Wednesday, 22 June 2016

Knights of the Abyss: Malefic Seven Movements

In spite of the party’s triumph against the Dark Master Osamorté, the realm still faces great peril against the scourge of the Malefic Seven - most remain blinded by these terrible threats, distracted by the Civil War – which has only exacerbated in the fourteen months you’ve been away.

With Val Némor rid of Malefic Envy, the other six Dark Masters have continued to weave chaos in the shadows, undermining both Royalist and Renegade factions in the Civil War.
1.) The Western Reach (Dr. Lang, the Machine Lord – Malefic Sloth)
The region remains a wasteland, devoid of most life. What little remains appear to be weakened and languid. The perpetrator - known as the Machine Lord - lurks beneath Aegis Lake, inside his underwater sanctuary, protected by his automata and augmented followers.

2.) The Northern Reach (???)
Much of the local wildlife from this region has disappeared. Plants and crops suffer from blight, and the Royalist territory of Greater Nibellion suffers a terrible famine as a result.

3.) Val Némor (Osamorté the Unholy – Malefic Envy)
The bodies of the living and dead are going missing - survivors (if any) are often disfigured and mutilated. Since the Dark Master’s defeat at the hands of the party, peace has returned to the region, although this has helped to aid the renegade House Villeroy in their campaign against the Royalists. They’ve marched their mechanized army east, through the Verdant, executing most members of House D'Arcy within the year.

4.) The Nibelish Peninsula (???)
The people here distance themselves from the troubles of others. Many of them are hedonists, wallowing in their own debauchery atop the Floating Isle, blinded by their desires.

5.) South of the River (???)
Settlements in this region waste away on account of destitution. The gold and valuables of peasants and lords alike has been stolen by a master thief.

6.) The Bay of Elmunich (???)
Corsairs are bolder and stronger – their numbers far greater than ever before. There are also reports of a great sea-serpent that dwells in the waters, causing wanton destruction to coastal settlements.

7.) Meridiangard (???)
The corpses of livestock and people alike are scattered needlessly across the countryside. A great beast prowls the land, killing for sport. The locals have requested the aid of the Order of Libertorius in secret, as their liege lords – House Von Heltzer – is on the warpath west into Royalist territories.

Tuesday, 21 June 2016

Knights of the Abyss: Elmunred Civil War Progress


(As of August 15th, 1487 RE, 5th Era )
1 year, 1 month, and 18 days later since the players went missing.

The Civil War wages on, with House Villeroy conquering the majority of House D’Arcy’s territories (The Verdant). House Von Heltzer also capturers numerous Royalist territories in their campaign against House Arcadeus. 

The Political Map of Elmunred after the outbreak of the Civil War, and party’s disappearance (June 28th, 1486RE)
The current Political Map (August 15th, 1487RE) - With Factions Military Movements
 1.)   Battle of the West-Harbour (Villeroy vs. Arcadeus/D’Arcy) Villeroy Victory
2.)    Sack of High-Haven (Arcadeus vs. Hyegarl Deserters) Arcadeus Victory
3.)    Battle of the Black Hills (Villeroy vs. D’Arcy) Villeroy Victory
4.)    Battle for the Pike-Road (Von Heltzer vs. Arcadeus) Arcadeus Victory
5.)    Siege of the Arcanaeum (Villeroy vs. D’Arcy) Villeroy Victory
6.)    Taking of Lavender Fields (Villeroy vs. D’Arcy) Villeroy Victory
7.)    Capture of the Eastern Nibel Expanse (Von Heltzer vs. Arcadeus) Von Heltzer Victory
8.)    Siege of Kentonborough (Villeroy vs. D’Arcy) Villeroy Victory
9.)    Pillaging of the Myrke Vale (Von Heltzer vs. Arcadeus) Von Heltzer Victory
10.)    Battle of Dalric’s Bay (Villeroy vs. Arcadeus) Villeroy Victory
11.)    Siege of Lumire (Villeroy vs. Arcadeus) Villeroy Victory
12.)    Razing of Brandinweld (Villeroy vs. D’Arcy) Villeroy Victory
13.)    First Siege of Kite-Nest (Villeroy vs. D’Arcy/Arcadeus) D’Arcy/Arcadeus Victory
14.)    Raid on Espire (Villeroy vs. Arcadeus) Villeroy Victory
15.)    Siege of Jenner's Ford (Von Heltzer vs. Arcadeus) Ongoing
16.)    Second Siege of Kite-Nest (Villeroy vs. D’Arcy/Arcadeus) Ongoing


House Arcadeus
Overwhelmed on all sides. Most military movements have been made to reinforce settlements under siege, but the Royalists find their numbers perilously stretched, and have not been able to assist their D'Arcy allies to the west. House Arcadeus itself has suffered several crushing defeats on account of superior enemy might, and poor military management from the High Queen. On their western side, the renegade House Villeroy closes in on their borders, capturing a number of Royalist held cities. House Arcadeus does however boast a strong defense in the D'Arcy settlement of Kite-Nest, aiding in House D'Arcy's Last Stand for a foothold in the Verdant. The bulk of royal fleet was crushed during the battle of Dalric's Bay, and to the east, many settlements have fallen to the forces of House Von Heltzer - who have raided and pillaged their way through the eastern expanse.

House Von Heltzer
Despite two major defeats in the opening phase of their rebellion, the Von Heltzers have managed to consolidate their forces, and have persevered north into Royalist controlled territories in the Eastern Nibel Expanse. They currently maintain a siege of the city of Jenner's Ford, although face troubles in their own homeland of Meridiangard. Efforts have been made to  quell a rebellion in the rural central region, and also to locate the perpetrator responsible for the senseless killings of livestock and citizens in and around the Hemlock Vale. The Von Heltzer forces have suffered several untimely deaths of military commanders, and one has gone rogue.


House Villeroy

Together, both Maddox Villeroy and Commandant Vodmich lead forces of war automata, ensuring a swift and brutal assimilation over the Verdant. House D'Arcy is all but wiped out, with Lord Stanford and his family all executed by Maddox - who is henceforth known as the 'Reaper'. A great Villeroy fleet, backed by House Rommedal and corsair privateers also destroys the Arcadeus Royal Fleet during the Battle of Dalric's Bay. All of the Verdant's major cities have been captured or destroyed, and House Villeroy currently maintain a persistent siege against Kite-Nest; the last D'Arcy occupied settlement.

House D'Arcy
The Verdant has all but fallen into the hands of House Villeroy, and many D'Arcy family members and their bannermen have been lost to Villeroy forces. The greatest lost came from Lord Stanford D'Arcy and his family, who were all executed by Maddox Villeroy during the Siege of Kentonborough. Surviving D'Arcy allies flee into the Royalist territories, or maintain the last line of defense at settlement of Kite-Nest - which is currently under siege by House Villeroy.

Campaign Timeline: Chapter 1 (Scourge of the Malefic Seven)

June 12th

•    Session #1: On the Outskirts of the Val Némor Woodlands
Royalist Agents fight on behalf of House Arcadeus during the Battle of the West-Harbour. Commander Nefarion Furyborn, and Signifer Ysera Furyborn are tasked with the protection of the Arcadeus Prince; Rhed. They are aided by Hel the White Necromancer, who is a hireling). They fight fiercely against the Renegade forces of House Villeroy however they are eventually routed after a surprise attack from House Villeroy’s War Automata.

•    Session #1: Val Némor Woodlands
Led by his bodyguards, Prince Rhed barely escapes with his life, and the four of them retreat through the Woodlands of Val Némor. As they proceed deeper into the forest they are attacked by Ursamanes. They are saved by a traveling alchemist called Seltyiel Garrott, who then merges into the party to help them out of the woodlands.

•    Session #1: The Mountain-Vein River
Their journey forces them to cross the Mountain-Vein River, at which point they encounter a fellow Royalist Agent by the name of Mélanie Van Scherade – who is escorting the Vampire Malefactor known as Cynthia to Bastion Zenith. The two parties agree to merge as it would be safer travelling in a larger group.

•    Session #1: The Merchant Road
While travelling along the Merchant Road, the party of seven come across a highwayman trap, which they swiftly repel. On one of the highwayman wagons sits an imprisoned Samsaran monk by the name of Sij – whom the party liberate and welcome into the fold.

•    Session #2: City of Kentonborough (Royalists: House D’Arcy)

Weary and battle scarred,  the party find refuge within the walls of Kentonborough; the seat of House D’Arcy (who are Royal Family’s closest, and most powerful allies). They meet with Lord Stanford D’Arcy, who provides food and shelter for the Prince and his retainers.

June 13th

•    Session #3: The Merchant Road
At first light, the party collects essential supplies from the City’s market district and departs for the Royal Capital of Rhuen in a purchased wagon. Along the Merchant Road, they sight a huge, ominous figure on the horizon, seemingly looking towards the party. They pay it no heed, and progress further. In the night, they stop the wagon to rest, and sometime during the night, the Prince goes missing. The party scour the forest and find the Prince at the mercy of an assassin. He is dealt with swiftly but not before he can severely wound the Prince – cutting his vocal chords with his dagger. They notice a bizarre enchanted tattoo on the assassin’s, and Nefarion collects the head to take for inspection at a later date.

June 14th

•    Session #3: Rhuen, the Royal Capital (Royalists: House Arcadeus)
In the late evening, the party arrive at the Royal Capital where they meet the Prince’s belligerent aunt; High Queen Karyn Arcadeus. She is most grateful to the party for bringing her nephew back safely, and has her physicians tend to his wounds. We learn that Ysera has acquired an infatuation with the Prince, and she is sad to be parted with him.

June 15th, and 16th

•    Session #4: Road to Bastion Zenith
With Nefarion, Ysera and Hel having completed their contract of protecting the Prince, they needed only to return to Bastion Zenith and claim their reward. Along the way they encounter and kill some poachers, and at this juncture it is revealed that the moment; Sij, is not so much of a pacifist after all.

    Session #4, Session #5: Bastion Zenith, the Last Hell-Knight Stronghold (Royalists: Cabal of Vigilum)
Upon entering their resident castle, Nefarion is insulted by one of the Gate Guards (called Heinrich) and the two of them fight to the death later that evening. Nefarion triumphs over Heinrich, but with aid from Hel. The party reconvene in the Hall of Blades where they meet the Arch Lictor of the Cabal; Jean-Matisse Emmerich. He rewards the party, and has the vampire prisoner; Cynthia, questioned. He punishes Hel for her unlawful participation of the fight by branding her face, and gives Ysera a stern warning on account of her failure to dispel the magic Hel used. Nefarion takes the assassin’s severed head and has it reanimated momentarily by a Signifer named Xenastasia. He interrogates it, demanding the motives behind Prince Rhed’s attempted murder. The response is vague, but points them in the direction of the city of Ostenheim, and naming an otherworldly client known only as the ‘Dark Master’. Furthermore, Sij and Nefarion perform a blood ritual at the Bastion’s ancient chapel, in which the faceless statue speaks the words ‘Two Days’ - and nothing more. In order to provoke this response however, they require blood which they extract from two prisoners; Séverine (a girl of six), and Ayres. The blood is provided by the Bastion’s resident torturer; Xzavier.

June 17th - 19th

•    Session #6: Road to High-Haven
With the Royal Agent members of the party being given time off duty, they decide to follow up on some party side quests. Mélanie stays at the Bastion, but allows Cynthia to travel with the party. They depart southwest to deliver Sij’s royal letter to Emmon, Lord of High-Haven. Feeling sympathetic, Nefarion also smuggles the six year old prisoner; Séverine, out of the Bastion. Along the way, they encounter an escaped prisoner named Matheus, and when they question him, they learn that he was a former monk, and a skilled lock picker.

•    Session #6: City of High-Haven (Formerly Royalists: House Hyegarl)
The message is delivered to Lord Emmon, who explains that his Houses’ allegiance to the Royalists has had to cease in order to avoid a siege from a massive Von Heltzer host. The party agree to assist in repelling the siege, so that the House Hyegarl may continue to serve the crown’s interests. The party decide that a stealth mission is the best way to defeat such a force, and they acquire armour and disguises from dead Von Heltzer scouts. Prior to this, Nefarion and the others empty the High-Haven dungeons looking for all available men to defend the walls. The former Hyegarl Lieutenant Mack is employed to venture out with the party beyond the walls.

•    Session #7, Session #8: The Von Heltzer Camp
Under the cover of nightfall and Von Heltzer disguises, Nefarion, Ysera, Hel, Cynthia, Seltyiel, and Lt. Mack locate and slay Adelbern the Ordnance Marshall, and Field Commander Hoyt.

•    Session #8: City of High-Haven (Formerly Royalists: House Hyegarl)
Back at High-Haven, Lord Emmon and Sij are in turn both slain by Wolfgang, a Von Heltzer assassin disguised as an ambassador.

•    Session #9, Session #10: Outskirts of the Ransacked Village
The third and final Von Heltzer commander sits at the base of the invasion force in a ransacked village. The party maintains use of disguises as they proceed towards the village. Along the way they discover a ruined windmill and are attacked by a conroi of Von Heltzer Paladins. A third party is involved in the fight however. A glaive-wielder named Ramos Eldnacht. He helps the party defeat the Paladins and explains to them that he has been sent to kill the very same Von Heltzer Commander as the party. They ally themselves with Ramos for the time being until their mutual goal is achieved.

•    Session #11: Ransacked Village
Through teamwork and strategy, they locate Paladin-Lieutenant Heidi; the third and final Von Heltzer Commander, and defeat her in the Village chapel. In the aftermath, many of her regiments catch wind of the infiltration and search for the disguised party members. The party is forced to separate temporarily.

•    Session #12: Ransacked Village
The divided party make their way back to High-Haven, they discover that the leaderless Von Heltzer army is withdrawing back to their homeland to consolidate their forces. It takes some time, but the party members are eventually reunited (with the exception of Hel, who had passed out near the coastline). The party’s efforts had saved the city from Von Heltzer invasion – albeit temporarily at least.

•    Session #13, Session #14: City of High-Haven (Formerly Royalists: House Hyegarl)
The party catch up on some much needed rest. A passed-out Hel is picked up by someone or something, and carried away. Ramos splinters off from the party to meet a member of his Order in the city, a man by the name of Wolfgang (the very same Wolfgang who had murdered Sij and Lord Emmon) – it transpires that Wolfgang was not a representative of House Von Heltzer in anyway, and is in fact an agent of the rebel Order of Libertorius, the same as Ramos. Their conversation is cut short after they hear screaming from the room next to them. They learn that Hel is inside, and break in to help her. Inside, they see a hideous, withered creature dangling from the ceiling, and a terrified Hel under the bed. The creature bursts out of the window, and the party assist Hel to her feet. In the night, Nefarion is woken by a woman’s sinister laughter, and he follows its source. He finds a woman in a green cloak. She explains that Nefarion’s ‘Two Days’ are up, and gives some vague information about the Dark Master she served. She encourages him to seek out her Master by participating in the Knightly Tournament in Dunfarg in a week’s time. The party reconvene the next morning to leave the city, however they are denied exit on account of Lord Emmon’s murder. The Guard Captain; Vissaeus overrules this, seeing as the party had been the ones to repel the Von Heltzer siege army. Separate from this group, Ramos searches for clues as to the whereabouts of his missing gold. He learns that Matheus had recently come into a large sum of money, and had been given a high ranking position in the reformation of High-Haven. When he confronts Matheus about this, he denies all part in it, but Ramos is not convinced of this. Ysera also stays in High-Haven to seek out Tobias Glyph (whom she had learnt had dealings in ancient symbols like the one seen on the assassin’s neck.)

June 20th – 22nd 

•    Session #14: Bastion Zenith, the Last Hell-Knight Stronghold (Royalists: Cabal of Vigilum)
Nefarion returns to Bastion Zenith to report his recent successes, he is joined by Hel, Seltyiel, and Cynthia. The Arch Lictor informed Nefarion that in two days’ time, a boat would be waiting to take him to Val Némor, where he would be undertaking his next mission. Until then however, Nefarion was given another unexpected task to complete. Despite the Von Heltzer army being repelled, High-Haven had betrayed the Crown, and the Queen had ordered it’s expropriation by way deadly force. Nefarion would be in command of this force, aided by the others in the party.

•    Session #14, Session #15: Glyph’s Tower, High-Haven (Formerly Royalists: House Hyegarl)
Ysera learns of the location of Prof. Tobias Glyph and proceeds to the tower. She finds her way inside however the library within seems to be abandoned. She proceeds upstairs but is attacked by an enchanted mannequin, stitched together out of sack cloth. Facing great peril, she retreats into a study on the top floor where she meets the eccentric Halfling known as Professor Glyph. He orders the Rag Man to cease hostilities, and he converses with Ysera for some time before some cloaked individuals arrive to escort him out of the city. The professor asks if she would like to join them in escaping the besieged city, and she accepts.

•    Session #14, Session #15: High-Haven (Formerly Royalists: House Hyegarl)
Ramos returns to Wolfgang and they initiate the former Hyegarl Lieutenant Mack into the Order of Libertorius. The three of them pay the guard captain a visit at his house. They perform a home invasion, holding Vissaeus’ family hostage. Ramos demands his prized glaive (which Vissaeus had taken away from him earlier) and accuses him of being in cahoots with Matheus, and when Vissaeus doesn’t comply, Ramos kills his wife, and Wolfgang kills his son. The newly initiated Mack deals the final blow to the guard captain himself. Ramos then confronts Matheus again this time with Wolfgang and Mack. In Matheus’ private chambers they interrogate him. After one of his fingers is chopped off, he gives in and admits that he stole gold and riches from the city’s townsfolk (Ramos being one of his victims). He reveals a treasure chest, and Wolfgang goes to bind him but he is stabbed by Matheus. Matheus sprints out into the city and scales a building with impressive speed and dexterity. They pursue him along some rooftops but he manages to elude them when he makes an inhumanly far jump over the street to another building. During pursuit, Mack falls from a roof and is killed instantly from the impact. Shortly afterwards, Ramos and Wolfgang discover that the city is being under attack by Royalist Agents, and they abscond from the city via the northern gate in a horse-drawn carriage. Before they leave, two more Libertorius agents get into the carriage along with a peculiar Halfling man.

•    Session #15: High-Haven (Formerly Royalists: House Hyegarl)
A Hell-Knight regiment led by Nefarion sacks the city of High-Haven, facing minimal resistance. Nefarion’s Lieutenant Gabriel Salvo is assigned as governor of the city. During the siege, we learn that A.) Hel has pyrophobia, B.) Séverine is nowhere to be seen despite Nefarion’s best efforts to locate her. C.) Matheus has fled the city. D.) Mack is dead, and he learns that Ramos was somehow involved. E.) Lieutenant Salvo challenges Nefarion’s authority as acting Regiment-Commander.

June 23rd  

•    Session #16: The Road to Ascentium
Ramos, Wolfgang and the newly acquired Professor Glyph continue east to Ascentium in their horse-and-carriage. Along the way they pass Bastion Zenith (the fortress of their sworn enemies; the Cabal). One of the other Libertorius Agents – named Duncan – mocks it from afar, and belittles the Cabal in general. Unknown to all of them aboard however, they were in the presence of one such Cabal agent. Ysera. To protect her identity, she removed her Signifer mask, and stowed her distinguishing items away. She took on the alias of ‘Aresy’ and adopted the persona of a simple farm girl from the south. The carriage also passes through the aftermath of the Battle for the Pike-Road, where the carriage faced scrutiny from some blood-spattered Arcadeus Legionnaires. Ramos gives them a convincing lie as to their destination, and they are granted passage. Wolfgang’s stab wound seems to have festered badly (clearly Matheus’ blade was poisoned), however Aresy is able to patch it up temporarily.

June 24th   

•    Session #17: The Port of Sworn Swords
After resting up at the newly assimilated City of High-Haven, Nefarion and the others make for the Cabal docks (known as the Port of Sworn Swords). It had been nearly two days since the Arch Lictor had instructed them to be there, and when they arrived, they found a Corsair Dromund awaiting them as planned. The party board the sea-faring vessel, and endure the company of the unsavoury pirates aboard.

•    Session #17: The Path of Amnesty, Road to Ascentium (Rebels: Order of Libertorius)

Along the road to Ascentium, the carriage is attacked by a pack of gnolls, but the Order Agents are able to fend them off without too much trouble.

June 25th – 28th

•    Session #18: The Open Ocean
Nefarion, Cynthia, Hel, and Seltyiel pass the Floating Island, and also sight an old castle ruin claimed by nature. Atop one of the battlements, Nefarion spots a strange figure, much taller than a man, but the figure is gone once Nefarion turns away. They proceed further west, and arrive at the coast of Val Némor, docking at the Port of Zeiduch.

•    Session #18: Port Zeiduch (Renegades: House Rommedal)
Nefarion and the others are stowed away into storage crates, and smuggled off the boat onto the pontoon. When nightfall arrives, they break out and head to the Squid and Anchor tavern. They all take new names and occupations so as to protect their identities (because the rulers of the Port are allies of the renegade House Villeroy) Inside the tavern they meet the Royalist Agent Mélanie van Scherade once again, under the alias of ‘Astrid’; a shipwright’s daughter. The party learn of their mission: seek out the Dark Master. An interesting coincidence, seeing as Nefarion had been told how to reach him - they had to enter the Tournamentum of Dunfarg, and prove themselves as proficient warriors. Mélanie sees this method as being their best opportunity to locate the Dark Master.  Seltyiel speaks to a contact of his in the city (Black-Hand Gregor), who arranges a stagecoach to take them to Dunfarg.

•    Session #18,  Session #19: Ascentium the Mountain-Fort (Rebels: Order of Libertorius)
Ramos, Aresy (Ysera), Wolfgang, Prof. Glyph, Duncan and the others arrive at Fortress Ascentium; the base of operations for the Order of Libertorius (a rebel force dedicated to unseating the royalists, and bringing an era of true democracy, and equality.) They meet Lord-Commander Johan Geist. Geist welcomes newcomer Aresy into the Order, and suggests that she becomes the apprentice of Professor Glyph, seeing as they have a good rapport already. We learn that A.) Aresy takes interest in the reprogrammed friendly Automaton called FRANK, and buries her Signifer Mask, and Dagger outside of the castle walls. B.) Ramos plots to destroy Bastion Zenith and plans are set in motion by Johan. C.) Prof. Glyph teaches Aresy Ancient Abyssal. D.) Ramos and Aresy are taught about the threat of the Malefic Seven. And are quoted the Prophecy of the Malefic Seven. The Lord-Commander highlights seven ‘hot-spots’ in Elmunred where terrible events are occurring – the lairs of the Dark Masters must surely lie within these regions. Johan has selected Ramos to seek and destroy the Dark Masters, and Ramos decides that the Western Reach will be his first target. (Aresy agrees to go with Ramos to lend her assistance.) E.) Before they leave Ascentium, Ramos encounters an unusual bounty hunter by the name of Mister Quinn (he and his gang are sympathisers to the Order, and he extends an offer of cooperation in the form of a marble-sized green ball. Ramos seems perplexed by this, but keeps the offering regardless. F.) On their way to the Griffin Pen, they pass a heavily-fortified door and hear inhuman noises behind it. John explains that it’s best to give the huge locked door a wide berth, and does not elaborate on what lies behind it.

•    Session #19, Session #20,  Session #21: Dunfarg (Renegades: House Bosnager)
Nefarion and the others travel to Dunfarg via the stagecoach of an individual called Umberto Kasteel Esq. Along the way, they pass the Villeroy Capital of Schuteberk, giving it a wide berth. The party locate the Tournament grounds, and both Nefarion and Seltyiel enlist into the Melee Free-for-All. Hel is chosen as Seltyiel’s squire, and Vycktor is chosen by Nefarion (Vycktor was a rogue hitchhiker the party had picked up en route to the City.) The party encountered a bumbling squire by the name of Oscar, who desperately sought Nefarion’s employment, and the would-be Knight begrudgingly accepted. The tournament official warns the party that Oscar is a terrible squire, and that bad luck and ill-fortune seems to follow him. The Melee begins on the morning of the 28th, and while Nefarion and Seltyiel participate, the rest of the party try to sight the Dark Master, who had promised to witness the whole event. Vycktor abandons the party during the arena battle, but still no sign of the Master. After an hours battle, Nefarion is unexpectedly slain by another fighter. Seltyiel bests this opponent, and goes on to win the Tourney for the party. With the party leader dead, and the trail going cold, the four remaining members stay at Oscar’s family house in the slum district of the city. Hel kept Nefarion’s body as a keepsake - she might have been able to make use of him somehow through her White Necromancy. They are led inside Oscar’s house, but something doesn’t seem right when Oscar introduces the party to his father – a man who has clearly been dead a while – he then brings out a pot of stew for the weary party, however on closer inspection, the stew contains meat chunks of human resemblance. Without warning the four of them are trapped in a dungeon, and the Dark Master makes his appearance – unveiling his true form, Osamorté the Unholy, he speaks through the young, naïve squire. He reveals some of his plans and intentions for the four of them. He means to imprison them, torture and ‘transform’ them, until such a time where he could utilize their abilities for his own unspeakable gains.

•    Session #19: Espire Airfield (Royalists: Sworn to House Arcadeus)
Ramos, Aresy, and Duncan travel west on the backs of Griffins along with Lord-Commander Johan himself, until they reach the outskirts of the township of Espire. Their intention; to appropriate a Royal Airship to aid in Ramos’ travelling within Elmunred. The Western Reach was on the extreme opposite side of the realm, and time was also against them. With little complication, they infiltrate the airfield, and commandeer an Arcadeus Scout-Class Airship Prototype – deceiving Knight-Sergeant Ernst, who was the acting Royalist authority in the area. After a night’s flight, the Airship arrives at the Western Reach, just outside the village of First Harvest.

•    Session #19,  Session #20: First Harvest, the Western Reach (Neutral)
Ramos, Aresy, and Duncan venture into the heart of the Reach, while Johan tends to the airship, and keeping the Arcadeus prisoners under control. Their fears were true; the Reach was a wasteland of emptiness, seemingly devoid of most life. The plants and trees were wilted, as if drained by a malevolent force. The village of First Harvest was unsurprisingly abandoned, as if everyone had packed up and left. Ramos discovered that their footprints led seemingly into the waters of a nearby lake. When Duncan swam out into the lake to inspect a floating corpse, something grabbed him, and when the others pulled him out of the lake, his right foot had been ripped clean off. They return to the village, and stabilise his wound. Ramos finds information in the journal of Tirandell Garrott that link the lake to the strange goings on in the Western Reach. Perhaps the Dark Master lives below its surface? Later that day, they encounter an individual named Exalis Grimdark; a travelling inquisitor who also had been drawn to the Reach, he claimed that his deity had guided him here, and from what the party could tell, his intentions seemed pure. The next morning, they ventured out into the lake, using a fishing kayak. (Duncan remained at First Harvest on account of his missing foot) Employing the use of Aresy’s magic, the three remaining party members descended into the lake where they encountered a great dying aboleth which was known as the Lake-Keeper. They put it out of its misery and followed a cable that had been connected to the creature (a sort of leash). The cable led them along the bottom of the lakebed to this huge underwater ‘facility’.

•    Session #21, Session #22: Dungeons and Crypts beneath Dunfarg (Malefic Seven: Lair of Osamorté the Unholy)
Trapped beneath the city, Seltyiel, Hel, Cynthia and Melanié explore the subterranean network of dungeons and catacombs that make up the Lair of Dark Master Osamorté. They progress further, encountering a number of undead foes along the way, and one living – Arcturus the Dragon Slayer – who they unshackle from his cell. The grateful knight accompanies the others as they press further in the hope of stopping their malevolent captor. The party encounter three cloaked individuals who had been eagerly awaiting them. (The Afflicted Trinity) They become hostile and a short yet vicious battle commences. The party manage to overwhelm the trio, and slay them all. In the next room, they find the Hell-Knight torturer Xzavier (doing what he does best). His shackled victim is none other than Nefarion. The torturer uses his newly acquired gift to resurrect him time and time again so that he may keep peeling off his skin, even after he expires from the pain. After they deal with the torturer, they put their former comrade; Nefarion out of his misery (for he was mutilated beyond reprieve). In the final chamber they confront the deceiving squire who was called Oscar, except now he had taken his true and ghoulish form as Osamorté the Unholy. The boss fight ensued, although the Dark Master was bested by the combined strength and determination of the party, and they acquired his Malefic Item; the Covetous Skull.  After the fight, they noticed a wounded young girl behind an altar, they recognise her as the missing girl; Séverine, although when Arcturus attempts to heal her with his holy magic, she bursts into flames and dies (for it seemed she had been afflicted with un-death by the Dark Master previously). Triumphant, they had defeated one of Malefic Seven, and headed up and out of the dungeons and back onto the city streets of Dunfarg.

•    Session #21, Session #22: The Sanctuary, Aegis Lakebed, the Western Reach (Malefic Seven: Lair of Dr. Lang, the Machine Lord)
Ramos, Aresy, and the newly acquired inquisitor Exalis make their way to this hidden, and bizarre underwater ‘facility’ at the bottom of Aegis lakebed. They arrive at a metal hatch door, and it opens for them. Inside they meet a friendly human man called Miles (who has robotic legs). Surprised at how pleasantly they were being treated, the trio, are led further into the Sanctuary by this Miles individual. A mechanical face comes out of one of the walls, and ‘speaks’ to the party through its synthetic feminine face. It introduced itself as ‘C.E.L.I:A’ and seems to have a form of artificial intelligence - the advanced technology of which has not been seen by anyone in Elmunred previously. ‘She’ extends a wish of welcome, and Miles lets the trio stay in his chambers until suitable ones are prepared. When they reach Miles’ chambers, he tells them more about the facility, about the one who owns – an individual he refers to as the Machine Lord, whom the sanctuary inhabitants revere as a god. He tells the trio of three Levels that make up the facility; Level 1 being comprised of residences, amenities, and a place called the ‘Leisure Dome’. Level 2 was an occupational level, where the inhabitants would go to work, and Level 3 was the Machine Lord’s personal chambers. The trio decide that keeping their composure was paramount, and they were certain that the Machine Lord was the Malefic Dark Master operating in the area, although his ‘followers’ seemed completely oblivious to the dormant horror they served. Ramos and the others decide to bide their time, and over the course of a few days they explore the facility. They manage to persuade Miles onto their side, and eventually they execute their clandestine raid of the facility to confront the Dark Master in his chambers. They even kill three inhabitants in order to forcibly acquire their cranial implants, gaining access to Level 2, however as they crawl through a ventilation system to Level 3, they are hit by a cloud of gas, rendering all of them  unconscious.

Campaign Overview: Chapter 1 (The Scourge of the Malefic Seven)

 Campaign Overview: 
The Elmunred Civil War, and the Scourge of the Malefic Seven


"For the last seven hundred years, the Kingdom of Elmunred had been governed by the Arcadeus dynasty. Throughout the rule of its monarchs, the Royal House had garnered much wealth and stability for the realm. That is until the late 15th Century RE. After a long fragile reign, House Arcadeus were ensnared by a great civil unrest, motivated by greed, power, and clashing of ideologies. It wasn’t long before a full blown Civil War broke out, and the Royalists found themselves beset on all sides by invaders."

"After the unfortunate death of High King Max Arcadeus, the warmonger, Lord Hermann of House Villeroy was the first to march his mechanical armies towards the Royal Capital. He desired the throne for himself, and saw the King’s untimely demise as the perfect opportunity to take it. It did not matter to Lord Hermann that he was attacking the family he had married into many years previously."

"From the south-eastern borders of the Royalist territory marched the Knightly legions of House Von Heltzer. The Arch Paladin himself also sought to unseat House Arcadeus from the royal throne; however he held no love towards the Villeroy usurpers - he vowed to vanquish both Houses from the face of Elmunred."

"And so the war for Elmunred began, with all four of the Great Houses having to pick sides in the terrible conflicts that lay ahead of them. Unbeknown to them all however, a far more urgent and sinister foe was lurking, whose immense power and influence gripped all corners of the realm, and whose malice threatened everyone equally - They were known as the Malefic Seven"

Monday, 13 April 2015

Session 21: Group 2 Overview

RAMOS Eldnacht, Agent of the Order of Libertorius
ARESY, A humble healer from the South (Ysera Furyborn, Hell-Knight Signifer)
EXALIS Grimdark, a Fetchling Inquisitor
~5pm, 28th of June, 5th Era 1486 RE (Day 16)
Outside the 'Sanctuary', Bottom of Aegis Lake, the Western Reach

Ramos gathered as much speed as he could and charged at the facility's window. He made contact with the window and was repelled off it. The glass was way too thick for him to break, and the fact that he was underwater made gathering the right amount of speed and strength impossible. Interestingly, there was no response from the facility or the inhabitants they had seen, and so cautiously the three of them followed the huge stainless steel walls around until they could find a way inside. It wasn't long before they came across a hatch door with a porthole window looking inside. Ramos opened the hatch by loosening the valve wheel. and they found themselves in a small chamber. In this chamber, they could see another identical hatch with another porthole. They closed the first hatch door behind them, sealing them inside, and then they noticed a face peering at them from the porthole of the second hatch. From the looks of it, he was human. Male, with dark hair with a sort of samurai topknot. He seemed quite muscular, and was wearing a grey vest, soaked with sweat. He did not seem the least bit angry or antagonistic at these three intruders, instead he looked on at them with amusement and curiosity. He seemed to pull a lever, and momentarily afterwards, the water began to drain from the small air-tight chamber that Ramos, Aresy, and Exalis were in. When she was able to do so, Aresy dismissed the water-breathing spell she had cast on them all, and they breathed in air again for the first time in many hours (although it was not as pure as the air from the surface.). When all the water was drained, the man behind the glass spoke to them using an electronic communication device. Although he spoke from behind the thick glass, his voice carried through this device into the chamber.

"It's been a while since I've seen new faces. Welcome to the Sanctuary"

The second hatch door now began to open, and the three new visitors tried their best to remain calm and collected. With the hatch door fully open, the the trio now looked upon a sort of corridor. It's walls made from steel, and lined with pipes, and metallic devices of an unknown origin. A couple of diving suits are also hung up on hangers. The middle aged man they had spoken with is unarmed, and for the most part seems normal...with the exception of his legs. They seem to be mechanical. He seems unperturbed by this fact, and when Ramos asks him what happened to his legs, he tells them that they were replaced with these 'bionic augmentations'. He had willingly elected to have his legs replaced with these, and his reasons were because they were more useful. They amplified his running capability, and therefore, he was able to work to greater effect. Ramos notices that on the sides of his head, there seem to be a pair of metallic implants. Straight away, things seemed to be very strange down here, when questioned about the 'Sanctuary' and it's purpose, he mentioned that a 'Great Scourge' effected the land above the lake, and that down here, underwater they were safe from it. The Sanctuary is a secret place where a small community live, under the protection of an individual called 'The Machine Lord'. The price for their safety and accommodation however was not without it's price. But it was apparent that gold was not the currency the Machine Lord sought. Only those who could contribute to the preservation and running of the facility were allowed to stay, and the inhabitants were offered 'upgrades' to help them perform their jobs more efficiently. When they asked him about how he came to the Sanctuary, his memory seemed to fail him. He remembered very little of his 'Old Life' (which was how he referred to it), and his strongest memory revealed that he had worked as a messenger of sorts...a courier. His last assignment led him to First Harvest, with the objective of bringing the Garrott's a pouch of gold under the behest of a strange man, who had contracted him in High-Haven. The mention of the strange man, along with the surname sparked off memories of Ramos and Aresy's. Was it Seltyiel who had sent this man to First Harvest? His surname was Garrott after all.

Their conversation was cut short from the arrival of a rather disconcerting mechanical being. Attached and mounted on a rail on the left wall of the corridor approached the top half of a bionic body. The 'head' of this machine seems to be covered in some sort of flexible rubber or plastic, giving it the impression of a human face. A calm, feminine face. The rest of the torso and body however remain very much mechanical. A strangely reassuring voice emits from the 'mouth' of this unusual rail-mounted automaton.

"Miles, It seems you've made some friends"

Did that machine just talk? Stranger still, did it recognize and interact with someone? Did it remember his name? The trio try there best to remain calm, and start to interact back with this Artificial Intelligence. 'She' introduces herself as 'C.E.L.I:A', the Automaton created for Communication, Empathy, Learning, and Intelligence.

"On behalf of the Machine Lord, Welcome to the Sanctuary. We were not expecting visitors, so it might take up to sixteen hours to ready residence chambers for you. I'm sorry for the inconvenience."
- C.E.L.I:A

The man with the bionic legs (who had been called 'Miles' by C.E.L.I:A), said that he would be happy to let them stay in his quarters until their own were ready. The trio accepted Miles' offer, it seemed like their best option in this instance. The three of them followed Miles along the corridor to his chambers, along the way they passed many other residence chambers, and from the brief look that they got of the interiors, they seemed well fitted, although with minimal layout. All of them had a sort of dining area adjacent to the kitchen, as well as beds that could be folded into the walls. The inhabitants themselves all seemed quite comfortable, either eating, relaxing or using exercise equipment. Without much delay, they found themselves in Miles' chambers, which in comparison to the other chambers they had seen, seemed pretty much identical. With the exception, Miles had more exercise equipment in his. He had a sort of 'running-machine', that he would use to power the electrical components of his room. Miles' apartment was cosy to say the least, although there was enough space in the kitchen/dining area for the four of them to sit and chat. When Ramos questioned him further about the facility, Miles explained to them that it was divided into three 'Levels'. They were currently in Level 1, which included residences, amenities, as well as something called the 'Leisure Dome'. Level 2 was an occupational level, where the inhabitants would go to work. And Level 3 was the highest access level where the Machine Lord resided. Miles himself had never seen this enigmatic ruler of the Sanctuary, and claimed that most of the other residents hadn't either.

NPC Update: Quinn's Gang


Saturday, 4 April 2015

Malefic Faction Unlocked

INFO:
An cult of murderers, psychopaths, and necromancers headed by Oscar Bourgis. Formed around five years ago, the cult became quite prolific and their influence spread across the region of Val Némor. They were responsible for many sinister acts, including terrorism, murder, and maiming/mutilation of important political figures. Their methods involved stealth, deception, and disguise, which made them difficult to trace. It's newly initiated members were known as Acolytes, and Bourgis was known as 'The Unholy One' and also the 'Dark Master; Osamorté'. It's headquarters were based in the city of Dunfarg, and encompassed many subterranean chambers beneath the city. It's center was the under-croft of the old Church of Pharasma, and from there, it connected to many dungeons, crypts, and cellars to all corners of the city - the scale of their subterranean networks also heavily contributed to their secrecy and capabilities. A sizable percentage of the Afflicted cultists hail from undead ancestry - the majority being either vampiric or dhampiric. As a result of their frequent practice of necromancy, they have many legions of undead thralls within their dungeons. Their members wear dark green cloaks and dedicated members are given enchanted tattoos on the back of their necks of the Malefic Heptagon.

KNOWN MEMBERS:
Oscar Bourgis / Osamorté the Unholy†
- The Dark Master of the Afflicted Ones.
Fayde† - An Assassin sent to kill Prince Rhed Arcadeus.
Xenastasia - Necromancer who infiltrated the ranks of the Hell-Knight Cabal.
Ulandra Oeskiel† - A tiefling Malefactor, and member of the elite Afflicted Trinity.
Markon Arcureo† - A human War Master, and member of the elite Afflicted Trinity.
Zephaistyan the 'Coffin-Fang'† - A vishkanya necromancer, and member of the elite Afflicted Trinity.
Meyce of Ostenheim - An Afflicted warrior who was also a Knight.
Xzavier† - A torturer and interrogator who had previously worked for the Hell-Knight Cabal.
Severine† (Unconfirmed) - A young girl who had previously been a Hell-Knight fugitive.

ARTIFACTS:
The Skull of Envy
- The skull of Cort Vel Drune (a distinguished knight whom Oscar squired for). It became imbued with great power through Oscar's intense envy and hate of his master. A Malefic Artifact, it shone with a golden radiance, and could be used to launch powerful beams of energy through the eye sockets.