Day 60 to Day 89

Day 80 to Day 89

  • We spent time doing regency actions

Day 80, Morning

  • Bright and early the next day, we head for door #4. The tunnels is very long and curves to the left. It’s also steeply going down. We find the remnants of a siegestone door jam. Whatever was hanging in the door is long gone. Looks like the door would have protected against something further in. 100 feet past the first door jam, is a second. 100 feet more and is a third door. We set up an undead force ward (DC: 37). 100 feet more and we come to a forth door. Instead of being seige stone integral to the walls, the 4th door jam is Dural integral to the walls. The Dural has been shattered and melted. (Oh my). Most of the damage came from the inside. The sloping levels out and a 100 ft beyond is a door way.
  • Room is not made of siege stone. Room is 50 ft x 50 ft x 50 ft. Room is completely covered in Dural. 6 Rounded Dural tables.
  • As Brelach stepped into the room, something hit him twice real hard and sent him realing to the ground.
  • Encounter
    • 1 x Imperial War Construct
    • 5 x Blaspheme Slayers
    • 2 x Blaspheme Soulvessel
    • No loot found
    • 14300 / 6 = 2383 xp
  • Beyond that is a 30’ by 100’ room. We found a know stone in a cypher we can not break.
  • Beyond that is a 30’ by 100’ room (a long, narrow gallery). There are 10′ × 10′ work sections with the operating mage circles in each area.
  • That long gallery leads to 3 rooms.
  • The first room we found nothing.
  • The second room we find a 3/4 completed construct and the plans to complete Imperial Scout Engines.
    • The plans – Imperial Scout Engine Plans – MM2 pg 208
    • Huge, Natural, Humanoid, contruct 6000 xp
    • Imperial Scout Engine, as Warforged Titan
    • remove Unstoppable Charger, add Invisibility, encounter 4-6 recharge, at-will, interrupt
    • add Stealth +22
    • remove Warforged Resolve, add Danger Sense – Tremor Sense 10, only while bloodied
    • Takes 1 week to complete ritual
    • 1.2 Million in Components
  • Party Split
    • Gideon – 3148
    • Brelach – 12148
    • Aidon – 8148
    • Enowyn – 1548
    • Ephraym – 25148
    • Erik – 25148

Day 79

  • Flame Arrows arrive and we clean out the freezer.
  • Mason Holt shows up with our arrows.
  • We defrosted the room and found what we think is the largest piece of Sky Shard found.
  • 128 bricks with cold dr runes – 80 are still functioning
  • We are putting the Sky Shard in one of my bags of holding.
  • Going for door # 5 (saving door #4 for another day)
  • Door #5 – Warehouse
    • Very steep entering it. Damp mopped centuries ago.
  • Door #6 – Admin area
    • Nothing of note.
  • Door #8 – Zesty fight with blasphemes and we win.
    • Giant round room. 200 ft wide. Floor is connical. Ceiling is a hemi-sphere. Library for wizards. No books.
    • Note we found:
      • ..in the worst case, we should be able to regain control of the well mouth without taking too many more casualties. Of greater concern is the possibility of intermediary intervention: Nothing is known to live in the the Well, but that is definitately not the case in the intermediate realms. Lavarna is a concern, because the Salamanders are aggresive and dangerous. A much greater concern is a rachey nodule, or Gods forbid, an Arpad.
      • Of course, if an Andromach takes an interest in the Well, we may have a Waspine infection. If this happens, we may have to call that accursed Raptos for help.
      • That would be unfortunate, but giving away the War Web may be a small price to pay to bring the incident under control. I would pray to the Gods for help, but they no longer..
  • Quest XP
    Story of Black Well Part #1 – 7200 /6 = 1200
    *
    Story of Black Well Part #2 – 7200 /6 = 1200
    Story of Black Well Part #3 – 7200 /6 = 1200
    *
    Lucy in the Sky – 8400 / 6 = 1400

Day 78

  • Going for door # 1.
  • Down long corridor to 30 by 30 room. With a stone counter in the middle of the room. 4’ high, 3’ wide. Found a silver table knife in the council.
  • Searching the left door we found the remnants of a dining hall area. One the way back into the first room, we were attacked.
    • Encounter
      • 4 x Blaspheme Knights
      • 4 x Winter Wights
      • 9800 / 6 = 1633 XP
      • Loot
        • None
  • Searching the area to the right, we find 4 rooms. One has a cooler/freezer in it. Time is spent figuring out how defrost.
  • Going for door # 2. Takes a day. We find nothing but minor critters. Don’t find anything of worth.

Day 74, 75, 76, 77

  • Searched door #3 area’s – taking 4 days.
  • Found a know-stone on day 3.
    • after pages of ranting -
    • in closing, we are confident that once the War Web is mastered, we will be able to contain and destroy Raptos in a fast and permament way.
    • Looking on the longer timeframe, once we are victorious in the Succession War, we will be able to expunge the decadent Southrons and reunite the Empire with vigorous, progressive, and well distributed magical powers. Further, the War Web is only (just stops)

Day 71, 72, 73

  • Over the next 3 days, we cleared the hemisphere of the epic forge.
    • As they cleared away the debri in the hemisphere area, one worker found a rune metal socket block with a chain off of it. It’s made of Adamantium, Mithral and probably Auram. This was like the corner stone from Broken Sky tower. It led off to a ‘belt’ with another chain heading off. The belt weighs about 1000 pounds.
    • After Erik tried on the belt, we felt super super strong. We cleared a bit more area and found a anvil and a hammer attached to another chain.
    • Another Blood History roll by Ephraim – way back in the day, before the Nightmare Wars – the uber Wizard smiths were known to use Smit Hammer.
    • Found another know stone with the ramblings of a blaspheme.
    • Down the sides of the forge room we found 8 work station areas. There are eight elemental furnaces. At the back of each work station area were siegestone shelves.
    • When we clean out the room entirely we found the belt, the forge, and the hammer.
  • Quest Completed
    • Hammer of the Gods – 7200 XP / 6 = 1200 XP
  • The encoded know stone cypher came back as following:
    • Duceday Morning, Assembly +1
      • If anything is left of Marisa’s soul, I hope it is damned.
      • She was to weak to withstand the Choir, we told her. She was blasted the eight mythopoetic stanza, and rather than dying, she had drank her black tincture.
      • She completed the ninth with us, bu she was broken. Now we are mostly dead, damn her, and worse, the great work has…
  • Your ever-faithful press-ganged Dwarven Scholars will be able to provide the following info if/when they are asked. :)
    • Industrious Magic: The Art of Dweomersmitting
    • In the ancient Imperium, crafting of magical items for mundane as well as exemplary uses was common. As such, there was a need for crafting with speed. Since the Old Empire did not have the power of Blood Magic, they had to make do with lesser methods.
    • The first and most basic advance was the Mage Circle, wherein three or rarely nine mages would merge their aura’s and enable great deeds with ease. But even this advance was not enough, and so the art of Dweomersmitting arose.
    • Dweomersmitting is a sympathetic art, based upon the ancient workings of smiths. As such, the tools are familiar:
      • A hammer, called a smit.
      • An anvil.
      • Tongs, called ringers.
    • In addition, there is a new tool, called a “tetch”, which was a transfer bar used to transmit and transmute the force of hammer blows into the work piece. The tetch could be used alone, or was often used with specialized work-surface tools called “dies”.
    • A Dweomersmitting team was composed of three mages in a Circle. One, called the smitter, wielded the massive smit hammer. The smitter provided rhythm and power to the work. A second, called the tetcher, handled the tetch and die. The smitter struck the tetch with each of his blows, and the tetcher placed those blows upon the piece being worked. The tetcher provided precision and skill to the work. The third was called the chanter, and was almost always the most senior and most skilled of the trio. The chanter handled the workpiece with the ringers, the tongs. The chanter called the pace and moved the piece upon the anvil and under the tetch.
    • The smitter: The smitter used the smit, the massive force hammer of dweomersmitting. Smitters needed to be steady and calm, able to concentrate mightily for long periods of time, while handling the massive smit. Smit’s usually came in four basic types, although in theory, many types were possible. A “one rune” smit had a single force glyph on it’s head. The force glyph was highly refined over many centuries of use, and a good example could increase the weight and force of a smit a hundredfold or more.
    • A “three rune” smit had three glyphs, and was 3×3×3 times as potent as a one rune smit. Three Rune smits were about as common as one rune’s, and most old dweomershops had only one rune and three rune smits.
    • A large shop might have one or two ‘Double smits.’ A double smit had three glyphs on the face and belly of the head, and was 3×3×3x3x3×3×2 times as potent as a one rune. In addition, the glyphs on a double smit would usually be even better than the ones on a one or three.
    • The very rare nine rune smit had nine glyphs, and was…MUCH more potent. The very largest dweomer shops MIGHT have a nine-rune, because only the very largest or most potent of works needed such a beast.
    • Over the years, smits came to be chained to the anvil, for three reasons. One, they were valuable. Two, if a smit flew from the grasp of the smitter they could be very deadly: Even a one rune smit weighs several thousands of pounds, and a nine rune might go several thousand tons. The common three rune smit weighed about a hundred tons. Last, the chaining allowed the anvil and smit to stream the force of each blow from the anvil to hammer, passing through the tetch and workpiece with each blow. The smitter commonly wore a smit harness, a massive belt chained to the bedding below the anvil. This served several purposes: It gave the smitter purchase to swing the massive smit hammer, it allowed extremely large static enchantments to increase the smitters strength, and it allowed the force of each blow to be more efficiently drained from the avil and recycled for each blow.
    • The tetcher: The tetcher uses the tetch, a very durable bar tool which gave the smitter a constant surface to strike at. The tetch was usually heavily enchanted, and served to concentrate the mass of Force in each smit blow, while at the same time imbuing it with desired properties. It was common for tetchers to have several tetches, and switch between them with lightning speed between each blow of the smit hammer. Even more complex, the tetcher often would use a die, a smaller tool, between the tetch and the workpiece. This would be to impart textures, or re-arrange the workpiece’s aura, or punch holes, or any more advanced technique, of which there were dozens at least.
    • The uses of tetch dies were varied and mostly lost to us, since we use Blood Magic instead. The job of the tetcher was complex, demanding great speed and strong nerves, as the colossal blows of the smit were always mere moments away. During the short pause between each blow, the tetcher would have to position the tetch and die in relation to each other and upon the workpiece with exacting precision to maximize the gain of each stike, while avoidig a disastrous missed strike. Tetchers were often female, the feeling being that their dextrous hands were best suited for the work.
    • Tetches were often made in matched sets, with various sizes being matched to the material being worked, and various enchantments within them doing differing things with each blow. Dies were even more varied, and it was not uncommon for dies to be made of gemstone, rare woods, dweomermetals, and even more exotic substances.
    • Supposedly, the very highest grades of tetches and dies were completely insubstantial, being made of nearly pure Fundaments and magical auraweaves.
    • The chanter: The chanter was the workboss of the dweomersmitting team. The chanter ran the forge, usually a device using an old Empire portable fiire, unless a heavy permanent elemental fire was built. In general, the larger shops used permanent Fire Forges, smaller ones portable fires. The very largest smits, doubles and nine runes, might even have a gateway to a different dimension to provide energy to the workpiece.
    • The chanter handled the workpiece, in the forge and quench, onto and off of the anvil, heating the piece and positioning it upon the anvil, using the ringers. Ringers were heavily enchanted tongs, the making of which was apparently a closely guarded trade secret, as the ringers were held to be the key to dweomersmitting.
    • The chanter positioned the work for each blow, lead the incantations that would be imparted upon each piece of work, and was responsible for calling balks. If the chanter called a balk the smitter was to check his swing, a vital act, as a mis-strike could prove fatal. The chanter imparted direction and artistry to the work piece, and used the ringers to sense the aura of the forming workpiece directly, in addition to everything else they did. As a result, a chanter would know when to heat, and how to heat, when to forge and how, which tectch to call, when a smit change might be needed, everything.
  • We investigated one of the 8 forge areas to see if we could re-activate the forge. Inside the forge is a peen-worked obsidian table. Old Emperial would use a portable fire and put that on the ‘table’.
  • We then went to door #3.
    • We had killed everything down this way. Found 4 150’ by 150’ rooms full of stuff. Seems like an administrative cube land.

Day 70

  • Plan is to head to black marsh
  • Encounter – Erebane Border Patrol
    • 6 x Arena Trained Ogres (wearing armor and with an insignia: black hand with a white eyes in the palm)
    • 4 x Barbezu Devils in armor and the same insignia
    • 2 x Mezza Demon with the same insignia (Erebane)
    • Encounter XP
      • 1600 XP
      • 6 Ogres had 20 PP on them
      • Found orders for the Ogres to go with the demons to Black Well and investigate (Ogres were in charge)
    • Quest XP
      • Home Comming – 857 XP
  • Down to Black Well (about 1800 in the day) (2/27/11)
    • Found a know stone on the way down to the circular room – possibly a coded message from a one time cypher pad
    • Entered door 6 – made a wooden key that is good for 10 uses
    • Down the hall – found a diabolical trap that would have flooded part of the hall in fire and poison gas
    • Further down the hall, Encounter -
      • 2 x Blaspheme Unholy Slayers
      • 4 x Blaspheme Imperfects
      • 1 x Blaspheme Soul Vessel
      • Encounter XP – 9800 XP / 7 = 1400 XP
      • Encounter Loot -
        • Finely Crafted Broach (1500 GP)
        • Beneath his helmet had a platinum and ruby comb (7500 GP)
        • 5000 GP Ruby
    • At the end of the corridor, we found a room with two exits (that we had been to before).
      • Potion of Vitality (Level 15) Human Heart
      • 7000 GP (Gold)
  • Still in the Black Well (5/22/11)
    • We went left out of the first room – proceeding down the hall, Aidan triggered a trap which he avoided.
    • But then we heard stuff moving beyond the cloud of smoke.
    • Encounter -
      • 2 Blaspheme Knights
      • 3 Blaspheme Imperfects
      • 1 Blaspheme Entombers
      • 2 Blaspheme Disciples
      • 1 Bone Golem
      • Encounter XP – 9400 XP / 6 = 1567 XP + 50956 = 52523
      • Encounter Loot -
        • Bag Woven from Metal Strands
        • Level 19 Magic Item (Erica)
        • 15 × 1000 gp gems
    • The room they were in was an ancient work room – 80 ft by 300 ft
    • At the other end of the room, there was a Dural Stone Inset at the top of a siege stone dias. Hemisphere – 80 ft wide, 40 ft deep
    • It’s a black stone, like slate. It is the densist rock known. Was used as the basis of extremly high end sling bullets. It insulates against the affect
    • From the first room, going right results in a curving downward passage way that goes down about 1000 ft.
    • We found a place where detritus just stopped in the hallway and we could not proceed. It seemed to be some sort of invisible force wall…or perhaps a time stop like effect. This effect is as impossible as far as we can tell.
    • Backing up and searching we found a know stone with more cypher text.
    • Ephraim’s Blood History revealed that the Northern Sorceror’s guild of Ottomata was known for doing the impossible.
    • We went back to the main circle room. Erik went back up to give the cypher to Kala to get to our scholars. She told him that no one else had found the Dural Stone before. So we are going to clear the area out first before trying another door.

Day 68 & Day 69

  • Continued Blood Bonding
  • Gideon contracted with Stellas for a trade route to Vom Hold lands (Level 2)

Day 67

  • Kala Vom Acht comes to visit her betrothed (centaur lower half) and become
    • Stellas Vom Acht is her chaperone (her brother)
    • Principle Guild Holder – First in line to the succession
    • Guards – Mason (Half-Orc Tank) and Marina (Petite and unattractive Half-Elf) Holt
    • BodyGuard – Marshal Kenad Gonstanz (Human)
  • Wizard Grumpen’s research on the mosaic cypher
    • Has found remaining 3 pieces (of 25 Parts)
    • The Broken Skye knowledge crystals (rose quartz) were recovered and are with Elkane (ally of Frost Hold)
    • It is believed that Broken Skye tower was built by the ancient imperials as a watch tower directly back to the Imperial Capitol. It could have been captured by the Northerners during the Nightmare Wars.

Day 66 -

Day 65 to 67 – Group is doing some blood bonding

  • Brelach gets a new baldric and is all blushy like (Kenad Gunstanz)
  • Delegation of diplomatic envoys from Vom Hold

Day 64 – Mapping, then a raid into Terrania – Detailed – XP & Loot

  • Map 3 Features
    • Realm Borders
    • Major City
  • Sending from Gabrera that they are ready for us to help with a raid on Terrania
  • When we return from mapping, Bill Strongblade is awaiting – he will be our guide
  • We flew through Vom Hold and then to Wightlight and then Canker to a location behind the Terrania lines
  • One group is going after Lord Pain
  • Our group is going after Lady Despair (magic) (15-18) and Tortureer Agone’ (martial) (15-18)(3 in realm)
  • We broke in through the roof to the slave camp/mansion
    • Brelach took out two stone golems by knocking them off the roof
    • The group then caught Torturer Agone’ trying to untie Lady Despair from their torture session
    • We killed them both and subsumed them
    • Then Lord Hatred (1) tried to jump us and Brelach lasted one round against him and then 2 of the Starlight sister’s ganked Lord Hatred
  • Bill Strongblade died on his part of the raid
  • Day 64 – XP
    • 6400 XP – the Stone Golems
    • 1200 XP – Lady Despair
    • 2000 XP – Torturer Agone’
    • 100 XP – The Little Boy
    • 7200 XP – Completed a quest – Looking Terror in the Face
      • Total of 2214 XP each
      • Total so far: 45799 XP
  • Day 64 – Loot
    • Potion of Vitality
    • Objecte of Art (7 × 1000 gp gems)
    • Level 16 Magic Item
    • Level 17 Magic Item
    • Level 18 Magic Item

Day 63 – Mapping – Detailed

  • Map 2 Features
    • Major header water of a major water
      • It is also the border of a realm
      • There is a major mountain that the head water of the river
    • There are two roads that head south east from the river

Day 62 – Mapping – Detailed

  • Map 1 -
    • Fairly large bridge – from the crest of one hill to the crest of another hill – 1.5 miles wide – 200 ft wide
    • Tribe of native humans
    • No realm borders

Day 61 – At Broken Sky – Detailed

  • Wizards named Grumpen from Broken Sky Tower – Sent a sending to Ephraim that they have found something that they thought he would find interesting.
  • Erik got an updated offer from Wightlight to 1000 – he replied that due to his betrothal, he was requesting 3000
  • Morning breakfast with Vom Acht
    • Discussed working with Frosthold to take out Wightlight, then he kicked us out of the realm again
    • He stopped evicting non-humans and closed the border with us
  • The party headed back to Grim Hold
    • Grumpen and Crumpen – Dwarfs from the Arcanist University from Canker (Heart Holds)
      • They are scholars of the differential history of the Broken Skye empire
        • Investigate the conflicts between the mythology versus facts of the empire
      • Been engaged by our administration to help with the restoration of Broken Skye tower
      • Found some specific siegestone with engravings – out of the norm
        • They are 2 ft, 2ft, 1 ft (instead of 5 ft by 5 ft)
        • 5 × 5 = 25 stones – we are missing 3
        • On each stone, there are 4 runes – so far there are no duplicate runes
      • The broken part of the tower could correspond with the creation of the Veil
        • Chain made of Adamant
  • Scion44 – Came to us to visit
    • Grandfather Tree would like to talk to us about Hakomekatala Iron Dragon

Day 60 – Off to a party at Vom Hold – XP

  • Off to a party at Vom Hold.
  • Marshal Gunstanz is our ‘baby sitter’.
  • Leihran met
    • Gabrera
      • Archon Blex – Arch-priest of Heylyn in Gabrera
    • High Level Striker of Some Flavor – Kia wrangled him back from the servants quarters to the main ball
  • Erik met
    • Terrania
      • Honored Torturer Agony from Terrania
      • Domina Archon from Terrania
      • Overlord Hatred – leader of Tarrania
    • Wightlight
      • Invincible Lady Grace – Woman – Older – Dressed Conservative – Mostly silver, some gold
        • Dialogue about War – 3 allies
    • Gabrera – 6 Regents from there
      • Blessed Hope – Realm Regent
    • Geppen – 6 Regents from there
      • Elf named Areastes – Realm Regent
        • Shared that they think Emerald Environ is heading straight south and ‘burning up’ against the veil
        • “seemed” to be an ally of Vom Acht
  • Brelach
    • Hung out with Marshal Gunztanz
    • Geppen
      • Met Bill Strongblade – Chief Marshal of Geppen
  • Gideon
    • A knot of people (no one from Terrania) listening to a man and woman
    • Wightlight
      • Invincible Lady Grace of the Wightlight
      • Majestic Lord Sorrow of Wightlight
      • Some negotiations – future dialogue
  • Erik, Gideon, Enowyn, Brelach
    • Meeting with Vom Acht
      • Annulment between Marley Barleycorn and Kala Vom Acht
      • Announcement of betrothal between Erik the Grim and Kala Vom Acht.
    • Meeting with Gabrera
      • They will contact us on the black ops strikes on Terrania lands
    • Meeting with Wightlight
      • They offered 100 RP, we countered with 1400 RP, they came back with 500. No go.
    • We arranged for the 3 Hasterly Children to be returned
    • Brelach got lucky with Marshall Gunstanz
  • Day 60 – XP
    • 4800 XP for Marriage to a Monster Quest
    • 4800 XP Lovely Liverly Quest
    • 4800 XP Children for Gabrerra
    • 4800 XP Gabbin with Geppin
    • 4800 XP Wretched Wightlight
    • 28800 XP 6 New Provinces

Day 60 to Day 89

Celegia - Graveholds whiter73 whiter73