2014-02-13

Grand Duchy 2

Grand Duchy of Adventure

Session 2
January 24 - February 12, 2014


Journey to Susikyn

Moldain 7th of Thaumont, 1001AC


The air is quiet, the only sound is that of the water lapping against the sides of the boat. Everyone is still, scanning the bank of the river, looking for more assailants. None can be seen. The silence is broken by a splash as Marcel hops over the side of the boat and begins pulling himself along the chain to the far side of the river in hopes of un-hooking it. At least three unmoving bodies can be seen on the near bank. One of the archers, the groups leader and one of the swimmers who did not make it back to shore before Remar’s blasts of eldritch power took him down.


Kalanos, the captain, begins yelling, “What the hell just happened? Who were those bastards? And which one of you vouched for that asshole Marin? We had a traitor in our midst!” He turns on the crew and begins scrutinizing them closely. He is shaking and looks as if he may fall over for a moment, then he regains his composure. “I have plied these waters for many years and never have I seen such a coordinated attack, by MEN none the less! This does not bode well for the coming trading season.” He turns and busies himself, checking the rest of his crew for injuries and re-stacking toppled cargo and gear upset during the fight.

Griffin starts to remove his armor. “Akaios, Ree, I’m going to go check out the near bank.  Cover me?”  He dives into the water and swims to the shore.  He’s taken his sword, but left his armor and other gear on the boat.  He wants to check the bodies for anything that could explain this strange attack, as well as gather his crossbow bolts and any of their gear to sell later (gods know these corpses don’t need things any more.)  Once that’s done he will deal with the chain’s connections on this end.

After some careful maneuvering, Marcel makes it to the far side of the river. He sees that the chain has been wrapped around a tree and crudely tied with some rocks stacked upon the knot. He tugs and pulls on the chain, but it is pulled quite taut and he is unable to loosen it. The tension on the chain will have to be released some before he could even have a chance of undoing it.

Meanwhile, Griffin makes his way to the near bank and sees that the downed bandits were actually still alive, just unconscious. The bandit that had been swimming is wearing padded cloth armor and armed with only a long knife. He has a pouch tucked into his armor that contains 15 silver. The archer has similar gear and money pouch with the addition of a shortbow and quiver with 7 arrows left. The leader, however, is outfitted differently. He wears a light chain suit covering his torso, arms and legs and has a small light shield laying at his side. A broadsword and large knife are sheathed at his waist and a shortbow with quiver and 12 arrows lays next to him. A pouch with 50 gold hangs from his belt as well as a heavy set of iron shackles. A pile of several more heavy iron shackles is laying on the ground near a rock.

you are the weakest link, goodbye.
After looking over the bodies, Griffin turns his attention to the chain holding the boat in place. The heavy chain comes out of the water and loops around a tree and is attached to a log that looks to be angled and braced with some rocks. It looks like the chain was tightened by pulling the log back when the boat was passing by, raising the chain and causing it to catch its sharp hooks on the hull of the boat.

After a careful scan of the surroundings, Marcel looks for a way to shatter one of the link in the chains. He inserts a stick into a link and start twisting some tension in the chain, this doesn't take too long since the chain is already under a lot of stress. Once the resistance is such that he can't twist anymore, he jams the stick against the tree and start hammering at the chain at a weak point.

Griffin takes a few moments to separate the bandits from their weapons and gear (and coin!). After a moment’s reflection, he rips his crossbow bolt out of the leader’s shoulder and strips him of his armor.  Might fit Burik or Marcel.  About this time, Griffin sees Marcel’s efforts and turns his attention to the log holding the tension on the chain.  He starts kicking at the rocks, trying to dislodge the lever.  Recalling that some of the bandits might wake up, he keeps an eye on them as he works.  

As Griffin releases the crude lever holding the chain in place, Marcel manages to break one of the links on the other side of the river. The chain goes loose and with some help from those in the boat, it is removed from the boat and quickly sinks to the bottom of the river.

Tending further to Griffin’s injured associate, Draven appeals once more to the gods for assistance in healing.

Griffin calls out “Well, don’t just sit there!  Come get me!”  He makes his way back to a convenient landing place and collects the gear he found on the bandits.  He waves to Marcel to move up the river.  Once he’s aboard, they can cross and move upstream to pick up the soggy warrior.

Once the boat reaches shore, Griffin quickly loads up his captured gear and pushes off again.  He doesn’t want some of his friends to notice that the bandits aren’t dead - they might take the opportunity to make things a bit more final.  Out of the fight and weaponless are good enough for him.

“Captain Kalanos, are there any prisons or anything around here?  Those bandits seemed to be carrying a lot of iron shackles.  Or have you heard of problems with slavers?”

The captain looks at Griffin, “Prisons? Not that I know of. I have heard rumors of slavers in the western lands of the Duchy, but I have always dismissed those as mere rumor. The Duke will not stand for slavery in his realm. But you are right, shackles can only mean they were looking to take us alive. Thank goodness for you and your friends.”

Draven finishes up his prayers and looks at Eranthil’s wounds. They are not completely healed, but he is nearly as good as new. The Elf thanks him solemnly, bowing low. A quick check of the rest of the crew shows that two of the rowers had been grazed by stray arrows and one had twisted his ankle trying to take cover during the fight. Quick applications of first aid is enough to get them patched up.

The crew, skittish from the recent ambush, rows extra hard for the next few hours. Akaios and Burik both volunteer to take turns at the oars to make up for the missing rower turned bandit. The boat makes good time upriver.

Marcel waits patiently to see who would express interest in the chainmail. He really would like it, but wouldn’t want to deny it to someone else who’d benefit from its protection. After a few hours of glistening into the sunshine. Marcel approaches the loot and put his hand on the warm metal. No-one is interested. He feels that he should ask around but instead bit his tongue. He sits down near the front of the ship, takes off his lousy leather armor and slip on the light chainmail. That monster is not as heavy as he thought, and he now is much better covered. For the best of the hours, he fiddles with the links between his finger, smiles earnestly as he keep an eye on the tree line on each side of the river.

Marcel gets the mail armor on. It has seen some use for sure. He has worn mail before, but his suit seems to fit poorly. He turns and stretches and notices several places where the mail does not overlap properly. Marcel thinks that he should be able to make some modifications to it to make it wear better, though he will need access to some tools. He thinks that maybe the Susikyn homestead may have something he can use.

Griffin grins as he watches Marcel’s tentative approach to the armor.  “Yea, it will need a bit of tweaking, but it could serve you well, tovarisch.”  He leans in a bit for a chat.  “I liked how you jumped in, literally, when we needed someone to do something.  That chain was not going to let us go.”  He stretches, then draws out his new sword.  “It’s certainly better we use these than those slavers.”  He points to the bows and quivers.  “Are you any good with those?  Help yourself.  I figure we can sell the rest when we get back to town, or trade ‘em or something.  Hey, Eran!  They had a lot of arrows if you’re interested.”

Eran, still a little sore from the backstabbing, gladly replenishes his arrow supply from the arrows of the raiders. He inspects one of the arrows closely then spits over the side of the boat. “They are crap arrows, but they will get the job done.”

Captain Kalanos continues to thank his passengers for helping them out during the ambush. He eyes the shortbows and remaining arrows. “I know that, by rights, the spoils belong to you all, and again, I thank you for your defense of my boat. But I was wondering, if none of you are interested in taking these two bows, maybe I could keep them. I used to be able to handle myself, back before I got soft on this boat. These woods are dangerous, but we are usually able to float right past it on the river. I have never heard of such an attack on a boat like this. I think it’s time I better arm my men and make sure they are capable of defending themselves, the boat and our cargo.”

“Sure, Captain, help yourself.  It looks like these lands are getting more hazardous, and I’d not begrudge someone the tools to defend themselves.”

no one waited at the ferry
By late-afternoon the boat reaches the jetty at Misha's ferry. As the crew
help you off with your baggage, Kalanos calls out to Misha, but gets no reply.

"Don't worry," he says, "Misha often goes off hunting with that flea-bitten old bear of hers. She'll be back before night and won't mind you making yourselves at home. Good luck!"

Stefan remains on the boat, having business of his own upriver. “Set out for Susikyn in the morning. The forest here is dark and dangerous. I wouldn’t want you getting lost before you even get on the job! It should take you the better part of the day tomorrow to reach my brother’s homestead. He will be expecting you. Good luck. I will arrive in Susikyn in a few days, before you embark on your journey. Be well, friends.”

Kalanos gives the order "Cast off!", the boat pulls away from the jetty, and continues upriver on his way to Ilyakana, one of the lumber camps to the north.

The jetty is narrow and rickety and sways under the weight of the 9 travelers. Not wanting to crash into the water, Akaios grabs several packs and quickly moves to the shore, followed closely by Burik and Markos.

Several small boats are tied to the jetty and one larger log raft sits nearby, pulled up onto the bank. A small house sits up the bank a bit, nestled into the encroaching forest. No lights shine from the house.

Griffin grabs his sack and the extra gear from the bandits.  “Well, let’s go get the gear moved inside.  It looks like we won’t have time to make it there tonight, but we can get settled in and turn in early, maybe get a quick start in the morning.  Markos, you ever been to this place before?  You know the way?  Or should Eran and I take a look around?”

The older man shrugs.  “Just what Stephan told us - I imagine it’s down that trail healing south-east.  I guess we go until we can smell the horses.”  He picks up his kit and shuffles up the trail.

Not wanting to be last, Griffin makes his way into the cabin.  Not very fancy, but he goes around and lights a few lanterns.  Better than sleeping out in the woods at least.  He takes the initiative and stakes out a spot on the floor for his blanket.  Soon Markos and Eran have something cooking, and they all settled in for the evening.

While folks are still picking out spots, Griffin will wander around and just exchange a few words.  He checks in first with his friends, then heads over to Draven.

“Brother, thanks for your help on the boat today.  I know Eran appreciates it.  Listen, the bandits had a few coins on them - here’s your share.  We take care of each other around here”  He presses a few gold into Draven’s hand, then nods and moves off.

Next he approaches the mage, Remar.  “Nice moves today, Remar.  Here’s your share of the take from those slavers.  Don’t spend it all in one place!”

And last, Marcel.  “Here, Marcel, I don’t want you to think that you got wet for nothing.  A share of the meager loot the slavers were carrying.  Once we get to a forge, I’m sure you can get that armor fitted better.”

With all that, Griffin wanders over to the center of the room.  “Now, since I KNOW you can probably afford it, who’s for a nice friendly game of cards?”  And he grins.

The group of travelers settles in to the simple cottage. As the sun begins to set behind western horizon, the air begins to chill. The quiet evening is broken by the sound of a distant wolf howling. Then another. Then a third, much closer howl.

Griffin looks up and says “Werewolf.”  Eran frowns, then points to the east and says “There.  Wolf.”  Griffin smiles.

Akaios chuckles at this exchange between his friends. He cannot count how many times he has heard this between Griffin and Eran. Just then, Burik comes back into the cottage after gathering some firewood from the pile outside. He is visibly upset and slams the door, dropping the firewood all over the floor. “There’s something big out there, moving through the forest. Fast. Coming this way!” As everyone looks at him, there is a loud, bestial growl from just outside the door and something heavy hits the door from the outside.

“Goblins!” Exclaims Marcel as he springs to his feet. The chainmail rattles and he wobbles a bit. He pulls it off and lets it hit the ground. “I don’t fight with a rug around my waist. This bad boy will have to wait.” Marcel scans the rest of the room and invites everyone to their feet.

“Who is with me?”, he asks as he opens the door by a slit before slipping into the night with the tip of his spear showing the way.

grrr
As Marcel slides out into the darkening night, a huge shape looms up and over Marcel. He can hear its heavy, animal breathing as it strikes out at him in the darkness. A giant bear, easily over 10 feet high at the shoulder, growls at Marcel.

Marcel is not quite a fool and step back, shutting the door as if the bear was to observe social conveniences and knock.

“That’s a big goblin, guys. Anyone has a bell with them?”, he smiles but the jokes gets lost in the stench of the bear’s bad breath.

Griffin runs over and leans against the door with Marcel. He has to shout to be heard over the roaring outside. “Didn’t Captain Kalanos say the proprietress of this fine establishment had a pet bear?  Maybe this isn’t a coincidence!  Let’s just sit tight until she gets him under control.”

The bear roars and bangs on the door, rattling the whole front wall of the cottage.

“A pet? Boy, Do I miss the whore house right now.” Marcel  waits for the door to give way at a fair distance.

The bear can be heard grunting and breathing heavily just outside the door, though no one seems eager to open it for him. The beast rattles the door a few times, claws at the window twice then becomes quiet. Glances out the window cannot locate the large creature.

Eran steps to the door and sniffs the air. “I think it may have gone back to the forest. We should probably stay inside tonight.” Another distant wolf howl punctuates his comment. The Elf shoots a sideways glance at Griffin before he can continue with his old joke.

Marcel puts down his gears and sits at the kitchen table. He motions Griffin to sit down and get the cards on the table. Griffin, happy to indulge, explains the basics of the game while Marcel acts as if he barely understands the game. Griffin doesn’t buy the trick, but sees in Marcel a competitive streak that he likes. Marcel catches on Griffin’s amusement and admits to his bluff. “Alright, that seems pretty straightforward. Do we need to get more people around the table to clean them up?”

Griffin chuckles.  “Ah, but remember, I said a friendly game.  I play with these guys all the time. We just see how the cards fall for the most part. I use it to practice reading folk.  Let’s just see what happens.”  Griffin calls to the room at large “We need a few more of these seats filled, folks, for this to be any sort of challenge.  C’mon, like you have somewhere else to go, like outside with the giant bear?”

Akaios, Markos, and Burik pull up to the table.  Eran begs off, pleading the need for rest after having his kidneys rearranged.  Even so, four is a sufficient number of players and soon a vigorous game of Three Dragon Ante has commenced!

Having been quiet since the ambush, Draven has a hard time staying silent much longer. “Surely, amongst friends, a game like this can only breed ill feelings. Perhaps if we were to play for stakes that will leave none with a sore temper in the morning? A friendly game…”

Griffin looks around the table, then breaks out laughing. “I said a friendly game, Brother, and stop calling me Shirley!”  He chuckles.”So, what stakes are low enough that you can lose without developing ill feelings?  That gold I dropped on you earlier should give you at least a little cushion.”

“T’isn’t the loss of those funds - though they are already earmarked for the Church - so much as the ill feelings that such competitions can cause. Leads to angry rows which may lead to theft or fisticuffs, all of which would imperil a man’s mortal soul.” As Draven speaks, it becomes clear by the change in intonation that he’d drifted into church dogma he’s heard a thousand times himself and has become a part of his mental makeup. “Gold isn’t the root of evil, but it does seem to have the gift of magnifying it. I won’t try to stop you, mind, but me, I feel certain I’ll find more profit in contemplation than in a pair of dice or a deck of cards.”

“We’re in this for the long game. There is no evil in gold that you can afford to lose. Once them horses are where they are meant to, there shall be no evil anymore in your pocket change!” Marcel laugh out loud, at first by himself.  

Griffin turns to his friends.  “Boys, we’ve been playing cards together for how long?  Years?  Any hard feelings?”  Akaios and Burik vigorously shake their heads, Markos just shrugs. “Brother, I think you misunderstand what this,” and he waves his hands at the table and cards, “is all about.  It’s true, some coin can change hands. Tyche can visit anyone she chooses, at any time. And there might be some individuals who can’t handle a friendly game of cards.”  He shakes his head. “Always sad when that happens.”

“But this, this is not about the gold.  This is about getting to know one another, and comradeship, and fun. You may find profit in contemplation, but I find value in making friends.

“And you’re always welcome to join us.”

The banter between the cleric and the rogue goes back and forth for a while as the card game progresses. Griffin, Marcel, Akaios, Burik and Markos all play. Ree sits quietly in a corner by one of the windows while Eran stands watch on the opposite side of the room, keeping an eye out for the bear or any other trouble. After getting settled in, the quiet mage, Remar, goes through and checks through his gear with the precision of a soldier before settling down to a large tome pulled from his backpack. A careful eye notes that Ree watches him closely as he studies his mages grimoire. Draven settles himself into a comfortable chair and spends the remainder of the evening in quiet meditation and prayer.

As the night goes on, the gathered travelers begin to wonder where this Misha is. Eran reports a few times that he sees the bear move through the nearby trees, but it does not approach the cottage again. Eventually the card game is over and Burik is the big winner of the night. He pockets 3 Gold Royals while Griffin and Marcel both manage to break even. After a late dinner everyone beds down for the night. It is decided to set and keep watches, given the dangerous nature of the surrounding area.

During the night, Griffin is awoken by Burik scrambling across the room, “The bear is back! It’s back!” he whispers loudly when he sees Griffin sit up. Quickly Griffin begins to move, but then hears what has startled his companion. Nearby, Akaios sleeps on his back with his arms folded behind his head. The large man’s mouth is wide open and he is snoring loudly. In Burik’s defense, it does sound like the bear. After this incident, Griffin has trouble falling back asleep and is considerably tired the next morning when the sun finally rises.

Nytdain 8th of Thaumont, 1001AC

As usual, Eran is first up.  The bear seems to have wandered off, so he sets to waking the group with a quick camp breakfast.  Griffin groans as Eran shakes his shoulder.  “Just five more minutes, Mom!” The Elf chuckles and moves on as the young rogue sits up and rubs his eyes.  He looks around.  “Oh, good, the cabin is still standing.  I thought for sure your snoring would have shaken it apart, Akaios.”  The burly warrior looks at him, confused.  “What are you talking about, man?  I don’t snore.”  The rest of the room looks at each other and bursts out laughing.  “What?  I don’t!” he protests.

Elvish spices. yum.
Griffin gets slowly to his feet and starts putting on his armor.  “Okay, let’s get ready to hit the road. Eran, thanks for cooking as usual. You wanna take a look around for our absent hostess while we get ourselves loaded up and fed?”  Eran nods and heads out, grabbing his bow from beside the door. Griffin heads over to the stewpot and takes a taste. “Oh, you guys don’t wanna miss this. It’s the Elvish spices…” He fills a bowl and then sits down again. He eats slowly, and it’s obvious that in spite of the banter, he’s having trouble getting rolling this morning.

Marcel is at first reluctant to try “Elvish spices”, but soon finds out that his doubts were groundless. He recalls out loud how the food tasted so good back at the Maiden. The rest of the crew banters a bit a lot about what life would be living in a whorehouse. Marcel explains to them that it was, in fact, very nice. Clearly the homely boy never really had a chance to live in a family: eat and share the good and the bad. Certainly, he won’t be looking around this crowd for a weekly servicing, but he got the feeling that he may just have found a new family. Not knowing how to express this without coming across as weird after talking about whores for a while, he looks for a way to show how much he appreciates the company.  He quickly inhales his food, pulls out his stones and files and offers to remove the burr on people’s blades. He does a bit of a rough job, but at least it came from the heart.

A quick prayer in celebration of the morning, and Draven takes himself off to join the rest of the team at breaking their fast. Marcel’s stories hold his attention for some time, and he wonders if he was perhaps foolish to leave town so quickly after all. It may have been safer, and certainly would have been faster, to stay in the vicinity of the whorehouse and simply minister to those too weak to stay away.

Griffin thanks the soldier as he tests his blade with his thumb.  “I appreciate it, Marcel. I think we all have skills we can contribute to the team - maybe you’re our new official armorer!”

“Well, boys, um, and, uh, girl, let’s say we get this show on the road,” Markos calls out after everyone has eaten their fill on breakfast. Everyone prepares their gear and readies themselves for the day long hike to Susikyn. Markos goes over the crude map he has. “According to this map here, looks like we should be following a trail along this little stream that branches off from the river. Should be easy enough. The stream runs right up to Susikyn. Should take us the better part of the day. Couldn’t be more than 12 or 15 miles or so. Let’s go!” He heads out of the cottage, looking around cautiously for any signs of the giant bear or the owner of the cottage, seeing neither, he proceeds.

the crude map
Eran returns from scouting the area and reports that he found some tracks in the woods nearby and signs that may indicate a scuffle near the river just a little downstream. He reports several sets of small, booted footprints as well as large wolf prints mingled in with the occasional bear print. “Probably Goblins and their Wargs. Might have clashed with the bear, maybe even Misha, though I couldn’t find any sign of her anywhere. Can’t seem to find any signs of Human sized foot prints anywhere. We need to be careful in these woods. This is the northern edge of the Dymrak forest. Many Goblin tribes, and worse, inhabit these woods!” The Elf spits on the ground then heads toward the trail to Susikyn.

The group grabs their gear and soon falls into a comfortable arrangement.  Eran takes the lead as usual, and Ree brings up the rear.

Marcel has flashback of his time in Kelvin’s guard as he scans the treeline with a keen eye.  He places himself near the middle of the file and constantly plans ways to react to a surprise attack: where to defend and what to shout to make it happen.

The expected distance to Susikyn is not very far but the trail there proves to be long. The ground is broken by numerous small hills and valleys so the path cuts back and forth around the landscape, searching for the easiest path. The nearby stream often veers away from the path, or in several instances, crosses the path. Fortunately the water is easily crossed, no more than a few feet at its deepest, most times less than a foot deep at most fords. Occasionally the stream widens and starts to resemble a small river, definitely not crossable without swimming, though the far bank is definitely within reach.

“So, Markos, how are we going to keep the horses together through this terrain? Seems like they might head off in any direction. Will we be given horses and tack and all that? I’d hate to try and keep them together if I’m on foot. ” The young Thyatian looks enquiringly at the old horse trader.

“Ya know, that's a good question. I know these folk have been dealing in horses for years, I’m sure they know what’s going on. I would doubt that the horses would leave the trail under normal circumstances, individually, horses are pretty smart creatures, but put ‘em in a group and they just fall in line. Heh, like most folk, actually,” Markos laughs at his joke. “The trail is wide enough for the most part, and yea, I assume we will have mounts to ride on, if not some of the stock. We will be herding horses, after all, right? Each one will probably have a lead, we can probably loosely tie them together in small groups. We will figure it out. I know horses. You know which end to avoid at least. I’m sure that Pytor will be sending at least one more of his folk besides Stephan with us. You all are more along the lines of the ‘muscle’ of this operation. We will figure it out, don’t worry. At least not yet, we haven’t even gotten there yet!”

The weather is wonderful for a hike through the forest. The sky is clear and the sun is shining bright and warm, though the forest canopy blocks most of the heat and a good breeze keeps the air moving through the leaves. In places, the ground is damp, indicating recent showers, though there are no puddles or pools of water present, so whatever rain there was, it was light. Eran keeps out a little ahead of the group as they travel, reporting back occasionally, but nothing out of the ordinary happens on the trek.

Eventually, the sky above begins dimming as the sun sets to the west, out of sight from the forest floor, though still illuminating the uppermost reaches of the trees. “We’ve got to be getting close now,” Markos exclaims. Wanting to arrive before the sun fully sets, he pushes the group forward at an increased pace.

Notes

This is the 2nd installment of our GURPS Mystara campaign. This portion was played over a 3 week period in a play by post type situation. We utilize Google Drive, allowing each player to post when they can and makes it easy for us to edit and fit everything in. Works well for my campaigns. Unfortunately, one player was not able to contribute to this portion so Remar was very quiet during this time. I suppose he was just quietly watching, getting a feel for his new companions.

Continued on GDA3 - A Warm Welcome

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

2014-02-09

Wandered Roads 29

Wandered Roads of Varisia
Session 29
February 8, 2014

Campaign Timeline



They Delved Too Deep

Wealday 26th of Lamashan
After a day of recovering from the most recent exploits and some time to sort and sell gear, the Heroes of Sandpoint were ready to venture once more to the Irespan piling known as the Crow in search for the next shard of Thassilion. Before heading back though, they had to sort out the riddle of the runes that were found on the un-openable door that lead to the rest of the structure because each time the actual runes were touched, an eldritch blast of fire burned whoever was touching them. With some help from Sheila Heidmarch, it was determined that the runes said something like “Listen” on the left and “The Eyes” on the right.
Listen - The Eyes

After some time, it was decided that the runes should be rearranged to say “Silent” and “They See.” Confident that this would open the doors, the group headed back to the docks to make arrangements for passage. Word of their recent exploits had spread through the docks quickly, driving the price of good help up a bit, but that was of no consequence to the group who happily shelled out the required price to rent a boat.
Silent - They See

The Crow was reached with no incident and the boat master was told he would be contacted when passage back to the mainland was required. It looked as if no one had been here since they last left the other day so the group prepared for the long hike up the many stairs to the top of the structure. From there, they got to use their newly procured climbing harnesses to climb up through the trap door at the top of the 100+ foot tall entry shaft. Everyone made it with no trouble, except for Kallin, who just could not get the hang of the harness. He fell several times but was saved a gruesome death by the safety ropes that had been tied. After several tries, the sore Half Orc finally made it through. The group then trekked down through several more floors of the complex to the magical rune blocked doors.

It was decided that each attempt at switching the runes would be done by a different person to minimize the damage taken by the magical nature of the doors. After just a moment, the runes were placed in the correct order and the doors popped open, releasing a dusty waft of stale, ancient air. The heavy stone doors were then pulled open and blocked with some large pieces of stonework that Samad and Ehlyna carried over.

The group headed down the hallway whose only visitor in the last several thousand years had been Daellin just the other day. The Elf showed the group to the balcony overlooking the fetid pool of scum covered water where he had encountered the two giant amoeba creatues. As the companions stood at the top of the 20 foot balcony discussing how to deal with these dangerous creatures, Ehlyna stomped off down the stairs to take matters into her own hands, like she normally did. Trying to get the jump on the creatures, Calina started firing arrows down into the pool, which drove the two transparent blobs of goo into action. Ehlyna started
hacking with her axes as everyone else from above began firing down on them. During the fight, one of the blobs managed to totally engulf Ehlyna, its corrosive jelly-like insides burned her skin and threatened to eat away at her gear. Not to be destructively shown up by a giant one celled organism, Ehlyna opened an escape route with her axes, right through the creatures outer layer! After a few more moments, the beasts were nothing more than quivering piles of stinging goo on the ground. The surrounding areas were explored, revealing the presence of a huge swarm of bats and all their excrement. Not wanting to deal with that, the group went the other way and discovered dust covered stairs leading down. A small area at the top of the stairs and a narrow trail down the stairs had its dust disturbed. Something small had recently been here and retreated below. Undaunted, the group followed the trail down.

After going down several flights of stairs a good distance, Ehlyna states that they are no below the surface of the water in the bay outside. Calina shivered at the thought, a bit of claustrophobia kicking in. The corridor eventually opened up to a large room that looked to have at one time been some sort of catacombs, with burial niches lining the walls. The niches all appeared to be empty, though the center of the stone floored room was covered with six 10’ tall hills that resembled ant hills. While crossing the room to a passage leading out on the opposite side, their conclusions were proven correct as several giant ants (4 feet long each) emerged from the ant hills and scurried down in an attack! The ants were crunchy and dealt with fairly quickly. Wasting no time, the group moved on before more ants could venture forth from the ant hills.

They followed the worked stone corridor around a corner and stopped to search an odd shaped alcove in the middle of the hall. The search revealed a crudely constructed secret door that led to a narrow and short passage carved out of the stone. The passage was barely big enough for Leela to squeeze into and some of the larger members of the party were sure they would not fit at all so the passage was left unexplored for now.

The group continued down the hall until it opened into a large trash and rubble filled chamber that was covered in sheets and sheets of spider webs. It seemed that some of the rubble and trash had been stacked and organized into tiny chairs, tables, benches and other furniture. Before a search of the room could be mounted, its inhabitants revealed themselves. Tiny insect like humanoids with bulbous black heads, two of which were riding giant, furry legged spiders, leaped out and charged, filling the air with a strange, high pitched chittering and squeaking noise.

As they approached, Samad was suddenly overcome with an overwhelming fear. For some
Samad overcomes his fear and attacks with Ehlyna
reason, he was scared of these round headed little creatures. This feeling of fright did not stop him from joining in the fray with his companions though. After a brief clash left several of the insectoids dead or dying, as well as one of their spiders, the rest of them shrieked loudly and began fleeing for a passage on the far side of the room. The party pursued, though the rubble and junk in the room made pursuit difficult and the creatures got away. Calina did manage to take down the other giant spider with a well placed shot from Whisper.

Bug-man mounted on giant spider
Giving up the chase, the room was quickly searched but turned up nothing of interest or value. Ehlyna, ready for more fighting, urged the group to take up the chase once again. They followed the corridor around another corner that led to yet another set of stairs going down. With only a moments pause, the group descended further into the piling, realizing they were moving further and further below the surface of the water surrounding them.

The stairs let out at a corner of two hallways, one running to the south, the other running to the west. The southernmost passage was blanketed in spider webs and Calina was sure that she could see the tracks of the little bug-men in that direction. Deciding that they were done dealing with bugs for a moment, the group chose the other direction, which led to what appeared to be a prison block, with 3 hallways filled with iron doors. Before it could be searched, 4 large crab like spiders scuttled out of some open cells and attacked. These spiders proved to be more difficult to slay due to their hard and thick coverings. In time though, they too were defeated.
Calina moves HERE!


Kalling and Calina fighting the spiders
The far end of one of the cell blocks led to another passage. Following that led to some sort of torture chamber. Two cells lined the eastern wall. Curious what might have been in these ancient cells, Calina forces the rusty window in the iron door open to reveal a very much alive and raging prisoner. The growling face of one of the split jawwed creatures they had battled under Sandpoint was locked in the cell. It began screeching and banging on the door, though the rusty cage would not break. Calina closed the viewing window and stepped back. Ehlyna offered to open the door and slay the creature, but it was decided to leave it alone since it could not harm anyone from inside its locked dungeon. The group followed a passage south out of the torture chamber and discovered more stairs leading down.

Encountering a demonic worm

Not wanting to break tradition, the group descends the stairs, exploring deeper and deeper into the depths of this Thassilonian ruin. After descending several more flights of stairs, the passageway ends in a stone door marked with the 7-pointed Sihedron Rune they had come so accustomed to seeing. The door opens with a little force and they enter a large, 8 sided room with four doors leading out: one to the north (that they had just entered from) and others to the south, east and west.

Demonic larva and Runelord statue
overhead
In the center of this room stands a large red statue of Alaznist, the Runelord of Wrath who once ruled over the kingdom of Bakrakhan, the portion of ancient Thassilon that was centered over this part of Varisia. The floor around the statue was covered in crusty slime trails that were soon shown to be the tracks of a huge, 10’ long demonic larva that attacked the party by spewing mouthfuls of maggots and biting with acidic teeth. The heroes moved about the room and did battle with the slimy behemoth, trading sword, axe and arrow strikes with maggot sprays! Ehlyna was reduced to a vomiting mess after being hit in the face with demon maggots and Samad leaped to her rescue by flinging a vial of Alchemist Fire onto the creatures back. Eventually, the beast was laid open and the vile creature disintegrated into a stinky black mass of bubbling tar-like goo.

Maneuvering into position





Session Notes

Kabam!
This session was fun. We were short several players (1 expected and 2 unexpected) but we managed to get a lot done. The session started with a problem solving puzzle that they were able to unravel fairly quickly. I think the handouts were fun and helpful. The group explored a LOT of the dungeon, moving quickly through rooms, heading downward, downward, downward. They were TOO driven to move downward, in fact,and managed to get past where I thought they would go, leaving me in the 'seat of my pants' territory. Fortunately, that is some comfortable territory for me and it all worked out fine. The session ended with a squeal of tires, screeching brakes, several loud impacts and a horn stuck on just outside the window. Looking outside we see some truck in a neighbors back yard, somehow having crashed into the inside edge of an electrical pole, mowing down a line of bushes and then backing into the wooden fence. We called the cops and went outside to see if anyone was hurt. I had to pry the door of the truck open cause the driver couldn't get out. Were still not sure exactly how the accident happened. He said he hit a slick spot, though the entire stretch of road was clear and dry. The best part for me was when the cop rolled a Crit Fail on his Mechanics skill while trying to disengage the continually blaring horn and somehow made another horn start going off! Anyway.
This guy defied the laws of physics. 


Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma - played by +Daniel Ernst
Calina - Varisian Human archer and scout - played by +Carol Coburn
Leela Cardnool, Gnome scout, cartographer and Illusionist - played by +Lisa Smith
Daellin Silvanthalas, Elven Farstrider Ranger - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary - played by +JeCorey Holder
Ellie - Halfling Finder of Things - played by +Megan McCarron
and +Jason Woollard as the DM

2014-02-04

Dark Paths 43

Dark Paths of Riddleport
Session 43
February 2, 2014


The Rescuers

Roll20 Chat Log

Session Summary

As the Crew is being briefed by the Elf Commander, they are intrrupted by the arrival of Ashka, the firepelt cougar animal companion of Kaerishiel, the Elf General. After some coaxing, the Elves are able to get close enough to the skittish animal and speak to it using magic.

The firepelt has come looking for aid. Her master and his troop have been pinned down nearby and are unable to move due to some wounded Elves. The Drow are attempting to destroy the ruined tower the Elves have taken cover in. The Elven Commander asks the Crew if they can follow Ashka to this site and help Kaerishiel and his troops. Eager to show up the haughty Kaerishiel, the Crew accepts the mission and takes off through the woods after the cougar.

Ashka leads them on a winding path, deftly avoiding any Drow encampments before stopping near 3 crumbling towers. The nearest tower, about 20 feet high, seems to have some sort of ballista or siege engine on top of it, being manned by several Drow. They are turning it to aim at the northern most tower in the clearing, no doubt where the Elves have been pinned down. 
Three ruined towers

Wasting no time, the Crew charges out from the forest in an assault on the Drow tower. Poisoned bolts begin raining down them as three Drow soldiers come charging out of the base of the tower. Aragon, runs right past the first three targets and, with the help of his wall-walking soft white slippers,
Wall-walking slippers
begins running straight up the side of the tower, going after those on the top. Snargash plays his flutes and magically protects Bodi from missiles while moving slowly across the battlefield. Bodi charges and fires his confiscated Drow crossbows at the archers above then drops those and draws his blades to engage the enemies on the ground. Aethel floats up high and magically engages the Drow above. Paal fires arrow after arrow from a concealed spot in the forest, peppering various Drow targets as they present themselves. Guy moves up and begins flinging psionically charged projectiles at the Drow coming out of the tower. 
Guy manages to get struck by one of the Drow's poisoned bolts and falls victim to its sleep inducing poison. Quickly, Snargash moves up and wakes him with his divine song. 

The battle rages as Aragon reaches the top of the tower, just in time to see the Drow Captain fire the ballista at the nearby tower. The spear-sized bolt crashes into the stone, taking out a large section of stone work in an explosion of Drow alchemical fire! Two Drow Skirmishers immediately present themselves to Aragon and in no time, he cuts them down. Aethel, meanwhile, prepares a lightning bolt but in the confusion of the battle, accidentially loses control of it and sends it straight down to the ground below, nearly striking Guy! Regaining his composure, Aethel summons another bolt and blasts the Drow Captain, stunning her with magical lightning. Aragon engages another Drow Skirmisher and, with a flick of his blade, severs the dark Elf's head from his shoulders, sending it bouncing down to the ground below! 
On top of the tower.

Back on the ground, Guy pummels one of the Drow soldiers to the ground with flung rocks as Bodi uses his speed to zip past his opponent, then strikes back and opens the Drow's neck. Snargash engages the third Drow warrior and the two trade several ineffective blows back and forth. Ashka, meanwhile, leaps out of the forest and bats around the Drow severed head.
The action on the ground.

Continuing Story Doc

Continuing Story Summary

The Crew continues battling the Drow that have pinned down the Elf commander Kerishiel.
This is an ongoing story, check link above.

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

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