Category: Kin

  • Session Report: An airxip journey

    Session Report: An airxip journey

    With various desires to return to Telse, as well as a discovery that the people of Qin may have a couple Scholars hiding in their midst, the group flies the working airxip from the Temple of Wisdom over the Western Wildes. The crew is a mix of goblins, rescued pirates and player characters. Together, they will head towards the mountains just to the east of Telse.

    Session Notes:
    Mansaray, Samul, Doceo, Aamar were present as active PCs.
    Mo, Behn, Saffron and Ixnyx travel via the airxip, but are crew, not PCs.
    The remaining characters are in Sheljar. Ajhenas and Kuda are on the Tower Island creating a military, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Braaz, and Els are working on restoring the two homes on the south end of the Island Inn.
    Shonie is retired and remains in Telse. She features in this story as an NPC, barely.

    The session began with a sharing of information.There is great concern for Telse. Firbas, the ale drake, let’s them all know that the Proctors declared war on the Scholars that remain, as well as any caster that has escaped the normal bonds placed on Kin. Aamar and Saffron are targets due to their Lorebooks. Behn is a target as well. Combating the Proctors with their fleet of dragons is not yet practical.

    But the present PCs learn that the Scholars are a mixed group of potential allies, definite enemies and aloof erudite knowledge seekers. Those that cannot be convinced to side against the Proctors have Lorebooks or similar devices. Those can help in a battle of mighty magic backed by dragons against the scrappy Kin, who are defined by their beloved companions.

    Qin seems to have one or two of those Scholars. Parun, or his boss, is probably one as well. There is also Chorl, who they will need to finish off at some point. But for now, south to Telse and eventually Qin is their direction.

    The group gets a few volunteers from their rescued allies and borrows the working airxip, a small two-master with one heat room, and two huge props to help it travel. They head out.

    Just a day into their journey they notice a camp with a central holding facility, four tents and a few dozen dogs. This is in the territory where they know that Parun’s Azsel forces roam.

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    They will attempt to rescue the captives, and if Parun is present end his service to Azsel.

    It is a harsh battle. There is a warlord, mage, two archers and two scouts in opposition. Plus, as Azsel-ites most have dogs that come in a latter wave. That wave is almost entirely wiped out by a single fireball from Doceo.

    Mansaray versus the warlord is almost like a kaiju battle. The two trade blow and blow and blow as the fight rages around them. Samul focuses on the archers. Doceo tries to end the threat from the scouts. Aamar and the mage trade spells and blows.

    The victory leaves them bloodied, wounded, drawn down and exhausted. Unfortunately, Parun is not at this camp. His raiders are working the West unhindered. The group attempts to convince those rescued to head to Sheljar for safety.

    After another couple days of travel they arrive above Upper Telse. The xip settles into a mountain valley. Doceo visits Shonie to collect the rest of his cash from the merchant-seeker. There they find out that the Everflow isn’t flowing.

    Aamar attempts to visit Sealm, the wizened leaders of the Faithful. Sealm has passed away. His grand-nephew Nils is not around Upper Telse. Sealm’s passing happened on the same day that the Everflow stopped.

    Bishop Ollium and the rest of Quar’s church have some Everflow bottled and saved, but they will run out. The two rivers will stop flowing shortly after the locks on the pool let out their remaining water. The economy of Telse, Ooshar, Mira, Qin and others count on that river traffic and/or the magical, healing waters of the Everflow.

    And there are dragons seeking to destroy the city.

    Become a Patron to see fiction set in the World of the Everflow. These stories are set in the time of the Awakening.

  • Session Report: Trade routes return to Sheljar Bay

    Session Report: Trade routes return to Sheljar Bay

    Over these two sessions the goal was to gain a few clues to the larger arcs around the Scholars and Proctors, while also exploring the place that the group now calls home. Those in the second session also got to used “downtime” of a couple weeks with some player agency.

    Session Notes:
    This took place over two sessions.
    Doceo, Saffron, Samul, and Behn were in the first session.
    Aamar joins them for the second one.
    The remaining characters are in Sheljar with Ajhenas on the Tower Island, while Telley is on the settled island with the Temple of Wisdom (where the goblins hid) helping the people make a life there.  Maurice, Mansaray, Els and Kuda are working on restoring the two homes on the south end of the Island Inn. Ixnyx cannot shed Brazz as she established a taut-line message system between the three occupied islands.
    Shonie is retired and remains in Telse.

    Halfing Slums of Sheljar

    Behn, Doceo, and Saffron took one of the mulgoblins that committed to their aspirations and the rowboat down to the isle south of the broken bridge. Here they encounter two occupied buildings. One is a small alehouse with a covered dock area, but there are huge reptilian creatures on those docks. The group ignores them and circles the full isle. There’s a field, and a platform, and abandoned hovels.

    Except for one home, with its low roof, unwelcoming for the humans, and the poor mulgob NPC, the hearth has a fire and creepy laughter. It turns out to be from a goblin, who has made this place her home. She never stops laughing, and in fact, cripples their NPC with Hideous Laughter. Her continuing attempt to charm others results in a small conflict.

    When the group manages to defeat the little one, which takes a bit as she heals herself rather than taking some damage, a small pastel mote flies into the mulgob. That mul then behaves exactly as the little gobkon, but with big fists too. They dispel the magic infecting the mul and then cast Gust of Wind to blow the mote into the sky. There is a nilbog somewhere else in Sheljar now. A problem that could turn up later.

    Downtime

    With drop in sessions that rarely require the same PCs two times in a row players can collect downtime between sessions. I opened up our final session of 2016 by asking those present how they used the days or weeks that passed. This will now be an off-table discussion, but will be carried forward.

    Aamar – The Cleric of Quar has a month of time. This is split between two activities. The first is the granting the blessings of Quar to the lands that will now be farms. These actions mean that when winter comes to the bog-city the few dozen living there will not have to trade for food. He also took an overland trip to the Glass Tower (we will play this as a 1on1 session or through chat).

    Behn – He chose to explore a few of the unexplored islands and “kill another one of those creepy ground beasts.” Asked who joins him in slaying the tunneling nightmare he answers. A few players get 1,000 xp for off-camera action.

    Doceo – Unloads his cart, and starts making plans for future trade routes. He also works the various crowds and factions to learn what exactly he’s now involved with and how this can help him in the future.

    Saffron – The Bard sends a message to her childhood mentor Teegan. There she discovers that Teegan’s brother Rohan is almost certainly The Necromancer, a scholar that Saffron helped kill. Saffron is also worried about how she’s become a killer.

    Samul – He needs a boat in order to some day rescue or purchase the freedom of his beloved – Fairuza. So, despite not educated in shipbuilding or piloting he collects a few hulls, about a dozen sails and other supplies. From all of that he gets one barely-able-to-sail seafaring sloop (crew 3, holds 7 others, 1 small covered area, no cabin, moves 20′ under normal conditions).

    Pirates and Traders

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    Inn by Stephen Joy https://twitter.com/mstephenjoy

    Gathered and recapping their various activities the group is at the Sheljar Inn (Samul’s palace, just ask him). There, as they chat the clang of Ixnyx taut-line system interrupts. It is the line from the Tower Island where Ajhenas is working with a few muls, a hob, sometimes Kuda, towards building a working defense. The highest tower has noticed ships in Sheljar Bay between the Statue and the shore. In the past the trade ships stay well on the outside of the Statue, with Sheljar still being presumed haunted by the rest of the Western Wildes.

    There are two galleons and three ketches. Two of the ketches are firing Firebolts on another ketch. Samul mobilizes his navy. It’s a single sloop. He asks a couple mulgobs to man the sails and Aamar, Behn, Doceo and Saffron join the excursion.

    The sloop rushes out past the two galleons, getting close enough that Doceo welcomes them to the protected waters of New Sheljar using Message. The galleons ask for help, their escort is under fire. Their flags declare that they are from the trading family of Qin. The Qin to Mira route was once prosperous, but is now risky. The galleons call the opposition pirates.

    Taking one of the pirate ships by surprise, appearing from behind the galleons the sloop has the wind at its back. Saffron casts Walk On Water for the crew of the sloop. Aamar is at the rudder with Saffron besides him. Samul rides the bow while Doceo and Behn are in the center ready to fire on the enemy.

    It is a complex fight. Samul, nominally the captain, he thinks, leaps from the ship and sprints across the low waves. Behn and Doceo throw Fireballs at it. Aamar prevents the other two vessels from sinking, though they still burn, by casting Plant Growth on the kelp and seaweed. Later, Doceo leaps from the stern, walking on water as his own vessel provides cover from the attacker.

    But the vessel which our Lorebook Hunters are fighting is well armed, and protected by casters. One of those spellmen keeps throws a Fireball at them. Later it casts an Ice Storm. She is not dedicated to an element, just the death of those on the sloop. (Spoiler: it doesn’t work).

    That ketch also bombards the sloop with its catapult. And there is a dazzling display of lights that charms half the crew (Hypnotic Pattern). It’s two Archers (Volo’s Guide) also provide additional, deadly, long range support.

    Behn goes unconscious shortly after throwing a Fireball back at the damaging caster. A sorcerer should not take two arrows, a fireball and an ice storm. Saffron eventually heals him.

    Remember when Samul ran across the waves? Enraged and Frenzied he enters the opposing boats with his chain whipping through the pathetic crew quickly and easily. Even the Archers and mages have little defense, especially when they are bothered from afar by Saffron and Aamar.

    Eventually our heroes, though they be a bit grey, take the ship with two of the pirates promising loyalty rather than dying. Doceo searched the captain’s quarters and discovers that they are part of Willan’s group of bandits, thieves and pirates.

    Six of the two entrapped and burning vessels are saved as well. The group captures a larger ship, armaments and maybe can take the two ketches trapped in kelp and get something savable from their burning hulks.

    The two galleons have sailed off to safety over the horizon. Maybe they’ve made it clear that the inner passage is no longer haunted, certainly protected and now safer than the open seas.

    Maybe they’ve also let Willan know that two of his pirate ships are gone.

  • Session Report: Forge of Lies unites Lorebook Hunters

    Session Report: Forge of Lies unites Lorebook Hunters

    In this session our heroes discover that Chorl did not die in Cortez’ volcano blast. Instead he’s captured other Lorebook Hunters and is also turning people into monstrous combinations of human and animal. Prior to Chorl’s dark arts centaurs, minotaurs, satyrs,  aarakocra, and various werebeasts did not exist. Now they do, and they will plague the Western Wildes. They are accompanied by owlbears, cockatrices, perytons, and who knows what else wanders the world now.

    Session Notes:
    This took place over two sessions.
    Doceo, Mansaray, Saffron, and Samul are the participants.
    Most of the remaining characters remain at the Island Inn, or as Samul calls it “His Palace.”
    Shonie is still retired and in Telse.
    Brazz, Els and Kuda are rescued from the evils of Chorl.

    While guarding the west bridge after a couple days of peace with the gobkon Samul notices a huge goliath walking calmly towards the island. He recognizes Mansaray from their time in and around the Glass Tower. Mansaray was presumed lost when Cortez set off a volcano to destroy Chorl‘s attack from his camp of Nak.

    After a few words the escapee from Azsel asks to see his falcon, who has shadowed Aamar. Mansaray explains that he’s been to the Cliffs of Gallinor and back to the Glass Tower. In both locations dragons fly, ridden by fey creatures of myth. Saffron gasps in fear. When he headed north to avoid the fiery breath and piercing eyes he discovered that Chorl still lives. The wizard controls fierce army, and holds three Lorebook Hunters captive, under torture. They are likely the group that Mayor Kellamon sent north when he hired The Five.

    Doceo, Samul and Saffron volunteer to join him in rescuing these souls from Chorl’s grasp.

    If the group is successful all PCs but Shonie will be united at Sheljar. If they fail, there will be new characters created.

    Bridge to Chorl’s Camp

    Leaving Sheljar’s formerly rich neighborhood the group heads out over a narrow stone bridge from the height of the far northwest island to the mainland. Crossing this bridge they are set upon by several cockatrices and an odd minotaur-like creature with horns coming from its knees. Saffron casts stink cloud and Doceo blasts a fireball. Combined those do quick work of the petrifying bird-lizard creatures. Mansaray and Samul finish off the deyong quickly.

    After a few more miles they are in the forest edge near Chorl’s camp. A mix of giant eagles and aarocrocka attack. It takes a bit for the missile weapons and spells to prevent those allies of Chorl from warning the camp, but they are finished quickly. A magic user that rode one of the eagles causes a bit of trouble, but not much.

    The group is slightly weakened, and their goal is nearby.

    Raiding Camp

    The heroes see an access point to the camp along the ridge to the north. Mansaray knows that it rapidly descends to the sea, and there may be an escape route along the shore of Gilkey Bay back into the bog-city of Sheljar. There is one tent between them and a forge-cottage.

    Saffron, the normally non-violent bard, sneaks into a tent along the northern ridge. Inside is a a sleeping bear-man. She stabs it through the heart. Thankfully the group fits in the tent. They see they can into the forge and hide, looking for a better opportunity to attack or to sneak into camp, rescue the prisoners and flee.

    Forge of Lies

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    Forge by Steven Lilley at https://flic.kr/p/7BCqsr

     

    Again the bard has to lead the way. She’s small enough to crawl through a window. Daylight is still an hour or two away.

    Mansaray and Samul come in the door while the rat-man is dealing with Doceo and Saffron. The giant rat and wererat are dead, quietly and quickly.

    But, Chorl, in his shimmering green-gold robe, heads to the camp’s main fire. He asks a minotaur named Dustin to check on Yacoob at the forge. A new supply of arms is necessary for the war.

    Doceo sends his dogs out to distract the minotaur. The rest come up with a plan. Mansaray and Doceo will create a distraction by burning down the main building. Saffron, Samul and Boo will rescue the captives. Then they will all run.

    Saffron keeps watch on the fire-pit where Chorl is speechifying to most of the followers he has present.

    Chorl’s speech

    Saffron overhears Chorl tell his gathered fiends the following.

    Rohan’s Book of the Dead has disappeared. Cortez’ Tome of Enlightenment is still within Sheljar. We must capture both in order to take the Glass Tower from the Proctors of Grace. Our forces in Crinth will return. The River Tribes fell to Azsel and Briarwall will likely be next. Azsel control the entire north. We of Ritual and Blood must Awaken the Everflow or Kin will fall to slavery and ignorance.

    He mentions a few other Scholars that have ignored his appeal, instead trusting in Cortez and the Scholars’ Oath of Kinship- the Comedienne, the Composer. He awaits word from the Aegis Guard, Cannon of Qin and Eldritch Knight. The Trickster refuse to join him as he focuses on profit.

    Menagerie Barn

    Just outside the barn is a man and horse. The man is wearing the tunic of a Shield of Kirtin. Both man and horse have suffered. Samul and Boo free them from their bonds, telling them to hide behind the barn. Saffron hides behind the corner. Inside the barn they see a centaur, a panther with human, a minotaur, an aarocrocka, another aarocrocka, a goliath with a chicken and a werebear. They are guarded by an aarocrocka and a centaur.

    Saffron, Samul and Boo take out the guards.

    At the same time Doceo and Mansaray set fire to the main house. At one point Mansaray tackles Chorl and throws him in the fire. Doceo pelts him with sling bullets. Eventually Saffron casts dissonant whispers, which forces Chorl to flee north and east, towards the large statue in Sheljar Bay.

    Samul, Mansaray, Doceo finish off Dustin, the blond minotaur, when he returns as the rest of Chorl’s creatures flee. A werebear that Boo released is angry, but is also scared away as Boo hides in the safety of the forge-cottage. The other occupants of the barn are left tied up after the werebear shows that not all are friendly.

    Boo and Saffron also released Brazz, his chicken and Els and her panther. They hid with Kuda and only rejoined the rest when it was clearly safe. They have horror stories to tell

    Searching the Forge

    After the various centaur-like creatures fled south and the bird-like peoples flew out northwest the group is alone in the camp, with maybe an hour before a metals delivery is to come. That delivery is from a mine to the north and west.

    They search the forge finding a letter in Crinthian, the chest for a suit of plate armor, a few blades, javelins and arrows. There’s a smattering of gold and silver about the area as well.

    All seven and their companions return to Sheljar. They have news of the extent of the Scholars influence and control throughout the Kin and the Land of the Everflow.

  • Group 1, Session 21: Death of a Necromancer

    Group 1, Session 21: Death of a Necromancer

    Searching for a second Lorebook has consumed much of The Five’s resources. During this search, with a goal of more power and the elimination of the Stench of Sheljar, they have acquired property in the abandoned bog city. They have earned the enmity of the Necromancer, a group calling itself the Proctors of Grace and maybe more of the GobKon. In session 21 one of those enemies dies. Spoiler alert: you already saw the headline.

    Session Notes:
    Aamar starts at the Inn. His player is present. Mo and Ajhenas start at the Temple. Their players are not present.
    Shonie is still in Telse, they think.

    Mansaray’s whereabouts are unknown. His falcon is remains at the inn, but seems aggravated lately.

    Ghost Dog on the Bridge

    As night falls Aamar is worried. His group is caught away from their inn, their safehaven, where no tunneling nightmares have appeared and no undead have come. He decides to leave the inn at night, with the blessing of Quar bringing daylight down from above.

    He walks surrounded in the bright light of noon, something foreign in Sheljar with its fog and stench. On the long bridge to the central city island he sees a spectral dog. That dog sees him and runs. The guard at the temple, Ajhenas, also notices the dog as it runs through the wall of the Library of Glight.

    Aamar, with the wisdom of Quar behind him, suggests that he join the group as they attempt to corner the Necromancer and take another Lorebook. This will also mean that The Five can use magic effectively, rather than sporadically. Ajhenas and Maurice, with their companions, head back to the inn to assure that none approach across the bridge.

    Canceled Repairs

    Samul is on the last guard. Up in the bell tower he watches. In the faint light of dawn, through the fogs he sees a couple goliath-sized skeletons approaching with wood, axes and a huge hammer on shoulder. They are accompanied by two human sized skeletons, one with a bow. They are walking towards the collapsed vestibule. They may be merely repairing the trap he’d sprung a few days prior, but they are also armed.

    “Waken,” he shouts in his Mehmd accent. “More skeletons come to the entry.”

    As the rest of the group rises, not bothering with armor, but grabbing their arms he leaps off the tower to the roof of the nave. He then leaps again attempting to chain-whip the largest skeleton. That attack hits, but throws off his balance and he falls prone, twisting an ankle.

    Prior to his allies coming he takes out one of the large walking dead. As they come the little repair crew is ravaged. They cannot stand against the combined group of mystical powers, melee and teknology. Even without their armor they are hardly wounded. Only Samul’s fall is the significant injury.

    Death of the Necromancer

    It is dawn. A few moments to eat and prepare their armor. Then the group heads back to the Library of Glight. From the ghost dog to the sealing off of other exits they know that the Necromancer is there, though he’d somehow hidden from their previous search. Now they are healed. The power of the Lorebook of Cortez is with them. Aamar’s prayers to Quar continue to gain strength.

    This portion of their quest will end for either Sheljar’s master of death, or for our heroes.

    They take a frontal assault, but upon entering the Library split up. Behn leaps upon the tops of the bookshelves. Ixnyx, Aamar and Bernie take the hall along the wall closest to Temple. Samul and Boo (in skeletal ripper form) take the center aisle. Saffron turns herself invisible, with a devious plot in mind.

    Spotted the Necromancer starts casting spells. Aamar responds. Bernie rushes the man in rather normal robes (the group already has his nicer robes and dagger from when they raided his temple-home). Ixnyx and Behn start shooting with their missile weapons.

    Samul and Boo face the spectral dog. That ghost dog charges Samul and disappears into his body. Our Mehmdian Pit Fighter is possessed. Boo runs out of range.

    Many blows are traded, some fighting the possessed body of their friend, others fighting the spell-caster, who is still weakened. Eventually Bernie, the bear, Boo, the skeletal ripper lizard, and Samul are down and out. Saffron slipped her Crown of Forgetfulness on the Necromancer as he took more blows from the rest. She also stole his folio sized Lorebook of Rohan.

    Aamar, Behn and goblin Ixnyx finish off the Necromancer in a mix of sorcery, prayer and teknology. Much healing is needed. Betwixt vials of the Everflow, Quar’s gift, and Aamar’s prayers the group heals. They flee back to their inn – as conquerors. Four zombies try to stop them and fail.

    It is over. They’ve acquired a second Lorebook and one set of robes they have yet to identify. Victory is theirs, just maybe they can control all of Sheljar soon.

  • Session Report: Shipping to the haunted north

    Session Report: Shipping to the haunted north

    Smaller merchants are willing to move goods. Those unfamiliar with local histories and legends are also more willing to move those goods to an area where normal humans would be afraid. This is the tale of a small-time merchant, rare smuggler who took a job that may beyond his abilities.

    Session Notes:
    This is a first time player who is also testing my Uncommoner concept. They started at 4th level because they will be joining The Five, eventually.
    It is also a solo session.

    Hiring

    Wandering past the Fine Market in Telse, Doceo is approached by another halfling. This one is from the west, probably Telse. She is strong, lithe. Doceo just sold a few goods that he’d picked up on the way, and has yet to approach the House of Quar.

    This new one sees the empty cart, points and offers more work. Bargaining takes place with warnings to not be followed, as there is a slaver trying to track the group down. Doceo gets a higher rate via the negotiations.

    His cart is loaded. In the next ten days he must head into Sheljar, a supposedly haunted city, to deliver some basic staples. Two messenger pigeons are sent with him and full payment will be given upon delivery.

    Attack of the Worgs

    Three nights out Doceo and his two mastiffs are attacked. As the previous nights they head well off the main road. On this eve they find some sanctuary. If not for his loyal companions Doceo’s little smuggling operation would be over quickly. But the three of them take down the two worgs. It is a rough fight and takes some time to recover. These are not normal wolves. The Western Wildes surrounding Telse are stocked with the unfamiliar.

    Feral orchards

    Another day north towards Sheljar, now half way on his journey, Doceo notices an encampment out to the east. This camp with four tents and several fires is at the edge of sight. There are a variety of races present.

    He leaves the road and heads into a feral apple orchard. Continuing on lane in the orchard that parallels the road the halfling feels undiscovered, until he notices a raven that stays about four trees in front of the small cart.

    Doceo attempts to scare it off, but all that does is get the raven to stay another few trees away. But it still shadows the cart.

    At the edge of the apple orchard there is a small rock wall that demarcation about eight inches tall. The next orchard is pears. Doceo notices the old homestead. He sets a false trail to the barn there, starting a small fire as the storm errupts overhead. The heavy rains, clouds and thunders should provide him cover.

    Then he hurries off on the real path. At the next demarcation he doesn’t have time to take down the rocks, instead he finds an old cart and uses it as a ramp. The player suggested this in a moment of player agency.

    The spaces between the vines runs east-west rather than north-south. Doceo hurries to the west and the gully at the edge of the property heads up a few lanes and then hides inside the vines. Looking back he notices two humans, a scent dog and a raven. They look confused. They’ve lost the trail and Doceo has escaped these hunters.