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MidnightPoet

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  1. Zweitermon 24, Saturday Evening | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog | Resolve Points: 1 As the party observes the group, they notice a few unhappy or worried faces mixed in the crowd and on the outskirts of the square. Perhaps, it would be easiest to start with these individuals. While the majority of the citizens in the square are happy, there are a few who do not actively participate as well. A group of men sit across the road, drinking and talking. They do not laugh or smile, and seem to mutter angrily from time to time. When they do turn their gaze occasionally towards the square, it is anything but happy or warm. Most of the adventurers lined outside of the church look unhurried and stable. However, there is a blonde-haired man with a particularly grim and pained face sitting while surrounded by three comrades. His right arm is conspicuously missing, although it has been wrapped in a clean bandage, while he waits his turn. His other hand grasps a leather wineskin, from which he takes regular sips. A woman looks downcast as she stands alongside her husband and two excited children by the stage. When the husband or children turn to look towards her, she replies with a smile and a brief conversation. However, it is apparent the woman is not enjoying herself as much as the rest of her family. Ithillien (Elf Plague Doctor) AC: 13 | HP: 17/17 | Initiative: +3 | Passive Perception: 14 | FeaturesHit Dice: 3/3d6 LR Darkvision 60' Speed 30' Immune sleep, adv charm Meditate 4 hours for LR Spellslots: 2 | 1 Spells: Detect Magic, Disguise Self, Protection from Evil | Enlarge Reduce, Invisibility Attacks: Toll the Dead (1d12 / 1d8 necrotic) Arcane Recovery (2 slots) Potion Craft Good Potion "Your father, huh? I guess his state probably has something to do with your curse. I'm glad I guessed he wasn't hostile and left him alone when we first met." "I don't see him per se, but I can sense him near my wards." Ithillien corrected Zorjana, with a shake of her head. "He came in with you, and left with you, both times. Despite how it appears, my shop is warded and incorporeal entities will not go undetected or travel freely there. I would avoid the church for the same reason. There's no telling what might happen to your father there." Ithillien pulled out a few potions and tinctures from her pack and nodded to Zorjana's suggestion. "An aid relief volunteer could work. We can dilute a healing potion with water and we can set up an aid station. It should be enough to treat minor aches and pains caused by dancing or any accidents and emergencies we will see here. Do you want to work the alchemical station or the nurse station?" "I think they're here for healing of some kind." The Elf replied to Zefelle and Irata's suspicions of the armed adventurers, noting the injuries of the adventurers in the line. "It should be very expensive to get magical healing, so I'm curious what the church is doing exactly in the refugee camp. It is unusual to see a new church being constructed near a refugee camp." "You would probably stand out the least alongside the adventurers." Ithillien agreed with Calder. "You could also stand guard and watch for any strangers approaching us, or as backup in case any of us find ourselves in trouble. A third option might be to use your skills as a craftsman and have you talk with the Dwarvish workers." "A good place for a ward is near a major road or thoroughfare. We have a few placed near the carriage tracks just to monitor traffic through the city." Ithillien explained. "The refugee camp doesn't have any established roads for us to do that yet, but we can probably place the one you brought near a commonly used path once everyone leaves." Show OOC OOC: You can place the ward in a specific place that you think is suspicious. However, you can also observe or ask around for commonly used traffic routes and plant them there.
  2. Zweitermon 24, Saturday Evening | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog | Resolve Points: 1 Ithillien (Elf Plague Doctor) AC: 13 | HP: 17/17 | Initiative: +3 | Passive Perception: 14 | FeaturesHit Dice: 3/3d6 LR Darkvision 60' Speed 30' Immune sleep, adv charm Meditate 4 hours for LR Spellslots: 2 | 1 Spells: Detect Magic, Disguise Self, Protection from Evil | Enlarge Reduce, Invisibility Attacks: Toll the Dead (1d12 / 1d8 necrotic) Arcane Recovery (2 slots) Potion Craft Good Potion "Any of those will do well as a cover story. The people here are practicing for the Masquerade in 20 days. A few noble ladies and gentlemen have come to help teach. Usually we work in small groups to create a suitable backstory. For example, you and I might be a noblewoman and her court mage body guard, here to help teach a waltz." "Look over there" The Elf gestured towards the conspicuously armed citizens gathered in groups of two and four around the square. "There are an inordinate number of adventurers moving in and out of the church. If we don't want to split up, we could fit such a group well. We are unobserved so far, so we can take our time to observe the crowd and find a means to blend in." "You could ask them in person, or you could use that strange spirit that follows you around to listen in on any suspicious people you find." The Elf gave Zorjana an amused look and then asked, "You just learned what a Soul Track can do and you brought the thing into my store. Do... you not know about the thing following you?" As you take a look around the square for a moment, you see a large number of adventurers mingled into the crowd. These professional monster hunters are conspicuously armed and many still sport visible injuries and bloodstains. However, many of the citizens seem unconcerned or accustomed to the sight. Some children even seem to be running errands for the adventurers, bringing food and water to them. Studying them more closely, you notice a distinct pattern. The most injured seem to have formed a queue directly outside the church, where the most injured are led one-at-a-time through the back door. Show OOC OOC: As players, you are always welcome to add details into the scene that will help provide your cover story. I will provide additional details as needed for the groups. Want to play the role of a construction worker? Add a group of workmen from the church construction yard.
  3. Zweitermon 24, Saturday Evening | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog | Resolve Points: 1 Ithillien (Elf Plague Doctor) AC: 13 | HP: 17/17 | Initiative: +3 | Passive Perception: 14 | FeaturesHit Dice: 3/3d6 LR Darkvision 60' Speed 30' Immune sleep, adv charm Meditate 4 hours for LR Spellslots: 2 | 1 Spells: Detect Magic, Disguise Self, Protection from Evil | Enlarge Reduce, Invisibility Attacks: Toll the Dead (1d12 / 1d8 necrotic) Arcane Recovery (2 slots) Potion Craft Good Potion "We have much in common I see." Ithillien replies to Irata and Zorjana. "Perhaps we can continue this after the mission then. The day grows long and we should be on our way. You can keep reading that book while I close up." Ithillien takes her shop sign and draws on it with a thick black ink. Her hand moves rhythmically and you can hear her intoning arcane words in Charneault under her breath. After a minute, she holds up a large sign announcing the shop to be closed and hangs it on the door. For the members of the Society of Occult however, a message about the owner being at the Fork Gate appears instead, the letters glowing over the false letters hiding the spell. Show OOC Ithillien | Rank 2 The party earns 1 Resolve Point for befriending Ithillien. You have read the first volume of Hearthkeeper Miran's Meditations on Temperance. It postulates that the body is the prison of the mind and serves to restrict the preternatural powers of imagination. Curses are a means of freeing the powers of imagination, which can bring unimaginable good, but also unimaginable horror. Controlling your imagination is essential to controlling the power of the curse. OOC: Also, if you are not aware, I do make in-game private posts by restricting the players who can read it. If you are curious about what other players are seeing, you could login with another account or in incognito mode and read them if you like. Zweitermon 24, Saturday Evening Refugee Camp, Altenheim Weather: Light Fog | Resolve Points: 2 Song: Beyond the gatehouse is a sprawling city of wooden buildings, lean-tos, and tents that reaches out into the shores of the large river. The style is eclectic, a veritable showcase of the empire's diverse culture. A neighborhood of Halfling huts follow the river shore to the north. Their straw-thatched roofs and multi-colored pendants fly high, each pendant proclaiming a Halfling clan's extended family and affiliation. Across the road to the east, a city of tents and lean-tos are home to the Half-Orcs and Half-Elves of the camp. The muddy ground only makes the deplorable condition of the camp even more evident. To the south, the larger and more permanent wooden constructions of the Human refugees can be seen. This portion of the camp also holds a market for goods coming to town. A few burly dwarves in thick shirts and with long axes can be seen browsing the wares of the shops here. Most eye-catching however, is the construction of a Church of Miklas beginning in the south. The stone foundation of the structure has already been built as giant beams of timber shoot up in a forest of scaffolding. To the side, a smaller wooden church can be seen. Outside it, a large number of refugees and citizens have gathered to collect bread and soup. However, there is a festive air in the square as a band sets up on a stage and couples practice dancing on the hard-packed ground.
  4. Zweitermon 24, Saturday Evening | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog | Resolve Points: 1 Ithillien (Elf Plague Doctor) AC: 13 | HP: 17/17 | Initiative: +3 | Passive Perception: 14 | FeaturesHit Dice: 3/3d6 LR Darkvision 60' Speed 30' Immune sleep, adv charm Meditate 4 hours for LR Spellslots: 2 | 1 Spells: Detect Magic, Disguise Self, Protection from Evil | Enlarge Reduce, Invisibility Attacks: Toll the Dead (1d12 / 1d8 necrotic) Arcane Recovery (2 slots) Potion Craft Good Potion "I see you detest my gross oversimplification." Ithillien noticed Irata's apparent disbelief and stinkeye, as she chuckled and stood up while waiting for the others to arrive. She thumbed through the bookshelf to extract a voluminous book bound in red leather and set it on the coffee table. "Sorry, but the practice of avoiding strong emotions is difficult for even the most devoted ascetics. I find it easier to start with curbing the most depraved and basest instincts that arise from a transformation curse. If you're interested, the Church of Aphaelon has written a treatise on transformations and their method of delaying its culmination. It is somewhat dubious and filled with moralistic theology, but the practices are generally helpful in preventing the curse from advancing. You are welcome to look through it in your free time." Show OOC The party has earned 1 Resolve for successfully meeting with the Ringmaster.
  5. Zweitermon 24, Saturday Evening | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog Ithillien (Elf Plague Doctor) AC: 13 | HP: 17/17 | Initiative: +3 | Passive Perception: 14 | FeaturesHit Dice: 3/3d6 LR Darkvision 60' Speed 30' Immune sleep, adv charm Meditate 4 hours for LR Spellslots: 2 | 1 Spells: Detect Magic, Disguise Self, Protection from Evil | Enlarge Reduce, Invisibility Attacks: Toll the Dead (1d12 / 1d8 necrotic) Arcane Recovery (2 slots) Potion Craft Good Potion "I see. You can think of curses as a metaphorical sword hanging over your head, held in place by threads of causality. Your actions and your intent might cause one of these threads to fray or to break, bringing the sword closer to you and to your ruin. There is little I can do to help without a full study of your condition, but the most common triggering condition is the blood of an innocent. I would avoid unnecessary killing until I know more about what will trigger the curse." Ithillien took the pamphlet from Irata and flipped through the pages with a focused eye. "Thaumaturgy utilizes curses for the most of its power, so your own curse is drawn towards it. If you focus yourself, you may feel your curse stir and shift towards its origins. Most are easy to detect, but there are ways to hide them too." She held up two potions for the group to see. "This is a potion enchanted with Nystul's Magic Aura, and the second of Protection against Evil. Most spells that interfere with divination or enchantment will also interfere with this particular ward, which is why the Society has so many of them around. I can sell you some, but I will have to inform the Ringmaster about your purchase." She nodded at Calder's work, a faint smile could be seen in the twist of her lips but not quite reaching her eyes. "That is no problem at all. You can carve it as you like and carry it with you. The plate is bound to its location when you first you invoke the magic. If you move it after that though, it will break." Show Detecting Thaumaturgy You may spend an action to roll an Arcana check and detect any thaumaturgical effects in the area. A successful DC15 Arcana check will reveal the presence of Thaumaturgy as well as a general direction. Spells that protect you from divination magic also block the effects.
  6. Zweitermon 24, Saturday Evening | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog Song: As the sun sets on the city of Altenheim, the citizens of the city descend on to Lower Midtown in search of food and the joyous amusement of its myriad shops. As if cursed, the Red Masque Atelier remains unnoticed and ignored. Occasionally an onlooker would pass by the window and take a peek, but quickly scurry away upon seeing the Nobleman's letter posted on the wall. Although it was bad for Ithillien's business, it did give the group a measure of privacy as they met to discuss the mission in the back. Ithillien welcomed the group as they arrived, offering the same refreshment of tea and coffee as in the morning. Unlike before though, she is wearing a set of leather bandoliers underneath a hooded, black robe. A beaked plague mask hangs from her belt, next to a thick spellbook. As promised, it appears the Elf will be joining you on your excursion into the refugee camp. Ithillien (Elf Plague Doctor) AC: 13 | HP: 17/17 | Initiative: +3 | Passive Perception: 14 | FeaturesHit Dice: 3/3d6 LR Darkvision 60' Speed 30' Immune sleep, adv charm Meditate 4 hours for LR Spellslots: 2 | 1 Spells: Detect Magic, Disguise Self, Protection from Evil | Enlarge Reduce, Invisibility Attacks: Toll the Dead (1d12 / 1d8 necrotic) Arcane Recovery (2 slots) Potion Craft Good Potion "Good evening, everyone. It is good to see you again." The Elf welcomed the group with a sleepy yawn. "I was informed you wanted some extra support on your first mission." "If you are ready, we can make our way to the refugee camp and begin scouting. I heard there were adventurers frequenting the area, so we shouldn't stand out too much." The Elf paused when she saw Calder Ivarson, and shook herself, "Hopefully none of the refugees will object or panic to an Ogresh in their camp."
  7. Let's go with Infernal. Undead are created and involve separating soul from body, which suits the Devil's schtick to a tee. And yes, I think it should be Imperial Norm, but that does make the name much more confusing. I'm inclined to actually redact and simplify the language names just because it's already beginning to give me a headache, and the game's just barely begun. Essentially, each common language has a high and low version. The exotic languages are always related to magic, and therefore to curses related to the monsters that speak it.
  8. Elvish is basically the local dialect of the Charneault language. You will understand it if you know Charneault. Sylvan is an exotic language and would be used to decipher and intone curses related to the Fey (and Elves). It would make sense for Zefelle to know Elvish but not Charneault because she wasn't formally taught the language. You can think of it as functionally the same as High and Low Burach.
  9. I might suggest Raulish, the language of the Thanedom of Rauland, and the national language of Dwarves and Gnomes. Nobody has taken that language, although I understand it's buried in the Empire of Burach text. However, those are probably the most useful languages to learn if you want to quickly befriend a certain demographic. If you are looking for a more exotic language, then Giant and Sylvan might help you connect with the other party members as those languages would help you unravel their specific curses. Yes, the specific avenues are gated in all kinds of ways. Think of it as a festival with many different stalls. Some may be restricted with a hefty entry fee or price list. There's also the possibility the maitre d'hotel will simply put you on a waitlist for an indefinite period of time if you don't meet standards.
  10. The masquerade is an event that will be held next month. The shops are simply selling masques and dresses in preparation for the event. This is to allow customers with larger budgets the time and opportunity to order customized dresses and gifts. High and Low Burach are related enough that it is the de facto common tongue and understandable by all. There will be nuances in how NPCs will react to your speech. For example, speaking Low Burach at the Masquerade will get you different reactions and allow you access to different areas of the ball. As a whole, the Society is much more egalitarian and does not rank its hierarchy based on social class; which is why we haven't come across it yet. Good question though.
  11. Zweitermon 24, Saturday Afternoon| The Red Masque Atelier | Lower Midtown, Altenheim Weather: Light Fog "Oh before I send you off, this is a primer on the intricacies of Thaumaturgy." The Ringmaster replies, absent-mindedly, "Included are some useful spells you might find useful. You might have seen a few of these symbols carved around the city." You have learned Thaumaturgy You have learned Thaumaturgy. Thaumaturgy is an arcane practice closely related to Sangromancy and Runic magic. By using your cursed blood to draw the appropriate pattern along thaumaturgic boards, you can create a variety of spell effects connected to your soul. These can include tracking spells or spells that will augment your abilities while you are nearby. Thaumaturgy requires a thaumaturgic plate with an engraving in the pattern shown here. You must expend one or more hit die to enchant the plate with a spell. Each plate can only hold one spell and the spell's effects persist for a duration determined by the spell. A Thaumaturgy plate can be crafted on an appropriate surface if you have the corresponding tool proficiency. If the plate is moved, any abilities it confers immediately ends. Many monsters will make use of Thaumaturgy to augment their lairs and grant themselves special abilities. By finding and studying the thaumaturgic patterns in their lairs, you can learn new abilities to shift the field to your advantage. You have been learned the Soul Track Rune By drawing this rune on a thaumaturgic plate, you become aware of all cursed creatures that enter the area. You can detect creatures within a 50 foot radius of the plate and know their precise location. Invisible creatures will still have the benefits of concealment (Creatures have advantage on attacks against you, and you have disadvantage on attacks targeting them), although their locations are revealed. Casting this Rune requires you to spend 1 hit die and this effect persists for 1 week after your casting. The candelabrum on the table sputters, and finally burns out as the fog rushes in from your back and swallows you, blanketing the world in a world of white. As the party makes plans to meet again with Ithilien at the Red Masque in the evening, you are given an opportunity to practice the new skills, rest, and digest the revelations revealed to you. You do not know how much time has passed, but you hear a rising din as the sounds of the city once again reach your ears. The fog thins, revealing the colorful streets and sights of a foggy Altenheim afternoon. Curiously, the fog has teleported you to the next location you desire to go in the city. Show OOC I will start the meeting with Ithilien and the initial investigation on Friday.
  12. Zweitermon 24, Saturday Morning | The Red Masque Atelier | Lower Midtown, Altenheim Weather: Heavy Fog "Ithilien will be assisting you if you find yourself overwhelmed." The Ringmaster replies to the group's worries, "However, your priority should be doing a preliminary investigation as to the degree of the danger and the type of monster stalking the villagers. We are training you to properly investigate the causes of curses and monsters so you can learn to fight the monsters on prepared ground." "You are correct in assuming this is more than monsters eating villagers." He answered Irata's question about the villagers. "Such things can be handled by ordinary adventurers. There are... worrying rumors about the surviving villagers and the refugees. Something may have followed the villagers here. At any rate, the Rivens present an unknown threat, which must be handled with silk or with steel as you deem best." His eyes had a sharp glint as he turned to Calder and specifically warned him, "Be ready for combat, but you are strongly advised not to directly engage the monsters in their lair until you first report your findings and develop a strategy." The Ringmaster's tone warmed slightly as he turned his attention back to Zorjana, "This training will also help you investigate and potentially identify the causes and inner workings of your own curses as well. Even if you can't reverse it, the training will help you understand and mitigate the inherent dangers and drawbacks of your delicate condition." With those words, the candlewick has burned down to a sliver of its original length as it sputters fitfully in the candelabrum. The white fog surrounding you meanwhile, is crawling closer to the table. The white tendrils brush against your backs as it eagerly readies itself to swallow you once again. "You should return home and prepare for the task ahead. Ithilien will meet with you tonight to discuss details and plan for your investigations."
  13. "We do keep some files on their occupations, contacts, and Transformation pathways." The Ringmaster answers Irata, "And you are correct assuming such information is given only on a need-to-know basis. As for the fog... it is privileged information. It might come to pass that you will earn the right, or the need, to know about it." Turning to Zorjana, the man answered with a shake of his head. "In your case, you and your family are the target of a curse. You do not realize it because another has been receiving your portion of the curse in your stead. Perhaps a few unfortunate and inexplicable accidents in recent months come to mind." The Ringmaster finally turns his attention towards Sparrow, "A curse is a complicated piece of magic, and manipulating, much less removing such a spell, is more art than science. I cannot guarantee any success, but we do have some specialists who can help. Ithilien is perhaps your best resource for such an inquiry. She is quite familiar with the subject." "As for how you were discovered," The Ringmaster continued, "You, and the others, were discovered because you are all technically cursed and it tripped one of our wards. If you like, I can teach you the specific ward used. You can help place and renew the wards around the city, and we will consider the work as your contribution for any future assistance in your treatment." The first wave of questioning completed, the Ringmaster waved his hand over the table and intoned a brief spell. From his hands, a small model of the city of Altenheim rose from the table. The candelabrum burned dimly in the center of the map, in the middle of the Palace complex. "Residents from the mining village of Rivenvale have been inexplicably disappearing for the last few months. The village is an easy 2 days travel from the city. Investigations and knights sent to the village have uncovered no reason or clue to the disappearances, and the villagers have since abandoned Rivenvale. They are currently residing in the Refugee Camp, outside Fork Gate. The Society tasks you with investigating who is abducting these villagers and how they escaped our notice."
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