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Sorcerer's Scepter (''Mace''), Dagger
Sword, Buckler, Heavy Armour, Lucky Charm, Dagger
 
Spells: Vision of Torment (-1 difficulty), Wings of Darkness
 
Experience: 44/46


Spell: Vision of Torment
Advances: Sorcery, Spell, Spell, +1W, Warrior Wizard


Experience: 29/32
Injuries: -1 T, Misses next game


Advances: Sorcerer, [skill]


===Rahim, Bound Ifrit===
===Rahim, Bound Ifrit===
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''Great Claw, Fear''
''Great Claw, Fear''


Experience: 11/14
Experience: 15/17


Advances: +1 WS
Advances: Mighty Blow, Step Aside




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''Great Claw, Fear''
''Great Claw, Fear''


Experience: 11/14
Experience: 27/28
 
Advances: Mighty Blow, +1 W, +1 A, Step Aside, Lightning Reflexes


Advances: [skill]


===Kirash, Apprentice===
===Kirash, Apprentice===
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Axe, Mace, Scorpion Familiar (''Scorpion Tail'')
Sword, Axe, Heavy Armour, Lucky Charm, Dagger, Scorpion Familiar (''Scorpion Tail'')


Experience: 3/4
Experience: 14/17


Advances: +T
Advances: +1 T, +2A, +1S, Step Aside, Expert Swordsman


===Shahkam, Apprentice===
===Shahkam, Apprentice===
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Axe, Mace, Viper Familiar (''Scorpion Tail'')
Axe, Mace, Viper Familiar (''Scorpion Tail'')


Experience: 2/4
Experience: 11/14


Advances: [skill]
Advances: +1 Ld, +1T, +1WS, Step Aside, Dodge
 
Injuries: I -1


Injuries: -1 I


== Henchmen ==
== Henchmen ==
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===Ardeshir's Personal Guard===
===Ardeshir's Personal Guard===


''5 Brethren''
''4 Brethren''


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Mace, Dagger
Experience 7/9
Advances: +1 Ld, +1 WS
===Bound Lesser Djinni===
''2 Beastmen''
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Mace, Dagger
Sword, Mace
 
Experience 3/5


Experience 1/2
Advances: +1 WS


== Inventory ==
== Inventory ==
76 gp.
103gc


==Notable Events, Stories, etc.==
==Notable Events, Stories, etc.==
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Day one:
Day one:
This strange land seems to affect our powers adversely. On our first expedition into the city proper we were ambushed by bandits of some sort, and my efreet have failed us utterly. My own magics also proved unreliable, and it seems we shall have to take some of my household guard with us from now on. I will also look into binding this realm's spirits to our will, but that might be a long and ardous process. Let us hope the warpstone we found will be helpful in this endeavor, as the library is out of reach for now.
This strange land seems to affect our powers adversely. On our first expedition into the city proper we were ambushed by bandits of some sort, and my efreeti have failed us utterly. My own magics also proved unreliable, and it seems we shall have to take some of my household guard with us from now on. I will also look into binding this realm's spirits to our will, but that might be a long and ardous process. Let us hope the sagestone we found will be helpful in this endeavor, as the library is out of reach for now.
 
Day three:
While searching for more sagestone to further my efreet-related experiments, we have stumbled upon heathen mercenaries. They seemed to have an unquenchable desire for the stones, although for what purpose I cannot fathom. My efreeti are beginning to adjust to new conditions, and have obliterated the heathens. They retain their basic property of feeding on slain enemies and will likely get stronger in the future, possibly even regaining their former powers. We have also stumbled upon a local resident, in a sad state of mind and body. After questioning him we gained some insight into the state of the city, but still the library eludes us. I will endeavor to summon and bind more spirits to help with our search, as well as look into obtaining local help.
 
Day four:
I am proud of my apprentices. We were beset by Eshin assassins last night, and the boys not only managed to warn me and my guard but to draw the skaven away, allowing us to ambush the ambushers. Rahim was dispersed by a rather ingenious weapon using sagestone shards as ammunition. I shall summon and bind him again when time allows. I have also noticed I'm growing more practiced with my simplest spells, the only ones that work in this chaotic land.
 
Day five:
Still nothing. The surviving denizens of the city are either mad or hostile. We ran into another group of mercenaries, luckily they proved reasonable and retreated after a small skirmish. One of the soldiers, Hakim, took a crossbow bolt for me and is not fit for combat duty anymore. I shall send him back to Al-Haikk at our earliest convenience to oversee training of new guardsmen. The binding of Rahim proved difficult and required a large amount of sagestone, but nevertheless we were successful and both my guardians are with me again.
 
Day ten:
Mordheim is teeming with scavengers and mercenaries. Over the last five days we fought off two bands of them, luckily with no casualties. I have gotten to wearing armour and a spell of protection at all times inside the city, and bound two more guardian spirits. Our little expedition seems to be too small in number to accomplish our goal with any celerity, and so I have sent a messenger to my household in Al-Haikk. He carries a request for reinforcements and delivery of certain scrolls of summoning from my personal stores.


==Log==
==Log==
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Game 1: Victory vs Black Hill gang. 4 xp for Ardeshir, 2 for Kirash, 1 for everyone else. Rahim OOU, but recovered. Got 5 shards and a quiver of hunting arrows. Sold for a total of 117. Got 4 Brethren with maces for 112. Net gain: 5. Gold left: 6.
Game 1: Victory vs Black Hill gang. 4 xp for Ardeshir, 2 for Kirash, 1 for everyone else. Rahim OOU, but recovered. Got 5 shards and a quiver of hunting arrows. Sold for a total of 117. Got 4 Brethren with maces for 112. Net gain: 5. Gold left: 6.


Game 2: Victory vs Marienburg Musketeers. 5 xp for Ardeshir, 2 for Rahim and Rahman, 1 for everyone else. Shahkam injured. 4 shards total, sold for 70. Trade and skill-ups to be updated. Got one Brother for 30 gp.
Game 2: Victory vs Marienburg Musketeers. 5 xp for Ardeshir, 2 for Rahim and Rahman, 1 for everyone else. Shahkam injured. 4 shards total, sold for 70. Got a sword for Ardeshir for 10. Got one Brother for 30 gp.
 
Game 3: Victory vs Squelch's Gutter Crawlers. 4xp for Ardeshir, 3 for Rahman, 1 for everyone else. Rahim dead. 4 shards, sold for 70, 7 gold bonus.
 
Game 4: Victory vs Roger's Raiders. 2xp for Ardeshir, 3 for Rahman, 2 for Kirash, 1 for everyone else. Lost a brother. 3 shards, sold for 65. Got a Posessed with Great Claw for 140 and three swords for 30. Sold 2 axes for 5 total.
 
Game 5: Victory vs Young Wolves. 4xp for Ardeshir, 3 for Rahim, 2 for Rahman and Shahkam, 1 for Kirash and the guards. 6 shards, sold for 100 gp. Got 2 Beastmen and an axe for 95.
 
Game 6: Victory vs Kirsch and Sons Expedition. 2xp for Ardeshir and Shahkam, 3 for Kirash and Rahman, 1 for everyone else. Got 5 shards and a lance. Sold for total of 100gp. Bought a Lucky Charm for 10, two suits of heavy armour for 50 each, a buckler for 5 and a mace for 3, thus reaching rock bottom again.
 
Game 7: Victory vs Firebinders. 2xp for Ardeshir and Kirash, 3 for Rahman, 1 for everyone else. Ardeshir injured. Got 3 shards and 8gp. Sold shards ro 60, bought a lucky charm for 10.


==See also==
Game 8: Rout vs The Legitimate Businessmen's Social Club. 1xp for everyone, 2 for Rahim and Rahman. Ardeshir injured. Got 3 shards, sold for 45.  Common items to do.
[[/TG/heim]]

Latest revision as of 14:42, 25 June 2023

Intro[edit]

A sage of Araby and his apprentices, personal guard and bound spirits search the city for tomes from the Great Library and sources of power.

Heroes[edit]

Ardeshir the Sorcerer[edit]

Magister

M WS BS S T W I A Ld
4 4 4 3 2 2 3 1 8




Sword, Buckler, Heavy Armour, Lucky Charm, Dagger

Spells: Vision of Torment (-1 difficulty), Wings of Darkness

Experience: 44/46

Advances: Sorcery, Spell, Spell, +1W, Warrior Wizard

Injuries: -1 T, Misses next game


Rahim, Bound Ifrit[edit]

Posessed

M WS BS S T W I A Ld
5 4 0 4(5) 4 3 4 2+1 7




Great Claw, Fear

Experience: 15/17

Advances: Mighty Blow, Step Aside


Rahman, Bound Ifrit[edit]

Posessed

M WS BS S T W I A Ld
5 4 0 4(5) 4 3 4 3+1 7




Great Claw, Fear

Experience: 27/28

Advances: Mighty Blow, +1 W, +1 A, Step Aside, Lightning Reflexes


Kirash, Apprentice[edit]

Mutant

M WS BS S T W I A Ld
4 3 3 4 4 1 3 3 7




Sword, Axe, Heavy Armour, Lucky Charm, Dagger, Scorpion Familiar (Scorpion Tail)

Experience: 14/17

Advances: +1 T, +2A, +1S, Step Aside, Expert Swordsman

Shahkam, Apprentice[edit]

Mutant

M WS BS S T W I A Ld
4 4 3 3 4 1 2 1 8




Axe, Mace, Viper Familiar (Scorpion Tail)

Experience: 11/14

Advances: +1 Ld, +1T, +1WS, Step Aside, Dodge

Injuries: -1 I

Henchmen[edit]

Ardeshir's Personal Guard[edit]

4 Brethren

M WS BS S T W I A Ld
4 4 3 3 3 1 3 1 8




Mace, Dagger

Experience 7/9

Advances: +1 Ld, +1 WS

Bound Lesser Djinni[edit]

2 Beastmen

M WS BS S T W I A Ld
4 5 3 3 4 2 3 1 7




Sword, Mace

Experience 3/5

Advances: +1 WS

Inventory[edit]

103gc

Notable Events, Stories, etc.[edit]

Ardeshir's Log'

Day one: This strange land seems to affect our powers adversely. On our first expedition into the city proper we were ambushed by bandits of some sort, and my efreeti have failed us utterly. My own magics also proved unreliable, and it seems we shall have to take some of my household guard with us from now on. I will also look into binding this realm's spirits to our will, but that might be a long and ardous process. Let us hope the sagestone we found will be helpful in this endeavor, as the library is out of reach for now.

Day three: While searching for more sagestone to further my efreet-related experiments, we have stumbled upon heathen mercenaries. They seemed to have an unquenchable desire for the stones, although for what purpose I cannot fathom. My efreeti are beginning to adjust to new conditions, and have obliterated the heathens. They retain their basic property of feeding on slain enemies and will likely get stronger in the future, possibly even regaining their former powers. We have also stumbled upon a local resident, in a sad state of mind and body. After questioning him we gained some insight into the state of the city, but still the library eludes us. I will endeavor to summon and bind more spirits to help with our search, as well as look into obtaining local help.

Day four: I am proud of my apprentices. We were beset by Eshin assassins last night, and the boys not only managed to warn me and my guard but to draw the skaven away, allowing us to ambush the ambushers. Rahim was dispersed by a rather ingenious weapon using sagestone shards as ammunition. I shall summon and bind him again when time allows. I have also noticed I'm growing more practiced with my simplest spells, the only ones that work in this chaotic land.

Day five: Still nothing. The surviving denizens of the city are either mad or hostile. We ran into another group of mercenaries, luckily they proved reasonable and retreated after a small skirmish. One of the soldiers, Hakim, took a crossbow bolt for me and is not fit for combat duty anymore. I shall send him back to Al-Haikk at our earliest convenience to oversee training of new guardsmen. The binding of Rahim proved difficult and required a large amount of sagestone, but nevertheless we were successful and both my guardians are with me again.

Day ten: Mordheim is teeming with scavengers and mercenaries. Over the last five days we fought off two bands of them, luckily with no casualties. I have gotten to wearing armour and a spell of protection at all times inside the city, and bound two more guardian spirits. Our little expedition seems to be too small in number to accomplish our goal with any celerity, and so I have sent a messenger to my household in Al-Haikk. He carries a request for reinforcements and delivery of certain scrolls of summoning from my personal stores.

Log[edit]

Creation: 500 gp to start. Bought a magister for 70, two posessed for 90 each and two mutants for 25 each. Purchased two tails for the mutants for 40 each, and two claws for posessed, for 50 each. Bought three maces, two axes and a spear for 26 total. Gold left: 1

Game 1: Victory vs Black Hill gang. 4 xp for Ardeshir, 2 for Kirash, 1 for everyone else. Rahim OOU, but recovered. Got 5 shards and a quiver of hunting arrows. Sold for a total of 117. Got 4 Brethren with maces for 112. Net gain: 5. Gold left: 6.

Game 2: Victory vs Marienburg Musketeers. 5 xp for Ardeshir, 2 for Rahim and Rahman, 1 for everyone else. Shahkam injured. 4 shards total, sold for 70. Got a sword for Ardeshir for 10. Got one Brother for 30 gp.

Game 3: Victory vs Squelch's Gutter Crawlers. 4xp for Ardeshir, 3 for Rahman, 1 for everyone else. Rahim dead. 4 shards, sold for 70, 7 gold bonus.

Game 4: Victory vs Roger's Raiders. 2xp for Ardeshir, 3 for Rahman, 2 for Kirash, 1 for everyone else. Lost a brother. 3 shards, sold for 65. Got a Posessed with Great Claw for 140 and three swords for 30. Sold 2 axes for 5 total.

Game 5: Victory vs Young Wolves. 4xp for Ardeshir, 3 for Rahim, 2 for Rahman and Shahkam, 1 for Kirash and the guards. 6 shards, sold for 100 gp. Got 2 Beastmen and an axe for 95.

Game 6: Victory vs Kirsch and Sons Expedition. 2xp for Ardeshir and Shahkam, 3 for Kirash and Rahman, 1 for everyone else. Got 5 shards and a lance. Sold for total of 100gp. Bought a Lucky Charm for 10, two suits of heavy armour for 50 each, a buckler for 5 and a mace for 3, thus reaching rock bottom again.

Game 7: Victory vs Firebinders. 2xp for Ardeshir and Kirash, 3 for Rahman, 1 for everyone else. Ardeshir injured. Got 3 shards and 8gp. Sold shards ro 60, bought a lucky charm for 10.

Game 8: Rout vs The Legitimate Businessmen's Social Club. 1xp for everyone, 2 for Rahim and Rahman. Ardeshir injured. Got 3 shards, sold for 45. Common items to do.