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Book One: Chapter Five: "Veiled Trespasses"

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Post  151prooftattoos Mon Aug 17, 2009 4:18 am

Swifthand wrote:Never looking away from the fire he is tending, Davin's low voice interjects in the companions' discussion with the shade-sage, Nennius.

"Send this - Referred by Nennius, we who seek to restore elemental balance ask information from the Great Hedephera. How do you change elemental alignment of a nexus?"

O.O.C. - Consider Davin's suggested message as an Aid to Verity's Diplomacy roll for the Sending to Hedephera.

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 4:18 am

Halcyon wrote:"Nennius, would you say you're on good terms with Hedephera? If so Davin's version sounds good."

Diplomacy 32+4
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Post  151prooftattoos Mon Aug 17, 2009 4:19 am

macksgarageusa wrote: "I'm ok with the message Davin suggested also, let's get them sent." Straegis will assist Alex with the sending rituals, both in setting up the circles and with the reagents necessary to complete them. He follows Alex's instructions for how to lay out all the components, and supplies him with the alchemical reagents for the second ritual.

Arcana(to Assist): 1d20=4+16=20
Arcana(to Assist): 1d20=2+16=18

O.O.C.: Already subtracted 50 gp. of reagent for one sending from my character sheet. Can any one else assist with these arcana checks?
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Post  151prooftattoos Mon Aug 17, 2009 4:19 am

Malazek wrote:
Verity wrote:"Nennius, would you say you're on good terms with Hedephera? If so Davin's version sounds good."
Diplomacy 32+4
"Indeed, yes."

Straegis wrote: "I'm ok with the message Davin suggested also, let's get them sent."
Okay, on that note ...

Nennius leaves the party to prepare for the night, and Alex and Straegis begin the Sending ritual; this one two the Queen's Oracle in the Imperial City.

Alex is +19 on the check (+21 with Straegis's Aid).
The DC was 20 ... easily done
.

"'Rockbenders seek elemental dominance, orchestrated Cave Temple massacre. Ten thousand dwarves move to secure it. Travel underdark, shall destroy wise stone. Qualibar risen. -Servinus, Rihns.'”

With that out of the way, they begin the second ....

"Referred by Nennius, we who seek to restore elemental balance ask information from the Great Hedephera. How do you change elemental alignment of a nexus?"

The DC on this one is 40.
Alex is +19. Straegis adds +2. Anyone else want to throw in on this?
If four people aid, Alex will be at +27.
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Post  151prooftattoos Mon Aug 17, 2009 4:19 am

Halcyon wrote:OCC: Has it been 5 minutes since Verity activated his daily utility One Heart One Mind for +4 aid bonuses? It was initially for Vangg's Insight on Qalibar's speech.

DM EDIT: Definitely. Sending takes 10 minutes to cast.
Note: If the Sending Aracana roll fails, they can always cast it again.
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Post  151prooftattoos Mon Aug 17, 2009 4:19 am

Swifthand wrote:I will gladly Aid Alex and Straegis in the Sending, helping where I can.

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 4:19 am

Halcyon wrote:Yep, helping keep Hound from licking away the magic circle, getting Azzy to quit shuffling his feet.
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Post  151prooftattoos Mon Aug 17, 2009 4:20 am

magicspellz12 wrote:----------------------------
I still can't roll...but I'll try again if I need to. -50 reagents removed already.

DM EDIT: I can roll for you: 10+19+8=37 (Fail).
2nd Attempt: 17+19+8=44 (Success).
(So, that's regeants for three uses of Sending)
.
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Post  151prooftattoos Mon Aug 17, 2009 4:20 am

The Witch-King wrote:Mordax continues watching, and waiting.
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Post  151prooftattoos Mon Aug 17, 2009 4:20 am

Malazek wrote:When the first message reaches the Primus Inter Pares, she responds: "Dire news, indeed. We shall see how they fare, here in the city, with the might of the Queen against them."

When the second message reaches Hedephera of Marisanke, Alex sees a beautiful half-lion half-woman* in her mind's eye. Hedephera responds: "Answer MY riddle first: What's at the beginning of eternity, the end of time, the beginning of every end, and the end of every place?"

*She's a sphinx.
OOC: Looks like another (fourth) sending will be required
.

As the party discusses the riddle, and prepares to answer it, the Aqueas Templar blinks again with that same bright blue-white light. A minute later, it does it again. Then again. Then it begins strobing rapidly for nearly a minute, and then stops. Verity feels a wave of ecstatic pleasure emanate from it, but he can tell it's attention is focused elsewhere (its monitoring far off events that the heroes are unaware of).
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Post  151prooftattoos Mon Aug 17, 2009 4:20 am

magicspellz12 wrote:"Ugh. She sends me a riddle. Its an easy one though. The answer is the letter E."

Alex, wishing he was asleep, gathers the group around for another sending ritual.

"The letter E. Will you tell me how to convert a nexus please? From earth to water if possible. Or would balance prefer another element?"

--------------
-50 again. Still can't roll.
DM EDIT: Got it. 13+19+8=40 (Right on; Success)
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Post  151prooftattoos Mon Aug 17, 2009 4:21 am

151prooftattoos wrote:Vangg aids wherever possible - and listens.
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Post  151prooftattoos Mon Aug 17, 2009 4:21 am

Halcyon wrote:Verity wonders if the Templar's joy was for the death of dwarves at the hand of the Queen's holy warriors.
Insight: 13
Then back to aiding the sendings.
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Post  151prooftattoos Mon Aug 17, 2009 4:21 am

Swifthand wrote:Davin shakes his head, still surprised at the razor-sharp intellect of his companion Hydromancer.

"Well said, Alex."

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 4:21 am

Malazek wrote:
Verity wrote:Verity wonders if the Templar's joy was for the death of dwarves at the hand of the Queen's holy warriors.
Insight: 13.
Then back to aiding the sendings.
He decides it wasn't ... it had something to do with ... lost ... towers ...
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Post  151prooftattoos Mon Aug 17, 2009 4:22 am

Malazek wrote:
Alex wrote:"The letter E. Will you tell me how to convert a nexus please? From earth to water if possible. Or would balance prefer another element?"
DM EDIT: Got it. 13+19+8=40 (Right on; Success)
The response: "Twenty-five words deficient. Ritual requires powerful relics. Both in possession of Birgit Sallowmane: found near Wisestone in hall of iron. Verity Servinus has the other."
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Post  151prooftattoos Mon Aug 17, 2009 4:22 am

Malazek wrote:With the sendings done, the party is ready for bed. On the first watch, Taalgarnuk begins placing "noise-maker" traps around the campsite, to alert the watchmen if something should approach. He asks for Davin's help in the matter.
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Post  151prooftattoos Mon Aug 17, 2009 4:22 am

Swifthand wrote:Davin gladly helps Taalgarnuk in the placement and setting up of his wards.

"Interesting, Taal. This noisemaker works similarly to a small-game snare Old Man Fletcher taught me to use in the 'Bog."

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 4:22 am

Malazek wrote:Taalgarnuk responds, "Yess, yess, sseen ssuch ssnaress afore. Hunter'ss an' trapssterss usse dem ... Me prefereth wire in da dirt, but wire no good in da sswamp; it russtss."
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Post  151prooftattoos Mon Aug 17, 2009 4:22 am

Swifthand wrote:The woodsman nods in agreement.

"Try sinew - no rust, and usually plentiful in the wood and marsh."

Davin pays close attention to the Trapmaster's work, trying to pick up tips to refine his own craft.

-Swift
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Post  151prooftattoos Mon Aug 17, 2009 4:23 am

Malazek wrote:The trapmaster does the same, listening to the woodsman perspective (after all, he wants to know what sort of man would see through his traps, as Davin has).
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Post  151prooftattoos Mon Aug 17, 2009 4:23 am

macksgarageusa wrote:Stunned at how quickly his ally came up with the answer to the riddle, Straegis says "I'm impressed Alex, your exhaustion seems to have sharpened your wit." Straegis helps Alex again, this time making sure he follows Alex's instructions meticulously, he doesn't want to be the reason another ritual fails. As he finishes assisting, he turns to Mordax and says, "Well, I guess we were taught right all along, theres nothing a little forced marching can't help, eh?" He chuckles to himself, not even sure if the old dog is still awake, and finds a suitable spot to continue copying to his book.

O.O.C.: Subtracted 50 more reagent from my character sheet for 4th Sending ritual.
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Post  151prooftattoos Mon Aug 17, 2009 4:23 am

Malazek wrote:Zzzzzz.*

Morning comes without interruption. Just before the last watch is over, several object suddenly materialize; one near each hero's bedding. Straegis, Mordax, Alex, and Kersh are the only ones awake to witness the sudden arrival of Ba'al Qalibar's gifts.

As soon as the objects materialize, the haunting presence felt throughout the catacombs vanishes; it is as peaceful and serene in here as it would be in an isolated glade or grove.
_____ _____ _____ _____ _____

Two sets, of short chainmail appear, one next to Juugug and the other next to Vangg ...

Qalibarian Tombchain Armor
Clerics and warlords of Ba’al Qalibar’s army were given black tombchain like this because of its ability to improve their healing powers
Lvl 15 (25,000 gp)
Armor: Chain
Enhancement: +3 AC
Power (Daily - Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier.
_____ _____ _____ _____ _____

Two sets of blackish leathery armor appear, one near Davin and the other near Taalgarnuk ...

Qalibarian Gravehide Armor
Ba’al Qalibar’s scouts and snipers wore this blackish leathery armor, causing their bodies to appear indistinct and hazy to onlookers who now had to squint to see them clearly.
Lvl 12 (13,000 gp)
Armor: Leather
Enhancement: +3 AC
Power (Daily): Minor Action. Until the end of your next turn, you gain concealment against enemies farther than 5 squares away from you.
Property: The wearer of this armor may be affected by a creature wearing a Qalibarian Fleshhound Harness.
_____ _____ _____ _____ _____

A small leathery collar appears near Hound ...

Qalibarian Fleshhound Collar
This black leathery collar was worn by Qalibar’s dogs of war, allowing them to magically swap places with his scouts and taskmasters.
Lvl 12 (13,000 gp)
Item Slot: Companion
Power (Daily - Teleportation): Move Action. You and may swap places with an ally within 10 squares of you, as long as they are wearing Qalibarian Gravehide armor.
_____ _____ _____ _____ _____

A strange heavy stone on a golden chain appears in front of Alex ...

Qalibarian Foestone
This pointed lodestone is set into a golden chain, and when aimed toward an enemy, it grants you understanding of your foes’ weaknesses. This device was standard issue for Qalibar’s advisors and assassins.
Level 12 (13,000 gp) Wondrous Item
Power (At-Will): Minor Action. Choose one creature you can see. You learn all the target’s vulnerabilities, as well as which of its defenses is lowest.
_____ _____ _____ _____ _____

An etched helm appears in front of Straegis ...

Qalibarian Factotum Helm
When soldiers in Ba’al Qalibar’s army exhibited exceptional heroism and loyalty, they were sometimes awarded with etched helms such as this; thus broadening the usefulness of their capacity to serve.
Level 14 (21,000)
Item Slot: Head
Power (Daily): Minor Action. Gain training in one skill until the end of the encounter, or for one hour when not in an encounter.
_____ _____ _____ _____ _____

A heavier and more-horrific helm appears near Mordax ...

Qalibarian Dreadhelm
Under this grizzly helm, the eyes of Qalibar’s champions became burning points of terror, exuding palpable sensations of menace and horror.
Level 13 (17,000 gp)
Item Slot: Head
Property: Gain a +4 item bonus to Intimidate checks. Take a –2 item penalty to Diplomacy checks.
Power (Daily - Fear): Minor Action. Make an Intimidate check against the Will defense of a target within 5 squares of you. If the attack succeeds, the target takes a –2 penalty to attack rolls and defenses until the end of your next turn.
_____ _____ _____ _____ _____

Near Verity, a stout shield, painted with the draconic image of House Qalibar ...

Qalibarian Shield of Onslaughts.
The forward heavy cavalry of Qalibar’s army carried similar shields to this one, which acted as bulwarks against all attempts to alter the cavaliers’ course.
Lvl 12 (13,000 gp)
Item Slot: Arms
Shield: Heavy
Property: Gain resist 10 against opportunity attacks you provoke from charging. After charging, you cannot be pulled, pushed, or slid until the end of your next turn.
_____ _____ _____ _____ _____

For Kersh, a thick leather harness ...

Qalibarian Muleback Harness
Qalibar’s slaves were occasionally outfitted with these unadorned leather harnesses which allowed them to carry and drag
heavier loads.

Lvl 12 (13,000 gp)
Item Slot: Waist
Property: When determining your normal load, heavy load, or maximum drag load (PH 222), treat your Strength score as 10 points higher.
_____ _____ _____ _____ _____

An whispy silver knife is left for Azzy ...

Qalibarian Exodus Knife
This insubstantial silver blade was carried by Qalibar’s spies, and appears to cut through solid walls.
Level 12 (13,000 gp)
Wondrous Item
Power (Daily): Standard Action. When you use the exodus knife to trace a doorway onto a solid object, it opens a portal into an empty extradimensional space 4 squares wide, 4 squares high, and 4 squares long. While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door (a minor action). Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can’t see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures still in the space when the effect ends reappear in the closest unoccupied squares outside the door.
_____ _____ _____ _____ _____

*Refresh all powers and surges. Reset AP to 1.

It's morning.
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Post  151prooftattoos Mon Aug 17, 2009 4:24 am

151prooftattoos wrote:OOC: Xps for side quest - Return Sword of Qalibar?
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Post  151prooftattoos Mon Aug 17, 2009 4:24 am

Halcyon wrote:Verity’s first waking thought is not of breakfast for a change. The sudden absence of the King and his minions stirs him awake whereupon he sees the gifts. The Paladin stares at the shield a long moment, his excitement for a fine gift subdued by it's source.

"Qalibar was forthright enough but left much unsaid. It is clear that he did not seek undeath, rather others performed the unholy magics on his corpse.
"Even the mighty rarely chose their own fate. Whatever destiny he now seeks, I pray it favor this Age and the Empire he helped forge."


Verity tucks his unadorned wooden shield in the bag of holding. Then he foists the dragon-emblazoned shield to ready, testing its weight and familiarizing himself with it’s shape.

“Tugaarlnuk, you wouldn’t happen to have more of that sausage would you?”

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

After everyone’s enjoyed a well deserved meal and prepared to set out he says,” I’ve been thinking about what the sage said about using diplomacy for war; certainly he had enough to say on the subject. The bit about breaking the alliances of your enemies was particularly relevant to our situation.

“The secret dwarf writings from the library spoke of tricking the Eladrin of the North into an alliance with the Dwarves. Something about ‘If only the Eladrin knew what really happened at Shadow Pass…’

“So what did really happen at Shadow Pass? If the Eladrin of the North can be convinced that their vengeance should target the Dwarves instead of the Empire, then we are doubly blessed: We lose an enemy and gain an ally.”


He tears off a last chunk of dry bread and washes it down with the dregs of his coffee.
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