Tales of the Demon Lord (Inactive)

Game Master Brainiac

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Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"You're awake." Dramm is sitting nearby, keeping an eye on Anophth. "You... you snapped after the fight. It all must have been too much. Something took over." Dramm can see the emotions already building in his friend at the news.

"Don't worry. You saved Uruuna, and you didn't hurt anyone. We made sure of it. You banged your head when... well when Tabog took out your knees with an arrow shaft. I'm... glad you're okay, Anophth."


Ferren Rogue/Sharpshooter/Assassin 10 | S9, A14, I13, W10 | HP 25/42 | D14 | Speed10 | Power2 | Insanity7 | Corruption3 | Fortune: No | Status: Too Old For This

Immediately after Anophth is down.

"Hey Joy! If you have some more berries, why don't you give some to Delia here. Thanks sweetie, you're doing a way better job then I could have ever imagined. I know I've been distracted but I'm glad you're with us. I'm sure Nutmeg is missing you but he'll be glad you kept his pop in good health!"

With a bit of pride and a bit of sorrow, Tabog tries to sound nonchalant as he speaks to his small friend. He mends his arrows as he does so, a useful distraction from the concern he felt for his Goblin companion.

"It was a damn good shot too! It's too bad you don't remember, well, maybe for the best. It looked like it hurt; speaking of, are you able to walk alright?"


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

After they reach topside!

Imedren focuses, recovering his magic and strength some. He looked around at everyone.

"We did it. We all survived exploring a place like that. I have to say those Elven ruins may have provided quite a bit more experience than anything else we've faced.

Delia, thank you for helping us go through them. I'm sorry we didn't find your last companion. Hopefully they made it to Hamlet."

He then turned to the Goblin.

"It's like Dramm said. No one died... but Anophth, we need to do something about your magic." he had an edge to his voice that wasn't there before but Imedren dropped it.

"But we can have that conversation another time. Let's get a bit of rest and then head back to Hamlet. I'm not sure I like staying out here."


Before you leave, Delia suggests sealing the shrine once more to ensure no other creatures can escape and threaten anybody. Once that's done, you journey through the Sentinel Wood back towards Hamlet.

Along the way, you come across the old trail of the bloody bones that escaped Farmer Ham's farm. Following it leads you to a small cave, empty save for a man's skinned body. A few remnants of gear allows Delia to identify him as the last of her former companions, Gerald. The bloody bones itself is seemingly long gone.

You reach Hamlet and the return to Crossings after a few more days. You report to Ezekia everything that happened, from Ham's madness to the discovery of the chaos shards. The young witch listens to it all stoically, finally nodding. "I am glad that the dangers of the shrine have been eradicated. I'd ask that you leave the final chaos shard with me for further study. Perhaps it can grant us some insights on how to defend against chaos magic in the future.

"You've earned some rest, friends. We will speak again soon."

Everybody may level up to 3! Tell a story about your downtime of 6 weeks, including how you get your expert path.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Earlier....

You shot me?!? What the hell, man?! Anophth cries out in disbelief. You could have taken out my eye! I've only got one! And don't give me no crap about you "aiming" for my knees; I've seen you shoot. You just got lucky it didn't do more than it did. Ah! The audacity!

Anophth gets home to walk away, a slight limp in his step. Ya know what? Nevermind. Just.. nevermind.

Two nights later....

Anophth takes the last drink of tea as the full moon rises.

Boons: Trickery, Tincture; Banes: Poisoned
Will: 1d20 - 1 + 1d6 ⇒ (8) - 1 + (5) = 12

The curse is lifted. As the moonlight shines upon him, he no longer changes form.

It... It worked. It worked! IT WORKED!! He hugs Dramm, Imedren, Uruuna, and then everyone else.

That's one curse down. Now to do something about this demon.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

"Sure thing, Tabog!", Joy says with a bit more cheer, now that Anophth has calmed down. She approaches Delia, berries still in hand, trying not to think of the sound that the arrow made when it struck poor Apophth in the knee.

**********

Joy is smiling as the group seals the ruins up again.

"Does anyone have any paint or charcoal? We should write a warning, one that anyone can understand. Even saying that bloody bones lurked here might help someone."

**********

Joy is delighted to see that Anophth seems happier, a lot more like his old self.

"You're getting better, Anophth, and I'm really happy to see it. I'll help Nutmeg and Uruuna with the shop. We'll be there for you as long as you need us."

I hope we can keep that promise!

***********

Over the weeks

Joy keeps busy. Very busy. She works in the gardens, Anophth's shop, and with Ezekia, learning as much as she can.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Back at the campfire:

Dramm is increasingly edgy as the night goes on. He paces in front of the shrine entrance, wringing his hands. Finally, it becomes too much and he swallows his pride.

"Have... have you seen my stone, Anophth? I'm sorry I threw it at you. I wasn't thinking clearly. But I... I need it. Badly. I have to have it back, and I can't find it in the shrine."

*******

The night of the full moon:

Dramm is delighted as Anophth's skin touches the moonlight. In a rare showing of positivity, he hugs the Goblin excitedly, lifting him off the ground in triumph before setting him down again!

"You did it, Anophth! The greatest Goblin overcomes the greatest challenges! You'll show the world yet!"

*******

Upon returning to the city:

Dramm smiles as they enter Ezekia's hut again. After greetings and the story of their adventure are finished, he breathes a sigh of relief.

"That place threatened to consume us. It wasn't certain that we would come back. It is good to be here again." He seems to take comfort from the more familiar environs. After everyone has had a chance to talk, Dramm motions to Ezekia.

"Were you able to acquire the hammer?" His voice has a bit of nervousness.

Also, what was the final cost on the horses in total? I'll remove it from the group coffer before splitting everything. And what were our final gains after selling Farmer Ham's forfeit property/stuff?


3 ss, 5 cp total for the horse rentals. You gain 1 gc for selling the farm.

"I am glad you made it back in one piece," Ezekia says with a warm smile. The smile fades as she produces the hammer Dramm had requested. "Here it is. Are you easy to tell me what you need it for?"


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

I'm sorry, Dramm. I do not have it, nor do I know where it went, Anophth says, with genuine sadness in his voice.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Back at the shrine:

"I need it before we seal the shrine." Dramm says to the group. His voice is strained and worried. "I can't leave without it. If no one picked it up, it has to still be in the room."

I would like to RP the return of the stone. I assume Tabog will probably speak up and give it back at some point, so I'll talk to Ezekia as if I have it for now. Lets resume the shrine interaction in the discussion thread.

*****

Back at Ezekia's:

Dramm takes the hammer and tests its heft in his hands. He won't look Ezekia in the eyes.

"I... I will use it in a ritual. It will help unlock more power. Is it iron, or cold iron?" He also turns to address the group. "I need your help. At least four of you for the ritual to work. It is dangerous, to me and to anyone who helps weave the magic. If... if it fails I need someone there to end me if I'm not myself anymore. I won't force anyone. Only if you'll volunteer."


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

During downtime....

I.. I need a break. I need some time to myself, Anophth explains. I have purchased a train ticket. I'll return.

Anophth boards the train and it sets off. He's not sure where he's going, he just needs to leave.

He heads towards the south, towards the lands of the old Empire. As he travels, his spirit lifts. Like the tormoil of his past stays behind. He speaks with other passengers, and decides on a destination. When the train reaches the Freeholds of Nar, he sets out and walks the rest of the way towards that old ancient city with giant statues. He heard tales of entire cities built upon the statues themselves, as they reach out towards the coast. In actuality, the statues are the center of a fortress, from which a city is built around it. But Anophth doesn't know that quite yet.

He is seeking one statue in particular - One-Eye. His own singular eye was a conversation starter for many, and this statue had been brought up many times. Anophth decided he wanted to see it for himself. When he discovered that it didn't actually have one eye, but instead two with one nothing but a scar, he was a little disappointed. But he still climbed up it and walked on the outstretched arm stretching over the ocean waters.

He got back on the train and continued south. Past Old Edene and along the coastline of the Auroral Ocean. He visited Kem, the City of Gold - where all of the economy finds its start. He saw Dis, the City of Chains. He walked along the slave blocks and witness men bought and sold. He traveled the streets of Azúl, the City of Death, where then people are in fear of their lives every day from murderers and assassins.

Through it all, he talked. He talked to everyone he could. He listened to stories and histories and tales and whatever anyone would tell him.

And through it all, he put together bits and pieces and designed his own mastery of himself.

Because through it all, one thing remained constant: he was in control.


"It is cold iron, yes," Ezekia confirms, searching Dramm's face with concern. "Of course, I will help you with any ritual you plan on attempting. I'm not about to let anything happen to my only apprentice."

The witch turns her gaze to the rest of you to see if anybody else will volunteer.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy steps forward, nervousness etched on her face.

Iron...*cold* iron!?

"Dramm...I will help. Whatever it takes. What do you need me to do?"

Perception:

Joy's eyes keep wandering to the hammer, as if fixated by it. And with a definite hint of fear.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"Thank you, Ezekia. I owe you a lot already."

Dramm looks as though he's about to object to Joy's brave declaration, but stops himself. He meets Joy's brave face with a nod.

"Alright. You've proven you're as capable as anyone here, Joy. You've earned the right to choose." He pauses for a second before adding, "Thank you, Joy."

Perception: 1d20 ⇒ 7

Dramm produces a small piece of paper. It is covered in diagrams, notes, and symbols. Dominating the center is a circular design of runic markings. The casters of the room recognize it as a kind of containment circle with protection and alteration sigils placed at the cardinal directions.

"I... I plan on shattering the stone. Completely. It is one of the last things I have of Ezra, and I am certain it is filled with very powerful magic. I need that magic." He points to the cardinal points on the Circle, "I need your help containing the energies released. The process will be excruciating, and my own focus cannot be split between absorbing the magic and keeping it contained. Four people need to drive iron nails into the ground and keep the cadence to prevent the magic from going wild. I have the incantations, and it will take me two days to prepare the necessary materials and... alterations. I need two more people."

Perception:

Those with a sharp eye notice Dramm give Anophth a quick, silencing look as if to keep quiet.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Anophth stares at Dramm with a hard look.

No. he says, flatly. You will not prevent me from helping you. I will be there, side by side, for every moment of it. I don't care if it breaks every bone in my body. You will let me help.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm gives a defeated but grateful smile. "No choice then."

Dramm spends the next two days preparing. He explains the incantation that must be held, and drills the cadence with the group. ( "Longer, with more emphasis on 'Ios-vi'. Forceful here, or the magic will rebuke you." ) In his off time, he visits stalls and picks up orders left with strange vendors in dark shops.

Invited to his small home, an apartment not far from the inn at which he used to work, the group finds it to be very sparse. A simple bed, a small shelf with books he has borrowed from Ezekia and others on magical theory. In a corner leans the green blade from the Moore house. It rests on a small foot locker that Dramm rummages through for materials. A single desk and stool have been pushed against the wall to clear space.

Scrawled on the open floor is a large circle with points, diagrams, and arcane markings throughout it. The chalk he uses glimmers slightly, even in the dark. Dramm draws attention to the protective runes that have been placed in the cardinal directions, noting where the participants should stand.

"Do not cross the outer line of the circle, or you will be pulled into the energy. It could breach the barrier."

Finally, Dramm seats himself on the stool and removes his shirt, leaving only his brown breeches. While he still has a very slight paunch in his stomach, Dramm's body has been molded by his experiences, revealing new muscle and scarring. Spiral patterns have been traced up his arms and across his stomach, each spiral finally drawing to a central point on his chest. He produces a set of needles and blue ink, which he gives to Ezekia.

"The dyes are magical, made from... I don't want to think about it. Follow the lines. Try to be exact. The markings will provide the framework for the magic to cling to." He seats himself and adds, "I trust you in this, Ezekia."

I will add more when I get home. Feel free to cut in here anyone, as this process takes time!


Ezekia nods and sets to work. Her mouth is a thin line as she concentrates on tracing the patterns along Dramm's body, and the ink shimmers faintly as the magic settles in.

"There. Not too bad, if I do say so myself. I might have been a tattoo artist in another life." She smiles, trying to break the tension in the room.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm nods appreciatively as he inspects the new markings. "Lines are straight. Clean. The magic is still present. This will work well."

He does one last check, talking as he goes and touching points in the diagram. There is a clinical detachment in his voice.

"Don't stop the incantation or the magic will run loose. I will scream. Ignore it. If this goes wrong, do not release the magic or it will explode. Drive it... drive it inwards. It will kill me, but the arcane lattice should hold inside my body." Dramm directs Imedren to the North, Anophth to the South, Ezekia to the East, and Joy to the West. He produces a single iron nail for each of them. "When I begin the spell, drive the nails into the ground. They will help to disrupt the magic."

Dramm comes to a stop next to Ezekia. He rubs his fingers for a moment, and the detachment slides away from his face. He looks older now. Much older and tired. "Do not stop. Whatever you see, do not stop."

He seems to struggle for words as he looks around the room. His eyes finally fall on Ezekia, and the look intensifies greatly. "Ezekia... I...." He pauses, stuck. "I hope you do not think less of me in the end."

He moves to stand in the center, gripping the cold iron hammer. A small stone pedestal here holds Dramm's amber rock.

"Is everyone ready?"


Ezekia gently touches Dramm's cheek. "This magic is beyond my understanding, but I know this is something you have to do. Just try..."

The witch trails off, but the unspoken implication is clear. Try not to die.

She takes her position and nods solemnly.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm looks around one last time, then begins to chant. The air thickens with magic the rest of the group joins. Dramm raises the hammer and brings it down with a loud KLUNK that reverberates through the room. Nothing happens. He brings the hammer down again, and still nothing. Dramm raises the hammer a third time and crushes downward again. A loud CRACK sounds.

There is suddenly a wave of stinging heat from the pedestal. Blazes of magic pour out of the stone. The energies thrash against the barrier, but the nails and incantations turn it away. It begins to swirl and twist, spiraling inward again towards Dramm. He continues to chant and pound the hammer into the amber. Anophth watches as Dramm's fingers begin to burn.

Will: 1d20 + 3 ⇒ (8) + 3 = 11

Dramm grunts, but does not stop his spell. The hammer continues to smash into the Amber. It should have shattered by now under the iron strikes, but only chips of it are coming away. Joy watches as one small piece flies off and lands not far from her feet. It writhes with magic, the colorful flames of blues, greens, reds, and purples are pulled from the stone. As the magic leaves, she sees the stone turn to meat. The flesh rots and shrivels away to ash in seconds.

Dramm continues to swing, and the rising flames around him are drawn into the tattoos. They begin to glow and sear, sparks jumping out of them now and then where the magic threatens to tear away. Imedren's magical sight and understanding begin to reveal the effects of the markings. He watches as the magic is poured into points of power within Dramm's body and unmakes these magical connections. The old ones are burned away, and Dramm's incantations craft new ones while within himself that are capable of holding the new power flooding into him. A small scream escapes his mouth as he rewrites his own magical conduits.

I'm going to turn it over to Brainiac now. I'm on this ride as much as you guys are.


Anophth Will: 1d20 - 1 + 1d6 ⇒ (7) - 1 + (5) = 11
Ezekia Will: 1d20 ⇒ 4
Imedren Will: 1d20 ⇒ 11
Joy Will: 1d20 + 2 ⇒ (10) + 2 = 12

Pure arcane energy surges from Dramm's body, the air seeming to ripple and warp from its might. The magician's four volunteers continue the rhythmic pounding of the nails, the energy ebbing and flowing with each strike. It laps at the edges of the barrier, reaching out hungrily.

Anopth, Imedren, and Joy steel their minds keeping the power at bay. But when Ezekia sees Dramm in the throes of agony, her concern causes her concentration to falter for just the slightest of moments. And that's all the opening the power needs.

Tendrils of coruscating colors rear up like snakes and strike at the witch. She screams, dropping her hammer as her body lifts off of the ground. Her back arches and she convulses as crackling lightning connects her to her apprentice, raw power coursing unchecked between the two of them...

Side Effect: 1d20 ⇒ 15


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm screams as the energy connects them, feeling more than seeing his surroundings. The new bridge of thrumming power threatens to tear both of them in half as the magic separates. There's a cracking sound as two of Dramm's fingers break. With all of his will, Dramm's consciousness reaches out to the energies bounding between them and pulls to bring them back into himself.

Will: 1d20 + 3 ⇒ (9) + 3 = 12

Expend fortune if necessary


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Six weeks:

The return of the group from the task that head sent them to Farmer Ham's was relatively simple for Imedren. He had come close to dying himself, as had Uruuna, not to mention the others. He was happy they had been able to help some people and rid the area of a dangerous place but he was unhappy that another person being added to the Asylums walls.

He had noticed a change in himself since the shrine. Using the chaos shard from earlier had filled him with power, unleashing something he had not expected.

His magic expanded, the chaotic power he had temporarily wielded could now be harnessed but it was destructive and became more dangerous when he did. He had to be careful, he had to be smarter when he did. He dedicated himself to learning what he had unleashed within himself.

He broke away from being a minister of the New God. It was time for a change and he knew now that the people who worshiped that aspect of religion would never fully accept him. More than that, he couldn't let it slide that the priest at Hamlet had not even tried to help beyond some basic everyday advice.

Imedren decided to seek out answers to Anophth's demon problem himself. He became a freelancer in regards to studying occultic magic, he began spending copious amounts of time researching the tomes within. Someone took notice and offered him a job as a side researcher, finally Imedren had found some steady side employment at Wizard's Peak. In addition to pay, he would be offered better access to otherwise restricted tomes.

Eventually in his studies, he came across a set of old books which had been mislabeled. One of which appeared to be an unfinished bestiary detailing a personal notes of a war between demons and a specific sect of Fey called devils. Within were notes recording a list of words written in a language he did not understand which had been mostly scratched out but one had not been.

Unsure of what to make of this at the time he took the book home with him in order to study it another time.

At Ezekia's

Imedren nodded to Dramm "I made a promise to help already, Dramm"

perception: 1d20 + 3 ⇒ (11) + 3 = 14

Imedren eyed Joy and came over to the nervous girl. "It's alright Joy, I think I know what he plans to do with that but Dramm is a very driven sort of man. He knows what he's going to do."

As Dramm started the ritual Imedren watched in confusion for a short time until it dawned on him what he was doing. He was worried that Dramm was taking in too much with this magic but it was too late.

"Dramm!"


With a supreme effort, Dramm manages to draw the arcane energies back into his body. Ezekia lies still, wisps of smoke rising from her body, but then she draws a ragged breath. She drags herself to her knees, grabs the hammer and resumes the pounding rhythm. Her green eyes blaze with determination, though there seems to be a faint corona of purple around the edges now...

Dramm:
You hear the faint whisper of Ezekia's voice in your mind. "Won't... fail you..."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

The crackling power twists and writhes back into Dramm's body, and the restored barrier begins to seal. As he pulls and twists, the lightning coils back into a strand of tattoo that had ripped free of Dramm's skin. The spiral glows with power, but one line is permanently warped, tracing upward and over his shoulder.

With a scream Dramm smashes the Amber again. Pieces fall away rapidly, turning from stone to meat to ash. The smell of burning and rotting flesh hangs heavy. The room is filled with the sound of buzzing flies, though none of the insects can be seen in the fierce rushing of air. Sections of the tattoo burn away as Dramm completes the reconstruction of each area. Not all of them burn cleanly, leaving behind discolored marks or lines. A final blow shatters the stone fully, and a blackness rushes out of the center like ink in water. Unaffected by the wind, the foul mist hangs in place in front of him.

Two large red eyes blink into existence, one atop the other. They stare at Dramm from the darkness. A rasping voice like paper dragged over bones echoes from within:

"Everyone had a purpose, Dramm. Did you fulfill yours? Do you still have the knife?"

Will: 1d20 + 3 ⇒ (10) + 3 = 13

Dramm's body tenses as his concentration slips and the tattoos writhe. He corrects quickly, staring back into the void in terror. He speaks the last word, the eyes close, and the mist dissipates. The remains of the tattoos glow gently. Dramm collapses to the floor. Several large veins in both arms have changed, now appearing like living amber. Dramm's skin is seared and raw. He merely lays on the ground. He stares at the black smears on the floor, all that is left of his amber stone. Almost disbelievingly, Dramm runs his fingers through the greasy remains. Tears run down his face.

"Goodbye, Ez."


Ezekia stumbles across the room and throws her arms around Dramm. She holds him close, her own tears falling on the floor.

Dramm:
Again you hear a whisper of the witch's voice in your mind. "Sorry... I'm here..."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm barely registers Ezekia's presence, but one hand grips her tightly. Slowly, he slips into unconsciousness in her arms.

Ezekia:

As his consciousness fades, Ezekia hears a small whisper in her mind, "I'm sorry, Ezra... It's my fault..." Then a flash of red, followed by comfort. Then nothing as Dramm slips away.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Imedren looked back around the room to make sure everyone was okay.

"Is it over? Was the ritual successful? Ezekia, what happened to Dramm? I'm vaguely aware of what was going on but I haven't learned enough of the specifics."


Ezekia cradles Dramm's head in her lap as he loses consciousness. She looks up at Imedren. "I think it was successful--more or less... That piece of amber of his was a repository of magical power, but twisted to a fell purpose. He converted the mana into raw energy and drew it into himself to power his own magic, altering its properties to something less corrupt. At least, that was his hope..."

The witch coughs. "I am glad that all of you proved strong enough to withstand the ritual. If more than one of us had faltered... I shudder to think of what might have happened."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

A few hours pass before Dramm stirs. A pained groan escapes his lips before his eyes even open. Slowly, they part and he finds himself lying in his bed, staring up at the concerned face of Ezekia.

"Am I dead?" He rasps. As usual, the question sounds quite sincere.


Ezekia squeezes Dramm's hand. "Not yet. How do you feel?"

Dramm:
Ezekia's relief is palpable, a warmth that suffuses your body.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"Everything hurts." He lifts a hand. A sharp intake of breath comes with the realization that two of his fingers are broken. "What happened? I remember the light. Reaching out. Pulling it back."

Ezekia:

There is a barrage of emotions from Dramm. Swirling confusion, a warmth and comfort at her touch, and a small cold sliver of dread and doubt. It all quickly gives way to overwhelming exhaustion.


Ezekia seems to recoil a bit, putting her free hand to her forehead. She takes a few deep breaths. "The ritual worked, but not without some backlash. I faltered for a few moments and the energy reached out to me. I think... The two of us seem to have been connected somehow."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm's face goes from confused, to surprised, to suddenly very flushed.

"You're not hurt, right? The others?" He sits up, letting out a pained cough and looking about the room.

Ezekia:

Confusion, then comprehension, followed by embarrassment and shyness at the small sparks from Ezekia's touch gently find their way to the Witch's mind.


"N-no, I'm okay. We're all okay," Ezekia says, flushing slightly herself.

Dramm:
Slight shock, then embarrassment flecked with faint traces of guilt.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Anophth watches in amazement and horror at the ritual being cast. He is surprised that he didn't experience any pain like he was expecting - other than the average to the iron nails - but still, it was emotionally draining to watch his friend go through it.

Anophth rushed to Dramm's side when he collapsed, Dramm! What happened?! What's going on?!

As the hours passed, Anophth paced around, anxiety building up in him over Dramm's state until he finally woke up.

The next day, Anophth decided he needed to go away for a while. It was all too much for him to handle. Between the demonic possession, the loss of his strength, the loss of his ratness despite retaining the fur, and all the magically induced pain - it was all too much.

That day,he bought his tickets. He took a caravan to Sixton and then the rail down south to the Confederacies, where he spent a few days in each of the nine cities before returning. The entire trip was spent carousing and partying and re-learning how to love life.

Along the way, he talked to anyone and everyone he could, slowly building his confidence back up. Picking up his old habits and skills, he traded everything he could: secrets, goods, promises, knowledge, lies, half truths, money, loans, anything. He picked up the dark tongue from an orc woman he befriended (maybe a little more than just friends), staying with her for several weeks of his trip. And he discovered how to protect himself and his friends from the pain of magic, stealing spells right out of the air and throwing them back at their source.

By the time he got back to Crossings, he felt like his old self. He had a smile on his face, which could be seen because he was shaved. Despite the rest of the fur on his body, Anophth now shaves his face and head almost daily.


Dramm and Ezekia, copied from Discord:

Ezekia stays with Dramm until his other companions have left the house. Once they are alone, she looks at him with pursed lips. "So... We should probably talk about this..."

Dramm is sitting up in the bed, fidgeting with his knife. At this point the act is nothing more than nervous tick. Ezekia watched him cast his last healing spell hours ago to reset his fingers. "....Yes. We should. I am sorry Ezekia..." The link suddenly feels deep like a well. Ezekia recognizes the feeling as very heavy guilt. At its core is a hot anger at himself. "I did not know this could happen. I have altered your mind. It is against everything I believe. I have..." He is pressing the knife tip into a finger in his anger, not noticing the pain over the other aches in his body.

"I have invaded your sanctity. I... I have raped you." Dramm drops the knife and grips his face in shame.

Dramm feels a surge of pain through the connection, but it's not Ezekia's own. Rather, it's a sympathetic pain for him. "No, it's... It's not your fault, Dramm. Neither one of us expected this to happen. All things considered, the backlash from the ritual could have been a lot worse." The witch quickly picks up the knife before he can hurt himself further.

Dramm is silent and does not contest her retrieving the knife. At first there is a flash of fearing the worst, then that feeling of depth intensifies. It becomes clear it is not just guilt, but a withdrawing from an overwhelming and confusing world. There is a level of lifelong and sad familiar comfort in that crushing solitude. When he speaks, his voice is a little more flat.

"Yes, it could have been." Dramm fidgets, uncertain what to say. "I am glad it wasn't. Very glad, Ezekia."

Ezekia sits beside him and reaches for his hand. "Don't worry. We'll figure this out, together."

Confusion, surprise, vulnerability, panic, uncertainty, but a touch of warmth. Ezekia would have expected the novelty of the emotions from someone younger than Dramm.

"Yes. I guess we can't hide it from each other." He looks to Ezekia. "I... I did not realize that I... for you..." He falls silent.

Nervousness, warmth, a trace of amusment all laced through with pangs of guilt. "There will be no secrets between us any more, will there?" Ezekia lowers her eyes.

Sadness, lost innocence and... the slightest sense of awe. Flashes in the mind: Meeting, learning, respect, promises, Joy... and suddenly a hot flash of embarrassment at a memory.

"No, there won't be." Dramm's eyes follow the curves of her face, uncertain where to look. "It changes things. They can't go back. Is... is that all bad?" There's sincerity in his question and that touch of uncertain longing in his voice.

"No. It isn't all bad," the witch says. She looks up to meet Dramm's gaze and takes a deep breath. "There's no sense in denying things any more. I... I have feelings for you, Dramm. I don't know if those feelings are appropriate or not. Rena and I... We're still in a relationship. But things between us have been strained the last few months. I think... I think she's found somebody else." Heartache, shaken confidence, a feeling of being adrift.

At the mention of Rena, that flash of embarrassment intensifies. It's followed by an overwhelming curiosity and longing. Before he even realizes it, Dramm has leaned inward to kiss her. It is abrupt in Dramm's way, as he always is.

A sharp flare of surprise that quickly melts away into a warm desire. Ezekia gives herself in to the kiss, holding his cheeks in her hands.

Dramm's own feelings follow, his surprise at himself as great as hers. Though it is rough, there is a tenderness and innocence in Dramm's kiss. Delight and melting warmth spreads at her hands on his face. He does not hold the kiss for long, pulling away and slow to open his eyes. Suddenly he flushes deeply.

"I-I had to know w-what it was like." he stammers.

"And...? What was it like?" she asks softly.

Dramm flushes shyly. "It was... like you." He says slowly. Dramm's face moves through a hazy confusion, and his eyes travel along Ezekia. For as little reaction as he shows, his emotions echo very intensely. He leans back in to kiss her again, his own hands reaching up to touch her face.

The hand stops when he sees the amber veins again. Shame, impurity, revulsion, brokenness. He stares at the mutation uncertainly.

Sensing his feelings, Ezekia places her hand over Dramm's, covering the veins. "You have nothing to be ashamed of. You're not broken, Dramm. You are human. Flawed and imperfect like everybody else. Like me. We're all just figuring things out as we go along. But you don't have to do it alone. You have me."

The deep cold well of Dramm's withdrawal has been warming, unnoticed by Dramm himself. The warmth wavers at his fear, but her touch sends fresh waves through him. Before long, she has drawn him to her. Dramm squeezes her hand, taking in the delicate touch of her fingers. The warmth grows and he leans in to kiss her again, his right hand wrapping around her hips to draw her close.

The brim of Ezekia's pointed hat brushes against the top of his head as he pulls her close. She wraps her arms around his shoulders and presses her body against his eagerly...

***

Dramm is inexperienced, but surprisingly passionate for his odd demeanor. Eagerness, excitement, melting warmth, wonder, awe... Dramm is swept up in the emotions, echoed back and forth. There is a connection unlike anything he had experienced before, and the echoing emotions cause him to seek Ezekia's own and intensify them. He holds her close at the end. An alien emotion passes over Dramm. Ezekia recognizes it as contentedness and peacefulness being with her, if only temporary.

The lovemaking is intense indeed, and Ezekia's cries of passion echo through the house as things build towards a shuddering conclusion. The redhead lies atop Dramm's chest in the aftermath, idly tracing the lines of power across his body. He can sense her satisfaction, though the traces of guilt still linger on the edges.

"I have to end things with Rena," she says. "I might be done with the Council altogether as well. The only reason I suffered through those worthless meetings was to spend time with her... My time is much better spent helping the people of Crossings directly."

Dramm is gently tracing her back with his fingertips and twisting locks of red hair. His mind is still bubbling with experience. He nods, and there are tinges of guilt within him as well.

"Do you want me there with you?" The voice is flat, but Ezekia can feel his sympathy for her position, and his desire to see her through it. "I can be."

"Thank you, but I think it's probably better if I do it on my own," she says. She's sad, but determined.

He squeezes her tightly, feeling her warmth and softness against him. "I will be here." A long quiet passes before a shy whisper reaches her ears.

"Can we just... stay here tonight?" There is a delicateness to his touch. Looking into his eyes reveals that hint of innocent awe of someone taking in everything about her... it doesn't quite hide the mischievous glimmer of emotion that flickers under the warmth.

Ezekia smiles warmly. "Yes, of course. Right now, there's nowhere else I'd rather be..."


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Over the next few weeks, Uruuna's throws herself into her martial training with increased gusto. Having fallen several times during the exploration of the shrine, the plucky halfling is determined to get as tough as she possibly can. Already on the slender side for a halfling, Uruuna grows even leaner and more muscular as she trains with her new weapon of choice, the scimitar. She gets quite good with it, able to slip the blade into weak points in her opponent's armor to deliver precise, biting strikes.

The commander of the Brown Cloaks, Jon Crawley, is impressed by Uruuna's determination and promotes her to a mounted patrol unit. Granted a swift steed appropriate for her size, Uruuna is often seen riding through the streets of Crossings, looking for troublemakers. She busts up several dens of iniquity, claiming a strange trophy from the house of one sadistic alchemist: a glass jar with a beetle inside whose glands glow with bright light. Naming the beetle "Clicky" for the odd noises it makes, she makes sure to keep it fed and uses it as a nightlight at the home she shares with Imedren.

Throughout the weeks, she keeps an ear out for any rumblings about the Brotherhood of Shadow. The cult has been quiet for the past few months, a lull that seems mighty suspicious...


Chapter 4: Temple of Shadows

Early this morning, the wealthy district of Purse was rocked by a terrific explosion. The blast destroyed much of a large manor atop the highest hill in the city. In the wake of the explosion, a vile plague swiftly swept through the district, driving its victims mad even as it destroys their bodies. Those who succumb to this scourge rise from the dead, attacking the living to spread the contagion. The Brown Cloaks and the militia have attempted to seal off Purse to contain the plague, though people are slipping through (often with the help of well-placed bribes) and new cases are breaking out all over the city.

Uruuna has rode all across Crossings to gather you from whatever disparate activities you have been up to. "This is bad, guys. Real bad. We've got to do something about it!"


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Woah. That was unexpected. Any leads? Whose house exploded?


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

"The house belonged to Pentachus Katandramus, a wealthy aristocrat. Inquisitor Randolfus and his henchmen went in there earlier, but they haven't come back out yet."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm is already dressed in the hard leather armor and cloaked in arcane magic when Uruuna arrives. He is currently trying to convince Hobb to leave him alone at the shop.

"The plague is loose. More undead. They must have found something inside. We should go after the inquisitor." He has his weapons quickly.

"Go home, Hobb." He snaps at the ram. It bleats at him. It does not go home.


Uruuna leads you to the edge of Purse, where the militia has established a blockade. Commander Rena steps forward as you approach, glowering at you (and especially at Dramm). "It's about time you lot got here. Much as I hate to admit it, you're likely our best shot at containing this madness. The streets are thick with the sick and the dead. They've started calling the disease gibbering fever. First you go mad, then you die, then you rise up as undead. It spreads through physical contact, so don't touch anybody."


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

The dead? Walking? Well f!*# me.

Ok, before we go in, let's be properly prepared. What can we wear to avoid to use to keep the disease at bay? What types of weapons are best against these the dead? Should we stock up on torches or other sources of fire? Ranged weapons? I'd like to have something to use at range. All I have is my walking cane. Do we have any potions that can help with the disease?

What's the best route to the origin. I'm guessing there's something there causing all this. Do we have any flares to signal for help? What else am I missing?


"Any weapon works fine. Aim for the head and they'll go down quickly," Rena says. "It's a straight shot to the house on top of the hill. Should take about half an hour to get there. Witnesses reported seeing several strange dwarves going into the house just before it exploded--they might have something to do with all of this."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"What about return?" Dramm asks as he checks the heft of his axe. "What is the plan for blockading the sick? How will we get back out through that blockade?"

He looks at the soldiers moving about. "And how many are going with us? Are any going with us?"


"We're mobilizing all the priests we can find in the city, those of the Old Gods and the New," Rena says. "They'll check you for signs of infection and if you're clean, we'll let you pass."

The commander narrows her eyes when Dramm asks about reinforcements. "By my count, there's six of you...and a ram?" Hobb bleats beside Dramm. "You'll likely be fighting in close quarters. If I send any of my men with you, there'd be little room to maneuver. Besides, I hear that two of you have been engaging in dangerous sorcery. I've seen what happens when sorcerers lose control of their power. I'm not going to risk my people dying because you can't keep your own magic in check."


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Anophth puts on his new leather armor, that he got with help from Dramm. Knocking am arrow in his new bow, he says, Come on. Let's see what's going on. The city needs us. With that, Anophth heads in.


Anophth and Uruuna lead the way into the besieged district. Purse overlooks the Dark Waters from the top of the cliffs that rise above the lake’s western shore, and is home to Crossings’ wealthiest citizens. Gardens and walls surround palatial homes, most of which have been locked down tight. The streets are wide, bordered by spreading oak trees and lit by new gas lamps. You can hear distant groans and the occasional scream as you navigate towards the Katandramus house.

After about ten minutes or so, the sounds of groans and shuffling feet grows louder. Ahead, two separate packs of the walking dead begin to converge on your location. Their eyes are milky white, and all bear gruesome wounds leaving no question as to their unliving state. Hanging entrails and broken limbs do nothing to slow their inexorable advance...

These creatures are frightening! Everybody must make a Will challenge with 1 bane or be frightened for 1d3 rounds plus your Insanity score.

Map is updated. State fast or slow initiative and your actions!


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Anophth draws back the string and lets loose an arrow, aiming for the head.

Boon, Trickery; 2 Bane, Called Shot
Arrow!: 1d20 + 3 - 1d6 ⇒ (19) + 3 - (1) = 21
Damage: 2d6 ⇒ (5, 4) = 9

Exploit Opportunity!

I am in control, Anophth whispers to himself in the dark tongue, as he draws on the demonic power within.

Anophth takes 1 damage and gain a boon to all attack and challenge rolls for 1 minute. Yay! No more automatic insanity!

Edit....

Crap, forgot about the will roll.
Will: 1d20 - 1 ⇒ (2) - 1 = 1
Using Fortune.

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You can make the rolls for your character creation here. I'll have more setting details soon and answer any questions you might have.


A backwater province of the troubled Empire, the Northern Reach covers the lands east and north of the Shield Mountains, stretching as far north as the Desolation and east to the Auroral Ocean. Littered with the ruins of vanished peoples, much of this land remains a wilderness—trackless, unexplored, haunted by the faerie, ravaged by beastmen, and shadowed by the undead that besiege the citadels of the Crusader States. But even with all the dangers afoot in these lands, civilization thrives.

At the center of the Northern Reach, Crossings spreads across a ring of hills overlooking the lake known as the Dark Waters. Six pale spires rise above the city, obscured by the perpetual smoke spewing from the stacks of its industrial district. Miles of farmland spread to the east, while the rolling hills known as the Barrows form a natural border to the south, curling around to the Black Hills where the city pries iron ore from dwarf-dug mines deep within the earth.

The present city is the latest in a long line of communities that have stood on the shores of the Dark Waters. Evidence of previous settlements can be seen in the city’s architecture, from looming faerie spires to the arches left by the First People, to the castles raised by the Edene when they ruled these lands. The city’s cobbled streets, ancient cemeteries, and statues of people and events long forgotten have all withstood the tide of years.

The Crossings of today grew from exiles, bandits, and refugees fleeing the Empire’s tyranny and squatting in the ruins of a town emptied by the plague. Though the new settlement was a lawless and dangerous place, the influx of settlers and the march of the crusaders to establish their citadels tempered the community’s excesses and helped its people establish a rule of law that has made the last century a stable one. Isolation and wealth have given Crossings a great deal of autonomy, and the city acknowledges the rule of the provincial capital of Sixton in name only.

Humans make up most of the people living in the city. Half that population can trace its ancestry to the indigenous peoples of the Northern Reach, and are distinguished by their auburn hair and dusky features. Many also have tribal tattoos that often depict divine symbols of the Old Faith gods. The rest of the city’s humans hail from across the Empire’s lands.

Halflings are the second most significant population in the city. However, their numbers are even larger in the countryside, where they maintain their farms and tend to their herds. Halflings mingle freely with humans, and marriages between humans and halflings happen from time to time.

Alongside those two races, Crossings features all the other peoples living in and around the Empire. Brutish orcs can be found haunting the taverns in Old Town or brawling with jotun exiles that ventured north to find their fortunes. Goblins tend to the city’s sewers and keep its streets clean. Changelings infiltrate the city in human and halfling guise. And clockworks, either fashioned locally or having arrived from far-flung places, struggle to find their place on the frontier.


M Rattus norvegicus

Age: 3d6 ⇒ (6, 2, 4) = 12
Build: 3d6 ⇒ (1, 2, 2) = 5
Appearance: 1d20 ⇒ 10
Habit: 1d20 ⇒ 4
Background: 1d20 ⇒ 14
Personality: 3d6 ⇒ (1, 5, 3) = 9
Curse: 1d6 ⇒ 2
Form: 3d6 ⇒ (4, 6, 3) = 13
Side effect: 1d20 ⇒ 11


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Since my time is iffy, I'll just follow bookrat's example for now and choose things like race later.

Age: 3d6 ⇒ (5, 5, 6) = 16
Build: 3d6 ⇒ (2, 5, 6) = 13
Appearance: 1d20 ⇒ 9
Habit: 1d20 ⇒ 16
Background: 1d20 ⇒ 16
Personality: 3d6 ⇒ (1, 6, 6) = 13
Curse: 1d6 ⇒ 3
Form: 3d6 ⇒ (5, 2, 2) = 9
Side effect: 1d20 ⇒ 2


M Rattus norvegicus

Remember that each race has their own categories for rolls. Many of those won't apply to your race.

With permission from the GM, I'm using a different set of rolls made in the discord chat. I rolled randomly to determine which race and books I'll be using.

Race:
Skinchanger
Curse: Someone you knew contracted the curse and passed it onto you the fi rst time they changed.
Animal Form: Rat
Side Effect: The shadow you cast has the shape of your animal form.

(Shame I didn't get what I rolled the first time - normal animals of the type treat you as if you were of that type. Just seems fun. :) )

From here, I rolled which living race I would be. My first roll was clockwork, which is an invalid entry. My second roll was Goblin, from the core rules book.

Goblin Rolls:
Age: 11-25 (young adult)
Build: Normal height/weight range for a Goblin
Distinctive Appearance: You have one eye
Odd Habit: You like to hide
Goblin Background: You snuck into Alfheim and stole a lock of hair from the Faerie Queen.
Goblin Personality: You try to rise above the filth and squalor of your people to do good in the world.

Professions
Common (Shopkeeper)
Common (Miner)


M Rattus norvegicus

Wealth: Comfortable
Interesting Thing: A box of 1d20 ⇒ 14 iron nails
Traits. Positive: Forgiving. Negative: Vulgar.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Bookrat here. Here's my PC's story. I'm thinking that at this point, he doesn't know he's a Skinchanger.

---------

As a Goblin, life is s~+&. Let me tell you. S&@* on by the Fey. S### on by the humans. Even the f*%$ing orcs s%&+ on you, and when that backwards slave-ass race looks down on you, you know it bad. But hey, at least I didn't love in the f~#%ing sewers, wallowing in their literal s#+!.

I grew up in Crossroads. Ma raised us up on the outskirts, in the trash heaps. Sure, people think it's bad, but there's treasures there like you wouldn't believe! Pa was a miner - worked at the Crossings Landfill. What? You don't think the landfill has mines? Ha! You humans are dumber than you think we are! I spent years in those mines, searching for discarded treasures. You'd be amazed at what we'd find. We made good reselling what we found back to the humans. You'd be amazed as the trash they'd buy off us. And it was more than enough to feed me and my siblings. We loved good. But, it just wasn't enough, ya know? I needed something more.

And then one day it happened.

Cack. He's another goblin, like me. We grew up together. It was his idea. It was his plan. Ya see, he was the one who saw it. A doorway to Alfeihm. I'd dreamed of this place. We knew we wasn't welcome, considering that the Queen herself threw out out of goblinkind, but we just had to take the chance. We snuck in. We did the unthinkable. It was I that did it. Cut off a lock of her hair. Yes! Her! F%~!ing her! The queen herself! She was asleep! And I cut her hair! I handed it to Cack as we fled.

Leaving was harder than getting in. Guard were on high alert when they found out what happened. I wanted to hide. Cack wanted to run. I mean, the doorway - it was right there. But something wasn't right. I just knew it. I hid. Cack ran. Cack was caught.

I watched it all from my hiding place. Ah was she angry. Livid. She picked him up with one hand around his throat, screaming about how dare he touch her. He tried to say it wasn't him - and it wasn't. It was me. But he had her hair on him. And that was all the proof they needed. She screamed at him. Called him a little rat scurrying in filth. Said, “If you want to be a rat, so be it!” At the time, I didn't know what she meant. She tossed Cack back through the doorway and back to the mortal realm. I stayed hidden. Eventually, the coast was clear and I fled.

A few days later, I finally caught up with Cack. He wasn't no worse for wear. And we had a good laugh about it all, especially considering how we both got out alive.

But two weeks later, it happened. We was hiding out in an old mine shaft. It had partially collapsed because some orcs dumped a load of trash on top of it. Dangers of the occupation. But just because it was collapsed didn't mean it had no treasures. We was digging through, when we found a bottle of liquor! What a find! We started drinking, and were singing songs and laughing when ol Cack started complaining that his insides hurt. I walked him outside to get him some fresh air, when he screamed in pain and started convulsing. He started to change right there in front of me, fur growing out of his hide, limbs bending in ways they shouldn't, claws and teeth forming. He was becoming a giant rat! Just like the Faerie Queen said! Then he turned on me. He bit my arm while scratching at my belly; I managed to fight him off and eventually he ran away. I ain't seen him since. I think he remembers what happened and is just too embarrassed to come back to me. At least, I hope. I hope he ain't dead. That would just f*@#ing suck.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Ultimately I have decided to go with Human as my race here.

Background: 1d20 ⇒ 12
Personality: 3d6 ⇒ (2, 6, 5) = 13
Religion: 3d6 ⇒ (2, 2, 5) = 9
Age: 3d6 ⇒ (5, 1, 4) = 10
Build: 3d6 ⇒ (2, 3, 5) = 10
Appearance: 3d6 ⇒ (5, 2, 2) = 9
Profession: 1d6 ⇒ 5
-Profession: 1d20 ⇒ 9
Wealth: 3d6 ⇒ (6, 4, 3) = 13

Results:
Age: Young adult: 27 years old.
I have a spouse and 1d6-2 children. Perhaps she is a halfling.
Children: 1d6 - 2 ⇒ (1) - 2 = -1 =0.
Build: Average height and weight.
Religion: Follower of the tenets of the old faith.
Personality: (Heart of gold) I help others because it's the right thing to do.
Appearance: Perfectly average looks and appearance.
General Profession: Religion (You belong to a religious institution.)
Specific profession: Minister. (You are a religious leader in your community. You know how to read and write one language you know.)
Wealth: Getting By.

Man, this guy is just Mr. Vanilla over here. Not sure I intend to be a priest here or not. Write up later.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Whoops, forgot a few things:

Interesting Thing: 1d6 ⇒ 6
Table6: 1d20 ⇒ 16 (A fondness for the bottle.)

Personality Traits: 1d20 ⇒ 4 (Dependable but craven.)

So Imedren is a young man who is average looking in all ways, married but no children. He's a cowardly minister priest of the old faith with a fondness for alcohol but with a heart of gold who is dependable as long as things don't get tough or confrontational. He doesn't come from wealth and is not terribly ambitious by any means but he will always do the right thing.

I'll have a clear write up later.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Here are definitely aspects from my story that don't capturey entire PC. Such as how he wants to rise up above the filfth of his people to fight evil forces. I wasn't sure how to incorporate that into what I wrote.

Also, did you know it's pretty hard to find an avatar of a goblin with one eye?


We are still waiting for Drot's player to make a character and to see if one or more of his friends will join us.


Ferren Rogue/Sharpshooter/Assassin 10 | S9, A14, I13, W10 | HP 25/42 | D14 | Speed10 | Power2 | Insanity7 | Corruption3 | Fortune: No | Status: Too Old For This

The interesting thing I rolled fits very well with my character. I'm working on the story now, we've been busy at work so I apologize for the delay.


No problem, Drot T-Bog! I'll probably get things started here on Monday morning, giving everybody the weekend to finish up their characters' stats and stories. Since it's just the three of you, I'd like to stat up Imedren's wife as a DMPC to round out the group, with his permission, of course. Imedren, is your wife a human or halfling?


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Ah yes, sorry about that. I got a little lost over this last week and never did get around to finishing Imedren's character write up.

She will be a Halfling named Uruuna. Something that irked his parents but also isn't completely unheard of and after some contemplation did allow their family to be seen as more open to the community as a whole. So he only had to deal with it's ramifications occasionally.

Also, sure. I'd already pictured her as a stronger willed and potentially rougher sort than Imedren. They met in a tavern during Imedren's haze of trying to cope with some of his issues and the two of them became drinking partners, friends, and eventually fell for each other.

I'll come up with a description of what I imagine her to look like later.

Edit: And that was over 30 minutes of writing I lost due to a combo of copy/pasting mistakes as well as Paizo's backtrack too far issue. I will have to just remember to come back later and write that up. For now, I'm going to bed.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Im ready to go!


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

@ DM Brainiac, for stating up Uruuna, do you just want me to describe her in great detail?

Also for the group in general, what sort of role are you each planning on playing? My background set my character up for being a priestly character again, this time of the Old faith variety, but I was sort of leaning more towards a roguish sort or maybe arcane caster. But if you were both thinking of that, I could go down that road again.


I made some rolls on the halfling tables to create her background, but you can provide Uruuna's physical description.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Uruuna stands at a height of 3'2 and has a firm build. She has dusky skin and straight dark red hair that parts naturally down the middle and which she keeps tied up in two separate tails. Her eyes are a deep blue. She prefers to dress in dark brown boots and simple clothing that tends toward earth colors.

Hope that description works.


Yes, I can work with that. I will make an alias for her tomorrow morning then we will begin the game!


Imedren, it looks like you've got an extra +1 to your stats. Starting characters may only add +1 to one stat in exchange for -1 to another. So either your Agility or Intellect has to go back down to 10.

T-Bog, still don't have your story yet. But you and Anophth both have the miner profession, so it stands to reason you have worked together before. And since you have the peasant conscript profession, you might have served under Imedren's brother, who is a lieutenant in the militia.

Militia:
The city maintains a small militia of two hundred to protect against outside threats. Members of the militia occupy the city’s watchtowers, guard the gates, and patrol the lands around Crossings. Most militia members come from the lower classes, since the meager pay is better than nothing and the work is easy for the most part. They wear hard leather armor and metal caps, and carry spears and small shields. The brown tabards they wear over their armor display the city’s device—two crossed spears.

Anopth and T-bog, since your lifestyles are poor or getting by, you probably live in the city district called Grievings.

Grievings:
Grievings is the poorest and also the most densely populated district in Crossings. Positioned above the Tankards and below Smokestacks on the eastern slopes of the city, it is a tangled, crowded place of tall row houses and narrow streets, made narrower by the tents and shacks lining them.

Grievings is a desperate, dangerous district, whose people work as servants in Coins, toil in Smokestacks, and labor anywhere else they can find work in the city. Although the district is infested with vermin and riddled with disease, Grievings’ people are proud and independent. They look after each other, and mete out their own brand of justice to those who cross them.

Imedren, you and Uruuna likely live in the Old Town District.

Old Town:
Old Town marks the beginning of Crossings, as it was from this small district that the city first grew. A largely residential area, the district contains old shops, taverns, and restaurants tucked between small brick houses that crowd the narrow streets. A number of inns cater to travelers coming in along the Iron Road.

I'll have the first gameplay post up in the next few hours!


Oh, and Imedren, halflings don't have their own language. They speak Common, so you can choose a different starting language.


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Here's Uruuna's alias.


Ack, I got some lifestyles mixed up earlier. Anopth is likely living in Old Town with his comfortable lifestyle. Uruuna has a comfortable one as well, even if Imedren is just getting by, so they can be in the Old Town still.

The first gameplay post is up!


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead
DM Brainiac wrote:
Imedren, it looks like you've got an extra +1 to your stats. Starting characters may only add +1 to one stat in exchange for -1 to another. So either your Agility or Intellect has to go back down to 10.

Don't forget that humans get an extra +1, in addition to the +1 for -1 trade.


Oh! I think I overlooked that when I built Tesswyn... I never gave her the extra +1.

Any chance I could retroactively apply that +1 bonus now?


Here is a map of Crossings. I'll put a link to it in the campaign description as well.


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead
DM Brainiac wrote:

Oh! I think I overlooked that when I built Tesswyn... I never gave her the extra +1.

Any chance I could retroactively apply that +1 bonus now?

Absolutely!


Thanks! I will bump up her Agility to 14.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Ah, so I don't have to change my stats.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Quick clarification GM, Imedren would almost certainly know if Father Gregory was living at another house or not. Does he have another home for the group to visit or does he stay mostly at his shrine?

Also, does the horned skull drawing mean anything to Imedren with his background in religion?


Gregory lives here in the shrine. He doesn't have another home to speak of.

Imedren doesn't know what the significance of the horned skull might be.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Well without further ado, to the Fallen Soldier tavern.
I'm thinking that the better way to go would be talk to people surrounding the tavern to learn more about the people we want to ask about before heading to the tavern itself. Unless people think it would be better to start at the center of things and work our way spreading outward?


M Rattus norvegicus

Where's the center? I thought the tavern was the center. I'm good with starting there. How are goblins generally accepted there?


The tavern is the center. Goblins are generally tolerated, as long as they don't cause trouble.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Forgive the presumption of what Imedren would do here. I know it's not something most PC's ever do, but as a character with the negative trait, craven, he would not want to stay and fight two threatening men who are known thugs.

That being said, if both Uruuna and Anophth were already in the thick of things with the other two men, his positive trait, dependable, would override his craven state and he would help.


Everything looks good, Dramm. You can start posting whenever you're ready. Just include why you're interested in trying to track down Father Gregory or one of the other missing people.


About to go to bed. I will post an update when I wake up.


Map of the Moore House


The rest of you are all up for your combat actions. Please state fast or slow initiative and post your actions.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Ah, my bad. I had meant to post that Imedren at least had no immediate plan past stealth.

Well now it's time to swing a stick.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

I really like how much that entire encounter reminded me of the completely incompetent fight scene at the end of Pineapple Express.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Had a super long and unusual day after my usual sleep schedule was interrupted. Will post tomorrow morning.


Male GMT

Hi all, Bookrat pointed me onto here.

I'll have time to look over my pdf bundle this evening (GMT) if that's okay.


Sure thing! Welcome to the game! Let me know if you have any questions. If you have Discord, I can invite you to the chat room we have set up there, too.


I forgot to mention, everybody has gained Fortune for great roleplaying so far! Keep it up! :D


Male Goblin Level 4 Rogue/Warlock | S9, A13, I12, W9 | HP 0/21 | D13 | SS: 1/1, N | Move: 10 | Perc 13 | Insanity: 0 | Corruption: 5 | Fortune: Yes | Status: Dead

Yay!


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Excellent!

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