As he was summoned to housewarming party/gathering of the Society of Horrible Gentlemen at Sir Williams Slampad, he decided to keep it cheap and thus manufactured this unique piece art, Arius Paperdoll, as a housewarming gift. Take a look!
Friday, December 10, 2010
Prince Ariendur Action-Paperdoll
As he was summoned to housewarming party/gathering of the Society of Horrible Gentlemen at Sir Williams Slampad, he decided to keep it cheap and thus manufactured this unique piece art, Arius Paperdoll, as a housewarming gift. Take a look!
Sunday, November 21, 2010
Chapter Seven - Like a cutting blade they cross the Kingdom, again!
After the unleashing of sword Ilbrandir's true legacy powers, Arius, Douglas, Jared and Karaz the dwarf climbed down the long ladders that went from the Witchkings workroom to the mountain top. Finally they ascended back to the workroom where Melkor was waiting for them. The old sage looked troubled but he congratulated young Arius from gaining the swords true power, but after the formalities the wizard stepped up and revealed what he had learned from the mind projection of the Witchking.
Sunday, October 10, 2010
Chapter Six - Only a madman would ventrue to the mountains at this time
It had been six long days since Melkor was last seen outside his room at the Whispering Maiden Inn. Arius, Jared and Douglas were utterly bored, as they had churned down pitcher after pitcher at the tavern while waiting the bookworm wizard to re-appear. Altough Jared finally had some private time to carve a new and glorious holy symbol of Lathander, and he was proud of his achievement. Finally the loremaster came out, and proclaimed that they were going the the Bloodmountain to seek out the Witchking and activate the legacy abilities of Ilbrandir, the mighty powersword of Arius! And in awe and wonder did the rest gaze upon the mad wizard.
After preparing up the rest of the day, they met once again in tavern to drink for their upcoming victory and relish good ol' memories. Melkor questioned Jared and Douglas from their pasts, and while Jared told about his past in Cormyrian little village known as Eveningstar and how he went to the temple of Lathander and became a cleric, Douglas was little in his words. Assumption was that Douglas had dark secrets he wanted to hide, most likely criminal activity of some sort and the talk about one's history soon ceased as ale and wine poured down their thirsty throats.
To the mountains!
Early next morning the adventure began as they left the city of Asbravn in their quest to march to northeast, where the Blood Mountain presumably was. Their journey was hampered by rain, but they managed to keep in schedule and reached the point that Melkor had planned, and camped there over the night. Next morning as the trail became more increasingly perilous thus forcing their steeds to struggle with their gait, they continued until afternoon when sudden bellowing and roaring made them to cease their journey. They peeked over a hill and saw few ogres harassing their captives, and Melkor decided to solve the problem with a tactical fireball. Little did he know that a malevolent goblin mage, Skritsnok had casted resist energy-spell on those brutes and threw a fireball on Melkor instead. Battle against the goblin wizard was fierce, but soon the creatures lied dead on the ground. One surviving captive, half-orc called Baltrus the Hothead thanked our heroes and promised to make things even one day.
The journey continued and next morning the fellowship woke up early to see the first glimpses of rising sun, and as a cartographer had told Melkor back in Asbravn, the first rays of sun turned one mountainpeak red as blood, and so they knew where-to continue their voyage. Hills became mountains and while ascending futher and futher, Melkor was alerted by shouts in dwarven tongue. They run towards the noice, and saw group of orcs impaling men with long wooden stakes! They assaulted those brutal green pricks via invisibility sphere-spell and managed to rescue one dwarf who fought against the orcs long enough. And oh the joy as Melkor regonized the dwarf to be Karaz Thronehammer, adventuring dwarf from Baldur's Gate, with whom he had drank three years in a row almost twenty years ago. Karaz thanked the heroes and promised to accompany the party to the Witchkings lair, as he had nothing better to do either. Later that day they reached huge stairs chiselded to the mountainside, and decided to rest the night at their feet.
To the Tower!
Next day they begun climbing the stairs, and after three long hours they reached somewhat flat space in the top of the stone stairs, where they saw a huge metal door. And just as they managed to declare the place as the entrance to Witchkings lair, the door opened, and large giant stepped forth and challenged our heroes. After few cruel rounds of violent battle, the giant who managed to claim to be the Witchking, died a horrible death from our heroes hungry blades. And thus they went in to the lair of the Witchking!
The room behinf the door was a messy habitat of a hill giant, but soon a hollow and otherworldy voice speaked to them and encouraged them to ventrue futher, as it was unable to answer their questions on such low level of it's tower. They walked the marblestairs up, and stepped in to a round room, full of sofas and divans, rich curtains, beautifull green plants,parfumed oils slowly burning in their vessels, generating amazing feel of warmth and comfort. They voice commanded them to sit down and rest as it's maidens would soon bring them some food and drink. And soon four beautiful ladies walked forth behind a curtain, tempting our heroes with their naked curves and tasty meals. So tempted they were that one seduced Douglas who in his lust kissed the perfect-looking maiden and dicovered to his malaise the woman to be a succubus, the demon of seduction! The demoness tried to grapple Douglas, but our ever-cunning thief threw the man-eater away from him, forcing the she-demon to teleport back to it's homeplane Abyss, as it was not a demon of battle and fighting the proud adventurers would have been too much of a task for it. The rest of the beautiful maidens vanished too, as they had been cruel illusions made by the demon. Later it came apparent that Melkor the pervert knew all along that the maidens were trick of a succubus but he enjoyed them too much to alert the rest of the gang!
Even tough the illusory warmness of the chamber was gone, the party decided to rest there still a bit, and later ascend to the upper levels. The voice spoke again and warned that his familiar, Ormom, who lived on the upper floor, had grown large over the years as he, the voice, had forgotten his magical everfullilng saucepitcher to the creatures vicinity. And as our heroes climbed yet again more stairs, and reached a frozen door which opened with a strong kick, they saw a huge toad (advanced Ice Toad from Frostfell), white in color with blue boil-like spots, licking the pitcher with it's ridiculously large tongue. Soon the battle ensued as the behemoth snapped Arius to its jaws and swallowed the poor prince into its guts. But thanks to his powerfull fellows, the toad fell on it's back as it lost the fight and Arius hacked his way trough the giant belly with his spiked shield.
The Voice explained that the creature had swallowed his staff of frost, thus causing the monster to transform into this beign of ice, but no such a thing was found from its gizzard. Our brave posse continued their journey and passed the next level with haste as it was nothing but a empty library. But they were stopped on the one above as they stormed into a alchemical laboratory/study where was the voice as a young wizard, doing his experiments. The man smiled and the voice said "oh how young and eager I was" causing the young wizard to transform into nightmarish shape of pure void. The being sucked the air around it, thus the name Voidwraith (from Libris Mortis), making the battle against it at least suffocating. To crown it all, the creature was incorporeal, making it almost impossible to harm, but look, then came Jared and with his new holy symbol called forth the power of Lathander who turned and destoyed the foul creature of the void.
Oh the glory!
THE PRINCE NOW WIELDETH THE BLADE OF KINGS!!!
Monday, September 27, 2010
All glory for the Fallen
http://societyofhorriblegentlemen.blogspot.com/p/d-campaigns.html
On the right one may see the Adventure Company of North, the last campaign of the Society.
The Son of a Bitch - campaignblog has also achieved somewhat mature state, and Lord Protector Jakubias feels quite satisfied with it, it might even give answers for some seekers of sacred knowledge.
Thursday, September 23, 2010
Our heroes - illustrated!
Tuesday, September 14, 2010
Chapter Five: Cross the Kingdom in search for adventures!
After plundering the Sparlklestone mines Melkor decided that it was time to pursue his own agendas for a while. As our heroes ravaged the supper that Tremeld Sinivihta served them in the Foresthouse Inn, Melkor revealed that their next destination would be the city of Asbravn, Darnons biggest city after the capital Iriaebor. They would cross the Hasturs Crossing and travel to the town of Darkshallow, and after resting there for a night, they would continue to Asbravn.
June 5th or 5th of Kythorn in Faerunian calendar our proud posse left for their quest. Their able steeds galloped to the Crossing of Hastur where they helped to farmers, Krent and Urvald to cross the stream with their donkey. After this valiant act they continued to east, towards the town of Darkshallows. It was almost an evening and it was grievously clear that they wouldn't make it to the town this day. To crown all, they saw riders in eastern horizon. Luckily for our "Luskanian mercenaries", the riders weren't the notorious Riders of the Black Cliff, popularly known as Skull Riders. They were Lieutenant Conder and his men, soldiers from the city of Asbravn on their way to the western borders. Little did Lieutenant Conder know when he started to question our heroes about their origins, that those few questions with bit too sharp tongue would turn to demise for him and his men.
To Asbravn
Next day, after succesfull campnight beside the road, our fellows were getting closer to the city, they rescued a injured man from small group of marauding commoners. Man was Nemerd Stonetower, an official in the city of Asbravn, in his way to Darkshallow for statistics and drafting. He demanded to be escorted to Asbravn, and promised speak the heroes in no matter what time it would be when they would reach the gates. The man stood behind his words, and even recommended a tavern/inn called Whispering Maiden near the gates. From there the heroes began their quest of finding out a person suitable to improve the general condition of poor Arius. Cuven the Whispering Maidens innkeeper knew old man called Sembor, who once long time before the current state of tyranny and intolerance, operated as a powerfull cleric. And so our heroes met the old priest and convinced him to help Arius.
Meanwhile Jared and Arius were searching for new shield for Arius to replace the pierced one. But this search soon escalated into a sidequest where they were searching for the urn of Brella Kempwoods husband. A burglar who stole the urn, called Mulk, was found in Rustys, old rundown boozer, but he escaped to the roofs, resulting in spectacular rooftop chase scene. But as always, the heroes caught the villain, and they received tons of gratitude from Brella, who even gave her husbands young dog called Hero to Arius, who promised to raise the dog to be a ferocious beast but also a loyal friend.
As the merry band surfaced and moved to the Whispering Maiden, their thoughts were set into the Sunset Mountains, the next waypoint on their incredible adventures, where Arius's sword would find it's true powers. But what secrets Melkor kept hidden from the others...
Sunday, August 22, 2010
Universal Truths that our Heroes obey
http://societyofhorriblegentlemen.blogspot.com/2010/08/das-list-um-kerken-und-drachen.html
These books are the secret of Melkor's magnificient magic!
Thursday, August 19, 2010
Chapter Four: Back to Darnon, brothers partisans!
Our heroes, Arius the half-elf prince, Melkor the wizard who masters the lore of lore itself, Douglas Wenham the cunning thief of awesome dexterity and Jared West the heathen priest of Lathander, were finally on something big. Hermit monk called Alvar had thanked them from their service with a map describing an ancient mining village deep in the Reaching Woods. Village was called Sparklestoneand it was supposed to be full of valuable jewels, according to the legends and writings of Alvar monasterys brotherhood.
Destined to follow the hermits squirrelskin map of a cryptic cipher our brave heroes returned to Scornubel to refresh their rations and sharpen their blades of bloodshed. Melkor also did some delicate purchasing to supply his material components required in casting of his omnipotent magic and spend two days and nights locked in his chamber at the Tallabor Inn scribing spells to his spellbook whilst the others of the party drank the rest of the money they had in the Jumping Jugs-tavern.
Poor as hell with a morbid hangover, our incredible posse mounted on their powerfull steeds and rode like thunder until they reached the Reaching. Impassable while mounted, they continued by walking their horses, encouraged by the fact that they were invisible to the evil eyes on the road. But suddenly the forest grew dark and faster than one judges a witch to the pyre, all evil was upon them. Something gigantic grew in front of them, a shape of a monster huge in size, roaring "Huu-Moor"! Could it be, the ghost or spirit of Urgallox, the owlbear menace they killed couple of levels ago. But as fast as it came, it was gone. Only a laughing, hawk-nosed and goateed little geezer walk forth from the bushes, grinning familiarly and saying that the legendary beast sends it regards from the Nine-Hells. It was Petreskobal, the scamming imp. It had came behalf of an entity which name described in mortal tongues would be something like Gor´Marrak the Eater of Nations. The Imp questioned Jared with a riddle, "what hangs from the branch but gives no harvest". Succesfully answering "hanged man" Jared saved his soul for couple years maybe, as Petreskobal said that the Eater of Nations was bit hard to restrain, then swerving away to the bushes. Puzzled by the recent turn his life has taken, Jared and the others decided to research this matter later in town or city of somesort, but now it was for the mine tunnels!
As they proceed closer and closer to the village, they met a little puppy. Arius bonded with the small canine instantly, and sweared to keep the small dog. The puppy proved to be useful as it led our heroes to the village they were looking for. Everything in this small village, build inside the roots and mounds of huge and ancient trees, was dead and decaying. It had to been laying deserted for years. But before our adventurers got to get comfortable, they were surrounded by the living dead! These small, gnome-size zombies dragged their feet slowly towards our magnificent party, which did not panic, but waited for perfect moment to strike themself free from the ever-thightening noose of the little undead. But as Douglas thrusted his rapier in an opening in ones face, they all were terrifyed by the shriek it released. Then all the other "zombies" rushed to help the wounded one, and it was soon clear that what the heroes had witnessed was a not-so-cunning hoax. Gnome elder, called Belfor Shimmering, swiped the make up from his face and excused the mess.
The Gnomes explained that they had lived hidden, surviving on berries, roots and fungi, for past 150 years, all long from when the Great Black Spinner had laid its web on the old mine. Only Fozla Marnig, old and only surviving miner, could remember something from the tunnels, and he was badly demented. After questioning the gramps they had little knowledge of the tunnels, but they got some weird power-mushrooms, clearly highly toxic and propably lethal, but recommended by the old gnome. Later on they managed to convince Belfor to give a ancient masterkey-coder, crafted by Carl Glittergod (gnomish head-deity)himself, to our heroes. Belfor insisted that they would close every door and seal behind them to keep the evil away, and that they had to discover another way out, as it would be clearly too dangerous for the withered village if the team would return the same way.
Early in the next morning the expedition begun to ascend to the mines. After Belfor had closed the main gate, they were on their own. Soon they had their minds full of ciphers as every now and then their journey halted on a finely crafted door, which was accessable only by cracking the code carved on it with the master-key coder. On the left you can gaze three of the puzzles. After the first one our brilliant party arrived to a maintance hall where all the gnome mining-gear was repaired and made in times now forgotten. Abandoned hall proved little in revenue and they continued a stairs up from the two possible headings. There they cracked yet again one of the magic doors and step in to the hall of degeneration. Once maybe the hall of crowns, the space was filled with litter and moss. Here and there was little huts, made mainly from litter and rotting feces. Creatures inhabiting these wretched piles were lower in height than the gnomes up there, horribly deformed by years of terrible inbreeding. These once goblinoids in race regarded our adventures as gods, as they opened the ancient portals to the netherworld. Well, actually they stepped in from a plain door but these little mongers gazed on them with awe and wonder never seen before. This event would have been curious in nature, but the fat leader of these puny creeps arrived from it's "mansion" accompanied by the shaman of the tribe. This skinny aberration was possibly the most horrible of them all, and it had covered itself with feces and dead fetuses. It began to tell a tale with it's guttural, piping imitation of a voice, showing old cavepaintings that looked like splashes of essential fluids. Paintings told a tale how these gods would arrive from the portals, but instead of saving the tribe, the tribe was depicted as eating their gods.
Wednesday, August 18, 2010
Chapter Three: The Reaching Wood-Run Aways and other Wretches
As previous chapter ended in saving the damsel in distress, our heroes had an option to escort her to Scornubel, caravan city in west, behind the woods. This would provide them with a breath of freedom, as the city was independent and opposed Darnon's tyranny. Hunters warned them from a legendary trixster called Peter The Scammer, as he often cheated and robbed the careless travellers.
Tuesday, August 17, 2010
Chapter Two: Refugees at the Court of the Hunters
As guests in the camp of the hunters, Melkor promised for Constantin Almert, the sole leader of the merry hunter band, that they would perform suitable favor for the nuisance that they are. Before that they would however journey eastwards, to inn of Haphark Middleroad, to stock up rations and equip themselves with better equipment. After that they would do what mister Almert wishes.
During their voyage to Middleroads Inn they met women called Irene. She was travelling to Scornubel, independent caravan city behind the Reaching Woods. Reason of her journey was her harsh treatment in the city of Hluthvar, where reign the right hand of Lord Protector Mornburg of Asbravn, Captain Irongrave, cruel man in high status in the cult of the Bitter Lord. Our fellowship were sympathized by her. The treck continued, and at last the met mister Middleroad, who was happy to share what he had, as long as our heroes would do a little booze salvaging for him.
And off we go, the good guys left to place called Trallvik Farm, abandoned estate south from Middleroads. There they witnessed the horrors of plunder and decay, as the whole farm had withered to rubble. Nevertheless, they managed to dig up some nasty kobolds, little dog-lizards vicious as hell. After slaying these poor little critters they found the spiced moonshine that Middleroad was asking for and returned to the inn, and did they triumph!
After returning to the hunters camp they participated in a boar hunt, event that nearly cost someones life. Upon returning back to the camp they were suprised by few riders who had discovered the campsite, bloodhounds of the king. Battle was victorious, but it cost the life of the third hunter, Hulford Bronzevest, and in addition one of the mercenary riders managed to escape, and thus ruin their hidden status.
Camp had to be moved, and luckily mister Almert knew old lean-to near, and they moved to its positions, southwest from the orginal camp. During this movement they saved the life of Irene, women they had met couple of days ago. She was attacked by the most horrific monster in the woods, Urgallox, gigantic owlbear of abyssian aspect. And did they triumph! Closely, but they did!
Chapter One: Sudden departures & unexpected futures
Young Arius was running errands for Melkor across the capital city Iriaebor. It was eighth of May, 1372 Dr and the weather breezed of the upcoming summer. Arius was at the central marketplace of the city when all hell broke loose. A pack of Skull Riders rode and surrounded the poor apprentice, who had no glue what was happening. A moment later he realized that he was locked up in a prison cell somewhere in the deep dungeons beneath Iriaebor.
They caught their breath at the Copperhorn Inn, where Melkor had bought a room with a pseudonym Kolmer, only to don Arius with studden leather armor and eguip him with a sharp short sword. There Melkor told him that his destiny as prince of Darnon was true, and next they would obtain the sword called Ilbrandir from the tomb of Arius's mother. The sword was a legendary heirloom of her family, ancient craftmanship and ever-sharp, and would determine whether or not Arius truly was the son of the queen. After this they would escape the city and ride northwest, through the village of Borhus all a way until the Crossing of Hastur, from where they would head to the Reaching Woods and find a hunters camp where Melkor had a safe contact.
Monday, August 16, 2010
Prologue
Darnon is a small kingdom somewhere in Western Heartlands, between the Reaching Woods and Sunset Mountains, in the vast continent called Faerun, from the D&D campaign Forgotten Realms.
Until recent more turbulent times, Darnon was a quiet feudal kingdom ruled by long lineage of kings hailing from the royal family tree of Grivald. Something changed drastically almost twenty years ago, when King Osander II Grivald had his firstborn son with the beautiful Queen Aeliathe. The king and whole people of Darnon celebrated the new prince, but sorrow struck soon, as the son and queen caucght terrible disease which claimed them both.
King Osander was devastated and ordered that the grieving would last for an year, at least. But the grief of the lost Queen and young prince soon changed to grieving at general, as the morbidminded king slowly succumbed in the ways of terror and bloodshed. Heavy taxes were pulled for the poor people of Darnon, who endured, but only slightly. Years of tormenting shook the whole foundations of the kingdom, as all other gods were pronounced heathens except the Bitter Lord, who had much in common with the poor king. People of Darnon were horrified by the Mace of the Bitter Lord, riders from Order Of the Black Cliff, soon to be called Skull Riders by the missfortunate people..
All this time a young boy grew up to be a man, as an apprentice of a scholarly old man called Melkor. This boy, called Arius took care of Melkor's daily bussiness, and lived relatively happy yet simple life during these years of oppression. This all came to an sudden end, as one day, only couple days before Arius would turn eighteen, Melkor asked him would it be hillarius if Arius would turn to be the long lost prince, and future king of kingdom of Darnon.. Little did Melkor know what destinies this bit boozed out question would bring on them...
Sunday, August 15, 2010
Beginning and Introduction
The Team consists of four players plus the DM (me):
Arius - played by Sir William
Melkor - played by Emperor Masamund
Jared - played by Count Oscar
Douglas - played by King Jannek The New Guy
And everything else, usually malicious in nature - Lord Protector Jakubias The DM