The Journal of Dinnivan d'Sivis

This is an in character journal of a Dungeons and Dragons Eberron campaign known as "The Shattergate Cycle" as written by Dinnivan d'Sivis.

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Location: Urik, Dark Sun

I have been DMing off and on since 1979.

Saturday, February 17, 2007

Dinnivan level 8

Dinnivan d’Sivis Tomebinder
Rock Gnome 8th character level, 3rd level Archivist (cast as level 5), 3rd level Wizard (1st Gnome Illus. Racial Sub. Level, cast as level 5) 2nd level Mystic Theurge
Lawful (84) Good (90) Birth Date 892 Rhaan 12th

Stats
S 6 (-2)
D 10 (0)
C 16 (+3)
I 20 (+5)
W 17 (+3)
Ch 11 (0)

AC 11 (15 to giants) hp 58 Speed 20’ Action Points 9 Experience Points 28,285/36,000
Melee attack: dagger +0 (-2 str, -2 flaw, +1 size, +3 wiz,,arch,mystic) damage 1d3-2 19-20/x2
0 vs. kobolds and goblinoids
Missile attack: Crossbow or rays +2 (-2 flaw, +1 size, +3 wiz,,arch,mystic)

Saves
Fort +7/+9 vs. illusion (+3 con, +3 Archivist, +1 Wizard)
Reflex +2/+4 vs. illusion (+1 Archivist, +1 Wizard)
Will +12/+14 vs. illusion (+3 wisdom, +3 Archivist, +3 Wizard, +3 Mystic Theurge)

Skills (48 points Archivist, 18 wizard, 13 Mystic Theurge)
Listen +5 (+3 wisdom +2 gnome 0 ranks)
Craft: Alchemy +9 (+1 rank +5 int +2 gnome +1 specialized)
Profession: Scribe +5 (+3 wisdom +1 rank +1 specialized)
Healing +7 (+3 wisdom +4 ranks)
Decipher script +10 (+1 rank +5 int +2 archivist +2 Sivis Dragonmark)
Speak Language: Goblin (2 skill points but 1 rank)
Hide +8 (+4 small +4 ranks)
Speak Language: Orc (2 skill points but 1 rank)
Knowledge Nature +10 (+5 ranks +5 int)
Knowledge Arcane +16 (+5 int +11 ranks) Magical Beasts
Knowledge Dungeoneering +14 (+5 int +9 ranks) Aberrations
Knowledge Religion +18 (+5 int +11 ranks +2 archivist) Undead
Knowledge Planes +14 (+5 int +9 ranks) Outsiders and elementals
Concentration +11 (+3 con +8 ranks)
Spell craft +18 (+5 Int +11 ranks +2 synergy w/ know. arcane)

Feats
Free- Scribe Scroll
Flaw- Augment Healing (+2 per spell level)
Flaw- Sivis Dragon Mark (comprehend languages 1/day +2 decipher script)
1st Trivial Knowledge (2 dice rolls knowledge checks)
3rd Spell Focus: illusion
6th Leadership
Flaw
Non-combatant (-2 melee)
Shaky (-2 ranged)
Traits
Specialized (+1 alchemy -2 all other crafts)
Specialized (+1 Scribe -2 all other professions)

Languages
Gnome
Common
Burrowing Mammal
Dwarven
Elven
Draconic
Giantish
Orcish
Goblin

Racial Abilities
Low light vision
Innate Spells (at wizard level due to 1st level gnome illusionist racial substitution level):
1/day 1st level Speak with (burrowing) Animals, Ghost Sound, Dancing Lights, Prestidigitation

Class Features:
Archivist:
Dark Knowledge (4/day, move action, 60’, 1 minute, know roll 15=+1 attack, 25=+2 attack, 35=+3 attack)
Illusionist:
Shadow Shaper (hide is class skill but lose bonus feats)
Immediate Magic: Brief Figment 4/day (immediate action, 1 mirror image, 1 round, but lose familiar)
1st level Gnome Illusionist Racial Substitution level: Gnome Illusion Spells:
gnome gains wizard level as level of racial spell-like abilities and -1 spell level on the following spells 0/1st Silent Image, Ventriloquism; 1st/2nd Leomand’s Trap, Minor Image; 2nd/3rd Illusionary Script, Major Image; 3rd/4th Illusionary Wall; 4th/5th Persistent Image; 5th/6th Programmed Image
But has penalty or -1 caster level on Transmutation spells

Archivist Prayer Book
0 All Clerical
1st Cure Light Wounds (1d8+7, will ½), Protection From Evil (1 min/L), Summon Monster I (25’+5/2L, 1 round, 1 round/L), Sanctuary, Hide From Undead, Resurgence (touch, 2nd save), Command, Summon Nature’s Ally I (25‘+5/2L, 1 round, 1 round/L, wolf), Entangle (400’+40/L, 40‘ radius, reflex for ½ move or held fast and DC20 strength or escape artist to move ½, unentangled must save each round), Night Shield (+1 saves 6th=+2 9th=+3, negates magic missiles) Obscuring Mist (20‘), Burning Hands (15’ cone, 5d4)
2nd Lesser Restoration (3 rounds, cures 1d4 removes reduction), Silence (400+40/L, 20‘), Hold Person (100‘+10/L, 1 round/L), Cure Moderate Wounds (2d8+1/L+4), Summon Monster II (25’+5/2L, 1 round, 1 round/L, no more than 30’ apart, celestial bombardier beetle or celestial giant bee), Shield Other (25‘+5/2L, 1 hour/L, +1 AC & saves), Web (100+10/L, 20‘ radius, 10 min/L, reflex to get loose or stuck DC 20 str or 25 escape artist 2nd chance to get loose, those loose str check or escape artist to move DC 15= 5’ DC 20=10’ DC 25=15’ etc), Mirror Image (1 min/L, 1d4 images +1/3L, AC 11)
3rd Protection from Energy (10min/L, 12 damage/L), Magic Circle(10’, 10min/L),
Archivist Spells Prepared 4/5/4/3 (save 15+ spell level or 17+ spell level Illusion)
0 level Cure Minor Wounds x4
1st Obscuring Mist, Cure Light Wounds, Summon Nature’s Ally I, Entangle, Burning Hands
2nd Silence, Web, Mirror Image, Summon Monster II
3rd Magic Circle, Protection from Energyx2

Illusionist Spell Book (restricted: conjuration and necromancy, Transmutation caster at level -1)
0 all except conjuration & necromancy plus Silent Image (400+40/L, concentration) & Ventriloquism
1st Minor Image (concentration +2 rounds, 400+40/L), Color Spray (p 210, 15‘ cone, min stun 1 round), Charm Person, Magic Missile (100+10/L, Net of Shadows, Ebon Eyes (trans), Repair Light Damage (trans. 1d8+1/L-1), Disguise Self, Shield (1 min/L, +4), Reduce Person, Identify (casting 1 hour, 100gp pearl), Sleep, Shocking Grasp, Alarm, Power Word: Fatigue (RD p 115, 25‘+5/2L, <100hp, 1st -2 str&dex no run/charge, 2nd half speed -6 str&dex),
2nd Phantasmal Assailants (SC 25‘+5/2L, 8/4 wis&dex, 1st will 2nd fort), Flaming Sphere (100+10/L, 30‘round, 1 round/L), Mirror Image (1 min/L, 1d4 images +1/3L, AC 11), Bull’s Strength (1 min/L), Resist Energy (10 min/L, -10 energy), Vertigo (PHB2 127 25+5/2L, 1 round/L, no spell resistance, DC 10 balance fail by 5=prone, -2 attack and save, airborne +4 will & no balance), Snowball Swarm (SC p194, 2d6 reflex ½, 100’+10/L, 10’ burst), Levitate (25+5/2L, 100#/L, 1 min/L, -1/attack, 20‘ round), Protection from Arrows (1 hour/L, 10/magic, 10hp/L max),
3rd Displacement (1 round/L) , Slow (25+5/2L, 1 round/L, within 30‘)
Wizard (Illusionist) Spells Prepared (4/5/4/3 save 15+ spell level or 17+ spell level Illusion)
0 level Silent Image, Repair Minor Damagex3
1st Color Spray , Magic Missile, Repair Light Damage, Power Word: Fatigue x2
2nd Phantasmal Assailants (Illus), Flaming Sphere, Vertigo, Snowball Swarm
3rd Displacement, Slow x2

Encumbrance/Equipment (current 3)
Light <=15, Medium <=30, Heavy <=45
Dagger 0.5 lbs
Spell Component Pouch 2 lbs.
Flame Touched Red Iron Holy Symbol 0 lbs
Heward’s Handy Haversack: 5 lbs total
Main Pack: Max 80 lbs - size 8 cubic feet (used
Letter of Introduction from Morgrave University 0 lbs
Eberron Dragonshard (20 spell levels) 0 lbs
Belt Pouch 1 lbs
96 platinum pieces
55 gold pieces
3 silver pieces
10 copper pieces
Scrolls (divine):
Bull’s Strength
Cat’s Grace
Bear’s Endurance
Scorching Ray
See Invisibility
Darkness
Invisibility
Heat Metal
Spiritual Weapon
Resist Energy
Wands:
Wand of Dawn Burst (50 charges CM 101)
Wand of Magic Missiles L1(48 charges)
Wand of Magic Missiles L5 (14 charges)
Wand of Cure Light Wounds 0 lbs (47 charges) gift to Bryanna
Wand of Cure Light Wounds 0 lbs (48 charges)
Wand of Repair Light Damage 0 lbs (28 charges)
Wand of Shield Other 0 lbs (30 charges level 3)
Wand of Ebon Eyes (50 charges)
Wand of Net of Shadows (49 charges)
Staff of Life 5 charges?
Scholar’s outfit (worn) 0 lbs
Everburning shuttered lantern 2 lbs (carried)
Deed to castle
7-100gp pearls
Map of Sharn 0 lbs
Traveling Papers 0 lbs
Potion of Mage Armor 0 lbs
3 Scrolls of Net of Shadows 0 lbs
1 unknown scroll
Deed to castle
Right Pouch: Max 20 lbs – size 2 cubic feet (used 9 lbs)
Dinnivan 2 Spell Books 6 lbs
Spell book 3 lbs (100 spell levels total, 0=1, used=47)
Prayer book 3 lbs (100 spell levels total, 0=1, used=50)
Dinnivan’s Journal 3 lbs
Left Pouch: Max 20 lbs – size 2 cubic feet (used 9.5 lbs)
Ever Bright Lantern 3 lbs
Healer Kit 1 lbs
Letter of Credit to house Orien 0 lbs
Hobgoblin spell book 3 lbs (1st-Level Spells Magic missile, shocking grasp, alarm, grease, mage armor, shield, sleep 2nd-Level Spells Ghoul Touch, Blindness/deafness, Web, Bull's Strength, Mirror Image 3rd-Level Fireball, Haste)
Glamour Weave courtier outfit 2.5 lbs

Brief Personal History: Dinnivan’s parents (Filgin and Dolra) were moderately wealthy members of the dragon marked house Sivis prior to the inception of the last war. In the early years of the Last War Dinnivan’s parents served under a number of flags as a primary means of communication with the front lines. Their ultimate goal was to serve as a communication conduit between the various members of the Galfarian royal family in hopes that the war might end through negotiation, and this was how much of their time was spent, especially in their later years. Realistically such communication was employed to create and dissolve alliances and did little to bring the conflict to a conclusion, and perhaps even lengthened it. When Dinnivan was conceived, the gnome couple withdrew from involvement in the conflict in order to raise their son safely in Korranburg. However, as soon as Dinnivan was old enough to enter studies in the Korranburg Library, his parents resumed serving various members of the Galfarian royal family as communication specialists. This went on for a number of years during which Dinnivan graduated from the Library of Korranberg’s College of Tabernacles (religion and philosophy) and was retained to serve as assistant librarian. Dinnivan rarely saw his parents but they wrote him frequently. A week prior to the Day of Mourning Dinnivan received a letter from his parents telling him that they were in Cyre working for its Queen and that they would be coming home for a visit in two weeks. That was the last Dinnivan heard from his parents and therefore Dinnivan assumes they were slain in the Mourning. Furthermore nearly all of the family wealth disappeared with them. When the Last War finally ended Dinnivan decided to fulfill a life long dream and travel to Sharn to train under the House Phairlan illusionists.
Faith: Worships the Sovereign Host with special focus on Aureon (LN god of law, knowledge, lore, and magic) and his wife Boldrei (LG goddess of community, hearth, villages, homes, marriages, and government appointments)

Description:
Hair color- dark gray, Skin Color- light brown, thin arms and legs, small potbelly, Height 3’4’, Weight 46 lbs, Age 106

Wands to Purchase
Wand of Entangle, Wand of Power Word: word of fatigue, Wand of Bull’s strength, Wand of Invest Light Protection
Feat Plans
9th level Craft Wand
12th Improved Spell Focus: illusion*
15th Elven Spell Knowledge
18th Draconic Archivist
21st Magic of the Land
Skill Plans
Bluff 4 ranks (level 17)
Use Magic Device 5 ranks (+2 synergy w/ spell craft to decipher spell scrolls)
Decipher Script 5 ranks (+2 synergy w/ use magic device involving scrolls)
Spell craft * ranks (+2 synergy w/ use magic device check when one rank in it)
Cleric Spells: Repair Light Damage, Repair Minor Damage, Insight Of Good Fortune, Cloud of Knives,
New Spells to Learn at Korranseburg Library:
Power Word: Fatigue RD 115, Power Word: Pain RD116, Power Word: Sicken RD116, Dawnburst Dark Way (SC p58 for scrolls only)CM 101, Karmic Aura CM 108, Karmic Backlash CM 109, Truecasting CM 121, Dragon Eye Rune DM 66, Path of Frost DM 71, Soul of Order DM 73. Dark Way (SC p58 for scrolls only), Jet of Steam CM, Boiling Blood CM, Luminous Swarm CM, Spells for illusionist (restricted: conjuration and necromancy) True Strike, Feather Fall, Scorching Ray, Levitate, Pro/f/Arrows, Dispelling Touch, 1st/2nd Leomand’s Trap, Minor Image; 2nd/3rd Illusionary Script, Major Image;
Adept Spells for Archivist:
Level 3 spells
S. O. P.
1. When leaving dungeon Paz scouts exit to check for ambush.
2. If DM rolls attack roll and damage at same time Din will use immediate figment for every attack unless otherwise noted.
3. Din is always hiding in the shadows and moving silently unless the movement speed of the party prevents it.
4. At fancy parties Zed wears the backpack.
5. If I have an opportunity to learn new spells Din will always do so.
The description of the Knowledge skill indicates that in general, the baseline DC of checks to identify monsters and remember one bit of useful information about their special powers or vulnerabilities is equal to 10 + the monster's HD. Every 5 points by which the check result exceeds the DC yields another useful piece of information (PH 78).
As a general rule of thumb, a DC 15 check or higher will reveal all of the base creature's type and subtype traits as defined in the glossary. This often includes information about energy resistance or various immunities. For instance, a DC 15 Knowledge (arcana) check reveals that dragons have high hit points (12-sided HD), all good saves, and have darkvision out to 60 feet and low-light vision. They eat, sleep, and breathe.
Information specific to the creature, such as its type of damage resistance, spell-like abilities, or immunities come with the high DC check results.
Celestial giant bee CR 1; Medium Magical Beast (Augmented,Extraplanar); HD 3d8 (Vermin) ; hp 13; Init +2; Spd 20, Fly, Good 80; AC:14 (Flatfooted:12 Touch:12); Atk +2 (1d4, Sting); SA: Poison (Ex) , Smite Evil (Su) ; SQ: Racial Traits: Vermin, Darkvision (Ex): 60 ft., Mindless (Ex), Immunity: Mind-Affecting Attacks (Ex), Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, Spell Resistance (Ex): 3 + 5, Resistance: Acid (Ex): 5; AL N; SV Fort +3, Ref +3, Will +2; STR 11, DEX 14, CON 11, INT --, WIS 12, CHA 9.
Skills: Spot +5.
Description: Although they are many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins.
Combat: Giant bees are usually not aggressive except when defending themselves or their hive.
Special Attacks: Poison (Ex): Sting, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Constitution. A bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Celestial giant bombardier beetle: CR 2; Medium Magical Beast (Augmented,Extraplanar); HD 2d8+4 (Vermin) ; hp 13; Init +0; Spd 30; AC:16 (Flatfooted:16 Touch:10); Atk +2(1d4+1, Bite); SA: Acid Spray (Ex) , Smite Evil (Su) ; SQ: Racial Traits: Vermin, Darkvision (Ex): 60 ft., Mindless (Ex), Immunity: Mind-Affecting Attacks (Ex), Resistance: Electricity (Ex): 5, Resistance: Cold (Ex): 5, Spell Resistance (Ex): 2 + 5, Resistance: Acid (Ex): 5; AL N; SV Fort +5, Ref +0, Will +0; STR 13, DEX 10, CON 14, INT --, WIS 10, CHA 9.
Description: These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long.
Giant bombardier beetles have no interest in other creatures. They normally attack only to defend themselves, their nests, or their eggs.
Combat: Giant bombardier beetles bite with their mandibles and spray acid.
Special Attacks: Acid Spray (Ex): When attacked or disturbed, a giant bombardier beetle can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed at a Fortitude save (DC 13) or take 1d4+2 points of damage.

wolf: CR 1; Medium Animal ; HD 2d8+4 (Animal) ; hp 13; Init +2; Spd 50; AC:14 (Flatfooted:12 Touch:12); Atk +2 base melee, +3 base ranged; +2 (1d6+1, Bite); SA: Trip (Ex) ; SQ: Scent (Ex), Low-light Vision (Ex); AL N; SV Fort +5, Ref +5, Will +1; STR 13, DEX 15, CON 15, INT 2, WIS 12, CHA 6.
Skills: Jump +9.
Feats: Track.
Description: Wolves are pack hunters infamous for their persistence and cunning.
Combat: A favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.
Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent as a free action (see page 139 in the Player's Handbook) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

998 Spheros 8th

998 Spheros 8th bridge New Cyre

As we discussed our plans to counter the goblin invasion my companions and I carefully examined all of our options. The consensus was that we should hazard a division of our forces. We decided to send the fleet-footed Pazenga back to Drenlin’s Ferry to get word to Prince Orgev via Failin while the balance of our company would rest over night and begin the long trek to the bridge. Before we neared the bridge in question, Pazenga loped up and rejoined our fellowship, an impressive accomplishment. As we finally approached the bridge itself, we discussed the likelihood that it might be held by a goblinoid advance guard. My companions and I thought that we could be facing a serious battle against an elite force of hobgoblins but in truth we had no conception of the danger we were about to face.

As we crested the last hill and came in sight of the bridge we saw a tactical situation that, while not ideal, could be dealt with effectively by the diverse skills of our company. The bridge was made of quarried stone and was about ten feet wide and about one hundred feet long. The span was warded by two adjacent towers on each side and these towers were manned by a single hobgoblin archer each. Furthermore there was a cluster of a half dozen hobgoblins on the far side of the bridge. The bridge itself spanned not just a river but a deep chasm as well. The small ribbon of blue was visible some fifty yards below. The two hobgoblins in the nearest tower immediately began firing on us with their powerful bows, and despite the incredible range, they managed to get a number of arrows all they way to our position, some even causing shallow wounds. The hobgoblin captain put a horn to his lips and blew a mighty blast. I thought perhaps he was summoning those hellhounds or a small force of worg-mounted cavalry. Imagine my shock when a green dragon the size of a pony dropped out of the sky and lit upon on the distant tower.

For just a heart beat panic seized my spirit. I feared I would vomit and hope faded. I was certain my comrades and I could defeat an elite advance force of hobgoblins, but with dragon aerial support, the skirmish could spin out of my control. When the panic faded I seized upon the idea that our only hope of surviving the battle was to get one of us up into the air, to counter the flying dragon and elevated archers. By casting a spell of levitation on Zed I thought to kill two birds with one stone. I would have an ally in the air to counter the dragon’s depredations and also Zed could be sped anywhere on the battlefield at need. Therefore I cast my spell and begged Pazenga to use his uncanny speed to drive Zed into the enemy. My hope was to have Zed engage the deadly dragon and the tower-archers on the far side of gorge allowing Elarin and I to employ ranged magic at a safe distance. Ironically, nearly the opposite occurred. When Pazenga smashed Zed into the hobgoblin infantry on the bridge, the dragon took to the sky and crossed the gorge heading in my direction!

As I fled before the dragon’s wrath I drew my new improved force missile wand and fired a volley at the beast. Despite the enhanced power of the wand, the spell fizzled uselessly as the creature was still out of range. As the mighty beast bore down on me I screamed to Elarin for assistance but he was involved in a furious duel with a hobgoblin swordsman. Elarin must have noted the desperation in my voice because he selflessly broke off from the hobgoblin and sprinted on a trajectory that would cut off the green beast. Before Elarin could intercept the dragon and relieve us, the winged reptile belched forth a cloud of vitriolic mist. We were very fortunate in that Bryanna had already retreated beyond the reach of the acid cloud and I myself was just at the very limit of its reach. Had I not stumbled, I might have avoided the burning gas altogether. But as it was, the searing vapors melted the outer layer of my exposed skin. The burning of my lungs was all but unbearable. I countered the acidic gas with a powerful healing enchantment and was fully restored.

A few seconds later Elarin darted in and blasted the reptilian monstrosity with four fire rays, an unbelievable feat when you consider that he was only previously able to conjure a single fire ray per casting (even as Bryanna and I are so limited). The dragon was severely burned about the chest, the scales blackening and sloughing off. I attempted to exploit the distraction and quickly cast my Phantasmal Assailants spell, but to no avail. Dragons are highly resistant to most magics or so I have read.

I needn’t have bothered as the dragon had had enough of the Elarin’s fire magic and retreated back to the tower and his secret cache of enchanted potions. Although he flew relatively slowly, the beast was maneuverable, much more so than the manticore we had fought previously.
Meanwhile Zed was engaged in a bizarre melee due to a side effect of my levitate spell. Nearly surrounded by a half dozen elite hobgoblin infantry, the warforged warrior was striking around him while floating five feet above the bridge. The strokes of his mighty adamantine war-sword causing him to bob and spin nearly out of control and spoiling his aim. Still he was making good account of himself and the hobgoblins began to fall before his blade. Zed’s situation would have been much more desperate save for Pazenga. Our loyal gith martial artist covered Zed’s flanks and kept him from being overrun or dragged down. After Elarin, Bryanna, and I defeated the last of the hobgoblin swordsmen on our side of the chasm, I sent the elf spell-sword to the edge of the precipice to finish off the wounded dragon. Bryanna and I then turned our attention to the hobgoblin archers in the two adjacent towers. This was a serious miscalculation on my part and one that very nearly cost Elarin his life.

By the time Elarin got into position at the edge of the precipice, the emerald dragon had consumed a potion to make itself invisible. And as we were to later discover, he had healed himself as well. In my paranoia, I was convinced that the dragon was coming for me, forgetting that Elarin had severely wounded the beast while I had done little but run from it. The elf warrior and I both prepared our most powerful spells, ready to strike when the dragon appeared. Disastrously the creature had used its superior maneuverability to swing around our flank, invisibly, and attack with complete surprise. Elarin was struck from behind and pitched off the cliff into the abyss. Fuming in frustration and grief I managed to shout out another spell before the reptilian monstrosity flew out of range, but once again to no effect. At this point we all believed our comrade slain but unbeknownst to us Elarin had landed on a ledge some seventy feet from the bottom, bones broken but still alive. Elarin wisely chose to let all believe him slain, most especially the cursed dragon.

The emerald dragon then turned in our direction again but we were saved by my wife’s quick thinking. Bryanna threw up a thick fog bank to hide us from the dragon’s eyes and the creature again headed for the far side of the bridge. The mist also served a second function in hiding us from the swords and arrows of the remaining hobgoblins.

By this time Zed and Pazenga had slain the majority of the goblinoid elite infantry. Zed was using the tower wall to slowly work his way up the conical top and Pazenga was engaging the single surviving swordsman at close quarters. The dragon did not, however, return to its tower as Zed predicted and instead landed in the middle of the bridge. For this reason Zed reversed his direction and headed back toward the bridge level.

Byranna, her earth elemental familiar Shard, and I used the protection of the concealing mist as a base from which to launch attacks against our lone hobgoblin swordsman. Shard landed the final blow that laid the enemy soldier low. Thus freed to assist the others, I cancelled the levitation spell on Zed and slowly moved in to support him on the dragon‘s flank. I glanced over at Pazenga and our gith monk was engaged in a stalemate with the same goblinoid soldier, both were exhausted and unable to land a decisive blow, no aid was coming from that quarter. Zed, perhaps sensing my purpose, heroically advanced on the savage dragon. When I was sure he had its full attention, I slipped in and drawing my last dregs of mystical might, cast my phantasmal assailants spell with a power born of desperation. The creature’s reptilian scream heralded the spell’s success. Zed exploited the lingering lethargy left by the spell and drove his sword deep into the creature’s chest, finally killing it.

Immediately after the battle, Zed began butchering the dragon as though it were a farm animal and not a child of the gods. We wasted much time debating the morality of profiting from the corpse of a sentient being before beginning our true purpose, that of destroying the bridge. Pazenga has argreed to scout the other side of the bridge and bring back news of the approaching army meanwhile Zed will employ his invulnerable adamantine blade to the critical work of demolishing the stone bridge.

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Sunday, February 04, 2007

998 Spheros 7th-8th

998 Sypheros 7th Drenlin’s Ferry, New Cyre late at night

When we came within sight of Drenlin’s Ferry I felt it prudent to send Pazenga, our githzerai skirmisher, ahead to scout for the goblin army on the off chance that its vanguard might have arrived ahead of us. Paz returned quickly and told us there was nothing to fear.

Once in Drenlin’s Ferry I thought it an unspoken moral obligation to warn the human villagers of the impending goblin invasion. We were extremely surprised to discover that the locals were quite aware of the goblinoid threat and that they had been harassed by hobgoblins “and their ilk” for some time now. The human known as Speaker Noro Wiston seemed to be in charge, like some sort of mayor or town elder, though he was only of middle years as humans recon age. The captain of the town guard was a formidable, though handsome, female human seemingly young for a position of such authority (pity she was born with such a pathetically short nose) by the name of Captain Soranna. Speaker Wiston asked us to drive off a detachment of goblins that had taken up residence in an abandoned human keep as they were employing it as a base from which to launch raids against Drenlin’s Ferry. Speaker Wiston also mentioned that there was a particular bridge that the goblin army would have to cross if they did indeed intend to bring the mountain tribes into New Cyre.

I only reluctantly acceded to this desperate request. I was gravely concerned that such a side trek, no matter how vital, would make us late for our audience with Prince Oargev ir‘Wynarn. As much as I admire the Galifarian royal family, nobles can be a tad sensitive about getting stood up by commoners, even dragon marked ones. I consoled myself with the thought that Prince Oargev would approve of our actions on his people’s behalf and conversely we might earn his displeasure if it was known that we had refused to aid his subjects. In order to hedge my bets I insisted that Speaker Wiston send a message to Prince Oargev explaining the situation and his reasons for requesting our assistance.

998 Spheros 8th New Cyre, an human abandoned keep

We asked Failin to transport our company as close to the fallen fortress as was possible for the oversized elemental wagon. As we were reaching the limits of the wagon’s ability to negotiate wilderness, we came upon a rustic cabin. We knocked upon the door and the cabin’s sole occupant came to speak with us. Jorr Natherson was a rugged human frontiersman of advanced but indeterminate age. We told Jorr of our mission and he offered to guide us to the goblin fortress. Jorr and Failin then conferred and they came to the conclusion that the elemental wagon would be unable to take us much further due to the copious vegetation. Therefore we sent Failin back to Drenlin’s Ferry with word of our progress. After a couple of hours of hiking through the wilderness we came upon the fortress ruins. It was a small but formidable castle with towers and an open court yard. The gate house was the most heavily damaged part of the structure with a collapsed roof and broken walls. Strewn here and there were bones of an oversized humanoid with large teeth which we took to be the remains of one or more ogres.
Again we thought it wise to send Pazenga ahead to reconnoiter enemy dispositions in order to better form a battle strategy.

In one of the “barracks” Paz discovered a pair of child-sized orange-skinned goblins sleeping near their worg mounts. In the other barracks he found a small force of elite hobgoblin infantry and their bizarre minotaur commander. The hobgoblin platoon was also fast asleep. Unbelievably no guards had been posted. Although none of us are experts on the topic of monstrous humanoids, this particular minotaur seemed excessively mesomorphic even for their powerful race. Additionally this particular man-bull was missing his left hand and instead had some sort of sinister warforged-like contraption grafted to the stump. After filching the overly-muscled minotaur’s huge axe, Paz returned to our position to bring us word of the enemy. When Paz spoke of the mysterious metal prosthesis, we assumed it contained some sort of spring loaded blade, and to our later woe, we let the matter drop. After conferring briefly we thought that our best plan of attack was to hold the narrow defile provided by the fallen gate house and use this defensive position as a base from which to launch attacks against the goblinoids. We had thought that with the mighty minotaur forced to face Zed’s deadly adamantine sword weaponless, we should have an easy victory, our lack of understanding of the true situation would very nearly be our undoing.

Once again we sent Pazenga ahead, this time with the grim task of waking the goblinoids and causing as many casualties as possible in the attempt. Pazenga bypassed the goblin cavalry and chose the more dangerous target of the hobgoblin elite foot soldiers and their minotaur captain. Pazenga took to his charge with deadly efficiency. Creeping noiselessly from hobgoblin to hobgoblin. he dealt two of the sleeping soldiers powerful blows to the bridge of the nose, driving bone splinters in the hapless sleepers’ brains. Unbelievably the two hobgoblins were slain in absolute silence but the third stirred in his sleep just as Pazenga delivered the stiff fingered blow. The goblinoid warrior let out a blood curdling scream and the barracks erupted in chaos. Paz put down the screaming hobgoblin and fled the barracks, pursued by the single surviving hobgoblin and the huge minotaur. Paz sprinted back to our defensive position as planned, but immediately after that, our “clever” stratagem began to unravel.

Zed was positioned in the front rank to counter the melee threat of the minotaur but such a threat never materialized. The huge man-bull strode a few yards in our direction and, instead of charging as expected, he raised the strange metal prosthesis and blasted an ebony ray straight into Zed’s chest. The powerful ray left Zed reeling in what would have been called pain if the warforged had been flesh and blood. Even after the two worg mounted goblins entered the fray we held to our defensive position. Then the minotaur fired a second blast from the prosthesis and again Zed was severely blasted with the black energy ray. We were faced with the possibility that the magical contraption could generate an infinite number of volleys and this would spell our doom. Our only counter was Elarin’s fire blast and this seemed to cause the minotaur little concern. Therefore we were forced to break formation by allowing Zed to charge the dangerous minotaur. The goblin cavalry meanwhile, rained crossbow bolts down on us causing no serious injuries but neither did we have a counter for their relentless attack.

Just prior to Zed’s desperate charge, a leonine bat winged creature appeared on the intact gate house wall to our left. The beast began a murderous rain of tail spikes far more dangerous than any goblin crossbow. The first volley would nearly have done for me save for a quick defensive illusion and Brianna’s healing magic. Elarin responded with a searing fire-bolt and the creature retreated. I knew the manticore was not seriously injured and would return so I cast a spell of levitation on Pazenga and began raising him to the parapet.

After the initial charge Zed found himself fighting for his life. The minotaur, demonstrating uncharacteristic cunning, continually retreated out of sword reach and blasted Zed over and over with the prosthesis generated black ray. The two worg riders joined their minotaur officer, surrounding and harassing Zed, though in truth the child-sized goblinoids could do little to his adamantine skin. Zed was growing weaker by the second and if he fell, we would be wiped out. The situation was so desperate that Elarin charged in to relieve our beleaguered warforged warrior. Elarin delivered his deadly magically charged sword thrust and dealt the creature its first serious wound. Elarin then turned on the goblin cavalry to distract them from their harassment of Zed. Our warforged swordsman was blasted again and again and seemed to be at the end of his endurance but the minotaur was also slowing due to the many minor wounds. In a last burst of desperate energy Zed leapt in and cleaved the bovine head from the hirsute humanoid body.

Zed immediately joined Elarin against the goblin cavalry and was in the process of wiping them out when a huge hairy goblinoid spellbinder charged out of the tower’s doorway and cast some sort of a spell on me. I had no way of knowing what sort of magic he placed on me but I managed to fight off its effects through sheer force of will. This, apparently, was the mighty “Wyrmlord Koth” we had been warned of by our captive hobgoblin. Zed closed with the bugbear sorcerer, quickly followed by Elarin. Before either could land a significant blow Zed was blasted to his knees by a bolt of lightning cast by the bugbear war-wizard. When the smoke and dust cleared I expected to see Zed lying on the ground deactivated but miraculously he was still somehow on his feet staggering forward to the attack! Thinking quickly, I shouted for Zed to not resist my spell and I cast a sphere of silence on him. The silence prevented Wyrmlord Koth from speaking words of magic and thus spared Zed another of the deadly lightning strikes. Unfortunately the spell could do nothing to stop his cruelly spiked morning star. Only Zed’s adamantine skin kept his head from being bashed in. Elarin dealt the hairy sorcerer a stinging flesh wound to the side with his razor sharp elven estoc. Zed used Elarin’s painful distraction to cut the bugbear in two from collar to crotch.

As Zed and Elarin finished off the goblinoid sorcerer, the manticore returned and landed on the wall walk to face Pazenga at close quarters. The human faced beast laid into Pazenga like the animal he so closely resembled. To the untrained eye it might have looked like a one sided battle, the skinny githzerai, unarmed, facing off against the razor sharp claws and fangs of the mighty beast. Deceptive, in that the beast could not touch the agile martial artist. Paz seemed to know where the beast would strike before the blow was even launched. Although Pazenga’s blows inflicted only superficial lacerations on the mighty beast, it was clear who the victor would be. Eventually Paz dealt the creature mighty kick that sent the manticore tumbling off the ramparts. The creature’s bat-like wings prevented any serious damage from the fall so Paz leapt off the parapet and delivered a vicious kick to the beast’s back that left it reeling. Paz followed up this blow with a punch to the throat that crushed its windpipe and ended its life.

In the aftermath of the battle, I ran to Zed and used just enough charges from our repair wand to bring Zed back into fighting trim, should more enemies arrive. We then looted the battlefield gaining more weapons and armor for the soldiers of New Cyre. While searching the premises, Elarin discovered a hidden passage that led to a long forgotten treasure room. In this room we acquired much wealth as well as two magic hand-and-half swords (one human sized and one giant sized), a powerful healing staff with a few charges remaining, strength enhancing gloves, and an extra dimensional storage bag. More importantly, we found a map among the effects of Wyrmlord Koth detailing the goblinoid invasion plan. And as we were warned at Drenlin’s Ferry, the goblin army must cross a particular bridge to enter New Cyre. I wish I knew if the bridge were stone or wood.......

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