Category: World of the Everflow

My homebrew world where tales of animal companionship, forgotten magic, and the question of who controls information are told.

  • 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.

  • Session Report: Making friends with Goblins

    Session Report: Making friends with Goblins

    With a dozen or so PCs at the island inn and more than a dozen rescued civilians the island is crowded. They need to find arable land within the city, as well as ruins that can be quickly rebuilt by the caravansary families. These two session start as a tale of exploration, include some violence, and then ends with a meeting between the rebels from the Expeditionary Fleet and our heroes.

    IMG_20151202_183816186
    Inn by Stephen Joy https://twitter.com/mstephenjoy

    Session Notes:
    This took place over two sessions.
    In the first one Behn, Ixynx, Saffron, and Samul investigated the Tower Island and a Temple of Torq.
    In the second one Ajhenas, Behn, and Doceo traveled to meet the goblin rebels.
    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 remain MIA, though in the next sessions they reappear.

    Tower Island

    Moving through the islands in the bog city the group of Behn, Ixynx, Saffron, and Samul travel via their row boat. Their original plan is to head towards a flame they see at night. Seeing two giant crocodiles trailing them they pull ashore on an island with three towers, it looks to be the urban military headquarters of the Empire of Sheljar.

    Among the towers they saw that various gobkon had been there recently, likely hob and mul – the muscle. They also learned that a Kon were likely based one more island over a long bridge with a high arc. They clear the rest of the towers, three of them. There is a barn, an arena, and an armory-forge.

    Then they decide to cross the bridge. It is daylight, a mix of hobgoblins and mulgoblins (bugbears) crest the arc. Five faces trudging towards their outpost in one of the towers.

    Behn whips out a fireball. Five Kon are blasted overboard, mere bones and ash. There’s a large hole in the bridge now too.

    The party then makes its way to the island.

    Torq’s Temple

    Telling this tale nearly six weeks later isn’t fair to the group. This was entirely roleplayed, no combat at all. I think there were only a couple d20s rolled, one of them was a nat 20, which was played as a critical success. The group will probably fact check me, but this is how I remember it.

    Entering Torq’s Temple the group see one of the largest airxips from the expedition. There is smaller ship as well. The bay that holds the airxips is a natural cave that provides protection for ships and is finished in the back. Just one guard is at the stairs that descend from the island down to the shore.

    Quick thinking the group, probably Samul, intimidates the hobgoblin. The pit-fighter is a massive human, prone to threats. This hobgob is scared, knowing that several of his friends in rebellion have disappeared to tunneling nightmares, the undead and magic. Magic scares him.

    Samul and the rest convince this hob to lead them to a leader. Several other hobs and a mul or two join in escort, but are unwilling to have their companion killed just to battle these four.

    Ixnyx recognizes the first mate of the larger ship. This must be the leader of this rebellion. Together Behn, Ixynx, Saffron, and Samul convince that they come hoping to restore Sheljar as vibrant city, but now as one that recognizes that all genders, races are free to be what they desire. They also mention that they killed the Necromancer.

    Ooooohs and aaaaaahs echo through the dungeon halls.

    Ixnyx asks about the Captain. The first mate mentions that the captain is safe, but not longer in charge. Ixnyx, knows of this captain and asks to meet her.

    The group is taken to an office, probably where the old vicar of Torq ran his temple from. There they meet the captain, who though under guard, is well off. The captain acts as if she still rules this ship’s crew. The first mate acts as if he is in charge.

    Each agrees that they will meet with more of those that control Sheljar, that’s how Samul’s group presents it, in the next day during mid morning. The group of Lorebook Hunters return to their sanctuary.

    A Tunneling Nightmare among Towers

    Ajhenas, Behn, and Doceo travel to the tower island to prevent an ambush. While setting camp in the northern tower they are ambushed by a tunneling nightmare. Ajhenas and Behn are on top of the tower. Doceo is on level ground with Vondal and Delg, his loyal mastiffs.

    When the noxious cloud of the tunneling nightmare issues warning the group is immediately weakened. Ajhenas throws a rope over the backside of the tower so that Doceo can escape, but the two dogs are left on the ground level. The smaller burrowing tentacles bursts through the ground, slaps Vondal to the turf and a few seconds later flips him towards the gaping maw. A more massive tentacle bludgeons Vondal, smashing the poor mastiff’s face. Delg, immediately leaps forth and drags Vondal back to the safety of Aamar at the inn. With mere seconds to spare Aamar casts revivify saving poor Vondal. Vondal will always show the wound from that massive tentacle.

    While the dogs attempt to stay away from the various tentacles Behn and Ajehenas are fighting from the top of the tower. Behn is blasting it with fireball while Ajehenas uses his bow. Behn is a bit less mobile than the Kirtin-born human. He takes a few blasts from the bone vomit (the tunneling nightmare exhales shards of bone as a breath weapon).

    When all three men are blasting the nightmare it is slamming the walls of the tower, trying to knock it to the ground. Its last blow weakens the tower, but that is the final effort from the tunneling nightmare.

    The men survive, but Vondal, Delg and Doceo are scarred. Doceo does manage to discover how Behn throws balls of fire.

    Peace in Sheljar

    Most of the rest of the PCs come to the tower island for the meeting (they are present in story, but not played) and the final negotiations for peace are made. Impressed by the carcass of the tunneling nightmare, and knowing that this group has magic the goblins decide to join forces in Sheljar.

    Ajhenas, Behn and Doceo ride on the smaller airxip back to the inn. Behn and Doceo tell the Kon to not slow down as they pick up Ajhenas from the top of the tower. His leap to from the tower to the airxip barely succeeds. A few of the Kon are impressed. Others get a chuckle at the near failure.

    Two mulgobs decided to stay on the island with the inn, as two of the caravansary families traveled to the island with the Temple to settle that land. The remaining family is working the orchard and field south of the inn. The captain and first mate both return to the temple, both still thinking that they rule that island. Both are wrong.

    A few islands are safe. At least two tunneling nightmares are destroyed. Up to a dozen may still exist.

  • Narrative character creation via the Crowd

    Narrative character creation via the Crowd

    With the possibility of many drop in players I wanted to have a PC ready, just in case. As a gimmick, I decided that said character would be made via the crowd of followers on Twitter. The character is genderless and nameless at this time, but besides that has flaws, ideals, skills, attributes, etc and should be playable after a quick leveling exercise.

    Combining Twitter polls and Narrative Character Creation lead to some interesting choices, ones that would not have been done without the two methods.

    Since the two leading answers were so close I decided that the character would have both human and halfling origins with them being raised by just one parent, the father.

    That’s another split decision. Spending time in Crinth (since there is a halfling parent) and the Western Wildes (Telse, Mira, Qin, the Ferments, etc) leads to the next question with a bit more focus. What type of person travels between Crinth and the West?

    More split decisions, in this case leading to a charlatan family that travels with merchants. You though, weren’t purely a criminal, you also studied books.

    And so we have a charlatan, rogue (thief) with the feat Ritual Caster. You are nimble, loved, wise and fairly smart.

    You acquired Prestidigitation and a Wolfhound during your Forming Years. As a human with halfling influences you are nearly the same height as your trusty hound. They are a bit heavier than you.

    Over the years you learned two rituals studying studying the words of the wandering clerics of Glight. You are able to Detect Magic. Yes, Magic in the lands of the Everflow is quite rare, but you are able to cast this ritual and see even the old lines scarring the world, and the new that nearly burnt it down. You also know how to summon a servant. They do menial tasks around camp, so you can focus on learning and the rest of the journeyman can finally relax.

    Since we have a student of sorts, that is willing to take from the wealthy, that influenced weapon choices. Rather than the usual martial weapons for a rogue you instead know a “baton.” It has the same stats as a short sword, but is bludgeoning. You have a short bow with quiver, a burglar’s pack, leather armor, two daggers, thieves tools and your baton. Those rare times you fight, rather than hunt, you tend to knock people out.

    Helping your father with his schemes means you learned skills like Deception (expertise) and Sleight of Hand (expertise). You also know a dice game, which you cheat at, how to forge documents and how to use thieves tools. You understand people (Insight, Persuasion) and are quite aware of your surroundings (Perception, Stealth).

    You’ve picked up the faith of the peoples, despite your non-believing father, and carry many holy symbols. You give your extra earnings to urchins and those in need, which in the West means refugees from Sheljar and in Crinth are those escaping Azsel. You once stole from someone you thought was rich, but they weren’t. Their life destroyed you hope to find a way to pay restitution to either they or their tribe. This happened along the River Crinth.

    But you know that none can fool you like you fool them. You are the sly trickster, the knower of things.

     

  • The power of exploration

    The power of exploration

    This is technically a recap of two sessions, but it’s also a lesson in play-style as well as how to react to your players’ desires. The Five have become a bit more than I intended. There is this overarching plot around Lorebooks and Scholars and Proctors. But one of the things that they’ve really enjoyed is exploration. Sure, a few d20s and damage dice once in a while are fun, but tonight’s session was much more about discovering the World of the Everflow.

    That’s what they wanted and needed. They boldly went where no player has gone before. They discovered parts of Sheljar long abandoned.

    Back on Summer 16 a few of them (Mo, Saffron, Behn and Samul) freed some captives from Parun’s strike on the caravansary. It took a lot of effort and Parun and his two primary henchman escaped.

    More importantly a few NPCs which treated The Five well escaped slavery and decided to settle into the no-longer haunted Sheljar. But the tiny island where The Five took over an inn is not large enough for a dozen commoners and nearly a dozen heroes.

    Tonight’s session focused on exploring the bog-city. Aamar, Behn and Samul (with Boo) needed to find another relatively safe island in Sheljar for their loyalists. So they explored.

    There was only one combat. It was swift. A mulgob fired a huge crossbow at Samul’s head and Behn tossed a fireball their way. The bridge was nearly destroyed, but the gobs (five of them) were all tossed aside like bowling pins.

    But that isn’t what the session fun. What made it fun was island hopping and creating a space together. The PCs and DMs worked to build the city. It wasn’t procedural like a video game, or preplanned as store-bought settings are, it was built together.

    Together they found an island that looks like it could be a secondary base – defensible and spacious. There is access to the sea, without large ships being able to pull along side.

    Sure, there is the small problem of a gobkin encampment nearby, but no DM isn’t going to toss a problem or two (there are also tunneling nightmares on nearby isles) towards their players.

    But it was the discovery and fellowship that made the session enjoyable. Not combat, just the pleasure of finding something new.

  • Session Report: Escaping Slavers

    My goal to have drop-in sessions is slightly thrown off because there are a total of 12 PCs in two parts of Sheljar, on the road to Sheljar, in Telse and wandering the West. This session attempts to reconnect a couple of the plots.

    Session Notes:
    Doceo is the Uncommoner/Factotum Merchant who recently played their first ever session, a solo.
    Telly is a Cleric of Light following Selley, the goddess of moons. This experienced RPGer is in their 1st 5th edition game.
    Ajhenas joins this session. He’d missed the last one, but there’s a simple way to introduce him to the adventure and to get nearly every PC at the Inn.

    Burning the Caravansary

    Continuing on his journey towards the bog-city of Sheljar with its foul stench and haunted nights Doceo thinks he’s escaped the slaving group. After a couple more days he passes a bend around another abandoned orchard. There are flames on the horizon. He cautiously approaches a tiny settlement of three buildings (the caravansary). A few hours earlier Ajhenas heard a Kirtin horn sounding a unit’s call for help. He rushed away from the inn, through the stench and up the hillside. As a scout he moved quickly through the lands. Telly was a guest in the stables. He’d been journeying back towards Telse after a visit to Fort Ooshar.

    The three are not yet allies, but the conflict is clear. Slavers have slain bonded companions – three ponies to the South that Doceo passes, Ajhenas sees a few dead retrieving dogs. Telley leaps from his room to see an axe beak run towards freedom and one of the resident goliaths fighting off a few humans with whips.

    It is a fierce battle. Only the blessings of Selley and a few draughts of the Everflow keep the three PCs alive. They could not save the resident goliath. They are victorious – a slaving scout, three slaving guards and their leader are no longer. Some camp nearby is alerted as the companions of these evil souls wail and perish.

    Rescuing Refugees

    After laying the dead to rest in funeral pyres, one of honor for the animals slain by the slavers and one for the sake of sanitation for those that attempted to enslave the group, the three with their five dogs and heron search the grounds. There are two trails. One is where the axe beak ran and the other seems to be back to the southeast where the slaving group came from, and had taken their prizes.

    They follow the axe beak with those that are alive and free. The two sides converse. The horn is found, as Ajhenas is disappointed it is from ages ago rather than a current unit. He is still out of touch of the Army to which he swore service.

    Together the group goes back to their former caravansary home. Doceo’s isn’t the only cart, but both are loaded full. These adventurers and refugees head towards a place where slavers will not go – the haunted city of Sheljar.

    Entering the Inn

    Now, with a half dozen rescued humans and goliaths following them the group heads towards Sheljar and the inn. A smattering of skeletons try to stop them, but Telley’s goddess turns the inhuman creatures away.

    The island-inn has ground that need not be fallow, and experts who can work it. Other nearby islands may also be rescued from the taint of the Necromancer and those tunneling nightmares. If Samul wants a kingdom he now has peasants, not just royalty.

  • 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.

  • Song for Mehmd

    Song for Mehmd

    As Saffron gets to know Behn and Samul she wrote a song celebrating their homeland.

    Night pours over the rolling dunes.
    First, pink and purple, swallowing the sun-soaked sky.
    Then red to match the blood-soaked hands.
    And a whisper in the wind decries:
    nothing remains now
    except stars and scars.

    Dawn breaks the black horizon.
    We are thirst, and thirst is all we know.
    We are sand, wind, sun, and burning sky.
    We are.

    Here, in the desert,
    We cannot be claimed nor owned.
    Carried by winds,
    A mirage of heart and bone
    And memories built by hand.

    I turn toward emptiness.
    I see nothing, hear nothing.
    Yet through the silence something throbs.

    Here, in the desert,
    Ahid wraps tight around our ribs
    Preparing us for battle.
    We stand at the gates,
    Men and women,
    Myths and legends.
    Ready to fight.

    We are Mehmd.

  • Group 1, Session 19-20: Interrogation and Dungeon Crawl

    Group 1, Session 19-20: Interrogation and Dungeon Crawl

    Realizing that the session recaps are mainly read by my group, I’m giving up attempts to give them a narrative flavor. Instead I’ll focus on what they learned about the story they are writing together, the opponents defeated and some mechanical changes I tried.

    Session Notes:
    Aamar remains at the inn, reading the Lorebook. Bernie and Mitzie stay back.
    Shonie is still in Telse, they think.

    Mansaray’s whereabouts are unknown. His falcon is back with Aamar.

    Interrogating a Proctor of Grace

    In this encounter the group needed to interrogate a Dwarven mage from an unknown land. They had killed his mount and taken him captive after some combat. This meant that the group was at a significant disadvantage during the interrogation.

    Entering the session I had established a dozen or so things the group could learn. Each had a difficulty check established based on the Dwarf’s stats. Some required multiple successes, or previous learnings. They could be accomplished via Persuassion (CHA), Intimidation (STR or CHA), magic, etc.

    Here’s what they learned

    • He is Ular with the Proctors of Grace
    • The Proctors have used Sending Stones to communicate with allies/Scholars? in Kin
    • They are trying to destroy the Scholars for violating the Grace, the Necromancer is next. They already ended Cortez.
    • Upon seeing Ixnyx Ular talks about how Gobkons turned their backs on magic and the true order. Only the Proctors are able to correct this and keep the Kon from Ken.

    He sealed up around this point. No amount of interrogation would work, except that the group had a Crown of Forgetfulness, Deception and minor illusion. Working together the Five started over and convinced Ular that they rescued him from a fall. They learned more;

    • He is just one scout of many roving the West
    • They have much more knowledge of magic than the Kin.
    • The Glass Tower was taken by many Proctors of Grace, they are after Chorl, the Necromancer and more.

    Then they let him go. Between another minor illusion, the fogs of Sheljar and the use of a mage hand they let him chase after his wyvern. He doesn’t know it is dead. A stench cloud chases after him.

    Fighting the Necromancer

    Using Boo to carry a message back to the Necromancer the Five arrange another meeting with him to discuss the two sides futures. A meeting at the steps to Glight’s library of Sheljar is arranged. Samul, Ajhenas, Saffron, their companions and Edgar (Mo’s fox) go to the steps. Edgar is to run back to Mo in the Temple if something bad happens. Mo, Behn, Ixnyx go to the Temple shrouded in invisibility.

    It’s been a long day. The Five have fought a wyvern, a dwarven mage and are now facing off with the Necromancer and four of his skeletal guards. Samul is short tempered and does not react well to the Necromancer demands. He smacks the man with his belt-chain.

    This fight got interesting. In round 2 the Necromancer teleports to the Temple. The same initiative chart is used for both fights. This means the split party is equally involved. Four skeletons are not a challenge, but by the time that sub-group runs to the Temple their companions are frozen by a time stop. Though the Necromancer nearly died, his defensive magic gets him free from the combat (he had less than 10% of his hit points).

    Barkely detects a scent that the Necromancer went down into the tunnels under the Temple. Saffron acquired one of his fancier robes that he left behind. The sure like stealing this dude’s clothes.

    Into the Dungeon

    It is dark. Being humans and kinnish halflings they use a hooded lantern to see. The dog gives them some direction. Eventually they enter a larger room with 3 normal zombies and a mulgob zombie. Those they destroy. But there are two exits from the room. Barkley points them to the stronger door.

    Samul avoids the pit trap that pops when he thrusts through the door. Using some Athletics and Acrobatics the group gets across the pit. Maurice robs the dead down inside gaining a few vials of Everflow, a spell scroll and a pittance of copper.

    Now many minutes behind the Necromancer Barkley (Saffron’s dog) points them in a direction to a stair to the Library. Another fight with a mulgob zombie goes well. When they get to the Library they cannot find the Necromancer. The scent is dead.

    Hiding in the Temple

    With scent of the Necromancer lost they hide in the Temple, not knowing what the future holds. But feeling more confident in the ability to defend the Temple than the Library.