Wednesday, December 17, 2014

The Standing Stones of Andreth

On the grasslands near the northwestern border of the Kingdom of Alsberg is one of the most famous known sites of the Ancients; the Standing Stones of Andreth. They are located on a low hill on the plain east of Redstone Lake, north of the Traverna Hills and south of the Iron Heath.
The Standing Stones of Andreth (Map in Hexographer)

The central part of the feature consists of a ring of standing rectangular stones, each approximately ten feet wide, 5 feet thick and 15 feet tall. Twelve of these stones are arranged in a ring surrounding one central black stone pillar that is five feet in diameter and over 20 feet tall. The pillar is carved with an ascending  spiral of runes that nobody has been able to decipher. Radiating out from this central feature are six lines of smaller stones, each spoke consisting of 6 stones approximately 8 feet tall, spaced 20 feet or so apart, and trailing down the low hill. Most of the stones at Andreth are still standing, although some are leaning and a few have broken or toppled completely.

The Stones get their name from the explorer that first re-discovered them a few hundred years ago.

Nobody knows what the purpose of this monument is, or who built it, but like some of the other sites of the Ancients, it is said to radiate a faint primal magic. Local tales tell of a circle of Druids and Rangers to whom this place is sacred, and who protect it and keep it safe.

Monday, December 15, 2014

The Monastery at Darnisol

Beyond the western borders of the Kingdom of Mercia, in the rugged foothills of the Tellarn Mountains above Pelican Lake sits the fabled Monastery of Darnisol. Darnisol is home to a secretive group of warrior monks of strange and wondrous abilities.
Darnisol Monastery (Hexographer, 6 mile scale)

The Monastery itself is carved high into a series of nearly inaccessible granite cliffs, and towers over the  hills and valleys below. It is said that the visible cliff-hugging walls and fortifications hide a vast complex of tunnels and chambers carved into the living rock behind. The Monastery is home to an order of monks who are famed for practicing the art of unarmed combat and whose amazing agility and body control is legendary. Many of the monks of Darnisol train from a very early age, and the blue and gold robed monks of the order can sometimes be seen in Mercia and the surrounding lands where it is said they are selecting those gifted few children who they believe can learn the discipline of their order.
Darnisol

Some of the Darnisol monks never leave the monastery, but there are those who venture out into the outside world and follow many different career paths. Some become great warriors fighting for the cause of good, protecting the defenseless and the weak. Others become the very terrors that others of their order serve to protect against. While many great warriors have come out of Darnisol, it is also said that some of the most dangerous assassins in the Northlands have also trained there. Disciples of Darnisol practice their art to good or evil as each sees fit.

Darnisol was founded in the year 499, when the North was still a very wild place. It served as one of the original bastions against the hordes of evil creatures then inhabiting the area. This may not necessarily have been purely in the interests of good, but may just have been because, as Master Kermon has been quoted by the sages as saying, "monstrous hordes are good practice."

Commentary - 5th Edition D&D

So, a few months into a renewed interest in D&D, with all three new rulebooks in hand, and with three playing sessions under our belt, where do I (and we) stand with D&D?

First and foremost, D&D is about story. That hasn't changed. The creative part is the same in terms of the imagination. The tools are light-years better, with computers, the internet, software, color printers, and all the other trappings of the modern age (things which either didn't exist at all or were in their infancy when we were kids). How I think about approaching creating a world and an adventure is pretty much the same as it was all those years ago, but the ability to execute on those thoughts and imaginings is so much better with the tools at my disposal now. And a few decades of life experience, education, reading, and all that do help to provide a better foundation to build from as well.

As for playing, I think we have had a lot of fun, and the feedback from the players on their experience to date has been gratifying. It seems like we will be continuing, sporadically, as time allows. I hope so.

Regarding the new 5th edition of the game (product-wise), overall I would have to say I am very pleased. Physically, the three books are of absolute top-notch quality and production values, with fantastic artwork and a wealth of good material. One complaint I have read in several places in reviews elsewhere is that the rules are written in such a way that it assumes you already have a fairly good idea of how to play. I can see this point of view, as there have been a few things I have tried to figure out, been unable to find in the rules with any clarity, and have been left wondering whether I am missing something or whether I am being bogged down by pre-conceived notions carried over from the 1980's and 1990's with several editions in between that I never played. On the bright side, there is a very active  and helpful forum community on the company website.

By way of example of the above, after/during our next session, all of the characters in the party will be leveling up from level 1 to level 2. The Player's Handbook (PH) has the requisite wealth of detail on experience points needed to advance levels and the multitude of skills and abilities to be gained on reaching new levels, spell slots, "career path" choices etc. Nowhere in the book does it say how you actually advance from level to level in the PH. The preconceived notion (or burden of past knowledge) is that back in the day (1st ed.) once you gained enough experience to advance a level, you needed to find someone to train you on the necessary skills and abilities to actually gain the benefits. I assumed there would be something similar, or at least some guidance on how the process occurred (i.e. do you just wake up one morning with more hit points, more spells, and just feel "better" than when you went to sleep?). I figured since there was no mention of any of this in the PH, it would be in the Dungeon Master's Guide (DMG) when that was released last week. It wasn't. No guidance at all. In a single paragraph in a section on "Downtime Activities", it mentions as an optional rule that the DM can require characters to undergo some sort of training as a part of level advancement. So I guess that means that the default is that you just gain benefits of new levels automatically. This was confirmed by asking the question on the forum and getting a few people to respond that "yes, you just get them, although if you want to do it differently, go ahead." OK.

I could also interject here that the books could be indexed a little better.

As for the rules mechanics themselves, and how the game plays, it will take a little getting used to. I don't mean that in a bad way, but it is different. The best simple summarization would be to say that everybody is better at everything. Players have more and better abilities right from day one, magic is much more powerful (and widespread), and the proliferation of more and more skills and abilities even in the lower-middle levels seems...imposing. There are big die roll bonuses and special abilities everywhere, even for all the monsters. The biggest thing with this for me will be to get a better feel for what will be a challenge to the party, as there is a balancing act to be performed there that I don't think I have really achieved in our first few sessions. But I am learning.

Overall, it has been a very enjoyable experience that I hope will continue.

Saturday, December 13, 2014

Campaign Journal - Session 3 - Goblins Aplenty

April 6, Northern Reckoning Year 707, continued.
When we left our heroes at the end of session 2, they were in room "8" of the map below, having fought and killed a total of 6 goblins.

Having dispatched 5 goblins in room 8, the party moved south into chambers 9 and 10. These were found to be used as living areas, and there were a half dozen other goblins to be dealt with here. A little damage was taken, but the characters cleared out the area quickly and efficiently.

The party then moved back through the fungus room (area 7) and headed north. Climbing up the passage, they came into room 6, an oblong chamber with a very uneven rock floor. Picking their way carefully across the room, they were forced to shimmy single file through a narrow passage heading further north. Coming out into a wider hallway, the party decided to go northwest. As the first few party members headed in that direction, an arrow whizzed out of the darkness to the east and skewered Melior Ardenshade (the wood elf Druid), taking him down to a single hit point. Ardenshade collapsed back into the passage while the Cleric and the two Fighters charged into a large chamber to the east. Five goblins were crouching among the rocks, shooting at the characters. A couple of hits were made, and two of the goblins ran away, exiting down a narrow passage further east. As the combat types were fighting the remaining goblins, two more burst into the room from the north. Soon, all had been taken care of, with some damage taken by the party.
Session 3 dungeon crawling (up is north)

The group did some healing (especially on the Druid), and then followed the passage that the fleeing goblins had taken. This narrow passage climbed steeply upwards, and opened into a medium sized low ceilinged chamber with exits in four directions. Sunlight was coming in from the south passage. A short climb up in that direction brought the party past an empty watch post and out into the sunlight via a cave entrance on the far side of one of the hills they had explored before going underground. From the sun's position in the sky, it was seen to be late in the afternoon.

Going back into chamber 2, the characters decided to go down a steeply winding passage leading east. This brought them to a long narrow chamber sloping down into the darkness to the north. As they moved cautiously in that direction, they noticed a few small side passages, and what seemed to be signs of recent excavation near these tunnels. Investigating what were apparently a few more small living areas that had been dug out fairly recently, it was becoming obvious that the goblins had not been here for more than a month or two, and had been digging out some of these areas since they arrived. At the far northern (lowest) end of the chamber was a pool of water.

After investigating the two small chambers on the east side of the long chamber, one unexplored passage remained on the west wall. This passage appeared partly natural and partly dug out, and was very small. For the characters to fit through, they would have to crawl on hands and knees, single file. With the rogue going first, a small widened area was found where the party regrouped. The rogue continued on, went right at a spot where the passage forked, and found a medium sized chamber to the northeast. The remainder of the party shimmied and crawled through to the chamber, where they could all stand up again. There was another pool of water in the lower southeast side of the chamber, and a narrow (but tall) opening in the north wall.

Not a sound or sign of goblins had been heard or seen since back in chamber 5...

To be Continued...

The Sage's Commentary - Our third session, a brief two hours due to schedules (and played back in mid-November), covered a lot of fighting, but not much map space. I am beginning to get a feel for how much "ground" we can cover in a session, be it literal in the sense of how much can be explored, or figurative in the sense of how much time needs to be allocated to role playing certain facets of the adventure. Combat, even relatively straightforward combat, eats up a lot of time. In two hours (including some socializing of course) we covered a mere 10-12 areas and the passages in between, and three combat sequences. It was an eventful two hours.

Friday, November 28, 2014

The Seven Sigils of Onoria

As the Elder Wars dragged on, and the forces of evil slowly but inexorably wore down the Elder Nations, some of those in power in Onoria began to think about what would happen if the Wars ended in their defeat. There were those who were of the opinion that if they were to go down in defeat, they should do so in a blaze of glory, and cared not for the future. But there were also those who believed that a defeat in the short term need not be a defeat that lasted forever, and that the knowledge and power of the Realm should be preserved for the future, so that the descendants of the good people of the North could benefit from that knowledge when the time was right.

Legend has it that the preservationists, with or without the support of the others, secreted away seven great troves of magical power and knowledge, each in a different location and locked by a magical sigil of great power. These have become known as the Seven Sigils of Onoria.

Exactly what each treasure trove contains (if they exist at all) is unknown, but it is speculated that they contain artifacts of great magical power, the secrets to unlock mighty magic spells, or riches enough to rebuild the kingdoms of old. It is said that some of this magic is dark magic, and that there are curses attached to the treasure troves. These tales say that finding the Seven Sigils may be a dangerous thing.
Northern Onoria - Foot hills of the Craghorn Peaks

With the resettling of the North, many adventurers (particularly spellcasters) have searched the fallen lands of Onoria for some sign of the Seven Sigils, but none are known for certain to have been found. There are whispers in Rimini and Alsberg that one of the Seven, a trove of dark Necromantic magic, may have been found in the last few years.

Zefran Mir, Grand Duke of Rimini, is said to be somewhat obsessed with the legends of the Seven Sigils. There are those who say that his funding and support of the sage enclave at Talengard is nothing more than a cover for his interest in the search for the Seven.

Wednesday, November 26, 2014

The Legend of Serpent Isle...

...and the Royal Treasure of Tirask
Thirty or forty miles east of Stillwater Reach, off the coasts of Alsberg and Mercia and at the northern edge of Oran Bay, lies an island of mystery and legend - the Serpent Isle.
Serpent Isle

Serpent Isle is a rocky and forbidding island, roughly 30 miles north to south and 20 miles east to west. It is a windswept and inhospitable place, separated from the mainland by rough seas and dangerous currents. The island is covered with rugged hills and forests, and has very little farmable land. There are no particularly good natural harbors either. It is famous for the things that have given it it's name - multitudes of snakes, including numerous poisonous varieties and giant snakes of all types.

Despite the dangers associated with the island, it is visited with some frequency by adventurers and northern youths seeking to prove their manhood. It is a mark of courage (discouraged by their elders) for an Alsberg or Mercian youth to simply spend a night on the island. Some never return.

The primary lure that brings people to the island is the legends of great treasure hidden here. It is said that in the Elder days, there was a settlement of old Tirask on the island, and that when things became desperate at the climax of the Elder Wars, the royal family fled to this island shortly before they were overwhelmed by the forces of darkness. Legends have it that the most valuable parts of the royal treasure would have been brought here, and hidden, prior to their final downfall. Treasure of a magnitude to make any man a king. As the North has been reclaimed, many have come to the island to see what they can find.

Adventurers tell tales of caves, caverns and miles of tunnels (both natural and manmade) criss-crossing the island. The rugged hills in the center of the island are said to be honeycombed with such passages. These tales bring a steady influx of new adventurers to the island.

As for the royal treasure of old Tirask, if any have found any of it, they aren't saying.

Thursday, November 20, 2014

Campaign Journal - Session 2 - Going Underground

April 6, Northern Reckoning Year 707, continued.
We last left our heroes standing in the ruins of an old town, at the top of what seemed to be a well shaft terminating 30 feet or so below the level of the surface at a chamber with a pool of water.

The characters discussed whether to proceed down the shaft, and decided to spend some additional time investigating the surface. During the course of the above ground exploring, they found other interesting things is some of the other basements and ruins: what seemed to be another well with water at the bottom, a narrow staircase down, a circular carved stone floor which may have been a teleportation/conjuring circle or other magical focus, and a small silver box containing two potions (healing and gaseous form). There were a number of vultures conspicuously circling the area.
Above Ground

While exploring, there were a few times when a character would notice movement out of the corner of their eye. Eventually, they found that a young warrior looking for adventure who had seen them in Olmsby had been following them for the last two days. It was decided that he would be allowed to remain and attempt to prove his worth, with the party being heavy on spellcasters but relatively light on muscle. His name was Mordecai.

In a deep circular foundation, the characters found an intact wooden door protected by a magical ward. Duncan was able to open the door, and the party descended into the darkness. The area proved to be a small basement/dungeon complex consisting of eleven chambers going progressively deeper underground. It was obvious that the party wasn't the first group to enter this area, as most of the chambers appeared ransacked. Judging from the remnants of furniture and other items, the characters guessed that this was a laboratory and storage area for whatever building had been above. There was no combat in this area, but several items of note were discovered, including a large but heavy (6' by 6') carved wooden panel depicting warriors fighting a dragon in high relief. The characters mulled over options on getting this piece of artwork back to town. Behind a pair of secret doors, a library and treasure room were found, including the long-dead body of an earlier explorer. The party found some non-magical books with some potential value, some coins and silver trade bars, and a magical scroll with the second level Arcane Lock spell. The treasure was left in the secret room to be returned for later. In a pack that the dead explorer had been carrying was a scroll fragment that references searching ruins in the area, and named a particular halfling in the the town of Shimmermere as having been a source of information.
The Tower Dungeon

Finding no other egress from the Tower dungeon area, the party went back above ground and went down the narrow stairs they had found in another crumbling basement. This part of the dungeon was more damp than the Tower dungeon had been, with sections of mold and fungus in some of the rooms and passages. Like the Tower dungeon, it was a man made area, with regular floors, walls and ceilings. In one of the rooms, the party was attacked by three giant centipedes and was finally able to roll some dice in anger, disposing of the centipedes quickly. This section seems to have been an underground temple area, as there was a room with an altar and the remains of crumbling stone and wood benches, along with a lot of religious iconography painted or carved into the walls. Badric, the cleric, was able to recognize the religious symbols as belonging to some of the old Onorian "Forbidden Gods". The two chambers believed to be the bottom of the two wells were found, and down a succession of stairs and behind a secret door, the party found a large and beautiful Crystal Cavern.

Both wells were actually cisterns fed by a small stream running through the respective chambers. In the more southerly of the two, the water passed out of the room through a passage with barely enough head clearance to be navigated, and Melior crawled far enough down the shallow stream passage to find a small alcove holding about a hundred gold coins and a very nice longsword that one of the characters was able to identify as being of Onorian manufacture. It remains to be seen whether there is anything special about the sword. Continuing down the stream passage brought the Druid to a natural passageway intersecting the stream that would be large enough to walk in (and there were small humanoid tracks in the dirt and rock floor). The rest of the party was led through the stream, arriving at the natural passage cold and wet, but unharmed.
The Temple dungeon and the Caves

The passage led to a chamber, and then another passage which arrived at a larger chamber with multiple entrances/exits. The party chose to go east down a narrow passage that had been behind a rough curtain made of scraps of cloth and netting. They arrived at a large natural chamber with some light filtering down from above, which was filled with mushrooms and other fungi. They surprised a goblin in the process of harvesting some of these fungi, and fleet-footed Niam was able to catch and slay the goblin before it could run out another passage.

Proceeding down the passage, the party engaged and defeated 5 more goblins quickly (4 courtesy of a Sleep spell from Duncan), but taking some damage in the process. A clerical Cure Wounds spell was needed. So far so good.

With a number of unexplored passages leading out of the last few chambers the party had been in, and with choices to make, we stopped at that point. In game terms, it was estimated to be mid- to late afternoon on April 6, perhaps 6-7 hours after the party had arrived at the ruins.

Next...More Caves and more Goblins.

The Sage's Commentary - We  played this session back on October 25 (I think), and our second session had three of our four planned players, losing one from last time but gaining the one who had missed our first session. This was the session where exploration and scene setting began to result in action and combat. I think things went more smoothly this time around. It probably wasn't much different, but just seemed to flow better in my own mind as I felt less self-conscious about telling the story and guiding the action. Being very well prepared certainly helps. Everybody seems anxious to continue, which is terrific, and I have a lot of ideas for things to do to make the game play flow more smoothly, some of which we were already using in this session (cheat sheets, spell cards, a custom player character sheet...). I'd rather do a lot of prep work so that when we sit down to play, it is about the story and not about fumbling with rule books to figure what a spell does, etc. It seems to be working.