Characters: Ara du Mythril (LadyDragonClaws) - Lvl 4 - 60/60 HP, 40/102 MP, 14/34 TP Astral Drain lvl 3, +3 PA Hakaril (Archmage) - Lvl 3 - 57/82 HP, 35/121 MP, 31 TP Will Baseton (WillBaseton) - Lvl 1 - 65 HP, 30/65 MP, 14/20 TP Jak Snide (Jak Snide) - Lvl 5 - HP 78/91, MP 68/130, TP 37 +400 Jak (character development questing) +700 All Inventories: Ara: Average Mana potion (20+1d10), Soft Will: Average Health potion x1 (30+1d10), Average Mana potion (20+1d10) Combat Notes: Ara, Jak, Archangel, Prismat, Will, Hakaril Archangel 62/320 Prismat X Important Items: Order's Edge: A sword that deals 44/55/66 damage and provides a +20/+20 AT/PA bonus, so long as the wielder does not blaspheme against the goddess of order. Weave of Balance (cloak): The wearer of the Weave of Balance recieves a +6 bonus to all spellcasting of more "orderly" elements, these being water/ice, holy, and earth. Damage dealt by "disorderly" elements is reduced by 25%, these being shadow, fire, and air/lightning. Seeds of Balance (necklace): Provide a +4/+4 AT/PA bonus and a +10 damage reduction bonus from all sources. If the wearer violates "the laws of order," they are struck for 28+2d10 points of lightning damage. Plot Summary: Darin's father, the Archangel Christopher, has the last artifact needed--Order's Edge. In order to acquire it, the party is going to have to explore the last bastions of the plane of holy, home to the celestials. Deep within the plane, in a tiny, isolated area referred to as "Despair in Paradise," sits the Archangel, exiled by his people, yet not a fallen, dead to the world and alone... NPC Stats: Minor Seraph Damage: Flaming Bastard Sword 20+2d6 plus 2d6 fire damage HP: 90 AC: 24 MP: 100 Initiative: 6+2d6 TP: 30 MBlock: 18 AT/PA: 14/12 MAttack: 18 Move: 6 Celestial. Immune to lightning and holy attacks, as well as petrification. Takes 2x from shadow. Aura of Menace: Any hostile creature within close range must make a COU*3+d20 check vs. a difficulty of 15. Failure results in -3/-3 AT/PA and -3 to all skill/spell rolls until the affected person successfully damages the Seraph. Archangel Damage: Flaming Bastard Sword 38+2d6 plus 2d6 fire damage HP: 320 AC: 30 MP: 100 Initiative: 8+2d6 TP: 60 MBlock: 28 AT/PA: 20/16 MAttack: 28 Move: 6 Celestial. Immune to lightning and holy attacks, as well as petrification. Takes 2x from shadow. Aura of Menace: Any hostile creature within close range must make a COU*3+d20 check vs. a difficulty of 20. Failure results in -5/-5 AT/PA and -5 to all skill/spell rolls until the affected person successfully damages the Archangel. Spells: Can cast any and all Holy/Life and Astral based spells at will, with a rank multiplier of 10. Angelic Harmony, 38 MP: An army of angelic lifeforms materializes from apparent nothingness in the form of brilliant beings of light. These creatures deal enough damage to one target to incapacitate him or her if they fail to resist. Heaven's Wrath: Prismatic Dragon Whelp Damage: Claw 18+2d6, Bite 28+2d6 at -3 to hit HP: 80 AC: 30 MP: 120 Initiative: 4+2d6 TP: 50 MBlock: 18 AT/PA: 14/10 MAttack: 20 Dragon. Celestial. Breath weapon: A spray of prismatic colors with various nasty effects. Roll 1d6: 1: Target is dealt 20+2d6 points of nonelemental damage. 2: Target is stunned for 1d4 rounds and suffers -4/-4. 3: Target falls asleep, suffering helplessness. 4: Target is blinded. 5: Target becomes nauseous and vomits uncontrollably unless they succeed a STA check (difficulty 20). This results in a -5/-5 penalty and prevents action next round. 6: Target suffers level 4 astral drain. Prismatic Dragon Prince Damage: Claw 28+1d6, Bite 46+2d6 at -3 to hit HP: 140 AC: 30 MP: 120 Initiative: 4+2d6 TP: 50 MBlock: 22 AT/PA: 16/16 MAttack: 24 Dragon. Celestial. Breath weapon: A spray of prismatic colors with various nasty effects. Roll 1d8 twice: 1: Target is dealt 20+2d6 points of holy damage. 2: Target is stunned for 1d4 rounds and suffers -4/-4. 3: Target falls asleep, suffering helplessness. 4: Target is blinded. 5: Target becomes nauseous and vomits uncontrollably unless they succeed a STA check (difficulty 20). This results in a -5/-5 penalty and prevents action next round. 6: Target suffers level 6 astral drain. 7: Target is crystallized. 8: Roll again. On a second 8, the target is struck unconscious immediately, and they are afflicted with the Curse of the Prismat.