Author: Dave Clark

  • Session 1 Group 2: Clockwork zeppelin

    Session 1 Group 2: Clockwork zeppelin

    Session Notes: The Shield of Kirtin (Paladin) player is out for this session on no notice. As is practice the only way that PC would perish is through an absurd TPK. There’s a near-zero chance of that. Present were the Goliath Commoner (Tinker) and the Human Mundane Ranger from coastal Daoud. Both are 1st time table-top role-players.

    The Three last were in the ruins of a farmhouse in the Stench of Sheljar. At night they’d faced a few skeletons and zombies that rose from a bog and into the crumbling home where the Three took refuge. It was on the edge of these Sheljar lands. In the morning they work their way into a city that has been destroyed.

    Abandoned homes and shops line the improved roads. There are pits of acid, pockmarks from various bolts, fire damage throughout. Few skeletons are about and everything stinks. The bog land and little islands have bridges connecting paths and larger spots of firm ground tend to have docks and piers.

    Caution takes the group as they wander through this abandoned place. They know there may be skeletons and zombies. As they follow a main path they start to here a loud noise. It is a chink-chink-chink KACHUNK thing, clearly mechanical. Not knowing where to look they try to get closer to this, winding through large paths and small roads from stable ground to stable ground.

    Reaching a structure with a kind of permanence in this forsaken place they investigate. The ground floor is former in, with tables in disrepair, but some level of cleanliness that is surprising here. The Shield stays in this space with his faithful horse. The other two checkout the kitch…

    A HUGE RUMBLE comes from the southwest.

    Everyone but the animal companions are on their asses. The Tinker rushes to a window with a view to that part of the world and sees a volcanic eruption. A huge cloud is forming with its rain of rocks and ash to come. The chink-chink-chink KACHUNK noise stops.

    The Ranger gets a view towards the noise and there is a fire beyond a building across the way, and then streaming out of a passage are a set of humanoids setting up a bucket brigade. They are of varied sizes, with the largest making her Goliath friend seem a bit small. Their bucket brigade slows downs every time the smaller humanoids get one of these huge barrels of water. Eventually they leave and a couple more of the immense, tusked creatures can enter the line.

    The sky falls dark and towards one of the branches of the river there is a waterfall like noise. One of the large creatures gets swept away, the Three move to the second floor. They can’t see the other group now. The slush grey river is a horizontal water fall, but that fire is out.

    An hour later, as the river dies down to a rapids rather than horizontal waterfall, the chink-chink-chink KACHUNK sound returns. Beyond the building they start to see a bladder-like structure appear. It is ribbed. It continues to rise with a rib filling at every KACHUNK. Twelve times that KACHUNK sounds and then a huge ship hangs underneath the ribbed bladder. Dozens of those various humanoids board.

    A ladder is thrown down to three of the largest types with two climbing up to the safety of their vessel. The last falls when two rungs fail. He is left behind.

    The Three are cautious with the river and it is late in the evening. They settle in, keeping watch towards that lost soul. A few times in the evening they hear a clash of weapons. After those moments they see brighter fires.

    In the morning the Tinker and Ranger cross the river to investigate, leaving the horse and Shield behind, in safety. Crossing this river, since the bridge was washed away, is difficult enough without armor.

    They sneak around the warehouse-like structure that blocked the view. A Large frightened creature with a repeating heavy crossbow as large as a siege engine opens fire on the group. They weren’t sneaky enough. The Ranger orders her panther to attack as she tries to use piles of rubble for some cover. The Goliath takes cover and tries to fire back.

    Session note: this was a couple weeks ago, so the pbp of the battle is impossible to recreate. Here’s the quick version.

    They survive, but cannot take this creature alive, because the panther’s last command was to attack. It makes a killing blow on a critical. There will be no interrogation. They make it back to the Shield and let him know that they saw a couple other of those vessels leave. They also have a nicer map than the one they scrounged earlier. Those vessels they see seem to be leaving from spots marked on the map.

    The statue in the harbor looks like the smallest of the creatures they saw. The Tinker thinks that those creatures, and that stature, all look like what the god Nok is reputed to look like.

    End Session.

  • Session 11 Group 1: Everyone wants a Lorebook

    Session 11 Group 1: Everyone wants a Lorebook

    Leading up to Summer Festival Mayor Kellamon is notified that annual special ale from The Ferments did not arrive in its customary window (generally a week before the festival). Since it would take a large quantity of ale about a week to get to Telse this is their last opportunity to check on the status of the ale. A few messenger pigeons were sent, but none return. Saffron, Barkley and Samul are sent to check on the ale while Aamar continues to study the Lorebook. Maurice is tailing Piyu. Behn gets an invite to visit Esmenet Fallaugher second of House Graysterm, the trade house of Qin that manages the South River and River Kirtin trade.

    Session 10.5 Notes: Saffron and Samul’s players are present. None of the other players are present. Maurice and Behn’s characters were sent emails filling in their couple days in Telse. Some of those tales are relayed to the group in Session 11.

    Saffron and Samul do find the ale. On the way Saffron finds a crown of forgetfulness at a waystation along the road. This crown is a simple band of a silvery metal and reminds them that Cortez bragged about wiping the minds of the unworthy who visited him.

    A trail leads them off of the road along a path through a light forest to one of the untamed geysers. Along the way they rescue a dog that had been with the cart originally. This mastiff is loyal to them, but not a companion. There is no trace of the other mastiffs. A group of mephits, impish elementals fly up out of various geysers and pools. A quick fight with these creatures of smoke, steam and mud results in the rescued mastiff passing. There is no obvious leadership for these odd creatures. Nothing can explain why they’ve stolen the ale. The Ferments were already an odd place, and this theft makes it more strange. Something with access to a crown of forgetfulness and able to control elements is active in this land of liquors and geysers.

    Samul and Saffron do manage to get the ale to Telse, but only in time for the Eclipse of Feylf on Summer 2 rather than Summer Festival on Summer 1. The party is ongoing, but Samul and Saffron discover some issues upon talking to their friends. At least one of Qin’s tradehouses know that they have the Lorebook in the Church of Quar. From Mo they learn that Piyu has a base outside the inner wall where he is operating his recovery operations. The Azsel ambassador also wants the Lorebook from The Five, who he hates.

    That puts the list of people that may be alive and probably want the Lorebook at Chorl, Piyu, at least one tradehouse in Qin and maybe Cortez or maybe he’s just insane.

    born to runA decision is made. They cannot defend themselves while in Telse and with the Lorebook. The tailend of the two-day celebration of Summer Festival is the perfect time to leave. The Five will split. Aamar, Maurice and Saffron will go down river towards Mira, where there may be some clues to find other Lorebooks and/or Scholars. They will do this with a fake Lorebook, leaving with some of the Telse militia on a routine barge going downriver along the North River to Fort Ooshar.

    Samul and Behn will have the real Lorebook with them and sneak out at night. The Five will meet in six days at the crossroads on Sheljar Road and the road from Fort Ooshar into the Sheljar Fields. Together they will hide in the Stench of Sheljar since a vast majority of the Kin will never go into those swamps after the empire fell.

    Session 11 notes: Samul and Behn’s players are present. The others will either play out their journey via Slack or at the table prior to a full session.

    On the night of Summer 2 trying to sneak through the inner city Behn the Sorcerer with Mitzie and Samul the Barbarian are trying to sneak through the crowds. Behn is concentrating on sneaking rather than partying. This is unusual. Eventually he and his companions disappear through invisibility. They get through the inner wall and the ghetto of people who survived the destruction of Sheljar rather uneventfully. But now again visible in the morning they work towards the West Gate where Obsconites control the fringe of Telse. One of Obscon’s patrols meets them on the edge of a forest. The poor cultists die. Samul and Behn destroy the holy symbol of the faith and tie the bodies to the trees. Samul wants western Telse to be free of these types of people that ended the Empire of Sheljar.

    The two and their Companions travel just off the Sheljar road, avoiding a caravan and the sparse homesteads. On Summer 6 they are nearly at the crossroads. That morning, finally back on a standard nightly sleep schedule they encounter a pile of burned skeletons. A few of the skulls have large tusks, a few others with tiny little mouths and huge foreheads. There are hands as small as a halfing’s hands but with longer fingers as well as femurs that are nearly as large a goliath’s thighs.
    At the crossroads, with a caravansary, a ranch house and a house managing an orchard it’s the largest homestead they’ve seen in days. They take refuge in the caravansary overpaying for use of a stable-room and promising to help patrol the area that evening.
    Samul and Behn join two humans on the patrol, both have dogs. As they walk the fenceline a crossbow bolt rips into one of the men from the ranch. He perishes and his retriever immediately collapses as well. Using one of his crafty little cantrips Behn gets light towards where the shot originated. The skirmish is quick. The large opponents are creatures not even from legend. They are unheard of and use huge crossbows that don’t need to be reloaded. Behn, Samul and one ranchhand survive. None of the opponents do.
    Summer 7 is one day before the rest of The Five are to arrive. All of the caravansary are on high alert. These strange creatures are unknowns and in daylight are unrecognizable. They are one day from the Stench of Sheljar, three days from the city proper.
  • Session Zero: The Second Group

    Session Zero: The Second Group

    This adventuring group started at the same time as The Five. It begins with three characters and will be The Three. It is also designed for some drop-in session and semi-permanent from the core. They are also searching for a Lorebook, but their direction is not to the West, but to the North and Sheljar. Their journey is darker.

    The Three consist of;

    • Human, Paladin, Oath of Shield. This is a Paladin that does not have spellcasting, but does have some divine power. He carries a tower shield and is one of the protectors of Kirtin. Their companion is a draft horse.
    • Human, Mundane Ranger, path unknown. Her companion is a panther. She is originally from Daoud.
    • Goliath, Commoner (Tinker). He is from the outskirts of Telse, towards Bell’an’fair. This worshipper of Nok wants to learn why thinks work.

    This is a group with a bit more fighting weight behind it. Though the Goliath doesn’t hit often, when he does he crushes. Seeing this Piyu and Allison send them off towards the Stench of Sheljar. They were at the same speech about trying to find the Lorebook, as well as Telse’s place in a post-Awakening Kin.

    At the urging of Allison they head north through the fields and orchards towards Sheljar. The small group continues though a land that loses civilization quickly. After a few days they meet a family of minor nobles that escaped the stench of Sheljar. Not yet in the bogs and fogs of the fallen empire they learn that even these former leaders no longer tread north on the road. One of their sons left once. He is forever gone. All trade is to the south and the family heavily armed.

    A couple days later the group avoids the road now. There are others on the horizon, conflict isn’t desired. This is a scouting trip more than anything else, for now. Off in these woods there is a pile of mostly bones. Their forms are not human, goliath or halfling. There are heavy brows. One has large tusks. The tiny one has a misapportioned mouth and a huge forehead. Each has a crossbow, with the largest of these being usable, with some work. The goliath tinker fixes it. It’s nearly the size of a balista. For him it is just a heavy crossbow. There are only a couple of bolts available. There is also a tiny map of the Sheljar area.

    And two days later they enter the bogs and marshes of Sheljar. Their necks wrapped in perfumed kerchiefs so they don’t endure the physical smell their is still a sense of foreboding. On the edge of the settled lands of the dead kingdom they make camp for the night. The small house they found has some rotting hay. It is mostly a ruin, with some soft land to the east that settles into some sort of pond or stagnant water. There is a paddock to the south.

    In the late hours the animal companions come aware. They sense something outside of reality nearby. The panther growls waking the group. Skeletal shadows walk towards the nearly sleeping bodies. Only the goliath can see, but the ranger thinks quickly and throws a little flame towards the advancing undead. The party can see 2 skeletons and 3 zombies.

    The battle is fast, fierce. Being unfamiliar with combat the tinker struggles to stay involved. Without the panther and the healing abilities of the Shield all would be lost. But they tough it out. All remain living. When the combat is over they sleep a little closer to each other; their companions a little uneasy; their hearts beating faster.

    Sheljar is a place where the dead walk.

  • Session 10: The next hooks

    Session 10: The next hooks

    After the last session The Five had finished their original goals. They’d found a Lorebook, and discovered it does not have the answers to “What caused the Awakening?” They did discover a cause, within a clandestine group of Scholars, that Chorl had something to do with the release of the minor magic. There was the discovery that the Obsunites captured the New West Gate. More close to their hearts was the conflict with Parun. The human that is hunting Mansaray.

    This session had the following attendees: Behn, Saffron and Samul.
    Maurice and Aamar have small roles as DM run PCs.
    Mansaray is still out in the Wildes, maybe.
    Shonie returned to her family in Telse.

    It is now Spring 75, just three days before Summer.

    Bishop Ollium has offered the non-Telsians (Behn, Saffron and Samul) a place to stay as there are no visiting priests in the House of Quar at this time. They eat down in the tavern that the Quarites run while Aamar is in the temple library trying to learn more from the Lorebook. As those three and Mo dine Piyu enters the room, he has a single one of his guard with him. He is massive, but does not fill the room. The temple is built for goliaths, as is most of Telse.

    “Hello, I will need to see you in my office when you are done with your morning meal. We will discuss the incident yesterday with Parun. He is waiting for us.”

    Behn asks, “Should we hurry?”

    “No. There isn’t a need. He can wait.”

    The group take a reasonable amount of time to finish their meal and leave Aamar in the library. Their canine companions stay in the stable and yard connected to the House of Quar. Bernier, the bear cub, stays with Aamar.

    When they enter Piyu’s office Parun is waiting, visibly frustrated at the delay. He has two dogs with him, a reminder that three of his dogs passed in the battle. Piyu’s heron is standing on the desk behind him. As the door closes it unfurls its extensive wings.

    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.
    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.

    “We are here to discuss the incident,” Piyu starts. He describes how Parun is the new ambassador from Azsel. Being new to Telse, he did not understand the laws as regards to slaves. He has now been informed and though he is an ambassador, with all of those rights, he pay a fine to the city for the violence he laid on the local heroes. His netthrower will no longer be allowed inside the inner wall of Telse, nor at Fort Ooshar. Lastly, he will be followed when in Telse. Piyu asks Maurice to lead this effort. Maurice, having a certain hatred for Parun’s profession, agrees.

    “But you, you five, damaged that netthrower and killed five dogs from the embassy. Though in self-defense, these sorts of crimes are not welcome in Telse.”

    Behn argues that it was really just accidental magic. Piyu points out that it was a fire bolt that set the netthrower on fire. Behn is humbled, but not for long.

    “So how much is the fine?” all four ask at nearly the same time.

    “150”

    “What?!” Behn, eager to pay back since he was the one that caused the damage was about to pay out of his pocket, but now needs help.

    “There may be another solution if you do not have these funds readily available.” Parun tries to interrupt and is told to hold his voice. “Telse needs help. Half the Guard and a third of the Militia is monitoring the West Gate and the neighborhoods near where the Obsunites gained control. But there are many other issues you’ve brought forth to the Mayor. Will you help us?”

    Parun again interrupts. “These, four? They committed crimes.”

    “Leave, now. Mo will follow you,” Piyu commands. “If you help your fine to the city will be on probation.”

    “What should we do?”

    “What ever is needed.”

    It’s open ended. They do not have instructions, unless they choose to address the silly apocalyptic cult blocking the New West Gate and the refugee ghettos on that side of town. But they are connected to the city, a bit more.

    "Postduif". Licensed under Public Domain via Wikimedia Commons - https://commons.wikimedia.org/wiki/File:Postduif.jpg#/media/File:Postduif.jpg
    “Postduif”. Licensed under Public Domain via Wikimedia Commons – https://commons.wikimedia.org/wiki/File:Postduif.jpg#/media/File:Postduif.jpg

    Samul goes to a mailer to send a pigeon to a friend back in Gate. That friend will then need to get a note to his betrothed. It should take about two days for that message to get to her ears. Saffron sends a pigeon to Kirtin-in-the-Sky to then get the note carried to Korlot where her older friend Teegan lives.

    There’s also some shopping. Most of it is administrative. Behn replaces his missing bolts and buys more, and then buys a pack and harness for his dog Mitzie. Samul requests a dagger-glove for his off hand. (The mechanics for this are just that he always has a dagger ready on that hand, he already did a d4 damage). It will be done in a couple days.

    The three then return to Aamar. The priest tell them that he’s learned a few things from his study.

    • There’s more than one Lorebook
    • They are likely where more Scholars are
    • Within the Lorebook are the type of spells that could remove the Stench of Sheljar

    The Stench of Sheljar is because the former empire fell to pieces when the Awakening happened. Many people perished as those with powers of violence acted. The area rapidly fell to ruins. Some fled to Brodton, many more came to the northern parts of Telse, but most died. There is now a general uneasiness in the air, the odor of decay and a light fog. A number barely larger than zero enter those lands.

    Now the group splits up. They’re learning about the area and have some clues to follow.

    Samul heads out to the dockside. He’s worked the sea before and knows he’ll find some info among those that work the river. His target is a group of sailors from Daoud. He discovers that their ship is in Qin and they’ll be taking several barrels of the Everflow and other goods down river soon. Asking about areas they know he learns;

    • Qin has something like cannon guarding the harbor
    • In general the sailors think that Qin is a bizarre, but huge city
    • Kirtin-on-the-Lake has a huge library

    Behn and Saffron head to the embassy for Mira, approaching the ambassador there. The idea is that since Mira was a fringe, semi-independent part of Sheljar they may learn more about the Stench and Sheljar.

    • Brodton is a no man’s land
    • Mira’s merchants avoid the roads rather than risk going through the town
    • Even the river traders up their alertness when on river, though it is several miles from the town
    • The government of Mira avoids the Stench of Sheljar

    Session 10 was heavy social session, with a tiny bit of exploration, as the players started to fill out spaces within the town with the mailer and the dockside tavern.

    Depending on the hooks they are looking to chase they can pursue heading off to Kirtin-on-the-Lake’s library (Lorebooks?), to the exotic city of Qin (Scholars?), to Brodton (Sheljar), or back out west to investigate Chorl/Cortez.

  • Session 9: Urban conflict

    Session 9: Urban conflict

    It was our first session in about two months. Planned as a short session that wrapped up the Quest for the Lorebook. The intent was for a primarily social session that introduced some new hooks for further adventures and established some downtime activities. As they say, “the best laid plans.”

    After leaving Mayor Kellamon’s house/office most of The Five headed towards the House of Quar, the temple/storefront of Telse’s largest faith. Sitting on the Font of Two Paths the House of Quar bottles and barrels the holy water. Its waters can heal wounds, cure diseases and prolong life. It has two prices, for the faithful (a small donation) and for others (50 gold).

    Being in Telse, which is the homeland of three members of the party, they are confident. Shonie heads off to her home. Ten less minutes talking to priests is fine. They got their payment, what more does she need to do?

    So the Five, but not the original Five, cross the market. It is bustling with dogs, birds, ponies and other companions. Shops are hawking goods, sometimes hawks.

    by Biblioteca General Antonio Machado from https://flic.kr/p/6LshKs
    by Biblioteca General Antonio Machado from https://flic.kr/p/6LshKs

    And then a huge net falls on top of Aamar, Bernie and Mansaray’s falcon. It came from the direction of the Fair Market, where gemstones, jewelry and blown glass are sold. Behn immediately spins in that direction and unloads a bolt into a halfling manning a cart with a large netthrower on it. In front of the cart are two mastiffs. There are five other warhounds with the group opposing The Five. Another halfing is alongside the cart. A slight human stands in front of the group.

    “Give me Mansaray’s falcon,” the human demands.

    Here the party could do many thing. Though in conflict no lethal action was taken. And, it stays that way for just a moment longer.

    Behn wins initiative. He’s just a sorcerer, and still learning his spell powers since the Five have had a Lorebook for a couple days. He casts Fog Cloud to obscure The Five. Mo is next. The quick thinking rogue cuts through the netting to release Aamar and the two bonded companions then uses Cunning Action to Dash towards the House’s door. He yells for Samul and Saffron to follow (those two characters are unplayered in this session).

    The two halfings at the cart start loading a new net.

    “These need not go further, just give me the bird,” as he whips the bird. Dropping it to the ground unconscious.

    Aamar, now free of the net, casts Hold Person. It doesn’t take, as the mental power of the subject was too strong. That man whips Behn. It’s a relatively minor wound, but magically saps his strength as well. Behn’s pissed. The man is rather frustrated.

    This next round is when things escalate.

    Behn casts Thunderwave. Luckily every single possible subject makes its save. Luckily because it includes several of his friends. But five of the opposition’s dogs are in range and they all fall. Both halfings are wounded both from the wave of thunder and their psychic bond. Aamar is wounded two ways. Bernie is wounded. The man with the whip is wounded two ways. The rest of The Five are inside the House. Maurice is dashing for the Bishop sensing that his friends are outmatched.

    One other issue takes place. Behn’s a wild sorcerer. All arcane casters in Kin are wild. There are not yet the schools teaching those that channel magic to understand what it is they do. He surges. To Behn’s good fortune he gets to teleport to a place within 60 feet and he’s now inside the bell tower looking down into the fog.

    Everyone in the market and most inside Telse hear the boom of thunder. What was once a quiet, non-lethal attempt to capture became a deafening battle with lives on the line. The Guard is alert.

    The man with the whip strikes Aamar twice. He isn’t seeking a killing blow, but one that disables the Cleric of Quar. It works. Aamar is down. Bernie is enraged and rakes his claws across the slaver. Samul rushes out to find Aamar in the fog. One of the halfings shoots at Behn in the tower. The other has the netthrower readied.

    Behn’s fog is still stable. Bernie and this slaver are inside the thick cloud and can’t make out the details from the rest of the conflict. The two dogs that didn’t get caught in the thunderwave flee. It’s rushed. There is chaos. Behn’s bicep is oozing blood with a dark mist around the whip wound.

    The man drops his whip. Pulls a bow and shoots at the man of Mehmd, again hitting. Behn is about to go down as well. Mo gets Samul’s help, rushing out to pull Aamar into the church as the fog clears. Bishop Ollium stands at the entry too.

    Bernie claws the slaver again.

    Piyu and a few members of the Guard are nearby. Behn blasts the netthrowing cart with a Firebolt. The halflings try to put that fire out.

    Captain Piyu shouts out, “Parun, drop your bow. Everyone, stop.” He has numbers, and health on his side. One of the Guard casts friends on Bernie, the bear cub.

    That event requires some quick rules invention. Bonded Companions are somewhat like people, but not their own agents. The check for control is opposed by Aamar’s Charisma. Luckily for Aamar and the Five the role fails and Bernie stops attacking, for a moment.

    Behn runs down the ladder-stair from the bell tower into the temple’s chamber of worship. He snags a flask of the Everflow and quaffs it. The necrosis on this arm stops. Saffron shoves different vial of water down Aamar’s throat.

    “Piyu, I’m here on Azsel business and just need that falcon. Mansaray escaped and we are able to recover.”

    “I do not see a Mansaray. I see six heroes of Telse. I don’t even see the falcon.” The poor falcon is at the top of the bell tower. “Azsel’s authority here is at Kellamon’s will. He most certainly will not will you to recapture an escapee within town.”

    Piyu is a goliath, like Mansaray. Half his guard is as well.

    “Come with me Parun. We will talk with the Mayor about this,” the old goliath commands. “You others, go with the Bishop. Figure out what to do with the Lorebook.”

    Pointing at one of Parun’s halfling companions with a crossbow bolt in his thigh Behn asks, “Can I have that back?” That halfling casts Acid Splash back to answer in the negative.

    Bishop Ollium steps between the two. “You, go! You, come!”

    They are saved, but heavily wounded. The road between the General Market and Fair Market is covered in the violence. Another priest of Quar comes out to look after the wounded dogs. Some may be saved.

    “You, Mehmd man, fifty gold for that flask.”

    “What flask?” Behn tries to play it off.

    “The one that you tossed aside at the base of the stairs.”

    “OK, that flask.” Behn scrapes together the coinage, barely. The Five have yet to cash the cheques that Mayor Kellamon instructed them to take to the money changer.

    “Son,” the Bishop looks at Aamar, “does the Book have answers?”

    “It does not,” the independent priest answers. “It has some history and lessons of magic. Over these days I think I’m learning more and we of Quar can learn more.”

    “May I have the book?”

    Aamar respectfully declines. “I will study it here, but I’m attuned to what it does and can help us all learn.”

    After a first adventure The Five went out into the Western Wildes. They learned that a group called The Scholars are keeping Kin ignorant of magic. Cortez’ student Chorl is responsible for the Awakening, violating the trust of the Scholars. When Cortez set the volcano off he may have eliminated Chorl and the Cult of Nak’s power. While they were away the West Gate was taken over by Oun/Obsconites who are trying to hasten the fall of Kin. This group is preventing all goods from coming to Telse along the Western Road that connects Dakan Thaeeb and the Cliffs of Gallinor to Telse. Lastly, they met Parun, an agent of Azsel who is collecting escaped slaves to bring them back to the halfling slave kingdom.

    Their adventures are not over. They’ve collected a few goods, gained some power and know that Kin continues to feel the effects of the Awakening.

  • Telse and the region of The Everflow

    Telse and the region of The Everflow

    I’ve had the great pleasure of playing with the alpha test of Fantastic Maps . If you want to break the tool sign up here. The first thing I did to break it was make a larger than expected map of the Western Wildes, or those cities and towns that are primarily influenced by The Everflow.

    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.
    Telse, Mira, Qin and the other cities near the Everflow and its two rivers.

    This image doesn’t include the Fog of War functions, nor the ability to see descriptions as part of the labels as the web version does. Thankfully for me, the region is temperate and mostly green trees. So the earliest of releases looks like what I want the area to look like.

    You can see the North River and South River coming out from the Font of Two Paths. There is also the devastation at the Ruins of Sheljar. That city didn’t handle the Awakening well. Though it’s only been 21 years the influx of cantrips into this city in the swamps lead to fighting and destruction. The area has been abandoned as many of the bridges, dikes and other bulwarks were destroyed. There are also now massive waves pounding the shores of Sheljar Bay.

    Those that followed the story of The Five will see the Glass Tower and the encampment where the Cult of Nak took residence. I used regional shading there to show areas that were effected by the volcano that Scholar Cortez set off. Along the road is the West Gate where Obsondites took over. There is regional shading there as well.

    Mira and Qin get some attention, but since their outlying communities are not common knowledge to the people of Telse they get no labels. Three of The Five are from Telse and its environs. Shonee grew up in the town itself. Aamar spent some time in the uplands discovering his faith. Mo hails from Fort Ooshar, a former Sheljar tax collecting town that Telse now controls so that their goods can get to Mira unmolested.

    Qin is defined by it’s massive harbor, the lighthouse and the Cannons of Qin. Those two towers at the mouth of the bay prevent attack from the sea. The road through the uplands is hard travel, and many will take the South River upstream on pole and paddle.

    Mira has more outlying towns and towers. With it being much closer to the River Crinth it has to use more of its might to prevent invasion and refugees from the Crinth/Azsel wars. There’s also an odd peninsula that I made just to test out how the automatic shorelines worked.

    These are fairly simple maps at this point. I used a scale of 24 miles across, because I wanted a moderate day of travel per hex. The scale change and actual gaming forced changes from my first hand drawn map. I’ve now started working on two other regions where other characters originate. Gate (Samul, Behn) is nearly done. The lakes along Crinth where Mansaray is from are still being developed, and may need to wait for more features.

  • Rogue: Liberator

    Rogue: Liberator

    You do everything in your power to free the kept. These rogues operate outside of the rules of society and follow their own path to freedom for themselves and others. They combine the artful skills of a thief with the directed violence of a blade. As the Liberator gains power they are able to sense who needs their help. You are able to aid in their defense, grant them freedom from captivating and punish the captors.

    Within the World of the Everflow the people of Azsel place a higher price on Liberators than they do on escaped slaves.

    by Jon Dawson at https://flic.kr/p/7VzjUd
    by Jon Dawson at https://flic.kr/p/7VzjUd

    3rd level – Hard to Contain – The Liberator’s desire and expertise at freeing others is grants the Liberator advantage on checks against Grappling and breaking out of a net. When whipped a Liberator can ignore the pull effect.

    3rd levelFast Hands – The Liberator gains Fast Hands per page 97 in the PHB.

    9th level – Defend the Defenseless – As a bonus action you can aid in the defense of one ally who is not attacking. They may take other actions, but not spell attacks. Until your next turn that ally is attacked with disadvantage as long as the Liberator and ally are within reach (5′, or 10′ with a reach weapon). This ability can be used to defend an attacking ally but then requires the use of an action rather than bonus action.

    9th level – Free the Oppressed – the Liberator gains an Extra Attack and the choice of Dueling or Defense Fighting Styles. Sneak Attack now also applies to any enemy that the Liberator learns has taken or kept a slave within the past 24 hours.

    13th level – Hand of Freedom – The Liberator learns Mage Hand or Prestidigitation if Mage Hand is already known. They can use this cantrip as an Arcane Trickster of same level would. If the Liberator has a bonded companion they can use the cantrip through the companion as long as the companion is within sight. A bonded companion is similar to a Ranger Companion. The rule structure is unique to the World of the Everflow. If the Liberator has a Familiar or Companion per standard rules this ability can still be used.

    13th Level – Remove Brand – The Liberator learns Minor Illusion and can cast a version of this cantrip so that a branding or other ownership mark is hidden until your next long rest. No concentration is required. It can be discovered through an Investigation check per the Minor Illusion rules. This brands and other ownership marks can be on people of kin, bonded companions, domestic animals or identifying ownership crests on vehicles. It can be cast per the standard cantrip rules per the setting. A Liberator generally uses this so that hired slavers and others can not identify the freed peoples, though some use it to steal cattle or hide the fact that their bond is bonded.

    17th level – Blade of Freedom –
    the Liberator gains a second Extra Attack and the other of Dueling or Defense Fighting Styles.

    17th level – Find the Oppressed – You gain advantage on Investigation and Intimidation. You gain proficiency in either skill if unknown. If already known you gain expertise in those skills. The Liberator can detect the direction and travel time towards the nearest place where more three intelligent creatures are held captive, under influence of fear or charm or a slave market. This only works for the closest of those scenarios and has a range of 2 times the combined total of Wisdom score and level miles. The ability recharges with either a short or long rest.

  • Estrella was as Common as they come

    Estrella was as Common as they come

    “Here, fix this,” Estrella’s brother hands her an axe. It takes a few moments and the large chip is gone. “Done.” Others have these big powers, they can do things. Baboli can predict the weather and make flowers bloom. That’s so useful. Femmo does fun little things with fire. He helped clear a new field. It’s so handy.

    She repaired a broken jar and the little ornament she blew for her Journeywork to reveal on Service Day. Chechu, her little pigeon, returns from Kirtin-in-the-Sky. The letter is simple. No exception is granted. She will serve, as all do. A common glassblower, with a messenger pigeon and the ability to mend will serve on the Keltann Slope where Azsel continues to raid. She isn’t a hero. She’s as common as can be. Simple, and ineffective at war, but she will serve.

    Commoners are the foundation of the land. They aren’t adventurers and heroes. They blow glass. They tend bar. They farm. It’s not often that a GM needs a stat block for a Commoner, unless they are routine. At this point Estrella is young, with attributes that don’t seem like they should develop into a fighter, but she’s an experienced glassworker. Below you will find a rules hack to quickly throw together a Commoner who has an uncommon role within your DnD campaign.

    Commoners start with the following attributes and skills.

    Class Features
    HD: 1d4 at 1st and 2nd levels
    HP at 1st: 4+CON
    HP at higher levels: CON + HD if appropriate
    Must have 12 in Apprentice Attribute and 11 in Journeyman
    Array: 12,11,11,10,9,8
    If dice roll: 3d4+3

    Proficiencies
    Padded Armor
    Two simple weapons, 1 must be melee
    Saving Throws: Apprentice attribute at 1st level, Journeyman at 2nd
    Skills/Tools by profession and level

    Estrella’s array is STR: 8, DEX 12 13, CON 9, INT 10 11, WIS 12, CHA 13 with a woeful 3 HP. Her humanness added 3 points. Estrella is a bit of a leaders and wise, for a Commoner. She knows how to use darts and a light hammer.

    As a glassblower she has some skills. As most in Kin she learns some History on the Day of Glight. She knows how to use Glassblower’s Tools, because well, that’s what she does. There’s also a bonus to her DEX or INT, because those are the attributes she uses the most. Since she’s already finished her journeywork we know that she’s actually already reached that second tier as a commoner, a Journeyman. She could set up her own shop now. Her work is decent.

    That has game benefits too. Glassblowers pickup Arcana as their vials and bubbles are often used by various scholars, alchemists and sages. She again gets a bonus to DEX or INT. This time it goes to INT to represent her fascination with book learning. That’s still a pretty poor array. If she continues on her path she’ll become a Master Glassworker with expertise in those tools.

    She could also learn a new profession.

    Obviously she could have been some other profession with other skills and familiarity with tools, but then she would not be Estrella. She’d be a different commoner. Here are a few of those.

    Professions Apprentice Attribute Apprentice Skill Apprentice Tools Journeyman Skill Journeyman Attribute Master Ability Prerequisites
    Artist CHA History Artist Tools Religion DEX Expertise: Artist Tools
    Barber CHA Medicine Insight WIS Dagger
    Blacksmith STR History Smith tools 1 other tool CON Any 1 weapon
    Brewer/Vintner INT Arcana Brewer’s Tools Herbalism Kit WIS Cook or Herbalist
    Butcher STR Animal Handling INT Any 1 slashing weapon
    Carpenter STR History Carpenter’s Tools CON Expertise: Carpenter’s Tools
    Clerk INT History Calligrapher’s Supplies Religion WIS 3 Languages

    A GM could throw together a list of professions or slap them together as needed. They should be skeletons of a class, not an actual class. They shouldn’t even match a background in potency, until their fourth tier as a Commoner when they possibly become heroes, or they are just extraordinary artisans, craftspeople, etc.

    Here are those tiers of play. The first three can be played by PCs if a player wants to have that feeling as the farmboy that becomes something (or the glassblower).

    At 1st level (Apprentice)
    Plus 1 to Apprentice attribute or Journeyman attribute
    Proficiency in Apprentice skill and tool (if only one can take any single skill, language, tool)
    If in Kin gain Bonded Companion
    If in Kin gain single Cantrip

    At 1.1 (Journeyman) – 50 xp
    Proficiency in Journeyman skill. If none listed or already known can take any single skill, language, or tool
    Plus 1 to Apprentice attribute or Journeyman attribute

    At 1.2 (Master) – 100 xp to advance
    Proficiency bonus grows to +2
    Plus 1 to Apprentice attribute

    At 2.1 level (Expert) – 300 xp
    Gain expert ability
    Plus 1 to Journeyman attribute
    Gain HD

    At 2.2 (Adept) – 600 xp
    Learns 1 new skill/tool/kit of choice
    Can take 1 Feat
    Gains +1 to any two attributes related to profession(s)
    Learns proficiency in shield or leather armor and 1 additional simple weapon

    MULTI PROFESSION RULES
    At 3rd level rather than Master can become Journeyman in either profession. Gain those abilities at new 1st level
    At 4th level can advance a tier in either profession gaining those benefits
    At 5th level must advance highest tier one more tier. They would not get a feat, nor the martial profs if multi-professions.

    BECOMING A HERO
    At 300 or 900 xp a Commoner can become a hero and multiclass
    Pick a background and gain all skills, features yet unlearned

    This makes a Commoner, a bit less common. It’s a waste of time for an NPC that won’t regularly interact with characters and is most useful if that NPC is going to partake in some kind of action or encounter with the PCs. For a PC the slow start is difficult. But advancement should be rapid. During a session zero a one-on-one session could take that PC through a couple minor encounters. This type of PC doesn’t need a backstory because they play that backstory.

    Don’t let your regular Commoners remain common.

    We’ll dive back into Estrella’s heroic rise from glassworker to frustrated peace as she meets Teegan and Rohan in their Summer of Service.

  • Developing a calendar, because your players demand it

    Developing a calendar, because your players demand it

    Making a homebrew setting can be rough. You give thought to empires, races, class restrictions, some unique things (cantrips for all, bonded companions). You start to layer on some histories (Lorebooks), maybe a secret society or two, some competing faiths as well. Eventually you think “this can run.”

    Then your players ask you a question you can’t answer quickly. Sunday, that question was “What day is it?”

    I thought I had the answer. “It’s seven days since you started your quest.”

    “Actually, it’s nine. I wrote that down. I mean what day of the week is it? What month?”

    “Oh, you want a calendar. I don’t have one. I’ll fix that. For now, consider it late Spring.”

    Then the searching the internet started. Calendars need a few things answered. Are there moons and how many? Are the moons tidally locked? How fast do they orbit the planet? How many days does the planet to take to orbit its sun? Does the dominant culture mark its calendar by the moons or by sun?

    So I started answering some of these, but not in a particular order. There were some things I wanted. The calendar where the characters were active would be a solar calendar that has no months, just seasons. Then I decided to cheat and make one of the moons have a cycle that matched the seasons. This is cheating. It lacks realism, but it can have verisimilitude. As long as this is kept consistent and reasonable, it creates a believable, though unreal, world.

    Decisions to this point: solar calendar, four months that match the seasons

    Would there be other moons? Yes. After a quick internet search I found an awesome resource for calendar creation and played with some ideas. At one point there were seven moons, but eventually I brought it down to four moons. Moon three guides the calendar of the lands of Telse, Kirtin and Daoud with an origin from one Qin was dominant in the South and West. It is roughly the size of our moon.

    Moon four (The Dragon) is absurdly large, but also quite distant with a long orbit of just under 20 years. It is a generational moon. The calendar won’t be guided by this, but some holidays and story points can be. Maybe a culture considers its people as One Dragon (developing), Two Dragons (Young Adults), Three Dragons (Adults), Four Dragons (Aged), and Five Dragons (Ancients). Boom! More development right there. This makes a lot of sense for Crinth. They don’t celebrate years, but the passing of The Dragon and how many times someone remembers it being Full.

    That’s moon three (Kin) and moon four (The Dragon). But what if I want some cultures to use a lunar calendar?

    The answer is moon two (Glibbon). For ease of rules conversion this moon is at 31 days. Making a moon, or other satellite, that follows between 28-40 days should keep your DnD rule-set simple enough. Monthly spells/features/etc should maintain their power. Azsel and Mehmd would use this calendar system. Complicated conversions won’t be necessary as the game will run using the Qin Calendar as the Scholars and host city use it. But at times referencing the competing calendars can help make the World of the Everflow breathe life.

    For fun I added a moon with a weekly cycle. The tiniest of the moons (Feylf) whips around the planet every seven days. Crinth’s druids use this moon quite a bit.

    Decisions: Four Moons. Three competing calendar systems with one dominating the educated classes, two Kingdoms and a several fallen Kingdoms.

    Another thing needs to happen. What is year zero? That changes. The common calendar on Earth starts in a year that is recognized as the birth of Christ. Prior to that is BC or BCE and after is AD or CE.

    On Kin the most important event is simple – The Awakening. That’s the start of the Qin Calendar. It began 22 years ago. The current game, answering that player’s question, is now 71 Spring 22 P.A QC. That’s when The Five cashed their cheques from Mayor Kellamon upon returning to Telese.

    This convention is common in the Western Wildes (Telse, Qin, Mira, Sheljar, etc) and through the Scholars. Kirtin and Daoud start with the conquest of Kirtin-on-the-Lake. On the Qin calendar that was on the 4th day of Autumn 792 BA. The two Hundred Years wars started in 543 BA and 291 BA.

    But, the calendar also needs names for its days. I decided on seven day weeks for two reasons – we’re used to thinking like that and because any rules that reference weeks are pretty simple.

    Decisions: Four moons, three calendars, seven days.

    Naming the days would in some ways echo the real world.

    1. Elmsday starts the week and honors Selley (Goddess of Birth, Life and Death) and Belsem (Goddess of the Untamed).
    2. Bell’an’Aur is the second day of the week. It starts with a rejection of that which can’t be tamed and ends with a dinner celebrating Aur. Aur is the name of the planet. It hadn’t had a name until the calendar issue came up. In Kirtin and Crinth this is Feylfday and is the day when Feylf is full, shortly after sunset.
    3. Quarsday is the third day. It celebrates Quar (God of Rivers, Mountains)
    4. Day of Glight honors the Lord of Knowledge. In developed lands the afternoons are given to learning.
    5. Torday honors Torq (Goddess of Sea and Storm).
    6. Az and Sel is day six. This honors not a god within the Wildes/Kirtin/Daoud, but the man and dog that legend says discovered the bonding. Nik is also frequently honored on this day. Azsel recognizes Az and Sel as man and dog that raised to the gods.
    7. Day of Oun is the end of the week. Oun and Obscon are not honored. The Lords of the End are respected in that all things end. They are feared.

    There are a few other things that should be noted, and here I leaned on the players again. It’s a complex set of moons. When are they all full? That would be every 337,435 Auran years (they have 312 days), except that when the 20 year moon is full it stays full for several weeks. The Dragon is full to the human eye for over two years. So four full moons happens about every 17.5 years. Three full moons happen every 7.75 years. Every 217 days two of the moons are full at the same time.

    To look at the Qin Calendar in the year when The Five are in action click here and enter the following on the data tab.

    {“year_len”:312,”events”:1,”n_months”:4,”months”:[“Spring”,”Summer”,”Autumn”,”Winter”],”month_len”:{“Spring”:78,”Summer”:78,”Autumn”:78,”Winter”:78},”week_len”:7,”weekdays”:[“Elmsday”,”Bell’an’Aur”,”Quarsday”,”Day of Glight”,”Torday”,”Az and Sel”,”Day of Oun”],”n_moons”:4,”moons”:[“Feylf”,”Glibbon”,”Kin”,”The Dragon”],”lunar_cyc”:{“Feylf”:7,”Glibbon”:31,”Kin”:78,”The Dragon”:6220},”lunar_shf”:{“Feylf”:1,”Glibbon”:9,”Kin”:0,”The Dragon”:0},”year”:22,”first_day”:1}

    All of this effort did not create just a calendar. For the most part when role-playing players will not refer to a custom calendar. It’s tedious and slow. But, you should know how many days are in a year and when you create your custom calendar you start to create festivals, celebrations and justifications as to how certain cultures think. Now, with a calendar there is life to the worldspace.

    “What day is it?” asked Samul, a Barbarian from Mehmd who currently lives in Telse.

    “It’s 71 Spring 22 P.A QC a Bell’an’Aur. Glibbon is full later this week when Ahid (the sun) hides Ounsday.”

  • Session 8: Return to Telse

    Session 8: Return to Telse

    Waking the morning after taking the Lorebook away from Cortez The Five rescue a half-dozen cattle. Starting on their way back to Telse they know that they will move slowly. Maurice heads off on his own to scout the road. There is some concern that the Western Tower of Telse may be held by non-friendly forces. The rest of The Five (now actually five) start the slow trudge through lands as a light fall of ash continues.

    Around noon the ash stops falling. A few homesteads are out in this land, but it is mostly wild. A light forest is off to the North while the right side of the road is a rougher land of hill and rock. Off to that wooded side Saffron notices a mix of men and canines rushing from stand of trees to woods. She can’t make much more out than that, but does warn the group.

    Map of KinOnward they travel, a bit more wary and unworried. An hour or so later, Samul in lead position sees two canines and two men. They are then joined by a third wolf. Shonie stops the cattle. Samul walks steadily forward. This is too simple to be a trap.

    Saffron recognizes one of the men from the Village of Nak. These are enemies. Behn and Saffron ready their crossbows. Samul readies his chain, slamming it into the ground as his left foot hits the ground. Aamar and his bear cub Bernie move through the cattle preparing to help.

    Action is swift. The wolves fly forward with two rushing the barbarian and another targeting Saffron. Behn lets a bolt fly. It’s a miss. Everyone is rather surprised.

    Samul enters a frenzy, whipping his chain at the two wolves. Both strike him as he misses. He shrugs off the wounds. Saffron utters dissonant whispers. The wolf charging her whelps turns 180 degrees and dashes off into the woods. The wolf rushes past the man that she recognized. The wolf and man can’t run away fast enough. The man’s fear is from recognition. The wolf’s fear from that spell.

    Samul’s chain whips into wolf, this time ripping through the fur, tearing out flesh. It’s human companion cringes, as his bond leaves the living world. Aamar speaks the healing words of Quar and the minor wounds from the wolf bites are gone. The rival acolyte of Nak hit Aamar with his second scared flame. Aamar dodged the first.

    The Bard speaks a quick rhythm, inspiring Samul to success as she charges the remaining battle. Samul takes out the acolyte. When Saffron reaches the conflict a single stab of her sword is all it takes. It’s over. A few seconds of fury and a clear signal that Nak’s followers weren’t entirely eliminated.

    They march onward and camp prior to sunset. Overnight, on the final watch, Samul notices a herd of elk leaving the ashen lands of the northwest for more fertile lands around the Ferments.

    By morning all are rested, healed. A ranch on the road’s right seems a good spot to offer the cattle. Aamar sells them at a below market rate, but the group takes in some gold for their efforts.

    Maurice returns from his scouting trip, winded.

    “Ahead, the Telse’s Western Tower, it’s no longer under the town’s control,” he spits out between heavy breathes.

    “Who took it?” Aamar asks.

    “Obscon’s followers. There are dozens. Some laborers still work for them.”

    “All armed?”

    “Not all, but most.”

    “We should go around,” Aamar suggests.

    “Why?” Samul’s thoughts are simple.

    “To the North or South,” asks Saffron.

    “Maybe we get closer and see what path would be easier?” Shonie questions. The group nods. That’s the plan now. Mo scribbles out a tiny map. If the approach makes it clear that they cannot risk trying to go through Obscon’s annihilationists they can head into the hills to the South.

    That’s the path. A few days of construction and the fence towards the Sheljar Gate has made more progress. The rougher lands to the south will provide more cover. The group turns towards the Ferments giving space to Obscon’s faithful. Popping over a crest they notice a man and a female goliath hunched over at a bush.

    The two don’t seem hostile. Their robes indicate that they are local circle of druids, plucking herbs.

    “Ho!” calls out Aamar.

    The great goliath gives greeting back. Her bird flutters about her shoulder. “You’re the group searching for the Book! Are you back?”

    Aamar answers, “we’re on our way, but the tower was taken.”

    “Yes, Obscon’s followers were forced away from the West Gate by Piyu and Allison. But, that group took the tower and the Guard isn’t enough to take it back.”

    “Is the gate safe”

    “Yes, we will return through the West Gate when we go back to our apothecary.”

    “Thank you.”

    The druids are left to their gathering of herbs. The Five (actually six) head towards Telse. They reach the gate with others who’ve had to go overland rather than along the road. Trade with the Western Wildes will be greatly diminished with Obscon’s people taking over the gate and a volcanic eruption. When they left the guard numbered four. Now there are eight from the Guard and eight militia as well.

    Walking into the city along the Western Street the group passes the stables where those with larger bonds leave them under highly paid care. The streets bustle with dogs, cats and birds. Bernie gets some odd looks. Bear cubs are not typical companions. They pass houses and shops with Telse’s unique mix of halfling houses, human houses, goliath homes and those with entries that accommodate all. As they approach the Market and the Font of Two Paths (the Everflow) The Five pass Allison’s house and Barracks. The Mayor’s office and rooms are across the street along the edge of the market.

    The Mayor’s is a multi-racial building with 14 foot stories and a sequence of doors and hatches for Kin and their bonds. Aamar knocks. Kellamon answers. The portly halfling asks them to enter. “I will write you a script that you can cash at the money changer. You will be paid. Take the Lorebook to Ollium. He knows the local scholars that can study it safely.”

    Aamar, Saffron and Samul’s players were present for this session. The group is considering an attempt to convince Bishop Ollium that they should remain in control of the Lorebook. They’ve found that book, but they didn’t get answers, only more questions.

    The remaining Nak cultists, wandering herd of elk and druid herbalists were all rolled random encounters. The group was about to charge through the Towers but the quickly sketched map started to sway them away from the simple action. Rather than take a wide path their narrower route did result in more random encounters, but the one that hit provided some story rather than violence. The elk were another such story device, that showed how the events in past sessions change current ones. Encountering more members of the Nak group gave the clue/reminder that not all of that faith were destroyed.