
Arishat |

Arishat needs some potions, 2 each Healing and Regeneration I think. On the other hand, the Mirrored Caparison can go - I don't imagine there'll be much riding around. Probably the belt of Recovery, too, which is worth 2600gp - so she could contribute a scroll or three, or possibly some components.
As for skills, Arishat has Diplomacy at +16, History at +15, Athletics and Intimidate at +14. Any more would require multi-classing or Skill Training, and that's not easy to fit in. There are a few nice feats I can't fit in already.

Barel Dlode |

As for skills, Arishat has Diplomacy at +16, History at +15, Athletics and Intimidate at +14.
Barel has dungeoneering 16, endurance 17, heal 14, nature 14
@Thom: I can contribute some funds...2500 sounds good. I also like the idea of Raise dead, even though it is expensive...if more people chip in, we should be able to get 1 or 2. I will look at more to see what seems interesting.
group 2: skills >14
diplomacy
history
athletics
intimidate
dungeoneering
endurance
heal
nature
Group 2: Rituals
Fluid Funds (Barel)
Leomunds Secret Chest (Barel)

Arishat |

Arishat wrote:As for skills, Arishat has Diplomacy at +16, History at +15, Athletics and Intimidate at +14.Barel has dungeoneering 16, endurance 17, heal 14, nature 14
@Thom: I can contribute some funds...2500 sounds good. I also like the idea of Raise dead, even though it is expensive...if more people chip in, we should be able to get 1 or 2. I will look at more to see what seems interesting.
group 2: skills >14
diplomacy
history
athletics
intimidate
dungeoneering
endurance
heal
natureGroup 2: Rituals
Fluid Funds (Barel)
Leomunds Secret Chest (Barel)
Arishat can put in:
Raise Dead scroll, plus 500gp components (1180 total)Cure Disease, plus 150gp components (510 total)

Arishat |

Lynore wrote:Thanks, Lynore.Lynore wrote:Thom you can have that money to buy rituals or components.
I have 20 pp and 32 gp that the group can have.
If you prefer, Arishat can put 2500gp into a general budget rather than pick up relevant scrolls. I do seriously suggest a couple of Raise Dead scrolls and the components to use them.

Rev Rosey |

Just to bring you all up to speed, Group 2 captured a convenient prisoner who has spilled the following beans.
This is what the people you just killed were up to.
"We were sent to follow a group of eladrin. You know the deal, follow them, find out what they were doing, kill them."
"They wanted to know why an old eladrin graveyard got restless. Do you know it? - The Garden of Graves they call it. Turns out those eladrin were right. Someone had been tampering. Nice piece of work, channeling the power of the Feywild through the dead. Someone built an engine to siphon off the power and send it - elsewhere."
"Now, the thing is, we partly messed up. We couldn't stop the eladrin destroying the Fey Engine. We stopped them though. They came through here, looking for another portal and we got them then."
The warlock's grin turns feral with delight as he remembers and then changes as he remembers who he's talking to.
"Look - just work, OK? Nothing personal. They were headed for Moil. They reckoned there was something there. You know Moil?"

Barel Dlode |

I am out of town, and am finding it likely to only be online every other day or so (at a scientific conference, and my fmaily is with me, soI am extra busy). I will likely be unable to actually post on Wed, and probably not until very late on Thursday night (travel day). I will try to post on Wed, but not sure that will happen.

Rev Rosey |

Interesting information is emerging on Group 2's game thread. In the interests of verisimilitude, Group 1 may wish to rustle up a History check (DC25) to know the following.
Millenia ago, the City of Moil stood on the earth - a symbol of all that was great. In a deluded attempt to maintain and increase that greatness, the citizens entered into a feckless bargain with Orcus and were rewarded beyond their wildest dreams.
When they attempted to end their foul bargain, they discovered to their cost the price of trying to defraud the Prince of Undead. Uplifting the city by its very roots, Orcus cast it down into the depths of the Shadowfell. Orcus gloated as the glorious city of Moil became the City that Waits, a rotting, decaying hulk, dropping piece by piece into absolute nothingness and inhabited only by undead threads of former lives.
Thom and Arishat know more. They know that the depths of the Shadowfell are cold beyond imagining and the light of healing comes hard in such a place. Nor is death there likely to be the end, with Orcus gleeful shadow so closely entwined with the city.
The cold of Moil is such that characters must make an Endurance check (DC18) every hour. On a failure, characters take 2d10 cold damage.
Powers or magic items that have the healing keyword restore 10hp fewer than normal (but always restore at least 1 hp).
A character who dies in Moil rises on their next turn as a Moilean zombie. Once the zombie has been destroyed, the character can be raised using a Raise Dead ritual with the normal death penalty (i.e. -1 to all powers and skills) with the exception that no matter how many milestones are passed the penalty continues until the character leaves Moil.

Rev Rosey |

Is everybody here?
Is everybody in?
The ceremony is about to begin ...
You just have to imagine the drugged out Jim Morrison gravel on that one. My own quite posh Brit accent doesn't really cut it.
With the exception of Barel who's intermittant for a few days, and Samson who's due back today, are you all looking good? If so, I'll get the threads up this afternoon. I haz maps, I haz dice.

Samson Gord |

Hey, got back a little later than planned and work is going to be hectic today. I'm pretty sure I have Samson tweaked character wise. mostly just a few feat changes. I will post him when I get the chance, probably later on tonight. I will also work with 10,500gp so that leaves the 2,500gp to chip in. Did we decide we had all the skills covered? I might be able to multi class if we need another skill...

Tavar oracle of the Raven Queen |

This is what Tavar has
RITUALS
Brew Potion
Comprehend Language
Comrades' Succor
Create Holy Water
Deathly Shroud
Shadow Passage
Discern Lies
FORMULAS
Thunderstone
Acidic Fire
Skills
Insight +19
Heal +17
Religion +13
History +13
Dungeoneering +12
Perception +12
Nature +12
everythig else is around +5 to +9

Samson Gord |

Does anyone have any suggestions for Items? So far I have my 11th, 12th and 13th level items but With the money, I'm Not quite sure what I need. I just bought the adventurer's kit. I've always had trouble with items so if you have any suggestions please let me know.

Lynore |

Well I love these items.
Subtle Longsword +3: +3 damage against targets when you have combat advantage, +3d6 on crit
Antipathy Gloves : an enemy must spend 1 extra square of movement to enter a square adjacent to you
Escape Tattoo: when a nonminion enemy scores a critical hit against you and deals damage, you can teleport 3 squares as a free action
A Subtle item, doesnt have to be a longsword would be good for a warlord who is always trying to set up combat advantage situations anway. The gloves makes it harder for people to get in close to you, and the tattoo is just a beaut when you take a big hit.

Arishat |

Sending a shout out to Group 2, how are we on rituals and skills?
Skills we have at +14 or better;
Acrobatics, Arcana (twice), Athletics (twice), Diplomacy, Dungeoneering, Endurance (twice), Heal (twice), History (twice), Insight, Intimidate, Nature, Religion, Stealth, Thievery. Note that our best Perception is only +12, though Lynore has +15 for detecting traps.
RITUALS - Tavar
Brew Potion
Comprehend Language
Comrades' Succor
Create Holy Water
Deathly Shroud
Shadow Passage
Discern Lies
FORMULAS - Tavar
Thunderstone
Acidic Fire
RITUALS - Thom
Comprehend Language
Traveler's Chant
Unseen Servant
Magic Circle
Secure Shelter
Skull Watch
Wizard's Sight
This assumes no changes in the characters as currently posted.