Quest: The Silver Acorn (EL4) [Archive] - Wizards Community

Post/Author/DateTimePost
TelinArtho

12-30-05, 12:17 AM
This is a quest for Lortavos and Maeril. If you are not Gonbow or Usurpator or myself - please do not post here.

Lortavos and Maeril are questing to hopefully resolve some of the mysteries of the Silver Acorn found (http://boards1.wizards.com/showthread.php?t=553479) by Rayos

Questlog:

Week 1: Maeril and Lortavos are ambushed by 5 orc bandits - they are dispatched quickly with an effective bluff.
Week 2: A Pair of Thoqquas block the path. Heironeous tests Maeril's faith and they persevere.
Week 3: Heironeous tests Maeril once more - but an image of Lortavos lights their way to success

Resources Used:

Week 1: [Maeril] 1 charge of a Wand of CLW, Scroll of Endure Elements (CL1) [Maeril cast Mage Armor from memory]
Week 2: [Maeril] 5 charges of a Wand of CLW, Scroll of Endure Elements (CL1) [Lortavos] Potion of Resist Energy (Fire) 10, Potion of Endure Elements
Week 3: [Maeril] Scroll of Protection from Evil (CL1), Scroll of Silent Image (CL1), [Maeril cast Mage Armor from memory]

Rewards:

Week 1: Maeril 600xp, Lortavos 550xp, [Ma] Falchion (281gp quest-value), Potion of Bull's Strength (225gp quest-value), 694gp [Distribution of treasure of week 1 still needs to be worked out]
Week 2: Maeril 600xp, 533gp, Lortavos 500xp, 667gp
Week 3: Maeril 550xp, 534gp, Lortavos 525xp, 666gp
Bonus: Maeril 583xp. 533gp, Lortavos 525xp, 667gp
TelinArtho

12-30-05, 12:21 AM
Lortavos

http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG163.jpg

Member of the EYE (http://boards1.wizards.com/showthread.php?t=520510&page=1&pp=30).
Length: 5'6"
Weight: 190
Gender: Male
Race: Krenshar
Type: Magical Beast
Alignment: True Neutral
Classes: Magical Beast 2, Barbarian 1
Effective Character Level: 5
Experience: 12,100
Next Level: 15,000

STR...16 [+3]...(10 pts) [20 (+5) raging]
DEX...20 [+5]...(10 pts) [+4 Racial]
CON...10 [+0]...(2 pts) [14 (+2) raging]
INT...12 [+1]...(10 pts) [-4 Racial]
WIS...14 [+2]...(4 pts) [+2 Racial]
CHA...10 [+0]...(0 pts) [+2 Racial]

Hit Points: 22 [10 magical beast1, 5.5 magical beast2, 6.5 barbarian1] [28 when raging]
AC 23 [10 base, +5 dex, +3 natural armor, +5 armor], Touch 15 [10 base, +5 dex], Flat 18 [10 base, +3 natural armor, +5 armor] [-2 AC when raging, -1 AC when fatigued]
Initiative: +5 [+5 dex] [-1 when fatigued]
BAB/Grap: +3/+6 [+3 bab, +3 str] [+2 when raging]
Speed 50

Saves:
Fort +5 [+3 Magical Beast, +2 Barbarian, +0 con]
Refl +8 [+3 Magical Beast, +0 Barbarian, +5 dex]
Will +2 [+0 Magical Beast, +0 barbarian, +2 wis]

Attacks:
Armor Spike: +7 melee, 1d6+3 [20x2]
[Attack: +3 BAB, +3 strength, +1 masterwork] [Primary]
Bite: +6 melee, 1d6+3 1d6+1 when secondary [20x2]
[Attack: +3 BAB, +3 strength] [Primary, -2 when secondary]
Claw: +4 melee, 1d4+1 [20x2]
[Attack: +3 BAB, +3 strength, -2 secondary attack with multiattack feat] [Secondary]
Full attack: 1 Armor spike, 1 bite (as a secondary), 2 claws.
[+2 to hit on all attacks, +2 damage on primary attack, +1 damage on secondary attack when raging]
[-1 to hit on all attacks, -1 damage on primary attack when fatigued]

Feats

Deflect Arrows [3rd level] Deflect an arrow/missile once per round automatically if a hand is free.

Multiattack [1st level] Secondary attacks at -2 rather than -5.

Track [Krenshar Bonus] Can use survival to track.

Racial Abilities:

Darkvision (Ex): 60 feet.

Low-light Vision (Ex): Krenshars see twice as far as humans in various light-impaired conditions.

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 12 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.

Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.

Automatic Languages: Unknown.
Bonus Languages: Unknown.
Favored Class: Magical Beast.
Level Adjustment: +2

Weapon and Armor Proficiency: Natural weapons.


Barbarian Abilities:

Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).

A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.


Skills (15 points Magical Beast, 5 Barbarian):
+3 Handle Animal [3 ranks, +0 Charisma] [3 barbarian]
+10 Hide ......... [5 ranks, +5 Dexterity] [5 magical beast]
+7 Jump .......... [0 ranks, +3 Strength, +4 racial]
+7 Listen ........ [6 ranks, +1 Wisdom] [5 magical beast, 1 barbarian]
+14 Move Silently [5 ranks, +5 Dexterity, +4 racial] [5 magical beast]
+1 Spot .......... [0 ranks, +1 Wisdom]
+6 Ride ......... [1 rank, +5 Dexterity] [1 barbarian]
Undertands (and might speak): Common.
[+2 to Strength and Constitution based skills while Raging]
[-1 to Dexterity and Strength based skills while Fatigued]

Buffs and Prefight actions:
- None.

Equipment:
+1 Mithril Chain Shirt Barding [10 lbs][3,200 gp] [+5 armor, +6 max dex, 0 check penalty, 10% spell failure]
[Ma] Armor Spikes (In Mithril Chain Shirt Barding) [10 lbs][350 gp]
Hand of the Mage [- lbs][900 gp] [Takes up neck slot, allows the casting of Mage Hand at CL 2 at will]
Amulet of Natural Armor +1 [- lbs][2,000 gp] [Not worn by default, but carried to be available]

Equipment at home:

[B]Expendable Items:

Potion of Fly [CL 5] [- lbs][750 gp] [Can fly at 60' with Good maneuverability for 5 minutes.]
Potion of Magic Fang (bite) [CL 1] [- lbs][50 gp] [+1 enhancement bonus on a natural weapon for 1 minute]
Potion of Magic Fang (claw) (2) [CL 1] [- lbs][100 gp] [+1 enhancement bonus on a natural weapon for 1 minute]
Potion of Protection from Arrows 10/Magic [CL 3] [- lbs][300 gp] [10/magic DR vrs ranged weapons until 30 points are prevented or 3 hours pass]
Potion of Protection from Chaos [CL 1] [- lbs][50 gp] [+2 deflection bonus to AC, +2 resistance bonus on saves vrs chaotic creatures. Prevents domination from any source, non-lawful summoned creatures cannot attack unless they overcome with SR, for 1 minute]
Potion of Protection from Evil [CL 1] [- lbs][50 gp] [As Pro Chaos, only against evil creatures, and protects against non-good summons.]
Potion of Protection from Good [CL 1] [- lbs][50 gp] [As Pro Chaos, only against good creatures, and protects against non-evil summons]
Potion of Protection from Law [CL 1] [- lbs][50 gp] [As Pro Chaos, only against lawful creatures and protects against non-chaotic summons]
Potion of Shield of Faith [CL 1] [- lbs][50 gp] [+2 deflection bonus to AC for 1 minute]
Tattoo of Chamelon [ML 1] [- lbs][100 gp] [+10 hide for 10 minutes]
Tattoo of Force Screen [ML 1] [- lbs][100 gp] [+4 shield bonus to ac for 1 min]
Tattoo of Skate [ML 1] [- lbs][100 gp] [+15 land speed for 1 min.]
Tattoo of Synesthete [ML 1] [- lbs][100 gp] [+4 spot and search or +4 listen for 10 mins]
Tattoo of Vigor [ML 1] [- lbs][100 gp] [+5 temporary hp for 1 min]

Accounting:
Gold earned: 11,666
Gold spent on current equipment: 8,550
Gold spent on expended items: 1,825
Gold left: 1,291

Miscellaneous Statistics:
Encumberance: 0-114 (light), 114.1-229.5 (medium), 229.6-345 (heavy)
Weight carried: 20 lbs

150 gp
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Challenge Rating: 1

These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

Tricks: Combat Riding package.
6.5% experience penalty when used.


Character Background:
To be determined.

Fight results:
1: 3 Player FFA (http://boards1.wizards.com/showpost.php?p=7093888&postcount=296): Ate Goran the Beast, was peppered with arrows by Omo-na Sento. [+1200 xp] [+1200 gp]
2: Arena Match (http://boards1.wizards.com/showpost.php?p=7154760&postcount=327): Peppered by the magic missiles of Dalamar. [+400 xp] [+400 gp]
3: Arena Match (http://boards1.wizards.com/showpost.php?p=7409310): Filled with the arrows of Archie. [+400 xp] [+400 gp]
4: Arena Match (http://boards1.wizards.com/showpost.php?p=7626545): A lucky strike finally ended it; such cheap tactics are most unsporting on the part of Validi Dezox. [+400 xp] [+400 gp]
5: Arena Fight (http://boards1.wizards.com/showpost.php?p=7798017&postcount=666): An exhausting fight, but Lortavos emerged victorious over Silas. [+1200 xp] [+1200 gp]
6: Arena Match (http://boards1.wizards.com/showpost.php?p=7905169&postcount=737): Defeated Perius in hand to missile combat. [+1200 xp] [+1200 gp]
7: All vs All match (http://boards1.wizards.com/showpost.php?p=8019996&postcount=814): Defeated by a duo of flying casters. [+500 xp] [+533 gp] [+53 guild earnings]
8: Arena Match (http://boards1.wizards.com/showpost.php?p=8097315&postcount=903): Defeated by an angry dwarf with an axe; how politically incorrect. [+500 xp] [+533 gp] [+53 guild earnings]


Past Expenditures (tot. 1825 gp):
Potion of Fly [750 gp]
Potion of Protection from Arrows x2 [600 gp]
Potion of Shield of Faith [50 gp]
Tattoo of Chameleon x2 [200 gp]
Tattoo of Force Screen x4 [400 gp]
Tattoo of Skate x5 [500 gp]
+1 Studded Leather Barding [675]


Maeril
Glory is the reward of defeating evil, may valorous lightning strike down all injustice!

http://www.greyhawk.nl/images/maeril.jpg

Male Human
Lawful Good
Paladin 2, Sorcerer 2, ECL 4
Experience: 7543 XP (next level goal: 10000 XP)
Height: 5 ft. 9 in.
Weight: 153 lbs.


STR...14 [+2]...(6 pts)
DEX...14 [+2]...(6 pts)
CON...14 [+2]...(6 pts)
INT...10 [+0]...(2 pts)
WIS...14 [+2]...(6 pts)
CHA...17 [+3]...(10 pts)[16 base, +1 lvl]


Hit Points: 28 [10 Pal1, 5.5 Pal2, 5 Sor2, +8 Con]
AC 12 [+2 dex, +0 size, +0 armor, +0 shield, +0 feat], Touch 12, Flat 10
[+4 armor (armor spell) +4 shield (shield spell), +2 deflection (protection from x spell)]
Initiative: +6 [+2dex, +4feat]
BAB/Grap: +3/+5 [+3bab, +2str]
Speed 30 ft.

Saves:
Fort +9 [+3 Pal, +0 Sor, +2 Con, +3 Divine grace, +1 resistance]
Refl +8 [+0 Pal, +0 Sor, +2 Dex, +2 Familiar, +3 Divine grace, +1 resistance]
Will +11 [+0 Pal, +3 Sor, +2 Wis, +3 Divine grace, +2 Iron Will feat, +1 resistance]

Attacks:
Greatsword, masterwork +7 melee, 2d6+3 [19-20/x2] [+1 higher ground (on horseback), +3 smite evil]
Composite longbow, masterwork, mighty(+2) +6 ranged, 1d8+2 [20/x3] [110 ft. range]
Lance, masterwork +7 melee, 1d8+2 [20/x2] [+1 higher ground (on horseback), damagex2 on charge, +3 smite evil]
Ranged touch, +5 ranged

Feats:
Improved Initiative [human]
Iron Will [1st lvl]
Weapon Focus: Greatsword [3rd lvl]

Special Abilities:
Armor Proficiencies (Class): Proficient with all armor and shields
Weapon Proficiencies (Class): Proficient with all simple and martial weapons
Human Versatility (Racial): +1 feat at 1st level, +1 skill points/level
Favored Class (Racial): Any
Detect Evil (Sp): At will as the spell
Divine Grace (Ex): Add Charisma bonus to saving throws
Lay on Hands (Sp): Heal up to 6 hp. (Pal lvl * Cha mod.) by touch per day
Familiar Benefits (Su): +2 on Reflex saves; Alertness if familiar within 5 ft.
Smite Evil (Su): +3 to hit (Cha bonus) +2 damage (Pal lvl) 1/day vs. evil creatures, activate as free action


Skills (15 Points Paladin2, 6 Points Sor2):
+09 Concentration..[7 rnks, +2 Con] [5pal,2sor]
+04 Diplomacy......[1 rnks, +3 Cha] [1pal]
+06 Handle Animal..[1 rnks, +3 Cha, +2 tool] [2sor]
+02 Hide...........[0 rnks, +2 Dex]
+04 Listen.........[0 rnks, +2 Wis, +2 Alertness(familiar)]
+02 Move Silently..[0 rnks, +2 Dex]
+07(+09) Ride......[5 rnks, +2 Dex, (+2 military saddle)] [5pal]
+02 Spellcraft.....[2 rnks, +0 Int[2sor]
+04 Spot...........[0 rnks, +2 Wis, +2 Alertness(familiar)]
+04 TumbleCC........[2 rnks, +2 Dex][4pal(cc)]
Speaks Common


Spells known: [5/5] [Spell levels: 5; Cast: 2]
0: [DC 13] Daze, Acid Splash, Touch of Fatigue, Read Magic, Ghost Sound
1: [DC 14] Armor, Ray of Enfeeblement (1d6)


Buffs and Prefight actions:
- Pray to Heironeous (no game effect)
- Read magic on all scrolls

Equipment:
Noble's Outfit [0 lbs][0 gp]
Backpack [2 lbs][2 gp]
Large Pouch (for familiar) [1 lbs][1 gp]
Greatsword, masterwork [8 lbs][350 gp]
Composite longbow, masterwork, mighty(+2) [3 lbs][600 gp]
Quiver with 38 arrows [6 lbs][1 gp]
Cloak of Resistance +1 [1 lbs][1000 gp]
Mw. Whistle (hande animal tool) [0 lbs][50 gp]
(equipment carried on steed is mentioned in allies section)

Expendable Items:
1x Scroll of Expeditious Retreat [CL2] [0 lbs][25 gp]
1x Scroll of Expeditious Retreat [CL1] [0 lbs][25 gp]
1x Scroll of Grease [CL2] [0 lbs][50 gp]
1x Scroll of Protection from Chaos [CL1] [0 lbs][50 gp]
1x Scroll of Protection from Evil [CL1] [0 lbs][50 gp]
1x Scroll of Protection from Law [CL1] [0 lbs][25 gp]
1x Scroll of Shield [CL1] [0 lbs][25 gp]
1x Scroll of Shield [CL2] [0 lbs][50 gp]
2x Scroll of Sleep [CL1] [0 lbs][50 gp]
1x Scroll of Obscuring Mist [CL1] [0 lbs][50 gp]
1x Scroll of Shocking Grasp [CL5] (DC 6 Caster Level check to cast)[0 lbs][125 gp]
1x Scroll of Cause Fear [CL1] [0 lbs][50 gp]
1x Scroll of Silent Image [CL1] [0 lbs][25 gp]
1x Scroll of Mirror Image [CL3] (DC 4 Caster Level check to cast)[0 lbs][150 gp]
1x Scroll of Invisibility [CL3] (DC 4 Caster Level check to cast)[0 lbs][150 gp]
1x Scroll of See Invisibility [CL3] (DC 4 Caster Level check to cast)[0 lbs][150 gp]
1x Scroll of Protection from Arrows [CL3] (DC 4 Caster Level check to cast)[0 lbs][150 gp]


Allies and Equipment:

'Inspiration': Light Warhorse (Large Animal)


Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Challenge Rating: 1

Equipment
Brit & Bridle [2 lbs][1 gp]
Military Saddle [30 lbs][20 gp]
Lance, Masterwork [10 lbs][310 gp]


'Snaggle': Weasel Familiar


Tiny Magical Beast
Hit Dice: 3 (14 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15(23) (+1 natural, +2 Dex, +2 size, [+4 armor, +4 shield optional])
Base Attack/Grapple: +3/-5
Attack: Bite +7 melee, 1d3-4 [20/x2] +3 base, +2 size, +2 Dex
Full Attack: Bite +6 melee
Space/Reach: 2-1/2 ft. / 0 ft.
Special Attacks: Attach
Special Qualities: Low-Light Vision, Scent, Improved Evasion, Share Spells, Empathic Link
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Concentration +6, Hide +11, Listen +1, Move Silently +8, Spot +1, Tumble +4
Feats: Agile, Weapon Finesse

Attach (Ex): If it hits with its bite attack, attaches and deals automatic bite damage each round, but loses dex bonus to AC.
Low-Light Vision (Ex): Double normal range.
Scent (Ex): Detect creatures by smell within 30 ft. (upwind 60 ft., downwind 15 ft.). Detect direction of creatures within range as move action. Pinpoints creature of within 5 ft. Can Track by smell (DC 10 Survival check for a fresh trail).
Improved Evasion (Ex): No damage instead of half on succesful save, half damage on failed save.
Share Spells (Su): Any spell cast on the master may also affect familiar (master' choice), but it last only if familiar stays within 5 ft. of the master. Additionally, master may cast spells with a range of Personal on the familiar.
Empathic Link (Su): Communicate empathically when within 1 mile.

Tactics
Snaggle usually resides in his master's leather hip bag, peering out over the edge in non-combat situations (+4 on AC, +2 on Reflex saves due to cover). When combat has started, he drops into the bag (full cover) until prompted by Maeril to take some action.
Note that Snaggle may be an inadvertent target of a Sleep spell, and if Maeril is sleeping, he will try to wake his master up.
Snaggle will attack anyone threatening his master, attempting to tumble into their square if neccessary to avoid AoO's.



Equipment at home:
None


Miscellaneous Statistics:
Encumbrance: 0-58 (light), 59-116 (medium), 117-175 (heavy)
Weight carried: 32 lbs
Mount encumbrance: 0-230 (light), 231–460 pounds (medium), 461–690 (heavy)
Mount weight carried: 226 lbs. (153 lbs. of Maeril, 31 lbs. Maeril's equipment, 42 lbs. own equipment)


Character Background:

Soldier, ask not, now or ever,
Where to war your banners go.
Anarch's legions all surround us.
Strike! And do not count the blow.

Glory, honour, praise and profit,
Are but toys of tinsel worth.
Render up your work unasking,
Leave the human clay to earth.

Blood and sorrow, pain unending,
Are the portion of us all.
Grasp the naked sword, opposing.
Gladly in the battle fall.

So shall we, anointed soldiers,
Stand at last before the Throne.
Baptised in our wounds, red-flowing.
Sealed unto out lord-alone!




Default Tactics


None yet.





Fights results:

4 wins, 2 losses
Base power: 1195

Fight 1: Duel with Methos (http://boards1.wizards.com/showpost.php?p=6913836), NiQil, Pit Lord: Maraxus, A Lesson in Humility (http://www.wizards.com/leaving.asp?url=http://boards.wizards.com/showpost.php?p=7008810&postcount=255&origin=) [+225 XP] [+225 gold]
After 25 rounds of fighting victory seemed within my grasp, but my opponent's faith proved stronger.

Fight 2 : Duel with Wlandra (http://boards1.wizards.com/showpost.php?p=7009527) (Delusional Illusion), Pit Lord: Cerebus13s, Justice was served (http://boards1.wizards.com/showpost.php?p=7099931&postcount=299) [+675 XP] [+675 gold]
My faith proved too strong for her entangling ways and I delivered Heironeous shocking justice upon her with a touch of my hand.

Fight 3: Duel with Zamier (http://boards1.wizards.com/showpost.php?p=7113409) (Altaris13), Pit Lord: TelinArtho, Justice was served (http://boards1.wizards.com/showpost.php?p=7175598&postcount=343) [+675 XP] [+675 gold]
Heironeous whispered in my ear to pin the evil monk should he grapple me and let my steed take him down. I listened to my deity and his will was done.

Fight 4: Duel with The First Horseman (http://boards1.wizards.com/showpost.php?p=7113409) (Nightbanegod), Pit Lord: TelinArtho, A Lesson in Humility (http://boards1.wizards.com/showpost.php?p=7175598) [+300 XP] [+300 gold]
I easily put him to sleep. My adversary didn't deserve to be killed in his sleep, so I woke him and offered him surrender. The traitorous and dishonorable fiend then attacked me a killed me most gruesomely.

Fight 5: Teamed up with Shakari (http://boards1.wizards.com/showpost.php?p=6918469) (Luni) against Rebreg Eenos (http://boards1.wizards.com/showpost.php?p=7073338) (SauroGrenom) and Kronos (http://boards1.wizards.com/showpost.php?p=7090793) (NiQil); Pit Lord: Nightbanegod; Justice was Served (http://boards1.wizards.com/showpost.php?p=7175598&postcount=343) [+675 XP] [+675 gold]
We divided and conquered. Heironeous teaches that mutual cooperation will always triump over individual prowess.

Fight 6: Duel with Feradeth Dryearraheal (http://boards1.wizards.com/showpost.php?p=7113409) (Kaigan), Pit Lord: NiQil, Justice was Served (http://boards.wizards.com/showpost.php?p=7340983) [+843 XP] [+843 gold]
I clove this false paladin in twain with my greatsword, clearly his deity was unsupportive of his cause.

Fight 7: Duel with Zassl (Maraxus), Pit Lord: TelinArtho, A Lesson in Humility [+350 XP] [+350 gold]
The sneaky kobold surprised my by running away from my sleep enchantments.

Fight 8: Duel with Torgirr Hammerstriker (The Magister), Pit Lord: Dracazar, A Lesson in Humility [+350 XP] [+350 gold]
Yielded to a superior opponent.

Fight 8: Duel with The Bounty Hunter (Nightbanegod), Pit Lord: Maraxus, A Lesson in Humility [+350 XP] [+350 gold]
A heroic fight then ended in a bitter defeat.



Accounting



Balance
In chronological order

Starting money _____________________+3000 gp.
40 arrows _____________________________-2 gp.
Backpack ______________________________-2 gp.
Spell component pouch _________________-0 gp.
Bit and Bridle ________________________-2 gp.
Cloak of Resistance +1 _____________-1000 gp.
Mw. Composite Longbow, Mighty(+2)____-600 gp.
Dagger ________________________________-2 gp.
Mw. Greatsword ______________________-350 gp.
Mw. Lance, Masterwork _______________-310 gp.
Large Pouch ___________________________-1 gp.
Summon Familiar _____________________-100 gp.
Light Warhorse ______________________-150 gp.
Military Saddle ______________________-20 gp.
Quiver ________________________________-1 gp.
Scroll of Expeditious Retreat(2) _____-50 gp.
Scroll of Grease [CL2] _______________-50 gp.
Scroll of Protection from Chaos(2)____-50 gp.
Scroll of Protection from Evil(2)_____-50 gp.
Scroll of Protection from Law(2)______-50 gp.
Scroll of Shield(2) __________________-50 gp.
Scroll of Sleep(2) ___________________-50 gp.
Scroll of Obscuring Mist(2) __________-50 gp.
Scroll of Cause Fear(2) ______________-50 gp.
Loss vs. Methos _____________________+225 gp.
Scroll of Shield _____________________-25 gp.
Scroll of Shocking Grasp [CL 5] _____-125 gp.
Scroll of Silent Image _______________-25 gp.
Victory vs. Wlandra _________________+675 gp.
Scroll of Shield _____________________-25 gp.
Scroll of Shield [CL 2]_______________-50 gp.
Scroll of Shocking Grasp [CL 5]______-125 gp.
Scroll of Expeditious Retreat [CL2]___-50 gp.
Scroll of Expeditious Retreat ________-25 gp.
Scroll of Mirror Image ______________-150 gp.
Scroll of Invisibility ______________-150 gp.
Scroll of Color Spray ________________-25 gp.
Scroll of True Strike ________________-25 gp.
Victory vs. Zamier __________________+675 gp.
Scroll of Shield [CL 2] ______________-50 gp.
Defeat vs. First Horseman ___________+300 gp.
Scroll of Expeditious Retreat ________-25 gp.
Scroll of Shield _____________________-25 gp.
Victory vs. Rebreg & Kronos _________+675 gp.
Scroll of Shield [CL 2] ______________-50 gp.
Scroll of Sleep ______________________-25 gp.
Victory vs. Feradeth ________________+843 gp.
Scroll of Shield ____________________-25 gp.
Scroll of Shocking Grasp [CL 5] _____-125 gp.
Mw. Whistle (handle animal) __________-50 gp.
Loss vs. Zassl ______________________+350 gp.
Scroll of Shield ____________________-25 gp.
Loss vs. Torgirr ____________________+350 gp.
Scroll of Shocking Grasp [CL 5]______-125 gp.
Scroll of Obscuring Mist ____________ -25 gp.
Scroll of See Invisibility __________-150 gp.
Scroll of Protection from Arrows ____-150 gp.
Scroll of Shield [CL 2]_______________-50 gp.
Loss vs. Bounty Hunter ______________+350 gp.
Scroll of Shield [CL 2] ______________-50 gp.
Scroll of Shield _____________________-25 gp.
Scroll of Protection from Chaos ______-25 gp.
Scroll of Mirror Image ______________-150 gp.
Scroll of Expeditious Retreat ________-25 gp.


Total gained ______________________ +7093 gp.
Total spent _______________________ -4680 gp.
Money left ________________________ +2413 gp.

[b]Expendables used
Fight 1
2x Scroll of Shield
1x Scroll of Protection from Law
1x Scroll of Obscuring Mist
1x Scroll of Expeditious Retreat
Fight 2
1x Scroll of Shield
1x Scroll of Expeditious Retreat
1x Scroll of Shocking Graps [CL 5]
Fight 3
1x Scroll of Shield [CL 2]
1x Scroll of Protection from Evil
Fight 4
1x Scroll of Shield
1x Scroll of Expeditious Retreat
1x Scroll of Sleep
Fight 5
1x Scroll of Shield [CL 2]
1x Scroll of Sleep
Fight 6
1x Scroll of Shield
1x Scroll of Shocking Grasp [CL 5]
Fight 7
1x Scroll of Shield
1x Scroll of Sleep
Fight 8
Scroll of Shield [CL2]
Scroll of Protection from Chaos
Scroll of Shocking Grasp [CL5]
Scroll of Obscuring Mist [CL1]
Scroll of Cause Fear
Fight 9
Scroll of Shield [CL2]
Scroll of Shield [CL1]
Scroll of Protection from Chaos
Scroll of Mirror Image
Scroll of Expeditious Retreat
2x arrows
TelinArtho

12-30-05, 12:30 AM
[As reported here (http://boards1.wizards.com/showpost.php?p=8111232&postcount=72)]
It took longer than expected. Either that or the time just doesn't pass very fast when five heroes stand in a room and wait for the result on Enzoul's divination attempts to discern the evil item's properties. Finally, the door opened and a stern-faced Enzoul entered the makeshift conference room.

"I have prayed to the heavens and the heavens have answered. The silver arcorn once was a powerful item with no malice in it. It's purpose was to strengthen the bonds of nature with its plants, and from the crest on the box we can savely assume that this was once property of the Living Tree.

The malign aura on the acorn cannot be ignored though. The item itself was not evil in the beginning but it was tainted by angel blood and thus turned into a tool for the wicked. We can only make assumptions but my gut instinct tells me that someone has stolen it from the TLT, then tainted it to use it against nature or whatever ill purpose it should serve - that, I couldn't find out but nothing good will come from the acorn now.

The acorn is no artefact or something similar in power but it still cannot be destroyed easily. My knowledge about items of nature is limited but we have just recently established successful contact with those who might know more about such things; especially when their crest is inlayed into it.

Maeril and Lortavos. I hereby give you the acorn and send you on a most important mission to destroy this acorn. Your first stop will be the Living Tree where you will have to gather more information on how it was created. Reversing this process should destroy it. I wish you good luck and may the heavens light your path!"

Once the briefing is finished, the krenshar's belted-on pouches rather abruptly open, a sheet of papyrus unfurling and floating out apparently of it's own volition, coming to rest in front of the cat. A quill follows it out a momeny later, hovering as though held by a spectral hand, "With pleasure, I shall undertake this endeavor. Who then is this Maeril?" Once the question is complete, the pen is put down and the papyrus again floats, orientated towards Enzoul, but not hidden by any means from the others in the room.

Since you still need to "introduce" yourselves to each other - please do and head off to the Living Tree to get more information. This might be a little slow to start - but I'll do my best to get things going later.
Gonbow

12-31-05, 02:49 PM
Scouring the room with a bright glance that borders on fiery, the mute feline waits for Maeril to step forward, eager to see if it has been saddled with a inconvience or gifted with an ally by Enzoul, a matter of import if this undertaking is to be successfull. Now that his presence has been noted by all, the krenshar seems to have lapsed into a casual complete silence, the shift and sway of his body not even registering to those around him.

Right, so off to TLT, then to get some equipment... Lortavos doesn't even have a backpack ^_^
Usurpator

01-01-06, 06:06 PM
Thank you for your words of wisdom and the information you have gleaned, great Enzoul. I humbly accept the quest.

Maeril then turns to Lortavos.

I hope we can establish a good rapport and our cooperation will be a fruitful one. My god-given magical powers together with your, errrr.. great fearsomeness will allow us to overcome the obstacles in our path.

whispering to Saffron Brass:

Does he fully understand the common speech of men? And what does he require to eat, not horses or small rodents I hope...

Maeril saddles up Inspirations and travels with Lortavos to the TLT.
TelinArtho

01-02-06, 09:59 AM
Maeril and Lortavos head off, an unlikely pair, and soon find themselves in the middle of Gladius Park - wondering exactly where the Living Tree guildmaster might be found.

Right this way, you two. The great tree has foretold of your coming. A smallish woman appears from behind a tree and escorts them to the location they desire without further word.

Soon they find themselves before an ancient and beautiful tree surrounded by so many others - an immense family of flora. A disembodied voice drifts down to them - the voice of kindness, serenity and ancient wisdom.

You have come to ask me for permission to destroy this seed of life. That I cannot give - but let us hear the reason why.

There was a deep pause and only after a few seconds, the tree continued:

This seed that you carry is the seed of a treant. It was being sent down to the southern forests, for they are lacking in fertility there and more new blood was needed in order to ensure balance was kept.

However, it was intercepted by agents unknown to me - and as you can see - there has been attempts to taint it with the blood of celestials. These attempts will ultimately fail - because of the actions you will take in the coming weeks.

You must go to the Dark Lands in the western provinces and retrieve the chalice of Cleansing. In this - you can release the evilness inside the acorn and restore the balance of its true nature. However, your time is short - and if you should fail - the acorn will become an agent of evil unto its own.

So go now - for time is short - and find the chalice and restore the balance. In the mean time - let us hold the acorn here and keep it safe from agents that would otherwise do it harm.

Go ahead and ask any questions you like and then let me know what items you wish to purchase (Lortavos especially).
Gonbow

01-02-06, 02:11 PM
Maeril's words, stumbling as they may be, are actually greeted with a brief rumbling purr from the majestic feline, agreement or contentment at the very least, who then swiftly pads out of the celestial headquarters, leading the way this time towards the park. As they pass through the city, the krenshar's fur subtly shifts in color, moving from the eye-catching brown-yellow he donned for the celestial's sake to a mute dirty gray, all the better to blend in with the casual filth of the city. Once they are in the park it shifts again to a dark green, the ebb and flow of color either effortless or automatic for Lortavos, for he does not pause to achieve it.

Sitting to recieve the words of the trees, Lortavos sniffs the air at the mention of blood; if the treant seed did not need celestial blood, what blood did it need? At the final instruction to leave the chest and it's cargo here, he hesitates... then shifts, moving over towards Maeril. Opposable thumbs do come in handy it seems, especially when it comes to manipulating straps and such.
Usurpator

01-02-06, 03:28 PM
Maeril undoes the straps and sets down the box that carries the tainted silver acorn in front of the great tree.

Ancient Tree, thank you for the information. Are you sure the acorn is save here, what will happen if we don't return in time? We don't like to put the forest here in any danger.

I am glad the the process can be reversed but how do we recognize this chalice you mention, can you give us a description? Do you know where we need to go, for the western provinces are some distance away and a big place. If we have little time, we would be greatly helped by some more specific information so that we can narrow our search.

Besides, I wonder about who tried to taint the acorn. They would not go to all the trouble to taint the acorn only to have it retrieved, stored safely and cleansed unopposed. They might try to waylay us on our trip.

Maeril looks at Lortavos, seeing the understanding in the Krenshar's eyes.

But on the other hand, with Lortavos besides me, they might think twice about attempting an ambush. We still need some basic supplies for our journey, can we gather some supplies here perhaps?
TelinArtho

01-03-06, 02:48 PM
The acorn shall be safe here - among the trees where its heritage is lined.

The chalice may be found in the depths of a volcano - and is protected fiercly by the One of fire. Be wary of him - for his might is greater than his form may seem.

The chalice itself is formed after the form of fire itself and so will be difficult to find in the volcano. However, with perseverance - I'm sure its location will be revealed to you.

Prepare yourself well - for the journey is long, the trials hard, but the reward is the safety of all who live in and near Gladius. May Ehlonna guide your way and Pelor grant you light.

Go ahead and purchase what you think you'll need. Since you are still in Gladius - everything is still available to you.

Once you are ready - just let me know and we'll continue.
Gonbow

01-03-06, 07:06 PM
Fire eh? Time to get some potions of resist fire...

New equipment for Lortavos:

Backpack [2 lbs][2 gp]
Candle (10) [- lbs][0.1 gp]
Chalk (10) [- lbs][0.1 gp] (One in pouch)
Flint and Steel [- lbs][1 gp]
Ink (2) [- lbs][16 gp] (Pouch)
Inkpen [- lbs][0.1 gp] (Pouch)
Parchment (10) [- lbs][2 gp] (One in pouch)
Rations, Trail (40) [40 lbs][20 gp]
Waterskin (4) [16 lbs][4 gp]
Potion of Cure Light Wounds (6) [CL 1] [- lbs][300 gp] [Heals 1d8+1 hitpoints]
Potion of Endure Elements [CL 1] [- lbs][50 gp]
Potion of Resist Energy (Fire) (2) [CL 3] [- lbs][600 gp]

Which is a little under a thousand, all told. Forty days worth of rations aught to be enough, eh? If you can think of anything else I should get Usurp, please speak up. I think Lort is ready to venture out of the city.
TelinArtho

01-04-06, 10:29 AM
@Usurp - if Maeril needs anything - just post it before the first encounter and let me know.

The journey to the Dark lands is long, arduous and leads the duo along a path through open plains, rolling hills and eventually through a pass that is rocky, treacherous and confining. Before long, the duo find themselves at a particular high point on the trail and can see the volcano in the distance.

It stands as a pedestal in the distance - holding aloft flame, soot and ash. While it is not erupting - its production would seem to indicate one is not far off in the future. Between the volcano and the duo is a pass along the side of a high hill - with one side nearly a cliff face and the other a fall to the ground below - much too far to survive from.

The ledge upon which the duo walk is about 15ft wide at most points and seems sturdy enough for walking. At their current pace - Maeril estimates another 6 hours to the volcano itself - barring unforseen circumstances...
Usurpator

01-04-06, 01:54 PM
New equipment for Maeril:

Saddlebags, 4 gp, 8 lb.
Bedroll 1 sp, 5 lb.
Lantern, hooded, 7 gp, 2 lb
Flint and Steel, 1 gp
Rations, Trail + Feed + Water (5), 5 lbs, 3 gp
Rope silk (50 ft.) 10 gp 5 lb.
Tanglefoot bag 50 gp 4 lb.

@Gonbow

I can buy some extra resist scrolls instead of those potions, if you think we have enough time to prebuff them. Also, it might be better if we shared a Wand of CLW, then you don't have to buy so much potions. Especially if you need to use a mage hand (and thus an action) to drink them.

More equip:

Wand of Cure Light Wounds, 750 gp
Scroll of Shield [CL1] [0 lbs][25 gp]
Scroll of Endure Elements, 25 gp
Scroll of Resist Energy [2], CL 2/3, 50/150 gp, (Ranger scribed if Maeril can cast it due to Paladin levels, arcane otherwise)
Scroll of Fly, 375 gp.
Scroll of Magic Weapon [1], 25 gp.
Scroll of Protection from Evil [2], 50 gp.
Scroll of True Strike [25 gp.]
Usurpator

01-04-06, 02:02 PM
Lortavos, I have a bad feeling about this. A steep and narrow mountain trail such as this would be an excellent place for anyone who wants to stop us from retrieving the chalice to ambush us.

Have you any experience as a scout? I know I am not really talented at reconaissance. How about you scouting ahead while I remain slightly behind, covering you with my bow?
TelinArtho

01-04-06, 02:08 PM
You can use the ranger scribed scrolls - just need to make CL checks with a CL of +0.

Also, meant to ask earlier - are you bringing your horse with you? Makes a difference for your rewards (and how I tell the story...)
Usurpator

01-05-06, 03:00 PM
You can use the ranger scribed scrolls - just need to make CL checks with a CL of +0.

Also, meant to ask earlier - are you bringing your horse with you? Makes a difference for your rewards (and how I tell the story...)

Okay, thanks. I was looking at Paladin scribed scrolls (bless weapon for example) as well.

And of course I am bringing Inspiration. A paladin without a horse.... unthinkable. Would Sir Valkin wander out without Foreman?
TelinArtho

01-05-06, 03:18 PM
Without a word, the two set themselves up about 20ft apart - Maeril on Inspiration and his bow drawn and ready.

Not more than 50ft later, it appears their caution has paid off. Maeril hears a stumbling rock (http://invisiblecastle.com/find.py?id=328618) from above and Lortavos smells familiar lunch meat!

Looking up - they see three orcs about 20ft above them with javelins at the ready - and another two orcs step out from behind rocks up ahead - about 30ft ahead. One of the orcs ahead is armed a little better than the rest - a breastplate with the symbol of Gruumsh across it - while the others seem to be obeying his signals.

In a heavy accent, the leader calls out:

Leave your money and the horse and we'll take this here pet too. Refuse and we'll kill you all - so just give up now.

The orc bears a cruel smile on his face.

[Initiative (http://invisiblecastle.com/find.py?id=328621)]

Lortavos 13
Maeril 8 (+)
Leader 8 (-)
Orcs 14

The orcs above and the one next to the leader seem to be ready for the answer from Maeril - hefting crude but effective javelins in their hands.


x x r . .
x x . o .
x x r . O
x x . . .
x x . . .
x x . . .
x x . . .
x o L . .
x x . . .
x o . . .
x x . . .
x o M M .
x x M M .
x x . . .
x x . . .
x x . . .
x x . . .


r= rock
x= higher level (20ft up)
.= lower level
o= orc (falchion, studded leather, javelins in hand)
O= orc leader (falchion in hand, breastplate, javelins)
L= Lortavos
M= Maeril (mounted on Inspiration)

You can go ahead and make your own rolls under Silver Acorn at Invisible Castle if you like
Gonbow

01-05-06, 06:22 PM
Hmm. Interesting situation. Lortavos will delay his action until Maeril responds, if he manages to diplomacy his way out of this, so be it, but if not.. Lortavos will move up to the leader and full-attack.

Lortavos growls softly, pausing in place but making no move for now, waiting to act in synch with the human and his horse.

Rolls, when they come around:

Spikes: 21 (http://invisiblecastle.com/find.py?id=328751)
Bite: 16 (http://invisiblecastle.com/find.py?id=328751)
Claw: 23 (http://invisiblecastle.com/find.py?id=328751)
Claw: 22 (http://invisiblecastle.com/find.py?id=328751)

Spikes Damage: 8 (http://invisiblecastle.com/find.py?id=328752)
Bite Damage: 4 (http://invisiblecastle.com/find.py?id=328752)
Claw Damage: 4 (http://invisiblecastle.com/find.py?id=328752)
Claw Damage: 5 (http://invisiblecastle.com/find.py?id=328752)

EDIT: Quite right. Why was I thinking I could move and attack? =/ Well. At least they'll take eight damage.
TelinArtho

01-06-06, 11:18 AM
Just a small point, but if you move and attack, you only get one attack - not a full attack. If you had pounce, that would be allowed though (oh and nice rolls...)
Usurpator

01-06-06, 01:25 PM
Dear Sir Orc, I am sorry to have trespassed on your property. It think it would help to post a sign the next time. No, Lortavos, stay!

How many gold do I have to pay to gain passage to the volcano beyond? The quest I am on is of utmost importance, gold is meaningless in comparison to my lofty goal. Besides, what do I need this mongrel for? When they sold it to me, they told me it was an excellent tracker, but it failed utterly to spot you and your men until we were almost right upon you. I do like to keep this horse for the trek up the mountain, would it be possible to give it to you on the return trip?

If you agree, I'll put away my bow, get the gold and hand it to you. I'll swear this by my membership of the EHTC. And please be careful around my pet Lortavos, he has a mean streak and can jump upon a stranger without notice. I'll tie him for you.

While Maeril is mostly speaking the truth, since he does think his quest is more important than gold, and he does intend to give the orc a bag of it, he doesn't trust the orc leader to keep his part of the bargain Sense Motive: 16 (http://invisiblecastle.com/find.py?id=329306), and he surely won't let Lortavos or Inspiration be taken, so he is also bluffing (http://invisiblecastle.com/find.py?id=329307) (14). Lortavos may look mean, but Maeril simply looks like an unarmored human in fine clothes, not somebody an average orc should be afraid of.

Also, since the encounter setup greatly favors the enemy, and we didn't have advance warning in order to buff some, and those orc javelineers could kill Maeril easily within 1 or 2 rounds, I am planning to be near the Orc leader when the ugliness starts, so that the javelineers will get the -4 for shooting into melee. Giving him the bag of gold will prove an ideal decoy for this (especially if he has to put down weapon or shield to accept it). If he accepts, I will haggle over Inspiration or Lortavos, offering him my greatsword instead of the horse and/or Krenshar. But as soon as I draw the sword, I will offer him his surrender instead. In the meantime, I hope Lortavos may be able to base the leader during 'negotiations' so that he can get of that full attack.

Oh, and can you please use Gray instead of Silver for out-of-characters comments. Silver is nearly impossible to read in my (default) board layout.

A few rolls in case the fighting starts:

Greatsword attack (14)
Inspiration full attack (23),(14),(15)
Ride check for cover (24)
Greatsword damage (6)
Inspiration damage (6),(4),(4)
TelinArtho

01-06-06, 02:11 PM
A bag will do - but I absolutely Must have that cat of yours. Never seen anything like him.

Done - 100 gold (http://invisiblecastle.com/find.py?id=329333) and that cat and you can pass... though I don't guarantee your safety on your way back.

Maeril moves forward with the bag outstretched. He takes the bag by taking one hand off of his sword - the orcs with javelins still seem to be holding steady.

Now, what does little Lortavos like to eat, hmmm?

Since your sword is not in hand it would definitely be a move action to draw it - and they'd see it as an offensive action - so tread carefully
Usurpator

01-06-06, 02:46 PM
Since the Bluff went better than expected (wow, did those orcs have low rolls on invisible castle!) I think I am going to take a slightly different tack.

Maeril hands over the gold.


If you really insist, here's some good rope you can bind him with. But realize he's a mighty stubborn creature, and might not entirely agree with his captivity. From this close you might have seen that he is neither wolf nor dog, but a kind of magical beast. To silence him when he's angry you need to hold a piece of cured leather in front of him and say a special command word like so.

Maeril throws the orc leader his silk rope and then starts to cast mage armor (cured leather is the spell's focus). Obviously the whole 'command word thing' is another bluff (http://invisiblecastle.com/find.py?id=329356) ploy.

With Lortavos within 5 ft. of the leader, and Maeril and Inspiration also close, I have reached my primary goal, so if you think they won't go for the bluff anymore (or Gonbow thinks it is time for Lortavos to attack) I am fine with any hostilities that may ensue. In any case, Maeril prefers if the orcs start first, he's not one for an initial strike unless he's reasonable sure that his opponents deserve to die.

P.S. I am assuming the leader isn't threatening while he has only one hand on his two-handed falchion, even though he can put both hands on it as a free action, it would prevent him from taking an AoO.
TelinArtho

01-06-06, 03:43 PM
And it starts... nice bluff roll...

The orcs hear the start of Maeril's spell and don't believe (http://invisiblecastle.com/find.py?id=329364) him for a second. Three javelins from above launch (http://invisiblecastle.com/find.py?id=329369) towards Maeril, while the one behind the leader throws his at Lortavos. One of them glances off of Maeril during his spell, but he has no problem maintaining his concentration (http://invisiblecastle.com/find.py?id=329371).

Lortavos takes the opportunity to lay his spikes, claws and teeth into the leader, and he falls to the ground without even a second breath.

The orcs above seem a little taken aback by the loss of their leader, but throw down another volley - this time at Lortavos. Although the first two merely clatter ineffectively against his armor, the last pierces (http://invisiblecastle.com/find.py?id=329374) through (http://invisiblecastle.com/find.py?id=329375) the last is deflected harmlessly by the beast's superior reflexes.

The orc in front of the duo, doesn't like his situation (http://invisiblecastle.com/find.py?id=329377) but decides that Gruumsh only rewards true warriors - so he draws his sword while stepping up to Maeril and swings at him, but apparently he was more nervous (http://invisiblecastle.com/find.py?id=329381) than effective.

Maeril draws his sword in defense and swings it across the orc's chest - cutting him deeply before the orc collapses.

The orcs above give one last volley of javelins against Lortavos, but their morale obviously affects their aim (http://invisiblecastle.com/find.py?id=329401) and the javelins are lost off the edge of the ledge. They then disappear from sight - presumably running away.

Nicely done... nothing like bringing their leader from full hp to -11 in one set of attacks eh?

Status:

Maeril 22/28, Mage Armor (2 hours)
Lortavos 22/22

Maeril can retrieve his gold.

Also, you find on the leader a [Ma] Falchion and a potion of Bull's Strength.
Gonbow

01-06-06, 03:45 PM
Lortavos watches the exchange with preternatural silence; if there is any evidence of him being more intelligent than your average worg, it is in spite of his attempting to conceal it. Turning his head to watch the hobgoblin, he waits for the greedy humanoid to come closer... closer... then, more like a snake than a cat, he strikes, silently ripping into the armor and flesh of the unlucky goblionoid.

Alrighty, gray it is. Lets show these hobgoblins what-ho eh? And I forgive you for being cunning, I guess even paladins have their strategic points ;)

EDIT: Oh and the javalin falls under the purview of Deflect Arrows, does it not? Thus Lortavos is untouched ^_^
Second EDIT: Adding after-battle RP

Glancing up at the fleeing hobgoblins, Lortavos chuffs loudly, then starts licking his claws and armored spikes clean, chuffing every now and then as though the process was unpleasant, but nessecary. Once the grooming is finished, he looks over to the paladin and scratches a small arrow in the ground with a single extended claw, pointing the direction they were heading; he is ready to continue on it seems.
Usurpator

01-06-06, 06:21 PM
Maeril quickly says a prayer of thanks to Heironeous and then looks at Lortavos to see if he is allright.

Good work Lortavos, you really tore into that vile orc chieftain! I hope the other orcs have learned their lesson. Good teamwork is the key to victory over such rabble. Now let us continue up the path to look for the chalice.

Maeril checks of the orcs are really dead, killing any still living ones to give them the mercy of a quick death. He then retrieves the valuable equipment form the orcs and puts it into his saddlebags. He checks if there are any signs of these orcs belonging to some organization, symbols, amulets, anything. Then he briefly strokes Inspiration and retrieves his wand of cure light wounds and uses it on himself: 7 (http://invisiblecastle.com/find.py?id=329522) points cured. He then cleans his outfit, mounts and follows Lortavos further up the mountain path.

Well, Maeril might be Lawful Good, but he's not Lawful Stupid. Do you want Lortavos to carry that potion for use in an emergency?

It's already getting quite hot up here, and we haven't even reached the cone yet, better do something about that.


Maeril casts Endure Elements from the scroll.
TelinArtho

01-07-06, 02:49 PM
Getting a little nervous about the heat already? Oh well - it is a spell that you could've prebuffed with for the quest if you like - but that's neither here nor there.

As the unlikely pair approach the volcano - it is apparent to the both of them that this is no mere volcano - it is more like a palace formed around a mountain - and that mountain spews forth fire, lava, and other such wonderful things from time to time.

The ground is hot underfoot, but bearable to Lortavos - and in the occasions when Maeril gives Inspiration a break from being ridden - he can feel it too - although his spell helps take the edge off.

Soon they find themselves outside of the "gates" to the bowels of the volcano - a small cavern big enough for Maeril and his horse, but it is a little cramped for that.

The air coming from the cavern is filled with sulfur and ash - and though breathable - it is not pleasant - reminding Maeril of rotten eggs.

Pausing for effect and to give you guys a chance to do something if you so choose.
Usurpator

01-07-06, 03:08 PM
I think we probably have to enter here, it seem Heironeous is going to test us with a trial of fire... I don't think the caves are a proper place for a horse though.

Maeril looks around for a spot (behind a rocky overhang or big boulder) where he can leave Inspiration without his mount running the risk of being struck by some errant pumice or something like that.

A small whiskery head pops out from Maeril's hipbag, chittering excitedly and sniffing somewhat in the direction of Lortavos.

Yes, I'm sure the caves will be a lot of fun, Snaggle.

Maeril remarks to his excited familiar, who due to the shared spells, has no problems with the heat.

Maeril picks up his scroll of resist energy just to be ready in case it is needed.

Are you ready to go in, mighty Lortavos?
TelinArtho

01-07-06, 04:02 PM
Actually - technically you cannot share spells from scrolls or other magic items (for more information - check the Arcane Order's links - they have the rules source for this).

However, it appears that the heat isn't bad enough yet for any of you to be adversely affected quite yet anyway.
Gonbow

01-07-06, 06:59 PM
Lortavos' nostrils flare and he snorts loudly as they approach the cave, not sharing Snaggle's opinion of 'fun' to be found, apparently. Pausing while Maeril sets Inspiration loose, he turns his head to focus on his pouches, mentally opening it and pulling out a small vial filled with blue liquid. Biting through the seal, the creature tosses his head back to down the liquid, shaking his head afterward to send the empty vial flying and exhaling a visible plume of chilled air before rumbling and padding into the cave entrance. Ready now, for sure.

Lortavos is drinking his potion of Endure Elements. Hmm. Think it'd be wise to get the resist fire going now as well, or wait?
TelinArtho

01-09-06, 01:23 PM
Lortavos and Maeril are a scant 40ft into the cavern when 2 creatures burst from the ground 20ft before them. They would resemble earthworms if it weren't for the fact that they looked to be made of molten rock and were the size of a wolf each.

[Initiative (http://invisiblecastle.com/find.py?id=331566)]

Maeril, Lortavos then the 2 worms.
Usurpator

01-09-06, 03:56 PM
What are these infernal creatures? Magical experiments by a wizard gone awry? The twisted spawn of devils and brimstone? I wonder if they wish us harm.

Maeril exclaims while he quickly tries to reads from his scroll of resist energy. Unfortunately, he stumbles (http://invisiblecastle.com/find.py?id=331668) over some phrases, and the scroll remains inactive (http://invisiblecastle.com/find.py?id=331670).

Hmmm.... Heironeous obviously wants me to face these creatures is melee.

Maeril drops the scroll, draws his greatsword, and 5 ft. steps forward.
Gonbow

01-09-06, 09:24 PM
Lortavos growls briefly, but wastes no time trying to answer his companion's questions, turning his head towards his flanks instead, bringing forth the potion of protection from beings just such as these while backing up slowly.

I figure it'll take a standard and either a full-round action or two standards to get the potion of protection from fire out and drank, which Lortavos will be doing ASAP. He has no intention of biting something made out of lava without some protection.
Gonbow

01-09-06, 09:29 PM
EDIT: Gah, damned double posts. Sorry.
TelinArtho

01-10-06, 02:54 PM
I think I've ruled it previously that it is a full round once it is out - so a move to take it out and 2 standards

As Lortavos fumbles with his potion, Maeril watches in anticipation as the two worms coil up and launch (http://invisiblecastle.com/find.py?id=332524) themselves at the heroic pair. Lortavos barely has to dodge the attack, but Maeril takes it full on - screaming in intense pain. Maeril quickly (http://invisiblecastle.com/find.py?id=332526) staunches any burning patches of clothing.

Maeril 12/28
Lortavos 22/22

Round 2 - Lortavos uses a standard to finish drinking the potion and still has a move action
Usurpator

01-10-06, 04:19 PM
Maeril retaliates, cutting open (http://invisiblecastle.com/find.py?id=332578) the flaming innards of one of the creatures.
Gonbow

01-10-06, 09:03 PM
Lortavos moves around the fiends, trying to get into a position to better assist the paladin before unleashing his wrath on the beasts.

I'm going to try and move to flank one of them with Maeril, if it is possible to do so without drawing AoOs.

Anyways, on round 3, Lortavos will full-attack the worm he flanked/is basing him.

Spike: 27 (http://invisiblecastle.com/find.py?id=332717)
Damage: 8 (http://invisiblecastle.com/find.py?id=332719)
Spike Confirm: 26 (http://invisiblecastle.com/find.py?id=332718)
Damage: 8 (http://invisiblecastle.com/find.py?id=332719)
Bite: 9 (http://invisiblecastle.com/find.py?id=332717)
Damage: 6 (http://invisiblecastle.com/find.py?id=332719)
Claw: 20 (http://invisiblecastle.com/find.py?id=332717)
Damage: 3 (http://invisiblecastle.com/find.py?id=332719)
Claw: 14 (http://invisiblecastle.com/find.py?id=332717)
Damage: 4 (http://invisiblecastle.com/find.py?id=332719)
TelinArtho

01-10-06, 10:18 PM
Well, as I said before - the cave is not much bigger than a horse really - so about 10ft wide. You and Maeril are essentially standing abreast of each other - so if you wanted to get to the other side- you could back up to do a bull rush or a jump over it - but that's about it.

Maeril's sword bites into the worm and its screech is unnatural - reminiscent of rocks being crushed and a fire being extinguished.

The worms surge towards the pair once more, coiling up and errupting in a flash of heat, flame and pain. Again the one facing Maeril strikes him full in the chest - burning (http://invisiblecastle.com/find.py?id=332773) him deeply. Maeril breathes a sigh of relief as the flames extinguish (http://invisiblecastle.com/find.py?id=332774).

Maeril 1/28
Lortavos 22/22, Resist Energy (Fire)

Thoqqua 1 xx-8/xx
Thoqqua 2 xx/xx

Round 3
Gonbow

01-10-06, 10:31 PM
Well, as I said before - the cave is not much bigger than a horse really - so about 10ft wide. You and Maeril are essentially standing abreast of each other - so if you wanted to get to the other side- you could back up to do a bull rush or a jump over it - but that's about it.


Ahh, I forgot that. My apologizes; Lortavos will direct his attacks towards the one that Maeril injured, in that case.
Usurpator

01-11-06, 12:31 PM
Confident that his patron deity will see him through this dangerous battle, Maeril strikes (http://invisiblecastle.com/find.py?id=333141) at the sole remaining opponent, but misses horribly. Is there a lesson to be learned here? What is Heironeous trying to tell him?

Assuming Lortavos' spike will kill the first Thoqqua and the claw will do 3 damage to the second.

Tjeez, that's the second 1 rolled. And had a 2 for the caster level check!

Telin, the Thoqqua's are also attacking at +6 in the second round, but I don't think they can charge twice....
TelinArtho

01-11-06, 05:36 PM
The opponents you are fighting can benefit from a charge even while in melee - but be thankful - it reduces their AC too...

Oh - and you attack before Lortavos does - so here goes:

Maeril swings down his sword - cutting into the ground as he stumbles in his swing.

Lortavos growls angrily and attacks the worms - first taking down the wounded one before moving on to attack the other. His spikes cleave through the wounded one - leaving it to smolder on the ground. The heat is absorbed harmlessly (http://invisiblecastle.com/find.py?id=333530) by Lortavos' protective magic.

The remaining worm coils again and shoots itself into Lortavos, but again, Lortavos is able to deflect (http://invisiblecastle.com/find.py?id=333532) the worst of the worm's deadliness.

Maeril 1/28
Lortavos 22/22, Resist Energy (Fire)

Thoqqua 1 xx-24/xx - dying
Thoqqua 2 xx-3/xx
Usurpator

01-11-06, 05:46 PM
Maeril whispers a brief prayer, hoping faith will guide his strike (http://invisiblecastle.com/find.py?id=333550).

And I guess it helped, 10 damage to the remaining one.

Strike now, Lortavos!
Gonbow

01-11-06, 11:50 PM
Lortavos responds adriotly, lashing out with many a edged claw, tooth and jutting piece of metal, but seems a bit less effectual this time. A radiply growing and nearly continous growl replaces the killing machine's earlier stalker-like silence.

By the beard of Zeus! Invisible Castle has decided that Lortavos is killing these guys too fast.

Spike: 14 (http://invisiblecastle.com/find.py?id=333805)
Damage: 8 (http://invisiblecastle.com/find.py?id=333806)
Bite: 12 (http://invisiblecastle.com/find.py?id=333805)
Damage: 4 (http://invisiblecastle.com/find.py?id=333806)
Claw: 9 (http://invisiblecastle.com/find.py?id=333805)
Damage: 5 (http://invisiblecastle.com/find.py?id=333806)
Claw: 10 (http://invisiblecastle.com/find.py?id=333805)
Damage: 2 (http://invisiblecastle.com/find.py?id=333806)

Uhm. Maeril, try not to die hey? ^_^
TelinArtho

01-11-06, 11:57 PM
Maeril steps up to the plate... he swings ... he scores!... sorry...

Maeril's blade cut deeply into the impressive worm-like foe - but it only seemed to spark up higher at his strike. Lortavos suddenly felt humbled as his own attacks were deflected away harmlessly - and then he prepared for the worm to coil up again and fire at him - but when it does (http://invisiblecastle.com/find.py?id=333807) it misses him completely. Maeril smiles as he hears the growling turn almost into a chuckle.

Maeril brings down his blade once more, slicing (http://invisiblecastle.com/find.py?id=333812) the creature in two and watches with contentment as it sizzles in its death throes. Maeril thanks Heironeous for making him remember the need for protection...

Maeril 1/28
Lortavos 22/22, Resist Energy (Fire)

Thoqqua 1 xx-24/xx - dead
Thoqqua 2 xx-22/xx - dying

Seriously... AC12? and no resist fire...? I think I might've given the scroll another shot...

Nicely done guys. I'll move on once you are ready - last encounter coming soon...
Gonbow

01-12-06, 04:01 PM
Eyeing the corpses warily, Lortavos stalks around them for a moment before looking to the human; obviously wounded but still functional. Moving over to him he presses against the human's side for a moment, offering the assistance of his fur should Maeril need help getting to his feet. But the feline-like creature looks deeper into the cave rather than out; retreat is not yet an option.

So, some zaps from the wand and on we go. Sorry about not taking him out there; but no harm no foul! Kinda odd Lort hasn't taken any damage yet, wee.
Usurpator

01-12-06, 05:00 PM
Maeril is fortified by the idea that his faith (and his trustyworthy ally) saw them through this ordeal. He picks up the scroll and draw his wand to restore (http://invisiblecastle.com/find.py?u=Silver+Acorn&limit=on) some of his burned out health: 27 points cured! Then he proceeds cautiously further into the caves.

AC 12 you say? Did my mage armor run out? I hope not, in case it did, I will recast it immediately. In any case, Maeril's purpose was not only to retrieve the Silver Acorn, but also to restore some faith in himself, since he lost a couple of bouts in the arena to the dice. Him being reduced to 1 hp. and then landing the decisive blow was just perfect.
TelinArtho

01-12-06, 05:36 PM
Yes it ran out - if you look back you'll see that I said the volcano was still 6 hours away just before you were ambushed by the orcs. Since it only lasts 2 hours - it obviously ran out.

Okay you recast it... Now.

Maeril collects himself and utters another prayer to Heironeous for showing him the way - grabs the scroll from the ground and steps cautiously forward with Lortavos by his side.

When almost all of the natural light from the sky is drowned out - a new light ahead appears and soon the caverns start to get hotter and hotter - deeper as they head into the volcano.

Strangely, up ahead, Lortavos and Maeril see that the cavern opens into a massive cave - but with only a relatively slim strip of land heading to the end. At the end however, sitting on the edge of the rock - the chalice can be seen - a perfect emblem of flame. It rests in plain view to them.

You have not entered the room yet - the chalice is all of 30ft away from you, but the ledge is thin - only 5ft wide. From the ledge is a sharp drop of 40ft into the lava below... so don't fall...
Usurpator

01-12-06, 06:29 PM
Maeril doubts that the spell would protect him much when he falls, but he decides to protect himself appropriately anyway. He steps back from the entrance (to avoid alerting any occupants of the room beyond) and then attempts to cast resist energy from the scroll but once again the magic stays contained within scroll (http://invisiblecastle.com/find.py?id=334294).

A sign from Heironeous for sure.

Whispers Maeril as he puts the scroll away.

Lortavos, let me attempt to use my god-given magic to draw any opponents out of their hiding places. We deserve to be met in battle on open ground, and not be cowardly ambushed from side caves.

Maeril draws a scroll of Silent Image, casting it to create an image of a Krenshar silenty pawing into the cave.

Maeril then draws a scroll of protection from evil, but keeps concentrating on the image until something happens or nothing happens for some time.

Well, those 1's got to stop some time, don't they?
TelinArtho

01-12-06, 10:59 PM
Well apparently the 1s aren't just for you...

As the image (http://invisiblecastle.com/find.py?id=334511) of the krenshar moves into the room beyond, Maeril and Lortavos can hear the crackle of fire - and if they didn't know better they swore it was a sentence of some sort.

Suddenly a being of pure flame appears at the entrance of the room - blocking the illusory krenshar from leaving.

Surprised! You will be! (10 points to the person who can identify that movie...)

Nice going. You each get a surprise action - you are 20ft from the being of fire.
Gonbow

01-13-06, 02:14 PM
Lortavos snarls and attempts to slam into the fiery being from behind, not afraid at all to tangle with such beings, as long as his protection continues...

I'm assuming not too much time has passed since we dispatched the worms, as it was not described as a lengthy journey?

Can we perform 'non-actions' during the surprise round? I.E: Can I rage and do something?

If so, Lortavos will rage and charge (Which can be performed as a standard action in a surprise round) the flaming being from behind, using his charge attack to bullrush with a +2 bonus, attempting to push it off and into the lava. Lortavos' check should be +7, iirc. Not great, and the lava wont kill any kind of elemental, but give Maeril some time to pepper it with arrows? Certainly.
TelinArtho

01-13-06, 02:33 PM
Bull rush is just opposed strength modified by size, so with the charge you get a +5, which is much better than the elemental's -4...

Lortavos charges (http://invisiblecastle.com/find.py?id=334941) into the living fire and collides with it hard enough to send it into the lava below, stopping narrowly himself to avoid careening off the edge. [4 fire damage absorbed by resist energy]
Usurpator

01-13-06, 02:53 PM
Maeril casts the spell from the protection from evil scroll he was still holding.

Who knows, it might be a evil elemental, besides, Maeril doesn't know that much of elementals anyway.... Initiative is: 12 (http://invisiblecastle.com/find.py?id=334960)
Gonbow

01-13-06, 02:56 PM
Well, thats why I was raging; Lortavos strength goes up to 20 when he rages, which is +5 to start with, plus the charge bonus which ups it to +7 ;)

Roaring in victory, Lortavos watches the elemental swiftly plunge into the depths of the volcano. Of course, it will likely come back, but hopefully not as swiftly and by that time, Maeril will have...
TelinArtho

01-13-06, 03:05 PM
yup... forgot about the rage...

[Initiative (http://invisiblecastle.com/find.py?id=334974)]

Mr. X 15
Lortavos 14
Maeril 12
Elemental 6

Lortavos turns around just in time to see a snake-like being jump down at him - thrusting a spear (http://invisiblecastle.com/find.py?id=334976) at him and wrenches it deep inside Lortavos's side. Lortavos starts to feel a little of the flame just as the fire-snake pulls out the treacherous weapon.

Maeril 28/28, Mage Armor (1.9 hours), Prot. from Evil (ends 11)
Lortavos 24/28, Resist Energy (Fire) (20 minutes), Rage (ends 5), Charged

Mr. X xx/xx (charged)
Elemental xx/xx (3 subdual) - in lava 40ft down.

I'm treating the elemental as if it fell into water (roughly equivalent anyway). In all likelihood it won't matter - but just in case...
Gonbow

01-13-06, 03:49 PM
GASP! WOUNDED! This snake shall pay in blood and fire.

Spinning, blood oozing from the nearly-cauterized wound, Lortavos turns his fury on the spear-wielding being, practically leaping upon it in his haste to sink spike, tooth and nail into it's flesh.


Full attack, HOOO!
Spike attack: 27 (http://invisiblecastle.com/find.py?id=335012)
Damage: 10 (http://invisiblecastle.com/find.py?id=335015)
Bite attack: 10 (http://invisiblecastle.com/find.py?id=335012)
Damage: 5 (http://invisiblecastle.com/find.py?id=335015)
Claw attack: 10 (http://invisiblecastle.com/find.py?id=335012)
Damage: 6 (http://invisiblecastle.com/find.py?id=335015)
Claw attack: 24 (http://invisiblecastle.com/find.py?id=335012)
Damage: 6 (http://invisiblecastle.com/find.py?id=335015)
Hmm. 16 damage ain't bad. Deal him a mighty blow Maeril! SMITE! SMMIIIITE!
Usurpator

01-13-06, 04:49 PM
Seeing Lortavos wounded Maeril draws his greatsword as he advances upon the spear-wielding abomination.

Heironeous!

Maeril cleaves into (http://invisiblecastle.com/find.py?id=335042) the hideous creature, who splits apart with a sharp hissing sound, splattering droplets of superheated blood across the walkway like hellish tears.

Assuming AC 19 is a hit vs. the charging opponent..... it is evil, and 12 damage is enough to disable it. :)
TelinArtho

01-13-06, 05:05 PM
As the salamander drops to the ground dying - Maeril feels much better about his connection to Heironeous. Maeril thanks him once more while Lortavos looks below for signs of the elemental. Seeing nothing - they stand at the edge of the ledge - 20ft away from the chalice.

So who wants to have fun...?
Gonbow

01-14-06, 10:56 PM
Lortavos snarls a bit more at the dead corpse, turning his attention to the chalice again after a few moments, staring at it fixedly over the narrow bridge, as though willing it to rise and come towards the adventurers...

Well, Lortavos will try to mage-hand the chalice over, floating it near the ground (So if something dispels, it'll just hit the stone rather than going over into the lava) if it works. Mage-hand has a 5-pound limit and works within 25' feet.
Usurpator

01-15-06, 05:07 PM
If Lortavos' ploy should fail, Maeril has no problem in walking over to the chalice. He will keep a careful lookout for more ambushers, the fallen fire elemental, other traps or weak walkway sections.

Since the acorn is supposedly 'tainted with evil', Maeril desires not to touch it directly, but put a bag over first, and then carefully handle it.

He will say a prayer to Heironeous before lifting it from its spot.
TelinArtho

01-16-06, 09:57 AM
Maeril is about to head out over to the Chalice when he sees it lift, and move towards him, very slowly. Maeril is about to run out to get it - lest it fall in the lava, but after looking down at Lortavos and seeing the hand around the Krenshar's throat glowing slightly - he realizes that the cat is moving it much like the paper and quill within the Guild. The progress is slow - but Maeril is happy in not having to cross the narrow causeway.

In the mean time - Maeril keeps a wary eye out for the elemental - however it does not appear again.

Maeril stows the chalice in a bag and is surprised by its hefty weight. It is warm to the touch, but beyond that is merely a work of fine craftsmanship of some crystal-shaper.

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

The return to Gladius is slow, arduous and filled with rain, sleet, and occasionally snow. Both of their moods are gloomy when the duo return to Gladius Park and eventually to the location where the Silver Acorn is being held safely.
Usurpator

01-17-06, 04:57 PM
Maeril thanks Lortavos profusely during their return trip, hailing him as a true hero of Heironeous and a staunch, competent and faifthfull ally, and will put in a good word for him at his guild.

Telin, should we leave this thread and pick up and play out the story further in the guild threads?
Usurpator

01-17-06, 05:11 PM
Week 1: Maeril 600xp, Lortavos 550xp, [Ma] Falchion (281gp quest-value), Potion of Bull's Strength (225gp quest-value), 694gp [Distribution of treasure of week 1 still needs to be worked out]
Week 2: Maeril 600xp, 533gp, Lortavos 500xp, 667gp
Week 3: Maeril 550xp, 534gp, Lortavos 525xp, 666gp
Bonus: Maeril 583xp. 533gp, Lortavos 525xp, 667gp

Maeril, at ECL 4, should get 50% of 1200 xp per encounter for an EL 4 quest (plus possibly a penalty for Inspiration in the first encounter. Was the last encounter less than EL4, and does that factor into the quest?

And why does Lortavos get a greater share of the gold? Since he already gets less XP, this increases his gold-to-XP ratio even further. Is going on a quest with a higher level partner detrimental to the amount of gold you get? (cannot find the rules about rewards in shared quests). That seems weird....
TelinArtho

01-17-06, 11:25 PM
Might as well finish up the roleplay in the Living Tree thread.

As to the rewards, I had trouble finding the precise wording, but I remember it from my quest with Sdentch and Kraegin (when Kraegin was 1 level higher) - the treasure is divided into shares according to level. So Lortavos gets 5/9 of the treasure and you get 4/9 of it. If this has changed, I have not found something saying so. If you want - send a PM to Cat to make sure.

As to the encounters, they were all EL4 or so (give or take) - but the rewards for xp are based on individual creature xp rewards per person and then divided by 2.

I forgot to include Inspiration in the first encounter's calculations, but I don't think the horse helped it too much (it was truly Lortavos taking down the leader in one round that made the difference - and the diplomacy/bluffing you did on your own).
Usurpator

01-18-06, 03:38 AM
As to the encounters, they were all EL4 or so (give or take) - but the rewards for xp are based on individual creature xp rewards per person and then divided by 2.


Okay, I understand, so individual creature rewards, but no individual treasure rewards (King Uther's school of thought, if you have seen my other question).

Individual creature rewards and group creature rewards should never be different for encounters of the appropriate EL, so this means some not all encounters were EL 4. No problem with that.

I do think the treasure ruling is strange (and completely unclear in the rules) for groups, I will PM Cat or put a question in the Ask an Elder thread.
Gonbow

01-21-06, 01:09 PM
Oh as a note, Maeril can have the falchion and potion; Lort doesn't need them.

Rumbling in agreement or pleasure at Maeril's praise, the catlike creature rears up on his hind legs, and wraps his forelimbs around the paladin in a not-quite-crushing bearhug. Dropping down once the hug is done, Lortavos lopes off into the depths of the city, bouncing up onto a stall and then a rooftop, quickly blending into the squallor and grandeur with chameleon-like speed.