Game: In the Spire's Shadow

1286 posts / 0 new
Last post
Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Zhegre bows politely, thanks her once more, and leaves.

"Well," he says to his friends, "that's our errand. We can't get in to the Hall of Prophecy, but I'm sure the others are going to visit the sculpture garden the clerk mentioned, either before or after they're done with their part of the research. Perhaps we should head there to wait for them." If no objections, this way he heads.

Zhegre mutters to himself as he goes along. "'Entropic radiation.' There's more to that bloody oath than a simple promise. I'm going to need a sodding atonement if this rot keeps up. A man can keep his word without being geased to it, for goodness' sake... Come to think of it, I wonder if we're shedding chaos-bits around Mechanus. That wouldn't be very polite."

He looks up at the sculpture as they enter the garden, and blinks. Spends a couple of minutes pondering it. "Fine craftsmanship," he remarks to his friends. "Unless it was a cooperative effort of two sculptors, you see here an artist with mastery of both abstract and realist idioms. Fluency with two forms of depiction so different bespeaks a high level of skill." His grumpy mood has quite dissipated by the time he's done appreciating the work.

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

The young shad scratches his head while wandering through the garden, quite uncertain of whether the plants and grass are even real. This looks like nothing he has seen before, but it doesn’t hurt to give it a shot. When they see the gardener at work, Polp waves and greets from afar, unsure of whether any rules in this place prohibit him from stepping off the walking paths.

“Oh Mister Gardener! Oh hello!”

As an afterthought, Polp turns to Hilaren and points a reprimanding claw at the ranger, doing a poor job of sounding like a parent.

“No beating up the gardener!”

After the man or woman has his attention, Polp makes his request as politely as possible. If the gardener is not authorized to deal with such matters, the shad asks about how to go about it.

When eventually they see the other team in the sculpture garden, the tunnelrunner waves and runs to meet them, but skids to a halt halfway at a pathway-curve while considering yet again if he’s allowed to cut through the grass.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

Polp
"Well hello there, little feller," the old, half-blind, and quite possibly senile human male gardener says, "Wassat? You want to plant a seed? But that's my job! Here, I'll tell ya what, I'll plant your nice seed myself and give it plenty of fertilizer and lots of water and when you're a bit older you can come back here and see it yourself." When he's done rambling, he ruffles your hair like he would a human child and doesn't seem to notice your ears.

Azriael's picture
Offline
factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

Kadar lets out a sigh of relief when he spots his friends in the sculpture garden all safe and not obviously under arrest.

He's never been to Mechanus before but the stories that he's heard about the place make him decidedly nervous and predisposed to just keep his mouth shut while letting the more lawfully inclined party members do the talking.

He gives a wide smile and a small, wave to the oncoming Polp as the Shad rushes to meet the group.

__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“Why thanks a lot Mister Gardener. Here, I’ll wake the Seed up for you.”

Polp unhooks his earring-cage and procures a seed, then chants in Druidic while rubbing it until it starts emanating a faint glow. The shad hooks his Solanian Truesteel cage back in his ear, and hands the gardener the awakened seed.

When the full party is rejoined, the young scout gives a full recollection of what they have learned. He keeps his voice down, however, pointing out how this information is technically forbidden from falling into the hands of “unathorized individuals” and thus possibly including the other team.

“The prophecy was originally reported to the Order by Mister Duckluck, a gnome paladin. As it happens, some of us have already met the fellow, and perhaps we should consider seeking him out to ask for further details.”

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

{I don't know why the game stalled, but I'm just going to post here in case people were waiting for me for some reason.}

The gardener nods and starts busily planting the seed.

weishan's picture
Offline
Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

OOC: I don't really have anything to add since I don't know who Duckluck is and since Aloric would not be familiar with the party's agenda yet.

Azriael's picture
Offline
factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

OOC - Likewise but if all else fails Kadar will suggest that we head back to Sigil to find Duckluck. He's against staying in mechanus for any longer than necessary.

__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

weishan's picture
Offline
Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

OOC: Poke, poke.

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

{...huh. I stopped receiving reply notifications. Okay. Reading backscroll... right.}

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

{Time Skip! See OOC for details.}

Six Hours Later, back in Sigil, an old Gnome sits across from your group at an Olympian restaurant and says, "You know, when i told Hilaren he needed to talk to me about community service, I wasn't expecting him to bring all his friends. Now then, Hilaren, I need you to do a favor for me. It's for the good of all Sigil. There's an object rumored to exist in one of the Demiplanes called "Slemnore's Sword" that is said to be able to exist outside time and has the power to stop the unstoppable. I want you to find it, it may be able to reverse what is happening on the planes. I've got a friend who can take you there, but you'll need a guide who knows the Ethereal." M'rek nobly volunteers, "Great, you should leave immediately, my friend should be waiting outside."

After they're gone, he turns to the rest of you and says, "So, what can I help you with?"

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

(I assume we've given Hilaren the information he needed to know about spelljamming back home. Right then.)

"This 'Slemnore's Sword'... would you be suggesting that it is same thing as Maimed One's Mirror? Or is it Infinity's Sword, and somehow necessary for this whole thing? Or both, or neither? I am hoping for some details to fill in background of this prophecy, Sir Paladin, since our original informant was not all that informed of these details... or was holding some of it back."

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"As far as I know, it has nothing to do with the prophecy. It's power is not that it was a forcast item, but that it can exist outside time. Prophecies are tricky. The only way to end an accurate prophecy like this one is to either fulfill it or change all of reality so that it is no longer accurate or relevant. Few things are powerful enough to do that, but the sword might be one of them. It's a pretty slim chance, but it's something."

"As for the story of the Prophecy, all I can really tell you is how I heard it. About fourty-five years ago (back when I was still Factor), a disheveled kobold (at least I think he was kobold, he was wearing a hood) ran into my office in a panic. I still don't know who let him in, but I thought he was a barmy. Before I could shoo him out though, he just... stopped. Where before he had been frantic, suddenly he was calm and unmoving, like a statue. Then he gave me the prophecy in this cold, otherworldly voice, and more out of habit than anything, I wrote it down. When he was done, he returned to his normal self, but seemed more relaxed somehow. He thanked me profusely, bowed, and then left the room. My secretary was sitting right outside the door and said she heard the prophecy, but she swore she never saw him leave. The whole thing was pretty weird."

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“Wow, that’s strangely reminiscent of the time one of the elders walked into Uncle Phelin’s home and gave a complete recollection of the last import of dwarven brews to Gemstone Gardens. He sort of snapped out of it halfway, however, and ran out because he felt ill.”

“Anyway, I notice that kobolds are recurring figures involved in this whole doomsday business, we might want to keep that in mind. Was there any anything about this prophecy speaker that could identify his planar origins, Mister Duckluck?”

weishan's picture
Offline
Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

"I definitely voulenteer my aid."

"I don't know that this 'Infinity's Sword' and 'Slemnore's Sword' aren't somehow connected if not the same thing. Infinty's sword sounds like a reasonable bet for annother possible name of Selmnore's Sword."

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"He wasn't dressed like a Prime, and he didn't seem like a Petitioner, so he was probably connected to the same kobold group that has been active on the planes recently. They've got little colonies all over the planes, but I think they've set up a capital of sorts in the Sandstone Citadel, soupward of Rigus. Rigus is probably locked down tight though, so your best bet would be to go from Automata."

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Zhegre cocks an eyebrow in agreement. "Kobolds everywhere in this story. Invading Eberron, accosting folks looking for something called... what was it M'Rek said they were hunting... a Mythal? and now one of them turns out to be the Prophet we're looking for. A nervous one... on the run from others trying to keep it from spreading, maybe? And Rigus... that's conveniently close to where Wee Jas has her domain. Next to a giant wall made out of frozen Styx, I hear, though that's pretty deep down in the layers for accurate stories."

{OOC: strike that if he wouldn't know such a thing... I'll make a K(the Planes) roll for it at the bottom of this post.}

"But here's a question. Not for you, Sir Duckluck, for us to ponder. If we are trying to stop Prophecy and this sword is wy to do it, then maybe killing Prophet is not so good idea after all. For that matter, instead of stopping it, maybe we want to make sure it's fulfilled in both parts, leaving the world in one piece again. Stopping prophecies tends to go badly; there are quite a few legends on that subject. In which case, maybe that old barmy on Ooze does not have so pure motiwations."

He rubs his head. "Aagh... too much speculation. Focus. Concrete action. If we go to Rigus, what are we looking for? Prophet himself? Or to learn possible nature of Infinity's Sword and Wee Jas' Wall? If is Prophet, we will need something rather more descriptive than what we have so far."

12 Bonus for to do
I rolled 1d20+12, the result is 23.
Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"The kobold was, uh, kobold sized and was dressed in dark robes. I think he had brownish scales but I couldn't really tell. What he'd look like after forty years or whether he's still alive, I couldn't tell you. Perhaps the kobold leader, the one called: 'The High One' will know more. It's a start."

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“So I suppose while Mister Hilaren and Mister M’rek track down this Knife of Slemnore’s, we ought to investigate the kobolds?”

“How does one go about getting an audience with this High One, I wonder? Which, by the way, seems like an amusing name for a kobold – at least we shads are not in denial about being shorter than most other humanoid civilizations.”

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"I don't really know a lot about the inner workings of the Sandstone Citadel. They tend to kill gnomes on sight."

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

"Are not exactly friendly with Dwarves, either... when you say 'capital,' do you mean fortress, or city? Is open to trade and foreigners to come waltzing in and looking around, or are we going to be sneaking in?"

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"I don't ''think'' you should have trouble getting in, but again, I've never actually been there."

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“I say we give it a shot and pay them a visit! What’s the worst thing that can happen? Well, uh, getting killed, I suppose… Actually, my uncle told me stories of far worse fates than getting killed on the planes, but those were mostly in relation to fiends… And since this is kobolds we’re dealing with, it can’t be all that bad, can it?”

“So, let’s head out then. We should be able to learn more about admittance into the Sandstone Citadel when we’re in Rigus or Automata.”

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

"Wery well then. Once we find out anything, assuming we're still in shape to do so, we'll come back here to report back and see how things went with the other guys as well. I do have one task of preparation I would like to make before we head out..."

Since they seem to have a moment available, Zhegre would like to stop in to the central Sigilian temple of the Dwarven pantheon and talk to a more senior priest to get a serious magical lookover. This "entropic radiation" thing is bugging him, and he'd like to know if it's affecting his actions or magical presence in any way it might be good to be aware of. After that, looks like we're as informationally prepared as we can get on this end.

Azriael's picture
Offline
factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

Kadar nods along during the conversation, having nothing further to contribute he decides to remain silent. As he listens he tries to think of any portals to Automata that he knows of.

He is mildly concerned by all this talk of entropic auras but takes comfort in the fact that the cadence continues to beat and includes him within it.

(Knowledge - Sigil & Gate-towns)

9 Bonus for to do
I rolled 1d20+9, the result is 22.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

Kadar knows of a several active portals to Automata. Getting there shouldn't be a problem.

The priest at Zhegre's temple seems confused, "Entropic... radiation? I'm not detecting any... wait, there is something a... a scent of death. Nothing blatantly magical, just a... feeling at the edge of perception. You haven't done something horrible lately, have you? I've seen murderers who filled me with less dread."

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

"I hawen't killed anyone lately, to be certain. Unless those were some wery bright otyughs. It was more part that came right after that..." and he fills the priest in on the portal and the oath it demanded. Straight up, yes I knew what I was doing, if I knew another way to get out of the Plane of Ooze I'd have taken it...

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"That's odd, it should take more than that. Unless, unless you made the oath in a place where the forces of entropy were extremely powerful. Even then you'd probably have to seal it with some destructive act. I'll look into it."

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

Meanwhile, Polp sits on the steps leading up to the Dwarven temple building, relieved of seeing such a familiar sight in this strange hoop world.

The shad has reacquired his donkey friend from the stables of the Dwarven community, strapped on its pack saddle with most mundane heavy gear, and packed on a few specialty rations with dried sausages and other treats. Currently, he passes the time by trying to balance a copper coin on his flat nose.

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Zhegre thanks the priest and is ready to head off to the Sandstone Citadel.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

{I had the plot clearly marked into chapters in my initial campaign outline, but I decided not to use them when I first started the campaign. I've changed my mind. There are only 8 chapters, plus an epilogue, but they get much longer as they go. You'll probably be at least level 8 by the time you're done with this one.}

Chapter 5: The Calm
After a night's sleep, during which Baba, P&~P and your other missing comrades do not return, you take a portal to Automata and arrive just intime to hear every clock in the city (and there are a lot of clocks in Automata) strike eight at exactly the same time.

The city of Automata is laid out in a perfect circle with a giant, rotating cog (the portal to Mechanus). Steets are arranged in a perfect grid aligned to some pattern too complex to comprehend. Around you, humanoids, planetouched, goblinoids, modrons, Baatezu, archons, Rakshasa, and the city's bizarre living constructs walk the streets and enter the various shops to buy food, books, clothes, and clockwork contrivances. For a city that's Lawful with a capital "L", it's remarkably cosmopolitan.

At the moment, the people seem somewhat worried, cowed even. Some people seem to be hoarding supplies and there are far too many nervous glances at the Mechanus gate. The city is not in full panic yet, but they're obviously worried. As you approach the Soupward gate, you begin to see why.

The entrance is swarming with carts and people many of them shabbily dressed or in a panic. It doesn't take long to realize that these are refugees from the Spirelight -- men and women who depended on magic to make their livlihood and have been forced from their homes by the unending tide. Judging by their numbers and the sheer panic of the crowd, the Spirelight is advancing quickly.

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“What a ruckus! Reminds me of that time Gemstone Gardens doubled our population by a sudden inflow of refugees. Turns out they were the survivors of Clayleaf Gardens after one of their elders turned a little too rebellious against their dao taskmasters. Lets see if we can pick up the latest gossip on these parts.”

The shad takes in new sights and experiences with his usual enthusiasm, and looks around for unoccupied city guards when they draw near the Soupward Gate. When eventually they find some, he approaches and bows slightly.

“Excuse me, Mister City Guard, may I have a word? Dreadful with this Spirelight business, isn’t it? Would you know just about how far it currently has spread?”

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

The guard seems quite happy to impart planewakers with needed exposition and says, "They say we're in the seventh ring now. We've never been closer than the ninth before. Poison and certain Psionic effects have already stopped working. If we get into the sixth ring, healing magic won't work either. There's some concern that if we hit the fourth ring, the gates will shut down. I don't know what will happen to the city then."

Azriael's picture
Offline
factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

Looking concerned Kadar chips in "Any idea how fast the Spirelight's progressing? I'd think that there'd be a few bashers doing the sums in a place like this."

__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"They keep saying "exponentially." I'm just hoping they're exaggerating, or it slows down or, well, something." He seems stressed.

weishan's picture
Offline
Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

"I hope the exponent is really sodding small. If things keep going like this, it'll be a real mess," muses Aloric.

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Zhegre suppresses the impulse to minister to the refugees individually, knowing... well, hoping... he's doing more for them with his current task. "We should get going for Citadel straightaway, then."

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“Right, time is of the essence, as my friend Lily would say, but she was always on the run from punishment from her parents, usually after having set something on fire.”

“Mister City Guard, could you advice on how to reach the kobold settlement known as the Sandstone Citadel? We’re looking to get there as fast as possible.”

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

"This is the Outlands! Just head out the gate and take a right. You'll get there after a day or two." He rolls his eyes as if to say "those crazy Clueless."

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“Eh, right then. Let’s get going people, if the Soupward gate is too jammed perhaps it might be faster if we use another exit of the city.”

Polp will lead on, eager to start the voyage.

Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

The road to the Sandstone Citadel is a difficult one, but you make good progress nevertheless. After a few hours of walking, you crest a hill and see a dozen lizard creatures in the valley below. Khaasta.

Azriael's picture
Offline
factotums
Joined: 2006-08-07
Game: In the Spire's Shadow

Kadar furrows his brow for a moment, attempting to recall what he knows of the Lizard tribes in this region whilst retreating back from the crest to stay out of sight.

Knowledge - The Planes (Outlands)

9 Bonus for to do
I rolled 1d20+9, the result is 20.
__________________

"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer

Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Ditto that K(tP) roll. (below; Outlands is one of Zhegre's focus planes)

In the meantime, Zhegre will follow the lead of his stealthier companions as they try to find a place to observe the Citadel and get the lay of the land around it, as well as a general plan of the Citadel itself.

12 Bonus for to do
I rolled 1d20+12, the result is 18.
Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

Polp follows the lead of his companions and lays low, ears standing at attention.

“Looks sort of big for kobolds, I’d say. What are they? More importantly, should we be concerned?”

The shad peeks carefully at the reptilian creatures, trying to spot if they are armed, have mounts or carts with them, or any other features of note.

OOC: If I’ve understood correctly we’re not at the citadel, Jem, we just encountered a gang of khaasta on the way towards it.

weishan's picture
Offline
Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

Aloric also looks at the creatures in front of him, seeing if he recognizes them or not. In either case, he will follow Kadar's lead and step out of sight as best he can.

Knowledge the Planes: 14

Hide: 2 (how apropriate)

12 Bonus for to do
I rolled 1d20+12, the result is 16.
0 Bonus for to do
I rolled 1d20+0, the result is 2.
Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

{Jem, you're still miles from the citadel. Sorry I was vague.}

The creatures are Khaasta: giant lizard people who raid the outlands and the rest of the planes in search of slaves and booty. These ones are a yellow-green color typical of the Khaasta tribes near Rigus. They are quite literally armed to the teeth and don't look friendly. One of the Khaasta sees the glint off Aloric's armor, and they quickly move to attack. Six of them spread out and advance on you with with strange spear like weapons, and the other six draw huge composite bows.

One of the Khaasta with the spears, probably the leader. Shouts a challenge in passable Planar Trade, "Surrender berks, or feel steel!"

Dunamin's picture
Offline
Factor
Joined: 2006-06-13
Game: In the Spire's Shadow

“This looks bad. Like, rampaging-xorn-in-your-bedroom-bad.”

Polp slides back on his stomach and further out of view, then manoeuvres to tall grass or rocky formation to stay hidden so he can strike from the shadows if combat erupts.

18 Bonus for Hide to do
I rolled 1d20+18, the result is 21.
Jem
Jem's picture
Offline
Factor
Joined: 2006-05-10
Game: In the Spire's Shadow

Zhegre tries the kind of thing he's heard passes for diplomacy among Khaasta: posturing and threats, combined with suggestions that maybe fighting isn't necessarily the most immediately useful effort.

He slowly, exaggeratedly, counts the number of Khaasta facing them, naturally taking a while to do it since there are a lot of them. He then grins, drawing his hammer and sickle.

"Which one of you is Wise One?" he asks the leader. "We are about to kill most of you, but I think we would like to keep smart one alive to ask question or two."

Diplomacy check!

9 Bonus for to do
I rolled 1d20+9, the result is 21.
weishan's picture
Offline
Factor
Joined: 2007-04-16
Game: In the Spire's Shadow

Aloric unslings his greatclub as well.

"Aye, but none of ye look terribly bright. If ye were, you'd do well to tell us so now so we don't kill ye all right away."

If the situation turns bad and it looks like he can do so before the khasta can reach him, Aloric will manifest biofeedback (DR 2/-, 2 power points) and combat prescience (+2 damage, 1 power point) in that order.

OOC: how far away are the archers?

Initiative: 12

1 Bonus for to do
I rolled 1d20+1, the result is 12.
Duckluck's picture
Offline
Factor
Joined: 2006-10-10
Game: In the Spire's Shadow

{{Oh, come on, that's clearly an Intimidate check! Oh well, I'll take it.}}

As Zhegre stands and announces himself, six arrows fly at him. Despite the range, Zhegre's cover, and Zhegre's substantial armor, three of the Khaastas manage, somewhat improbably, to strike Zhegre {seriously, you should have seen the rolls they just made}. One hits him in the chest, where is thankfully stopped by his breastbone before it can pierce the heart. The other two cause flesh wounds in the shin and upper arm. {17 Damage total}. The simple fact that Zhegre is still standing after that seems to impress them more than his words, and a couple of the younger Khaasta look a little worried. The six Khaasta with polearms continue to advance up the hill at you. They are now within charging range.

I would suggest making an Intimidation check now.

Planescape, Dungeons & Dragons, their logos, Wizards of the Coast, and the Wizards of the Coast logo are ©2008, Wizards of the Coast, a subsidiary of Hasbro Inc. and used with permission.