Sunday, November 20, 2011
Saturday, November 19, 2011
My Student's Game
The only thing I'm concerned about are the moral dilemmas he's faced with in the game. After defeating a group of bandits that ambushed his party the last surviving one surrendered. He wasn't sure whether to kill him or not. He even said, in Japanese, that if he doesn't execute him he'll just attack other people. I said maybe he has learnt his lesson. He was still going to kill him so I got the bandit to beg for his life by aiding him on his mission. Souma was very calculating and wanted to know how he could benefit the party and if he'd turn on them. Later when the bandit was swallowed up by a large frog he just left him in it's belly to take horrific acid damage. He revelled in the bandits demise. Then once he had retrieved Lord Gregory's ring he thought about keeping it for himself but rationalised there was more to be gained from further missions from the local lord of Camiram. This is a picture of his party accepting their next mission from Lord Gregory.
Monday, November 14, 2011
Into the Wasteland
I've never failed a job. And in this game, your reputation is worth your weight in gold. Or in my case, platinum. Pocketing the reward after a successful mission is always a good feeling, but my reputation will keep me fed into my old age.
I've never failed a job, but then again, I've never taken on anything I didn't think I could handle. It pays to be cautious. So this time, when Stromm called me in to brief me on the situation, I weighed up the odds, and figured it'd be no problem. It's not the first time I've been wrong.
In the past, Stromm had always given me bounties for persons or monsters within the wasteland; this was the first time he had gone to measures such as teleporting me hundreds of miles. And into an active battle no less. Immediately I realized the import of this mission. He bid me help the group led by the wizard Aleska, and to surreptitiously recover a statue either from Praxis's house, or from his enemies. I was then to invite the party to Indel Stronghold and deliver the statue to no one other than my employer.
After defeating the Rakshasas and securing the item, I feared all would be undone by the unwanted arrival of a WC security force. Knowing I've never possessed the art of negotiation, I quickly hid to see how the situation would play out.
There was no reason to believe that these adventurers would cover for me; We had only just met. And for a moment, it seemed I might have to sneak out of the area and walk the 150 miles back to the wasteland in order to complete my job. But lucky for me, through the quick wit of that satyr, and the fortuitous ignorance of the wizard, the security force went back to their other futile efforts at peacekeeping.
Now free from distractions, I encouraged the party to travel to Stromm's keep using the teleport scroll he outfitted me with. The half-orc stubbornly demanded I show them the statue before they went anywhere, but that was not in my job description. And I've never failed a job. Yet again, the quick and subtle wit of the satyr helped me with my toil. A quick toot on those pipes of his seemed to mollify the barbarian like a rattle to a babe. I think I even heard an offer of lemonade...
It was then that a seemingly old companion of the group, the druid DonZAbel, flew in with tidings of a meeting between the outlaw Tatian and the ill-omened Al'Chazar. Thinking this to be news Stromm might like to hear, I figured it would not be a breach of contract to escort him as well.
Finally free of misgivings, the party agreed to travel with me and we teleported deep into the wastelands, a short march from Indel. I say short, but in that blighted land, plagued with all manner of monstrosities hungry for a morsel or a bit of malicious entertainment, no march is that short.
And no sooner had we set foot on the road to Indel, than we perceived an ominous speck on the horizon-- a dark form borne aloft on dark wings. If you are to survive in this wasteland, you quickly learn that a shadow in the sky usually means just one thing: a dragon.
With hardly a thought, we all agreed to hide, taking to the trees along the path. The dragon grew larger and larger as we sought to conceal every part of ourselves. And just as the dragon drew close enough to see the red gleam of its scales, we looked to see the druid with his feet and legs very visibly sticking out from his place of hiding. I've known many druids, and many druids like DonZAbel. At every other time, in any situation whatsoever that even slightly smelled of danger, I imagined DonZAbel changing into one of his highly adapted animal forms, physically and masterfully suited to hiding from all manner of creatures, even in their natural element. But of course I just met this druid and didn't know his habits.
At any rate, the dragon was soon upon us, and as soon as it spied the imperfectly-concealed legs of our companion, it let loose a great conflagration from the depths of its gullet, engulfing the entire area around the druid. Lucky for him he is better at diving for cover than finding it: Just as the fire enveloped the bush hiding him, he leapt out, seeming to avoid being burned too badly. His pet, however, was not so lucky.
Soon after seeing his friend burned, the satyr selflessly pulled out his pipes, hoping to once again mollify the situation with his haunting, goatish melody, but alas, this dragon seemed far too hungry to be dissuaded by a tune.
The rest of the battle was a blur. The brave druid, knowing it to be too late to hide, courageously rose up before the dragon, bearing forth all of his wrath. He raised his arms, and the clouds above grew black and began to churn in an angry spiral above the dragon. A quick, cutting motion from the druid brought down an arc of flashing blue lightning, wracking the beast and causing it to roar in frustration. Arrows rained into its scaly hide from my bow and the satyr's. Enraged, the dragon flew up, and then dropped directly down upon the satyr and his hiding place, crushing both him and the tree he was next too.
DonZAbel again sent forked lightning flashing from the black maelstrom above the dragon's head, and again the dragon bellowed its rage. Momentarily forgetting the squashed goat-man beneath it, it charged towards DonZabel, who valiantly stood his ground.
One final time, with the dragon's hot, putrid breath fuming out from a deadly, razor-fang filled maw, the druid pulled down a third charge of white-hot electricity, sending it full into the ugly face before him. Again the dragon screamed its hatred, but this time, without hesitation, it brought forth all of its fury in a full attack on the brave druid, using all of its formidable natural weapons. The satyr and I fired more arrows, but it was too late. In that flurry of fang and claw, the druid had met his match.
Madak, the loyal half-orc, seeing his friend (of just a few days) cut down, slammed home his axe again and again, finally finishing the work of the lightning and the arrows.
With the battle finished, the party secured the area, collected the brave hero's body, and posted a watch lest any other vile creature catch them unawares.
The wizard, Aleska, voiced his need for rest, but Madak and I, seeing the barbarian's need for new armor, and the perfectly sized hide of this red dragon, decided it was worth a few minutes to butcher the beast and carry the hide back to Indel Stronghold. After all, we both had much experience in the ways of survival, it shouldn't take too long. And in the meantime, there couldn't possibly be another threat this soon after two battles when everyone was exhausted of resources. Right?
Artpacks
For now, please download # 2, 3, 4, 5, 6, 14, and 16
Then put them, in their original folders, into your "battlegrounds>figures" folders.
Tuesday, November 8, 2011
Aleska the Gnomish Inventor
Monday, November 7, 2011
What Really Happened --or-- How Prolth saved the day and the party from disaster
But he did not just hide of course, he also let loose a devastating sneak attack against the nearest cat man, rallying the party and inspiring them to continue the fight even in Shine's absence. Hearing the call resounding in the air after Prolth's arrow had whizzed by, Madak and Aleska found the courage to fight.
The tiger man was still nowhere to be seen and so Madak moved to the rear of the nearby hut to search for him while Aleska cast invisibility on brave Prolth. Emboldened by his now heightened ability for stealth, Prolth moved to the rear of the hut as well and it was there that his keen senses picked up two of the cat men although the tiger man remained at large. Paying no attention to the risk he was taking, Prolth moved by the two cat men and positioned himself behind them, yelling out to Madak that one could be found directly in front of him. Madak then struck a furious blow, and the feel of his greataxe slicing through the hidden cat man must have been very satisfying indeed.
No doubt frightened out of his senses by Prolth's proximity, the cat man nearest him scrambled up onto the roof of the hut, quickly followed by the other. Prolth dutifully announced this to all as well, and Aleska, flying overhead, spotted one and outlined him with some dancing lights so that the others could more easily spot him. Madak too followed suit, climbing to the roof himself with Prolth joining him at the far end.
A strange reptilian cry from a small lizard man on a boulder in the yard threatened to distract the party, but they overcame the creature's need for attention and focused on the task at hand. Madak delivered another furious blow to the prone cat man nearest him, pathetically trying to hide in the shadows of the roof, and cleaved its head clean off of its body, letting the fresh corpse roll to the ground below. Aleska then cast Levitate on the lizard man still screeching to be noticed afield and commanded his mechanical lion to move behind the building to where the cat man had fallen. The tiger man remained at large.
Prolth, once more risking life and limb in the valiant fighting style for which he is so well known, stepped forward to allow Madak to flank the remaining cat man on the roof, but this was not to be as the cat man struck out with lighting speed and dealt Prolth two devastating blows, one of which struck home as only a sneak attack can and damaged the mighty satyr almost beyond recognition. The cat man then leapt through the hole in the roof, leaving the bloodied but not beaten Prolth with no enemy in sight.
Madak followed the cat man down into the hole, but despite his darkvision he could not spot the creature in the confines within. Prolth, thinking quickly despite his terribly wounded state, pulled out his coin of light and also jumped into the hole, while the lizard man moved into position to shoot at the creatures within and Aleska continued hovering above.
The cat man could not be found, but there inside the hut things were being shouted in a language that only Aleska could understand, and the frantic cries of what must have been the tiger man were duly translated for the party's benefit by their wise gnome wizard. It was then that Prolth spotted a statuette of a woman bathing being lifted off the mantlepiece and disappearing. Yelling this out to Madak the barbarian half-orc then struck three times, hitting home with the last and revealing the position of one of the creatures. It was all that was needed.
The lizard man rained down arrows on the creature from outside, and Prolth readied to do so as well from inside, when more orders came from the invisible tiger man. The cat man was to draw them outside! The cat man then fled the room, and it was soon revealed that the tiger man was outside as well, but the party would have none of it.
Aleska once more outlined the cat man with his dancing lights, and the tiger man revealed himself as he tried to strike with his greatsword near the very boulder that the lizard man had once been atop. Our heroes were of course too much for the villains, and as poisoned arrows sped into their feline hides and Madak's greataxe sang through their flesh, one after the other fell, the tiger man brought down by the lizard man's arrows and the cat man felled by a single shot from Prolth--not, of course, because Prolth can only shoot one arrow at a time, but rather because he only needs to shoot one arrow at a time.
Victorious, our party breathed a deep sigh of relief. The lizard man introduced himself as Ydenzyk, sent by Stromm of the Wastelords to assist them and invite them to the Wastelord's keep. The news that they would have the honor of meeting the four Wastelords, and especially the glorious rogue/bard Lyle, in person further bolstered the spirits of all. But Praxis was dead, and Aleska grieved for his former mentor. Madak made some cryptic remarks about filling shoes and attempted to de-boot the poor slain wizard as Ydenzyk grieved himself for Shine and collected a finger from him, also taking the statuette from the slain tiger man. Prolth searched the bodies of their enemies for loot, and, amongst the weapons, armor, and platinum pieces that he found, gallantly pocketed one of the seven gems that were among the fallen, being the true rogue that he is. His keen skills also discovered a ciphered message tucked into ankle pouches of each cat man, and Aleska determined that the code could be broken but that it would take time.
It was then that the party was met with an unexpected turn. Like true politicians, a security group from the Wizard's Council suddenly showed up, unlooked for and unwelcome. They offered no help but simply made demands, and despite Aleska's warm words to them all they could reply with was that they wanted the statuette that the tiger man had been after. Aleska, in a move that shocked all, baldly lied to them and said he had no idea what they were talking about. The leader of the security group, Leeadak, then turned to the mighty Prolth for assistance, no doubt recognizing in him a creature of immense integrity and wisdom.
Prolth, although he could not understand why Aleska would want to deceive those of his own order, and knowing that the group could scarcely afford to make enemies of the powerful Wizard's Council, then bravely and selflessly announced that it was Aleska who had the statuette and Leeadak should seek it from him.
Taken aback, the security group then prepared themselves for action, and the party once more felt its nerves on end...
Loots!
magic greatsword
4 ? potions
2 cure potions of unknown type
800 pp
7 fine-looking gems (one pocketed by Prolth)
magic armor (from Rakshasa)
Praxis's staff
Magic Chest filled with gold coins
scroll
Ciphered message on Rakshasa's ankles.
In the house:
6 scrolls
500 pp
10 gems
Spellbook
20,000 gold in chest
Sunday, November 6, 2011
The Wizard's Council
The Wizard Council Protectorship extends from The Spine of the World in the north to Iriaebor in the south. On the East/west axis it extends from Mintarn Island to the Forsaken Desert. Non-intrusive protectorships fees are respectively charged to all states within this area.
The Wizard's Council incorporates the Wizard's Guilds of each city. Candidates are recommended to the Lower Order from their guilds.
The Lower Order is restricted to 75 Lower Order Members (L.O.M.). These members are elected by the Council of Five and the Higher Order from the recommendations of each guild (apportioned representation) every six years.
Membership of the Lower Order requires a candidate must be at least of the 10th Circle of any combination of arcane magic.
The Higher Order is restricted to 50 members. The Lower Order elects or reelects 25 members to the Higher Order every eight years (majority vote). The Higher Order Members (H.O.M.) that must face election are drawn by lot. Any Lower Order Member may place themselves up for election to the Higher Order but forgo their vote. Those members that are voted off the Higher Order exchange positions with those newly appointed from the Lower Order.
Membership of the Higher Order requires a candidate must be at least of the 15th Circle of any combination of arcane magic.
The Higher Order elects members to the Council of Five every twelve years.
The Council of Five apportion representation for each guild. The Council of Five can call emergency sessions of both the Lower and Higher Orders from four days of an emergency proclamation. The Council of Five can elect a member from amongst themselves to be appointed High Councillor at any time. A High Councilor's vote is worth two votes. The Council of Five can elect to try and scry and/or spy on any member at anytime - must be a unanimous decision by all Councillors.
The Lower Order can pass a vote of no confidence on the High Order during a sitting if an 80% majority is achieved.
The Higher Order can pass a vote of no confidence on the Council of Five during a sitting if an 80% majority is achieved.
Any member can be expelled by their respective Order during a sitting if an 80% majority is achieved. Any acts of aggression from one member to another is punishable by permanent expulsion and incarceration via the Imprisonment spell for a period determined by a vote of all members. Periods are ten, twenty, fifty, one hundred years or eternity.
No business transactions are to be conducted with fellow members and all business interests must be publicly disclosed. Magic items and weapons and the use of magic are forbidden during sessions. If any of these criteria are not met then immediate expulsion occurs for a period of ten years.
The Wizard's Council High Cleric opens all sessions with ministrations to Boccob (The High Order taking precedence).
The Lower Order sits annually on the first day of the year.
The High Order sits biannually on the first and middle days of the year.
The Council of Five is permanently convened.
Members not present cannot cast votes.
The Council Captain commands the Diamond Citadel Guard of 25 Eldritch Knight Officers with 100 Knights and 150 Heavy Horse Archers. This guard is under direct control of the High Councillor. All constantly man the walls of the Diamond Citadel by rotation. One mixed squadron is always on the ready for operations abroad. The Heavy Detachment is equipped with mobile heavy armaments.
The Wizard's Council High Cleric and his 12 staff cast divine spells on behalf of The Council of Five.
The Lower Order Chamberlain (L.O.C.) manages the Lower Order finances. Elected by a majority from the Lower Order. The L.O.C. is a full time position and has three permanent staff.
The Higher Order Chamberlain (H.O.C.) manages the Higher Order finances. Elected by a majority from the Higher Order. The H.O.C. is a full time position and has six permanent staff.
Both the H.O.C and the L.O.C. decide annual protectorship fees based on a states net income. They both also pay and administer the Diamond Citadel Guard and various staff.
The Lower Order Sage (L.O.S.) presides over Lower Order sessions and decides tied votes. Elected by a majority from the Lower Order for a period of three years. The L.O.S. is a full time position and has a permanent staff.
The Higher Order Sage (H.O.S.) presides over Higher Order sessions and decides tied votes. Elected by a majority from the Higher Order for a period of four years. The H.O.S. is a full time position and has a permanent staff.
Stipends are paid for sessions attended dependent on membership order and duration.
Lower Order Members - 1,000gp with a 500gp bonus for each decades service.
Higher Order Member - 2,000gp with a 500gp bonus for each decades service.
Council Captain 10,000gp annual salary
Lower Order Chamberlain 10,000gp annual salary
Higher Order Chamberlain 12,000gp annual salary
Lower Order Sage 15,000gp annual salary
Higher Order Sage 20,000gp annual salary
High Cleric 25,000gp annual salary
Councillor 30,000gp annual salary
High Councillor 50,000gp annual salary
Retirees who served a minimum period of twenty years are paid 1000gp annually.
Wizard Council Security Squads (W.C.S.S.)
W.C.S.S. leaders are elected by the Higher Order from its members each year.
W.C.S.S. members are elected by the Lower order from its members each year.
Four members on each W.C.S.S. (one leader and three members).
There is a W.C.S.S. for each of the eight points of the compass. Squads have jurisdiction over their respective areas.
The Council of Five control all the W.C.S.S.
W.C.S.S. activities, deemed to be non-compromising to the security of The Wizard's Council (Council of Five decide this), are reported during sessions of the Higher Order.
Diamond Citadel
The Council of Five and the Higher and Lower Orders convene in the dazzling Diamond Citadel. This monolith is situated ten miles North of Waterdeep on the Longsaddle Road. Due to its diamond construction it can be seen from many leagues distance, including Waterdeep. Its glare on the horizon is a reminder to the citizens of Waterdeep and its surroundings of the lands true rulers. The diamond walls and extensive physical and magical defenses make this an impregnable stronghold. The north face still bears the scars of The Great Fissure* 55 years previously.
The Council of Five Chambers are situated within the crest of Kaster's* Keep. The Higher Order Chambers are situated within the Open-Air Courtyard beneath Kaster's Keep. Anti-scrying measures are always in effect but sessions are audible and visible from the Council of Five Chambers. The Lower Order Chambers are situated deep within the bowels of the Citadel surrounded by leaden walls, floor and ceiling.
There is a small chapel to Boccob where the High Cleric and his staff are permanently lodged. 5 Philosopher's Stones and 5 Cure Serious Potions are sequestered within the chapel. A stone and a potion are each allotted to a Council of Five Member.
Lodgings are available for all members for a week either side of sessions. Permanent lodgings are provided for The Council of Five, Higher and Lower Order Sages and Higher and Lower Order Chamberlains.
For members to gain entry into the Diamond Citadel all magical items and weapons must be deposited with the respective Higher and Lower Order Sages.
No magic may be used during sessions unless the Diamond Citadel is under attack.
Non members may only enter by invitation of the High Councillor, Councillors or the Higher Order Sage and all magical items and weapons must be deposited with the Council Captain.
*The Great Fissure was the alignment of Wizard Council members into either the camps of Gracchus Dio or Mordenkainen. Mordenkainen's camp prevailed and ended The Decade of Dictatorship**.
**The Decade of Dictatorship was the period of Gracchus Dio's autocratic rule of the Wizard's Council.
*Kaster Jingo Gingoin was the founding member of the Wizard's Council. A halfling Archmage who was deified by his people. Known as Gingoin the God of Mojo. A minor god within the pantheon. His symbol is the Laughing Geezer.
Factions
There are currently three factions that hold sway in both the Higher and Lower Orders. These are the Kasterites (who believe a middle road in the affairs of state are appropriate), the Isolationists (who believe that the Wizard's Council should not involve themselves in the affairs of state) and the Authoritarians (who believe that all states should be directly governed by The Wizard's Council with Wizard Regents in each state). Of the aforementioned factions the first contains the most members and the last the least. A Sorcerer's Faction exists primarily as a spell sharing fraternity but has been known to decide the vote. Many Independents are in both Orders.
Present Council of Five
Mordenkainen - High Councillor - Archmage - Rumoured to be over 100 years old but still looks to be in his fifties.
Bigby - Archmage
Otiluke - Wizard Evoker
Otto - Wizard Enchanter
Rary - Wizard Transmuter
Notable Members
Balder Coldshore - H.O.M. - Gnome (not originally, permanent Enlarge Self) Wizard Necromancer, ship builder
Victor Liadon - H.O.M. - Half-Elven Wizard Abjurer - South West Security Squad Leader - Ex-Council Captain
Stromm - H.O.M. - Half Orc Sorceror/Mystic Theurge - A Wastelord - Sorcerer Faction sub-leader
Guido Osky - H.O.M. - Tiefling Sorceror - Southern Security Squad Leader
Kildern Fornex - H.O.M. - Aasimar Wizard Evoker - Western Security Squad Leader
Ak'Chazar - L.O.M. - Rakshasa Necromancer - facing expulsion.
Aleska - L.O.M. - Gnome Wizard Effigy Master
Lady Genevieve of Dragonspear - L.O.M. - Human Wizard
Toln Greyhills - L.O.M. - Dread Necromancer
Jacob - L.O.M. - Gnoll (not originally) Mystic Theurge
Veronica Louche - L.O.M. - Human Wizard Enchantress. Widely rumoured to be the lover of The Councillor Otto.
Cimo Mok - L.O.M. - Halfling Transmuter
Thieln Nailo - L.O.M. - Elven Wizard
Lia Nailo - L.O.M. - Female Elven Wizard Evoker - South Eastern Security Squad Member
Jasper Shard - L.O.M. - Human Wizard
Sunian - L.O.M. - Human Court Wizard of Dragonspear
Ulfgar - L.O.M. - Dwarf Wizard. Rumoured to be on 'The Board' of Waterdeep Thieves Guild.
Notable Former Members
Gracchus Dio - Former Council of Five High Councillor/Autocrat. Expelled and imprisoned for eternity for The Decade of Dictatorship. Escaped.
Tatian - Former H.O.M. - expelled and incarcerated for conspiring against a Council of Five Member and attacking several 'Homs' and 'Loms'. Escaped.
Hexian - Former Higher Order Sage - currently incarcerated for a period of one hundred years for his role in The Decade of Dictatorship.
Praxis the White - Former Higher Order Sage,Higher Order Chamberlain and Lower Order Sage - retired but recently assassinated.
Recent Happenings
The Council of Five have called an emergency sitting of the Higher Order to expel Ak'Chazar for consorting with the miscreant Tatian. The High Council had Ak'Chazar scryed on and it was reported that he mentioned past and future meetings with the fugitive Tatian whilst under the supposed protection of anti-scrying magic.
For you iphoners
quick roll
Saturday, November 5, 2011
Mortal Machinations
Side Adventure Synopsis
The rebel Veddek secretly rendezvoused with two other centaurs just across the border of the Protectorate of Sombar. These two had defected to Veddek's camp but when he revealed himself all were ambushed by Knights of the Duchy of Ulfland. In the following battle the defectors were slain and Veddek, heavily out numbered (and out-powered with the Eldritch Knight Eligos leading the guard) withdrew to find defensible ground. He knew of a nearby gorge and thought to defend himself atop it with his longbow until the enemy closed the range. But as he galloped into the gorge he adjusted his defensive tactics and, taking advantage of the terrain, stood his ground against the knights. To their vexation they found their initial charges were thwarted by Veddek's positioning. Unbeknownst to him a stranger appeared from hiding. Eligos fearing an ambush ordered his guard to immediately attack the bugbear bystander. Battle ensued and Veddek gave well of himself heavily wounding the scoundrel Sergeant Vrex. Alas he was outnumbered and hence lain low. Eligos thinking Veddek was slain proceeded to interrogate the bugbear named Hruug. Once he was satisfied with Hruug's story of happenstance he made an immediate withdrawal, teleporting away with his elite guard.
As official military of another state Eligos and his elite knights went beyond their jurisdiction by leaving their own lands and were in breach of state borders. This, if known, would cause an incident that the Wizard's Council would have to act upon.
After acquainting themselves the bugbear and centaur decided to couple their talents in the immediate pursuit of Veddek's cause. To this end Hruug accompanied Veddek to his clandestine meeting with his mentor Rath on the outskirts of Harting. This town lying just 20 miles away from Sombar City held one of Rath's many safehouses. After an indifferent appraisal of Hruug by the cleric Rath instructions were given to meet with Gordon, an intermediary of one Captain Lazarus of the Duchy of Ulfland. This meeting is to take place within the week for which time Gordon will be on hand at sunset of each day in the establishment known as Maxine's Udder. Rath knows little of Lazarus' motives but deems the gathering of intelligence worth the risk. To alleviate the threat of detection Rath has furnished the pair with Enhanced Hats of Disguise. Rath said he will be in touch and teleported away.
The pair left alone in the hut decided to pass the night in safety and set out early the next morning. On walking east along the road towards the Four Ways Well they were confronted by Gladys a peasant woman whose husband, Beagan, had proffered victuals to them the previous day. Gladys in a state of terror bemoaned the fate of her husband who lay gravely wounded not far distant. She led Veddek to his position, where Beagan lay bloodied and torn behind the trunk of an avocado tree. Gladys then moved towards Hruug imploring him to help. Hruug, either kindling a hatred for female humans or suspecting a ruse proceeded to punch Gladys full in the face. This did not have the intended effect of laying her low which alerted Hruug that something was amiss. At that very instance the wounded Beagan changed form into a feline humanoid and cunningly slashed at Veddek for great damage. Likewise the form of Gladys vanished to be replaced by a similar creature, similarly wielding two shortswords. Veddek and Hruug proved a formidable pairing using their many talents to best the cat men. The last surviving enemy tried to use his considerable stealth ability to flee the scene but was knocked unconscious by Hruug. The follower of the living universe then forgoing any restraint beat the prostrate enemy in the head intending to bash his life out of existence. Veddek sensing there was information to be garnered from the enemy dissuaded Hruug from further bashing. The enemy was stabilized, doubly bound then magically healed just within the limits of consciousness. Veddek, as a follower of St. Cuthbert the god of just punishment, cast his oft used Zone of Truth on the cat man. After many evasive answers and much execration the feline fiend revealed that he and his companion were minions of Ak'Chazar a dastardly Rakshasa necromancer of high order. Somehow he learnt of the pair's whereabouts and sent the feline men to assassinate them. Once enough information was gleaned Hruug dealt a Punishing blow to fatally reconstitute the fiend's form within the living universe.
The heroes are now on the outskirts of the farming town of Harting making their way to Sombar City...
Rath has tasked Veddek with uniting the centaurs that reside within the borders of Ulfland to help throw off the yoke of Duke Larrion. Rath has united rebels and refugees alike in various cells and bides his time to rise against the mad Duke. He sent for Veddek to meet with him in a secret location at the Four Ways Well on the outskirts of Harting, a farming town 20 miles walk (bipedal) to Sombar City.
Veddek through his own followers has connections with his own cells of centaurs within and without Ulfland. He too awaits the proper judgemnent from St. Cuthbert to strike. He operates 4 cells comprised almost equally of males and females. Two are within Ulfland with 27 and 29 centaurs, one is within the Protectorate of Sombar with 22 centaurs and another is in The Duchy of Argest with 25 centaurs. One hundred centaurs that are all eager to unite with their brethren and reclaim their plains in the north of Ulfland.
Rath, a human cleric of St. Cuthbert, has communed (Commune) with his god and has heard ominous tidings. Forces of evil beyond the power of Duke Larrion (said to be a high level Eldritch Knight himself) look to comprise a confederacy of villians. They seek all-powerful artifacts to unite their divination powers and seek out and destroy their enemies. Through his failure to scry (Greater Scry) on Duke Larrion, Rath has learnt that someone with great power now defends the Duke.
Recent Argest - Ulfland War
Duke Larrion launched attacks into the Duchy of Argest and crippled the army of Duke Gondar (Veddek was invovled in this war before coming to his senses). This was in breach of the laws set down by the Wizard's Council after the The Maelstrom Wars two centuries previously. Just as the Duke was on the verge of victory an attack squad of the Wizard's Council entered his headquarters and made his army retreat through various uses of enchantment and illusion spells. The Duke was geased and unwittingly led his army back to Ulfland. To his consternation and horror he found himself and his army back within his citadel in the capital Elturel.
Now he his faced with exorbitant fines imposed by the Wizard's Council. Fines that will invariably cripple the current ruling order. Many profess this is tacit approval of regime change. Duke Larrion rails against the judgement but continues to make his installments without seeming to overly tax his people or his coffers.
Maelstrom Wars
Once the Wizard's Council had interposed and ended the rule of the tyrannical Emperor God Faustian they were left the only significant power. They returned many lands to statehood but decreed new borders in order to separate these lands from each other. They do not wish to involve themselves in the machinations of states but reluctantly enforce their decrees, especially any cross border forays. This usually results in heavy fiscal penalties and an inspection from one of the Wizard's Council Attack Squads.
New Artpacks
Click here to download the artpack "Medieval Armies". Installation instructions are included in the download.




