Saren Of Tyria/MicelusSaren finds the Hill and departs with Halabard. He seems a friendly sort.
"A friend of Feleris is a friend of mine. Where did you say you came from?"She makes sure to give him her fake name. She cannot trust anyone...
The others of the group are about the same-there's a turbaned male human with a bow on his back, a Kenku (birdman) dressed in dark clothes, a sort of dark skinned female elf with a lute and a knightly looking man in full armor.
Halbarad looks into the sky again, noticing an odd patch of black clouds in the distance....he shrugs, and turns back to you.
"Guess I should introduce you to the party...There's Al Halam, Creek-Greek, Alithra and Sir Charles. You can trust them...we've decided to seek the Source together, for now at least. You are free to join us, sir." You are all a little surprised, when a few moments later the sky bursts with some sudden, amazing energy-like a lightning storm came from no where.
The party seems concerned that Stromgand got everyone killed somehow.
"Wow. That might have hit the Orcs, I guess?"Al-Halam speaks
"I cannot say. It seems a Godly power was unleashed."Creek-Greek chimes in.
"Whoever it hit, less enemies right? Ta-caw!"Alithras voice, silent and melodious...
"I suppose the bird is right...but I do not like the omen it brings."Charles remains silent.
The small group continues upwards, with Al-Halam and Creek-Greek leading, keep and eye out for trouble. You reach the ascent with no difficulty.
Halbarad kicks over the ashes of a small Orc campfire.
"I guess they ran when they saw that show. Good for them."The group looks down upon the fort-encircled by thick walls in a Hexagon shape, Halbarad points out four spots of interest.
One is the central building-the castle, as it were. It's about five stories tall and made of stone that looks a distrubing scarlet shade. It almost looks like a Cathedral, but there are only empty gaps where the stained glass windows might have been.
"That's the main entrance...I do NOT intend to go in there. Seems premimum real estate for any horrors that nest here, but it's probably got most of Toz's treasures, too."Next, the points to the building behind it-predictably, it's Skull Shaped-the entrance is the skulls mouth, and it's encircled with a deep pit. Only a rope bridge seems to allow entrance to and fro.
"Umm...should we stay out of Skull Shaped Buildings? Yes. My research said thats where Toz kep most of his lore and knowledge though, along with his 'experiments'. And, I don't like the look of that bridge...Next in line, a massive chasm that lies by what looks like a recently repaired section of wall-new, grey stones clashing the blood red ones.
"Damn. I was hoping the wall would still be down...no matter. I intend to take that chasm down into the depths of the fortress-it should get us past some of the worst things. I hope."Finally he looks at the last thing-a tall tower, almost 20 stories high. The tower itself has an odd...spiraling quality, almost as if it grew up from the ground, instead of being built. He shrugs.
"Never heard of a Tower here before. I hope it's not what I think it is...all that aside, we should probably make camp down there. I've got a good spot picked out."[1]
As the group makes their way down the cliff, they hear a certain...something. All around them.
Al-Halam motions for the group to stop with a silent wave of his hand. He draws his bow. He only says one word.
"Spiders."A few seconds later, swarms of hungry looking blood colored Spiders burst from cunningly concealed depressions from the ground. Some are as small as a thumb, others big as large dogs. Thousands of eyes fall upon the group-and each glows with pale red light. They are...misshapen and unnatural. Some scuttle along on far too many legs, others ramble on too few-some have dozens of eyes staring into nothing, while others are blinded, relying on the mob to steer them toward food.
Halbarad reaches for his alchemic sheath, and others follow suit, drawing their own weapons.
"Defend yourself, Lizardman!" He says, gritting his teeth and preparing for the onslaught.
Saren sees one of the biggest ones scuttling for her, fangs dripping with venom. It seems the Fortress has arranged a suitable welcoming party for you.
!!Enemy Encounter!!Blood Spider Swarm
Mobility: -2
Reflexes: -2
Power: -1
Intelligence: -2
Armor: 0
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
Effects:
Swarmer/Attacks cannot miss the swarm, but all damage is halved.
Blood Corruption/Every point of damage done on DF incurs a 5% chance of infecting the target with the Affliction of Toz Corruption on that hit. Every point of damage done on HP incurs a 10% chance of infecting the target with the same.
Blood Spiders
"They have too many eyes, Master...", said my foolish apprentice. I could see him trembling as he looked upon my new pets, freshly hatched.
"Too many?" I laughed! "We are not seeking perfection of form. We are seeking to inspire Terror. Are you afraid, Apprentice?"
Before he could answer, I pushed him into the pit and watched my glorious creations enjoy their first meal.
-From the collected Journals of the Wizard Toz
Of Toz's many creations, Blood Spiders were perhaps his most wicked-he and his Crimson Initiates corrupted the Archanida that dwelled in his underground Fortress, turning them into these mutated beasts. They serve as his guard dogs, infesting and multiplying in any area of the fortress not routinely patrolled-they sleep in swarms to keep warm during the night, and hunting actively during the day.
Other than pure numbers, they pose little direct threat to a hardened adventurer-but they can spread the Blood Corruption in their bite...which can lead to a fate worse than death.
Like most of his tormented creatures, they are almost mindless, and always awaiting the scent of fresh blood.
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
Blessing of the Ancestor Spirits/Negates the first attack that would affect your HP, nullifying the attack completely.
-Deity Relations-
Ancestor God-Spirits
Piety: 40% ()()()()()()()()()()
-Items-
Equipped:
Conjurers Staff/Two-Handed Melee Weapon
Conjurers Robe/+2 Armor, Mana Battery (25/25 MP stored)
Lizardfolk Tribal Tattoos/Neutrality to Lizardfolk
Pack:
1xGreenScale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1xSmoked Pork Ration/1 Day of Food
Powers:
Elemental Beckon
Cost: 25/50/100/200% MP
Upkeep: 10% MP per level
Reagents: Existing Elements
Effect: Saren can summon an extra-planar ally made of a primary element-fire, water, air, or earth-among others, but these are more difficult.
Said ally has four levels of power and size, based upon how much MP has been invested into it. All it requires is an existing example of the element you wish to conjure it from.
This spell is known by many Conjurers as basic self defense-it consists of invoking an elemental spirit from it's home realm with the promise of excitement and adventure. Most Elementals enjoy serving conjurers who keep them occupied, given the freedom to physically interact with the world-for, if their physical bodies are destroyed, they merely return back to wherever they came from-making them nearly fearless. They are not nearly mindless-many enjoying conversing and interacting with with their conjurer allies, sometimes forming strong friendships that last past the conjurers own life and extend to their children.
Object Summoning
Cost: ? MP
Effect: Saren's primary conjuring spell allows her to summon almost anything from her own willpower-literally, anything that she has touched or encountered before.
From a wagon wheel to a quiver filled with arrows to a basket of pears-obviously, the larger and more complex an object is, the more difficult and MP expensive it will be to summon it.
Also, said objects will only last about 30 seconds to a full minute before discorporating.
Conjuring is a business. The ability to summon objects from willpower is the most strenuous of any magic school-usually, multiple conjurers are used to share the burden of any prospective summon. This spell has infinite application, to the learned mind...
Conjurers Seal
Cost: 25% MP
Effect: Makes a summoned object permanent.
The speciality of the Company of Conjurers is to make a temporary object permanent-it's what elevated conjuring from a dead end school with little practical application into something that was feared and respected. It's an easy cantrip, actually-compared to the summoning itself, locking an object into reality is fairly simple, thought MP expensive.
By forging contracts with certain extra-planar allies, the Company of Conjurers has the ability to arrest the process of energy decay that usually makes summoned objects disappear.
Ancestors Wisdom
Cost: 50% Piety
Effect: +2 Intelligence for 24 hours
The collected knowledge of the ancestor spirits-gathered over many lifetimes, large and small, empowers the minds of those who pay respect to them.
>
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ochita,
Feleris/TiruinThe pair follows Vusted, to where Stromgand has almost whipped the party into a fever pitch.
You see the Demon and his lackey-a scared and sick looking girl who cringes as your eyes fall on her-leaving the area as you join.
"Yes, let it be know that anyone who betrays this expedition wil be treated as an enemy from now on. Let the cowards run away, only the brave shall gain the Source!" He intones ominously.
"Who is ready to kill some Orcs?!"The party cheers, drawing weapons and shields.
Ochita feels a mysteriously cool hand on his shoulder-it's ice cold. Ravena the Blackguard! She smiles sweetly.
"Ochita, right? You're pretty...hmm. I'd like to get to know you..."He feels the tingle of a hostile enchantment.
[Ochita resist magic 7+2 vs Ravena 10]
...
At the same time, Feleris feels the point of a blade at his back. He can only hear a voice-he dare not turn around.
"Stromgand wants you in front, Elf. Don't keep him waiting."Before anyone can do anything though...
There is a flash in the sky-a storm? At this hour? On a clear night?
The entire crowd is shaken out of the spell Stromgand was weaving-all eyes are drawn to the Orc camp ahead.
A few seconds pass. The crowd gasps as a massive bolts of energy erupt from the sky, falling on the hapless Orcs! In but a few moments, the dust settles-and not a living thing can be seen barring the path to the Fortress of Blood.
The Adventurers cheer even louder, glad for help, even if they don't know where it came from.
Stromgand seems surprised too.
"Well! The Gods favor us then! Look at what they have done...our quest is destined to suceed! Onward, men-to the Fortress of Blood!"Ochita looks around again-the woman is gone. He shrugs, and travels alongside the mob, absently rubbing his shoulder where Ravena touched him. It's curiously numb...he realizes with some alarm the numbness is creeping down his arm.
Ochita gained Affliction: Ravena's Creeping Frost/ -1 to Mobility and Reflexes, stacking effect
Feleris is driven forward by blade point.
...
The Trip through the camp is hardly dangerous-the worst injury sustained by the party is a foolish Halfling warrior who tried to examine the crater and fell in, breaking a leg.
They pass the ashes, destroyed shacks and charred fragments of bone and gristle in eerie, respectful silence.
On the other side, Stromgand stops the party under a shaded copse of Ironwood.
"We'll set up camp here, and tomorrow morning, we hit the Fortress." He says, pointing his sword toward the gates-which look impressively solid
Feleris's eye can make out forms manning the towers-red eyes that glance down upon them.
He feels another jab of the blade.
"Stromgand wants to see you...Elf. Come with me."The mysterious man prods him again-in the direction of Stromgands tent.
...
Ochita meanwhile, can feel the creeping numbness in his chest by now...snaking toward his heart. He needs to find a healer...assuming this ragged band even has one who is willing to help him.
He spots the male halfling warrior with the broken leg being carried along by a smaller female Halfling. He hears their amazingly squeaky, endearing voices.
"We'll find the healer, Andre-and she'll fix you right up. There was a Priestess, remember?""Don't rush, Sister. I'm fine...fine. Wouldn't wanna trouble no one on my account..."
Mobility: 1
Reflexes: 1
Power: 0
Intelligence: 3
Armor: 2
Magic Resistance: 2
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
Curse#Ravena's Creeping Frost/ -1 to Mobility and Reflexes, stacking effect
-Deity Relations-
None
-Items-
Equipped:
Verlaine Cutlass/One-Handed Melee Weapon
Robes of the Travelling Mage/+2 Armor, +2 Magic resistance
Leather Bag of Collected Literature/Provides bonuses and lore pertaining to a wide variety of skills and actions.
-Keys-
Elesias Scrying Crystal/Allows communication with Mother Elesias about once every 12 hours-depending on local magical conditions-and teleportation to and from her tower-but only one way forward, and one way back. Ochita can expend his own mana to boost the signal. Ochita has not used its teleportation abilities yet. It hums with energy-he can use it to contact Elesias now, if he wishes.
Pack:
4xHealing Potions/Heals 25% HP, 50% Defense, instant use
2xDried Fruit and Nut Rations/1 Day of Food
1xPotato Ration/1 Day of Food
2xMana Potions/Restores 100% MP, Spell Overcharge, instant use
3xLaumwort Sprigs/ Heals 5% HP, 25% Defense, instant use. Two can be used to brew a Healing potion with time and the proper materials.
Powers:
Forcefield
Cost: 75% MP
Effect: Gives you an additional 4 armor and magic resistance that is depleted by damage. If not destroyed, the shield regenerates when he is out of combat.
Ochitas primary defensive spell has saved his life many times-stray arrows, bad falls, hostile blades, dart traps... It creates a light blue tinted shield of force that covers his body, protecting him from physical and magical harm.
Ether Missile
Cost: 5% MP
Effect: Offensive Magic, -2 to enemy reflexes to dodge. Negated by magic shields.
Offensive magic, highly accurate.
Simple, effective, deadly-a streak of enchanted energy missiles that pack a punch from afar. It is the bane of warriors, who cannot easily dodge the swarm of independently seeking flares, but those who possess magic shields or resistance of any sort can nullify them entirely.
Scry
Cost: 25% MP
Effect: Allows Ochita to astral project his spirit-his astral form can bypass walls, is invisible and undetectable, and is immune to damage from mundane means.
Of course, dangers are inherent-spending too long or going too far from his body could be fatal, and there are some less than physical beings which can still pose a threat to him. He can only maintain about a quarter of a mile distance, and a half an hour in this form completely safely.
Repair
Cost: ? MP
Effect: Restores a broken or corroded item to full functionality-all it requires is that you gather the pieces of the item together. Costs more or less, depending on how large and complex the item is.
Ochita's custom spell allows him to undo the wear of time and damage on items-he's used it on old books, of course, mending his robe, and his sword the few times it's actually been broken.
>
Mobility: 1
Reflexes: 2
Power: 1
Intelligence: 1
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Camoflaged/+1 to Stealthy Actions
-Deity Relations-
Goddess of Life
Piety: 30% ()()()()()()()()()()
-Items-
Equipped:
Sylvan Longbow/Two-Handed Range Weapon
Ranges Cloak and Tunic/+3 Armor, +1 to Stealth
2xSylvan Daggers/One-handed Melee weapons
Pack:
15xSwiftflight Arrows/Ammunition
1xWaybread Loaf/1 Day of Food, +1 morale bonus to all stats for 24 hours after eaten
1xSunshine Liqeur/Heals 50% HP, 100% Defense, instant use
Powers:
Goddess's Balm
Cost: 50% Piety
Effect: Heals 50% HP, 100% DF in the user, or one of his friends.
Just a drop of the cooling water from the Goddess of Lifes springs can restore your strength. Using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Goddess's Cleansing Touch
Cost: 20% Piety
Effect: Heals all poisons, venoms, curses and and diseases in either the user or one of his friends.
The Goddess's touch removes all noxious maladies...physical and spiritual. As with all her aids, using this on another good soul and expecting no reward can actually gain you her favor and reward you later in your travels.
Aimed shot
Cost: 25% ST
Effect: +3 power and reflexes to next set of ranged attacks.
One shot...one kill. Requires you to be still and not engaging in melee combat.
Willpower
Cost: 50% ST
Effect: Restores 25% HP, 50% DF
Sylvan Rangers are taught to endure any hardship-what kills other races, they thrive in.
>
Rhogar/ZakoRhogar trods toward the Fortress of Blood-singing loudly and boldly, for the first time in many years, the songs of the destroyed Brightflash Halls, the ones he remembered the most.
Let the Orcs hear him, let them come. Ha!
Dragonborne, birthed from flames! Hurrah urra ay!
Scorch and burn, Scorch and burn!
Dragonborne, Hammers up high! Hurrah urra ay!
Kill and Smite, Kill and Smite!
Dragonborne! The Favored Sons!
Love of battle, love of peace...Love of Family, hate of foe...one clan, one purpose-together till the end. Hurrah urra ay!
Hurrah urra, urra ay!
[4]
No one dares challenge Rhogar now, brimming with energy and righteous anger. He crosses the mountains safely-and looks upon the Fortress of Blood. No mere name, the very stones are a pale shade of Crimson...he can see below him, Stromgand setting up camp-beyond him, the front gates. Beyond that...the Source.
Mobility: 0
Reflexes: 1
Power: 2
Intelligence: 2
Armor: 6
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 100% ()()()()()()()()()()
ST: 100% ()()()()()()()()()()
Effects:
Favor of Kron/Immune to Lightning Damage
-Deity Relations-
Kron the Thundering God
70% ()()()()()()()()()()
-Items-
Equipped:
Brightflash Clan Warhammer/One handed Melee Weapon, Greenskin Bane
Skysteel Full Platemail+Shield, Helm/+6 Armor,
Holy Symbol of Kron/Lightning Immunity
Key:
-1x Shackles of Time/Cannot be removed, allows you to sense the general area, direction and state of who is wearing the twin. Allows you to undo your previous turn in the game, once-other players affected can possibly resist it's effect on them, if there is any.
Pack:
3xGreenscale Balm/Heals Reptilekin for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
3x Krons Prime Beef Shanks/One Day of Food, +1 Morale Bonus to all stats for 24 hours
3x Stamina Potion/Restores all lost Stamina
2xSmoked Venison Ration/1 Day of Food
Powers:
Krons Thunder Bolt
Cost: 50% Piety
Effect: Offensive Magic, +4 Power against enemies not immune to electricity, +4 reflexes to hit against enemies not immune to electricity
A clap of thunder spells doom for Krons foes-his deadly bolts are both horribly powerful and unerringly accurate, seeking your enemy. Kron enjoys and reward his followers when using this technique to finish a battle-to kill, not merely wound, since he owns the souls of mortal who die by lightning and thunder.
Krons Wrath
Cost: 75% Piety
Effect: +2 to Mobility, Reflexes and Power against a chosen foe.
Kron is known to bless his champions with amazing power when fighting particulalry deadly foes-this is a costly and dangerous ritual to enact, for once you have invoked his wrath, you cannot stop attacking-not for mercy, not for death, not for anything-or his rage will turn upon you. Your foe must fall.
Crushing Blows
Cost: 20% ST
Effect: Ignores half the enemy armor on your next set of melee swings, rounded up
A warhammer like Rhogars tends to destroy most mundane armor-his rage lets his crush his enemies defenses-shattering shields, denting plate and breaking the bone underneath.
Hammer Throw
Cost: 25% ST
Effect: Ranged Attack, Requires Hammer. +2 Power, -2 reflexes to dodge for each target. Critical chances increased by 10%. Can hit up to three targets.
The Clerics of Kron are known to favor Hammers that can be thrown and retrieved like boomerangs-it's not very accurate, but the damage is considerable, and the technique can be used to plow into hordes of enemies.
>
Goseki Sakane/LawastooshortGoseki will watch for any small groups leaving the main force, and will follow them at a very discreet distance. She'll also try to contact the Jiang girl and initiate a conversation.
Goseki only has a moment of pity for those about to die. She turns away...but, is drawn back by a peal of thunder. The mob of adventurers below is also stopped in mid-charge, staring up at the sky.
She's lived long enough to know that this sudden weather change is supernatural in origin.
Somewhere to the North, there is a blinding, thundering cataclysm-and judging by the cheers from the adventurers, it was aimed at the Orcs. Good fortune? Perhaps. Or maybe there was higher stakes than Goseki first realized. The Source must be great to attract the attention of something so powerful. She sneaks off into the forest, following the first splinter group of adventurers she spots...
[1]
Well, she finds some. Dead ones anyway. One Human and two Dwarves-all killed from ambush, from the looks of it. Dead before they could even get their weapons out.
Goseki kneels down and plucks a needle like dagger from the throat of one of them. She recognized the blade-it's Jiang. She hears the cracking of a branch-a beginners mistake. On instinct, she tucks into a tight roll to the side-and hears three more daggers fly past her at that moment.
It's the Jiang Girl, standing in the shadows a few feet away.
"That was impressive, Old Mother."She steps forward, helping Goseki to her feet politely.
"They tried to hurt me. I had to defend myself." The young Jiang Ninja says innocently. She shrugs, and begins going through their belongings. She plucks a sparkly amulet from the neck of the Dwarf, examines it-then frowns and tosses it into the grass.
You can't tell if she's being honest or not.
"Shall we travel through the mountain passes now, Old Mother? The Fortress of Blood lies ahead..."She grins, producing another hidden blade from her sleeve to wield.
Mobility: 0
Reflexes: 2
Power: 0
Intelligence: 3
Armor: 3
Magic Resistance: 0
DF: 100%
()()()()()()()()()() HP: 100%
()()()()()()()()()()ST: 90%
()()()()()()()()()()Effects:
Camoflaged, +1 to Stealth
-Deity Relations--None-
Equipped:Sakane Katana/One handed Melee Weapon, Hidden
Springblade/One handed melee weapon, thrown weapon, Hidden
Yoroi Armor/+3 Defense, +1 Stealth
Key:-1x Healers Kit: Disguised an an old ladies carrying bag, this not only houses Gosekis numerous antidotes and balms, but her poisons as well...the bottles are unlabeled, but varied-and only she knows which are which. It allows her apply an essentially limitless amount of poison to any of her weapons (all it takes is a drop), and doubles the normal healing rate of either herself, or anyone she is administering to. It has antidotes for nearly all known poisons and venoms as well, curing them about 75% of the time.
Pack:1x Spiced Rice Ball/One Day of Food
1x Meditating Incense/Heals Ninjas for 100% HP, needs one turn of rest. Gives +50% Defense for one day after application.
1x Stamina Potion/Restores all lost Stamina
2xSilverleaf/1 Day of Food
2xTrotters Balm/Heals 50% HP, requires 1 turn of rest
1xKobold Bulb/Can be brewed into acidic Gnomeblight, a potent weakening poison against all Humanoids-only Gnomes particulalry so.
1xVial of Gnomeblight/When applied, creates horrible stinging wounds, causing your next attack to do an additional +10% HP damage if your opponent doesn't beat an unmodified Power Roll. If thrown, the stench released makes combat impossible in the miasmal cloud for any creature with a sense of smell or taste. Gnomes, Halflings and Hobbits-along with similiar kin-are terrified of it, take double damage, and have a chance of being struck unconscious by the gas.
Powers:Gosekis Wisdom
Cost: 10% Stamina
Effect: Goseki adds her intelligence score to her reflexes, power and mobility rolls for the next turn of combat. If used consecutively, Stamina drain doubles.
Gosekis Intiution
Cost: 10% Stamina
Effect: Goseki can specify an action or single attack on her turn to receive this buff-that action will be rolled twice, with the higher roll being used.
Storm of Hidden Blades
Cost: 10% Stamina
Effect: Physical Ranged attack, -1 Power, -2 enemy reflexes to dodge. Ignores normal armor. Can be envenomed.
Gosekis Reckoning
Cost: Free
Effect: Goseki can instantly appraise anyone she meets-determining their true powers, intents and capabiltes. This takes one turn of at least casual contact, or 2-3 in combat. Against that target, you permanently gain +1 to all stats when in combat with them, or +1 to all stats when fighting alongside them, non-consecutively. Doesn't work on other Ninjas.
=Targets Appraised=
Feleris Valinar/He's a Sylvan Ranger...good with a bow...he has the fortitude to endure any obstacle...
->
Rykmar/IronyOwlLeave, disdainfully and in a noticeable manner.
You spin on your heels and leave with the air of a midly offended noble. Stromgand stares at your back, a sneer on his face. You see three people pass you by as you turn away-an Elf ranger, and a Human spellcaster and Barbarian warrior. A sudden flash of prophecy tells you these ones are important somehow...
Stromgand continues to speak as you leave, and lays down some parting barbs.
"Yes, let it be know that anyone who betrays this expedition wil be treated as an enemy from now on. Let the cowards run away, only the brave shall gain the Source!"...
Rykmar spends some time lounging in the now empty camp, waiting for the fools to go forward. Cria is agitated and unfocused the entire time, feeling the deaths empathically as she is. Eventually, Rykmar retires to his tent alone-and dreams of the massacre...that never comes. He feels time, fate and space warped by some extra-Planar entity, one of lightning, thunder and rage...
A few hours later, Cria shakes Rykmar awake. He resists the urge to do something violent toward her for ruining his nap. She points the sky, which is rumbling fiercely still.
"Master...it's over. The Orcs are dead...but...something is wrong..."They pack their things and move forward in the wake of the other adventurers. What they see is...quite amazing. But not very helpful.
The Orc Camp is gone-blown off the map by some calamity loosed from the sky. All that remains is a massive smoking crater.
Cria sighs, kneeling and running her hand through the piled ashes of the Orcs-most of whom seem to have to died on their knees in the center of the camp.
Rykmar rubs his temples. What can be made with this useless dust? He'll obviously need another source of corpses...
Cria hestitantly speaks up.
"Mm..master? I...think I can make something with the Ash...but it will take time. A few hours."Rykmar has no idea what she is referring to. Necromancers usually need physical remains-bones and flesh. He is intrigued, though. Cria might be one to something, or just trying to impress him with a flashy cantrip.
Beyond this killing zone, Rykmar can see the front gate of the Fortress of Blood a few miles ahead.
Mobility: 1
Reflexes: 1
Power: 1
Intelligence: 2
Armor: 3
Magic Resistance: 0
DF: 100% ()()()()()()()()()()
HP: 90% ()()()()()()()()()()
MP: 100% ()()()()()()()()()()
Effects:
Demonic Vigor/Immune to Heat and Poison
Prides Folly/ +30% DF for 24 hours against Humanoids
Portion of Soul Removed (by Lust)/ -10% permanently until recovered
-Deity Relations-
Nine-Hells Princes
0% ()()()()()()()()()()
-Favor-
Greed
Pride
Zealotry
-Neutral-
Gluttony
Wrath
Envy
-Disfavor-
Lust
Apaty
Sloth
-Items-
Equipped:
Demonrune Viziers Blade/One-handed Melee Weapon
Demonskin/Natural Armor:+3 Armor, Heat Immune, Poison Immune
Key:
Infernal Sapphire Signet Ring/Allows Demonic Communication and summoning of Demons directly from the Hell-Planes.
Bag of Greed/It shifts uncomfortably in your hands, sometimes feeling full, other times empty...do you dare open it?
Pack:
4xHealing Potions/Heals 25% HP, 50% Defense, instant use
1xUnknown Meat Ration/1 Day of Food
Powers:
Hellbolt
Cost: 10% MP
Effect: Offensive Magic, +2 Power against enemies not immune to both Poison and Fire
A combination attack, and Hells primary offensive tool, the Hellbolt combines searing acid and deadly flames in a one two punch-and if your foe is only resistant to one of them, then you can specify the other element to grow in strength to compensate.
Bloodwrack
Cost: 25% MP
Effect: -1 to all enemy stats, can be stacked. Four stacked Bloodwracks kills almost any mortal being if they aren't dead already.
Demons know pain. Born in the Hell-Planes, they feed on it...Bloodwrack is the first of many torments they have developed, that causes the very blood of the target to boil, but causes no lasting damage. Excellent for enforcing obedeiance in your thralls, crippling your enemies, or tormenting either for information or fun.
Etheral Jaunt
Cost: 50% MP
Use: Once a Day
Effect: Teleports the Demon to a random 'safe' place, at least within a half mile of where you were standing. Works once a day.
Safe being a relative term. Long ago, Rykmar enslaved an Imps Soul and bound it to a glass bottle on his waist. The little bugger is almost useless-he tells very good jokes, thought-except for the fact he can teleport both you and himself from danger-for, while he despises Rykmar and wishes him dead, he knows of no one who can free except Rykmar. Given the alternative is him trapped in a bottle for a literal eternity, he merely helps the Demon as he is commanded, being very patient.
While, we wont drop you into a bottomless pit, but the spell doesn't account for dropping you into a pit deep enough to only break your legs, for example. He does have the typical Impish sense of humor.
Telepathy
Cost: Free to Communicate/10%+ MP to Pry
Effect: Used for controlling your minions without spokens words-or reading your opponents mind to discover what you wish of them. Only the strong willed can keep you from learning their secrets easily...of course, if a foe is completely unaware of your presence, they might not even notice your intrusion until it's too late.