Godefroy's history and present!

Discussing all things Ravenloft
User avatar
Mortepierre
Arch-villain
Arch-villain
Posts: 182
Joined: Wed Aug 25, 2004 6:20 am
Location: Belgium

Post by Mortepierre »

Deepshadow, this is just awesome! More please! :D
[b]Mortepierre Malepeste[/b]
[i]Dwarven Necro.. er .. Student of Anatomy[/i]
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

Suddenly Daniel leaps forward, shoving Alec aside and throwing himself at Jules' feet. Sobbing, he begs his master's forgiveness and says that he will bear any punishment in order to be numbered among Godefroy's followers again. Your disgust at his cowardice is apparent to Godefroy, who seems little impressed with the show until he realizes that it offends you.

"Certainly, dear Daniel," Godefroy gushes, "I understand that you were forced almost at knifepoint to betray me, and even then you did nothing but confirm what they already knew. That hardly needs forgiving. Matter of fact, there's just one little matter that needs to be dealt with."

With Daniel following behind like a lovesick puppy, Jules walks toward the double doors and watches solemnly as they open to reveal a terrible sight: two dozen ghostly soldiers with the twins and Corey in their custody.

"These three young people were responsible for all of this. They broke into my crypt and stole this very cane from my sarcophagus, violating the sacred resting places of the dead to upset the natural order of government. Sedition, rebellion, burglary, theft, treason. I have judged them all guilty. As a gift to you for your service, I'll allow you to pardon one of them."

Daniel stands there with his mouth open in horror, his daughters sobbing on their knees as they beg for some explanation that just isn't there. Corey refuses to even look at him, and as they realize he's actually considering which one of them he wants to kill, his daughters begin to share in the revulsion.

"If it's any help, let me advise you that based on my experiences, I have no doubt that whichever of your daughters dies will become a ghost. Perhaps then they will understand your position better after meeting their mother."

"Their mother," Daniel repeats absently. "May I speak with her? With all of them?"

"Daddy, what are you doing?" Laurie pleads. "Grandpa--"

"Godefroy won, darling, and your grandfather forfeited his life as a result. I'm trying to work out the best arrangement for all of us to live with the results."

"Daddy!" Gennifer pleads.

"Pardon the boy, and let both of them be ghosts, darling," says a voice behind them. "My little girls will be ghosts, and we can be together again. A family."

The girls turn to see their mother enter the room and come to stand beside their father, the horror of the situation far too deep for words. Taking his wife's arm, Daniel draws a deep breath and looks his wife in the eyes.

"I'm so sorry, my darlings," he stammers. "I'm sorry my desire for a family killed your mother. I'm sorry things have taken such an awful turn that I have spent the last ten years deciding which family member I'll betray when the choice comes. That ends today. Ghosts never change, but people do, and I'm sorry it's taken me so many years to realize that there's only one way things can ever be right again."

Jules scowls, wondering where Daniel is going with this. Sobbing, Daniel turns to his wife and holds her face in one hand. "I'm sorry I disappointed you, and I'm sorry _I'd rather die standing than live on my knees._"

Already suspecting treachery, Godefroy wheels up with the cane, but Daniel's belt pistol is already in his other hand, his shot through Jules' arm causes the old man to drop the cane right into Daniel's outstretched hand.

"As Mayor of Mordentshire, I am taking over for the Honorable Judge Morgault in the trial of Lord Wilfred Godefroy," Daniel calls out, his eyes glistening with sorrow, guilt and rage. Jules slumps to the ground as Godefroy starts to exit him. Soldiers rush forward to save their master, but Corey Walsh is on them from behind, screaming "Harbinger, come!" The doppleganger-assassin also runs toward the battle, but in doing so releases you from her hold. With two words you are in the air flying after her, slamming into her full force to buy Daniel the time he needs. A crisp crackle up above alerts you to a lightning bolt, and you barely escape the full force of the blast. In the corner of the room, Bastion Otrava disappears from view.

"With your confession on record--"

Godefroy's hands claw for Daniel's throat, but Laurie throws holy water in his face while Gennifer stares down her mother with a pistol. From somewhere up above, you hear the beginnings of another spell, only to be cut short in a scream.

"--and with the murder weapon in my hand--"

The assassin slices your arm from elbow to wrist as you try to hold her back, but you hold on, thinking of sweet death and the things that are far worse. Shots ring out as Gennifer fills her mother's ghost with silver bullets. Godefroy's hands are almost on the cane when Laurie's enchanted blade carves into his stomach.

"--I find you guilty of the murder of your wife and daughter," gasps Daniel. Godefroy ceases his struggle and looks at Daniel in abject horror. "I sentence you to quit your unlife and reap the reward of your deeds in life. May Ezra have mercy on your soul...if you'll accept help from a woman."

Godefroy opens his mouth, but whatever scream or curse passes his lips goes unheard as a thunderclap sweeps through the room, followed by a riot of energy that erupts from where the terrible ghost stands. After it passes, his followers are gone, and you find yourself struggling with a limp humanoid with grey, rubbery skin. Behind you you can hear your allies rallying to save lives of those who fell, but before joining them, your eyes linger on Gennifer Weathermay, falling to her knees between the prostrate forms of her father and grandfather, crying softly for the mother she thought she'd never meet.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
Nathan of the FoS
Fiendish Enforcer
Fiendish Enforcer
Posts: 5247
Joined: Fri Nov 28, 2003 3:39 pm
Location: San Francisco CA

Post by Nathan of the FoS »

I am filled with admiration and glee. What a story!

Comes now the denouement, no? In which we learn the Weathermays' troubles aren't over yet--if ever. :evil:
[b]FEAR JUSTICE.[/b] :elena:
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

Of course. :twisted:

In case you couldn't tell, Gennifer's situation has now gone from bad to worse. This being a game, however, it doesn't end, and therefore I'm not sure I can give you the wrapup you need.
Despite your wounds, you know the danger is far from over, and you muster what strength you can to control the damage. As Warden Barrister administers what little aid he can to the wounded and dying, you and Laurie use cantrips to clean the toxic blood from the floor and from the haggard Bastion Otrava. Avoiding eye contact, she tells you you must work quickly; the poison will continue to work until it kills or is magically neutralized. Knowing there is little he can do for poison, Alec moves to Daniel, Jules, and Gennifer, none of whom have moved since the fight ended. Gennifer blinks mutely at the warden's bruised and bloodied face, then moves aside so that he can examine the two fallen men. His eyes brimming with tears, he reports that only Daniel survived: Mordent has passed to George Weathermay.

As Bastion Otrava neutralizes the poison in Grelinn and George, Laurie casts another spell to search out any tiny spatters that need to be removed, pointing them out to you for cleansing. The remaining priestess watches Bastion Otrava's grim countenance for a few breaths, her eyes growing wide with shock and horror. Suddenly she lunges forward toward the Bastion, dripping with fury.

"We trusted you!" she screams.

The Bastion backs away, but a groan from Grelinn draws her up short. "Eliza, plea--"

"Get away from him!" Eliza hisses, her eyes red with tears of rage. "How dare you lay your filthy hands on Ezra's anointed?"

Lunging forward with both hands, Eliza siezes Otrava by the throat and pulls her to the ground, beating her with her bare fists as the Bastion puts up only a little resistance. You and Laurie look at each other helplessly, unable to interfere without disrupting the spells that you are using to make the area safe again. The Bastion's refusal to defend herself only enrages the mad priestess even more, and after kicking her captive in the ribs and head repeatedly she looks around for a weapon, her eyes falling on Grelinn's holy sword. As she leans over him to sieze it, however, he wraps both arms around her, holding her down despite her enraged thrashing. After a moment, George rolls to his knees and siezes the woman's arms, narrowly saving Grelinn from being bashed in the head with his own sword-hilt. Together they struggle with her for a moment, joined finally by the doppelganger and Warden Barrister, until Eliza collapses in their arms, sobbing in pain and exhaustion.

Otrava rises slowly as Grelinn and George succumb to their own exhaustion, yet remain conscious despite their sincere wishes otherwise. Seeing they are through the worst--and wishing to avoid provoking Eliza any further--Bastion Otrava moves away and heals your wounds as you finish the rest of the cleaning. Her white gloved hands touch your tender flesh so gently as you feel the rush of healing power, your tendons reattaching and blood swelling the damaged area. She says nothing, but the thought of what her hands might do without these gloves is inescapable to either of you, and a blue-tinged tear slides down her bruised and bloodied face. Hastily she turns away so the tear doesn't fall on you, and in awkward silence you cast your eyes toward your son, lying on his side about twenty feet away. As you watch, a gentleman steps into view, and you see the face of Jules Weathermay looking down at his son.

Leaving Bastion Otrava, you hurry to George's side just as he opens his eyes and gives a hoarse scream. Jules backs away upon seeing his son's pain, shaking his head and looking to you for help.

"Speak, Jules," you say. "We can hear you if you become visible, and you can tell us what you need to say."

As the others gather round, Jules manifests for everyone to see. Like George, Laurie's eyes well with tears, but Gennifer is cold as ice as she finally joins the circle, regarding her grandfather with barely a raised eyebrow.

"I am happy," Jules begins. "and all of you need to know that. I died destroying a terrible monster alongside my son and grandchildren, that Mordent may be safe. Yet as I've said before, Mordent needs us to be more than mere warriors; there are many kinds of courage."

George opens his mouth to speak, but thinks better of it and merely nods.

"My son, you must be a different kind of brave now. Great and terrible things are stirring on the horizon, and I fear Godefroy defended us from them even as he tormented and abused us himself. Let it never be said that a ghost ruled Mordent better than a man. Better than a Weathermay."

Stifling a sob, George nods again. Jules looks around in confusion, wondering aloud what else might be keeping him here. Together with the clerics, you conclude that there must yet be something to relieve Jules' fears for Mordent, since that seems to be the focus of his concern. Finally he turns to you.

"Dakin, while I am grateful to you for your help, throwing in our lot with Darkon may not be in the people's best interests. If you are the man of honor I think you are, you would fight against Godefroy regardless of the reward for your chosen country. If my son decides not to join with Irik, please remember that."

After a moment's thought and another glance around, Jules begins again, a little awkwardly. "Not talking for a month is bad enough, son, but for us it's been far longer." Sudden realization sweeps thorugh Eliza, and she lays her hands on George for a moment in prayer. Drawing in healing like a deep breath, George looks up at his father and smiles sheepishly. "Yes, sir, I'm sorry."

Jules shakes his head, "This world has been harsh to us both, and while this final parting may seem the harshest part, I'd like to see it as a gift. Perhaps this isn't about what I need to say, it's about what I need to hear."

"I n-n-know" stammers George, "P-p-perh-haps it's b-both--" He squeezes his eyes shut a moment, clenching his teeth in anger at his stuttering speech, but Jules kneels before his son and smiles patiently as George regains control.

"I know what you need!" George blurts. "I'll get married, I'll carry on the name...I'll make you proud. I swear." Jules' white eyebrows lift and his face falls a little.

"Is that what you thought?" Jules wonders breathlessly, "That I wanted you to get married so that our name wouldn't die out? George, I wanted you to get married so that you would have someone to stand by you, lift you up! To love and be loved by! To remind you why you work so hard! I saw your pain, son, and I knew you would never be happy alone. And as for making me proud, well, you've done that tenfold already. I could never be more proud, son. I love you!"

Tears streaming down his face, George reaches out for his father's hand. "I love you, too."

No sooner are the words out but Jules is enveloped by white light, his face beaming as it fills him up and spills out, dripping from him like liquid lightning. In a flash he is gone, and the room suddenly seems terribly dark by comparison. Within moments Bastion Otrava and Eliza have restored health to Grelinn as well, and you and Grelinn lift Daniel's unconscious body onto a stretcher made from coats and two shattered chairs, as Corey and George do the same with Jules' corpse. As you gather to leave, you see Bastion Otrava and Eliza talking to one side, and the fresh tears in the warden's eyes betray them even before they turn to the rest of you.

"I have business at Gryphon Hill, everyone." Bastion Otrava begins softly. Her red-faced warden shakes her head more and wipes her eyes, but Otrava is resolute. "I'm not accepting any arguments to the contrary. If Godefroy's hold has been loosed, this may be my only chance to catch all those monsters before they run amok over the countryside." Catching Laurie's question before it is asked, Otrava shakes her head. "The Mists will be taking me, yes, but I'll do better by myself. Any passengers on this trip would only prevent me from using my most powerful spells."

Seeing her mind is made up, Eliza shakes her head finally and asks, "What about the others at the church? Can't we come help once you've done your best?"

Touched by her friend's love--love made all the stronger by forgiveness--Otrava thinks for a moment and then nods.

"You," she says, pointing at the doppleganger, "take my form and go with all of them to the church. There you must announce my decision to go to Gryphon Hill and lead whoever wishes to go to the mansion. Once there, I have no doubt you will find a way to stay or go as you wish, and your life will once again be your own." Walking deliberately forward to look the creature eye to eye, Otrava whispers, "As one monster to another, I implore you to seek forgiveness. The Lady of the Mists will prepare a place for you."

Breathlessly, he nods, his whole body shuddering into the shape of a lonely pale priestess swathed from head to toe in white. The two of them hold each other in their eyes for a moment, then the creature blinks a little and changes its bleeding lip from blue to red, tears turning colorless. Touching the illusory blood with a finger, the creature murmurs, "Your secret's safe with me." The two stare some more, mirrored in their white, yet polarized, like a swaddled baby looking at a corpse in a winding sheet. The rest of you nod sadly and say brief farewells as the Mists bubble up from beneath the floor. Joining with them, Bastion Otrava's white robes flicker with light for a moment, and then she is gone, like Jules. Once again the room seems dark by comparison, and Laurie dashes ahead to open the doors and let in the sun. Trembling a little, George and Alec lift Jules and nod for you to go first; a corpse should not be the first to greet the waiting crowd, nor a man in a coma. With the twins on either side of you, you take a deep breath and step out into light, and life, and cheers.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

Enough of a wrapup, everyone?

For the sake of incorporating this into a game, I'd highlight the following points:

1) Godefroy as the ghostly gossipmonger. Godefroy has ghosts on his side, and Listen checks work through the ether. Therefore, anything spoken in Mordent has a chance to be overheard by a ghostly spy. How many spies you want him to have, and what each of them is assigned to, is up to you. (With Paridon dropping out of nowhere IMC, Godefroy also quickly gained access to the mind-reading powers of a doppleganger ghost. Replace the word "spoken" with "thought" for that version.)

2) Godefroy as the master of Legion. Between his cane and control of Gryphon Hill's vortex, Godefroy can terrorize almost any ghost into working for him, and the vortex ensures he's got a LOT to choose from. I don't think 1000 is too many for three centuries Gryphon Hill has been around, and even if you say that half are geists and quarter are basic wraiths and spectres (!!!), that still leaves enough with the ghost template to have every ability in the book at least ten times.

3) Godefroy isn't a master tactician, but does he have to be? The most powerful ghosts will probably be the ones with high character levels and high Charisma--probably sorcerers, clerics, and other classes that benefit from high Charisma. In this case, Godefroy's biggest champions were a cleric, two sorcerers, a charismatic military leader, and the group of adventurers who tried to kill him--all with the ghost template, and together having most of the worst abilities. Godefroy gave them all something to do (kill the judge) and offered his best reward (freedom from Gryphon Hill) and they all went to it. At times they worked a little at cross-purposes, but Godefroy's presence kept that to a minimum. In a lower-level game, I might have the ghosts be more aggressive in their infighting...but then I probably wouldn't let a lower-level group go against Godefroy, so the question's pretty moot.

4) Godefroy radiates arrogance and misogyny from beneath a veneer of nobility. These are Godefroy's defining characteristics for me, but I tried to keep them reigned in by his desire to keep up appearances. To borrow a phrase from the Bible, Godefroy's like a mausoleum: whitewashed walls, respected names, and elaborate decorations on the outside, but the inside is rotten and worthless. Destroying the facade and making the truth public record was what destroyed him.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
Mortepierre
Arch-villain
Arch-villain
Posts: 182
Joined: Wed Aug 25, 2004 6:20 am
Location: Belgium

Post by Mortepierre »

<bows to a master DM>

Superbly done! If this isn't Quoth the Raven material, nothing is.

That said, your use of powerful ghostly minions raises a question. Well, two actually.

a) if Godefroy "dies" temporarily (since rejuvenation brings him back after 24h), are all the ghosts "free" to leave the house and get as far from it as they can before Godefroy turns the magnet on again (so to speak)?

b) if the answer to the above is yes, what prevents powerful ghostly spellcasters from blasting Godefroy the moment they reach Gryphon House and then escaping? All it would take is a suitably powerful sorcerer with [Force]-type spells and Godefroy would be in deep trouble. Since he is a bully but also something of a coward, I don't think he would try to close to melee range (to use his cane) while taking heavy damage.
Last edited by Mortepierre on Thu Mar 01, 2007 1:09 pm, edited 1 time in total.
[b]Mortepierre Malepeste[/b]
[i]Dwarven Necro.. er .. Student of Anatomy[/i]
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

These are excellent questions. As I read it, he doesn't create the vortex itself, he only turns it off for individuals, so Godefroy's death would not deactivate the Gryphon Hill vortex. It would keep the settings from the moment he dies, however, so if he released a powerful ghost for X mission and the ghost then killed him in one round (i.e. before Godefroy could change his mind) then that ghost would have 24 hours to get the heck out of the area.

For that matter, if Godefroy released someone for a mission, they might be able to get far enough away in the course of the mission that he can't rein them in again. Godefroy would have to be on the watch for that all the time, and perhaps take steps to discourage it, such as holding beloved friends, family or items hostage.

I agree about your interpretation of Godefroy as a cowardly bully. In the scenario you propose, Godefroy would probably not close within melee range. He'd either sic some of the other ghosts on the spellcaster with the promise of a freedom, or he'd release the spellcaster as too much trouble, and call it generosity after the problem was gone.

If you're looking to throw some intrigue into Gryphon Hill dynamics, another thought would be to interpret the wording of the vortex very strictly: it doesn't affect incorporeals, only ethereals. Depending how you interpret that, the vortex might not affect shadows, or possibly even wraiths or spectres. Any of these creatures might flaunt their immunity before Godefroy, or even slink around Gryphon Hill unchecked, currying favors among those on Godefroy's leash.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
Mortepierre
Arch-villain
Arch-villain
Posts: 182
Joined: Wed Aug 25, 2004 6:20 am
Location: Belgium

Post by Mortepierre »

DeepShadow wrote:As I read it, he doesn't create the vortex itself, he only turns it off for individuals, so Godefroy's death would not deactivate the Gryphon Hill vortex. It would keep the settings from the moment he dies, however, so if he released a powerful ghost for X mission and the ghost then killed him in one round (i.e. before Godefroy could change his mind) then that ghost would have 24 hours to get the heck out of the area.
Aye, that's the way I imagined it would work too (especially if the house is a phantasmagora which grants Godefroy the use of some of its abilities, as discussed in another thread). It's logical.
DeepShadow wrote:I agree about your interpretation of Godefroy as a cowardly bully. In the scenario you propose, Godefroy would probably not close within melee range. He'd either sic some of the other ghosts on the spellcaster with the promise of a freedom, or he'd release the spellcaster as too much trouble, and call it generosity after the problem was gone.
Eh, you seem to have nailed down his personality pretty well :lol:
DeepShadow wrote:If you're looking to throw some intrigue into Gryphon Hill dynamics, another thought would be to interpret the wording of the vortex very strictly: it doesn't affect incorporeals, only ethereals. Depending how you interpret that, the vortex might not affect shadows, or possibly even wraiths or spectres. Any of these creatures might flaunt their immunity before Godefroy, or even slink around Gryphon Hill unchecked, currying favors among those on Godefroy's leash.
Oooh, nice twist on the plot. Consider your idea stolen for my campaign :twisted:

Again, kudos for a splendid DM's job. I wish I could have played that session. I envy your players.
[b]Mortepierre Malepeste[/b]
[i]Dwarven Necro.. er .. Student of Anatomy[/i]
User avatar
Joël of the FoS
Moderator
Moderator
Posts: 7098
Joined: Sun Nov 30, 2003 1:24 pm
Gender: Male
Location: St-Damien, Québec

Post by Joël of the FoS »

I just had time to read it all this morning. Pretty cool, indeed!

If they restart the RL novel line, be sure to add you name to the possible author's list.

Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

I'll do my best! Maybe if I start sending stuff to QtR again, I'll have a more noticeable platform!
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
midnightcat
Criminal Mastermind
Criminal Mastermind
Posts: 128
Joined: Sun Feb 29, 2004 10:21 pm
Location: Jackson

Post by midnightcat »

I might use some of these ideas. I have been wantong to add Paridon to Mordent to make it ore like England. Did Paridon just appear, or did you do something to slowly add it to the landscape. where did you put Paridon . My PC's Base is In Mordent, so they no thier is no city named Paridon. What did you do with Sodo?
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

midnightcat wrote:I might use some of these ideas. I have been wantong to add Paridon to Mordent to make it ore like England.Did Paridon just appear, or did you do something to slowly add it to the landscape. where did you put Paridon . My PC's Base is In Mordent, so they no thier is no city named Paridon. What did you do with Sodo?


Well, you must understand that all this was the result of the Second Conjunction, in which the DP's were forced out of RL and the Mists retreated and all the domains became a single map. My notes from the altered version of RL:

Paridon--When the Mists departed, they left a "gift" on the border of Dementlieu and Mordent. The city of Paridon burst open like rotten fruit upon being released from the Mists, with starving populace eager to learn a new language to beg in. The failure of Falkovnia in the March of Doom spelled the end of the grain train for Paridon as well, and foolish citizens who thought their nightmare was over were catapulted back into a life of drudgery and fear. Further, neither of its new neighbors have forgotten whose side Paridon was on in the last war, and even Dementlieu's enlightened social responsibility balks at feeding refugees who may yet turn into enemies. The loss of the Paridonian clergy has actually helped things some, as ex-clerics of the Divinity of Mankind adopt Ezra as their goddess, watering down their doctrine so that Ezra becomes the divine form they have been searching for all these years. Most of these converts have been to the Mordentish sect, with the Dementlieuese more concerned with exploration than conversion and the Divinity having a Lawful bent to begin with.

There have been converts of another kind, however; many of Paridon's doppelganger populace have eagerly fled the city for better pickings, and already a number of wealthy citizens in both countries have been replaced. The marikith, on the other hand, are expanding into miles-long tunnels beneath both lands, some natural and some not. A few human slaves of the marikith have even escaped to the surface, where they returned to Paridon and revealed what they knew to friends, family, and whoever else believed them. While their shapechanging nobles flee and the clergy divides itself, the commoners are beginning to unite against the common threats of starvation and predation.

The recent infusion of dopplegangers is not the first. The train that connected Nosos, Paridon and Falkovnia had many shapechangers among it staff, and most were among the survivors when the train was destroyed. Among these was Sir Marcius Galta, a most resourceful and cunning doppleganger who sports considerable skills as a wizard in addition to his race's natural abilities. His "whispering wind" spells to public places all over Mordentshire have been laying the foundation for his next identity: Sir Felix Mournesworth, who was sent forward in time to complete the spells that will bring his family back. After he has finished contacting enough of his doppleganger kin, Marcius will appear formally at Heather House to announce the return of his family, followed by a masterful performance at the Mournesworth estates. Of course, they may have to do something about the current contents of the house, left behind by the reclusive Howard Lumley after his untimely demise. (Correction: Lumley house is not part of the Mournesworth estates)
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
Joël of the FoS
Moderator
Moderator
Posts: 7098
Joined: Sun Nov 30, 2003 1:24 pm
Gender: Male
Location: St-Damien, Québec

Post by Joël of the FoS »

Since yesterday, I'm thinking more and more of mixing these ideas with those of JWM with the transubstancial halo. Both adventure can be mixed together to make an extraordinary one, me think.

Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
User avatar
DeepShadow of FoS
Evil Genius
Evil Genius
Posts: 2923
Joined: Mon Dec 22, 2003 1:43 pm
Location: Heinfroth's Asylum

Post by DeepShadow of FoS »

Joël of the FoS wrote:Since yesterday, I'm thinking more and more of mixing these ideas with those of JWM with the transubstancial halo. Both adventure can be mixed together to make an extraordinary one, me think.
Absolutely! For me, I'd make it a multi-part adventure. This goes too deep to deal with all of it in a single swoop.
The Avariel has borrowed wings,
The Puppeteer must cut the strings
The Orphan Queen must take the throne
The Queen of Orphans calls them home
User avatar
midnightcat
Criminal Mastermind
Criminal Mastermind
Posts: 128
Joined: Sun Feb 29, 2004 10:21 pm
Location: Jackson

Post by midnightcat »

I really love these Ideas. :D I haven't had time to develop my own ideas, and this hgelps me so much!
Post Reply