Eldran Tesh

Acheron - The Keeper of Truth's page

54 posts. Alias of Severed Ronin.


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Sorry - work is hell as they say and working in the military is even harder. They've been running exercises on us like crazy in order for some dog-and-pony show. Plus I'll be deploying in April, so I'm trying to balance work, home, and game all at once. Doing the best I can. I've been following you guys so don't get upset if I vanish for a couple days. I'll try to post often, but you know how it goes. I was so confused the other night that I posted OOC here in the thread when it was meant for the OOC Thread.

FOREST
Trekking through the forest takes some extra effort as you hack and chip away at the foliage off the beaten path. As you keep close to the beaten path, however, you make note that it looks like its used often to include cart tracks. You do manage to track down a small clearing in the middle of Niyra's Forest where it appears a camp has been recently. Of course, the camp has been torn down now, but it looks like it was used the night before by someone. You find it strange given Lake Meronia's numerous inns and public campgrounds.

TEMPLE
Ninn, you realize some of the tenets of the Church of Meronia don't allow weapons within the walls of the temple. Both you and Luc also realize that you'll have to rely on your social skills as opposed to Luc's authority seeing as how many of the Meronian Priestesses will be of higher rank than Luc.

TOWN
Tristan and Aria learn throughout their investigation very little in way of rumors of rebellion. What they do learn, however, is that the Imperium has increased its patrols throughout the region substantially and have been cracking down even harder on people suspect of being rebels. They've even set up outposts here at the Lake and a variety of checkpoints throughout the region in general in hopes of finding rogue magicals.


The journey to Lake Meronia takes about half a day, but eventually the pristine waters of the world's oldest, deepest, and most voluminous lake in all of Aris - an average depth of 2,500 feet - soon come into sight.

"The legend behind Lake Meronia is vast. Many say that the goddess Meronia, in seeing the rivalry between her older sisters, Cerelia and Amoria, shed the divine tears that would flow into the dried lakebed that is now Meronia. Many others believe different and various legends surrounding the world's largest lake. But even this epic lake is not without its dark side. Invaders once holed up here in hopes of siezing the city of Ren, but the inhabitants of both Ren and nearby villages seized control back from the invaders and pushed them back to the sea. Their leader's galleon was destroyed, sinking to the deepest point in the lake, almost 6000 feet below the water's surface, and was never heard from again. Not even the Marivelli Guild of Mages was able to locate the ship's remnants. That was over a century ago and the underwater ship has still not been found."

Beyond the extravagant view of the waters lies the thousands of buildings and kiosks set up all around this shore of the lake (to see anywhere beyond you would either have to fly or traverse around the lake - a feat in itself). Droves of people come and go and hustle and bustle about. The map picked up by Thral lists a few areas of interest, but as you ask about, many citizens suggest a variety of points of interest.

"Even if ye ain't a religious type, the Temple o' Meronia looks might purdy this time o' day."

"Meronia's Merriments *hic* is prolly the best place to *hic* find a drink around here if yer lookin' fer one."

"The Undine over on the eastern shore have mighty good statues set up in honor of Meronia. Carved outta pearl I do believe but some say its just ivory from the teeth of the Meronian Sharks that inhabit these waters."

Niyra's Forest is nearby iffen you ain't the water-lubbin' type. 'Course I am, but you know what? I love the Forest more I do. All kinds of wild in there though so you best be watchin' yerself when you go in."

Oh! This is probably the absolute best place to be sometimes it is! It always calms me down when I come here. Great place to meet people and hear their stories too it is! My Momma and Pappa always say that you can meet all sorts of nice folk if you just listen to them, but sometimes you just never know until you actually start TALKIN' to 'em, you know? Oh yeah though, Niyra's Forest is so pretty and serene, but you have to watch out for the animals in there. Dangerous lot those. The Undine over on the east shore are some of the nicest people I've ever met and there's lots of great things to do here at the Lake there is or my name ain't Verelatessa Sebastian Shufflehand! Hope you lot have a good time here at the Lake I sure hope you do, but if you don't, don't think you ain't welcome back here any other time. My Momma and Pappa wasn't too fond of it the first time they came through, but that was back when Pappa was always busy with his job and now that Pappa ain't got no work, Momma does all the work and me and my kin do our best to help out. But yeah this place was good when they came back again, it was! And they didn't never tire of it after that. Born here I was. Well not here but in Ren and I comes here every day I do. When I can get a chance. Its the most beautiful place in the world or my name ain't Verelatessa Sebastian Shufflehand! Anyways it was nice to meet ya'll folk but I best be getting these herbs and spices back to my Momma and Poppa. Momma'll tan my hide if I don't." With a skip and a hop, she's gone, without another word to you lot.


The night comes and goes without too many worries and soon the sun breaks the horizon and greets each of you with Soleil's warmth as you enter into its light. It will take a few hours to venture to the Undine Shoal should you choose to traverse around the lake. However, alternate transport presents itself when one of the many ferries that cross the waters of the lake. Asking around, you discover the standard price of these ferries is 5 GP per person.


Approaching the Grand Hall, you notice that quite a few kiosks are being pulled down. One of the nearby citizens, a member of the Hunter's Guild by the looks of the crest he wears on the shield strapped to his back, is taking down one of the kiosks now. Looking over to Lassen at his approach, he gives his buddy the elbow then points in Lassen's direction. The two begin to chuckle to themselves. "Festivities are over, mate. You done missed the fun. Little late to be a hero now, don't'cha think?" After talking with the Hunters for a few minutes, they brief you up on the happenings of the day before. They also hand over one of the many leftover Writs to you detailing a comprehensive list of locations where the Resistance members may be at. "Don't personally believe a word the damned Imperialists got to say about it, but that ain't for me to decide. Done seen the Resistance myself at work here right after the meeting. Suicide mission, it was. Damned fools!"

Journeying half a day to the south brings you to Lake Meronia, where you come across a rather lovely outside cafe known as Meronia's Merriments. Quite a crowd is gathered here and, as you note, a cavalcade of adventuring types, looking quite the lot, with everything from a Kri'in Elf to what appears to be a Goblin they're talking to. It's easy to tell this lot is a nice group of sellswords.

After you lot mingle for a bit...

As the night begins to close in, the lot of you begin to grow weary. When asking the tender for a place to stay, he refers you to an inn down the way known as the Comforts of Calavas. (Anyone succeeding on a Knowledge Check DC 15 will recognize Calavas as a primarily merchant city off the coast of Seresu.) If left to your own devices there is also the Campgrounds nearby, a place so named for the mass of people who set up their own encampments there for the night then pack up and leave the next day.


A rather hungover man stumbling back to his quarters after a night's foray at the local tavern gets caught in the eyes by the gleam of Arkenstol's sword. He glances over at the Templar after rubbing his eyes and scowls. "Hey, would you cut it out!? People are trying to sleepwalk over here."


A few people react to the Ghost Sound, but after discovering that there is no source, they quickly ascertain that a mischievous caster is up to no good. The bartender is the first to speak up. "Alright you spellbound sonofa... I don't know which one of you're doin' it, but stop it afore I go calling the guards over and having all the lot of you carted off to the dungeons!" Then he continues with his work. A few minutes later, even though he didn't summon them, a pair of Imperial Regulars do happen to wander into the area of the tables. They stand near the east side of the bar, on the opposite side of the tender, and keep watch over both the patrons of the tavern as well as the people walking past towards other shops.

Marcy, in an attempt to overhear the conversation between Verelatessa and the tender before her departure manages to ascertain just enough information to gather that the girl had left a sack of herbs and spices with the tender for safekeeping whilst she drank. She also rambled on about how useful the herbs and spices were in a variety of salves. The particulars of the salves were missed by Marcy's ears as a nearby table of Mongrels and Gnolls begin to laugh at some jest told in their native language.


Verelatessa shakes her head at the offer to join them. "Nah, I aint lookin' to do no adventuring, I aint. Gots to get back home to helping Momma and Pappa I do. Speaking of which, I think I probably been here too long anyhow. It was nice meeting all of you. If you ever need help or a good ole tailoring job, be sure to drop by Shufflehand's Surely Something Shop! That's the name of the shop run by my Pappa and Momma it is. Anyways be sure to drop by and we'll see what we can do for you. Heckuva tailoring shop it is or my name aint Verelatessa Sebastian Shufflehand. Tell Momma and Pappa that I'm the one that sent you too. Remember the name's Verelatessa Sebastian Shufflehand now." With that being said, the little halfling hops up and runs over to the bar. She speaks to the tender for what seems like forever to the poor man who hands her a small bag. Then she runs off back towards Ren.


Nevas nods and suggests a couple good stores to check out in the city: Maerlyn's Magic Emporium and Avalon's Armory are the two he highly suggests. Noticing the amount of time he's already spent at the tavern, he stands up and prepares to leave. Proffering his hand to each of you, he makes his exit. "Thank you for having spent this time with me. It made the day most pleasurable indeed and new friends always make a day even more enjoyable. If there is ever anything you need, feel free to seek me out at the House of Pride Subsidiary. They will know how to contact me." With that, he leaves.

Looking at the time yourselves, you notice it is getting rather late and feel a bit tired. A few of you even feel a bit ... tipsy. Thral manages to find rooms for the each of you for a minimal amount - 3 GP for a room and a bath.


---LUC---
The two guards do react as expected, stuttering over themselves upon the mention of your title. As you close the gap between the group of four, you notice these two guards are low-ranking, so their supervisors more than likely failed to tell them that they have higher authority than you. Of course, in this case, its a good thing. [b]"Si...sir!"
Both of them snap to attention. "These two halflings here, sir, they were, uh, in the process of being filches, sir! Caught them rifling our pockets when they bumped into us."

The halflings cry in outrage. "Was not! You two big ol' kelunks was bumping into us then got all hurt cause you wasn't watching where you was going! Rifling pockets I wasn't doing. Nor was my brother. Swear on the name Shufflehand, we do!" Out of the four, you gauge the halflings to be telling the truth. After convincing the two guards that you would deftly handle the two halflings, of which they believe you, you let the halflings off, mentioning to them that you believe them. "Oh thank you, sir! We wasn't filching no pockets and we appreciate you stepping up! They was just pushing us around 'cause we was small and they were big shot guardsmen, they was!" The two each reach out and take one of your hands, shaking each. "Thank you, thank you, mister! We'll be sure to tell our Moms and Pops. If you ever need something tailoring, you look our Pops up, you do. Discount just for you. Shufflehand's Surely Something Shop! You come on down and just let us know. We'll let our Pops know, we will!" They wave at you and continue to yell their gratitude as they run down the streets and out of sight. You chuckle to yourself and turn back towards the alley.

---INSIDE---
Nevas smiles at Ninn. [b]"You're traveling with them already, Lady Ninn, and from the sound of your fellow sisters, you've been initiated into their group. Regardless if you feel a kinship with them or not, Karone certainly has brought you together for a reason."
Laughing alongside the others as they jest with each other, Nevas nods and shows his gratitude for Thral's refilling of his tankard. A short time into their visit, the tavern doors open and in steps a man dressed in full platemail - a certain Templar. Nevas nods in his general direction as he approaches Thral and Tristan at the bar. "I estimate another of your cabal. Certainly overdressed for the occassion isn't he?"


---TABLE CREW---
Nevas chuckles at Thral's assumption of a soothsayer. "Well met to each of you. And nay, Sir Kitten, as Katani of the Northlands would have you be called, I am merely an observer. The flyers and pamphlets and bards and guards have been speaking of today's events for many months now. As for the Battle at the Hall, I myself played my own part in it as I'm sure most of you did as well given your less than appealing appearance currently." He glances over at the ladies. "Though take that not as an insult, fair maidens, for not even bits of gore can take from your beauty. As for yourself, Sir Tristan, your stride is less-than-human, not to suggest you are not equal in nature to a human more as you are simply a man who carries a large burden on his shoulders. I have met many of your kind, sir, but none have I ever had the pleasure of drinking with."

Tristan:

You judged nothing to be amiss upon entering. Quite a few individuals carry weapons, but then again, so do you. You do notice a few individuals giving the table a wide berth. Not everyone, but a few.

Sorry for the late response.

---LUC---
As you approach, you vaguely make out the guards threatening to take the two off to the dungeons. You also assess that the guards are trying their best not to be overheard. The halflings are arguing in kind that they've done nothing wrong. The two appear similar and you ascertain that they are probably related - most likely brothers. "Come on now! We ain't done nothing that warrants Imperial attention! We was just minding our own business, we was! What makes you think we's going 'round talking rubbish about you lot and those you serve? Just picking on us 'cause we littler than you, I's wager. Ain't got no brain to do much else, I's wager too! Just leave us alone so we can take our business elsewhere. Maybe convince a couple other guards to push us around for NOT saying nothing 'bout the Empire." Despite their best intentions to leave, you can tell the guards aren't letting them. The small halflings may be brazen in their accusations, but from what you hear and can see with your own eyes, you determine they aren't far from the truth.

Katani:

I gathered as much and had no qualms about doing so if needed. You bring an intelligent weapon into game, expect me to play around a bit. A fun perk of being GM.


Verelatessa nods when Marcy mentions the Undine. "Undine? Oh yeah, I've heard about the Undine. They live over there on Undine Shoal, small island village right off Meronia's east shore. Pretty good people them Undine, when they want to be of course. But I guess its that way with any people. Honestly, I don't think I've ever met a really bad person or really good person. People are just people when they want to be and if they want to be bad then they'll be bad or if something just happens to make them bad then theys be that way I guess. Oh yeah! The Undine! Sorry. But yeah I ain't never heard of no cave along them shores and I've been up and down them a dozen times or so. Can't rightly say much in regards to it. But yeah, them Undine, if you're looking to talk to them, there's boats n' ferries that be traveling all around the Lake. 'course even them cost a bit of coin but it sure is fancy. Ain't been on 'em myself seeing as how we can't afford it, but I know for sure that people say they even go telling you about Lake Meronia and the sights on them ferry ships. 'course I can tell you all about the Lake myself too if you just ask. I know everything about the Lake and about my little part of the world. There ain't a question I can't answer or at least figure out or my name ain't Verelatessa Sebastian Shufflehand!" When Draig speaks she turns and nods right quick, almost cutting him off when he finishes. "Course we all got our own agendas! We's people after all! If we didn't have 'em we wouldn't be people. Though I guess we would be people seeing as how I don't see what else we could be. So yeah we're still people but we ain't people. Does that make sense? I guess even if it doesn't it has to, you know? I ain't taking sides in no Empire/Rebel debate..." (By the gods, I just had a Star Wars moment... Sorry) "...but I know plenty of people that've talked bad about the Imperium and gotten themselves thrown downstairs to the dungeons. Best just not to worry too much about taking sides my Momma and Pappa always say. Just nod your head and do your job for whoever be telling you to do it. They's the paying customers after all! Momma and Pappa always been right in that regard. That's all I've been doing and its worked well for me so far or else I ain't Verelatessa Sebastian Shufflehand!" She looks to the bar and then down to her purse then scowls. "Well, best be done with drinking I suppose. Momma always said overdrinking'll get you nowhere but my two brothers, Caraten and Biggins, ain't never got told that or at least that's what they'd tell you. O' course Momma told them dozens of times but they don't ever listen. Always out at the Crimson Heart they is causing some sort of ruckus. Anyways, ya'll said you were looking to know more about the Undine right? Well's how about going to ask them? They're really nice I hear."


---TABLE CREW---
The elven man nods and waves his hand, ushering you to take a seat while responding to Ninn in the same language she spoke. "Laili shyr mi shaesia thaer sesaer shael eil aestia maer mai vaedolia vaerael airaer." He smiles and bows his head to her in respect before switching his speech from Elven to Common. As he looks to each of you, he nods a greeting then waves Tristan off when the man attempts to Bluff him. "Save your tales, Dhampir, lest you be a bard. Though take me not as rude or untrustworthy for to show my courteous side I shall introduce myself. I am Nevas Taralom of the Wood - Niyra's Forest to be precise just to the south of here on the fringe of Lake Meronia. Noticing even Katani on edge, he offers small words of encouragement though his demeanor and tone suggest he doubts she'll take them as comfort. "Consider yourselves welcome and trusted in my presence lest you present a case as to why I should disallow hospitality. And to what name should I tell legend of when the bards speak of Ren's newest saviors?"

Elven Translation:

"None would see weary feet turned when an empty seat so readily presents itself."

Knowledge: Religion DC 10 for those who speak Elven:

You recognize the phrase as a common greeting amongst followers of Natal - the goddess of travel.

---LUC---
Skill Results:

Currently you determine that nothing is amiss though you do take note a pair of guards half a block away harassing two individual males of short stature that you determine to be halflings.


The half-orc simply smirks and tosses the pouch of coins into your hand. Waiting a short while for you to count it reveals that there are 5 PP total in there for the three shortswords. "Sorry but we ain't got change." Taking the shortswords, he saunters off back to his party and they vanish in the crowd. As you traverse off towards The Crimson Heart, it takes you about half an hour to get there. If you choose to sell the mundane gear along the way, you receive 189 GP total for the lot.

The Crimson Heart is a small tavern that looks big enough to house maybe 100 people. There's nothing special about it that causes it to stick out from any of the buildings around it save for the wooden sign hanging just above the door. There are no words on the sign - just a picture of a dark red heart. Moving inside the tavern is hustle and bustle with people - none of them noble in stature though you do notice some Imperial guardsmen lazing about before their shift starts. There is only one table capable of housing the six of you and that is occupied by a lone elven gentlemen wearing attire akin to most apothecaries. There are also two seats at the bar next to a brutish-looking hobgoblin and a gnoll, who sit deep in conversation with each other.


"Why looking to know more about everything is my sorta work, it is! I travel rounds everywhere and pick up stuff here and there! If its information you're seeking, then I can sure as heck try to get it to you. Might take a bit o' time and a few gold here and there, but I guarantee you that I can get it to you or my name ain't Verelatessa Sebastien Shufflehand! I did tell you my name, didn't I? Oh yeah, I did. Silly me. I'm so airheaded sometimes! What'd you say your names were? Marcy, Draig, and Stump? Stump!? Why a bit of a stump you are too! Haha! Course I ain't one to be talking. Can still hold my own, mind you, with the best o' them, but I don't look forward to no fighting, no I don't. My Mamma and Pappa always said that there ain't no use in fighting 'cause it only aims to bring more fighting somewhere down the line. S'what they said the Empire does too. Just fight and fight with no end in sight! Well, whaddya know? That kind of rhymed. Maybe I should look into being a bard too. Nah, not too good with them musical contraptions, I ain't." She smiles a big one and looks to the lot for more conversation. "Said you were here for tavern glory and riches and adventurous plots you were? Well, let me tell you about something I heard! Not sure if you heard about it or not, but they say that up in the city, the Empire's looking for heroes and that sorta ilk to save them from some rebels. Now, rebels I don't know about, but that Empire ain't never been one to trust nobody let alone a bunch of cutthroats. Not that that's what they all is, but you know what I'm saying. I just don't think someone would up and rebel themselves all against the Empire without good cause, but like I said, I don't know nothing bout no rebels anyhow. Just speaking my mind, I am!"


Katani:

Identified Items
1x Scroll of Water Breathing
1x Scroll of Protection from Energy
4x Potions of Cure Moderate Wounds
2250 GP

Mundane Equipment
Four pairs of Studded Leather Armor
Two pairs of Leather Armor
One Chain Shirt
Three shortswords
Two bastard swords
One greataxe
One crossbow
Twin daggers
One shortbow

After identifying all items, our heroes ask around about a local place of relaxation and revelry. One of the nearby adventurers, a half-orc, chuckles and agrees with you about a drink or two. "Try the Crimson Heart, run by a girl named Calalee. Biggest and best joint in this part o' Ren. If you're looking for something nicer, head over to the Market District and check out Rosie's Cheeks. Helluva walk and Rosie ain't so rosy no more, but her drinks are still damned delicious. Course if you can afford it, you can easily take the Skyrail over to that district. Bit more expensive, but guaranteed to get you there by the end of the day. Been there once before when I could afford it and got to say that the view sure as hell was damned good. Watch out for the filches that hang near the stations though. They'll just as soon cut your throat AND purse-strings as lend you a hand." With his informational entries done, the adventurer saunters off with a wave and a nod. Three other friends of his - a devilish humanoid, a half-elf, and a small gnome - jog to catch up to him.

A few minutes later, he runs back up to you. "Caelum almighty! Almost forgot to ask if them shortswords was taken. Got a pouch here for you if they ain't."

As an aside, I gave you lot a total gold amount that should split evenly amongst the six of you (375 GP each). Of course, if you so choose, you can choose to divvy it up in whatever way you lot as a group decide. I was just letting you know.


The foe's eyes flutter for a moment then open. He groans as the large gashes in his stomach and neck, created by the claws and maw of Tristan's large hunting companion, begin to mend and close, sewing themselves right again. As his eyes float open, he is bombarded by both Ninn and Tristan - two players with two separate rites of interrogation - who seek to bring the dark secrets of the rebel attack back to this man's mind. Coughing and rasping for air, the man struggles to speak. "You serve the Imperium and call me a traitor? Perhaps ..." *gasp* "...perhaps you should look no further than your own faces to find traitors of Ren."

He gasps and breathes in deeply, struggling to get air in his lungs as one of the Imperial guards approach. "Behold! That which I speak of! Traitors to Ren! Traitors to Aris!" The guardsman takes hold of the man and pulls him close enough to silence his tongue with a swift blow of his arm. "Silence dog! I thank you each for your continued loyalty to the Empire." He takes the man in shackles as he continues to scream obscenities directed towards the Empire. "The Imperium is pleased with your works, so you have leave to continue with your duties to your country."

The now prisoner forces his way out of the guard's arms for just a moment and rushes towards our heroes. "You will all bow as slaves before the Chancellors and the Empire! You will NEVER stand free!"


No need for Luc and Aria to move. The battle is resolved.

With retribution spawned from vengeance, Thral forces his power against E4 who collapses to the ground - lifeblood flowing from her. With that foe vanquished, Thral turns his eye to E3 and, with the collective might of him and Tristan, E3 finds solace in death as well. The only foe to remain is E10. Amidst the barrage of attacks that connect not only with his magical aura but with him as well, E10 finds himself facing off against overwhelming odds.

Perception Check DC 10:

E10 - dressed in elaborate robes of blue-and-gold - lets a slight smirk cross his face as the party gathers close around him. It is not the smile of a man who plans to die. It is the smile of a man who plans to live.

Shortly before the final telling blow, of which no one is quite sure who administers it, a wave of pure arcanum rattles the entire area, launching everyone within a 10' radius back five feet. (Reflex Save DC 15 to prevent being blinded and knocked prone.) When the dust settles and the blindness (One round - for those who are) wears off, E10 is nowhere in sight. The only enemy left nearby is E2 and even then it is unsure whether or not he is still alive after the mauling given to him by Zero.

Perception Check DC 20:

You notice just before the blinding wave hits that there is a small amethyst draped around E10's neck that's beginning to glow. Seconds later, a wave of energy is unleashed that throws you all backward. When everything clears, E10 is gone, but you notice a small burnt out stone in his place.

***COMBAT RESOLVED***

As the last of the attackers fall, the sounds of battle begin to die down all around. All across the battlefield, these attackers lay beaten and battered by the same adventurers that were called to fend against them. Around you, some of the other warriors interrogate prisoners, execute others, loot the corpses, and others simply shake their heads and walk away. Searching the bodies of those fallen reveals a collective total of 2250 GP, two scrolls, four vials of a strange blue effervescent liquid, four pairs of Studded Leather Armor, two pairs of Leather Armor, one Chain Shirt, three shortswords, two bastard swords, one greataxe, one crossbow, a twin pair of daggers, and one shortbow. [i]Moving over to investigate where the Councilors had been attacked reveals the bodies of a dead Altheiri archer which still sizzles with arcane power. Finally there is E2 who, upon closer inspection, is barely breathing, but you estimate he has less than a few minutes of life left in him. While you'd like to interrogate him, his wounds are too severe.

Your Choice:

You can either leave him to his fate or heal him if you wish to interrogate him. Make note, though, that now that the battle is over, Imperial Guardsmen are scouring the battle looking for surviving rebels. If you heal him, you MUST choose to either let him go free or turn him over to the Imperials.


As a new threat emerges, allying herself with our heroes, their foes brace themselves for their final hour. Three enemies are all that remain (E3, E4, E10) aside from the now unconscious E2 that Zero mauled. With this new player on the field, how will our heroes fair now? Is this new person friend or foe?

Round 5

Sorry that took so long. Today's been a busy day. And though one of my RL groups plays with the Auto-Fail Skill Check house rule, I leave it up to group consensus. For now, I hadn't been playing it and thought her Acrobatics check was an attack roll. -viewing from my phone so apologies-


Tristan:

Despite your best instincts, you find nothing afoul with this creature. She appears to be genuine in nature.

Shortly after she finishes the first one, Verelatessa orders another pint of alcohol. "Oh, glory and riches! My Momma and Pappa used to know all about that. Pappa was a tailor, not sure if I told you that already or not, but he was, and a right good one mind you, who used to tailor all sorts of useful clothes for thems who was seeking glory and riches. We heard all sorts of stories from people that came through our shop. That was before the Spell Purge you know. Then we moved here and now Pappa doesn't have a job anymore and Momma is the one working to set things up and get us fed and clothed. Which she's doing a pretty good job if you ask me, but she always seems to be struggling. That's why my kin and me are out working and seeking our glory and riches too. 'Course I never seem to hold onto my riches." The tender calls out her name and she runs up to grab her pint. You notice by the time she gets back to the table, the tankard is already 1/4 of the way empty. "So what sorta glory and riches are you seeking?" *gulp* "I'm looking to be one of them casters but kinda scared to even start learning and going to school given the way the Imperium's been getting paranoid by everyone that's even sorta different." *gulp* I'm sorry. I don't think I went and got your names either. My name's Verelatessa Sebastien Shufflehand, but I think I already told you that. Well, if I didn't, there ya go!" *gulp* You notice the second tankard is empty now after only three gulps.


Alrighty, working on the updated map already. For detailed purposes, however, I need Katani to roll to deny Critical Fumble on her Acrobatics check. For a full charge and pounce from Tallon, however, the attack will have to be directed towards E4. I'm not opposed to the eidolon's diagonal movement during a charge as long as said diagonal movement is in a direct approach. For his charge, Tallon would have to alter course 45 degrees which would slow movement AND he would be passing by areas threatened by E4 (Square F9). Per RAW, nothing may hinder your movement during a charge (to include creatures, even allies). Regardless of who the attack is directed against, unfortunately, Tallon's attacks will still miss, but I thought I'd let you know.

Not saying you will or are one of the individuals who like to argue, but if you choose to refute my rulings AND you present a worthwhile case for it, I may be inclined to allow it. If you do argue it, though, for the sake of the game, I remind you I am VERY infantile and I have no qualms about calling you a big mean poopyhead. Lol. Nah, I'll just remind you that I'm the GM and what I say goes. After combat is resolved, then we can argue it. For the sake of the game is always my first response.

Sorry if any of this is upsetting, but that's my ruling for now. Please don't let my ruling for now discourage you from a fun game (and ask Thral and Tristan, my groupies, if you don't believe I can be fun).

Finally, I LOVE the introduction. Blew me away for a moment and I lost myself in the flow of battle. Felt like I was reading a convincing novel. Thral never gives me that. He's all kill, kill, kill. Lol. Just kidding, Thral. I love your posts too. <3 Anyways, I looked over your sheet and had no problems with the mechanics. Like the style you used to organize it all. Very nice. Last of all, not sure if you already listed it in your sheet (and if you did, which feat was it), but I gave everyone a Christmas Bonus feat. I think you already have it listed, but if not, then happy belated Christmas!

To everyone, I'll update once a few die rolls from Katani are resolved. All I have to do is move a couple markers on the map and kill a couple enemies you guys felled. Also, E2 is still alive, but unconscious and disabled because I saw you guys wondering if Zero had killed him.

And sorry about the map size. Not sure if you can click on them to enlarge them or not. When I do they still are fairly readable, but everyone's computer is different, hence why I apologize now.

Gods, why didn't I put this in the OOC Thread - Anyways, my friends are alright. Just scrapes and bruises. Thanks for the prayers, thoughts, and good vibes.

Whoa! Got to run for a couple minutes. Baby's up and screaming! Now, there's a High CR humanoid for you. Lol.


Ninn, 5/10 rule works just fine for me. Unless you prefer the 20 ft square rule? I always found it to be a bit of a ... nuisance myself, but if the group prefers it we can use the 20' Square Rule or the 5/10. Just have you lot take a vote.


Meronia's Merriments is a small shoreside tavern open for all to see, much like a kiosk. Sitting around the bar are a few people, drinking their vices from pint-sized flagons. There are a couple of tables set up around the kiosk for larger groups of patrons and people shopping at the other kiosks push their way past the drunkards passed out on the shore. Your group takes up a seat at the nearest empty table, occupied by only one soul, a small halfling girl who sits at the edge of her seat, sipping at a large pint of some sort. She is dressed cheerfully in bright shades of yellow and smiles at you as you take seats next to her.

"Why hello there! Name's Verelatessa Sebastian Shufflehand! Named for my Momma and Pappa I was!" A big grin crosses her face as she talks about her heritage. She also continues to sip as she talks about her family. *gulp* "We came to Ren from Tomo, the southern island, you know, a long time ago, long before I was born, you see. *gulp* Pappa took up a job as a tailor in the capital city before the Spell Purge, but now he's in between jobs. *gulp* Momma, though, she's taken up jobs here and there from what she learned from Daddy. Me and my kin... (Four sisters, two brothers) ...we've been doing oddjobs where we can find 'em." Shortly after your meal arrives, Verelatessa realizes she's been rambling. "Oh my I am so sorry that I've just been talking your ear off. *gulp* Its a terrible habit of mine that I'm doing my best to break, but sometimes I just rant and rant and don't know when to quit. Oh my! Like now! Ha! What do you know? Anyways! What about you folks? What brings you here to the land of... *gulp* ...Meronia's finer things in life?" And with one final *gulp* the pint that had been sitting full in front of her when you arrived is now empty.


Initiative Order:

Ninn
Thral
Tristan/Zero
Luc
Aria

Moving on from the charred corpse of her former foe, Ninn takes a few steps and lets loose the small aspergillum she carries with a simple Hand of the Apprentice spell, willing it to attack E3. The mace impacts and deals a small amount of damage to the enemy. Following the gaze of his newest ally, the caster who'd sent their former foe to an early grave, Thral turns his sights to E3, who'd made the mistake of firing at him. Arriving to attack E3 just after Ninn's Aspergillum, Thral swipes at the man, but misses terribly as the foe reels back from Ninn's attack.

After his wife drops his newest foe, Tristan turns his sights towards E1, rushing past Zero who lays the rage of a full-grown tiger out onto E2, opening large gashes in the man's armor as well as his body. Though the man remains alive, it is blatantly obvious that he won't be capable of taking another hit like that. Tristan swipes at E1, carving a small gash across their armor. "If you won't play, I will!" A small distance away, but not so far as to negate her firearms, Aria lets a shot tear through the air that crashes into E3 with a thud and causes the enemy to think twice about their foe. She mutters something as she fires but it is masked by the gunshot.

Nearby, left to his own devices, Luc unleashes a wave of abyssal fury onto his unfortunate enemy. "In the name of my deity, your life is forfeit. Prepare to join your friend in the pits of whatever hell you believe in!" However, the damage isn't enough to fell the enemy and they retaliate with a small mace that impacts against Luc's armor and deals a small amount of damage. "If its to hell I must go, I shall take your soul with me, defiler!"

At this time E10 finishes whatever spell they were casting and a small ripple effect issues forth that summons a large bolt of electricity that crashes into Tristan. E4, having followed Thral the entire time he charged towards them, unleashes her nocked arrow, and in one swift movement, nocks another one, taking a 5' step away from the man. This arrow pierces Thral's armor as well and draws another small trickle of blood. Meanwhile, E3 continues to target Thral, who appears as the nearest threat, and unleashes a bolt at point blank range that pierces the fighter's armor as well. "Burn in the Flames of Faerus, traitor!" The man spits at Thral as the bolt connects. He then takes this moment to reload as quickly as he can, having another bolt seated in mere seconds.

E9, a burly half-orc wielding a large bastard sword, takes a 5' step forward and takes a couple of swings at Tristan. Only one of them connects, however, but the connection is such that it tears a large hole across Tristan's coat. The second one simply glances off. Seeking revenge for the attack done to him by Tristan, E1, a half-orc similar in appearance to E9, also slashes at Tristan with a bastard sword. Unlike his brethren's failed attack, though, E1 actually manages to connect with both attacks - one on the first swing and then again on the backswing. "Die, Imperial scum! For Aris!"

Damage Done & Other Notes:

Thral takes 8 points of damage from E3 and E4's combined arrow/bolt attack.
Tristan takes 17 points of damage from the two half-orcs and the Lightning Bolt.
Luc takes 5 points of damage from E8.

Holding off for another day for a post before I drop Loren and seek a replacement. If there are any objections, feel free to email me.

Round 4


Tristan Delacroix wrote:
Standard Action just gets you one attack doesn't it? If I'm missing something I want to hit my opponent some more :)

Just noticed it myself but Tristan is right. Chock it up to exhaustingly posting from a PSP. Sorry Thral.


Same as with Crit Hits. Roll to "confirm". Fumble again and its bad juju. Fail to fumble again and its a standard miss.

Always did hate the ones who make you confirm a Crit Hit but not a Crit Fumble. No sense of fairness.


Sorry, like I said in the Pub Thread, was working on it. For some reason it just didn't post.

Round Three


Initiative Order:

Ninn
Thral
Tristan/Zero
Luc
Aria

After Soleil answers the call of her follower, Ninn casts a Scorching Ray that Thral and Luc follow towards their half-elven foe (E5) and unleash their combined fury. Together, all three manage to fell the foe with Luc dealing the final blow. E5 collapses to the ground burned and broken from his enemy's combined might. Seeking revenge for the death of his ally, E8 turns his sights to Thral, slashing out with a quick right-to-left slash aimed at Thral's chest. Unfortunately for him, however, his attack glances off and deals no damage.

Meanwhile, Tristan's already on-the-aim bullet pierced through E7's armor, trickling a stream of blood as the human moves up to attack Trist. He swings at Tristan with his twin daggers, but the experienced fighter proves too much and barely any damage is done. Retaliating from the scratch he's been given, Tristan drops his gun and, in a single fluid movement, pulls Requiem out twirling the blade about and dropping E7 to his knees and then to the ground. Following his master's suit, Zero moves forward to E2 and bites at the half-elf, dragging him to the ground despite the man's struggling. In an attempt to avenge his comrade, E6 moves up and attacks Tristan managing to do only minimal damage against the Dhampir.

Taking time our heroes have afforded them, the Altheiri seize the opportunity to swift the Councillors off to safety. As the battle continues to rage, E10 begins to gesture more with his arms, muttering a few additional words, intending another spell. Alongside the Elven Caster, E3 takes a 5' step and takes aim at Thral with his crossbow, letting a bolt fly. The bolt impacts Thral and pierces his armor. E4 also takes a moment to sheath her blades and pull a shortbow from her back, nocking an arrow in the process. E1 and E9 take 5' steps each and continue to guard their spellcasting brethren, a bastard sword in each of their half-orc grips.

Moving a few feet over to get a better aim at the enemy threateing her husband, Aria takes aim and lets loose. Her mystical ammunition flies forward and connects with the left cheek of E6 who immediately falls to the ground dead from a Shock Round to the head.

Damage Done & Other Notes:

Tristan, you take a whopping total of 5 points of damage.
Thral, you take 4 points of damage.

To speed things along, I assumed control over Aria temporarily for this round. I'm assuming since Aria said she was staying near Tristan, she'll be attacking enemies that are threatening the safety of her husband hence her movement to N18 and attack against E6. Fortunately, her attack was a crit.

As for Loren, I removed him from the map for now pending his post. With all the enemies on the battlefield, I'll just assume he's fighting others now. You guys are proving more than capable this fight.

Round Three


Draig:

While everyone else heads towards one of the "bars", a small lakeside kiosk set up as an outside type of bar, known as Meronia's Merriments, you fly up a bit. Not able to fly very far out over the Lake without your spell running out, you choose to stay over the shoreline. Looking out and about, you see various islands off in the distance as well as a decent fog bank rolling in. You find a vacant wineskin that looks to have been abandoned a day or so ago. Peering to the eastern shore, you can make out the looks of a shoreside village - one of many here.

Will post an area map after work.


A few dozen individuals look over at Luc as he gives his speech, but the crowd is immense and more people are worried about getting their hands on Writs than anything else. Those few dozen do seem to calm for a brief moment then continue about their business.

Looking down at the Writs, they mention the possibility of individual members of the Marivelli Tower, the most prominent guild of mages in all the land, as being possible rebel spies or double agents. None of this is proven, of course, and investigation would be needed. The second mention of rebellion talks of a cavern located on the eastern shore of the massive Lake Meronia, the largest natural lake in all of Aris.

The two choices are obvious: Lake Meronia or Marivelli Tower?

However, before any decisions can be made, and shortly after Luc finishes his speech, explosions begin to tear through the crowd. Lightning bolts, fireballs, and even swarms of insects reign terror down on the gathered adventurers. Cries of battle vocalize and the sound of blades unsheathing, the muttering of spells and prayers, and the distinctive sound of guns blasting signify the sound of what will only end in bloodshed.

A slight glance back towards the Council Hall reveal a group of Altheiri huddling around one of the Councillors, bows poised and arrows nocked, readying themselves for battle. From the alleyways and side roads leading up to the Great Hall, a single simultaneous cry pierces the day. "For Aris!" With that a large group of people, some who were even hidden among the adventurers themselves, reveal themselves as the hidden enemy the Council spoke of.

The battle is here.

Ten of these enemies race towards you.

Round One

Everyone:

Let me know if the link doesn't work. Been having a bit of trouble recently with them. Also:

Ts = Tristan
Th = Thral
Lc = Luc
Lr = Loren
N = Ninn
A = Aria

I'm including Ninn in here even though she's not officially met you guys yet. What better way to meet than common enemies, right?


As the Chancellors all rose to leave, the mass of bodies began moving outside - all eager to partake in the promised reward. Outside, an elaborate kiosk must have been set up during the time the heroes gathered inside and whilst the Chancellor spoke. A large stand decorated with the Sigil of the Hunter and the customary red-and-gold of the Hunter's Guild had been set up and folks began to crowd around it. Numerous stands in fact had been set up, each the same size and proportion as the last.

Out front of these stands stood Hunters who began passing out Writs like candy. A few of the writs drift off the tabletops and float near the heroes. Picking them up and examining reveals their nature.

The writs speak of the Resistance and its possible allies - it even included the Marivelli Tower in Ren where many Imperial spellcasters were known to frequent. It also speaks of an area outside of Ren, a small cavern located near the eastern shore of Lake Meronia where known members of the Resistance have been seen.

As the heroes gather, bards flock, seeking to become famous from the telling of these heroes soon-to-be legends. They each come with their different motives, but it is the commonality within these motives that make them so vital to the lands of Aris.


Marcy:

Marcy vaguely remembers a time long ago in his military career when he came across a Undine Buccaneer leading a group of pirates, raiding just a bit too far south of Berevelora to fall under that country's laws. Undines are humans whose ancestry includes elemental beings of water, such as marids. This connection with the Plane of Water is most noticeably manifested in their skin tone, which tends to mimic that of lakes or oceans. All undines have blue eyes and their hair can range from pale blue-white to the deep blue or green of the sea.

The Knowledge Check wasn't off-the-charts, but I'll give you this much.

Draig:

Standard Longsword - Nothing magical
Wand of Scorching Ray (6 Charges)
Scroll of Spider Climb
Scroll of Water Breathing
Four vials of Cure Light Wounds

The gold is how you guys decide to split it. I'd suggest splitting it evenly but if you guys decide to pool your money for something fancy, that's alright. Otherwise, I'm issuing an amount of gold out that can be divided evenly.


After half a day of traveling (unless you're paying for a quicker way to get there) the waters of Lake Meronia finally ease into view, its pristine, crystal blue tides ebbing back and forth. It stretches for miles in all directions and its difficult to even see to the opposite side. A few fishing boats are out on the water and you notice a few more trickling in from the canal that links Lake Meronia with the King's Bay and, ultimately, the Bereveloran Sea. Kiosks are set up even down here, most of them selling exotic clothes with varying shades of blue and many of the vendors give shouts that indicate the Goddess Meronia for who the lake is named.

"The legend behind Lake Meronia is vast. Many say that the goddess Meronia, in seeing the rivalry between her older sisters, Cerelia and Amoria, shed the divine tears that would flow into the dried lakebed that is now Meronia. Many others believe different and various legends surrounding the world's largest lake."

"Lake Meronia is the world's oldest, deepest, and most voluminous lake in all of Aris, with an average depth of 2,500 feet. But even this epic lake is not without its dark side. Invaders once holed up here in hopes of siezing the city of Ren, but the inhabitants of both Ren and nearby villages seized control back from the invaders and pushed them back to the sea. Their leader's galleon was destroyed, sinking to the deepest point in the lake, almost 6000 feet below the water's surface, and was never heard from again. Not even the Marivelli Guild of Mages was able to locate the ship's remnants. That was over a century ago and the underwater ship has still not been found."

The Writ mentioned a cavern located along the eastern seabed of Lake Meronia, but you notice a small drove of adventurers returning from that direction, looking somewhat defeated. Stopping them, they mention to you that the cavern isn't there. They even checked the water line a small bit but a small settlement of Meronia-worshipping Undine impeded their way, citing their heretical disregard for Nature. They continue past you, leaving disparagingly back towards Ren.


The room began to divide amongst itself as strangers came together from all walks of life. Amidst the aromas blending together in the air, old allies were reunited and new bonds of friendship were formed. It becomes noticeably quieter in the room as conversations begin to die down. All laughter and bemusement seems to soften as the large gong of a bell supercedes the dialogue present in the Grand Hall. As all heads turn towards the source, five individuals step forward into sight upon the podium. Only four of them proceed to seat themselves. The fifth one remains standing.

"Trusted patriots of the lands of Aris - many of you are probably wondering why a grand summons was issued from this council to all citizens of this land. Many of you have come of your own accord, this is true. Some of you have come in regards to the 100,000 Gold Pieces offered for assistance. Some of you have come out of the sheer patriotism in your hearts, a much nobler cause in the grand scheme of things. I will bring haste to my words though, friends, for I do not wish to waste valuable time."

"The kingdom of Ren is in peril. Enemies from within seek to tear down its precious walls and burn its lands. Traitorous vagabonds are inciting rebellion amongst our fair people and they are attempting to amass an army capable of destroying the republic we have spent so many hundreds of years building. This new enemy has no face. This new enemy has no name. This new enemy is dangerous beyond all recognition. This is why myself and the other Chancellors decided to send out a call-to-arms to all adventurers. Whether you have come for gold, glory, or honor, you have come. For that alone, the Council and us Chancellors extend the greatest gratitude awarded to guardians of Ren. We are asking you to risk your very lives in service to your kingdom and its people. We are asking you to solve the mystery of this rebellion. We are asking you to discover that which we could not. We are asking you to do the honorable thing."

"Some of you in here may not be as honorable. Some of you could very well be the enemies we are fighting so hard against. If you are, know this, the free nations of Ren and its neighboring allies will not go silently into the night! We will not give in to tyranny and the fear that you breed with your lies. We will fight and we will win!"

Many in the crowd cheer for their High Chancellor. Many agree.

"Those who accept this most epic of quests will be accomodated and the one who captures the leader of the rebellion and turns him over to Imperial authorities within the Arisan High Command will be rewarded beyond their wildest imaginations. Those who seek to accept this daring task may do so from just outside these walls where the Imperial Hunter's Guild has set a kiosk housing the Writs necessary for the given task. Thank you."

And with that the High Chancellor turns and takes his seat. Immediately the hall explodes with more conversations - all of them focusing on the turn of events. Talks of wealth and riches. Talks of fame and glory. Talks of simply having a challenge. Each man in the Hall now has a reason all his own to take up arms against this resistance.

The truth has come out and now the Imperium, a symbol of all that is diplomatic in an ever-changing world, has no choice but to turn their trust over to mercenaries and thrill-seekers. The promises they are offering though are far too much for anyone to refuse. It would be hard for me to refuse. It is hard for our heroes, now allied together, to refuse. Though each have their own reasons, they will soon discover that Karone has a destiny for everyone.


As each of you mingle amongst the adventurers gathered within the hall, pondering as to the reasoning behind your presence here, you feel a strange energy surrounding you. Though the feeling itself is foreign, you feel that it is not harmful and is, in fact, benevolent. As the sounds mingle in the Great Hall, time itself seems to freeze around you as all activities cease around you and the world goes silent. As you continue to move freely amidst the frozen heroes, a voice from somewhere unseen begins to speak to each of you in your native tongue. Everyone else is unable to move as well. It is only you.

"Each of you has a destiny that you are to fulfill in the coming days. For this, you will need the strength to overcome adversity. I give you now this strength.

As the voice dissipates the strange energy overtakes you and wraps you in its power. This lasts for several minutes during which you become paralyzed. When it ends, time returns to normal and all activity starts back up where it left off.

None of our heroes are aware of the events that have just transpired, but each of them is unknowingly stronger in their own individual ways.

Happy Christmas:

( +2 to the Ability Score of your choice; one bonus feat)


As each of you stand over the corpses of your fallen enemies, deciding amongst yourselves what to do with their goods, you feel a strange energy surrounding you. Though the feeling itself is foreign, you feel that it is not harmful and is, in fact, benevolent. As Draig speaks, "First we need to get out of town though. This city is a bad place for ..." , time itself seems to freeze around you as all activities cease around you and the world goes silent. As you continue to move freely amidst your frozen companions, a voice from somewhere unseen begins to speak to each of you in your native tongue. Your companions are unable to move as well. It is only you.

"Each of you has a destiny that you are to fulfill in the coming days. For this, you will need the strength to overcome adversity. I give you now this strength.

As the voice dissipates the strange energy overtakes you and wraps you in its power. This lasts for several minutes during which you become paralyzed. When it ends, time returns to normal and all activity starts back up where it left off. "... a free sorcerer to be."

None of our heroes are aware of the events that have just transpired, but each of them is unknowingly stronger in their own individual ways.

Happy Christmas:

( +2 to the Ability Score of your choice; one bonus feat)


"The city of Ren has always dotted the landscape majestically, with its crystalline towers smiling upon many of the less-civilized kingdoms. From the Age of Tyranny to the Reign of the Paladin King to the present day, Ren has always stood as a beacon of light against the coming dark. Now it is the Era of Arcanum, with the Imperium leading Ren into an age of industry never before seen amongst the world of Aris. Under the Imperium, Ren continues to thrive, proving itself yet again to the realms."

"But a darkness has fallen over the world once again. An alliance of thieves, scoundrels, and rogue spellcasters has risen from the shadows to oppose the peace wrought by Imperial rule. Through intimidation, subterfuge, and political assassination, this alliance has developed into more than a simple nuisance, sowing seeds of rebellion in the smaller cities. Small pockets of resistance are even starting to crop up in the larger cities - Ren included."

"Amidst this dissidence, adventurers from all corners of Aris have come to Ren, summoned by the newly-appointed Chancellor of Justice, Aranor Baal. I have been summoned to these proceedings myself, charged with the record-keeping of their exploits and guiding them on their way. As Ren's foremost expert on all manner of legend and lore, I, Acheron Halcyon, consider this a request impossible for any bard in my position to refuse."

CHAPTER ONE: A KINGDOM IN NEED
The Stairs of Council, a large staircase with exactly 1000 stairs leading up into the Grand Hall of the Arisan High Council, were an imposing sight to everyone that stood in front of them. The building itself rivaled in magnificence even that of the Imperial Palace. From the outside, its ivory walls, embedded with star tears, miniature crystals that shiny only at night, reflect the Soleil's warmth down onto those who marvel at its beauty. When dusk approaches, however, and the Heart of Natal rises, the star tears ignite, bathing the Grand Hall in an eerie yet breathtaking glow.

The sound of footfalls - distinctive of boots to stone - signal the ascent of heroes into the Grand Hall. The smell of blood, bile, ichor, and sulfur fill the Grand Hall for only the second time in history - the first being the War of the Gates when heroes, like those gathering within the Council House, were called to war for the first time under a unified Arisan banner. Armored boots clank against stone and robes sway to and fro as heroes walk fervently forward, entering the Hall of Councillors where gargantuan statues of Ren's past councillors stand, carved in rememberance of a history long forgotten by most outside these walls, directing those wandering its halls towards the Grand Council Chamber.

The entrance to this chamber is guarded by a massive door of gold and platinum - a door large enough to allow the passage of dragons and which at one point had. A hospitalier greets heroes as they enter, dictating to each that Chancellor Baal will take the stand soon. Around the room, armed guards of Ren patrol, keeping the peace amongst the varied adventurers present. No weapons ordances are in effect now as would be on most normal days. Emerging into the Grand Chamber, the first thing of notice is the black marble floor - sheened to such an extent that it mimics as a mirror, reflecting the identities of those who now grace its presence. Looking around, the chamber walls are decorated with tapestries depicting the history of Ren. These walls give way at various intervals to reveal alcoves where the Altheiri, master archers loyal to the Imperium, stand guard over the proceedings below, bowstrings at the ready and arrows nocked. At the far side of the chamber, five oversized thrones rest comfortably, signifying the seats of the five High Chancellors - the Chancellor of Justice included - who make the decisions that are for the good of Ren and its people.

Those heroes gathered take the time remaining before the Chancellor's speech to survey their surroundings and mingle with each other - sharing tales of epic derring-do and comparing battle scars both old and new.


As the last of the attackers fall, the sounds of battle begin to die down all around. All across the battlefield, these attackers lay beaten and battered by the same adventurers that were called to fend against them. Around you, some of the other warriors interrogate prisoners, execute others, loot the corpses, and others simply shake their heads and walk away. Searching the bodies of those fallen reveals a collective total of 1260 GP, a wand, two scrolls and four small vials of a strange effervescent liquid, six pairs of Studded Leather Armor, one Chain shirt, nine daggers, three longswords, two shortswords, a quarterstaff, and a battle axe. Moving over to investigate where the Councilors had been attacked reveals the bodies of two dead Altheiri archers - one of which still sparks with arcane electricity - as well as one who is still breathing, but you estimate not for long.


Focusing his sights on the enemy spellcaster, Draig unleashes mystical power of his own, letting four points of light streak from his hands towards his target (Enemy #1). Each of the four points of energy impact, causing the enemy to break his concentration so much that his own arcanum backfires and explodes in a bright flash, damaging not only himself but those around him as well. Meanwhile, the Inquisitor of Cerelia, Xandar Tru St'in, calmly reloads his weapon, whispering in hushed tones as he casts a spell of his own on his ammunition that will silence all sounds until the firearm is finally shot.

As his brother in darkness takes advantage of his tactical cover, the cleric of Cerelia, Arwin, swings his falcata, cutting across the chest of his enemy with such force that it tears open his armor exposing skin beneath.

Continuing his own brawl with both his original foe and the new one, Stump, the short-statured dwarf of considerable strength, lifts his greatsword against the new arrival and gives his foe an impact worthy of a dwarf, as the blade falls through the man's shoulder. "You call those hits? Ha! I've taken harder shots from the back of my grandmothers hand!" The dwarf cries as his foe drops to the ground unconscious shortly after his cries of painstaking anguish.

Not skipping a beat against Arwin's foe, Raignik lifts his own blade to just the right height, following Arwin's falcata with his own scimitar, letting it cut right across the gash the cleric already opened. The enemy (Enemy #5) collapses lifeless shortly afterwards, blood pooling around him.

"I'm getting too old for this s**t," the former Tier Ward growls at the misfortune from his first attack. In an effort to redeem himself, Marcy Lull, lets his pick fly again, this time slamming it hard into the area just beneath his enemy's underarm (Enemy #3). This time, the pick connects, tearing into both armor and flesh. As his foe grimaces and he smiles victoriously, he dislodges it and lets his fly one last time at the same spot, connecting yet again and bringing the insurgent to his knees. Marcy takes a deep breath as he kicks the corpse back off of his pick and looks for his next target.

In a fit of rage and considerably burnt from the Fireball spell that backfired on his companion, one of the two remaining attackers (Enemy #2) charge towards Raignik, intent on ending him and his companions. Thrusting forward with his rapier, the elf follows into his foe, glancing off his armor, but still piercing a bit of flesh along Raignik's side. The blind rage is his only excuse.

All the while, Stump's original enemy (Enemy #8) swings at him with his own weapon, missing slightly as he brings it to bear on the backswing. This connects with the dwarf, but just barely, and the man can sense his defeat.

Raignik & Stump (4 Points of Damage to the each of you). The attacks barely hit and barely scraped. When I'm rolling, these dice algorithms are liking you guys way too much.

Round Three

Round Three - Fight!


As Draig calls down an arcane mist upon the battlefield, the charging insurgents hesitate slightly, giving the party enough time to spring into action. A thundering boom signals the start of battle as raging lead crashes into the chest of the enemy (Enemy #4) set directly in the center of Xandar's sights. As the bullet races forward, Arwin chases it with his falcata blade, delivering a final slash that cuts across the man's abdomen, spilling what's left of his life onto the ground, letting him slump lifelessly. Stump quickly follows suit, charging to meet a foe all his own (Enemy #8) delivering a precise blow that, unfortunately, glances off the armor his human foe wears. Judging that his old Tier Ward could hold his own for the most part, Raignik opts to move in between both Marcy and Arwin, readying his blade for the onslaught he planned to unleash. Sadly, his plans are thrown off by Marcy's own foe, who barely manages to avoid the tip of the former Tier Ward's heavy pick. The attack falls aimlessly on open air and the man smiles maliciously in savage contention as he prepares to retaliate, failing miserably as his sword makes contact with Marcy's armor and glances off.

Stoically defending the edge of the pack, the enemy caster begins to mutter something and gestures with his arms, preparing his next attack. Two of his allies, having seen one of their comrades fall, move into a position to defend their spellslinger should he require the assistance. Two of the enemies move forward, one of them replacing the attacker who was felled by the combined efforts of Arwin and Xandar. This one takes a swipe at Arwin, but the cleric's falcata manages to knock the attack up and away just before it would cut into him. His companion's attack against the dwarven fighter, however, connects with the resilient earth-dweller and cuts a small streak of red across his shoulder. This is only complicated more when Stump's original adversary takes advantage of the dwarf's momentary lack of focus and cuts a similar streak across the opposite arm.

Round Two

Stump:
You'll be taking a whole 7 points of damage. Hope that doesn't cut into the massive amount of HP you have.

And start Round 2!


Initiative:

Draig
Xandar
Arwin
Stump
Raignik
Marcy
Enemies

The enemies hesitate slightly at the casting of the Mist and this gives our heroes just long enough to hold out a bit more. Before long, however, the enemies proceed forward intent on doing their harm.

Draig went with his Mist spell, so Xandar's up. Everyone else feel free to post up your actions ahead of time that way we can streamline this a bit more than we're doing. Try not to post more than three rounds ahead though unless you absolutely have to. Just let me know what you plan on doing for those rounds and I'll make note of it once your turn in initiative comes up.


Draig:

You notice a small group of individuals begin to part as the Chancellors exit the hall - a few of them let their hands drop to their weapons and begin to pull the weapons slowly, as if they are waiting for the signal to attack.

As our heroes begin to head in the direction of Lake Meronia, they notice the sea of people part as the High Chancellor and other chancellors exit the Great Hall. They converse amongst each other about simple matters and about their hopes that their call will be answered by loyalists of Ren. On each side of the councillors, members of the Altheiri flank the distinguished individuals, protecting them from harm from all angles.

An arrow pierces the crowd, flying past ears and faces and missing each person it flies by. One human comes into contact with it and when he does, it drops him dead. This human is Chancellor Valdora Lume. The arrow pierces robe and flesh and straight into Lume's heart, ceasing its continuous beating almost immediately. From the alleys of nearby buildings, a small militia breaks cover and begins to rush for the councillors and the Grand Council House itself. A single simultaneous battle cry issues from the attackers. "For Aris!"

Nearby, one of the groups you overheard talking about the writs fly backwards as a large explosion tears through them. This explosion is followed by multiple others as well as lightning that arcs through the air from patriot to patriot.

Eight of these militia men race your way. You have a single round before they're on you.

Round One


As the Chancellors all rose to leave, the mass of bodies began moving outside - all eager to partake in the promised reward. Outside, an elaborate kiosk must have been set up during the time the heroes gathered inside and whilst the Chancellor spoke. A large stand decorated with the Sigil of the Hunter and the customary red-and-gold of the Hunter's Guild had been set up and folks began to crowd around it. Numerous stands in fact had been set up, each the same size and proportion as the last.

Out front of these stands stood Hunters who began passing out Writs like candy. A few of the writs drift off the tabletops and float near the heroes. Picking them up and examining reveals their nature.

The writs speak of the Resistance and its possible allies - it even included the Marivelli Tower in Ren where many Imperial spellcasters were known to frequent. It also speaks of an area outside of Ren, a small cavern located near Lake Meronia where known members of the Resistance have been seen.

As the heroes gather, bards flock, seeking to become famous from the telling of these heroes soon-to-be legends. They each come with their different motives, but it is the commonality within these motives that make them so vital to the lands of Aris.


The room began to divide amongst itself as strangers came together from all walks of life. Amidst the aromas blending together in the air, old allies were reunited and new bonds of friendship were formed. It becomes noticeably quieter in the room as conversations begin to die down. All laughter and bemusement seems to soften as the large gong of a bell supercedes the dialogue present in the Grand Hall. As all heads turn towards the source, five individuals step forward into sight upon the podium. Only four of them proceed to seat themselves. The fifth one remains standing.

"Trusted patriots of the lands of Aris - many of you are probably wondering why a grand summons was issued from this council to all citizens of this land. Many of you have come of your own accord, this is true. Some of you have come in regards to the 100,000 Gold Pieces offered for assistance. Some of you have come out of the sheer patriotism in your hearts, a much nobler cause in the grand scheme of things. I will bring haste to my words though, friends, for I do not wish to waste valuable time."

"The kingdom of Ren is in peril. Enemies from within seek to tear down its precious walls and burn its lands. Traitorous vagabonds are inciting rebellion amongst our fair people and they are attempting to amass an army capable of destroying the republic we have spent so many hundreds of years building. This new enemy has no face. This new enemy has no name. This new enemy is dangerous beyond all recognition. This is why myself and the other Chancellors decided to send out a call-to-arms to all adventurers. Whether you have come for gold, glory, or honor, you have come. For that alone, the Council and us Chancellors extend the greatest gratitude awarded to guardians of Ren. We are asking you to risk your very lives in service to your kingdom and its people. We are asking you to solve the mystery of this rebellion. We are asking you to discover that which we could not. We are asking you to do the honorable thing."

"Some of you in here may not be as honorable. Some of you could very well be the enemies we are fighting so hard against. If you are, know this, the free nations of Ren and its neighboring allies will not go silently into the night! We will not give in to tyranny and the fear that you breed with your lies. We will fight and we will win!"

Many in the crowd cheer for their High Chancellor. Many agree.

"Those who accept this most epic of quests will be accomodated and the one who captures the leader of the rebellion and turns him over to Imperial authorities within the Arisan High Command will be rewarded beyond their wildest imaginations. Those who seek to accept this daring task may do so from just outside these walls where the Imperial Hunter's Guild has set a kiosk housing the Writs necessary for the given task. Thank you."

And with that the High Chancellor turns and takes his seat. Immediately the hall explodes with more conversations - all of them focusing on the turn of events. Talks of wealth and riches. Talks of fame and glory. Talks of simply having a challenge. Each man in the Hall now has a reason all his own to take up arms against this resistance.

The truth has come out and now the Imperium, a symbol of all that is diplomatic in an ever-changing world, has no choice but to turn their trust over to mercenaries and thrill-seekers. The promises they are offering though are far too much for anyone to refuse. It would be hard for me to refuse. It is hard for our heroes, now allied together, to refuse. Though each have their own reasons, they will soon discover that Karone has a destiny for everyone.


"The city of Ren has always dotted the landscape majestically, with its crystalline towers smiling upon many of the less-civilized kingdoms. From the Age of Tyranny to the Reign of the Paladin King to the present day, Ren has always stood as a beacon of light against the coming dark. Now it is the Era of Arcanum, with the Imperium leading Ren into an age of industry never before seen amongst the world of Aris. Under the Imperium, Ren continues to thrive, proving itself yet again to the realms."

"But a darkness has fallen over the world once again. An alliance of thieves, scoundrels, and rogue spellcasters has risen from the shadows to oppose the peace wrought by Imperial rule. Through intimidation, subterfuge, and political assassination, this alliance has developed into more than a simple nuisance, sowing seeds of rebellion in the smaller cities. Small pockets of resistance are even starting to crop up in the larger cities - Ren included."

"Amidst this dissidence, adventurers from all corners of Aris have come to Ren, summoned by the newly-appointed Chancellor of Justice, Aranor Baal. I have been summoned to these proceedings myself, charged with the record-keeping of their exploits and guiding them on their way. As Ren's foremost expert on all manner of legend and lore, I, Acheron Halcyon, consider this a request impossible for any bard in my position to refuse."

CHAPTER ONE: A KINGDOM IN NEED
The Stairs of Council, a large staircase with exactly 1000 stairs leading up into the Grand Hall of the Arisan High Council, were an imposing sight to everyone that stood in front of them. The building itself rivaled in magnificence even that of the Imperial Palace. From the outside, its ivory walls, embedded with star tears, miniature crystals that shiny only at night, reflect the Soleil's warmth down onto those who marvel at its beauty. When dusk approaches, however, and the Heart of Natal rises, the star tears ignite, bathing the Grand Hall in an eerie yet breathtaking glow.

The sound of footfalls - distinctive of boots to stone - signal the ascent of heroes into the Grand Hall. The smell of blood, bile, ichor, and sulfur fill the Grand Hall for only the second time in history - the first being the War of the Gates when heroes, like those gathering within the Council House, were called to war for the first time under a unified Arisan banner. Armored boots clank against stone and robes sway to and fro as heroes walk fervently forward, entering the Hall of Councillors where gargantuan statues of Ren's past councillors stand, carved in rememberance of a history long forgotten by most outside these walls, directing those wandering its halls towards the Grand Council Chamber.

The entrance to this chamber is guarded by a massive door of gold and platinum - a door large enough to allow the passage of dragons and which at one point had. A hospitalier greets heroes as they enter, dictating to each that Chancellor Baal will take the stand soon. Around the room, armed guards of Ren patrol, keeping the peace amongst the varied adventurers present. No weapons ordances are in effect now as would be on most normal days. Emerging into the Grand Chamber, the first thing of notice is the black marble floor - sheened to such an extent that it mimics as a mirror, reflecting the identities of those who now grace its presence. Looking around, the chamber walls are decorated with tapestries depicting the history of Ren. These walls give way at various intervals to reveal alcoves where the Altheiri, master archers loyal to the Imperium, stand guard over the proceedings below, bowstrings at the ready and arrows nocked. At the far side of the chamber, five oversized thrones rest comfortably, signifying the seats of the five High Chancellors - the Chancellor of Justice included - who make the decisions that are for the good of Ren and its people.

Those heroes gathered take the time remaining before the Chancellor's speech to survey their surroundings and mingle with each other - sharing tales of epic derring-do and comparing battle scars both old and new.


Soekja:
You see five individuals take to the podium, escorted by guards, and you see the Altheiri archers lift their bows and aim down the arrows shaft at the five.

The room began to divide amongst itself as strangers came together from all walks of life. Amidst the aromas blending together in the air, old allies were reunited and new bonds of friendship were formed. It becomes noticeably quieter in the room as conversations begin to die down. All laughter and bemusement seems to soften as the large gong of a bell supercedes the dialogue present in the Grand Hall. As all heads turn towards the source, five individuals step forward into sight upon the podium. Only four of them proceed to seat themselves. The fifth one remains standing.

"Trusted patriots of the lands of Aris - many of you are probably wondering why a grand summons was issued from this council to all citizens of this land. Many of you have come of your own accord this is true. Some of you have come in regards to the 100,000 Gold Pieces offered for assistance. Some of you have come out of the sheer patriotism in your hearts, a much nobler cause in the grand scheme of things. I will bring haste to my words though, friends, for I do not wish to waste valuable time."

"The kingdom of Ren is in peril. Enemies from within seek to tear down its precious walls and burn its lands. Traitorous vagabonds are inciting rebellion amongst our fair people and they are attempting to amass an army capable of destroying the republic we have spent so many hundreds of years building. This new enemy has no face. This new enemy has no name. This new enemy is dangerous beyond all recognition. This is why myself and the other Chancellors decided to send out a call-to-arms to all adventurers. Whether you have come for gold, glory, or honor, you have come. For that alone, the Council and us Chancellors extend the greatest gratitude awarded to guardians of Ren. We are asking you to risk your very lives in service to your kingdom and its people. We are asking you to solve the mystery of this rebellion. We are asking you to discover that which we could not. We are asking you to do the honorable thing."

"Some of you in here may not be as honorable. Some of you could very well be the enemies we are fighting so hard against. If you are, know this, the free nations of Ren and its neighboring allies will not go silently into the night! We will not give in to tyranny and the fear that you breed with your lies. We will fight and we will win!"

Many in the crowd cheer for their High Chancellor. Many agree.

"Those who accept this most epic of quests will be accomodated and the one who captures the leader of the rebellion and turns him over to Imperial authorities within the Arisan High Command will be rewarded beyond their wildest imaginations. Those who seek to accept this daring task may do so from just outside these walls where the Imperial Hunter's Guild has set a kiosk housing the Writs necessary for the given task. Thank you."

And with that the High Chancellor turns and takes his seat. Immediately the hall explodes with more conversations - all of them focusing on the turn of events. Talks of wealth and riches. Talks of fame and glory. Talks of simply having a challenge. Each man in the Hall now has a reason all his own to take up arms against this resistance.

The truth has come out and now the Imperium, a symbol of all that is diplomatic in an ever-changing world, has no choice but to turn their trust over to mercenaries and thrill-seekers. The promises they are offering though are far too much for anyone to refuse. It would be hard for me to refuse. It is hard for our heroes, now allied together, to refuse. Though each have their own reasons, they will soon discover that Karone has a destiny for everyone.


"The city of Ren has always dotted the landscape majestically, with its crystalline towers smiling upon many of the less-civilized kingdoms. From the Age of Tyranny to the Reign of the Paladin King to the present day, Ren has always stood as a beacon of light against the coming dark. Now it is the Era of Arcanum, with the Imperium leading Ren into an age of industry never before seen amongst the world of Aris. Under the Imperium, Ren continues to thrive, proving itself yet again to the realms."

"But a darkness has fallen over the world once again. An alliance of thieves, scoundrels, and rogue spellcasters has risen from the shadows to oppose the peace wrought by Imperial rule. Through intimidation, subterfuge, and political assassination, this alliance has developed into more than a simple nuisance, sowing seeds of rebellion in the smaller cities. Small pockets of resistance are even starting to crop up in the larger cities - Ren included."

"Amidst this dissidence, adventurers from all corners of Aris have come to Ren, summoned by the newly-appointed Chancellor of Justice, Aranor Baal. I have been summoned to these proceedings myself, charged with the record-keeping of their exploits and guiding them on their way. As Ren's foremost expert on all manner of legend and lore, I, Acheron Halcyon, consider this a request impossible for any bard in my position to refuse."

CHAPTER ONE: A KINGDOM IN NEED
The Stairs of Council, a large staircase with exactly 1000 stairs leading up into the Grand Hall of the Arisan High Council, were an imposing sight to everyone that stood in front of them. The building itself rivaled in magnificence even that of the Imperial Palace. From the outside, its ivory walls, embedded with star tears, miniature crystals that shiny only at night, reflect the Soleil's warmth down onto those who marvel at its beauty. When dusk approaches, however, and the Heart of Natal rises, the star tears ignite, bathing the Grand Hall in an eerie yet breathtaking glow.

The sound of footfalls - distinctive of boots to stone - signal the ascent of heroes into the Grand Hall. The smell of blood, bile, ichor, and sulfur fill the Grand Hall for only the second time in history - the first being the War of the Gates when heroes, like those gathering within the Council House, were called to war for the first time under a unified Arisan banner. Armored boots clank against stone and robes sway to and fro as heroes walk fervently forward, entering the Hall of Councillors where gargantuan statues of Ren's past councillors stand, carved in rememberance of a history long forgotten by most outside these walls, directing those wandering its halls towards the Grand Council Chamber.

The entrance to this chamber is guarded by a massive door of gold and platinum - a door large enough to allow the passage of dragons and which at one point had. A hospitalier greets heroes as they enter, dictating to each that Chancellor Baal will take the stand soon. Around the room, armed guards of Ren patrol, keeping the peace amongst the varied adventurers present. No weapons ordances are in effect now as would be on most normal days. Emerging into the Grand Chamber, the first thing of notice is the black marble floor - sheened to such an extent that it mimics as a mirror, reflecting the identities of those who now grace its presence. Looking around, the chamber walls are decorated with tapestries depicting the history of Ren. These walls give way at various intervals to reveal alcoves where the Altheiri, master archers loyal to the Imperium, stand guard over the proceedings below, bowstrings at the ready and arrows nocked. At the far side of the chamber, five oversized thrones rest comfortably, signifying the seats of the five High Chancellors - the Chancellor of Justice included - who make the decisions that are for the good of Ren and its people.

Those heroes gathered take the time remaining before the Chancellor's speech to survey their surroundings and mingle with each other - sharing tales of epic derring-do and comparing battle scars both old and new.


"The city of Ren has always dotted the landscape majestically, with its crystalline towers smiling upon many of the less-civilized kingdoms. From the Age of Tyranny to the Reign of the Paladin King to the present day, Ren has always stood as a beacon of light against the coming dark. Now it is the Era of Arcanum, with the Imperium leading Ren into an age of industry never before seen amongst the world of Aris. Under the Imperium, Ren continues to thrive, proving itself yet again to the realms."

"But a darkness has fallen over the world once again. An alliance of thieves, scoundrels, and rogue spellcasters has risen from the shadows to oppose the peace wrought by Imperial rule. Through intimidation, subterfuge, and political assassination, this alliance has developed into more than a simple nuisance, sowing seeds of rebellion in the smaller cities. Small pockets of resistance are even starting to crop up in the larger cities - Ren included."

"Amidst this dissidence, adventurers from all corners of Aris have come to Ren, summoned by the newly-appointed Chancellor of Justice, Aranor Baal. I have been summoned to these proceedings myself, charged with the record-keeping of their exploits and guiding them on their way. As Ren's foremost expert on all manner of legend and lore, I, Acheron Halcyon, consider this a request impossible for any bard in my position to refuse."

CHAPTER ONE: A KINGDOM IN NEED
The Stairs of Council, a large staircase with exactly 1000 stairs leading up into the Grand Hall of the Arisan High Council, were an imposing sight to everyone that stood in front of them. The building itself rivaled in magnificence even that of the Imperial Palace. From the outside, its ivory walls, embedded with star tears, miniature crystals that shiny only at night, reflect the Soleil's warmth down onto those who marvel at its beauty. When dusk approaches, however, and the Heart of Natal rises, the star tears ignite, bathing the Grand Hall in an eerie yet breathtaking glow.

The sound of footfalls - distinctive of boots to stone - signal the ascent of heroes into the Grand Hall. The smell of blood, bile, ichor, and sulfur fill the Grand Hall for only the second time in history - the first being the War of the Gates when heroes, like those gathering within the Council House, were called to war for the first time under a unified Arisan banner. Armored boots clank against stone and robes sway to and fro as heroes walk fervently forward, entering the Hall of Councillors where gargantuan statues of Ren's past councillors stand, carved in rememberance of a history long forgotten by most outside these walls, directing those wandering its halls towards the Grand Council Chamber.

The entrance to this chamber is guarded by a massive door of gold and platinum - a door large enough to allow the passage of dragons and which at one point had. A hospitalier greets heroes as they enter, dictating to each that Chancellor Baal will take the stand soon. Around the room, armed guards of Ren patrol, keeping the peace amongst the varied adventurers present. No weapons ordances are in effect now as would be on most normal days. Emerging into the Grand Chamber, the first thing of notice is the black marble floor - sheened to such an extent that it mimics as a mirror, reflecting the identities of those who now grace its presence. Looking around, the chamber walls are decorated with tapestries depicting the history of Ren. These walls give way at various intervals to reveal alcoves where the Altheiri, master archers loyal to the Imperium, stand guard over the proceedings below, bowstrings at the ready and arrows nocked. At the far side of the chamber, five oversized thrones rest comfortably, signifying the seats of the five High Chancellors - the Chancellor of Justice included - who make the decisions that are for the good of Ren and its people.

Those heroes gathered take the time remaining before the Chancellor's speech to survey their surroundings and mingle with each other - sharing tales of epic derring-do and comparing battle scars both old and new.


Hey everyone, I'm popping on just to help out a bit. Stuff is still hectic on my end with a very close friend of my wife and mine being in the hospital. But that's not what I'm here for.

The reason I increased the point buy to 32 and three traits was because I essentially increased the CR of the monsters by two and wanted to add a bit of flavor to your characters to represent just a bit more experience than the whole "Got a bit of gold and bought some stretched out leathers to wear" adventurer.

Conversion downgrades should be easy for whichever GM takes over. I suggest 25 points as opposed to 20 points but as I'm not the GM anymore it isn't up to me. Two traits isn't a big deal either. Reason I chose three was because one of them I had required to be one of the Campaign Traits and wanted you the players to still have a pair of traits that was more your own per se.

Also, Tordek, I'm working getting a copy of the AP to you.


Guys, I have some bad news. I'm not going to be able to run the game. Due to circumstances that are going on here at the homefront, I'll be MIA for awhile. What I'm going to try to do is find a new GM for you guys. Many apologies but this matter is of great importance.


Alright, I'm back. Sorry about the wait everyone. Had some stuff going on. First things first:

Azten: Variel has pretty much hit the nail on the head. Not sure what you have planned for your paladin, but a Wisdom of 8 is probably not the best idea when it comes to a Paladin. Other than that, your character is looking good.

Variel: Nice touch on the background. I like the down and dirty bits you threw in there for your Duskwalker Agent trait. Currently nothing is jumping out at me with your character, so I'll just say good job. As for bonus languages, you're welcome to take whichever ones are available to your character - to include Ignan if you want.

Havoc: Same as above. I didn't notice anything vastly wrong with it, but I'll keep double-checking to make sure none of you are getting shorted on anything. Also, is your fiance still going to play? If so, let us know. If not, we'll look for a few replacements.

Seeing as how Jelloarm hasn't responded yet, I'll give him another 24 hours to post in this thread before dropping him and searching for a replacement. I have a few people on the waiting list already that would like in.

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