Post by Richard Loh on Mar 7, 2013 4:07:14 GMT 8
Summary
The Pathfinders are sent to the Drownyard to find a lost treasure, the ruby ring of the salamander, and return it to the Society. Along the way they tangle with a madman, spirits of the past, and the powerful denizens of an ancient necropolis.
Muster location: Games Garage
Pathfinders:
Lv 1 Tiefling Inquisitor - Anferno
Lv 1 Tiefling Cleric - Aurelian
Lv 2 Aasimar Paladin - Trimida
Lv 2 Half-orc Barbarian - Eskandar
Actions of note:
- Party that loves walking into unknown danger. (I.E. No researching of area before setting off for their adventure. Purists adventurers!)
- Eskandar: Literal knight in shining armour as the necropolis is pitch black and he cannot see in the dark. Aurelian has absolutely no choice but to make Eskandar's armour glow so that there will not be a blind raging barbarian in the confined areas of the necropolis, which will definitely pose a danger to his companions as much as to his enemies.
- Party of tomb robbers. Desecration of tombs in the quest for the ring of the salamander.
- Eskandar: Paralyzed twice by ghouls/ghast but still remains standing. However, was half dead due to ghoul fever after the end of this expedition. (As in, expedition was completed, but fought a long bout with ghoul fever.)
- Party left Deris Marlinchen, a grieving old man who was driven mad by the death of his only daughter, Cassiel. Found her spirit eventually and is convinced that she is alive, but eventually starved to death in the necropolis as his love for her was so great that he cannot leave her. The love of a father is so touching...
- Anferno: Blackmailed Lady Miranda Dacilane with the body of her daughter. Blackmail successful though relations between Lady Dacilane and the Pathfinder Society was damaged.
- Trimida: See no evil, hear no evil. Was led away by Aurelian while blackmail negotiations was taking place between Lady Dacilane and Anferno.
The Pathfinders are sent to the Drownyard to find a lost treasure, the ruby ring of the salamander, and return it to the Society. Along the way they tangle with a madman, spirits of the past, and the powerful denizens of an ancient necropolis.
Muster location: Games Garage
Pathfinders:
Lv 1 Tiefling Inquisitor - Anferno
Lv 1 Tiefling Cleric - Aurelian
Lv 2 Aasimar Paladin - Trimida
Lv 2 Half-orc Barbarian - Eskandar
Actions of note:
- Party that loves walking into unknown danger. (I.E. No researching of area before setting off for their adventure. Purists adventurers!)
- Eskandar: Literal knight in shining armour as the necropolis is pitch black and he cannot see in the dark. Aurelian has absolutely no choice but to make Eskandar's armour glow so that there will not be a blind raging barbarian in the confined areas of the necropolis, which will definitely pose a danger to his companions as much as to his enemies.
- Party of tomb robbers. Desecration of tombs in the quest for the ring of the salamander.
- Eskandar: Paralyzed twice by ghouls/ghast but still remains standing. However, was half dead due to ghoul fever after the end of this expedition. (As in, expedition was completed, but fought a long bout with ghoul fever.)
- Party left Deris Marlinchen, a grieving old man who was driven mad by the death of his only daughter, Cassiel. Found her spirit eventually and is convinced that she is alive, but eventually starved to death in the necropolis as his love for her was so great that he cannot leave her. The love of a father is so touching...
- Anferno: Blackmailed Lady Miranda Dacilane with the body of her daughter. Blackmail successful though relations between Lady Dacilane and the Pathfinder Society was damaged.
- Trimida: See no evil, hear no evil. Was led away by Aurelian while blackmail negotiations was taking place between Lady Dacilane and Anferno.