Saturday, August 19, 2006

Conquest of Garrec Lassos' Jarl

December 18,1005.
Raven memorizes and casts a beating heart #2 6am, duration through November 30, 1005. Begins 8 hours rest, one hour re-memorization, one turn casting; beating heart #3. 3:10 pm, 8 hours rest, one hour re-memorization, one turn casting. 12:20 am, beating heart #4. Zachery teleports back to Mudship, for Rod transport from the plane to the boat with the to-be mobilized Hextorite throng. All ten wizards, all ten fighters, one-eyed Jack Guzl, Kushzakar, Mansurian, Podinae for the crew, Skell, Bellum, Helm, Nagrush-Kar, Ardon. Already at the mudship are Yugrim, four mud golems, and 9 undead monster (former frost giants) guarding the holding Skyshark; Kushzakar, Mansurian, One Eyed Jack Guzl and Podinae will become part of the Shyshark crew.

A key sphere and seeing stone left in the Mudship and Diescroth. Raven messages the boat to open the key sphere for his arrival late that evening with four beating hearts in preserve jars.

See Excel spreadsheet for spell and item preparations to 28 characters. Zachery still may do some reconnaissance. Starting from the boat. Given the ethereal shield by Bellam. Placing a ring of invisibility, mud ring and helm of comprehending languages by Ardon. Summoning of earth elementals to accompany Zachery, yes and no communication, understand but not respond, two hours duration. Flasks of oil to all those who can carry it.

Raven and Zachery approach fort via fly spell. Night before planned attack around 7pm. The fortress of Garrec Lassos is insight by 7:30pm. Summoning of the earth elementals, followed by applying dust. Tokens for the elementals 1000gp each. Commands to the elementals: Explore the unworked stone region beneath the pool room and beyond, noting there layout and construction, until I summon you via the ring. Let them loose, Raven and Zachery fly dusted to the towers on either side above the pool room. Splitting up to a tower to meet back up on the opposite side. Dimunize for one hour. Raven explores the out five towers, Zachery goes ethereal an explores the inner towers. Ice mephits spotted. Outer mephit towers, inner troll towers. Summoned elementals are recalled to location just outside the fort.

Invis to undead cast after finding Garrec Lassos on the Blue level. Mapping complete.
Ship captain has ten priests report for one-eyed Jack Guzl, Kushzakar, Mansurian, Podinae.
Tarn riding on blacksteed through the door against the dragon with firebreath loaded steed.
Fighters not to each tower after wizard attack, rather sending them down the hole created by the transmute rock to mud spell. The idea to take the battle straight to Garrec’s lair. Send Zachery in with them.

Ten wizards followed by archers.

Pre-four rounds of spell preparation
Key sphere via Damien (stoneskin 8) to the wall behind the pool room. The sphere is opened and everyone flies to position. Mages and warriors to the towers for the spell artillary blast, with two groups of four undead monsters moving toward either tower alongside the poolroom. Raven and Ardon and Skell are using the Mud Rings, Raven memory, Zachery scroll, helm cage-rod.

Round 1 : Declaration
Raven – death spell. 12th level – 12 30ft cubes.
Helm cage-rod death spell.
Zachery death scroll 11th level.
Wizard 2, 3, 6 fireball scroll 10th level
Wizard 7, 8, 1 steam and vapors
Wizard 10 wand of lightning bolts
Wizard 4, 5 firebreath potions
Wizard 9 w and of fire
Ardon and Skell Mud ring transmuting

Raven – death spell.
Helm cage-rod death spell.
Two death spells to the ogre magi area, 8d20 for each of two death spells. Helm and Zachery at the ogre magi lair = 57, 58, 62 CV points as per p.175. 10 ogre magi, one hagi, one sub-chief, 3 ice mephits and 6 trollhounds die instantly from the two death spells. This leaves the 2 magi chieftains and the single ogre hagi alive. ****They immediately begin mist transformation to later move to the subterranean central hall outside Garrec’s room and the Giant Hall. Raven casts the death spell at the pool room and rolls 62 (see above) - he lone living ogre hagi in the pool room and 3 ice mephits are immediately slain.

Mage2, 3, 6 fireball scroll 10th level
37 hpt by Mage2 tower2, 33 hpt by Mage3 tower1, 42 hpt by Mage6 tower3.

Mage7 , Mage8, Mage1 steam and vapors
Mage7 29hpt tower2, Mage8 19hpt tower4, Mage1 25hpt tower1.
Mage10 wand of lightning bolts
Mage10 19hpt tower3.

Mage4, Mage5 firebreath potions
Full quaffs for 5d10 20 by 80 breath. Mage4 24hpt tower3. Mage5 36hpt tower4.

Mage9 wand of fire
Mage9 25hpt tower4.

Ardon and Skell Mud ring transmuting
Ardon and Skell use the Mud Ring’s transmute rock to mud on a lateral slant exposing the backside of the pool room and pouring the transformed mud into the subterranean passage below. There is a 18 foot gap into the pool room, and a mud slope down.

Warrior1, Warrior4, Raven and Helm each engage an exposed ice golem, with Bellam holding the central rear flank and Warrior5 darts behind in excavated entrance.

Longbow fire for last half of round at the singed trolls - Warrior2 tower4 17hpt and 16hpt, Warrior6 tower2 18hpt and 19hpt, Warrior7 16hpt, 16hpt and 19hpt tower3, Warrior8 firetooth bow 21hpt, 18hpt and 24hpt tower1.

****Spell casting for the ogre hagi begins for hag with Garrec, the second hag on route once mist transformation complete this round.

Tarl bashes through the outside barrier into one of the dragon lairs’ on the lowest RED level. His final attack sends him mounted with lance toward the opening breath of a adult white dragon. Two easy saving throws protect him from the beast’s breath thanks to the Dragonshield. A single charge with the Dragon Lance fatally pierces the creature’s brain seconds later, killing it outright.

Round 2: Declaration
Combat down BLUE level
Warrior9 against a frost giant. Three hits kill it, the poison used. Warrior9 suffers one attack SS7.

Warrior3 against a frost giant. First strike with poison kills. All hits miss before death at end of round.

Warrior10 against a frost giant. Warrior10 kills after suffering SS8 and two poison hits.

Zachery against a frost giant. Zachery hit once SS6, 4 attacks 21hpt, 22 hpt, 20hpt, 22hpt.

Nagrush Kar against a frost giant chieftain. Three attacks kill the chieftain. Last attck against Zachery’s 20hpt.

Combat MAIN level pool room
Ardon re-loads the exchanged Cage-rod with a beating heart for a death spell.
Ardin remains outside the room flying, scanning with trueeeing.

Warrior1 against a liquid ice golem takes down in 6 attacks, one hit SS6.

Warrior4 Flail against a liquid ice golem takes down in 6 attacks, one hit SS7.

Helm against a liquid ice golem suffers 2 hits, 39hpt, all ice miss.

Raven against a liquid ice golem four hits. Raven hit, SS5.

Bellam launches hammers throws destroying Raven’s, injuring Helm’s, finally finished off by flail from Warrior1.

Warrior5 darts hold position.

Combat Towers
Mage and Warrior team up, a back up from room near spout where mist forms are solidifying. Mages prepare artillary spell-wand-breath attack while Warrior prepare for bow fire.

Warrior6 and Mage9 firebreath and bow fire. Warrior9 directly in fromt of one surviving troll out of 3.

Mage4 firebreath Warrior7 tower2 attacked by 4 uninjured trolls. 2 hit SS7 on Warrior7. Five shots kills 4 trolls. Regeneration is apparent.

Mage5 and Warrior2 in tower3. 3 bow shots, 3 kills, 2 hits SS5.

Skell with wand of fire and Warrior8 in tower4. Four trolls DEAD. Total 5 for tower. Burned beyond regeneration.

Tarl kills one, wounds another in 4 attacks, un-hit.

Round Three: Declaration
Combat Towers
Mage 4 and Mage5 burning hands spell.
Skell and Mage9 wand of fire: burning hands.
Warrior 6-7-2-8 prepare for attack.

Tower 1: Warrior6 and Mage9
3 trolls descend from the upper 4th level, 3 trolls ascend from the lower 2nd level.
Mage9 does burning hands 6hpt to each. Warrior6 kills his three. 3 remain on mage9.

Tower 2: Warrior7 and Mage4
3 trolls to Warrior7 kills one, badly injures 2.
2 trolls to Mage4 buring hands by spell – 9hpts with one hit SS9.

Tower 3: Warrior 2 and Mage5
Mage5 Burning hands spell, two hits SS7, thre very injured trolls.
Warrior2 attack3, kills one, massively injures 2, one hit SS4.

Tower 4: Skell and Warrior8
Burning hands via firewand – 6hpt. Skell hit SS7.
Warrior8 Firetooth bow vs. 3 trolls, all killed with no hits.
Tower 4 is cleared.

4 undead monsters moving up Towers 1 + 2.

Combat MAIN level
Warrior5
Warrior4
Warrior 1
Helm – dispel magic 17th level scroll: dispel magic
Raven
Bellam
-- Ardon outside

Helm casts scroll on doorway, Raven and Bellam charge door. The door holds. Warrior 1 and 4 fail against the door. Warrior 5 succeeds. Raven enters the room, gripping the staff.

Mage 1 2 3 6 7 8 10 Ardon. Two white dragons bolt from the RED level cave exits. Two teams of four break to attack fleeing dragons.
Mage10 – wand of lightning bolt, Mage6-2-3 magic missle spell. Dragon injured but keeps moving.

Ardon – lightning bolt spell, Mage1-7-8 magic missle spell. White dragon very injured, keeps in motion with save.

Combat down BLUE level
Warrior 10
Warrior 9
Warrior 3
Zachery
Nagrush Kar

Nagrush Kar levels into a healthy giant, severely injuring. Zachery kills his injured, then finishing off Nargrush’s. Warrior10 injures, hit sustained. Warrior3+9 engage 2 hill giants a piece. One kill by Warrior3.

Combat RED level
Tarl Cabot levels two hill giants to one dead, other severely injured. The ironsteed breaths, but receives 3 hits for 41hpt damage, and is destroyed.

ROUND 4: Declaration
Mage5 declares magic missle.
Tower 1: Warrior6 and Mage9 – three trolls remain. Kills scored, burning bodies with flask.
Tower 2: Warrior7 and Mage4
Killed off by giants and warrior.
Tower 3: Warrior 2 and Mage5
Tower 4: Skell and Warrior8 – free to move
Bonfires abound.

Combat MAIN level
Warrior5
Warrior4
Warrior 1
Helm – dispel magic 17th level scroll: dispel magic
Raven
Bellam
-- Ardon outside Mage 1 2 3 6 7 8 10 Ardon. Skell joins with Ardon. Warrior8 heads toward BLUE level. Ardon will use last of week’s usage to stone to mud the block trap. Ardo passes the Cage-Rod to Skell.

Facing a stone block wall trap that descended down from the ceiling once Raven crossed the area of space. Raven leap back into the violated pool room.

Bellam crushes through the door and blasts through a glyph or warding. The Frost Giant Hall is exposed, Golems line the walls.

Combat down BLUE level
Warrior 10
Warrior 9
Warrior 3
Zachery
Nagrush Kar
Zachery vs. Cyclopskin.
Nagrush ans W10 clean up trollhounds and remaining giant. 3 hounds left out of eight. Warrior 8 joins

Combat RED level
Tarl 1 hill giant, 3 cyclopskin. Hill and cyclopskin killed.

ROUND 5: Delcaration
Towers are free to move.
Warrior6*-Mage9
Warrior7*-Mage4*
Warrior2-Mage5*
Skell

Flying Mages
Mage 1 2 3 6 7 8 10* Ardon.
Mage 4 5 10 Warrior 6 Warrior7 descend to the BLUE level combat.
Remaining Ardon Skell Mage1 2 3 6 7 8 9 (9 individuals) guarding the sky-entrances.
Positions consider another dragon exit for ideal attack.

Combat down BLUE level
Warrior 10
Warrior 9
Warrior 3
Zachery
Nagrush Kar
Warrior8
Mage 4 5 10 Warrior 6 Warrior7 descend to the BLUE level combat.


Combat MAIN level
Warrior5
Warrior4
Warrior 1
Helm
Raven
Bellam

Warrior1 warrior4 and Bellam engage 6 liquid ice golems. Ac –3 each, gloems strike 12 to hit 4 attacks. 13 ice mephits and 16 trolls materialize.

Combat RED level
Tarl combat.

ROUND 6: Declaration
Skells moves support position behind Bellam.

Combat MAIN level
Warrior5 – 16 trolls against five.
Warrior4
Warrior 1
Helm
Raven
Bellam
Trolls attack, ice mephits breath.

Combat down BLUE level
Warrior 10
Warrior 9
Warrior 3
Zachery
Nagrush Kar
Warrior8
Mage 4 5 10 Warrior 6 Warrior7 descend to the BLUE level combat.
Mage10 and Mage4 to firebreath, Mage10 to lightning bolt via wand down lower level ramp. 30, 41 hpt from firebreath.
W3-M4 W9-M10

ROUND SEVEN: Declaration
RED level combat
Tarl Cabot fighting a patrol of 9 ogres, 8 verbeeg, and 5 giant trolls alone.

Blue level combat
Warrior 10
Warrior 9
Warrior 3
Warrior 6
Warrior7
Zachery
Nagrush Kar
Warrior8
Mage 4 5 10

M1 M3 M6 M9 W2 meet the invading ogre magi strike group, composed of 3 magi, 3 sub-cheftains. Delcaration of magic missle by M1 firebreath potion, M13-6, M9 using wand of fire- burning hands. Warrior2 uses 2 poison arrows.

Warrior6-Mage5 against 5 giant trollsl. Mage5 lightning bolt – 26hpt. Warrior6 launches arrows.

Nagrush Zachery Warrior10 Warrior7 against patrol in back passage with surprising ogre magi-chieftans-hags surrounding party.

Ardon’s death spell with the Cage-Rod 56 d4 one dead.
Skell burning hands -
Haste and minor globe dispelled.
Poison darts 5, Raven 2. Slowed put into effect on Warrior5 and Warrior4.

ROUND 8: Delcaration
Towers are empty.
Combat RED level
Tarl kills 2 ogres.
Combat BLUE level 1- Warrior3-9-8 and Mage4. Attacks and magic missle.
Combat BLUE level 2- Mage3-5-6-10 and Warrior6. M10 lightning bolt 27hpt against one troll, 4 verbeeg and 5 ogre. Mage2-9-3 trollhound attacks.
Combat MAIN level
Magic missles from Ardon and Skell Mage8.
Darted hags dead. Giants enter and are atacked. Trolls continue to line up of battle.
Characters down this round: Nagrush Kar, Warrior2, in negatives; Mage6, Mage1 are dead.

Round 9: Declaration
Combat RED level - Tarl
Tarl fighting patrol. Firebreath potion levels into patrol of giant trolls, ogres, verbeeg. Tarl is not hit.

Combat BLUE level
Mage2-3-4-7-9 against the top level frost giants, injured first. Kills injured, Warrior6 in bow fire with two remaining giants. Giants go 3rd 5th 7th and 9th, Warrior 6 2nd 4th , dead by 5th segment. Giants turn remaining 2 attacks a piece to M2 and M7, two successful hits on each, both SS 5. Mage9 magic missles, picks up Warrior2 negative, drops his arrow quiver of Warrior2 to the ground, and flies out of BLUE level to MAIN level with his dead comrade. Mage7 hit by giant trolls 3 times, SS2. Mage2 and Mage3 each hit by a trollhound bite, both SS4.

Combat MAIN level
Warrior3 and Warrior9 in stand off against giant trolls leading unsurging patrols from two passages. Warrior9 hit SS2, Warrior6 missed; two giant trolls killed, two injured.
Warrior7, Warrior10, Zachery fighting giants. Magic missle, arrow shots, Zachery SS1, 3 giants killed. Warrior7 hit once, 5hpt. Warrior7 and Warrior10 release final attacks on two trolls, injuring.

Combat MAIN level
Warrior1-4-5, Bellam and Blindhelm.
Mage8 Skell Ardon Raven magic missle 10 times Garrec, 3 at injured killing, four last at Garrec and all giants go down. Trolls, mephits and trollhounds advance.
Skell down to 0.

Keysphere is given to Damien, heads to the surface to open for Zenar and cleric wave to advance.

Round 10: Declaration
Raven and Damien team up to open the gate to the demiplane where Zenar and cleric reserves of Nangordak, Kushzakar, One-Eyed Jack, Podinae, Mansurian and Ogie.
Combat RED level
Tarl Cabot uses potion of firebreath, 39hpt.

Combat BLUE level
Mage10 Warrior3 Warrior8 Warrior9
Mage10 lightning bolt 23hpt against 9 giant trolls, first damage to them. Warrior3 longsword, Warrior9 longsword. Warrior8 bow against hill giants.

Mage2-3-8
Mage2 burning hands, Mage3 melf’s acid arrow, Mage8 burning hands. Burning hands 1st segment, Melf’s acid arrow.2nd segment. Mage5 cone of cold, Mage7 steam and vapor wand, Mage9 fireball wand. Raven magic missle. Area of effect spells; fireball 23hpt on 5 ogres and an ettin, kills ogres. Steam and vapor by Mage7 21hpt on 2 ginat trolls and 3 verbeeg. Mage8 Mage2 burning hands giants, Raven magic missle giants, Mage Melf’s arrow giant. One giant down before attacks.

Blindhelm attacking giants 17hpt, kills hit once for 15hpt, 87hpt remain. Hit by survivng giant 19hpt, 68hpt remain.

Mage7 hit by trolls 3 times, stoneskins gone, 7hpt, 14hpt remain. Ettin on Mage9 both miss. Trollhounds 15 attacks, 2 hits on Mage4, SS4. Ettin and 2 hill giants on Mage5

Zachery Warrior10 Warrior7 attack, kill 2 trolls, 2 ettins. Bellum, One Eyed Jack, Kusgzakar on the move to intercept ettin reinforcements.

Nangordak, Podinae, Ardon, Warrior1-4-5.
Cure serious wounds on Warrior1 by Nangordak and Podinae, Ardon death spells. Zenar, Mansurian and Ogie with the negative bodies of Warrior2 and Skell. Mansurian and Ogie do Death’s door to both, Zenar cure critical to Skell 21hpt. Skell up and alerted to the dragon rising

Round 11: Declaration
Combat RED level
Tarl Cabot – firebreath potions the patrol he’s been working on for the last three rounds 34hpt. 3 trolls, all miss, 5 verbeeg, all miss, 2 ogre, all .miss, are dead.

Combat BLUE level
Mage3 picked up the wand of steam and vapor from dead Mage6 in preparation for attack. Mage7 steam and vapor to Mage8, Mage8 potion of firebreath to Mage9.

Combat MAIN level
Zenar has the curing sphere-heal.
One Eyed Jack, Kushzakar, Bellam, Zachery, Warrior10, Warrior7, negative body of Nagrush-Kar. Zachery declares haste – 10 creatures max., all hasted. 5 ettins, 4 verbeeg and one troll. Hand to hand attacks, Warrior10 kills an ettin, Bellam kills and ettin, Kushzakar and OneEyed Jack reduce to one ettin.

Warrior3, Warrior9, Mage10
Wand of lighning bolt 25hpt damage 5 giant trolls, 3 verbeeg, killing one a piece. 3 giant trolls attack Mage10 hit once SS7. Warrior3 longswords trolls, killing one.

Mage2 Melf’s acid arrow against the frost giant, Mage3 and Mage8 wand of steam and vapor. 1 ettin, 2 trolls, 1 verbeeg and 4 trollhounds by Mage3-8 31+30 total 61hpt, killing 2 trolls, 1 verbeeg 4 trollhounds. Blindhelm against frost giant, ettin and a verbeeg. Injures frost giant, Blindhelm hit 3 times, 11hpt remaining. Mage9 firebreath 2 ettins a troll and a verbeeg. Mage3-4-9-2 against an ettin, 2 verbeegs and a troll.
Mage4 hit by ettin SS3, Blindhelm missed. Verbeeg on Mage3 missed. Verbeeg on Mage2 hit SS3. A troll on Mage9 hit SS3. Warrior8 against 2 hill giants and an ettin. 4 poison arrows remain. 3 shot, hill giants and ettin dead, two hits, then kills troll.

Wands of Fire by Mage4 Mage7, wand of frost Mage5, Skell Ardon Raven magic missles, Mansurian staff of curing. Ogie healing sphere, Zenar declares last cure critical.

Very old dragon +5 age modifer 16HD +9 damage, MR 25% 6th level wand magic +50%, Skell Ardon 7th +45%, Raven 12th +20%. Mage4-7 26hpt 22hpt firewand negated, M5 frost 23hpt negated. Skell and Ardon one magic missle hit, Raven 2 missles. Healing sphere on Raven, staff of curing on Warrior2 +22hpt max 20hpt, cure critical wounds on Skell. Warrior2 shoots one poisoned arrow at the dragon 25+21hpt after save. Dragon dead, frost giants fall and throw potions of explosions.

Falling damage, 21/10hpt with save. Raven, Zenar, Skell, Warrior2. Raven immune, Zenar half 17hpt 61 max 78hpt., Skell saved 11hpt, Warrior2 saves 11hpt.
Damien pulls lesser Clerics1-10 out of there and closes the sphere.

Warrior1, Warrior4, Nangordak, Ardon, Podinae. Nangordak and Podinae declare cure serious and cure light wounds max 41hpt to Warrior1. Kill one troll a piece, Ardon bitten SS3 by lucky trollhound.

Remaining forces going into round 12.
24 trollhounds
13 ice mephits
9 wintermist trolls, 31 still regenerating.
20 mammoths
3 frost giants
4 cheftains
13 hill giants
2 ettins
27 giant trolls, 9 still regenerating.
1 cyclopskin
40 verbeeg
42 ogre
200 creatures total still unaccounted for in the dead book.

ROUND 12: Declaration
Raven opens the bag of holding and hands twenty firebreath potions to Cleric5. Zenar and the Cleric9 Cleric10 two potions each, remaining 14 potions to Mage9 Clerics1-5 Skell two each.

Combat RED level:Tarl
Tarl against 2 frost giants, kills one, hit SS1, 4 hill giants, 8 verbeeg.

Combat BLUE level
Warrior1 Warrior4
Kill wintermist trolls, Warrior1 24hpt. Firebreath 37hpt Zenar, firebreath 35hpt, Nangordak breaths 2nd potion Zenar, Ogie takes Cleric10 firebreath potion 30hpt.
Ardon deathspells 13 trollhounds.
Warrior9 Warrior10 firebreath on 5 trollhounds, Zenar

Warrior5 throws fours darts, three posioned kills frost giant chieftain who misses. Warrior2 two poison arrows, Warrior5 throws dart, chieftain kills Warrior2.

Ogie, Kushzakar, Warrior10 Warrior7 Bellam Zachery downed Nagrush Kar. Ogie and Kushzakar declare death’s door and Kushzakar declare cure serious wounds on Nagrush Kar, restore to hpt 14. Warrior10 on 4 verbeeg and a troll, kills troll and a verbeeg. Warrior7 against an ettin, and 3 verbeeg, kills ettin, but Warrior7 down to –6. Zachery and Bellam angainst 2 frost giants and two verbeeg. Zachery attacks three times and is hit twice by the hasted frost giant to 11hpt. Bellam attacks frost giant, but is hit and knocked down to -4hpt.
Warrior8 shoots an arrow at the frost giant, then turns to kill ettin before one strike. Blindhelm hits with 17hpt to the frost giant. Warrior8 strikes with arrow and kills. Four verbeegs miss.

Mansurian cure serious Cleric1 cure light, cleric2 cleric3 and One Eyed Jack firebreath. W9 W3 M3-4-5-7-8-10
M3 M8 vapor wand 5 verbeeg 27 and 24, kill 4 out of 5 verbeeg. Mage9 Warrior3 fighting 7 giant trolls. Mage9 firebreath for 44hpt, Warrior3 to SS3, kills burning trolls. 24hpt by M10 with lightning bolt wand against 5 giant trolls. Fireball by M4 23hpts, firebreath by Cleric3, same 5 giant trolls take 41hpt fire. Cleric2 firebreath M10’s trolls, Mage5 cone of cold 29hpt. Wand of fire Mage7 on Mage9;s giant trolls 30hpt. Ogie firebreath 26hpt 6 trollhounds. Warrior3 kills 2, hit twice SS1. Mage10 hit twice SS5.
Declaration Round 13.
Combat RED level: Tarl
Against frost giant leader and 7 hill giants, injures giant, loses stoneskin and is hit.

Combat MAIN level
Kushzakar declares 5 segment Death’s Door on Bellam. Cleric5 cure light wounds. Skell is handing One Eyed Jack a firebreath potion. One Eyed Jack and Cleric4 using firebreath potions. Zachery and Cleric4 against 2 frost giants, 2 verbeeg and an ogre. Zachery attacks following, killing 2 frost giants, injuring a remaining verbeeg, ogre crisp. One Eyed Jack’s breath one three verbeeg and 4 ogre, 44hpt. Warrior10 fighting verbeegs in the hallway back passage kills 1 verbeeg injures another.
Haste declared by Mage8 via scrolls. Cleric1 3 Mage4 against 3 giant trolls. Cleric1 and Cleric 3 36hpt and 35hpt firebreath. Mage10 lightning bolt against 2 giant trolls and 4 verbeeg 27hpt. Cone of clod via wand by Mage5 for 23hpt. 3 verbeeg dead. Mage9 firebreath 48hpt 7 giant trolls and 4 verbeegs, killing 4 trolls and 3 verbeeg. Mage7 fireball via wand 22hpt. Mage4 fireball via wand 20hpt middle of verbeegs, 8 effected. Cleric2 firebreath 29hpt on troll and 4 verbeeg, killing giant troll. Mage3 8 wand of steam and vapor 64hpt injure verbeeg and 4 ogres. Mage9 Mage7 Mage10 attacked by troll a piece. Mage7 hit for 17hpt at 4hpt. Mage9 2 hits SS1, and Mage10 hit SS3.
Zachery send Cleric4 to Mansurian, Cleric5 following with Warrior7.

ROUND 14:
Delcaration
Combat RED level – Tarl fighting frost giant and 7 hill giants. Kills frost giant. 3 hits by hill giants, one by dying frost. One Eyed Jack cure serious wonds on Bellam, Skell declaring lightning bolt, Kushzakar using potion of firebreath from Skell.
Warrior10 in the passage way, lightning bolt down tunnel by Skell 34hpt. Warrior10 hit Bellam 13hpt healed. Mage4 Mage7 fireballs, M10 lighnting bolts center passageway against two pop up trolls and 4 verbeeg. Fireballs 27hpt 25hpt against, Warrior4 hit 27hpt. Zenar lowers to Mansurian and downed Warrior7, casts a death door of of scroll. Wand of curing: 15hpt, Cleric4 cure light, Cleric5 cure light wounds.

Round 15:
Tarl against 7 hill giants. Injures one, hit 3 times down to 34hpt. Raven cloudkills 11 ogres dead.
Mansurian staff of curing
One Eyed Jack cure light
Kushzakar cure serious
Zachery cure serious
Cleric5 cure light
Cleric1 cure light
Cleric2 cure light
Bellam Nagrush Zachery Warrior7 kick in the door.

Raven to dispel liquid wall with mudring via water to dust. Tarl teleports to Ardon and Skell, Zenar cure light 34hpt, Cleric7 Cleric8. Cleric3. Cleric4, 4 cure lights.
Blindhelm Cleric5 –7 9hpt.
Warrior1 Warrior4 -19
Nagrush Kar Zachery 24
Zachery and Raven
Kushzakar, Mansurian and One Eyed Jack healing. Cleric10 gives firebreath potion to Ardon, all three Ardon Cleric9 Cleric10 breath 45 40 12.
4 hill, ogre 2 troll Tarl at 12hpt and makes a quick retreat.

Round 16:
Declaration Cleric10
Tarl
Warrior8
Ardon
Cleric7 8 3 4 9 10
Raven Helm and Zachery cure serious, Cleric1-10 cure light, Kushzakar, Zenar, One Eye, Mansurian, Podinae, Nangordak, Ogie cure light. Zachery and Tarl (14) extra healing potions.

Round 17:
Tarl extra healing
Kushzakr, Zenar, One Eye, Mansurian, Podinae, Nangordak, Ogie, Cleric1-10 = 17 cure light.

Round 18
Podinae death door’s Warrior7, 5 cure light with Cleric1-10 Ogie = 13 cure lights.
Extra healing Tarl and Zachery – 9 remain.

Round 19
Potion eztra healing Tarl
Ogie, Mansurian, Podinae, Kushzakar, Nangordak, Zenar, Helm, Raven, Zachery = 9 cure lights.

Round 20
Staff of curing on Warrior10.
Zenar, Podinae, Nangordak cure light.

Round 21
Zenar cure light. Tarl potion of healing – 7 remain.

Round 22-23-24
Raven, Tarl, Bellam, Zachery, Skell, Helm, Nagrush-Kar, Warrior10, Ardon will be equipped with negative plane protection by Raven 10th level, Zachery 9th level and Helm 8th level, affording protection for a single energy touch attack.

ROUND 25
Acid resistance for 18 people for 160 damage-rounds. 2 flasks of oil of acid resistance.
Remaining vials to TeamA going to the plane, and TeamB staying at the conquered fort. Warrior1-10 minus Warrior2-6, Nagrush Kar, Helm, Skell, Zachery, Bellam, Tarl, Raven, One Eye, Ardon, Kushzakar = 18 oil coated individuals.

ROUND 26
Prayer
Detect invisibility from spellbook
Haste scroll
Trueseeing
Raven has seeing stone in portable hole, Ardon with Cage-Rod, Demipane Rod Skell, Ardon circle key sphere, Diescroth Reghell rectangle key sphere.

ROUND 27
At first combat, Skell will cast 10th level haste scroll. Zenar will cast a prayer spell 9 rounds for the voyage into the demiplane. Trueseeing by Raven 10 rounds on Warrior10 with the firetooth bow, Damien natural detect invis, Skell still maintaining detect invis. Detect invis. From Raven’s spellbook is given to Mage8, stoneskins to Helm SS5, Nagrush-Kar SS9 and Bellam SS10.

TeamA: 1.) Raven, 9.) Damien, 2.) Tarl, 3.) Bellam, 4.) Zachery, 5.) Helm, 6.) Skell,
7.) Nagrush-Kar, 8.) Warrior10.

Trueseeing Warrior10, detect invis Skell Damien. Damien has a view of 10ft path to a range of 60 yards. Skell has a view of 10ft path to a range of 70 yards. Warrior10 trueseeing to a 60ft light range. Point blank range 6-30ft, short range 30ft-50yards, medium range 100 yards, long range 150 yards.

The party encounters twenty rutterkin. Two are posted on a sand column rising 50ft above the desert plain. 6 guard the secret entrance, the rust in loose formation around the entrance. With his trueseeing, Warrior10 sees 4 canoloth beneath the sand in waiting.

Attacks commence. Raven against 3 rutterkin on the left side of the portal. Killing on rutterkin and wounding another, Raven is attack with three armed blades throw by the rutterkin, rate of fire 3 a round. Hit once for 6hpt. Skell is on observation. Zachery faving right flank of 3 ruuterkin. Zachery kills one, injures another, but is hit once out of six bladed attacks. Bellam on the hill above the entrance against 3 rutterkin. Kills 2 outwright, no counterattacks successful. Nagrush against 2 rutterkin on the open plain. Helm against 2 rutterkin on the right hill flank. Displacement moves single hit off mark, Helm kills one. Warrior10 kills the both on the sand pillar, then finishes off the injured on Raven and Zachery. Tarl kills 2 and injures another. The remaining 3 rutterkin gate 8 more of their kind, while the 2 on the far pillar disappear. Canoloth beneath the sand gate 2 more of their kind. While 2 mezzoloths appear on the battle filed before Tarl.

TeamB: Mage1-10, Warrior1-3-4-5-7-8-9, Cleric1-10, Ogie, Podinae, Mansurian, One Eye, Kushzakar, Nangordak, Zenar roseary beads with negative plane protection, Ardon.

ROUND 28-1
Tarl against two mezzoloths kills 1 after being flamestrike twice for 16hpt damage.
Nagrush against 2 rutterkin and 2 canoloth tongue strikes from the sand. Zachery against 2 rutterkin, kills one while both tongue attcks miss. Raven against 2 rutterkin, killing one and injuring another. Bellam against 2 rutterkin, kills 2 and finishes 1 of Raven’s. Helm kills 1 of 2 rutterkin. Warrior8 unleashes to put down remaining mezzoloth and 3 rutterkin.

ROUND 29-2
6 canoloth remain buried in the sand, able to sense creatures on the surface, and attack with horny cameleon tongue attack. 2 have gate potential remaining and use it. 3 mezzoloths appear to fight the party at the end of the round. Helm charges the sand with his bastard sword Nosferatu and Zachery with his force wand. Four tongue lashes strike, two to each. 3 mezzoloth gate to the battlefield to engage the four grounded warriors.

ROUND 30-3
Tarl-Zachery kills mezzoloth, Bellam-Raven kills mezzoloth, Nagrush-Helm injures and beheads. 6 mezzoloth 9 canoloth 44 Manes and a cambion gate given the combat imperative.


ROUND 31-4
16 boxes at 20ft each equals 320 feet or 107 yards. Round spent in travel getting to the rectangle temple populated with 44 manes, 20 rutterkin, 15 canoloth, and 6 mezzoloth.

ROUND 32-5
Nagrush Tarl Raven Zachery Helm Bellam each take a mezzoloth. Skell and Warrior10 in reserve. Tarl kills one and is flamestriked for 7hpt. Helm against mezzoloth with enfeebling attack , but beheads instead. SS4 6hpt from flamestrike. Zachery hits 3 times 19hpt flamestrike in bright light of the demi-plane 19hpt remain. Raven hits flamestrike 66hpt. Nagrush Kar 73hpt flamestrike. Bellam flamestrike reflected at 70% but magic resistance. Rutterkin throws Nagrush 4 hits SS4 Bellam 2 hits SS7. 2 babau surface segment 7 and dispel the haste with two dispel magic innate spells.

ROUND 33-6
Skell takes the Rod of Rulership from Raven to take control of the masses with a charge – 5 th segment activation, one turn duration, 400HD control. This will take effect 6th segment. Zachery moves toward the cambion in a mutual flight below out of the light. All attacks before 6th segment: Bellam’s hammer throw, Tarl’s sword attack, two arrows from Warrior10. Rutterkin 1 out 3 triple blade throws, one hits Nagrush Kar SS3. Damien moves to Skell’s shoulder to council good demon domination. Babau remain unaffected, but the 20 rutterkin 80HD, 44 1HD manes, and 12 canoloths effective 9HD 126+44+80= 250HD. The command is given, “Rutterkin must attack manes, canoloth surface on come on to the platform to guard”. Rutterkin down one, manes down 12. Zachery declares a domination, and completely fail save. A grusomely large cambion, of a deep ogre quality turns to Zachery as a servant. His name is Gwoz D’zz.

Tarl hit Bellam SS6 Babau finished by sword attacks of Raven Helm Nagrush. A shower of raining acid pools at the flailing corpse’s feet and eats well into the subterranean lair.

ROUND 34-7
24 manes 17 rutterkin.
Battle above against canoloth vs. Helm Bellam Raven Tarl Nagrush Kar

ROUND 35-8
20 Manes 14 rutterkin.

ROUND 36-9
8 manes 8 rutterkin. 2 canoloth remain.

ROUND 37-10
No manes no canoloth rutterkin.

ROUND 38-11
All but Zachery travel to the circle temple. Arrive round 42-16. Helm rod’s to the fort back with groupB, everthing is surprisingly normal.

Group begins the pile work, four in all to bring the bodies across the demiplane. Zachery confirs with the snow elves, then let’s them depart with the presumed arrival of the Corpse Tearer.

A Trade with the Pontifex Lucius Rodinnhorne

November 16, 1005
Raven memorizes and casts a beating heart #1, duration through November 28, 1005.
Zachery teleports to contact Sv'euss and make him aware of potential gains in potions from the north, and makes a request of superherosim, flying, heroism, etc. in the near future. Danubius notes the potental order. He reminds Zachery that this increase of demand has reduced inventory to an all time low. A new arrangement of ingredient harvester-mercenaries, say three, would be a useful addition to Ansbach. They will be indentured with your next delivery, and will spend a useful amount of time scurrying out ingredients and components from the known realms, accumulating an average of 300 exp a month.

December 17, 1005
Raven memorizes and casts a beating heart #1, duration through November 29, 1005.
Meeting with the Minister of the Territories Venderro Holdenchaine
Favors green and grey attire - extensive robe and headpiece fashioned on white dragon hide and bone. Superior (9th-14th) mage of note at the Cy K,Merga. Carries an staff iron staff, serving as a weapon, symbol of status, and walking aid. Thin white beard and hair, very well groomed. Zachery makes the arrangement for a meeting with the minister of the Territiories, and Keeri'ai marshall guard, and the Pontifex Lucius Rodinnhorne. The meeting is to occur in the great halls in Diescroth, Ravenskeep.

Ardon, Raven, Helm, Skell, Venderro, and the Pontifex will attnd
The Pontifexs' arrival is first noted in the sky. A gleaming point in the southern sky descends over the mountain peaks. A sleek three headed dragon of golden scales, some 230 ft in nose nose to tail, circles thrice then glides toward Diescroth. A multi-saddle appartus is strapped just above the beast's wingspine, with the Pontifex in the rider saddle, Venderro and Keeri'ai throng in tow behind. It settles in the eastern quarter, opposite the orog quarter - at the moment abandoned. The rider and company dismount and proceed to Ravenskeep, the northernmost citadel acquired from the Deck of Many Things. They are welcomed by Ardon, seated athrone his four armed, two shielded, bone scorpion golem chariot, Raven, Helm and Skell. A horde of lizardmen form a pathway of guard on either side of the visitors, providing a precession of singlefile lizard ranks for inspection. A barge allows passage along the channels to Ravenskeep.

Greeting are exchanged, and Ardon, Raven, Helm, Skell, Venderro and the Pontifex retire to an inner hall for discussion. A meal is served with the negotiation.

Trade of three items: the Pagan Mace, Heironious' Mark (hammer) and Horn 3000gpv. Arrangement of a marshall of Kerri'ai on the platform of Diescroth.
RECEIVED: the second Key Sphere.

Pontifex Lucius Rodinnhorne will deliver the remaining key sphere
In full red dragon armor with a hammer of thunderbolts * not yet separated. Open faced in viking style helmet. Six masked enforcers and observers of the Citystate, Forehead, eyes and just below nose masked in a green and white quad patterned hard ceramic-like helm, contoured to a nondetscript face. Provides enchanced vision and breathing, some protection vs illusions, gaze, charm, mind attack, etc.

Each Keeri’ai is assigned immediately to a quarter, with two being the lone inhabitants under Hextorian control. During the swamps developments in the past few years, several refuges have taken residence in the ‘abandoned’ quarters. They are outside the official census, and not on the taxation, and therefore protection of Hextorian guard. Estimations of ‘the uncounted’ are 350 denizens; 100 humanoid half-breeds, 50 monster types, 100 human, 50 half-elven, 50 unknown – in account of turn over attrition rate. They set to eliminating the 50 monster types as resident Marshals of Highfolk. Future monster-cleansing quests all to ever-battle the wandering monster rolls will continue. The Keeri’ai are sworn to uphold a limited mandate of common law. Conveniently, the New Hextorite codex resembles Highfolk’s similar first tier of the common law, one which is common to all the five kingdom of the coin. The masked marshals’ are called (renamed after initiation into the Order of the Crown) :
Damon, Pathlore, Brosius, Phythias, Dunsmuir and Aldershot.

The return with the key sphere
6th level Beating heart spell
Preserves heart from body of victim for a day per level. Casting time one turn.
Raven will cast, maximum one in memory.

Old DMG p.40
SPELL LEVEL 1-2 3-4 5-6 7-8 9
4 hours 6 hours 8 hours 10 hours 12 hours
1 turn a spell level.

8 hours rest, hour memorization, and a turn per casting of a Beating heart spell, total time per spell – 9 hours, one turn each. 27 hours, 3 turns for three beating heart components. These are taken from the chest of three lizardmen slaves. Duration is on day per level, for Raven 12 days because of the imp, Damien.

Tarl's Bargain

December 14, 1005
Raven (and Damien), Zachery and Bellam. 4th level wizard (Raven 12th level) Hallucinary terrain - mid range on the outer skirts of that, nice to make a charm hit 20 miles south of Garrec Lassos' Jarl. Bellam uses his ring of mammal control to attract 30HD of mammals, in this case the caribou herds, to entrice a dragon feeding of 6 giant caribou at 5HD each, 6 total.

01-06 No patrol encountered
07-31 1.) Long range patrols - (120 miles +) 4: Dragon and ogre magi.
32-52 2.) Mid range patrols - (10-30 miles) 6: Lesser giant and ogre-kin.
***Short range partols -(1-5 miles) 10: Lesser giant and ogre-kin with some frost accompaniment.
53-65 No patrols encountered
66-78 3.) Hunting parties (5-30 miles) 5: major giants presence of patrols.
79-88 No patrols encountered
89-00 4.) Scavaging parties (10 - 40 miles) 3: Mostly trolls and trollhounds, some ettin and cyclopskin..
****Trapped, snow drift or surprise scouts (at least 30 miles out) ?????

69 - Hunting party - 8 frost giants, 20 lesser giantkin and ogrekin on a hunt.
81 - no patrols
90 - scavenging party of trolls and trollhounds 30 in number - 15% chance detection.

December 15
25 - dragon patrol moving overhead 5d10x10 in yards. Roll 280 yards overhead.
45 - Midrange patrol of close to 20 lesser giant and ogre-kin.
14 - dragon patrol moving overhead 5d10x10 in yards. ..37 yards above and approaching...
Raven and Zachery each declare charm monster - 4th level wizard.
Hitting patrol #2 very old white dragon - age cateogory 9 - 75ft body length, 68 ft tail length, AC: -4, Breath weapon 9d6+9, 2 spells, 25% MAGIC RES, +5 HD modifier, effective 16HD, 16HD for saves. Magic resistances both fail, saves 13 and 4, one fail. Low intelligence 7, effects charm monster spell, week charm duration before 90% break charm spell. Raven's charm spell is effective,strong resistance week duration noted.

Once the charm is established, dragon is left unmolested to feed, and all attention is directed towards finding the ogre magi rider. The killing takes a mere two rounds, and is a ferocious slaughter. The dragon pins two elks with two individual claw attacks, wounding three others with a bite, wing buffet and tail swipe. It then breathes twice, freezing the wounded around it. First the three, then the two pinned animals. Only then does it begin gnawing at the frozen carcasses.

Zachery casts an ESP 2nd level spell, on ogre magi search. Invisible, fly, polymorph, regenerate, charm person, sleep, assume gaseous form, cone of cold. The ogre magi is spotted in gaseous form, and basic surface thoughts detected. Zachery casts domination spell, 5th level on the subject. Save 5+2HD, 14 to save, roll 10, fail save vs. domination.

Zachery and Raven each cast tongue spells, and engage the prey. Mental questions begin with ogre magi.

1.) Are there any other individuals with your individual patrol?
We are one of four long range patrols, each composed of a dragon and at least one rider. We make contact with long range foot patrols every night.

2.) What are the names and indivisual descriptions of the three hags?
Ochlaka, Melzarda, Kosh-Koll are the three hags names'. Ochlaka has one bulging eye, Melzarda a missing ear, and Kosh-Koll is the largest of the three. They are all 'quite beautiful', like most hags.

3.) Can you rank them in order of power?
Kosh-Koll is the leading hag, and controls the most pools.

4.) Describe the pools, and what you know of them?
Each hag uses ice pools for there own intentions; Kosh-Koll controls three separate pool, in addition to the Cauldron. The hags Melzarda and Ochlaka have two inividual pools each. They weave the scrying magic, freezing spheres, and other hag relics in the pools.

5.) What do you know of the undead hags from Jukrel's Jarl?
Our sisters have returned as ghosts to ensure your death.

6.) To the dragon, what is your patrol route?
One day naps every 1-2-1 day patrol cycle. At least one rider. Feasting on herd beast gifts then back to the cave to sleep in six hours at the most.

7.) Give us a good physical description of Garrec Lassos so we may recognize him on sight.

The Frost Jarl Lord Garrec Lassos wears a full helm, encasing his head in an iron mask like helmet, with silts for eyes, nose, teeth, giving the impression of a skull-like visage. His long white hair is pulled out of them helm's top like a pony tail. He wears bone-quilled bracers, and a green sash around his biceps as a sign of warrio/priest rank. He wields a large battle axe, and a harpoon of dragonbone tip. Often his belt holds three particular boulders, each resembling a giant crystal marble, which he often employs to bowl over smaller opponents.


Bio on the ker ghosts from the Necromancer:
A ker (plural keres) is a malignant undead spirit that seeks revenge against the living. It looks like a horrible black winged ogre hag with gleaming fangs and long pointed nails. The ker wears blood stained robes and carries a scourge, a wickedly barbed whip.

An attack by one ker is usually a spirit of some monster or person seeking revenge for its death. An attack by three keres is often retaliation visited upon characters who have become overly bloodthirsty or greedy. The element of fate is prominate in most attacks by kers. Keres have distinct memories from when they were alive, and often still follow the dictates of their original culture. Sunlight does not harm keres, but the prefer to attack at night. It can travel in various polymorphed minute guises to surprise its prey.

Attacks by ker ghosts inflicts normal damage, as well as on ocassion: bad-luck, aging and disease. It often fights to the death. If victorious, the ker will drain the blood of its victims, tear the corpses into pieces, and devour them bones and all. Nothing of the victim will remain to raise or ressurrect. It requires +! weapons or better to hit, with a fearless morale. They are highly intelligent and of any evil. It has been recorded, past ker attacks in a dreamlike landscape, where the victim is forced to fight the jeres on a battlefield alone. This does not apppear to be a regular attack, but does occur enough to warrant mention and warning.

It is decided to move. The Raven and Bellam wisp the ogre magi thru the demiplane to a good table with ample pen and paper to map the fort. The dragon makes a safe-hole in the snow and tree coverage, to lie in for Zachery's discussion, and the ogre magi's return. In the basement of one of the temple's on the demiplane, the ogre magi begins scribing the fort and its interior. Game time map is provided.

Door chime and door securities
Four great doors open eastward from the open inner courtyard into the heart of the fort. They can be barred and each in several ways trapped, usually mecahnical. The fifth entryway to the north is also a large iron double door, and leads to the great frost giant hall. It has magical protections, traps, and a door gargoyle barring its entry. Other central doors can be barred and locked. The giant temple is heavily trapped in its very construction, and is considered, much like the giant hall, a death trap to invaders.

Basic routine, checking in and out
2 days out, one day in. One day out, one day in is the usual shedule I hold when flying on patrol. Other riders take a similar schedule according to their preference.

Tower description
The 200-ft towers are multi-levelled with three entrances along its length; top, middle and bottom. The top and bottom face inwards towards the fort, the middle faces out towards the surrounding forest. A dragon rider usually departs from the top-6th level and returns in the middle fourth level. The dragon lairs in the fourth and fifth level. Humanoids guard the sixth and first thru third levels. The bottom entrance is 30-ft above the ground in the courtyard, and interconnects to the wall ramparts surrounding the towers and fort.

General relation with downtime
We are on high watch and can be called on at anytime for battle or a mission. The enemy is devious and requires constant vigilance. Other than that, the downtime is my own. I quarter alone and maintain an active competition with my fellow flyers of hunts and kills. I ogrekin are worthless, at least the wintermist trolls and mephits comprehend our rank. The frost giants are difficult, but we as magi serve the Lords of the Dark Ice for our own reasons. Contact with them is limited to maintaining order and special cermonies to aid against the enemy, of which there have been many of late with the coming of the ker sisters.

General relation to ogre magis
The orge magi employ the same internal passageways utilized by the mephit and wintermist trolls, as we all travel in the mist of the glaciers' wake. The tunnel system is spread like plumbing throughout the fort, to maintain its frigid temperature, pumped by the heart of the 'frozen one who sleeps' below.

Golem statues within the fortress
Ice crytal golems guard the cauldron chamber and the great frost giant hall. I have never seen them move, but the sheer translucence of their material makes them near invisible, and suggest the rooms are held up by glass pillars. The giant hall is checkerboarded with blue and clear tiles. The clear tiles are liquid ice whose pools descend to the heart of the fortress. Ice weirds defend the board at a moments notice, and to step in the pools unprotected to the cold is fatal.

Vagities of ogre hags quarters and levels below
The magi passages are protected from enchantments placed ages ago by the ice elves of the Burneal Forest. Their purpose of non-scrying and utterance has proved useful, so it remains undispelled. I know little else of it at the moment for some reason, I can't seem to represent it in illustration or words at all.

Guard routine, ogre magi stationing between fort
Of the twenty five ogre magi, no more than 10 remain in the fort off duty at one time.
Of the 10 commanders, five. This leaves 15 ogre magi and five commander spread between patrol and watch. Of this, two-thirds are on rider/patrol duty.
Giant commanders and breakdown
25 frost giants, then 10 commanders and Garrec Lassos, with a third on patrol, the rest guard the fort.

Where the mass numbers are stored
Below in the great cavern beneath the fort, just below the innner gallery of cave chamber used by the inner sanctum of Garrec Lassos. The great cavern is huge, and much of our natural resources taken from the area are stored and frozen here to float back to Mok-Turoknin via Bane Huterren north along the river. The central leaders' comlex is comprised of a circlular series of inner-connected chambers, for Garrec and his 5 best chieftains.

Spell-list and items checkout, Bellam and Zachery prepare to travel inwards for an up to two day incursion. They (hopefully) will follow the ogre magi and dragon to bigger prey. Dimunize and dust, concealed between the ogre magi and the dragon. "Staying with the dragon in his lair. setting the dragon on sentry to the approach any creatures" is the plan.

Two dimunizations cast by Raven, each with a 60 round duration. Raven then dusts the migit warriors, then into the saddle with dragon and ogre magi. They proceed towards the fort. The dragon takes flight, passing over the bear, owlbear and elk skins strung the length of the walls. Skulls of past attackers top each wall spear set in place. You are in the top level of the right tower nearest central fort.

The name of the charmed very old white dragon is T'sultak. The dragon proceeds to his layer immediately, sniffing about and inspecting her frozen hoard. The ogre magi rider quickly dismounts and awaits instruction. His normal routine is to check back in three hour to put to rest his mount. He will mention nothing of this plot, and report of the events transpired to our satisfaction. The dragon tabulates her hoard, and brags it in excess of 9,000 gpv. This seems about right. Bellam and Zachery inquire what other riches inhabit the fort. The dragon has detailed information on this. He asks for a topic. Other dragon hordes range from 3,000-10,000 gpv. All treasure values are revealed on request.

Those of particular:
Previously enchanted elven circle magic, preventing all memory and scrying of the area, now inhabited by the ogre magi, and presumably the ogre hags as well.

Crystal Ice golems, wintermist trolls, liquid ice weirds, liquid ice transport shafts from the floor of the chessboard of the Frost Giant Hall to the ceiling of the lower chambers, breather, spouter and grandfather plaque garoyles, mist tunnels, summoning of evil elementals; snow golems, elemental vermin, mist and ice mephits, ice para-elementals, mihstu, and of course the ker hags.
Relations of the Wyvern Rider and Garrec Lassos. His developments with the acquisition of the dragon lance, and his arrangement with the captain of the phaseship. Two very old dragons killed, their hordes confiscated, and treasures divided between Garrec and Tarl and then Garrec, Tarl and Nakhon Nayok.

The ogre magi returns, after travelling to the riders' hall for some relaxation. A few of the other riders were engaged in some cold heavy brew, while talking of the hunt for the assassins. Each also asked it they had spotted the phaseship, and one of the riders' noted he marked it just above the lowest cloud line three nights before, and then two days ago again hidden in the path of the sun. As the drinking continued, some commented that the hags had taken bed with three of the riders in the last week, and they bet who would be next. Soon after, it was time to check on his mount, T'sultak.

After some questioning, the magi-rider notes that - The frost giants man this fort under Garrec Lassos' stead, as a vassal guard of Mok Turoknin. They collect fish and game from the area, log heavy timber, and seek to find ''the cold heart of the one who sleeps below'. As now the southern-most fort, their newest charge is to catch and kill the assassins. The fort systems, now on high alert, have been in place for the last twenty years, but only in the last five have they been heavily manned. The are part of the Blood of Thrym's furthest pillages in the Burneal Forest. The elven enclave the fort is bulit around is much older, and was incorporated recently into the fort's defenses. This fort has had many more additions and remodeling by the giants than Jukrel's fort. This is not necessarily uncommon as giants, when not at war or on the hunt, are often building and reconstructing defenses; there size and strength makes massive construction possible in a short period of time.

He checks on T'sultak, sees all is well, and heads to his quarters to bed down. He will return in about 12 hours when T'sultak awakens. T'sultak, with your permission, curls up on this frozen treasure mound for a nap. Zachery begins rest for re-memorization, while Bellam keeps watch. A 1 roll in d10 by Kevin determines the hags visit our rider that night. 8 hours of rest by Zachery, with the rememorization of some lost spell and exchanges, total time 11 hours.

Rings
Zachery : invisibilty, protection
Bellam: spellturning, invisibilty

Bellam: p. 152 Bands of Denial
Protection vs. all detection/scrying/location. Armband, smooth circle of black cloth.

Lassos and 3 subordinates
5 hill giants
mist pipes: orge hagi, and hagi ker
10 ogre magi, 5 magi riders, and a horde of wintermist trolls

Phaseship at the entrance
Tarl Cabot, the Captain Nokhon Nayok, and crew aboard.

Zachery moves (invisibly as shade in optinum shadowly light conditions, shadow-walking when possible) to the fourth level. With his winged boots, he move out under the ship. The dragon moves around the tower, with Zachery and Bellam in close tow. Three figures jump to the 6th entrance and the dragon and Bellam comes into site. Combat erupts on the on the sixth entrance; with clean kills sounds. Thhe approach gaint and mist party behind begin moveing quickly out the corridor to the walls to get to the towers. The shyshark turns in portholes, ballistas charged, on the dragon Tsulstak. Zachery moves Bellam from the dragon a bit to cast a fly spell.

Dragon attacked with ballista fire
Dragon breaths
Dragon takes flight toward the ship
Giants motion for missle fire.
Ship moves toward the fourth entrance.

Battle insues, heavy damage to the ship, several crewmen dead, two dragons - old and sub-adult killed, giants enraged. A meeting is formed for a trade, the artifact for information and an introduction to the Cult of the Dragon, with the goal to slay Mok Turoknin.

Its a trap, board the ship if you want to live
Zachery and Bellam board, take shelter in the phase
Bargain agreed

Tactics for attack
Reinforcements arrived thru the pools with wintermist trolls. Scouting with your ship? - that depend on the repair, it would require more time than in terms of difficulty.

Artifact was at Diescroth. Paraswarn came with Exorix, Danubius- check history. Encased in a protective container, then wisped to Keep Ermanarik, the Black Chapel, and stored in the one of vaults of the Order of the Eclipse, this particular vault coincidently ?under? Keep Ermanarik, under guard by the Drakeer.

At meeting for Raven with the Order of the Eclipse and Zachery with the Sv'uess. Fire fundimentals lanterns must be exchanged. Zachery and Bellum part the Shyshark, use the stone to contact Raven, open it up - lots has happened. Sword of Tarl and Seeing Stone of the Hextorites exchanged.

Zachery begins briefing Raven. Tarl and the Skyshark will be in touch after 12 hours, following your five hour parley. Zachery begins remorizing for teleport to Sv'euss. Raven teleports to the Order of the Elcipse for audience with Parawarn or whoever will listen. Within the Citystate, under the circle teleporting diases of the Order of the Eclipse, four windward giants in each corner, Raven arrives. Right outside the Laberrynth and the Black Chapel. Within three blocks of the Fallen Path. Raven enters the courtyard of the Cy K'Merga, Archives of the Seven Moons, and onto the yard of the Great Orders.

Raven enters the Halls of the 36 Invisibles, and proceeds to the antichamber of the Viser Demontra, Exxorix. You are greeted by a the Black Drakeer guard. 2 black dragon heads, 9? (5 recently) white dragon heads.

Marut guards the arched door of the antichamber. One skeletal warrior stands guard over Errorix. None of the Drakeer are present. 2 spectral wizards as assistants who handle personal arrangements, experiments, etc. He is immediately available for your council once he completes his rejuvenation with a xeg yagi.

Information on Tarl, deal, artifact exchange. No new information. 3 days, then 21, then 11, then 20... until the artifact can be removed safely by the phases of the moons. He recommends we left for the Black Chapel immediately. Raven, Exxorix, the Skeletal Warrior and one spectral wizard proceed to petition Paraswarn the Red.

In the Private dark hall of Keep Eramarik are the Stone Forges of the Circle of Saros. Presently in company of the Archmage are two Allies of the Council: Worleb Ukkru an Azer rogue (Elemental kin, fire Azer MCAnnual 1), and the Archshadow Gazarituss.

Paraswarn welcomes Raven, Exxorix and company, "I take it this will not wait". Raven explains in detail the present situation to the north and the offer of the former Wyvernrider Tarl Cabot. He delivers the firewing lantern to Raven and the Hextorites. You are informed that Sv'euss, Exxorix, Myrn Myndyl, Kistokain all have similiar firewing laterns. Forged by the family of Worleb Ukkru, two laterns remain in the hearths at the private dark hall of the Archmage. He offers a dragonhead per additional latern, plus two bonus spells. One dragonhead as a fee for artifact storage.
Total in exchange 3 heads - total 12 history.

Create Baneguard
AC Annual 1
6th-level Priest Spell
Sphere: Necromatic
Range: Touch
Components: V,S,M
Duration: Special
Casting Time: 9
Area of Effect: 1 skeletal body
The casting of this spell transforms an inanimate skeleton of size M or smaller into a baneguard, gifted with a degree of maliciuos intelligence. Only one baneguard amy be created at a time with this spell. The baneguard is capable of using its abilities in the round following creation, and it needs no special commands to attack. The material components of this spell are the holy symbol of a priest and at least 20 drops of blood from any sort of true dragon.

5?-?-7th level magic user spell
Dread - skeletal arms that attack. Useful in the defense of the Hextorite treasure pit.
Paraswarn will summon a tasked oathbinder genie for the trading of the artifact. Divinations of the ogre hags and the runecasting of the frost giants. Warns of the presence of Ku Lebrow, the para-elemental ice lord of the Burneal Forest. Raven teleport back to the swamp for the midnight call of Tarl Cabot along the seeing stone exchanged for his Graz'zt bastard sword.

At midnight of November 15th, the seeing stone glows with a radiant light. Raven answers, "Good evening Lord Tarl Wyvernrider, it has been a while since we last encountered one another". He responsed, "Lord Raven, I presume. " Lt Zachery informed positions of player have changed. You might let bogones be bigones.

-For the right price, the tables can turn diffinitively in your favor. Do have the artifact?
As is most always the case in life, the best things can aways sway one's head. Yes, we don possess that item of which you speak.

-I have outlined to Zachery, what I offer in return for the Orb. An alliance forged on the assassination of Mok Turoknin, with a contact meeting with the a representative of the Cult of the Dragon. Do you agree?
I have met with Zachery and listened to the offer. As well as spoke with some of the other parties concerned with particular item. I will hesitate making an exact agreement, I will say I am more than intrigued with you offer. An feel with a meeting that will iron out some of the details, I feel we can come to an agreement amicable to both parties.

- Lord Raven, I am here to negotiate. What details concern you?
Since I've spoken to the other parties involve. epsecially since I've spoken to Zachery, you understand the item can not be broken out immediately. In speaking with him, he has outlined a timetable for the items delivery. He has also arranged a more formal oathbinding between are two parties.

- You speak of other parties and allies, of whom do you speak? Zachery was brief in his description of other individuals controlling the Orb. Please enlighten me on your partners, the timeline, and this oathbinding formality?
Since as you probably know, Diescroth, as impressive as it is, is still in its infacy and still not a choice place to protect the item. Your time in this area, but our ties with the Cy K,Merga and the Order of the Eclipse, requires there assistance in storage. Thus being the case, it protective location will not be accessible conveniently until 24 days.
Therfore, I propose that we meet to discuss the wording of our deal, to our parties satisifact, as well to convene a war stategy against Garroc Lassos.

-Lets put aside the giant war for now. Can we not discuss our deal here on your crystal, or is there some time limitation with these devices?
Non time limitations, do you have any questions as to our deal?

- First the oath. What exactly do you propose?
Paraswarn is still the unoffical head of the Order of the Eclispe. He has been guarding the Artifact for us. However, it can be convienently extracted for 24 days, he has also offered to provide an oathbinder to officiate the transation. Therefore, I'm sure at sometime between that happening the exact language of the deal between us.

- Agreed. I will meet with Paraswarn, your company and the genie-binder only we have negotiated the details. I have offered my sword, and trust we can reach an agreement. I have made clear my part of the bargain. Lord Raven, speak freely, the past is done. Please voice your concerns.
I have no concerns of the deal offered.

- Let put off the 24th - immediate future with Garrec Lassos. We have attacked these forces along the river. I don't want to leave anyone at their backside. My particular forces are ready to take this fort done. Especially with your assistance to aid them. I propose, if you are willing, you are more than welcome to assist us and learn to work with each other for upcoming battles.

- The Shyshark will need imediate repairs. Coincidently, I too will be unavailable for the next twenty four days, as my participation is required to reconstruct the hull. This is my priority and obilgation to Naykon Nayok, as he followedmy risky suggestion of offering a deal to you, and a betrayal under the allliance with Garrec Lassos. Garrec's boulder berage was well placed, he nearly killed us. Our escape was near a thoousand to one. It not for our protections, the hull would have buckled under the six dragons' weight. The Captain requires a particular wood, havested and treated by wood giants, and finally blessed by a spirit of the forest under a moon lit sky. Perhaps you could help.

I propose that yes our magic assistance will be granted, yet I think we could take with a day and a half with or without your assistance. Lay dormant for that day and a half. You could still participate in the attack. Protection of the Shyshark will be provided.

- The ship is on an escape heading , as our moment is to a bare minimum, and we vulnerable to Mok Turoknin's cloud giant allies, dragon slaves, and mist hordes. At the moment, that heading is Diescroth. We have been marked, and I expect and attack within as soon as the next two days. I was hoping I would have poseession of the artifact to ward off the attack. You see, I am a known quantity, not so well protected as your ghostly assassins. We need the repatriate the crew. Four of your best suited followers would do nicely. This would satisfy the ship captain enough for use to consider anything else but the ship's protection. You have methods of teleportation travel, can you transport the ship to Diescroth faster than our present minimum speed?
No teleportation, head to the ship under the river. How long?

-six hours. See you then. Bring my sword?
Of course.
Zenar, Helm, Bellam and Skell prepare all the fighter, mage and priest core strike units for activity. All are to appear ready for battle assignment in the temple in five hours. In that time period, Zachery will teleport Raven to boat. Raven takes the key sphere. Zachery takes the Rod, and teleports to Sv'euss.

Zenar and Reghell reamain at Diescroth. Kushzakar, Mansurian, One Eyed Jack Guzl and Podinae will become part of the Shyshark crew. All thirty core strike classes, the above mentioned, and Nagordak, Ogie, Ardon, Skell, Bellam cross to the demiplane with a potion of acid resistance. Raven has one potion of acid resistance with Zachery's transference to the boat. Raven opens the sphere to the demiplane at the parthenon, with Helm taking all of the Hextorian army to the pantheon. The crossing of the desert between (3 in 10) has a small new feature of interest. A skull pile of thri-keen heads of some three feet high lies in the path. "That quite a few thri-keen heads." Recently killed, they have a swarm of desertoid insect scavengers crawling about it. The heads have been riped, bitten, slashed and bashed off by a powerful creature. Some are partially digested and dissolved. Acid attack is a possiblity, but also some regurgitation bile fluid is evident. The crossing is otherwise clear. Raven eats a bug, spits it out in digust, and moves on. All the Hextorian army is lead to the boat.

December Questioning on Garrec Lassos' Fort

December 11 1005:
Raven, Zachery and Damien have three days in which to further explore the scouting parties. Across the river, three and a half (3.5) miles south of the fort, Raven, Damien and Zachery set up a tree fort covered by hallucinary terrain to resemble natural folliage.
Six 5th level domination spells are memorized; 4 for Raven, 2 for Zachery. Clairaudience, clairvoyance, ESP, tongues also in memory. Damien in bird form 100 yards out flirting through the branches looking on point.

80 yards out a short range patrol (1 to 5 miles) of 3 mammoth, 3 frost giants and 6 verbeeg is spotted. Tongues are cast on each Raven and Zachery. Frost giants need and 8 to save vs. spells, one fails. Zachery thinks he established a link. A second casting is done by both Raven and Zachery on the second giant. Zachery again makes contact. The party lets both get out to a range of 90 yards. ESP will from now on, forgive if missed in the past, be used a the boundary for the domination link to communicate surface thoughts for interegation. In using any combination of spells, the weakest link of duration, range, radius and area of effect always apply, like the weakest chain in a link. Questioning of the two giants under Zachery's control from under 90 yards out from the patrol's location proceeds as follows: Domination - make no outward appear or recognition of our communication, continue in a normal fashion and mention this to no one. Damien watches the patrol from 10-30 yards for invisible creatures or anything suspicious in bird form.

1.) What are your total numbers and kind at the Fort of Garrec Lassos?
90 ogres
80 verbeeg
15 cyclopskin
50 giant trolls
10 giant ettins
30 hill giants
25 frost giants
10 frost giant leaders
30 mammoth
80 troll hounds
25 cave bears
8 white dragons - 3 sub adults, 3 adults, 2 very old
25 ogre magi
10 ogre magi leaders
3 ogre magi hags
* there could be more creatures or some not mentioned. These are the figures he knows of at this moment.
Garrec Lassos

2.) Give of a general description of the outward appearance of the fort?
There is a central keep with four towers. Expanding from this os a courtyard with 40-80 ft high walls guarded by five towers for the defense of two entrances to the inner courtyard. The entire fort sits on a raised stone foundation that contains several level beneath it. Each tower is equipped with six floors and three entrances; a top dragon entrance facing innward, a mid level entrance facing outwards, and a courtyard level entrance some 30ft above the ground level of the courtyard. This totals 5 towers for the courtyard walls and two gates, with the keep sourrounded by four towers. Each tower is close to 200 ft in height. There are at least three subterranean levels beneath the fort.

3.) Tell me of any traps or protections surrounding the fort.
We set pit snares, spike traps, and other booby-traps around the fort. The ogre magi conduct scrying for the Frost Lord. The trollhounds can smell out anything alive within several miles. The dragon scan for movement with their dragon aura regularly through fly-by's. To avoid the traps, entrance through the two paths to the gates is suggested.
The dragons have lairs within each of the towers, save the lone tower not connected to a gate or to the keep.

4.) What of the dragons?
The towers have three entrances for each dragon, the middle facing out, the top and bottom facing inwards to the courtyard. The dragons will perch, patrol, circle and hide about in the hopes of killing any intruders. They religously maintain an excellent knowledge of their kins' last position and direction at all times.

5.) What of the ogre magi hags?
The hags have bragged they have many protections and scrying devices, but much is shrouded in secrecy. They see through the rolling mist. Its is difficult to keep tract of their ogre magi brethren. There is a general alarm system of unknown origin. We just know the gong signifies and attack or intruder alert. The hags have been in seclusion since the fall of Jukrel Grave, and it is rumored they made travelling to the fallen fort for some unknown reason. The gong's range in his service has never been tested.
.....The setting of the heirachy is outlined. They are expecting an attack from a mysterious, invisible group of killers who leave no trace.


6.) Provide a general layout of the terrain surrounding the fort.
This will be noted in map later.

6.) Basic guard contingent: ---

7.) Frost giant commanders?
There are 10 frost giant commanders. Five for the patrols, three for the walls, and two for the keep. Brief description of each.

8.) What has he heard Jukrel and MokTuroknin? Events and response?

9.) Where are the hags located in the fort?
The Cauldron room and the ogre magi quarters are in the central keep of the Long Great Hall. Thr Cauldron room is to the north, while a maze of works passages adjacent to the Great Hall houses the ogre magi population. Both hag and magi move travel the passageways of the keep in mist form frequently.

10) What do you know of the hags?
I have never met them, and I don't know their individual names, nor how to recognise one from the other.

11.) Do you know of any protective or any other physical devises covering the hag area?
I have never tested or entered unannounced into the Cauldron room. The penalty for an unknowned entry is death. They are rumored to see beyond the walls of the fort, but I don't know what protections are there, other than some may exist. Its usually dark and misty in the Cauldron room, obscuring normal vision. The Cauldron room has a single entrance, blocked by a solid door which can be bolted and locked. The hags are fond of poison of all sorts, and well as lethal death traps.

12.) Where are Garrec Lassos' quarter in the fort?
GLs' quarters are in the lower heart of the fortress, in the lower individual chambers under the mass of the central keep. On the second-lowest subterranean layer of the fort, is a level composed of seven multi-room chamber areas for the highest giant chieftains, and any special digitaries of the Ice Throne. All are connected by a narrow tunnel that circles and connects each multi-cave area. Garrec Lassos' quarter are the north-eastern corner of the tunnel warrens.

13.) Are there certain times when Garrec Lassos is visible on the walls?
Now he is out amongst the troops on rare chance occasion, and with no regularity, which is unusual. He has been within secure walls, plotting the revenge on the new enemy, ever since the ogre hags first returned inspecting the battlegrounds of the mysterious defeat at Grave's Fort.

14.) Who is the ememy of your ("our") enemy?
Someone from their past, it is said. They have a personal interest in destroying them (being you), much like the rage inspired in the trolls and ogres. The new allies were only seen for two days, when their skyship took temporary docking at the empty dragon tower. This was within a fortnight ago. Once the ship docked, all access to empty tower was restricted to the leader and elite contingents. I went on patrol as usual. After two days of sighting it still docked at my patrols' departure and return for two days, the third morning it was gone, and I have not spotted them since.

15.) Describe the ship?
It looked a great hammerhead shark, with large fins at the rear and below, and a bent yard extending from the top. It seemed some 60 foot long. The crew was mostly human(oid), wear dark garb and gear. The ship had the colors of hawk, sleek and tight, which blended well in the setting forest light, glimmering off the three metal plates stripping its underbelly. It flew through the air like water. Not like ship would, but like a shark, gracefull and quick.

16.) What information was determined after the hags' trip to the southern fort?
A great massacre had occured there. The cowards had even taken all the bodies for some nefarious practice, robbing them of a rightul funeral pyre as great warrors of Thrym. There will be a heavy toll for that blasphemy. The spirits are said to have lingered and returned from death as malevolent entities, their sole existence to exact revenge. The hags spoke with the angry now undead remnants of the forces, and returned with several of their undead kindred. Some remained in the now abandoned fort, too chaos and tortured to be removed. They will kill all who approach. We no longer patrol the fort, and give it some berth in our route. Our victory is assured.

Damien commune messages - reveals basic truths, including the identity of the Wyvernrider, Tarl Cabot. His background becomes new first directive, as he knows much of Hextorian identity, locations, history, strength, defenses, etc.

Meeting with Guthrie and Mylo about the Skyshark vessel via seeing stone.

Ulazaada and the Necromancer prepare to take an expedition to the new ruins of Jukrel Graves' Jarl

Ulazaada, annis hag
INT: Very (11-12)
AL: Chaotic Evil
AC: 0
MV: 15
HD: 7+7
HPT: 50
THAC0: 13
#AT: 3
Dmg d8+8 / d8+8 /2d4+1
SA: Grappling, 19 strength
SD: Changeself, fog cloud, edged do -1 hp damage (blunt weapons +1)
SZ: L
ML 15
XP: 7000
MC2 (Hag)
Wand of Lightning (12 charges)

Serrithel Barrows, the Necromancer
10th level Deathmaster NPC - Mummymaster by level, Dragon issue #76.
STR: 15
INT: 17
WIS: 12
DEX: 16
CON: 16
CHR: 6
COM: 12 (10)
HD: 10+10
THAC0:
HPT: 40
RACE: Human
AGE: 73
EXP: 706,977
AC: 6

Ker ghosts, for the hags, and casurua ghost, as a malevolent entity, identitfied at the Jarl ruins, after three days of exploration and one week of research and analysis.

Scadroth in consustion in the Hall of Skull about the WyvernRider's origins.

Possible visits to Charonijakar and to Ansbach to stir up any information from the Black Talon and Sv'euss.

Skell's monkish Scarlet Brotherhood contact and mentor in confirmed is the Valley of the Mage.

Friday, August 04, 2006

"Give Us Loot, Wishes Cards and Intelligence" Say the Invisible Seven

Day 168: 10-17-1005
Looting begins...
An animate dead spell off of scroll, 17th ability, is used on 8 frost giant bodies. Zachery to the boat with boots of flying and an item of transport - key sphere and rod combination. Raven begins resting. Zachery transports 6 water-logged frost giants guarding the boat to the fort to assist in the transport of loot. Five hours are taken to pillage the fort spoils down to the copper piece, while bodies are transported via the undead giants to the demiplane. Only the animals, and any too managed for animation are left behind. Raven teleports back to Diescroth, to open the gateway to allow movement of new troops and spoils. The boat remains submerged beneath the river.

82 potions are handed over for identification, 63 of which are unique formula. All unique potions found to which Sv'euss does not have the formula, he make take one for analysis and duplication - under the condition when the first new potion batch is made a unique will be returned. 27 magical item are given for identification to Exxorix, as well a party of students needing training: the six wizards to 5th. The items will be identified by the Order of the Eclipse.

Training
Kushzakar and One Eyed Jack return to the temple to be tutored by Zenar, to 5th priest. Ardon takes the task of training Helm to 8th priest, while Zachery will train Skell to 7th wizard. Raven trains self to 11th in wizard, and then begins 10th assassin. The warrior 8 and 10 will be trained by Bellam and Reghell. They then begin training Kushzakar and One Eyed Jack to 5th warrior.
Skell trained by Zachery
7th wizard, 28 base mod int = 13 days total. October 30 1005.

Wizards trained by the Order of the Eclipse
17 int, 4th 21 days 12 days, 5th 12 days. Total 24 days 18 int 22 base 11 daysx2 = 22 total days. November 9 1005.
Skell
7th wizard, 28 base mod int = 13 days total. October 30 1005.
Raven self trained
11th 31 days, int = 12 days. Assassin 10th 28 days, int = 11 days. 23 total days.

November 10 1005.
Helm trained by Ardon
2 priest levels, 7th - 22 base, 17 int = 12 days. 8th - 24 base, 17 int = 13 days. Total 25 days. November 12 1005.

Warrior 10 by Bellam
2 warrior level, 4th - 11 base days, excellent skills, good alignment, half modifier makes it 16 days, modified by intelligence: 12 days. 5th 14 days. Total 26 days of training.
November 13 1005.

Kushzakar by Reghell and Zenar
5th warrior, 18 base, int 14 = 14 days. 5th priest level, 19 base, int 14 = 14 days.
Total 28 days. November 15 1005.

Warrior 8 by Reghell
2 warrior level, 4th- 11 base days, excellent skills, good alignment, half modifier makes it 16 days, modified by intelligence: 16 days. 5th 18 days. Total 34 days of training.
November 21 1005.

One Eyed Jack by Nagrush-Kar and Zenar
4th warrior, 16 base, int 8 = 16 days. 5th warrior, 18 days. 5th priest 19 days. Total 51 days. December 9 1005.

Raven and Bellam travel to the Three Horned Bazaar in the Citystate. They move to Mina Mena's Fletcher-Bowyers merchant stall to arrange for the purchase of four strength bows. Raven begins initial bidding with Mina Mena's step-brother, Jorell. After some haggling, a price of 600 gold per bow, after a week of instruction and a week of crafting, with the instruction to begin the following week. The four archers will report to Jorell in succession for all instruction, a month of crafting will follow.

The four bowman are: Warrior 7, Warrior 6, Warrior 2, Warrior 8. Instruction period
during November, each one week.

Raven and Zachery identify the staff and the deck personally. Ullazada is given the cauldron for her own scrying and experimentation. Once the two items are identified as the Staff of Fates, a relic of Istus, and a Deck of Many Things - Psinar appears. Raven and Zachery are settling a score with a case of dark spirits, when Psinar appears, seeming as if completely normal with another rounds of drinks. Each drink is just the thing you were thinking about ordering. Each is also in your traditional drinking cups, which are not stored in the present establishment - a private drinking headquarters on the platform's inner quarter. The items are also present. Psinar opens a discussion of a trade on the staff, and confirms the deck. He offers the total silencing of Pike's true fate as an opening bid. Two restoration scrolls finalize the deal.


Raven gives a pledge of friendship between the New Hextorites and the diviners of Istus. Psinar agrees, noting the New Hextorites are a tad short of allies at the moment. He wishes to be present at the drawing of the deck, not that he doesn't know whats going to happen - he just wants to observe your method of drawing. The six drawers are assembled in the banquet hall beneath the temple later that evening around midnight. The deck drawing is completed by 2am: Raven, Zenar, Zachery, Helm, Bellam, Ardon and Skell participate.

STARTED WITH 2 WISHES
RAVEN 4
1-1.) WISH TO THE THRONE, KING OF HARTS - 18 CHR AND KEEP 1
2-2.) WISH FOR THE MOON, QUEEN OF DIAMONDS, D4 WISHES: 3

3
1-3.) STAR, JACK OF DIAMONDS, 2 POINTS TO PRIME REQUISITE ABILITY
+1 WIS +1CON. (WIS 18 CON 16)

2-4.) WISH FOR THE MOON, QUEEN OF DIAMONDS, D4 WISHES: 3

ARDON 2
4
1-1.) WISH TO THE THRONE, KING OF HARTS - 18 CHR AND KEEP 2
2-2) STAR, JACK OF DIAMONDS, 2 POINTS TO PRIME REQUISITE ABILITY
+2 CON ( CON 15).

2
HELM 1
1-1) STAR, JACK OF DIAMONDS, 2 POINTS TO PRIME REQUISITE ABILITY
+1 STR +1 DEX (STR 18.29 DEX 18) .

1
SKELL -2
1-1.) WISH FOR THE MOON, QUEEN OF DIAMONDS, D4 WISHES: 3
2.) STAR, JACK OF DIAMONDS, 2 POINTS TO PRIME REQUISITE ABILITY
+2 INT (INT 18).

2
ZENAR 3
1-1.) WISH FOR THE MOON, QUEEN OF DIAMONDS, D4 WISHES: 2
3
1-2.) WISH TO THE THRONE, KING OF HARTS - 18 CHR AND KEEP 3
2-3.) WISH FOR THE MOON, QUEEN OF DIAMONDS, D4 WISHES: 3
4
ZACHERY 2
1-1.) WISH TO THE THRONE, KING OF HARTS - 18 CHR AND KEEP 4
2-2.) STAR, JACK OF DIAMONDS, 2 POINTS TO PRIME REQUISITE ABILITY
+2 INT. (INT 17)

BELLAM 2
3-1.) WISH TO THE THRONE, KING OF HARTS - 18 CHR AND KEEP 5
4-2.) STAR, JACK OF DIAMONDS, 2 POINTS TO PRIME REQUISITE ABILITY
+1 STR +1 DEX. (STR 18.23 DEX 17)

DECK DISSAPPEARS - five keeps are magically created along the temple and platorm infrastructure. To the awe of Diescroth inhabitants, by the next morning the Hextorian hamlet's defensive fortifications have doubled in size. The five of the seven drawers; Ardon, Zenar, Raven, Zachery and Bellam, retire with the dawn to their new keep.

Although their will be a period of training, the creation of the Invisible Seven, Executioners of Hextor, arm of the Black Talon, aligned with the Order of the Elcipse is formed. Raven, Zenar, Zachery, Helm, Bellam, Ardon and Skell are the New Hextorities. They have no fate.

10-30-1005: Training
Zachery and Skell, completed with training Skell to 7th, return to the Mudship with a seeing stone. They meet Yurgrim who reports the following: The raided fort, now a ghost fort, has had some great undead presence inhabiting it since your absense. He has not gone near the actual complex, but the influence of a mavelolent undead force is unmistakable. "Evil resides within" he says "and it know us". The surrounding terrain and wildlife have been altered or vacated in response to the new undead presence. Otherwise, there has been no giant activity. Light scouting reveals the following rough details of patrols in the area:

Long range patrols - (120 miles +) 4: Dragon and ogre magi.
Mid range patrols - (10-30 miles) 6: Lesser giant and ogre-kin.
Short range partols -(1-5 miles) 10: Lesser giant and ogre-kin with some frost accompaniment.
Hunting parties (5-30 miles) 5: major giants presence of patrols.
Scavaging parties (10 - 40 miles) 3: Mostly trolls and trollhounds, some ettin and cyclopskin..
Trapped, snow drift or surprise scouts (at least 30 miles out) ?????

Raven arrives on the Mudship November 10 1005. Skell returns Diescroth via the Sphere, the Rod is left at the boat (with communication throught the seeing stones, for all transportation), to help-organize to coordinate the arrival of identified potions, selection of new recruits for the Northern expedition, and the acquisition of nomal weapon and armor for them. To return with Bellam, Helm, and Ardon November 13 1005.

Basic Recruits and Sacking of the Frost Giant-Ogre Hag Fort

Day 167 October 16th 1005 - 12:30 pm
Basic recruits to brought in. Six of the new wizards with the best dexterity are selected, along with Kushzakar, One Eyed Jack, and two of best new warriors. New additions total 10. Skell joins the hard core Hexorites. Total party now numbers 15. Raven and Zachery rememorize spells. Raven teleports back to Diescroth, then opens the Key sphere to the demiplane, and all the loyal march in to the temple. Zachery, still on the Mudship uses the CageRod to transport to the demiplane, has all the party link hands, and brings everyone (15) to the boat. Yurgrim, Patch and Damien make the party 18.
Stoneskins in memory between Raven and Zachery: 5 stonskins to Raven, Helm, Zachery, Skell and Bellam.

Rest and rememorization begins, (Raven 17 spell levels, Zachery <17levels) Highest 5th 8hours + 3 hours = 11 hours later, time 11:20pm. Raven, Zachery and Helm, using rings of invis, flying cast by Zachery on Helm, Raven self, Zachery boots. The threesome head towards the fort, flying low the ground. They encounter wall, enter and hear the guards' gong. 50yds out, Raven and Zachery cast first a tongues, ESP and then a domination spell. Raven is successful in touching the mind of an ogre hag. Raven has contacted two of the hags, Zachery the third.

Raven questions:
1.) Where is the lone ogre magi's location?
Kelza Vonn has been sent back to the King Mok Turokin's ice citadel as part of his daily report.

2.) So he is gone?
For now is at the fort, he will return at 3 am.

3.) How does he get to the ice citadel and back so fast?
Through the caldron.

4.) Who else is with you in the cauldron room?
My two sisters.

5.) Do any of the force commanders visit you?
Yes.

6.) Who and when?
We communicate through Kelza Vonn. Although we hear what is said, we remain in mist form. None of the humanoids, save the giants are allowed in the cauldron room. Guards above climb to there posts with ropes and ladders to keep the stair-portal doors locked. Kelza Vonn meets the giants at the edge of the cauldron room's single entrance, as we commnicate through him. The portal doors are only to be opened if an attack occurs. Violators suffer the penalty of death. The guard frost giant Delgaoth has been levated to the position of commander, and meets with us through Kelza Vonn each dawn and dusk. At noon the vebeeg captain Fellon reports in. Kelza Vonn departs for the ice citadel after the dusk report by the frost giants. He always returns before 3am.

7.) Have any of the giants contacted you since the gong went off?
No. We set off the gong.

8.) How were you able to detect us when we entered the mist?
Through the cauldon and the Staff of Fates, we can see anyone who penetrates the mists.

9.) COMMAND: Tell no one of this or any contact.

10.) Tell me numbers and location of troops in the forts.
A new map provided with most of the forces and positions known by the hag.

11.) What protections are in the cauldron room?
The room has been dusted, and physical presence can be detected. The cauldron is protected by spell and poison from being moved. We have a multitude of items to respond to any attack. Spell, potion, scrying combinations, etc.

12.) What spells do you have in effect?
Excluding stoneskin, when in mist form at the moment. We would never become material with hostiles detected.

**Tons of inner mind conversations occur during the night. Much information gleamed**

3:30am Dominations of the frost giant commander Delgaoth and dusk and the ogre magi Kelza Zonn at 2am were successful. Raven and Zachery begins commands to the ogre hags for the upcoming slaughter.

Spell preparations and Item allocation before final assault on fortress:
15 applications of dust of disappearance divided out, 6.5 on self, 40 accquired, 40 previously acquired, total 71.5 dust applications remain.
Wand of fire - Zachery (47) given to Skell.
Wand of frost - Zachery (15) given to Wizard 2.
Wand of steam and vapor - Raven (16) given to Wizard 3.
Wand of steam and vapor - Zenar (23) given to Wizard 6.
Wand of lightning (89) given to Wizard 7.
6 potions of explosions - wizards.
6 firesiders - wizards.
6 firebreath potions - wizards.
12 vials of poision (8).
7 (2) potions of flying - Helm, Bellam.
8 (4) super-heroism potions - Warrior 8, Warrior 10, Kushzakar, One Eyed Jack,
12 (5) potions of poison - Warrior 8, warrior 10, Kushzakar, One Eyed Jack, Skell.
+3 longsword to Warrior 10.
+2 firetoothed bow -Raven to warrior 8 , 11 +2 arrows.
Stoneskins are cast on the 10 lesser Hextorites.
15 Strength spells (11) to warrior 8 -1, warrior 10-1, Kushzakar-1, One Eyed Jack-3, Helm -1, Zachery-3, Skell-1.
7 fly spells to warrior 8, warrior 10, Kushzakar, One Eyed Jack, Wizard 8, Wizard 10, Skell.
16 resist colds (8).
superheroism - 5 turns.
flying - 7 turns.

Poisoned blades for Zachery and Raven. Zachery has two longsword frostbands coated. Raven has Nightwatcher, dagger and Staff.

One type of poison which assassins can learn to compound is blade venom. Blade venom, always an insinuative poison (see poison types) evaporates quickly. For the first day after its application it does full damage, the second day half, and the third day none. It is likewise removed by use; on the first hit it will do full damage, on the second hit half damage, and the third it will be gone. Partially evaporated or used allows the victom a +4 saving throw. Necessary oz. to coat a weapon:
8 two handed sword
6 bastard sword
4 long sword
3 short, broad, mace, axe, etc.
2 dagger, handaxe, etc
1 arrow

Day 168 October 17th 1005
Command via domination issued before the battle, during the dawn meeting when they are all in the cauldron room. Start time fifteen minutes before the battle and 3pm.

To the giant commander Delgaoth: When the attack occurs, attack no one and just sit there.

Day 168: 10-17-1005
To the hags and magi: Be in the cauldron room, remove any personal protections, remove additional protections on the cauldron room. Take items excluding cauldron and the staff and place in a sack. Tell no one of this. Disactivate the gong. Materialize and go to sleep in the corner.

All previous durations are docked the necessary rounds taken for approach with declaration of round 1. Present location of party before the battle - all fifteen are at the Mudship dusted, spelled, etc. They begin travel - flying to the misty fortress. Zachery casts a silent spell on a gold coin during approach. Party arrives 15 rounds later at the walls of the fortress about 25yds behind the cauldron room. Warrior 8, warrior 10, One
Eyed Jack and Kushzakar quaff potions of super-heroism.

Warrior 8 8th level THACO:13 7 additional temporary hpt
Warrior 10 8th level THACO:13 31
One Eyed Jack 8th level THACO:13 13
Kushzakar 8th level THACO:13 23

Round 1
Declaration: Raven cast haste spell (14 rounds). Haste is given to all but 5 of the wizards.

Round 2
Declaration: Raven and Zachery cast prayer spells (10 and 9 rounds) in unison confering +2 to hit, +2 damage, +2 saves.

Round 3
Delcaration: Raven and Zachery cast passwall into the cauldron chamber. 5ft wide, 8ft height, and 20ft deep.

Round 4
Helm kills ogre magi, Raven kills hag, Zachery kills hag, Bellam kill hag.

Round 5
Positioning for giant kills.

Round 6
2 giants killed.

Round 7
Helm and Bellam are going to return to attack the two larger towers the the lesser Hextorites. Raven and Zachery go through the door and enter the great hall. A

Day 168: 10-17-1005
cyclopskin approached by Raven, the ettin by Zachery.

Round 8
Upper group of Hextorites positions for attack.

Helm, One Eyed Jack, 2 wizards, Skell and warrior 8 between green and blue towers.
Bellam, Kushzakar, Warrior 10, 4 wizards.

4 wizard in one group, Skell and two other wizards on the other on the tower with the dominated, wehere Helm and One Eyed Jack. All wizards to potion of explosions and Skell does wand of fire. 4 wizards throe explosion potions. Bellam.\, Kushzaar, Warrior 10 attack tower guards.

Raven and Zachery kill ettin and cyclopskin. Move into position for assassin attack on cyclopskins.

Round 9
Raven and Zachery kill cylopskin, and injury the giants. Zachery's giant swingning and barely misses, Raven's giant tries to sound the alarm but is silenced by an enchanted gold coin with 15ft radius.

4 6d6 explosions, Bellam, warrior 10, Kushzakar's attacks wipe out the Green tower. 2 6d6 explosions, 6d6 fireball, and Helm's two beheadings, One Eyes Jack's attacks wipe out Red tower. Warrior 8 in three shots wipes out Blue tower. Many kills due to poison.

Round 10
Raven and Zachery continue to battle two frost giants in silenced area. Zachery shealthed with now poisonless frostband for its twin sister Raven strikes with staff and poison kills the frost giant. Several towers are eliminated with joint attacks by warrior 8 tahing out tower 1 with three arrow shots. 3 tower attacked by wizards 3-5, Bellam and warrior 10; and Yellow tower are assulted by Skell, wizards 1-2, Helm and One Eyed Jack. The ogre cave entrance is attacked by Kuxhzakar and wizard 6.

Round 11
Raven and Zachery continue to fight 2 frost, one hill, and 6 verbeeg. Giants mysteriously suffering hlf damage and hit well. Down at the ogre entrance, Kushzakar and wizard 6, joined by Helm and wizards 2-5 attack cave mouth. Skell and warrior 8 move to the farthest ogre entrance, but find it blocked. One Eyed Jack and wizard 1 finish off yellow tower to one ogre, while Bellam and warrior 10 also widdle tower 3 to one lone ogre.

Day 168: 10-17-1005
Round 12

Raven and Zachery continue battling the 2 first giants suffering half-damage, a hill giant and 6 verbeeg. Helm and Kuchzakar thru the ogre entrance, 3 ogres left. Warrior 10 and Bellam finish off the remaining ogre on each tower, while warrior 8 missles the verbeeg tower, killing all three.

Round 13
Raven and Zachery finally kill the double strengthed frost giants, with a hill and 6 verbeeg remaining. The are hit by natural 20's by the verbeeg, and are at 18 and 38hpt respectively. Helm, warrior 10 and Kushzakar finish the 3 ogres at the cave mouth and proceed into the fortess passages. Warrior 8 backs up an attack on the verbeeg courtyard entrance by Bellam and One Eyed Jack. They reduce the six guards to one. Wizards 1-6 and Skell stay topside to guard the tower portals. At the end of the round, a sudden wind picks up, and the mist begins to slowly waver; it will disperse normally now that Delgaoth successfully dowsed the fire under the cauldron.

Round 14
Raven and Zachery attacked, Zachery hit for 2 hpt. Hill giant is badly injured, and a verbeeg killed. Helm, Kushzakar and warrior 10 enter a room with two cave entrances. Upon entering, 4 ogres enter from the left, five from right, and 4 the way they came out the long ago found secret passage at the cave's entrance. Killing begin that round, with three (two by warrior 10) hit the ground dead before the echo of there war cry ends. Bellam and warrior 8 charge in the cave mouth entrance, leaving the last verbeeg to One Eyes Jack. At the end of the round, they clash with verbeeg at the end of a long passsage opening into a room with two cave passages opening to it, with One Eyed Jack in close pursuit after hacking thru the last verbeeg guard.

Skell and wizard 5 with a potion of firebreath head to the newly enclosed entrance to guard against a sneak escape.

Round 15
Raven and Zachery kill the room down to 4 verbeeg, after killing the hill giant. Four verbeeg remain. Kushzakar, Helm and warrior 10 kill several, while three new ogres enter. New count 4 to Helm, 3 to Kushzakar, and 3 to w10. Bellaam, One Eyed Jack and warrior 8 kill while 4 verbeeg enter. New room count 5 verbeeg.

Round 16
Raven and Zachery finish there attacks. Helm, Kushzakar and warrior 10 down to six ogres. Bellam, Warrior 8 and One Eyed Jack down to one.

Round 17
Helm, Kushzakar and warrior 10 clear; Bellam, warrior 8, One Eyed Jack clear; Raven and Zachery are charged by 2 cave bears. Raven pulls back for a heal. As characters'

Day 168: 10-17-1005
free up, they begin moving thru the complex to isolate the enemy.

Round 18
Warrior 10, Kushzakar, Bellam, One Eyed Jack and warrior 8 being moving across the courtyard. They encounter 10 ogre guarding the cave entrance to the giant quarter. By the end of the round, 3. Raven and Zachery injure the bears.

Round 18
Masses cut thru ogre, hen move into 7 verbeeg coming to the defense. Raven and the 2 cave bears and 5 verbeeg.

Round 19-21
The last of the verbeeg and ogre are vanquished. The skunk smelling ettin and the hill giant with 5 worgs open a hole on the newly blocked ogre cave entrance and try to escape out the back. They are quickly hunted down, and despite the hill giant be immune to metal weapons, are all slaughtered. The fort has been conquered.