Syvet

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793 posts. Alias of Kumakawa.


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Sovereign Court

Sorry for the delay you guys. I have been absolutely swamped, sick, injured, and insomniacal.

When you get back to town, it's easy enough to ask around for Brunna's smithy. She apparently has a great reputation as both a craftsperson and an upstanding citizen of Vigil.

But something is off as you approach. The tang of smoke tickles your nose before you notice first a haze drifting over the street, and then a column of black smoke towering over the nearby houses.

Foot traffic slows down as you approach her shop, owing to a large and growing crowd of onlookers. Sure enough, the smithy is ablaze. A middle-aged dwarven woman forces her way through the, crowd, shouting, "Rolf! Rolf is in there! Someone, please! You have to get him out!"

What do you do?

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Assuming you do a thorough search of the guard house...

You find a few pieces of worthwhile loot and, more importantly, a lead in your investigation.

+3 full plate
cloak of fiery vanishing

You'll recall that you came here looking for Doeswen Aubry, a soldier who believed that a sacred relic, shards of Arnisant's Shattered Shield, were stolen, and forgeries left in their place. (Her superior, a well-respected veteran of the crusade named Ranton Gandry, had stifled her investigation to save face.) You find a journal she'd been keeping detailing her illicit investigation into her theory.

The journal mentions a criminal gang called The Six Wise Crows, who, according to the notes, are responsible for a number of high profile thefts. They're led by a female gnome called Kilibrandt. She is one of the eponymous crows, as is a "death priest" named Usundra, who matches the description of the person who's just succumbed to her injuries upstairs, an old male human wizard, and three others she hasn't identified.

For a gang of their skill, breaking into the reliquary would've been fairly easy. The real artistry was in forging convincing replicas. She believes it was done at a place called Brunna's Quality Shields, Smithy & Sundries.

This file is comprehensive enough to qualify as the evidence that Evni Zognoss had asked for, and would certainly help establish your credibility were you to ask for help from the other dignitaries I've flagged.

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Red finishes him!

Out of initiative. (Wrap up to follow...)

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Looks like that post got lost, but he missed.

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Vyr lands one hit, but can't confirm his critical as Willard's missiles slam home.

Annalise keeps cackling and add misfortune to her attacks.

Will: 1d20 + 10 ⇒ (18) + 10 = 28

~~+~~Initiative~~+~~

Red hasted, -27
Willard hasted
Orc thingy evil eyed, -71
Vyr -hasted, 28
Annalise hasted

It's on the ropes.

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Red's second shot drops the priestess. The glow on her hand puffs out with her last breath. Of his last two shots, one lands on the orc, who snarls in pain.

Annalise hexes the orc to weaken its attacks and cackles as it sticks.

1d20 + 10 ⇒ (6) + 10 = 16

Enraged, the orc tries to strike Red, landing one hit.

1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
2d4 + 5 ⇒ (3, 1) + 5 = 9

1d20 + 16 - 5 - 4 ⇒ (6) + 16 - 5 - 4 = 13

~~+~~Initiative~~+~~

Red hasted, -27
Priestess -58
Willard hasted
Orc thingy -39
Vyr -hasted, 28
Annalise hasted

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With gritty determination, Vyr lands a shot on the priestess, who is alive but wobbling.

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The orc slides a step to his right, menacing Annalise and eyeing a flank on Vyr. Rather than striking with his falchion, he tries to bite the soldier, but snaps his jaws painfully on open air.

bite: 1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16

He follows up with a falchion swing.

1d20 + 16 - 5 + 1 ⇒ (3) + 16 - 5 + 1 = 15
2d4 + 5 + 1 ⇒ (3, 4) + 5 + 1 = 13

~~+~~Initiative~~+~~

Red hasted, -18
Priestess -58
Willard hasted
Orc thingy -25
Vyr -hasted, 28
Annalise
hasted

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That feels, sadly, very accurate.

~~+~~Initiative~~+~~

Red -18
Priestess -58
Willard
Orc thingy -25
Vyr -28
Annalise

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Annalise steps in and casts a healing spell on Vyr while Red keeps up his attacks on the priestess. His hammerblow leaves her reeling once again, and his elbow delivers a hollow-sounding thunk to the corner of her jaw.

Fort: 1d20 + 11 ⇒ (5) + 11 = 16

~~+~~Initiative~~+~~

Red -18
Priestess -58, stunned
Willard
Orc thingy -25
Vyr -28
Annalise

>>>map<<<

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Willard's missiles slam home as the orc steps into the corner and attacks Vyr. He lands two vicious hits!

falchion: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
2d4 + 5 + 1 ⇒ (3, 3) + 5 + 1 = 12

falchion: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
2d4 + 5 + 1 ⇒ (3, 2) + 5 + 1 = 11

~~+~~Initiative~~+~~

Red -18
Priestess -25
Willard
Orc thingy -25
Vyr -47
Annalise

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Once she saves against Evil Eye, she can't be affected by it again, unless the witch targets another debuff (AC or attacks). But we can take it as read that Annalise's debuffs will apply before your guys' attacks when you're in block initiative.

Vyr misses against the orc, which is surprisingly adroit for a fleshy undead. Red misses his swing against the priestess but lands one shot on the warrior.

Annalise lays a hex on him but he shakes it off.

Will: 1d20 + 10 ⇒ (18) + 10 = 28

The priestess shakes off the stun and tries again to land a touch on Red but he's just too agile.

touch: 1d20 + 8 ⇒ (4) + 8 = 12

~~+~~Initiative~~+~~

Red -18
Priestess -25
Willard
Orc thingy -25
Vyr -24
Annalise

map

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Reflex: 1d20 + 6 ⇒ (8) + 6 = 14

The cruel-looking falchion pops, slapstick, from his fingers and clatters to the floor. Enraged, the creature howls and tries to batter its way through Vyr to get to Willard.

Bite: 1d20 + 14 ⇒ (20) + 14 = 34
confirm?: 1d20 + 14 ⇒ (5) + 14 = 19
1d6 + 5 ⇒ (3) + 5 = 8

Claw 1: 1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 5 ⇒ (2) + 5 = 7

Claw 2: 1d20 + 14 ⇒ (17) + 14 = 31
1d8 + 5 ⇒ (4) + 5 = 9

~~+~~Initiative~~+~~

Red -18
Priestess -25, stunned, evil eyed (saves)
Willard
Orc thingy
Vyr -24
Annalise

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Yeah, I missed the six when I saw yet another stunning fist land.

Annalise moves into the room and tries an Evil Eye against the priestess (saves)

Will: 1d20 + 11 ⇒ (11) + 11 = 22

Fort: 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19

Red's first attack lands, and with the jynx on her, she fails the save!

~~+~~Initiative~~+~~

Red -18
Priestess -25, stunned
Willard
Orc thingy
Vyr
Annalise

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You, my good man! Sorry to have failed to mention that.

~~+~~Initiative~~+~~

Red -18
Priestess
Willard
Orc thingy
Vyr
Annalise

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Will: 1d20 + 10 ⇒ (11) + 10 = 21

The thing snarls at Willard's attempt to possess it.

"My devotion to the Father is stronger than that, old man."

It draws a cruel sword and attacks.

1d20 + 16 ⇒ (20) + 16 = 36
2d4 + 5 ⇒ (1, 1) + 5 = 7

confirm?: 1d20 + 16 ⇒ (14) + 16 = 30
2d4 + 5 ⇒ (3, 3) + 5 = 11

~~+~~Initiative~~+~~

Red
Priestess
Willard
Orc thingy
Vyr
Annalise

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nudge, nudge

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Fort: 1d20 + 11 ⇒ (9) + 11 = 20

Red punches the woman in the solar plexus and though she grimaces with the pain, she manages to cast a spell.

concentration: 1d20 + 17 ⇒ (18) + 17 = 35

She speaks some unholy words then as he hand glows a deathly black, she tries to touch Red. She fails, but the eery glow remains.

Touch: 1d20 + 8 ⇒ (3) + 8 = 11

~~+~~Initiative~~+~~

Red
Priestess
Willard
Orc thingy
Vyr
Annalise

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Assuming you go back down the narrow hall and up the other stair...

Vyr emerges into what looks to be an officer's quarters, lit by a guttering torch and redolent of the stench of death. Two figures stand there.

The nearest looks to be an undead orc. A hulking figure, it crowds the door, its milky white eyes glowering at you with obvious hatred. Behind him stands a woman with an arrogant snear.

"Bad timing, strangers," she says. "We were just leaving, but I guess we'll be feeding you to the pyre before we go."

Initiative:

Willard: 1d20 + 2 ⇒ (8) + 2 = 10
Vyr: 1d20 + 1 ⇒ (4) + 1 = 5
Red: 1d20 + 8 ⇒ (20) + 8 = 28
Annalise: 1d20 + 1 ⇒ (2) + 1 = 3
bad1: 1d20 ⇒ 1
bad2: 1d20 ⇒ 9

~~+~~Initiative~~+~~

Red
Priestess
Willard
Orc thingy
Vyr
Annalise

>>>map<<<

GM Stuff:

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The soldiers here are all dead. Most were battered and drained by the wights you just dispatched, but one of them seems to have simply had the life force sucked out of him through his pores.

DC 20 Spellcraft or Religion:
One of these soldiers was killed by a powerful divine spell, something along the lines of Slay Living.

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The last creature goes down under Red's blows, leaving you an eerie quiet. The hangman's ropes creak in the soft breeze. The bodies of the other guards lay stripped to their tabards. A pile of swords, shields, and breastplates lays beside the corpses not yet thrown over the side.

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Vyr dispatches Yellow in a balletic display violence, leaving only Pink!

~~+~~Initiative~~+~~

Party buffs: Haste

Red
Annalise

Pink
Vyr
Willard

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Red's hammerblow knocks the unlife out of Green. His next strike misses, but, buoyed by Willard's magic, his next two attacks drop Blue! Yellow rushes into the gap to attack him and Pink renews its attacks.

1d20 + 6 ⇒ (16) + 6 = 22
1d4 + 3 ⇒ (2) + 3 = 5

1d20 + 6 ⇒ (12) + 6 = 18
1d4 + 3 ⇒ (3) + 3 = 6

But they cannot touch him. Annalise steers the fireball into Yellow's space and tries to jynx it before it can dodge. With the forces of luck warped, it burns in the fire!

Will: 1d20 + 7 ⇒ (5) + 7 = 12
Reflex: 1d20 + 4 ⇒ (13) + 4 = 17
Reflex: 1d20 + 4 ⇒ (12) + 4 = 16

3d6 ⇒ (2, 4, 6) = 12

~~+~~Initiative~~+~~

Red
Annalise
Pink
Vyr haste
Blue
Green
Willard
Yellow -12

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Haste!

~~+~~Initiative~~+~~

Red Haste
Annalise Haste

Pink
Vyr
Blue
Green -22
Willard
Yellow delay

Sorry for the delay. I was staying at my sisters and a violent stomach bug tore through all of us staying there. It's been...quite a week. Nonetheless I hope everyone had a great holiday!

MAP

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Vyr, his form shifting, slashes with reach but misses the surprisingly agile undead.

Two of them advance, Green cautiously.

Captain Stayletta's voice sounds from his fauchard. "These are not some zombies who just drifted in from the Gravelands. Be careful."

Green swipes at Vyr and misses, while Blue attacks Red. Your defenses hold!

1d20 + 6 ⇒ (9) + 6 = 15
1d4 + 3 ⇒ (1) + 3 = 4

1d20 + 6 ⇒ (8) + 6 = 14
1d4 + 3 ⇒ (1) + 3 = 4

~~+~~Initiative~~+~~

Red
Annalise
Pink
Vyr
Blue
Green -22
Willard
Yellow

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Of course. That's no problem. Wishing Elodie a speedy recovery!

Red wades into the fray, landing a solid punch on Green. Annalise climbs the stairs and drops a flaming sphere on Green.

Reflex: 1d20 + 4 ⇒ (7) + 4 = 11
3d6 ⇒ (3, 4, 3) = 10

Pink advances and attacks a member of his color family and misses the wily monk.
slam: 1d20 + 6 ⇒ (17) + 6 = 23

~~+~~Initiative~~+~~

Red
Annalise
Pink
Vyr
Blue
Green -22
Willard
Yellow

>>>map<<<

GM stuff:
Advanced wights: 34 hp, AC 19,
F+5, R+4, W+7
slam: 6 = 6
1d4 + 3 ⇒ (1) + 3 = 4
DC 16 Fort or Energy Drain

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Alex is right. You should be 8th (just checked the AP). These undead are not animated soldiers, but likely the killers of those soldiers. They're fixing nooses to the bodies of soldiers. I would say the ramparts on the southern edge have a high wall as that would be the exterior facing wall. The northern edge would lend itself to force punch shenanigans.

Annalise will delay until the stairs clear up a bit.

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Oh, maybe you are. I was reading off Vyr's character line. As for Annalise, she can delay if you want her to, or anybody who wants to can jump in. I'll give her a chance to post and then jump in if she doesn't by the weekend.

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Vyr pushes open the door to reveal the late afternoon light. As it squeaks on its hinges, a whispered conversation snaps to a halt. Four ghoulish creatures lean against the battlements or kneel over yet more corpses bound and about to be tossed off the ramparts.

Let's see what those level 7 powers look like!

Initiative!

Initiative:

Willard: 1d20 + 2 ⇒ (6) + 2 = 8
Vyr: 1d20 + 1 ⇒ (19) + 1 = 20
Red: 1d20 + 8 ⇒ (3) + 8 = 11
Annalise: 1d20 + 1 ⇒ (15) + 1 = 16
bad: 1d20 + 3 ⇒ (9) + 3 = 12
bad: 1d20 + 3 ⇒ (4) + 3 = 7
bad: 1d20 + 3 ⇒ (7) + 3 = 10
bad: 1d20 + 3 ⇒ (6) + 3 = 9

Vyr
Annalise

Pink
Red
Blue
Green
Willard
Yellow

>>>slides<<<

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Vyr:
Captain Stayletta urges you forward, encouraging your bravery moreso than sanctioning any particular choice.

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Looks like the site ate my post.

Vyr and Red find themselves in a narrow hallway. It's easy to see how a single trained soldier could hold this spot against a whole legion. So what happened that three guards are hanging from the wall outside?

To the north, a narrow stair climbs to the outside, judging by the light and the slight breeze filtering in. To the south, another stair ascends to an interior room. The smell of death is thick at that end of the hall.

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It has a caustic smell - lye. It seems someone spilled a mop bucket. It's not flammable, though you'd be wise to mind your footing in here.

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The stairs lead up and crook sharply to the right, where a narrow passage leads to the barracks. The double door hangs open ominously. The glow of a wood fire shimmers faintly in the room beyond. Pressing in, you find a scene of chaos.

A shattered double door leading north hangs open, revealing a room illuminated by a faint glow from a neglected fireplace. An overturned desk stands among a sea of paper, splintered wood, and some kind of slick substance covering the stone floor. A damaged armoire stands against the west wall, its clothes heaped nearby. A narrow wooden door leads east.

GM stuff:
1d20 + 11 ⇒ (9) + 11 = 20
1d20 + 2 ⇒ (19) + 2 = 21

Have you guys updated your initiative and perception mods on the first slide?

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There's no door at your level. It seems this place was built with security in mind. Invaders who got through the gate would have to fight up a narrow stair to get to the fort.

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Gandry puts his head in his hands. He can't seem to believe that the Shield might really have been stolen. You feel you're witnessing months of self-deception falling away to a painful reality. But Vyr's chiding seems to have sunk in and he nods his head, shame-faced.

Vyr feels a blush of pride as the spirit in his sword seems to approve of his actions.

Gandry's directions lead you north, out of the city and into a narrow pass, which would be easily defensible against the north. A plume of smoke gives you a pang of worry, though, and you arrive at the Northgate Road outpost to see that it's been attacked.

The outpost is built on either side of a narrow pass. A watchtower stands on one side while a small cluster of buildings - possibly a barracks sits on the other. A crenellated battlement spans the gap, housing a portcullis, which is lowered, blocking the way. Stairs cut into the bluff lead up to the barracks.

Three bodies in the city's colors hang from the bridge.

DC 20 Heal or DC 25 Perception:
The middle body is still alive, though not for long. Shooting the rope would be inadvisable if your goal is to save him.

Sovereign Court

Gandry kicks a pebble and rubs the back of his neck.

"Well, the thing is, I - ah - I might've vouched for its authenticity and kinda stifled the investigation before it got started."

Gandry seems to be on the verge of panicking.

"Ach, the thought has nibbled at me from time to time that everything might not've been on the up and up, but I just- I'm gonna hafta sit down."

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Ranton Gandry is a retired reliquary guard who's being honored as part of the festival. After a long career on the Belkzen front, he guarded the relics at the Crusader War College.

When you arrive to speak with him, he's finishing up a speech on the importance of duty and seems pleased to speak with you if you approach him. He's rail thin and walks with a cane, though his spotless white uniform indicates he still takes pride in his position.

He's very receptive to you, and seems concerned about the plight of Roslar's Coffer. He seems troubled at the mention of Gildais. Some time ago, his mother became very ill, and a gnome named Kilibrandt appeared on
their doorstep offering a cure. She said that it would be expensive but that her patron Gildais would “see to it that all the costs were covered.”

Sure enough, Ranton’s mother improved almost immediately. In exchange,
Kilibrandt wanted to privately examine the Shattered Shield of Arnisant in the Crusader War College. Ranton felt he owed Kilibrandt for saving his mother, so he agreed. Ranton’s subordinate, a woman named Doeswen
Aubry, insisted that she spotted Kilibrandt stealing the artifact.

"But she had to be mistaken. The artifact was still there after
Kilibrandt left, so it clearly hadn’t been stolen,"
Ranton adds, though you get the sense he doesn't feel so certain.

Aubry was adamant that she saw the gnome stealing the relic. "I confess, I had her reassigned to the Northgate Road
way station outside of town. You don't think she could've been right about that, do you? Could Kilibrandt have stolen the Shattered Shield?"

Gandry recommends you go speak with Aubry and gives directions to her new post just north of town.

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"Gildais?" Evni says pensively. "There was a Jomah Gildeis involved with Tar Baphon. I believe he was the lich's seneschal. Yes. He was cast into the Negative Energy Plane and I believe he spent some time imprisoned in Gallowspire, though he escaped somehow. I heard Ranton mention him recently. If you want to speak to others in town, and I agree it seems a worthwhile venture, you might start with him. Ranton Gandry."

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OK. Enjoy the holiday.

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Evni shares a knowing smile with Willard and says, "Those tin cans have a few uses, but not as many as they like to think."

Leafing through Quietus's journal, she says, "Well, this is disturbing. I'll send someone down to check on Roslar's Coffer. In the meantime, this journal mentions that Quietus's superior is named only 'G.' Do you have any leads on who that might be? Or reason to suspect they're in the city?"

(The Lady in Red mentioned someone named 'Gildais'. Coincidence?)

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"Disturbing. Did he give you any specifics on who the forces were that might be guiding him? I'm very shorthanded at the moment. Perhaps you'd be willing to do a bit of follow up? If there is a threat, the city should take it seriously, but if I go to the others talking about cults and conspiracies, I'm afraid it would be written off 'more unfounded ravings from Evni'."

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DC 15 Sense Motive:
You get the sense that she's a bit skeptical, having heard all kinds of fantastical claims in her career - many of them from frightened junior adventurers.

"Well, those are dire tidings indeed. Forgive me, but do you have any evidence that what you say is true? Who or what is this cult and why do you think they might be targeting Vigil specifically? The Pathfinders have definitely gotten involved in thwarting a cult or two over the years, but what exactly would you have me do?"

Any specifics that might generate leads would be helpful here, though there's no need to make skill checks at the moment.

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The party ambles up to the Vigil Pathfinder lodge, a two-storey "Tudor" style building not far from a lively fairgrounds. The front door is open and the doorway is decked in festive bunting.

Inside, a cheery open house is taking place inside a wood-paneled room. People mill around with what looks like chicken on skewers and free drinks. A woman's voice filters into the atrium from an adjoining drawing room...

"And for all those reasons, I think the Pathfinders have much to offer Vigil and all the people of Lastwall. I hope we can all take this occasion to mark the years of our collaboration and raise a toast and for many years to come."

A polite round of applause follows and the speaker, a gnomish woman wearing a deep blue turban emblazoned with golden stars, makes her way through the crowd. Emerging from it, she bumps into you.

"Hello and welcome," she says, "I don't think I recognize you. What brings you to the lodge today?"

You're free to decide how much your character knows/cares about the Pathfinders, except that Annalise's family holds them strongly in contempt over an incident in which the mausoleum of a well-regarded ancestor was destroyed in an "incident."

As a reminder, the mysterious lady in red tasked you with bringing a warning to Vigil, that the doom that came to Roslar's Coffer could indeed strike Vigil as well.

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Hey guys,

Sorry for the extended delay. After resolving a fairly serious problem with some paperwork, I got really sick. Still dealing with it, but hoping to get up the first post of Book 3 shortly.

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Sure, go ahead and grab a partial wand. I will get a post up with Evni. Book 3, here we come!

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nudge, nudge

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The darkness awaits...

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Feel free to RP with the guard or take any other actions you would like to upon arriving in the city. I am just going to set up some mechanics to keep things moving for when you are ready to proceed.

The city of Vigil is an impressive sight. The capital of Lastwall, it is a city built and presided over by crusaders. Massive walls embrace a population of 10,000 and the high spires of Castle Overwatch soar to the heavens from the central keep.

Vigil is a bastion of civilization at the northern edge of the Inner Sea region. To the west is the Hold of Belkzen. To the northeast are the misty hills of Ustalav and beyond that, the Worldwound. Many of the most noble crusaders to have fought there learned their trade at the Crusader's War College, which sits just beneath Castle Overwatch. This city is the mailed fist that holds this region together.

That is not to say that the air is marked by oppressive militarism. On the contrary, though duty, order, and honor are key values of the people here, the general atmosphere is one of finding joy in the rightness of purpose. Among its clean streets and well-tended hedgerows, a person can discover their true potential.

And, on the occasion of your arrival, the Whiteblade Festival marks three days of revelry, public contests, speeches by dignitaries and notable citizens, and sumptuous feasts.

You've been charged with the task of delivering a warning to the rulers of Vigil. And, though many knights and lesser officials are in attendance, there are five notable personages making public appearances. Perhaps, separately or together, they might be able to act on the Lady in Red's portent.

This next bit relies on a version of the influence minigame. The best candidates for your message are these:

Second Sword Knight Aylunna Varvatos is the highest ranking priest of Iomedae at the Sancta Iomedaea.

Ceto Malderra, Hero of the Belkzen Front and Marshal of the Flood Road, is the highest ranking Knight of Ozem and a popular celebrity.

Venture-Captain Evni Zongnoss is a gnomish Pathfinder who runs the local lodge. She's a soothsayer herself. A priest of Desna, she practices the Harrow.

Ranton Gandry is a wounded veteran of the Belkzen campaigns, who later served as a reliquary guard at the War College.

Precentor Martial of Magic Veena Heliu leads the Battlemage Academy at the War College.

With whom would you like to begin?
maps and NPC portraits starting on slide 41

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After the events of the past few days, the journey north toward Vigil is peaceful. You pass traveling merchants, who can sell you provisions, and crafters, farmers and pilgrims headed toward Vigil for a 3-day celebration called The Whiteblade Festival.

DC 12 History or 15 Religion:
The celebration is a remembrance of one of the city’s bloodiest periods of civil unrest. In 4619 ar, a revolutionary Iomedaean priest named Jesca Malvaney attempted a coup, leading to armed conflict among the church’s faithful and devastating fires that ravaged the city. Called the Whiteblade War, this event is commemorated every 10 years as a time to renew bonds, remember fallen friends, and vow to keep grudges from exploding into conflict. Over the years, the Whiteblade Festival has become more of a celebration than a grim remembrance, and much of the city turns out to hear speeches and honor veterans over the 3 days. This is also a time when the city’s leaders and aristocrats, including the Knights of Ozem, set aside their normal duties to hear grievances from the common people.

Vyr and Red wake up feeling refreshed the morning after your encounter with the, ahem, lady in red - their curse having apparently been lifted and Red's negative level(s) cleared. There is some good forgaing along the way, which keeps Mr. Beans and Willard busy. For Annalise, the road is muddy and the food subpar, but it seems like these indignities will have to be born a bit longer yet?

When you arrive, you find the city of Vigil in the grip of a festive celebration. Colored streamers adorn freshly painted buildings, blooming flowers line the streets, and residents are dressed in colorful clothing. Even the grim ballista towers along the city’s thick defensive wall bear large banners showing a white sword.

The town watch seems a bit edgy, giving each of you a second look.

"Mind yourselves, visitors. Weapons are allowed at this year's festival, but if you know what's good for you, you'll keep them sheated except in self-defense."

map

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Indeed.

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