Male Human High Priest of Asmodeus
magic missile: 2d4 + 2 ⇒ (1, 1) + 2 = 4
scorching ray: 1d20 + 1 ⇒ (6) + 1 = 7
greataxe: 1d20 + 5 ⇒ (13) + 5 = 18
Male Human High Priest of Asmodeus
will vs sleep: 1d20 + 10 ⇒ (8) + 10 = 18 Ivy casts blindness/deafness to blind Sir Balin.
Razmir scorches Sir Balin.
Sophia hits him with 2 more magic missiles.
Barnabus holds onto the knight as a wave of drowsiness passes over him but does not overtake him. greataxe: 1d20 + 5 ⇒ (10) + 5 = 15
With his free hand Sir Balin heals himself again then swings at Morthos, the target of his smite.
attack morthos, smite, grappled penalty: 1d20 + 13 + 2 - 2 ⇒ (12) + 13 + 2 - 2 = 25 damage: 1d8 + 15 ⇒ (6) + 15 = 21 With a successful attack he uses the momentum to attack the next target.
Round 3
Male Human High Priest of Asmodeus
He grunts as the tentacle wraps around his arm. Ivy hexes Sir Balin then cackles, evilly, envisioning the Knight of Alerion lying in a puddle of his own blood before long. will vs cackle: 1d20 + 10 ⇒ (19) + 10 = 29
Razmir casts Hold Person.
Sir Balin is paralysed. Eowithe studies Sir Balin momentarily also hops down and surrounds Sir Balin ready to pronounce judgement. magic missiles: 2d4 + 2 ⇒ (1, 1) + 2 = 4
greataxe: 1d20 + 5 ⇒ (8) + 5 = 13
fort vs nauseated: 1d20 + 7 ⇒ (8) + 7 = 15 success full round action to break hold person: 1d20 + 10 ⇒ (13) + 10 = 23 success
Round 2
Male Human High Priest of Asmodeus
The captain and 4 men with swords on the Frosthamar are all next to each other. 8 men with bows are on their boat. The frosthamar being full of cargo is basically difficult terrain all round but the crates aren't so high as to give cover or hide anyone unless you weren't standing. The captain doesn't seem willing to move far from his men and there isn't a ton of space either.
Male Human High Priest of Asmodeus
The dominated draugr hop down into the spike-rimmed arena and shamble towards Sir Balin. Timeon looks around like he wants to run away, perhaps in the same manner that got him separated from Sir Balin previously. Razmir isn't having it and grabs the boy so he can watch. "The might of my God's wrath be upon you!" Sir Balin smites the evil Morthos as he cuts at the draugr. longsword: 1d20 + 13 ⇒ (1) + 13 = 14 Round 1
Male Human High Priest of Asmodeus
Morthos takes the key and unlocks the door, commanded undead standing by. As the door opens, the room behind is revealed to be slightly different than the others. The floor is sunk by 10 ft. with a ladder by the door to enter and exit. The walls around the room are also lined with deadly iron spikes. In the middle of the room you recognise the man that captured you and sent you to Branderscar not too long ago. It's not a face you would ever forget. He wears around his neck a sunburst of silver and sapphire -- a holy symbol of Mitra. This matches the description of the amulet the Cardinal wanted you to retrieve. The one from the room with the goblin must clearly be a fake. He is heavily armoured, perhaps even more so than the cobras, with full plate and a shield. He is armed with a longsword that looks to glow slightly. He seems to recognise you too. "Your abominations will not stop me from dealing Mitra's justice to you a second time Forsaken."
Male Human High Priest of Asmodeus
will vs UM: 1d20 + 3 ⇒ (2) + 3 = 5
greataxe: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d12 + 6 ⇒ (2) + 6 = 8
Eowithe's attack finishes it off. 5 Draugr are destroyed and 3 are under the control of Morthos. The sleeping one can be awoken easily if desired. All the 8 coffins have opened and are empty. The Draugr possess old rusty greataxes and rotting sailor's clothes and leather armour vests. The captain has a broken wayfinder(1 empty ioun slot) in one of his moldy coat pockets. See repairing magic items for more information. A wayfinder would cost 125gp to fix. The damp coffins hold nothing but a bit of sand and seawater. The wooden door is not locked and reveals a final short hallway. The door at the end of this hallway is wooden and reinforced with iron bands. It is locked, but to keep something in instead of keep you out. Hanging beside the door on a peg is a heavy iron key that fits the lock. “Serve thy master well and be rewarded.” The last inscription and the last lesson for you here.
Male Human High Priest of Asmodeus
sense motive: 18 = 18
You of course are heading further north and landing with the Captain at the wall here would be the end of your mission. Kargeld looks at Captain Sambryl menacingly, not liking anyone that boards his ship uninvited.
Male Human High Priest of Asmodeus
Sambryl perception on Isabella: 1d20 + 3 ⇒ (9) + 3 = 12
will vs. illusion: 1d20 + 1 ⇒ (5) + 1 = 6
"What's going on here?" Sambryl demands.
Male Human High Priest of Asmodeus
Barnabus flurry: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Eowithe Attack: 1d20 + 7 ⇒ (11) + 7 = 18 Damage: 2d4 + 6 ⇒ (4, 2) + 6 = 12
The last 2 coffins' lids are pushed off and two more Draugr stand up. Round 3
Male Human High Priest of Asmodeus
Linguistics checks to forge are made in secret so you don't actually know how well you did. I will roll again. Can you tell me how you got 3 +2's. Captain Sambryl recognises the knights uniform of sir Balin but not the man himself. He stammers. "Of course Sir. These papers seem perfectly in order. I'll have you on your way right away. If you'll please just show me the contents of one of your crates, I'll bypass the usual inspection."
Male Human High Priest of Asmodeus
As soon as the patrol ship gets close enough, the Talirean sailors begin shouting “Heave to in the name of the king!” Kargeld and his men comply, slowing the ship and awaiting the approach. The captain and four armed sailors board the Frosthamar. "I am Captain Sambryl, who is in charge here?" The captain demands to speak to whoever is charge, looking around suspiciously. 8 of the soldiers remain on the patrol ship holding longbows. Kargeld looks at not-Araton with Timeon standing beside him looking nervous.
Male Human High Priest of Asmodeus
Eowithe destroys the Draugr, leaving 1 uncontrolled standing. Barnabus flurry: 1d20 + 6 ⇒ (3) + 6 = 9
greataxe: 1d20 + 7 ⇒ (13) + 7 = 20 damage: 1d12 + 6 ⇒ (5) + 6 = 11
As one is destroyed, another wakes in the north-west corner of the room, standing from its coffin with greataxe in hand. Round 3
Male Human High Priest of Asmodeus
Eowithe falchion: 1d20 + 7 - 1 ⇒ (5) + 7 - 1 = 11 greataxe: 1d20 + 5 ⇒ (17) + 5 = 22 damage: 1d12 + 4 ⇒ (3) + 4 = 7 The Draugr left that isn't asleep strikes back at Eowithe. Another rumble and another Draugr stands up from its salty coffin just south of Morthos. Round 2
Male Human High Priest of Asmodeus
"You?" he questions. "Stay where you are." he says to the others, letting only Vezura come closer and speak. He steps a little away from his men. Their hands are on the swords in the scabbards. The 8 still on board the patrol ship are holding longbows. "All I hear from goings on in the north is rumours of bugbears massing. They'll never breach the wall though. More likely to end up fighting between themselves instead." "Very well. An investigation then. Why do you carry so much cargo? What are you carrying in all these crates? I'll need to see something official. Papers, A Seal. Protocol you know." He questions.
Male Human High Priest of Asmodeus
"What are ye talking about? We're full. There's no place to move em." The Captain says. The Frosthamar you are on has no space to hide or move cargo. Everywhere is piled up. "If they board and inspect, they won't believe we are fishermen." he warns as they get the nets ready carefully, trying not to seem hurried. As soon as the patrol ship gets close enough, the Talirean sailors begin shouting “Heave to in the name of the king!” Kargeld and his men comply, slowing the ship and awaiting the approach. The captain and four armed sailors board the Frosthamar. "I am Captain Sambryl, who is in charge here?" The captain demands to speak to whoever is charge, looking around suspiciously. Kargeld looks at Aenil who had claimed to do the talking earlier.
Male Human High Priest of Asmodeus
The controlled Draugr shamble towards their target. Shackles around their feet slow them. The captain is in range to attack. greataxe: 1d20 + 7 ⇒ (18) + 7 = 25 damage: 1d12 + 6 ⇒ (4) + 6 = 10 Moments later it is put to sleep. It might look peaceful if it wasn't so rotted already.
Male Human High Priest of Asmodeus
Captain Kargeld smiles at the thought of his ship not being so heavily laden and slicing through the water with speed. "Not often, but she is the most reliable girl you ever met." The only thing he seems to care about is his ship and he is quite touchy of anyone offering to help or messing with the ship in anyway. He expects you to do your job guarding the ship and to let him and his men do theirs. His men are simple, keeping to themselves and their tasks. They do not speak any language that any of you recognise. Like the captain they aren't from Talinguarde. This makes them lees than interesting traveling companions and attempts to communicate with them fail. The Captain also seems to be giving them orders to leave you alone as an eye from him whenever you are near sends them on a seemingly random task. All in all, you've likely never been more bored in your life and have only yourselves for company. perception:
Captain Kargeld: 1d20 + 5 ⇒ (9) + 5 = 14 Aenil: 1d20 + 9 ⇒ (10) + 9 = 19 Isabella: 1d20 + 10 ⇒ (3) + 10 = 13 Vezura : 1d20 + 5 ⇒ (18) + 5 = 23 Ardran : 1d20 + 6 ⇒ (4) + 6 = 10 Opal: 1d20 + 9 ⇒ (17) + 9 = 26 It is the morning of the 10th day of your journey. Today you will pass the Watch Wall and truly be in the unclaimed north. You have noticed it already start to get a little cooler. Unfortunately, a Talinguard patrol ship has spotted you. Luckily you notice with Opal the first to spot it. Kargeld grimly pairs down their options, “She’s seen us, sure as damnation. And there is no way the ‘Frosthamar’ will outrun her loaded like this. One look at our cargo and they’ll know us for exactly what we are – weapon smugglers.” You have 10 minutes before the patrol ship will catch you. It is smaller, but with a full crew of soldiers, much more heavily armed.
Male Human High Priest of Asmodeus
perception:
Captain Kargeld: 1d20 + 5 ⇒ (13) + 5 = 18 Ophelia: 1d20 + 11 ⇒ (10) + 11 = 21 Felthun: 1d20 + 1 ⇒ (8) + 1 = 9 Sarela: 1d20 + 4 ⇒ (18) + 4 = 22 Mercy: 1d20 + 7 ⇒ (17) + 7 = 24 Araton: 1d20 + 9 ⇒ (10) + 9 = 19 It is the morning of the 10th day of your journey. Today you will pass the Watch Wall and truly be in the unclaimed north. You have noticed it already start to get a little cooler. Unfortunately, a Talinguard patrol ship has spotted you. Luckily you notice with Mercy the first to spot it. Kargeld grimly pairs down their options, “She’s seen us, sure as damnation. And there is no way the ‘Frosthamar’ will outrun her loaded like this. One look at our cargo and they’ll know us for exactly what we are – weapon smugglers.” You have 10 minutes before the patrol ship will catch you.
Male Human High Priest of Asmodeus
answering Sarela
The sailors smirk at Sarela and Ophelia shielding each other, talking amongst themselves with many glances your way. These men are simple, keeping to themselves and their tasks. They do not speak any language that any of you recognise. Like the captain they aren't from Talinguarde. This makes them lees than interesting traveling companions and attempts to communicate with them fail. The Captain also seems to be giving them orders to leave you alone as an eye from him whenever you are near sends them on a seemingly random task. All in all, you've likely never been more bored in your life and have only yourselves for company. Timeon does not fare well for the first few days, seasickness afflicting him heavily. After finally adjusting to the ships motion he manages better, but still complains and can't wait to get to their destination. He talks of home, his wealthy parents that sent him to be Balin's squire and how he isn't sure how they will respond if he ever returns to them as he is. What do you tell him about the mission if anything?
Male Human High Priest of Asmodeus
will: 1d20 + 5 ⇒ (2) + 5 = 7
The captain and the other nearest Morthos fall under his control. Act on your next turn I guess? Razmir acid splash: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1
Attack Eowithe: 1d20 + 5 ⇒ (4) + 5 = 9 1 more stands up from another coffin with greataxe in hand. Round 1
Male Human High Priest of Asmodeus
After strategies are formulated you can head to the river dock. The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo. Sitting heavy in the water, she holds twenty four tons of weaponry, arrows and shields emblazoned with a flaming axe. The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. This is Kargeld
“You will guard our boat all the way north, yes?” he asks of whomever arrives at the boat first. If answered yes, then he grunts his assent. “Then I will take you to the cursed north past hope and life.” Any questions about his boat, crew or past receive a mere grunt. He is not a very talkative man and doesn't seem to care what story you give him as long as you are there to aid him in getting to his destination. For all Kargeld’s grimness, the Frosthamar is a fine ship, seaworthy and strong hulled. Its clinker-built hull is resilient but flexible and well suited to surviving the rough icy seas of the northern ocean. It is smartly rigged and lovingly maintained. Kargeld, it seems, loves nothing save for this ship. And if you want to immediately earn Kargeld’s undying enmity all you need do is insult her even once. The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and everyone must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots. The crew simply relieve themselves over the railing. The rations are hardtack and small beer, though Kargeld does stop a couple of times to hunt deer along the wilder part of the coasts. It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to wave back. “Wouldn’t want ‘em to get suspicious, eh?” he says with a glower. The Frosthamar is not swift so heavily-laden and averages about forty eight miles a day. It takes a week for the ship to pass along the settled coast of Talingarde passing the great city of Daveryn, the largest center of civilization along the western coast. Kargeld is quick to squash any talk of stopping there. “This is no pleasure cruise. Besides, I won’t get our cargo within a mile of a Talirean harbormaster.” Map of Talinguarde
How do you handle the time at sea? Stuck on board? No privacy or space?
Male Human High Priest of Asmodeus
After strategies are formulated you can head to the river dock. The Frosthamar is a single-masted knarr with a square sail. It is similar to a Viking longship but wider and with a deeper hull better suited to carrying cargo. And the Frosthamar is obviously loaded with cargo. Sitting heavy in the water, she holds twenty four tons of weaponry, arrows and shields emblazoned with a flaming axe. The captain is a grizzled north-man with a wiry beard, pale blonde hair and countless scars. This is Kargeld
“You will guard our boat all the way north, yes?” he asks of whomever arrives at the boat first. If answered yes, then he grunts his assent. “Then I will take you to the cursed north past hope and life.” Any questions about his boat, crew or past receive a mere grunt. He is not a very talkative man and doesn't seem to care what story you give him as long as you are there to aid him in getting to his destination. For all Kargeld’s grimness, the Frosthamar is a fine ship, seaworthy and strong hulled. Its clinker-built hull is resilient but flexible and well suited to surviving the rough icy seas of the northern ocean. It is smartly rigged and lovingly maintained. Kargeld, it seems, loves nothing save for this ship. And if you want to immediately earn Kargeld’s undying enmity all you need do is insult her even once. The first leg of the journey is placid and peaceful. Everyone has plenty of time to gain their sealegs and get acclimated to shipboard life. The Frosthamar may be a fine ship but it is not a ship that caters to delicate sensibilities. It has no cabins and everyone must sleep under the stars with the rest of the crew. There are no garderobes or chamber pots. The crew simply relieve themselves over the railing. The rations are hardtack and small beer, though Kargeld does stop a couple of times to hunt deer along the wilder part of the coasts. It takes half a day to sail down the Varnyn River and out into the open ocean. The Frosthamar hugs the coast and from the ship you can see countless farming communities and fishing villages go by. More than a few fishermen wave at the Frosthamar. Kargeld is always sure to wave back. “Wouldn’t want ‘em to get suspicious, eh?” he says with a glower. The Frosthamar is not swift so heavily-laden and averages about forty eight miles a day. It takes a week for the ship to pass along the settled coast of Talingarde passing the great city of Daveryn, the largest center of civilization along the western coast. Kargeld is quick to squash any talk of stopping there. “This is no pleasure cruise. Besides, I won’t get our cargo within a mile of a Talirean harbormaster.” Map of Talinguarde
How do you handle the time at sea? Stuck on board? No privacy or space?
Male Human High Priest of Asmodeus
I'll clear up the religion thing. Mitra is the state endorsed god that everyone is told to worship and follow. Other good aligned gods are allowed to be worshipped as secondary gods to Mitra. Neutral aligned gods are discouraged/frowned upon but not outlawed. There are efforts to convert these followers to Mitra peacefullyish. Evil aligned gods are outlawed and their followed persecuted, rounded up and even executed. Especially Asmodeus, Mitra's main enemy. So followers of Calistria, god of lust, revenge and trickery will be looked down upon since those are not righteous traits. Mitran authorities might look closely at you and make sure you aren't looking to cause trouble and tell you how your life could be much better following Mitra.
Male Human High Priest of Asmodeus
hmm no stealth rolls. OK! If you are listening out, you hear some rumbling or scratching or something coming from several of the battered coffins. Lids get pushed off and 3 drowned sailors stand up, holding rusted greataxes. Two of them seem to just stand still in their coffins. A third has angry red eyes and scowls at the intruders. A loud groul seems to prompt the others into action and they point weapons at you.
religion DC 12:
This barnacle-encrusted walking corpse looks like a zombie, but is dripping with water and gives off a nauseating stench. It is a Draugr! Look out for its nauseating attacks. religion DC 15:
A Draugr Captain is more dangerous, having much more experience at sea and retaining some of the class skills it once had in life. Round 1
Male Human High Priest of Asmodeus
assumed he died? he was literally assisting you with the cobras not long ago Timeon's head jerks around, trying to find the voice whispering to him. Eventually he grabs the vine-covered wall and slowly catches up to you. Meanwhile the door to the next room is opened by Morthos. This square stone chamber is lit by a small oil lantern that hangs from the center ceiling. It has eight battered wooden coffins that are encrusted with salt brine, barnacles and dried sea weed. The floor also has patches of water and sand, as if the coffins are not long dragged out of the ocean. A wooden door ahead is barred with a simple wooden bar.
Male Human High Priest of Asmodeus
first
second
third
Vezura
"He has proved his devotion." He says about Sakkarot. "Your opponent is anyone who would stop you from opening the gate." Opal
Male Human High Priest of Asmodeus
The world is generic outside of Talinguarde, a land that keeps to itself so any other continents are not a part of the AP. Character's can be from other lands and I allow creativity to help shape it, if only for the sake of your backstory. Saying that I will try to implement elements from your backstories to personalise some parts of the story. As for gods, I am using the paizo pantheon, but yes the main players here are Asmodeus and Mitra. Ardran was selected to play and his demon blood has to come from somewhere and I'm ok with his backstory on it. For now he is serving the cause of Asmodeus so that may or may not be a problem down the line for him. The Cardinal dialogue was checked and approved. I have never seen this done before though, but I found it harmless and a small bit of side rollplay between Ardran and the Cardinal and has no effect on other characters. This should not be done in group discussions/environments of course such as the one with the devil which their reactions should never be assumed. As for spoilers in gameplay about things only those high up in a cult would know, if that is outside your characters knowledge it's best to ignore. Assume that anything in the pathfinder wiki or from paizo is canon regarding things like this.
Male Human High Priest of Asmodeus
After the great feast and a peaceful(?) night, you meet the Cardinal at a small river dock not far from the manor. “Just in time,” Cardinal Thorn remarks. “My ship has arrived.” On the river dock behind the manor, a square-sailed longship sails into the slip. It sits heavily in the water, laden with a substantial cargo. You notice the 7th Knot is not here and neither is Tiadora. “Welcome, my children,” he says in a deep resonant voice that has an almost inhuman quality to it. “Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and take on your first mission." "Your mission is war, my children. You will bring war to Talingarde. You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war." “Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. When the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know." “Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded." “It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful." “That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde." “Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde." “Do all of this and then when your task is done, break this clay seal.” He hands you a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. “I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you." He warns. “The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success.” He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast. “To war.”
Male Human High Priest of Asmodeus
After the great feast and a peaceful(?) night, you meet the Cardinal at a small river dock not far from the manor. “Just in time,” Cardinal Thorn remarks. “My ship has arrived.” On the river dock behind the manor, a square-sailed longship sails into the slip. It sits heavily in the water, laden with a substantial cargo. You notice the 7th Knot is not here and neither is Tiadora. “Welcome, my children,” he says in a deep resonant voice that has an almost inhuman quality to it. “Training is at an end. You have proven yourself worthy. Now, it is time for you to use that training and take on your first mission." "Your mission is war, my children. You will bring war to Talingarde. You have two objectives. First, you will see a shipment of munitions delivered to a bugbear chieftain named Sakkarot Fire-Axe. He makes his camp on the northern coast of Lake Tarik beyond the Watch Wall. With this shipment, the Fire-Axe will have resources enough to unite the barbarous humanoid tribes of the north and light the fire of war." “Sitting on the dock as we speak is the longship Frosthamar captained by Kargeld Odenkirk. When the ship is resupplied it will be your transport. The captain is a ruthless mercenary and not to be trusted. He knows nothing of the specifics of our mission and you should keep it that way. He knows he is smuggling cargo to the north beyond the Watch Wall. That is all he need know." “Once the cargo is safely delivered, he will take you just south across the lake under cover of darkness and land you near the town of Aldencross. There our contract with Captain Odenkirk will be concluded." “It is shame how greedy he has proven. I had hoped to let the captain serve me again but it seems he is too much of a liability. Kill him. Kill his crew. Burn his ship and leave no survivors. It is crucial that no one suspects our involvement and that loose ends are taken care of. Be sure to reclaim the coin I gave him. Best not to be wasteful." “That done, you will begin your second task. We will do more still to aid our ally the Fire-axe. The bugbears are mighty warriors but poor siege engineers. You will infiltrate the tower Balentyne, keystone of the Watch Wall, kill its commander and open the gate for Sakkarot’s horde." “Once the shaggy monstrosities pierce the Watch Wall, the bugbears will pillage and lay waste to the townships of the north and the local garrisons will have no choice but to meet the Fire-Axe in the open field. Sakkarot is the most brilliant, gifted and murderous bugbear of his generation. I expect these battles will go poorly for the knights and yeoman of fair Talingarde." “Do all of this and then when your task is done, break this clay seal.” He hands you a delicately carved clay seal adorned with a tangled knot of thorns surrounding the holy symbol of Asmodeus. “I will have more instructions then. Succeed and I will see you rewarded handsomely. Fail or betray me and you will pray for the comfort of Hell before I am done with you." He warns. “The mission you start upon today is a holy mission. The people of Talingarde think they have seen the last of the mighty Asmodeus. Soon enough we will remind them that there is no escaping the grasp of Hell. Let us toast our success.” He pours one glass of deep red wine for each of you and then finally pours one for himself. He raises the glass and offers a toast. “To war.”
Male Human High Priest of Asmodeus
Following around the edge and avoiding the glowing purple mushroom seems to be safe as everyone arrives at the door without harm. You notice Timeon isn't with you. Those with darkvision can see him still at the entrance staring at the mushroom, unable to see anything else. The door you have come to open to another hallway which leads to another wooden door with another inscription above it. Beware the fallen for they may rise once more to threaten you
Male Human High Priest of Asmodeus
One final infernal ritual remains. During the feast, Cardinal Thorn summons forth a barbed devil and asks you to pick a slave to offer to it. The devil gleeful rips the slave apart and feasts on the blood. Adrastus then draws forth some of the devil’s blood with a silver athame and bids you each draw near 1 at a time. Adrastus traces the unholy symbol of Asmodeus on the forehead of each of you in the mingled blood of devil and sacrifice. "Behold," he proclaims, “The Nessian Knot is forged.” Soon after he retires from the feast, as does Tiadora, leaving the slaves to serve you for as long as you stay. Since tomorrow you start on your first real mission, it would serve you well to not feast too long.
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