/TG/heim:Ardeshir the Sorcerer (Posessed)

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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), Dagger

Spell: Vision of Torment

Experience: 29/32

Advances: Sorcerer, [skill]

Rahim, Bound Ifrit

Posessed

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


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: 11/14

Advances: [skill]

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: 3/4

Advances: +T

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: 2/4

Advances: [skill]

Injuries: I -1


Henchmen

Ardeshir's Personal Guard

5 Brethren

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




Mace, Dagger

Experience 1/2

Inventory

36 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 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 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.

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. Trade and skill-ups to be updated. Got one Brother for 30 gp.

See also

/TG/heim