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Post by brent on Sept 27, 2012 0:45:34 GMT -5
This Thread is For mission details which take place within the Dwarven nations. Any major plot points will be posted here along with loot and influence rewards.
I will also use it to track available warp gates (way points? what is our official name?).
Way gates: Currently only one warp point is available and lies near the center of the city of brink. Brink is the city which is most central in the northern area, and lies on either side of a massive bridge connecting the two opposite side of "The Anathema". More Warp ways will be unlocked soon.
Major Factions encountered:
Bloodline of Haphaestus: descendants of the first son of Alexia, true son of Haphaestus but raised thinking he was Anteus' son. These dwarves rule the northern regions of the nations, and tend to be much stronger but with much shorter tempers.
Bloodline of Anteus: All other sons of Alexia and Anteus were true sons of Anteus. These sons were never given major seats of power in the north and over many many years spread south to rule the southern borderlands. These Dwarves tend to be Kindhearted but less mighty, and tend to have more liberal views.
Alexian Priestesses: Dwarves with this as their dominant ancestry are almost exclusively women. They are strong willed and stubborn and believe that it is their duty to eliminate conflict in all forms. Often divine castors, these dwarves are wise and kind hearted yet also manipulative and stubborn.
Cult of Undeath: this cult's purpose is to resurrect Hephaestus, giving him and undead body so he might take his rightful place on the throne of Alexia.
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Post by brent on Sept 27, 2012 0:48:22 GMT -5
Priestess: dead Orphans: dead Manager: dead Colin: technically dead Planar Rift: partially open Zombie rot: contained ...success!!
Colin: Due to the uncanny surgical precision with which the crystal was inserted, he was not killed outright. However, the crystal drained all the energy and life from [Colin's Character's name here], while simultaneously emitting an equal amount of necrotic energy. Result: [Colin's character name here] is now undead, gaining the appropriate qualities. The crystal drains his con score to naught, but simultaneously emits the same amount back in the form of spells (so he remains a con based caster) and gains +1 to necromancy spells. However given the nature of his class and his now being unable to feel pain, he is required to take holy damage daily in order to fulfill his requirements for casting. Hit dice are switched to d12s d8s maxed with no con bonus plus charisma modifier (edited to follow pathfinder rules). -The crystal sticks out 1 inch from the lower portion of his chest on his right (1/3 of it's length visible). If it is removed he dies the next round. -If within 10 feet of a strong source of arcane energy he emits a 30' radius aura affecting all living things: fort DC 10+1 per previous check. on failure fatigue->exhaustion->asleep with nightmares (as spell)->negative level.
DMs keep a tight watch on this, if it gets out of hand or makes the game less fun for others, feel free to yank the crystal out.
The Orphanage's manager who's name i have forgotten had a longsword sword which you discovered had an evil aura: When you successfully deal a killing blow to a living creature with at least 1 hit die using the sword, the weapon becomes a +1 longsword for 5 rounds, and the next necromancy spell you cast while holding it has +1 caster level, at which point the +1 bonus goes away until you kill another creature with it.
Finally Colin, Nygil and Scott each get one influence point to spend.
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Post by Nygil, Nickolie on Sept 27, 2012 10:36:47 GMT -5
That sword is so not lucha, or paladin we must give it to the orc.... if nothing else just to make the poor thing feel better.... maybe the polar bear.
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Xenadrael
Nerd
Keeper of Magic
The unseen blade is the deadliest
Posts: 112
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Post by Xenadrael on Sept 27, 2012 11:05:04 GMT -5
Pally barely tanking exhaustion effects for 4 rounds to save the dwarven city from being sucked into a pocket dimmension not fluffy enough to get any influence.
::okayface::
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Post by Nygil, Nickolie on Sept 27, 2012 12:06:48 GMT -5
Dms only get 3 points to hand out
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Post by arhino on Sept 27, 2012 12:19:39 GMT -5
McLuchador remains onsite until the week's duration is up, monitoring the population and ensuring that no other cases of zombie rot emerge. He makes a report to the church detailing what the party discovered, as well as the fact that they may have a cult operating within their ranks. He keeps both the hand and vial for further examination (taking 20 on a heal check on each, total 28 if it matters). In particular, he would like to know to whom the hand belongs.
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Post by Nygil, Nickolie on Sept 27, 2012 12:26:49 GMT -5
Vecna!
Also this luchador gives 1000gp Miss Carebetter to support dwarven orphans with out a home.
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Post by liam on Sept 27, 2012 12:41:41 GMT -5
Count Gram Bronzebeard of the Chrysophase Dwarves asked Gleebones Lemontwigs for a favor- livestock are mysteriously going missing on farmsteads under his protection, and he needed a team of adventurers to get to the bottom of the problem. The guildmaster thought he had just the team for the job, and dispatched an oracle (Sasha), a magus (Emma), a monk (Briar), and a sorcerer (Faux). They appeared in a destination circle on a mountainside, and convinced one of the guards there posted to lead them to Gram's Fortress. There, they learned that the surrounding highlands were largely settled by humans, the grandchildren of the grandchildren of refugees of a war farther to the south. They provide the dwarves with crops and livestock, while the dwarves provide them with manufactured goods and military protection. After a slight detour to a pub (what self-respecting dwarven settlement doesn't have dozens of those?), they set off on borrowed horses to Aldoholt, the farmstead that's been hemorrhaging sheep and goats. They were accompanied by one of the portal guards, Snorri the Dwarven Ranger. They were briefly hassled by a hungry hydra, and learned why the skills Ride and Handle Animal were important- non war-trained mounts, for some reason, don't like running up to giant whirling vortexes of scales and teeth. Two of the horses bolted- one was recovered, the other became hydra chow. Skvisgaard the summoner, and his dragon eidolon Steve, appeared half way through the hydra fight. The expanded party continued on to the walled village of Aldoholt, where they met steadholder Aldo. They learned that his son and a few of his friends had set out the night before to discover the source of the disappearances, and had yet to return. Aldo was confident that his son would be found alive, although he seemed at times to be saying it more to reassure himself than his guests. The party was treated to a hearty dinner and a good night's sleep. In the morning, Snorri set out back for his fortress, and the PCs set out for the dungeon. Arriving at the mouth of the cave, they observed that nearly all the wildlife had gone missing- there were no deer, no rabbits, no birds, nothing bigger than termites. The cave itself was a pretty standard RPG cave for the first few hundred feet, but before long the walls were covered with a faintly luminous green waxy substance. They trampled right over it for a while, until seven very well camoflauged spider-like creatures emerged from hiding and attacked them. The spiders were not exceptionally powerful, but their bites delivered a potent neurotoxin, and no one got away without at least a little dexterity damage. As they progressed deeper in the cave, the wax on the walls thickened, and they encountered large blister shaped growths. Upon cutting one open, they found the body of a goat, being slowly digested. They cut open a few more, and noted with varying levels of disgust that some of the animals inside were still (barely) alive. A few blisters later, though, they found some more hostile bugs- large, burly, roughly dwarf shaped creatures that they ended up nicknaming "Luchadore Beetles". Several party members were at various points grappled, dragged off, and shoved into the wax- a thoroughly unpleasant experience, to be sure- but miraculously nobody died. Moving on further, they found a chamber swarming with dozens and dozens of spiders, and an ominous cloaked figure (mostly concealed, but with glowing green eyes visible beneath its cowl) leaning over an altar or lab bench made of the wax, in which Aldo's son was incased. The figure hissed and escaped through a portal in the wall, leaving the party to fight some hideous cyborg werewolf monster. DR/Silver is kind of a bitch at low levels, but they eventually managed to bring it down through overwhelming firepower. They cut Aldo's son free, and escorted him back to the steadholt . Loot: Each PC who participated in the rescue was given a masterwork sweater knitted from Rivan mountain wool. It protects against cold as well as an endure elements spell. DMs can view the long-term consequences of this mission here.
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Post by viamede on Sept 28, 2012 23:42:52 GMT -5
Yeah my CHA mod is -3, there goes having hp. I'll try it out on Sunday, if it doesn't work I'll re-roll.
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Post by brent on Oct 1, 2012 18:22:33 GMT -5
Illias directed the party to the paladin they met earlier, who asked them to find a way to shut down the bandit gondola being used to transport goods and bandits across the anathema. he also asked them to take a vow not to kill anyone unless absolutely necessary. 2 players opted to take it and were given a blessing for the. the others nor so much. They decided a direct assault was the best option and after cutting their way through swathes of bandits and torturing a Deurgar slave into helping him break it.
Unfortunately reinforcements came and the party was low on resources but they managed to disable the gondola and discover the main entrance within an abandoned farm house. In the end 3 bandits and 2 Deurgar slaves died, and the gondola will be down for 2 to 4 weeks depending on their manpower. Already order is returning to the farms as the bandit pressure weakens and the southern guards are able to reinstate order.
3 players were given 1 influence, Colin and the two who took the vow (paladin and cleric), and Illias gained 1 influence.
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Post by Nygil, Nickolie on Oct 11, 2012 23:24:25 GMT -5
In the mean time, El Morain went back to the city from mission 1 and 2, there he aided in rebuilding the Orphanage and in fact himself sponsored 5 dwarven children until they are adults(not cheap, damned 30 year childhoods). This means food, board and other standard Orphanage type services. He also brought toys and sweets for everyone.
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Post by brent on Oct 23, 2012 0:47:59 GMT -5
(4 games of updates) The PCs are sent by Doyle to retrieve a canister from a contact of his in the city of Alexia, and bring it back to him. He hadn't heard from his contact in a while though and warned caution. The party gets there and finds that everyone there had been turned undead. After dealing with the undead they examine the lab they are in and find a large crystal, which drains the life from them if they touch it. In the next room they kill some more undead and find the canister they were sent to bring back. They don;t want to leave this crystal here unattended though so they tie a rope around it and drag it through the city until they are stopped by a group of local law enforcement. They give the crystal and the canister to them telling them who they were sent by and that they didn't want them falling into the wrong hands.
not knowing much about the artifacts they take them to an artificer. he tells them that the canister is magical and can only be opened by one person who is determined when the canister is sealed. it can also be extremely dangerous to destroy.
The next week another group is send letters from Doyle saying that an artifact of his has gone missing in the city of Alexia and he needs them to find it. The heroes arrive to find the city has been ravaged by disease. The most affected were the law enforcement, of whom only about 10% remain to police the whole city. Civilians have mostly taken to their homes except for some who seem to be wearing very similar cloaks, which cover their faces.
they find doyle, and he gives them the details of the artifact they are looking for. It is a large crystal which can be quite harmful. He offers them each an amulet which will protect them from the disease which has taken a hold of the city, as well as from the crystal he is sent to find. They determine he isn't telling them everything but accept anyway.
They return to the law enforcement barracks and head to the basement which has been turned into a mass grave. they encounter some undead and in the back room find a small canister which they can't open. They also find a section of the floor which has been heavily dented.
They wander through the city that night (i forget why, looking for something, an artificer i think) and end up encountering a group of ghouls who paralyze almost the whole party before those who remain finish them off. They go to a church to get healed up and get directions there to the artificer.
They follow their lead to an artificer who has seen this very canister just a week earlier.... right before the outbreak of the disease. When the party tries to break it open to see what is inside the artificer panics and stops them, barely. He gives them the last known location of the crystal they are looking for. A church who was tasked with trying to destroy it. Before leaving they give him the guild's card, offering him an official shop in within the neutral city under guild employ.
at the church they find another mass grave, but when they go into the back room they find a figure standing next to the crystal. They fight him (who turns out to be an antipaladin, but also has some degree of control over the souls of those who died near the crystal), and barely survive. They bag the crystal and carry it through the city, towards the artificer.
It's late and the city is empty but as they walk a crowd forms around them, every member of which is wearing the same cloak worn by the ghouls who attacked them, and as the people they've seen walking the street. A few guards try to stop you but are quickly overwhelmed by the ghouls.
They arrive at the artificer's to find the ghouls have beaten them there and have him hostage, bound, blind, deafened and paralyzed. The party offers to give them the crystal in exchange for the artificer, but they make it clear that the crystal is to be taken to Doyle directly and immediately. Then the paty notices the guild ring which is worn by the artificer and when they go to kill him, he disappears. The party now refuses to hand over the crystal, but when they do the amulets they received from Doyle (which has previously tightened as to be irremovable) tightens further. The party realises they have no choice but to follow doyle's orders. With great resentment and hatred of Doyle they do so.
Doyle, along with the rest of the cloaked figures then head in to the depths of the mountains with the crystal, and the party is teleported back.
the next week: the party is contacted by an Alexian priestess, and taken to a dark runed wall that has formed in the back of the city of Alexia. They determine it is a part of the shadow plane and can't be passed from here. They need to find a way through or find out what is going on so they are sent to find a powerful scryer far to the south. __skipping some filler__ he tells them to find him an artifact which will connect them to another of it's kind allowing him to see past the protections over the area. They get the crystal from a cult operating out of the shadow plane, through a challenge to lucha, and while they attempt to kill the party after they get it, the party is able to teleport out with the help of the scryer's magic.
They bring it to him and begin a ritual, which summons shadows and allips as a side effect. then suddenly they are thrown into a vision:
They are deep underground, underneath the largest of the 3 spires. This was the birthplace of Hephaestus. Rocky debris has been cleared by the ton and moved away, and the cloaked figures have gathered around a point in the center. There you see a sphere of force, and inside is a barely alive, as if in stasis, dwarf, chained by force in his prison. He is a large and mighty looking dwarf, even having been here for several centuries at least.
Then the cloaked figured begin to chant, and you see the room darken, and two crystals, one large, one small, rise into the air and being moving around above the orb of force. As they chant the crystal glow brighter and are linked with magical energy. Then, then crystals plunge downward, shattering the orb of force and continuing straight into the chest and head of Hephaestus. His eyes shoot wide open and he lets out a blood curdling roar. Everything starts to shake from the magnitude of the yell, even beyond the scope of the vision you can feel it. Then the vision ends.
Back in the church where the ritual is complete the party heads outside where there is a commotion. Looking towards Alexia, they can see a dark tide pouring from the city. A horde of undead.
Doing what they can, the scryer and priestess tell the party that there is a statue atop a cliff overlooking the monastery where they stand now. This crystal while held by a statue of Alexia on hallowed ground will provide protection to the city it is in from the undead.
at this time, an airship (details from Dane) appears and with it they are able to grab the crystal and take it to brink where they hope, as the only bridge across the Anathema, they can contain the undead within the northern region. Then they return to the guild.
DOYLE:
Several days later Doyle reappears on the council, but something has changed. Its as if every bit of life had been drained from him, leaving him an empty shell, his only purpose is to carry out the will of his master.
Influence
Daewyn +1 Doyle -1
Austin +2, emmet +1, ryan +1, JB +1, scott+1
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Post by kasiil on Oct 23, 2012 15:44:16 GMT -5
What of my spyglass Brent?
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Post by brent on Oct 24, 2012 0:47:34 GMT -5
The spyglass reveals evil auras and anything with the evil subtype showing dark clouds around them, this effect doesn't work if they're within 60 ft. It also lets you see through spell effects with the darkness or evil descriptor, but for "safety reasons" you can't move while looking through it.
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carreraa8
Nerd-Newbie
The Good Looking Cleric
Posts: 37
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Post by carreraa8 on Oct 29, 2012 7:21:34 GMT -5
Hey
I'm still working on my new personalities and will post them in here as soon as I finish them. I have decided to name the liquid I brought back with me Black Water and the crystal I took from the bad guy I have named the Black Crystal of Limbo. I don't know if you gave the crystal a different name, if you did let me know.
When I finish my two new personalities, I'll also post up the experiments I perform on the black water.
Cheers
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