Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


1,201 to 1,250 of 1,953 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>
Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

Ash attacks twice, having stood up last round.

dagger: 1d20 + 5 + 2 + 2 + 1 ⇒ (14) + 5 + 2 + 2 + 1 = 24
dmg: 1d4 + 2 + 3d6 ⇒ (2) + 2 + (6, 2, 3) = 15

dagger: 1d20 + 5 + 2 + 2 + 1 ⇒ (15) + 5 + 2 + 2 + 1 = 25
dmg: 1d4 + 2 + 3d6 ⇒ (4) + 2 + (4, 5, 2) = 17

wow. not rolling natural 1's now? both actually hit. 32 damage


Sergant Voltan Sertane

Lord Havelyn stands, defying odds, though he looks grievously wounded. burned, slashed and stabbed.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

@neji back to you, with Temperance in Delay.
about to direct her 30 ft back and full defensive

victor's had two rounds of exploration, just needs to bluff his way past to get into the lord's chambers, or is he going to the roof?

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

oops. i forgot my reflex is +9 right now, w/ the dex mutagen and haste. i actually make the save vs the burning hands. since were like dying? can we erase that damage since i actually did save? what say y'all? we'll see if 10 hp friendly fire matters for ash. =)


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Ash you silly butt, I knew you were kidding when you got burned.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Burning Hands: 5d4 ⇒ (4, 3, 2, 2, 2) = 13, DC16 Reflex

Opps, posted twice apparently. I have 15 more rounds of fatigue left. IH corrected above. Shield fails in 3 rounds (rnd 20)?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

burning hands again?

havelyn@reflex: 1d20 - 2 ⇒ (19) - 2 = 17 6 fire
donnagain@reflex: 1d20 ⇒ 8 13 fire
ash@reflex: 1d20 + 9 ⇒ (20) + 9 = 29 1 fire

so instead of 10 fire last round, ash took 2 fire . for a total now of 3 fire. just mildly singed. you can hardly notice it with his natural skin tone =)

Grand Lodge

racist


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Burning Hands is my best option right now, considering I either can't hit or am not allowed to hit either NPC, even more so with fatigue. I should have one more BH or Shocking Grasp left after this one.


Father Donnagain Human Cleric of Mitra

Donnagain collapses to the floor, his flesh burning and peeling all the tine he's engulfed in ghostly blue flames from his chill fire shield.


Sergant Voltan Sertane

Lord Havelyn keeps engaging in a knife fight with ash, knowing he can ill afford to turn his back on the rogue, while the demon breathes fire over them both.

mithril dagger: 1d20 + 13 ⇒ (11) + 13 = 241d4 + 11 ⇒ (2) + 11 = 13
mithril dagger: 1d20 + 8 ⇒ (1) + 8 = 91d4 + 11 ⇒ (1) + 11 = 12

both miss before concealment modifiers. so won't bother rolling them.

Demonspawn. Mitra will stop you some day.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

All men must die my dear pawn. Today is yours. You faith and gods have failed you. Embrace Asmodeus.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

@Captain Eddarly and the @guards fortify their position.

[r17] [17: Loran ], [17: Forsythe], [16: Victor], [16: Ash ], [13: Neji], [13: Father Donnagain], [11:Temperance (delay)], [11: Lord Havelyn], [11: Captain Eddarly], [2: guards]

[r18]

@loran, mostly healed, hangs back, readying to summon an earth elemental if this one is destroyed, and orders the current one to continue attacking Havelyn.

slam: 1d20 + 7 ⇒ (20) + 7 = 271d6 + 8 ⇒ (1) + 8 = 9
slam: 1d20 + 7 ⇒ (17) + 7 = 241d6 + 8 ⇒ (2) + 8 = 10

both actually hit the paladin. dealing 19 damage.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Lord Havelyn collapses, bleeding out from his wounds.

Ash and Neji set to, pulling the bodies in while slipping on the grease, while Loran and Temperance fetch things to barracade the door with and slit the priest and the paladin's throats for good measure.

You hold out for an hour, as the bugbear's army arrive. In their thousands, they stream over the landscape. They are not completely without siege equipment. Groups of shaggy murderers wield tree trunks to force down any doors or gates that may yet stand between them and much sought slaughter.

Victor manages to rob the Lord's coffers, finding some gold, before getting caught and killed by the acolytes and the dwarves, before they're overrun by the Bugbears. You find the coffers and his body the next day.

41 victory points:

  • 5 VP killed lord thomas havelyn ( vs. -10 if he's still alive)
  • 6 VP killed or removed Captains Eddarly, Mott, Varning and Barhold
  • 3 VP kill Father Donnagain, priest of Mitra
  • 4 VP kill the Magister, Tacitus of Morimun (vs. -5 if he's alive and in possession of his wand during the siege )
  • 3 VP destroy the rookery
  • 5 VP open the portcullis and lower the drawbridge for the attackers
  • 2 VP destroy the lantern archons
  • 13 VP for 65 soldiers killed

Balentyne falls, though there is still some resistance. The bugbears losses could have been much worse. Sakkarot is unwounded and much heartened by this success. Still, it takes a day to get the whole body of the horde moved up and through the Watchtower gates. The citizenry of ALdencross flee in terror, spreading word of the invasion led by the monster who wields an axe of flame. The war has begun, and Talingarde has lost the first battle.

Image of Balentyne burning

Finale music

Having been given a clay seal to use when successful, you break it, notifying the Cardinal that the deed is done, at the cost of Leo's life.

Tiadora arrives soon after the seal is broken, teleporting in, and leading you all to a waiting ship docked along the banks of Lake Tarkin. She gives your knot a small but heavy wooden box containing platinum ingots worth 5,000gp. (10lbs of platinum) and a small hand written note.

Quote:
Our lord smiles upon your success. Here is a token of my esteem. Use it to rest, recover, and strengthen yourselves. Other commands will come when the knot is needed. Your work has just begun. -A.

From a promontory, you can see the great bugbear horde camped south of the Watch Wall. Balentyne yet burns behind you. Tiadora remarks, I have seen no evidence of any army gathering to meet the horde. It seems Zadaria has also succeeded at her mission and has assassinated the commanders. Truly a great achievement.

Making matters worse for poor Talingarde, small bands of creatures unaligned with Sakkarot approach the breach, eager to take advantage of the chaos. How could these beasts know already about this break in the Watch Wall? Someone must have told them. Probably best to leave. This region is about to become very dangerous.

Still, this will not be enough. Balentyne may be broken, but Talingarde is yet strong. Soon word will reach the south. The Heartland and teh great cities of the Cambrian Bay will marshal their armies. They will meet Sakkarot on the field and it will be far too close to a fair fight. We must do something about that.

Come, my lords, your ship awaits. Try not to lose this one.

Lords. She called you lords. And lords you are. Lords of death and destruction. Lords of evil. Do you remember Branderscar? Do you remember being held down and branded like animals? How far you have come, and how long yet the journey before you. Tiadora is right. This is only your first step along the way of the wicked.

we'll have a chance to dish out rewards and stuff this week. TL;DR will be reaching level 6.

Grand Lodge

Music in my head anyway after the Finale


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I wonder where Victor wandered off to? He never showed up in the fight so I assume he headed back to town. He should be careful, these bugbears will make quick work of him.

After finding his corpse and the gold he had tried to steal.
Huh. I figured he'd die before long, but I expected something a little more impressive. Ah well, I think he had a lot of unspent gold we can make use of. Maybe we can use that to give him a fitting tribute...

Looks like it would cost me 800 gold to buy a scroll of animate dead + gems with which to turn Victor into my own useless skeletal companion. Or Fortysythes could raise him for just the gems, he'd count against her limit but I don't think she's really making use of it at the moment (just her companion skelly).


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

considering taking Havelyn as my chamber-pot / skeletal companion.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yeah... the acolytes were already given all the cure potions from the stash. they eventually realized he lied, and led a few of the dwarves up with the soldiers they met along the way... don't think it'd take long to make some short work of him alone...

The stash he died for though :


  • 4,650gp in Talirean coinage, neatly sorted into 100 gp purses.
  • a small box containing a dozen silver & sapphire military commendation medals (75gp each - 900gp in total )
  • ten "double eagles" minted to celebrate the birth of Bellinda, Princess of Talingarde, eighteen years ago. These large coins are solid gold and weigh a pound each ( 50 gp each - 500gp in total). meant to be used as official rewards to non-military personnel.
  • a sack of petty cash - 300 gp in mixed coinage mostly copper and silver.
  • seven ornate chalices adorned with gold, silver, and a variety of semi-precious stones. They vary in value but in total are worth 1050gp.
  • 2 elixers of truth (securely wrapped)

in the lord's private chamber there is an oil portraid of the lady Bronwyn of Havelyn, showing one of the most beautiful women you've ever seen. the portrait does not do her justice. and is surrounded by carefully tended candles.

there's also a family "bible" of the house of Havelyn, which barely survives the attack. the ancient book in praise of mitra also features a chart, detailing Lord Havelyn's family tree. This antique book with its fine leather bindings and gold fittings is quite valuable (450gp) but would be almost impossible to sell since it so obviously belongs to the lord of havelyn. it could be vandalized for its gold fittings ( worth 50 gp on its own ) or further examined.

Perception DC 15:
One name has been blotted out. That name 'Samuel Havelyn, Cardinal of Mitra' can still barely be discerned.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Captain Eddarlys only valuable possession that's easy to take is a +1 composite longbow ( +2 str pull )


Father Donnagain Human Cleric of Mitra

I had on me a +1 breastplate, and a +1 heavy steel shield , and a mwk heavy mace, as well as a wand of cure light wounds (12 charges), a silver holy symbol, and 2 flasks of holy water.


Sergant Voltan Sertane

I had on a suit of +1 champion full plate, a mwk heavy steel shield, a mwk longswrord inscribed "ballinger", my grandfathers sword, with a holy symbol of mitra built into the crossguard. a headband of alluring charisma +2, a mithril dagger marking me as a knight of Alerion, and a cloak of resistance +1


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

updated Treasure & Shit. treasure & shit (current) . I cleared out past crafting lists (housecleaning).

hoping you have records of them on your own sheets or something somewhere. if not, the old list is over here: treasure & shit (archive) . with crafting lists but without the stuff just gained from Havelyn, Donnagain etc. Copy over what you need off it, if anything. and then i'll trash the file in about a week.


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

Perception: 1d20 + 9 ⇒ (14) + 9 = 23
History/Local/Nobilty/Religion: 1d20 + 9 ⇒ (11) + 9 = 20

Hey, look at this. Pointing to the 'Samuel Havelyn, Cardinal of Mitra' This book is worth more than it appears, certainly more than the gold that binds it.

Wraps the book in a suiting cloth and put it in the backpack.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Looking at the "bible":
Cardinal, eh? Blotted out of his pious family's family tree, meaning he was disowned rather than just killed? I bet whomever that is, he's a bitter hater of Mitra and probably keeps some trappings of his past life. Anyone know a bitter, mysterious, Mitran-hating Cardinal?

Apparently I'd typed up but never posted my instructions for Victor. I wondered why his brilliant bluff wasn't acknowledged...I never posted it! He'd rolled a natural 20, so I was trying to come up with something particularly clever.


Tiadora leads you, as you carry your loot, and Leo's body, toa ramshackle river barge tied to Lake Tarik's bank, "Halstyn's Folly" proclaims its placard. The captain and three men of this shallow bottomed barge go about their business tending to the vessel. Tiadora doesn't even bother to acknowledge their existence. The Master commands you board. You will learn more later.

Aboard, you find accommodations to be crude. There is only one cabin, and Tiadora has already evicted the so-called captain and made that her own personal domain. Nor is she big on sharing. You get the hint that you're to sleep with the rest of the crew on the deck of the barge. There is a roof, but no walls, and as night falls you can tell that its going to be a bitterly cold night.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

What great conquest are going on now I wonder. I certainly hope there are plenty of humans to have ... fun with. this has certainly been profitable and enjoyable so far.


We are bound for Farholde, the northernmost colony of Talingarde, to bring Talingarde to its knees. The master will reveal more when he is ready

Between the lot of you, you realize that its a 300 mile journey, through the great scar that almost cuts the isle of Talingarde in twain. and from the look of the low bottomed junk, you don't think you'll be travelling too quickly. You estimate you have about 2 weeks on this leisurely if frigid journey.

You map it out in your heads, or perhaps one of you finds a chart on the ship and traces the route to show the others

The first night, the barge anchors within sight of a small village, not docking.

perception DC 20:
You notice a fire while you're on watch during the night, on the shore, in the village. Soon screams follow, echoing down over the water. The fire spreads. within minutes it looks like the whole village is engulfed.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

Tiadora, can you sell off some of our loot ? or buy us some things? we need some supplies.

::guys, who wants their belt/headband? or something wondrous. I should be able to craft one or two of them while we're sailing if we can keep calm and quiet on the ship. i'll get started on my own headband first. we can send Tiadora for the crafting supplies I need.::

tedium:
w/ CWI, I think the DC for this is 13, i have the requirements, and can take 10, i can even fast craft for +5 DC and still take 10 ( hitting DC 23 when i need an 18). so i can make my headband in 2 days.


On the second night, passing a slow day on the frigid lake, while Fortyscythes crafts her headband, Ash passes around pills for you all to take. He says it'll help with the chill, and to go ahead and just be comfortable.

Another day and you might be able to guess or measure with some knowledge (planes) for an astronomy check, how much ground you covered in 8-10 hours of travel today.

You weigh anchor and hold up near a keep, out a distance from the shore.

perception DC 20:
you hear the cries again, the fires aren't more than warm glows in the night this time as the keep begins to smolder first to a warm glow before it really sparks and sets ablaze this time. the cries and screams more muted over the soft lake between you and the keep.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Its the morning of Day 3 on your boat journey, with Tiadora taking orders and teleporting to far off cities to exhange and fence your goods. meanwhile Ash and Fortyscythe do some crafting with goods brought back by Tiadaora. Fortyscythe finishes a somber silver chain with a pearl swirled with dark pearl, almost as if the small oval stone were a skull, shrieking in awe. Ash has a few days for alchemical crafting or potion brewing, and can use the cauldron until it gets sold , having a portable alchemy lab. Fortyscthe keeps Leo on ice with a gentle repose, cast when necessary and kept on hand. Temperance, and Neji being quiet so far. a silence following like an unspoken threat, a thread from the past, unravelling the farther they got from Balentyne.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

Ash, can you brew up a potion of inflict moderate wounds? I want to have something on hand the next time i get injured.

Anyone need some tailoring or crafting done?

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

Sure

mark my material costs off, basically half off the potion.

I'd love a belt of giant strength or incredible dexterity, or a belt of mighty constitution, any would help. or vast intelligence so I could brew some more extracts.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

... hmmm. you look like you could be a little more beefy. i'll make you a belt of giant strength. hand over your belt.


The third day passes quietly on the open waters, until you weigh anchor on the lake, just in sight of a small hamlet. you think you spy some small children digging up frogs in the peat by the shore.

Perception DC 15:
That night though you spot pyres on the beach, and the hamlet going up in smoke. screams for mothers can be heard as children burn on the pyres.

The rest of the night passes uneventfully.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Perception: 1d20 + 0 ⇒ (4) + 0 = 4

I'm surprised these hamlets are still so quiet and happy. I figured Sakkarot's horde would've come through by now.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

If I get a moment when Tiadora is unoccupied, I chat with her idly. She's a beautiful and powerful woman, so I'm mostly just trying to be friendly. But make a mental note of any anything I can about our master and his history.

Diplomacy to be friendly: 1d20 + 15 ⇒ (9) + 15 = 24


You try and cozy up, and make good inroads, but she doesn't reveal anything in the course of conversations. over the nights though, you do happen to ask something like so, what are you doing at night? why are we stopping so close to the villages?

and she responds : I am reminding the poor souls of Talingarde what hell is like. You don't seem to have a problem with that.

you do manage to finish crafting anything else you work on. On the twelfth night, Tiadora comes and gets you all.
The master is here and commands you attend him. Tiadora says grimly. He's in the cabin


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the devilishly handsome bald man, clad in black and burgundy robes sits waiting for you. Wearing black gloves and openly displaying his holy symbol of the Lord of Hell, he sports a wicked and knowing grin.

He greets his knot and quickly to business, You have served me faithfully, my ninth knot, not without complications, and I have rewarded you both in treasure and vengeance.

He gestures as Tiadora has laid out Leo, in repose before him. He calls upon Asmodeus' might and raises Leo from the dead. It is late for you to fall apart. Some of you, this Victor, are not possible to bring back. Employing outsiders has its handicaps. But it is thanks to all your efforts that the Fire-Axe has been unleashed. Even now he writes his name in blood across the Borderlands.

Three battles have been fought and three victories won. The villages of Ambryl and Tarrington Fields lie sacked. The fortress of Lorringsgate is in ruins. Each of you did your part in seeing these triumphs come to fruition. Do not think I have forgotten that.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

But our work is not yet done. Talingarde has not yet acquiesced to our unholy master nor tasted the full measure of our vengeance. So I have another mission for you. Tommorow this barge will dock in Farholde, the northernmost town in all the realm. Farholde is a backwater of no real significance. Its lord has already left the place hoping for glory in the war. But it does border the Caer Bryr ([Care-briar]), the largest unmapped forest on the entire island.

Hidden within the Caer Bryr is the Horn of Abaddon, an ancient temple once occupied by a particularly loathesome death cult called The SOns of the Pale Horseman. Almost eighty years ago the first Darian king, Markadian I called the Victorious overthrew the Horn and destroyed the Sons. No great loss, honestly.

But what the Victor found within the temple is why we are here. He defeated a daemon prince called Vetra-Kali Eats-the-Eyes. So terrified of this monstrosity was the king, that he had the priests of Mitra craft a great silver seal to forever forbid the daemon from returning to our plane of existence. The seal remains to this day.

I have learned the truth about this daemon prince. I have learned what the Victor feared. Vetra-Kali is an arch-deacon in service to the lord of pestilence. This immortal monster could create a plague so virulent that it will bring Talingarde to its knees.

When the Victor attacked, the Daemon Prince was close to unleashing his masterpiece upon the world -- a pestilence known as the Tears of Achlys ([ACK-lis]). I am uncertain of the specifics of this plague, but if anything could instill terror into the heart of the Victor, then I want it. The Tears of Achlys will be our poisoned dagger into the heart of Talingarde.

I already have agents in the great cities of this kingdom. With this pestilence, they could deliver blight and death to the very center of the realm. Caught between this twin storms of the Fire-Axe and Vetra-Kali's gift, we shall bring ruin to Talingarde. This gift you shall bring to me.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

It will not be easy. I have already lost one band of followers on this errand. I sent the fourth knot to find the Horn of Abaddon. They succeeded at that at least -- revealing to me that it was concealed within a great spire of stone, less than a day's ride from Farholde.

But then they vanished. I have heard no more from the elven ranger Aiden Kael since. He knew the Caer Bryr well, so no normal hazard would defeat him. Perhaps the Horn of Abaddon is guarded. I cannot say. But it matters not! The Tears of Achlys must be mine!

I am undeterred by this setback. Where one knot failed, two will succeed. I will also send my seventh knot – the Knot Hibernal led by Elise Zadaria. I task you with finding the Horn and calling forth Vetra-Kali. Elise and her knot will aid you. Elise proved herself a capable assassin
in our last venture. The seventh knot will remain in Farholde and see that anyone who tries to find the Horn and interfere with your work meets an unhappy end. Thus,you will have time to do what must be done.

There is another who may be able to aid you. Once a thriving cult of Asmodeus existed in Farholde. It was led by a half-elvish noble – the Baron Arkov Vandermir. He is treacherous and decadent, but wealthy and well-connected. He may know things, as he is connected to the death cults, that some of you he flicks a finger at Forscythe Might some day find useful. And some of you may be interested in darker things, like becoming full vampires. Perform well, and you may find that I can introduce you to some in my good graces. Tiadora will introduce you to Baron Vandermir before she departs.

I know not what aid the Baron can provide, but his family is old and long has dwelt in Farholde. Never trust him but know this – he’s afraid of me and with good reason. If he does try anything remind him that you are in Farholde on my behalf. That should keep him in line.

Find the Horn. Find the seal and shatter it. Call Vetra-Kali back to our world. Bind him to your will and force service from the monster. And then bring his gift to me. Can you do this, my knot? Have I found servants with
might and will enough to see this task done?

To replace Victor, a few new recruits have passed my muster. They will join you Farholde

You of course affirm your loyalties.

You of course have your questions. Ask away.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

TL;DR --
1. find the horn, break the seal, summon Vetra-Kali into our world.
2. Get the Tears of AChlys from Vetra-Kali and bring them to me.
3. Tiadora will introduce you to the Baron Vandermir. Don't trust him, but he worships Asmodeus too. He may prove useful.
4. the horn is less than a day outside of Farholde in a spire of stone.
5. I've already sent other minions to seek the Horn of Abaddon, they failed.
6. don't fail me.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Holy crap, I thought that we were just witnessing the results of the Bugbear's raids, this is Tiadora's doing? She's camping next to peaceful hamlets and murdering the inhabitants?

I volunteer to help.


You can't help. I won't moor nearer the hamlets, and you can't teleport.
Rest up, your work begins soon.

with that, she takes the form of a knight of Mitra, brandishes a greatsword. and disappears leaving a faint whiff of brimstone.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I learned how to grow wings... I could fly us over. easily if you drink this: Ash holds out a small vial. inside there's a miniature table, it looks like the table is set with a wine bottle that has a tag that can just be read "Drink Me" through the refraction/magnification of the glass.

haven't quite finalized, but i think i'll go wings, instead of healing touch. though i'll probably take that at 8th level discovery.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

to be a true vampire like my ancestors is worth seeking any prize. i gladly look forward to this task of ours


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

take a look at the dropbox link in discussion thread, its got feats that you'd need to take or retrain old feats to new feats, to eventually become a vampire. but you get quite a lot for them at each step. but you do pay for it with Con


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Good evening Tiadora.
given with a mocking bow
You're perfect as ever
eyeroll
Using all those powers to shock and awe a few dirt farmers?


Cardinal Thorne

If you have no questions for me, then I'll leave you. Tomorrow morning you disembark at Farholde. Tiadora will stay with you to set up the meeting, then you shall be on your own to meet up with the 7th knot -the Knot Hibernal- when they arrive, and find the Horn. Remember, do not fail me.
Cardinal Thorn dismisses you


Tiadora hands out a ceramic seal, half black, half white, in a swirl. a black jem winking like an eye in one side, while a pearl shines brightly in the sinuous black half.

Thorn explains If you recover the Tears or need to report anything to me, break this seal. I will send Tiadora to wherever you break it within an hour or two. Now go with the blessings
of the Prince of Hell and see this mission done!

Cardinal Thorn does not linger long aboard the craft. He is quickly gone, teleported away. The next day the barge docks in Farholde.

I have already contacted Baron Vandermir and arranged for you to have dinner with him tomorrow night. Best to find something presentable to wear she sneers.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Neji @ k. Local : 1d20 + 6 ⇒ (15) + 6 = 21
Neji knows all this, others may attempt to know the raw data. Neji might not share, or put his own unique spin on the details when she shares, so i'll let him decide that.

Knowledge Local:
Farholde is the northernmost colony of Talingarde. This small city is a backwater, largely isolated from its parent nation by distance and danger. No King of Talingarde
has visited Farholde since the Victor sat upon the throne. And yet, Farholde is a keystone of the realm’s defense. Without control of the delta that feeds into Lake Scardynn [SCAR-den] there would be no credible defense of the Borderlands.

The city is built on nine hills. Every spring the lake floods, depositing rich lake sediment on the delta. Fishing is also a huge industry on the Lake, with fishermen sometimes known to catch seven ft long giant crayfish, sought after but rare prizes for fishermen. There's an Abbey dedicated to Mitra, and several districts, each on a different hill.

Map of Farholde

long description:
Notable Landmarks
1. A grim castle of grey stone overlooks the Scardynn delta from a high hill, and looks like the most obvious sign of royal might on display. It looks similar in size to Watchtower Balentyne.

2. Where Lake Scardynn meets the sea rises a lighthouse to guide ships through the jagged rock strewn breakwaters.

3. a gently sloping hill is one of the highest points south of the Scardynn delta. sparsely populated with large looking estates.

4. A large walled manor house and series of buildings, appears dedicated to mitra.

5. an imposing structure teeming with children of all ages. The buildings look well maintained.

6. a small watchtower just outside Farholde, on the highest promintory south of the Scardynn delta, overlooking the edge of Caer Bryr and the lake.

7. a densely populated hill, every available plot looks filled.

8. An open trading hall, at the peak of the hill, with many merchant stalls.

9. a neighborhood, built surrounding a large church at its center. A magestic looking building, it rises i baroque splendor to dominate its hill. A great mitran sunburst crowning its great central spire, visible from almost anywhere in town.

10. a low lying district, it looks like a maze of shacks, a shanty town of cast offs and neer do wells.

11. a stone building, likely the only permanent structure, it stands a little higher than the surrounding area, seemingly a little above floodlines.

12. a large accummulation of pebbles and debris in the river delta, a navigational hazard.

13. a low hill, with some farms.

14. warehouses.

1,201 to 1,250 of 1,953 << first < prev | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Seraphimpunk's Way of the Wicked All Messageboards

Want to post a reply? Sign in.