Vampires of Golarion - The Quest for Eternal Night a Second Darkness AP (Inactive)

Game Master Dennis Harry

The Journey Through Ustalav

The Hunger:

Hunger Rules

Where the living suffer physically from starvation, undead suffer mentally. After long enough without a “meal,” even the most arrogant vampire becomes a bestial creature of instinct. Withdrawal weakens the monster, and as its natural defenses fail, its behavior becomes irrational, particularly when it’s around sources of what it is denied or has denied itself.

A carnivorous or otherwise life-draining undead may safely go a number of days equal to its Hit Dice without a dose of its preferred meal before it starts to feel the effects of hunger. Each additional day after this grace period, the undead must make a Will save (DC 10 + 1/2 the undead creature’s Hit Dice, + 1 for each previous check).

If the undead creature fails its save, it enters withdrawal and begins to take penalties according to the Withdrawal Penalties table (see page 23). It must continue to save each day until it feeds again. Additional failed checks increase the penalties as shown on the table. Feats and abilities that affect mortal hunger (such as Endurance or a ring of sustenance) do not apply to vampire hunger.

An undead that is suffering from withdrawal grows increasingly drawn and gaunt (or diaphanous and tattered, for incorporeal undead). Any attempts by the creature to conceal its undead nature with the Disguise skill are penalized as noted on the table.

An undead that suffers withdrawal is acutely aware of its unfulfilled addiction; if presented with the chance to feed, it might be compelled to do so, regardless of the consequences. Anytime it comes within 10 feet of a helpless creature that can sate its desire, it must make another hunger save at the current DC. Failure means it falls upon the helpless creature—whether friend or foe— and attempts to consume or drain it. Until the undead has fed, it can take no action other than to feed from this helpless creature or to enable itself to feed (such as a moroi grappling a creature so it can use its blood drain). During this feeding frenzy, the undead creature takes a –2 penalty to its AC.

Withdrawal Effects

An undead that hasn’t fed recently suffers from withdrawal, depending on the number of hunger saves it has failed.

As shown on the Withdrawal Penalties table on the facing page, an undead creature suffering from withdrawal takes penalties to channel resistance, on Will saves, to Strength and Charisma scores, to damage reduction, to fast healing, and on Disguise checks. The withdrawal penalties apply only if the creature has the ability in question. For example, a hungry moroi’s damage reduction decreases, but a hungry ghoul ignores that column because it doesn’t have damage reduction. All penalties are removed when the creature completes a single feeding. This only ends the withdrawal penalties, and does not grant the creature any feeding bonuses beyond those granted by the creature’s ability associated with feeding.

If the undead’s Strength or Charisma penalties equal its Strength or Charisma, it becomes inert, helpless, and wracked by nightmares of hunger; it only revives if fed by another. An undead creature’s channel resistance, damage reduction, and fast healing cannot fall below 0.

Applicable Table for Withdrawal Penalties

Initiative:

Dramatis Personae
Allizsah [dice]1d20 + 2[/dice]
Murnau [dice]1d20 + 9[/dice]
Murza [dice]1d20 + 8[/dice]
Rosalind [dice]1d20 + 8[/dice]
Thulmerë [dice]1d20 + 8[/dice]
Veldrin [dice]1d20 + 8[/dice]

Perception:

Dramatis Personae
Allizsah [dice]1d20 + 4[/dice]
Murnau [dice]1d20 + 12[/dice]
Murza [dice]1d20 + 9[/dice]
Rosalind [dice]1d20 + 10[/dice]
Thulmerë [dice]1d20 + 24[/dice]
Veldrin [dice]1d20 + 16[/dice]


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HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Murnau strides out of the Council room soundlessly. He meets Lener's gaze and gives him a farewell nod, a sly grin crossing his face.


Rosalind follows Murnau.

"Do you want to be the sane one or the crazy one when we have to talk to the drow? They don't respond well unless someone is unhinged, but they're also a matriarchy devoted to a spider. They've been culling their brightest minds for generations at this point and we can probably go either way with them."


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Thulmerë returns a fanged smile back to Veldrin."Well what kind of friend would I be if I forced such an, imposition upon you. Careful now Veld, your granddaughter will serve us well when dealing with your kinsmen. She will learn art of diplomacy then, if not I will up to our knees in blood."

Thulmerë notices Murnau looking at Lener.
By the gods we're done with that fool, such a waste of a vampire.

"Well we best be making our way to our chambers. Tomorrow we should receive a debriefing. Veldrin and Murza, you may store your coffins in my chambers if you wish. As for the rest of you, it will be a pleasure working with you."


Allizsah bowed to her goddess before turning to her new allies. She mainly listened and smiled. "Dear Veldrin, you and your kin are welcome to my chambers, though I do ask that the young one minds herself." Allizsah told her friend with a smile before she focused more on Thulmerë. "Send a thrall to fetch me when you get around to playing with your little knight. I'd hate to miss it, plus we could speak more upon my work?" She asked of him with a wink before she took her leave of the council chamber.

She caught up to Murnau and Rosalind. "If I might take a moment of your time Murnau. Should you wish to speak more on the arrangement spoken on earlier, please feel free to let yourself in to my chambers." She said softly, an inviting smile upon her lips before she turned to Rosalind. "If you need anything please do not hesitate to come find me and ask. I shall do my best to see to your needs." Allizsah said with a nod.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Murnau gives a calculated grin to Rosalind, "Why, my dear, I am the composed one, of course. But the Drow respect power and authority just like anyone else. I see no reason why we should deign to their level, when we can bring them up to ours." Murnau glances at Allizsah as she approaches, "Excuse me, Lady Thuvia. Mistress Dravonie?"

He nods once the living thrall finishes, "Ah, to be young. Do you have desires for immortality, mistress Dravonie? Time... changes as the centuries pass. While I once thought in my plans for the next week, or months, I now think in decades and centuries. Worry not about my favor, it shall come in time. Why would I waste a perfectly good service mere moments after gaining it? You are a priestess of Zura, are you not? Perhaps I shall require a beseeching of your goddess someday, or a mortal healed. Even before Aroden's death, I could not see the future. Do you play chess, my dear? You take each play as it comes, looking far ahead for all possibilities, and hold on to your pieces tightly until the time comes for a final play, a final snatch of victory from your opponent's grasp. There is only one end goal, my dear, and that is what I play for."


"Do I desires immortality? In away I guess that is correct." Allizsah said to Murnau with a small laugh. "However I should warn you, if you do not plan to give me some reasonable idea upon what you'd ask from me I cannot promise I can offer it." She explained. "I do fancy chess actually. Would you like to enjoy a game with me?" She offered.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

"I do my best to keep my favors doable- it does nobody any good to demand the impossible- but to know what I might need years or decades from now is beyond even my abilities." When Allizsah offers a game of chess, Murnau gives a small nod, "That sounds most excellent. Lead on, my dear. We do have time to spare, after all."

Hmmm... I wonder how we should handle playing chess. A series of opposed intelligence checks, perhaps? But how many, I wonder? And how would we decide the winner? First to win a set number in a row?


Allizsah smiled as she lead Murnau back to her chambers. Once there she went back to her room and returned with a lovely mahogany board. She set it down on one of the tables before sliding the top open. Inside where several different sets made out of gemstones and metals each the color of a dragon. "Please, chose your color. Metallic goes first then Chromatic." She explained before she took a seat across from him.

I would say opposed Int checks, a total of 10 and first to win seven of the ten wins the game. Ten is a stalemate and the one with the last highest roll is the one who put the other in stalemate. That sound good?


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

"Quite a fine set, I must admit. Mine is not nearly as elegant. Let's see, I shall choose... Chromatic. Never underestimate the value of a powerful response."

Sounds good to me.So, if we get to ten with neither of us winning 7, it's stalemate, is how I understand it?

Chess:

What color?: 1d2 ⇒ 2
Opening Move: 1d20 + 2 ⇒ (14) + 2 = 16
Move 2: 1d20 + 2 ⇒ (9) + 2 = 11
Move 3: 1d20 + 2 ⇒ (13) + 2 = 15
Move 4: 1d20 + 2 ⇒ (18) + 2 = 20
Move 5: 1d20 + 2 ⇒ (11) + 2 = 13
Move 6: 1d20 + 2 ⇒ (6) + 2 = 8
Move 7: 1d20 + 2 ⇒ (8) + 2 = 10
Move 8: 1d20 + 2 ⇒ (10) + 2 = 12
Move 9: 1d20 + 2 ⇒ (10) + 2 = 12
Stalemate?: 1d20 + 2 ⇒ (7) + 2 = 9

Looks like Murnau's off his game tonight....


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Before leaving the council room.

"Well I best make my way to Mistress Thuvia chamber, the things I do for this family. I will meet you in Allizsah and more my chambers afterwards. I'm going to need a snack afterwards."

Thulmerë walks out of the council chamber, beginning his long trek up the tower.


"It is one of my many pass times. I enjoy having nice things when I entertain guests." Allizsah said with a slight smile as she took out the silver dragon pieces and set her side of the board.

Yes, you have that correct.

The Game:

Opening Move: 1d20 ⇒ 19 Win
Move 2: 1d20 ⇒ 15 Win
Move 3: 1d20 ⇒ 6 Lose
Move 4: 1d20 ⇒ 10 Lose
Move 5: 1d20 ⇒ 15 Win
Move 6: 1d20 ⇒ 9 Win
Move 7: 1d20 ⇒ 15 Win
Move 8: 1d20 ⇒ 19 Win
Move 9: 1d20 ⇒ 5 Lose
Lets see: 1d20 ⇒ 13 Win

That puts Allizsah at 7/10 with the last move

The tiefling smiled as Murnau moved his piece and Allizsah slid her queen piece over and took it. "Checkmate" She said as she leaned over the board slightly. "You play well, again?"


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

"Why, but of course, my dear. I clearly underestimated you. A switch of colors, perhaps?"

Round 2:

Umm...: 1d20 + 2 ⇒ (8) + 2 = 10
Well: 1d20 + 2 ⇒ (2) + 2 = 4
It: 1d20 + 2 ⇒ (5) + 2 = 7
Looks: 1d20 + 2 ⇒ (3) + 2 = 5
Like: 1d20 + 2 ⇒ (2) + 2 = 4
I'm: 1d20 + 2 ⇒ (7) + 2 = 9
Losing: 1d20 + 2 ⇒ (7) + 2 = 9
This: 1d20 + 2 ⇒ (13) + 2 = 15
One: 1d20 + 2 ⇒ (5) + 2 = 7
Too....: 1d20 + 2 ⇒ (1) + 2 = 3

Despite the incredibly close game, Murnau shakes his head in disappointment, "It has been a long time since I have played, I fear. Perhaps another night?"


Round 2:

Begin: 1d20 ⇒ 15 Win
Move 2: 1d20 ⇒ 20 Win
Move 3: 1d20 ⇒ 9 Win
Move 4: 1d20 ⇒ 15 Win
Move 5: 1d20 ⇒ 10 Win
Move 6: 1d20 ⇒ 9 Tie
Move 7: 1d20 ⇒ 3 Loss
Move 8: 1d20 ⇒ 1 Loss
Move 9: 1d20 ⇒ 5 Loss
Move 10: 1d20 ⇒ 13 Win

That is only 6/10, so it's a stalemate. Unless you want to count the tie as her win.

"Of course, I must say this one was even closer than the last game." Allizsah told him as she leaned her head on her closed hand, a smile pulling at her lips. "I am sure we can find other means to pass the time till everyone is ready to leave. You are always welcomed to remain here of course."


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

We'll just say it was a tie- I thought it was hopeless with those rolls, but I'll edit my post accordingly.

"Were you able to learn everything you needed from Caligo? That should serve to pass some time, and of course, you still need to sleep, no?" Murnau seems to be studying the tiefling as he talks.


"He has yet to return the book and his thoughts upon it. So I cannot answer that question. But yes I do still need to sleep, eat, drink. All of the normal mortal things." Allizsah answered, though her smile grew as she notice Murnau studying her. "Am I that interesting?" She asked.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Whoops. I thought he returned it. I guess that he's reading it as we played chess.

"It has been a long time since I... truly slept. I am not certain if I miss the sensation or not, but it most certainly is convenient. And yes, you are... quite fascinating. You are a mortal amongst the immortal, a child amidst the ancient, and yet you still have more influence than many of the Childe present- and more tact than most of them. You are indeed quite fascinating in your rarity."


Her smile turned from one of slight entertainment to one of pride. "And if I am this as a mortal, well I am sure you could fathom what power I'd have when immortality embraces me." Allizsah said, almost in a longing whisper. "But I want it to be perfect."


Female Half-Drow Vampire Bard(Sandman) 7/ Vampire
Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8

Murza approached the Chess game, Chess? With dragons I see... And if any of us here are a child it's me. I'm not much older than the Teifling, even with my eternal youth. I may at childish at times, and I still have the strange wonderlust at times, but I am old enough to know what I'm doing. However, like my human side, I have had little time to mature. My family kept me locked in the castle with not but books, and the occasional snack hunt. They know I'm childish, hardly old enough to stand toe to toe with ancients like you... But I will tell you this: I have lived most of my life as a vampire, knowing very little of the other life. I have no experience with, love, pleasure... Save for that I get from consuming blood. I...
Feel trapped. You older vampire know the feeling of life and have found undeath more satisfying, but I have yet to even know how that is and ... Well putting it honestly, I would do anything to trade you places, Allizsah. To live again... Even for a day, to know how that feels... It seems I have forgotten...


She smiles as Allizsah wins, then winces as Murza yearns for life.

"Don't let my mistress hear you speaking of life so earnestly young one. She'll cure you of your delusions, and you would not like the curing. I find this existence strange, but not bad. My advice to you both young Murza and Allizsah, freely offered. Embrace your youth.

While it is true my senses changed as Mistress Thuvia's gift took hold, and not all for the better, it was time that truly changed me. Time changes me still. It was time that changed our ancient companions. Drink what wine you may, taste the tartest fruit, the most succulent gifts. Love, Mourn, make friend or foe. Enjoy your time with the vast unknowns before you. There will be heartbreak enough, but what wonders you might see as well. Do not yearn to be that which you are not yet become. Instead strive to be all that you are in the moment."

She smiles, a bit sadly it seems, remembering.

"We are all damned, after all, no matter how we might argue otherwise. If I am to be damned, better to be wholly myself and not wishing to be something else. A good night to you, young Allizsah, Murza. To you as well Murnau. I believe I will return to my books, if only to refresh my memory of the underworld."

She wanders off to whatever room she's been given if the conversation ends here.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

I suppose Thulmerë will get to the Thuvia's chamber before Rosalind returns.

Thulmerë knocks on Thuvia's door before entering.
It's a good thing this is my home, otherwise I'd burn.

Thulmerë pushes open the ancient doors
"Mistress Thuvia, Ancient Queen of Osirion. I slept during much of your reign, but your name still instills dread in your people even today from what I heard. Very impressive, milady." He smiles, presenting his fangs.

Thulmerë spins and presses his heart in his demonic mofit armour. Transforming the armour into an azlanti toga, wearing it loosely over his ancient tunic and robes.

"Where would you like to feast? My arm? My neck? I've never tasted ancient Orision blood." He drags two of his fingers across his chin, eyeing the ancient Queen.


Shadow's Status

Prologue - Tower of Sidisi - Thulmere:
Voracia Thuva is delighted that you have arrived in her chambers. She drinks of you several times, having to call numerous blood dolls in to resatiate you before she has finally had her fill. You can't understand where she puts it all.

As you sit on her divan in a state of Euphoria she smiles at you, "Quite satisfying indeed. Tell me Thulmerë Harzhor, when will you petition for a 14th Family, this one in your name?"


Shadow's Status

The Next Night - Tower of Sidisi

The day passes by uneventfully. Caligo returns Allizsah book with some notes. Despite the excitement of discovery sleep takes her and the day is lost to her as well. It is just as well, knowing what an important day the next one will be, it is not prudent to appear before Lady Drakina tired!

Each of the emissaries are gathered by Ghouls of the Zura Family and brought to the Chambers of the Eternal Council. Of the Council, only Drakina is present.

"Good evening my friends. I trust you are all well rested and prepared to discuss what I have to tell you? I also trust that you are prepared to go this night. Tell me if my assumptions are incorrect".


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Murnau remains silent, as does his cohort. Instead, he slightly nods his head to the ancient vampire.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

While Alliszah and Murnau entertain each other with a few games of chess, and Thulmere gives himself to Lady Thuvia, Veldrin has a far more personal task.

He heads to Thulmere's laboratory, carrying a large sack, which he empties out onto on the massive tables revealing the contents to be all the bones of a skeleton.

Over the course of the next eight hours, he conducts the ritual that imparts unlife to the bones.

This is the corpse companion of the Undead Master. It's a 6 HD creature, that follows my commands, and doesn't count against any other undead I create/control


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Prologue - Tower of Sidisi:

Thulmerë very slowly he raises his body, leaning against back cushion the divan. Feeling weary from all the blood loss, satisfied with his service to the ancient monarch.

I haven't felt this young in year. Now this is how you conduct diplomacy.

Sitting beside Voracia, he gazes longing at her with his purple eyes, shifting his focus from her eyes to her neck.

"My you're a ravenous one, I will answer your question for one more drink of your blood. As they say age before beauty." He smiles at her and winks.

Thulmerë brushes her hair to the side, exposing her neck. He whispers into her ear,"My own family? I've thought about it for ages. I've served Zura and the council for millennia. First I'd need some concubines. Then I' would need fresh feldging, more of my kinsmen in deep sleep ready to be turned would be lovely. Lastly, I'd need alliances, maybe you'd be willing?"

He plunges his fangs into her neck, tasting her pure Osirion blood, invigorated by it.

"You're to die for, I'm glad we're able have this, "diplomatic" meeting." Thulmerë wipes the blood off of his lips. He conjures a pale purple flame in his, radiating a baleful aura. Placing it on her neck sealing his puncture marks. Laying her on her back,allowing her to further bask in her euphoria.

"If I were to form a new house, its life blood must be ancients. Many are sleeping trapped in dreams turned nightmares, I wish to wake them. My alliances would be to us ancient ones, the young have little scope and planning, consider me an antiquarian. This is all assuming the council will even allow me."

Thulmerë walks to out the door, turning back to the resting vampire.
"Sweet dreams Queen Voracia, we should remain in contact. Should I ever find my way to Osirion, seek me out." He closes the door making his way back to his chamber.

For my graven Servant, I will be going with a owlbear skeleton. I'm not sure if I will take it on our adventure, if not it will serve House Zura until I choose a new servant.

Prologue - Tower of Sidisi: Thulmerë's chamber
His chamber doors fly open, Thulmerë comes riding in on a skeletal Owlbear. He appears weakened, as if his life was drained from him. The room is decorated with relic and replicas of Azlant culture and architecture. The wing where his study is found is surrounded by ancient scrolls and books, a large desk and an iron maiden. Thulmerë is surprised to see Veldrin here, re-articulating a skeleton on his desk.

"Ah Veld, I'm surprised Allizsah didn't keep you captive. I won't distract you from your work, I have my own matter to attend to here."Thulmerë dismounts his owlbear, ordering it into a corner away from Veldrin.

Thulmerë walks over to open window, placing back the large wooden slab on the window sill and covering it with heavy curtains. He walks behind Veldrin, opening the iron maiden removing the broken knight.

Thulmerë begins to glare and speak to the knight in a langauge lost to the annals of history.
"Cin're núr Dág nin Mel, in i maeth. Im had hain an ín! Cin don't heni-nin, but cin ceri-heni- i cín cuil na-nia. Eri-na i nos, nin réd."

Ancient Azlanti:
"You're people killed my wives, during their precious crusades. I had them for year! You don't understand me, but you do understand that your life is forfeit. Welcome to the family, my son."
Thulmerë smiles, he then plunges his fangs into the knight, draining him of his blood. He drags the lifeless knight, tossing him into a spare coffin found on the other side of the chamber.

"I'm sorry to create spawn in front of you like that Veld." He says, with remorse. Feeling as if he insulted an old friend.


Prologue - Tower of Sidisi: Allizsah's Chamber

Allizsah gave a small smirk to Murza as she spoke. "Ah, the old I miss what I once was. I've been told that goes away after the second hundred years or so." She settled back into her chair, yawning just a bit. "Trust me, things such as this are things I shall not miss. Though this does mean I should likely get some sleep to be ready to travel tomorrow." She stops for a moment to get the notes Caligo, thanking him greatly, setting them upon her desk before she turned and looked at Murnau. "Did they give you a room?" She asked with a slight raise of one of her eyebrows.

The Next Night - Tower of Sidisi

"Of course we are ready to go." Allizsah said with a smile. "Or at the very least I am."


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

The Next Night - Tower of Sidisi

Dressed in his armour and weapons at the ready. "As with Allizsah, I'm ready to leave."


Shadow's Status

Tower of Sidisi - Chambers of the Eternal Council

Drakina grins wickedly, "Excellent. Then I can begin to share with you what it is I know and how I believe it can be used to obtain that which we seek.

We know that my people, the Drow, have somehow acquired a weapon, quite possibly the same weapon that caused Earthfall when Thulmerë's society was at its height.

We know that they have employed it on a limited scale though massive in terms of its destructive force as demonstrated on the island the Devil's Elbow.

We know that the Drow of the Realm known as Zirnakaynin are the ones that possess this ancient knowledge. This is an important fact. If we had to search each and every Drow city it would be, cumbersome... While we have an eternity to plot our schemes it seems that the Drow will not wait for another eternity to pass before they employ this weapon again. Thus, time is of the essence.

There are two different methods that may be employed to reach this city in the Darklands realm of Sekamina. First, by moving through the Darklands themselves. The city is beneath us under the lands on the surface known as Ustalav. The second, involves an assault on the Elven realm Celwynvian. My sources tell me that an Elf Gate in that Realm has been corrupted and that through it, a traveler with the correct item known as a Shadow Key, can open a portal near the outskirts of Zirnakaynin.

Tell me, which method do you believe more expedient?"


Female Half-Drow Vampire Bard(Sandman) 7/ Vampire
Vitals:
HP:74/74 AC:28=10+(1Size,4Dex,6Natural,6Armor,1Dodge) BAB:5 CMD:24 CMB:9 Fort:2(undead) Refl:11 Will:6 Perc:+9 Init:+8

Murza thinks for a moment after her "mother" speaks. Honestly, I believe the Darklands are worth a shot... It has been years since I was last down there, but if my memory doesn't falter than I remember that it is filled with beasts and deadly monsters with powerful venoms. But we are vampire and have no fear of the darkness and such monsters... However we will be short on our favorite food... Unless the ghoul wants to feed us all... she looks to Allizsah. Of the other method I will let you argue, for I have my own opinion but wish to hear yours first...


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

"Do we have this... Shadow Key? Is it easily obtainable? If not, I feel as though going through the Darklands through a more direct route would be more efficient." Murnau adds, in his silky voice.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin enters the chambers with his skeletal minion silently behind him. He offers a bow of respect to Drakina before taking his seat. When she asks for their opinion he replies "I do not believe assaulting first one city, than possibly another, does us any good. At best, we waste precious resources, and worst, we fail utterly."


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

"I relish the thought of assaulting the elves of the Mieriani Forest, it would allow us to garner slaves for our journey and more importantly, nourishment. In turn allowing us to enter their city under the guise of slavers. Murnau and I train Murza in diplomacy should we need to strike a deal, Veldrin be willing of course." He suggests to everyone in the chamber, nod his head respectfully to Veldrin at the mention of using his granddaughter.

Thulmerë will being to pace around the council room thinking.
"Then again Mieriani Forest is in Varisia, that's a lot of travel time. Time that we could be exposed to the sun or exposed to greater society. Unless we know where to get this Shadow Key, our safest option would be moving through the Darklands."


Rosalind enters the room, dressed in armor and traveling clothes. Her fine dress set aside. Behind her, a large man in a cloak, armed with an elaborately wrapped scythe looks impassively over the room.

"While it might be entertaining to assault the elven homelands, I agree that a trip through the darklands is almost certainly the simpler course. The drow are no fools, so we can safely assume the elves will be watched, and those watchers almost certain to have magical means of communicating. The beasts of the dark? They'll be left to the warding of steel. Even the most paranoid drow matriarch isn't going to assign her daughters to watch the stable, or the trade entrance. That's a job for lesser talents, and thus our entry will be...calmer. Once inside the walls, well, a tragedy might befall the houses of Zirnakaynin. I imagine we'll all be simply ravenous by the time we meet our hosts."


Rude Murnau, rude! Ignoring Allizsah so! XD

"More things could go wrong if assault the elven homelands." Allizsah said as she tapped the side of her head with one fingure. "While we may not be sure what we will find in the Darklands, at least we'll already be closer to our objective. As for the hunger I can offer enough to keep it at bay however, I will not allow you to take so much that it will hinder my abilities. Then of course we can always grab a Drow for each of you once we move through the city." She stated.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Well, sorry! I wasn't sure how to respond. You asked if we had a room, which OOC I do not know, but IC I would. So...

"It would seem we shall be traveling to the Darklands directly. Where is the nearest access? As for feeding, I am not terribly concerned. There is plenty of life in the Darklands, and Caligo can summon small creatures from the lower planes that can sustain us should our condition grow dire. I also released most of my spawn when I came, and this should prove a good time to Embrace a few fortunate souls."


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

"It's a shame we won't be assaulting the elves, amidst the chaos and the confusion. Nevertheless, there shall be blood." He says, sounding almost disappointed.

"Last i remember, the nearest entrance is Deepgate, I doubt the orcs that hold it would let us just wander in."


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Murnau raises an eyebrow at Thulmerë's comment, "If you think the orcs won't let us wander in, you clearly don't know how to ask properly." the Spider grins, "And the elves shall have their turn, all in good time. But I would much rather be confronting them with a doomsday weapon at our command, personally. But there will be blood, and we will be drinking heartily for centuries."


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

"The right of might. If we're going to conduct "diplomacy" with the orcs, we may as well dominate half of Belkzen and send them to sack Celwynvian. Either way we're invading one Elfkin's homeland."


"Don't Orcs roam more then they stay in one place? We may not even come across them." Allizsah said as she crossed her arms and began to think. "That would be the best out come of course." She shrugged.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

"Orcs like wild beast have vast territories. While they roam and conquer in warbands, they always have a main camp or fortress." Thulmerë tells Allizsah, as an old man would tell a child a story.

"I've seen Deepgate, it's an ancient fortress from a little after my time, when the orcs crawled out of the ground during the Age of Darkness. They built an ancient fortress to guarded from both sides. There is sure to be a powerful warlord ruling over if, lucky for us should we go down this path they have weak minds." Smiling with a sickly grin, his hatred of orcs was palpable.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

Murnau shakes his head, "Even Domination has its limits, and I usually reserve it as a last attempt at conflict avoidance. Ruithvien did not rise to where it is tonight because of it's force of will, but because of its sharp guile. Assuming any orcs even confront us, many prove gullible or easily fooled. If that fails, their minds are frequently weak enough that their memories bend and break underneath pressure. There are many tools at our disposal, Domination is merely one of them."


Allizsah gave a small laugh as she smirked at Thulmerë. "Do not treat me as a child dear Thulmerë, for I can assure you I am not. The age difference between us maybe... vast, but I am no child." She told him before she looked to Murnau, "Thus if words do not work magic can. Say both fail, what should we do then?" She asked.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

"I've be on this cursed earth long enough to understand the utilization of clandestine means. Guile and trickery have their place, but violence and steel is what orcs understand. Through the right of might, they would bend their wills to us, other may have their minds broken. All orcs respect strength and prowess, being vampires we have the strength of body and minds to break them."

Thulmerë looks to Veldrin eyeing him, having gotten a brilliant idea."Veld my old friend, you're crafty in the arts of undeath. If orc are the slave race I believe them to be, do you think with your undead mastery, my knowledge of war, Murnau's guile and the rest of our cunning. We could raise a small warband of the dead and convince these orcs we're a battalion for Tar-Baphon?"

Turning his gaze back to Allizsah with no ire, just a collected mind. An odd characteristic for Thulmerë.
"Oh, I wasn't trying to be condescending or upset you. Merely informing you that while they may be beast, they have a strong pack mentality." Crossing his arms, he shrugs. Unsure of what he may have done wrong.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

"If words and spells both fail us, then we are in a sorry state indeed." He flashes another grin, if one could call it that, "But even so, I do not fear combat. My whip is not merely for show, though I rarely have need to use it. But, as always, my mind is my most potent weapon, and few have withstood the full might of it. Should the worst come to pass, we flee and regroup. I cannot speak for you, Mistress Dravonie, but the children of the night rarely have trouble escaping a conflict unfavorable for them."


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

When Thulmerë presents his solution, Murnau gives him a puzzled look, "What would you do? Enslave, destroy, and reanimate every orc we come across? We have always stayed in the shadows, and if we are skillful and lucky, we stand a good chance of never coming into conflict with any orcs we pass by. But if we must reanimate an army, I suggest my cohort could be of assistance. He has had little time to fully expand his powers, but wields an ancient form of magic that proves easier than modern necromancy. As an additional advantage, his form does not require onyx to be used."


"Good, I'd hate to learn all you see is a child Thulmerë." Allizsah grinned.

"Oh do not worry. I have ways of getting myself out of trouble. Please do call my Allizsah, sounds so much better does it not?" She asked as she looked him over.


HP 115/115; AC 30/16/26; Saves 14/12/17; Init +9, Per +21 (DV 60 ft.) Male Mastermind Moroi Mesmerist (Spirit Walker) 7
Active Effects:
Implanted Tricks: Compel Alactrity, Mesmeric Mirror
Uses:
13/12 Dominate, 11/11 Command Undead, 11/13 Tricks, 4/4 Mesmerize, 3/4 Playwright, 2/2 Continued Animation; Spells 3/3 3rd level, 5/6 2nd level, 7/7 1st level

"Why, of course..." A wry grin, a real* one this time, crosses the vampire's face, "Mistress Dravonie."

*or, it seems real at least.


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

"Destroy is certainly an option, it worked on the Serpentfolk millennia ago. While the council doesn't approve of exposing ourselves, the undead slaves that Veldrin can create could sent back to these lands. No one would think many more than orc stumbled into the unhallowed earth and their lives became forfeit. Tar-Baphon ruled over orc centuries ago, undead orcs aren't out of the realm of possibilities. It would bolster this land increasing our protection. If we we're to enslave them or turn some into our spawn, they could be used as blood for us or canon fodder once we reach Deepgate and the Darklands"."

"Glad to know I didn't offend our House's High priestess, chosen of Zura and favourite ghoul of our House. If I did, it would put a hole in my heart." He clutches his heart, grinning at Allizsah.


"I think the method of the orc's disposal will have to wait on knowledge of the orc living arrangements. Still, sneaking into a fortress is usually no trouble. Living creatures have needs, and where there is need there is weakness. Weaknesses we will exploit. As for creating an army of them, I for one have no interest in embracing orcs. I desire more notable companions. I'd think, after watching lener offend half the council, the rest of you would also hesitate to consider an Orc for a child."

Rosalind seems indifferent to the orc fortress, but shows real emotion at the last as she shudders when she speaks of spending eternity responsible for someone like Lener. After a pause, Rosalind shrugs then gestures to Allizsah with a smile.

"Our lovely host offers a stark contrast to an orc, does she not? Far more interesting for a century of talk. Now then, what is the fastest path to Deepgate? The sooner we start, the sooner we can move on to more pleasant things."


Male Pure-blood Azlant Human Vampire Death knight 6| HP: 100/100 | AC: 30 T: 13 FF:27 | Fort: +21, Ref: +12, Will: +17 | CMB: +14, CMD: 31 | Initiative: +7 | Darkvision 60ft, Perception +24

Thulmerë begins to chuckle,"I do consider orcs to be akin to children. Angry children that way have a use. Mazeflesh enthralled for a reason no?Regardless, last I remember Deepgate being in the north of Belzken."

"And here we are ignoring our councilor. Forgive us Lady Drakina, now I wonder. What are your thoughts on storming the Orcish stronghold of Deepgate or Celwynvian? Which other entrances do you know of? Mobhad Leigh in the Kodar Mountains?"

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