City Campaign

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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Sat Sep 02, 2017 2:59 pm

The party follows the masked man through the portal and finds themselves in a cavern with a flowing river. The man in the mask is up on a ledge. He complains that this is tougher than anticipated and none have been such a nuisance before. Combat starts and as the party rushes forward, he raises his arms above his head and part of the cavern turns to lava, burning some of the PCs. Dante’s animal companion cat Toron jumps into the fray and attacks the man in the mask but the man gets several swings in with his bastard sword and after 3 strikes, plunges the sword into Toron and the cat disappears. Maka succeeds in magically compelling the man in the mask to come closer which allows a full on assault and the party eventually gets a good hit in and stab him in the side, causing the man to stagger in pain. Clutching his side as falls he focuses his energy and they watch his wound heal, but as he does his visage is withdrawn and the person in front of them is no longer a man in a mask. In front of them on the ground is an old wrinkled woman with dark hair and dark skin; she cackles, sputtering blood and tells them that it’s no good, they will have to sleep sometime and she’ll be back. Desna can’t protect the Everwood forever, and soon Alazhra will show her dominance. She then furrows her brow and disappears. The party rushes over to where Toron was but he is gone. The world starts to lose form and the party wakes up.

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Back in the Temple of Desna, as the party wakes they notice Toron at the food of Dante’s bed, bleeding out. Dante goes to his companion and discovers that Toron is indeed dead, with several gashes alongside his abdomen. He remembers when he first found Toron is was back in Almus next to a seemingly magical pool; he feels he may need to go there again and perhaps he can somehow reconnect with his friend.

The report back to Tessara, who says her trance out in the desert went well; she suffered no dreams or sleep. She asks if they have solved the issue plaguing the Everwood and Faun steps forward to say they have failed. She recounts the story of the wrinkly old woman and the statement about Alazhra. Tessara and her servants don’t recognize the name or the woman. Tessara suggests they consult the Keeper of Records in the Archives below the city. She states that the Archives contain vast stores of information but also warns this is where they keep things that should be locked away. Several of these artifacts in storage have evil or pervasive auras and can sometimes cause things to be summoned or necromantically raised around the items; she informs them that typically their court mages keep tabs on these threats and conduct routine cleanings of the rooms to avoid things escaping or causing damage. She urges extreme caution and hands them a key.

The Archives are at the base of a large tree with double doors leading to stairs going down below the roots. The party enters a well-lit room with a human girl looking to be around 19-20 years old sitting at a desk. She stands as they enter and raises her hand in greeting, introducing herself as Ette, the Keeper of Records. Margit immediately notices the joints on the girl’s arms are unnatural and look remarkably like her own marionette body. She immediately bursts out with a list of questions such as “Are you a marionette? How did you get your body? Did you die? Who made you? Where did you come from?” Ette tells Margit that she is indeed inside a marionette body, however she doesn’t know who made it. She used to live in Almus long ago (she mentions a totally different city, underground with no one going to the surface due to dragons up above, so the party assumes she’s been away for a LONG time). She remembers getting sick and dying once, but her next memories are inside this marionette body. She has trained the body to not require sleep, food, or water, and she is happy to stay in this little room as it reminds her of “home” back in Almus. She is apparently unaware of the situation in the Everwood. The party asks her about information on Alazhra, and she thinks for a moment. She remembers there are likely 3 books in the Archives that mention that name. She gives the locations. When the party asks if she can help them get the books, she declines, stating that the mages haven’t been down in some time, and she fears what has spawned behind the locked vault doors. She says if they want to go find the books, she will give the descriptions of them, but they PCs must be prepared to deal with whatever has popped into existence in the rooms since they were last cleaned out. She also warns the party of various artifacts that are locked away for a reason and are much of the cause of the things that appear (and are also why the doors are locked). The first book in in the library through a door, the next is in a room housing the remains of Marceliel the Berserker, and the last is in the tomb of Ixibel the Blood Drinker, Protector of the Everwood (and 3rd Seneschal of the Everwood). Faun notices a cute doll on Ette’s desk and inquires about it; Ette states it keeps her company but Faun is welcome to it if she wants. Faun accepts the gift. Dante notices it’s magical.

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The first room they look in is a vast library covered with bookshelves and books. As they open the door, lights appear in the room and moans can be heard. Zombies! The party quickly dispatches the zombies and searches the room. They find the first book they were looking for, a magical bag, magical boots, magical bracers, and a magical belt. Faun inspects the items and states they are a Bag of Holding Type 2, Boots of Elvenkind, Bracers of Armor +5 (!!!), and a Belt of Giant’s Strength +2. The party is wary due to the warnings and tests the bag; it doesn’t appear to be one that devours any items. Maka puts the Belt of Giant’s Strength +2 on and as he does, its form immediately changes and so does his. The party watches as he transitions from a man to a woman. He quickly takes the belt off, but it’s too late. He puts the belt back on but nothing happens. The party realizes the items they have may be cursed. Faun has tried the Bracers of Armor +5 on; Maka throws an object at her and the party watches as it accelerates towards her unnaturally and strikes her. She can’t get the bracers off and notices they are in actuality Bracers of Defenselessness. Margit has already put on the Boots, but she can still take them on or off so they aren’t sure if they are cursed.

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The PCs step back out into Ette’s room and she notices Maka has changed gender. She is enraged that they have plundered the Everwood’s artifacts and asks what else they took. They for the most part stay quiet and don’t let her know they’ve taken anything else, but she is highly questionable of their motives now and calls them thieves. She doesn’t seem to want to help them much anymore, but the party decides that they already got the info they needed from her and decide to press on and perhaps just not take anything else due to the curses. They unlock the next door and notice a room in utter disarray; Ette looks in and appears sad, stating it appears whatever is in there has been there long enough to wreak havoc. There is a gaping hole in the floor and things are torn asunder. The PCs notice two fiendish looking things in the back of the room. As no book is supposed to be here, they decide to just close the door.

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The last door leads to chamber with a fountain and pool of water and lots of bones up against the walls; apparently the mages have dealt with a lot of creatures here but don’t clean up as well as they should. As they enter the room, lights magically turn on. Inside the pool are several coins of various denominations; Dante looks closely and notices several he recognizes but several appear to be from kingdoms he doesn’t recognize or may be lost to time. His detect magic sense notices 4 magical rings in the pool. Margit is wary of the water and pokes it with a long bone and the bone is sucked in and appears to dissolve. Suddenly, the pool erupts with skeletons who attack the party. Faun sees a growing horde of skeletons and casts fireball, which causes many of the books and furniture in the room to catch on fire, but manages to destroy all of the skeletons and blasts most of the water out of the fountain. All that is left is a small pool of writhing jelly that Maka quickly squelches. The party takes the rings and the gold, but Faun refuses to identify the lucre as she is starting to agree with Ette about the party’s intentions and is highly distraught with the damage she caused. She starts casting mending on as many objects as she can. Weir locates book 2 in the first tomb room; no monsters are present. Dante notices heavy magical auras coming from inside the coffin but the PCs decide to leave the dead alone, fearing the dead may be displeased. They go into the last room and find the 3rd book; again there are no monsters and a strong magical aura coming from in the coffin. They again decide to leave the dead be. They exit back to Ette’s room where she continues to ask them what history they have stolen from the elves and what curses they are loosing back into the world. The party decides to just leave, with Faun mending as many things as she can and apologizing to Ette for the rest of the party. (They never entered a 3rd tomb room which is labeled in the pics as Tomb 1)

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The party reads the 3 books, written in Elven.

Book one is a children’s book detailing a story of Alazhra the Dream Eater and how she comes to bad elven boys and girls in their sleep and can scare them to death! She is an enemy to Desna, who protects the Elves and the Everwood.

Book two is a book about Night Hags; creatures from outside the material plane. They worship Alazhra who in their beliefs is a night hag ascended to godhood. Night hags apparently can enter into dreams and can steal souls and store them in gems. They usually are solitary or associate in a coven of 3.

Book three is about the City of Abaddon in the outer planes. It details information on the Four Horsemen and a passage states that Alazhra has brokered a deal allowing for the free trade of souls in Abaddon so the daemons there can feed on them.

They bring this information back to Tessara who especially finds the information about storing souls interesting, as the elves do the same thing with the necklaces they wear to protect themselves from the dreams should they be killed. Weir takes his necklace off, suddenly uncomfortable. She says that the necklaces are made by a young acolyte of Desna name Este; she summons Este to the palace.

Upon meeting with Este, the PCs learn that Este learned how to insert soul fragments into objects like a magical basilisk horn from an old woman that lived around her. The old woman noticed latent magical ability in Este at a young age and started training her in various magical arts until Este’s mother found out and forbade her from associating with a “witch.” The party asks what this old lady looked like and Este states she had dark, wrinkly skin and dark hair and the party thinks this is likely the person they were fighting in the dream world. She gives the location of a cave where this old lady lived, and Faun knows the general area. The party decides to go see this old lady and get some answers….

To be continued!
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Last edited by AnimeSensei on Sun Sep 03, 2017 8:08 pm, edited 1 time in total.
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Re: City Campaign

Post by bernyleung » Fri Sep 01, 2017 1:33 am

**thunderous applause**

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Re: City Campaign

Post by AnimeSensei » Fri Sep 01, 2017 12:09 am

After 3 uneventful days traveling across the sandy desert dunes, suddenly a walls of trees appears; the break between desert sands and lush forest is immediate. Tessara tells the party she needs to split off from them to inform the elves of their presence or else they will be deemed intruders as non-elves are not welcome in the Everwood. The party is very unhappy with her bringing them 5 days away from any known civilization and leaving them.

They continue onward into the forest on a path and after a bit enter a clearing. Standing in the clearing is a female elf who introduces herself as Faun. (elf wizard) (This is the PC for Ashe; she is now back from school but Ashe is back in Almus.) She tells them that they will find out more at the central palace, but the Everwood is an oasis in the middle of the desert (the PCs assume a magical one) that has existed for many, many years. Not many know of the Wood, the elves like their privacy, and non-elves are rarely granted access. The party notices the lack of inhabitants as they travel. There are empty homes and farms; if there are inhabitants, the numbers are sparse and everyone looks well spent and tired, which is odd for elves. They don’t notice any occupying force from Thavel or any signs of war or a struggle, which is odd as that’s why Tessara stated she needed help from Almus and also the group in the first place, because Thavel was attacking the Everwood.

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They eventually arrive at the center of the Everwood and see a magnificent palace amongst the buildings and trees. They are allowed entry and are told the seneschal is waiting for them. As they enter the throne room, they find Tessara sitting on a giant throne (literally big enough for a giant to sit on). She tells them (and Almaris) that she is steward over the Everwood until Desna returns to sit on the throne. Almaris is next in line to succession, should she prove herself worthy. (It is explained that they ruling seneschal is picked from the current seneschal’s daughters by way of trials of faith, endurance, and will. If there is only one daughter, or no daughters, the invitation to the trials is open to others who feel their family would better reign in Desna’s stead.) She tells Almaris that the reason she left her her husband and children in Almus was that her mother had passed away and she had succeeded in the trials to become the new steward of the Everwood. It haunted her every day, but now she is glad to share the family heritage with Almaris, however she warns that Almaris will have strong opposition if she decides to pursue the throne, being Tessara’s only daughter, and a half-elf at that.

The PCs ask where Thavel’s troops are. Tessara sighs and states that it’s not that kind of occupation. She states that something very odd has been occurring in the Everwood over the past month or so, and it has decimated her people. Every night when the elves trance, for some reason a few random ones somehow end up asleep, which shouldn’t happen. These elves are then subject to torture, imprisonment, attack, and interrogation in the dream world. Many have been murdered in the dream world and when that happens their bodies also die. Any wounds inflicted upon them in the dream world also appear on their corporeal bodies. The elves that suffer from this condition are seemingly mostly at random each night, however she notes that those in high authority are more susceptible, and the first to be attacked were their high ranking mages and clerics who are now all dead. She states this is all very surreal and discomforting as elves don’t dream; she asks the party questions about dreams and whether any of this is normal to which the PCs say it is not. The individuals doing the interrogation and murder in the dream world wear masks and carry the symbol of Thavel (a sword and shovel) on their tabards and other gear. This appears to be magic and is blatantly out in the open, to the extent that the Everwood now is a place where magic is now known about in a greater sense than in Almus.

The interrogators ask about Almus, its defenses, its strengths and weaknesses, and also about the Everwood and what keeps it from being overrun by the dunes, water and food sources, and its defenses. She fears that Thavel is wanting to use the Everwood as a strategic base to attack Almus and take possession of it from Killam. She tried to go speak with the Governor in Almus about this but before she could really get the story out she was thrown in jail. She was hoping a high ranking mage from Almus could help attack the interrogators somehow in the dream realm; she fears asking the guilds in Almus as they would ask for envoys to stay in the Everwood and she would fear spies. They have deep connections with the Defenders of the Mother guild, but none others. Most of the high-ranking magic users in the guild have been taken out with the current situation, but they don’t want the other guilds to know as they fear the consequences of showing weakness.

The apprentice wizards have been no match for those that attack in the dreams; the only defense they have discovered are some magical necklaces that can store part of a soul; they make these from basilisk horn but sadly the numbers of basilisks in the area has dropped to the point that it is almost impossible to find them anymore. By storing a sliver of soul, if the person dies in the dream, the acolytes of Desna have discovered a way to push the sliver back into the body and try healing spells immediately after death; sometimes this works but not always. Sadly the necklaces are single use. Tessara states she has died 4 times over the past month and fully expects to be attacked again tonight after she starts her trance. The PCs ask if anyone is attacked outside of the Everwood and she says they do not, this is an isolated problem, and feels that whoever is doing this, Thavel or someone else, wants them to vacate the Everwood to allow occupation.

She has two spare necklaces and gives them to Almaris and Dante; she asks if the party can still help and they ask for more necklaces. She has her guards go immediately to find more basilisk horn to see if any more can be made. The PCs agree and as it isn’t that late in the day yet, decide to go with Faun and scout the area to see if they can find any trace of Thavel and to see what is infiltrating the dreams of the elves. They travel all day and find no trace of an occupying force, but do find an empty cottage with a decomposing elven body in a bed. There are scratch marks all over the walls around the bed. They take the body outside and burn it as a precaution. The rest of the house looks like a family just got up and left the premises; there are children's’ toys, books, etc. in the house. They think that the person in the bed died in their sleep and the family left in fear. The party eventually turns back as it begins to get late in the day.

Back at the palace, they find that the hunters were able to find enough basilisk to make necklaces for almost each member of the group; they are missing one. (Darn random roll of the dice.) Tessara says she has confidence in the group and takes off her own necklace and gives it to them. She says she will attempt to trance outside of the Everwood in the dunes and see if she is protected by doing so. The party goes to the Temple of Desna; the elves have beds prepared for them. They all lay down and a modified mass sleep spell is cast that allows them to have a communal dream state.

The party “wakes up” inside a forested area; it’s eerily quiet and they notice that this must be the dream realm because while things look real as they look at them, things in their peripheral vision become murky and cloudy. The more they focus on an object the more “real” it becomes. They hear movement coming from beyond a gate in front of them and catch a foul odor coming from that direction. Weir thinks if this is a dream, he might be able to manipulate it. He attempts to will himself through a wall of trees but is stopped, however he does notice that his attempt to change the wall to something he could pass through did make the area slightly more passable than before. He tells the group to all focus on the same area and do the same thing and in so doing, the forest opens up, leading to another clearing.

In this clearing is a man wearing a mask who seems surprised to see them. He asks them where they are from and starts probing for answers. When the PCs don’t give him what he wants, he states he’ll take the information by force and turns into a giant spider and attacks. The party slogs through the fight and eventually hits him hard enough to break his concentration and he reverts back to a humanoid form; he creates a portal in the ground and falls through it. As it starts to close, the party hurries after him.

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They all land in various areas in a shifting labyrinth. (I used the board game Labyrinth as an inspiration for this encounter. During each monster or PCs turn, a row or column in the maze is shifted up/down/left/right. The PCs could choose, but the monsters did it at random.) They eventually found and defeated the man in the mask again and he then again escaped through a portal. The PCs followed.

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Until next time!
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Re: City Campaign

Post by AnimeSensei » Fri Sep 01, 2017 12:04 am

The party hears that Ventia, servant of the Masters and thorn in their side is being held at the castle in the dungeon. Governor Tehnard and his wife live at the castle; he is from Killiam and is a major cause of contention for Weir as Weir has been fighting against Killiam since the invasion. Weir receives a note from the Governess Epione that Governor Tehnard has been acting strangely and she wants to meet with Weir. Not much else is in the note except telling Weir to come to the castle. He finds this highly odd and problematic, especially because she included no token or anything to get him and the party into the castle. The party goes to Kressle’s shop to buy a dress so they can pretend to be tailors/dressmakers making a delivery to the Governess. The dresses are too expensive for their tastes (many are made by Grog the Orc, a well-respected dressmaker living outside of Almus in Killiam) so they decide to visit a more discount venue. They find a shop specializing in the obscure (and sometimes magical if you know how to ask for it) under the name of Poshment’s Peculiar Place of Procurement. Poshment sells them some bolts of fabric which they intend to use as a ruse to get to the Countess (for a dress fitting); he also sells Ashe a hat with a snowglobe on it and a set of gloves with a filigree whip on them.

The approach the castle and are granted access after some good diplomacy rolls and eventually make it to Countess Epione. She states that her husband has been acting strangely since Ventia was brought to the dungeon. He doesn’t pay attention to Epione anymore and she wants Ventia taken care of; she contacted Weir because of his reputation around the castle. (Nothing good except avoiding capture) She offers the party items from the treasury if they can pull it off. The party asks for her help moving around the castle, to which she refuses as she doesn’t want to be implicated in this. She eventually gives them a ring of hers but as it’s not a signet ring, it just in fancy and expensive. The party sets off to find Ventia.

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The PCs venture around the castle until they find the castle dungeon, located in a tower. There they find Ventia in a cell; there is an elf in a cell in the same room. Almaris instantly recognizes this elf as her mother who left her family years ago to go take care of some business back at home in the elven lands (the Everwood). Ventia taunts the PCs and a fight breaks out; the PCs discover that the prison area is covered in an anti-magic aura and their spells are useless. Somehow Ventia has access to her repertoire of spells and attacks. She gets Dante to feel a strange compulsion to ignore all of this and go home; he leaves the room. The party beats on Ventia through the bars and she eventually disappears. Weir uses his telepathic abilities to get Dante to shake off the effects of the compulsion for a short time. The party decides to create an illusion of Ventia running around the courtyard and the inner castle walls screaming and carrying the governor’s head. They do so and a large ruckus is caused; the governor appears near the top of a tower to see what’s going on. Ventia is at his side. The PCs now know where she is again so they pursue. They bring Almaris’s mother with them. They beat up the captain of the guard and take her key to the throne room.

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They burst into the throne room, where the Governor last was seen and Maka casts hypnotic pattern. The guards and Ventia are entranced. The PCs take this time to enchant the royal guards to mount a full on attack of Ventia; between the PCs and the guards they manage to kill her. The deed done, the party decides to leave (but not go back to the governess, as they feel that she is more trouble than she’s worth). They use ropes to climb down the outside of the tower to the city below. Before being the last to leave, Weir take this opportunity to kick the governor in the nuts for all of the pain that has happened to him and his friends and then hurries out the window, grinning as the governor howls in pain and shouts curses at him. They make their escape safely.

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Back in safety, Almaris speaks with her mother, Tessara. Tessara says she’s sorry she left Almaris and her family (father and 3 brothers). She had urgent issues in the Everwood and can’t really talk about them. She states that she came to Almus looking for aid because it is being attacked by Killiam’s rival, the nation of Thavel. She petitioned the governor, but that girl Ventia was in his mind and persuaded him that Tessara was a nuisance and should be locked away. Now that she’s broken out of prison and she was seen with the party attacking guards in the castle, her chances of a petition are pretty small. She tells Almaris perhaps it’s time for her to learn her heritage and to venture to the Everwood. She can then decide if she wishes to follow her ancestors before her on their elven paths. Tessara states that she can’t say much more outside of the Everwood, but does warn that the knowledge must be earned, not given. She states that without aid from Killiam, the Everwood will fall, but perhaps Almaris and the other PCs could help repel the invaders; their skill she saw in combat was very impressive. She offers 5,000 gp to each member of the party if they can save the Everwood. Weir is hesitant going to save a nation he doesn’t even know, especially if it means leaving his Dead Rabbits behind, but decides to give it a try due to the amount of coin and his friendship with Almaris. During this time, one of the Dead Rabbits decides that he wants to follow Weir on his journey and Evan joins the party (gnome summoner) (this is the real-life daughter of the people playing Almaris and Dante who played with us over the summer). Evan has recently discovered magical ability and can summon an eidolon that looks like a winged snake. Ashe decides to stay back and focus on research (the PC was at school this summer).

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The party ventures out over the mountains that surround the city of Almus; after they crest the tops they can see an immense ocean of sand with no end. Around the tops of the mountains are small valleys; Almaris recognizes one as her family homestead and the PCs decide to visit to allow Almaris and Tessara to catch up with the family.

As they enter the farmstead they find it quiet. They open the door to the family farm and see Almaris’s father (and Tessara’s husband) Marcus Winter hunched up against a wall. Almaris’s 3 brothers aren’t anywhere to be seen. They reach Marcus and discover he is badly wounded and Tessara finds he is poisoned. He tells them that earlier in the day a tribe of lizardmen attacked the farm, wanting tribute for their “lord.” They took the 3 boys and attacked Marcus when they couldn’t satisfy the invaders with their offering. He fears the boys were taken for slaves or worse. They disappeared into the woods with the boys in tow, and he suspects they went to a cave that Almaris has long known about. All her childhood she was told to stay away from the cave due to monsters that inhabited it. She always assumed they were just stories to keep her from getting lost. Tessara states she knows there are special crystals in the cave that have some curative properties and asks the party to venture in and collect samples so she can use them for medicine. She gives descriptions of the crystals to look for; there are 4 types she needs.

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The trail leads through the woods; on the way the party is waylaid by two Perytons; the party manages to defeat them and they find the cave entrance. The party descends into the cave, fighting minstab funguses and then find a nest of rust monsters. The PCs are able to defeat them without much issue and find the first crystal. They also find a small cave in the wall with shiny bits inside, which is odd considering the rust monsters. Almaris decides to crawl in and finds several coins in the back of the cave along with several ants. The ants suddenly attack her in a swarm. She exits the cave after getting hurt quite a bit. The party attempts to get the ants off and finally douse Almaris with water which gets most of them off and the swarm disperses. (She got close to dying due to ants. It was awesome. Haha)

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The party then travels across a natural bridge when they notice a campfire in a cavern on the other side. They find and attack a lizardmen encampment, but find no hostages. They do find a monster below the bridge covered in mouths making odd noises. They leave it alone as it’s not bothering anyone. Upon proceeding further, they are attacked as they cross a bridge by lizardfolk and their javelins. They fight back with arrows and by climbing down to fight them and discover a 2nd crystal. They also find a small room containing Almaris’s brother and 3 lizardfolk guards. The PCs dispatch the guards, however they discover that the 3 boys can’t walk due to being poisoned. Weir casts a spell that negates the effects of the poison for a short while and everyone runs to the entrance. They tell the boys to stay there and they’ll be back with a cure for the poison. They go back to where they were before and cross the stone bridge and discovered a large pile of poop, larger than could have been left by a lizardfolk. This makes the party kind of nervous. They sneak around the corner to see an owlbear next and two owlbears; one of the crystals they need is behind the nest in the wall. They manage to sneak behind the owlbears via invisibility and collect what they need. On the way back, they notice some loot in the nest so they attack the owlbears anyway. 3 crystals down. Back to where they saw the odd mouth monster they notice another cavern in the entrance. Almaris sneaks past the monster into the cavern and notices a sleeping red dragon on top of a pile of treasure and next to some crystals. The last ones they need. She sneaks up while invisible and breaks a chunk of the crystal off and the dragon immediately wakes. He knows someone is there but can’t find her. The PCs see what is happening and summon a celestial pony to run past the mouth monster and into the dragon cavern; the monster consumes the creature in one attack round. The dragon moves and blocks the entrance to the cavern, telling Almaris her friends can’t save her and to show herself. The party attacks the monster, defeats it, and starts attacking the dragon. After goading him out of his cavern, the party starts a full-scale attack on him and eventually defeats the dragon on top of one of the stone bridges. With the crystals collected, they carry Almaris’s brothers back to Tessara and have her make the remedy.

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Marcus and his sons recover relatively; Tessara reconnects with her family over the night, however by the next morning she urges that the party go on. She tells them the Everwood is 5 days journey across the sands of the desert. The party scoffs that there would be a woodland in the middle of the desert. She eventually convinces the party; she has made the journey before and Almaris knows she left to visit her people years ago and is now back; she appears genuine and is likely telling the truth. The PCs agree to push on and get supplies of water and food from the farm to take with them.
Last edited by AnimeSensei on Fri Sep 01, 2017 12:29 am, edited 2 times in total.
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AnimeSensei
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Re: City Campaign

Post by AnimeSensei » Thu Aug 31, 2017 11:34 pm

(Reserved for stuff I played in but didn't DM while I was out sick. After this I started DMing again)

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Last edited by AnimeSensei on Fri Sep 01, 2017 12:12 am, edited 1 time in total.
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ROUexcommunicated
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Re: City Campaign

Post by ROUexcommunicated » Fri Aug 25, 2017 3:41 am

kodiakbear wrote:
Sun Aug 20, 2017 1:43 pm
It is from the TableTop Props KS

http://tabletopprops.com/products/
Very nice. I remember the kick starter. A little rich for my blood, nice pieces though.

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Re: City Campaign

Post by kodiakbear » Sun Aug 20, 2017 1:43 pm

ROUexcommunicated wrote:
Sun Aug 20, 2017 9:23 am
Nice posts, Thank you for sharing.
Where (manufacturer) did the excellent tent on the second page come from, if you don't mind sharing.

If you mean this tent

Image

It is from the TableTop Props KS

http://tabletopprops.com/products/

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Re: City Campaign

Post by ROUexcommunicated » Sun Aug 20, 2017 9:23 am

Nice posts, Thank you for sharing.
Where (manufacturer) did the excellent tent on the second page come from, if you don't mind sharing.

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Re: City Campaign

Post by AnimeSensei » Mon Aug 14, 2017 11:24 am

Thanks for reminding me; I need to type up an update to this thread! I had some health issues and it fell by the wayside.
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Re: City Campaign

Post by kitenerd » Sat Aug 12, 2017 4:54 pm

AnimeSensei wrote:
Wed Mar 22, 2017 11:03 am
Thanks for the kind words, everyone! Truthfully, the reason I do this is because I remember about 10 or so years ago I read a forum post on the WOTC forums like this; someone had chronologued their campaign and it was fascinating to me. I loved following the characters and plot. I've always wanted to do the same and the fact that it feels that there in enjoyment in reading some of my posts makes me happy. :)

I've been trying to remember the individual who's posts inspired me, and I want to say it was someone named bigteacher9999 or something, but I don't think it's the same bigteacher who is an active backer in many RPG terrain/mini kickstarters. I can't find any info on Google, so my memory may be wrong. I would love to go back and reread the thread. The first adventure was a Halloween zombie adventure where the Level 1 PCs were stuck in a walled city with no known means of escape. I have used his exact scenario before and it is still one of my favorite DM experiences due to the resourcefulness my players showed. His next one was one where the PCs started in a city (I remember a docks battle) and then took a ship to an island and the local villagers were being overrun by strange creatures in the jungle/forest. If anyone knows of where I can find this thread again I would be forever grateful. :)
I remember that thread, holed up in a building surviving by casting create water and hide from undead (for food scavenging runs). Very realistic and incredibly suspenseful!

Sadly those forums are gone forever:

http://dnd.wizards.com/articles/news/wi ... -shut-down

Tragic loss of content. How hard would it have been to close them and leave them up as a historical record? (all the rules reference and how do you handle this type of info was evergreen). Truly makes you appreciate a company that goes out of its way to preserve the history of its forums, by painstakingly recreating threads damaged in a software migration.

This is one of my all time favorite game threads... it is HUGE, more of a novel than a game thread:

https://leagueofimaginaryheroes.wordpre ... s-of-wyre/
"Miniatures?, sure sign of a petty mind!" - 'The Women' 1939

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