Wednesday, December 3, 2014

Professor Lorrimor

Legacy item questions are out of the picture as we currently know more about them than he was able to discover. Lorrimir was a professor of history and was willing to pay a huge sum of money to have his documented knowledge dilvered to where he thought it would presumably be in the best hands. We could inquire about the corruption of the old capitol, relevant knowledge concerning the Tyrant. Inquire about my mother's involvement if any (as it was Lorrimor himself that requested I start studying in the Church of Pharasma). As a reminder of Lorrimor's will..."To my old friends, I hate to impose upon you all, but there are few others who are capable of appreciating the true significance of what it is I have to ask. As some of you know, I have devoted many of my studies to all manner of evil, that I might know the enemy and inform those better positioned to stand against it. For knowledge of one’s enemy is the surest path to victory over its plans. “And so, over the course of my lifetime, I have seen fit to acquire a significant collection of valuable but dangerous tomes, any one of which in the wrong circumstances could have led to an awkward legal situation. While the majority of these tomes remain safe under lock and key at the Lepidstadt University, I fear that a few I have borrowed remain in a trunk in my Ravengro home. While invaluable for my work in life, in death, I would prefer not to burden my daughter with the darker side of my profession, or worse still, the danger of possessing these tomes herself"...perhaps we have some reading to do.

Bruttus suggested resurrection would be our best option, however I urge the party to consider Remy's untimely demise.

Sunday, November 23, 2014

Detective Viorec's Dossier

The Saffron House
Manor Lord: The Laughing Man and its court 
Reported Inhabitants: Animate dreams, gremlins, hounds of tindalos,
 juju zombies, bright spirits 
Believed Haunts: Endless rooms and halls, malingering psychic traumas, slowed time

Mired in the clinging murk of the Saffron Swamp lolls a faded yellow stain amid the grasping black and green, a blotch on both nature and time, that the swamp’s slow ages refuse to erase. Tinged the shade of rotting bandages, the aptly named Saffron House leaks its wrongness onto both its surroundings and those who thought they could put a stop to the horrible acts committed there.  Its nausea-inducing shades drive victims toward the sagging estate, and their eventual doom.
Those who explore the seemingly abandoned, sheet-shrouded rooms eventually realize an unnerving feature: the layout of the house itself. Many rooms that serve as vital organs of a home feel under formed or atrophied, uninviting in their tightness or crippled layout. While other chambers seem like vestigial afterthoughts, near useless in their confines.  
Slowly the realizations dawn: that thin things move in the spaces between the walls, that a thousand suicides never freed owner Randolph Carter and his family from their home, and that the house’s noxious color is the manifestation of an omnipresent, otherworldly intruder visible through the psychically soaked parchment of a traumatized reality—one that still watches and waits for more minds and souls to feed it's insidious plans.
M.

An unexpected delivery

Detective Viorec received this letter from Kendra, now known as the Tyro of the Third Chamber. It was sealed in an ivory scroll tube with a magical seal in the form of a scarab.

  
To: the Malak al-Maut,  Star in Darkness, our Light in Shadow, trustee of Azriel's Mantle and Inquisitor of the Palatine Eye
From: ][

Greetings agent,
 We hope this letter finds you well. Our diviners have informed us that you intend to travel to the Saffron Fields and Plantation. We have assembled what information We have on this area along with  the activities of the Whispering Way. 

Saffron House was, in its prime, the manor and estate of Randolph Carter. The famous architect, and co designer of the former capitol of our country, retired here at an early age with his family. The plantation did very well for a short time, growing the spices and running a small shipping house.

 The Whispering Way activated two of their more powerful agents when they lost possession of the Silver Key. These two agents, along with several shadow cells, moved into the lands around the plantation and set up road blocks and watch towers. After blocking all traffic into and out of the Saffron house  the two agents started a short siege of the area. According to our reports, and confirmed by a team of diviners, this is when the Great Old One, who had secretly taken control of the Carter family and its staff, made it's power known by shielding the house itself with powerful time altering magics. Those cult members that where not disintegrated where compelled to join in a horrific dance that drained the blood from their skin.

The two agents have been identified as Cassilda, Heir to the throne of Yhtill, and her brother Aldones, Knight of Carcosa. Both are very deadly necromancers, as well as powerful dragon blooded sorcerers. Cassilda is the more active of the two. She is know to make weekly trips that encompass the boundaries of the Saffron Swamp. Aldonis is responsible for the destruction of the fields and bringing the bogs and patches of quicksand the size of small ponds. Our agents have not seen him outside of the main watch tower during the daytime but We are certain he travels to the various groups of elite undead that constantly patrol the grounds.

The only information We were able to compile about the Carter family and the Entities that possessed them is this. The Great Old One that claims their souls is known as The Unnameable One, the King in Yellow. We believe its purpose is to posses people by exposing them to a complex glyph that is its true name. Once it has exposed enough people through The Yellow Sign it will then use those bodies to reform an avatar of itself. 

WARNING : The King in Yellow will use very subtle ways to expose one to The Yellow Sign. Be careful that you do not see too much. For what has been seen can not be easily unseen.

Ab Sek, Abet Sahu
Once mine, Always yours
Khu Ba Heteph
Seek and you shall find

Saturday, September 27, 2014

Night Harrows

“The cards brought them together, binding them one to another.
First, the ambitious Queen Mother—a Varisian harrower descended from a bloodline of death; yet now she craves undeath. Her readings found the others.
The Survivor—a vampire lord from the Tyrant’s army, reluctantly ready to serve anew.
The Sickness—a disease-ravaged daughter of Thuvia; she who shunned the Pallid Princess to embrace Him Who Gnaws.
Last comes the Lost One—victimized by alchemy; an unseen killer carrying out his Reaper’s murderous will. All of them, dangerous adherents of the Whispering Way.”

—A shared nightmare of a harrow reading by Madame Aishe Trinowa.

Saturday, September 6, 2014

The Shudderwood Sniper Toolbox CL 12

                                                                                         
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                         
Held in a well used leather case, this masterly crafted pine box is covered in expert wood carvings showing a father teaching his son to use a bow.  When the images are followed in proper order the final image shows the elderly father gifting his son with an open box containing three arrows. The Sniper Toolbox holds three specialty arrows in a staggered row, snapped into place to prevent jostling.  The arrows are always of at least masterwork quality and replenish at dawn each day.  Any arrow removed from the toolbox will turn into a normal wooden arrow if not fired from a bow within an hour of removal. Spell affected arrows only maintain their enchantment for the duration of the spell.

1
Whipwood
2
Blood Crystal
3
Elysian Bronze
4
Fire-forged steel
5
Silversheen
6
Cold Iron
7
Frost-forged steel
8
Living steel
9
Viridium
10
Adamantine
                                                          
Further the arrows are enchanted with one of the following spells from Deep Magic’s Elven Archer Spell list, page 91:
Die
Spell
Die
Enhancement Bonus
1
Arrow of the Animal Spirit EA4, Druid Ranger  5
1
0
2
Heartstrike EA1, Druid Ranger 2
2
0
3
Seeker’s Arrow EA2, Druid Ranger 3
3
0
4
Slice the Air EA1, Druid Ranger 2
4
+1
5
Ghostly Arrow EA2, Druid Ranger 3
5
+2
6
Ice Arrow EA4, Druid Ranger 5
6
+3

Arrow of the Animal Spirit
School transmutation; Level elven archer 4, druid/shaman 5
Casting Time 1 standard action   Components V, S, F (an arrow or bolt), DF
Range touch    Target one touched arrow or bolt  Duration 1 round   Saving Throw none; SR no
You bind powerful animal spirits to an arrow, which you must loose during your next turn for the spell to take effect. If the arrow strikes, ghostly wolves, bears, aurochs, or wildcats appear around its shaft and attack the target. The arrow’s successful hit deals 6d6 hp damage; in addition, you may make a combat maneuver check for the ghostly animals and add a +10 competency bonus to your CMB. This maneuver may be a bull rush, grapple (1 round), trip, or feint.  Regardless of whether you make a successful combat maneuver check, the terrible, ghostly spirits cause a struck target to be frightened for a number of rounds equal to your caster level.
Mythic: You can target a number of arrows or bolts equal to your mythic tier. You must loose these arrows or bolts in the next minute for the ghostly animals to attack.  Augmented (4th): Augmented (4th): You can expend two uses of mythic power to increase the competence bonus to CMB for a bull rush, grapple, or feint you make with these arrows by a number equal to your mythic tier.
HEARTSTRIKE
School divination; Level druid/shaman 2, elven archer 1,ranger 2
Casting Time 1 swift action  Components V, S, F (an arrow or bolt), DF
Range personal Duration see text
The spirits of ancient elven warriors carry your next shot true and straight. Your next bow or crossbow ranged attack roll (if it is made within the same round as the spell is cast) gains a +10 insight bonus.  Additionally, your ranged attack is not affected by any miss chance applying to concealed targets, including total concealment.
SEEKER’S ARROW
School transmutation; Level druid/shaman 3, elven archer 2, ranger 3  Casting Time 1 round   Components V, S, F (an arrow or bolt), DF
Range touch  Target one touched arrow or bolt   Duration 1 hr./level Saving Throw no; SR no
You make a spiritual bond with one of your arrows, which you—and only you—then can fire at an enemy creature. If this arrow hits, the target must make a DC 15Will save. If the save fails, the spiritual bond transfers from the arrow to the target and you gain a constant awareness of the creature’s presence, even after the creature has extracted and discarded your arrow. If the creature is invisible and within 300 ft., you sense the exact square it is in, but you cannot see it. You also gain a +10 to Survival checks to track this enemy, and you always know in which direction your target lies.  This bond lasts as long as the target is within a number of miles equal to 10× your caster level (for example, within 30 miles for a 3rd-level caster).
SLICE THE AIR
School transmutation; Level druid/shaman 2, elven archer 1, ranger 2
Casting Time 1 swift action Components V, S, F (an arrow or bolt), DF
Range touch Target one touched arrow or bolt  Duration 1 round Saving Throw none; SR no
The next arrow or bolt you shoot completely ignores all natural winds, from gentle breezes to tornado-force winds. The spell reduces the effects of magical winds by one category (see Pathfinder RPG Core Rulebook). If you do not make a shot within one round of casting, the spell dissipates.
GHOSTLY ARROW
School transmutation; Level druid/shaman 3, elven archer 2, ranger 3
Casting Time 1 round Components V, S, F (an arrow or bolt), DF
Range touch Target arrows or bolts touched Duration 1 round/level Saving Throw none; SR no
Arrows you fire while this spell lasts gain the spiritual power of the forest; they become misty and insubstantial while in flight. They return to normal when they strike a foe’s corporeal body. Arrows that miss are lost. Attacking with ghostly arrows requires a successful touch attack. The arrows ignore any AC bonuses from armor or cover from intervening creatures or terrain.
ICE ARROW
School evocation [cold]; Level elven archer 4, sorcerer/ wizard 5
Casting Time 1 standard action  Components V, S, M (a small crystal or glass arrow)
Range close (25 ft. + 5 ft./2 levels)  Target up to four creatures, no two of which can be more than 15 ft. apart  Duration instantaneous; 1 round/level (see text) Saving Throw none; SR yes
An arrow of pure ice launches from your fingertip (arrow transforms upon firing) . Upon a successful ranged touch attack the arrow erupts, enveloping the target in a blast that deals 5d6 hp cold damage. Furthermore, creatures up to Large size that are struck by the arrow are encased in a block of ice for 1 round/level. Each round, the subject may use a full-round action to attempt a Strength check against the spell’s DC to break free of the ice. Encased creatures cannot take any actions other than breaking free, and the encasing ice provides DR 10/—. Any melee attack or spell that damages the creature shatters the ice block, freeing it. Additionally, creatures that are not threatened may, as a full-round action, attempt a Strength check against this spell’s DC to break the ice and free the target. For every five caster levels beyond 5th, you gain an additional ice arrow (two at 10th level, three at 15th level, and the maximum of four at 20th). You may target the same creature with more than one arrow, but once a creature is successfully struck and encased in ice, any additional arrows targeting it are wasted.     

Saturday, August 16, 2014

The Betrayed


Each of the Betrayed were sacrificed by the Count during his mad reign, their greatest magical items taken from them before being killed and rising in undeath. The Andcahi ancestors haunt the family lands and need put to rest.  In Jim’s many visions, each of the betrayed adorned their treasured items with prayer beads to Pharasma that are missing once the item was claimed by the Count.  Brother Jim believes if the prayer beads are recovered the beads will protect against or nullify the magical item the owner’s bead is connected to. 

Banik Andachi Ring of Xray vision
Chryseis Andachi Hat of Disguise, she was the Counts Lover, a widow of his uncle
Filipeki Andachi Banded Mail of Luck
Marek Andachi Belt of Physical Might
Miloš Andachi Magical Oils and Poisons
Nadežda Marjana Andachi Headband of Inspired Wisdom +2
POSPÍŠIL Andachi  Nightmare boots, he helped the Count betray the others before finally being betrayed by the Count. Some versions of the rise of Kazavon claim that POSPÍŠIL chose undeath as a final means of service to the Count and Zon Kuthon.
Rudolf Andachi Raven Bracers, Rudolf is Jim’s direct ancestor and this magical item actually belongs to Jim if recovered.
Scaevola Andachi Vampiric Gloves
Simonides Andachi Amulet of Mighty Fists
Svoboda Andachi Fleshwarped Scorpion's Tail, some tales claim that the Count rode into combat with this weapon against the orcs, while others claim it was a great sword.  

Valerianus Andachi Ring Of Protection +3, family lore is that the faithful divine casters who wore this ring benefited from it as a one does with a Pearl of Power. 


Fleshwarped Scorpion's Tail (18,505gp) CL9, Weight 3lbs. 
This +1 scorpion whip is made from the tail of a giant cave scorpion. Three times per day, it allows the wielder to use a poison effect (as the spell, save DC 1 5) upon a creature struck by the whip. The wielder can decide to use the power after she has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the whip strikes. 
In addition, the fleshwarped scorpion's tail can be attached to (or removed from) a willing or helpless creature with 1 hour of surgery and a successful DC 20 Heal check. Whether or not the surgery is successful, the creature takes 1d4 points of Constitution damage. While the tail is attached, the creature gains a natural sting attack that deals damage as the fleshwarped scorpion's tail (including the enhancement bonus and ability to use the poison effect three times per day). The save DC for the poison effect becomes 10 + 1/2  the creature's Hit Dice + its Constitution modifier.
CONSTRUCTION REQUIREMENTS I COST 9,505 G P 
Craft Magic Arms and Armor, beast shape III, poison

Sunday, July 20, 2014

Carrion Crown Poem

Upon the ashen pathways tread
Softly, as the whispered dead.
As mortal flesh doth rot and fail
To leech and maggot, ebbing frail.
Unhallowed words cannot be spoken,
With whispered oath, death lies broken.
Shed fear, shed life, shed pain, shed time,
Eternity seized shall soon be thine.
First spirit torn from Grave-Lady’s grasp
Be rent and sown as soured ash.
Soft the spiral song reverses,
Judgment lost, damnation surges.
Keeper of the damned’s soul take,
With packlord’s heart the beast shall wake
And flesh be wrought in disarray—
Stillborn cocoon, to blessed decay.
A hundred slain lie innocent,
Grind bone and marrow to cement.
Craft now a skull of splintered graves,
Unmake life, unmake the slave.
Where history churns dream to blister,
Necrophagous secrets whisper
Through chronicles of Raven ’s tongue—
A legacy of fear unspun.
Blood spilt atop the Iron Thorn
Invokes that which cannot be born.
Arise the Tyrant now unbound,
Bearer of the Carrion Crown!

M.

Saturday, April 26, 2014

Detective Vioric's Dossier

This is a copy of the letter recovered by the party after Vroods defeat.

                   
I congradulate you on your success. You have made it through the Shudderwood, to Feldgrau, and dispatched Auren Vrood. The man behind the defilement of Harrowstone, the invasion of Schloss Caromarc, and the death of the Wolf King. He was a good servant, and the undead army he was seeking to raise in Feldgrau would have been of great use to me. However, the death of Professor Lorrimor and the attention of certain members of a secret organization we are both very familiar with,
 have tempered any anger I might feel regarding his loss.
 I, quite frankly, anticipated that loss from the start. Given the disruptions he caused as part of his tasks, your involvement was a foreseeable consequence. Indeed, part of the reason I instructed him to remain in Feldgrau. That was so, this confrontation would occur there, to prevent you from simply dogging his steps back to me.I have taken steps to limit what information you might gain there. So, while I am disappointed to lose Vrood as a tool, you need not fear my seeking you out to exact vengeance on his behalf.
Therefore, I suggest you take some time to enjoy yourselves, and reflect upon your successes. You have prevented a ghostly uprising, defended a wrongfully-accused golem, returned stability to the werewolf tribes and thwarted the designs of a vile necromancer. That is more than most adventurers can claim to have accomplished, and you have earned some relaxation. If one or two loose ends have not been completely tied up, then what of it? Surely that is the nature of adventuring, and noone can fault you for it.
But let me make one thing clear, in the event that you are not content to rest on your laurels. You have already proven yourselves to be resourceful, and I am not arrogant enough to think it impossible for you to follow my trail further. Should you be willing and able to do so, know that I will no longer hold back. You performed impressively while cleaning up Vrood's messes, but ultimately did nothing to interfere with my long-term plans. In fact you have been the scalpel I've needed to cut the imperfections from my work.
So that is the choice you have. Quit while you are ahead, and live a life of leisure, or continue to oppose me, and ensure an early death. You seem to be moderately intelligent; I hope you are sensible enough to choose correctly.

Sincerely,


Sunday, March 9, 2014

The meeting between the Font and the Key

After the party returns to an  the inn for the night, Kendra Lorrimor secretly contacts Viorec and asks him to meet her outside the inn. The detective finds his love waiting for him in a covered carriage and after a brief explanation the two ride off for Evercrown Cemetery. They meet with another agent of the Palantine Eye there who gives them information on Auren Vrood from his days as a student and junior professor at Lepidstadt University and The Quarterfaux Archives.
Those records have been reprinted here :

  To: Dean Colum Thompson
From: Professor Edwin Orthollo

I have no doubt word has reached you of the work of one Auren Vrood . While I must admit that many in our department had doubts about the young man's aptitude for this field of study, given the circumstances surrounding his sudden change in academic intrest, he has proven to be of a most remarkable mind.
While he has shown significant aptitude in the theoretical, it is within the practical that Vrood's genius truly lies. I suspect this has much to do with his original training in the field of engineering. The boy views the natural sciences with the same analytical and incisive approach one might take while disassembling one of those infernal machines. What's more, this view drives him to apply the same systematic approach to his research efforts.
Vrood has taken the basic concepts of life and systematically codified it in a manner most groundbreaking. I have enclosed his current thesis for your complete review, but in summary Vrood, through months of systematic research and documentation how the passing of traits from parent to offspring is far more complex and sublime than ever realized.
In the end, the monumental possibilities presented by this research make it well worth overlooking Vrood's misappropriation of the various mice, reptiles and birds he procured from lab stores, as well as his conduction of research within his personal dormitory without proper authorization. After all, the expansion of knowledge and understanding, not bureaucracy, is this institution's primary goal.

2 years later.

From: Dean of Natural Science Brandis Fargin
To: Junior Professor Auren Vrood

I do not exaggerate when I say that recent review of your academic work has caused a shocked tremor to ripple through this prestigious institution. While I still believe you are gifted with a most capable mind, I fear it is your very intellect that has led you to this crossroads. Intelligence must be moderated by ethics and morality.
Your work borders on an affront to everything this institution holds dear. You have meddled with the very fabric of life itself, and your twisted creations should have revealed the folly of your attempts to play at the divine.
In particular, your work with the reanimation bodies of lab cadavers is atrocious. While you may claim that your work represents the cusp of a revolution in our understanding of life, I can see only a twisted mockery of science that should never be.
You have mixed and matched body parts of lab animals to create parodies of life. I ask you: in what circumstance does a rat need the wings of a pigeon?
You have gone even further, melding flesh in a way most unwholesome. The rabbit is renowned for its quickness, yet you have felt the need to “improve” its natural ability with implanted alchemical serums, turning one of the most innocent creatures into a nightmare of flesh and claws.
Your radical research methods and disregard for our approval process have left us no choice in the matter. It is clear that only active intervention will stay your hand, as you clearly lack the ethical integrity to rein in your imagination. By decision and order of the Lepidstadt University Natural Science Board, you are to cease and desist in all current research experiments on live specimens. In addition, until such time as this board deems, you are forbidden from engaging in new non-theoretical research. Any requests for laboratory equipment or specimens will be denied.

Despite this censure Vrood continued to retain his position for some time. It is clear that the university leadership was uncertain of how to handle him. His research papers continued to advance intellectual thought, despite their radical bent, but his physical experiments were unanimously viewed as unethical and disturbing.
Vrood's answer came unexpectedly in the form of a visiting lecture tour from The Quarterfaux Archives Professor Adivion Adrissant.
It seems Adrissant was quite fascinated by the work of Vrood and the impact it had on his own fields of study. Adrissant, always known for being possessed of a for more open mind then many of his contemporaries, began to push for the removal of his academic censure and that Lepidstadt University extend a full professorship to Vrood.
The board would remove the censure but kept Vrood at Junior Professor. Vrood was allowed to carry on his research for the next 8 months under moderate prohibitions. When he was called before the ranking professors at Lepidstadt, their response was not one of adulation that Vrood expected but of horror. The university immediately disavowed the work and expelled Vrood from its ranks.
In one final letter Vrood vents his disgust with Ustalav's most vaunted learning institution.

“Too long have I allowed myself to stagnate within the closed-minded and archaic institutions of so-called higher learning. You pride yourselves on ideals of free thinking, of exploration, of expanding the scope of human knowledge. You preach the merits of innovation, of invention, of discovery.

Yet the only thinking you allow is that which is based on old and familiar principles, endorsed books already mildewed and rotting. The only exploration is that done within the confines of a library. The only expansion you seek is that of your own coffers, the only innovation that of creative regurgitation, the only invention that of redefining what you already know and which satisfies your egocentric intellectualism.
You crush free thought because it threatens you. You repress true innovation because it invalidates yo. You fear discovery because it reveals you to be worthless relics of the past.

Throughout my career you have done everything in your power to silence me and to stop my work from bringing about a true revolution of scientific process and innovation. I am o the very cusp of a breakthrough, but without the ability to test via experiment, all is theory and empty air.

Try as you might, you cannot stop intellectual progress. Whether willingly or kicking and screaming, I will drag this world into a glorious new age.”

You can almost hear the maniacal laughter after such a statement. So far though nothing has been heard from Vrood since.

Khu Ba Heteph
seek and you shall find
M.

Saturday, March 8, 2014

Inspector Fredrick Abberline's death


As he sat listening to the young woman's tale Fredrick reflected on how they had met that evening. His afternoon walks always took him past Joeminda's old shop. He stopped to wonder what had happened to her and where she was now, it was still an unanswered question. He hated not knowing.

This day was different though, a light was on in the alchemists shop and the door was open. He walked up to find the new owner diligently sorting herbs and powders into several different glass vials. Polite conversation and his natural charm put the woman at ease. She introduced herself as Areen Mardessen, a retired adventurer and part time Pathfinder from Absalom. Fredrick invited her to dine with him and drinks soon after led to the two of them retiring to his parlor. As they shared stories of past adventures he noticed an odd noise from downstairs.

"What's that my dear? Andrezi Galdana? Yes he was one of my companions. " Fredrick was caught off guard by the question. Only half listening to his new interest, the sounds were louder now." I say, does that sound like footsteps to you? I sent William home long ago. I wonder if he's returned for something." 
As the bard moved to stand up a man appeared at the top of the stairs. "You're not William! What is the meaning of this? "

The man moved quicker than anyone Fredrick had seen before, his stance reminding him of a Lepidstadt duelist. The shadowy figure was running his blade through him before he had stood. Fredrick's last sight was of his killers eyes gleaming with a maniacal evil, his last thoughts were a poor woman's screams.



Hours later the shadowy killer sat in the room the old Professor had constructed to keep himself safe when dealing with spirits. He held the bards skull in both hands starring into the empty sockets. "Now good Sir, you will tell me all you know about my dear cousin."

Sunday, February 9, 2014

Mistwalker

Bilith, the man known as the Mistwalker spent hours in study, searching for more information about the relics that called to him.  The owner of this private library had been so very kind to allow the Mistwalker to peruse his collection.  It was his last act of kindness.  No one in the region would find the nobleman’s body, Bilith would burn the vacation home to the ground when he was finished here, another act of destruction…in Rovagug’s name.  Bilith’s thoughts had drifted to daydream as he found similar information in each book he looked through.  Frustration grew as each tome would seem so promising before reiterating the same information, the key that would open all doors.  The last time the mists called Bilith, he could almost taste the power of the key, how he longed to destroy it and feed it to his own relic.  In anger, Bilith tossed the book aside, sweeping several more tomes from the shelves, and screaming at the corpse of the book’s owner.  “Answers will be forthcoming!” yelled the Mistwalker as he kicked the corpse, “ANSWERS!!!”  The broken form of the nobleman received several kicks from Belith before the Mistwalker’s gaze fell upon one of the books fallen upon the floor.  Stamped boldly in red ink on the inside cover, “From the Saffron House Collection”  Bilith thanked Rovagug for showing him the way and set about preparing the vacation home for the flames to come. 

Monday, January 20, 2014

Detective Viorec's Dossier

Message carried by a low level agent of the Whispering Way, traveling with 3 advanced festerogs. Remy was led to this group by what seemed like the Shudderwood itself. When they were found, a group of the Princes Wolves had engaged them in a losing battle. The message itself was disguised as the scythe the agent carried. Once the Key was exposed to the scythe it was forced to activate. Rotating the shaft allowed the group to align the "grain" of the wood to make a series of runes that could then be translated.

The message seems to be answers to unknown questions, including the location of the party plus one more.

THE FONT
the font is in ardeal. traveling in the company of guards sent by daramid.

THE KEY
the key has passed it's first test and will pass through the old capitol on it's way to you.you will not be able to keep the key from meeting the font in ardeal.

THE LIVING PHYLACTORY
by our divination's the armageddon clock has reached 2, it was moved by an outside source. you may tell your master we have received his payment and agents have been assigned.

THE ASSASSIN
the assassin is in position, all are in his shadow.

THE WOLF KING
the kingdom is still in chaos. you have managed to pull one of the leaders after you, beware he brings the minions of the abyss with him.

LADY DEATH'S PAWN
the martyred one has aligned with a vizier of air, the longer you can stall him the better for your lord. by our divination's you can only slow the martyr's ascension, lady death will always have her pawn.

M

Sunday, January 19, 2014

Magical Mist of the Shudderwood

The mist streamed through the trees, eliminating the existence of things viewed only moments before. Now only shapes and movements were made out by sight, while sounds mislead and are muffled.  Viorec moved forward with his companions, moving carefully forward, invisibility unnecessary due to the mist outlining forms when they move.  It was movement that caught the young detectives eye, a blur of mist.  Viorec feet lead him towards the movement, and soon he made out a humanoid shape in the mist, the most defining feature being the large brim hat.  The detective was focused and determined, suddenly consumed with catching up to the mysterious figure of the mist…


Dimly realizing his legs were growing tired, Viorec finally pierced the mist and what his eyes revealed stole his breath.  The Worldwound gaped before him, brimstone assaulted his sense of smell, but the demon dogs, man-sized feral-looking creature with dark bluish-black skin growled at the detective while vulture men danced madly around a smoking ruin, slowly turning their attention towards him.


Viorec turned back towards the mist, and his eyes caught the mysterious stranger.  The detective charged back into the mist, the sounds of braying demon dogs rapidly following behind him.  The stranger’s words finally reached the detectives ears, a raspy voice, telling him to use the key.   Desperate to be away from the demon dogs at his heels, Viorec activated the key and felt its magic rip forward, tearing away at the mist.  Suddenly the detective found himself back in the Shudder wood, the mist gone and an image in his mind’s eye, that frightened him even more than the sounds of demon dogs erupting around him in the wood; A  giant door covered in arcane sybols with several seals and locks.  The first of those locks springing open…