Call Forth Darkness! (Inactive)

Game Master Aku Warashi

Battle Map; Loot;

Evil Lair; Dramatis Personae

Name-------------HP--------VP
Agrippa--------??/??-------2
Cedric----------??/??-------1
Eldred----------??/??-------2
Johan-----------??/??--------2
Grumble-------??/??

Villain Points


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AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred is content to watch the flames and hear the wailing across the waters. He spends time, such as he is tolerated, discussing the planes with Agrippa and Father Sidious.


Human

Agrippa:

Agrippa approach Tiadora and demand a service from her.
The woman takes the pouch and some seconds after, you feel a unholy presence in the area, as a fallen angelic warrior, with her black wings and merciless eyes appears at her side, and bent in one knee.
Not a word is spoken, but the Fury looks at Agrippa with scorn and disgust, before teleporting away, taking the pouch from Tiadora.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa, a newfound respect for one who can summon such powerful devils, bows low to Tiadora. He stammers My apologies Mistress if I offered offense.

You fool von Netteshiem! Watch your tongue. Your power is less here.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Sometime after the Cardinal dismisses the knot Agrippa will pull Eldred aside

Eldred:
[b] My good man Crofter, I have a task with which I am sure you will be successful. It should further the aims of the Knot in Farholde. I need a sacrifice, but not just any peasant will do. You can procure this for me yes?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Agrippa:
Im a conman and assassin - not a slaver or pimp... But I'm willing to play nice and I figure you'll trade education for a body - very well. I'm figuring young virgin or priest right? Next raid he goes ashore finds the very best he can for the diabolicist. A little something I picked up, he says with a grin as he hands over the sacrifice.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Any chance of plunder if we regularly join in Tiadoras fun?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Eldred:
As if there is some difference [b] Not yet Master Crofter,although I do appreciate your zeal. I won't need the sacrifice until we reach Farholde, and I require something more specific than a virgin or priest. I require someone with secrets. If I have your assurance of cooperation then I will contact you again when the time has arrived.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Earlier, with Tiadoa: Johan is initially taken aback byt the carnage Tiadora wreaks single handedly on the villages. Then he begins to see the pattern in her work - the careful selection of victims, the manipulation and disinformation she cultivates with each attack. He watches carefully, learning everything he can, beginning to realize a war can be fought with more than just brute force.

Cardinal Thorn wrote:
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?”

Yes, master Johan nods obediently. His mind churns over the task set before him, slowly trying to put the pieces together. He frowns. Master, a demon of plagues? Do we have the means to bind such a creature? Agrippa prattles on about binding a demon no bigger than an infant to his service and how it will be his greatest achievement yet. This Vetri-Kali must surely be stronger than that. Men have skulls I can crush; castles have walls I can tear down. but demons, plague's...How are we to accomplish this?


"No idea." the cardinal says when Johan asks how to acomplish the task. "But I have confidence you can discern what must be done. Let nothing stand in your way!" then he continues "The seal is a powerful Mitran artifact. The Victor himself consecrated the blasted thing by praying and fasting for seven days over it, or so the story goes. Whatever the truth, it is certainly a powerful artifact of Asmodeus’ most bitter enemy. Find a way to shatter it! I care not what it involves or how long it takes! Break the seal!"


Cardinal:

Sidious reads the contract with care, but having read it does not hesitate to sign in blood, and watches as the cardinal also signs it. [b]It is good to belong to something. Too long have I toiled alone. What are your orders? Shall I report to the leader of this knot?


Sidious:

He awards you the title of the member Nessian Knot in an infernal ritual involving blood and fire. During the ritual he summons forth a barbed devil and offers to it the crew of your choosing. The devil gleeful rips the sailor apart and feasts on the blood. Adrastus then draws forth some of the devil’s blood with a silver athame. Adrastus traces the unholy symbol of Asmodeus on Sidious forehead in the mingled blood of devil and sacrifice.
As to your question he says "Johan has your next instructions, consult with him."
Same thing as the others, questions?


In meantime, Eldred asks the Cardinal.
Master, a shared wine if you would permit will be an honor.
I have many questions, some of which you may even answer....
Could you share with me the frame work of your plan for the capitals overthrow and operations in the capital? I have colleagues who would follow my lead and work to further your plan.
I am curious as well as to our knots anticipated role beyond our current mission.

The master smiles at your proposal, and some moments later, Tiadora enters the cabin, followed by some sailors bringing wine. It’s served among yourself, as the cardinal toast in Asmodeus honor.

The Knot of Thorns, consists of nine cells of conspirators - or ‘knots‘ - one for each circle of Hell." he says.

"1st Knot -- Avernian Knot. This is the knot of Sakkarot Fire-Axe and his retinue of bugbear barbarians. And they are the ones that will burn Talingard."

"3rd Knot -- Erebian Knot
This knot is a band of assassins intended to kill the royal family when the war begins in order to increase chaos."

4th Knot -- Phlegethian Knot
This knot is a group of scouts sent to locate the lost daemonic temple -- The Horn of Abaddon. Though they located the temple, no more communication was made, I can only assume they abandoned their mission or failed at it miserably. Either crime is sufficient to warrant their destruction!”

"7th Knot -- Cocytian Knot
Conducted assassinations of key military leaders ensuring that the Talirean response to the bugbear invasion was sluggish and ineffective. They will now help you in your next task."

"The others, you'll know when the time is right. he says.

”After you bring me the plague, I’ll see it to be unleashed in every major city. Your next task will be the purge of The Blessed Order of St. Macarius. Troubled by plague, and with their clerical support gone, Talingarde can only fall in despair.” he finishes. Stop asking for spoilers of the other books! :D


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

:D I want to be a spy master, remember

Excellent Master, then with your permission I'll have messages sent to old 'associates' and have them begin to gather strength and information - they will nothing save that which they are told to do... I will develop a conduit for your will to be exercised at a great distances with but a single directive.

What intelligence of the response to the invasion at the Capital and by the king? How stands their readiness?


”Don’t let you mind Wander! Focus on the task at hand; let nothing and no one get in your way!” says the cardinal as Eldred further inquire of his plans.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

It will be as you say Master.


"There are one more thing you need to know. There's a dwarf, waiting for you at Farhold. He'll stay at The Auld Briarhall inn. I've instructed him to keep his Iron Circlet in it's original form, so you can recognize him. I know not what alias he'll be using. Johan, it's your task to observe him, and test him. See if he has the right set of mind to join us!" he get up and walks over to Johan and hands him another clay seal marked with the unholy symbol of Asmodeus. "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!"
As you lave the cabin, you think you see the cardinal looking at the Havelyn bible direction, but you can't be sure.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sidious:
After the sacrifice, the Cardinal declares you member of the Nessian Knot, and once again, tell you that Johan has your next instructions.


Cardinal:

While I have this audience with you I wished to ask about guidance for my advancement. Do you have advise for me in future training to further my goal to serve our master? What study should I focus upon? What skills must I focus on to better ensure success?

After his audience with Thorn Sidious seeks out Johan and reports his news.

Johan:

Johan, I have been accepted by the cardinal into your knot and told to report to you for our next assignment. I stand ready to serve.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Cardinal Thorn does not linger long aboard the craft. He is quickly gone, teleported away. The next day the barge docks in Farholde.
"Dearest, contacted Baron Vandermir and arranged for us to have dinner with him tomorrow night. Best to find something presentable to wear,” she sneers.You have two days to explore farhold.

The information bellow will be available for you after the dinner with the Baron, I'm putting it there just for convenience sake. Also, I'm assuming you'll gather information about the place.

==//==
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 there would be no credible defense of the Borderlands.

Of course, today that matters little. The Watch Wall is already broken far to the east and war burns bright across the Borderlands. The bugbear horde relentlessly presses south towards the city of Daveryn far away from distant Farholde. Castle Hamorhall, Farholde’s great bastion, is almost empty. Its commander and garrison have left to join the war effort leaving behind only a skeleton defense. Farholde seems now more isolated than ever.

And yet, here in this backwater, the fate of tens of thousands of Talireans will be decided. This could be Farholde’s moment of triumph, where alone it met a great evil and brought it low. Or, this could be its darkest hour, where less than a day’s ride from its walls, the city did nothing as a monster was born.

==//==

A City of Floods
The key to understanding Farholde is water. Almost every structure in the city of Farholde is built on one of nine hills. In fact, its old Iraen name is actually Cannoch Naoi which means literally Nine Hills. The reason for this arrangement is simple – Farholde floods.

Almost every year in the spring, Lake Scardynn, brimming with mountain runoff, overflows its banks and floods Farholde. These floods are usually predictable and brief. They have never in memory crested any of the nine hills.

floods are a boon for Farholde. They deposit rich lake sediment all over the delta plane and create rich arable land for the growing season. No one in Farholde worries about leaving fields fallow or fortifying their soil.

The mighty Scardynn handles all such labor. But these floods also mean if you build a structure beneath the floodline, you had better be prepared for it to be underwater for at least two weeks a year.

Besides agriculture and the garrison, Farholde has another important industry – fishing. Though the sea is rough and dangerous and few bother to fish its open waters, Lake Scardynn is deep and densely populated with salmon, sea cat and amberscale. Even the occasional sturgeon is caught and both their meat and caviar are prized delicacies. The prize every captain dreams of catching though is the rare giant crayfish. No one knows why these monsters sometimes appear or why they grow gigantic, but specimens longer than seven feet have been captured in Lake Scardynn. The creatures are dangerous and more than one overambitious young fisherman has lost an arm to the beasts.

But when one is brought back to town, buyers pay premium coin for delicious giant cray-steaks that barely fit on dinner plates. Grilled and served with melted butter there is no greater delicacy. The quays where the fishing boats dock are stout stone affairs designed to survive weeks underwater. They jut out in to the delta all along the southern bank.

The northern bank has only one – a broad military quay where soldiers and supplies are unloaded to provision the Castle Hamorhall. Usually the quay is home to dozens of war galleys and supply barges, but now they are all gone transporting their troops to the eastern front.

A Conquered City

Farholde did not always belong to Talingarde. Less than three hundred years ago, it was a small hill fort controlled by a barbaric Iraen chieftain. How long the Iraen lived and ruled there, scholars can only guess but a farmer tilling a field still might find a crude iron arrowhead or a broken bit of pottery that shows the march of countless centuries.

The half-elven king Accarius IV called the Architect personally led the army that besieged the Iraen hill fort Casrhalla and through might of arms took control of Farholde. Though he burned down the original fort, he rebuilt a castle upon its foundations. This was the first establishment of the Hamarhall, named for its distinctive shape.It became one of the first nine watchtowers of the Watch Wall which guarded the frontier.

Accarius’ troops made permanent camp atop the nine hills and it is this camp that is direct descendant of Farholde today. Some of the oldest street names like ‘Quartermarch’ and ‘Kingscamp’ hint at this origin.

The Iraen tribesmen are not memories. They inhabit the Caer Bryr in great numbers and even a few still make Farholde their home. Some worry that the forest-dwellers merely wait for a chance when Talingarde is weak enough that these barbarian may take back what was once theirs.

The City in the Jaws

With a little imagination, you can see that the delta is actually a great monster closing its jaws upon Farholde. The town seems like little more than a morsel this great beast will soon devour. Though simply a coincidence of geography, this is an apt analogy.

North is the savage frozen frontier – the land beyond the Watch Wall. It is the domain of the bugbear tribes, the mighty Naatanuk and the enigmatic ice elves. More than once, Hamarhall has been besieged by these barbarous neighbors. Every time the Talireans have fought them off. If the invaders tried to bypass Hamarhall, the fortress deployed its war galleys armed with batteries of ballistae and battering rams. These warships made quick work of any crude flotilla the bugbears could cobble together.

To the south is the Caer Bryr (usually simply called the Briar by locals), an endless and alien jungle. The forest teems with barbaric tribes with different religions and tongues, weird ruins of inestimable antiquity and vicious super-predators that do not distinguish between men and prey. There are a thousand stories told of the dangers that lurk in the Briar and the terrifying truth is that a great percentage of them relate something close to fact.

In the middle of these wild perils lies Farholde – a thin strand of Talirean civilization. The people of Farholde do not decry their place or their fate. Instead, they take pride in their resilience. Farholde is just shy of three centuries old. For three centuries, bugbear hordes and Briar-born beasts have done their best to wipe it from the map.

Farholde remains.

Notable Landmarks of Farholde


  • 1. Hamarhall : his grim castle of grey stone overlooks the Scardynn delta from high Hamarhill and remains the most obvious sign of royal might.
  • 2. The Accarian Beacon: Where Lake Scardynn meets the sea rises King Accarius’ other less famous building project. The lighthouse guides ships into the port through the jagged, rockstrewn breakwaters. It is also anchors one point of the great sea-chain that can be raised to block access to the Scardynn in times of war.
  • 3. Calliver Green: This gently sloping hill is amongst the highest points south of the Scardynn delta and has become home to the wealthiest residents of Farholde. Access to the Green is blocked by a small private guard post. Without a pass granted by a residents, access is not allowed.
  • 4. Abbey of Saint Cynthia-Celeste: Usually called simply the Abbey by locals, this large walled manor house is home to a devout order of Mitran nuns. The nuns are a common sight about town dressed in their dark blue and white habits. These “brides of light” are a chaste and cloistered order, but still must frequently leave their abbey to conduct their business. They are a relatively young order, their founder having been martyred only a hundred and fifty years ago.
  • 5. The Vandermir Orphanage: Baron Arkov Vandermir established this orphanage obstensibly to help the most needy of Farholde’s children.The Orphanage itself is an imposing structure teeming with children of all ages.
  • 6. Bryrwatch (“The Trident”): This small watchtower just outside of Farholde rises on the highest promintory south of the Scardynn delta. It over looks both the edge of the Caer Bryr and the lake.
  • 7. Auld’Irey: Built upon the largest of the nine hills, this is the oldest section of Farholde and the only part of the town surrounded by a wall. When the hill fort that became Hamorhall fell, there was across the river a small Iraen town. The town surrendered without battle and was captured intact. Auld’Irey , a corruption of “Old Iraen”, is the rebuilt remains of that settlement.
  • 8. Templeton Rise: Located at the highest point in Auld’Irey is the center of all trade in Farholde -- the Templeton Rise. Originally, a pagan Iraen temple, a temple to all the Talirean gods (including both Asmodeus and Mitra) supplanted it. When the Darian dynasty overthrew the Barcan kings, that temple was abandoned and sold to the Marsten family, rich merchants.
  • 9. Newchurch: Newchurch is the name of the neighborhood, the hill it sits on and the common title given to the Mitran church at its center. The church was commissioned by the Victor during his visit to Farholde (the same visit during which he raided the Horn). It was this commission that caused the old temple (now the Templeton Rise) to be abandoned and later sold to the Marstens.
  • 10. Drownington: This is the low-lying middle between Auld’Irey, New church, Estell and Jasperhill. Being one of the lowest areas around the delta, no one sane would live here and yet it is crowded with temporary structures, water-logged shanties and traveller’s tents. This transient community is definitely the bad part of town.
  • 11. Lord Drownington’s Manor: here is only one permanent structure in Drownington built on a slab of rock that is mostly above the floodline (by almost four inches!). There stands a stout stone bunker that has barely survived a hundred floods. A crudely made sign in front reads “Lord Drownington’s Manor”. Equal parts bar, brothel, fight club, black market and thieves’ guild, this is without a doubt the most dangerous place in Farholde.
  • 12. Wrecker Isle: This large accumulation of pebbles and debris in the river delta is largely seen as navigation hazard these days.
  • 13. Westell: his low hill has a small rural community that marks the beginning of a collection of loosely affiliated farms that stretch south towards the Caer Bryr’s edge.
  • 14. Corgan’s Landing: his is a large slab of stone built on the banks of the Scardynn almost two centuries ago. Though it has settled some, it remains comfortably above the flood line. Thus, it is completely filled with warehouses, businesses and offices of all sorts. It is also the home of the Harbormaster’sHouse.

Farhold Map


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Intentions?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa will of course find clothes befitting a man of his station. Is it safe to go about without disguise? And could Agrippa use his full name? This place seems far enough from the capital that no one would know any different.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred will get fitted for wealthy though understated clothing - definitely nothing ostentatious.

He also makes efforts to understand the underground scene of the legally ambivalent. The whose who of the local criminal world.

spends 30 gold on suit of clothes, which is a good high amount but not noble clothes and 10 gold on bribes and information delving


Human Hero Killer1 / Holy Assassin1 / Deceiver2

DM thing. Don't Look!:

2d20 ⇒ (17, 13) = 30

The Con man goes visiting shop, pretending to be a buyer and talking to the locals.
In the cloth store, the owner and another customer are talking about several things and recounting a bit of Farhold history when the owner says ”Lord Welshire may have gone to war but at least Sir Valin still mans the Castle Farthyn. A knight of true noble blood, he is! Why, they say he is distant kin of the Victor himself!”
The customer laughs but don’t deny.
Then, walking around the street, is not hard to see one or more peasant, desperate with the war, it’s common enough see someone say ”The Bugbears are marching towards Farholde! We’ve got evacuate the city!”


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Pshaw! Rubbish - I am unconcerned enough to be getting fitted for new clothing. Stuff and nonsense!, Eldred says in an affected merchant accent that would fit with the price range of the clothes being bought.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Spoiler:
Coughing and sputtering, a stout dwarf in wickedly spiked armor opens his eyes from his prone position on a sandy beach. Shakily pulling himself to his feet, one can see a ragged, upside down crimson pentagram embossed on the pauldron of his steel grey armor. Pulling off his helmet, the dwarf looks confused and frustrated. "I have survived... this is good," he says to no one in particular in a heavy accent, but he looks significantly less pleased than his words sound. Checking for his belongings, he seems to find everything with a little searching, and he soon leaves the beach behind. "Disguise is missing, is not good," the dwarf muses as he wanders, hoping to find a settlement of some sort.

After a few hours, he comes upon a small town. Tired and still a little soggy, the dwarf trudges into the town square, his spiked helmet held under his left arm and his carefully-braided red hair and beard looking frazzled and messy. It is only moments before the townsfolk notice the crimson sigil on his pauldron, the very obvious symbol of Asmodeus. The dwarf is clearly some kind of unholy knight to the citizens, and they begin to run in fear of him. "Do not flee, humans. Am not here to destroy you. Just hungry. Thirsty," he says with a calm voice and an unconcerned face, but his words fall on deaf ears. The armored dwarf sighs, heading into the town's now-empty tavern and gathering some supplies, before leaving coin on the bar counter. After a quick meal of stew that had been left out, the dwarf steps out of the tavern and back into the town square.

Here, he is met by a handful of armed knights, their silver armor glinting in the dusk. "Halt, Asmodean!" they call at him, weapons already drawn. "Surrender peaceably and we shall ensure that your execution is quick and painless!" The dwarf sighs at the men, and simply dons his helmet once more. He grips the chain that is wrapped around his waist, giving a sharp tug. The chain is actually a ten-foot long weapon with a heavy ball, shaped like a spiked gauntlet, on the end. A rare weapon even among dwarfkind, the Asmodean's dorn-dergar is held calmly in both hands.

"No," he says simply, settling into a fighting stance. "Leave, fools, or Wodin Earthbreaker will show you why you fear the God-fiend." With those words, the knights charged the dwarf, their blades held high. But each of their blows was deflected by Earthbreaker's weapon or his armor. "Gave you chance to live. You spit on good will offered. You ask for this. Magmaheart!" Wodin calls, and what appears to be a jet-black rock blasts out of the ground, catching one of the knights full in the face, knocking him on his rear. With another movement, the Asmodean whirls his weapon around and slams it into another knight, the human's armor caving in from the force of the blow. "I am ORDER. I am JUST. I am HAND OF LAW," he chants as he and his stone companion slay the remaining guards, their broken bodies littering the town square. "Most of all, am tired of fools," he states in a bored voice. He motions to the coal-colored rock elemental, which seems to meld back into the ground, and he returns into the tavern for a drink.

Soon enough, however, another band of knights came calling, and once again Wodin put them out of his misery with the aid of Magmaheart. "Is like they not understand Prince of Hell's power. Am strong as ten men," he says, but whether he is talking to his rock elemental, to himself, or to the dead bodies he is surrounded by, no one can tell.

Just a few moments later, a lone Talinraen approaches, a holy symbol of Mitra hanging from their belt. "So you are the one we have been told of. You desecrate these lands, you slay our men, and worst of all, you still live!" the man shouts, fury in his eyes. "I am Doran Quickstep, and in the name of Mitra, I shall see you burn for your crimes, dwarf!" Drawing a crossbow, the Inquisitor takes a shot at Wodin, the bolt catching the Stonelord in the leg. Earthbreaker growls at the man, charging him.

"Coward!" the Asmodean shouts at him, swinging his weapon. "Fight like man!" The two exchange blows, and after a few minutes of combat, Quickstep lies dead. Wodin spits on his body and begins to leave town, casually pulling the bolt out of his leg and dropping it like so much garbage. He clicks his tongue and speaks as he is leaving, "Am done here. Tired of fighting thrice-damned Mitrans."

However, Earthbreaker is not but ten minutes out of town before he is confronted once more. A huge, armored man on a plate-barded horse stops mere feet from the dwarf. He says nothing, but his hard gaze at the blood-spattered and Asmodeus-marked Stonelord speaks volumes. "Know this: Sir Richard Thomasson Havelyn shall be your undoing," the man said simply, and with a graceful movement, was off his horse and attacking Wodin.

Try as he might, Wodin could not defeat Sir Havelyn. His blows would not ring true, and he could not avoid all of the trained paladin's attacks. After what felt like an eternity, Earthbreaker finally fell to one knee, exhausted and injured. "I am hammer of Hell. Even if kill me, you will know doom," the Stonelord asserted, but Sir Havelyn simply slapped him in shackles and threw him over the back of his horse. Within the hour, Wodin was left unarmed and bandaged in a Talinraen prison. "Best kill me soon, fools, or will be your undoing," is the only thing the antipaladin says to his captors, even as they spurn and belittle him.

That evening, Earthbreaker wakes from a light sleep to what surely must be a dream. A hauntingly beautiful woman with platinum-white hair and vivid green eyes stands over the rough stone slab the dwarf is sleeping on. Her black dress seems to meld with the darkness, giving her an almost unearthly appearance. Wodin is immediately struck by her beauty. He scrambles out of his "bed" and kneels before the woman, besotted.

”Hello Dearest,” says the woman. ”Pack your things,” she says, pointing to the gear that is laying just beside where the Stonelord was sleeping. ”Someone wishes to meet you, however, due to your shabby accommodations, he refuses to come. So it seems you must escape,” she says. ”Outside of this city, following the old Moors road, there is a manor, in its second story, a lamp. You have three days, Dearest, don’t make me wait,” she says as she disappears.

Wodin wastes no time reequipping himself. Once he is fully-armored and armed, he begins to bash at the stone wall of the prison with his weapon. Blow after blow strike at the rock wall, which soon crumbles under the assault. Stepping out of his oh-so-lovingly provided accomodations, the knight of Asmodeus sneaks off into the night. "No time for more fools," Earthbreaker whispers as he quietly flees the town, "Have manor to reach. Must not keep milady waiting."


Human

Wodin:
After escaping the prison, you go searching for this manor the woman spoke of. Without a map, and everyone you meet fleeing from you, made it difficult to find the place, but at the end of the second day, you are just near it’s gates. As promised, a lonely lantern burns in the upper story. The place otherwise shows little sign of habitation. Old but well-appointed, the house is large, imposing and alone on its hill. Painted a dark green and surrounded by barbed wrought iron fencing, nothing about this place seems inviting or a sanctuary. Still, it is your destination. Where will you go if not here? You have an appointment to keep. Best not to keep your nameless benefactor waiting…

At the door of the manor house, you are met by the same green-eyed woman. The only difference is her dress. She no longer looks using a black. Instead she wears a diaphanous white gown that makes her look almost angelic. When she speaks, any illusions about her angelic character are quickly dispelled.

“Dearest, you took long enough,” she says pitilessly. “We were beginning to wonder if you’d ever make it. The master commands you to appear before him but before that, you must be made presentable. Slaves!” She claps her hands. A dozen young attractive men and women all wearing very traditional servant’s livery appear quickly, their heads bowed. “This dwarf is our guest,” she commands imperiously. “See him to his room. I want him cleaned, dressed and refreshed. Quickly.” There is something in that last word that sounds like a threat. Certainly the slaves take it that way, hustling to perform their duties.

Intention?


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Spoiler:
Wodin kneels before Tiadora as she opens the door of the manor, still bewitched by her beauty. "My lady," he says as she chides him. "Made haste. Foolish Mitrans about as useful as far as can throw them," he states, trying to make it not sound like an excuse.

Earthbreaker allows the servants to hastily lead him into the house and towards his room. On the way, he inspects the interior of the well-worn home, sparing only enough time to the slaves to let them know he is aware of them.

Wodin will allow the slaves to do what Tiadora commanded them to, but he'll keep a sharp eye on them.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Wodin:

The slaves are as addled and enchanted. The woman has them under her sway. They do all the menial work in the manor house. They rarely speak or do much besides smile happily and obey all that is requested of them.
You are led up to your room. The accommodations are comfortable and the slaves are silent and efficient. There are fresh clothes perfectly sized to you in your room and there is opportunity to wash up. Your attendant leave for a bit and come back with a decanter full of velvety red wine. The wine is mixed with healing herbs and holds six glasses of wine each equivalent to a potion of cure light wounds.
You also receive a platter full of hot, delicious food and fresh water.
After all that the slave says "When you are ready, the mistress is waiting bellow."


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Spoiler:
Wodin gladly accepts the chance to wash and refresh himself. After changing into the fresh, clean clothing, the Stonelord spends a good twenty minutes neatening his beard and hair into their normal state, before ravenously devouring the food and drink. 'Feel like have not eaten in days,' he thinks to himself. He eats quickly but with grace, as suited to a knight of his station.

Once he has finished eating, pats his belly. "Ready now," he says, then he points to his armor and weapons. "When get back, should sparkle like moon on lake," Earthbreaker demands of the slaves, before gesturing that one should lead him to where Tiadora is. "Will not have milady waiting."


Wodin:
At last Tiadora leads you to a beautifully appointed office richly decorated with dark wood and sumptuous brocade tapestry. Sitting in a leather high-backed chair is a devilishly handsome fellow who smiles as you enter. “Well done! Escaping prison! Of course, you had help from the outside,” he says with a wicked smile.

“But enough with the pleasantries. You must be curious why I’ve helped you. Rest assured this is no random act of altruism. I have brought you here for a reason. My name is Cardinal Adrastus Thorn. I am the last high priest of Asmodeus left on the island of Talingarde. Once the Prince of Nessus was rightly revered alongside the other great powers. Now, the king of Talingarde has become a puppet to Mitran fanatics who wish to destroy any religion that does not bow to their insipid sun god.”

“For their blasphemy, I will see the same people who imprisoned you suffer. I understand what you went through for I have faced it myself.” With that, he pulls down the sleeve of his robe and reveals his own runic ‘F’ brand. “I am going to burn Talingarde to the ground and from the ashes I will build a new nation that knows its rightful master. I cannot do this alone. I seek servants worthy of our Infernal Father’s majesty. Have I found it in you?”

He rises and his eyes flash with hellfire and divine purpose. “Join me! Serve me well in this holy endeavor and I will raise you up in the eyes of gods and men. I will make you prince of the new Talingarde. Today, swear fealty to me and to Asmodeus.”

“Put aside forgiveness and I shall give you vengeance. Put aside mercy and be made powerful. Put aside peace and become my harbingers of war. What say you? Will you swear your allegiance or will you burn with the rest of the blind fools?”


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa doesn't bother with a disguise, but doesn't use his full name. Instead going only by Lord Cornelius.

Lord Cornelius needs servants, I guess slaves aren't really accepted in Talingard.

Lord Cornelius is going to inquire about hiring a manservant. and using charm person on him daily.


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Spoiler:
Wodin's calm smile twists into a wicked grin. "Prince, yes?" he questions, but it sounds more like he's testing the word than actually querying the Cardinal. "You are hand of First, yes? Then Wodin is your weapon." The dwarf bows respectfully, but the evil smirk on his face does not fade. "Until death, you are master. Until defeat, Prince of Hell's shield. I serve you," he finishes, his gray eyes shimmering.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:
Farholde Information

Maybe put this under a spoiler in the campaign tab?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

After getting fitted he heads to Lord Drownington’s Manor, to find his new companion or get a feel for the underground scene and perhaps sell some old equipment.

Assuming none of the party follow him into the dive and some of his meetings, he may pursue some 'one on one' "meetings".

And the first steps in establishing my network


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Earlier with Sidious: Johan clasps the priest's hand in a firm grip of acceptance. Welcome brother. We are bound by the knot now and have only each other to rely on. The Cardinal has set us a grand task that will make the burning of Branderscar look like the toppling of a child's sand castle... He outlines to Sidious the cardinal's plan to resurrect a plague deamon and steal his gifts, the scheme sounding more outrageous each time he hears himself tell it.

On arriving in Farholde: Johan grudgingly retires his Pious John persona and adopts the visage of one Hal Hansson, hard working turnip farmer out of Tarrington's Field fleeing the bugbear advance and looking to start anew.

Is Tiadora dropping us off or is she leaving the barge and moving on? If Tiadora is leaving them the barge, Johan turns that into the knot's base of operations, inquiring with the harbourmaster about docking fees. If the barge is moving on, Johan sets off into the busiest part of town ( likely Auld'Irey) and finds a spacious traveller's inn and rents out two rooms for the group for one day and night. He bluntly tells the others to meet in the inn's common room that night.

He will accompany any of the others if asked, otherwise he heads into the merchant district. He has more money to his name than he ever thought possible and is curious to see what it can buy him. Then he seeks out the estate of their contact, Baron Vandermir. He does not plan to make contact, simply observe the residence and the people that come and go for a short time, ask locals about the Baron, and then return to the inn.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan
The barge after you leave, continue travelling to an unknown destination.
Grumblejack got out earlier and said he would wait you outside the city. "The tin can's will not be pleased to see Grumblejack." that's what he said before leaving the barge.

You go shopping, and you notice that 'common magic' items are easy to find (+1 bonus, core armor/weapons are avaliable)
Other than that, there are some specific items you thought good looking for you and your other allies, and that's what you were able to find:


  • +1 Mithral Chain shirt, Shadow Improved
  • +1 Heavy Mace, Bane (Giant)
  • +2 Defending dagger
  • +1 Ice Burst longsword.
  • Belt of dwarvenkind
  • Staff of Transmutation
  • Crystal ball with detect thoughts
  • Cloack of Manta Ray
  • Chime of Opening

In general, any magic item from core, up to 5k gp can be found after some search.

Of course, that's not taking into consideration the Drownington black market.

Then you head to see the manor, and for your surprise, you were forbidden to enter.
The place have a wall, and a pair of soldier asked for authorization to let you in.
"Without authorization, you can't go no further good sir." they said.
Feel free to continue this part if you want.

Then, after you head to the inn, and it's really in the most crowed district.
It's a good place, the food smell nice, and the regulars seems to be happy.

The barmaids are beautiful and they smile wickedly as you enter, making you feel almost if you were not dressing anything.

The innkeeper is a old woman, with a grumpy face, however the regulars seems to like to talk to the woman.

Apart from that, you see an dwarf, using the iron circlet. His brooding expression keeping everyone away from him.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Wodin, that's your cue, again! :D Please describe your char. Remember you have an 'hat of disguise' that the cardinal instructed you to not change the 'hat' original design (an iron circlet.)


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Inside the inn, a plainly-dressed dwarven man with neatly-braided, blood-red hair and beard sits at the counter. His ruddy red clothing with black trim stands out amongst the duller colors of the other customers and servers, and he seems to be mostly keeping to himself.

On his head is a strange iron circlet that seems strangely out of place, and at his hip is a small dagger and belt pouch. Taking long drinks from the mug in his hand, the dwarf occasionally throws a glance to the door of the tavern, his stone gray eyes clearly waiting for someone.

The strange dwarf mumbles incoherently to himself, and whether it is in frustration, or because of the amount of alcohol he's had, is hard to say.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan spies the circlet atop the dwarf's head and frowns at its brazen display. While it was not overtly Asmodean, it had come to be a secret badge of honour in Johan's mind and seeing it displayed openly made him uneasy - and the damned thing just looked goofy and out place in a the common room of this inn. He headed to the bar, bought two tankards of ale and ordered a bowl of stew and loaf of bread to be brought over. He moved over to the Dwarf's table and seated himself directly in from of him, sliding one of the mugs across the table as he sat. You can put away your greeting card now, he states, indicating the circlet. I believe we have a mutual friend - Tiadora?


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Wodin turns just enough to look at Johan out of the corner of his eye. "You are friend of milady? Then you are friend of Wodin," he says in a rough, throaty accent. "Wodin Earthbreaker. Am here to assist. Cardinal told little of you folk. Am pleased to make acquaintance," the dwarf says, removing the circlet and stuffing it into his belt pouch. The Stonelord slaps his free hand on the bar counter and nods his head towards Johan when the barkeep looks over at him.

"Now, let us drink to good meetings," Wodin says, a wry grin on his face. He lifts his mug as the barkeep sets another down in front of the Inquisitor, before continuing, "...and to great trial ahead."


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan is heartened by the dwarf's directness. He stays at the bar long enough to finish the offered drink and his meal, answering any questions asked of him in short, gruff sentences, then leans over slightly and mutters a time and room number to the newest member of the ninth knot.

With that done he leaves the bar to see what information he can dig up on Baron Vandemir, and what one must do to get an "invitation" to his abode.


In his time in the town Sidious shops for clerical vestments (5 gold) of a Mitran brother. He does not desire to draw attention to himself. He will also spend time talking to people in Inns and markets to find out what he can about rumors in the town, especially about its leader.

Diplomacy, Day 1: 1d20 + 7 ⇒ (8) + 7 = 15

Diplomacy, Day 2: 1d20 + 7 ⇒ (13) + 7 = 20

He will also try to have his spear enchanted to +1, and if that is not available he will simply purchase a +1 spear.


Wodin:

“Well done. Your first command: prepare yourself. Stay within the manor. You are still hunted by the Talirean soldiery. In three days we will move with our plans.” says the cardinal.

When you return to your room, you find in your bed an Iron Circlet.
Iron Circlet
Aura faint illusion; CL 1 st
Slot head; Price 1,800 gp; Weight –
DESCRIPTION
This circlet of wrought iron alters itself to comfortably fit any wearer. It allows the wearer to alter their appearance as with a disguise self spell. As part of the disguise, the circlet can be changed to appear as any sort of hat, headgear, or hairstyle the wearer desires.
CONSTRUCTION
Requirements Craft Wondrous Item, disguise self; Cost 900 gp

And a silver holy symbol of Asmodeus.
Please, describe what you’ll do in those three days.

After the time has passed, the cardinal summons you again:
”My knot is getting ready for it’s next mission. They’ve done much, but it’s still not enough. Your mission is to assist them. Tiadora will take you to Farhold. You are to wait, keeping your circlet in its original design, in the Auld Briarhall inn. There, someone will contact you.”
After that, Tiadora teleports you near the town.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

DM stuff, don't look!:

4d20 ⇒ (20, 5, 15, 2) = 42


@Sidious
Sidious goes shopping for new clothing. It’s easy to find something related to Mitra. Talking to the peasants, this is what he was able to gather, from the countless rumors.

“On the northern edge of the Caer Bryr are those strange hills called the Karst. They say somewhere in those hills is lost a great treasure!” says a nameless person1

”The Caer Bryr is full of living trees – everyone knows that, but it’s rare to see them so far north. Still, I’ve heard tell that one dwells not a day’s ride from this very tavern!” answers the nameless person2

Of the town lord, you heard only wishful thinking and complaints about his departure such as:

”Lord Welshire has taken the army and gone to join the war. What if monsters from the Caer Bryr attack? We’re defenseless!” says the nameless scared-man1

”Before Lord Welshire left, he had a priest of Mitra conjure up an angel to guard the town. If anyone gives us trouble, that angel will show ‘em what for.” says the religious nameless zealot1

==//==

@Johan
After meeting with the dwarf, you leave the inn, trying to get information about your possible contact within Farhold. And what’s take to get invited.

For the invitation, the Baron himself need to write up an invitation letter, you at this time, remember that Tiadora claims to have already scheduled a visit, in the next day. Maybe she solved this part.

Talking to the peasants, this is what you hear.
”Lorringsgate’s ... gone! Can you believe it? First Balentyne and now Lorringsgate! Can anyone stop these monsters?” says the nameless peasant1

”The kids at the Vandermir Orphanage are little more than thugs! I hear the corrupt old baron sometimes uses them for muscle.” says nameless peasant2


Male Dwarf Warlord 1 [ HP: 12/12 | AC: 17 T: 11 FF: 16 | CMD: 16 | F: +4 R: +1 W: +2 (+3 vs. poison, spells and spell-like abilities) ]

Day 1:
Wodin bows deeply as the Cardinal gives him the order to lay low. "Am glad to have warm bed. Has been long time," he confides in the other man. "Will not regret choosing Wodin."

Upon reaching his room, Earthbreaker finds the circlet laying on the bed. His belongings seem to be neatly stored in the room already, so the dwarf simply sidles up to the bed and sits down. Gingerly lifting the iron circlet, he places it on his head. "Let see what can do," he muses to no one in particular. He begins to swap between disguises, based on people he had seen... and people he had slain. Though he could not remember everyone he had known, the faces of those close to him, and the men he had killed, were still crystal clear in his mind.

His father in his prime. The High Priest of Thanehelm. That incorrigible street urchin that had lived in the alleys near an old, long-dead friend's home. The first guard he had killed outside of that inn not a few days ago. The foolish inquisitor who had shot him in the leg. One after another, Wodin took their shapes, trying to get used to using the circlet. He spent the rest of the day playing with his new trinket, before finally bedding down for the night.

Day 2:
On the second day, the Stonelord started his morning as he always did: prayer to great lord Asmodeus and practicing his defensive stance in his room. The dwarf feared nothing more than his skills fading, so he kept to his routine with fervor and dedication. He planted himself like a tree in the center of his room, unarmed and unarmored, and moved to react to imagined blows. Parry, thrust, dodge, block. He could practically feel the familiar weight of his weapon in his hands, the comforting embrace of his well-worn armor.

A Stonelord is not just a stubborn dwarf. A Stonelord is a rock in the stream, a mountain that pierces the clouds. Immovable and ever-vigilant, the men of the Earthbreaker line had been among the dwarven families that had built the style from the ground up. Though they had used its defensive strength to protect and serve the gods and people of the dwarves, Wodin worked himself to the bone to use it against them. They would have no recourse against his strength, empowered by the Prince of Hell, himself. And Earthbreaker trained himself this way as to never lose to any disciple of Torag or his ilk.

After his training, the dwarf washes the sweat from his body, dresses, and gets food to eat. His training always leaves him famished, and he eats with great appreciation. "Compliments to chef," he tells one of the slaves as he makes sure there is no food stuck in his neatly-braided beard.

He returns to his room and continues to work with the iron circlet. Intent on mastering the item before actually needing to use it, the Stonelord spends another few hours testing every disguise and face he can manage. When sleep takes him this night, it is with a contented, but fiendish, grin on his face.

Day 3:
Wodin repeats his training from the previous morning, but he wears an anxious look through it all. He is prepared to start on the quest the Cardinal has given him, and is interested in the members of this "Ninth Knot." But even all this stray thought does not prevent the Stonelord from moving through his stances and maneuvers with sharp focus and razor-edged precision.

He spends the rest of the day much the same as the two previous: eating, relaxing, and testing out the powers of the iron circlet. When night comes, Earthbreaker beds early, full of expectation and concern for the events to come. Tomorrow was the beginning of a chapter in his life, and the Stonelord is ready to chisel it into the very foundations of Talingarde...


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan was looking less on info on how to get in to see the Baron, and more on who the baron is: is he loved by the locals? What are his business interests? That sort of thing.

Johan had become something of a trophy collector, he realized. His shield belonged to the fallen watch captain Varning. His mace had been taken from the dead grasp of the Mitran priest Donnaigon. He even had the old blood stained leather truncheon he used to beat his way out of Brandiscar prison that he had taken from the first man he had ever killed. But his armor, worn by the slain paladin Thomas Havelyn then twisted and corrupted by the power of Johan's dark god, was his most prized possession. It had given him a notion. He liked the idea of using Mitra's own tools to defeat His followers. When Eldred eventually surfaced from his foray into Farholde's seedier side, He needed to ask after a black market enchanter who could place fell magics onto his mace. (Looking to get his mace enchanted to +1 by someone who won't care where it came from. If not, Johan will grudgingly try to buy a new one).

While waiting for the others to finish their business in town and their appointment with the baron, johan ponders the rumors they had gleaned from the locals. The rumours about the orphanage were intriguing; might some possibilities there if they need contacts or muscle in town. The strange hill in the Briar sounded like a likely place to start their search, thou the talk of walking trees concerned him. Perhaps that's how the Cardinal's previous expedition met their fate . Johan mused. Abruptly, he sat up straight at his table, an idea forming. The fourth knot must have set up a base of operations in the city, just as they were doing now. Now how to find it? A question for the Baron perhaps.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa searches for a manservant, he needs someone of questionable moral character who won't be adverse to serving a nobleman of his caliber. Perhaps Master Crofter would be of some assistance.

At some point in their first days in Farholde, Agrippa, going as Lord Cornelius, will find Eldred and relay this need. Lord Cornelius will also rent the most spacious and lavish room at the nicest inn in Farholde.

Eldred:
If Agrippa is annoying you with all his requests...let him know. But basically he wants someone to fetch things for him but won't go running to the authorities at the first sign of questionable behavior.

GM, I deducted 100GP from my total for the rooms, I guess that is enough for a few weeks? The cost of a manservant, well it shouldn't be too much, but Agrippa is willing to pay more for the right kind of person.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred ventures into the Drownington. He is amazed to see, displayed in the open, shops with trinkets and symbols from other deities other than Mistra.

The place is a chaos. Crowded with temporary structures, water-logged shanties and traveller’s tents. You receive more than your share of hostile stares, as you walk by, in your newer clothes, but no one makes any move against you. yet! Mwuah haha haha
Drownington is a maze of transients and cast-offs. Fights and muggings are common, you see several as you pass by. Illegal goods unthinkable to trade up on the hills are openly trafficked here. You saw in one tent, what you think that may be a human heart into a glass pot, and other not so nice things to describe.

Desperate prostitutes peddle their wares besides drunken river sailors. They almost try to take you by force.

==//==

After escaping this maze, you head for the Lord Drownington’s Manor. The only permanent structure in Drownington.
A crudely made sign in front reads “Lord Drownington’s Manor”.

You enter the place, and immediately take in the scene. It’s a large place, several tables with drunken regulars, at your left, you see a fight reaching its peak, when a huge dark skinned man, punches a fat drunken into unconscious, and keep hitting the man after he is down, no one makes any move to stop, more than that, they seem to be cheering for the big one.

At your right, you see several ‘barmaids’, half naked attending to clients in the open. Some with more than one customer. At another corner, you see what appears to be a small market, of illegal goods, signs says : “Poisons, curses, assassinations”.
On top of that, there’s drink and a loud music. The place is filled with the worst you can get.

You see too there’s a stairs, leading to what you reckon is the second floor. Two tugs are stationed at it.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan

You remember Eldred said something about Drownington, maybe he knows something else about getting a new weapon for you. At your idea about the fourth knot, you remember that you don’t even know their names, or races! And it stands reason that, if the cardinal set you to talk with the Baron, he most likely did the same with the fourth knot. Maybe at the dinner, you can get more info about this.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred mosies up to the bar and lays down a gold coin in front of the barman, but keeps his finger on it.

I'm no tourist and I'm not slumming it - I'm here to get a 'whisper' to a far off crew who enjoy similar surroundings via the right people... and I'm here to talk profit with The Man upstairs. I need a 'sit down', he says in the gutter accent and street lingo of the capital.

Don't let the clothes fool you - they're just a 'mask' like any other.

He looks for a glimpse of comprehension from the man, or at least a sense that they are theologically on the same page, to say nothing of the surface requests for access or at a minimum a request for clarification for why he should be allowed access.

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