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Vagabonds of vile darkness Patched & revised  twice

© Andrè M. Pietroschek under included open game license
This file is based on the “Warrior of (vile) Darkness” as I know it from the web­reports of the 
“Book of vile darkness plus web­enhancements”. It is henceforth: 
ADULTS ONLY!
The vagabond of darkness, sometimes just called the darkling, is a practitioner of 
black   magic.   He   or   she   studies   the   dark   arts   and   learns   the   alchemystical   truth 
involved with evil rituals and incantations. However, he or she does not cast spells 
himself or herself. Instead, he or she uses the arcane knowledge to make himself or 
herself a more formidable combatant. Evil monks, rogues, nobles or NPC aristocrats, 
often those with a few levels of wizard or sorcerer, sometimes become vagabonds of 
darkness.   Less   frequently,   vagabonds of  darkness  come  from  the ranks of  single­ 
classed scouts, wizards  or sorcerers, barbarians, bards, rangers and even clerics. 

Vagabonds   of   darkness   often   keep   to   themselves,   although   they   sometimes   ally 


themselves with evil sorcerers or wizards.  Other times they employ small groups of 
evil humanoids such as duergar, drow­exiles, orcs, gnolls, lizard­folk and bugbears to 
aid them and guard their dark sanctums. They dream  of power and conquest through 
acumen, magical help and bloodshed. A vagabond of darkness is not compulsively 
subtle or stealthy, nor is he or she always a brutish thug. Instead, he or she is a   dark­
dedicated   compromise   of   physical   swiftness,   self­sufficiency   and   alchemical   or 
alchemystical sophistication. 

REQUIREMENTS 
To   qualify   to   become   a   vagabond   of   darkness,   a   character   must     fulfil   all   the 
following criteria:
● Alignment: Any evil or chaotic neutral with evil taint. 
●    Base Attack Bonus: +3. 
●    Skills: Alchemy 3 ranks, Knowledge (arcana) 3 ranks & Spellcraft 1 rank. 
●    Speak Language (Abyssal) or Speak Language (Infernal)  
●    Feats: Improved Initiative, Self­Sufficient & Magical Aptitude. 
●     Special: The character must endure a week of painful  and scarring black magic 
rituals   succeeded   in   solitude,     the   secrets   of   which   take   months   to   study   and 
research   successfully. The character will accept the evil aura and should learn to 
camouflage it...

Class­Features:

Hit­Die: d6
Dedicatory Feat: To become a vagabond or warrior of darkness it needs an oath, or 
better   said   making   a   choice   resembling   an   improved   geas.   Henceforth,   for   my 
adventure idea at least, all players get either the “Evil Brand”, “Disciple of Darkness” 
feat or the “Thrall to a Demon” feat for free, it's a side­effect of their decision. In case 
of clerics or if they already have the mentioned feat they may pick an alternate one 
from the book of vile darkness. Prerequisites must be fulfilled.

1st time Achievement feat:
“You may sacrifice paladins by the dozens yet maybe just to me: It is never as sweet as the 1 st 
time.”

The character may select a suiting& powerful bonus­feat, maybe an energy­resistance, 
improved evasion, Darkling­Flesh or Tatterdemalion as supernatural ability,  at the  
moment of their 1st decisive dark, vile or corrupted achievement by class and style. 
Typical examples of this definition are indeed sacrificing your first paladin, building 
an evil temple holding, turning a good area of some size or a powerful good relic into 
a place or item of horror, taint or dread. Making a higher level paladin become fallen 
counts on game master or game mistress decision. “Heroes of Horror” is an optional 
official book which may inspire detail and variety.

Class­Skills:

Alchemy (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int),   Hide 
(Dex), Jump (Str), Knowledge_Arcana (Int), Knowledge_vile darkness (Int), Move 
Silently   (Dex),   Perform   (Cha),   Scry   (Int),   Sense   Motive   (Wis),   Spellcraft   (Int), 
Tumble (Dex)

Weapon Proficiencies:
They are skilled in the use of all simple weapons, all rogue weapons & one martial 
weapon or one exotic weapon. 

Armour Proficiencies:
They are skilled in all light armours, but not with shields. By house­rules Wizards 
and Sorcerers may instead take “Combat Expertise” as their feat. 

• I am sick of the weakly crap called official rules. I say more feats to all players. 
The panic over­kill made offers which are rarely needed. How should a group 
of 8 role­players ever really use all classes, feats and tweaks? Boost monsters 
and   NPCs   as   well   and   it   works   out   fine.   Or   experience   penalty,   for   each 
additional feat they need 5% more experience to level. Gestalt rules had a good 
approach, too!
Class Level Base  Fortitude  Reflex  Will  Feats
Attack Save Save Save
1st  +1 +0 +2 +2 Dedicatory Feat, Black magic oil

2nd  +2 +0 +3 +3 Darkling Weapon, Weapon Focus

3rd  +3 +1 +3 +3 Black Magic Elixir, Poison Use

4th  +4 +1 +4 +4 2nd Black Magic Oil, Sneak Attack +1d6

5th  +5 +1 +4 +4 Scarred Flesh, Death Attack

6th  +6 +2 +5 +5 2nd Black Magic Elixir

7th  +7 +2 +5 +5 3rd Black magic oil

8th  +8 +2 +6 +6 Repellent Flesh

9th  +9 +3 +6 +6 3rd Black magic elixir

10th  +10 +3 +7 +7 4th Black magic oil

● Black magic oil grants certain permanent improvements. They are listed in the 
“Book of vile darkness” under prestige class by name “Warrior of darkness”.
● Black magic elixir grants certain permanent improvements. They are listed in 
the   “Book   of   vile   darkness”   under   prestige   class   by   name   “Warrior   of 
darkness”.
● Poison   Use   and   Death   Attack   are   found   with   the   assassin   prestige   class 
description.
● All   other   feats   on   the   included  table  are  either  listed  in  the  “Book  of  vile 
darkness”   or   the   SRD   (3.5)   by   Sovelior   at 
www.esnips.com/web/pietroschekswebresearch/ 
● This file is written for a vile little adventure idea I contemplate to publish. It's 
sole purpose is: to make me a shining star at the crucial sky of D&D role­
playing of the outdated 3.5 edition, to make me instant rich (very probable with 
gratis files) and last but not least, to test a unique approach to communicating 
the core idea of an adventure on global scale. Nothing in this red dot­part could 
be perceived as humorous or cynical? It should be possible, DC 10.
Ritual research

Researching   rituals   of   use   to   them   has   a   price   in   more   than   gold.   Crucial 
“components”  like  individuality,  inspiration and time invested subtly hint at such. 
Dark vagabonds and for my adventure warriors of darkness as well, have to succeed a 
roll and fulfil expenditure of gold and spell components or potions. 

The   process   of  trial   and   error   can be  reduced  by  any “loyal  or  thoroughly  paid” 
person who is capable of the feature already. Such a person would be a mentor for the 
ritual­research, allowing the easier DC check.

If such a person is supporting or not; any arcane or divine spell­caster who loyally 
supports the research will grant a +2 circumstantial bonus to the DC check.  As this is 
similar to the Birthright “helpful” feat definition the maximum bonus this can grant is 
+4 though! This means, researching high level rites will be difficult even with help.

Researching a ritual­feat with proper mentor:
DC 15+feats level of the darkling class, see table.
Example: Researching the 1st black magic oil application would demand a Spellcraft 
check versus DC 16 which is 15 + 1 due demanded level of the prestige class.

Researching the ritual­feat without a proper mentor:
DC 20+feats level of the darkling class, see table.
Example: Researching the 1st black magic oil application would demand a Spellcraft 
check versus DC 21 which is 21 + 1 due demanded level of the prestige class.
Ritual research tolls

● Paraphernalia & Ingredients: By the setting of your campaign, this should be 
twice the cost a wizard needs to research a new spell of equal level. Some may 
think this cheap, yet remember the dark side has an interest in their loyalists 
success, even though this may not be due the goodness of heart and intention.
● Time.   If   you   are   not   fond   of   allowing   anything   to   be   mastered   between 
adventures,   then   make   your  players   plan  their   steps.   If   you  are   lacking  the 
comfortable   official   books,   maybe   my   improvised   solution   helps.   Read   it 
below.
● Tricksters   Tweaks:   Anybody   with   the   use   magic   device   skill   may   half   the 
financial costs, if a successful roll versus the research DC+5 succeeds. This 
means DC15+feat level+5 with a proper mentor has to be rolled as DC20+feat 
level+5 without mentor would be needed. If the dark vagabond has the “eschew 
materials” feat in addition, then on game master or game mistress decision the 
costs could even be reduced to 25%. True evil needs no silly toys. 

Research duration with a proper mentor:
10d4+prestige class level of the feat in days. Means [10d4+feat level] multiplied 
by 24 in hours.

Research duration without a proper mentor: 
10d6+prestige class level of the feat in days. Means [10d6+feat level] multiplied 
by 24 in hours.
● In both cases a person who is no mentor but helpful spellcaster will subtract 
1d3 dice from the 10 dice of the base formula. Mutual benefit is a concept 
known   among   the   more   prudent   evil   whacks.   If   more   than   one   spellcaster 
helps, the maximum of time saved is a 4 dice reduction (means 6dice instead of 
10   are   calculated)!   Any   alchemist,   even   when   from   the   NPC   expert   or 
commoner class may be counted as spellcaster equivalent in this equation, if 
skill ranks in alchemy, knowledge arcana or dark­divine & spellcraft are 5 or 
higher. 
The alchemystical truth

Due   the   “Brew   potion   feat”   let   us   call   the   darkling   potions   to   be   their   alchemystical 
concoctions. I consider the same rules for any Warrior of vile Darkness played.

● Spellcraft is used for understanding in my rules. This means, if a darkling perceives a 
ritual or incantation or uses a potion and wants to emulate it's effect, the 1st necessary 
roll needed to succeed is a Spellcraft check DC set by your game master or mistress.
● Alchemy is used, to actually create any concoction you already know. This roll can 
only be attempted after you succeeded a Spellcraft check properly.
● Craft is used, to create from raw material any tools needed (like a cauldron).
● Where   a   spell   cast   by   wizard,   cleric   or   druid   takes   seconds   or   minutes   darkling 
alchemystical takes hours. Often in solitude. 
● In theory you only need the Spellcraft check and Alchemy check & ingredients as 
sufficient time, to emulate a mixture­up of concoction which allows you the self­
targeted equivalent of any arcane or divine_dark/evil spell D&D has to offer. Those 
only work on the creator and this cannot be by­passed.
● Female darklings, especially among barbarians, might decide to design rituals which 
make the application of soap and perfume subtly known to their comrades?

Recipe basics
Cooked Bone­Marrow, Alchemical: A complex process involving incantations and 
alchemy can bend or melt Cooked Bone­Marrow to a weapon made of steel or quality 
wood so that it bypasses the damage reduction of creatures such as lesser undead, 
notoriously   good­guys   or   simple   lycanthropes.   The   needed   amount   of   functional 
bones must be gathered and the alchemystical paraphernalia must be present.

On a successful attack with a Cooked Bone­Marrow weapon, the wielder takes a –1 
penalty on the damage roll (with the usual minimum of 1 point of damage). The 
alchemical Cooked Bone­Marrow process can’t be applied to already­magical items, 
and it doesn’t work on or combined with rare metals such as adamant, cold iron, and 
mithral. 

Prerequisite: Crafter must have black magic oil feat.

The   crafting   needs   a   knowledge_alchemy   check,   a   craft   success   and   a   spellcraft 


success.  DC  for  each  is  15  if  you have a weapon focus on the intended weapon, 
otherwise DC is 20. The weapon will be master­work in quality. 
If you manage to beat twice the DC the weapon will be +1 instead. Sounds crappy? 
Low­magic campaigns can make you beg for my futile measures.
● “The   teleporter   allows   you   to   take   with   you   any   gear   you   have   crafted 
yourself.”  Thanks, game master...
Alternately take craft arms&armour rules?
Alchemical Cooked Bone­Marrow material has 10 hit points per inch of thickness and 
hardness 8.
Type of Alchemystical Cooked Bones Item Item Cost Modifier
Ammunition +2.5 gp
Light weapon +25 gp
One-handed weapon, or one head of a double weapon +50 gp
Two-handed weapon or complete pole-arm (like halberd) +500 gp*

● * Large bones are often rare and bigger cauldrons cost more as well. Further more 
alchemical ingredients are wasted, henceforth the nasty costs. GP=gold pieces.

RECIPE: Boiled Robes of bone marrow


Prerequisites: Black Magic Oil feat, must be arcane spellcaster & know the spell used
Taking a mundane wizards robe, concoctions and ingredients and some of the own blood the 
crafter seals magic­flow between self and the robe. The base version gets effect of a mage 
armour spell. Duration: The effect lasts until the crafter falls asleep or unconscious & can be 
recharged each day for the price of losing one spell available per day of each level up to the 
spells level. Mage Armour is level 1 (means lose on level 0 & one level 1 spell slot), Ghost 
Armour is level 3 (means lose on level 0 & one level 1, 2 & 3 spell slot).  Preparations: 
Spellcraft DC 20 success, Alchemy DC by formula success. Recharge: Concentration DC 15

FAQ them right back?

Question:  Do they need to serve a demon or devil when they may prefer to serve a 
deity as defined in the book of vile darkness?

Answer:  Of course not, yet even if they neglect all divine magic by serving an evil 
wizard they would take the feat to present their “superior or manager” or the chance 
that such a villainous outer planar may meddle with their quests and deeds.

Question:  Evil   in   D&D   has   by   now   more   definitions   than   a   dungeon   master   or 
mistress would need, what one do you write about?
Answer: I wrote about the definition which works best for your group. Really, that is 
the only definition you really need. Some hints:
● Lawful evil. They follow rules as they dread punishment for villainy. If your 
group prefers a structured and dogmatic approach, this may be the best. A great 
benefit is that add­ins like “honour & reputation” can spice this up and allow 
you to include adventure ideas from the past, the web or any store. Imagine the 
group having a pact with vile darkness and their mentors and how easily you 
can structure their reasons to partake quests and dungeon searches.
● Neutral Evil, often called true evil. Main task is to make all motivation be 
recognized   as   beneficial   to   the   ego­centred   group.   As   this   group   is   selfish 
above all else, expect surprises by your players. Such a group may mix up the 
urban and rural starter­concept and get away with it for a while. Perhaps even 
win. Master or mistress may need to bind the players into a geas to make this 
fruition when it comes to guiding the adventure.
● Chaotic Evil. Did you read the gnoll demon prince? This group constellation is 
usually a spoiler, here they can turn it into a benefit. There are films or movies 
called “Splatter & Slasher”, depicting some simple inspiration. Hack and slash 
is not all though. A chaotic evil group should take the rural path, as cities can 
easily   trap   them   between   the   good   and   the   lawful.   A   dungeon   master   or 
mistress   should   be   well­prepared,   adaptable   and   quick­witted   for   such   an 
approach to fruition.

My favourite implementation – Azrai for Birthright

Summarized: Besides all the difficulties of making this approach playable in Birthright context, it has certain 
benefits.
● Azrai is the only evil deity source and quite an interesting one by that. Of course other deities have 
been added, but they are lesser and certainly not more beneficial for the selfish cultist kind. Calling 
them deity­spawn or want­to­be gods is often proper. I like the Cold Rider and I didn't write my 
Muggdoosh deity to state an inferiority complex either. But the concept of Azrai combines several 
options of significance to dark­siders, as far as I can judge it. See free downloads at www.birthright.net 
● Birthright has the concept of blooded scions. Means the “divine essence” of a god is running straight 
through certain peoples veins. This does not only allow divine gifts usually impossible, it includes the 
option of bloodtheft just as well. A matter of taste though, not really mine.
● Birthright includes rules for using holdings, be it a temple, any arcane source or a thieves guild. 
Especially for extended and well­crafted campaigns, this is a great enrichment. It blends roleplay with 
boardgame and strategy. 
● The BR sanctioned chapter 2 defines the feat “Dark Taint” ­ it reads like a loving mothers' kiss.
One drawback is, that all evil is rooted in Azrai and the Shadow­World. Needless to say, if one likes Azrai this 
is an additional benefit. I wrote drawback for the game or dungeon master or mistress would face tough 
preparations.  Including reading rules for battlefield units, magic on the battlefield, REALM­MAGIC, leylines 
and holdings as regency. The book of regency and Bloodspawn can still be downloaded by following the links 
which the 3rd edition cost free Birthright pdf mentions on the last pages, too.

Fact is, that I chuckled in sympathy for the patient one, the idea to build altars out of razor blades as other 
book of vile darkness or lords of madness ideas. But compared to Azrai they are often just one page of 
description where Azrai and minions, deeds and consequences have a functional description and playable 
rules available.

I am not really fond of movies or films. Planet Terror was the most recent film I watched and “Elizabeth – the 
golden kingdom” is higher on my wish­list than thirty days of night or any other brain­flat but colourful film. But 
there   are   manifold   enough   games,   films,   comics,   books   and   official   adventure­books   to   help   crafting   a 
campaign which makes the invested hours and efforts more worthwhile. 
● Imagine the chance to correct the mistakes or outmatch the weakness of any fictional­villain you never 
wanted   to   fail,   to   freak­out   or   get   caught.   Such   and   more   is   only   limited   by   competence   and 
imagination here, too. Or go and remain satisfied with Harry Potter?

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OPEN GAME LICENSE Version 1.0a
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COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000­2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
Cook, Skip Williams, Rich baker, Andy Collins, David noonan, Rich Redman, Bruce R. Cordell, based on original 
material by E. Gary Gygax and Dave Arneson.  

System Reference Document v3.5 HTML compilation Copyright 2004, Sovelior Meliamne & Jason Olaf Jensen.

Added to Copyright Notice on demand of this license: In early February 2008 I, Andrè Michael Pietroschek, 
wrote & game­crafted with intent of publishing, the included description of  Vagabonds of Darkness  as 
playable­prestige class for D&D (Dungeons & Dragons pen & paper Roleplaying Game) based on “The 
Revised (v3.5) System Reference Documents arcane spell list & compiled feats, as Tiefling stats” by D20 
Systems (as far as the download was named), BovD reviews & Birthright PDF 3rd revision by Richard Baker 
(?). I hereby further mention in quite obvious text and colour that neither Wizards of the Coast nor D20 are 
in any form responsible for my publishings and I clearly verify, that I am not a member of their team or 
staff.  Andrè M. Pietroschek, Germany, February 2008

END OF LICENSE

Linux Note

The author, namely Andrè Michael Pietroschek, wrote this file with Mandriva &Linux Ubuntu 7.10
installed and Open Office 2.3 used. The fonts used were ”Nimbus Roman No. 9 L”, ”Times” and
”Purisa”. If they are not included in the ZIP I intent to upload, then I was not sure if I could legally
spread them. Any modern Linux Ubuntu website should be able to supply you.

Otherwise this PDF should be completely readable by all, who have a PC with a functional PDF
viewer like Adobe Reader or www.foxitsoftware.com FOXIT READER. This file has nothing to do
with my PDF “Against the darkness” which is Magnamund Roleplaying, based on the works of Joe
Dever & Ian Page not D&D or D20.
About the author

I write it in D&D allegorical mood, understand the symbolical aspect: Born in July 1972 and 
always succeeding the evasion roll to avoid being accidentally or otherwise touched by any success 
or financial gain... 

I am still alive. A pauper for the 2nd time in my life made me contemplate GESTALT characters or 
dual­classing   and   multi­classing.   It   resulted   in   my   class­blending   attempts,   which   were   not   all 
failures. If one imagines me as a lower­class (poverty not low­level) rogue­sorcerer mix than my 1st 
idea was, to sacrifice my familiar because it could turn traitor on me or be a disguised planar spy 
after all. The Druidic avenger (Druid­Monk mix) was my favourite before I started contemplating 
the vile darkness. See: www.esnips.com/web/pietroscheksotherstuff/ on demand? 

I invest effort to distinguish context clearly between my roleplaying & my other files. As I wrote in 
“Supreme Hogwash – PseudoSatanism”, I prefer fantasy­roleplaying. As certain is my dislike of 
autobiographical files. I published some as sign of respect to women who asked me, but it was 
frustrating & repulsing to me.

Things I really like: Eating good pizza, meditating, some martial arts, occult stuff, more roleplaying 
matters, lots of money for it's absence spoils so much, plenty of free animals in healthy enough 
surroundings, integer & competent politicians as they are so rare. Certain things I can't mention here 
due respecting the law. Grudgingly at times. The best part of my gratis publishing was to me: 
Inspiring as being helpful.

Heraldic insignia of the city I was


born in and where I did spend
some of the best and worst years
of my life.
Web enhanced revelations

● Darkling Flesh as supernatural ability. Your dedication to darkness transforms you into a
more welcome direction (downwards). Prerequisite: Human race. You can blend, like
GESTALT D&D definition, your human racial stats with Tiefling racial stats, taking always
the better one where two effects clash. As you become an infernal planar or outer planar by
this, use rules for such. If for whatever reason or absence of reason you can't allow Tiefling,
than take the Shadow Plane template as defined in “Lords of Madness”. In Birthright you
should consider application of Azrai blood-feats like bloodform instead, dear game master or
mistress. Demon Flesh was a STUPID mistake, as there is a spell of the same name and
D&D uses definitions of demons & devils in another context. Those who took “Evil Brand”
as dedicatory feat were unaffected.
● Sneak Attack & Skirmish. My darklings get sneak attack +1d6, see table. As far as I know,
skirmish is a feat-tree. Rogues can either decide to add one more die to sneak attack, or take
a skirmish feat, improving existent ones by one step. For other classes, give the choice if
they would learn sneak attack or skirmish feat on proper level, it's minor, so what?
● Memories fading: Skirmish I grants +1 to attack & damage whenever you attack in ways,
which would allow sneak attack by rules. Skirmish II makes it +1 to attack, damage & AC
each. Skirmish III makes it +2 to attack, damage and AC each. It improves attacks of
opportunity as well, as long as the figure is in position which by rules allow sneak attack.
● I didn't copy any table or class, feat or else description from the Book of vile Darkness, as
purchasing it or waiting for the D&D 4.0 edition to offer it's update was my logical
expectation.
● You do not need to indulge any real world satanism or similar to understand any of my
published files. All topics here are darkness definitions for D&D role-playing which is a
form of entertainment or spare-time waste of life, no cult-like real world activity.
● D20 made a “Swords & Sorcery” adaptation which offers D&D compatible system. The
word & the rune, way of the sword or Transcendence may include rules, which may be
inspiring to game masters or mistress?
● Confession: This petty author is a serious power-class type of game-master and writer. I
usually allow more feats and spice-ups, than any dungeon master or game mistress ever
allowed our own groups. I thought it obvious, that all my NPC's and monsters get such, too.
● Paint & Brush. If nothing stops me I will some time in the future purchase painting tools to
start painting my own Illithid or Mind Flayer. Than I scan it in and need no license, no
permission at all. Of course we all know that selling the art-work will surely make me rich
(see my evasion roll theory). ;o)
● Arjan from www.birthright.net emailed me that my files are not extreme and that I am too
eager, to care for making it all legal & license-correct. I hope that is true. My goal is
contributing, not violating law & license, yet “my alignment could be chaotic neutral”...
The 2nd web-enhancement

If you prefer arcane then imagine dark caverns under a wizard tower. If you prefer the divine clergy,
imagine dark caverns under an evil temple. Of course dark caverns under a Druids Grove are as
possible.

A small group of villainous darklings is gathered there, brooding, chatting and preparing to defile
and sacrifice all the heroes of the realm, or maybe even the realm itself!

Svenja was a scald (scald is the Nordic name for bard class here) before getting initiated to be a
Vagabond of Darkness level one. Suleika was the princess of pleasure, leader of the harlots guild in
far off Trichina lands before getting initiated to be a Vagabond of Darkness level one. Helvetica was
a scoundrel with the temper matching any warrior before getting initiated to be a Vagabond of
Darkness level one. Aeric Adamys led a small gang of horny thugs which consider shouting and
loudness to be music, he was a barbarian from the kingdom of steel before getting initiated to be a
Vagabond of Darkness level one. Pauper, while nearly always perceived as depraved dumb-fug, is a
cleric of the Patient One.

Pauper enters the cavern where the others are resting. He sees the head of Suleika moving up and
down between the legs of Aeric, as expected. Helvetica is away from the light, most probably busy
scanning the gear of the others for loot of opportunity. Svenja is maintaining her instruments and
weapons.

Pauper: The bosses gave me our orders.


The others get up and look towards Pauper, perceiving the silhouettes of armed humanoids behind
him.
Aeric: That's it? Orders? We need equipment!
Svenja: So we have to prove ourselves now, finally?
Pauper: Indeed, viking babe.
Suleika: How is it, that from all the bunch up there we only get to speak to you?
Pauper: I may guess. Maybe because I am the only one who does not instantly devour your brains or
turn your bodies into ritual components?
Aeric pounders the ground with a powerful foot-stomp.
Pauper: Warrior Adamys, I wondered for quite a while, what you all guessed could be in the small
room to the north-east?
Helvetica: That's the hint I needed! She found the shadow cloaked entrance and looked through.
Pauper: You all should follow Helvetica and check the offered equipment. It is all you will get from
us. Earn more status and your gear will be improved.
Aeric unsure if to rage or comply looks at Suleika.
Suleika feels agitated for Aeric looking at her, oblivious to his need of a hint.
Shining in the preternatural darkness Helvetica appears again, dressed in her freshly acquired
chromatic leather armour and juggling with vials full of concoctions
Pauper: When you think of stealth the armour reacts, sneak-lady.
The shadows and shadow fiends lurking around whisper in amazement as Helvetica comes so much
closer to their domain in just an instant.
Helvetica: Yeppers! * she starts dancing among the shadows*
Pauper: All of you, get your gear, you will soon embark on your 1st quest.
Aeric returns from the room. A blend of magical beast hide with metal as his new armour and a
backpack in one hand.
Aeric: Sweet-lick, how do I look in this?
Suleika appears in her new gear, looking at her lover of opportunity.
Suleika: Masculine.
Pauper: Quite now, “please”. The gnolls here work for our Druid. They can help you if you prefer
the wilderness. If you dare the urban way, then instead our psionic team will help you, enhancing
disguises with their talents of psionic look-away tricks. We would like to see them back in one
piece.
Svenja: Aye! She juggles the bone-pipe she was gifted with among others.
Aeric: Yeah!
Suleika: Cute! There are Succubi who envy her sex-appeal but Pauper is suspicious of disease.
Helvetica: Their gear as well?
Pauper: Yes, remain reliable. While you fulfil the mission I will do my part. On your victorious
return ingredients and concoctions will be available. Maybe I even get the bosses to grant you some
incantations. Respect our allies but don't spare our foes!

As Pauper used sending spells to tell details of the mission to the fresh darklings, the others in the
cavern remain oblivious to details, reducing the risk of betrayal from competing darklings.

The group is ready, had listened to a much too long talk and wants to dash forth, eager to loot and
learn on their road to victory... A note as a believer. Don't get tricked by envious deities. They
always crave sacrifices, but offer you temporal gain. Leaving corpses so obviously used makes the
inquisition come for you. If you need faith, the patient One has much to whisper to you, too.
This petty example has a side-effect. As you noticed, in my example, the group is working for the
clergy of the Patient One, a deity of Aberrations and revealer of secrets. Pauper had mentioned, too,
that he is one of the few human clerics who could handle the Patient Ones holy sermon.

In such a constellation, serving as loyal vassals (uninterested greedy bunch) one deity, imagine the
played figures still craving power. Now imagine how different personalities could role-play their
“Thrall to a Demon” or “Disciple of Darkness” feat, as serving one deity does not forbid to
negotiate with people who just happen to be demons or devils....
Imagine you standing there in one of the roles. Free from concepts like law-abiding citizen. You are
a darkling and your base is there. Your faith may be and your ambition most certainly already craves
epic items, leadership of entire worlds and other completely acceptable and justified little gifts of
evil dreams.

Let's hum some lines from the “Damien song lyrics as performed by Iced Earth” together?

So the beast resides within me


Deep down I always knew
I never really did fit in
So divers from all of you

Or maybe some freestyle-chant? These are my ©:


The whispering One – he calls my name
From the transient void to which we bow
Blessed for all my life I feel no shame
As the rivers of blood enticingly flow
Sworn to the darkness – bane of the light
You say you are sacred? So come here & fight

Proper grammar is of the enemy?


Those lines I spoke into
amp_dark_cleric available at
www.esnips.com

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