Showing posts with label nightmares. Show all posts
Showing posts with label nightmares. Show all posts

2015-03-20

Grand Duchy 50

Grand Duchy of Adventure

Session 50
February 26, 2015


Dreams of Divine Judgement

Nytdain 1th of Yarthmont

The Grey Company cleans up after their battle with the slavers and leads the freed slaves back to their camp. The rest of the night goes by uneventfully.

Loshdain 2nd of Yarthmont

The Fairy King of Horses agrees to escort the Company to the edge of the Moor and help keep them protected from the dangers of the Moor. In fact, later that day, the Fairy King approaches and tells how his horses scared off two mountain lions that had been trailing the group.

Around lunchtime, the caravan comes to what appears to be a fork in the road. A toppled stone marker sits where the track veers off into two separate paths, both leading to the west. After some deliberation, Stephan decides that he is sure that the left path is the correct one and the drive continues.

The track leads down into a bit of a valley. While the road is still firm, the surrounding area becomes much wetter and marsh-like. The sky darkens and it looks as if it might rain again soon.

Suddenly, Draven hears a cry for help and sees that some of the walking refugees have somehow mired themselves in some sort of quicksand or mud pit near the road. Quickly everyone one moves to help them out. Just to the north of the road, a large murky pool begins to ripple, churn and bubble. Suddenly, the great, green, dripping head of a Dragon rises up out of the water. Argos the Worrier looks at the Grey Company with evil eyes.

"We meet again, he says with a draconic chuckle. He then belches forth a cloud of greenish-yellow mist that totally engulfs the stuck refugees. Their screams fill the air as the Dragon's poisonous breath begins to kill them.

Argos leaps from the water and lands on a spongy spot of land nearby, crushing several horses in the process. The Company quickly dismounts and takes up defensive stances. An attempt to parlay with the Dragon is made, but Argos appears to have no more time for talk as he viciously attacks.

The Company does all it can to defend themselves from the mighty Dragon, but everyone quickly realizes that they stand no chance against. To make matters worse, Draven turns and sees the dead refugees slowly rising to their feet and pulling themselves from the mud. The light of life has all but faded from their eyes, replaced by the deep black stare of the undead.

A pack of Zombies now lurch forward, arms outstretched toward Draven. His only defense is to wave his holy symbol at them and rely on the divine protection of his Patrons. Draven was able to keep the horde of zombies at bay while his companions bravely battled the attacking Dragon. The young priest watched as Griffin and Marcel both made hits on the beast, but it was not enough. It almost seemed as if the Dragon was toying with them for a while until it had had enough. Then with two quick snaps of its powerful jaws, it had completely decapitated both warriors.

Draven suddenly feels helpless against the onslaught of the zombies and the power of the Dragon. He turns and begins to head for his fallen friends when everything seems to stop. He then hears a voice fill his head. All it says is "Choose."


The world around him seems to dim and darken, as if enveloped by a huge shadow. Everything stops, seeming to freeze in place. Before him, floating in the air and slowly approaching his position are six glowing symbols. Each of them familiar to him. He sees the flaming rose of th Passion of Valerias, the Girder-On-Of-Weapons, the crossed swords of Vanya's Valor, the shining coin of Tyche's Luck, the burning wheel of the Wisdom of Ixion, the black axe of Tarastia's Judgement and the silver bell of Chardestes' Touch.

Immediately he knew that he was being tested by his Patrons and he smiled inside. He knew immediately which was his choice. For months now, he had been feeling the pull of the Judge, Tarastia and her unflinching look at right and wrong. Everything happened for a reason. Each of his choices had led him to this spot, each decision made another step in his life. Each one judged and deemed worthy.

Draven's thoughts went to the Judgement of Tarastia, the glowing black executioners axe and the others seemed to fade into shimmering nothingness. He knew that the other, unchosen, Patrons were not lost to him. They were still there, would still answer his call, but his new bond to Tarastia was now stronger, more real. He was one of 'hers' now and would continue to step forth and carry her judgement with him.

Though his friends lay dead on the swampy ground in front of him, though a Dragon crouched poised nearby, no doubt ready to end his own life, he knew the results would be based on the judgement of his Patron and that it would be right. He was ready for this new phase of his life, of his devotion, no matter how short lived it might be. He was, for the first time in his life, whole and balanced in his divinity.


The black axe floated nearer to him and seemed to take on a ethereal form. It expanded and grew to immense size, so big that Draven could no longer even see it. It seemed to expand around him, engulfing him, filling the entire world around him. He felt it surround him and become one with his body and soul as the scene around him began to take on color and shape again. The sounds of the approaching zombies again filled his ears. The crunching sound coming from Argos as he chewed the skulls of his friends threatened to make him sick. He felt his boots squish and get stuck in the muck below him. The fear started to creep back into him, then he recalled the gift he had just been given, the inspiration he had received.

Everything around him swirled and twisted away from him, like the water pouring out of a hole in the bottom of a bucket. He too was then sucked into the bucket, twisting and spinning into blackness.

Draven shook his head and looked down at what appears to be a fork in the road. A toppled stone marker sits where the track veers off into two separate paths, both leading to the west. Stephan says he is pretty sure that the left fork is the way to go...


Session Notes

This session was a blast. It was a nightmare sequence for the priest Draven, who had recently overstepped his threshold boundary with his divine casting. The character had suffered nightmares as as a result of failing a calamity check but then ended up that the player, Jason, had to step away from the campaign for a few sessions due to RL stuff. I felt that I really wanted to stick it to him so I conconcted a nightmare sequence. The other 2 players were in on it and totally went along with it. At the end of the session I asked him when he had realized that it had all been a dream... when the Dragon appeared? when the Zombies rose? when his friends both got their heads bitten off by the Dragon? when the Divine Avatars appeared? He said he didn't' realize it at all, until I asked him!

Perfect!

This also marks the 50th session of the Grand Duchy of Adventure campaign. About half of them have been live +Roll20 sessions and the other half had been PbP style gaming using GoogleDocs (and a fair helping of Roll20, when needed as well) This campaign was really started out as a side thing to do between me and one player and has quickly turned into one of my favorite campaigns of all time. The characters are progressing and growing so naturally and the campaign continues to evolve so dynamically. I LOVE IT! I hope you have enjoyed reading about it and following the exploits of the Grey Company!

Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

and +Jason Woollard as The DM



2015-01-25

Grand Duchy 45

Grand Duchy of Adventure

Session 45
January 15, 2015


The Tapestry

Nytdain 22nd of Flaurmont

Dotzag the Goblin
Iris comes out to the stables to find Draven. He has been requested back inside the tower to help with Stephan, who is having trouble with some of his bandages. Griffin and Marcel continue their interrogation of the pathetic little Goblin Dotzag while Iris and Akaios look around the stables. Dotzag tells them that there is some food located in the next room and Marcel then shares some water and food with him before releasing him from his bonds. Dotzag tells them what he knows about what is going on here at Xitaqa, including the fact that there are at least 100,000 Faz Plak Goblins and twice that number of trained attack baboons living in the ruins. Iris is suspicious of the Goblin's counting skills. He tells them that the Yellow Robed Wizard (whom Stephan had named as Golthar) had come to the ruins and commanded all of the Goblins around. He brought with him other Humans who were also bossy as well as King Vlakk and the other Hobgoblins, who were even more bossy. 

 He describes how the Hobgoblins rushed out and fled on horses just a few hours ago, shortly followed by the explosion at the top of the tower. He then saw many of the other Faz Plak (Yellow Fang) Goblins fleeing the area, though none of them were gracious enough to release him to flee also.

He describes where King Plak and his court lived, in one of the larger connected buildings on the other side of the area, and the Company thinks they might want to investigate that the next day. The hour is getting late and everyone is exhausted so they gather up what little food they can from the store room and head back to the Tower. Dotzag follows them to the tower and Marcel tells him that since he is a warlock, he has the power to make Dotzag a king and gives him ownership of the tower starting the next day after the Company leaves. The Goblin seems quite impressed with this and agrees.

Draven has nightmares

They find Burik just finishing the slaughter of the Frost Wolves as the group came back in. They help him carry the remaining cuts upstairs to the camp area. A fire had been set in the far stairwell with all the doors open to the levels above to allow the smoke to drift out without filling the camping area. Much of the meat is smoked as best it can be while Marcel whips up a thick, lumpy porridge that everyone eats with forces smiles. 

While everyone else sleeps well under the protective blanket of Remar's Mystic Mist, Draven finds no solace and experiences terrible nightmares throughout the night.


Loshdain 23rd of Flaurmont

Golthar, the yellow mage
The next morning the Company packs up and heads out, leaving Dotzag in charge of the tower. The rain continues to fall from the overcast sky and the wind blows cold. Initially the Company decides to go check out the King Goblin's lair but while moving through the ravines, they spot a fairly large group of Goblins making their way from the other end. Both groups stop and look at each other, making no threatening moves, Eventually the Grey Company decides that moving on is the best option with so many tired and wounded and low supplies. 

Deciding on the low path, the Company makes good time, despite the continually falling rain and eventually make their way back to the river ford where they had stashed the horses taken from the raiders. They camp for the night, again under the protection of Remar's Mystic Mist. Draven finds that after some time meditating and contemplation, he is able to mend his connection to the Immortal Patrons of his church, regaining his divine magic. This sets his mind at ease and begins further healing of the wounded members of the group. That night though, he again sleeps poorly, his dreams haunted by terrible nightmares that he cannot remember in the morning.

Soladain 24th of Flaurmont


The rain is gone when the morning comes, much to the joy of the Company. They continues their trek south and eventually make their way to the destroyed lumber camp where they had left the boys. The three had already departed, hopefully back to Susikyn, with no problems. Another group of refugees is encountered and invited back to Susikyn. These refugees come from far Cherkass and say they have been wandering the hills north of the Dymrak for weeks. They are happy for the help and accept the invitation. The Company and refugees camp again for the night in the wilderness, hoping to make it back to Susikyn the following day.
For the third night in a row, Draven's sleep is plagued by terrible feelings and images that he cannot quite remember when the morning comes.


Lunadain 25th of Flaurmont
The company arrives back at the homestead
The rain holds off for another day and makes the trip back to Susikyn much better,though the Company, now mounted, has to travel a little bit slower due to the addition of more refugees. The forest between Ilyakana and Susikyn is quiet and still, but no encounters hamper the journey. By evening, the group makes it back to Susikyn and they are greeted heartily. The number of folks now living at Susikyn has grown considerably and it appears that Pytor has been hard at work making accomodations for them all. Several trees have been felled and cut into lumber. The fence has been repaired and moved out quite a distance to make room for more living quarters. The barn is already framed back in and looking more and more like a usable structure. Several temporary dwellings have been built against the outside of the main house and even in the darkening evening hours, many people are moving about the area, performing different jobs and tasks for the homestead.

Pytor and his family are so happy and relieved to see the Company return with the missing Stephan. Bahaznic is overjoyed to see his father again. There is much crying, hugging and laughing as they enter the homestead. As Pytor begins calling out orders to prepare a feast in honor of the Company's return, Stephan can only think about the tapestry and immediately rushes to the main hall to check it out.

With the magic needle in hand, he touches it to the tapestry as everyone watches. As the needle is touched to the tapestry, it sparkles brightly and its golden thread shimmers. Moving of its own volition, the needle magically weaves through the golden tapestry, subtly changing the areas it passes through. Soon the geometric patterns are gone, replaced by a beautifully executed map depicting a coastline, rivers, and a pulsating golden area nestled in a mountain range.


The Tapestry with the golden thread shows a map!
Immediately, Stephan starts pointing out possible landmarks. As he identifies more and more locations, he is sure that this is some sort of map to something of great importance. "This is what that yellow mage, Golthar, was looking for. Considering the lengths he was willing to go to in order to get it, I can only guess as to it's value. We should mount an expidition to find it immediately!" Stephan says. Pytor grunts then remindes him of the horses. "We HAVE TO sell those horses or the homestead will not survive. We are stretched to our limit as it is, especially with all the new mouths to feed. I believe we are strong and can survive, but we must get those horses to Rifllian. The coin from their sale can buy many needed supplies we need from Kelvin." Stephan smiles, "Of course brother, ever the thinker. Rifflian lies directly on the path to where this map leads. We can take the horses, sell them and send the profits back with Taras or one of the others." 

Pytor is happy his brother is home safe
Stephan is ready to leave again














Pytor agrees and then says that no more will be spoken of this until the next day. The great party and feast begins and everyone is able to let go of their worries and unwind a bit. The night of festivities and relaxation is good for everyone and the prospect of sleeping in warm, dry place is very comforting. That night, everyone, including Draven, has a peaceful night's sleep. 


Cast of Characters: 

Garrett "Griffin" Constantine, a Thyatian rogue of a gambler from Penhaligon rolled by +Arne Jamtgaard 

Marcel Maasa homely but sincere wielder of spears aspiring to cooking greatness commanded by +Christian Blouin 

Draven Rickart, a Thyatian Acolyte of the Church of Karameikos ministered by +Jason Packer 

Iris Varda, a Thyatian explorer and historian searching for answers and adventure guided by +Alex Safatli  

and +Jason Woollard as The DM