Rakshasa Maharajah

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114 posts (1,857 including aliases). No reviews. No lists. No wishlists. 23 aliases.



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Super sorry for the delay, guys and gals. I'll just move us right ahead to the fun. :)

As anticipated, your trek to the plot was a long one. As the Necropolis doors opened, you began to wind your way through the silent and serene streets. Your first stop just after entering the gates is a site known as 'Pharasma's Needle'. A brass plaque is set into the black marble of the obelisk.

Soon after the Pharasmins arrived in Wati to rebuild and consecrate the city, a burning rock fell from the sky into the River Sphinx where Bargetown now floats. Nefru Shepses took this as a sign of approval from the Lady of Graves, and ordered the black stone dredged from the river’s depths and carved into a capstone for a sacred obelisk, erecting the monument just inside the gates to the necropolis. Today, mourners interring their loved ones inside the necropolis still stop at Pharasma’s Needle on their way to the gravesites to gain the goddess’s blessing for the deceased’s journey to the Boneyard.

The Circle continues through the Necropolis toward their destination. It is an odd feeling, walking through the Dead City, like stepping into one of the great museums of Absalom, or a Pathfinder display room. Where once people had come and gone, had lived their lives surrounded by family, was now silent save for the occasional echo: the sounds of other adventuring parties moving through the ruins and... other darker things. Although the Necropolis had been sealed off from the rest of Wati for centuries, the Church of Pharasma could do little to keep determined creatures from getting in. Now the dead city was home to a number of deadly inhabitants each vying for a portion of the abandoned buildings to call their own.

---

A rectangular stone mausoleum sits alone in what appears to have once been an actual cemetery. The trunks of a few dead trees poke out of the sand around the tomb, and a hot breeze whistles through their desiccated branches. A set of massive stone double doors is affixed to the northern side of the structure, beneath a facade bearing the likeness of an Osirian man. Windblown sand is heaped around the crypt, partially burying the doors that lead within.

Beneath the facade is a brief set of modern Osiriani heiroglyphs. They read:

Akhentepi

2416 - 2488 AR

You have arrived.


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The bartender, who up until this point had watched the spontaneous creation of an adventuring party with a casual smirk, chimes in. "You'll need a name." He chuckles lightly in response to any blank stares. "The Church of Pharasma requires that each participating group in the lottery be named, so they can be more easily regulated and tracked."

A Garundi man in his early forties, he wears his large frame with an easy confidence that belies a skill at arms. His weathered face holds enough scars to put him just past handsome and into intimidating, but he smiles like he means it. "I'm Farhaan," he explains. "If you all are in Wati for the lottery, I have rooms available. At competitive prices." he adds, with a grin.


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Hey, guys. Totally slammed today, but your posting is quality. I'll have something up first thing tomorrow. :)


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If this game goes long enough, we'll get Ozzy a minigun. ;)


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Pharasma’s Needle stands proud in Wati’s necropolis, greeting mourners as they come to entomb their loved ones in the famous burial site. Seventeen hundred years ago, while the Pharasmin priest Nefru Shepses began the process of rebuilding the city, along with sealing away the dead part of the city from the living and consecrating the necropolis, a stone from the heavens streaked through the sky, plunging into the cool waters of the River Sphinx. Nefru Shepses decreed the celestial event was an omen of favor from the Lady of Graves, and he ordered workers to retrieve the stone from the riverbed. Stonecutters sculpted the meteorite into a capstone for an obelisk to be set in the city’s new necropolis as a symbol of Pharasma’s blessing for the city of Wati.

When you arrive in Wati, the walls wind like stone rivers, separating the old city from the new. Low buildings, painted white to reflect heat, cluster along wide avenues. Across their roofs you can see the Grand Mausoleum, the city’s temple to the death goddess, and a ruined statue of a sphinx out in the river. From the eastern side of the city rises a hill upon which noble estates sprawl, looking down on the bustling populace.

With the city packed there is but one place to stay so you find yourselves at The Tooth and Hooka, a modest inn and hookah bar which is best known for its mascot, Toothy — a tiny crocodile that lives in the inn’s well. It's also the chosen lodging of many other adventuring groups, most of which you haven't had the chance to meet yet.. Everyone's just been too excited with the big day coming tomorrow. The priest intend to draw names and assign sites tomorrow, but for now you have until nightfall to register or miss your opportunity.

Outside of the Tooth & Hookah you can see throngs moving through new Wati’s streets, arrayed in colorful caftans and buzzing with sound and life, while old Wati remains still and silent as the graveyard it is. Moving around in the streets you move past inns and houses, markets filled with brass lamps and striped rugs, and other merchants of all sorts. While Canvas awnings stretched over doorways, casting pools of shade on the avenue.

Most doorways are nothing more than hanging curtains during the day to try and get some relief from the heat. Most establishments are shaded and as dark as possible inside while still allowing just enough light to conduct whatever business is necessary . Most buildings are made with mud-brick walls as well to help ward off the sun. A fine layer of sand covers almost everything.

The Sign of The Tooth and Hookah

As you enter the Tooth and Hookah the floorboards rasp under your boots, a fine layer of sand covers the floor. You take a moment to scan the room. You had arrived in Osirion via the city of Sothis, and there you had stayed in an inn catering to foreigners before commissioning river travel to the south. That had been what you were used to when you thought of inns, and this place certainly was not.

Pillows shaped like crescent moons surrounded low, round tables. Water pipes of dinged and dented brass with painted enamel bases sat in the center of each table. Clay bowls filled with the stubs of unlit candles hung from the ceiling. Filtered light from the curtained doorway left the room dim.

Map of The Tooth and Hookah

It took you a moment to locate the bar among the many counters crowded against the walls. This inn seems more a miniature market than a tavern. Old books overflowed on a table next to a counter covered with cheap-looking necklaces, bracelets, and earrings. Wispy scarves embellished with tiny shining coins hung on a rack in a corner. The scarves, so like the ones worn by ethnic Varisian women you think to yourself. You finally locate the bar in the opposite corner: a tall, narrow table, its legs hidden by a cotton skirt patterned with faded yellow palm fronds, its surface covered with colored glass cups, bronze decanters, and an assortment of liquor bottles. A low stone ring at the end of the bar marked an indoor well.

The Tooth & Hookah seemed a popular place. Almost all the tables were occupied, mostly by Garundi that you quickly peg as locals, but a few by foreigners. No one took much notice of you as you entered. A haze of smoke hangs in the air, and you recognize the spicy scent of shisha tobacco. You make my way through the cloud and lean against an open spot on the bar. The fresh, mineral smell of a deep well wafts from the corner.

Barkeeper at the Tooth and Hookah

Go ahead and place yourselves in the scene. Those of you that desire pre-existing relationships go ahead and write them in. This will be before the group is formed.


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Final decisions haven't been made yet. Those will be up tonight. I always forget how indecisive I am with recruitment and having two going at the same time has not improved that. Thanks for your patience, guys. :)


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Thanks to all those that submitted! I'll parse through all of this information and ideally have my submissions up by Monday evening at the latest. :) Those selected will be notified via PM.


2 people marked this as a favorite.

Thanks to all those that submitted! I'll parse through all of this information and ideally have my submissions up by Monday evening at the latest. :) Those selected will be notified via PM.


2 people marked this as a favorite.

In the town of Torch, the settlement's namesake, a tower of violet flame, has gone out. The only clue to its disappearance is a newly discovered cave excavated nearby. Are the heroes bold enough to unearth the the otherworldly secrets that sleep beneath the city and reignite the fire of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

-----------------------

Expectations
- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Iron Gods Player's Guide and are at least somewhat knowledgeable about Golarion.

-----------------------

Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

-----------------------

Level: 1

Ability Scores: 20 point buy

Alignment: Non-evil

Races: Anything official.

Classes: Anything Paizo, all archetypes available.

HP: Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold: Average

-----------------------

To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. Recruitment will be open for a week (until June 14th midnight EST).

Good luck and thanks for applying! :)


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In the bustling city of Wati, the Church of Pharasma is holding a lottery allowing explorers to delve the tombs of the city's vast necropolis in search of Osirion's lost glories. In the course of investigating dusty tombs and fighting their ancient guardians and devious traps, the heroes will embroil themselves in a plot that could shake the pillars of this ancient kingdom, and perhaps, all of Golarion.

-----------------------

Expectations
- Committed players who can ideally post once a day.
- If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
- Don't be a jerk.
- I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction. I think I'm pretty fair.
- Applicants should be decent writers with a commitment to role-playing.
- You have read the Mummy's Mask Player's Guide and are at least somewhat knowledgeable about Golarion.

-----------------------

Game Style
- We'll be using Roll20 for combat, so if accepted, please make an account.
- I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
- I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

-----------------------

Level: 1

Ability Scores: 20 point buy

Alignment: Non-evil

Races: Anything official. The weirder it is, the better your story should be. Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table.

Classes: Anything Paizo, all archetypes available.

HP: Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold: Average

-----------------------

To apply you need a completed stat block, a completed back-story, and a description of the characters appearance and personality. I am recruiting four to five players. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. Posting history will be taken into account. Recruitment will be open for a week (until June 14th midnight EST).

Good luck and thanks for applying! :)


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Well, it's been a couple days and I'm still undecided.

I guess I'll have to run both. >:)


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I've done a quick tally of interested players and these are the results.

Mummy's Mask and Legacy of Fire = 14
Iron Gods = 13
Serpent's Skull = 8
Council of Thieves = 7
Giantslayer = 3

Mummy's Mask, Legacy of Fire, and Iron Gods have emerged as the real contenders for recruitment, which is convenient since those are the three paths I'd be most interested in running. I'll leave this up for one more day and then make my decision.


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I'm getting that itch to start a new game. I want to take a look at some of the APs that get less play on the forums or are relatively new, so recruitment threads are pretty competitive.

Some of the campaigns I'm looking at are Council of Thieves, Legacy of Fire, Serpent's Skull, Mummy's Mask, Iron Gods, and Giantslayer.

If you want to play in one of these games, let me know here! After a little while, I'll take the campaign that seems to be getting the most interest and set up a recruitment page.

Let me know what you want!


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Himeko leaves Katsurou to talk with the eta; she had heard enough. She heads into the morgue and takes a moment to survey the situation. The scene before her was madness.

Corpses everywhere, viscera flying through the air, and broken men crawling on the ground for loose bu.

She couldn't think of a more poetic description for Ryoko Owari. She moves next to Chinatsu, sliding into her mizu-do stance.

Double Move + Defensive Stance

Agility to Avoid Bodies: 3d10 ⇒ (10, 4, 7) = 21

Spending a Void point here. I can't afford for Lady Doji to leave me because of the shenanigans of some disgusting bandits.


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Bali Tharnhammer wrote:
I'm assuming the scorpions had nothing of value on them?

Actually, one of them had an engagement ring that he was going to propose to his scorpion girlfriend with. He can't now, because you killed him. It's worth 50 gp. ;(


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GM Onnotangu wrote:
Kitsuki no Katsurou wrote:

I'm just going to treat Katsurou's wife as a guide dog until she's needed for a duel or something. No skills to roll or anything to keep player balance does that seem fair?

For this scene, yes that's fine. Since you just arrived in the City it makes perfect sense she'd be accompanying you. However as a statless NPC, she won't accompany you on adventures per se. You'll have to rely on the other characters for "seeing eye dog duty" :) For courtly roleplay scenes, I'll play it by ear.

Same principle for you, Doji Himeko. Bringing an artisan into harm's way is a fine way to break one of the Crane Clan's expensive possessions valued servants!

Himeko wouldn't dream of it. Teju is there to manage her household while she is on duty, create ikebana arrangements as gifts for Himeko's contacts, and, most importantly, take care of Himeko's hair.


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Aaand I'm back. :) Thanks for the patience.

Dmitri:
Haunts aren't usually tied to a person, but rather to a location. The exact conditions that cause a haunt to manifest vary from case to case—but haunts always arise from a source of terrific mental or physical anguish endured by living, tormented creatures. A single, source of suffering can create multiple haunts, or multiple sources could consolidate into a single haunt. The relative power of the source has little bearing on the strength of the resulting haunt—it’s the magnitude of the suffering or despair that created the haunt that decides its power. Haunts can be temporarily defeated by holy power (ie. positive energy), but to truly end a haunt, one must remove the source of anguish.

The darkwood case is neither locked, nor trapped, and holds several interesting items: a ouija board decorated with ornate letters and phrases complete with a brass planchette and four iron and glass vials containing tiny, churning clouds of vapor. The vials lie in velvet-lined indentations to the left of the board, along with 6 empty spots.

In addition to the darkwood case, Radag and Brogol's find includes a dozen silver arrows, four sun rods, six flasks of holy water, ten +1 arrows, five +1 ghost touch arrows, two +1 undead bane arrows, five potions of cure light wounds, two potions of lesser restoration, a scroll of detect undead, two scrolls of hide from undead, and a scroll of protection from evil.

Kendra is about to respond to Brogol when the rest of the party enters the parlor. Her smile brightens a touch. "Thank you, Dashil. I'm simply tired. Sleep is a rare commodity it seems. It would seem that Brogol and Radag have found my father's arsenal. Did you find the ghost?"

Her eyes widen when they land on Aduard and his still bleeding forehead. "Lady of the Graves, what happened to you?"


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Female Human Rogue 1 HP 6/9 | AC 18/15/13 | F +0 R +6 W +0 | Init +6 | Perc +4

Shelby's portrait even sort of looks like Cassandra. :D


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deusvalt wrote:
Tho, *hint* *hint*, if you have the time I suppose you could run two simultaneous PbP campaigns? :)

I think the best option would be to just convert Mirror, Mirror (which is basically just a large adventure) into part of CotST.


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Tourach wrote:
Can you tell us a bit about the kinds of characters that would be appropriate for Champions of the Sapphire Throne?

Sure. I'll have that up later today. I just wanted to see if people were interested in playing that before I typed something up. :)

deusvalt wrote:
...explaining how he gets to (wherever) rather than Kyuden Hida.

If we do Champions of the Sapphire Throne, it would be the Topaz Championship.


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When creating characters, it's important to plan for the NPCs you'll be encountering at Winter Court. Below is a list of potential NPCs for you to have pre-existing relationships with, in descending order of importance:

Known Throughout the Empire (Glory 9.0 - 8.0):

Hida Kisada: The Great Bear. Daimyo of the Hida family. Daimyo and Champion of the Crab. The largest man in the Emerald Empire, he started killing when he was five years old and hasn't stopped since. No one, man or Oni, has ever injured him and lived. Always wears full battledress to court. A warrior with little patience insubordinance, cowardice, or relaxation. Has been known to publicly spank samurai that talk back to him.

Hiruma Kage: Hiruma Family Daimyo. A dead-eyes berserker and Crab general who had to be physically dragged out of Hiruma Castle a few years ago when he tried to retake it. Rumor around court is that he intends to marry a Phoenix maiden; which is good news, since he is the last heir of the Hiruma line.

People to Be Seen With (Glory 7.9-6.5):

Asako Wataru: Phoenix Emerald Magistrate here to sanction all interclan marriages Kisada approves this winter. He also has the blessing of Shiba Ujimitsu and the Council of Five to marry off any other Phoenix here if there is a suitable match made.

Asako Kuhime: Wataru's daughter and Isawa Mutsuye's friend. She is sixteen, and this is her second Winter Court. She has attended no formal school, but has brought herself honor with ink paintings, dance, tea ceremonies, and embroidery. Her dedication to her arts shows great resolve; she might have been capable of anything if properly educated.

Bayushi Tatsukoro: The leader of the Scorpion contingent, he was glorious enough to get to a major court, but only just. Irritable with his placement, he has taken up the practice of wearing armor (and a metal-barred mempo) around the court to impress the Crab. He is itching for a duel, since winning one would be the fastest way to convince Kisada that he is a genuine, serious bushi. His wife, Bayushi Kazeko, rarely leaves her room, preferring scrolls to company.

Isawa Akiko: A thirteen-year-old, wide-eyed girl who's never been near a real bushi before, let alone three thousand at Winter Court. She has two modes when talking to heroic samurai: murmuring and letting out a few vowels, or blurting out every feeling and bizarre small detail about her life, "except the bit about the carp pond and the exploding Togashi."

Isawa Hikaru: A landed, wealthy noble and first cousin to Shiba Ujimitsu, Hikaru can arrange for a number of Phoenix shugenja to aid the Crab's overtaxed Kuni, give forth a dowry of thousands of koku worth of lumber, fish, pearls and enamels, and
he's a trained shugenja, mostly out of tradition. His wife Otsu is here as well, and they seem close by Rokugani standards; they sometimes touch in public.

Isawa Mutsuye: Kage's intended, she is a noblewoman of seventeen. She has not attended a formal school, for her father feared it might inevitably entangle her in politics. Her older sisters, Yoko and Reihime, attended the Doji courtier school, and her father still owes the Crane favors. She is a devout scholar of Shintao and Rokugani history, and is perhaps a little shallow.

Matsu Bushime:Glorious commander of a brief Matsu-Daidoji war and Matsu bushi, Bushime is the leader of the Lion contingent at Kyuden Hida's Winter Court. She is rather cheerful that the Crane aren't here this year and conveys these emotions through her husband Kenichi, an Ikoma bard. Bushime is looking to arrange a number of political marriages at court, including for her bodyguards: Matsu Hitomi, Matsu Hiroko, and Matsu Chizu.

Kaiu Takakana: Karo of Kyuden Hida, he is responsible for keeping court secure. He controls access to Kisada, and when the Shadowlands attacks, an unfortunate reality of life on the Wall, he controls who gets rice and jade and who does not. When no one else is meeting with Kisada, Takakana is. He is all too aware that courtiers do not panic well. He is unmarried.

Shinjo O-Shimo: Liaison between the Hiruma Scout School and the Shinjo Bushi School. O-Shimo is organized, methodical, and knows a great deal about the law. She is a bushi nearing forty, and has a husband and six children (fifteen through three) running about the castle in many different directions at any time.

Yasuki Kurako: Daughter of the Yasuki who arranged Kisada's marriage, Kurako usually hosts court at the Razor of the Dawn castle for Unicorn and Lion visitors (where her husband Uchibe is now). She's been brought here to put a pleasant face on the castle. Kurako is easily flustered, and desperate not to mess up in front of Kisada, because she's heard about (shudder) The Penalty for Failure.

The Common Herd (Glory 5.0-1.1):
Bayushi Masayari: Kage's nakodo. Hida Kisada stuck this courtier with a few hard-drinking Yasuki and told them to let him out in the spring. His wife, Bayushi Shihito, is busy with her Ide lover, of whom he is aware. There are perhaps fifteen Scorpion guards at the castle, all of whom have been assigned beefy Crab shadows.

Hiruma Ryoichi: Ryoichi is an accomplished scout, but his Glory suffered when he broke his family katana and started using peasant weapons. He works as a messenger between Hiruma Kage and his father, Hiruma Yoshi.

Ide Toshimitsu: A diplomat, Toshimitsu is past his heyday and content to have a little fun rather than gouge the Crab in leather deals the way he once did. His wife, Bassaiko, though a little aged, still catches the ear with her cultivated Ide accent.

Ide Keiyomi: Toshimitsu's daughter is sixteen and thinks she is far wilder than she actually is. While versed in political manipulation, she has never experienced it.

Kuni Taira: A Tainted, creepy shugenja who likes to discuss troll anatomy and selective uses of obsidian with his friend Yogo Shigeru.

Shiba Noboru:Isawa Mutsuye's bodyguard, a self-effacing bushi who credits his sensei rather than himself for any accomplishments. He guarded Mutsuye's two older sisters until they were married, and seeks a recommendation from her father to find a cushier job in Phoenix lands. He has never been in a duel.

Shosuro Shiko: A Scorpion Courtier who was disgraced by Yogo Shigeru and ended up in Kyuden Hida. She loves to be the center of attention, and cares little for her reputation, drinking sake and sharing venomous put-downs with anyone who can stand chatting with her.

Yogo Shigeru: A Yogo shugenja with the combined misfortune of his family curse, the Taint, and being personally repellent. However, the fault is not solely Fate's. There's a reason Rokugani noblewomen are not left alone with men, and it's people like Shigeru. He watches women from the corner of the room, waiting until they approach to smile and ask for favors in a grating, deadpan voice. He tests defenses with "accidental" touching, and sees how far he can go before they scream. Fortunately, he is anemic, easily fought off, and his Sincerity needs work. His thick veil covers the sores of his chin, neck, and shoulder, and he can often be found dissecting trolls with Kuni Taira.

Everybody Else:
About Three Thousand Crab Bushi, whose typical dress is unwashed kimono under full heavy armor, two swords, and an iron-studded club. The worst of these is Hida Sachiko, a foul-mouthed, gleeful Wall Crab so thick that if someone told her there were rice balls on the other side of the Kaiu Kabe, she'd go looking for them. While capable of reason, she has the troublesome combination of dangerous beauty, poor etiquette, and an enormous hammer.

About Fifty Crabs On Good Behavior, shaved down, unarmored, and taught to speak. A number of these are Kuni shugenja, and while a few provide friendlier faces than a metal mempo, some ten or more have the Taint.

About Fifty Matsu, in Bushime's retinue, a glut of samurai-ko and samurai in bright gold, who look totally unafraid of any Crab. Among them are Matsu Ryuha, Matsu Shunji, Matsu Sohei, and Matsu Suneo: eligible, single Lions
who are courteous, obedient, and praying not to get married to Hida Sachiko.

About Fifty Phoenix, primarily the families of the Isawa and Asako, their servants, and Shiba bushi retainers. There are no more shugenja; they had more prestigious courts to attend.

About Fifty Unicorn, under Shinjo O-Shimo's command. They are primarily here to help Kisada forget the border disputes being argued at the Razor of the Dawn Castle. O-Shimo knows this is critical to go from a cease-fire to genuine peace; if she can get Hiruma Kage to take charge of overseeing it, half the negotiating is already done.

I know this is a lot of information to absorb, but I'm hoping that this is a kick-ass game. :)

More specific details on the state of the Clans should be up tomorrow.


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Hello and konbanwa!

This is the recruitment thread for my mini-campaign, titled "Mirror, Mirror".

Theme:
Mirror, Mirror is a horror-themed adventure. The theme is "when you look for secrets, be ready for what you find." Knowledge gives the heroes a chance -- but they will not survive the court without wits, resolve, and skill.

Setting Considerations:
It is set in the early 1120's, in the midst of the Lion-Crane War and directly before the Scorpion Coup. The PCs (for a to be determined reason) are sent to Winter Court in Kyuden Hida, the dread fortress of the Crab Clan.

The main clans represented in this adventure would be in order of prevalence: Crab, Phoenix, Lion, Scorpion, and Unicorn. The Mantis are not yet a major clan and the relationship between Crane and Crab are strained by a diplomatic snafu and the latter's burgeoning friendship with the Lion. The enigmatic Dragon are on the opposite end of the empire and rarely send diplomats so far south.

Crab, Phoenix, Lion, Scorpion, and Unicorn samurai will make the most sense here. Crane, Dragon, and Minor Clan samurai require a special reason to be present at Kyuden Hida's Winter Court. Ronin and Brotherhood monks even more so.

Character Creation:
Players should follow the guidelines of the Core rulebook of Legend of the Five Rings 4th Edition in the creation of their characters, with a few caveats.

1. Characters begin with 205 XP to spend. Ideally, this will place you into the 3rd Insight Rank.

2. A character's skill rank cannot exceed their current Insight Rank +3.

3. A reason for the party to know one another will be developed post character creation. Glory and Status ranks will be determined there.

Finally, I heartily recommend the use of L5RCM in the construction of characters. It is easy to download and use, just be sure to download the data packs for the Core Rulebook and any splash book you might want to use.

Sample Character:
There was some push-back regarding the use of pre-built characters for this game, but I will post one here regardless. This is what I expect in an L5R character. Feel free to use the format. If you are interested in playing a pre-built character let me know.

NAME: Daidoji Kame
CLAN: Crane
SCHOOL: Daidoji and Shiba Bushi
RANK: 3 (Daidoji 2, Shiba 1)
Age: 22 Sex: Female Height: 5'3"
Description: Stiff, dyed hair usually braided, sturdily built, soft but slightly rough voice.

FIRE 4 (Agility 4; Reflexes 4
AIR 2 (Intelligence 4; Awareness 2)
EARTH 2 Willpower 3; Stamina 2
WATER 3 (Perception 3; Strength 3)
VOID 3
GLORY 3.6
HONOR 4.1
INSIGHT 180

INITIATIVE 7k4
TN TO BE HIT: 25 (35 in armor)
Armor Reduction: 5

Health/Wounds x2

Healthy (+0) 17
Nicked (+0) 25
Grazed (+2) 33
Hurt (+7) 41
Injured (+12) 49
Crippled (+17) 57
Down (+37) 65
Out 73

TECHNIQUES

The Force of Honor: Bonus of your Honor Rank minus 4 to your Wounds at each Wound Rank. Additionally, you get +1k0 to all attack rolls while in Attack Stance.

The Shield of Faith: When you perform Guard Manuever, the benefits last for an additional Round. Additionally, the Armor TN bonus of the Guard Maneuver is increased by 5.

The Way of the Phoenix: When spending a Void Point to gain +1k1 on a roll, you may instead spend 2 Void Points to gain +2k2. You may Guard as a free action, but your target only adds +5 to his Armor TN instead of +10.

ADVANTAGES

Multiple Schools, Strength of the Earth, Balance

DISADVANTAGES

Idealistic, Obligation: Isawa Ryoji (major obligation)

SKILLS
Athletics 3
Battle 2
Courtier 1
Defense 5
Etiquette 2
Horsemanship 1
Iaijutsu 3
Investigation 1
Kenjutsu (katana) 3
Kyujutsu 2
Lore: Bushido 2
Lore: Shadowlands 2
Lore: Theology (Shintao) 2
Meditation 2
Sincerity 2
Spears 4
Tea Ceremony 2

EQUIPMENT
Fine yari, fine katana, fine wakizashi, fine pony, yumi and 20 ya, fine heavy armor (no movement penalty), helm, traveling pack, two
stylin' kimonos, fine boken, aiguchi, and nageyari. Scrolls of the Diamond Sutra of Shinsei, a blank scroll, writing implements, 2 koku

Think not that you are in the wrong place. Ask why it could be right.
—Tao of Shinsei

HISTORY

Your Family

You would never speak ill of your honored mother and father. Your Shiba mother died giving birth to you; there was no shugenja present. For years, your father tried to pretend she was still there. "What would your mother say?" he would ask, and remind you that at the end of your life you will see her in Jigoku and have to account for your actions.

You listened for your mother, and prayed to her, and she was in your thoughts when you swore to serve the Clan at your gempukku. You begged your father for an entire summer to let you become a bushi, because it was the most noble profession.

Then you went to the Daidoji school and found out differently. The daimyo hid his face like a Scorpion. They taught that honor would drive you...but the first time you saw action, you were told that because you were outnumbered, you would trap honorable opponents in a pitch-filled gorge and shoot the survivors. When it was over, you requested a transfer out. Your mother would not approve of such a school; perhaps her own would be better.

Then You Found the Tao

At the Shiba school, your sensei started you with a blank scroll. "Write down everything you know," she said. You thought it was some kind of trick, and wrote that down.

"Not what you think," she smiled, "what you know." And with that, your education began again. "This scroll is blank," she said. "See its potential. It can contain anything, mean anything, and at the same time, it is only paper. You have writing on you, but that does not mean you cannot be blank if you must."

Truly Shinsei was the wisest man in history. No bushi can find his true strength without understanding Void. When you were asked to guard Inquisitor Isawa Ryoji, you knew that this was your calling: protecting the man who searched for evil in the heart of Rokugan.

It is humbling to be in the presence of one so blessed by the elements. He has assured you often of the rightness of your duty. It shames you to admit it, but you feel pride in that praise. You have been called upon to defend your charge from oni and maho—as well as ronin and other magistrates who do not appreciate his position—and you must admit an enjoyment of your skills out of place with your humble position.

The other bushi in his service—Kitsu Kikuzo and Hiruma Yasuji—have proven loyal and far more capable than you. Though they claim not to care for the Tao, it is obvious in their confidence that they feel it inside. Ide Masafumi, the smooth, graceful emissary who joined you after Ryoji saved his family from a maho-tsukai, was tragically unfamiliar with the way of the Fortunes when you met, but you have spent long hours together trying for a better understanding of the universe.

You were a little nervous when Ryoji said the maho expert Yogo Sumiko would be traveling with you...not that you listen to rumors, but Scorpion are widely said to be treacherous. Fortunately, your fears were unfounded, but you sensed something unresolved in her chi before you left for training. Perhaps when you meet again this winter, you can help her find peace.

Your Assignment

People have said you're "innocent," and that at Winter Court you'll see "the real way of the world," You're not sure what they mean, but it sounds great. You want to see the world. You want to become wiser. Everyone else is so much more sure of themselves. There is so much to learn before you are truly worthy of the trust placed in you.

Though the Crab court is a little intimidating, you are pleased to be among so many Phoenixes. Surely they have much to teach, and the famed honesty of the Crab will make certain this winter court has no
problems.

WHAT YOU THINK OF THE OTHERS

Ide Masafumi: At first you were overwhelmed by this well-traveled man who was so very sure of himself. Without an understanding of The Way, he should have been wracked with confusion and guilt. Hopefully, your conversations have done him some small bit of good. It shames you that twice you have had impure thoughts about him. But he is married now, and you find that you are truly glad for his happiness.

Hiruma Yasuji: You don't understand what drives him. He has no family, doesn't know his daimyo, doesn't study the Tao, and expects death in his duty. But still, he keeps going. He doesn't look for deeper meaning and he kills the unrighteous with frightening fury. Yet he doesn't seem to be a bad person. You must meditate on this further.

Isawa Ryoji: It is humbling to have been entrusted with his care. While his personal arrogance is a little off-putting, it is not for you to judge his character, but support his mission. Besides, Isawa Tadaka and many others who have studied the Celestial Order far longer than you speak highly of him. They are wise.

Kitsu Kikuzo: When you first met, he judged you on the color of your kimono, not the strength of your character, and he actually said Shintao and bushido were mutually exclusive. You were scared while debating him, but it turned into a comparison of Akodo's and Shinsei's teachings, and you learned that there were many more values that you shared than that divided you. While the shortsightedness of his family has marred him, his soul is in the right place. He'll do fine.

Yogo Sumiko: She's the daughter your father wishes he had. Even born into the Yogo family, she somehow manages to maintain all the womanly virtues. You wish you could be as demure and polite, but you are a samurai-ko, and your training is not for the court.

OTHERS YOU KNOW AT COURT

Yasuki Kurako: Well...you'd never, um, mention it, but it's surprising that Kisada-sama trusts a Yasuki to run his court. Sensei always said they were treacherous commoners who sold out samurai like double-dealing criminals.

Shiba Noboru: Bodyguard of Hiruma Kage's intended bride. He was several years ahead of you at the Shiba school.

YOUR DAISHO

Kesshin ("Determination") is the name of your katana. It is 337 years old, and has been banged up and re-polished by Kakita
swordsmiths until its nicks simply became the metal's "grain" again. The saya is a nice mahogany engraved with thorn bushes, thistles, and a butterfly. The tsuba is of five sea creatures, and the hilt's pin-caps silver representations of Lady Doji.

Kan-on ("Gratitude") is its companion. It is in much better shape, and its hilt-pins are arranged to be used right-handed.

Bakushinchi ("Core of the Explosion") is the yari your Daidoji sensei gave to you. It has ray-skin handle wraps; you prefer it not slide around in your grip.

I won't put a date on the start of the campaign yet, but I'd expect sometime next week. Let's see how many characters we get first.

I'll try and answer any questions here!


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Hello and konnichiwa!

Anybody else out here play the L5R rpg? I'm looking to get a mini-campaign started.

I'll add more details as I find players.


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Brogol & Radag:
Although the tomb has already been opened, Brogol and Radag find a number of useful things interred within.

- a dozen silver arrows
- four sunrods
- six flasks of holy water
- 10 +1 arrows
- five +1 ghost touch arrows
- two +1 undead bane arrows
- five potions of cure light wounds
- two potions of lesser restoration
- a scroll of detect undead
- two scrolls of hide from undead
[i]- a scroll of protection from evil

Finally, there is a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back. Brogol immediately recognizes it as the same design on the face of the curious locked book found in Professor Lorrimor's chest.

Wakati, Aduard, Dmitri, & Dashil:
If anything Lereia is becoming more hysterical. "I don't know where he put my Eronel! His favorite roost was right there!" She points to the fountain. "He was my friend and Antrellus killed him! You're heroes, right? You have to stop him!" Giant tears roll down the little girl's face.


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Female Human Rogue 1 HP 6/9 | AC 18/15/13 | F +0 R +6 W +0 | Init +6 | Perc +4

You need to get on it ASAP. Avatar: TLA is awesome.


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Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – the king's justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only… No. No one has ever escaped from Branderscar Prison. This is where your story ends.

Sort of. Hello! I'm GM Olmek and I'm looking for two players to add to an existing Way of the Wicked campaign. Way of the Wicked is an adventure path from Fire Mountain games where you play a group of evil characters, sentenced to death by the self-righteous and "noble", but you're given a chance to escape your fate and take up arms under a force serving the Prince of Hell, to fight back against the nation that has wronged you, to burn it to cinders and reforge a new order from amidst the ashes of their glory.

For a variety of reasons, three of the original six recruits for this game had to drop out in the middle of a prison break-out, leaving the party in a bit of a pinch.

Here is who we have:

- Alicia d'Kouzra, a front-line sword & shield fighter

- Professor James Moriarti, a mastermind investigator, the party's brains and skill monkey

- Maena Ashtoreth, a cleric of Belial, the party's face and healer

Here is what we want:

- an arcane spellcaster

- some sort of stealthy assassin type

- a character that can buff the party while filling another role

Other types of characters won't really be considered. Sorry. =/

Character Creation Guidelines:

-Begin at level 1
-25 point buy
-All core races, as well as Catfolk, Dhampir, Fetchling, Orc, Tiefling, Kitsune, and Changeling.
-All classes and archetypes allowed (as long as they fit into what was mentioned above).
-0 starting gold, and you begin with nothing.
-Classes with a familiar or animal companion will begin play without their animals. They may be presumed dead, or something can be worked out with me. We'll talk about it.
-Lawful Evil and Neutral Evil only. All alignment restrictions on classes other than Paladin will be waived due to these restrictions.
-The adventure as written does not include guns or Eastern weapons. Should someone really want to play a class that uses them, we'll talk about it. For now, gun tech level is set at nonexistant.
-2 traits, as well as a Crime Trait, listed below.
-Provide a written backstory explaining your character. This includes their life before capture, their personality, motivations, the details of their crime, and why they want to overthrow the forces of Good.
-A general plan for your character. Your eventual aim will be to overthrow the current order and instate your own authority, and everyone should have some idea of what part of that authority they would wish to be. Not everyone can be a ruler, but not everyone wants to be a ruler. A cleric may want to see every shrine in the city devoted to Mitra profaned and a grand monument to Asmodeus erected. A mage may wish to see forbidden knowledge and dark magic flourish. "Power" can mean a lot of things, and there much more creative and interesting goals in mind than being king.
-A run-down of your character, crunch-wise. Let me know what they bring to the party, where their focuses are, and if they'll be going into other classes over time.
--The book has a few suggestions for where to go, crunch-wise. While not necessary by any means, the book mentions the Assassin prestige class, Sorcerers of the Infernal bloodline, a focus on devils for summoner characters, Alchemists, and Necromancy specialists. Feel free to make characters that don't have these if you wish, it's not a requirement or something I'll be taking into account when making my choices. But if you were curious about what works or may have some goodies in store, it'd be these.
--The books also have steps that allow characters to eventually become vampires or liches. For vampirism in particular, it's a feat chain that can be started at first level to end at ninth. If you're interested in that, the information will be given and worked out. Lichdom is a much later-game, resource-oriented process, so no need for that right now.
-Material from any Paizo book where applicable (obviously nothing from Mythic) is acceptable.
-3rd party material will be on a case-by-case basis. Generally, my approval would be of feats, spells, archetypes, and classes; things that are specific to your character in use. Anything that is a full-fledged system and would have some sort of impact on others players (such as Path of War) is right out. No Psionics or Godlings.

The alignment restriction comes with good reason. Evil games can, in the wrong hands, very quickly devolve into sociopathic power fantasy. I've no interest in running a game of murderhobos, serial rapists, and brooding loners. Your characters are not to be sociopaths who stab first and ask questions never because they're too busy going off to find someone else to stab. I'm looking for principled villains with a goal, the foresight to see it through without doing idiotic things to ruin that goal, and motivation. The best villains are those who have a reason for it, and while not everyone needs some kind of tragic backstory, something as simple as "worships Asmodeus but has always had to do it in the shadows" is still infinitely more interesting than "because he likes killing people". You don't need to have a deep code of honour, but you do need to behave and work in a group. And most importantly, you have to be smart enough to follow orders. The last caveat comes from experience.

With that being said, I do run a bit of a mature game. Cursing, sexual themes, and torture have all come up and my players are comfortable with that. Nothing will be blatantly pornographic, but if these things offend you, this isn't the game for you. The campaign so far can be found here.

Crime Traits:
Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.

Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be.

Arson
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy
Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft)
You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration
You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion
You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death
You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion
You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery
You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud
You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery
It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.

Heresy
You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft
You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason
You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping
You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder
You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy
You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition
You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking
Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading
Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Recruitment will last roughly a week from today, or until my players and I have found enough worthy applicants. I'll keep the page updated and will check in to answer any questions. Good luck!


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Congratulations on getting into the game, guys. Please dot here and the first game play post will be up by tomorrow night.


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So about getting that post up today...


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1 Rainmoot, Monday 500 A.O.V.
0900 Local, Flint, Risur, Royal Homeland Constabulary Office

The crack of gunfire could be heard coming from outside of the window of Stover Delft the Assistant Chief Inspector of the Royal Homeland Constabulary office. Overlooking the outdoor gun range, the wood paneled room boasted a large desk with a comfortable looking high backed leather chair that faced away from the lead paned window.

Outside, the shape of Josiah Crux could be seen carefully repacking his Drakran rifle before aiming at a small target set against a bullet pocked brick wall. To his left in a training ring was Carlao Ven and Serena Taflis honing their blade skills in a flurry of strikes and ripostes.

With a loud *CRACK* Josiah fired again before lowering his rifle and carefully cleaning the barrel in his usual meticulous fashion. The Durum Desultor Cell had returned from another mission.

Taking your attention away from the training below was a large map of the Risur Royal Shipyard and outlying square that the RHC had spent the last month carefully notating. Arrows and notes mark the map in red highlighting vantage points, visitor control corridors and possible egress routes in the event of a terrorist attack. In the corner of the room stood Lady Inspectress Margaret Saxby, the Chief Inspector of R.H.S. operations in Flint. With her close cropped blond hair, immaculate uniform, and arms crossed crossed over her chest she displayed a no-nonsense attitude as she quietly waited for Assistant Chief Inspector Stover Delft to begin the briefing.

Nodding as the last of the Junior Constables arrived, Assistant Chief Delft picked up his wooden pointer and walked to the map. "Excellent, now that you have all arrived," he began before before spitting a wad of tobacco into a spittoon, "We can begin." Pointing to the map with the wooden rod, Delft gave a deferential nod. "With the Lady Inspectresses permission?"

Waving to the map in an off-handed gesture, as if to say "continue" Lady Inspectress Saxby continued to study the gathered constables.

"Yes, well then, excellent. Let's get down to the business at hand. As I'm sure you are aware, as well informed junior-members of His Highness's Royal Constabulary, today marks the launch of the RNS Coaltongue. The king, prominent members of the nobility, and foreign dignitaries are all scheduled to be on hand. The police will be on hand to provide the bulk of security, but they have requested an RHC Cell on hand to perform more detailed scrutiny. We're stretched fairly thin at the moment, so the decision has been made to create a new operating cell, code named Adipem Aquilae. You eight have been selected for this cell. Congratulations on your promotions."

"Some of you may know each other, but I'll introduce you all anyways." He gestures to each constable in turn. "Alyssia Winthrope, graduate of the Valentyr Academy of Military Science and close-combat expert. Telesan, a trained Skyseer personally vouched for by Duchess Ethelyn of Shale, the king's own sister. Jesselle Wesmere is talented spirit medium, hopefully that particular skill won't be required today."[/b] Delft raps his knuckles on the wooden table for luck before continuing. "Leon Hatcher, local boy, knows his way around a sword almost as well as the docks. Nishoh Maldersha, our resident Danoran, although he's a good enough shot that you'll eventually forgive him for it. Therie Gorget, technological expert. Vivian Darr, healer and expert on the Old Faith. And finally, Fortinbras Rousseau. Oh, damn. There are two Danorans." The Assistant Chief Inspector turns back to Lady Inspectress Saxby. "When did we start letting so many of them in here?" The chief inspector simply shrugs with a smirk. Delf turns back to the group. "Right. Where was I? Ah yes, Rousseau. The most experienced investigator in the cell and criminologist."

Handing Fortinbras two envelopes, Delft points towards the map. "What you currently hold in your hands is the itinerary of events for today as well as a list of important guests for today's launch. Beginning at 1630 local, you are to meet with the local Flint P.D. Detachment and provide a threat profile to them on who might be likely dissidents for todays event. Your point of contact will be Sergeant William Hendricks, the officer in charge of the police detachment. Hatcher, I believe you have some history with Sergeant Hendricks? Following the brief you will have thirty minutes to conduct a final canvas of the seven hundred onlookers and well-wishers before the King and his entourage arrive. It is important that you work the police. I cannot stress enough that the seven of you will not be able to deal with a crowd of this size alone. Should you identify any people of interest among the seven hundred you will then need to conduct a closer inspection and separate any actual threats from the innocent parade-goers. Finally, I would remind you that should you detain any individuals, make sure to question them and learn if anyone else might be working with them. Also, in the event of being assaulted, remember to follow deadly force protocols at all time. On your way out stop by the quartermaster's office and requisition any additional items you might need, your cells operating allowance for this event has been raised to seven hundred crowns. Now, any questions?"