Wednesday, December 27, 2017

Campaign Journal 45 - Larasanteth

We last left our heroes having landed in the sky ship Golden Sunrise outside a large cave mouth, inside of which was said to be a magical gatestone leading to a hot tropical land (believed to be the southern continent of Illurya)...

The party climbed down from the sky ship to look around, and were confronted with a number of kobolds shaking spears and shields at them. Before they could attack, an old woman's voice from up by the cave entrance called out "don't hurt them, they're my friends. Won't you come in and talk?"

They turned to see a heavily robed old woman turn and walk into the cave. [Larasanteth, or Lara, for short, is an ancient blue dragon polymorphed in human form, as the players suspected and would find out soon enough]

Leaving Octavian and his companions to watch the ship, the party heads into the cave, trailed at some distance by a bunch of kobolds.

The cave itself has a wide and high entrance, sloping down into a very large high-ceilinged chamber. Torches light the way. There are obvious signs of many other passages branching off from this chamber, both at ground level and high up the walls and ceiling. The old lady sits near a small fire by a pond, with a large freshly killed deer nearby.

The party is skeptical of the old woman as they talk for a while. The old lady introduces herself as Lara, and asks if the party is here for her or the gate. They ask about the gate and about how long she has lived here. She smiles and says she has lived here since before the men of Onoria settled the lands, which would be at least 800 or 900 years.

At one point, she takes an interest in Arian, the elven sorcerer of blue draconic heritage, and asks him to come with her into another chamber and discuss something in private. She reveals her true nature and asks if Arian wants to enhance his draconic powers by drinking her blood. He agrees, she scratches her arm enough to draw blood, and he drinks of it. It burns horribly going down, but then fills him with warmth. She exultantly offers up a prayer to Tiamat, evil goddess of the chromatic (colored) dragons, in Arian's name. Hmm...
Lara's Cave

They return to the others, and she reveals herself to the rest of the party. They talk further and Lara agrees to let them use her gate, but demands a favor of them in return - something has been done on the other side of the gate that seems to prevent only her from using it. They must figure out what it is, and fix it so that she can use the gate again. She claims that the bones of her mate are somewhere on the other side, that she is coming to the end of her life, and wants to fly in the warmth of the southern skies again.

They go to the gatestone chamber and find a pyramidal stone with four words inscribed on the four sides. She says to go to "Arafas" for the hot jungle land they seek. The other words are "Garash", "Meenar" and "Valtos". As they activate the gate and step through, she calls out to remind them that "Valtos" is the way home.
Elder Gatestone

The arrival chamber of "Arafas" has an almost identical gatestone, but this one has what seems to be a solid gold cap inscribe with many runes and sigils. This cap, perched on top of the gatestone, is presumably what prevents Lara from coming through. The party cannot reactivate the gatestone (Duncan properly discerning that these kinds of portals often have a recharge period that could range from minutes to days or even weeks). They decide to leave the cap on the gate for the time being and go exploring.

Outside the gate chamber is a subterranean lake with some stepping stones and a partially broken bridge to the far side, where an exit is visible. Sunlight streams down from high overhead, where a 50 foot wide hole in the ceiling opens to the sky above.
Arafas Gate underground lake

Partway across the lake, the party was attacked by a creature rising out of the water (of course), and was able to fight it off and continue onward (but not killing it).

They followed the passage out to the surface and found themselves high on a rugged hillside ledge looking out over the surrounding tropical forests. The entrance to the passage was very well hidden, and showed no sign of recent use.

Outside it was hot and humid. Looking out across the jungles to the east, the party could see a vast expanse of grasslands beyond, with a river winding through them (north/south). The river was miles away.
The Arafas Gate area

Climbing down an almost-vanished old path, they came to a more well-used path along a stream. They found tracks leading west (away from the edge of the jungle and the river) and decided to follow them. After a short walk they came upon a scene of battle, and the dead bodies of a couple of human warriors. The tracks, along with some blood trails, continued west.

Approaching a clearing, they saw a human woman hiding behind some bushes watching the learning, where a white four-armed ape-like creature (a girallon) was stalking around a large sick or wounded reptile. She saw the party as they saw her, and she motioned for them to hide. The girallon looked very nasty.

Collectively, they opened fire on the girallon  and went into battle. Two more of the creatures came out of the brush on the edges of the clearing, and the party was able to dispatch them without too much difficulty, although they took a decent bit of damage in the process.

After the combat, they realized that nobody could talk to the stranger, and nobody had magic prepared that would allow for two-way communication. Duncan was able to cast Comprehend Languages, which allowed him to understand what she said, and so they were able to learn some things from her.

Her name was Zarya Udak, and she was a guide and scout hired as part of an expedition looking to map and prospect the region. Her party was ambushed by a group of dark cloaked figures, a couple of them were killed, and the rest were taken captive and marched westward along the trail. Zaria had managed to hide in the underbrush and escape capture. She was tracking the ambushers when she came across the ape-creature blocking the trail.

They tracked the ambushers to an open valley nestled between the surrounding hills. The stream they had been following tumbled down a waterfall into a large pool. There were some old ruined building foundations near the pool, and in the sheer rock wall on the northwest end of the valley, next to the waterfall, was a carved stone doorway, with an open door.

A guard lay sound asleep in the sun next to the door.
The ambushers' cave

They captured the guard, Zarya interrogated him, but they were unable to get much information out of him other than that "Azard the Great would protect him". Zarya got impatient and slit his throat.

Next...Into the cliff entrance...

GM Commentary - This was our third annual holiday season "3pm to whenever" game. We played for a few hours, had dinner, snacked a lot off and on, and played a good long session with a good mix of combat and other stuff. I'm very excited about the Pandora's box of future possibilities we have opened up. I have some specific thoughts on some of them. Less specific thoughts on others. And no idea about a couple of them. Which is fun.

Interacting with the World (what the characters learned...or were reminded of) - Lots of things here. They found a gate to a tropical land they believe to be Illurya. They interacted with an ancient blue (typically evil) dragon. Arian drank some dragon blood and had an ancient blue dragon offer up prayers to Tiamat in his name. They made a new friend in ?Illurya. They fought a couple of strange creatures the likes of which they had never seen before (the water creature and the girallons).

Present - All.


Friday, October 27, 2017

Campaign Journal 44 - The Forbidden Hills

We last left our heroes aboard the Florian sky ship Golden Sunrise, heading toward the Forbidden Hills, and having sighted three wyverns approaching the ship from the front...

Monday August 26, cont. - Three wyverns (small ones it would turn out) approached the ship from high off the starboard bow. A tough fight ensued, including firing the ship's elemental-powered air cannon.

As the fight with the 3 young wyverns progressed, 3 more adult wyverns appeared from low off the stern (2 being ridden by hobgoblins). A few more crew members were killed, and the remainder of the crew took a good bit of damage in fending off the others.
3 young wyvern

At one point, Arian the sorcerer cast Fly on Thalmyr the dwarven paladin, and he flew over the side and down below the ship. A number of wyvern attacks put Thalmyr in a spot where one failed saving throw would send him plummeting hundreds of feet to a sure death, but he made the save and survived. Enough damage was done to the wyverns that the three wounded survivors fled off to the southeast.
...and 3 more adults

Continuing north into the Forbidden Hills, the ship flew over a ruined town on the north shore of a lake. Sharp eyes detected landmarks that they recognized, and the party was able to figure out that the  ruins below them were the ruins they knew as Nirinas, the town on the other side of the gate in the ruins of Ranatayza, near Fulcher's Hold and close to home.
Nirinas and the Forbidden Hills
(1 mile hexes in Hexographer)

The passed over the ruins without stopping, and spent an uneventful night camped a few miles north of the ruins.

In the morning, they continued the last few miles north to the Gods' Theater, which was easy enough to find, being a giant-sized amphitheater carved into the side of a large hill adjacent to the old road. The explored the site for a while, and then searched for the ravine through the hills that would take them to the cave and the gatestone.
The Gods' Theater

With the directions from the map, the ravine was easy enough to find, and they sailed the sky ship up the ravine to a secluded valley between the surrounding hills. There was a pond fed by several streams in the center of the valley, and had some scattered ruins on the eastern side. There was a very large cave mouth at the top of an old road leading up from the ruins.
Lara's Cave

As Octavian brought the ship in to land on a flat spot south of the pond, sharp eyes spotted a number of small humanoid creatures darting out of the ruins and into the nearby trees...

Next - Into the Cave...

GM Commentary - Another fun session with a blend of a tough fight (where Thalmyr almost died), some exploring, and some exposition about lore and history of the world. As far as maps, I still use Hexographer for the main maps of the world (at a one hex equals six miles scale), but have pretty much stopped using the software for the detail scale (like the 1 hex equals 1 mile scale shown above - from a detail map done long ago). I am finding it much more enjoyable to sketch out the smaller scale maps by hand.

Interacting with the World (what the characters learned...or were reminded of) - They visited a landmark that might tie into something down the road. More importantly, they learned that the "place beyond the gate" that they have been to several times is actually the ruins of the Onorian temple town of Nirinas, and they know where the location actually is on a map. They also know that the "home" end of the Ranatayza gate is only about a day's travel from Fulcher's Hold, and that the Nirinas side of the gate is only about a day's travel south of this new hoped-for gate location to a tropical land. These could be very useful in getting around...

Present - (again, too long ago, and I don't know...)

Saturday, October 7, 2017

Campaign Journal 43 - The Golden Sunrise

We last left our heroes having come across a grounded Florian sky ship while on the way back to Linden...

Tuesday August 20, cont. - Just a little ways into the cautious conversation between the party and Octavian, one of Octavian's crew is struck dead by a wicked looking crudely fletched arrow. Orcs swarm toward the ship.

A long fight ensues between the different factions of good guys and a collection of orcs, orogs, an orc shaman and a hill giant. A Wall of Fire from Marius Vilm, one of Octavian's companions, helps channel the orcs and others into a killing ground dominated by the party. Malachy, with some magical firepower assistance, takes down the hill giant.
Orc and giant fight

Octavian's companions include Marius Vilm, a wizard from Immilkan on the Dragon Coast (far to the southwest), Ashtul, his goblin apprentice, Kyriss, a female barbarian of the Vornar tribes (Mal's homeland), and Beregan, a half-orc who claims to be a warrior.

Niam recognizes Beregan from his days in the Dalmar Principalities, and knows that he is a dangerous rogue and assassin. He mentions this to Octavian, who already knows that Beregan has a dubious past.

Octavian tells the party about himself and his intentions. He is the Count of Vezini, a noble from Floria. He is a traveler, explorer and archaeologist. He has brought his sky ship, the Golden Sunrise, north to tour a bunch of sights, and to search for a few others that his researches have turned up.

He tells the party that they were attacked by a huge bird (a roc) when crossing the Iron Spire Mountains, and that they have lost several crew members, including their cleric.

The party spends the night with Octavian and his crew, with the intent to fly home to Fulcher's Hold in the morning. Here they can rest, resupply, and determine what to do next.

Wednesday August 21 - The flight home to Fulcher's is uneventful, and they are given a warm welcome.

Thursday August 22 through Saturday August 24 - Rest and recuperation at Fulcher's Hold. Octavian charms everyone (socially, not magically...). Octavian and the party agree that they will all head north to the Forbidden Hills in search of a location Octavian wants to find. Octavian has a map of the area, complete with scribblings from an adventuring company that explored the area many years ago.
Octavian's Map of the Forbidden Hills

Sunday August 25 - Leave Fulcher's Hold to fly north toward the Forbidden Hills (in the middle of the South Onorian Plains), in search of a cave near a landmark called the Gods' Theater, wherein there is supposed to be a magical gate to a hot tropical land (perhaps Illurya?).
Heading toward the Forbidden Hills

Monday August 26 - Continue flying north, passing by some distant wyrd storms. In the afternoon, a trio of flying creatures are spotted approaching the ship high off the starboard bow. Wyverns!
Wyverns off the starboard bow

Next - Wyvern Attack.

GM Commentary - This was one of those sessions where a little bit of prep and the seeds for several different adventure paths turned into something pretty fun. What started as a chance encounter with a sky ship (purely for lore flavor) has turned into a jump-off point for all manner of future adventures. Now I just need to figure out what they will find in the Forbidden Hills (but I do have an idea or two...).

We had one good combat at the start of the session, but this was otherwise heavy on role playing and other things, which was great.

It was also very nice just to get back to playing and try to reestablish some momentum, as we hadn't played in about 10 weeks. Late summer and start-of-school schedules were very difficult for all concerned, and we agreed to let things go on hiatus for a couple months rather than be continually frustrated at not being able to get people together. The break wasn't bad but it is nice to be back at it.

Interacting with the World (what the characters learned...or were reminded of) - A little more about the fallen realm of Onoria. A possible magical gateway to the land of Illurya. Niam had a brush with his past (how can I use this?).

Present - (writing way after the fact...I honestly don't know who was here for this session).

Saturday, July 29, 2017

Campaign Journal 42 - The Evocation Sigil

We last left our heroes in the ruins of the elder Onorian town of Zinasa, inside the Tower of Rethorcar, having found a number of keys...

Saturday, August 17, cont. - Having found a number of keys, the party heads to the Dragon Door on the top floor of the tower, and inserts the appropriate gold, silver and copper colored keys into the three locks. The door clicks open.

The first chamber entered, a large octagonal one, has a clay golem guardian standing in their way. The clay golem had a large black key embedded in its chest.
Clay golem guardian

The ensuing fight was complicated by a number of pressure plates around the perimeter of the room which allowed the golem to run to one and step on it, releasing an acid spray (damaging anyone standing nearby, but healing it).
Clay golem

When the golem was defeated and near destruction, it knelt before the party, pulled the black key from its chest, and handed it to Duncan.

The next chamber was a magic dead chamber with a balcony on one side, a balcony with a door on the far side, and a bottomless void in between. In the void were a number of hovering stepping stones. The far balcony had a lever next to the door. Niam, using his ridiculously high acrobatics skill, was able to hop from platform to platform, pulling the lever, and aligning the stones into a stable bridge. The party crossed and unlocked the door with the large black key.

Descending a long curving natural passage, the party arrived at a small boat docked on the shores of a large underground lake. Getting into the boat, the party was magically pulled toward a small island in the middle of the lake. The island was bathed in a soothing white light, and in the center of the island was a marble dais on which sat a large marble chest.

Duncan stepped forward, opened the chest, expecting magical tomes or scrolls, but the chest was empty. To the rest of the party, it appeared like Duncan inhaled suddenly, tensed, and then relaxed and turned back toward the party. To Duncan, it seemed like a long time passed; days if not weeks. First there was a conversation with the spirit of Damien Rethorcar. Damien, on inspecting Duncan, hinted that he might be an ancestor of Duncan, who might be of the Rethorcar family line. After a discussion with the spirit, days passed for Duncan where scrambled bits of magical knowledge flooded his consciousness. Little of it made sense yet. Damien then told Duncan that the first sigil piece was now a part of him. He indicated that he was fated to remain in this place until 3 people found him and gained these pieces of knowledge. Duncan was the third. He would now need to move on, and no other seekers would find him in this place. He also noted that the second person, decades before, was an amiable mage named Alferith Langhorne (a name the party knew - said to be a notorious necromancer, with a stronghold they had been near on their very first adventure). Damien told Duncan he would go to Fellsar for others to find in the future. He also told Duncan that the next piece of the Evocation Sigil would be found in the Vault of Tharalin in Granath. Then he was gone.

The party left the Tower, and decided to head back to Linden. They began the journey home.

Later on the 4th day of travel southwest, a sharp eyed Niam noticed something odd off to his right - a bit of movement in the sky beyond a nearby tree line.

Moving stealthily, the party moved through the trees and emerged on the edge of a clearing by a stream. On the ground on the other side of the stream was a Florian sky ship, the crew of which was bustling about, rolling some barrels toward the stream.
The Golden Sunrise

The party stepped forward into the clearing.

A Florian noble named Octavian Montelcino cheerfully introduced himself as his companions and crew looked on. Octavian invited the party forward to talk. Cautiously, with hands on weapon hilts, the party stepped forward.

Some views of the ship: Forecastle with air gun and secondary elemental power nodes.
Forecastle
Rear deck with captain's wheel and secondary elemental power nodes.
Octavian Montalcino on the rear deck

Amidships with primary elemental power node.
Amidships

Next - Octavian Montalcino and the Florian Sky Ship...

GM Commentary - This was a good session for moving the story forward. A little combat. A little bit of a lore-dump. Some new NPCs. A sky ship. Lots of possibilities for the future.

Interacting with the World (what the characters learned...or were reminded of) - They learned lore on the Evocation Sigil. They learned that Alferith Langborne, a familiar name, had been here before them. They learned that Duncan would not have a "thing" to take back to his new wizard mentor Zamra "Quickfire". They learned that sky ships are a real thing.

Tuesday, July 25, 2017

Illingael, the Swamps of Woe

In the year NR 352, the western fringes of the Forest of Kyrell and the coastal plains between the Forest and the Frostsea began to sink. By the year NR 403, a vast tangled swampland had consumed the area.

The swamps engulfed old Gorlavan ruins near the coast, abandoned elven ruins in the wood, and submerged the roads and trails that once traversed the area.
Illingael and environs (in Hexographer)

The Valwyn elves of the Forest of Kyrell consider these lands cursed, and vigilantly patrol the edges of the swamps, but will not enter them. They now call the area Illingael (the Swamps of Woe).

The wise whisper that there is a more complicated story at work here...

Wednesday, July 19, 2017

Ruins of Granrath

The ruins of the old Onorian city of Granrath lie at the western end of Lake Beranarr, at the point where a small river coming down out of the Telzek Hills enters the Lake. Granrath was the seat of one of the eight Dukedoms of the Elder realm of Onoria. The traitor Dukes of Granrath were responsible for the First and Second Granrath Wars in the 230's and 240's (~470 years ago). These wars were the result of Granrath rebelling against the Onorian King and provoking two civil wars. Eventually, Granrath was ceded to Ithilkar, its ally in the rebellion (in 251), but was destroyed soon after during the goblin and orc invasions of the Rivenrock Wars (circa 270).
Granrath and environs (in Hexographer)

The ruins lie a mere 25 miles east of the modern Castle of the New Dawn. Despite the clerics of the Castle desiring to clear the wilderness and make the region safe for settlers, they are conscientious, and are wary of sending all but the most experienced adventurers to Granrath, which is said to be haunted by the spirits of all the traitorous soldiers that took up arms against their king. Because of their history, the entire city and surrounding lands are said to be cursed.

Some legends say that the ruins of Granrath are still presided over by the spirit of Szorlag III, the last Duke of Granrath. Szorlag is rumored to be a powerful ghost, lich or worse.

Getting to Granrath from New Dawn is easy: go north to the river and follow it downstream until you reach the Lake. The ruins are where the river meets the Lake.

The ruins of the city spread along the coast of the Lake, and include the ruins of the citadel on the high ground northeast of the river. As would be expected of 400+ year old ruins, little remains above ground but the lines of stone walls, flagstone paved roads and plazas, sunken cellars, and the crumbled remnants of the larger monuments and landmarks.
Ruins of Granrath

Adventurers have recently reported young green dragons flying south from the Ravenwood and hunting in the ruins (in pairs or trios).

Tuesday, July 18, 2017

Halep

Halep is a town of ~600 on the Great North Road. It is on a remote stretch of road, with the city of Turil 55 miles east and the town of Trillen 80 miles to the west. Halep sits at a point near where the borders of the Elder realms of Onoria, Ithilkar and Gorlavar met in the old days. In fact, the ruins of Prasinia, the capital city of Ithilkar, lies in the Hills of Horeb ~40 miles to the south.
Halep and environs (in Hexographer)

Halep's importance (and existence) is due to its location on the road. It serves as a stopping point for caravans and travelers, supplying food, fresh horses and other necessities.
Halep

Highlights of Halep include:
  • A stone walled citadel controlled by the ruling noble family.
  • Fortified stone houses being built on the southern hill by the wealthier citizens, bypassing the need for the Baron to provide protection (and rent his fully-owned buildings within the citadel).
  • Middle class artisans and craftsmen banding together to start building wooden palisade walls around part of the lower town. It's a modest beginning with expansion plans for the future.
  • A fortified temple compound that is a dominant economic force in the town, extending well beyond their primary function as a place of worship for the goddess of the harvest.
  • A three or four way power struggle simmering, and perhaps soon coming to a boil.
In recent months (in the year 707), Halep has been beset by the same ogre raids out of the Silver Hills as other towns in the region have been.