Tag: DnD

  • 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.

  • Session 16: Into a dread temple

    Session 16: Into a dread temple

    Hiding in the abandoned bog city of Sheljar The Five found an home. The once thriving inn is a rare building within the fogs that is in a decent state of repair. As Behn and Ixnyx scouted the city square the others remained on their new tiny island.

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

    This section took places away from table

    • Aamar and Bernie rid the store room of a swarm of rats. They also found two vials of the Everflow. Both were from prior to Bishop Ollium’s reign.
    • Samul repaired or built systems that could bar the doors and shutter the windows.
    • Saffron and Barkley scouted the east side and the docks, noticing an island across the faster flowing water.
    • Maurice and Edgar headed out the western trail following it through the garden. Mo found two wheels for the dog-cart and down near the orchard a land broken by pockmarks.

    We return to table play.

    When the gobkon and Sorcerer return from their trip they are short the mulkon. They speak of an encounter with some dire beast that trips creatures and tosses them into its gaping maw. It is also the source of the Stench of Sheljar. The two do not know if there are more of this bog kraken.

    Wounded and needing to heal, Mo recognizes the description of the holes from those whipping tentacles and leads the group down to where he scouted. But on the way along the eastern path Barkley barks at the river. Then Mitzie joins in as well. Floating down in the chill water, at night is some kind of man. A large heron is circling above. That bond clearly still active.

    The two dogs jump into the water on command. Their attempts to drag the man to shore fail, but they do slow him down. Aamar sprints ahead and uses his thorn whip to pull the poor soul to shore. That action and the dogs get the man into the dock area.

    Aamar uses a full vial of the Everflow to help the hapless soldier of Kirtin. Saffron having recognized the insignia on the light infantryman. Later, she escorts him back to the inn. Ixnyx had already turned one table into a work bench. She was working on some promised alarm system for the bridges. So Saffron took Ajhenas to one of the bedrooms to heal. They also discussed Kirtin, his presence in Sheljar and a certain volcano.

    Mo leads Behn, Samul and Aamar down to the pockmarked land. It is immediately familiar to the Sorcerer of Gate. He again speaks to how he won that previous encounter, with Ixnyx and the mulkon doing a bit themselves.

    A watch is established when the return. Ixnyx, Behn and the new arrival Ajhenas allowed to heal.

    In the morning Ixnyx declares that she needs to install those alarms, and even has a messenger flitter ready for Saffron. This small device will return to a single location with a short message. That location is the fireplace mantel in the inn.

    Saffron suggests the group head through the thicker fogs to the east. She wants to avoid that dangerous beast, maybe finding a new path to the city square. It takes two trips in the rowboat to get everyone across. They explore an island market, mostly failed and decaying. The fog is so thick they cannot see too far, but both the Rogue and Behn see Samul pocket a bar of silver.

    Heading to the northeast edge of the island there is a huge dockyard. No boats are left, but this is a place where great ships came to Sheljar. There is also a bridge that rapidly rises from the land, heading towards the city square. It ends in an abrupt slice through the stone. On the edge of vision they see the other part of the partitioned bridge.

    Saffron and Aamar want to take the rowboat across. Samul and Mo think there is a way between the Barbarian’s great strength and the Rogue’s quick feet they can build a bridge. Behn points out that their dogs couldn’t cross such a rope-bridge. Ajhenas is stuck chuckling as this group that has just accepted him argues.

    Done with words the Bard and Cleric of Quar head back to the row boat. Samul is offering to tie a rope to Maurice and just throw him across the gap. But then little Mo sprints up the bridge leaps the gap. The tiny halfling from Ooshar tumbles to his feet with a little flourish. Then he ties off the rope. Samul comes across the rope bridge while Behn rides Mitzie to let the fans of more traditional transportation know what happened.

    Now on the island square Behn “leads.” He isn’t in front of the group, but he is describing the things they see. Across the square is the Temple. The group decides to edge around it, but to the right of the open doors is a cemetery. The grounds and graves broken open. The group avoids that and instead goes straight to the steps.

    Two gargoyles swoop upon them. Aamar and Samul do most of the work to take them out. All aided them, but the two were the primary targets of the living stone. A bit shaken, a bit weary the pit fighter enters the vestibule through the open doors. Between the nave and vestibule is another set of doors.

    A bit naive the Mehmd native flings the doors open and the ceiling gives way. Behn, Mitzie, Aamar, Bernie and Samul survive the crush of stone and wood. Little Boo, Samul’s lizard, is smashed. Aamar’s spells cannot help the little bearded dragon, but they do heal Mitzie and Bernie.

    Now, the group proceeds with caution. Mo checks the door. He looks into the nave, and it is occupied, but nothing is moving. There are no more traps, just 16 skeletal heads staring towards the altar.

    They enter. Mo again looks for traps in the nave. He finds none, though there are two doors on either side of the altar behind the lectern. As the group fans out none of the skeletons react. There are five more smaller ones, that look like the face of Ixnyx. The larger ones a mix of human and those hobkon that captured their ally.

    Frightened that the undead could rise at any moment in a Obscon temple guarded by traps The Five ponder their next move.