Here is Ferrin Vennax, a maker of clocks, who studies those around him to see what makes them tick. Ferrin lost his family, his love and his freedom to the “justice” of Mitra, and wants revenge. He is an inquisitor, but of a slightly different mold than most: with no access to a church of Asmodeus, Ferrin has sought out the Dark Prince on his own, and made bargains with him, and seeks to carry out his faith in his own hidden way.
I've played him in a two WotW games that took off, got out of Branderscar, and then died out, and would love to take him further into the story. I can update the alias to comply with level and build rules - at the moment he's a tiefling inquisitor, but a tiefling who has spent his life blending in as a human.
Background:
Nearly a century ago, Ferrin Vennax was born in Ghastenhall, into a family of craftsmen renowned for the quality and reliability of the clocks they made. While the Vennax family certainly valued the beauty of what they created, they placed far greater significance on what the clocks stood for: order, precision, predictability and, of course, punctuality. They expected things to happen on a schedule, and at their proper time, and by the age of 15 or so, it was clear that Ferrin was not following a normal schedule. He had always been a bit…different, as a boy, unlike his younger brother, Symon. The two brothers were as unlike as could be, Symon small and charming where Ferrin was awkward both physically and socially. In spite of their differences, the two were very close, and Symon did what he could to help Ferrin overcome his challenges. Ferrin struggled to fit in to the ordered structure of his household and society at large, leaving his loving parents to hope he would outgrow his social awkwardness, even surliness at times. But a greater trouble arose - as his classmates and sibling grew and came to be young men and women, Ferrin seemed to be lagging behind, as if under some spell, or as if he were one of the longer-lived races, an elf or some such.
His parents, being devout worshippers of Mitra as well as believers in the proper, natural order of things, were quite distressed by this. They took the boy to priests and wizards, hoping to understand their son’s ‘condition’, and ‘cure’ him. It soon became clear that the boy was not under a curse or a spell, but no one could provide an answer to why he did not appear to be growing and aging like a normal child. One day, however, when Ferrin was in his 18th year, a senior priest of Mitra came to visit the Vennax household and speak to Ferrin’s parents. Ferrin had always been a curious, even sneaky, child, and knew where he could hide undetected and hear everything said in his father’s sitting room. He felt the priest had almost certainly come to discuss Ferrin’s ‘condition’ and made sure to eavesdrop, and what he heard changed his life.
The Mitran priest said that he and other learned priests had discussed Ferrin at great length, and had come to the unfortunate conclusion that he was some sort of devil-spawn. The priest had come to collect the boy, and bring him to the temple for study and perhaps exorcism, or worse, if that failed. Ferrin heard only the very first words of his father’s protests, for he knew the Mitrans would have their way in the end. The boy fled his home that moment, leaving the world he knew behind and knowing he’d likely never see his beloved brother again, and fled the city by nightfall.
Since then, Ferrin has wandered from city to city in Talingarde. He stays for ten years or so in each place, finding work as a valued assistant in the best clockworks in each city, for he learned a great deal in his own family’s workshops before leaving home, and he has a natural mechanical talent and understanding of the inner workings of things. After a decade in one place, though, it begins to become clear to those around him that he is not aging, and questions begin to arise. Ferrin learned painfully that he needs to leave where he is before that time – after 12 years in Daveryn, where he felt relatively comfortable and settled, he had to kill a man to protect his secret. Soon after that, he began to develop strange powers, including the ability to see in the dark and transform himself into other creatures, which have helped him keep his true nature a secret and move on. He knew from this that the Mitran priest was right, and that he was likely the spawn of some hell.
Ferrin has continued to live in this way for decades, roaming from place to place in a very slow rotation, his resentment towards the upright Mitrans growing with the years. At first, he wished only to be left alone, to do his work and not be forced to move on every time he has established a life for himself somewhere. But when he finally summoned up the courage to return to Ghastenhall, more than 20 years after fleeing the place, he learned that his parents had been arrested, tried and executed for consorting with devils – simply because they were his parents. All he could learn of his brother was that he had vanished. This enraged and saddened him, and he now dreams of fighting back against the rigid righteousness of Talingarde and its people. He yearns for some way to strike a blow against Mitra and her followers, who cost him his family and have caused him to live as a lonely vagabond for all these years, for no reason other than who he is. At present, this yearning consists of little more than fervent prayers for the fall of Mitra and Talingarde. Ferrin does not know if his prayers are heard, or by whom, but he has begun to feel a presence of some kind when he utters them, and this has kindled his devotion. He has heard whispers of a dark god, but a just one, called Asmodeus, the Prince of Hell, and offers him an exchange in his prayers: keep him safe from discovery for as long as possible, and in return Ferrin will offer whatever services the Dark Prince might ask of him. His worship is a lonely one, but one he feels all the more strongly as a result, and that strength sustains him in his wanderings.
Ferrin’s travels have provided him with ample opportunity to study the people around him, and he has used the years well in this regard. Just like the clocks that fascinate him so, people have things that drive them. Ferrin studies people, their motivations and habits, their desires and fears, and uses this knowledge to safeguard himself, and to imagine ways that Talingarde might be brought down. Among other things, he has found that humans have short memories, and that he can return to a city after he has not been there for 20 or 30 years without stirring up questions. But he has no idea how long he might live, and wonders how long his 80-year-old game of hide-and-seek will go on. Unfortunately, the question of how long he will live has been taken out of his hands.
After a few years in Matharyn, where Ferrin was working in the venerable Glossen family’s clockworks, where he had once been employed nearly forty years earlier, a terrible disaster struck him – he fell in love. Tisa, sweet Tisa, was a ward of the Glossen’s, and just a few years younger than Ferrin appeared to be. She was free-spirited where Ferrin is cautious, irreverent where Ferrin is watchful, yet somehow she cared for him. They spent nearly all their free time together, they had spoken of their love, even of a family, and he had almost come to believe it possible. He should have known that it could never come to pass, and that he was lingering in one place longer than was safe, that he would be discovered if he didn’t move on – but he could not bring himself to leave this first, heady taste of love.
The elderly patriarch of the family, who had been Ferrin’s employer long ago and who scarcely ever came to the shop, saw Ferrin and recognized him. The old man’s puzzlement about Ferrin’s age could have been explained away as senility, but he called in two younger relatives, who had known Ferrin when they were children and had not recognized him. All agreed this was the man they once knew, untouched by age. They peppered him with questions, and Ferrin grew evasive and gruff with them. They refused to let him leave the workshop and, though Ferrin is a big man, managed to tackle him while the old man called for the guard.
Ferrin was desperate not to be caught, not to lose his chance to battle against Mitra and Talingarde, not to be taken from his love, and not to lose the damned, lifelong game of cat-and-mouse because an old man thought things were not as they should be. Ferrin seized a dagger from the belt of one of his assailants and killed him, and then his younger cousin. He then fled out the front door, but in the wealthier districts of Matharyn, the watch is never far away. Ferrin ran into the street, battered from the fight, a bloody dagger in his hand and two bodies in the workshop behind him, with no explanation for his actions. In spite of his dire straits, the visceral thrill of killing his assailants, of striking a blow of some kind against the holy Mitran order, filled him with a joyous satisfaction unlike anything he had known. Sadly, before he could savor this feeling, a squad of guardsmen arrived and promptly clubbed him into unconsciousness, and he woke up in a cell in Branderscar Prison.
Appearance:
Ferrin looks human enough to a casual observer. His pale skin, shoulder-length black hair, and blue-green eyes are an unusual combination, but not unearthly. He is tall and broad-shouldered, yet slender – but not so slender as to appear alien. Looking closely, though, one begins to note differences about him. He has very large hands, marred in places by odd, bony protrusions. He often wears gloves to cover them, but this is impractical when he’s working on clocks or other delicate work. Ferrin has similar bony bumps on his feet and lower legs, usually hidden by a pair of stout boots. Surprisingly, his large hands are very skilled at fine work, and often appear to move of their own accord, the fingertips rolling across each other as if adjusting a minute screw or coiling a tiny spring.
A close look at Ferrin, or a glimpse of him without a shirt on, tells an odder tale. He has a series of faint bony ridges down his back, four bumpy, uneven lines running roughly parallel. These odd growths, the ridges, knobs and spurs that mark the taint in his blood, first appeared when he was a young man. In the beginning, the bone trails on his back were only two thin marks, two little cicatrices of bone between his shoulder blades. But these ridges have slowly grown over the years, getting longer and wider, and becoming gradually more knobby and bony. What little Ferrin has been able to learn of the hells suggest to him that these markings mean he is Oni-blooded, but this tells him little, for the Oni are essentially shapeless, taking on whatever form whim drives them to. Thus, though Ferrin wonders what form he will ultimately grow to have, he can only wait and see. But he has lately felt a tingling, as of new bone growth, in his arms and shoulders.
I got to play this scenario (note, Minion Quest II, not I) with Gary at PaizoCon last summer and it was quite a bit of fun. One important thing about it is that you don’t play with your characters from the WotW AP, you play with lower-level, one-shot characters. We played with pregens, I don’t know if they come with the AP or if it’s possible for players to make up their own. But I was a 3rd-level warrior, I believe (maybe a fighter, don’t recall for sure).
Having said that, here’s what else I recall:
• The setting is after the fall of the capitol, when all the forces of evil are looting like crazy and much of the city is on fire. We started in the evil forces camp and were “recruited” a couple of ways. One of the leaders of the evil forces summoned us to his tent and gave us a mission to find the duke and bring him in, and told us that Grumblejack would come along and help us – and be in charge of us. But then, once we left the tent, the giant bugbear leader announced that he’d give the duke’s golden sword to whoever first brought him bottles of the 13 famous drinks of Talingarde – and Grumblejack told us that’s what we were going to do, because he wanted the sword, and he didn’t care about finding the duke.
• We collected the bottles in various ways – shaking down others in the camp, making Knowledge checks to know where in the city they might be, going into a burning alchemist’s shop (with an excellent Random Explosion Table) where we believed there might be some, getting past a manticore that was chained up near the entrance to a small catacombs (though I didn’t get past it – I died there).
• At the end of the quest for the beverages, of course, you find the duke also.
• There were other groups looking for the special beverages also, so there was a good race against time feel to it. And Grumblejack threatened to kill anyone who wasn’t taking the necessary risks to achieve the mission. He happened to appreciate something my character did and said, “I like you. I’ll eat you last!”
It had a really great flavor – helped further by Gary really getting into it – and was a lot of fun. Hope that’s helpful.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
That's funny, Libby.
Any idea what we're waiting on? If it's Poki, I say Tallgrass bots her for the moment. If she's not around, we could stall the game forever waiting for her, and I'd rather play!
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Wow. That's cool. How often does the author of the AP you're playing post on the discussion board?
My son loved your game, Gary - one of the first things he told his mom when we got home was the he was "on the buffet" for a chimera. The game was so fun, he took the death of his character completely in stride.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin is pleased to have struck the guard in a vulnerable spot, and is surprised when the man doesn't fall, and even more surprised by the blade cutting across his upper arm. Ferrin's surprise turns to alarm as the guard begins to move towards the exit, and he says "Oh no you don't!" He raises the club across his body and smashes it into the left side of the guard's head as the man turns, bringing him crashing bonelessly to the stone floor.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
PaizoCon was awesome. My son and I had so much fun. And we not only met Gary, we got to play in a game he GM'ed, the second MinionQuest adventure. It's a side-quest of sorts, I think in Book 7 of Way of the Wicked, in which you play pathetic minions of the evil powers that have sacked Daveryn. When my character did something that Grumblejack approved of, he smiled and said "I'll eat you last."
And the inventiveness of his story-telling definitely made me want to keep this game going!
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
I'm back from PaizoCon and ready to move this game forward! I played a fun game as a minion of Grumblejack while there, and would really like for this game to be more active, to see what happens on the main plot line.
I agree about moving on without Poki and hoping she shows up again soon.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Hey gang - I'll be camping Sunday-Wednesday, back for a day, and then I leave Friday for PaizoCon with my son. I may have a chance to post when I'm home on the 4th of July, but I may be otherwise engaged then. Bot me as needed to keep things moving.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
@GM - If you're going in initiative order, I guess Calvin's Evil Eye on my target would have dropped his AC by 2 before I took my swing - if he fails the Will save. So I might well have hit with that roll.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
@GM - at the risk of seeming overly picky, what with the whole east-west thing: Ferrin is still not a rogue. Tall, strong, inquisitor of Asmodeus, happens to have nimble fingers from 70+ years as a clockmaker. But not a rogue. If he were a rogue, I'd like to think that damn chest would be open by now...
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin waits until he hears the guards begin to move into the room across the hall. He then opens the door as quietly as possible and steps into the hall just as the second guard enters the doorway. Raising his club in both hands, he brings it down solidly on the back of the guard's neck, keeping perfectly silent as he does so.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Our planning has been a bit confusing, but looking back over it, I think Poki was going to hide under one of the tables in room 10, the mess room (near the door that Libby listened at), in order to surprise anyone coming out of the door. Is that right, Poki?
I'm also a little unsure where the door that Libby listened at is - in her post she listened to a door on the south wall, but on the map it looks like room 10 only has doors on the N and W walls. So I think the male and female voices were heard from the room to the north of #10. Is that correct, GM?
As to Calvin's question - Ferrin isn't close enough to have a conversation with the party about it, so he's likely going to proceed with the plan and attack them - especially if Poki is by herself in the mess room.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Hey all - just some fun news to share - I'm taking my son to PaizoCon this summer - never been to a Con before, so it should be fun. In any case, we just found out that the event lottery got us into a game run by Gary McBride, who wrote Way of the Wicked! The scenario is premiering at the Con and is called MinionQuest II: Grumblejack Strikes Back. Here's the game description:
Some people get to be villains and bestride the earth wreaking havoc upon all those who dare oppose them. And some people get to be their minions. Welcome to the bottom of the totem pole, my friend. The city of Daveryn is burning, occupied by countless monsters of nasty temperament and you have been given a suicidal mission of marginal importance. Do your best to serve your dark masters and maybe they'll reward you. Maybe. And try not to get eaten by the ogre.
Should be lots of fun - I hope I get to report to Gary that in this campaign we've at least made it out of Branderscar by then...
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin collects a coil of rope from the store room, as well as a signal horn. I assume he is already wearing the equivalent of a guard's uniform, having stripped it off the dead guard earlier.
Looking down at Poki, he says quickly and quietly "That sounds like as good a plan as any. Why don't Gideon and I step into the office, the rest of you go through the door to the stairs, and we'll see if we can't pinch them between us. Except you, Poki - you get ready to poke, just as you said. When we come out and attack them from behind, you can send Grumblejack into 'em from the front, I bet he'll like that."
To be clear, we'll be in rooms 14 and 16, and try to attack the guards as they approach 16, right? I can also cast protection from good on someone if they feel a strong need for it.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
That was going to be my suggestion as well. I even envisioned using it to smash any guards that get in my way, just for fun. But I don't know if it's worth the -4 improvised weapon penalty.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
@GM - what about smashing the box? Could I do repeated Str checks? According to this, the DC should be 23 (which is for a treasure chest), or perhaps a bit less (a small chest is DC 17). Ferrin is very strong, and would hit these DCs eventually, but I don't want to spend a bunch of time - and make a vast amount of noise - trying to break it open if you don't feel it's reasonable or realistic.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
First off - I went a little post-happy today, as I wanted to get that box open. I won't usually post so out of proportion with what others are doing.
Second - I'd prefer not to wait until everyone has a chance to do something every time, as it really can slow things down. Having the GM move things forward after someone suggests an action or direction and a couple of people have weighed in on it seems to work pretty well in other PbP's I've played in.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Hello all - just wanted to let you know that I will be away Sunday through Wednesday, and in all likelihood without computer access the entire time. So I'll be jumping back in Thursday of next week - feel free to bot me as needed.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin studies the lock a moment, continuing to mutter to himself, "Hmm, this is more elaborate than I thought. Must be something worth protecting in here - and now I want to figure the damn thing out. Maybe if I can get the cam to reseat in the housing, I can get this comb pick in place to depress all the bottom pins...no, that's not it...wait, maybe so, almost got it...come on...there! If that didn't do it, I'll have to see if I can smash it open.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Failing to find a key that fits, Ferrin attempts to open the strongbox by other means, muttering to himself "This lock can't be more complicated than the simplest clocks I've built."
Disable Device:1d20 + 5 ⇒ (16) + 5 = 21
I assume I've got the thieves' tools from our departed rogue, don't recall if they were masterwork or not - if they are, add +2 to above roll.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin steps into the hall and says, "Libby! Have you got those keys? There's a locked strongbox in the officer's bed-chamber, and we've got a locked door to check out as well."
Once he has the keys from Libby, he returns to the officer's room and tries them all on the strongbox.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
As Libby gives her geography lesson, Ferrin searches quickly through the bedding, anything on the table and the wardrobe, and peeks under the bed before leaving the room. He then opens the door on the north wall of the office.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin looks at the paper in Libby’s hand and says ”A map of the prison? Excellent! And those red X’s must indicate where there are guards, given where we fought that first batch of them. As long as they’re not coming for us right now, it looks like we’ve got a moment to look around and see if we can find anything else useful. And it looks like we’ve got a fight ahead of us if we want to go out the front door. Well, let’s check out what’s behind these doors, and maybe think about a plan for getting past the guardroom at the end of the hall.”
With this, Ferrin opens the door at the far end of the office they’re in, his club at the ready.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
@GM - forgive me if I'm being a pain, but my suggested marching order had Grumblejack right behind Gideon and Ferrin, so he could attack with reach. Then Calvin and Arash behind Grumblejack.
I promise I'll stop fixating on this soon.
@Libby - room 8 looks like a hallway to me.
@All - do you all want to just make for the prison exit at full speed, or explore a bit and see if we can find anything of use? If there are guards (where the red X's are) in room 9 - just above room 10 - we'll have a fight on our hands, but then the coast should be clear for a bit. But in reality, Ferrin would probably want to make for the exit as quickly as possible, now that we have a map that tells us where it is.
Unless we can find some way out other than the gatehouse...
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
@GM - Re-posting my suggested marching order:
As an archer, Arash would probably prefer not to be in the front row, and Ferrin would like to be. And if we put Grumblejack in the second row, he can use his reach to attack anyone in front of us. How about something like this:
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin darts quickly into the room on the right, looking about with his darkvision if the rooom isn't illuminated.
Assuming he sees nothing of interest, he steps into the room on the left and approaches the door at the far side, listening at it to see if anyone is on the far side.
Perception:1d20 + 7 ⇒ (19) + 7 = 26
@DM - please see my earlier note in Discussion about changing the marching order.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Let's each just poke our heads into any open rooms as we run by. Might find something of use, might be able to free other prisoners and add some chaos to escape in - but let's try to be quick rather than careful.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
No need to apologize for such things - in the case of the guard, you didn't really even need to mention it, and we'd never have known the difference. Taking back the 100 gp, however - that merits an apology. ;p
Also - can I suggest a tweak to the marching order you've put on the map? As an archer, Arash would probably prefer not to be in the front row, and Ferrin would like to be. And if we put Grumblejack in the second row, he can use his reach to attack anyone in front of us. How about something like this:
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin sees Libby pulling patches off a diaphanous piece of cloth, and wonders what she is up to. As the patches transform into useful items, he is amazed by what he sees. And as one of the patches transforms into the inverted crimson pentagram of the Lord of Hell, he is filled with awe. He reaches out to touch the unholy symbol, asking "May I? Please?"
He picks it up and holds it reverently in front of him for a moment, then lifts its cord over his head and settles the star on his chest. He is thrilled to be openly wearing the symbol of Asmodeus, rather than hiding who he is and who he worships, as he has done for so many decades. With a new determination in his voice, he says "Let us leave this place."
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
That's a cool-looking magic item! No idea what some of the symbols mean, though the lantern seems pretty clear. The thing under the pyramid looks like a rope, which was probably obvious to you.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin recoils in disgust on hearing the strange little gnome's request. But he pauses, thinking, [i]Well, I had that guard's flesh in my teeth before she did, in all fairness. And she has just apologized to me, in a fashion, for having perhaps done me harm - when many others have done me more harm with far less grace. Who am I to judge her ways?[i]
Looking down at her, he says "Happy to meet you, Poki. No worries about putting me to sleep. Sometimes a nap is just the thing to put one right, no? As to your hunger - well, I've had my fill of guard for today, so you help yourself while we get ready to go."
Turning to see his new-found companions finishing their preparations, Ferrin sets his club on his shoulder and says "Ready when you are."
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin is silent for a moment, stunned by the realization that these people have seen him use the powers given him by his fiendish blood, and have not attacked him, nor decried him as an evil spawn of the netherworld. In fact, one of them has just introduced herself - with a smile on her face. And another of them appears to have a similar taint in his blood to Ferrin's own.
"I am Ferrin Venax. I am - or was, I suppose - a clockmaker. And given our circumstances, I would be quite happy to join you and your friends, particularly as they are friends on the outside of this place."
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Still asleep, Ferrin's shape returns to resemble that of a human, though one with odd, bumpy ridges visible along his back, through the thin material of his prison shirt. He is just beginning to stir when someone kicks him, and he startles awake, his arms thrashing as he cries out, "By the Dark Prince, I swear I will end you..." His voice tapers off in confusion.
Ferrin looks around, taking in the scene - the dead guards, other escaped prisoners stripping them of arms and armor - here is his chance for freedom! He recalls the brief battle as if it were a dream - Did I rip that man's throat out? With my teeth? And why was I asleep?
He gets to his feet and responds to the man who woke him, "If the work we have to do is escape, you'll find me eager to help. But who are you people, how did you get out of your cells? I awoke and found mine unlocked, and heard the sounds of a fight out here."
As he says this, Ferrin works the chain shirt off a guard's corpse and slips it over his own head. He slings a bow and quiver over his shoulders, and bends down and picks up a club and a sword. He holds the weapons in his hands, evaluating them, then drops the longsword to the ground with a clang. Finally, he grabs a shield and hefts it in front of him, holding it lightly but somewhat awkwardly - it is clear he is very strong, but he does not appear to be trained in the ways of war. But he looks around with an eager eye, ready to take his chances, oblivious to the dead guard's blood still smeared around his mouth, making him look like he's been gorging on a particularly unsavory pie.
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Will save:1d20 + 5 ⇒ (7) + 5 = 12Nitey-nite.
That's pretty funny. If there are two guards standing right at the bottom of the stairs that we can't see, then the 4 HD of effect should get used up on the three guards and the dog before hitting Ferrin. If not, perhaps Arash or Calvin would be willing to wake a sleeping troglodyte?
M Tiefling Inquisitor 2 | Init +5 | Perc +8 | AC 18 / T 12 / FF 16 | HP 13/18 | Saves F +3/R +2/W +6
Ferrin sees the wounded guard fall under Gideon’s blow, and thinks Good, another one down! We’ve got to get these guards taken care of fast if we’re going to get out of here.
He attacks the guard with a scaly claw, but strikes awkwardly, as if not used to his new form. However, the next blow lands squarely, the claw raking the guard’s shoulder deeply and spinning him to face Ferrin. As one of the mirror images of Ferrin’s pale, lizard-like shape vanishes soundlessly, the remaining one steps forward and sinks its teeth into the guard’s neck. He bites quickly and snaps his head sideways, pulling out a gobbet of flesh and flinging it aside.
Standard action: attack guard at top of stairs. Alter self, round 2/10
Copy cat lasts one round, so it should disappear on my turn, one round after it appeared. Also, it creates a mirror image of Ferrin in his own square, so you don’t have to put two icons down for him.