Bookrat's Demon Lord Game 3 (Inactive)

Game Master bookrat

Moon Phase: Waning Crescent, Waxing Gibbous, two nights until full


Quick List for NPCs:

•M. Capil "Cap" Laris - Pixie who believes Erik is his father.
•Geraldd Masonbridge - veteran warrior who was rescued from giant spiders
•Hyacinth Picklepear - halfling farmer who was rescued from the giant spiders
•The Aubergine Wizard aka Jimmy - Has a small but endearing Chinchilla who isn't actually a familiar, but his ex-wife who complained about the magical experiments one too many times. Wears flamboyant purple robes emblazoned with gold. Gets told off about dress code at work a lot, but gets away with it because all Wizards are a bit weird.
•Isabella - Andras' disgraced older sister (lives on the Cousland estate)
•The Orc - mysterious orc hunting Andras. Reason not currently known. Hokey mentioned that she didn't want The Orc to do to her what he did to "her." No one has followed up on this yet.
•Kog - orc fence in nearby city, contact of Adelmar and Awful

Deceased NPCs:

•Huberic Bithclump - herbalist living out in the woods. Has information for how to defeat The Orc. She left a journal hinting at an artifact said to be able to defeat any opponent.
•Alison Newberry - widow living along in a house on the side of the road outside of Last Hope
•Constable Harold Cray - local law enforcement
•Father Solomon - local priest of the New God
•Amber - pretty bar wench
•Mercurio Blanche - Bar owner, takes no shit from anyone
•Dade - the local blacksmith
•Hartwig Pott - local notary, scribe, teacher, and book collector
•Aaron - woodcutter, unofficial "leader" of the town (folks just listen to him)
•"The Boy" - 15(?) year old who ran from the church
•Yulen - Erik's father. Woodsman who lives on the outskirts of town. Currently renting his hay loft to Hokey as a place for her to sleep.
•Adelhan - mayor
•Adelmar - mayor's son

Welcome to Vanderhalen Hollow:

Coming soon

Welcome to Last Hope, a small town in the Northern Reach:

Temple of the Holy Finger

Last Hope’s only temple, this stone and wooden building was once dedicated to the Old Faith. Ten years ago, a priest of the New God reconsecrated it to serve as a house of worship. Much of the structure acts as a great hall with a dozen smaller shrines against the walls. The icons of the old gods have been removed and now display plaques showing crude paintings of religious scenes. At the center of the hall stands the dais where an idol of the World Mother once stood. Now, there stands a statue of Astrid pierced by blades..

The Cemetery

A low iron fence surrounds the town’s old cemetery. Locals don’t use the cemetery often. Grass and wildflowers cover the grounds within and the crooked stone markers bear illegible text and symbols.

The Abandoned Workshop

Five years ago, an artificer from the Nine Cities drifted into town and set up shop here. Strange and reclusive, he rarely emerged from this old barn, but people could hear all manner of strange things sounding from within. Then, one day the noise stopped. The constable investigated and discovered the artificer had been killed by one of his creations. Not knowing what to do about the weird devices and other dangerous materials contained within, he had the place boarded up and put a sign on the door warning people to stay out. Other than a few inquisitive children, no one has gone inside.

Ribald Reeve (tavern)

Locals congregate at Last Hope’s only watering hole, a rundown tavern with accommodations run by Mercurio Blanche, a cigar-chewing, middle-aged woman who hasn’t said a kind word about anyone for as long as she can remember. She is thin with a pinched face and long gray-black hair pulled back in a bun, and commands a small army of servers, cooks, and servants to keep the place running despite its shabby appearance.

The Reeve caters to locals and the many caravans passing through town en route to someplace far more interesting than Last Hope. The Reeve offers standard fare, usually stew with bread, and has a full bar stocked with local ale and spirits. A common room in the attic with cots for up to twenty people is the only accommodation provided. All but Blanche herself live in and around town; Blanche lives in a small room off the kitchen.

The main floor appears worn and broken in, but clean. Eight tables with four or five chairs each are arranged around the middle of the room, with booths against the walls, and a bar with ten stools at the back. A fireplace warms the place and Blanche keeps a pot of brown bubbling on the flames for folks without the coin for something better. A staircase near the door leads up through the floor of the drafty common room above. There are usually 1d6 + 1 people staying at the Reeve on any given day.

Constable’s Office

Constable Harold Cray enforces law and order from his small stone building. Iron bars cover the four windows and the front door has a stout lock. Inside, there’s an iron cage at the back containing four cots and a bucket.

The Constable is a good man. He means well and he's got a reputation for being reliable. He has held the post of town constable for a few years, and before that he spent time patrolling the roads, fi ghting beastmen and stranger creatures. He’s well liked and good at his job. He’s tall, his muscle slowly going to fat, with thinning brown hair and dark brown skin.

Other Businesses

Last Hope has a few businesses that provide finished goods for the locals and for caravans looking to resupply.

(This is a good area for you to fill in if you want to expand on something related to your character).

Houses and Shacks

The rest of the town is made up of residences. Houses tend to be nice, tidy, and large enough to accommodate families of modest size. Shacks are smaller or are rundown houses.

You most live in one of these houses or shacks, depending on your lifestyle.

The Old Well

This ancient well is believed to have been the first dug in Verge, and the mortar between the stones forming its upper edge has all but crumbled away. Locals customarily write wishes on scraps of paper, then insert the folded scraps into the cracks between the stones.

Beyond Last Hope

Thick woods cover the lands for a few miles to the west and locals cut timber from them, though few venture too deep as most believe the forest to be haunted. To the south stands a large lake and the fish taken from it is a staple in the townspeople’s diet. Farmland and pastures cover the lands to the north and east. Small farms lightly populate these areas, and they help feed the nearby communities.

Standing Stones

A cluster of huge stone slabs arranged in a circle stands about a mile south of Verge. This site was once the main gathering place for worshippers of the Old Faith, and magic still lingers here

Other People In Town
Dade - the local blacksmith
Hartwig Pott - local notary, scribe, teacher, and book collector

House Rules:

Insanity
We will be using these following rules from Unhinge the Mind supplement:

•Each time you rest in a secure location (such as a town or city), you can choose to make a Will Challenge Roll with 1 Bane. On a success, you reduce your insanity score by 1. On a failure, you gain 1 insanity point.
•Cure spell does not automatically reduce insanity. It now requires a will challenge roll.
•You can use the Core book or Frayed Ends for Quirks.

Corruption
We will be using these following rules from the Price of Evil supplement:

•Corruption Effects Table (page 5)
•Mark of Darkness Severity Tables (pages 5-7)
•Corruption Reduction by doing good deeds will only be for those with a corruption score of 3 or less.

Battle Scars
We will be using the following rules from the Battle Scars supplement:

•Whenever you become Injured or Incapacitated as a result of damage, roll a d20+half group level. 10+ means no additional effect.

Price of Magic
We will be using a custom rule for learning magic. Each tradition has an effect that can alter you physically or mentally. View the chart here to determine the effect based. If you have an idea for a different effect, please ask about it and we can come up with something fitting.

Learning Traditions and Spells
You must have access to a teacher or some sort of material to learn any given tradition or spell. Think about what kinds of traditions and spells you may want to learn, and keep an eye out for incantations, books, or other sources of knowledge, or befriend an NPC which could grant you access.

Altered Health
All expert and master paths which do not gain Power will have their health gain increased by 1. All expert and master paths which do gain Power will have their health gain decreased by 1 (min 1). If a path already gains 0 health, then it will remain so.

Fortune
When you have Fortune, you can spend it in the following ways:
• Turn your failed roll into a success
• Grant an ally 2 boons
• Grant an enemy 2 banes
• Change the Narrative to your benefit
• Prevent an instance of instant death
• End Madness early
• Remove one affliction (frightened, diseased, stunned, etc)
• Change any d6 result into a 1 or 6

Success at a Cost
If you're out of Fortune, you can still turn a failed roll into a success. But this will come with a cost. The cost will be determined based on the story and the current scene. Suggestions welcome!

Traditions Revealed:

As you reveal locations and special objects in game, access to magic associated with those locations and objects will be unlocked.

Temple of the Holy Finger
Studying at the temple can grant access to becoming a New God worshipper or simply being able to access one or more of the traditions associated with the religion. Traditions revealed: Life, Theurgy, and Celestial.

Abandoned Workshop
Studying at the abandoned workshop can grant access to expert paths associated with artificers, alchemy, or technology based paths. Likewise, the workshop reveals the following Traditions: Alchemy and Technomancy.

The Underworld
If your character has experienced the underworld, you have access to the Death, Spiritualism, and Soul tradition. Likewise, paths and religions associated with death, spirits, or souls are now available.

Runic Enchantments
Your party has discovered an enchanted item with runes on it. The study of this item can reveal the Rune tradition.

Necromancer's Grimoire
You have discovered the grimoire of a necromancer, filled with notes, theory, and hypotheses about the undead and the magic that binds them. Study of this tome unlocks the Necromancy and Blood traditions. (Note: the blood Tradition had been rolled into Necromancy with the release of Occult Philosophy; they're only considered separate traditions if you want them to be separated due to RP reasons).

The Standing Stones
The following can be unlocked by studying at the Standing Stones: earth, air, fire, water, fey, nature, storm.

Beastmen
If you spend time studying the entrails and innards of the beastmen, you can unlock the Forbidden tradition.

Special
Andras has unlocked nature, protection, life, and curse from the battle at the Standing Stones.
Awful has unlocked Shadow, teleport from the battle at the standing stones.
Bertram has unlocked earth from the battle at the standing stones.
Hokey has unlocked the Celestial tradition because she has unwittingly summoned a giant beam of light. Hokey has also unlocked air and Arcana[/b] from the battle at the standing stones.
Hydrand has unlocked protection, earth, battle from the battle at the standing stones.