwarf up soon and waits for the creature to show come back to the surface.

Saved hold monster (25); Save Cone of Cold (30) takes 32 dmg; Save unholy blight (23) takes 11 dmg; Healed 34; save unholy blight (10) takes 23 dmg.

-----------------------
Endure elements
Necklace of Adaptation
Slippers of Spider Climbing

Tratain Current Spells  d20+15=18 ;
Monday June 23rd, 2008 5:46:31 PM

Tratain can only watch as Monthor is swallowed by the Nightcrawler and it burrows back into the ground. Thus distracted he isn't able to dodge the Cone of Cold at all.

Tratain casts Heal on himself. And if There is a second round of action he casts Heal and holds the charge just in case the Night Crawler reappears.

-------------------------------------------------
AC 37 HP 174/188(if Arien Fails Save) HP 188/188(If Arien Makes save); Touch AC 18
Greater Magic Weapon - 19 Hours
Magic Vestment - 19 Hours
Shield Other(Arien) - 19 Hours
Shield of Faith - 19 Minutes
Protection from Evil - 3 Minutes
Tongues, Comprehend Language, See Invisible - Permanent

Monthor Hit Points:155 ( 92) AC32 (33 vs Worm thingy)  2d8+12=21 ; 2d8+12=20 ;
Monday June 23rd, 2008 8:03:04 PM

http://docs.google.com/Doc?docid=dg3zz6dj_1f72rbxcs&hl=en

---------------------------------------------------------------
Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Death Ward ( From Tratain)
Magic Weapon( From Tratain)
Protection from Evil - 3 Minutes (+2 deflection AC bonus, +2 on saves
Stoneskin 47 Points - 150 Minutes
AC - 32 vs Evil
Dodge +1 bonus to (Worm thing)

---------------------------
Two rounds of action.

Monthor takes out his Cape of the Mountbank, move action: take off the Cloak of Resistance, move action: put the cape on, standard action: activates it and pops himself and Fred out of the belly of the beast and up 30 feet above ground.

(acid damage roled 41)




Dwight hp -2/99 ac 25  d20+11=23 ; d20+11=13 ;
Monday June 23rd, 2008 8:16:04 PM

OOC: This is bad, might be Dwight's last round it all comes down to save from blight!

unholy blight: 23 (Whew! half damage, which I am still assuming is possible even if held since its a Will save, but I might be wrong -- dmg 11)

cone of cone (held, auto failed -- dmg: 51)

Dwight remains held, but his eyes roll back as if making the next step to the afterlife.....currently at -2 hp

=====================

Lavender and Green Ioun Stone (absorbs spells up to 8th level: 50 levels remain)

spells cast:
3rd - 1



Vedik Current Spells AC 25 (13 touch) HP 168/214  d20+24=27 ; d20+11=20 ;
Monday June 23rd, 2008 9:46:57 PM

Vedik manages to shrug off both of the attacks, but looks in horror as the beast disappears below the surface. Cursing, he ponders the options for a moment before seeing the bleeding mess of flesh that used to be Dwight. Flying over, he casts Heal on Dwight, healing him fully.

He calls out "Gather close"

(Second round action: Ready action to cast Mass Cure Critical Wounds if the nightcrawler returns.)

OOC:
Will save passed, 12 damage
Reflex save passed, 26 damage
Cast Heal on Dwight.

Jova 54/104 HP AC 30 Sickened 1 rounds  d20+15=34 ; d20+11=30 ; d20+21=24 ;
Tuesday June 24th, 2008 1:30:19 AM

Jova shudders as the magic of this nether reallm washes over him. The healing magics of his fellows is a definate need, if traveling here. Jova is able to shake off the monsters hold, although he figures he had help doint that. He rollsa out of the way of the next blast of cold. As he sees the shafow leave the area he points his hand forth, desperately wanting to do away with the creature, before it can hela and return.

--Save Blight, evade the cone cold, save,
Fire maximised fireball at retreating ngihtwing. Beat SR 24 [BS!!] 60 damage.

Spells
0--6-DC17--Resist +1 Save Throw, Detect Magic, Read Magic, Light, Ghost Sound, Pres
1--8-DC18--Shield, Mage Armor, True Strike +20 ATT, Mount, Ray of Enfeeble SRyes
2--7-DC19--Glitterdust - Will save, Scorching Ray, Melfs Acid Arrow, Darkvision, See Invis 10/level
3--7-DC20--Fireball, Phantom Steed, Vampiric Touch Melee Touch SRyes, Fly
4--7-DC21--Stoneskin, Grtr Invis, Polymorph , Enervation
5--5/7-DC22--Cone of Cold, Blight, Telekinesis-Will Save-SRyes, Teleport
6--4/6-DC23--Freezing Sphere, Greater Heroism, Greater Dispel
7--5-DC24--Greater Teleport, Waves Exhaustion
8--3-DC25--Polar Ray



The combat ends - DM Marcin 
Tuesday June 24th, 2008 8:53:27 AM

Tratain heals himself and casts another healing spell holding its magic in his palm.

Dwight is mauled into unconsciousness by the shards of ice crystalizing in the air, but Vedik's well-timed healing brings him back from the brink of oblivion.

Jova, saved by Spell Immunity, fires off one more Fireball, but the accursed monster shrugs off his magic once again and manages to escape.

There are ten seconds filled with horror when everybody wonders what happened to Monthor, but then the dwarven warrior appears in the thin air flying over ground, all covered with acid and dripping with nightcrawler's digestive juices. The black liquid melts stones as it stains the ground.

It seems that the first battle in this realm of darkness and shadow has been won.

Four copies of the necromancer continue to move about the ring paying no heed to the Knights as if the party was not there at all. Further away a boiling, heaving sea of spirits is silently watching the stone ring.

[We switch back to a more relaxed counting of time. For now you can act as you will.]

[I'll be now accepting hero points nominations for actions in the combat that just ended. Either e-mail them to me or post them as a private message on the board.]

[Sorry for a late post today. Had RL duties I couldn't postpone.]

Tratain Current Spells  d20+12=14 ; d20+11=13 ; d4=1 ;
Tuesday June 24th, 2008 4:25:06 PM

Tratain is relieved when Monthor shows back up a few seconds after being swallowed, as he wasn't sure how they could have rescued him.

He tells his friends "Check around the area real fast and see if those spirits dropped anything, I think I saw the big ones drop something, but no one Travel outside the stone rings, Jova If you don't mind please Telekinesis those stones over to use. I don't want everyone to get too seperated just incase that Nightcrawler comes back. Everyone keep a look out. If it does come back we need to kill it immedietly, if it swallows anyone else I'm not sure we could get them back."

Tratain then approaches one of the Necromancer Spirits and attempts to listen to what it has to say, (Spirit Number 1) and tries to spot any difference between them. If given enough time Tratain will listen to all the spirits and try and discover what they say if anything.

Monthor Hit Points:155 ( 92) AC32 (33 vs Worm thingy) 
Tuesday June 24th, 2008 9:23:01 PM

Monthor lands near Tratain and whipes himself off.
" Well... that was NOT fun.. "

Monthor then swaps the cape out for his cloak of protection.

" Best money Me's ever spent that Mountbank thing... Me might just have to get mees another one for backup. "

" Mees could use a little healing here boys... "



Dwight hp 99/99 ac 25  d20+15=26 ; d20+6=18 ;
Tuesday June 24th, 2008 10:04:29 PM

Dwight floats to the ground and stares for a moment or two into the far off as his body re-adjusts to from his recent trauma. "Thanks, thought for sure I'd be seeing ya'll differently the next time I saw ya. Remind me, once we get back to get ya'll a large feast and all the ale you can drink! Dying here is likely not the best way to take up an afterlife," he adds trying to add humor, but failing even in his tone.

Seeing Tratain wonder towards a spirit, Dwight follows suit, beginning with the 4th spirit. He begins slowly, (listening: 26, sense motive (#4): 18), trying to get the spirit to recall his face and offer of help. (Dwight stays within the stone circle)

If Dwight and the others get nothing, he offers to create the man's book, but says that it will likely take 10 minutes or so. This is time consuming so Dwight hopes his other attempts work. If they don't he will use his magical stick of hairs to draw the book which will transform into a blank, but identical book to the man's journal. Perhaps seeing something he obviously cared for will persuade him to help/speak.

Vedik Current Spells AC 25 (13 touch) HP 203/214  3d8+16=35 ;
Tuesday June 24th, 2008 10:51:09 PM

Vedik relaxes as Monthor appears, landing on the ground but keeping his wings out. "Yeah, if you're done playing with worms Monthor I'll clean ya up." He then gathers everyone close that needs healing and casts Cure Serious Wounds, Mass, healing everyone for 35 damage.

He then flies up a few feet, and keeps his eyes to the horizon, spinning around slowly while the spirit talkers handle the ghosts.



Jova 89/104 HP AC 30 Sickened 1 rounds 
Wednesday June 25th, 2008 1:35:28 AM

Jova is insensed with how easily the magic had been thwarted. In a practiced movemnent he cleans himself off od all ice ands or debris using a presidation spell. When Monthor appears, Jova immediately goes to his side. Casting the spell, he cleans the excess acid and grime fron the dwarf. He relates the ability to each who need it.

Doing as Tratains suggests, he dows what he can to bring, lift the stones closer to the center of their circle. His anger is still present, it was an odd senstaion, he was usually able to dismiss bad things quicly.

The spirits up close - DM Marcin 
Wednesday June 25th, 2008 6:42:33 AM

The party reforms and tries to recover from the recent violent encounter. Physical wounds have been healed, the grime and dust have been removed with help from Jova, and Vedik, airborne, is standing watch, but can't see anybody or anything approaching the group at the moment.

Each of the three defeated powerful undead left behind a strange, glistening black stone the size of a head. Jova's magic slowly tows these into the stone circle and they are deposited on the ground rising small clouds of dust. It is not immediately obvious what these are [some skill checks here, folks?].

Tratain and Dwight slowly approach the spirits of the necromancer. They all look the same, but there are different expressions on their faces.

As Tratain walks up to the first image he can clearly see that the spirit is consumed with hate. Its eyes, madly darting around, eventually focus on Tratain's face. "Mogal!" - comes a whisper like a hiss of a snake - "how can this hedge wizard, this, this - slime, this barbarian savage, this scum usurp the credit for my work?! Advance at my cost? This is the payment I get for my devotion? Oh no, he doesn't know whom he made his enemy yet. And when he learns, he won't have a chance to regret. His death shall be swift, but his afterlife an endless torment! Mogal, you will soon see how your master deals with those who wronged him. Now, how shall we begin?..." It is soon obvious that the spirit is reliving some scene from its past and thinks Tratain is someone else.

The second spirit, when approached by Tratain, bends in half in mortal fright. "Nooo, I beg of thee..." - it croaks - "I am but a speck of dust to you, I am nothing, my soul will not satiate your terrible hunger... Let me serve you, let me be your slave... No, not anymore, please, I beg, let it end, do not look, DO NOT LOOK! Aaaaah!..."

When Dwight walks up to the third spirit it he can see a scowl on his face. "You have ridiculed me, Trannon. You have stolen all I cared for, all I loved, and turned her into manure. You have made my life a living hell, a nightmare, and then you have forgotten about me. But I, Trannon, never forget. I have grown strong, so strong that I can turn you inside out with a single gesture. Beg Trannon, beg for my mercy... I want to see your fear. Humor me enough and maybe I'll make your death quick."

The fourth spirit wears a visage of an all-consuming hunger. "Master" - it addresses Dwight as he approaches - "I am ready. I humbly beg of you to teach me more. I want to be more useful. I want more power. I deserve more power than others, I can prove it, just give me a chance!"

Dwight contemplates making a copy of the journal, but one can only guess how much of what is going on around them the spirits can actually register with their senses.

[The following people have been nominated for and receive hero points:
1. Vedik and Tratain both get one hero point for providing efficient healing.
2. Vedik gets a second hero point for saving Jova with a Spell Immunity.
3. Monthor gets a hero point for escaping a death trap of the nightcrawler's belly.
You can still send in more nominations.]

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells  d20+30=36 ; d20+29=42 ; d20+29=39 ; d20+36=50 ;
Wednesday June 25th, 2008 11:19:08 AM

Arien approaches the large stones and studies them to see what he may know of them or might be able to guess about them. (Knowledge: Arcanna = 36, Knowledge: Dungeoneering = 42, Knowledge: The Planes = 39, Spellcraft = 50)

Draax  d20+10=18 ;
Wednesday June 25th, 2008 5:22:44 PM

Draax tries not to show the relief he feels when Monthor reappears, "I figures you would have given it a bad taste in its mouth and it would have to spit you out sooner or later"

While the others take care of the Necro, Draax remains on guard. (spot check 18)

Tratain Current Spells 
Wednesday June 25th, 2008 6:56:49 PM

Tratain listens to what the Necromancer says, and since it seems to believe he is someone else Tratain decides to play along and see what it says.

To the First spirit he says "Please allow me to be the instrument of your vengeance Master, Think how it will humiliate the savage that I, your servant enact your revenge. It will show him that he is beneath your notice before you finally destroy him. Please tell me where I may find him, and what I should do to strike the first blow against him, perhaps with your permission master, we should sabotage the project that causes the earthquakes? Tell me how I may derail it enough so that he will not be able to fix it, and he will have to come and beg for your help!"

To the Second spirit he says "You do not need to fear me spirit, I will send you along to Lord Gargul where he will look after your spirit. I ask that you tell us about what was causing the recent earthquakes. How are they caused? Where can I find your comrades?"

Tratain listens to what the spirit says to compare what they say, perhaps they will give some kind of useful information, and in comparing what all four spirits say the group can learn what the next step must be.

Monthor Hit Points:155 ( 127 ) AC32 (33 vs Worm thingy) 
Wednesday June 25th, 2008 8:44:52 PM

A freshly cleaned and partially healed Monthor pats his mates on their back one at a time.

" Thanks me friends. Me ands Fred missed ye all too,, "

To Draax... " to many possible ' [Uh, I'm editing this out before Jerry sees and has a heart attack. Be good lads and keep the site PG - Marcin] ' jokes for me to even go there Draax,,,but my Moradin's left pinky, me's loves that Mountbank cape. To bad they can only be used once a day.

Dwight hp 99/99 ac 25  d20+3=21 ; d20+3=12 ; d20+5=14 ; d20+2=17 ; d20+7=21 ;
Wednesday June 25th, 2008 9:35:24 PM

Dwight hears that he and Tratain had the same idea, play along.

To the third spirit:

"No, no, I have not forgotten you, my trusted ally, nor forced you to endure such traumas deliberately. I ask for your forgiveness if I have led you to believe otherwise. It has been a chain of bad events beyond some of our control. Come, let us talk of how we can split the rewards we have gathered and make new plans to take revenge on our loses. Perhaps we can discuss the methods to make more earthquakes?" (Dwight is assuming Trannon (former master) isn't likely to immediately back down, even if he did destroy the man and is trying to play that card. Bluff?: 21)

To the fourth spirit:

"Keep your hands off me slim! A task to prove yourself worthy you ask, hmmm, let us discuss a such a task. Do you have ideas or must I do it all?"

Dwight waits a moment, hoping the spirit offers something, then he chides him again and nudges the thought of capturing souls, and earthquakes. (Bluff? 12, Diplomacy? 14)

----------------------

Rolls for stones:

knowledge
--geography: 17
--nature: 21



Tratain Current Spells  d20+15=18 ;
Wednesday June 25th, 2008 9:42:57 PM

Knowledge Religion check for the Stones = 18

Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+8=20 ; d20+8=21 ;
Thursday June 26th, 2008 7:55:15 AM

Vedik remains in the air, keeping a look out for anything approaching. He calls down "If ya need me to look at anything say so, or I'll keep my eyes out for enemies."

OOC:
Spot/Listen: 20/21

The spirits talk - DM Marcin 
Thursday June 26th, 2008 9:17:19 AM

No more attackers come, at least not at the moment, but the Knights keep their guard up.

The glistening stones are not magic. These form inside the bodies of the largest of undead much like pearls are given birth to by oysters, but only the oldest and most savage of the nonliving creatures ever exist long enough to carry them and they must abide where there is a lot of negative energy. Thus the material, sometimes called nightstone, is considered an exquisite, exotic, and one of the rarest of the precious stones. Not many royal treasuries can boast an item inlaid with this.

As the party decides to play along the spirits continue their crazied ramblings:

FIRST SPIRIT:

"Yes, yes, that would be fitting. You shall be my weapon, Mogal, and your weapon will be poison. But we must prepare, bid our time before you go to the Plateau City and-"

"- what was that? Earthquakes? What project? Have you been spying on somebody without my instruction, Mogal?"

SECOND SPIRIT:

"No, not to the Gargul, not to the Eye! I want to live until I cross to undeath, oh mighty one! Please, let me live! I know nothing about the earthquakes, I'm just a collector, I do not look, I do not hear, I do as I'm told, I obey all, obey masters, obey the Elders, worship your kind! I shall bring any of us your hunger desires" - the spirit licks its spectral lips - "yes, I shall do so if you command."

THIRD SPIRIT:

"Ah ha ha ha! Trannon! If you could see yourself as I see you! You, a peasant, would be ally to the likes of me?! You are not worthy of my spit" - the spirit hisses with hate that obviously survived despite his departure from his body - "Recall that last day when you saw me? When I was leaving the village to find my power? Recall all the curses I have thrown at your head?... Guess what" - the spirit smiles a sinister, evil smile - "all of them are now going to come true. And I'll make sure you have ample time to savour each and every one to its fullest."

FOURTH SPIRIT:

"Yes, master! As you command!..."

"There are, yes..." - the spirit hesitates - "opportunities. I am the keeper of the logs of the collection runs. I have given it some thought... If we were to hold to some of the soulgems... we could amass a stash and then contribute that to the Elders as our own share - your share, Master... Nobody sorts through the gems one by one, if one in a fourty or so was empty who would notice?..."

[I'm in travel tomorrow. My Friday post might be late and even actually come on Saturday.]

Draax 
Thursday June 26th, 2008 6:19:39 PM

Draax stays on guard, but he also lets himself watch what his teammates are doing with the necros.

Tratain Current Spells 
Thursday June 26th, 2008 8:39:39 PM

Tratain listens to the response from the first spirit and thinks Well, it seems there is or was someone in Plataue City he thought was stealing credit for something from him, but who knows when he thinks he is right now, and it seems I asked a little too much, maybe if I act obsequious enough I can get him back on track.

Tratain tells the First spirit "A thousand Apologies Master! I humbly beg forgiveness. I only did it so I might prove my usefulness and dedication to you. So that I could provide information on what the others are doing so that you might stay ahead of them and allow me to serve you as you gain power and crush those who oppose you as you are thier better. Their Servants you see, when given enough spirits to drink begin to talk. They know little most time but some rumors I do hear. It will give you an advantage over them, not that you need it Master, if you allow your servant to continue. "

For the Second spirit Tratain thinks He seems afraid but not at all repentant, trying to be nice doesn't seem to be working, maybe time for a different tactic.

He says to the Second Spirit "Very Good, you have passed the first test. You will now Tell me about your latest collection run, from where you started to where you deposited the souls, Leave Nothing out. I will know if you attempt to lie to me. I know you know more than you let on, If you please me with your answers I will elevate you above the others, if you do not I will send you before the eye myself, but only if I am feeling generous, and I rarely am. Tell me of the Masters and the Elders as well. Which of them are wavering from the path. I await your answers!"

When not in conversation with the spirits Tratain will place the stones dropped by the Undead and anything else found into his haversack for safekeeping.

Dwight 
Thursday June 26th, 2008 9:45:38 PM

THIRD SPIRIT:

Dwight grits his teeth having played it wrong, but not sure if it would really have made a difference, commited he plays along, "Always high and mighty, and rightly so at this point. The table has turned for me I suppose, the master has become the student. Perhaps there is something I could do to for you then, a task needing to be completed, something that needs to get done discreetly. Much of what you know and can do, was aided by my guidance though you had the ability. Regardless you know I can complete many things." (Dwight intends to give some, acknowledge his power, but still not quiver in submission)

FOURTH SPIRIT:

"Excellent, excellent, I knew you were brighter than the rest. Make it so. Discreetly mind you. Now, where to hide our stash for a short time?"

If the spirit offers a place, Dwight questions it which of the Elders does he suspect is the most observant and thus the most dangerous.

(Obviously Dwight is trying to draw out some informaiton about the stash or the Elders)

Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+8=20 ; d20+8=22 ;
Thursday June 26th, 2008 10:34:34 PM

Vedik remains thirty feet in the air, keeping an eye on the spirits around him. Commanding his wings to hover, he circles about slowly, looking in all directions.

OOC:
Listen/Spot: 20/22

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Friday June 27th, 2008 1:11:25 AM

Arien lets those of a more persuasive nature speak the the shades and wanders over to where Monthor destroyed the fifth spirit and checks to see if anything was left behind by that particular shade.

Four conversations - DM Marcin 
Friday June 27th, 2008 5:46:05 AM

The stones are collected. Arien strolls over to the place where the fifth spirit was but it is now empty aside from a patch of purple sand.

FIRST SPIRIT:

A cynical, self-absorbed look comes over the face of the spectral necromancer. "Curiosity is a dangerous thing. Knowledge can be a burden, and you could have drawn the ire of others on my head. You shall never do so again unless I tell you to. We will discuss the details of your punishment later. For now, tell me all you know!"

SECOND SPIRIT:

"Yes, your Lordship!..." - the spirit starts to recite a list of towns and cities matching the one deciphered by Arrak from the journal, but adding the names of providers that the dragon failed to figure out. None of the names sound familiar. "...then I was bound for Crescent Valley, the final stop, and after that I was to carry the gems back to Darkmoon Gate, but, but... strange... I... don't... remember..."

At the mention of the Masters and Elders the spirit starts to quake: "I know nothing, oh Mighty One! I swear on my soul! Their minds and devices are shielded from me!"

THIRD SPIRIT:

"Yes, there is something you can and will do for me. You. Can. Die." - the hand of the spirit makes a gesture that would summon necromantic power and inflict disease was it still corporeal. "Enjoy the next month. I'll be back when your fingers have fallen off. Oh, and don't think that killing yourself is an escape. I'll whisk you out from the afterlife and make you suffer doubly for trying to defy my will." With a sinister chuckle the spirit turns away, walks into a nearby pillar, and is gone.

FOURTH SPIRIT:

Dangerous gleams appear in the spirit's eyes. It is obvious that he now chooses his words carefully. "Somewhere safe, somewhere far away from the Lands of Glory, away from the attention of others... Maybe we could make a cache in a remote part of Scab? Once we have collected enough we will - you will, Master - take it to the Darkmoon Gate?"

"Oh no, no, no, please, Master, the Elders must never even suspect! It has to be done out of their sight, behind their backs! You test me, Master, yes? I know of their power, how great it is! I would never try to deceive any of them!"

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Saturday June 28th, 2008 2:17:01 AM

Arien looks around to see if the purple sand is a normal occurrence here, if not Arien will gather some of the sand in a bag and stow it, in case it might be useful later.

Draax  d20+10=15 ;
Sunday June 29th, 2008 1:17:05 PM

Draax tries to stay on guard and listen to 4 separate conversations at the same time. Realizing that he has no idea what is going on with the conversation, Draax turns his full attention on scanning the area for anything that might attack the group. (spot check 15)

Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+8=9 ; d20+8=26 ;
Sunday June 29th, 2008 7:56:31 PM

Vedik continues his airborne vigil, wheeling about the group and searching for trouble.

OOC: spot/listen: 9/26

Tratain Current Spells 
Sunday June 29th, 2008 8:44:45 PM

Tratain tells the first spirit "Yes Master, There are only two things worth noting that I have learned so far. The savage is doing something with collected souls that is supposed to cause earthquakes in the vicinity of the City, and he is spending time with a woman, I did not learn her name, though I did learn she is supposed to be with one of the others, the one who visits him from outside the city quite frequently. Perhaps we can use that against him? Use her to turn the others against him while you sit back and watch master?"

To the Second spirit he says "You will tell me the route you would normally take to travel from Crescent Valley to the Darkmoon Gate. You will then tell me everything you know about the Darkmoon gate, which of the Elders and Your Masters are there, and where it is located. Please me and be elevated above them, Fail me at your own Peril!"

Jova 89/104 HP AC 30 Sickened 1 rounds 
Sunday June 29th, 2008 9:11:37 PM

Stans hackin up more flem than any one human should have in his body.

Dwight 
Sunday June 29th, 2008 9:53:24 PM

THIRD SPIRIT:

Dwigth tries to call to the spirit, but is a bit jostled by the intention of having a spell cast on him. By the time he recovers, it is gone.

FOURTH SPIRIT:

"Well done. And remember you are always being tested. Fail me and you will face consequences you fear to dream of. Course, help me prosper and you can share in the my wealth."

"Now, the Scab is full of dangers in an of itself, that can work to my advantage. Perhaps a precise location, yes, I need a precise location."

"Speak quickly, I have tasks to atend too to be assured this stays a secret."

(Dwight, having lost one spirit, tries to pull/push for more information before it too disappears.)



And then there were only two - DM Marcin 
Monday June 30th, 2008 8:54:06 AM

Arien sifts a handful of purple dust through his fingers. It is very fine, much like dust, and stains his hand crimson. One can only guess if purple is its natural color or if it is the light that is giving it this shade. There is nothing supernatural about it that his knowledgeable mind can sense.

Others stand watch over him and recovering Jova. The ring of spirits does not approach, but grows denser with every minute. Was that a slight tremble of the ground that Draax just sensed?...

Meanwhile, the conversations continue.

FIRST SPIRIT:

"A woman?..." There is a pause. "This changes, this... changes quite a lot."

"You will go back to spying on him, and on her" - says the spirit in a commanding tone of voice. "Be careful. Do not let yourself be caught or I'll destroy you before you can talk. Prepare to leave tomorrow. I will give you detailed orders on first light. For now I must go and think." The spirit turns and starts to walk in circles as if he was going down a spiral staircase. Within moments he disappears into the ground.

SECOND SPIRIT:

"Yes, as you command. I normally teleport to the monolith outside of the circle of glyphs warding the Gate. It is way too far to go there any other way. The Gate - I beg your forgiveness, your lordship, but I know very little about it. It is a very secret project of the Elders. Only them and their closest associates ever enter the site. It is warded against divination by the strongest magic the Elders could raise up. I have never even seen it - my load is collected by golems and taken through the wards. I... I don't know where exactly it is located. I have been taken by magic to the monolith once by an Elder, and he told me to examine the area carefully enough so that I might teleport there later on. I was forbidden to ever stray away from the monolith. But the trees, the water, the smell, everything tells me it is within Lands of Glory, Lands of our Master, Lands of Dread. I always carry a pebble from that place with me so that my travel there might be as accurate and safe as possible."

"I do not know how many of the Elders are there, but there must be many, and among them quite a few of those who have embraced lichdom. I hear the place is constantly guarded against attack by meddling foes."

FOURTH SPIRIT:

"Why not one of the burial mounds of the ancient giants in the north you have taken me to during my apprenticeship, Master? They all have been looted and nobody goes there anymore?"

[Sense Motive DC15 Highlight to display spoiler: {The fourth spirit is hesitant and unsure when he gives the answer. It is possible that his real Master never bothered to listen to his student's plan and it remained not carried out.}]

Tratain Current Spells 
Monday June 30th, 2008 7:30:52 PM

Tratain motions Arien and Jova over to the spirit and also Mimes that he wants something to write with. He then says to the Second Spirit "Describe to me the Monolith and the Surrounding lands is as great a detail as you can. Also tell me what you know about the Earthquakes that have been happening recently." And after it finishes with the description he says "Recite to me again the names of all those who you collected souls from, We shall use them to feed power to you, you have pleased me."

If there is time after finishing with the Second spirit Tratain goes to near where the first spirit disappeared and calls out "Master, It is I your humble servant Mogal. You told me you would have instructions for me regarding the savage this morning." Hopeing it is still there and not aware of the passage of time.

Draax  d20+3=4 ; d20+10=14 ;
Monday June 30th, 2008 8:52:41 PM

Draax waits and watches as the guys deal with the spirits. He stops for second when he feel some trembling. "I am not sure, but I think something is coming from the ground again, it might be a return visit of Monthor's dinner guest." He puts a silver arrow in his bow and hopes it was just his imagination. (listen check a natural one; Spot check 14)

Dwight  d20+6=8 ;
Monday June 30th, 2008 10:12:13 PM

Sense motive: 8

Dwight is a bit disappointed in the answer the spirit gives and lets him know it. "A looted burial mound, what an awful idea. Placing such valuable relics where a low life goblin, orc or troll could accidently come across it. Perhaps my faith was misplaced in you." Dwight feints his anger hoping to stir the spirit to offer more.

"I'll notify you later exactly where the stones will be kept. For now, I want you to give me the details of where and how you will get the stones. I need to be sure you understand what discreet means, or if I need to drive a spike into you to drill the point of discretion. Failure and slip ups will not be tolerated."



Vedik Current Spells AC 25 (13 touch) HP 203/214 
Tuesday July 1st, 2008 7:20:38 AM

Vedik continues his circle of the group until Draax's warning about the ground. Preparing as best he can, he casts Heal, and holds the spell, ready to charge the monster if it surfaces.

OOC:
Cast Heal, hold the charge.

About soulstones - DM Marcin 
Tuesday July 1st, 2008 8:31:11 AM

Even though the distant howling of the spirits makes it impossible for him to hear anything Draax is certain he can feel slight tremble of the ground that is getting progressively stronger. Vedik notices what's going on and readies a spell [aboout 6 minutes elapsed so far].

Tratain calls out where the first spirit has vanished but there is no reply.

SECOND SPIRIT:

The necromancer starts to describe the swampy forest around the monolith he mentioned. Having been a Teleport user himself he skillfully paid attention to memorize unusual details like branches twisted in strange shapes, odd cracks on the surface of the monolith and such. He now describes these to the party. Following that the spirit repeats the names of the providers of soulstones and the Knights are able to make a list.

"The earthquakes, yes. They have something to do with the secret project of the Elders. The Elders knew when those were about to happen for I have been sent prior to each of them to collect gems from the region that was about to be affected. The providers are replaceable, there is never lack of young and unscrupulous mages, but the soulstones are worth a lot. I have not been allowed any more knowledge of the subject, your Lordship. Except... I have overheard one of the Elders once speak about the darkest flame, but I have no idea what that might be."

FOURTH SPIRIT:

The spirit quakes, visibly shaken by the sudden change of mood. "Master! I apologize!... I, I know who the providers are, and before I officially visit them I can raid their stores and switch a couple of stones for empty ones. Then I'll point out the empty ones when they bring up their quota and they'll agree to sign off for a smaller number by themselves!" Judging by the gleam in the eyes of the spirit he's already figuring out how large a bribe he can demand from them for keeping quiet about their "mistake".

Tratain Current Spells 
Tuesday July 1st, 2008 8:33:43 PM

Tratain, noticing his friends growing unease asks them to try and stay close to each other just incase the Nightcrawler returns or the horde of spirits looks like it is going to approach and he needs to shift the group back to the wold in a hurry.

He tells the Spirit, "Tell me exactly what was said about the Darkest Flame, anything pertaining to the conversation that you can remember."

Having gotten a great deal of information already Tratain also decides to try and find out about who in Plataue City the first spirit was talking about. He says to the Spirit "Tell me about your rival in Plataue City, I would like to hear about him before I destroy him."

Monthor Hit Points:155 ( 127 ) AC32  d20+4=23 ;
Tuesday July 1st, 2008 9:02:24 PM

Spot 23.

Monthor and Fred the keep watch for any sign of trouble (readied action. Attack with Fred should anything come close and poses a threat.).

Dwight 
Tuesday July 1st, 2008 9:12:40 PM

Dwight, finding it hard to be mean as it really isn't in his halfling blood tries to continue.

"Now, before I let you take your leave, with your head still on your shoulders, tell me the order in which you will visit the providers, by name and location! Timing will be key so know that failure will be worse than death."



Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Wednesday July 2nd, 2008 2:50:19 AM

Arien keeps an eye out, brushing the sand from his hand and a spell ready.

Squeezing out more answers - DM Marcin 
Wednesday July 2nd, 2008 6:46:56 AM

The tremors of the ground increase in strength. Far away a cloud of dust can be seen approaching the party, as if something invisible was running towards the stone circle - or burrowing towards it just below the surface at high speed. Two similar clouds can be seen converging on the group from other directions.

SECOND SPIRIT:

The spirit concentrates. "It was after I delivered a particularily bountiful batch of gems, your Lordship, two weeks ago... The Elder said to his companion: <Excellent, we almost have enough for the Darkest Flame to reach its full potential>."

"My enemy?" The spirit is surprised by the question, but answers without hesitation. "A necromancer going by the name of Xarhall in the Lands of Glory, your Lordship. In the Plateau City the takes on the guise of Golken the Herbalist. Arrogant, disloyal, power-hungry, dangerous! I would have removed him myself, only he has the backing of some of the Masters."

FOURTH SPIRIT:

The spirit panics: "Oh, but the order is never the same, Master! I am told what to do and where to go only just before I leave! Sometimes I visit all of them, sometimes just some! The Masters decide!"

Dwight 
Wednesday July 2nd, 2008 8:48:08 AM

Dwight looks around feeling as if the empty space is closing in on him.

"Don't you hold back on me," he fires at the spirit, "where and when is the next meeting to take place?"

Then he looks to the group, he has the look of 'time to depart?'

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Wednesday July 2nd, 2008 1:53:47 PM

Vedik continues to fly above the group, holding the heal spell ready for the first sign of trouble.


Draax 
Wednesday July 2nd, 2008 5:25:39 PM

Draax readies his bow as he looks at the clouds of dust coming toward the party. In a voice loud enough for everyone to hear, but low enough to not disrupt the conversations with the spirits, Draax says. "Looks like we got at least 3 incoming. Be ready for them if you can."



Tratain Current Spells  d100=96 ;
Wednesday July 2nd, 2008 6:11:44 PM

Tratain tells the Others "I think its time we left. We have several leads now as to where we go to next and from the look of things we've attracted more attention. After the Spirit answers Dwights Last question gather round and I will Plane Shift us back to the Wold. If those things get close we're going whether or not the spirit has finished answering the question. Destroy the last two spirits before we go as well. Its too bad two have left our reach already. I don't know if destroying all 5 spirits would have done anything for the Man, but maybe destroying three out of the five will return most of his soul to Garguls care where it belongs and away from this place."

Tratain Gathers the Party and either after the Spirits are destroyed or the things approaching get near he casts Plane Shift and returns the Party to the Wold, his Intended Destination is the Shrine of Alemi the group left from.

(Plane Shift Roll = 5*96=480 Miles off intended Destination. Looks like we're going swimming heh)

Traveling back - DM Marcin  Direction of the spell slip: d100=53 ;
Thursday July 3rd, 2008 6:10:28 AM

The last spirit squirms under the gaze of Dwight. "Master! When I completed my... I did... did I? Why, the Crescent Valley!... I don't... I don't remember anymore, please, Master!"

Seeing that the place is becoming more and more inhospitable by the second the group quickly dispatches the remaining two spirits. Shortly after Tratain's spell takes them away just before the ground bursts and spits out the incoming monstrosities.

There is a blinding flash of white light as the spell pierces the dark veil of this planar domain, and before the Knights can blink it out from their eyes -

***

Crash! The group lands on a solid (if slippery) surface. Opening their eyes the Knights see all around them the emerald waves of a calm sea sparkling in the yellow light of the sun high in the crystal-clear, blue sky. The party has arrived on the deck of what looks like a very old, derelict sailship. It could have been an ocean-going caravel many years ago, but now it is nothing but a rotting hulk, its sails torn up by the winds long ago, its hull pierced in many places by barnacles, the colors of its sides and banners faded away.

The air is hot and humid and smells of salt and fish. A warm, gentle breeze caresses the faces and hair of the heroes. All that can be heard is creaking of wood and sloshing of the waves against the ancient woodplanks of the sides of the ship. Nobody comes up to investigate the source of the noise. Nothing can be seen at the horizon but the sky and the sea.

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Thursday July 3rd, 2008 9:46:39 AM

Vedik peers around, surprised by the ship but clearly enjoying the fresh air. He breathes deeply, and stretches his shoulders while his wings mimic the action.

"We should investigate this ship before we go."

He flies over and takes a look at the ship, trying to gauge what its resting on, and how badly repaired it is. He then lands on the deck.

"You know, give me a day or so, we could fix this ship."



Dwight  d20+15=31 ;
Thursday July 3rd, 2008 8:44:31 PM

Dwight smiles as he pulls his broom out and mounts it getting a much firmer standing. "Halfling and water don't mix very well," he comments hoping the short limbs are justification enough.

As he looks around he responds to Vedik, "Is this what you had in mind as a floating castle? Perhaps get it all fixed up and then cast some anti-gravity and it could float like my broom."

spot: 31

Monthor Hit Points:155 ( 127 ) AC32 
Thursday July 3rd, 2008 8:47:37 PM

Monthor lands on his ample back side with a loud THUD.

" Well, that sucketh. "

The mighty warrior decides to stay where he is for now and complain very loudly to all that will hears that Tratain's spell... well, wasn't all that great.

" Can we go back now? "

The ship - DM Marcin 
Friday July 4th, 2008 7:43:03 AM

The group gathers their wits and looks around. The wreck is floating freely on the waters of the ocean - one of the ghost ships that, when met at night, send chills down the spine of even the saltiest of the sea dogs. It is practically falling apart, its masts long gone and many dark, gaping holes in its sides; less than half of its hull is now above the line of water, definitely much less than what its constructor originally intended.

Some wish to take a look at the hulk. Others encourage the group to move on with their main quest.

Draax 
Friday July 4th, 2008 8:38:24 AM

Draax looks around as they appear on the ship. "I agree, we should take a few minutes to investigate the ship. I have no idea how or why we came here, but maybe it was for a reason."

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Saturday July 5th, 2008 1:25:53 PM

"Indeed, I think I shall start with the captains quarters, maybe there is a log that explains what this ship is doing here." Arien then starts looking for the captain's quarters.

Tratain Current Spells 
Sunday July 6th, 2008 8:09:59 PM

Tratain says "It couldn't hurt to look around for a little while, we need to get back to the Temple though and check on he Necromancer. We should also go talk with Lord Arrak again, and check in at Gargul's Temple and tell what we have learned as part of our latest bargin. Everyone try and stick together as well while we are here, just incase something lives on the boat."

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Sunday July 6th, 2008 9:53:39 PM

Vedik nods at Tratain's word.

"The hull's likely submerged. Anyone breath water? And yeah, we should give Lord Arrak a chance to buy these gems if they are rare. He may appreciate having them in his horde, and its the least we can do for his help."

Vedik then begins searching the ship.



Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Sunday July 6th, 2008 10:24:49 PM

Arien turns Vedik and says, "Well I might not have water breathing but I can turn into an aquatic animal for a few hours once a day, if it turns out that we need to do some exploring in the water I can do so with ease."

Dwight  d20+15=28 ; d20+15=27 ;
Sunday July 6th, 2008 10:31:46 PM

Dwight hoovers for a moment, making sure the group isn't going to leave without him. He then flies around the boat, checking the see-able sides from the air (about 15' above the water surface).

spot: 28 (port side), 27 (stern side)

"Ya know, I said it in gest before, but a floating city, has its advantages. Course, it has its disadvantages as well.

The ship's log - DM Marcin 
Monday July 7th, 2008 4:27:43 AM

The party decides to cautiously investigate the ship. It is harder than it might seem at first for the planks making up the deck are completely rotten through and threaten to give way under the slightest of loads, but the Knights have enough magic at their disposal to safely bypass any such traps.

After a moment there is no doubt that this used to be an ocean-going merchant ship once. It is not known what cargo it might have carried on its last journey, for the upper sections of its hold are completely empty. The lower sections are submerged in water. The crew quarters seem to have been abandoned in a hurry, with some hammocks still hung up under ceiling, empty tin cups rolling on the floor and old, yellow shirts hung up to dry and never taken off the ropes. There are small cranes on the deck where rowboats would normally be, but these are gone. The vessel used to be well maintained as witnessed by the faded paint on the sides and once-clean deck, but now everything is covered with algae and crystals of salt.

The door to the captain's cabin is half open and completely breaks up when pushed. Inside there is a small table with a handful of rotten maps, an open chest with personal belongings of the officer (mostly spare clothes and items of personal hygene) - a smaller, padlocked chest, a hammock, an old lantern, a tall inkwell, a compass, a few white quills, and - yes - a leatherbound ship's log.

***

Day 1, Anchored at Ilthmar.
Our crew of twelve is finally assembled. Under command of me - captain Ilsmore - the other eleven volunteers will soon brave the ocean on the strangest journey we have ever embarked upon. Our cargo arrived earlier today - a stone sarcophagus of great weight. The ship creaked and moaned when it was lowered into the cargo hold, but the strenghtening beams we were advised to put in before its arrival seem to hold its weight for now. I wanted to talk to the men who brought it here over land about it and the legendary curse it is accompanied with, but as soon as the cargo was in our hands they practically run away.

Day 2, Lower King's Channel, making good speed with moderate eastern gale.
We are to take our ship, Fargunian Princess, over the Gorn's Deep. Then we are to sink her and her cargo over these black depths so that the curse plagues the lands above the sun no more. Very poetic, but why waste a whole ship when we might as well drop the sarcophagus over the side? The Princess may be old, but she could still sail for many years. Still, we are paid such a homungeous amount of gold that none of us will question our orders and we shall fulfill them to the letter.

Day 4, Lotophagi Ocean, est. 50 miles south of Aisildur, making moderate speed with NE gale.
We have met with the Syren today. She is a fine ship, if a bit smaller than the Princess. Once the Princess reaches its final destination and goes below the waves the Syren shall take us all back to Ilthmar. The captain of the Syren, Prescott, I do not know, but I have sailed with her helmsman and bosun, so I know she's in good hands.

Day 5. Lotophagi Ocean, est. 150 miles north of Gorn's Deep, making good speed with strong NEE gale.
Storm is coming. We can see black clouds quickly moving with the wind. I've ordered the ship prepared for rough seas.


The rest of the log is written in a quick and uneven script, with occasional stains of ink and smears.

Day 6, Lotophagi Ocean, unknown pos, storm.
Lost sight of Syren, lost second mast. Never endured storm so severe, the wind is howling like damned souls, men are shaken, we struck sails, three men have to work the helm.

Darkness - day 7? - unkn.pos, storm, lost third man, washed from deck, how much longer we can hold-

Day 8 (?), still darkness, mother of all storms - no doubt the accursed thing in hold is resisting its last journ., can no longer steer the ship, need to save our lives - this is my last entry and a warning to whoever may read this - STAY AWAY FROM THIS CURSED SHIP AND ITS DAMNED CARGO - will now try rowboats with the crew, maybe the storm is only following the Princess - gods have mercy on our souls! Capt. Ilsmore.


Tratain Current Spells  d20+15=30 ;
Monday July 7th, 2008 8:26:51 PM

Tratain looks around the ship with the others, when the log and chest are discovered Tratain will looks through the log after Arien has finished. Tratain will then cast detect Magic to examine the Padlocked chest. If there seems to be a stable place on the ship to try and open the Padlocked chest Tratain will attempt to break the lock with his Adamantite War Hammer, wanting to examine its contents before anything is removed from the chest. Tratain will also cast Detect Evil and examine around the ship as well.

Tratain says to the others "It seems we have a knack for finding things better left alone. Lets examine what we can, and sink the ship all the way before we leave. Be Careful though, the log says a sarcophagus was brought onboard (Knowledge Religion 30) There could be some kind of undead in it."

Vedik Current Spells AC 25 (13 touch) HP 203/214 
Monday July 7th, 2008 9:05:45 PM

Vedik nods. You can sense his disappointment that the order is to sink the ship, but he says nothing.

"If there is some curse, and an undead involved, is it right for us to leave it? There's few in the wold better suited to deal with such a thing. And we have a Grim, should it be a spirit."



Vedik Current Spells AC 25 (13 touch) HP 203/214  d20+11=30 ;
Monday July 7th, 2008 9:06:42 PM

Vedik then ponders a moment, trying to recall something useful about ships like this.

OOC: Knowledge: Architecture/Engineering check 30.

Draax HP 166, AC35 
Monday July 7th, 2008 9:39:17 PM

Draax can offer little to the conversation, but voices his suggestion to what to do with the ship. "I am for sinking the ship and leaving whatever it is only, but if it is decided to challenge this thing, I will help where I can."

Dwight  d20+7=17 ; d20+15=23 ;
Monday July 7th, 2008 9:49:16 PM

Dwight feels it would be a bit ironic to leave the land of the spirits, only to be killed by an undead curse on a old ship.

"I am not opposed to sinking the ship, but won't that just pass the curse onto the underwater world, unabated by power of good?"

Dwight wonders why the ship hasn't sunk anyways, floating out in deep sea, having taken on plenty of water.

Knowledge (nature): 17 (Is it likely a rock rest below the ship keeping it afloat or other natural aids? Age should have sunk this ship.)

Dwight flies a bit higher, trying to get a better view under the water near the ship. (Hoping to bypass the glare that normally occurs when near the water.)

spot: 23

Looking through the cabin - DM Marcin 
Tuesday July 8th, 2008 2:50:08 AM

Tratain scans the small chest for magic, but its outside does not radiate any, so he gives the padlock a try. The warhammer is not really needed, the sides of the small coffer have weakened so much that it is possible to pull off the lock with bare hands. There are four leather pouches inside, three filled with an amazing collection of gold, silver and copper coins from every port in the Wold. The fourth holds a handful of small pearls and other semi-precious stones. A small, rolled up parchment at the bottom of the chest seems to be a payroll. Twelve names are listed, starting with Captain Ilsmore. It seems that the crew was to be paid more than 200 gold per head for completing this journey. Four small, gray feathers can be found near the parchment; each of them radiates a moderate conjuration aura. There is also a small golden band with an opal and a silver ring with a wavy pattern running around it. Both radiate moderate transmutation magic.

The scan with Detect Evil picks up a single strong aura. It is located somewhere in the lower hold of the ship and radiates out through water up to the deck.

Tratain's knowledge of religion allows him to recall that the natives of Aisildur very seldom bury their dead in sarcophagi, so whatever was loaded into the Princess's hold must have came from far away.

Vedik's knowledge of architecture is not really useful at sea; his skill at engineering allows him to notice that the ship's hold has been indeed strenghtened before it departed on its last journey.

Dwight's closer examination reveals that one would indeed expect the ship to have sunk long ago, and yet, for some reason, it didn't. The water is rather clear and looking from the side of the ship shaded from sun Dwight can verify that it doesn't rest on any reef or shallows - it seems to be floating freely in the water. The bottom of the ship seems to be badly damaged. Some of the planks have fallen out and black holes below waterline lead into the cargo hold, now homes to small crabs and schools of tiny silver fishes.

Tratain Current Spells 
Tuesday July 8th, 2008 7:26:50 PM

Tratain says "Ok, if we're going to look into this further we need to take some precautions. Arien and Jova, I'l like the two of you to get a mental picture of the deck in case we need to teleport back here. There is something evil below decks, maybe in the sarcophagi. Since the ship hasn't sunk yet its probably keeping it afloat. When we destroy this Evil thing or open the Sarcophagus if that becomes our plan we need to be prepared for the ship to start sinking."

He continues "Jova, I would also ask that you teleport back to Lord Arrak's and ask him he knows anything about this ship, unless someone has a message spell handy. Do you have a Teleport memorized Arien? Jova won't be able to take all of us with him if it comes to it, we need to make sure we can all escape this ship if need be. We'll all wait up on the deck until Jova gets back, so we don't free it by accident while looking around down there, I'm not even sure we can get to the Sarcophagus, it may be under water."

Monthor Hit Points:155 ( 127 ) AC32 
Tuesday July 8th, 2008 7:59:02 PM

If ye're going to be doing something stupid like messing with some evil thingy, then ye're gonna need mees and Fred...

Vedik Current Spells AC 31 (13 touch) HP 203/214  d20+29=40 ;
Tuesday July 8th, 2008 10:42:58 PM

Vedik ponders for a moment, then begins drawing woldsblood.

"Does anyone require a magical vestment?" He proceeds to anoint his armor and shield. If no one requires it, he will use the remaining two drops to recharge his cure light wounds wand.

"I have some more spells to cast on the group, but they must wait until the time is closer."

OOC:
Draw 4 drops: DC 30, passed
Magic Vestment on Armor and Shield.

Dwight 
Tuesday July 8th, 2008 10:56:49 PM

Dwight nods in agreement, and tells Vedik, he could use some extra protection given his last fight.

Preparing - DM Marcin 
Wednesday July 9th, 2008 5:20:38 AM

The Knights discuss what course of action is to be taken. Some prepare through magic for the coming dangers. There is a general agreement not to act until Arrak has been consulted.

The ship, rocked by waves, creaks every now and then. Gentle warm breeze is a very welcome change after astral winds on the borders of Koshe-Marr. The warmth of the sun would make one wish to remove armor and sunbathe were it not for a faint feeling of uneasiness that nests in the stomach and won't go away.

Jova 89/104 HP AC 30 Sickened 1 rounds 
Wednesday July 9th, 2008 12:36:08 PM

Through his swollen lips Jova reminds Tratain of the ring, and the ability to talk to Arrak through it. Otherwise though sick and barely conscious he seems to be recovering.

Draax HP 166, AC35 
Wednesday July 9th, 2008 6:39:32 PM

Having no idea what is going to happen, Draax decides to relax now while he has the chance.

Dwight 
Wednesday July 9th, 2008 8:25:52 PM

Dwight hoovers on his broom, assured he'll not slide on the boat and awaken this curse.

"Jova, you don't look so well, I always thought humans were much more sea-tolerant than halflings?" (OOC: Sickened?)

"Should this thing appear, I'll pelt it with some arrows. Perhaps not the most effective, but likely the best I've got. If we have to go underwater, well, I'll think of something to help."

He takes a deep breath soaking in the warm, fresh, salt air.

Vedik Current Spells AC 31 (13 touch) HP 203/214 
Wednesday July 9th, 2008 9:20:23 PM

Vedik anoints Dwight's tunic, granting it Magical Vestment.

OOC:
Magical Vestment, CL 18, +4 enhancement to armor

Tratain Current Spells  d20+17=34 ;
Wednesday July 9th, 2008 9:38:27 PM

Tratain says "ahh, I almost forgot about the communication device he gave us so we could speak with him. Arien don't you have it? Lets try and contact him and see if he knows anything about this ship, maybe he's heard some rumors about it. Any information we can get would help."

Tratain then walks over to check on Jova (Heal 34) to see if he is alright. The group spent several minutes conversing with the Necromancer spirits, any magics cast by the Undead should have worn off in that time."

OOC: Please if you are down hit points let us know in your next post so we can top everyone off just in case.

Monthor Hit Points:155 ( 127 ) AC32 Monthor 
Wednesday July 9th, 2008 10:35:20 PM

Hey, a little loving this way too Tratain.

===========================================

Spell Resistence: 20 (bracer of protection)
Fire Resistence: 20 points (ring)
Necklace of Adaptation - Grants immunity to all harmful vapors and gases.
Bracers of protection- Absorb energy-draining attacks, death effects, and negative energy effects.
Magic Weapon( From Tratain)


Jova 104/104 HP AC 30 Sickened 1 rounds 
Wednesday July 9th, 2008 11:55:31 PM

OOC sorrty fixed hp, been sick in real life

Jova 104/104 HP AC 30 
Wednesday July 9th, 2008 11:56:30 PM

better

Healing wounds - DM Marcin 
Thursday July 10th, 2008 4:34:47 AM

The Knights take some time tending to their wounds. The effects of the undead magic have worn off some time after the attack. The group is considering contacting Arrak.

The waves glisten in the sun sending golden reflections in all directions and creating a magnificient display of dancing lights on the side of the ship that is turned southwards. After some time the creaking of the ship starts to feel like music - a somber requiem to the Princess and her crew.

Tratain Current Spells 
Thursday July 10th, 2008 8:04:59 PM

Tratain says "Oh wait, that device that Lord Arrak Gave us only teleports the people who hold it and say the command word to near his Lair, it doesn't actually let us speak to him. It looks like we'll need you to teleport to near his Lair and Speak with him after all Jova, if you don't Mind."

OOC: I just went back looking in the Archives, the Device he gave us only teleports people to near his Lair, he told us he doesn't believe in Magical Communication devices as they are easy to listen into. Unless there's another Item I'm forgetting about. Also I've noticed that over the last couple weeks our posting rate from the players has gone down alot. We need to pick that up, I believe 9 posts out of 10 is the acceptable minimum. Our DM's are doing a fantastic job in all aspects, we need to step it up a little as players

Dwight 
Thursday July 10th, 2008 10:06:34 PM

OOC: Hmm, my post was lost, i'll repost it, it was all RP.

Dwight lets his mind wander as he floats about


To bad the orb can be controlled. It would be great to suck in demons and undead upon command.

Do dwarves float or sink? Monthor, I think, will sink.

Wonder how fast this boat is gonna sink once the curse one is destroyed or laid to rest?

Gravy and biscuits would be great right about now.


Vedik Current Spells AC 31 (13 touch) HP 210/214  d10+5=7 ;
Thursday July 10th, 2008 10:24:19 PM

Vedik ponders the situation.

"Would ya like me to go with Jova? I wanted to see if he would be interested in purchasing those gems we found for his lair, instead of just selling em to the Catacombs. Unless anyone objects to that." He then casts a quick healing spell on himself.

OOC: Dwight, I happened to glance at your character sheet, the Magic vestment wont stack with the Bracers of Armor you have.
Cure light wounds on self: 7 HP.

Draax HP 166, AC35 
Thursday July 10th, 2008 10:28:30 PM

Draax listens as Tratain recalls the purpose of the device and watches as healing is given out. He hopes that Arrak can at least give the group an idea of what they might encounter when they check on the cargo. "I wonder what Arrak will say about this trip into the unknown that we are about to take?"

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Friday July 11th, 2008 12:50:29 AM

"I think I'll scout out the vicinity under the water for a while, see what might be lurking about, maybe even find that source of evil you found, Tratain." That said Arien walk to the edge of the boat and drops into the water, turning into a porpoise as he does. Once in the water, Arien spends a few moments becoming accustomed to his new form them swims a circuit around the ship.

Below the waves - DM Marcin 
Friday July 11th, 2008 4:27:26 AM

While the rest of the Knights stand on deck and discuss what shall be done while at Arrak's Arien decides to take a look at the ship from below.

<Splash>

The water of the ocean is warm. The world below the surface is all blue and green. Yellow spears of sunlight pierce the heaving seas and go straight down into the depths. The visibility is good, but looking down Arien can't see the bottom - just an endless, turquise void. Schools of bright colored fishes dart around here and there, some of them in really bizarre shapes - seahorses, sea snakes and such. A dark shilouette of a big fish sails below the wizard - a marlin?

The bottom of the ship looks like a small, miniature sea garden. Barnacles, algae, corals, molluscs, crabs and countless other sea beings had many years to occupy and thrive in this small habitat forming a colony that looks like a small tropical reef. Tiny yellow creatures with pincers slowly stroll among miniature forests of corals and ascend the hills of shells the largest of which are the size of a shield. Starfish cling to the wood of the ship. Everywhere one looks there is something small trying to cling to life.

The holes in the bottom allow one to look into the cargo hold. It is a dark, empty space that the sea life did not dare to enter for some reason. Right in the middle of the hold, supported by massive wooden beams, rests a black shape - no doubt the sarcophagus the log was talking about. It looks a bit like a massive coffin, but is easily the length of two humans. A giant would easily fit in. No details can be seen without some light.

[As Joe said for the next few weeks the action will move at the pace that you set.]

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Sunday July 13th, 2008 6:46:19 PM

Vedik waits for Jova.

Draax HP 166, AC35  d20+10=24 ;
Sunday July 13th, 2008 7:04:09 PM

Draax keeps a watch out for Arien's return to the surface and for any other creatures that might be in the water. (Spot check 24)

Tratain Current Spells  3d8+15=20 ; d8=4 ; d8=2 ;
Sunday July 13th, 2008 8:43:48 PM

Tratain casts a healing spell on Monthor (Monthor Heals 24) and then looks around from the deck to see if what he can see while waiting for Jova and Vedik to teleport to Lord Arraks to find out if he has any information about the ship.

Dwight 
Sunday July 13th, 2008 9:46:10 PM

Dwight continues to hover and think about the boat and the water, but the thoughts of biscuit and gravy seem to prevail and soon he is digging in his bag for stale honey raised bread.

Arien(HP 118/118: AC: 17(touch:17) Stoneskin, Sickened Spells 
Monday July 14th, 2008 1:16:31 AM

Arien surfaces a moment to get a breath then dives back under the water. The shapechanged mage cautiously enters the hole in the hull to get a better view of the sarcophagus.

The sarcophagus- DM Marcin 
Monday July 14th, 2008 6:26:02 AM

The wounds have been tended to and all the Knights save for Arien are now standing over what remains of the railing looking into the rolling waves of the sea. The splashes on the surface far away might be a group of playing dolphins or a school of flying fish. No dangerous sea creatures can be seen anywhere close to the party.

Arien enters the flooded hold. The water here is still and cold - unnaturally cold, sending shivers down the spine of the mage. It takes his eyes several minutes to adjust to the darkness inside before he can finally see some details in the faint light coming in through cracks between the planks of wood.

The sarcophagus is made out of dark stone that looks like granite and has been no doubt enchanted as its surface remains perfectly clean and smooth after so many years. A line is running all around the huge coffin where the lid joins the casket, but the two slabs of stone have been somehow fused together and form now a single block [Spellcraft DC23 Highlight to display spoiler: {The fusing is a result of a Stone Shape spell.}]. Thin lines of wards and magic symbols have been traced with silver into its surface on all sides. Most of these seem to be magic seals of great power, all focused inwards, all intended to keep whatever is inside dormant and inactive, but there is also a line of script running all around the sarcophagus which says in all languages of lore known to intellinent creatures of the Wold: "Mortal danger! Extremely powerful curse is trapped inside! Under no circumstances attempt to open it!"

Tratain Current Spells 
Monday July 14th, 2008 8:39:47 PM

Tratain finds a comfortable spot on the Deck and takes a seat. He could cast Windwalk upon the group but then they would probably never be able to find the Ship Again, and who knows where there were in the First place. If they fly in the wrong Direction they could end up in the water before finding land. So instead he decides to wait and see if Jova will take Vedik to Lord Arraks to ask about the ship, and if Arien has found anything interesting in his expolrations.

When Arien Returns he says "Hey Arien, do you have a Teleport spell Memorized? It seems that Jova is worn out from our trip to the other Plane. If you only have one you and Vedik and use the Rod Arrak gave us to get to his Lair, and Teleport back. We need as much information as possible before we decide what to do."



Monthor Hit Points:155 AC32 Monthor 
Monday July 14th, 2008 8:49:36 PM

ooc> Sorry, RL has been insane lately.

Monthor leans over the side and says to no one in particular....

" Maybe mees should jump in after Arien... he does manage to get himself in trouble so easily... "

Fretting like a mother hen, Monthor rather impatiently waits for his friend to come back up. He knows that his necklace of adaptation would allow him to breath underwater... and he hopes that his winged boots would allow him to manouver underwater....

ooc> Would a fly spell help the armored dwarf swim?



Dwight 
Monday July 14th, 2008 10:12:33 PM

Finishing his bread, he brushes the few crumbs from his lap and watches to see if any nice fishes appear for the rare treat.

Draax HP 166, AC35 
Monday July 14th, 2008 11:10:17 PM

Seeing no immediate danger to the group, Draax waits for find out what Arien found and see who goes to talk to Arrak.


Leisure time on the deck - DM Marcin 
Tuesday July 15th, 2008 6:09:52 AM

A swirling mass of tiny, yellow fishes appears to feed on Dwight's breadcrumbs. A moment later a slender, silver shape pierces their group like a javelin. The yellow ones disperse. Such is the way of marine life - everything preys on something and is, in turn, food for something else.

The group is still on the deck. The trials of the nether realm have exacted an especially heavy toll from Jova. He's lying on the deck, asleep, his face still a bit pale. It might be some time before he recovers enough to lend his hand and magic to the group once again.

[Technically, the boots give you a fly speed. In order to move through water you need a swim speed. Monthor could probably safely dip into the water even up to his waist, but the moment he is completely submerged he is no longer flying and needs to start making swimming checks.]

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Tuesday July 15th, 2008 8:38:00 PM

Vedik sees to Jova, seeing how he is feeling. "Ya alright lad?" he asks, checking his friend over.

"We need ya to take me and you ta Lord Arrak's, when you can."

Tratain Current Spells 
Tuesday July 15th, 2008 9:04:41 PM

Tratain says "If Jova is Still feeling I'll, I can use the device Lord Arrak gave us to go and speak with him. And I can Teleport back tomorrow Morning. Unless anyone else has any other Ideas. If we all spend the night on the Ship here we'll have more options in the Morning, Arien can memorize some Teleports for us, or Vedik and I can use some sending spells, although speaking with him directly would be best."

Tratain studies the deck of the ship and if he ends up going to see Lord Arrak he will take the journal with him

Unless Jova or Arien Teleports Vedik to go see Lord Arrak, Tratain will use the Device given to the group by Arrak to teleport to near his Lair to go speak with him. After speaking with him and resting the Night Tratain can use Miracle to emulate greater teleport.

Dwight 
Tuesday July 15th, 2008 9:43:02 PM

Dwight worries about having to spend the night out here. "Likely not be the most restful night of sleep on the open waters. Could everyone use the device, and then we teleport back here? We could leave something, or draw something to help us remember this exact spot."

Dwight doesn't object to sleeping out here, but would prefer something better than the group splitting up.

(OOC: I'll be sleeping invisibly)

Jova 104/104 HP AC 30 
Tuesday July 15th, 2008 9:56:49 PM

OOC Joe we used the teleport rod a long time ago, I really dont think we have one. Arrak did give us a ring that we could use 2 times to communicate with him. Best of my knowl;edge we never used that. Which brings me to the next point, we should really try and wrap up some of the things going on. I just cant remeber what we did last year. And we have saeveral quests goin on. Anyway its confusin.

Jova spits out a curse and stands up.

"Blasted old age." Ok ya we can teleport. 3 or four at a time, or jump into the bags of holding and we could all go. In fact, that would be the best idea. Monthor and Dwight willing? Then we could all get off this cursed ship and baCK ON WITH THE QUERST."

Monthor Hit Points:155 AC32 Monthor 
Tuesday July 15th, 2008 9:58:40 PM

" Me's hungry.... "



Draax HP 166, AC35 
Tuesday July 15th, 2008 10:09:52 PM

Draax watch the interaction of the fish while he listens to the others. "If we are coming back to the ship, there is no reason why all of us should go, but if you want to keep everyone together, we can wait until we have enough spells ready."

Arien(HP 118/118: AC: 17(touch:17) Stoneskin,Spells  d20+30=39 ; d20+30=39 ; d20+30=46 ;
Tuesday July 15th, 2008 11:41:50 PM

Arien examines the container a bit longer, recognizing the spell used to shut the thing (spellcraft 39). Then the mage swims back outside while considering what he might know about such a curse (knowledge:arcanna 39, spellcraft 46). Then, the mage changes back into his normal form and returns to the ship deck, relaying what he had seen.

Arrak's council - DM Marcin 
Wednesday July 16th, 2008 9:11:18 AM

With only very little information to go on with it is hard to figure out the exact nature of the curse. One thing Arien is certain of - there have been heroes 60 years ago, too, so if lifting the curse would have involved just defeating a terrible foe it would have been done. More research at the port of departure might shed some light on the ship and its mysterious cargo.

The group (or part of it?) decides to finally leave for Arrak's place.

[Please let me know who went and who stayed, and what means of travel did you use. You have discussed quite a few possibilities and now I'm confused as to which one you have finally chosen. Jova's spells are, as I understand, at your disposal.]

Compared to the stress of a Plane Shift the interplanar travel feels now like something as common as cutting bread. The ship and the rolling waves are left behind and the pond near Arrak's home slowly fades into view.

There is a sharp difference in the smell, temperature and humidity of the air. It feels like walking out of a warm room into a late autumn evening. The smell of the forest fills the nostrils of the Knights.

It takes a few moments for the gnome servants of the dragon to notice the group and to bring the news of its arrival to their lord, but when the Knights walk up to the mouth of the dragon's cave he is already there to greet them. Arrak is in his usual guise of an older, aristocratic man. The elegant silver vest and black, silk trousers he is wearing suggest that he is expecting formal guests. The dragon starts the meeting with his usual litany of divinations. Once satisfied with the identity of his guests he spreads his hands and says: "Welcome. I haven't expected you back so soon. Are you ready to travel to the realm where the soul is trapped? Or have you come for some last bit of advice?"

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Wednesday July 16th, 2008 1:18:29 PM

Vedik bows slightly to Lord Arrak.

"We're returned, actually, with hopefully some useful information concernin the earthquakes. But we wanted your advice on another matter."

Vedik then explains about the trip, what has been learned and the groups suspicious. He then goes on to explain about the ship, the log, and the large coffin in the hold.

"Ya see, like so much else, it seems this now falls on our shoulders ta deal with it. If you've heard or remember anything about it, or what's inside the coffin, it would help us greatly."

And lastly, with a slight twinkle in his eye..

"Oh, and we found these black gems, someone said the term Nightstone. I understand they are rare, and I thought you'd might want one or two for your horde. I wish we could give em to you, but with the requirement of the castle building, well.. If you want them let me know and we'll bring them here instead of the catacombs. It's the least we can do for all the help you've given us."

OOC: Vedik went with Jova. I think it was just the two of us, unless Tratain says otherwise.

Tratain Current Spells 
Wednesday July 16th, 2008 8:43:28 PM

Tratain takes a seat on the Deck and looks out over the water waiting for Vedik and Jova to return.

Draax HP 166, AC35 
Wednesday July 16th, 2008 9:18:54 PM

Draax moves slowing around the deck while he waits for the others to return.

Dwight 
Wednesday July 16th, 2008 10:38:55 PM

Dwight tries to keep a more diligent watch with a portion of the group gone.

Arien(HP 118/118: AC: 17(touch:17) StoneskinSpells 
Thursday July 17th, 2008 3:28:55 AM

Arien decides to take some time examining the maps in the captain's quarters. The mage is trying to determine where they might be in the Wold. After a few moments of study a thought occurs to Arien and he approaches Tratain saying, "You know, some sort of divination spell or perhaps contacting a being of the higher planes might give us a chance to learn more about this curse and the fate of the crew. I myself do not have any such spells in my books but I was wondering if you perhaps might, I would like to know exactly what we are dealing with here."

The dragon speaks - DM Marcin 
Thursday July 17th, 2008 5:25:00 AM

"Oh, you have already returned?..."

As the story is told in the dragon's living room it can be easily seen that Arrak is processing several chains of thought at once. Even as Vedik is speaking he takes out of his pocket a small, leatherbound notebook and a thick, leaden pencil and starts to scribble notes for himself. Finally everything has been told.

"This is excellent news! You have made the first real progress we've had in this case. I'm glad you managed to come back alive, too - it would have been next to impossible to restore to life somebody who died in there."

"I have never heard about this Darkmoon Gate, but that shouldn't surprise us - the Sons (who are fond of giving such pretentious titles to their nightmarish projects) keep them as secret as they can. The next logical step would be to investigate this gate. If you managed to go there and somehow learn exactly where it is located and what is being done in there that would solve half of the problem, I think. The problem is, going there will probably require a creative use of travel magic, as none of us have exactly seen the site. Also, this project seems to be at the moment the center of interest of the whole organization of the Sons of Dread, so the security measures at the site might be so high that even you might be unable to assault the base directly. Subterfuge might be called for. I'll inform the Consortium - and the Council - of your finds. We'll take off your hands hunting down the lesser necromancers from the list you have brought back. It will probably be prudent not to start with that just yet so that the enemy doesn't learn that we have obtained new and detailed information until it is too late for them to react."

"As for the ship - you do seem to have a talent for bumping into this kind of things. I haven't heard about this curse, but truth be told sixty years ago I was far from Aisildur and occupied with other matters. There is a dragon on the Council who is obsessed with curses and if anybody knows anything about the cargo of that ship it is her. But she is walking the planes right now. Still, I'll try to consult her on the matter, but this might take time. For now I would strongly urge you not to get involved until the matter of the earthquakes and the orb is settled."

"Ah, nightstones, yes!... These are very valuable. Be sure not to tell any young fools where you got them or they might try to go hunt for more and get their souls lost. Allow me to take a closer look." After the stones are weighted and carefully examined Arrak says: "I can take them off your hands for 45000 gold. It is probably a bit more than the Catacombs would give you for it. I hope you don't mind if I pay you with several sacks of silver? The smaller change just keeps accumulating in my treasure chamber and as I grow older I lose interest in less valuable metals..."

***

Meanwhile, on the deck of the ship, Arien unfurls the old map and examines the ship's course plotted on it [the course is not shown on the wiki map]. Captain Ilsmore managed to keep an accurate account of the location of his ship right up to the beginning of the storm. The Princess has sailed out of Ilthmar, down the Lower King's Channel, and about a hundred miles into the Lotophagi Ocean. After that the huricanne has taken her to parts unknown.

[Survival DC40, Knowledge(Geography) DC30, or any profession realated to sailing DC20 Highlight to display spoiler: {The knowledge of the currents of the ocean allows one to be reasonably sure that the ship is now hundreds of miles south of Yrth and the Elennian Peninsula, in the open ocean.}]

Draax HP 166, AC35 
Thursday July 17th, 2008 7:21:52 PM

Draax begins polishing his armor and weapons, there is very little chance that his magic on them will allow them to rust, but he oils them anyway.

Tratain Current Spells  d20=7 ;
Thursday July 17th, 2008 8:09:16 PM

Not knowing how long Vedik and Jova will be gone Tratain begins counting the Coins in the 4 pouches and looks over the gems attempting to see how much all of it is worth all together. While counting he says to his friends "Maybe we should keep a cask of Ale and some bottles of Wine in our portable hole or one of the Bags of Holding, it might be nice to have for the odd moments like this that we get to sit around and relax."

When Arien asks his question Tratain thinks for a moment and says "Thats probably a good Idea, a Planar Ally spell might do the Trick, We might have to wait until we've finished with this Darkmoon Gate thing, and lets see what Lord Arrak knows about it as well. When I use the Planar Ally spell the being I ask for help will probably need several days to learn what we need, and it will need to know where to find us to report back."

He continues "Oh, while we are waiting we got a small collection of things that need to be Identified Arien, when you can. Theres the Two Rings of Binding, Two Gauntlets from those Legion things we fought, and the new things from the chest, 4 feathers, that gold band and the ring. And Maybe you can have look at the Gems and see how much they are worth as well, everyone else too, I'm not that good at judging the worth of such items."

Dwight 
Thursday July 17th, 2008 9:29:27 PM

Dwight listens and agrees that having some spare food items would be good. He offers some of his honey bread. It's a bit hard, but still sweet.

"We could sink the orb. Won't all the demons just drown? Seemed to be the thought process of whoever commissioned this ship."

Jova 104/104 HP AC 30 
Thursday July 17th, 2008 10:49:46 PM

To Arrak

"Although I believe the ship would foloat on forever, we may never find it again. Do you think it would be possible to shrink the sarcophugus/coffin and carry it with us? I mean I wanted to deposit the orb in the other realm, but it wasnt prudent I guess. So if we find a place for the orb, we could also deposit the coffin thingy. You think?"

Vedik Current Spells AC 31 (13 touch) HP 210/214 
Thursday July 17th, 2008 11:08:55 PM

Vedik nods at Jova. "Shrinking it is a good plan. Or we could put it in our hole."

He then bows to Lord Arrak. "Thank you again. I will contact you tomorrow via a sending spell if we do not plan to return soon, and I will get the gems to you as soon as possible, and make arrangements for the silver."

"Jova, when you are ready, I think we can return."

Jova 104/104 HP AC 30 
Friday July 18th, 2008 3:34:42 AM

If Arraak has no objections, then they should return to the ship.

Examining loot - DM Marcin 
Friday July 18th, 2008 9:58:01 AM

"Shrinking and hiding the sarcophagus somewhere safe? This might be a good idea. Of course it is quite possible that magic tampering with the container could upset the seals. If getting rid of it was just as easy as putting it in a magic bag and throwing it out over the ocean nobody would have bothered to sacrifice a whole ship to put it to rest. It might be that the only way to safely move it is by physical strength. Hmm, I wonder why they didn't ask a dragon to carry it to its final destination. Maybe they didn't trust us?"

The pair of messengers bids Arrak goodbye and is soon on their way back. When they arrive they find the rest of the party busy examining the loot.

[A brief explanation about the demon armor: it is a single piece, the gauntlets are an integral part of it and are not removable.]

[Three bags of coins: Appraise DC22: Highlight to display spoiler: {These used to be worth about a thousand gold, but are now much more valuable because there are many rare and old coins in the mix. The Catacombs would probably pay 8,000 gp for it and still make a profit selling it later piecemeal to collectors.}]

[A bag of gems: Appraise DC18 Highlight to display spoiler: {There is nothing special here. The gems are worth about 500 gp.}]

[The demon armour: Appraise DC30: Highlight to display spoiler: {A wealthy collector of oddities or a research wizard could be expected to pay 30,000 gp for this.}]]

[The feathers and rings are magic and their worth can't be fully learned until they are identified.]

Jova 104/104 HP AC 30 
Sunday July 20th, 2008 4:15:38 PM

Upon arriving back on board Jova sees the items that were literally otherworldly.

"So lets just shrink the shi[. with the org inside it. Then hVEW aRIEN SWIM IT TO AN UNDERWATER CAAVE. tHAT WAY ANYTHING SUMMONED FROM THE ORB WOULD DROWN, AND ALSO THE THING IN THE COFFIN WQOULD AS well. It seems those people frpom the other plane hae left this as a surprise. Or maybe they did not want to deal wioth it on thier plane.:

ooc- sorry bout the caps lock, wrote it 3 times wont change.

Dwight 
Sunday July 20th, 2008 8:00:42 PM

Dwight looks to Jova and wonders if all of him made the teleport as he sounds slightly off. :)

"I suspect the magic keeping it afloat won't let us shrink the ship and hide it. And I'd be against putting a curse coffin with the orb. If a lich or something got out, only to find the orb next to him, it would likely mean big trouble for someone because of us. We will have to find something else to do with the orb."

Tratain Current Spells 
Sunday July 20th, 2008 9:08:25 PM

When Vedik and Jova return from Lord Arrak's Tratain says "How was the trip? Did Lord Arrak have any useful advice for us?"

When Jova makes his suggestion Tratain says "I agree with Dwight, If it was as simple as sinking this ship it would be done already, theres a giant hole in the bottom of the ship and it shows no signs of sinking yet. Also, you are assuming that anything coming out of the Orb requires Air Like we do, since they come from another plane of existence trying to drown them may not work as well as you would like, and besides any moderately powerful spell caster can make a person able to breath in water."

He continues "I think we should return to the Shrine and see what is going on there, the orb right now is as safe as we can make it. And this ship has been floating out here undisturbed for who knows how long. After we finish with our task from the consortium and deal with the orb we can always teleport back here and deal with the curse as well. If there aren't any big objections Jova could you transport us back to the shrine?"


Draax HP 166, AC35 
Sunday July 20th, 2008 10:17:40 PM

Draax smiles, "I agree, we should take care of each threat to the existence of the wold, one at a time."

Monthor Hit Points:155 AC32 Monthor 
Monday July 21st, 2008 6:27:13 AM

Monthor somehow has found some food to eat...
In between bites...
" Yes... one at a time... or better yet... get them all in one room and me'll bash them all at once... saves time that way... "

ooc> We splitting the loot now or later?


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