Tag: DnD

  • 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.

  • Adventuring as Pirates: Bards

    Adventuring as Pirates: Bards

    “Ho there! Sit, sit.”
    [She flings a cup of something at you. You look at the dark liquid with little flecks in it, raise an eyebrow.]
    “Yes, drink, drink! It’s rum… rum with something, don’t worry. It’s our old drink on the Charlatan. I hear you are interested in our societies. I’m out now, retired here, so maybe I tell you a bit. Nothing that will let those Royals know about them, but sure, I understand the appeal. We don’t have colleges, so how do bards study?”

    Pirate Ship by Carlo Mirante
    Pirate Ship by Carlo Mirante from https://flic.kr/p/oYzCQc

    The tale-tellers, minstrels and jack-of-all trades at sea ignore land-lubber colleges. There is little structure in an island port. These women and men do maintain connections with each other, sometimes even when their ships are at war. They will talk to Bards in Colleges, because maybe they’ll learn something useful. Those that sail under the black will never talk to those that sail under the crown.

    Under a crown a sea-going Bard is a member of a Royal Society, often Valor as one of the officers. These societies adventure to learn, to discover and to stop the plunder.

    Under the black the bards also have a society. They meet in pubs and brothels, dark corners where they swap tales and songs, wary of those with writs and honest eyes.

    This is the second of my “pirate all classes” project. The first was Rogues and explains the concept and rules of the exercise.

    Society of Lore

    Silver always knew the next step. Whether it was a tale he picked up at a brothel, on another ship, or a story from his pre-piracy days, his knowledge helped us. No one really liked Silver, but we listened. Maybe a dozen of us are alive because of him. He’d never win a vote for captaincy, but no one wants him off the ship either.

    You are the teller of tales, the knower of legends. No matter what officer or crew asks a question you know the answer. Sometimes your answer is true. Often it isn’t, but they believe you, this crew. You keep their spirits high during the storm, banging that drum, blasting the horn, or whistling the recorder. Your voice is a rallying cry. As a mere swabbie you rarely get the awful details, because others will serve for you. They’ve seen you bandage a wound, or fling a dagger. No matter what is needed, you are there. Maybe someday you’ll be an officer, but that would make port a lot less fun.

    Take six skills, it doesn’t matter. Expertise should be in history or performance for the telling of tall tales. Athletics or Vehicles (Water) should be your other Expertise. You are a sailor.

    Charisma is your key stat with Intelligence and either Dexterity or Strength in that order.

    Society of Valor

    There are better fighters than Flint. Not many, have you, but a few. He swings sword or first with the best of them. Plus, when Flint asks for help, you do it. His words, or sometimes even his look, is inspiring. He has no time for instruments, but his voice, those times he uses it, it gets you right in the heart.

    The Royals (pure blooded fools) expose themselves through valor. You’re more about winning, always. Because you can fight you’ve earned your way from mere swabbie to a lower officer – boatswain or first mate. Without a doubt you will be a captain someday. You lead the boarding party at sea and defend the ship in port. You aren’t in charge, formally. Things just go better when you are around the crew. The last fight you lost was because you felt bad for the captain. He’s a good guy and you don’t want to run the ship.

    Athletics is important as you leap from ship to ship. Acrobatics can be useful as well. Take the Soldier or City Watch backgrounds. You were once honest, but life at sea changes a man or woman.

    Strength is vital. You are a warrior with extra talents as well. Charisma is a good second stat. If you expect to swim long distances boost your Constitution.

    Society of Swords

    [This is from Unearthed Arcana:Kits of Old]

    Flynn is interesting soul. He’ll never do anything simply. When he spins his blades it isn’t just defeat the enemy, or to inspire us, it is for art. One time he did this thing where he did this thing where he spun his dagger on top of his rapier and then with just a flick of his wrist it went flying off pinning the enemy captain to his cabin door.

    You do not need an instrument. Your daggers and blades sing tunes. They can inspire fear, warm the heart or heal the soul. With a good blade in your hand, and your other hand, and on your belt, and on your boot, and in that hidden scabbard at the small of your back you can win any fight – mostly. When it is time to board another vessel you are one of the first. The regular crew follows you easily. They know that the opposing guards will head to you first. In port you work a stage or street corner juggling some blades or scarves.

    Acrobatics is a must have skill. Prior to life at sea you were likely a Noble or Courtier or Inheritor. You enjoy the thrill of discovery, and showing off your blades.

    Dexterity and Charisma are the most important attributes. You use finesse weapons, so Strength isn’t important.

    Society of Satire

    [This is from Unearthed Arcana:Kits of Old]

    I knew Sparrow before he had his own ship. I don’t think he was ever drunk, it was more an act to fool the rest of us. Fool, ha! That’s what he was and is. All jokes and cutting words, that Sparrow. Somehow he found a ship willing to put up with his constant humor.

    When you work the rigging you make monkey noises. When you swap the deck you make certain it’s wet enough to trip that crew member you do not like. If you are on lookout you might tell the ship you see something that doesn’t exist. You aren’t the best crew member, but when a sail rips, or someone is trapped in the rigging you can fix that faster than anyone else. Your “drunkeness” gets you into and out of trouble in a dash. Some crews love you, others hate you. That often times has no relation to the ship you are currently working.

    Performance, Intimidation and Insight are highly useful for the Satirist. Any background can inspire the woman or man that finds that the only way to deal with life is through jokes.

    Charisma, and then some more Charisma. You likely have a high Wisdom, as you understand what makes people tick.

  • Adventuring as Pirates: Rogues

    Adventuring as Pirates: Rogues

    Character creation is one of my favorite things, which might be why I prefer to DM. By managing the game I get to create hundreds of characters – some fully fleshed out re-occurring NPCs and others are simple one shot monsters. For a friend’s campaign I needed to create a PC, something which I haven’t done often in the past two years (this is my second playable PC). While I do make a lot of NPCs with the rules for standard players, as it helps me think about how the more complex enemies and allies behave.

    For my character I wanted to do a few things a bit different. As most of the players are new to 5th edition and some to D&D at all I wanted to be a support caster. I decided on a Cleric. I always like Krynn’s Minotaurs so went with that. Wanting to justify my greater player knowledge I thought about going with the Knowledge Domain. But where does a ocean going minotaur fit into the Forgotten Realms as a Cleric of Knowledge. My answer was as a pirate ship’s quartermaster. As a follower of Deneir Golrian Hershmakil the Quartermaster of Estadia keeps precise records, logs and maps of the Estadia’s forays at sea and land.

    Pirate Ship by Carlo Mirante
    Pirate Ship by Carlo Mirante from https://flic.kr/p/oYzCQc

    And then I thought, “what role would every archetype have on a pirate vessel?” This launched a ton of thoughts about a piracy campaign, which I have no time to run, but it lets me use creative processes that the current Everflow campaign does not.

    Rules of the ‘Pirate All Classes’ game

    • Use third level
    • At least 50% of the concepts must have Vehicles (Water), Athletics (for swimming, climbing jumping) or Acrobatics (for working in the rigging)
    • Some may be Privateers rather than pirates, but the goal is to mostly represent those that were unsanctioned
    • Assume no gunpowder
    • Recognize that no ship will have every concept created so more than 1 can be a captain
    • Recognize that pirate life is as much about life in port as at sea
    • Don’t use stat groups, instead show the interaction between class, background and ship role.

    Starting with Rogues as they are the most pirate-like by nature. The Player’s Handbook and Sword Coast Adventurers’ Guide includes the following archetypes – Thief, Assassin, Arcane Trickster, Mastermind and Swashbuckler.

    Thief of the High Seas

    On the ship you are a mild rigger working the sails, scrambling up and down the ropes faster than anyone else. Sure, when your boat needs to board another you are ready, swinging across either sneaking into quarters or taking out lookouts, but it’s in port where you make the real difference. Stealthily listening in on merchant captains, stealing keys or maps, or breaking into that jail to let your people free, you are the eyes, ears and rogue of the crew.

    Take expertise in two of Stealth, Thieves Tools and Acrobatics. Also have Sleight of Hand, Deception or Athletics (for swimming) as well. Pick a background like Urchin or Sailor to try and get another way to get one of the key skills so you can make certain to have Perception. It’s great when you are 50+ feet above the ship and can see everything that happens, probably with Advantage.

    High attributes should be in Dex and either Wisdom or Charisma depending on how much fencing (the selling kind) you do.

    Assassin

    Most of the crew considers you the cook, and you do that. But it seems when the ship is at battle you disappear. What you are really doing is seeking out the highest value target on the opposing ship as you swim over to it and get the drop from an unexpected angle. In port you slip into parties to pick up information from the authorities, maybe slipping a little poison into a glass or two.

    Take expertise in Athletics and Stealth. It’s also handy to have Insight, Persuasion, Deception and Sleight of Hand. Any background is suitable, try not to be a sailor or pirate. You don’t have sea legs. Noble and Guild Artisan (Cook) can create great cover stories for yourself. Get Gourmand as soon as you can.

    Charisma is an important stat with your role on land. A high Dex and Strength can both be useful too, especially if you choose to swim a lot.

    Arcane Trickster

    Being at sea for days and days and days can be boring. You know what brightens a day? Illusions and parlor tricks. That’s why most of the crew has you around, but the captain and quartermaster know better. They have you around because it’s a lot easier to get a good deal selling the ship’s “merchandise” through Enchantment or Illusion. Swabbie by day isn’t a fun gig, but your Mage Hand helps make the work go quickly, just not too quickly, then they would give you more work to do.

    Expertise in Deception, Insight or Persuasion are key. Sleight of Hand can be useful as well. Take the Sailor (Pirate) background so that you know Vehicles (Water).

    Charisma will be your key stat, but as for all Rogues one of your top two should be Dexterity.

    Mastermind

    The crew handed over control of the ship to you a few ports ago. They understand that you understand and know command. The galleon practically leaps at your command. You can find wind where others are helpless. In port you can infiltrate parties, or go as yourself. You have a reputation. When your black flies, people tremble. Other sailors respect you for you have put in the work. They also know that when you are around you Help them.

    Expertise in Intimidation, Insight or Deception are key. You are a ship’s Urchin, use the Urchin background, but modify it a bit. Rather than the Disguise Kit take Vehicles (Water) and replace Sleight of Hand with Performance. You grew up on this ship and now it is yours.

    Charisma and Wisdom should be your two highest attributes. You do not get in fights, you prevent them or win them so quickly your opponent does not get to attack.

    Swashbuckler

    As the Master-At-Arms you lead the boarding party. With a blade in each hand you dart in and out of the battle. When not overwhelming those foolish enough to stand up to you are “training” the crew in the art of swordplay. Most of this involves you embarrassing them just enough to try harder. Most of the crew do not like you, but they respect you. You’ll never be a captain, but you will be feared and respected.

    Expertise in Acrobatics and Athletics are vital for the fancy moves you do as you tumble from ship-to-ship or swing through the nets and ropes. Intimidation can be handy, and the little flourish with your blades show that you are tricky with your hands too (Sleight of Hand). Once a fancy Courtier (background from SCAG) you are now on a pirate vessel, raising funds so that someday you will have courtiers.

    Dexterity and Charisma should be your highest attributes.

    Above you have the start of a crew. A captain, a cook, a swabbie, a rigger and the master-at-arms may even be enough for a small sloop.

  • 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 18: Enter a dragon

    Group 1, Session 18: Enter a dragon

    The Five keep growing in size, but are far from completing their quest. The fogs of Sheljar have them on edge. They fear another tunneling nightmare striking their inn-home. Furthermore, the dead walk the night and there is the problem of their still hidden master wandering the bog-city.

    Session Notes:
    A guest player is here on a one-shot. They are playing a non-humanoid.
    Ixnyx remains at the inn, working on an unknown project.
    Shonie is still in Telse, they think.

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

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

    Stumbling back from the battle at the temple the group is weary. They fear going back to the island with the city center and its Library of Glight. Over the next day they will set a watch. Sure, the Necromancer will have some time to recoup, but the group needs the health and energy, especially if more wights or tunneling nightmare’s show.

    During their rest day Saffron goes fishing with her mage hand. Ajhenas’ heron helps gather fish as well. Samul is mourning the loss of Boo, his trusty lizard. Aamar is in the main room of the inn. Behn took a perch on top of the storage shed to paint the faint images seen through fog. Mo is up there as well.

    Encounter: Pet Shop Boys

    Limping through the thick fogs is a skeletal form. It has a spear it uses as a staff and a cape. Beside it is the ghostly visage of a massive warhound. Next to that is a tiny skeletal creature. Ajhenas is fishing at the base of the bridge and orders the skeleton to stop. This works, just short of the alarm zone.

    “Stop!” Ajhenas shouts. The skeleton and its companions stop. “Approach,” the scout from Kirtin says. A few steps forward. The start and stop commands continue. Leaning on the staff like a weak old man the skeleton does not seem threatening.

    Ajhenas mistimes his start-stop commands and the non-enemies, they cross Ixnyx’ alarm system. No longer is Ajhenas audience the two halflings on the storage shed, but the whole group, coming out into the courtyard seeing the creatures on the edge of the bridge.

    When Samul exits the building the tiny skeletal lizard sprints towards the massive gladiator, leaping up into his leather shirt’s inner pocket. This thing is, was?, Boo.

    Mo’s shortbow and Behn’s crossbow remain trained on the human skeleton. Ajhenas notices the cape is from a different light infantry unit than his own, one that was eliminated during the Awakening. Saffron asks the undying soul if it can talk, it shakes its head. She then follows up seeing if it can write.

    Through a long conversation with a skeleton carving words in the dirts of an abandoned isle the Five learn that the skeleton’s master is angry about the destruction of the temple, but extends the offer of an animated Boo as a symbol that the two parties may be able to communicate with less violence. They arrange a meeting with the Necromancer. Tomorrow, the Five will see this man across the collapsed bridge that once connected city center to the grand market. There will be a gap between the adversaries, so while missile and spell fire could happen, retreat into the fogs will be possible.

    Encounter: Enter a dragon

    With time to prepare the Five (it’s not five, but this adventuring party hasn’t named itself) build a second rope bridge over the gap between where the old massive stone bridge fell apart. That rope bridge is about 60 feet above the water. The stone bridge had a massive rise so smaller sea-worthy vessels could round the market isle.

    The also construct a couple simple defenses for the ranged fighters to use as cover. They’ll be shooting at shadowy objects through the fogs, but the cover provides some felling of safety. There are two of these. Some of the group is set to prevent a flanking action. Then they wait.

    Marching in step two banks of four skeletons walk to the edge of the bridge. Taking a knee and placing their shields in front the first row provides defense for the second row and their bowman. These are all human sized, but the skulls indicate that not all are human. Two mulkon zombies stumble forward from the rear of the military unit to the edges of the rope bridges. Their massive forms holding the giant morning stars that are common among their living race.

    These walking dead provide a defense for a large pitch black cloud of darkness that walks forward. This is powerful magic, not some mere illusion but a black that makes night seem like broad daylight. The group of adventurers is tense. If this meeting comes to violence they have a chance, Behn always thinks they have a chance.

    Greetings are exchanged. Interrupting the pleasantries is a resounding screech comes from the sky. The skeletons aim their bows up, as does the group. This is something different – a third side to the potential conflict.

    A winged form, somewhat related to the flying lizards of Mehmd comes into view, a second screech. There is a rider.

    “DRAGON!!!!!!!” screams Saffron and she sprints away, cowering in an abandoned merchant booth.

    And the fight starts. Bolts, arrows and spells fly out at the beast. The rider flings spells back. While in the air the wyvern does a spin move to avoid one of Behn’s spells. Its rider is flung aside into the water. Ajhenas runs down to the shore and Maurice leaps off the bridge chasing the stout form.

    The rest focus their efforts on the winged beast, eventually slaying it. When it dies the Necromancer and his companions are gone. That group of Behn, Samul, Boo, Saffron and Aamar look down to the water.

    Between the quick thoughts and strengths of Ajhenas and Mo they’ve captured the man. He is about 4 feet tall, with broad shoulders and a beard. He is a spell caster, once using a spell to get away from the group, but they recapture him. He has heavy armor, a hammer and is quite angry to find his mount is dead.

    While interrogated he declares that he is a “Proctor of Grace.” He displays some contempt for the “pathetic” spells used in the conflict, and disgust specifically for Behn. Some of the group take this Proctor back to their inn. The rest field dress the fallen wyvern and take its venom from the stinger.

    They now have a prisoner who can cast spells beyond what they do (he claims), wyvern parts and are no closer to learning the identity and disposition of the Necromancer.

  • Group 1, Session 17: Ajhenas in the temple

    Group 1, Session 17: Ajhenas in the temple

    The loss of Boo still haunts the group as they consider their next move in the audience of a few dozen decomposed bodies. The skeletal remains of a congregation loom over the party, their open eyesockets unmoving but seemingly following each nervous tic, every sideways glance.

    Session Notes:
    The player running Ajhenas wrote this recap. This is the first recap written from a single player’s angle and thereby gives new insights into the story.
    Samul and Maurice are absent from the session, but they remain in the temple nave. Maurice also helps open a lock.
    Shonie is still in Telse, they think.
    Mansaray’s whereabouts are unknown. His falcon is back with Ixnyx.
    Ixnyx is back at the inn setting some alarms.

    Given the disastrous, carefree door opening of Samul only moments prior, it is instead the recently revived Ajhenas who is entrusted with opening the doors of the temple. The Kirtin man still hasn’t fully recovered from the severe head injury that left him floating alone miles downriver. Silently he curses himself for not sensing the earlier trap that left much of the party injured. After due diligence, Ajhenas opens the left door into a back room, with Aamar, Behn and Saffron close behind. Injured and traumatized, Maurice and Samul wait in the rubble. Ajhenas’ heron remains outside on watch. Mitzie, Edgar and Barkley stay with the barbarian and rogue. If the skeletons animate the halfing and human will have some help.

    Beyond the door the party finds a simple set of rooms and a pair of staircases. In one room lies a table with a set of unfamiliar books; Behn notes that the books have been disturbed recently. As much of the party examines the mundane items scattered about, Ajhenas goes to a window to look more closely at the side of the church farthest from where they entered.

    To his astonishment, the thick fog that hindered their progress earlier appears to have completely lifted in the direct vicinity of the church, allowing him to see outside. There, ten yards out from the church, is a lone pole with a pennant hanging from the very top. A gruff word calls the others to the window, where no one is able to recognize the peculiar symbol adorning the flag. Behn takes note of it for later.

    By Randy McRoberts at https://flic.kr/p/oGzdYG
    By Randy McRoberts at https://flic.kr/p/oGzdYG

    Having seemingly seen all that is there to be seen, the party considers the stairs and decides to travel downwards first. Their descent leads them into pure darkness, greeted only with a nasty stench not unlike a sewer. Saffron and Ajhenas light torches in an attempt to make sense of the room, but to no avail. It simply isn’t worth the risk, and an exploration of the basement is abandoned.

    That leaves only the upwards stairs. At the top, nothing greets them save for a few more books with more strange symbols, and two more doors facing towards the back of the building. Behn presses his ear against the right-most door, and hears nothing living. Ajhenas is wary nonetheless, and opens the door with an axe at the ready. And sure enough, upon opening the great wooden wall, a wight blows by him to attack the rest of the party. In a moment of weakness, Ajhenas attempts to bring one of his trusty handaxes down on the nasty ghoul only to get it stuck in the doorframe. An encounter with the other leaves him badly wounded as a rusty sword slashes his chest.

    Behn and Aamar have similarly poor luck despite seemingly excellent preparation. An attempt to disarm the opponent leaves both Behn and this new enemy without weapons.

    Bernie, Aamar’s bear cub, rushes forth swiping at the wight attacking Behn. Saffron stands back in support. The fellow Kirtin-ite drumming inspiring beats, with secondary rhythm that place that same wight at a disadvantage.

    Calling upon his long military career, Ajhenas attempts to isolate this armed creature from the rest of the party. The cut he sustained was deep, and the man has seen how man and beast alike fare with such wounds. His shield equipped, Ajhenas pushes his attacker deeper into the room from which it came, blocking the door with his body. He attempts to push it closed behind him, but fails; a most fortuitous fail.

    In the other room, the party appears to have the wight in hand. A series of swipes and spells leave it all but defeated. Behn considers finishing it off, when out of the corner of his eye he sees the struggling Ajhenas alone, staggering with his shield high. Behn calls on one of his most powerful spells (I silently pray for good aim) and fires a bolt over the shoulder of the Kirtin man into the face of the looming creature. The wight lets out a horrific scream, barely clinging to the world of the living. Everybody looks on, anticipating that Ajhenas will run his longsword through the blight and earn his bravery.

    But the man is too weak, a lumbering strike misses wide and his body is left open to a critical strike, which falls swiftly after. Ajhenas crumples to the ground, wondering if this is the day he dies, surrounded by foreigners in a foreign land for a cause he doesn’t fully understand. He thinks of his blacksmith parents, of his bonded bird, the halls of the academy and of the many mountains he will never traverse. It’s only when he feels the healing salves on his lips that he realizes just how overly dramatic he was being.

    Helped to his feet, Ajhenas sees the smoking remains of the two vestiges of death. The man is not one who speaks, but Behn earned a few words of gratitude. Also to Saffron and Aamar, for their generous use of healing Everflow.

    By now the light struggled to survive through the island’s fog. The party checks the accompanying door, which was gratefully empty. Ignoring the remaining upwards steps the party returns to the first floor, where Behln stops just before the party reunites with Samul and Maurice. He reminds the group of the  pennant flying outside and how it appeared to repel the fog. After some discussion, Behl bursts through a window and (with help) retrieves the cloth. As soon as he does though, the fog that was held back as if by a glass bowl flows back into the empty space, and a sense of dread envelops the group along with the thick air. Replacing the pennant does nothing. Ajhenas calls for Laurel, who through speaking with Aamar informs them that a green cloud is approaching from that side of the building (and also that it’d be a very good time to leave.)

    The group reunites in the main chamber, ready to pack up and go. But the skeletons still sit in their pews, waiting for the sermon that will seemingly never come. Tired, wounded and annoyed, Ajhenas calls for the whole damn building to be burned down. But that idea doesn’t fly. Instead, Aamar sends the others on and lets forth a powerful spell from the center of the room which thunderously shatters the remaining bones.

    From there it’s a race to get off the island, away from the now apparent green cloud, and to the party’s base of operations. But as they cross the long bridges that connect the haunted village to the mainland, a bell rings in front of them. Ajhenas mentally braces himself for another fight, particularly when a goblin approaches excitedly. It’s all the party can do to keep him from throwing an axe at the monster. It makes the coming introductions between hottie Kirtin outsider and former captive turned Five member Ixnyx rather awkward.

    The green fog approaches no further, the group returns to the inn and the party settles down for rest at last.