Ashe C2 Episode 24 - Lord Vedemire Darkhorse
Previously On...
Crashe and his Cadre of carefree Castoffs who catastrophically consume Cakes
When Crashe and Wes unwittingly stole an ornate box holding a powerful arcane focus, it started a chain of events beginning with the notice of a man called Ionn Castaliogne. In the last few months you have clashed with his forces and uncovered his many plots and schemes. You also revealed his true identity as one of the Fallen in service to the Dark One, known as Lord Vedemire Darkhorse.
Through a series of clashes you uncovered a gestation lab creating mutant creatures in an abandoned mine. You battled many of his wereraven minions and his other acolytes. You Traveled to Westinox to dismantle the arcane focus to keep it out of his hands. Lord Vedemire fought back though, killing Tinovar Incenzo and gravely wounding Thurlis Stem. He recovered the focus and intends to carry out his nefarious plan.
Now though you have turned the tables and you bring a small force of allies to assault his manor and stop him once and for all. Banding together with the Red Wulves, Maldrith Moth, and the Daughters of Light you fought dozens of gaurds and mutants and just barely survived two Iron Golems. All the while illusory figures of Ionn Castaliogne have taunted you.
Crashe and his team found a secret entrance into the basement of the building. Two of the thieves guild found another entry into the basement leaving you with two separate ways in to the underground sanctuary of the Darkhorse. Crashe now leads a small band of fighters down the spiral staircase as we speak. Finn, the thieves, and the daughters of light are investigating the second floor. On the third floor Mausim and Wes have just had a strange encounter with several ghosts who haunt that section of the house. One of the ghosts, Humbert Castaliogne, possessed Wes to converse with Mausim.
Plot points/Scenes
Mausim you watch as Wes' eyes go pale once more, his iris turning into a pale blue dot. His skin loses some of it's color and the voice emanates from him once more. "Once again, tell me your true purpose here."
Behind Wes you see a dozen ghostly figures slowly glide into view. Their bodies give off a greenish yellow glow and some of them look more solid than others Some are barely shadows while some look to be almost completely visible.
"If your purpose is true and you mean to return the manor to it's rightful heirs than you will have our help." Wes' face darkens a bit and the voice says "If you are deceitful and your hearts be black than you will be subject to a thousand years of torment!" The second half of the sentence is hissed out with a menacing tone. The ghosts behind him drift closer and begin to form a ring around you. You feel the fear rise up in your throat and on the back of your neck but you steel yourself as you answer.
"We believe you, you speak truth. Destroy the ward, the totem that traps us on the third floor. You must find it to obtain our help." You watch as the boy with no eyes crawls towards you and with an ethereal piece of chalk writes the numbers 5921 on the hardwood floor beside you.
[DM Note: the code for the tesseract room is 5921. Inside that room is dozens of charts and calculations that Ionn has done for his own secret plan to create the next shatterfall himself. This does not have anything to do with the dark one. He is hiding this for his own selfish ends. An investigation check also reveals several valuable pieces of shard rock. Almost five pounds worth which goes for 1200 gold on the black market. Hand out one of the magic items as well.
On a small black alter sits a small black statue made of obsidian. It is carved with a demon's head on top of a thin man's body with crossed arms. The alter is trapped with a paralyzation ray that hits anyone within 5 ft. Constitution save DC 17 to resist. Or the trap can be disarmed with sleight of hand or arcana check DC 17.]
Ghost Team Effects
If the ghosts are released they descend into the bowels of the manor into the basement to find Ionn Castaliogne. Their once placid faces and bodies become skeletal and fearsome. Their spirits elongate into spectral comets that fly quickly down stairs and secret passageways.
[DM Note: Those in combat with the Gorogol and Ionn see white streaks fly through the room at high speed. The circle anyone in the room create a powerful fear effect. As they swirl around the enemies they pummel them with Withering Touch doing 10d6+10 damage per round. Any PC's or NPC's that are low on HP or in trouble can retreat and be protected by a ghost who will block incoming damage.
When Lord Darkhorse goes to 0 HP or the Gorogol does he will try to save himself.]
As the fearsome ghosts surround Lord Darkhorse you hear him first scream in anger. Then he curses them and you hear fear in his voice. Lastly he screams in defeat and you see his body glow and then disappear. His clothing falls to the ground as he evaporates, a light mist puffs off of his garments as they lay there. The ghosts slow and take their original forms and begin to walk aimlessly around. They quickly begin to fade as they return to their original routines.
Humbert Castaliogne remains however and whispers a thank you. "You did what you promised and for that we are grateful. You are friends to House Castaligone." With that he fades away once more.
Behind Wes you see a dozen ghostly figures slowly glide into view. Their bodies give off a greenish yellow glow and some of them look more solid than others Some are barely shadows while some look to be almost completely visible.
"If your purpose is true and you mean to return the manor to it's rightful heirs than you will have our help." Wes' face darkens a bit and the voice says "If you are deceitful and your hearts be black than you will be subject to a thousand years of torment!" The second half of the sentence is hissed out with a menacing tone. The ghosts behind him drift closer and begin to form a ring around you. You feel the fear rise up in your throat and on the back of your neck but you steel yourself as you answer.
"We believe you, you speak truth. Destroy the ward, the totem that traps us on the third floor. You must find it to obtain our help." You watch as the boy with no eyes crawls towards you and with an ethereal piece of chalk writes the numbers 5921 on the hardwood floor beside you.
[DM Note: the code for the tesseract room is 5921. Inside that room is dozens of charts and calculations that Ionn has done for his own secret plan to create the next shatterfall himself. This does not have anything to do with the dark one. He is hiding this for his own selfish ends. An investigation check also reveals several valuable pieces of shard rock. Almost five pounds worth which goes for 1200 gold on the black market. Hand out one of the magic items as well.
On a small black alter sits a small black statue made of obsidian. It is carved with a demon's head on top of a thin man's body with crossed arms. The alter is trapped with a paralyzation ray that hits anyone within 5 ft. Constitution save DC 17 to resist. Or the trap can be disarmed with sleight of hand or arcana check DC 17.]
Ghost Team Effects
If the ghosts are released they descend into the bowels of the manor into the basement to find Ionn Castaliogne. Their once placid faces and bodies become skeletal and fearsome. Their spirits elongate into spectral comets that fly quickly down stairs and secret passageways.
[DM Note: Those in combat with the Gorogol and Ionn see white streaks fly through the room at high speed. The circle anyone in the room create a powerful fear effect. As they swirl around the enemies they pummel them with Withering Touch doing 10d6+10 damage per round. Any PC's or NPC's that are low on HP or in trouble can retreat and be protected by a ghost who will block incoming damage.
When Lord Darkhorse goes to 0 HP or the Gorogol does he will try to save himself.]
As the fearsome ghosts surround Lord Darkhorse you hear him first scream in anger. Then he curses them and you hear fear in his voice. Lastly he screams in defeat and you see his body glow and then disappear. His clothing falls to the ground as he evaporates, a light mist puffs off of his garments as they lay there. The ghosts slow and take their original forms and begin to walk aimlessly around. They quickly begin to fade as they return to their original routines.
Humbert Castaliogne remains however and whispers a thank you. "You did what you promised and for that we are grateful. You are friends to House Castaligone." With that he fades away once more.
Themes
The Basement -
Crashe as you descend the stairs you move down into the basement area of the house The air becomes more humid and has a musty smell. A large room opens up in front of you. It looks to be almost half the size of the manor above. Dark stone walls are separated by massive wooden beams that stretch the tall ceiling as well. You see many old torture devices strewn about, racks, iron maidens and manacles. To your left is a jail cell of some kind, you can see a figure inside lying down. On the right is a hallway leading south with glowing torchlight in it. A center wall obscures you view of the far side of the room but you see a set of double doors on the wall across from you. What do you do?
Ionn Castaliogne appears behind you and continues his taunts. "So the elf with the learning disability is the first to brave my evil lair. How predictably stupid." [DM Note: If Crashe attacks he will realize that this is the actual Lord Vedemire and no longer a hologram. If he doesn't Vedemire will follow him for a bit and release the Gorogol. Vedemire will counter with a crown of Madness spell immediately. Wisdom saving throw DC 17. He will have Crashe attack and kill Hogar and Tessa.]
The double doors then fly open and you see a huge creature emerge. A mutant like you have never seen before, almost 9 feet tall and with a scorpions tail. It looks to be made up of several different types of mutants. It's skin is purple and it has fur and scales in different places. "Ah you get to meet one of favorite acccomplishments, I call it the Gorogol. I had many more designs in mind before you and your idiot friends deprived me of my facility.
Private Cell - Talia Rachelin, of the daughters of Light
Dungeon Cell - Roman Castaligone, he will be confused at the mention of his sister Kirana. She died three years ago of a wasting disease. A thin fragile woman.
Write final battle with Castaliogne, how does he survive his death. When he reaches 0 hit points his body falls. Then disappears leaving behind his clothing like Obi Wan. With a good enough perception and arcana check a PC can see that he touched something in an inside pocket that created the effect. Though very wounded he was able to escape.
Structure
Exposition
After the battle the team must finish their business in Westinox and Level Up to 5. Now they prepare for the journey east and on to the city of Warshaw. Let's lay down the general rumors and news that has come west from the city.
The Eyes of the Basilisk will ask for the Arcane Focus as their reward for all the help they've given the team. They say that they just want to keep it safe and will try to deconstruct it. It will be safe in Westinox under their watchful eye.
On the Road to Warshaw -
Kirana/ Bella Caix has made her way to Warshaw and is trying to find the seal of the dark one. It is in the vault under the castle. She has been using Revetan the Reclaimer, the warforged created by Isringus, to weaken power in the city. She has disguised him as a human man named Rindell Yggvald a claimant to the throne. The Yggvalds are an old family that used to vie for power in the city but haven't put forth a claim in centuries. With the Queen old and weak Kirana will try to build Rindell a power base to challenge for the crown.
Sava Cogson is in the city to watch the proceedings and find Revetan the Reclaimer. He was given this task by Cog himself. Cog is researching the seals on the dark one's domain and is planning an expedition to enter the dark domain and kill Aer'Chabadzael once and for all. In the meantime he has sent his son to deal with Revetan.
The Ulerin Road
The fastest way to Warshaw is to take a boat down the river. To charter a passenger boat will cost 3 gold per person, to charter a boat that can take the carriage will cost 25 gold. [DM Note: River encounter? Maybe Dark Friends or an assassination attempt. Would be interesting.]
Leaving the city of Ulirre you outfit the carriage and head out east On the Ulerin Road. The temperature rises to a nice 2 centigrade and the sunshine above feels warm and cheery on your faces. It also reflects off of the recent snowfall making for a very bright horizon line. This is broken up by the many copses of fur trees that line the road as well as many large drifts from the windy Ulirre Valley area. It's only a two day ride to Warshaw thanks to the wide, well traveled road. Though the recent weather slows you a bit, already much of the snow on the road has been tamped down thanks to many sleighs, carriages and horses that travel the road.
Eventually you find yourselves on a nice long stretch around noon. An almost snowblind effect emanates from the area around you. You pass through some tightly packed trees that block some of the light giving you some relief. Up ahead you see a basket of some sort made of dark wood just lying in the middle of the road. As you venture closer you see that it is some sort of bassinet, a baby can be seen inside and the cradle rocks slightly with it's movement. What do you do?
As you get close to peer into the bassinet, a crossbow lifts up quickly with a nasty barbed bolt protruding pointing right at your throat. A substance glistens on the edges of the barbs. "Don't move bub." You see the baby inside is a very small bald gnome. Now you see traces of stubble on the little man's face. From the tree line 7 figures rise up from snow banks or point crossbow's from behind trees. They all have crossbow's and short bows pointed at all of you.
A red haired half elven man with a deep scar across his left cheek smiles and steps out "Hands where we can see them. Let's all do this in a civilized manner. We're not here for violence, just a small portion of your gold, maybe some food, then you will be free to go."
[DM Note: He introduces himself as O'dango Jim and calls his gang the Green Banshees. The gnome in the bassinet is Pocketwatch and the others are: Clando Mug, Turf, Bandyl Grill, Wendell Crow, Hodange, and Millicent Monge. They are all Half orc's and Hobgoblins. Level 4 Rogues.]
As the sun sets the air gets cold. The temperature drops to -5 Centigrade and the very air around you stings your skin. As you stop to make camp roll Constitution saving throws [DC 11]. How do you all set up camp? If a fire is made, the warmth is welcome as you all place your frozen hands close to the flames. A meager meal is made of your rations and you sit around the fire for an hour before a sleepiness creeps in.
On the Road to Warshaw -
Kirana/ Bella Caix has made her way to Warshaw and is trying to find the seal of the dark one. It is in the vault under the castle. She has been using Revetan the Reclaimer, the warforged created by Isringus, to weaken power in the city. She has disguised him as a human man named Rindell Yggvald a claimant to the throne. The Yggvalds are an old family that used to vie for power in the city but haven't put forth a claim in centuries. With the Queen old and weak Kirana will try to build Rindell a power base to challenge for the crown.
Sava Cogson is in the city to watch the proceedings and find Revetan the Reclaimer. He was given this task by Cog himself. Cog is researching the seals on the dark one's domain and is planning an expedition to enter the dark domain and kill Aer'Chabadzael once and for all. In the meantime he has sent his son to deal with Revetan.
The Ulerin Road
The fastest way to Warshaw is to take a boat down the river. To charter a passenger boat will cost 3 gold per person, to charter a boat that can take the carriage will cost 25 gold. [DM Note: River encounter? Maybe Dark Friends or an assassination attempt. Would be interesting.]
Leaving the city of Ulirre you outfit the carriage and head out east On the Ulerin Road. The temperature rises to a nice 2 centigrade and the sunshine above feels warm and cheery on your faces. It also reflects off of the recent snowfall making for a very bright horizon line. This is broken up by the many copses of fur trees that line the road as well as many large drifts from the windy Ulirre Valley area. It's only a two day ride to Warshaw thanks to the wide, well traveled road. Though the recent weather slows you a bit, already much of the snow on the road has been tamped down thanks to many sleighs, carriages and horses that travel the road.
Eventually you find yourselves on a nice long stretch around noon. An almost snowblind effect emanates from the area around you. You pass through some tightly packed trees that block some of the light giving you some relief. Up ahead you see a basket of some sort made of dark wood just lying in the middle of the road. As you venture closer you see that it is some sort of bassinet, a baby can be seen inside and the cradle rocks slightly with it's movement. What do you do?
As you get close to peer into the bassinet, a crossbow lifts up quickly with a nasty barbed bolt protruding pointing right at your throat. A substance glistens on the edges of the barbs. "Don't move bub." You see the baby inside is a very small bald gnome. Now you see traces of stubble on the little man's face. From the tree line 7 figures rise up from snow banks or point crossbow's from behind trees. They all have crossbow's and short bows pointed at all of you.
A red haired half elven man with a deep scar across his left cheek smiles and steps out "Hands where we can see them. Let's all do this in a civilized manner. We're not here for violence, just a small portion of your gold, maybe some food, then you will be free to go."
[DM Note: He introduces himself as O'dango Jim and calls his gang the Green Banshees. The gnome in the bassinet is Pocketwatch and the others are: Clando Mug, Turf, Bandyl Grill, Wendell Crow, Hodange, and Millicent Monge. They are all Half orc's and Hobgoblins. Level 4 Rogues.]
As the sun sets the air gets cold. The temperature drops to -5 Centigrade and the very air around you stings your skin. As you stop to make camp roll Constitution saving throws [DC 11]. How do you all set up camp? If a fire is made, the warmth is welcome as you all place your frozen hands close to the flames. A meager meal is made of your rations and you sit around the fire for an hour before a sleepiness creeps in.
Conflict
Mausim Dream 04 -
You walk amongst a battlefield strewn with thousands of bodies. The sky overhead is dark with midday clouds. A light rain falls all around you and you pull your cloak tighter to ward off the chill. Your cloak is ripped and torn and darker in some areas. Is it wet or is that blood? As you walk you feel the clamminess of your undergarments as if you have just sweated for hours.
Roll an intelligence check [DM Note: DC 14, On a success Mausim can realize the battle is one of the great human elven battles of the great war of SF 2 3245 in the Inorh region of the Elves. Clearly a battle of armies number near 7000 soldiers each.]
As you walk the field with your lieutenant behind you, you assess the losses on the field. All of a sudden you smell the air ionize, a metallic tint to that hits your nostrils. A light forms in the clouds above, a sickly bright green. A face materializes and forms a grin. Difficult to make out features, but you see something that sends a chill down your spine. A dead human woman in an archers uniform twitches. Her left arm shifts and plants the palm down in the mud.
The head lifts in a jerky motion and the eyes glow with a green color that mimics the one in the sky. Then another soldier moves, followed by a dead elven soldier only 30 meters from your position. Another, then another, you draw your sword as the battlefield now comes alive once more.
Roll initiative! Crashe Dream 04 -
As you fall into the trance that refreshes your body and mind you go through the katas of Ista Imli. These phrases and thought images make up the strange religion or meditative state that has guided you along your journey. Halfway through your concentration jostles as something pushes on it.
A voice in the back of your head speaks. An elven man says "Yes, I must meet with him. Show him in." A vision forms of an elaborate elven tent interior, A table is set up with maps and scrolls. Do you try to push it away or do you allow it to happen?
[DM Note: Crashe must roll a wisdom saving throw DC 13.]
The voice rages "No! This is war, the people must be defended! The humans have made this war!" Then a melancholy seeps in as he says "It's all over, the dark one will rule if we don't do something." The feelings of rage and sorrow sweep over you quickly giving you a nauseous feeling and disturbing your Ista Imli. An elven warrior walks into the tent swiftly, The voice in the back of your head recognizes him. "General, it's Commander Calendias, he appears to be seriously wounded, come quick." As you walk out the tent you see the slumped over form of an armored elven man with dirty blonde hair. The center of his white tabard is stained red. He falls over as you approach.
The dark sky above is overcast and a light rain falls upon you. As you rush forward to tend to the man a flash of green fills a section of the clouds. You don't feel a pulse in Calendias. As you think of any orders to give Calendias' eyes open and glow with the same green light, his gloved hand in a swift motion grips your throat and squeezes!
A Message from Rega Ragnash
Finnix you get a buzz on the sending stone in your pocket. You hear the gravelly voice of the goblin who is your contact on this world. "Meet me at Bulongo's Inn, The black table on the South wall."
Roll an intelligence check [DM Note: DC 14, On a success Mausim can realize the battle is one of the great human elven battles of the great war of SF 2 3245 in the Inorh region of the Elves. Clearly a battle of armies number near 7000 soldiers each.]
As you walk the field with your lieutenant behind you, you assess the losses on the field. All of a sudden you smell the air ionize, a metallic tint to that hits your nostrils. A light forms in the clouds above, a sickly bright green. A face materializes and forms a grin. Difficult to make out features, but you see something that sends a chill down your spine. A dead human woman in an archers uniform twitches. Her left arm shifts and plants the palm down in the mud.
The head lifts in a jerky motion and the eyes glow with a green color that mimics the one in the sky. Then another soldier moves, followed by a dead elven soldier only 30 meters from your position. Another, then another, you draw your sword as the battlefield now comes alive once more.
Roll initiative! Crashe Dream 04 -
As you fall into the trance that refreshes your body and mind you go through the katas of Ista Imli. These phrases and thought images make up the strange religion or meditative state that has guided you along your journey. Halfway through your concentration jostles as something pushes on it.
A voice in the back of your head speaks. An elven man says "Yes, I must meet with him. Show him in." A vision forms of an elaborate elven tent interior, A table is set up with maps and scrolls. Do you try to push it away or do you allow it to happen?
[DM Note: Crashe must roll a wisdom saving throw DC 13.]
The voice rages "No! This is war, the people must be defended! The humans have made this war!" Then a melancholy seeps in as he says "It's all over, the dark one will rule if we don't do something." The feelings of rage and sorrow sweep over you quickly giving you a nauseous feeling and disturbing your Ista Imli. An elven warrior walks into the tent swiftly, The voice in the back of your head recognizes him. "General, it's Commander Calendias, he appears to be seriously wounded, come quick." As you walk out the tent you see the slumped over form of an armored elven man with dirty blonde hair. The center of his white tabard is stained red. He falls over as you approach.
The dark sky above is overcast and a light rain falls upon you. As you rush forward to tend to the man a flash of green fills a section of the clouds. You don't feel a pulse in Calendias. As you think of any orders to give Calendias' eyes open and glow with the same green light, his gloved hand in a swift motion grips your throat and squeezes!
A Message from Rega Ragnash
Finnix you get a buzz on the sending stone in your pocket. You hear the gravelly voice of the goblin who is your contact on this world. "Meet me at Bulongo's Inn, The black table on the South wall."
Rising Action
Exatron Saul follows Finnix to Warshaw. He brings along some spider drones that he has developed. Spider like golems that have web attacks, claw attacks, And a string of webbing they can shoot out. Need stats.
The prisoner caravan on the road to Warshaw is run by a man named Strahan. He is loyal to Vernabogge and accuses Mausim of Grand Theft Aerial and Sedition. Mausim has been entered into the book of treason, this will follow him until Vernabogge is defeated. Strahan will be a recurring villain for Mausim.
Exaspider - specially designed automatons (probably stolen) designed by Exatron Saul. They are small constructs with the features of spiders. Eight metal legs and several glass orbs in their heads that take in visual information. These must be unobstructed to hunt and restrain their prey. They are designed to track and restrain targets. They have a web attack that they can use once per hour but they can shoot out a strand of very sticky flexible steel thread that can reduce a targets movement by half.
Climax
Prisoner Transfer and Prisoner 9934
The team will encounter a prisoner train on it's way to Ulirre. There is a prisoner transfer as Penthos is trading some high profile eastern criminals for some spies captured by the city of Westinox. One of which will be a halfling man named Trick Redfern. He is an old friend of Mausim's and they both sailed and worked together in Copenhaus. He can relay news from Copenhaus that Mausim is wanted for stealing the griffon, Grand Theft Aerial, and that he should return home to clear his name. He pleads with Mausim to find a way to spring him from the prison train. He was working briefly as a ships captain for one of the men arrested. A high profile smuggler from Westinox named Cedalphus Ironeye. He is innocent and shouldn't be there.
After feeding and watering the horses you harness them once more to the carriage and trundls down the road. The morning sun rises and greets your faces with welcome warmth. The wind is still biting but the temperature approaches zero centigrade once more. You pass many small farms and two person buggies carting small loads of hay and grain for their animals. The landscape is fairly flat in the immediate area, you see mountain ranges in the distance and rolling hills to the northeast. Large copses of pine mixed with skeletal Deciduous trees can be seen every few miles. Compared to the mighty Ashen Forest these groups seem small.
Around 2pm you see signs for the city of warshaw claiming only another 8 miles. A large train of wagons being pulled by large draft horses appears in the distance heading down the road towards you. As it gets closer you see armor glint in the sunlight. The drivers wear a burnished leather and carry crossbows and short swords. Next to each of them is a heavily armored gaurd with a longsword. They look to be wearing Chainmail shirts with greaves and helmets.
Mausim give me a perception check .
The team will encounter a prisoner train on it's way to Ulirre. There is a prisoner transfer as Penthos is trading some high profile eastern criminals for some spies captured by the city of Westinox. One of which will be a halfling man named Trick Redfern. He is an old friend of Mausim's and they both sailed and worked together in Copenhaus. He can relay news from Copenhaus that Mausim is wanted for stealing the griffon, Grand Theft Aerial, and that he should return home to clear his name. He pleads with Mausim to find a way to spring him from the prison train. He was working briefly as a ships captain for one of the men arrested. A high profile smuggler from Westinox named Cedalphus Ironeye. He is innocent and shouldn't be there.
After feeding and watering the horses you harness them once more to the carriage and trundls down the road. The morning sun rises and greets your faces with welcome warmth. The wind is still biting but the temperature approaches zero centigrade once more. You pass many small farms and two person buggies carting small loads of hay and grain for their animals. The landscape is fairly flat in the immediate area, you see mountain ranges in the distance and rolling hills to the northeast. Large copses of pine mixed with skeletal Deciduous trees can be seen every few miles. Compared to the mighty Ashen Forest these groups seem small.
Around 2pm you see signs for the city of warshaw claiming only another 8 miles. A large train of wagons being pulled by large draft horses appears in the distance heading down the road towards you. As it gets closer you see armor glint in the sunlight. The drivers wear a burnished leather and carry crossbows and short swords. Next to each of them is a heavily armored gaurd with a longsword. They look to be wearing Chainmail shirts with greaves and helmets.
Mausim give me a perception check .
Falling Action
Grantebridge Strahan - Half Orc man with Lime green skin. Receding hairline and white hair pulled back in pony tail. Has a snake tattoo on the left side of his face. He leads the carriage train prisoner transfer.
Works at Mattock Prison in Westinox. Is currently taking bribes from House Durrilan in Penthos.
Umpoe WartTongue - Warden of Mattock Prison.
Works at Mattock Prison in Westinox. Is currently taking bribes from House Durrilan in Penthos.
Umpoe WartTongue - Warden of Mattock Prison.
- Caffer Strong - Human man
- Melville Drenter - Half Elven man
- Brosuph Ash - Goliath Man
- Izzy Prophet - Human Woman
- Din Curran - Half Orc Woman
- Bronwyn Little - Half Elven Woman
Completion Date
1/26/23
1/26/23
Plot type
Main Story
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Related Organizations
Related Locations
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