Demon Hunters ala Fabian (Inactive)

Game Master Fabian Benavente

Telling the interactive story of a group of 'demon hunters' and their incursion into the Worldwound.


Demon Hunters
All-out war has erupted on the long-contested border between the crusader nation of Mendev and the demon-infested Worldwound. With the magical defenses that once held the demons at bay failing, defense of the region now falls to small patrols of mobile specialists to resupply, reinforce, and communicate between the border's many fortresses and outposts.

These small groups are paramount to both to protect the border and to prevent the onrushing tide of demonic attackers from plunging the entire Inner Sea region into chaos. On one such wardstone patrol, however, a particular group may find itself facing an enemy of an entirely different nature.

This is their story...
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General Campaign Area Maps

Avistan Map

The Worldwound Area Map

Nerosyan General Information

Nerosyan Map

Nerosyan:

History
Nerosyan is an old city put to a new use. Before the Worldwound erupted, the Diamond of the North was very much a diamond in the rough, a wild river town with twisting, narrow streets and ramshackle buildings. With the First Crusade came an influx of law and a grander purpose as the city expanded its walls to accommodate the rush of armed immigrants. Now the city has been rebuilt for war and defense, with broad avenues punched through the old blocks to enable the movement of troops. Any parts of the old city that were outside the new walls have long since been razed by demons, and the unsettled land that fell within the walls has been built up to house the swollen population of crusaders as well as the large population of merchants, artisans, and camp followers who support their efforts.

Districts
Each of the four crusader-ordained districts that make up Nerosyan is itself composed of three or four smaller neighborhoods that function as the social and economic building blocks of the city.

The Battle District to the northeast is the only district made up entirely of construction dating back to the First Crusade. Battle Row is a neighborhood largely occupied by the city's defenders, while Crusader Row is the domain of many of the chapter houses for the various knightly orders that take the fight to the demons. Low Row is known as a refuge for fighters who're more down-at-heels, not to mention more suspect in their religious zeal.

The Egelsee District to the southeast contains the First Crusade-era neighborhood of Egelsee, home to many of the city's cavalry and to the engineers who maintain and expand the city's fortifications. It also encompasses Pilgrim's Rest, a district of inns and temporary lodgings for the steady flow of Iomedaean devotees visiting the Cathedral, and Rustwell, a shabby industrial district full of loud noises, strong smells, and necessary but distasteful industries.

The Confluence district to the southwest is entirely old city. The Windings neighborhood is full of streets that are confusing even by the standards of old cities. Two Cs is named after Cayden Cailean, the patron deity of this raucous neighborhood. Coopertown is home to mostly staid and respectable businesses as well as the famous Starrise Spire, and Riverside is halfway between slum and supply depot, having transformed over time from a thriving hub of river trade to a military port that services few boats except those needed to ferry crusaders across the rivers.

The Woundward District to the northwest contains Bitterwind, a middle class district of artisans and professionals. Highside is the haunt of the city's old money and boasts the best pre-crusade architecture. Tumbletown is a sprawling den of iniquity catering to those crusaders and low templars who want to get further away from their barracks before indulging their vices. Bannerbright is the home of the most well-respected knightly orders and clerics who serve Iomedae and her allies. Unlike the crusader neighborhoods of the Battle District, Bannerbright is policed and occupied solely by military forces, and civilians are only tolerated when on some official business.

Sites of Interest
The following are important sites for Nerosyan's defense.

Battle Tower: The northernmost point of the city is the most likely to weather an assault by land. Earthen revetments surround three layers of nested towers, making the tower the most heavily fortified site in Mendev.

Confluence Tower: Confluence Tower is geared towards defending Nerosyan from attacks across the two rivers that meet at its base. The tower has held its own through several riparian attacks from Dread Barges and other Abyssal craft that periodically swarm up from the Sarkora River. At its base is the Crusader's Quay, a set of military wharves that offer shelter for the small crusader navy in ingenious covered slips.

Cruciform Cathedral: The Cruciform Cathedral is both the bright heart of Iomedaean worship in Nerosyan as well as an integral part of its defensive systems. The entire city is laid out to allow crusaders from the Cathedral to access any part of the city without obstruction, and a sizeable portion of the gargantuan construction is given over to barracks, training yards, stables and other military installations. Much of the remaining area is given over to the offices of the church, but there are still many parts of the Cathedral dedicated to worship and the devotions of the pilgrims who pour into Nerosyan specifically to visit the site.

Egelsee Tower: Located at the eastern point of the Nerosyan diamond, Egelsee tower serves a second purpose as a rapid-response staging area for Nerosyan's cavalry, which can ride out at a moment's notice through special large-scale sally ports built into its outer walls.

Sellen Docks: While constant demonic incursions make structures outside the walls extremely difficult to maintain, the city still needs access to the river for trade. The city's answer is the Sellen Docks, stone quays carved right into the bedrock along the riverside. Everything necessary to load and unload ships, from steps to moorings, is carved into the stone and is thus resistant to all but the most determined demonic depredations. When crusaders spot demons, they close the gates, and any docked ships cast off and flee downriver or up the Egelsee to avoid attack.

Starrise Spire: Constructed just before the outbreak of the Second Crusade, Starrise Spire is built into Nerosyan's curtain wall near the Woundward Tower. A large sphere of light floats just about the tower, acting as a beacon of hope to crusaders and a final warning to any demons foolish enough to assault the city. Common legend states that so long as the fortress houses at least one defender, the beacon will never fade. Crusaders once kept vigil here, but when the Pathfinder Society requested permission to operate out of Nerosyan, Queen Galfrey offered them Starrise Spire so long as they never allow its light to fade.

Woundward Tower: Almost completely surrounded by the West Sellen river, the Woundward Tower defends the city against aerial assaults. The tower bristles with spyglasses that scan the skies, as well as the most advanced siege engines and the best archers in Nerosyan. The city's wardstone is housed in this tower, as close to the border as possible.

Worldwound Weather:
forthcoming

MORE FORTHCOMING
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The heroes of the game:

Arodric, male human magus
Hedda, female human bloodrager
Kaede, female human druid/cavalier
Kazmuk, male dwarf wizard
Sabola, male half-orc rogue
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Optional Rules
I will use the Wound Thresholds variant rules as well.
I'll try to incorporate the 'scaling items' variant rule (I can't find a 'url' for it) as well but that will come later in the campaign so we need not worry about it now.
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PATHFINDER PBP GENERAL:

Game format
Players and DM post on the Discussion tab leaving the Gameplay tab for the turn recaps where all the information is put in a chapter-like post with additional information such as OOC information, maps, pictures, health status, etc.

Game and turns
The game will be run this way: I will post a turn on the Gameplay thread and you will all respond to it on the Discussion thread. I expect you all to write at least one to two paragraphs per turn. I will then post a turn recap on the Gameplay thread with all your responses incorporated and will describe the results, add something to it setting up a new situation where your input is needed, and then wait for your responses again on the Discussion thread. I will try to this twice a week (typically on Wednesday and the weekend). These are for turn recaps but I check the boards at least once a day (more like several times) and questions or small comments may be issued daily.

This turn recap will also have OOC information such as health status, ongoing effects, maps, and general information to help you in your responses.

You will have 48 hours to respond once the turn recap has been posted.

Turn replies
I expect the vast part of your responses in character; if it is not then please add OOC in front of any comment, question, etc. (or you may use the ‘comment’ format .)

I want you to write about ‘intended actions and intended results’. For example, you may want to say, I shoot him with my crossbow, roll the appropriate dice, and describe how your enemy is hit (if the dice went your way). But none of this has happened yet unless you see it come out on a turn recap because there may be unforeseen circumstances not known to the player. I encourage you to describe as best you can your actions.

There are two types of turns: regular and combat. It is strongly encouraged to involve other PCs and NPCs in your responses to regular turns (sometimes even combat turns) by ‘tagging’ them (asking them questions, requesting them to do something, etc.); this gets the ‘roleplaying juices’ flowing and makes for a much better game.

Please see below for examples turn replies for each.

General play
I expect you all to be mature and play in character as much as possible. For example, if I describe an NPC that is part of an organization and your character has no way of knowing that, then I do not want you, the player, to fill in for the character and use that knowledge. We, as players, know a lot of things that our characters do not, so please keep that in mind. For example, when I describe an action that a character does alone without being seen by the other characters, we will all know about it and enjoy it (hopefully) but I don't want your characters to take any actions based on that knowledge.

I’ve hosted and played in lots of PBEM games (this is the fourth PBP I’m hosting but I’ve played in a few) but I want to adapt to what you all like, so things may change. I strongly encourage you to ask questions, send comments, and suggestions. I need to know what you like and what you don't like so we may adjust accordingly.

SAMPLE POST FOR REGULAR TURNS:

Kale breathed in the cold morning air. There was still a touch of smoke from the caravan but it was a relief from the spices he'd been forced to inhale. After escaping from the galley, he hadn't expected ever to be trapped like that again. At least chained to an oar he'd been able to move, to shuffle his manacled feet, adjust his position on the splinter ridden bench. Breathing the sweat of the slave next to him and feeling the bite of the slaver's whip on his back, he hadn't imagined anything worse. Now he wasn't sure which he dreaded more, returning to slavery or being contorted inside a coffin on an undulating road again. It had been all he could do to keep from flying into a rage and kicking himself free, especially when he woke from the nightmare.
If it was a nightmare.

The more he experienced the dream the more he thought it might have actually happened, the more he thought it might be a vision. Just like a three year old girl shouldn't be capable of knowing the name of a man a hundred leagues away. Somehow the two of them were connected and he didn't like it. The words of the dream kept repeating themselves over and over in his head until he thought he might be mad.

“Find the great sword…”

With a weapon like that he could cause some serious damage. He would find it and use it for himself. Only he hadn't anticipated others on this journey. What was their part in this?

He stood up and stretched his large frame properly for the first time in days. He scratched his dusty blond hair with both hands and yawned widely as he surveyed the others lazily with his pale eyes. He was dressed in the simple rags of a laborer, stained with travel and wear, but his crooked nose and bitten ear hinted at a more dangerous vocation. His sideburns were long and unkempt, straying almost to his chin which had been shaved more recently but not recently enough. It gave him a wolfish, unpredictable demeanor.

He surveyed his ‘companions’ and smirked, "I've been dumped in the middle of nowhere with a midget, a cripple and a stargazer. I suppose you can't be Shadow agents, they'd never rely on such pathetic specimens."

[TAG]

SAMPLE POST 1 FOR COMBAT TURNS:

FIRST ROUND
Greta had wounded the thing and when she had drawn back her spear and saw blood drawn; she couldn't help but laugh. Her inner calm was rattled and her icy mask cracked as a wicked smile spread on her face.
With another laugh, she lunged towards the enemy, her spear head aimed near the wound she had just caused.

[OOC: Power attack.]

Hit: The spearhead sunk in a little deeper this time. With a sneer, Greta tore it free, spilling more unnatural blood onto the ground.

Miss: Greta's wild thrust missed but she only chuckled, the strange elation she felt slowly winning over her usual icy calm.

SECOND ROUND
The thing still stood, damaged, but still fighting, surrounded by attackers. Greta waited for an opening and struck once again.

[OOC: Still power attack.]

Hit: The black spearhead dug into the flesh, another wound on the thing producing another flow of blood that was becoming a river from all the wounds the creature bore.

Miss: As Greta missed she felt the coldness fight back the strange sense of elation she had felt. Angry with herself, Greta's face became a mask of intense focus as she tried to find a good place to strike the beast.

SAMPLE POST 2 FOR COMBAT TURNS:

FIRST ROUND
The effort of it… Brew had never pushed himself so far! And he’d push further still. Gasping for breath, his voice quivered under its own weight. So weak it sounded to his own ears that Brew almost didn’t recognize it. Still, the magicks responded to his demand but they took their toll. Another green orb sped away and hit the other hulk [OOC: whichever is not being attacked by Greta and Grakram and Kruack – Golem 2?]. Smacking it in the side of the head, the creature clawed at the wound in frustration eventually dislodging its ear which hung by a sliver of melted skin. Brew’s eyes nearly dislodged from the effort. His magical reserves far past dry. Still, the energy had to come from somewhere, so it pulled it from his very existence. Brew heard running water and was surprised enough to look around. Nothing. He leaned against the column he used for protection, his cane too small of a support. His legs shook under his weight.

[OOC: Acid Arrow, extended – 2d4 per round 5-8]

SECOND ROUND
Brew slid down the column, his legs giving away. He wept, red tears rolling down his checks. Was it for Rhianna? For Bayal? For any of his fallen friends past or present? No. One thought permeated his mind. One horrible thought. I must cast another spell. Every fiber of his being railed against this act. His lips refused to move. His voice cracked and broke. The sound of water grew and he felt a drop run down his neck. I’m bleeding from my ears! Brew was no physician but he knew that couldn’t be good. He wiped the tears… blood? I’m bleeding from my eyes as well?

Brew tried to pull himself up. His arm was so… his wrist peeked out from under his cloak. It was emaciated, shriveled. As if all the fluid had been pulled from it. He placed a bony finger on his cheek and felt the hollow gauntness of it. What was happening to him? Still, he had no choice. He knew that his spells had little immediate effect but in the long run, their potency couldn’t be denied. Again a green orb sped off and hit the same hulk as before [see first round]. This time Brew could do little but clench and grit his teeth as his life essence fueled the spell. It was weaker than the other… Brew could feel it, but could do little about it. He sat immobile, a spectator to the battle. So tired, so drained was he that he couldn’t even feel emotion about the life and death struggle he was witnessing.

[OOC: Acid arrow, normal, 2d4 per round 1 and 2]