Tuesday, 2 April 2013

ARVENTINE: Finale - "Alain Fu and the Clone-o-saurus"


            As the Pilgrim and his vile coterie of demons and Blind Varlets enter the Palace of Lord Azzur of Khare, a memory is stirred in the minds of Balthazar, Christophe and Alain Fu. They remember a day during the Brass War, a day blanked from their minds by Varlet magick, where they were sent to recover some missing Flatlander scouts. Following a trail of bandits through the wilderness, the young party come across a strange ritual site, where they are beset by thugs in black garb, and a strange undead spirit who they dispatch by deactivated a standing stone. From over a bluff, suddenly a horde of cultists with blindfolds emerge led by a man who they recognise now as Tawni Abbas, the sponser and friend of the party. He told the party that they would lead Alain Fu on a great adventure to retrieve the Cyrinishad and grow in power ready for his sacrifice during the Eclipse… 

            Back in Khare, the Pilgrim attempts to seduce Fu to his side one last time, explaining to him that Fu is a clone of the Pilgrim, made to take his place as the Annointed One who would bring Cyric into the world. He tells the party that Fu was once the best of the Varlets, but he went mad with the constant whispering of Cyric from the Far Realm and fled. But the Fu was not for turning. The party drew steel and charged the Pilgrim, and an epic battle broke out. While Sarah battled a Blood Demon from the darkest pits of the Abyss, Balthazar and Christophe set about dispatching a Vrock, a huge vulture-like demon. Eored and Fu focused on the Pilgrim himself, destroying the strange clones that kept an impenetrable shield over him. Just as the battle seemed to be going in the party’s favour, the Pilgrim took magical control over Christophe and made him take out the Cyrinishad. Suzzarn leapt from the shadows and snatched the book and attempted to flee the palace. Thinking fast, Sarah and Balthazar ran after him, taking him down and stopped the book from falling into Varlet hands. Battered and bloodied, the party took the fight to the Pilgrim himself, and with a swing of her feywildian axe, Sarah LaChance cut him down. 

            As silence fell over the battle, so did the sounds of demons from outside. Emerging from the Palace they saw their efforts had vanquished the Eclipse, and all that was left of Khare was lifeless rubble. As they explored the smoking ruins, Alain Fu determined that the death of his creator had bestowed upon him the power to destroy the Cyrinishad once and for all. Summoning an aspect of the ancient sorcerer Cyric, with his magics Fu obliterated his spirit and the book burst into cinders, never to threaten Allansia again. 

            After a rest and a fruitless search for onions in devasted Khare, Balthazar suggests they investigate Mount Shareat for anything they may have missed. Strangely reticent about going there, Christophe protests, but the noble dragonborn warlord heads there anyway. The mountain is quiet, but in the shadows of an ancient standing stone Balthazar finds an moribund Orrind, his feet and hands severed and his eyes and tongue removed - seemingly the work of the sadist Forkiz Geung. He is carried back to Khare, and after a quiet moment, Christophe allows the cleric to slip off to death, to finally be at peace at Melora’s side. 

With victory still swelling in their hearts, the party realised there was one final loose end in all this grim business. Tawni Abbas has betrayed them, led them on a merry dance into the hands of the Blind Varlets. After acquiring a diamond from Lord Azzur, they made their way to Sapphoro’s shop and activated the portal to Arventine. Stepping in, they steeled themselves in anticipation of justice to come…

Friday, 29 March 2013

Winterhaven – The Keep on the Shadowfell.


Winterhaven – The Keep on the Shadowfell.

The party:

Eggs Benedict – A mysterious cloaked figure wielding a huge blade, a servant of Avandra he has vowed to destroy all who would rob people of their freedom. (Hates slavers with a vengeance).

Poppin Thunderlips – A proud and stout dwarven cleric in the service of Avandra, his knowledge of healing and religious matters may be vital for the party. (Can be a touch hamfisted).

Trixie Jumblepuff – A young Halfling; beneath her unassuming appearance lies a chaotic power that she is still learning to control and wield.  (Hobbies include fashion)

Britfilta Erwater – A Wilden, has the ability to control a battle using his psionic powers (likes nature walks and learning about different cultures).    

On the road to the village  of Winterhaven our party of adventurers, seeking the fate of their mentor Douven Staul, is ambushed by a small band of kobolds, after some initial troubles they dispatchtheir foes and continue onward.  Staul had trained our adventurers well and given them their first taste of life on the road.  They had last heard from their mentor three months previously when he claimed that he had heard tale of an ancient dragon’s tomb near to the village of Winterhaven.  He was due to return some time ago and his continued absence did not bode well, our adventurers, fearing the worst set out to discover his fate. 
On arrival at the village, they find a small walled enclave surrounded by farms and thatched buildings, a fairly unassuming place.   They head to the local inn, Wrafton’s, keen to enquire about their missing friend.  The villagers are more concerned about the bands of kobolds that are frequently disrupting the local trade routes, the party is directed to the local village lord Padraig, who offers them a reward if they can find and shut down the kobold’s operation.  The party accepts hoping that this favour will foster good relations with the villagers.
Having been given directions to the potential site of the kobold lair, our adventurers set off, once again, they are set upon by a group of kobolds, accompanied by a shaman, he is carrying a small necklace which they discern to be a charm dedicated to Orcus.  After dispatching this group the party arrives at the site of a waterfall, which is teeming with the reptilian creatures.
After a frantic battle the party finds a path through the waterfall and into the lair iself, the kobolds are ready for them and wave upon wave of the creature attack the party, until finally their chief, ‘Irontooth’ steps into the fray.  After a fierce and exhausting battle he is dispatched along with his allies.  Upon his corpse the adventurers find a troubling letter, addressed from a man named Kalarel, it speaks of opening a rift that will allow the servants of Orcus to attack Winterhaven! It also speaks of a spy within the village itself. 
On returning to Winterhaven and collecting their reward they present this information to Lord Padraig, he is very concerned and directs them to speak to a man named Valthrun the Prescient, one of the village elders and a font of knowledge.  They find the sage in Wrafton’s Inn, he conveys to them a story about the rift being beneath an ancient keep not far from Winterhaven itself, however he urges the party to wait so that he can undertake some more research.  When asked about Douven Staul, Valthrun is able to tell the party that he last saw him heading to an ancient burial site south west of Winterhaven, he draws a map for the adventurers who decide to set out in the morning after resting, following the day’s ordeals.   

The next morning our party set out for the burial site, on arrival they find what appears to be a ghostly apparition, overseeing a group of workers who seem to have uncovered some sort of relic.  One of the workers, a gnome, attempts to tempt the adventurers into the pit, claiming to be a friend of Douven’s.  The party refuse to believe him and after dispatching their guard drakes into a pit, slay the remaining men and battle the gnome and the mysterious spectral apparition.  Upon dispatching the spectre the gnome cries out “Kalarel, I have failed you.”  It would seem that our adventurers had found their priest of Orcus.  Staul is found bound and gagged, upon releasing him he rewards the party with his amulet and informs them that Kalarel is attempting to open a rift to the Shadowfell, he believes that the site of this is an ancient keep nearby.  The party also discover the relic that Kalarel’s minions were seeking, an ancient mirror, although any magic it may have had appears to be spent. Douven decides that his adventuring days are over and sets off to return to his beloved wife.

On returning to Winterhaven the adventurers call upon Valthrun, who has been conducting research into the rift.  It appears that the ancient keep was built during the time of Nerath and was constructed to contain an ancient evil, a gateway between this world and the Shadowfell.  The keep was abandoned after the last Protector of the Keep, Sir Keegan, was sealed inside having been driven insane and murdering his family.  The party decide to set out for the keep as soon as possible, after speaking to some of the villagers they are warned that there are frequent goblin patrols in the area.

On arrival the party discover an entrance that appears to have been recently used, they proceed into the dungeons and discover a large amount of goblins that have taken up residence there.  After battling through several rooms the party find a goblin chieftain, Balgron the Fat, and slay him, however before doing so they interrogate him and discover a pass phrase for the next level of the keep, “and life fails in the dark.”
Whilst exploring the keep our adventurers also discover a small, damp cave that hides a vicious blue, slimelike creature. After a frenzied battle the party discover two corpses, they are carrying a letter from a Chief Krand of the Bloodreavers.  It hints that Kalarel may also be providing slaves to Duergar in an area named Thunderspire.  This news greatly upsets the party, especially Eggs and Poppin, who swear an oath to Avandra to look into this matter and fuelling their hatred for Kalarel himself.

As well as goblins the second part of the dungeon is crawling with undead zombies and skeletons, there are also evil arcane runes set into the floor in some areas, that shriek wildly and attract these necrotic denizens to the party.  After a particularly gruelling encounter which involves a seemingly endless wave of skeletons inside a chapel dedicated to Bahamut, the party stumble across a tomb and a ghostly spectre.  Realising that this is Sir Keegan, the party successfully convince him that their motives are pure.  Sir Keegan relays to them his tragic tale and asks that they seek out his children’s effects and lay them properly to rest.  He urges the party to make haste and close the rift as catastrophe will ensue otherwise. He gives Britfilta his blade, Aecris, and tells them to seek ‘Bahamut’s boon’ in the altar outside.  Upon searching the altar Trixie finds 4 silver dragon statuettes.  On exploring the area further the party discover a hidden room, which contains a magic hidden wall.  On killing the zombie residents inside they manage to solve a riddle and discover some ancient armour, they also realise that this may be a safe place to rest.

After several hours our adventurers find a stairwell leading further into the depths of the keep, upon descending they are confronted by hobgoblins who challenge them with the phrase “Shadow seeks Shadow”.  When Poppin replies with the correct password, the guards are suspicious.  One of them backs further away towards a cage containing an enormous spider.  A battle ensues and more hobgoblins appear from all sides, but the party emerges victorious. 

In another area the group are attacked by a hideous gelatinous cube, in an old tomb.  After defeating it and the two corrupted corpses that dwelt in there, they find a toy sword, a hairbrush and a small doll, amongst a pile of rags they find two medallions, indicating that these are the effects of the Keegan family.

The adventurers eventually stumble across a seemingly empty room, containing a huge statue of a warrior and two dragons, at the far end of the room are cherubic statues holding vases.  Upon setting foot inside the room the party finds itself in the centre of an elaborate trap!  The warrior swings its huge sword around, knocking people prone in its wake, whilst the dragons breathe fiery plumes towards the party..  Seeking safety, Eggs, Trixie and Britfilta hop onto the statues dais.  Poppin makes a break for the double doors on the opposite side of the room, but much to the party’s horror an impenetrable magical wall appears, trapping him.  The remaining party members eventually manage to disable the warrior and avoid the dragon breath. However Poppin is in dire trouble, the cherubic statues begin to pour a never-ending supply of water into the tiny space he occupies.  Fearing that he may drown, Poppin tries to smash the statues to pieces, doing so slows the rate of the water and in the nick of time he decapitates the last statue, destroying the magical wall and breaking the spell; he emerges gasping for breath, very damp and extremely irate.

The path through the double doors is treacherous, with ghoul like creatures and a small clay homunculus barring their way.  After negotiating this warren the group emerge into a large cathedral-like structure, where they are confronted by vampire spawn, several beserkers and a priest of Orcus.  Huge streams of blood flow from an altar down a large hole in the centre of the room.  Our heroes dispatch their foes in another savage battle and decide to scale the bloody chains that descend into the pit below.

After safely negotiating their descent the party comes face to face with Kalarel and the portion of the rift he has opened as well as several wight like creatures and skeleton sentinels.  A huge portal on the northern wall attempts to grab Britfilta and drag him into the abyss beyond.  The party battle fiercely and as they strike the killing blow, Kalarel is swept into the portal by dark shimmering tentacles.  However the rift remains open, in an attempt to close it Trixie throws the dragon statuettes, ‘Bahamut’s boon,’,inside.  This has no effect and unbeknownst to her, hinders the party’s efforts.  Eventually after calling upon his religious knowledge Poppin manages to successfully seal the rift. Deciding that they should immediately escape, the party head back to Winterhaven.  On their arrival they are greeted as true heroes and richly rewarded by Lord Padraig.  Now, they decide.... it’s time to investigate these slavers up at Thunderspire.....  

Sunday, 17 March 2013

EVARRESSEMME: Update

Returning to Captain Octagon with the information that the people who had tried to imprison him are some sort of demon cultists who seem to be making a power play in Mong Xar, Sand, Mr Wong, Seraph and Jodric are introduced to two chaps who are new in town and have been taken under the captains wing – a rogue named Jaeles and a wizard called Querion. Querion begins the process of dispelling the magic ink that keeps the Captain trapped in his chamber, and after battling off a few nasty arcane beasties, the spell is broken and the Captain is free.

He’s pretty pissed off, and enlists the party to try to track down those responsible, whilst he’s busy re-establishing his organisation in the Mong Xar underworld. The party picks up their first lead at Stark’s Shop of Wonders – an arcane emporium run by an aged but powerful warlock. He makes the party a deal – if they can either collect a debt, or if it cannot be paid, meet out suitable punishment, he’ll give them some information. The party agree, and find themselves in a battle with some lunatic sea-spirit worshipping sailors and a couple of water elementals, who’ve no way of paying the debt they owe Stark for a shipment of Kua Toa roe. Victorious, Jodric suggests scuttling the cult’s temple, which is a converted ship, and Stark is well pleased with the outcome. He doesn’t know much about these demon worshippers, but he directs them to a gambling house where he knows a mercenary who has done some work for them often plays.
The party track down this mercenary, chase and kill him, and find a note on his body which mentions a meeting in Daddy Hung’s Wagon Wheel Factory, now closed down, that very night. They stake out the joint, but their efforts are thwarted when none other than the city guard themselves come to clear the area, claiming they must do so in the name of some public health emergency. The party regroup, overpower the city guards outside and enter the warehouse.

They burst into the warehouse in time to see a short, portly man trying to make his escape through the back, protected by the city guards. But they aren’t the only ones there, a group of stocky foreign mercenaries engages the party, and despite best efforts to stop the fleeing man, the party is too engaged by these mercs and the guards, and the man escapes in a carriage. Combat continues inside, where another robed man, gaunt and lean and terribly afflicted by some rotting disease has joined the combat. He eventually escapes the party, fleeing into the city night.
As the party search the warehouse, a Tiefling with one eye enters, and introduces himself as Lucien. He claims to be a member of the Dhigan Society, working for the House of the Jackal, the wing of the society that is most concerned with criminal activity. He’s been assigned to keep an eye on Captain Octagon’s activities, and when all when quiet on that front his suspicions were raised. His investigations also led his to this warehouse. When the party show him a document they found, stamped with the family seal of the Bai family, he is aghast. Sho Zan Bai was a Grand Advisor to the Emperor two hundred years previously, when it was revealed he was in league with the forces of the abyss. He, and his wife and children, were executed and his line believed to be extinct. Who could be using the Bai family seal after all these years?
Lucien suggests that the first place the party should look is the Bai mausoleum, on the outskirts of the city. Here the party find evidence that the Bai line had continued, in secret – the family tree in the mausoleum has been kept up to date over the centuries. Someone had also been expanding the tomb, and had filled it with some nasty surprises from the abyss. As Seraph and Querion began to look through some demonic tracts, Sand’s powers seemed to take on a life of their own – and just at a passage about the boon’s offered to those who make pacts with the Lady of Decay! Seraph took this as evidence that Sand was in league with demons, and expelled him from the party.
The party returned to Lucien. He was gravely troubled by the news, and said he had to consult Uncle Shin, the leader of the House of the Jackal, before deciding on the next course of action. Unfortunately, he also had bad news for the party – their two newest members, Jaeles and Querion, were drawing much renewed interest with local bounty hunters, it seems someone had tipped off the guard that they were at large in the city. Thankfully, Lucien knew a guy who could help them out.
After a scuffle with one such group of bounty hunters, one of whom decided to switch sides and, in recompense, pledge his blade to the party’s cause, the party met with Lucien’s contact and arranged a quid pro quo deal – they’d take out some smugglers who hadn’t paid off the guard and had also taken liberties with the Lieutenant’s intended, and he’d stage their deaths (conveniently, the two smugglers bear a passing resemblance to Jaeles and Querion), confirm the kill and put an end to the bounty. The party succeed in this, and return to Lucien’s safehouse, waiting to meet with him and plan their next move.

Thursday, 7 February 2013

ARVENTINE: Update for 30th January 2013


The party left the House of Pale Lanterns to its apparent bloody end at the hands of the Drow bounty hunter Tinve Aleezabaen, and ventured back down the disused sewer tunnel, discussing their next move as they travelled. Their plans however, were cut short by screams both demonic and human alike echoing down the tunnel from topside. Venturing up and into the courtyard of the Flowers in a Cursed Land Brothel they were met with a grisly sight: Panicked patrons scurried all over the place, while demonic shapes flittered on rooftops overhead. The sky has turned a deep crimson colour, and above them hung a huge and terrible image of a total eclipse. It was clear that their time had run out, and the Eclipse ceremony was finally upon them.

Barging past the panicking men and women of the brothel, they stepped out into the street, only to be greeted by four figures; a tiefling brandishing a long, thin blade, a goliath barbarian, a robed man holding a wicked looking mace and a man wielding a greatsword, dressed in the outfit of a Warrior of Elemental Chaos. Each of these men had a black blindfold over their eyes. Turning to Alain Fu, they spoke of him as brother, and asked for his return to their side. Alain Fu, stepped forward and within a moment unleashed a spell at the men, ignoring their cryptic requests. A battle ensued, and strange demons that bore the upside heads of women were summoned, demons that seemed to excite the Cyrinishad in Christophes procession. All where dispatched however, as Tinve emerged from a side alley to assist.

Quickly deciding that the best course of action was to fight their way to to Lord Azzurs palace to seek the rulers aid, Christophe first paid Tinve to assist them, to which she told him she would consider it. Making headway through the stricken streets of Khare, they arrived on Palace Street, only for the way to be blocked by a fierce looking goat-headed demon, and some horrifying tentacles that seemed to burst up out of the ground. Seeing off this threat, they were soon treated to a fresh terror, as the tentacles belonged to a much larger beast that was hidden beneath the ground a Devourer, a giant ravenous demon born from the filth and gore that collects in the deepest recesses of the Abyss. Retreating from this vile creature, Alain Fu unloaded the full force of his spells into it, serving both to harm it considerably, but also to rile it up something fierce. Bursting through the wall of spells Fu had erected, the Devourer charged forth, grasping Fu in its vile talons and swallowing him whole. The rest of the party ran towards the creature, hacking away at its bulk. Knowing Alain Fu would not survive long in the belly of this monster, Eored formulated a plan. Leaping into the fray, he threw himself atop the demon, took out his Elixir of Gaseous Form and hurled into its gaping maw, losing his little finger to its teeth in the process. Within moments the huge demon dissolved to a gas and was carried away on the wind, leaving Alain Fu lying on the pavement. With no time to lose, the party gathered their wits and headed towards the Palace.  

Tinve had done her job after all, and the fierce War Troll that guarded the palace gates had been dispatched by her crossbow bolts. Disheartened by the loss, and fearing the burning acidic rain that was pouring from the sky, the remaining gate guards soon lost their resolve and fled their post. Forcing their way inside the palace, the party came face to face with Lord Azzur upon his throne, guarded by a small handful of Banite Templars. The leprous king of Khare, shaken with rage, demanded the party tell them who was responsible for all this.

Before any could answer, the doors behind them burst open, and in walked a man who could only be the famed Pilgrim, with a coterie of demons and Varlets. In answer to Azzurs question he declared I am! in a thunderous tone, and removed his leather mask. All were took aback, as the face they saw was the face of Alain looking back at them…

Tune in next time for the shocking truth behind the Blind Varlets….

Wednesday, 23 January 2013

RULES: Alchemy Overhaul.

Here is the new Alchemy system I'll be implementing in Arventine. It's based on gathering ingredients to make potions and other fun items. I will be giving out ingredients in treasure parcels, and you can also try to skill check yourself to sourcing some on your own. Also players can do this straight away, I won't be asking for any crafting feats to be taken.
If any other DM wants to implement this into their game, bear in mind the DCs are tuned to the Arventine party, so they might need need dropping for a lower level game.

~Moss.


GATHER ALCHEMICAL INGREDIENTS

(Daily, must be trained in the skillcheck. Forage can’t be used on the same day as Gather.)

Gathering ingredients can be done anywhere, but has contextual environmental skill DCs:
Forest/cave/countryside/plains etc: DC:15
City/Town/Dungeon etc: DC:20
Desert/wasteland: DC:25
Success: Roll a d6 on the ingredient table below.

1 - Ignus 
2 - Aquae 
3 - Aether 
4 - Maga 
5 - Vitae 
6 - Mort 

These can be combined into potions, oils and powders. Preparing a potion takes an hour and the user make a Arcana or Religion check of DC:20 to successfully make the potion. If a player makes potion that fails by 5 or less on the check, he will recover/make instead one ingredient rolled off the table, but the original ingredients will be destroyed.
The basic recipes follow as such:

POTIONS
Potions can be drunk as a minor action.

HEALING
Spend a healing surge and regain 10 HP
1 x Vitae, 1 x Aether, 1 x Maga.

VITALITY
Spend a healing surge and regain 25 HP
2 x Vitae, 1 x Aether, 2 x Maga, 1 x Mort.

ANTIDOTE
Take an immediate saving throw on an ongoing effect with either the disease or poison keyword.
1 x Mort, 2 x Aquae

SWIFT
+1 bonus to your next attack roll, and +1 to your reflex until the end of your next turn.
1 x Ignus, 2 x Aether, 1 x Mort.

IRON WILL
+1 bonus to your will, until the end of your next turn.
2 x Maga, 1x Aqua.

GUTS
+1 bonus to your fortitude, until the end of your next turn.
2 x Ignus, 1 x Vitae

MUSK
+1 to your next diplomacy skill check, within 1 game day.
3 x Aether, 1 x Mort, 1 x Aquae.



OILS
Oils can be applied to melee weapons as a standard action. They last 1 hour or one encounter, whichever comes first. Oils can be applied to ammunition in the same way, but only last for one attack. Only one oil can be working on a weapon at any given time.

HANGMAN
+1 damage to humanoid creatures. (+2 at Paragon)
3 x Mort, 1 x Maga.

TOOTH
+1 damage to beasts. (+2 at Paragon)
2 x Aquae, 1 x Mort.

NECROPHAGE
+1 damage to undead. (+2 at Paragon)
2 x Vitae, 1 x Ignus

OUTSIDER
+1 damage to elementals and demons. (+2 at Paragon)
1 x Vitae, 1 x Mort, 1 x Aether.

HOLY
+1 damage to immortals. (+2 at Paragon)
1 x Aether, 1 x Mort, 1 x Ignus.

HORNET
A critical hit with this weapon causes the target to feel immense pain. They are dazed as well and any other effects (save ends).
1 x Ignus, 1 x Mort, 1 x Aether.

PYRO
Your attacks with this weapon do +1 fire damage.
2 x Ignus, 1 x Maga, 1 x Mort.

BLIZZARD
Your attacks with this weapon do +1 cold damage.
2 x Aquae, 2 x Aether.

CORPSE
Your attacks with this weapon do +1 necrotic damage.
2 x Mort, 1 x Maga, 1 x Vitae.

MELT
Your attacks with this weapon do +1 acid damage.
2 x Maga, 1 x Mort, 1 x Aquae.

WOUND
+2 to any ongoing damage that you inflict with this weapon.
1 x Vitae, 1 x Maga, 2x Aether.


POWDERS
Powders are miscellanous extras that have a variety of uses.

BASIC RITUAL COMPONENT
Provides up to 100gp worth of ritual components
1 x Aquae, 1 x Maga, 1 x Ignus.

RARE RITUAL COMPONENT
Provides up to 500gp worth of ritual components.
2 x Aquae, 3 x Maga, 1 x Ignus, 2 x Aether.

LIFE SALT
(minor) Sprinkle on a creature with negative HP, and they will immediately stabilise.
2 x Vitae, 1 x Mort, 1 x Aether.

QUICKSILVER DUST
(minor) When applied to any flesh, the quicksilver will turn into a froth if the flesh is that of a lycanthrope.
1 x Maga, 1 x Aquae.

TRUEFLESH
(minor) Will reveal a creatures true form through any enchantment up to level 20. Use on Doppelgangers, et cetera.
2 x Mort, 1 x Ignus, 2 x Maga.

PIXIE DUST
(minor) Sprinkle around you and you gain +1 bonus to Bluff and intimidate checks. Lasts one hour. Does not work when checking against Fey creatures.
1 x Vitae, 1 x Aquae, 1 x Maga.

ALCHEMIST'S FIRE
Bursts into flame when lit. Causes 2d10 fire damage. there is enough powder in each unit to occupy at most a 5 x 5 foot square.
3 x Ignus, 1 x Aether.

FREEDOM
Sprinkle on locks. +2 to thievery checks. the lock is dissolved and cannot be relocked until it is fixed or replaced.
2 x Maga, 1 x Ignus.

FLUX WAX
(standard) Coat any implement with this powder. The next attack that uses the Arcane keyword crits on a 19 or 20. 
1 x Vitae, 2 x Aether, 1 x Mort.

SCHOLAR
(Minor) Sprinkle on anything you wish to examine, and get a +2 bonus to Arcana checks.
1 x Acquae, 1 x Maga.

SUN
(standard) Ranged 10. Dex Mod +2 vs. Reflex: 1d8 +Dex radiant damage, and the target is blinded until the end of the attacker's next turn.
2 x Vitae, 1 x Ignus, 1 x Mort, 1 x Aether.




Thursday, 10 January 2013

ARVENTINE: January 9th update.

As Zod flew down the hole into some sort of strange, demonic scrying ritual, Alain Fu thought he was done for. Luckily for him, seconds later, Christophe came screaming down the pit after him, planting his blade straight through the demon's skull, killing him dead. After battling some demon seers, they examined the scrying bowl on the lower level. Dropping a sacrifice of blood into the bowl, Fu summoned a smokey image of himself leading a demonic host to battle across an unnamed plain, flanked by Blind Varlets. With suspicious and concerned faces, the party finally cleared out Conrad's Point, and the treasures therein.

Upon returning to Khare, they were almost immediately confronted by Pavel Flind, the doyen of the Court of Jakob. Rather upset at the party trying to play the Court against the other gangs, Pavel demanded a substantial financial offering to 'let it slide'. Fresh from battle, the party characteristically declined the offer, and found themselves in a brawl with Flind and his swordsmen. The swordsmen, despite their skill, where soon dispatched, and Flind soon found himself dead with Sarah's axe buried in his skull. 

They soon reached Sapphoro's shop where, underneath a poster advertising Khare's Smelliest Griffon, Hanged Men doyen Bad Krum was waiting for them. Upon hearing about the demons at Conrad's Point, he told the party that demons had been reported all over the city since the Eclipse appeared in the sky. However, exuberant at the thought of Pavel Flind being dead, Krum declared Gang War, and feverishly gave the party the location of Forkiz Geung's (Orrind's kidnapper) secret domain: a decommissioned sewer underneath the Flowers In A Cursed Land brothel that could be access at midnight.

Before they went after Orrind, they had some old business to attend to. Remembering Dogbone's revelation about Suzzarn having a secret house in the river district, they set out to check it out. They arrived at small shack guarded by a nervous looking teenage streetboy. Toying with wither killing or turning him into a gas, Christophe chose to adopt his old 'drunken Lord Melchior' rountine, and tricked the lad into drinking wine laced with sleeping draught. Inside they found numerous clues that:

1) Outed Suzzarn as a potential member of the Blind Varlet cult. 
2) Spoke more of the Eclipse - a ritual to be undertaken at nearby Mount Shareat, that required the Cyrinishad, and an entity referred to as 'the Annointed One'.
3) That a doppelganger and some trickery was involved in the party's dealings with Baba Yaga in the Dire Woods. 

Leaving everything as they found it, the party crept away from the shack. On their way home, they found themselves cornered by soldiers of Bane, who dragged them to the Palace of Lord Azzur. Inside they were given an audience with Suzzarn, who turned out to be a courtier of Azzur. Suzzarn made a few veiled threats about the Cyrinishad and Shareat, and the party managed to leave unscathed. On their way out, the Banites attacked the party under Suzzarn's orders, exclaiming "Take what the paladin is carrying, take the wizard alive!" The party dispatched the soldiers and fled the scene to the brothel.

Hiding out in the brothel until midnight, the party indulged in the local product before entering the sewers to rescue Orrind. Not before long, they ran into an old friend - the Drow bounty hunter Tinve Aleaza'baen, who seemed rather jittery and troubled. After Christophe convinced her of the party's good intentions, she told them her and her men were en route to kill her master, Forkiz Geung, but they could not get past the Balhannoth, an Underdarkien beast that lived in the tunnels. The party finally took the Balhannoth out, and they and Tinve  both assailed the House of Pale Lanterns. 

In the cellar they found a beleaguered Nelson and Forkiz, who informed them that Orrind had just been sold - sickeningly to Suzzarn, supposedly as 'leverage'. Nelson and his master pleaded the party to help them flee the city, but it was an offer that fell on deaf ears, and the two were left to die at Tinve's blade. 

Now, faced with foes unknown, the party has some tough times ahead of it....
   

Monday, 17 December 2012

Brothers of the Black Feather: Prologue


“Brothers! Brothers!” Percy Pinklebottom the novice calls out hastily, shaking you from your sleep. “The Abbot wants to see you immediately!”

It’s a cold morning in the dormitory at the Brice Black Feather Monastery, and there’s a fair amount of grumbling as you dress amongst your brothers. The more martially minded amongst the faithful – yourself included – strap on weapons, holy symbols that crackle with the divine power of the lady of death, and armour carved with devotions to Her name, standing out amongst the more scholarly minded fellows who dress in simple habits of jet black hessian.

You ascend the stone steps to the main hall, bones weary from a night spent on a plain wooden pallet. All the brothers have been gathered in the main hall, and the abbot stands at the lectern waiting to speak.
“In her name!” Father Jacob Cobblestone, the Abbot of Brice’s chapter of the Brothers of the Black Feather, cries shrilly, and after you and your brothers reply in kind, a hush descends on the room. “I have called you here because grave news has arrived at the monastery. A letter just reached me from the head chapter, and two of our brothers have recently disappeared. They were believed to be journeying into Ostergardt, and we are the nearest brethren to their last known location. We have been asked to send out a delegation of the faithful to try to locate our lost brothers. I need volunteers – the journey will be difficult and dangerous…”

As the Abbot talks on your head begins to swim, and suddenly your ears are filled with the sound of beating wings. In amongst the noise you hear a woman’s voice, hollow as the grave, call your name. “I choose you” she says. As the room swims back into view, you find yourself stood up, alongside a few others, saying “I shall go”.

The abbot surveys the dozen or so of you – mostly novices like yourself – and says “So be it. In her name!”
You and your newly selected companions roar back the response, and set about making preparations.