| DM Darkness |
| 2 people marked this as a favorite. |
Right.
This is where you officially start your Evil Organisation.
I've added a bit in the spreadsheet linked up above (I should really change the name, it's not even about Loot that much, any more!). Rules are presented below.
It may look like a lot to take on board, but honestly it should be relatively straightforward.
For now, I need a name; and I need you to allocate the starting attribute points to the various attributes. Once that's done, we can move on. You have 19 points to allocate between the various attributes. Note that it's perfectly OK to have a "0" if you decide, for example, that you aren't interested in Espionage to start with. No attribute can go higher than 4 to start with.
Have fun!
EDIT: It's my plan to use Timeon to run stuff on a day-to-day basis; you can get as involved as you like, but my impression when I first raised this feature of the AP was that not all of you were massively interested...
Would it truly be a villainous campaign without minions? I think not. But every organisation needs a name; build that and you're halfway there. The rest is just crunch.
Much like a PC, an evil organization has six ability scores that define them. Every score ranges from -5 to +10. These scores modify both action and skill rolls.
Where a PC has Strength, Organizations are Ruthless. Ruthless is the ability to get violent things done. If Ruthless ever hits -5, your organization cannot take any violent actions.
Where a PC has Dexterity, Organizations have Secrecy. Secrecy is the ability to conceal your organization and its operations. If Secrecy ever reaches -5, your organization becomes a household name in Talingarde.
Where a PC has Constitution, Organizations have Survivability. Survivability is your organization’s ability to survive adversity. If Survivability ever hits -5, your organization has ceased to exist.
Where a PC has Intelligence, Organizations have Connections. Connections represent your ability to get nonviolent tasks done. If Connections ever hits -5, your organization can take no skilled actions.
Where a PC has Wisdom, Organizations have Espionage. Espionage is the ability to acquire information others don’t want you to have. If Espionage ever hits -5, your organization can take no espionage actions.
Where a PC has Charisma, Organizations have Loyalty. Loyalty is your minions devotion to their masters. If Loyalty ever hits -5, your organization falls apart.
An organization’s scores start at zero (a zero is OK, it's negative scores that you want to worry about). No score can initially be raised above +4. After creation, changes to Charisma no longer affects scores.
Scores change from game effects and when you gain a level you then add +1 to a score of your choice. No score may ever exceed +10.
ACTIONS
Actions represent an evil organization's ability to get things done. Every week you command your evil organization to perform actions. The maximum number is determined by adding your level + current Charisma modifier and then consulting this chart.
9 or less 0 Actions
10 = 1
11 = 1
12 = 1
13 = 2
14 = 2
15 = 3
16 = 3
17 = 4
18 = 4
19 = 5
20 = 5
21 = 6
22 = 7
23 = 8
24 = 9
25 or more 10
THE ACTION CHECK
When an action is performed, this usually involves an Action Check. This roll is the relevant score plus a d20. A Secrecy Check, for example, is d20 + Secrecy.
Every action check will have a target number assigned by the Game Master. To succeed an Action Check must equal or beat that number. A natural 1 is always a failure.
A natural 20 often improves the checked score. Target numbers are assigned by the Game Master based on difficulty given the current circumstances.
“YOU HAVE FAILED ME FOR THE LAST TIME”
Any time you are unhappy with any Action Check, you can execute the minion who failed you and demand that the other try again if they don’ t want to meet the same fate. You may reroll the failure. You can only reroll once per Action Check and executing the minion so callously does shake the other minions: you take a -1 to Loyalty.
EXAMPLE ACTIONS
Abduct commoners (Ruthless check)
Assassination (Ruthless check)
Criminal Enterprise to acquire funds (Ruthless check)
Frame someone (Espionage check)
Gather information (Connections check)
Grave robbing (Secrecy check)
Guard duty (Ruthless check)
Legitimate enterprise to acquire funds (Connections check)
Spread disinformation (Espionage check)
Torture captives (Ruthless check)
I'm sure you can think of others, but this should get some creativity going...!
| Etna Agnes |
Ah, I love Timeon. Tell that boor what's what.
And the rules look simple enough. Considering how many points we have, I say that we can as a first thing put 2 point in each of the six scores: that way we are reasonably apt at everything, leaving us at other 7 points to spend. For the other points, I have a couple of ideas, too.
I say we max to four Loyalty: a loyal minion is a good minion, it's something Etna would push IC, and having it high means we can allow ourselves to use YOU HAVE FAILED ME FOR THE LAST TIME (always in caps) if there's something we absolutely have to get done. 5 points left that way.
After that, I'd say we could spread other three points to Espionage, Survivability, and Secrecy: the last two we have to keep high, and Espionage is something that's always useful. That leaves us with two points to give to the two "action" stats.
I'd personally put both of those in Connections: as it's a little obvious from what I've proposed for the other stats, I think we should try to keep a low profile as long as possible, and the strength action looks the most overt and likely to attract attention. That +2 still seems useful for stuff like Guard Duty, and I guess we can always get Ruthless up further down the road when our organization is more powerful.
So, I'd go for:
Ruthless:+2
Secrecy:+3
Survivability:+3
Connections:+4
Espionage:+3
Loyalty:+4
Tkaara Fiakben
|
I agree that with our group, Loyalty is key. The rest also look good.
I am wondering about the "Actions", is this based off of the highest Cha in the party? Right now Tkaara has a 23, which is 8 actions.
| Etna Agnes |
I just realized that I missed to mention the biggest problem I have in the previous post: I have no ideas for a name to pick. Everything remotely appropriate that I can think of just sounds more corny than White Ravens.
Tkaara Fiakben
|
Well, if we have the White Ravens, perhaps we should go the other way.
Dark Flame or Black Flame would be good. Plays off Etna and the rest of us a little.
Night Heralds - maybe, ok by not spectacular unless everyone else likes it.
------
How about First Nights. - The name sounds like something holy - First Knights, but the First actually references Asmodeus' name "The First", with nights/knights being another dark play on words.
| Felrin Vennax |
I like Etna's proposed point allocation. Have to think on the name question, but I'm thinking something based on Asmodeus' 5-pointed star, assuming this name isn't meant for public consumption in Talingarde. Or based on his sacred animal being the serpent - though Black Serpents sounds too much like we're aping the White Ravens.
Lawbringers?
Red Mace of Hell!
Pentagrammarians?
The Bound
The Binders
One question about the Cha modifiers: since Felrin gets to use his Wis modifier rather than Cha for Bluff, Diplomacy and Intimidate, can I apply it here as well? Seems to make sense.
| DM Darkness |
No, it's a SECRET Evil organisation (at least, as long as you put points into secrecy...)! This is the name you know yourselves as, and your recruiting name ('Psst! Wanna join the [fill-in-name]s?')
On the Wis/Cha question, I'm going to say no. The organisation rules for the AP are based off the Leadership feat; I handwaved the requirement to take that feat, but the mechanics are the same and it's tied to Cha.
Plus, you chose Cha as your dump stat - there are some clever workarounds, but ultimately that choice should have consequences.
| Etna Agnes |
Even if it's secret, I too think that something overtly Asmodean wouldn't fly: if someone gets a whiff of the Asmodeus Fan Club organization even once, we'll have the inquisition to deal with. That, and being that religiously affiliated could turn off potential non-religious minions. However, I agree that it should be subtly Asmodean.
First Nights sounds cool, as do The Bound/The Binders: I particularly like the second two, but I think we could try "The Bound thing/The Binding thing", as just The Bounds feels like it's missing something (and sounds like the name of a bondage club).
| DM Darkness |
OK, so it's looking like the following stat choices (although I'm aware not everyone has commented):
Ruthless:+2
Secrecy:+3
Survivability:+3
Connections:+4
Espionage:+3
Loyalty:+4
Your alliance with other individuals of note gives you the following bonuses:
Seventh Knot: +1 Ruthless, +1 Espionage
Baron Vandermir: +1 Connections, +1 Secrecy (he's basically above suspicion - for now)
Rubal Thraam: +1 Ruthless
Timeon: +2 to any one roll per week, but if it fails badly there's a risk something happens to him...
It looks like you're there - once you have a name, I'll update the spreadsheet and give you the XP award for forming your evil organisation!
| Felrin Vennax |
On the Wis/Cha question, I'm going to say no. The organisation rules for the AP are based off the Leadership feat; I handwaved the requirement to take that feat, but the mechanics are the same and it's tied to Cha.
Plus, you chose Cha as your dump stat - there are some clever workarounds, but ultimately that choice should have consequences.
That is disappointing, since the workaround that I chose for Felrin is the Conversion inquisition (rather than taking a domain ability), so that his fervor for Asmodeus would allow him to sway others. Thus, it does seem like it would fit nicely into the model of bringing people into an organization - converting them, as it were - but I won't press the point if you feel it doesn't make sense.
As to a name, I like The Bound _____ option also (and I'm not really lobbying for my own idea, since that name was suggested by my son). But what goes in the blank? I like it well enough without another word there, but the right word could make it great. Will ponder it.
| DM Darkness |
Felrin - I get where you're coming from, and FWIW I think of Felrin as someone you follow because he has your respect: the guy who always has good answers and a plan; and you can be fairly sure he's not about to order you to charge the machine guns.
But, on the other hand, he's not someone you'd likely follow if he DID ask you to charge the machine guns: he's not there in terms of inspiring people. By way of (Classical) example, when Cicero had finished speaking the people said, "How well he spoke" - but when Demosthenes had finished speaking, they said, "Let us march."
EDIT: The Bound Flame?
| Etna Agnes |
...but when Demosthenes had finished speaking, they said, "Let us march".
I thought people said "Oh Gods, he's rambling about Philip again." :P
I agree on why it's based on CHA, basing it on the fact that as a stat it represent presence/personal magnetism: Felrin knows what to say and how to say it, but most of our minions probably won't get the change to actually talk to him, and base themselves on the impression they got from him.
EDIT: I was actually just thinking about The Bound Flame, actually. <.<
| Etna Agnes |
Indeed, one could reverse it and say that you are The Flame-Bound, as it were...
*Looks at branded F on forearm*
I didn't even think about that!| Felrin Vennax |
Felrin - I get where you're coming from, and FWIW I think of Felrin as someone you follow because he has your respect: the guy who always has good answers and a plan; and you can be fairly sure he's not about to order you to charge the machine guns.
But, on the other hand, he's not someone you'd likely follow if he DID ask you to charge the machine guns: he's not there in terms of inspiring people. By way of (Classical) example, when Cicero had finished speaking the people said, "How well he spoke" - but when Demosthenes had finished speaking, they said, "Let us march."
EDIT: The Bound Flame?
A fine argument and an excellent example, though I never read much Demosthenes. I appreciate your thinking about it, and I'll go with your ruling without further griping.
And I like The Bound Flame - and the double meaning of Flame-Bound: the flames bind us, and we're bound for the flames one day.
| Etna Agnes |
Welcome back AU!
A thing I didn't understand about weekly actions: how do does work? Do we have a list of which ones we can do, or do we have to come up with each of them? If that's the case, how do we handle their effects, difficulty etc. ? It'll be a little hard to plan ahead without knowing what we can do.
AsmodeusUltima
|
Thank you, both (I love the word inimitable, by the way). I assume there is probably a list of obvious example actions in the book, but it is up to the players to decide what we want done, and the GM to decide what stat is used and at what difficulty. That said, if we are allowed to have the list of standard actions as a baseline, that might be helpful.
| DM Darkness |
EXAMPLE ACTIONS
Abduct commoners (Ruthless check)
Assassination (Ruthless check)
Criminal Enterprise to acquire funds (Ruthless check)
Frame someone (Espionage check)
Gather information (Connections check)
Grave robbing (Secrecy check)
Guard duty (Ruthless check)
Legitimate enterprise to acquire funds (Connections check)
Spread disinformation (Espionage check)
Torture captives (Ruthless check)
I'm sure you can think of others, but this should get some creativity going...!
I will also start off having Timeon suggest courses of action: he used to be a squire, he's used to planning and logistics. (Knights are all very well, but the metal armour slows down their brain...)
EDIT for forming your evil organisation, you gain 10,000 XP
| DM Darkness |
From Tkaara's instructions, it looks like you have the following actions listed:
*Gather information in Farholde
*Spy on the 7th Knot (this is risky, and if you fail could definitely cause problems)
You have 3 more this week - I would suggest a Secrecy action to keep a low profile, a Survivability action to recruit more members, and possibly another Gather information in case the first one fails.
But really, you are limited only by your imaginations. Let me have a final list and I'll make the rolls; or you can make the rolls yourselves, of course. Timeon gives you a +2 to any one roll, but use him wisely...
| Etna Agnes |
Yeah, I'd vote against spying on the Seventh: they didn't give us a reason to doubt them, we're working for the same guy, Tiadora worked her magic, and I'd prefer to be on their good side instead of risking to poison the well this soon.
I'd go for: Gather Information x2, Low Profile, Recruiting, and setting up a legitimate business to get some funds. It looks like it'll give us solid foundations for later.
| Felrin Vennax |
I like Etna's list of actions, and concur with her on the reasons not to spy on the Seventh Knot. Felrin is quite accustomed to keeping a low profile when the situation calls for it, though he's immensely enjoying breaking out of that pattern from time to time and just wreaking havoc.
| Etna Agnes |
By the way, forgot to comment about this earlier...
[...]Timeon has no interest in gaolbait moppets of questionable breeding and few social graces [...]
Saving that up for later use. Love it.
| Winston, Etna's familiar |
*Festive welcoming barking*
| DM Darkness |
It's just gone from 4714 to 4715 AR.
Tatienne: welcome! You have the following:
A Glamered Handy Haversack containing:
*your Occultist implements
*Muleback Cords
*a copy of the contract you just signed
*a masterwork weapon of your choice
*standard 6th level adventuring gear
*clothing & jewellery befitting a *cough* Taldan noblewoman
*around 3,000 gp in mixed coins and gems
An Iron Circlet
This puts you on a par with the others, I think. Don't forget your Automatic Bonus Progression does away with belts, Headbands, cloaks etc.
| Tatienne Talbot |
Hi, everyone!
Thanks for the gear list, DMD.
I know a couple of you around from other games (in one case, a very short lived one), and I've read through the gameplay thread (non-spoilered posts only), and I must say, I'm very excited to be adventuring with you all. There's some really great interaction going on here.
Taty is designed to be a support character, and as such, she can do a lot of things, but is master of none. I don't want to impede too much on anyone's shtick, and have tried to design her to not do so. Please look over her sheet and let me know if there's anything you'd like to see changed.
Her main shticks will be:
Buffing: Taty can slap +2 enchantments on weapons, which should prove very useful (bane!). She can also put the darkvision on anyone who needs it, if anyone besides her needs it. She's got guidance as well. See invisibility, false life, and expeditious retreat are self-only buffs, but they should be able to help the party out indirectly.
Summoning: Taty's got an undead minion that can be summoned a bit. The minion isn't going to do much more than soak hp or be a disposable trap -monkey, but it can be called upon. Later, she'll be able to use magic circles to summon outsiders for non-combat purposes.
Skill checks: int-based caster, human, 4 sp/level plus the 2 bonus sp/level - Taty has a lot of skill points. I've got them mostly sunk into knowledges and social skills right now. She's a competent face but can't turn out rolls like some of you are capable of (and can't roll twice on diplomacy checks either! - that's an awesome ability).
Are there any skills that the party would like to see her invest in? I'm happy to move things around.
Blasting: I see that Etna won't be taking much of these spells, so I've focused Taty a bit in this area. She's a 6-level caster, and for flavor reasons I'm limiting myself to fire only, so she'll be a middling blaster, but it is there if needed.
Crafting? Not sure if I can fit it into the build, of if the story will allow for it at that point, but I'd like to take craft (rod) at level 9.
Debuffing? Not yet, but she'll have access to some good necromancy debuffs, like the curse line.
What Taty is not: with dump stats in all three physical abilities, and a -2 drawback to any dex checks, Taty is pretty much dead if she runs into, say, a shambling mound. She's going to hang to the back in any fight.
She's also not a prepared or 9-level caster, and as such lacks the versatility and raw power those classes have.
Let me know if you have any questions, concerns, etc. I am happy to move things around to best suit the party, and I'm looking forward to gaming with you all!
| Etna Agnes |
Welcome!
Oooh, Occultist. Never seen one in play: I haven't the faintest idea of how they work (aside that Object reading is the coolest thing ever). D:
And yeah, for blasting I'm only picking one of those per spell level, just to have a fallback plan if all of the battlefield control isn't useful.
By the way, shouldn't Tatienne also get one of the Cardinal's lessons? Or is it already in the sheet and I missed it?
| Felrin Vennax |
Welcome, Taty! I don't have time for a proper in-game post right now, but I'm looking forward to playing with you (having done a bunch of reading of other games you've played in, after DMD said he was interested in inviting you) and very curious to see an Occultist in play, as I've never seen one either.
It looks like you've been very thoughtful in building your character to avoid overlapping too much, and I think it's a fine thing that you don't plan on getting in the melee mix much, as we have a good deal of that going on already.
You've got an interesting set of abilities, and I have one question right away: does your Legacy Weapon ability only apply to manufactured weapons, or can it be used on natural weapons?
Tkaara Fiakben
|
Taty - welcome, again, I think. Pretty sure I am the one you played with in a VERY short lived campaign . . . campaign start, DM gets in bad accident in RL, campaign sputters some, campaign dies without ever really getting past the first few posts.
Tkaara is a pita. Terrible con (0), not much offense, and some limited offensive spells. She is also in sort of a ticked off and bitter state at this point as she adjusts to some minor changes in her life, like dying and the rising as an undead. Eventually she should come to accept her condition, but you have to realize that she is unlikely to want to be everyone's best friend for a while. (Unless they want to have(be) a snack.)
On the other hand, she has decent buffs, an out the roof AC (25, 31 with total defense - will increase by +2 next level), and a ton of HP (currently 79). Eventually, level 11, her saves should be pretty good as well.
| Tatienne Talbot |
By the way, shouldn't Tatienne also get one of the Cardinal's lessons? Or is it already in the sheet and I missed it?
Ooohh, I want a lesson! Unless it involves arm twisting...
I've never seen an occultist play either. I love the mechanics, but it was a really hard class to figure out the build for. I had a basic concept (Asmodean intellectual Indiana Jones, former shut-in raised on a steady diet of Satanic Dora the Explorer books) and I thought the occultist would be a great fit, but getting there, well there's a lot of fiddly parts with the class to suss out.
You've got an interesting set of abilities, and I have one question right away: does your Legacy Weapon ability only apply to manufactured weapons, or can it be used on natural weapons?
I believe so (subject to DMD's approval, of course). You'd probably not need bane as much as the others, but I'm sure we can find lots of interesting combinations for your claws.
Slapping a +2 enchantment like bane or unholy on a weapon assumes first that there is a +1 enchantment already on the weapon to begin with, which I'm not sure how exactly that plays with automatic bonus progression, and even less so with your claws. Are one of your claws attuned or are both? DMD, does a +1 attuned weapon function for all intents and purposes as a +1 enchanted weapon?
Taty - welcome, again, I think. Pretty sure I am the one you played with in a VERY short lived campaign . . . campaign start, DM gets in bad accident in RL, campaign sputters some, campaign dies without ever really getting past the first few posts.
Your waves oracle was a fantastic concept, and a really well-written submission - my favorite of the lot of us that were accepted. I'm bummed I never got to see her in action, and I hope you get to use her again some day.
She is also in sort of a ticked off and bitter state at this point as she adjusts to some minor changes in her life, like dying and the rising as an undead. Eventually she should come to accept her condition, but you have to realize that she is unlikely to want to be everyone's best friend for a while.
Minor life changes like that :)
I'm pretty excited to see how her relationship with Taty develops. In the near term, Taty's going to try and kill her with kindness.
On the other hand, she has decent buffs, an out the roof AC (25, 31 with total defense - will increase by +2 next level), and a ton of HP (currently 79). Eventually, level 11, her saves should be pretty good as well.
It is a real interesting build. I love the heavens oracle and this is pretty much the last campaign I'd think to put one in. Do you tank/melee with a dash of crowd control? Looks like fun to me!
@DMD, I'd like to respond to Tkaara's gameplay post, but I have a question before I do so: Does Tatienne know anything of the Cardinal's plan in general, and specifically of the need to get into the Horn of Abadon? Because pre-capture/torture Taty, that's exactly the type of place she'd want to be.
| DM Darkness |
By the way, shouldn't Tatienne also get one of the Cardinal's lessons? Or is it already in the sheet and I missed it?
No, the lessons were mainly about getting you from 1st to 2nd to 3rd level; Tatienne's coming in at 6th level so she's been round the block a few times already.
Felrin wrote:You've got an interesting set of abilities, and I have one question right away: does your Legacy Weapon ability only apply to manufactured weapons, or can it be used on natural weapons?I believe so (subject to DMD's approval, of course). You'd probably not need bane as much as the others, but I'm sure we can find lots of interesting combinations for your claws.
Slapping a +2 enchantment like bane or unholy on a weapon assumes first that there is a +1 enchantment already on the weapon to begin with, which I'm not sure how exactly that plays with automatic bonus progression, and even less so with your claws. Are one of your claws attuned or are both? DMD, does a +1 attuned weapon function for all intents and purposes as a +1 enchanted weapon?
Effectively yes, I think Felrin already got a ruling on whether his claws are attuned or not, or whether it's just the one claw at a time; I can't right now remember what I actually decided. I'll have to go back and check.
@DMD, I'd like to respond to Tkaara's gameplay post, but I have a question before I do so: Does Tatienne know anything of the Cardinal's plan in general, and specifically of the need to get into the Horn of Abadon? Because pre-capture/torture Taty, that's exactly the type of place she'd want to be.
Nope. The Cardinal believes you but he doesn't know you; he's giving you a chance to serve and gain a limited amount of trust. Right now, Tatienne doesn't know anything, even the Cardinal's name.
As for the Horn of Abaddon, its existence was carefully purged from the Talirean records; but Chelish history might mention it. Or not. It's daemonic rather than devilish in origin, after all.
Let's say a knowledge (history) DC 25 for you to know anything about it.
| Etna Agnes |
Tkaara is a pita. Terrible con (0), not much offense, and some limited offensive spells. She is also in sort of a ticked off and bitter state at this point as she adjusts to some minor changes in her life, like dying and the rising as an undead. Eventually she should come to accept her condition, but you have to realize that she is unlikely to want to be everyone's best friend for a while. (Unless they want to have(be) a snack.)
Etna is currently having her organs liquefied and pierced out from the inside, but she isn't being rude because of it. :P
@Tatienne: For the Occultist, there's this thread with some discussion on building: there were a couple of builds later on by TarkXT that focused on a buffing occultist. Maybe that could be of help?
@DMD: Oh, I wasn't talking of the Nine Lessons, but about "Strike first, strike ruthlessly and thus be victorious", "You shall be my angel slayer", "Wear your armor like a second skin" et cetera. Doesn't Tatienne get one of those extra traits?
| Felrin Vennax |
Effectively yes, I think Felrin already got a ruling on whether his claws are attuned or not, or whether it's just the one claw at a time; I can't right now remember what I actually decided. I'll have to go back and check.
DMD - you ruled that the Auto Bonus Progression applied to both claws, but that I could only apply my Bane class ability to one of them. So it would be possible to apply Taty's bane to the other claw and really shred an opponent, though there might be other valuable uses of it, like Erevan's spear.
| Tatienne Talbot |
@Tatienne: For the Occultist, there's this thread with some discussion on building: there were a couple of builds later on by TarkXT that focused on a buffing occultist. Maybe that could be of help?
Cool, I'll check it out. Thanks for pointing me to it!
Sorry for a whole 'nother wall of text, folks. I promise to be more concise when Taty gets settled in :)
| DM Darkness |
Looks like it's going well. I plan to hand-wave most of the introduction to Farholde/explanation of what you're up to; feel free to roleplay it out if that suits.
Tatienne: we never did manage to put your evil organisation together; do you want to join the existing one? Or do you still want to have your own thing? I've no preference either way.
Also, I completely overlooked the fact that Occultists can wear armour: there's a rather gorgeous mithral something (of your choosing) in your Haversack.
| Etna Agnes |
Unless something happens in Farholde, how do we want to proceed for the next week? I'd do a little more research on the Bryr (maybe we can do that while our minions do other stuff)before venturing in there once again, and wait for our organization to find its feet before possibly leaving it to fend for itself for a week or two.
Oh, also: I'd want to buy a couple of scrolls of Magic Circle against chaos and a couple of cold iron manacles, just to have a failssafe in case something happens.
| Tatienne Talbot |
Looks like it's going well. I plan to hand-wave most of the introduction to Farholde/explanation of what you're up to; feel free to roleplay it out if that suits.
Tatienne: we never did manage to put your evil organisation together; do you want to join the existing one? Or do you still want to have your own thing? I've no preference either way.
Also, I completely overlooked the fact that Occultists can wear armour: there's a rather gorgeous mithral something (of your choosing) in your Haversack.
Great! I've got a follow-up post to make in a sec, but I don't want to hold things up.
Regarding the evil organization, I think I'm going to hold off for now. Since Taty's pretty in the dark about the full extent of Thorn's plans, it isn't something that would occur to her yet. Right now, she's still on the lookout for the manuscript and concerned with staying alive and not tortured. It seems like a lot of what I was thinking could be folded into the PCs' organization too, especially since in a happy bit of coincidence, once I read the end of the gameplay thread an orphanage appeared on the scene.
PCs: My original thought for Taty's evil organization was a string of orphanges and asylums throughout Talingarde. After all, once the war really gets going, there's going to be a need to house all those war orphans and folks driven to madness, and all good Taldan (and "Taldan") ladies of means should have a charitable project to keep them occupied while their bearded stab each other over matters of honor and all that.
It seems like this idea could work nicely with what is already happening in Farholde with the PCs' Bound Flame. The benifits for the party would be plenty, I think: a means to insert really talented orphans and "cured" asylum residents into sympathetic households across the nation as domestic help and the like. People of influence are often careless about what they say with the help around...
And of course there's the not-cured and not-special, folks with little in the way of family and too scarred to make their way in Talingarde's crumbling society, which could be used as bloodbags for Tkaara, sacrifices for Asmodeus, etc.
Allow me to do what my character will not, and welcome you aboard. It has been a fascinating and thoroughly enjoyable journey. :)
Thank you! I look forward to trying to warm the good doctor's wintry heart!
Unless something happens in Farholde, how do we want to proceed for the next week? I'd do a little more research on the Bryr (maybe we can do that while our minions do other stuff)before venturing in there once again, and wait for our organization to find its feet before possibly leaving it to fend for itself for a week or two.
Tatienne would definitely be down with some research. She likes to be prepared before heading out into the wilds. She'd also like to buy the High Templar some armor and a couple of weapons - his gear was unfortunately lost along with her clueless puppets hired help when she was captured by the Cardinal.
| DM Darkness |
Tatienne: I hadn't realised that you have a recurring minion. Whatever goodies he/you had prior to your... detainment, you still have: The Cardinal is not a thief.
My bad - I've never introduced a character into a game mid-way through before! Bound to be a few things that fall through the gaps.
Tkaara Fiakben
|
Fortunately, Tkaara will be a little better at controlling her hunger in another level or so. She knows that really any living thing works, but the young and the innocent taste sooooo much better.