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Category: Character
A Character determined to right wrongs in the Church of the West. Played by Horseman
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Horseman
 Philosopher
11/19/2006 2:44:25 AM
PostID: 104091
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Bardolf, son of Lionsbane
Description: Name: Bardolf Race: Human (Tuatha) Size: Medium Age: 18 Gender: Male Height: 5' 9" Weight: 165 lbs Eyes: Green Hair: reddish brown tonsure Skin: light
Experience: Level: 5
General: Class and Level: Cleric 3 / Sorcerer 2 / Mystic Theurge 0 EXP: Cleric 3805 Sorcerer 1015 (TOTAL EXP 34,274) Alignment: Neutral Good Language: Language1, Language2 Deity: Celtic Rite of the Church of the West ~ St Cuthbert
Ability Scores: Strength: 12 (+1) Dexterity: 14 (+2) Constitution: 10 (+0) Intelligence: 16 (+3) Wisdom: 16 (+3) Charisma: 12 (+1)
Durability: Hit Points: 25/25 Initiative: +2 Armor Check Penalty: -0 (-0 Armor, -0 Weight, -0 Other) Speed: 30 feet Armor Class: 18 (+2 Dex, +6 Armor, +0 Other) Touch: 12 Flat-footed: 16
Saves: Fortitude: +3 Reflex: +3 Will: +9
Combat: Melee Attack Bonus: +4 (+3 BAB, +1 Str) Range Attack Bonus: +5 (+3 BAB, +2 Dex) Grapple Bonus: +1
Weapon Name: +0 Range/Melee (0d0+0; 0/x0; Type)
Feats, Special Abilities, and Special Qualities: Feat Name: Short description
Skills (Class: #, Class: #): Skill: +0 (rank ; ability ; other)
Possessions (2 lbs): Carrying Capacity: Light Load: 0 lbs - 0 lbs Medium Load: 0 lbs - 0 lbs Heavy Load: 0 lbs - 0 lbs
Backpack (2 lbs + 0 lbs): Item Name (#): 0 lbs; 0 gp
Sheathed or Worn (0 lbs): Item Name (#): 0 lbs; 0 gp
Pouch with Coins (0 lbs): 000 pp 000 gp 000 sp 000 cp
Story For the Player to decide...
People Known For the Player to decide...
This post last edited on 2/19/2008 10:27:17 PM
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Horseman
 Philosopher
11/19/2006 8:20:13 PM
PostID: 104255
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NOTES
Special Spells
Combine- combine priests to improve spell effect Withdraw- 4:1 spell recovery
This post last edited on 12/7/2007 4:26:49 AM
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Horseman
 Philosopher
1/11/2007 2:03:12 AM
PostID: 114756
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Game Notes
DM - Rasgorn
Over a hundred people gather in and around the great hall and soon orders are passed out and the people head out to thier assigned posts. Harbard and Kiarra are in the same troop, headed for the Barony of Ardsmoor. Besides themselves there are thirty-nine others in the group. The group is divided into squads of eight with one leader. Two squads have another leader who looks to the Captain of the troop for direction.
Here is the breakdown
The party's main leader is Deben a cleric of St. Hardig and a member of the Sword Sworn. Second in command is Ethne, a druid of the Wolf-Killers. Third in command is Miles the Judicator. Arvin Boarsplitter leads Bardolf and Kiarra's two squads. Bardolf's Squad 1.Sir Baldro is an older man, 5-8, 170lbs with graying hair and beard and gray eyes. He is the sergeant and wears ring mail, helm and carries a shield. He fights with a long sword and spear and has a short bow. He is a member of the Sword Sworn
2. Bardolf 3. Mattias, a cleric of St. Bane 4. Waldriff, a paladin of St. Arn 5. Turley, a member of the Sword Sworn 6. Brother Drais, a cleric of St. Dirk 7. Arrango, a ranger of the Wolf-Stalkers 8. Gullveig, a dwarven fighter of the Sword Sworn(female) 9. Bri, a gnome ranger of the Wolf-Stalkers. Bri is 4 ft tall with silver blue eyes and light brown hair. His shield is magical.
Kiarra's Squad Sergeant Aevin is ranger of the Rhoan society. He wears ring mail and helm and carries a rune engraved spear, a long handled mace and a horn bow and two quivers of arrows. Aevin is 6-0, 190lbs with blond hair and gray eyes.
2. Kiarra 3. Lim, a ranger of the Wolf-Stalkers 4. Fuldis, a cleric of St. Soberoth, studying to be a Judicator. 5. Selmo, a cleric of St. O'brien 6. Pascal, ranger of the Wolf-Stalkers 7. Silvio, a member of the Sword Sworn. 8. Sir Elias, a knight of St. Bane 9. Jai, a female gnome druid. She is 3-8 with amber colored hair and bright copper eyes. She carries a staff and there are druid symbols on her leather armor. Edit Post DM-Rasgorn (Rasgorn)
12/22/2006 3:20:34 AM PostID: 111376 Shortly after getting organized into their squads, Bardolf, Kiarra and the others walk over to the main abbey for a briefing. As they do, they pass by the Judicator's Hall, an imposing edifice made of black granite like stone, and has green moss and ivy covering most of one side and all of the other. The Hall is quiet and still with no movement or sound coming from it at all. Bardolf and Kiarra both notice how the others are quiet as they pass and then resume their normal banter once it is behind them. The group gathers in a small courtyard of St. Arn's temple. A tall, dignified looking man with the gaze of a predator in black and gray robes calls everyone to attention. Bardolf would recgonize him as one of the Demars, but he doesn't know which. I am Adrian the Judicator. Heed me well. Your are about to start a long and brutal campaign against the Enemy. In the morning, you will leave for the Barony of Ardsmoor to conduct affairs, maintain the peace and mete out justice in the name of Louis, the King of Normandy. He has commisioned us as constables of the Kingdom to aid him in securing his borders and putting an end to a growing threat in his realm. I don't think he realizes how great a threat he faces. Ardmoor is a mountainous land of forests, lakes and streams. It is rugged country and no place for the weak. We are going there to seek out bandits and other scourges that plague that land, be they beast or man. We know of at least two wereboars and a pack of wererats that operate in the area. Edlym Red Hand and Kynan Whiteshanks and their bands also frequent and plunder the area. We are under orders to catch and hang them if possible. The late Baron Fontenot and the majority of his retainers died in an ambush a little over a month ago. We suspect an agent for Philip of Burgundy, who calls himself Hagorn planned the attack. He and his compatriot, Cworl, one of the barbarain gauls also killed our friend Tavarez and several others just outside of Paris. I warn you now, do not go into Paris proper and breach the outskirts with great care. Count Du-Lac, a master vampire has taken up residence and seeks to gain control of the city. 300 years ago he was a sorceror of some renown. He retains those skills even now. He also has two night hags who work for him as well as a host of undead, and a number of trolls and gnolls. We are not yet ready to take destroy him, avoid him if at all possible. Paris is a battleground between Du-Lac and two other undead we have yet to identitfy and several Lycan bands. When we are ready, we will move on them. Your concern is with Ardmoor and the rest of the Earldom of Trevant. We know trolls, gnolls, and a new tribe of goblins we know little about freely operate throughout the old barony of Fontenot and much of Ardmoor. We suspect the goblins are from the Underdark. We have detected the presence of dark elves in the forests and suspect they aided in the ambush of the late baron. It is our belief and one of your tasks, to prove these evil folk are in league with Sir Aris Rosby of House Flambere, and the current Baron of Ardmoor. We also suspect he is secretly working for Philip the Bold and the Arch-Bishop Lotan. Any information you find in that regard will be greatly valued. Sir Aris has friends among the new Templars and the Flagellants as well as Prior Slonim, a disciple of Sydney of St. Albans. You should also take care around Prelate Aquila, a cleric of St. Kargoth and his knightly ally Sir Chanez. They have taken over the affairs of the church and abbey at Tulane. We know little about them, except that Aris frequently visits them with his friends Sir Kessik, Sir Julian Ascot and the Templar Knight Sir Philip Mesney. Direct any questions you have to your commanders, they will try and answer them as you travel. Take care ye soldiers of the faith, walk in the grace of the saints as ye r Bardolf knew from his training as a squire that knights would travel in light armor, if any, and the squires would pack his battle and jousting armor. Well Bardolf didn't have a swuire, nor was he a knight. But this theory made sense.
While Bardolf liked the look of the ring mail, he would pass on it and keep his padded for general travel. If attacked on the road a shield would have to siffice. He went through the breastplate armor and found one that fit, then packed it on his horse. Then to weapons. He grabbed the medium crossbow, but doubted he would use it past the initial attack. The bolts were hung from the pommel of his saddle. Being a student of St Cuthbert a Mace was a must. He knew the effectiveness of this weapon against possessed skeletons. A lucern hammer would be an effective weapon of reach, plus if he got in close quarter with a knight he might be able to pull one from the saddle. He remembers being taught how knights feared this simple weapon. The thing that really caught his eye though was the leaf bladed sword. It was of ancient design, he didn't know why he liked it he just did.ide out. Everyone in the courtyard stands and replies, We walk in the grace of the Saints, we shall fear no evil, we shall bear great burdens, we shall strive for redemption and justice till the end of days, amen. This post last edited on 12/22/2006 3:57:35 AM
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The first two are 5-8 and 5-7 and heavily built with powerful torsos and legs. Bardolf believes they would be the most dangerous in hand to hand. The next two are both blond, blue-eyed, and younger than Bardolf. The last pair are shorter, darker skinned, longer limbed and leaner than the others. Bardolf doubts they are human and there is a presence to them, one or both are spellcasters of some kind. The second man has a picture of a sickle with three gems forming a triangle in the curve of the sickle on his shield.
===================================================================== OOC-It wouldn't have mattered, these guys are mentally on their heels, have been since Gwyr killed the wizard and Bardolf rose out of the wood.
IC-Kryretias looks puzzled and concerned, Henge is impatient to move on, the two Frisian lads are uncertain and afraid of Du-Lac, and the last two visibly shrink and lean away from Bardolf. I don't have a quill. It is not something I carry on patrol, but tell your lord, we have no quarrel with him, nor do we seek one. We serve the House of the Falling Moon and the Iron Ring Society. We are allied with Lord Rosby and the House of Poissy for now. We seek to rule here and make gain through our victories. If Du-lac wants an alliance we will let Sigmal Redhand know and perhaps we can arrange a meeting?
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This post last edited on 1/11/2007 2:23:48 AM
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Horseman
 Philosopher
2/18/2007 3:17:58 AM
PostID: 121393
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Archived old copy of bardolf
male Race:Human (Tuatha) Class:Cleric (Judicator- a new sub-class by Rasgorn) Level 3 Religion: Church of the West, Celtic Rite Patron Saint: St. Cuthbert-LN-The Patron Saint of Justice Prefered Weapon: St. Cuthbert-Mace, preferably large
HP 21 Init +2; Spd 30 ft; AC 12/10, touch 13, flat-footed 11 (+2 Dex,+0 armor,+0 shield); BAB +3; +1 Str Melee staff +3 (1d8+2/x3), mace(1d6+2), Leafbladed sword(1d10+2), spear Ranged sling +4 (1d4+1/x3), lt Crossbow, Hvy crossbow
SA turn undead 6/day; SQ +2 save vs. enchantment , animal friendship 1/day, favored enemy (1), healing spells +1 caster lvl, low-light vision, sleep immunity; Protection from Chaos once per day
AL LN SV Fort +6, Ref +3, Will +5;
Str 12(+1) Dex 14(+2) Con 12(+1) Int 14(+2) Wis 16(+3)(2 pts from game) Cha 12(+1)
SKILLS Skill Points: 62 ~1st Level: (6 + Int modifier) x 4(+4) human, Additional Level: 6 +1 +2=9 Int modifier Skills: Max Ranks = LVL+3(/2) X key Modifiers: skill skill T. A. R. M. Alchemy Int 4 3 1 Animal Empathy Cha 2 1 1 Appraise * Int 4 3 1 Balance * (#) Dex 1 1 Bluff * Cha 1 1 Climb * (#) Str 0 0 Concentration * Con 2 1 1 Craft * Herbalism Int 4 3 1 Craft * writing and drawing Int 5 3 2 Decipher Script Int 4 3 1 Diplomacy * Cha 7 1 2 4 Disable Device Int 4 3 1 Disguise * Cha 1 1 Escape Artist * (#) Dex 1 1 Forgery * Int 4 3 1 Gather Information * Cha 10 1 5 4 Handle Animal Wis 3 2 1 Heal * Wis 3 2 1 Hide * (#) Dex 2 1 1 Innuendo Wis 2 2 Intimidate * Cha 1 1 Intuit Direction Wis 2 2 Jump * (#) Str 0 0 Knowledge Religion Int 5 3 2 Knowledge Language Int 4 3 1 Knowledge Int 3 3 Knowledge Int 3 3 Knowledge Int 3 3 Listen * Wis 4 2 2
Move Silently * (#) Dex 3 1 2 Open Lock Dex 2 1 1 Perform * Cha 1 1 Perform * Cha 1 1 Perform * Cha 1 1 Perform * Cha 1 1 Perform * Cha 1 1 Pick Pocket (#) Dex 1 1 Profession Scrivener Wis 5 2 3 Profession Squire Wis 3 2 1 Read Lips Int 3 3 Ride * Dex 1 1 Scry * Int 4 3 1 Search * Int 12 3 5 4 Sense Motive * Wis 8 2 2 4 Spellcraft Int 5 3 2 Spot * Wis 7 2 5 Swim * (%) Str 1 0 1 Tumble (#) Dex 1 1 Use Magic Device Cha 4 1 3 Use Rope * Dex 3 1 2 Wilderness Lore * Wis 2 2 53 * = Can be used with 0 ranks. # = armor check penalty % = -1 per 5lbs. of gear.
FEATS No. Feats: 2 (1 starting character, 1 human) Feats: (List of those being considered) 1. Investigator~ Benefit: +2 bonus on all Gather Information checks and Search checks. 2. Negotiator~ Benefit: +2 bonus on all Diplomacy checks and Sense Motive checks. 3. Scribe Scroll~ Benefit able to scribes Divine Scrolls
Clr Spells: (DC = 13 + spell level) 0--Light, Read Magic 1st Level-->3 2nd Level-->2 Domain Spells: 1st Level--> 1:Protection from Chaos: +2 to AC and saves 2nd Level--> 1:Calm Emotions
Gilgoir's stats: Worg Hound(Ardennes Hunting Dog) Hd 3+1, 23hp, AC 5, attack 1, dam 2-8 special attack: overbear(bullrush) Movement 20, Intelligence average (8) Morale: faithful unto death Special defenses: +1 vs charm
The Belleau family have raised dogs just like that for a number of years, some refer to them as worg hounds. Remi's dogs are little bigger, having a heavier chest, but not all of them. It wouldn't be surprising for Bardolf to have found and started training one.
Equipment: padded armor, a long sword, Lt crossbow, forty quarrels, three knives, a short stabbing spear, two loaves of bread, a sack of apples and 23 silvers and 14 coppers
Equipment From Armory Breastplate Armor Buckler Med Crossbow Leaf Bladed Gaelic blade two handed Lucern Hammer Mace
A shiny red package wrapped with a white cross, a tag on it reads: Adventurer's Survival Kit. (Package of 6 thunderstones, 2 flasks of holy water, 5 Alchemist's Fire, 2# bars of salt, 1 smoke stick, 10 sunrods, 2 vials of Bladefire, 5 shriek rocks, 2 bits of irish coal, 40 tindersticks, 24 long pieces of red chalk, 3 tanglefoot bags, 2 vials of anti-toxin, a bag of 24 glass marbles, a candle of Insectbane burns 1 hr, 5 days worth of Dehydrated food, 2 Drowblind Stones, a set of signal torches 1 each red, blue, yellow) A small diamond worth 2 ct. worth 30 gp, 12 long pieces of white chalk, 2 chocolate elves holding pepermint striped candy canes, a capsule of Shimmering White powder 1 use extends a single spell cast as per the Metamagic extend spell feat (a spell you cast while using the capsule lasts twice as long), a sunrod, a vial of everstick glue (5 LB limitation), a small cube of white sealing wax bespelled with Alarm 1 use.
Languages: Aquilatin, Frankish, Saxon, Sanscrit
Mount: Unknown
Religous Sect: Name: Dominicans Patron Saint: Saint Cuthbert (Dominic Cuthbert) Resembles: This is St. Cuthbert Arraignment: White robes with a black tabard, long well kept hair Goal: Defend good law and order, especially the rights of commoners. Bring others into protection of St. Cuthbert through conversion.
Domains: LAW DOMAIN Granted Power: You cast law spells at +1 caster level. Law Domain Spells 1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. 2 Calm Emotions: Calms creatures, negating emotion effects. 3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level. 4 Order’s Wrath: Damages and dazes chaotic creatures. 5 Dispel Chaos: +4 bonus against attacks by chaotic creatures. 6 Hold Monster: As hold person, but any creature. 7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects. 8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells. 9 Summon Monster IX*: Calls extraplanar creature to fight for you. *Cast as a law spell only.
WAR DOMAIN Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. War Domain Spells 1 Magic Weapon: Weapon gains +1 bonus. 2 Spiritual Weapon: Magical weapon attacks on its own. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. 5 Flame Strike: Smite foes with divine fire (1d6/level damage). 6 Blade Barrier: Wall of blades deals 1d6/level damage. 7 Power Word Blind: Blinds creature with 200 hp or less. 8 Power Word Stun: Stuns creature with 150 hp or less. 9 Power Word Kill: Kills creature with 100 hp or less.
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11/11/2006 1:02:03 AM Horseman Well, I don't know my class, armor class, hit points or any of my equipment. But I think I have a good character concept if not a little sketchy. So I will leave the rest to you able hands.
Rasgorn Your task, if you so choose it, is to become a Judicator. It is a subclass of cleric with some exceptions. Your to hit ability is like a fighter and you earn skill points like a ranger. Everything else is taken like a cleric. You will add +1 to damage rolls for every three levels, due to your training in anatomy and weapon skills against human and humanoid type foes. You also have the ability to move silently, hear noise, and climb walls like thieves. I may add more as I figure out the skills and feats thing. The Judicator is like Sean Connery's character in 'The Name of the Rose,' they are investigators for the church and granted the power to be judge, jury, and executioner when needed. They were not intended to conduct internal affairs, but you never know where things may lead.
Horseman Absolutely Perfect!
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Class Construction
Judicator(Cleric Sub-Class) Melee as Fighter Skills as Ranger May take Rogue Skills other than for combat Remainder as a Cleric
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CLERIC
Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.
Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.
Level
Base Attack Bonus 1st...+1 2nd...+2 3rd...+3 - dam +1 4th...+4 5th...+5 6th...+6/+1 - dam +2 7th...+7/+2 8th...+8/+3 9th...+9/+4 - dam +3 10th..+10/+5 11th..+11/+6/+1 12th..+12/+7/+2 - dam +4 13th..+13/+8/+3 14th..+14/+9/+4 15th..+15/+10/+5 - dam +5
Class Features
--That's all I have for now--- ===============================================================
Bardulf was born in the village of St. Lo, Normandy to a worthy family that would soon be broken by the Winter War. Your father, Haldric Lion's Bane, died at Saxon fields. Your mother Eletha did everything she could to keep the family together, but fate seemed to work against her. Your oldest brother, Rodric, was captured by the Saracens. Your mother paid his ransom, but he died of infection from his wound on the way home. Eletha put up a small fortune for your oldest sister's dowry. Her name was Fiona and she and her husband died from the plague and the land and wealth went to his family. Your other brother Ebonarde, is a Knight Templar, fighting in the service of the Kingdom of Navarre. His vows of poverty and dedication to his order keep him from sending much help to the family. When you were eight, your sister Vingora had a heated argument with your mother and left home and your sister Amleth ran away from and married one Rene Gilbert, a landless knight. Vingora visited two years later in good health and helped the family out. It was good to see her, she had always been your favorite sister. She only stayed for a week though, before returning to her studies at the Bardic College in Brittany. Vingora's visits became a spring tradition in the family and she came every year until your sixteenth birthday. Rene had proved himself fighting against the Saracens and had earned a Cross of Valor fighting at Lone Tree Pass. He was serving the House of Lord Atterbury in the Earldom of Poissy and paid for your family to live near the manor and got you a squireship in the Atterbury Household. It was the best time in your young life and you quickly became friends with the Atterbury's fourth son, Marceau. Your family lived quite well in the Earldom of Poissy for two years, when Sir Kessik, the third son of the Earl, asked for your sister Dierdre's hand. You never liked him and neither did your sister, she was sweet on Marceau. She refused him and soon a Reeve arrived to have you pay for your sins. When your mother refused him he struck her and your sister clobbered the Reeve with a stone tankard and cracked his jaw. Everyone in the family knew trouble was coming, but your mother depended on the chivalric code and the Earl's justice to settle the matter. Later in the evening a Templar knight and forty men at arms came to the house and with them were two Flagellant priests, who accused your sister of witchcraft. Sir Kessik had his two squires,Julian Ascot and Philip Mesney with him. You scuffled with them and bloodied both their noses before they pummeled you down. As they started to kick you, Sir Rene Gilbert arrived and stared all the men down. They left, but everyone knew the trouble was just beginning. Three days later, the 'villagers,' stoned your sister Dierdre to death as she walked home from church. That night as the family prepared your sister for burial, the wind picked up and made an eerie sound, like a woman wailing. You looked out the window and you could see Sir Kessik and his men milling about in the village. There was horror in the morning. Three serfs found both Flagelant priests posted like scarecrows in a field near your house and the Templar knight was hanging from a tree with a spear through his heart. His body swaying with the morning wind. Lord Atterbury came by with the sheriff and said you would all have to stay until an inquisitor arrived to settle the matter. The house was locked down and men stood guard over you. A lone beggar woman came up the lane and knocked on the door. You answered and she looked at you with a scarred eye and haggled for some eggs. Before going on her way she said "You best leave tonight, there will be mist in the morning and the nights rain will cover your tracks," before leaving.She was a large woman and still moved with grace, despite her age. You haven't seen her since, but you dream of her often. You took her advice and the family left that night after the guards went to sleep. For the next two years you and your mother lived on the run, always knowing someone was looking for you, but never knowing when they might catch up to you. Rene Gilbert and your sister Amleth moved to Orlean shortly after you fled. That's all you know of them. One night at the Green Goblet Inn a man recgonized your mother. He introduced himself as Father Gerard and invited you to stay at his abbey in the far reaches of Artois. Your mother didn't recgonize him and questioned him thoroughly about how he knew you. Father Gerard said he fought alongside your father during the Winter War and then revealed details about your father that proved he had known him. Father Gerard then sealed the deal by handing your mother several rolled parchments with her name on them, written in your father's hand. In the morning Father Gerard gave you letters of safe passage and arranged for a coach to take you to the abbey. At this time, you have padded armor, a long sword, a crossbow, forty quarrels, three knives, a short stabbing spear, two loaves of bread, a sack of apples and 23 silvers and 14 coppers between you and your mother and the clothes on your back. As the coach pulls away you sense apprehension in your mother and hope this is not a trap.
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Very nice Rasgorn, very nice.
1265Bardolf was born
Family 1275Father: Haldric Lion's Bane, died at Saxon fields Mother: Eletha 1277Brother:Rodric, was captured by the Saracens 1280Sister: Fiona and her husband died from the plague 1279Brother: Ebonarde, is a Knight Templar, fighting in the service of the Kingdom of Navarre 1276Sister: Vingora left home, at the Bardic College in Brittany 1276Sister: Amleth ran away from and married one Rene Gilbert, a landless knight 1280Sister: Dierdre refused Sir Kessik betrothal, burned as a witch by Flagellants
1279Brother in Law: Rene Gilbert serving the House of Lord Atterbury in the Earldom of Poissy
Friends Marceau, Atterbury's fourth son, fellow squire
Enemies Sir Kessik Sir Kessik's two squires,Julian Ascot and Philip Mesney
=================================================================== SKILLS Total Skill Points:50 Skill.......Total...Abil...Ranks...Mods.
Alchemy....... Int 4 3 1 Animal Empathy....... Cha 2 1 1 Appraise....... * Int 4 3 1 Balance....... * (#) Dex 1 1 Bluff....... * Cha 1 1 Climb....... * (#) Str 0 0 Concentration....... * Con 2 1 1 Craft....... * Herbalism Int 4 3 1 Craft....... * Int 3 3 Decipher Script....... Int 4 3 1 Diplomacy....... * Cha 7 1 2 4 Disable Device....... Int 4 3 1 Disguise....... * Cha 1 1 Escape Artist....... * (#) Dex 1 1 Forgery....... * Int 4 3 1 Gather Information....... * Cha 10 1 5 4 Handle Animal....... Wis 3 2 1 Heal....... * Wis 3 2 1 Hide....... * (#) Dex 2 1 1 Innuendo....... Wis 2 2 Intimidate....... * Cha 1 1 Intuit Direction....... Wis 2 2 Jump....... * (#) Str 0 0 Knowledge....... Religion Int 5 3 2 Knowledge....... Int 3 3 Knowledge....... Int 3 3 Knowledge....... Int 3 3 Knowledge....... Int 3 3 Listen....... * Wis 4 2 2 Move Silently....... * (#) Dex 3 1 2 Open Lock....... Dex 2 1 1 Perform....... * Cha 1 1 Pick Pocket....... (#) Dex 1 1 Profession....... Scrivener Wis 5 2 3 Profession....... Squire Wis 3 2 1 Read Lips....... Int 3 3 Ride....... * Dex 1 1 Scry....... * Int 4 3 1 Search....... * Int 12 3 5 4 Sense Motive....... * Wis 8 2 2 4 Spellcraft....... Int 5 3 2 Spot....... * Wis 7 2 5 Swim....... * (%) Str 1 0 1 Tumble (#) Dex 1 1 Use Magic Device....... Cha 4 1 3 Use Rope....... * Dex 3 1 2 Wilderness Lore....... * Wis 2 2 50
This post last edited on 9/29/2010 12:23:51 AM
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Horseman
 Philosopher
5/23/2008 1:57:42 AM
PostID: 228519
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/22/2008 2:46:55 AM CC: Horseman
Jamie writes a note for Devon to bring with him to Brother Arn:
Brother Arn (Bardolf Lionsbane). We met at Yuletide. You still have one of my raven’s charms, I hope. Your grandmother, Skaga Ironloch, is to the far North and has just led a small band of Vikings in a successful killing of a black dragon name of Snorgvaar. She will be returning to me and I will finally get to tell her of your whereabouts.
There are two men of the Church who are absolutely no good. Names are Aguila and Arlen. Me and mine are all hoping that the two of them are going to die in about two weeks time. It would be excellent of you, or of someone in the church whom you trust, to their offices and home and wait for the news of this tragic event. When it happens, you'll maybe be the clergy that can temporarily take up their duties....and why not in the meantime try to discover what exactly they've been doing? I'd appreciate a thorough investigation. I believe Aguila has been tutoring young Leonard (and we can see how he's turning out very rotten indeed). Arlen's headquarters are at the College of Arts in Louvain. Please note that I have asked the Hospitalers to go to Louvain and do the same examinations once Arlen is out of the picture. Though, I have not gotten back good confirmation that they will do this. So, you the choice between the two is still yours.
There are lots of questions about the two of them that need to be answered.
What were they up to via their connection to the Order of the Pentacle? Was Arlen really the cult leader?
What was their true connection to Twisted Claw (a society of werewolves)?
Why their alliance with the Blood Bristle Clan of Gnolls?
Is it true that Aguila is ‘Wolf Lord’ of the Blood Mark Clan? Did Philip know this?
What was their connection to the Cult of the Dragon?
What was Arlen doing in his Scriptorium at the College of the Arts in Louvain? Why did he need so many young children brought to him by Slonim?
Answer some of these questions and we may get the answer to the biggest question of all.
What was Arlen's real purpose? How is using his connections and allies in the Church to achieve that? How closely connected is Lotan to all that was sinister about Arlen and Aguila?
When I heard the news that you had killed Slonim, I was glad of it. He’s been up to no good along with the rest of these people, grouped somewhat in loyalties. I’ve heard some rather dreadful things about everyone on this list. You may not have been informed yet, that we fear a massive invasion of uruks under the command of a religious order of Set. Some of these people are actually followers of Set themselves. I’ve killed Seron and Guillamone, inspected their bodies, and discovered some strangeness. Tatooes of snakes, scales along the backbone, talons, etc. I’ve come to the conclusion that the people on this list are the very enemies I mentioned, followers of Set, come here in advance to participate in a sort of grand sabotague of The West’s ability to prepare for the war….or are local people fully aware of the coming war, with such evil hearts, that they have chosen to side with mankind’s enemies.
Prelate Aguila
1. Master Arlen
2. Master Slonim (deceased)
3. Prias (part Rakshassa, part human)
4. Brother Seron (deceased)
5. Raleesh (deceased)
6. Twisted Claw lycans (wererats and wereboars)
7. Laimon (necromancer of Nergal)
8. Korvir (Ogre-Magi) highly dangerous
9. Cworl renegade gaul and slaver
10. Sir Aris Rosby of House Flambere
11. Idryryn Fane, priest of Anshar masquerading as cleric of St. Kargoth
12. Sir Chanez, Knight of St. Kargoth, Aguila’s personal guard and assassin
Duke Vintronus of Champagne
1. Duchess Celicia
2. Sir Erbick (Werewolf)
3. Sir Edrick ( Werewolf)
4. Sir Lenyer’ Humbert (Renaud’s brother)
5. Sir Julian Ascot, Knight of St. Kargoth
6. Sir Kessik, Knight of St. Kargoth
7. Chavros
8. Haddicus(deceased)
9. Sir Philip Mesney of Orlean
10. Seigneur Albano
11. Baron Fuviaeux
12. Maurice Fuviaeux
13. Father Guillome (deceased)
14. Father Aptries
15. Father Coschev
other people listworthy:
Jenlar Calabane
Petr Doiyova, provost marshal of Louvain and a master thief
Marmion Vulles, mage from Novgorod
Irina Doiyova, enchantress/sorceress
Sir Clavindos, a Carthenian mercenary, Withered
Sword and Green Eel are his symbols. Exceedingly
Dangerous.
Good luck to you Brother Arn,
Jamie Boggett
PS There's something truly wrong with those that put their faith in with Saint Dominico. Something's corrupted. We're trying to figure that one out still. I think maybe its been tainted somehow, with occult magics. I dunno how else to explain it. Plus, the Kargothians and the Flagellants are the ones littered with double agents. Watch out for all of 'em. Templars too - they've gone funny. Your grandma Skaga can smell it in them. Really. She can smell evil in people. It's been frightful handy.
PPS Philip's with them, not us. I'm sure of it. Lotan too. They both need to go. We'll need a people's movement to get them gone I think.
PPPS Don't keep any of this secret. There are more allies out there than I ever thought. We just need to find each other. Wagmueller and the Free Cities, Rafael B., Coucy, White Friars, Judicators, Hospitalers, Godarte and Sharp, etc. We are all just so wrapped up in our own small versions of the big picture. We need to start communicating and try to connect our work together to build some good momentum.
PPPPS We're going to want Olivia and Juhel Revorn to despose their step father's (he's there on the list above) position as the Duke of Champagne. I heard that Juhel Revorn was thereabouts in that abbey you've been visiting. If you see him, can you communicate all this to him and tell him we'd like for him to immediately come to ours or to his sister's aid? We've been looking for him everywhere.
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Jamie
Bless you child of faith. You have a true inner strength and a great spirit I have rarely seen. I find the timing of your letter uplifting an reassuring. I have found myself this last year drifting and unsure of the path the creator has set out for me, but your letter has reaffirmed my faith. I thank you for that, and find the information you have given me is enlightening and will give me much to ponder.
You show more confidence in me than you probably should. I don't envision myself a leader of any kind. I would rather aid those I see as true leaders. Like Sir Godart, who has the makings of a real hero for the cause of good. He is one that could be remembered for centuries. Please pass the word in the North of the mighty Elf Spear and his freeing of Aldane. Send any who would have a pure leader to aid Sir Godart in his crusade to secure the Aube River valley.
This is the information I knew before I got your letter.... Prelate Aguila
1. Master Arlen, highly questionable 2. Master Slonim(Dragon Cult, seeking Kas' Sword to slay Hoarkl and turn him into a dracolich) 3. Prias 4. Brother Seron ( deceased) 5. Raleesh (deceased) 6. Twisted Claw lycans(wererats and wereboars) 7. Laimon (necromancer of Nergal) 8. Korvir (Ogre-Magi) highly dangerous 9. Cworl renegade gaul and slaver 10. Sir Aris Rosby of House Flambere 11. Idryryn Fane, priest of Anshar masquerading as cleric of St. Kargoth 12. Sir Chanez, Knight of St. Kargoth, Aguila’s personal guard and assassin
Duke Vintronus of Champagne
1. Duchess Celicia 2. Sir Erbick (Werewolf) 3. Sir Edrick ( Werewolf) 4. Sir Lenyer’ Humbert(my brother) 5. Sir Julian Ascot, Knight of St. Kargoth 6. Sir Kessik, Knight of St. Kargoth 7. Chavros? 8. Haddicus(Mage Adept) deceased 9. Sir Philip Mesney of Orlean 10. Seigneur Albano 11. Baron Fuviaeux 12. Maurice Fuviaeux
I do not know of Saint Dominico. I will look into to it when I have a chance. I know of Phillip and Phillip the Younger, but have had no dealings with any of them. I will communicate this to whoever I trust.
Concerning the Abbey at Leuze............ The Abbey was founded by a woman known as Jean of Alsace. She was a defender of the poor and a follower of St. Oghma. She built the Abbey for the nuns and female clergy of St. Gabriel, before Gabriel was excommunicated. During that time many of the most sick and hurt, including many people touched by evil spirits or slowwitted(Insane and retarded) were brought to the abbey and lived out their days sheltered and cared for behind it's high walls. When St. Gabriel was denounced and decanonized, many of his followers took refuge here under Lady Jean's protection. She was later declared a heritic and crucified a few miles to the east of here. Most of the followers of Gabriel took oaths of other holy orders, some fled into the Ardennes and were protected by the druids, and some died, purged by fire or crucifixation with Lady Jean. The Abbey was then closed for almost fifty years when Selena of Whitecliff reopened the abbey as a workhouse an orphanage. That lasted a few years and then the Order of the Benedictines took over and resanctified the ground. Shortly after, something terrible rose out of the ground, others say it came from the dungeons where Selena spent much of her time studying, whereever it came from, it something not meant to be here. The descriptions vary, but all agree it was black and red like hot coal, had small horns protruding from it's head and was scaled. It walked like a man and fought like a beast. It was finally slain on the front steps of the library by brother Adrian Demars, who would later become a Judicator. The Abbey was abandoned after that, for many considered it cursed, until Father Alosius came and resanctified the Abbey and dedicated it as a place for the healing of wrongs, for disciplining of the spirit and mastering the path of one's faith. Father Alosius took in many friars, monks, and nuns who had fallen into trouble or seriously lapsed from the path of the righteous and corrected thier behavior. Bardof would note how many of them, probably three out of every five, became Flagellants, priests of St. Kargoth, or inquisitors. By the time Father Hayne arrived from Avignon, this doctrine was well established and if Bardolf believes anything he reads, Father Hayne is actually more lenient than the headmasters of the past.........
I have been attacked by agents of Set, and I killed Master Slonim here who was trying to take away boys to do unspeakable things to. I had a young man named Leo join me, he is a sellsword. I think he has additional motives other than helping me, he joined me a little too eagerly. But I don't think he is an agent of evil. I and a party went into the catacombs and destroyed a good number of undead. We found a warded room I will likely need help to open the door. I have the sense that something of strong power for good is hidden by evil wards. But I have little experience in dealing with such things. I need aid in this post haste if you are available.
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