2014-01-26

Grand Duchy 1

Grand Duchy of Adventure

Session 1
January 21, 2014


The Adventure Begins

Griffin

Moldain 7th of Thaumont, 1001AC

Four strangers are brought together by the offer of work in the river city of Kelvin in the Grand Duchy of Karameikos. The job, offered by a Traladaran by the name of Stephan, is to travel to the homestead of Susikyn and escort a herd of trained white horses across the wilderness to the Elf village if Rifflian. His brother, Pyotr, is willing to pay 100 Gold Royals (1000$) for the completion of the job. 

Griffin has arrived in Kelvin for the job with his friends Akaios, Burik, Eranthil and Ree, accompanying a herder from Penhaligon who told them about the job. Remar, who had met Stephan while traveling through the hinterlands on his way from Thyatias, arrived in Kelvin with the Traladaran. Marcel had met Stephan a week earlier and befriended the man and been offered the job after Stephan saw him handle himself well against some street thugs. Draven was brought into the endeavor after meeting Marcel at the Church when he had been seriously wounded exploring some caves under the city.
Remar

After being all acquainted, Stephan told them to meet on the docks by day break and that he had secured passage on a riverboat heading upstream. The crew assembled in the morning and were led aboard the boat, captained by a man named Kalanos and crewed by 8 strong backed rowers. The plan involved one day's travel up river to Misha's Ferry where the crew would disembark, rest for the night, then travel overland for a day to reach Susikyn. It sounded simple enough.


Marcel
But things never seem to work out as simply as they sound. Just after midday, the boat seemed to hit some sort of unseen snag in the river and upon closer investigation, it proved to be a thick, barbed chain that had been pulled taught just as the boat was passing over. Archers from the wooded and rocky shore began raining down arrows on the boat and everyone quickly took cover.


Draven
Marcel jumped overboard and tried to see if he could get the boat unstuck but it appeared that it would take too much time and was probably not the best thing to do while being shot at. The captain and rowers took cover behind the boats high sides and several of the passengers presented their bows and crossbows and began firing back at their assailants. 


Sailing up river


After a few rounds of shooting missiles at each other, several members of the attackers leaped into the water and began swimming out toward the boat while their archer allies continued to fire at anyone presenting themselves as a target on the boat. Likewise, the archers on the boat fired back at the men trying to swim out and at those shooting from the shore. Griffin managed a lucky shot with his bow and took out the leader of the group who had been identified when he began barking orders at his bandits. Remar also proved to be a good shot with his arcane bolt, though its effectiveness was questionable. As the swimmers got closer, Remar put his Spasm spell to good use, causing some of the swimmers to have horrible cramps and be swept downstream by the river's force. Draven moved around the boat and used his divine power to armor his companions and heal any that received wounds. Marcel coordinated the right side rowers to pull their oars back and wait for a group of swimmers to approach, only to have them swing the long wooden oars out, striking at the swimmers, even managing to knock a few of them unconscious. 


Ambushed!
Eventually some of the wet bandits reached the boat and tried to climb in. Griffin, Draven, Marcel and Remar would have none of that. Swords and spears were drawn, spells were cast and the boarders were repelled with ease. In the midst of the melee though, one of Captain Kalanos' rowers revealed himself as a turncoat as he unsheathed a long knife and stabbed Eranthil the Elf in the back, nearly killing him, before leaping overboard and trying to swim away downriver. Remar was able to disable him with his magic and he panicked and slipped under the rivers dark water. 


The bandits on the shore
As the last of the boarders were dealt with, it was observed the archers on the shore had either been taken out or had fled the scene as no more arrows flew at the boat. No one could be seen moving on the shore at all.

Marcel quickly shed his heavy gear and hopped back into the water, heading for the far shore in an attempt to undo the chain holding the boat in place.


Continued on GDA2 - The Journey to Susikyn


Session Notes

This was the first session of a new GURPS campaign I am running. It is set in the Grand Duchy of Karamekios, of the old B/X Dungeons and Dragons fame. We developed the characters to have a "1st Level" feel. Overall I think things went great. We will continue the story online through a sort of Play-by-Post action utilizing Google Docs (link above.)


Cast of Characters

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 
Remar Umerus, an Alphatian battle mage that escaped forced service in the Thyatian army conjured by +Ben Lipe 
Marcel Maas, a down on his luck Traladaran soldier turned mercenary commanded by +Christian Blouin 
Draven Rickart, a Thyatian Acolyte of the Church of Karameikos piously played by +Jason Packer 
and +Jason Woollard as the DM


http://www.sjgames.com/gurps/

2014-01-06

Dark Paths 42

Dark Paths of Riddleport
Session 42
January 5, 2014


Dismantling the Lab

Roll20 Chat Log

Session Summary


Part of the lab
The Crew continued their mission to neutralize the Drow alchemy lab by pressing their attack against the Troglodytes guarding the tower. Darkness still enveloped the entrance to the building, keeping several members of the Crew in the dark. Snargash managed to cast a Levitation spell, allowing him to raise up and out of the caustic muck that was eating away at his feet and shoes while Aethel, in airy form, drew fire from the advancing Trogs. Never on to let the others have all the fun, Bodi charged headlong into the darkness, running right into Snargash. Aragon also followed into the darkness, though he did so by running along the wall of the tower utilizing the magical slippers he had taken of a previous Drow adversary. Meanwhile, Paal watched the rear approach, keeping an eye out in case any enemies tried to sneak up from behind.

The lab guards
Meanwhile, Guy, who had penetrated the tower through a hole in the roof, engaged the Drow Alchemist he found inside the tower. Using his psionic ability, he flung a rock at his target, only to find the same bullet rocketing back at him! He used his psionic shield to protect himself from his own attack. The Alchemist began tossing vials of alchemist's fire at Guy, causing several fires in the area!

Back in the darkened entrance, Aethel began casting a powerful light spell designed to get rid of the Drow darkness and Bodi, not realizing his mage friend was taking care of the problem, used his Dark Vision spellstone that the Elves had given him. Able to see again, he rushed forward into the tower. Aragon had also made it to the interior of the tower as well. Snargash floated up above the darkness just in time to see it vanish. Paal then approached and engaged a Troglodyte while his boots began to disintegrate in the acid swamp. Snargash descended and engaged the javelin wielding Trog as well.

Drow Alchemist
Inside the tower, Aragon engaged some Trogs and the Drow. He was able to put down some of the Troglodytes, but the Drow proved trickier. He defended, retreated and threw all manner of nasty alchemical concoctions, not the least of which were vials that burst into flame, creating numerous fiery obstacles, cutting Aragon off from reaching him.

The battle raged on for several more moments. Bodi dodged a thrown vial, only to have it burst into flames behind him, right in front of his Troglodyte pursuer. Aethel sent a lightning bolt at the Alchemist, not realizing he had protected himself with some sort of magical warding that sent all missiles back at their caster. Another alchemist's fire struck Bodi and engulfed him in flames, but instead of trying to put it out, Bodi heroically charged the dark Elf and tried grappling him. The slippery Drow managed to retreat, backing himself into a bit of a corner.

Outside, Paal and Snargash dealt with the Trogs and hurried inside just in time to see Guy take out the Trog who had engaged Aragon, allowing the Elven Bladedancer the opportunity he needed to leap across the flames directly behind the Alchemist and strike him down. The sole remaining Troglodyte tried to flee and managed to run directly into Paal and Snargash, who wasted no time in taking him out. With some choice words, Bodi dropped to the ground and began rolling about until his flaming form had been extinguished.
The Alchemy Lab

Continuing Story Doc

Continuing Story Summary

As the Drow alchemist lies dead and Bodi extinguishes himself, a quick look around the room is made. There are several fires burning, including the one that was already burning when the Crew got here. In less than a minute, the three large floor fires caused by the alchemist’s fire burn out, leaving crispy black marks on the floor where the flames had just been. The fire on the rear table is a different matter. It has completely spread to the whole table top, burning what looks like notes and books as well as several alchemical reagents, which are smoking, sparking and putting off various colors of smoke and strong odors.
The mission to the lab was to neutralize the Drow’s poison and alchemical manufacture and supply. Taking out the alchemist seems like a decent step along that path, though there still remains the two glass cylinders of black and green liquids, the tank of clear liquid off to the left, three bubbling cauldrons of bubbling liquids that are creating the huge cloud of noxious smoke drifting above Celwynvian in addition to the boxes, sacks, crates and barrels of alchemical compounds stacked in various places around the room.

A quick look around the room also reveals a large metal grate in the floor in the eastern portion of the room.

Guy spends a moment studying the flaming table before stepping back towards the entrance. "Well, looks like this is well on its way to being destroyed. What do you say we regroup outside and I ping rocks at the cylinders until they break and watch the roof burn some more?"

Aragon frowns.  “But would that not spew all this foul liquid over the whole forest?  Is there not some other way to render this poison inert?”  And he looks at Aethel, who he considers the “brains” of this outfit.

Paal says, "As detrimental as that may be, is it worth risking our lives trying to stop it? The stuff is going to go… somewhere.. it cannot be unmade. The forest will recover."

Bodi moves back from the fire, slowly and in pain.   Wincing, he comments to his companions…..”Can someone do something about this burn?   Also, i think I ruined my boots going through the acid in the floor….my feet hurt as well.”

Bodi moves back waiting for someone to tend to his wounds.   He looks at the grate in the floor.   “Um, before you go dumping those chemicals out, it may not hurt to find out just where that potentially leads to.   If it leads to a water source, you may not want to dump those chemicals in there.    I am also thinking that, since these drow tend to live underground, perhaps there is a passage way down there that they access, and as such we should also investigate that as well.”

A quick estimation of the structure that the lab is located in is that it is mostly constructed out of stone. The 2 fires burning in the roof area may be enough to weaken the limited wooden supports to eventually bring down the stone dome, and that would no doubt destroy the lab and all of its contents, though it looks like it would take considerable time and possibly a little bit of encouraging.

The grate on the right side of the room leads down only a few feet to a muddy patch of earth, possibly an underground spring or stream of some sort, though not flowing at the moment.

Athel begins doing a careful alchemical-minded examination of the various substances, starting with the substances with the largest volume, and working down.  He contemplates determining what would be harmful to the environment (and how to render it inert), but also what may be effective use to the elven war effort in the area.

Returning to his solid form, Aethel begins looking around the lab, trying to figure out exactly what to do to neutralize the foul Drow alchemy without harming the local environment. In his examinations, he accidentally knocks over one of the kettles burning over the fire, splashing acid everywhere, even managing to splash himself a bit.

After a bit of examination, Aethel believes he can safely neutralize the components of the lab and as far as what might be useful, it seems that most of the liquids in the lab are not fully concocted yet and none of them would be especially useful in warfare, at least not without causing considerable collateral damage to the forest as well. The Elven wizard estimates that it will take him several hours to safely dismantle the entire lab correctly, which, when he explains it to some of his more impulsive companions, does not go over very well.

Aragon watches, impressed at his friend’s knowledge.  Maybe there are more ways to solve a problem than the point of a sword.  Maybe there is more to life than just slashing and killing your way through foes.  Maybe there is a path for me other than the Dance… Nah.

Cast of Characters: 

Aethelarian "Aethel" Flitterseed - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun - Northman Human ranger played by +Ben Zittere 
Snargash Windblown - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM