Saturday, December 31, 2016

Adventure 09 - The House of Orange

2016-12-29

5th Month (the Beast) 29th through 6th Month (Dark Sky) 25th

After arriving in the small town of Kavis, the PCs immediately began to research what could be done about Ryoma's possession. This possession only intensified, changing who Ryoma was (modifying his alignment), so it was even more important to get this cured. While at Kavis, a strong religious community, they learned of the talents of the dominant temple (Desna) and were able to secure magic which destroyed the invading spirit (Dispel Evil).

After this event, the PCs were contacted by Grey Watch, and invited to an employment opportunity at High Point Redoubt. The PCs had enough time to train (to level 4), and scout out the House of Orange before the invitation time.

They headed north, to the House of Orange and discovered that the house was no more. Those who owned the house had moved on after the disappearance of Aghlamore, who was the head of the household and the person who kept everything in order. Without his leadership, the house fell into disarray, and eventually the locals who thrived off of the house moved on.

Instead, it appears as though a bandit had moved into the vacated house. When he saw the PCs arrive, he sent out his wolves to drive them aay, only to find that the PCs were equal to the task. He threatened them and commanded them to leave or he would send more. The PCs ignored this outburst and moved onto the main house.

After going through the front door, they quickly found that this bandit, named Hallum Starknife, was a proficient trap-setter. Both warriors, Ryoma and Mordin, suffered damage from a scythe attack as they came in the front entrance. Immediately, they were attacked by Hallum's dire wolf and an invisible Hallum. The encounter was challenging until Hallum was the only one left and was cornered. The PCs were finally able to drop him as well, and the house was theirs.

The went through the house looking for valuables. After finding some items of value, Panahn found more traps upstairs in the master bedroom, the hard way. He triggered a summon monster trap upon entering the room, which summoned a bearded devil. However, he also triggered a noose trap and became grappled, leaving him vulnerable. Only Cain was close by to help. The other party members rushed to Panahn's aid once they heard the commotion. Melir was one of them, who had set off a box trap in the kitchen at the same time.

While fighting the bearded devil, Cain cut loose Panahn to free him from the trap, but the devil was able to connect with a few strikes, heavily wounding the rogue. Melir, Ryoma, and Mordin arrived to help, but the devil was still able to cause damage on numerous PCs before being cut down. During the fight, Panahn contracted devil chills and had strength damage.

The PCs cleared out the rest of the house and returned to Kavis in order to cure the disease that the rogue had contracted. From here, the PCs plan on going south, to check on the Hilden farm which had withered away and then to visit High Point Redoubt.


Thursday, December 8, 2016

Faction Notes - Hall of Winter

The Hall of Winter is a mercenary organization in Scandiaca. It's members are known throughout the realm as the “peacekeepers”. They get this title because of their primary role: to protect those who need it. Hall of Winter agents typically are seen in population centers where local military or police forces are inadequate to protect the citizens. Typically, these population centers are smaller and incapable of maintaining enough of a force, or are so remote, they have difficulty employing enough men to keep the settlement safe, or in towns where corruption or crime is so rampant that they feel the need to enforce laws which are being ignored.

The Hall of Winter was founded with the idea that all citizens need protection from many dangers. The faction was created by Algorond Winter shortly after the end of the Feral Age when society was fragile and mankind had little control over the farthest reaches of the wilderness. As lands were reclaimed, the newly founded Hall of Winter took it upon itself to protect those citizens when they were vulnerable.

Symbol: A stone fortress with a flag on a green field.


Objectives: To keep the people safe from threats both external and internal. Serve as honorable guards for those who cannot do so themselves. Maintain order and uphold the law of the land.

Region / Reach: The Hall of Winter has agents all over the realm, though they are almost entirely found only within settlements. Although members do occupy larger cities and towns, their real influence and focus is on the numerous smaller settlements farthest from society. They are also present in locations which have loosely enforced laws to hold in check corruption within other towns. The Hall of Winter is large enough to have a presence in all nine city-states in Scandiaca. Their central base of operations is located in Three Rivers.

Leadership: Centralized and strong. There are several ranks within this faction which are clearly defined and a hierarchy of officials maintain an orderly organization.

Guild Master: Lord Marshall Samrang Farseeker (Male, human, Paladin)