/TG/heim:Ardeshir the Sorcerer (Posessed): Difference between revisions

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Sorcerer's Scepter (''Mace''), Sword
Sorcerer's Scepter (''Mace''), Sword


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


Experience: 29/32
Experience: 33/36


Advances: Sorcery, Spell
Advances: Sorcery, Spell, Spell


===Rahim, Bound Ifrit===
''Posessed''
{| border="1" cellspacing="0" cellpadding="5" align="left"
! M
! WS
! BS
! S
! T
! W
! I
! A
! Ld
|-
| 5
| 5
| 0
| 4(5)
| 4
| 2
| 4
| 2+1
| 7
|-
|}
''Great Claw, Fear''
Experience: 11/14
Advances: +1 WS




Line 118: Line 81:
''Great Claw, Fear''
''Great Claw, Fear''


Experience: 11/14
Experience: 14/17


Advances: Mighty Blow
Advances: Mighty Blow, +1 W


===Kirash, Apprentice===
===Kirash, Apprentice===
Line 156: Line 119:
Axe, Mace, Scorpion Familiar (''Scorpion Tail'')
Axe, Mace, Scorpion Familiar (''Scorpion Tail'')


Experience: 3/4
Experience: 4/6


Advances: +T
Advances: +1 T, Step Aside


===Shahkam, Apprentice===
===Shahkam, Apprentice===
Line 194: Line 157:
Axe, Mace, Viper Familiar (''Scorpion Tail'')
Axe, Mace, Viper Familiar (''Scorpion Tail'')


Experience: 2/4
Experience: 3/4


Advances: Step Aside
Advances: Step Aside


Injuries: I -1
Injuries: -1 I


== Henchmen ==
== Henchmen ==
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| 3
| 3
| 1
| 1
| 7
| 8
|-
|-
|}
|}
Line 236: Line 199:
Mace, Dagger
Mace, Dagger


Experience 1/2
Experience 2/5
 
Advances: +1 Ld


== Inventory ==
== Inventory ==
26 gp.
103 gp.


==Notable Events, Stories, etc.==
==Notable Events, Stories, etc.==
Line 249: Line 214:
Day three:
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.
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 ambushed by Skaven assassins last night, and the boys not only managed to warn me and my guard but to draw the skaven, 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.


==Log==
==Log==
Line 256: Line 224:


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 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.


==See also==
==See also==
[[/TG/heim]]
[[/TG/heim]]

Revision as of 08:40, 23 March 2013

Intro

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

Ardeshir the Sorcerer

Magister

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




Sorcerer's Scepter (Mace), Sword

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

Experience: 33/36

Advances: Sorcery, Spell, Spell


Rahman, Bound Ifrit

Posessed

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




Great Claw, Fear

Experience: 14/17

Advances: Mighty Blow, +1 W

Kirash, Apprentice

Mutant

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




Axe, Mace, Scorpion Familiar (Scorpion Tail)

Experience: 4/6

Advances: +1 T, Step Aside

Shahkam, Apprentice

Mutant

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




Axe, Mace, Viper Familiar (Scorpion Tail)

Experience: 3/4

Advances: Step Aside

Injuries: -1 I

Henchmen

Ardeshir's Personal Guard

5 Brethren

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




Mace, Dagger

Experience 2/5

Advances: +1 Ld

Inventory

103 gp.

Notable Events, Stories, etc.

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 ambushed by Skaven assassins last night, and the boys not only managed to warn me and my guard but to draw the skaven, 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.

Log

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.

See also

/TG/heim