Scowerson House Way of The Wicked

The Horn of Abaddon
beginning to begin to build a home for villians

The Villians of The Ninth Knot, immediately after burning Balentyne, are sent to a boat, which is heading down the long river known as The Scar, which bisects all of Talingarde. they are eventually joined by two new members; Shiigma the Thug, and Steve The Beast Master. Both former members of another knot, which had failed Cardinal Thorn and left all but them Missing In Action.

After a long, brutality filled boat ride, with Tiadora stopping to sow chaos every night disguised as a Knight of The Alerion, The Knot set down in Farholde; the northern jungle settlement of Talingarde, where they know that a temple to a dark, pestilent demi-god sits in an old mountain spire. Thorn now tasks them with entering the temple and freeing the evil god within, to gain access to his plague; a hideous virus that is potent enough to truly cripple the might of even Talingarde.

With aid from the White Ravens, Thorn's other most recent knot, the Villians found the location of The Horn and, with a little help from a tribe of easily manipulated Boggard Frog-Men, made it into the upper levels of the Mountain. 

Within, they found a still mostly intact temple; fortified like a military base, but filled with the paraphernalia of a twisted death cult. Rituals to slaughter animals and make them into powerful, obedient beasts, Alchemical Golems that could kill any foe, and a secret treasure room, filled to the brim with a Ton (literally, 2000 Pounds) of Silver, and near as much Gold.

With this, and the powers of a retinue of ill-gotten treasures from their last theft from the coffers of Balentyne, it would appear nothing stands in the way of The Ninth Knot. At least nothing that could match their great, awesome skills!

… Right?

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Last Night of Balentyne
The Fall of The Watch Tower, and The Sack of Aldencross

And so, The Watch has ended.
The Tower of Balentyne falls in a single night of fire and blood.

After a short day of potion thieving, vinegar purchasing, and murder planning, the Villains of The Ninth Knot let themselves into the Watch Tower to start a long, bloody night of simple slaughter.
Beginning simply, the party poured vinegar in the garrisons weapon grease, then quietly went about a days work to appear as regular guards…

Meanwhile, Sylph, Hecarra, and Aberran went to the potion shop to steal some items. There they found a heavy iron box containing many useful potions. They also discovered a rather fascinating secret about the shops owner… (See The Alchemist)

After they finished, they met back up with their party and took to waiting until night fall as well.

When the sun went down, they first executed a number of sleeping and otherwise helpless guards, then immediately went upstairs to face Lord-Commander Havelyn. The battle was brutal, but short; The commanders divine powers nearly saw the end of some of our Party, but he was cut down by a grand critical hit by Agado. His armor was magically twisted into a set more useful to the parties Dark Leanings by Asmodeus's will.

After slaying one more guard captain, and attempting to interrogate him, they were encouraged by the sudden appearance of their patron, Adrastus Thorn, to fire off their Fire-Work and start The Attack.

The Bug-Bears fell upon the Watch Wall and Aldencross like a fire, slaying the minimal soldiers, and command personnel in a fervor of divine madness. 

Properly rewarded, and disturbingly proud of their actions, the party has been sent off to their next mission… and warned not to crash the ship this time.

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The Story so Far...
A Quick recap of all we've done...

Our "Heroes" were held in the land of Talingarde's most infamous prison; Branderscar. But, assisted by a mysterious blonde stoic, they managed to escape violently, and expediently. They came across a small amount of resistance in the form of a giant frog on the moorlands, but ran through the night to reach The Mansion of their mysterious benefactor…

Their savior was revealed to be Cardinal Adrastus Thorn, the last High Priest of the forbidden, Evil God Asmodeus. He took interest in their portfolios, and brought them to him to join his conspiracy to overthrow the Monarchy, and install a rule more forgiving to Asmodeans, and with himself and his conspiracy as the true puppet master behind it. This conspiracy is called "The Knot of Thorns" After passing an initiation into the ways of The Church, and meeting the group known as The White Ravens (or The Fourth Knot) who also work for Thorn, the party is christened "The Ninth Knot" and sent off to meet Sakkarot Fire Axe: A Bug Bear Savant and worshipper of Asmodeus who works for Thorn by readying a massive army of Bug Bears and other savage races from the north to invade the main land as a false-flag operation. It is the Ninth Knot's assignment to give them an opening to the mainland by compromising The Watch Wall fo The City of Balentyne.

The party see's great initial success in their efforts; managing to quietly observe and undermine the Watch Wall and it's personal with espionage, trap-laying, and arson, even seeing one of their own begin the transformation into a vampire.

But now, beginning their third week in Balentyne, they might have over stepped; after a very successful poisoning of the garrisons food, and a very UN-successful attempt to drive two guard captains to blows, the guardsmen have caught onto the fact that there is an attempt to undermine them, and now, their brave Commander-Paladin, Lord Thomas Havelyn, has brought one of Wall's most powerful defenses to bare… a Gestalt Archon; an Outsider set to protect the concept of Law, the morality of Good, and most importantly; this fortress.

Will our "Heroes" be able to make the final push, throw the final blow, end the Watch Wall and bring the calamity of a Savage Army down on the head of all Talingarde, starting with this sleepy border town? Only one way to find out…

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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