conversations: human
conversations:  The World:
   
   Spoiler 
  
  For the last 100 years, most of the civilized world has been unified under one Parthenon, the Silver Flames. It includes every human, elf, dwarf, gnome, and halfling. Most of the followers of the Silver Flames, members of all five "Civilized" races, rule the entire Silver Plains-a large area nestled between the Ya'ar Forest to the North, the Edge Mountains to the West, the Whitebone Desert to the East, and a seemingly endless open space to the South.
  
  The Whitebone Desert is too dry to sustain any life farther then tribes of nomads. The Soasim are a group of nomadic desert Halflings, who rule the Sands of the East from the back of their war camels. While they are skilled camel archers and a force to be reckoned with, they too often war between themselves to matter much. In years past, they have raised hordes that have stormed the rest of the world, but their newly conquered empires always collapsed after a year or two. Twenty years before the beginning of the campaign, they mustered a huge forced and attacked the newly unified Empire of the Silver Lantern. Their bravery was no match for the civilized folks' fortifications and organized armies, however, and the Soasim have been once again reduced to petty in-fighting for the last two decades.
  
  Past the desert is a huge mountain range. Its foothills are home to the Goliaths. While they are too far away to have had much of an impact on Silver Lantern politics, the Goliaths are rumored to be a very strong race of warriors. Not much else is known about them.
  
  Past the Goliath's homeland is a mountain range of terrifying proportions. They are not quite as high as the Edge Mountains, but their volcanic cliffs are sheer and sharp. Nothing is known about the top of these cliffs, or what lays beyond.
  
  The Ya'ar Forest was originally the homeland of the Elves, but many of them migrated to the Silver Lantern. Those Elves who stayed in the forest are savage and fierce, and distrust the civilized peoples. Rumor says that they are stronger, faster, and nobler than the civilized Elves, but also much more dangerous: They are reputed to gladly eat the flesh of other sentient creatures. Even though they hate the Silver Lantern, they are no allies of the Monstrous Humanoids; their hate for them exceeds their hate of their civilized cousins.
  
  The Edge Mountains are home to the Dwarves. While many Dwarves migrated to the Silver Lantern, the Mountainhomes are by no means unoccupied. These Mountainhomers, as they have come to be known, are the best smiths in all the world. Their understanding of engineering and architecture has allowed them to create massive underground cities. These Dwarves are doubly rich, as they trade not only with the races of the surface, but also with those from underground. The Drow, who are very rarely seen on the surface, are among their allies, and in times of war will emerge through Dwarven tunnels to wage battle against their common enemies. The Mountainhomers do not detest the Monstrous with the same burning passion as the Silver Lantern, but they still treat them with deep suspicion. While they will not kill an Orc on sight, they would think twice and thrice before allowing one into their ancestral homes.
  
  The Southern Plains are mostly uninhabited, with two major exceptions. Many miles south of the Silver Plains lies a large valley, which is commonly known as The Canyon. The Canyon is very deep, over three hundred feet deep in some parts, and many miles long. The canyon walls are filled with caves, and it is here that the Glorious Orcish Alliance makes its home. Hundreds of Orcs and various Goblinoids live here, but the name of their union is quite misleading. The Alliance is not much of an Alliance, with frequent and bloody wars between competing tribal leaders. The Alliance isn't particularly Glorious, either; most of its citizens live in cramped, bare caves, eating what they can catch and barely surviving from day to day.
  
  The Southern Plains are bordered by the ocean on both sides, with the land area narrowing until it ends at a narrow peninsula to the far, far south. At the land's edge, where water surrounds land on three sides, is the Sahaugin Outpost. Like the Glorious Orcish Alliance, its name is misleading; while originally an outpost, the Sahaugin have, over time, built a true city here. They keep to themselves, and it is unknown why this aquatic race would want a city on land.
  
  
  The Edge mountain range is amazingly tall, and notoriously difficult to cross. Even flying creatures have trouble crossing the valleys between peaks, as they are so high. In fact, it is possible to cross only in one place: a path leading away from a village called Passhall. But even its residents never cross the mountain, as it is still a tough climb, and the other side is rumored to be very dangerous, with monsters unheard of in the Silver Lantern. There are rumors of forgotten Dwarven tunnels leading past the Edge, but the Dwarves neither deny nor confirm these rumors, and no non-Dwarves are allowed in their tunnels.
  
  The Ya'ar Forest to the North is also very dangerous and thick, or at least it has been since the civilized Elves left. And crossing it doesn't do much; all there is in the far North is a tundra, followed by a frozen sea. The tundra, commonly called The Frozen Wastes, is rumored to be home to a race of primitive humans and their enormous premordial prey.
  
  To the South, the Southern Plains are relatively easy to cross, but offer no reward. Nobody wants to settle there, as the land is too poor for crops, and the South only leads to the ocean.
  
  
  Because of the unification of the five civilized races, it may seem Racism isn't a problem in the Silver Lantern. But it is. The original rulers of the nation, a paladin order of the same name, has long encouraged equal rights to all races, even Monstrous Humanoids. But the people never liked this idea, and so, citizenship was never granted to any other races. But recently, in the last twelve years, the Black Candle has taken over. While this order of paladins worships the same Parthenon, they are far more radical in their treatment of humanoids other then the five races: They believe all other races must be exterminated. And they are powerful. Over their bloody reign, nearly all monstrous races were horribly decimated. And now, it is common knowledge that the Black Candle is planning a Last Crusade: They will wipe out every monstrous race, or die trying.
   
  
  
  The Silver Lantern:
   
   Spoiler 
  There are only five large cities in the Silver Lantern. Wethall, the second largest, is located in a river delta. The other city, The Silver Lantern, is a metropolis of those who wish to be close to the headquarters of the paladin order in power. This city is highly religious, and filled with clerics, paladins... and crime. Ya'ar's Edge is a small city originally built as a logging camp, which eventually developed into a town, and finally a city. Gemstown is a frontier town at the foot of the Edge Mountain. Originally built as a prospecting town, it has since developed into a strong trading community with powerful ties to the Dwarves of the Mountainhomes. The final city, Graykeep, is far to the South, near The Canyon. It is a military city, mainly built to house and train soldiers. Although The Silver Lantern is currently at peace with all of the other large kingdoms, they still keep a huge standing army, as their economy relies on a military state.
  
  The rest of the Plains are mostly farms, with a castle or hall every few miles. These are the homes of the feudal lords, who have peasants work their surrounding farms for them. Villages are common, but most people are peasants, working in a feudal lord's castle or farms.
   
  
  
  Deep within the twisted underground tunnels that lay beneath Graykeep, a bored guard leaned against his halberd. It was cold so deep underground, but he was new to his job and unaccustomed to wearing heavy armor for so long. For the hundredth time that day he tried to wipe sweat from his brow before realizing that his helmet got in the way. He sighed deeply and nodded off, leaning against his weapon.
  
  Suddenly, the door slammed open. A group of Paladins walked in, dragging an assortment of figures, each of whom had a cloth bag over his head. Quickly, they stuffed the misshapen figures into separate jail cells and slammed the doors. The head Paladin remained as the rest walked out.
  
   I need you to guard these bastard monsters until their execution tomorrow morning. Don't screw this up, Private. 
  
  The guard saluted his commander as the older man left. The guard looked through the cells. The creatures within were not humans, not by any stretch of the word. There was a hyena, along with a strange half-man, half-hyena beast. There was a strange, misshapen human with evil features. There was a creature that looked like it used to be a goblin, but horrible burns had made it nearly unrecognizable. There was a tall, reptilian humanoid. And last was a strange metallic construct, filled with some sort of glowing energy. The guard shuddered as he saw these horrible beasts.
  
  All except the golem were unconscious, but within a few hours of their arrival they all came too. Once his initial curiosity wore off, the guard returned to his desk and dozed off once more.
  
     
  
  Uploaded with  ImageShack.us 
conversations: Babale:
conversations: human
conversations:  Iskatrax comes to on the musty cell floor, tearing the cloth bag off of his head so that he could breathe better.  "I swear these humans are getting dumber..."  he mumbled, standing up and pacing around his cell. He walked up to the bars and peered out, calling out quietly so as not to wake the guard.  "Hello? Is there anyone else out there?" 
conversations: Darklady2831:
conversations: human
conversations:  Zain 
  
  Moving over to his own cell bars Zain looks around before responding softly  "I am also a prisoner here. Although I hope not for long." 
   
   Spoiler 
  
    search  - (1d20+3)[ 18 ] 
  For items to aid in escape.
   
conversations: WrathOfLife:
conversations: human
conversations:  Gal'Din stands in his cell, speaking quietly, at the sound of another voice he stops,  "Hmm.. Others aswell? Not a huge surprise, they plan to execute us in the morning. Sad humans, not being able to live amongst us, the people they so closely, they try to hide their tendencies yet they always show."  Gal'Din is speaking purposely loud enough for the guard to hear him.
conversations: KingOfLaughter:
conversations: human
conversations:  The golem's loud, mechanical voice wakes up the guard. He mumbles something about not wanting to go to school and, with a clang of armor, switches arms on the desk and goes back to sleep.
conversations: Babale:
conversations: human
conversations:  Sanrak opens his eyes slowly as he lies in the floor.   Ugh... I can't believe the humans just threw me in here   thinks to himself.
  
  As he slowly stands up he looks over the scene in front of his eyes.   What did I do to upset the humans so?  
  
  He tries to look outside his cell and sees a blueish goblin shuffling in his cell. " Hey little one, why were you sent here for? " He asks the question while looking for anything of use inside his cell.
  
   
   Spoiler 
  
   Search Roll 
  [roll0]
  To find anything useful (useful in the sense that it can aid me to escape)
   
conversations: Thormag:
conversations: human
conversations:  Spoiler 
   (1d20+11)[ 27 ] 
   
  
   10 characters 
conversations: Thormag:
conversations: human
conversations:  Koukakil 
  
  Koukakil wakes to a rough tongue on her face, but it's the rancid breath flowing over her face that actually summons her to consciousness. She pushes Jayshi off of her and then rubs his head affectoinately, rising to her feet and stretching her long limbs. The brusies left from her capture scream back; they want her to return to unconsciousness, but instead, hearing a language she understands, the Gnoll moves to her door.
  
  " Who there? " comes a deep voice clearly not accustomed to the soft vowels of Common. She sees a human-like creature made of... something strange... in the cell opposite her. There are three others hanging on their doors, too.
  
  " Anyone can... smash out? " she asks.
  
  She rattles the bars of her cell door.
conversations: HempRope:
conversations: human
conversations:  Iskatrax sighs, then switches to Infernal  "Great, idiots..." 
  Recomposing himself, Iskatrax speaks slowly  and clearly  "I wonder if locks like acid..." 
  
  Iskatrax smirks, and casts an acid splash spell at the lock of the cell.
  
   
   Spoiler 
   (1d20+5)[ 19 ]  To Hit
   (1d3)[ 1 ]  Damage
   
conversations: Darklady2831:
conversations: human
conversations:  The lock discolors a bit where the acid touches it and wraps a little, but the door does not open.
conversations: Babale:
conversations: human
conversations:  Zain 
  
  Stripping off Zain answers  "I killed a few people. It was self defense. I tried to stop them attacking, but they kept going. Turns out they were from some group that took power here. Have an issue with people of the non-human persuasion." 
  
  Standing fully nude now, Zain gestures to himself  "After they caught they thought it would be amusing to make me pay for defending myself, so they set me alight. To their disappointment I survived and so they plan to try to kill me again." 
  
  Using his clothes as an improvised rope, Zain tries to pull the keys over to him.
   
   Spoiler 
  
   (1d20+4)[ 23 ]  mods added,
   
conversations: WrathOfLife:
conversations: human
conversations:  The large key tumbles off the desk. With another toss of your improvised rope, you manage to pull it all the way over to your cell. You reach through the bars and pick it up.
conversations: Babale:
conversations: human
conversations:  A map showing everyone's locations:
  
     
  
  Uploaded with  ImageShack.us 
conversations: Babale:
conversations: human
conversations:  Zain 
  
  Quickly redressing, Zain unlocks his door, and begins to stealth his way around the room unlocking doors as he goes. At each door he whispers  "Remain still until I unlock the others, we do not want to alert anyone before we can all escape together." 
   
   Spoiler 
  
  Hide
   (1d20+8)[ 28 ] 
  MS
   (1d20+8)[ 26 ] 
   
conversations: WrathOfLife:
conversations: human
conversations:  (1d20+5)[ 21 ]  Search roll
conversations: Darklady2831:
conversations: human
conversations:  (1d20+3)[ 13 ]  Move Silently
conversations: Darklady2831:
conversations: human
conversations:  (1d20)[ 13 ]  listen time
conversations: Babale:
conversations: human
conversations:  Coup De Grace
  
  Chance
   (1d4)[ 3 ] 
  Hit
   (1d20+7)[ 25 ] 
  Damage
   (1d10+4)[ 5 ] 
conversations: KingOfLaughter:
conversations: human
conversations:  Knowledge Nature  - (1d20+11)[ 15 ]  re: force golem
conversations: HempRope:
conversations: human
conversations:  Fort save:  (1d20+4)[ 7 ] 
conversations: Babale:
conversations: human
conversations:  userope  - (1d20+8)[ 26 ] 
  
  
  MORE LETTERS LOL
conversations: WrathOfLife:
conversations: human
conversations:  Search Check
   (1d20+5)[ 11 ] 
conversations: Darklady2831:
conversations: human
conversations:  Spoiler 
   Hide Check 
   (1d20+10)[ 27 ] 
   
   10 characters 
conversations: Thormag:
conversations: human
conversations:  (1d20+3)[ 15 ] 
  Initiative Roll bishes!
conversations: Darklady2831:
conversations: human
conversations:  Iniative!  (1d20+2)[ 6 ] 
conversations: HempRope:
conversations: human
conversations:  (1d20+2)[ 17 ] 
  
  stop, hammer time.
conversations: WrathOfLife:
conversations: human
conversations:  Sorry, and for Jayshi...  (1d20+3)[ 19 ] 
conversations: HempRope:
conversations: human
conversations:  Initiative
  
   (1d20+2)[ 6 ] 
conversations: Thormag:
conversations: human
conversations:  Gal'Din's Initiative 
   (1d20+7)[ 8 ] 
conversations: Thormag:
conversations: human
conversations:  To settle w/ Sanrak
   (1d20+2)[ 16 ] 
conversations: HempRope:
conversations: human
conversations:  Block initiative for the humans:  (1d20+2)[ 9 ] 
conversations: Babale:
conversations: human
conversations:  Attacking the human male on top I guess.
  
    Attack  - (1d20+5)[ 12 ] 
    Damage  - (1d6+4)[ 10 ] 
    Confirm  - (1d20+5)[ 22 ] 
    Crit Dmg  - (1d6+4)[ 8 ] 
conversations: HempRope:
conversations: human
conversations:  Charge attack!
  Burning 5 CMs,
  Demoralizing Blow
    attack  - (1d20+20)[ 38 ] 
    damage  - (1d3+2)[ 3 ] 
conversations: WrathOfLife:
conversations: human
conversations:  Pulse Attack 
  Ranged Touch  (1d20+6)[ 22 ] 
  Strength Check  (1d20+8)[ 20 ] 
conversations: Thormag:
conversations: human
conversations:  (1d6)[ 1 ]  fall damage
conversations: Babale:
conversations: human
conversations:  Hell Hound fire breath:  (2d6)[ 7 ] 
  DC 15 Reflex Save for half damage. (Noramlly 13, but augment summoning gives +4 con, giving the DC a +2 boost.)
conversations: Darklady2831:
conversations: human
conversations:  Hell Hound Breath:  (1d6)[ 4 ] 
  
  Burning web:  (2d4)[ 5 ] 
conversations: Babale:
conversations: human
conversations:  One more breath  (1d6)[ 4 ] 
conversations: Babale:
conversations: human
conversations:  (1d20-1)[ 4 ]  To hit
  Damage:  (1d8-1)[ 6 ] 
conversations: Babale:
conversations: human
conversations:  (3d8)[ 18 ] 
  Darkbolt Damage
  
  DC 17 Fort save or Stunned for 1 round.
conversations: Darklady2831:
conversations: human
conversations:  Save:  (1d20)[ 8 ] 
conversations: Babale:
conversations: human
conversations:  Attack:  (1d20-2)[ 11 ] 
  Damage:  (1d8-2)[ 2 ] 
conversations: Babale:
conversations: human
conversations:  To Hit:  (1d20+11)[ 30 ] 
  
  Damage:  (2d4+8)[ 14 ] 
conversations: Babale:
conversations: human
conversations:  (1d20)[ 5 ] 
  [roll]1d20]/roll]
  
  
   (1d8)[ 2 ] 
   (1d8)[ 8 ] 
conversations: Babale:
conversations: human
conversations:  Spoiler 
   Heavy Flail attack! 
   (1d20+9)[ 13 ] 
   (2d8+5)[ 15 ] 
   
conversations: Thormag:
conversations: human
conversations:  H oukakil
    Attack  - (1d20+7)[ 18 ] 
    Damage  - (1d6+4)[ 10 ] 
    Confirm  - (1d20+7)[ 16 ] 
    Crit Dmg  - (1d6+4)[ 10 ] 
  
  Jayshi
    Attack  - (1d20+6)[ 18 ] 
    Damage  - (1d6+4)[ 10 ] 
    Confirm  - (1d20+6)[ 20 ] 
    Crit Dmg  - (1d6+4)[ 9 ] 
conversations: HempRope:
conversations: human
conversations:  Trip that I forgot about...
  
   (1d20+3)[ 16 ] 
conversations: HempRope:
conversations: human
conversations:  Strength check...
  
   (1d20+3)[ 6 ] 
conversations: Babale:
conversations: human
conversations:  Spoiler 
   Sneak Attack goodness! 
  [roll]1d3[/roll]
  [roll]1d6+5[/roll]
   
conversations: Thormag:
conversations: human
conversations:  Stupid can't-edit-my-own-posts thing
  
   
   Spoiler 
   Sneak Attack goodness! 
   (1d3)[ 3 ] 
   (1d6+5)[ 11 ] 
   
conversations: Thormag:
conversations: human
conversations:  search  - (1d20+3)[ 5 ]  FOR THE LOOT
conversations: WrathOfLife: