Biosh 4th
danger ahead
-
Experience: 1867 xp (85,014 total)
The Lost Party unlocked, 1600
Storm of Stingers hazard, 6400
RP Bonus, 3200
Treasure: Amidst the millions of dead bugs and soft, rotted wood, the party uncovered in their search for a trail the following items on the moldering corpses of past victims: Potion of Vigor (level 19) x 3, Elixir of Reflex (level 18) and Sliver of Salvation (level 17) x 2
Coin: - 400gp (Tyvis, Eagle's Flight ritual); 1547 pp, 889 gp, 2434 sp, 9836 cp (amidst the coin purses of dead travelers mixed in with the rot)
Loot: - pair of faerie wings (Tyvis, Eagle's Flight ritual), fox-fur pendant (Narra, given by Tyvis)
Returning NPCs
Priestess Nalua (missing): The high priestess of Tez in Eglantine's summer palace whose love of her city and her people was inflamed during the passionate storm (instead of her sexual desires). She boldly struck out with a guide and two sisters to end the threat of The Great Gnaw. The elfin sidhe was first met two days prior, promising a guide and supplies for the Savior's journey into the Feydark.
Sisters of Tez (missing): Dryad twins and faithful to the New Goddess of nature, Coura and Leyra joined Priestess Nalua on her quest to still Nidhogg. They were first seen among the laughing clergy during Dewdrop's bucket-on-head debacle.
New Hooks
The Elder Grove: During the flight to Nidhogg's ulcerous lair, the party spotted two other Elder Trees standing in the sprawled lands of Annwn. One was a steely, gray oak larger than Eglantine's silver yew, robbed of all its leaves and surrounded by the fires of autumn foliage. The second grew gnarled to the south, a mountainous black wormwood with bloody leaves, stewing in a wide, misty bog. Are there cities, or even courts, established in their roots? What relation have they to Glasir, the Summer Court and Prince Arinew?
The Lost Party: An impatient Priestess Nalua, the Savior's intended guide and two of the most promising Sisters of Tez have gone on ahead to fulfill Arinew's destiny in the depths of Nidhogg's lair. Thanks to the swiftness of Tyvis's summoned eagles, their certain deaths may just have been avoided. Search the crawling caverns of rotten roots and collect the missing four.
Developing Quests
The Great Gnaw: The storm of biting, stinging bugs directed by some malignant will, the continuous visions of gruesome grotesqueness Narra suffers, and the hundreds of worm holes dug into the rotten roots suggests Nidhogg and its brood are of the insect varieties and maybe even possessed of psionics. Could Nidhogg be a Voidborn Yith? What might cause such a monster to stir after all these years of dormancy?
Next Session
98a: The Saviors steal themselves for gross and testing sights, smells, sounds and textures as they brave the slimy filth of Nidhogg's lair in search of the Eglantians and Malice Striker's head.
Saturday, January 22, 2011
Wednesday, January 19, 2011
95b: All Souls
Patarm 2nd
the death of Mara D'Amoria
-
Experience: 4800 each (93,005 total)
Souls Generator Battle, 6400
Completed Quest: Mara's Reckoning, 6400
RP Bonus, 1600
Artifacts: Astralheart (Renato)
Treasure: Kisses, Nine-Headed Viper Scourge; The Triglavian Wand; Targal's Wristcannon (Renato)
Coin: 3000 pp, 456 gp, 36 sp, 59 cp
Loot: 4 soul gems containing Targal, Kaern, Isabella and Mara
New NPCs
Targal Danred (dead): The brilliant duergar engineer working under the Architect of Misery, chiefly responsible for building the Souls Generator and operating it for the Asmodeans. Despite his hellish origin, he was an exceedingly reasonable creature who longed to simply be left to his own devices. The mounting pressures of what appeared certain death at the hands of either the party or Mara forced him into choosing one or the other, in essence betraying his clan and honor. He could not bring himself to do it. Ultimately he leaped onto the soul-draining platform to spare Diana, preferring death to an otherwise unwinnable scenario. Diana made sure to retrieve his soul via soul gem, however, finding an unexpected nobility in the helldwarf.
Returning NPCs
Mara D'Amoria (dead): Still weak from her prior battles in the citadela and surprised by both the treachery of Megaera and the prowess of Renato, she found herself on the receiving end of the Souls Generator, which sapped her life-force, killing her. Her soul now resides in a black soul gem in Diana's possession.
Zentil Filtheater (missing): The necromancer did his part to pierce the soul barrier, but crept back into the crumbling keep while Mara was meeting her end, no doubt terrified.
Developing Quests
Asmodeus' Cabal: With Baron freed, the pontifica defeated and the Souls Generator (which powered the city-wide Asmodeus' Decree) now destroyed, the Dark Three have laid the groundwork for the defeat of the Asmodeans and the restoration of Hecate in Ribcage. Now it's up to Baron and his city guard, as well as the loyal agents of Hecate (Megaera among them), to close in on the Flamen/Garadan base of power and take it out. When the dust is settled, they'll find Calypso Garadan ready to pick up the pieces and renew the subtle game of politics in purgatory.
Completed Quests
Mara's Reckoning: Mara is dead! After centuries of terrorizing, treachery, murder and most recently pursuing a bid as Exarch of Hecate, she surpassed even her means and found herself on the receiving end of the Souls Generator, which sapped her life-force, killing her. Her soul now resides in a black soul gem in Diana's possession.
Next Session
96b: The Dark Siblings collect their reward from Baron before returning to Saspien and the Church of Delights. There they can commune with Malcanthet and see Izzy raised... unless some other plan presents itself. After all, they have Astralheart now, as well as the princess's soul. But a deal is a deal, and betraying the Queen of the Succubi is generally ill advised.
the death of Mara D'Amoria
-
Experience: 4800 each (93,005 total)
Souls Generator Battle, 6400
Completed Quest: Mara's Reckoning, 6400
RP Bonus, 1600
Artifacts: Astralheart (Renato)
Treasure: Kisses, Nine-Headed Viper Scourge; The Triglavian Wand; Targal's Wristcannon (Renato)
Kisses, Nine-Headed Viper Scourge
Level 20 Uncommon
This scourge consists of a red-hot iron handle sprouting nine, black writhing viper heads, their red eyes flickering with devilish intent, their forked tongues whispering deceit.
Price: 125,000 gp
Weapon: Scourge (Flail, offhand)
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 fire damage, and ongoing 10 poison damage (save ends)
Property: You are considered to be a devil for the beneficial purposes of all effects that affect devils. If you have resist fire through some other source, your resistance improves by 5.
Power (Encounter * Fire, Polymorph, Poison): Minor Action. Kisses becomes a living, miniature hydra that attacks at your command. It has a speed of 6. It is immune to fire and poison. You can give Kisses the following special command:
Standard Action: Targets one enemy adjacent to Kisses; Charisma vs. Fortitude; 2d8+ Charisma modifier damage, and the target takes ongoing 10 poison damage (save ends).
Kisses has 28 for all defenses and 140 hp. If destroyed, you lose a healing surge and the weapon becomes a mundane scourge until after an extended rest.
-
The Triglavian Wand
Level 20 Uncommon
This blackened iron rod is topped with the fierce heads of a bear, a wolf and a serpent.
Price: 125,000 gp
Implement (Rod)
Enhancement: +4 attack rolls and damage rolls
Critical: +4d8 poison, fire and thunder damage
Property: When you place your Warlock’s Curse on a nonminion target, the creature takes 4 poison, fire and thunder damage.
-
Targal’s Ruby Wristcannon
Level 20 Uncommon
This charred machinery fits around your wrist, a ring of miniaturized cannons which rotate of their own accord when reloading sparkling, ruby missiles of pure energy.
Price: 125,000 gp
Weapon: hand crossbow
Enhancement: +4 attack rolls and damage rolls
Critical: +4d6 fire and radiant damage
Power (Encounter): Free Action. Trigger: You make a ranged basic attack using this weapon. Effect: You roll fire and radiant damage as if you hit with one of your encounter powers.
Coin: 3000 pp, 456 gp, 36 sp, 59 cp
Loot: 4 soul gems containing Targal, Kaern, Isabella and Mara
New NPCs
Targal Danred (dead): The brilliant duergar engineer working under the Architect of Misery, chiefly responsible for building the Souls Generator and operating it for the Asmodeans. Despite his hellish origin, he was an exceedingly reasonable creature who longed to simply be left to his own devices. The mounting pressures of what appeared certain death at the hands of either the party or Mara forced him into choosing one or the other, in essence betraying his clan and honor. He could not bring himself to do it. Ultimately he leaped onto the soul-draining platform to spare Diana, preferring death to an otherwise unwinnable scenario. Diana made sure to retrieve his soul via soul gem, however, finding an unexpected nobility in the helldwarf.
Returning NPCs
Mara D'Amoria (dead): Still weak from her prior battles in the citadela and surprised by both the treachery of Megaera and the prowess of Renato, she found herself on the receiving end of the Souls Generator, which sapped her life-force, killing her. Her soul now resides in a black soul gem in Diana's possession.
Zentil Filtheater (missing): The necromancer did his part to pierce the soul barrier, but crept back into the crumbling keep while Mara was meeting her end, no doubt terrified.
Developing Quests
Asmodeus' Cabal: With Baron freed, the pontifica defeated and the Souls Generator (which powered the city-wide Asmodeus' Decree) now destroyed, the Dark Three have laid the groundwork for the defeat of the Asmodeans and the restoration of Hecate in Ribcage. Now it's up to Baron and his city guard, as well as the loyal agents of Hecate (Megaera among them), to close in on the Flamen/Garadan base of power and take it out. When the dust is settled, they'll find Calypso Garadan ready to pick up the pieces and renew the subtle game of politics in purgatory.
Completed Quests
Mara's Reckoning: Mara is dead! After centuries of terrorizing, treachery, murder and most recently pursuing a bid as Exarch of Hecate, she surpassed even her means and found herself on the receiving end of the Souls Generator, which sapped her life-force, killing her. Her soul now resides in a black soul gem in Diana's possession.
Next Session
96b: The Dark Siblings collect their reward from Baron before returning to Saspien and the Church of Delights. There they can commune with Malcanthet and see Izzy raised... unless some other plan presents itself. After all, they have Astralheart now, as well as the princess's soul. But a deal is a deal, and betraying the Queen of the Succubi is generally ill advised.
Sunday, January 16, 2011
Paragon Mantles
When characters reach Paragon Tier, more of the world opens up to them. Their choices affect the world on a national, global and perhaps even cosmic scale. They now have a history in the setting, and possess more responsibility, influence, and certainly more power.
It may come to pass that Paragon characters become authorities in the world, affecting people, places and the campaign plots in much larger ways than ever before. They might rise to the head of an organization, inherit some ancient mission, cultivate a following or be designated for some great honor or curse by a higher power. These are represented in mechanical terms as Paragon Mantles.
While Heroic Themes are chosen at the onset of creation, Paragon Mantles are given or earned during the course of Paragon Tier. Players may or may not have a great deal to do with gaining their mantle, depending on the DM, but they should reflect the general direction intended for characters or otherwise the consequence of some accepted risk. Some characters might have been striving to attain a certain mantle since Heroic, while others might have literally stumbled into one.
Characters can only have one mantle at a time. These mantles do not have to be permanent, but shuffling mantles should not be a common occurrence. Still, it is possible for characters to lose their authority, inheritance or honored gifts (or curses) and, down the road, achieve another mantle.
Some characters might achieve their mantle at 11th level, while others might not come into their own until much later in Paragon Tier. This is partially dependent on the current plots, the actions of the player and the timing of the DM. Whenever a mantle is attained, the characters retroactively assume all traits and powers they meet the prerequisites for.
Paragon Mantles are defined by the added class role/s they offer characters, the power source/s they share the closest affinity, and the patron or organization who bestowed them. Mantles usually consist of a granted power, mantle traits and mantle powers. Traits are usually given at 11th, 15th and 19th. Powers are usually given at 13th and 17th. These traits and powers are in addition to any the characters already have and do not require any replacing.
Certain artifacts require a character possess a particular mantle.
Maintaining a Paragon Mantle into the Epic Tier also allows characters the chance to customize their Epic Destinies in accordance with the mantle’s role and power source. At 23rd, 25th, 27th and 29th level, characters may choose to replace one of their destiny’s features or powers with that of another Epic Destiny that shares the role and power source of their Paragon Mantle. They must have access to the feature or power being replaced before they can swap.
[Homebrew for the win! I've been toying with this idea for awhile and I think I've finally come up with mechanics I like for it. I doubt these would make it into any sort of published endeavor, but they suit my difficult game just fine I think. I've already made the Archdruid mantle, working on Renato's Darklord mantle. Who else wants one?]
It may come to pass that Paragon characters become authorities in the world, affecting people, places and the campaign plots in much larger ways than ever before. They might rise to the head of an organization, inherit some ancient mission, cultivate a following or be designated for some great honor or curse by a higher power. These are represented in mechanical terms as Paragon Mantles.
While Heroic Themes are chosen at the onset of creation, Paragon Mantles are given or earned during the course of Paragon Tier. Players may or may not have a great deal to do with gaining their mantle, depending on the DM, but they should reflect the general direction intended for characters or otherwise the consequence of some accepted risk. Some characters might have been striving to attain a certain mantle since Heroic, while others might have literally stumbled into one.
Characters can only have one mantle at a time. These mantles do not have to be permanent, but shuffling mantles should not be a common occurrence. Still, it is possible for characters to lose their authority, inheritance or honored gifts (or curses) and, down the road, achieve another mantle.
Some characters might achieve their mantle at 11th level, while others might not come into their own until much later in Paragon Tier. This is partially dependent on the current plots, the actions of the player and the timing of the DM. Whenever a mantle is attained, the characters retroactively assume all traits and powers they meet the prerequisites for.
Paragon Mantles are defined by the added class role/s they offer characters, the power source/s they share the closest affinity, and the patron or organization who bestowed them. Mantles usually consist of a granted power, mantle traits and mantle powers. Traits are usually given at 11th, 15th and 19th. Powers are usually given at 13th and 17th. These traits and powers are in addition to any the characters already have and do not require any replacing.
Certain artifacts require a character possess a particular mantle.
Maintaining a Paragon Mantle into the Epic Tier also allows characters the chance to customize their Epic Destinies in accordance with the mantle’s role and power source. At 23rd, 25th, 27th and 29th level, characters may choose to replace one of their destiny’s features or powers with that of another Epic Destiny that shares the role and power source of their Paragon Mantle. They must have access to the feature or power being replaced before they can swap.
[Homebrew for the win! I've been toying with this idea for awhile and I think I've finally come up with mechanics I like for it. I doubt these would make it into any sort of published endeavor, but they suit my difficult game just fine I think. I've already made the Archdruid mantle, working on Renato's Darklord mantle. Who else wants one?]
Saturday, January 15, 2011
96a: The Season of Love
Biosh 3rd
love is in the air
-
Experience: 3900 xp (83,147 total, LEVEL UP 17!)
Completed Quest: Big, 1400
Side RPs 95a - 95e, 2800 x 5= 14,000
RP Bonus, 8000
Treasure: n/a
Coin: - 32 gp per garment (including tip)
Loot: Tilnaea's garments
New NPCs
Feerahn: A well-dressed pookah with a calico cat's head who helps run Tilnaea's garden shoppe.
Tilnaea: A beautiful summer nymph (is there any other kind?) of Eglantine who runs an expansive garden shoppe. However she does not deal in fruits and flowers, per say, rather in clothing, drawing exotic fibers from living plants to create vivid and stylish fey garments. She sold several pieces to the Saviors, much to her amusement.
Developing Quests
Origin (Narra): He is with you always, waiting for you to make a mistake, to hurt someone, to kill, and reveling in the pain you cause. He is your doubt, your anger, your irrational fears. For the second time you have heard the Overmind's voice in your own head, felt the surge of his distant and unspeakable power. You've felt your control slip. Just how is it the emperor can cross the barrier of worlds to affect you? What is your true link? Are you the puppet that learned to pull her own strings? Or are you something more?
Completed Quests
Big: Narra managed to reverse the child curse in Arinew, though it sent him into violent seizures and left the psion wild-eyed and fleeing through the streets of Eglantine. While Rogar went through the less-than-pleasant process of retrieval, Arinew recovered and managed to convince Tyvis he was really an adult, a protector, and possessed of important responsibilities, a point brought home by Rogar's walking through the door with the weak and whimpering Norswoman.
Next Session
97a: After a strange and sudden blush fell over the city, a fog of electric pheromones inspired by many sexual encounters (or tense lacks there of), Eglantine basks in the afterglow. Have the Saviors fallen under the same frivolous spell as the green fey?
love is in the air
-
Experience: 3900 xp (83,147 total, LEVEL UP 17!)
Completed Quest: Big, 1400
Side RPs 95a - 95e, 2800 x 5= 14,000
RP Bonus, 8000
Treasure: n/a
Coin: - 32 gp per garment (including tip)
Loot: Tilnaea's garments
New NPCs
Feerahn: A well-dressed pookah with a calico cat's head who helps run Tilnaea's garden shoppe.
Tilnaea: A beautiful summer nymph (is there any other kind?) of Eglantine who runs an expansive garden shoppe. However she does not deal in fruits and flowers, per say, rather in clothing, drawing exotic fibers from living plants to create vivid and stylish fey garments. She sold several pieces to the Saviors, much to her amusement.
Developing Quests
Origin (Narra): He is with you always, waiting for you to make a mistake, to hurt someone, to kill, and reveling in the pain you cause. He is your doubt, your anger, your irrational fears. For the second time you have heard the Overmind's voice in your own head, felt the surge of his distant and unspeakable power. You've felt your control slip. Just how is it the emperor can cross the barrier of worlds to affect you? What is your true link? Are you the puppet that learned to pull her own strings? Or are you something more?
Completed Quests
Big: Narra managed to reverse the child curse in Arinew, though it sent him into violent seizures and left the psion wild-eyed and fleeing through the streets of Eglantine. While Rogar went through the less-than-pleasant process of retrieval, Arinew recovered and managed to convince Tyvis he was really an adult, a protector, and possessed of important responsibilities, a point brought home by Rogar's walking through the door with the weak and whimpering Norswoman.
Next Session
97a: After a strange and sudden blush fell over the city, a fog of electric pheromones inspired by many sexual encounters (or tense lacks there of), Eglantine basks in the afterglow. Have the Saviors fallen under the same frivolous spell as the green fey?
Wednesday, January 12, 2011
94b: Deadly Alliance
Patarm 2nd
defeating the pontifica
-
Experience: 4,533 xp (88,205 total)
Versus the Pontifica, 8000
Zentil's Allegiance, 1400
Sleria's Conversion, 1400
Mara Alliance, 1400
RP Bonus, 1400
New Companions
Sleria Dovili (Diana): A half-succubus shocked and awed into surrender by Diana's dual Kalindian-Void nature, only to be saved by the vampire a few moments later. Convinced she is some sort of heavenly saint, Sleria agreed to aid Diana in hopes of protection from her former hellish ties, perhaps even redemption. However it's quite apparent she has a dark, sexual streak, nothing new to Diana's friends really. Sleria wields a magic spear and can summon and dispel writhing masses of leather thongs which act as wings.
New NPCs
Baron: A particularly old, decrepit tiefling with blue-gray skin, a long, greased beard nearly to his knees, and stunted, iron horns. Hunched, wrinkled, and overweight, it's a wonder he's lasted so long in the cutthroat landscape of Ribcage, never mind that he rules it, but his appearance belies a wicked cunning and a hidden strength (Renato watched him survive 41 fire damage without so much as a burn). He promised the party great rewards for his safety and is currently gathering his blackguard captains while under the protection of Sleria, intent on reconvening at the Ivory Towers.
Zentil Filtheater: The stout, hunched necromancer looking mostly human, heaped in ragged black robes, able to scurry up walls and onto ceilings, who was persuaded by Diana into helping bypass the soul barrier and, to the best of his abilities, keep Mara out when the time comes. His actual skill will quickly be put to the test.
Returning NPCs
Mara D'Amoria: The succubus wasn't so thrilled with the appearance of the new Dark Three, and made that clear in a number of ways, still she accepted the aid of such unlikely allies all the same. When the pontifica was defeated, and Rimmon dead or banished, Megaera attempted a soldier's parlay with her, which infuriated Mara and nearly ran her off. However, Meg did manage to strike one successful chord: in their current situation, alliance was necessary. Mara decided to stay with the party and play nice until Asmodeus was foiled. She did not seem very receptive to the idea of releasing Isabella's soul from her bauble, however, what turned out to be the Astralheart itself! Then again, there is still time, and more than one way to snatch a Heart.
Flamen Pontifica (dead): The high priestess of Asmodeus summoned burning lattices from the depths of Gehenna and commanded the allegiance of the royal fiend Rimmon Damas. She could break wills and teleport across whole chambers in wisps of flame. However still she was defeated, largely by the combined offensive of Megaera and Mara, the former sending her reeling backward into her own shredding, red-hot summons. There she pleaded for another chance, for revenge, but the lattice devoured her quickly and it was a wonder if she wasn't begging big A himself.
Rimmon Damas (dead/banished): The frightful hulk swung and fired for Renato throughout the battle, but some unlikely help from the chaotic pyromancer sent him reeling long enough for the assassin to reach Baron. Still he pursued, turning devilish minions into screaming grenades. When Ren and the Baron managed to escape even that, he transformed into a rolling fireball and chased them down the escape passage, scorching everything up to the assassin's whipping cloak fringes. Only Megaera's execution of Flamen Pontifica that very next moment spared untold harm upon the fleeing pair. Rimmon vanished.
Kinimo (dead): The sexy half-succubus was not as lucky as her sister Sleria, quickly realizing she was an expendable cog in the pontifica's designs and finding herself cornered and trapped between the dead ends of the manor and the growing lattice. She was ultimately flung into the twisting metal wreckage, crucified upon its spikes and tangles, and then burned away into a blackened, charred husk.
Developing Quests
Cabal of Asmodeus: The once-minor House Flamen has brought the word of Asmodeus to Ribcage, having orchestrated the religious-political coup of the entire city, manipulating the elders of House Garadin into a crazed embargo, usurping the Temple of Darkest Secrets as a home base and slaying all the half-blood clergy, placing the Baron under house arrest and stealing away fiends to be converted, not to mention casting a dire curse, Asmodeus' Decree, which prevents all fiends who have entered the city from leaving.
Calypso explained the key to restoring order was in the death of the Flamen heretics, potentially with the help of a freed Baron.
The Dark Three decided the Baron was essential to retaking the city, his once-disciplined soldiers nothing more than roving street thugs without his leadership. They stormed his keep and found a mysterious third party slaying scores of Asmodean jailors. That third party was Mara! In a risky alliance, the party and the succubus witch defeated the resident Flamen, Asmodeus' own high priestess, and her cadre, including the fearsome royal fiend Rimmon Damas. A new convert to their side, Sleria the half-succubus, escorted Baron out of the wreckage to assemble his captains, while the rest of the party looks to pierce the soul barrier and destroy or subvert the Souls Engine- instrumental to Asmodeus' plans, but still mysterious in exact purpose.
Next Session
95b: Diana and Zentil seek passage through the soul barrier ahead of Mara, whose been and is being delayed by Renato and, unwittingly, Megaera. Beyond lies the infernal Souls Generator, the duergar engineer, and potentially Asmodeus himself! Meanwhile, Sleria escorts Baron in his summoning of the city captains- a secret bid to retake the city now underway.
defeating the pontifica
-
Experience: 4,533 xp (88,205 total)
Versus the Pontifica, 8000
Zentil's Allegiance, 1400
Sleria's Conversion, 1400
Mara Alliance, 1400
RP Bonus, 1400
New Companions
Sleria Dovili (Diana): A half-succubus shocked and awed into surrender by Diana's dual Kalindian-Void nature, only to be saved by the vampire a few moments later. Convinced she is some sort of heavenly saint, Sleria agreed to aid Diana in hopes of protection from her former hellish ties, perhaps even redemption. However it's quite apparent she has a dark, sexual streak, nothing new to Diana's friends really. Sleria wields a magic spear and can summon and dispel writhing masses of leather thongs which act as wings.
New NPCs
Baron: A particularly old, decrepit tiefling with blue-gray skin, a long, greased beard nearly to his knees, and stunted, iron horns. Hunched, wrinkled, and overweight, it's a wonder he's lasted so long in the cutthroat landscape of Ribcage, never mind that he rules it, but his appearance belies a wicked cunning and a hidden strength (Renato watched him survive 41 fire damage without so much as a burn). He promised the party great rewards for his safety and is currently gathering his blackguard captains while under the protection of Sleria, intent on reconvening at the Ivory Towers.
Zentil Filtheater: The stout, hunched necromancer looking mostly human, heaped in ragged black robes, able to scurry up walls and onto ceilings, who was persuaded by Diana into helping bypass the soul barrier and, to the best of his abilities, keep Mara out when the time comes. His actual skill will quickly be put to the test.
Returning NPCs
Mara D'Amoria: The succubus wasn't so thrilled with the appearance of the new Dark Three, and made that clear in a number of ways, still she accepted the aid of such unlikely allies all the same. When the pontifica was defeated, and Rimmon dead or banished, Megaera attempted a soldier's parlay with her, which infuriated Mara and nearly ran her off. However, Meg did manage to strike one successful chord: in their current situation, alliance was necessary. Mara decided to stay with the party and play nice until Asmodeus was foiled. She did not seem very receptive to the idea of releasing Isabella's soul from her bauble, however, what turned out to be the Astralheart itself! Then again, there is still time, and more than one way to snatch a Heart.
Flamen Pontifica (dead): The high priestess of Asmodeus summoned burning lattices from the depths of Gehenna and commanded the allegiance of the royal fiend Rimmon Damas. She could break wills and teleport across whole chambers in wisps of flame. However still she was defeated, largely by the combined offensive of Megaera and Mara, the former sending her reeling backward into her own shredding, red-hot summons. There she pleaded for another chance, for revenge, but the lattice devoured her quickly and it was a wonder if she wasn't begging big A himself.
Rimmon Damas (dead/banished): The frightful hulk swung and fired for Renato throughout the battle, but some unlikely help from the chaotic pyromancer sent him reeling long enough for the assassin to reach Baron. Still he pursued, turning devilish minions into screaming grenades. When Ren and the Baron managed to escape even that, he transformed into a rolling fireball and chased them down the escape passage, scorching everything up to the assassin's whipping cloak fringes. Only Megaera's execution of Flamen Pontifica that very next moment spared untold harm upon the fleeing pair. Rimmon vanished.
Kinimo (dead): The sexy half-succubus was not as lucky as her sister Sleria, quickly realizing she was an expendable cog in the pontifica's designs and finding herself cornered and trapped between the dead ends of the manor and the growing lattice. She was ultimately flung into the twisting metal wreckage, crucified upon its spikes and tangles, and then burned away into a blackened, charred husk.
Developing Quests
Cabal of Asmodeus: The once-minor House Flamen has brought the word of Asmodeus to Ribcage, having orchestrated the religious-political coup of the entire city, manipulating the elders of House Garadin into a crazed embargo, usurping the Temple of Darkest Secrets as a home base and slaying all the half-blood clergy, placing the Baron under house arrest and stealing away fiends to be converted, not to mention casting a dire curse, Asmodeus' Decree, which prevents all fiends who have entered the city from leaving.
Calypso explained the key to restoring order was in the death of the Flamen heretics, potentially with the help of a freed Baron.
The Dark Three decided the Baron was essential to retaking the city, his once-disciplined soldiers nothing more than roving street thugs without his leadership. They stormed his keep and found a mysterious third party slaying scores of Asmodean jailors. That third party was Mara! In a risky alliance, the party and the succubus witch defeated the resident Flamen, Asmodeus' own high priestess, and her cadre, including the fearsome royal fiend Rimmon Damas. A new convert to their side, Sleria the half-succubus, escorted Baron out of the wreckage to assemble his captains, while the rest of the party looks to pierce the soul barrier and destroy or subvert the Souls Engine- instrumental to Asmodeus' plans, but still mysterious in exact purpose.
Next Session
95b: Diana and Zentil seek passage through the soul barrier ahead of Mara, whose been and is being delayed by Renato and, unwittingly, Megaera. Beyond lies the infernal Souls Generator, the duergar engineer, and potentially Asmodeus himself! Meanwhile, Sleria escorts Baron in his summoning of the city captains- a secret bid to retake the city now underway.
Saturday, January 8, 2011
95a: Childhood Hopes, Childhood Fears
Biosh 2nd
beware the boogeymen
-
Experience: 2,567 xp (79,247 total )
Cloak Thieves, 1400
Boogeymen Battle, 8,400
RP Bonus + 94.5a , 5600
Treasure: Goodnight Tincture (level 16) x 2 [left over from the stranded boogeyman]
New Companions
Featherwing: Arinew's rummaging through his old room in the summer palace uncovered a stuffed riding horse with remarkably lifelike eyes- an old friend protected from the mass murder of the Summer Court those many years ago in the form of a hidden-away toy. Featherwing is a childhood companion of the summer prince, grown into an exquisite white pegasus with unique changeling powers. Hopelessly devoted to his friend and master, Featherwing now follows him wherever he goes, a worthy mount, a staunch protector and a loving piece of the bard's broken past.
Developing Hooks
Living Nightmares (was Bump in the Night, major): Tyvis and the others found a foe far exceeding their expectations in the boogeymen, those child-snatching shadow fey who'd been following the Dollmaker's packages to succulent victims. It appeared they came from some black, abysmal plane of nightmares and fear- Rogar having suffered it firsthand- and had the strange power to reduce their victims to fearful, vulnerable children, their preferred prey. Driven off through light and nursery rhymes, the window between worlds shut, could it be the nightmare is over? Have the masters of fear really been scared off, or has the party just made new and terrifying enemies?
Big (minor): After the encounter with the boogeymen, Tyvis, Arinew and Featherwing have been transformed into their six year old selves! The effects are not wearing off, suggesting some sort of lingering curse. Return them to normal!
Completed Hooks
Cloak Thieves (minor): The pear orchard dryads have been set straight, returning Raina's cloak thanks to Narra's insistence and an uncommon change in the genasi- a stormy one, complete with lightning flickers and distant thunder, the kind of stuff that terrifies tree-women. Add a name drop of the rumored prince-returned and that was more than enough to solve his little dilemma.
Next Session
96a: Narra attempts to dispel the curse of youth upon Tyvis, Arinew and Featherwing, with aspirations of then descending into the Feydark to defeat Nidhogg Nagar. Raina and Rogar explore their feelings for one another.
beware the boogeymen
-
Experience: 2,567 xp (79,247 total )
Cloak Thieves, 1400
Boogeymen Battle, 8,400
RP Bonus + 94.5a , 5600
Treasure: Goodnight Tincture (level 16) x 2 [left over from the stranded boogeyman]
New Companions
Featherwing: Arinew's rummaging through his old room in the summer palace uncovered a stuffed riding horse with remarkably lifelike eyes- an old friend protected from the mass murder of the Summer Court those many years ago in the form of a hidden-away toy. Featherwing is a childhood companion of the summer prince, grown into an exquisite white pegasus with unique changeling powers. Hopelessly devoted to his friend and master, Featherwing now follows him wherever he goes, a worthy mount, a staunch protector and a loving piece of the bard's broken past.
Developing Hooks
Living Nightmares (was Bump in the Night, major): Tyvis and the others found a foe far exceeding their expectations in the boogeymen, those child-snatching shadow fey who'd been following the Dollmaker's packages to succulent victims. It appeared they came from some black, abysmal plane of nightmares and fear- Rogar having suffered it firsthand- and had the strange power to reduce their victims to fearful, vulnerable children, their preferred prey. Driven off through light and nursery rhymes, the window between worlds shut, could it be the nightmare is over? Have the masters of fear really been scared off, or has the party just made new and terrifying enemies?
Big (minor): After the encounter with the boogeymen, Tyvis, Arinew and Featherwing have been transformed into their six year old selves! The effects are not wearing off, suggesting some sort of lingering curse. Return them to normal!
Completed Hooks
Cloak Thieves (minor): The pear orchard dryads have been set straight, returning Raina's cloak thanks to Narra's insistence and an uncommon change in the genasi- a stormy one, complete with lightning flickers and distant thunder, the kind of stuff that terrifies tree-women. Add a name drop of the rumored prince-returned and that was more than enough to solve his little dilemma.
Next Session
96a: Narra attempts to dispel the curse of youth upon Tyvis, Arinew and Featherwing, with aspirations of then descending into the Feydark to defeat Nidhogg Nagar. Raina and Rogar explore their feelings for one another.
Back Up Your Forum Stuff
Hey guys. I'm working with freeforum to fix our hacking issues but it's taking some time. Just as a precaution, back up the rps and other threads you really want to keep.
Friday, January 7, 2011
93b: Enemy of My Enemy
Patarm 2nd
corpses, corpses everywhere
-
Experience: 3,466 xp (83,672 total; LEVEL UP 17)
Larzarus' Counterattack, 3000
Tirgian's Legion, 6,000
A Thieving Minotaur, 1400
Treasure: Tirgian's sandals (Diana)
Coin: ask Renato
Loot: Tirgian's iron pentagram (Renato)
New NPCs
Larzarus (dead): The last legion devil survivor of the mustered offensive which stormed the senate chamber thinking the party responsible for the massacre within. He promised he'd be waiting for them all down below. His black blood proved poisonous to vampires, due to his immortal nature.
Tirgian Smythe (dead): The cambion evangelist who led a legion of armored devils against the party in the upstairs hall. His loyalty to the Lord of the Nine was absolute, convinced like the erinyes that Hecate was a figment and that the one true power in Hell was his master Asmodeus. He informed the party of a fiendish generator behind the barrier, supposedly operated by Asmodeus himself.
Templar Gargulos: A minotaur loyal to Asmodeus who was caught stealing from the Baron's treasury. He revealed that the soul barrier was built by the preeminent engineers of Hell, a clan of duergar led by The Architect of Misery, and that they also built the generator. To save his life, he offered the name of one who might help them bypass the portal, the resident necromancer Zentil Filtheater.
The Architect of Misery (mentioned): Leader of the premiere hellish engineers and builders, a clan of duergar who built the soul barrier as well as the Asmodean's mysterious generator. He's been known to work for all sorts of archfiends and now Asmodeus himself.
The Duergar Engineer (mentioned): Representative of the Architect's clan within the Baron's citadel, presumed behind the soul barrier.
Zentil Filtheater (mentioned): Resident necromancer of the Baron's keep and perhaps the only one inside capable of penetrating the soul barrier. Somewhere in the eastern complex.
Rimmon Damas: Not much is known of this royal fiend, suffice to say he looks terribly imposing at nine feet tall, with a scaly ogre's body and the amalgam head of a crocodile, goat and man, robed in fire and wielding a black, hooked mace. A clear foe of Mara and apparent ally of Flamen Pontifica.
Flamen Pontifica: The tiefling high priestess of Asmodeus, strange and ungainly with her fetishes, symbols and armor surgically installed into her jaundice person. She wields a grand staff topped with a pentagram and looks a match even for Mara. Ally of Rimmon Damas.
Sleria: A seductive half-succubus tiefling armed with a spear, masturbating to all the carnage of the eastern foyer.
Kinimo: A seductive half-succubus tiefling armed with a spear, masturbating to all the carnage of the eastern foyer.
Returning NPCs
Mara D'Amoria: The would-be exarch of Hecate is fighting for her life and the survival of the goddess's church in Ribcage against a slew of Asmodeans, his high priestess and a royal devil among them. Around her neck is the soul-stealing bauble...
New Hooks
The Souls Generator: A cascading soul barrier stands between the Dark Three and the mysterious generator, operated by Asmodeus himself if the evangelist is to be at all believed. Built by the premiere engineers in all the infernal realms, the duergar clan belonging to none other than The Architect of Misery, it stands to reason whatever this contraption does is very bad and devastatingly effective.
Next Session
94b: A fateful battle ensues between Mara D'Amoria, the despised would-be exarch of Hecate, against the combined tenacity of Asmodeus's lieutenant Rimmon Damas and his high priestess Flamen Pontifica. The fate of Ribcage, Isabella's soul, Hecate's church and the future of Hell may hang in the balance. Where will the allegiance of the Dark Three fall?
corpses, corpses everywhere
-
Experience: 3,466 xp (83,672 total; LEVEL UP 17)
Larzarus' Counterattack, 3000
Tirgian's Legion, 6,000
A Thieving Minotaur, 1400
Treasure: Tirgian's sandals (Diana)
Coin: ask Renato
Loot: Tirgian's iron pentagram (Renato)
New NPCs
Larzarus (dead): The last legion devil survivor of the mustered offensive which stormed the senate chamber thinking the party responsible for the massacre within. He promised he'd be waiting for them all down below. His black blood proved poisonous to vampires, due to his immortal nature.
Tirgian Smythe (dead): The cambion evangelist who led a legion of armored devils against the party in the upstairs hall. His loyalty to the Lord of the Nine was absolute, convinced like the erinyes that Hecate was a figment and that the one true power in Hell was his master Asmodeus. He informed the party of a fiendish generator behind the barrier, supposedly operated by Asmodeus himself.
Templar Gargulos: A minotaur loyal to Asmodeus who was caught stealing from the Baron's treasury. He revealed that the soul barrier was built by the preeminent engineers of Hell, a clan of duergar led by The Architect of Misery, and that they also built the generator. To save his life, he offered the name of one who might help them bypass the portal, the resident necromancer Zentil Filtheater.
The Architect of Misery (mentioned): Leader of the premiere hellish engineers and builders, a clan of duergar who built the soul barrier as well as the Asmodean's mysterious generator. He's been known to work for all sorts of archfiends and now Asmodeus himself.
The Duergar Engineer (mentioned): Representative of the Architect's clan within the Baron's citadel, presumed behind the soul barrier.
Zentil Filtheater (mentioned): Resident necromancer of the Baron's keep and perhaps the only one inside capable of penetrating the soul barrier. Somewhere in the eastern complex.
Rimmon Damas: Not much is known of this royal fiend, suffice to say he looks terribly imposing at nine feet tall, with a scaly ogre's body and the amalgam head of a crocodile, goat and man, robed in fire and wielding a black, hooked mace. A clear foe of Mara and apparent ally of Flamen Pontifica.
Flamen Pontifica: The tiefling high priestess of Asmodeus, strange and ungainly with her fetishes, symbols and armor surgically installed into her jaundice person. She wields a grand staff topped with a pentagram and looks a match even for Mara. Ally of Rimmon Damas.
Sleria: A seductive half-succubus tiefling armed with a spear, masturbating to all the carnage of the eastern foyer.
Kinimo: A seductive half-succubus tiefling armed with a spear, masturbating to all the carnage of the eastern foyer.
Returning NPCs
Mara D'Amoria: The would-be exarch of Hecate is fighting for her life and the survival of the goddess's church in Ribcage against a slew of Asmodeans, his high priestess and a royal devil among them. Around her neck is the soul-stealing bauble...
New Hooks
The Souls Generator: A cascading soul barrier stands between the Dark Three and the mysterious generator, operated by Asmodeus himself if the evangelist is to be at all believed. Built by the premiere engineers in all the infernal realms, the duergar clan belonging to none other than The Architect of Misery, it stands to reason whatever this contraption does is very bad and devastatingly effective.
Next Session
94b: A fateful battle ensues between Mara D'Amoria, the despised would-be exarch of Hecate, against the combined tenacity of Asmodeus's lieutenant Rimmon Damas and his high priestess Flamen Pontifica. The fate of Ribcage, Isabella's soul, Hecate's church and the future of Hell may hang in the balance. Where will the allegiance of the Dark Three fall?
Sunday, January 2, 2011
A Wild Night (94.5a)
Biosh 2nd
the night before the delve
-
Experience: -
Treasure: -
Coin: -
Loot: stuffed animal of Curck
New NPCs
Auntie Bellum: An elfin sidhe of middling age, dressed in fine robe and gown of deep green and rose red, a skilled geomancer with a master's control of plantlife, from a long line of geomancers who helped build Eglantine in elder days. She recognized Tyvis as Archdruid and was perhaps the only green fey met to truly understand the gravity of encroaching autumn.
Sproutlings: Mute, living vines not unlike pumpkin curls with blossoms for heads, the grown children of the geomancer Auntie Bellum and servers at The Tulip Lounge.
Ol' Finigandee: A surly leprechaun mugger haunting the outskirts of eastern Eglantine, a bit touched- making his own powers over wind and earth seem like invisible members of a pretend gang. He was soundly pummeled by Tyvis and made to swear on his buckles to change his ways.
The Dollmaker: A hunched, ungainly gnome with hands three times their proper size and a toted artisan in Eglantine's market. His business has fallen on hard times, as of late all his customers' children or dear little ones having ended up victims of boogeymen.
Boogeymen (mentioned): Hideous and horrible shadow fey that have been tracing the Dollmaker's toys back to their recipients, little children, then stealing them away into the black realm of nightmares to suck their bones clean.
Returning NPCs
Snurt (dead): The pig-headed tatooist died squealing under the fiery holocaust of canvas and buckled wood.
Fox (dead): The fox-headed phooka perished under the fiery holocaust of canvas and buckled wood.
Gnomish Ruffian (dead): The pavilion guard burned to death under the fiery holocaust of canvas and buckled wood.
New Hooks
Bumps in the Night (Tyvis): Tyvis agreed to help the distraught Dollmaker and his failing business by stopping the horrid shadow fey known as boogeymen from following his toys back to their recipients, namely little children, only to steal and devour them.
the night before the delve
-
Experience: -
Treasure: -
Coin: -
Loot: stuffed animal of Curck
New NPCs
Auntie Bellum: An elfin sidhe of middling age, dressed in fine robe and gown of deep green and rose red, a skilled geomancer with a master's control of plantlife, from a long line of geomancers who helped build Eglantine in elder days. She recognized Tyvis as Archdruid and was perhaps the only green fey met to truly understand the gravity of encroaching autumn.
Sproutlings: Mute, living vines not unlike pumpkin curls with blossoms for heads, the grown children of the geomancer Auntie Bellum and servers at The Tulip Lounge.
Ol' Finigandee: A surly leprechaun mugger haunting the outskirts of eastern Eglantine, a bit touched- making his own powers over wind and earth seem like invisible members of a pretend gang. He was soundly pummeled by Tyvis and made to swear on his buckles to change his ways.
The Dollmaker: A hunched, ungainly gnome with hands three times their proper size and a toted artisan in Eglantine's market. His business has fallen on hard times, as of late all his customers' children or dear little ones having ended up victims of boogeymen.
Boogeymen (mentioned): Hideous and horrible shadow fey that have been tracing the Dollmaker's toys back to their recipients, little children, then stealing them away into the black realm of nightmares to suck their bones clean.
Returning NPCs
Snurt (dead): The pig-headed tatooist died squealing under the fiery holocaust of canvas and buckled wood.
Fox (dead): The fox-headed phooka perished under the fiery holocaust of canvas and buckled wood.
Gnomish Ruffian (dead): The pavilion guard burned to death under the fiery holocaust of canvas and buckled wood.
New Hooks
Bumps in the Night (Tyvis): Tyvis agreed to help the distraught Dollmaker and his failing business by stopping the horrid shadow fey known as boogeymen from following his toys back to their recipients, namely little children, only to steal and devour them.
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