Grunker
RPG Codex Ghost
Q: There's a ton of shit in this LP dude! What's mandatory reading if I just want to follow the LP?
A: Basically, you only need to read the summaries of each session (see the second post). Otherwise, everything's pretty much optional. I would recommend reading the 'Player Characters' section, and perhaps the first entry in the 'Backgrounds' section (that introduces the adventure path). Not even that's really strictly necessary, though.
Now, let's get this show on the road...
Hi everybody!
In this LP, we follow Grunker and his P&P playgroup attempt to finally do what no one has done before: conquer the land of Rashemen! You may remember that realm from Obsidian's Neverwinter Nights II: Mask of the Betrayer expansion.
Basically, I am game mastering Fire Mountain Games' Way of the Wicked adventure path. Way of the Wicked is an adventure path for evil Pathfinder characters that takes the players from level 1 all the way through the highest levels. The players begin the game as lowly prisoners (who are more than guilty of the crimes for which they are charged) and in time, if they succeed, become dark lords and start wars in their name.
I have no idea whether this is something the Playground is interested in, but since I already have all the resources involved in making this LP, the amount of work I have to do to bring it to you is minimal. So I'll probably finish it regardless of the amount of followers. My own players follow this thread for some of its resources and summaries as well.
Besides this little intro piece, everything will be in spoilertags for your ease of perusal.
The LP will consist of this OP, which will contain tons of resources and general information. Besides this, I'll upload summaries of each and every session, and those summaries will make up the LP itself.
That said, let's get started!
BACKGROUND INFORMATION
THE PLAYER CHARACTERS
PLAYER RESOURCES
ARTWORK
CALENDAR & MAPS
A: Basically, you only need to read the summaries of each session (see the second post). Otherwise, everything's pretty much optional. I would recommend reading the 'Player Characters' section, and perhaps the first entry in the 'Backgrounds' section (that introduces the adventure path). Not even that's really strictly necessary, though.
Now, let's get this show on the road...
Hi everybody!
In this LP, we follow Grunker and his P&P playgroup attempt to finally do what no one has done before: conquer the land of Rashemen! You may remember that realm from Obsidian's Neverwinter Nights II: Mask of the Betrayer expansion.
Basically, I am game mastering Fire Mountain Games' Way of the Wicked adventure path. Way of the Wicked is an adventure path for evil Pathfinder characters that takes the players from level 1 all the way through the highest levels. The players begin the game as lowly prisoners (who are more than guilty of the crimes for which they are charged) and in time, if they succeed, become dark lords and start wars in their name.
I have no idea whether this is something the Playground is interested in, but since I already have all the resources involved in making this LP, the amount of work I have to do to bring it to you is minimal. So I'll probably finish it regardless of the amount of followers. My own players follow this thread for some of its resources and summaries as well.
Besides this little intro piece, everything will be in spoilertags for your ease of perusal.
The LP will consist of this OP, which will contain tons of resources and general information. Besides this, I'll upload summaries of each and every session, and those summaries will make up the LP itself.
That said, let's get started!
BACKGROUND INFORMATION
FAQ
Adventure Path Info AKA "So... WTF is Way of the Wicked?"
From the introduction of Book I:
How many times have you saved the world? I’m serious. In all interactive entertainment – computer games, roleplaying games, maybe also live action games and choose your own adventure games -- how many times have you personally saved the world? I suspect that the answer is “too many times to count.” I know that’s my answer. Welcome to “Way of the Wicked”. Here, the PCs are not trying to save the world. If anything, the world needs saving from them. In short, you have before you an evil campaign.
It is common wisdom in certain circles that evil campaigns never work out. It may sound like fun to be the bad guys but inevitably, the old saw goes, such games always turn into brutal player versus player vengeance fests. If the players do not simply assassinate one another, then they likely wander the world murdering everything unlucky enough to encounter them. If, miracle of miracles, they manage a motivation beyond repetitive carnage, the campaign is still likely to fall apart in the face of just how hard it can be to come up with an inspiring wicked scheme. Evil games, the naysayers contend, suck.
They have a point.
Evil campaigns face a raft of problems that conventional ‘good guy’ campaigns never have to wrestle with. If you are playing a pack of noble warriors, devout clerics and loveable scoundrels with a heart of gold – you may squabble, but there is little chance of such squabbles coming to blows. And while your game still has plenty of carnage, you do occasionally meet someone else who is inarguably also a good guy and roleplaying will break up the monotony of murder. And who needs a complex plan as a good guy? You have a simple plan – smite evil! How liberating! You work together, defeat monsters, accumulate treasure and levels and maybe by the end of the game save the world. Again. It sounds wonderful.
And it is. That’s a fine formula for a campaign. It’s such a great formula that I’m sure that if you have been playing RPGs for more than a year or two that you’ve explored that road probably more than once. In “Way of the Wicked” we are going to travel a darker road. We are going to put together an evil campaign that works. This entire endeavor is dedicated to the proposition that evil games don’t have to suck. Yes, they take a little more thought and preparation than a typical campaign. But when done well, they are immensely satisfying. Towards the back of this book, you will find an essay dedicated to helping you, the Game Master, overcome the well-known pitfalls that seem to plague the typical evil campaign. Read it. Take it to heart. Hopefully, it will help you overcome the usual points of failure.
Why bother? Why not always play good guys? The short answer – it is fun to be the bad guy! It’s fun to menace the populace in black spiky armor and to call forth the powers of hell to do your bidding. Bad guys get all the best lines. Bad guys have style. Bad guys get to laugh maniacally as they plot the downfall of those fools who dared oppose them!
Take a moment to look at the cover of this book. The cover (painted by the talented Mike Clarke) doesn’t show someone the PCs get to meet in this campaign. The cover shows what by this adventure’s end a PC in your party could become.
In this campaign, we try our best to put the pitfalls behind us. Here, the forces of evil have a reason to work together. Here, the forces of evil have a purpose beyond simply murdering everything they meet. Here, we provide you with what we hope you agree is a pretty neat wicked scheme. This book is the first of six “evil campaign” toolkits that together will show you how to be the best bad guy that you can be.
So take a break from saving the world. Take a break from restless farm boys and loveable scoundrels who unite to fight an ancient evil. Put on your best black hat and get ready to walk the Way of the Wicked. By the time we’re done, the world will tremble in your wake.
MY MODIFICATIONS
MAIN SOURCEBOOKS
Q: There's a ton of shit in this LP dude! What's mandatory reading if I just want to follow the LP?
A: Basically, you only need to read the summaries of each session (see the second post). Otherwise, everything's pretty much optional. I would recommend reading the 'Player Characters' and 'Player Guides' sections, but even that isn't necessary to follow the session summaries.
A: Basically, you only need to read the summaries of each session (see the second post). Otherwise, everything's pretty much optional. I would recommend reading the 'Player Characters' and 'Player Guides' sections, but even that isn't necessary to follow the session summaries.
Adventure Path Info AKA "So... WTF is Way of the Wicked?"
From the introduction of Book I:
How many times have you saved the world? I’m serious. In all interactive entertainment – computer games, roleplaying games, maybe also live action games and choose your own adventure games -- how many times have you personally saved the world? I suspect that the answer is “too many times to count.” I know that’s my answer. Welcome to “Way of the Wicked”. Here, the PCs are not trying to save the world. If anything, the world needs saving from them. In short, you have before you an evil campaign.
It is common wisdom in certain circles that evil campaigns never work out. It may sound like fun to be the bad guys but inevitably, the old saw goes, such games always turn into brutal player versus player vengeance fests. If the players do not simply assassinate one another, then they likely wander the world murdering everything unlucky enough to encounter them. If, miracle of miracles, they manage a motivation beyond repetitive carnage, the campaign is still likely to fall apart in the face of just how hard it can be to come up with an inspiring wicked scheme. Evil games, the naysayers contend, suck.
They have a point.
Evil campaigns face a raft of problems that conventional ‘good guy’ campaigns never have to wrestle with. If you are playing a pack of noble warriors, devout clerics and loveable scoundrels with a heart of gold – you may squabble, but there is little chance of such squabbles coming to blows. And while your game still has plenty of carnage, you do occasionally meet someone else who is inarguably also a good guy and roleplaying will break up the monotony of murder. And who needs a complex plan as a good guy? You have a simple plan – smite evil! How liberating! You work together, defeat monsters, accumulate treasure and levels and maybe by the end of the game save the world. Again. It sounds wonderful.
And it is. That’s a fine formula for a campaign. It’s such a great formula that I’m sure that if you have been playing RPGs for more than a year or two that you’ve explored that road probably more than once. In “Way of the Wicked” we are going to travel a darker road. We are going to put together an evil campaign that works. This entire endeavor is dedicated to the proposition that evil games don’t have to suck. Yes, they take a little more thought and preparation than a typical campaign. But when done well, they are immensely satisfying. Towards the back of this book, you will find an essay dedicated to helping you, the Game Master, overcome the well-known pitfalls that seem to plague the typical evil campaign. Read it. Take it to heart. Hopefully, it will help you overcome the usual points of failure.
Why bother? Why not always play good guys? The short answer – it is fun to be the bad guy! It’s fun to menace the populace in black spiky armor and to call forth the powers of hell to do your bidding. Bad guys get all the best lines. Bad guys have style. Bad guys get to laugh maniacally as they plot the downfall of those fools who dared oppose them!
Take a moment to look at the cover of this book. The cover (painted by the talented Mike Clarke) doesn’t show someone the PCs get to meet in this campaign. The cover shows what by this adventure’s end a PC in your party could become.
In this campaign, we try our best to put the pitfalls behind us. Here, the forces of evil have a reason to work together. Here, the forces of evil have a purpose beyond simply murdering everything they meet. Here, we provide you with what we hope you agree is a pretty neat wicked scheme. This book is the first of six “evil campaign” toolkits that together will show you how to be the best bad guy that you can be.
So take a break from saving the world. Take a break from restless farm boys and loveable scoundrels who unite to fight an ancient evil. Put on your best black hat and get ready to walk the Way of the Wicked. By the time we’re done, the world will tremble in your wake.
MY MODIFICATIONS
So, Way of the Wicked is an evil campaign. But it also couldn't use a licensed setting. For all the other strengths of this campaign, the setting is boring and way too run-of-the-mill.
That's why I chose to set the campaign in Rashemen in the Forgotten Realms. I've loved this land since I first read AD&D's "Spellbound" and it was brought to life by Obsidian in Mask of the Betrayer. I know you guys love it as well. Now I'm going to make my party of awesome dudes attempt to do what the Red Wizards haven't been able to for centuries: conquer the shit out of Finland-Turned-Spiritual-In-The-Forgotten-Realms.
Now, if any of you are FR-fanatics who can suffer no rewrites and homebrewing of a setting, you should look elsewhere. To make WotW and Rashemen fit, I'll do some retconning whenever it fits me.
That said, the campaign has run awesome so far, and my party seems to have enjoyed atempting to fuck up the Rashemi tribes.
An important thing to emphasize for me is that I'm trying to strike a balance between the interesting Rashemi culture and mysteries, while still allowing the players to be completely clichéed, maniacally laughing villains. Players never get to play that stuff, and that's the whole point of the adventure. So many things - like handouts, characters and so forth - will be played completely straight for lulz. The more clichéed evil we get away with, the better!
That's why I chose to set the campaign in Rashemen in the Forgotten Realms. I've loved this land since I first read AD&D's "Spellbound" and it was brought to life by Obsidian in Mask of the Betrayer. I know you guys love it as well. Now I'm going to make my party of awesome dudes attempt to do what the Red Wizards haven't been able to for centuries: conquer the shit out of Finland-Turned-Spiritual-In-The-Forgotten-Realms.
Now, if any of you are FR-fanatics who can suffer no rewrites and homebrewing of a setting, you should look elsewhere. To make WotW and Rashemen fit, I'll do some retconning whenever it fits me.
That said, the campaign has run awesome so far, and my party seems to have enjoyed atempting to fuck up the Rashemi tribes.
An important thing to emphasize for me is that I'm trying to strike a balance between the interesting Rashemi culture and mysteries, while still allowing the players to be completely clichéed, maniacally laughing villains. Players never get to play that stuff, and that's the whole point of the adventure. So many things - like handouts, characters and so forth - will be played completely straight for lulz. The more clichéed evil we get away with, the better!
MAIN SOURCEBOOKS
We are playing Pathfinder in the Forgotten Realms. We started in 1371 and have moved ahead more than a year. It will be many years before the end of the campaign. We're using a mix of OD&D's excellent FR source material and 3rd edition's cool supplements.
For rules, we use:
- www.d20pfsrd.com
- the above is supplemented by some select 3.5 stuff and a lot of homebrewing (see the "Homebrew & Houserules" header)
For setting material, we use:
- Book of Vile Darkness (main sourcebook on The Nine Hells)
- Spellbound (main sourcebook on Rashemen and Thay)
- Unapproachable East (secondary sourcebook on Rashemen and Thay)
- Forgotten Realms Campaign Setting, 3rd edition (main sourcebook on the setting in general)
- Faiths & Pantheons (main sourcebook on deities)
We use a variety of maps as well (see calendar & maps header).
For rules, we use:
- www.d20pfsrd.com
- the above is supplemented by some select 3.5 stuff and a lot of homebrewing (see the "Homebrew & Houserules" header)
For setting material, we use:
- Book of Vile Darkness (main sourcebook on The Nine Hells)
- Spellbound (main sourcebook on Rashemen and Thay)
- Unapproachable East (secondary sourcebook on Rashemen and Thay)
- Forgotten Realms Campaign Setting, 3rd edition (main sourcebook on the setting in general)
- Faiths & Pantheons (main sourcebook on deities)
We use a variety of maps as well (see calendar & maps header).
THE PLAYER CHARACTERS
Should you prefer an easy-to-read .pdf file with player character summaries, you can get such a thing RIGHT HERE.
I have six players: Jonas, Kenneth, Martin, Jakob, Jeppe and Mikkel.
EDIT: The roster has since been expanded to include a seventh player character! Say hello, therefore, to: Amstrup, who is playing the character 'Slavoj Zizek'.
Jonas' character - Jandar of Kumar:
Kenneth's character - Tareth of Saradush:
Martin's character - Viktor Silvertongue:
Jakob's character - Halvard of Dis (formerly: Worm/Irkko):
Jeppe's character - Solomon Crowe:
Mikkel's character - Durlar Windtooth:
Amstrup's character - Slavoj Zizek:
I have six players: Jonas, Kenneth, Martin, Jakob, Jeppe and Mikkel.
EDIT: The roster has since been expanded to include a seventh player character! Say hello, therefore, to: Amstrup, who is playing the character 'Slavoj Zizek'.
Jonas' character - Jandar of Kumar:
Kenneth's character - Tareth of Saradush:
Martin's character - Viktor Silvertongue:
Jakob's character - Halvard of Dis (formerly: Worm/Irkko):
Jeppe's character - Solomon Crowe:
Mikkel's character - Durlar Windtooth:
Amstrup's character - Slavoj Zizek:
PLAYER RESOURCES
PLAYER'S GUIDES
CHARACTER GALLERY
LEADERSHIP AND THE EVIL ORGANIZATION
HOUSERULES & HOMEBREW
HANDOUTS
Everything the players needed to know before they started playing was confined within these two volumes: one was the general player's guide written by Fire Mountain Games. The other was an addendum written by me to inform the players of the changes we would make to the core Fire Mountain Game setup.
CLICK ME FOR WAY OF THE WICKED - PLAYER'S GUIDE
CLICK ME FOR WAY OF THE WICKED - PLAYER'S GUIDE ADDENDUM
CLICK ME FOR WAY OF THE WICKED - PLAYER'S GUIDE
CLICK ME FOR WAY OF THE WICKED - PLAYER'S GUIDE ADDENDUM
CHARACTER GALLERY
These files contain a gallery and a short descriptions of all characters relevant to the campaign. Note that this gallery is fully up to date with the Session that we have reached (Session #11), while the LP itself is a bit behind that.
CLICK ME FOR A GALLERY OF ALL LIVING CHARACTERS
CLICK ME FOR A GALLERY OF ALL DECEASED CHARACTERS
CLICK ME FOR A GALLERY OF RELEVANT POWERS
CLICK ME FOR A LISTING OF THE NINE KNOTS
CLICK ME FOR A GALLERY OF ALL LIVING CHARACTERS
CLICK ME FOR A GALLERY OF ALL DECEASED CHARACTERS
CLICK ME FOR A GALLERY OF RELEVANT POWERS
CLICK ME FOR A LISTING OF THE NINE KNOTS
LEADERSHIP AND THE EVIL ORGANIZATION
Way of the Wicked uses special rules for the Leadership feat. With this feat, the players can either build their own evil organization or everybody with Leadership can pool their resources to create one massive network. My players have chosen the latter.
All players have the Leadership feat except Worm. While the players gave him a seat in the Council of their evil organization, Worm has no Cohort and no official power in the organization.
CLICK ME FOR THE SPECIAL LEADERSHIP RULES
Currently, their Evil Organization looks like this:
CLICK ME FOR EVIL ORGANIZATION SHEET
Full descriptions of the Cohorts can be found here. Cohort information is currently up to date with Session #17.
CYRUS STEEL - Cohort of Viktor Silvertongue
ELISE ZADARIA - Cohort of Halvard of Dis
GRUMBLEJACK - Cohort of Tareth of Saradush
NONE - Solomon Crowe currently has no cohort
RAIJU THE EXILE - Cohort of Durlar Windtooth
TOR'GAL - Cohort of Slavoj Zizek
WHITE TUSK - Cohort of Jandar of Kumar
All players have the Leadership feat except Worm. While the players gave him a seat in the Council of their evil organization, Worm has no Cohort and no official power in the organization.
CLICK ME FOR THE SPECIAL LEADERSHIP RULES
Currently, their Evil Organization looks like this:
CLICK ME FOR EVIL ORGANIZATION SHEET
Full descriptions of the Cohorts can be found here. Cohort information is currently up to date with Session #17.
CYRUS STEEL - Cohort of Viktor Silvertongue
ELISE ZADARIA - Cohort of Halvard of Dis
GRUMBLEJACK - Cohort of Tareth of Saradush
NONE - Solomon Crowe currently has no cohort
RAIJU THE EXILE - Cohort of Durlar Windtooth
TOR'GAL - Cohort of Slavoj Zizek
WHITE TUSK - Cohort of Jandar of Kumar
HOUSERULES & HOMEBREW
As any P&P group, we use an assortment of house rules that get updated constantly as we agree what the group likes best and finds fair. Don't hesistate to look at them and chime in with your own:
CLICK ME FOR THE HOUSE RULES
In addition, we also use a bunch of homebrew. Most of it is simply conversions of 3.5 stuff that we would like to use for the campaign and which doesn't have Pathfinder-conversions already, but a bit of it is also homemade. Here's what we're using now:
Races:
CLICK ME FOR CHANGELING (BHEUR) (homebrew)
Feats n' shit:
CLICK ME FOR BERSERKER LODGE FEATS (converted from Unapproachable East)
CLICK ME FOR RUNESCARRED RAGE TOTEM (homebrew)
CLICK ME FOR SWARM ANIMAL COMPANION (homebrew)
Spells:
CLICK ME FOR EEEEEEEEVUUUUUL SPELLS (mostly converted from Book of Vile Darkness, some homebrew)
CLICK ME FOR RASHEMI SPELLS (mostly converted from Unapproachable East, some homebrew)
CLICK ME FOR RED WIZARD SPELLS (some converted from Spellbound, some homebrew)
Prestige Classes:
CLICK ME FOR DURTHAN (converted from Unapproabable East)
CLICK ME FOR RED WIZARD (converted from Dungeon Master's Guide 3.5)
CLICK ME FOR THAYAN KNIGHT (converted from Complete Warrior)
If shit doesn't work for you, right-click and choose "save as..."
CLICK ME FOR THE HOUSE RULES
In addition, we also use a bunch of homebrew. Most of it is simply conversions of 3.5 stuff that we would like to use for the campaign and which doesn't have Pathfinder-conversions already, but a bit of it is also homemade. Here's what we're using now:
Races:
CLICK ME FOR CHANGELING (BHEUR) (homebrew)
Feats n' shit:
CLICK ME FOR BERSERKER LODGE FEATS (converted from Unapproachable East)
CLICK ME FOR RUNESCARRED RAGE TOTEM (homebrew)
CLICK ME FOR SWARM ANIMAL COMPANION (homebrew)
Spells:
CLICK ME FOR EEEEEEEEVUUUUUL SPELLS (mostly converted from Book of Vile Darkness, some homebrew)
CLICK ME FOR RASHEMI SPELLS (mostly converted from Unapproachable East, some homebrew)
CLICK ME FOR RED WIZARD SPELLS (some converted from Spellbound, some homebrew)
Prestige Classes:
CLICK ME FOR DURTHAN (converted from Unapproabable East)
CLICK ME FOR RED WIZARD (converted from Dungeon Master's Guide 3.5)
CLICK ME FOR THAYAN KNIGHT (converted from Complete Warrior)
If shit doesn't work for you, right-click and choose "save as..."
HANDOUTS
This is a collection of core/key handouts that the group has received during their travels.
NOTE: Being an all-out MUAHAHA-evil campaign, I put an honor in making these as corny as humanly possible. So if they feel like they're too much, they succeeded!
CLICK ME FOR THE PACT THAT BINDS THE NINTH KNOT TO SERVICE OF ASMODEUS
CLICK ME FOR THE LETTER ADRASTUS THORN SENT TO THE NINTH KNOT REVEALING THEIR MISSION FOR BOOK 2
CLICK ME FOR A CUT-OUT HAND OUT MAP OF CAER BRYR
CLICK ME FOR THE DIRGES OF APOLLYON, CONTAINING THE RITUAL FOR THE SUMMONING OF VETRA-KALI EATS-THE-EYES
CLICK ME FOR THE RITUALS THAT SOLOMON CROW FOUND LEFT BY THE SONS OF TALONA
CLICK ME FOR ARTEPHIUS THE ALCHEMICAL GOLEM
CLICK ME FOR A MAP OF THE CAVES UNDERNEATH THE HORN OF ABADDON
CLICK ME FOR A MAP OF THE REST OF THE HORN OF ABADDON
CLICK ME FOR THE VARIOUS LETTERS ELISE ZADARIA SENT TO THE NINTH KNOT
CLICK ME FOR THE DIARY OF FINEAS GREENWOOD
CLICK ME FOR THE LETTER ADRASTUS THORN SENT TO THE NINTH KNOT REVEALING THEIR MISSION FOR BOOK 3
NOTE: Being an all-out MUAHAHA-evil campaign, I put an honor in making these as corny as humanly possible. So if they feel like they're too much, they succeeded!
CLICK ME FOR THE PACT THAT BINDS THE NINTH KNOT TO SERVICE OF ASMODEUS
CLICK ME FOR THE LETTER ADRASTUS THORN SENT TO THE NINTH KNOT REVEALING THEIR MISSION FOR BOOK 2
CLICK ME FOR A CUT-OUT HAND OUT MAP OF CAER BRYR
CLICK ME FOR THE DIRGES OF APOLLYON, CONTAINING THE RITUAL FOR THE SUMMONING OF VETRA-KALI EATS-THE-EYES
CLICK ME FOR THE RITUALS THAT SOLOMON CROW FOUND LEFT BY THE SONS OF TALONA
CLICK ME FOR ARTEPHIUS THE ALCHEMICAL GOLEM
CLICK ME FOR A MAP OF THE CAVES UNDERNEATH THE HORN OF ABADDON
CLICK ME FOR A MAP OF THE REST OF THE HORN OF ABADDON
CLICK ME FOR THE VARIOUS LETTERS ELISE ZADARIA SENT TO THE NINTH KNOT
CLICK ME FOR THE DIARY OF FINEAS GREENWOOD
CLICK ME FOR THE LETTER ADRASTUS THORN SENT TO THE NINTH KNOT REVEALING THEIR MISSION FOR BOOK 3
ARTWORK
THE TRIAD
ASSORTED ARTWORK
WAY OF THE WICKED ARTWORK
Ravenscar Prison
Tiadora, Handmaiden of Cardinal Thorn
Tiadora's Veil
Grumblejack in his Cell
Thorn's Mansion
The Seventh Knot
Cardinal Adrastus Thorn
Frosthamaren
White Tusk, Chieftain of the Yutak-tribe
Joseph Calls-Fire-From-Water, shaman of the Yutak-tribe
Sakkarot Fire-Axe, brilliant bugbear field marshal
Balentyne, Imaskari fortress
Balentyne burning
Tiadora on her pleasure barge
Baron Vandermir
Jurak the Eldest
Calliastae
Grumblejack, now with armor!
The Horn of Abaddon, overgrown
Kumanda Slays-Nine-Men, chieftain of the Banewog-tribe
Zikomo Hears-the-Father, shaman of the Banewog-tribe
Hexor/Vexor
Statue of Vetra-Kali Eats-the-Eyes
The Horn is alight!
Raimon
Onni
Skull
Bhalla and her symbol
Khelliara and her symbol
The Hidden One and her symbol
Khelliara and her symbol
The Hidden One and her symbol
Durthan
Excommunicated Hathran
Gann, Walker of Dreams
Wychlaran & Berserkers
Red Wizard
Red Wizard
Safiya, Red Wizard
Szass Tam, Red Wizard
Nature Spirit
Okku, Great Spirit Bear
Berserker
Berserker
Berserker
Snow Tiger Berserker
Runescarred Berserker
Hathran
Hathran
Telthor Drawing
Telthor Spirit
Rashemi Nobles
Excommunicated Hathran
Gann, Walker of Dreams
Wychlaran & Berserkers
Red Wizard
Red Wizard
Safiya, Red Wizard
Szass Tam, Red Wizard
Nature Spirit
Okku, Great Spirit Bear
Berserker
Berserker
Berserker
Snow Tiger Berserker
Runescarred Berserker
Hathran
Hathran
Telthor Drawing
Telthor Spirit
Rashemi Nobles
Ravenscar Prison
Tiadora, Handmaiden of Cardinal Thorn
Tiadora's Veil
Grumblejack in his Cell
Thorn's Mansion
The Seventh Knot
Cardinal Adrastus Thorn
Frosthamaren
White Tusk, Chieftain of the Yutak-tribe
Joseph Calls-Fire-From-Water, shaman of the Yutak-tribe
Sakkarot Fire-Axe, brilliant bugbear field marshal
Balentyne, Imaskari fortress
Balentyne burning
Tiadora on her pleasure barge
Baron Vandermir
Jurak the Eldest
Calliastae
Grumblejack, now with armor!
The Horn of Abaddon, overgrown
Kumanda Slays-Nine-Men, chieftain of the Banewog-tribe
Zikomo Hears-the-Father, shaman of the Banewog-tribe
Hexor/Vexor
Statue of Vetra-Kali Eats-the-Eyes
The Horn is alight!
Raimon
Onni
Skull
CALENDAR & MAPS
Calendar:
Maps:
Maps:
Rashemen
Rashemen
Thay
Immilmar
Farholde
The Caer Bryr
Faerûn - WARNING: FUCK-HUEG
Rashemen
Thay
Immilmar
Farholde
The Caer Bryr
Faerûn - WARNING: FUCK-HUEG
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