Tag: dead temporarily

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  • Welcome

    Every campaign gets an Adventure Log, a blog for your adventures! While the wiki is great for organizing your campaign world, it's not the best way to chronicle your adventures. For that purpose, you need a blog! The Adventure Log will allow you to …

  • Raining Blood

    Morning arrived and with it, the High Priestess of the Triune Goddess at the linked portal in the Post Office. As the Priestess was surrounded by an honor guard of constables and paladins, the party opted to move forward ahead of her arrival to hopefully …

  • Five for Fighting

    As all proper campaigns should, we start our story at the Lucky 13, a drab and dilapidated inn off the Las Vegas strip, where Iron Horse, almost Champion of the Coyote Clan, was interrupted in his late-afternoon, drug-induced doze by his cousin Mirage, …

  • Bette Deva's Eyes

    Six or eight hours before Hardluck paid a visit to Isidora Rose, Gable Clifton awakened from a long night of illness covered in unpleasant bodily fluids for what would be the first time that day. He dressed and decided to find Zharra to see how she had …

  • Everybody's Gotta Learn Sometime

    Hardluck awoke on a stone slab that wasn't in a jail cell for once, with four figures hovering over him. Two were familiar to him: the beat guards Laszlo and Skippy, and two were not: a human cleric who did not introduce himself, and a creature of a race …

  • Family trees

    We left our heroes in the middle of a drug-addled dream, having been confronted by a figure Iron Horse identified as Coyote and the rest of the party recognized as the Trickster. After pulling Lear into the dreaming by temporarily 'stealing' her elemental …

  • We Didn't Start the Fire

    Our friends reported to Azaria's unassuming room at the Bright Tomorrow to allow him to proceed with the magical 'scanning' of Zharra. She was enveloped in a pillar of lavender light with strange shapes swimming through it, but emerged unharmed. Azaria …

  • Do You Want To Know A Secret?

    It became time to plan the heist of the double-crossbow. Hardluck, having been informed that his story checked out and the Shadowskins would receive him, went alone to the gang's hideout, where the leader, Stiletto, directed him to his mother, Blue Alice. …

  • Celebration of the Lizard

    After Hardluck quickly delivered the Totem of the Wolf to the Shadowskins, it was time to attend the Merchant Prince's (first) engagement party. Everyone who was anyone was there, including Gable's girlfriend Rebekah and Asher Macavoy; the Merchant Prince …

  • Cry Little Sister

    Zharra's "sister" Sara approached her in the dark alley with a deal: She could become free of her affiliation with the Magician by doing as she had done: forging an allegiance with the Weeping King. Upsides included the innate ability to pierce lies. …

  • Living Dead Girl

    Hardluck‚Äôs grandfather, Eli Botherstone, while not willing to pursue violence to stop the group from descending to the tunnels, was also not willing, or able as it came out, to tell them anything about what they would encounter there. He did say that they …

  • Like a Boss

    Never one to give in to setbacks, Hardluck strode into the chamber where the gnolls waited with a bright smile on his face and spun an extremely effective line of 'I'm an idiot' bullshit, which the gnolls bought thoroughly. Gable followed and shortly …

  • Home Page

    Vegas! City of water in the desert, the brain-child of Martram Pondgirdle, styling himself the Merchant Prince. A thousand things to see and do, a thousand ways to be taken for a ride, a thousand sets of broken dreams. Still, it's booming, and every Icon …

  • Main Page

    [[World History]] [[The Treaty of Independence]] [[Character Creation]] Principal Locations in Las Vegas and environs [[The Merchant Prince's Mansion]] [[The Hellfire Club]] [[The Spider and Fly]] [[The Bright Tomorrow]] [[The Golden Vault]] [[ …

  • The Dragon Emperor

    History

    For millennia, the Dragon Emperor (or Empress) has held the united allegiance of the lizard peoples of Aztlan: Dragonborn, kobold, yuan-ti, keeping their existence secret from the mostly mammalian folk to the north. Unlike the previous …

  • The High Priestess of the Triune Goddess

    h3. History While many other gods in the European pantheon have their own high priests, the High Priestess of the Triune Goddess is unique in having expanded her interests so far into worldly matters. At the conclusion of the Dragon Crisis, the Triune …

  • The Center of the Circle

    h3. History There is no group more dedicated to equality than the Circle. The original Circle was composed of extremely powerful magic users dedicated to hunting down others of their kind who used their power maliciously, but over the years became a …

  • The Herald of Progress

    h3. History The Herald rules the new and gleaming glass city of Progress, powered by industrialized magics, as its mayor and first citizen. He devotes his time and research to the betterment of humanity (the betterment of all sentient life!) in a …

  • The Trickster

    h3. History When you think you hear someone talking in the next room while you're alone in the house at night, that's the Trickster. When you're carrying your best harvest ever to market and you break an axle, that's the Trickster. When that arrogant …

  • The Preceptor of the Silver Lodge

    h3. History After the Dragon Crisis, the first formal joint request of the Emperor and the Priestess was to the Preceptor of the Hermetic Order of the Silver Twilight (colloquially referred to as the 'Silver Lodge') asking him and his order to pull up …

  • The Merchant Prince

    h3. History The patron saint of Las Vegas, the Merchant Prince came to this town when it was just a hole called Glitter Gulch, said, 'I can do this better', and proceeded to. He cut a deal with the drow and devil casino owners, brought in the Herald as …

  • The Great Spirit

    h3. History The religions of the native peoples of Turtle Island are as diverse as the lands they inhabit; most peoples revere one or several 'spirits of the land'. Most of these spirits of the land who deign to speak with mortals acknowledge a greater …

  • The Invoker

    h3. History The Invoker is the guardian of what was known as the Southland before the integration of the Aztlan civilization into Northerners' worldview. It's a home to the African-descended people freed from slavery, some say by the Invoker herself, …

  • The Lich Queen

    h3. History In a crumbling slave keep in the Invoker's swamps, the Lich Queen sits and broods over her fate. Once uncontested master of the desert wastes, she has been reduced to a refugee and most of her loyal servants have been destroyed. Her agenda, …

  • The Glorious Leader of the Order Cult

    h3. History The face of the Glorious Leader of the Order Cult is known to anyone who lives in an urban center; his followers plaster it up on blank walls almost faster than the authorities can tear them down. His movement exhorts mortals to willingly …

  • The Magician

    h3. History The physical body of the Magician is that of an attractive young human woman, but the spirit which inhabits it is almost certainly much older, and may not even have been born in this world. It is rumored that it comes from the same realm …

  • The General of the Army of Io

    h3. History The Army of Io is led by former members of the previous Dragon Empress's personal retinue and composed of many former citizens of Aztlan, including a large number of dragons, who refuse to recognize the current Emperor. They still hope to …

  • World History

    Three hundred years or so ago, nobody's really counting, a sailor named Cristobal Colon landed on an island off the southeast coast of what the locals called Turtle Island. The villagers there regarded this strange pale man and his compatriots with …

  • Character Creation

    Races: All standard and optional races are available, plus kobolds who have been uplifted by powerful ritual magic to a level of intelligence associated with PC races (they specialize in sorcery and traps, and they're largely loyal to the Champion of the …

  • Las Vegas Water and Power

    The Las Vegas Water and Power Company has exclusive rights to manage the thin place connecting the prime material plane with the elemental plane of power. A team consisting of about two dozen druids and a hundred or so technicians and laborers keep a …

  • The Golden Vault

    This dwarven-themed casino was shut down three years ago when it came to light that its owner and most of upper management had been placed under thrall to the Magician in an attempt to gain a foothold in the city. A thorough search of the building …

  • Post Office and Personal Transport Center

    A few decades ago, the Institute for Magical Study used their knowledge of teleportation magics to create permanent circles in major cities, and maintained a transport network that funded their research. The Institute is gone now, but the Circle has …

  • The Hellfire Club

    Las Vegas's premiere gambling and entertainment establishment. The Hellfire Club, a shining tower of brass and crimson managed by the devil Bartholomeus, offers anything a person with coin to spend could want. The Hellfire Revue, now in its thirtieth year …

  • The Spider and Fly

    The drow aren't always the most original-minded, but they know a good racket when they see one. The Spider and Fly was the second casino to open in Las Vegas, right across the street, and bitter rivalry between drow and devil was the order of the day …

  • The Bright Tomorrow

    The Herald of Progress, excited about the opportunities (and possibly, privately, concerned about the risks) of the city, supports a third casino in town, the Bright Tomorrow. It's clean, well-lit, the games are run fairly, and there's little to no …

  • The Treaty of Independence

    The Treaty of Independence, signed first by the Priestess and the Dragon Emperor, and later, after varying degrees of negotiation, by the Herald, the Invoker, the Silver Lodge, the Circle, several (but not all) major agents of the Great Spirit, and the …

  • The Temple of the Triune Goddess

    Shortly after the Merchant Prince was invited to sign the Treaty of Independence, the Priestess announced that since Las Vegas had grown to such a size, she was establishing a temple there for the religious edification of its inhabitants and visitors. The …

  • The Lucky 13

    Tourism drives the economy in Las Vegas, but the waitstaff, dealers, and entertainers have to drink somewhere too. Most tourists never see the Lucky 13, but the locals gather here to eat, drink, and bitch about their bosses. There are a few cheap rooms …

  • Mother Mercy's House of Splendor

    The best little whorehouse in Las Vegas, Mother Mercy's House of Splendor is just a short walk from the casino. The most ridiculous going rumor is that the girls (and a few men) there are so pretty because they're all secretly tentacled abominations who' …

  • The Tribal Lands of the Ghost Dancers

    While the Merchant Prince maintains the environs of Las Vegas as his own territory, it's surrounded by lands under control of the local tribe, known as the Ghost Dancers. The Ghost Dancers are guided by the spirits Wolf and Coyote; they in turn are …

  • The Constable's Station and Jails

    The constables in Las Vegas are bought and paid for, literally, by the Merchant Prince and the casinos. The Constable, Peter Sheridan, is an outsider; he was brought in from his former job as Chief of Police in Arkham, ostensibly so he could be impartial, …

  • The Merchant Prince's Mansion

    The most opulent building in Las Vegas is the Merchant Prince's mansion. Five fountains in front run twenty-four hours a day; the water loss by evaporation is stunning. The mansion is built to about three-quarters of a normal human scale; the Prince wants …

  • Lear

    A few years ago, Zhor Cuetzpal was a mediocre sorceress working for Saerzra at the Spider and Fly. Then she accepted a job offer from the Merchant Prince. She quit her job at the [[The Spider and Fly | Spider and Fly]], changed her name to Lear, and hasn …

  • Iron Horse

    Iron Horse does not speak of the time before his Reforging, but some things are self-evident. He was once a mighty warrior, a champion of the Coyote Clan of the Ghost Dancer Tribe. The nature of the calamity that left him maimed and broken is as much …

  • Gable Clifton

    Gable is a good guy at heart, but he has a talent for being in the wrong place at the right time. He was always adventurous, and got his start as an explorer who helped folks with more money than sense to find new natural wonders or old items of value. …

  • Lazgar

    Lazgar was brought into the Constabulary ostensibly to provide Chief Sheridan someone with a local perspective; she was born in an orc village about ten miles out of Las Vegas and came to the city when she came of age, opting for a better selection of …

  • Bette

    Try as she might, Gianna DiCorio just can't seem to drum up enough business to be treated as true competition to the Hellfire Club and the Spider and Fly. Her latest foray is an attempt to bring in entertainment in the form of the Blue Deva Group, a small …

  • Duna Sparksteel

    Duna Sparksteel is the Herald's woman on the street in Vegas. She's a gifted tinker and does the rounds of those who've been worked on by the Herald and his agents, doing the occasional tune-up. Her right hand itself has been replaced; most of the time …

  • Squinty

    Squinty is an old, well, acquaintance is a better word than friend of Hardluck's. He's generally well-disposed toward him, and will buy just about anything that's not too hot or, on occasion, do an appraisal gratis. He's no wizard, though; wouldn't know a …

  • Prosper

    The tiefling Prosper is Bartholomeus' most trusted aide; he's clever, efficient, and as a mortal unable to inherit the 'family business', which leads the big B to fear treachery to a lesser degree than with his closer kin. Prosper has a certain amount of …

  • Maria Alvarez

    Maria Alvarez is owner and operator of the Lucky 13, the largest of the establishments where people who spend all day entertaining, feeding, and cleaning up after wealthy tourists go to relax and unwind themselves. The Lucky 13 has the kind of family vibe …

  • Madeleine MacGilicuddy

    Noted lecher Asher Macavoy lusts after every woman at the Water and Power company with the exception of one; the pinch-faced spinster he employs as his personal secretary. How she retains her position is anyone's guess, as she and Macavoy display utter …

  • Crazy-8

    Crazy-8 is a halfling of somewhat dubious reputation who has nonetheless become supervisor of the day shift of druids manning the Water and Power company. He's an oily schemer and takes particular delight in tormenting Lear. He may be the one person in …

  • Isidora Rose

    Isidora Rose is a completely innocent travel writer that nobody has ever heard of before. She was sent by the utterly reputable Nathcyrl of the Spider and Fly to interview the Blue Deva group several hours before their precious scrying focus went missing. …

  • Leaping Stallion

    Leaping Stallion is a half-elf of the Coyote Clan; he and the clanspeople who work under him deliver shipments of various herbal drugs (both medicinal and recreational) prepared by his clan to Vegas and several outlying settlements. He sees more of the …

  • Mirage

    Mirage is a young woman of the Coyote Clan, cousin to Iron Horse. She is apprenticed to [[:leaping-stallion | Leaping Stallion]] on the caravan run. Mirage is concerned about the fate of Coyote Clan after [[:iron-horse | Iron Horse]]'s exile and unhappy …