Dungeons and Dragons – Curse of Innistrahd Episode 27

Hell is real. To what extent is unclear, but the church needn’t have fables of fiends when they came unbidden all too real cackling in the night. There were holes that the Cathars knew about, gaping mouths of flame and sulphur. They dispensed the biddings of chaos and torment, crazed devils in seemingly infinite amounts and scheming demons to never truly be slain. They were portals to so much malign. And from a young age, Lady Wachter was enchanted.

It was one trip on an urgent journey that her mercantile father took her through the Needle’s Eye, her seat in the carriage barely raising her eyes above the draped windowsill. It was there she saw its activity: The Ashmouth, the maw of stygian forces glowing with an ambient menace. It lit the darkening earth in a warm and consuming radiance that felt as though it threatened to draw her off the teetering peaks. Only her father’s shouts roused her from her encompassing focus, as he bellowed at the teamster to move them faster away from the leathery sounds of wings.

She never forgot that feeling. She swore to find it again. There was so much out there. And she needed it all.

Side Chatter

MUSIC CREDITS:

Dark Walk Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0/

PLAYERS

  • James – Conrad Starkherz – Paladin: An inquisitor of the Avacynian church, dedicated to the destruction of evil by all available means. His fighting skills are weathered by his age, but he has come to rely on his holy powers to protect him from both his foes and the memories of his past.
  • Susan – Elyria – Druid: A young lady who made her home in the terrifying forest of the Ulvenwald. She is a thin girl of medium height with wild ginger curls all over her head. The first things noticed are always her red hair and her large green eyes. She was a young girl from Kessig who found she had fantastical abilities fled to live in nature when some disastrous things happened. She has fantastical powers that can change nature, but these powers cannot change her past.
  • Axe – Niccolo Argenti – Rogue: A former Midnight Duelist, sworn to protect the streets of his home city of Nephalia from vampires and corpse-traders. After his brother Jacomo died in service of the Church of Avacyn, he became disillusioned and forsook his duties, becoming an apostate and blade for hire. Thirty-five years old, he’s managed to live to what passes for middle age on the blighted plane of Innistrad with the sharpness of his wits and the speed of his blade.
  • Kevin – Faustus Pent – Wizard: University educated among the Ivory Towers of Nephalia, Faustus Pent made a career of creating clockwork devices for the well-off, from toys to complicated weaponry. Betrothed to Inquisitor Arcelia Bright, his life took a terrible turn when she led an ill-fated raid against Strefan Maurer two years ago. On learning the news, he immediately closed his shop and devoted himself to single-minded study of battle magic.  Now, spellbook and strange magics in tow, he has finally made his way to Stensia to find the lost pieces of a life denied to him…
  • Travis – Grove Hecker – Ranger: Folk hero of Kessig. Grove is known for solving mysterious investigations and surviving deadly monsters attacks around the province . His last investigation ended with him befriending a wolf mongrel, Yew, and being asked politely to leave Kessig. His gruff demeanor and combat prowess make him a fantastic huntsman but his years in the Ulvenwald have made him a terrible people person. With his unusual new partner Yew, Grove left Kessig to challenge the Somberwald of Stensia.
  • Josh – Grimhild – Fighter: A taciturn monster hunter from the grim mountains of Stensia. A pale skinned, fair haired, and athletically muscular woman with a permanent scowl. With an obscured past and a chip on her shoulder she hunts many of the fiends of the dark. Though her relationship with the church and its angels is strained at best, she has become a stalwart, if grim, defender of the people they forgot.

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