Diremerc's Emerald Spire (Inactive)

Game Master DireMerc

Loot log

Fort Inevitable Map

locations:

1. Caerlin’s Vineyard:
Few people with elven blood wind up spending much time in Fort Inevitable, but the old vintner Caerlin is an exception. Now over a century old, he wears his years well, as most half-elves do. A former resident of Mosswater, he escaped from the town’s monstrous destruction more than 50 years ago and reestablished himself in Southwood—the best grapegrowing country he could find nearby. Caerlin strongly dislikes the Hellknights, and refuses to use slaves. He does make use of indentured servants, but treats them fairly and pays them well when they complete their terms. His daughter Taeserle currently manages most of the winery’s production.

2. The Stonde Homestead: Giles Stonde was swept up in Lady Commander Drovust’s investigation of Lord Varden’s assassination and hanged by the Hellknights, leaving his wife Ilyana Stonde and their young children without a means of support. Ilyana and her children are scraping by, earning a little money by gathering mushrooms and herbs in the nearby woods, tending a vegetable garden, and keeping a number of chickens and goats.

3. Drurn’s Tannery: The burly half-orc Drurn, a retired sellsword, owns this tannery and the adjoining pasture lands. His work is not especially good, but it’s cheap and convenient for the crafters and tailors in Fort Inevitable. Drurn keeps a dozen slaves in dismal conditions, and is routinely in trouble with the Hellknights for his excessively brutal treatment of them.

4. Naldred’s Farm:
Expansive fields of golden wheat surround the fine stone farmhouse of Naldred Tillman. Naldred is the largest private slave owner in the Hellknights’ domain, with a half-dozen hired overseers keeping watch over almost 30 field slaves, who are housed in a secure barracks building across the lane from Naldred’s home. Naldred’s fields stretch for almost a mile south and east of Fort Inevitable, and this huge farm produces a vast quantity of grain in most years. Blunt and opinionated, Naldred is a staunch supporter of the Hellknights’ rule; in fact, two of his sons are currently training as armigers. He is a hard taskmaster, working his slaves to exhaustion, but he is rarely capricious or cruel for the sake of cruelty.

5. Holworth Dairy:
The green hillside overlooking Misty Lake is home to the Holworths, a large and rambunctious clan of native Southwooders who have lived in this spot for the better part of 2 centuries. The current matriarch of the clan is Nilsa, usually referred to simply as Mother Holworth. She is a stern, sharp-tongued woman halfway through her seventh decade who has outlived two husbands and now has a house full of children, grandchildren, and even a couple of very young great-grandchildren. The Holworths are noted for producing a variety of excellent cheeses, although they’ve had an increasingly hard time paying the Hellknight taxes over the last couple of years.

6. Serragon Ironworks:
Just downhill (and downwind) from the Holworths’ dairy farm is the largest foundry in Fort Inevitable, the Serragon Ironworks. The ironworks’ proprietor is Daldar Serragon, a former nobleman of Galt who fled to the River Kingdoms 20 years ago to escape the gallows. He bought out a local smelter from its previous owner, and expanded the workshop over the years. Daldar is not much of an artisan, but he has the loyalty of an excellent ironmaster, the dwarven smith Hurmarsk Firehammer. Most of the Ironworks’ stokers and cinder haulers are slaves, while the actual metalworkers are employees.

7. Misty Lake:
The original settlement of Southwood was established here because the site combined good farmland with easy access to water. Misty Lake is fed by both a small, unnamed stream that flows out of the southern Echo Wood and springs under the low hill on which Fort Inevitable stands. The lake is deep, reaching 50 feet in its middle. There are rumors that an old lord of Southwood concealed a treasure chest in the lake more than 100 years ago. People have tried various schemes for searching the lake bottom, but no one has found any treasure yet.

8. Kettlefoot Mill:
The well-established halfling miller Anden Kettlefoot is the owner of this large and prosperous mill. Anden is a man of 40, and lives in the attached house with his wife Seela and several small children. He quietly sets aside flour and money to help anyone in need. More than once he has stepped in to save an unfortunate citizen from going into debt and losing everything to the lady commander’s court—a dangerous habit that hasn’t won him many friends among the Hellknights.

9. Mosswater Gate:
Fort Inevitable’s impressive defenses begin with two main gatehouses; the western gatehouse is known as the Mosswater Gate. This gate consists of a large timber door sheathed in iron plate, plus a portcullis on the inner side. Numerous arrow slits overlook both the approach to the gates and the interior passage, which is also covered by murder holes set in its ceiling. The upper floor of the gatehouse serves as extra barracks space and storage for the Hellknight garrison. The Mosswater gate is under the command of Maralictor Kiera Wirt. She leads a detail of five Hellknighs who question everyone entering or leaving town. Maralictor Wirt is a decent person for a Hellknight, and applies a good deal of common sense and compassion as she executes her duties.

10. City Wall:
A strong city wall protects Fort Inevitable. The walls average 30 feet in height and are a little more than 10 feet thick at the base. A battlement at the top faces outward, with an 8-foot-wide walk running the length of the wall. Towers every 100 to 200 feet provide good arcs of fire against approaching attackers, and serve as extra storage for food and arms. The towers also provide extra barracks space when the lady commander needs to house more Hellknights than can easily fit in her own keep, the gatehouses, and the Mardyl Barracks. Hellknight sentries regularly patrol the wall tops and the towers.

11. Gate Market:
Fort Inevitable’s market square, which lies just inside the Mosswater Gate, is quiet, orderly, and very tightly regulated. Local farmers and livestock-keepers apply to the Citadel for licenses to bring their produce, dairy goods, and meat to market on a regular rotation. The townsfolk often meet and gossip in the market square while stocking up on household provisions; “I heard it by the gate” is a local expression for the rumor mill.

Rumors: Current rumors claim that adventurers are in demand by the Goldenfire Order of Thornkeep, strange attacks by new types of undead monsters have High Mother Sarise Dremagne (from area 33) concerned, and Abernard Royst (who lives in area 41) keeps trying to find out more about the Spire—and even claims there’s hidden chambers beneath it.

12. Zoldor’s Masonry:
This large work yard on the south side of the Gate Market is the establishment of the stonemason and builder Zoldor Maril. A bitter, miserly man of 60 years, Zoldor owns eight slaves, who handle much of the drudgework of moving and shaping heavy stones. He sorely resents the Hellknights’ heavy taxes and their insistence on fair dealing, but his work is safe and solid, and many of the buildings in and around town were built under his supervision. Zoldor is not above bribing civilian bureaucrats (though not Hellknights) to delay approval of building plans until he is hired to erect the structure in question.

13. The Juliver Arms:
Large and comfortable by anyone’s standards, the Juliver Arms is the best inn to be found in Fort Inevitable. It’s under the management of a bustling clan of halflings named the Reedbanks, who pride themselves on setting a lavish table. The accommodations are not cheap: the Reedbanks cater to wealthy merchants and adventurers with loose pockets. The clan patriarch is Doliver Reedbank. Doliver doesn’t like the Hellknights at all, but he’s no revolutionary—he sympathizes with the Seven Foxes, but lacks the courage or ability to take up active resistance.

Iliara Starcloak of the Goldenfire Order is renting a room here trying to find out what happenned to the missing spellcasters who had come to study portals, as such the Goldenfire Order is still interested in detailed research about any extraplanar portals the anyone finds.

14. The Red Shield Tavern:
Named for the striking coat of arms hanging in the common room, the Red Shield is a busy taphouse that is especially popular with the Hellknights. On any given evening, a dozen or more of the town’s off-duty garrison guards can be found here, enjoying drafts of bitter or stout. The proprietor is Embra Morsk, a retired adventurer. She is a no-nonsense businesswoman, and fearless when it comes to defending her property. The old shield with its red device once belonged to a noted local hero named Dinwood.

15. Poldmar Stables:
This large livery store, carriage shop, and stable is under the management of Kallon Poldmar, a respected member of the Council of Prosperity. His stable boards visitors’ mounts, buys and sells horses and mules, and carries leather goods such as saddles, saddlebags, and reins. He and his wife, Pola, reside in one of the townhouses just a few doors over.

16. Gertrand Yeldun;
A comfortable townhome on Juliver Way, this house belongs to the human moneychanger Gertrand Yeldun.

17. Mirelinda the Clothier:
The flamboyant Varisian Mirelinda Doumaz owns a workshop that produces all sorts of cotton, linen, wool, and felt cloth. She is a weaver, not a seamstress, and sells cloth by the bolt to merchants throughout the region. She drives more profits by buying the contracts of indentured servants and setting them to work at her looms. She doesn’t hesitate to punish workers who aren’t keeping up with demand. To her customers and neighbors, Mirelinda presents a very different face. She hosts lavish entertainments at her home, and often scandalizes the town with her affairs. There are many dark rumors about where she found the coin she needed to establish herself in Fort Inevitable.

18. North Gate Cemetery:
The grounds of the Temple of Silence are home to the largest cemetery in town. It is well tended, and there have been no problems with undead in living memory.

19. Temple of Silence:
The Temple of Silence has stood here for almost 200 years, founded after a priestess of Pharasma passing through was struck by a powerful vision on this spot. Her fellow Pharasmins raised a small shrine, and by the time the Hellknights seized control of the town, the Temple of Silence was well established as the second most popular church in town. The presiding priest of the Temple of Silence is an Ustalav man named Dimeru Faldindor.

20. The North Gate:
Smaller and less busy than the gates on Juliver Way, the North Gate is intended for foot traffic only. The guard detail here is smaller than at the other gates, consisting of three Hellknights plus a gate-sergeant.

21. Garrison Stable:
The Hellknights maintain a good-sized stable close by the town’s north gate. It can mount and equip 30 riders at one time. Most of the mounts are trained warhorses. The Hellknight in charge of the stable is Hielon Keenlance. A battered and scarred old veteran, Hielon rarely leads patrols in person these days, instead training (and frequently beating or haranguing) younger troops.

22. Nolm Bindery Trading:
in papermaking, bookbinding, inks, and books of all kinds, Falandra’s Bindery is a cluttered and friendly place that is part workshop and part used bookstore. The owner is Falandra Nolm, a woman
still in her twenties. She inherited the store from her father, Presdar Nolm, who was one of the accused conspirators arrested and executed after Lord Varden’s death.

23. The Stalwart Priory:
A small number of monks from the Taldan Order of the Stalwart Fist answered the call of the Mendevian Crusade. Three years ago, a master of the order named Sister Khedra established a small priory in the Crusader Road region to aid and support pilgrims and Stalwart Fist members on their way to Mendev. The Stalwart Priory includes a small shrine dedicated to Irori, living quarters for up to a dozen monks and students, and a large dojo. Sister Khedra maintains a firm policy of non-involvement with politics and civic affairs.

24. Sefurd’s Potions and Reagents:
Located between North Way and the Fountain Square, this is the shop of the apothecary Londor Sefurd. Sefurd is an unpleasant character with an oily, wheedling manner and an unhealthy interest in exotic toxins. He deals in potions, spell components, alchemical mixtures, and, of course, a wide array of poisons. Master Sefurd is disliked by most who know him, and his trade is regarded as suspicious by the Hellknights. Many people wonder why the lady commander hasn’t shut down his business and run him out of town.

25. Rillin’s Armory:
Master armorer Rillin Nadinghad is widely acknowledged as the best crafter of plate armor for a hundred miles around Fort Inevitable. Her workshop and store have stood in Fountain Square for decades. She and her team of armorers—mostly her own grown children, aided by a handful of indentured servants who work the bellows and stoke the furnaces—create and sell most forms of armor with significant metalwork.

26. Braddon’s General Store:
Owned and operated by the affable merchant Thom Braddon, this shop sells provisions, tools, cookware, tack and harness, and a hundred other useful things. Braddon set up shop shortly after Lady Commander Drovust’s witch hunts following Lord Varden’s death. The store’s previous owner was one of the people executed, and Braddon bought the place in a public auction. Some of Fort Inevitable’s populace still harbor resentment toward him for the manner in which he came to own his business.

27. Victory Fountain:
This fountain consists of a stone plinth within a pool, crowned by a statue of the half-elf heroine Tarwynna, leader of the army that crushed the goblin kingdom of Zog. The fountain and its statue date back to before the Mendevian Crusades brought a plague of bandits down on Southwood. The Fountain Square is a common meeting place in town, and notices are tacked up on a message board nearby.

28. Hall of Rectitude:
Cases of criminal and civil justice in Fort Inevitable are heard in this imposing courthouse. The Hall of Rectitude is home to a pair of spacious courtrooms, the offices of the town’s magistrates, and an extensive jail that’s usually quite full of prisoners, most serving short sentences for minor offenses. The officer in charge is Maralictor Tisserle Ilomna, the town’s chief magistrate and overseer of the police functions of the garrison. Lady Commander Drovust retains the power to review Maralictor Ilomna’s rulings and commute or increase sentences as she deems necessary, but for the most part Maralictor Ilomna’s judgments stand—she is a stickler for applying the letter of the law.

29. Mardyl Barracks:
The original stronghold of Southwood, this old stone building served as Lord Commander Varden’s headquarters until the new Commander’s Citadel was completed. It is now used as an auxiliary barracks by the Hellknights. Lady Drovust assigned the Mardyl Barracks to the Order of the Nail, and allows them to use it as their local headquarters. About 20 of Fort Inevitable’s Hellknights count themselves as members of the Order of the Nail, and are under the command of Maralictor Dandru Wolfhelm. The Nail knights muster with the larger Pike contingent when the lady commander calls out the whole garrison, but they do not otherwise share in guard duties. Instead, they vigorously
patrol the roads and byways of the area surrounding Fort Inevitable, following their order’s mandate to suppress banditry. Maralictor Wolfhelm often hires adventurers with letters of warrant to supplement his order’s patrols.

30. The Bailey:
Strictly speaking, a bailey is a courtyard enclosed between walls. However, this open ground in front of the Commander’s Citadel acquired the name years ago when the Hellknights were considering the construction of a much larger keep on this spot, and the name stuck. The wide, green field serves as the Hellknights’ primary practice ground inside Fort Inevitable, and from sunup to sundown one can find garrison soldiers sparring, shooting, or exercising in this area.

31. Chancery:
This building includes a chapel dedicated to gods of law, a good-sized library, arcane workrooms, and the Fort Inevitable offices of the Order of the Gate. This is the domain of Signifer Oritian Hast, a brilliant and articulate man who makes a great show of providing wise counsel to the lady commander on all magical matters. As the most extensive library in Fort Inevitable and a center of magical knowledge, the Chancery serves as something of a Hellknight-sponsored wizards’ guild. The licensing and charter processes are expensive and time-consuming, but a mage with the coin and the patience can become a patron of the Chancery, with special privileges for library access and workroom usage—the Order of the Gate is always on the lookout for potential recruits, after all.

32. Commander’s Citadel:
The single strongest fortification in the Crusader Road region, the Commander’s Citadel is a roomy, octagonal tower more than 90 feet tall. Round turrets at the corners of the main structure provide excellent fields of fire both inside and outside the city wall. The main door opens on the bailey inside the walls, but there is also a small postern (usually locked) that leads outside the city wall to the shore of Misty Lake. The Citadel is home to Lady Commander Audara Drovust, as well as 40 Hellknights of the Order of the Pike and a number of servants. In addition to living quarters, it houses kitchens, a banquet hall, offices for town officials, a small chapel, extensive cellars for food storage, a well, and dungeons for holding prisoners of special interest to the lady commander. The Citadel’s routine business is in the hands of the castellan, a Hellknight named Karn Kerromick, while the lady commander’s personal schedule and appointments are managed by the chamberlain, Erron Nythist. Those who wish to speak to Lady Drovust finds that they’ll need to explain their business to the castellan or the chamberlain first.

33. Temple of the Golden Key:
One of the largest and most ornate buildings in town, the Temple of the Golden Key is dedicated to the worship of Abadar, god of law and commerce. Hellknights under arms do not set foot in the temple without asking permission from the ranking priest present, and the lady commander does not involve herself in ecclesiastical matters. The current leader of the temple is High Mother Sarise Dremagne, who oversees a small staff of three junior acolytes, a handful of servants, and a number of laypeople who serve as deacons and attendants. The temple is routinely packed on days of worship, and a fair number of Hellknights (mostly from the Order of the Nail) are usually in attendance.

34. Goldfoot’s Mercantile:
At the east end of North Way stand two large warehouses, just across the street from a bustling counting-house and workshop. These buildings are the headquarters of the prosperous trading house Goldfoot’s Mercantile, under the proprietorship of Mormuk Goldfoot. The business deals in commodities, buying up large quantities of refined materials such as cured leather, bolts of cloth, metal ingots, furs, spices, and wines, and shipping them to where they’ll command the highest prices. Goldfoot’s employs a dozen clerks and laborers, none of them slaves. Mormuk is a fat, good-natured dwarf, and takes pride in being good company. He dislikes the Hellknights’ regime, but believes that prosperity is the best response to oppression.

35. Juliver Leather Goods:
This store sells armor, clothing, saddles, tack and harness, and other goods made from leather. The proprietor is a competent leatherworker named Salle Ulmander. The rear of the building is the workshop, while the front is the store. Salle supervises two younger brothers and a cousin, teaching them leatherworking as she
manages the business and the household. The Ulmanders are newcomers, having emigrated from Tymon in search of a new place to set up their family trade.

36. The Salamander Company:
The Salamander Company is the largest and most successful mercenary band in the area. The Salamanders march under a black banner featuring the emblem of a scarlet salamander; they number almost 200, scattered all over the River Kingdoms in small bands on different contracts. Currently, around 30 mercenaries are available for hire in Fort Inevitable. The leader of the Salamanders is a battle-tested war-mage named Red Shireena. She is fairly selective about recruits, and usually requires prospective Salamanders to prove their worth by sparring on the training grounds. Salamander Company mercenaries are generally paid 1 to 10 gp per day based on experience and talents, plus whatever they can pick up on the side during their assignments.

37. Tsador’s Arms:
The best weapon shop in Fort Inevitable is Tsador’s Arms, owned and operated by the half-orc weaponsmith Tsador Ironmaker. Tsador is a surly, sour-tempered fellow with a greedy streak a mile wide; he runs his forges with slaves toiling at the bellows and poorly paid apprentice smiths hammering at the hot iron, and barely remembers to feed and clothe the lot of them. Tsador sells a good deal of cheaply made work, but he is actually a talented weaponsmith when motivated by the promise of a big payday. For custom orders (such as masterwork or enchanted blades), he typically charges 20 to 30 percent more than the listed price, but the work is really quite good.

38. The Helmed Lady:
The second taphouse in Fort Inevitable is the Helmed Lady, located between Fountain Square and the North Way. The tavern takes its name from the statue of Tarwynna in the nearby fountain. The proprietor is an aged dwarf named Kagnin Alemaster. Kagnin’s sons are adventurers of note, and she proudly displays mementos of their journeys around the taproom. They are rarely at home, so she employs a sizable staff of serving maids and brewer’s assistants to create her excellent beer. The Helmed Lady is popular with the average citizens, but Hellknights do most of their drinking at the Red Shield.

39. Lord Commander’s Granary:
These four large silos hold a huge reserve of grain. The Hellknights buy up the first quarter of each local farmer’s harvest and set it aside. Unfortunately, the lady commander sets the rates at which the town buys its reserve from the farmers, so the grain-growers don’t make much money on what they sell to the granary. However, in times of plenty they come out ahead, since even if the granary hasn’t been drawn down in a given season, a certain amount of stored grain must be replaced each year.

40. Dilapidated House:
This house has stood vacant for several years. The Hellknights are preparing to take possession of the place and auction it off.

41. Abernard Royst’s House:
A white-haired sage of 55 years, Abernard Royst is one of the most notable adventurers permanently residing in Fort Inevitable. Abernard is a cantankerous fellow who spends most of his time engaged in research and experimentation. He rarely risks life and limb in dungeons anymore, but always has a long list of unusual materials or difficult tasks he’s willing to hire adventuring parties to acquire or perform for him. He often takes in apprentices, and proves to be a much more considerate master than his gruff personality would suggest. Abernard is always careful to observe the laws of Fort Inevitable

42. Juliver Gate:
Identical in construction to the Mosswater Gate (area 9), the Juliver Gate is home to another dozen Hellknight guards, led by an officer name Bolgur. The Juliver Road continues southeast for about 70 miles until it reaches the town of Sezgin in the realm of Lambreth.

43. Town Sewers:
Fort Inevitable’s streets are drained by a well-built sewer system that empties into a small creek on the north side of the city wall. The discharge is covered by a locked grate, but anyone with a little determination can enter the city’s sewers here. The sewer network has several other access points in town, including locked staircases near the Mosswater Gate and the Mardyl Barracks, plus a handful of secret entrances in the cellars of various homes and businesses. In the sewers, vermin such as rats, centipedes, and cockroaches sometimes gather in dangerous numbers. Worse yet, bands of gremlins haunt the disused tunnels, though the lady commander attributes their mischief to “criminals and malcontents.”


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Fort Inevitable stands on the rolling plains near the West Sellen River, close to the forest. This is a rich and gentle land; the town is surrounded by green pastures and wide, golden fields of grain. A strong stone wall with battlements and gatehouses protects Fort Inevitable, and within this formidable defense, the town is an orderly collection of two- and three-story stone houses and workshops with roofs of red tile or blue slate. If the streets seem a little cheerless and drab, at least they’re paved with good cobblestones and cleared regularly.

Nothing epitomizes the essential nature of Fort Inevitable as aptly as the stone citadel of the Hellknights, which looms over the town. There is no difference between martial law and civil authority in Fort Inevitable. The senior officer of the garrison rules as the lord or lady commander, directly overseeing civic administration as well as exercising military command. The current commander is a stern, middle-aged Chelish woman named Paralictor Audara Drovust. She is the commanding officer of the Order of the Pike’s chapter in the Crusader Road region, ruler of the Citadel, high magistrate, tax assessor, director of public works, keeper of the treasury, and chief regulator of business and commerce. No important aspect of the town’s life and activity is left outside the lady commander’s direct authority.

Fort Inevitable may be an oppressive place to live, but the Hellknights are not mindlessly brutal or vindictive. They crack down viciously on public disorder, enforce curfews, and tightly regulate commerce and transactions, but they don’t harass honest travelers. But it’s a good idea to guard your tongue and watch your step while inside its hard stone walls.

However for you this place is only a temporary stop to another destination.

Six miles northeast of Fort Inevitable lies one of the deepest and strangest dungeons to be found anywhere in the lands of the Inner Sea—the Emerald Spire. Like an iceberg, this weird structure shows only a small portion of itself above the surface; level upon level of hidden vaults and mysterious crypts lie buried deep below the ground. Few of the people living in Fort Inevitable or the surrounding lands have even the slightest inkling of the dungeon’s true extent, let alone its astounding age. Standing in a wide clearing within the Echo Wood, the Emerald Spire is the ruin of a large Azlanti tower that appears to be made of green glass harder than stone. The upper portions of the tower were destroyed long ago, leaving broken, half melted glass blocks lying jumbled around the tower’s perimeter and the ground nearby. The site is well known to locals from both Fort Inevitable and Thornkeep, and many travelers passing through the Crusader Road area make the trek into the forest to look on the ruins—from a safe distance. The Spire’s ruins are known to be infested with dangerous monsters, and the surroundings attract an unhealthy number of bandits, raiders, and hungry predators.

Even so many still make the short hike from Thornkeep or Fort Inevitable to at least poke around the surface ruins and admire the old Azlanti structure. A good number venture into the first level or so, and beat a hasty retreat when they discover that dungeoneering is not to be taken lightly. In fact, more than a few bandits have taken to watching the Spire Glen, so they can rob easy targets who escape the dungeon: bands of neophytes, sightseers, or exhausted parties of veterans in no condition for another fight.

Still stories of the hidden treasures and magical relics hidden in the ruins continue to spread and more adventurers hoping to find their fame and fortune arrive everyday to challenge the emerald spire and it's many dangers.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Horkut looks out over the distance...

"Ah, we made it. I need a soft bed, a warm meal, and a cold drink. It could be the last time we see any of these things for a while."

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

Mustafa is looking forward to seeing the Spire, but not really interested in interacting with the town more than strictly necessary. "Hmph," he grunted. "Hellknights have probably taken all the good beds anyway. But I will admit- they have some well-paved streets." He didn't care much for Hellknights, but even he could admire their efficiency.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Well-paved streets indeed. Honestly this isn't the best town, but a fairly good one, slightly corrupt, but I was told to earn my stay on Earth and not be forced to return to my plane, I would have to do this, go right into the emerald spire, or some other quest just as deadly, but I'd figure this one, as how could you miss a massive tower, besides several floor, and this quest doesn't involve entering multiple buildings but one, I think I'll take it.
He then looks over at the hobgoblin It is unusual seeing you here, but as long as you keep that hood up, the common races probably won't know. He pauses for a minute
So what is everyone's story here.

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

given that discussion post, we can assume this conversation is taking place outside Royst's residence or perhaps in his waiting room?

Mustafa was never one to turn down help, no matter how odd it might strike him. He assumed the fetchling and the hobgoblin would have useful skills... at least he hoped so. He was willing to give them a fair shake.
"Mustafa," he says to the fellows with a nod. "Humble servant of Sarenrae."


We can assume right outside his residence, there is a small stone wall surrounding his manor garden and a metal gate to enter with a stone path leading to the door


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

A slightly unkempt and poorly disguised hobgoblin rounds the corner. He walks up to Horkut, seemingly unaware of the others. "Is this where that Roost guy lives? Wow, he must be filthy rich! I bet we can get some extra reward out of him if you work your magic." he exclaims, elbowing Horkut in the ribs.

He suddenly notices the others with a start, not realizing that he seems to have interrupted their conversation. "Woah, where did you guys come from? Were you here the whole time?"

He attempts to wipe off a grubby hand on the hide shirt he wears, but, if anything, it's only made it dirtier. After looking between it and the others a few times, he seems to decide against a hand shake and settles for a nod "Prugrun"


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

A hauntingly beautiful dhampir woman walks up. She carries a symbol of the Pallid Princess proudly around her neck, but her eyes show no malice. "Hello, my friends. Filthy rich? Riches do not make one filthy, I think. And who are we to judge 'filth', really?" She smiles wryly. "Good to meet you all."


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

"A bit of filth never hurt anyone. A bit of riches however, has killed many. I don't know about you, but that's a risk I'm willing to take."

"Name's Horkut. The loud one is Prugrun."

He gestures to his hobgoblin companion.

"We're just here for riches and glory like the rest of you. Don't let the faces fool you. we are not the militaristic slaves our parents were."

"Let's go meet the man that wants to pay us to get ourselves killed."


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

"Ulmah. Charmed to meet you."

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

Mustafa is briefly taken aback. "Two hobgoblins? Is there a convention in town?" He smiles warmly.
Hobgoblins? Fetchlings? I guess I'll never know who Sarenrae will place in my path next. And then the dhampir shows up. For example...
"Umm... hello," he stammers out to Ulmah. He doesn't have a very good poker face. It's clear he seems a bit nervous all of the sudden. Hopefully she'll think I'm just shy around women.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Sense Motive: 1d20 - 1 ⇒ (17) - 1 = 16 Prob'ly good enough.

Ulmah senses the cleric's misgivings about her, and smiles warmly at him. "Fear not, man of Sarenrae. I have no ill will for you or your goddess. If you can permit me the practice of my faith, I can do the same for you." She bows deeply to him to show her respect for a fellow practitioner, though their religions differ greatly.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Baric Knowledge: Religion: 1d20 + 1 ⇒ (20) + 1 = 21

"Ah, man of Sarenrae. I've heard of your god. They send missionaries to our, erm... Our ex-tribe's lands seeking to redeem those willing to accept the faith. By the looks of this ragtag group, you have quite the opportunity for redemption. I can't say I've become a believer but I'm always interested in hearing a good story."

Horkut then looks over the group of 'monsters' and smiles.

"From the looks of it, you may just be in one of the next stories. Even a song perhaps..."

He then starts drumming against his chest and stomping his foot to a rhythm.

perform percussion: 1d20 + 6 ⇒ (18) + 6 = 24
Shortly after, he begins in a slow chant, changing pitch for the chorus. In my head, this is is supposed to sound vaguely like a southern baptist church song.

"There was a man"
a holy man
"came to a land"
a twisted land
"to bring the light"
that healing light
"he needed men to fight..."

"Ah, that's no good. I'll keep working on it. Never really tried my hand at singing before. The other guys we worked with were all drums and battle cries. Day and night. Gods, I swear I sometimes I think we left just to get away from the howling."

I love the idea that Horkut has a deep and somewhat gravely voice, but he still tries to sing the chorus in a high pitched singing voice.

Grand Lodge

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M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

Damn, she pegged me. Mustafa inclines his head to Ulmah. "Of course. Please forgive my..." He's not really sure how to finish that sentence. He chuckles at his own ineptitude. "Me."
He turns to Horkut's performance. "Ha! I don't think I've ever been in a song before. Redemption indeed, for that was far better than howling."
He begins softly humming to himself. Hmmm, "Redemption Song." That has a nice ring to it. and somewhere very far away, Bob Marley rolls over in his grave


A young man opens the gates and greets you. "I assume you are here for the expedition? Good. Come with me then" The young man bring you all to a waiting room and gives you some documents. A rather lengthy contract it seems. "Please go over these I will answer your questions if you have any or if you difficulty understanding the document. Master Royst will be here shortly" He also motions to a table were various foods and drinks have been placed. "Feel free to serve yourself if you are hungry or thirsty"

The document details that anyone who joins this expedition will be paid 250 gold upfront to fund their travel and gear and be given a new reward for any floor that is completely mapped. As well as a bonus for any recovered relics or writings from the ruins. It also stipulates that anything you bring back must be submitted to review to Royst before it can be sold to another vendor.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Horkut gladly partakes in the refreshments. A few moments later, you hear a low moan.

"I have no idea what I just ate, but it was delicious. If working with you means more of this, I'm in."

He then glances at the document.

"AND you give pay up font?"

He looks at Prugrun warily.

"Just smile, nod, and eat. If you mess this up I will murder you."


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

Prugrun immediately discards the document, and heads for the food. His eyes get big as he takes it all in, and says "I was right! Mr Roost IS loa-" but cuts himself off after remembering what Horkut just said.

Blushing slightly, he focuses back on the food, stuffing his mouth while also grabbing assorted snacks and putting them in pockets for later.

Remembering his manners, Prugrun says "Thif if eally goof" with a full mouth, causing crumbs and assorted bits to shoot out of his mouth. Quickly squatting down, he hurriedly brushes them together, scoops them up, and shovels them back into his mouth; not wanting to leave a mess.


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

A small blue man shuffles in quickly and quietly behind everyone, he too had no real desire to interact with the locals. Though small, in his unique nature, he knows he cannot help but stick out a bit.
Thoughts of the havoc he raised as a child and the lingering authority of the hellknights have him a bit skittish.
"It was a long time ago, and you're a changed being."
He still curses himself for not thinking of, at least, looking into an extract of Disguise Self.

The presence of the two greater goblinoids makes him feel at ease. He's hoping they siphon off a good portion of the attention.
He looks at the Aasimar, then at the Dhampir, back and forth a few times, then the fetchling, fascinated. He's learned to work with all types in his time in the Manna Wastes, all types.
"Light and dark and everything in between"

He doesn't need to, but he eats and drinks a little with the rest, trying to fit in.


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Ulmah nods as the details are spelled out. "This sounds like a reasonable arrangement. The upfront gold will help us prepare for the delve. I could use some scrolls... yes, this will do nicely."

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

"Well, it certainly won't hurt us to have solid funding going in," Mustafa notes. He ponders his current supplies. A few upgrades might be in order.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

bard kn: 1d20 + 1 ⇒ (9) + 1 = 10
"blue. goblin. Interesting... Oh Hi. You, are blue. That's new. Sorry, I didn't mean to think outloud.

Obviously embarrassing himself he slides over to the other group of individuals.

"If anyone is looking to purchase some scrolls. I might be of assistance. As long as they are of the healing variety. Specifically light. OK. I can make cure light wounds scrolls, and that's it. But they are cheap. So... yea."

12g 5s and a couple hours of work for 1d8+1 healing scrolls. I strongly recommend everyone pick up a few to extend our resilience until we can get wands.


Royst finally arrives "Well this is certainly an odd bunch but it matters not so long as the job gets done I supposes. If you are in accord with the terms of the contract you need only sign at the bottom. I will give you what information I can about what dangers you face and what I expect of you." he says


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

Due to Horkut's lack of articulation on the matter, Jo'Ki feels his nature has eluded the bard's range of knowledge and tries to afford himself a bit of fun.

"Not completely changed, though."

"Yes, I am afraid that I am very blue, a condition my own personal research has not found a remedy for..."

He grabs Horkut by the hand,

"...i do not think it is contagious, but please, sir, if there is any knowledge you can impart to me as to how to rid myself of this affliction, I would be most grateful for your assistance!"

Bluff-Balanced education trait CON for CHA: 1d20 + 1 ⇒ (17) + 1 = 18


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Horkut tries his best to "recoil politely"

"I'm not much of a healer. I have a few tricks to mend cuts and bruises, but nothing like that. Maybe Mustafa can help with. Uh. The blue."


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

The blue shruge,
"It is something that I have learned to live with. I have never come across anyone to contract it-contact or otherwise-but you may wanna wash that hand really well."


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

Ulmah walks silently over to the contract, signs at the bottom, and holds out her hand for her 250 gold. She has some shopping to do.


"All in due time my dear. Once you have all signed my apprentice will give the money promised. I should warn you however that the hellknights have been patrolling that area in an attempt to put a stop to the banditry that's been happening. If you are going to go there you should stop by there citadel and get a letter of permit. I hear they cost 50 gold but they will save you some trouble if you happen to run into one of their patrols."


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

He waits for the little blue goblin to look away then discretely cleans his hands with prestidigitation.

After that, Horkut signs his document.

"FIFTY GOLD! To spend my own money? That's outrageous. Do you even get anything for this kind of shakedown?"


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

Jo'Ki steps up and signs the contract,

"I guess I will consider it a net 200 win...unless said letter of permit covers the whole group...?"

Jo'Ki's devious mind starts cranking.

"Tell me sir, among these orders of hellknights present, is the Order of the Pike represented...those that patrol the Whisperwood of Cheliax?"


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

Prugrun picks up his previously discarded contract, and looks it over intently while listening to Royst explain the details. He signs an oddly elegant signature at the bottom, and goes to hand it back to Royst.

"What dangers we may face? What do you know of the types of traps inside, Mr Roost?"


"It is hard to be certain as the balance of power there is always shifting but lately the ruins above the surface are occupied by a goblin tribe led by a ruthless bugbear chieftain called Grulk. Beyond that I'm told lies undead guardians as well as giant spiders and clockwork automatons. I have heard that the Grulk has been willing to allow passage to those who he believed to be too dangerous for him to fight or in exchange for a bribe or payment...That reminds me I receive a message from Iliara Starcloak of the Goldenfire Order based in Thornkeep she says two members of her order paid Grulk for safe passage into the ruins and they went in two weeks ago and have not returned. They are technically my rivals but I do not wish them harm, see if you can save them or at least find out what happened to them I'm sure Illira would reward you for their safe return."

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

A rescue mission as well, eh?
Mustafa is a little disappointed at the mercenary leanings some of the group seem to possess. But beggars can't be choosers, any port in a storm, and all that rot. "Honestly, I'm more annoyed by who the money goes to than by how much they demand." He walks over to the contract, whispers a silent prayer, and signs his name.
By the sounds of it, I will certainly need some better armor. And maybe a few of those scrolls. "Will we know these explorers when we find them?" he asks.


"I believe their names are Tiawask and Jharun they will have a sigil of the goldenfire order on them most likely" says Roost


The hellknight permission slip is indeed 50 gold a person and is optional. You will only need if you run into one of their patrols and even then you can you avoid, bluff or kill the patrol


CN Female dhampir magus 2 [CURRENTLY 1 WIS DAMAGE] | hp 10/15 | AC 14, T 11, FF 13 | Fort +4, Ref +1, Will +2 | Necro pool 4/5 | Init +1 | Percep +1

"I do not see the need for these writs of 'permission' from an order who has declared themselves the supposed law of the land. We should instead just avoid them."


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

"Agreed. Additionally, I can usually talk my way out of most situations."

"And on that note, I need to do some shopping before we head into the fray. Ole smashy has served me well, but its time to get something a bit more... durable."

He pats his greatclub on the head as one would a child.


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

I for one don't have fifty gold on me, you'd have to take a raincheck on that.


"Well if you are agreed on the terms and eager to get started do not let me keep you. I have many projects that require my attention. Once he checks your signatures Royst has his apprentices hand you each your 250 gold. "Return once you have found something of value or completely mapped a floor and I will see you get your payment.

with that you are free to go.

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

"Hold up, Horkut. I'll go with you. I could use an armor upgrade."


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

"Does anyone know the local protocol of purchasing hellknight armor? I figure if we are to be bluffing and avoiding, I may as well get myself a suit of hellknight leather to aid the trek into subterfuge."


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Now that we have the money, the 50 gold doesn't sound bad, I'm okay with paying the fee.


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Before leaving, Horkut looks to Royst.

"Is this a 50g per person, or group? Per group is more reasonable, and I'd be willing to chip in for that. Then again, I'm always up for some excitement."

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

Mustafa is constantly appalled by the number of slaves in this town, indeed, by the existence of slavery at all. With a heavy heart, he continues, hoping by Sarenrae's grace, he'll be able to help these poor souls someday. "If anyone wants to look around, I'm heading off to the armory," he tells the others. "I also plan on visiting the Temple of Abadar and the Juliver Arms. I'd like to gather some information on what we might be up against. Any of you are welcome, of course, to join me."

The first place Mustafa wants to visit is Rillin's armory. First things first. He will upgrade his armor to a chain shirt and sell the studded leather if they'll take it. If he has to go elsewhere to sell it, that's fine.
After his visit to the armory, he asks the way to the Temple of the Golden Key. He wants to visit the High Mother, if she will see him, to see if she has any further information on these undead creatures.
Finally, he'll go by the Juliver Arms. He'd like to speak with Starcloak to see what they can tell him about the previous group that is missing.
Does any of the group have paper and such that we can make maps with? If not that would be a good purchase as well. Does anyone have any alchemist's fire?


Male Hobgoblin Skald 2 | base hp 18 | AC 16, T 12, FF 14 | Fort +5, Ref +2, Will +3 | Init +2 | Perception +4 Google Docs Character Sheet

Horkut will join Mustafa. He also has ink/pen/parchment to map as needed. Additionally, +8 diplo for gather info for directions.


Male Hobgoblin Freebooter/Trapper Ranger 2 | 16/16 HP | AC 18, T 14 | Fort +5 Reflex +7 Will +1 | Int +6| Perception +6 | Character Sheet

"I'd like to stop by Tsador's Arms as well, can we go there too? Prugrun asks, as the 250 gold in his pocket starts to realize his dream of getting his hands back on a bow like he used to have before his exile.

Prugrun plans to buy a +2 Composite longbow as well as 40 each of blunt and normal arrows. I will sell my Chakram and Bullets (all but 4 bullets), and have spoken to Ulmah externally to borrow gold to cover the rest if that's ok. If we're going to RP each location I'll do that realization and begging at Tsador's Arms, as Prugrun is not familiar with this society's pricing standards.


Looking into the permit doesn't say if it's per person or per group and actually per person does seem kinda silly so yeah gonna say it's 50 gold for the group you will however need to visit hellknight HQ and ask for one


Male Blue Alchemist (Chirurgeon/Wasteland Blighter/Sacrament Alchemist) 1 | HP:18/18| AC: 18 T: 15 FF: 14 | CMB:-1 CMD: 13 | F: +4 R: +7 W: +1 | Init: +4 | Perc: +7 SM: +1 | Darkvision 60' | Speed 30 ' | Sacramental Cognatogen | Bomb 5/5, | Formula: 1st 2/2 | Active Conditions: NONE

That sounds reasonable!
At the sound of the reasonable calculation for the permit, Jo'Ki shrugs off his visions of impersonating a hellknight, "I think that plain old masterwork studded leather would serve me best. I'm with you guys."

Grand Lodge

M Aasimar(Scion of Humanity) Cleric(Angelfire Apostle)-2 | HP 15/15 | AC15 T10 F15 CMB+3 CMD13 | F+4 R+0 W+6 | Init+0 Perception +6 | Channel 8/8 |Effects: blessed, +2AC

"Of course we can go by Tsador's," he says to Prugrun.
"Hunter, Ulmah. Will you be joining us or on your own?"
"Umm, I would request of one of you to head to the Hellknights without me. Here's my coin. I prefer not to deal with them if I can avoid it. They give me an upset stomach."


FeMale Half-Elf Gunslinger 7: Spd:30, Init:6, 67/67 HP, AC:22, T:17, FF:16, Fort:8, Ref:10, Will:6 +2 vs enchantment, Perc:8 lowlight

Hunter approaches a random citizen. Excuse me sir, I'm looking for the HellKnight headquarters.


You can buy most things at their listed price. I doubt you have any super rare or expensive items on your shopping list at this stage.

The citizen gives hunter a weird look and points to the immense fort that towers over the city.

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