This is the campaign journal for what
may be the last game I run locally. I graduate in August, and unless the
local semiconductor company starts hiring entry-level EEs again, I will
be off for other pastures . . .
I am not going to do a full spread
on all the characters like I did previous games. For one reason, people
aren't settled on the characters that they are going to play on the long
term. For another, I am currently working on the prophecy that was unveiled
last session, my Martial Arts and Chi Mastery rules for the
campaign, developing the Guild Space background for my Starfarer
game, as well as taking a philosophy class from a professor that assigns
papers ever other day. . .
Instead, I'll just do a quick rundown
on the characters that take part in each session before the description
of that session. The following are abbreviations used for the players:
Abbreviation | Player |
GS | Greg Satula |
KW | Ken Wilson |
CH | Chuck Heisler |
RP | Robert Parker |
RV | Bob Vialpondo |
EK | Elizabeth Kelley |
JB | John Beck |
Character | Player | Race | Class | Kit (if any) |
Bladedancer | GS | Viscosian | Fighter | Swashbuckler |
Gil-galiel Quickblade | CH | Elf (Sun) | Fighter / Mage | War Wizard |
Sir Adrian | RP | Human (Aborian) | Paladin (Ariel) | Cavalier |
Fileep | JB | Human (Aborian) | Priest (of Alyshia, goddess of
trickery and intrigue) |
-- |
Thorin Heartshooter | KW | Dwarf (Hill) | Fighter | Sharpshooter |
Early events in this year include the continuance
of the Drakkaran civil war. Fyre, the heir apparent who forsook the worship
of Idan, the God of the Empire of Drakkar, successfully broke away from
the parent empire, forming the Magocracy of Drakkar. With him, he drew
the support of most of the magical talent of the Empire.
Drakkar proper still held a majority of the regular
troops of the Empire. They moved to retake the land of the Magocracy, but
since the Magocracy controlled most of the alchemists, they also controlled
most of the smoke powder. Since this meant that the Magocracy held superiority
in terms of firearms, the Empire forces were repulsed.
Beginning Month of Marat (the Ship) 1179 RR
Our unwitting heroes begin there adventuring careers
in a human frontier town on the east end of the League of Free Cities.
For one reason or another, they find themselves unemployed here. They are
approached by a boatman stating he needs their services to help escort
his boat up the river.
Their journey takes them down river to a coast.
In the marshes near the coast, they are ambushed on the river by a primitive
tribe of orcs. These orcs managed to string a chain across the river that
impedes the boats progress, and attacked by canoe. By superior skill of
arms, the party repulses the attack.
The party finds a captive of the orcs tied up in
the bushes, a dwarf by the name of Thorin Heartshooter.
After overcoming the orcs and picking up their cargo
on the coast, the boat travels upstream. Along the way, Sir Adrian senses
a faint evil coming from one of the cargo boxes, but is persuaded by Gil-galiel
that it is none of their concern.
The boat stops at a river front inn far upriver,
near the border between Deshelain (the Sun Elf nation) and the land of
the Dragonlords. While there, Gil-galiel spotted an unusual exchange: the
boatman had met with some individuals, trading strange wickedly barbed
daggers.
Fileep, through means of stealth and magic, uncovers
the identity of the group the boatman met with: an adventuring company
calling themselves the "Blood Moon Company," who report to a strange elderly
man named Thantos.
Month of Odis (the 9 Candles) 1179 RR
Looking for more work, the party asks around about
some possible sites that might be worth their investigation. They hear
about a ruined elven city on the border between the elven nation of Deshelain
and the gnoll lands to the west. This city has traded hands several times,
and is now considered to be cursed both by the Sun Elves and the Gnolls.
The party takes a river boat to the other fork of
the Knightsblood river, and set off overland with a party of elven retainers.
As the party approaches the ruins, they are pursued
by gnoll raiding parties. However, as soon as the party enters a burnt-out
ring in the immediate vicinity of the ruined city, the gnolls do not follow.
The party enters the city and finds very few buildings
standing. Among them is a temple in what must have once been the human
quarter of the city. The temple was apparently dedicated to Selna, the
Aborian goddess of the moons and prophecy.
Upon exploring the temple, the party found statues
within that are caked with old ashes. One at the end of the temple depicted
the goddess Selna. One of the other statues was of Ariel, the hero-goddess
that Adrian revered. The other statue was unfamiliar to the party, a huge,
muscular man wearing a scaled cloak and holding a staff.
On cleaning the ashes off of the unidentified statue,
it was found that the staff was not part of the statue, but a real staff,
one which proved to be magical. Another magical amulet was found in the
skeletons in the courtyard. Upon examination by Gil-galiel, the staff was
found to have healing power, and the amulet the power to protect against
shape-shifting creatures of legend.
One of the skeletons in the courtyard of the temple
complex was slumped up against the edge of a well in the yard. The party
investigated the well, and found that in the dust at the bottom of the
well was an old book, most of the pages rotted through, and in a tongue
untranslatable even by magic.
Bladedancer stared into a font of water in the courtyard
and saw not a reflection of himself, but that of a ghostly woman in the
image of the starry constellations reflected in the sky. But after a fleeting
moment, it was gone.
Unanswered Questions:
Who was the male statue with the staff depicting?
Why is there an amulet of protection from lycanthropes
when such creatures don't even exist on Trinalia.
Character | Player | Race | Class | Kit (if any) |
Drake | RV | Half-Elf | Ranger / Druid | -- |
Lariana | EK | Elf (Sea) | Mage | Diplomat |
Scout | RP | Elf (Sun) | Mage / Thief | Scout |
Greb | JB | Half-Ogre | Fighter | Gladiator |
Thorin Heartshooter | KW | Dwarf (Hill) | Fighter | Sharpshooter |
Character | Player | Race | Class | Kit (if any) |
Drake | RV | Half-Elf | Ranger / Druid | -- |
Lariana | EK | Elf (Sea) | Mage | Diplomat |
Scout* | RP | Elf (Sun) | Mage / Thief | Scout |
Greb | JB | Half-Ogre | Fighter | Gladiator |
Bladedancer | GS | Viscosian | Fighter | Swashbuckler |
Thisalan | RP | Human | Thief | -- |
Character | Player | Race | Class | Kit (if any) |
Bladedancer | GS | Viscosian | Fighter | Swashbuckler |
Lariana | EK | Elf (Sea) | Mage | Diplomat |
Thisalan | RP | Elf (Sun) | Thief | -- |
Thorin Heartshooter | KW | Dwarf (Hill) | Fighter | Sharpshooter |
Month of Kelan (the Eagle) Year 1180RR (Aborian reckoning)
Year of the Dragon's Flight (Avelan reckoning)
The Company of the White Star has settled
for the winter in Hasgalain, a sizable elven town. Lariana consults the
sage Eldriranel concerning the copy of the Tome of the Ages, who endeavors
to get it translated.
Since the Gnoll and Elf lines are pretty firmly
stabilized at the south branch of the Knightsblood river, there is little
in the way of jobs for them. They are approached by a tall, bronze-skinned,
serpentine eyed individual, most likely a half-dragon. He introduces himself
as Darzal, ward of Antadrek. He says that he is from the land of the dragonlords
to the north. He tells a tale of how his lord and others have fallen under
the sway of the Sorceress Queen of Cymbria, and how he must try to free
his liege.
Toward this end, he hires the party to find the
"Tomb of the Sleeping Mage," and awaken the sleeping mage Rathik, such
that he may act on their behalf. He hopes that Rathik can help free his
liege from the grip of the Sorceress Queen.
They follow the map that Darzal gave them leading
into the gnoll-occupied lands. They are harassed by gnoll bow fire and
flind skirmishers, but charge their way past.
At the site indicated on the map, the find a mound
of rock shaped like a dragon's head. They find a hidden lever and use it
to open the concealed passage. Upon entering they find some traps set up
to raise the alarm for whoever set them. Thisalan finds the traps, but
flubs up upon removing them. Several blind, gibbering humanoids leap to
the attack, but are repulsed by the White Star's superior swordplay.
They descend into the lair proper, and find five
burial sites . . . four occupied and one empty. By the writing on the tombstones,
they find that they belong to Parin, Alendra, Flave, and Toric, apparently
members of old adventuring company called the Company of Distant Thunder.
On Parin's body, a glimmering sword is found, which Thisalan relieves the
poor dead sap of.
The party finds some statuettes in one of the rooms,
which they eventually identify as depicting various Aborian deities. In
the central chamber, there is a pedestal with a 5 pointed star tipped with
circular depressions that exactly fit the bases of the statuettes. They
try various combinations, but with 26 statues, there are literally millions
of possible combinations. To unlock this combination, the White Stars have
one clue: written on the pedestal is the inscription: The Foeholders
Shall Pave the Way.
This means nothing to the party until they uncover
and search through a library in the lair. They find a book detailing various
Aborian deities. They find that 4 of the depicted deities are described
as "foes" of something as part of their portfolio: Eric Greyhawk (foe of
fiends), Evonn (foe of dark necromancy), Xanathar (foe of the undead),
and Salaya (foe of slavery).
They cannot think of what of the other deity that
has a foe is, but have it narrowed down pretty well. They place the 4 that
they know of in the slots and the fifth depression glows faintly. They
try each of the following statues in the remaining slot in turn. When the
statue of Selna is placed in the remaining slot, the pedestal slides back
revealing a passageway down to a huge cavern. Selna, it turns out, is foe
of lycanthropy . . . but this isn't too easy, since she succeeded in vanquishing
her foe from the world: there are no lycanthopes in Trinalia (actually,
there are some now, something which irks her in the extreme.) While descending
the stairs, the party notices the inscription "this puzzle was brought
to you by Terasha.
Descending into the cavern, they find a huge statue
of a dragon flanked by gargoyles. Within the dragon's grasp is a pedestal
with gems loosely strewn atop it. The party steps foreword to investigate,
but the gargoyles (of course) animate and attack. Fortunately, three people
in the party have magical weapons. With the fire support of the mage, the
gargoyles are slain.
After contemplating for some time what to do, Thorin
comes up with some plan that involves disturbing the gems. All of a sudden,
the dragon that was formerly stone becomes flesh . . . and real. A very
real green dragon is now standing before them.
It turns out that the sleeping mage, Rathik, is
a green Dragonmage.
The dragon announces that the party freed him, so
he will let them live. He tosses them a bag of magical stones in payment
and calmly demands their departure. (DM note: Rathik's calm, cold, hard
edged demeanor is about that of Longshanks in Braveheart
or Sher Khan in The Jungle Book.)
The party flees promptly back to Hasgalain, noticing
that the rock formation they entered had now grown into a tall pillar of
rock. The White Stars sneak into town, hopefully unnoticed.
Soon there is great turmoil in the city. Something
is routing the gnolls. Something is upsetting them. And it doesn't take
long to figure out what.
Town council meetings are called, and the party
is invited . . . It turns out that more than a few guards remember the
party setting off into gnoll-held lands just before this happened.
At the head of this council stands Galcoral, one
of the greatest and eldest living Sun Elf mage. The party lies through
their teeth about their involvement with the situation . . . Only to have
Thisalan's sword, Dragonbane (which he got out of Parin's grave) suddenly
dominate Thisalan and make him raise Dragonbane high so that he can proclaim
the true story. If that weren't enough, Galcoral recognized the sword as
that of his former companion. The party got caught red handed in a lie
. . . those who tried to sneak off at this juncture found themselves captured
in Galcoral's telekinetic spheres.
"Oh, THAT dragon," muttered the dwarf. To
which most of the elves in the council chamber muttered something disdainful
about how they were right all along about dwarves . . .
As Galcoral started extracting the truth from the
party, a white and green robed individual with green-on-green eyes stepped
in. Interrupting Galcoral, the being that was obviously a polymorphed Rathik
delivered his ultimatum to the elves: the elves are to stay east of the
river, Rathik claiming all land between the west banks of the river and
the edge of the forest. Rathik then departed.
Galcoral is furious by this time, and lays upon
the party a new responsibility. Since they unleashed the evil Dragonmage
Rathik, they must find and awaken the good Dragonmage Grom. And one being
knows where Grom is: Terasha, the Riddlemaster. Gee, that name sounds familiar.
Character | Player | Race | Class | Kit (if any) |
Bladedancer | GS | Viscosian | Fighter | Swashbuckler |
Lariana | EK | Elf (Sea) | Mage | Diplomat |
Lady Arieon | EK | Human (Aborian) | Paladin (Koriander) | Weapon Master |
Sir Adrian | RP | Human (Aborian) | Paladin (Ariel) | Cavalier |
Thisalan | RP | Elf (Sun) | Thief | -- |
Terasha is said to be somewhere in the mountains
of the Young Baronies, so the Company heads back that direction.
The remaining members of the Company of the White
Star have made it back to the Village of Arian (where we started session
one) in the west end of the free cities. Sir Adrian has rejoined the company
and brought with him his comrade in arms, Lady Arieon.
The party quizzes various townsfolk about the goings
on locally. Thisalan, in talking to some trappers, learns that there have
been sightings within the Magocracy of Drakkar of rebuilding of an ancient
tower on the old bluffs. Anyone who tried to get a closer look has not
been heard of since.
Lariana spends the rest of her time in town fruitlessly
trying to talk with the local druid. Bladedancer and Thisalan get drunk
while the knights look on scornfully. The next day, they set out for Mintar
West.
Month of Laren (the Sword Bearer), 1180 RR
Once they arrive, they seek out the Temple of Selna. There, they speak with the high priestess of Selna who reveals to them a variety of interesting facts:
The Company boards a coaster bound for Hawk's Cove,
the chief port and largest city of the Young Baronies. Lariana is afraid
that whoever did her family in and was after her may be close at hand,
so she takes care to disguise herself.
After a brief period of further imbibement by the
non-paladins in the party, they head north to the fortress city of Krondar,
where they seek out the sage Valdemar. On their way into town, the spot
a great training grounds for knights, priests, and Bloodguard in the martial
arts. They learn of the Knights of the Azure Cloak, an order of ascetic
knights devoted to Orion.
Upon consulting with Valdemar, an eccentric mage
that lives in a tower covered in charred patches, they find he is in conference
with a strange looking aquamarine skinned elf who they later find to be
the legendary aquatic elf mage Coral. Amidst conversation with Coral, Valdemar
erratically addresses the Companies questions regarding dragonkind.
He points out that Terasha is a sapphire dragon
that lives in the depths of an abandoned dwarven stronghold. Terasha, known
as the "Riddlemaster," has a penchant for puzzles and riddles.
The stronghold was originally a mining establishment.
One day, the dark elves broke through one of these lower halls and raided
the stronghold. The dark elves held this stronghold against the dwarves
for some time. Then Terasha took up lair there, eventually eliminating
a majority of the dark elves in the hold.
Recently, after the Young Baronies scattered the
Cult of the Scaled (a dark elf fringe group revering dragons) arrived to
pay homage to the legendary dragon. Very recently, any sign of that group's
existence has faded and the Dwarves have started to move back into the
mines . . . with trepidation.
Character | Player | Race | Class | Kit (if any) |
Bladedancer | GS | Viscosian | Fighter | Swashbuckler |
Lariana (imprisoned) | EK | Elf (Sea) | Mage | Diplomat |
Lady Arieon | EK | Human (Aborian) | Paladin (Koriander) | Weapon Master |
Sir Adrian (dies) | RP | Human (Aborian) | Paladin (Ariel) | Cavalier |
Thisalan | RP | Elf (Sun) | Thief | -- |
Greb (leaves party) | JB | Half-Ogre | Fighter | Gladiator |
Teng Lao (replaces Greb) | JB | Half-Dragon | Fighter / Mage | Dragon Knight |
The company bears into the mountains to the north
to seek the Riddlemaster Terasha. They encounter a dwarven caravan leaving
the supposedly abandoned stronghold. Upon quizzing the caravan leader,
they discover that the mines in the old stronghold have been reopened by
a dwarven family. They get the dwarves to send a guide named Grodak with
them down into the mine where the Dark Elf cultists were last believed
to be.
The party finds are corpses of goblins, freshly
slain. There is definitely something alive down here, but the passages
are way too small to accommodate a sapphire dragon.
Lariana notices something darting across the passage
in the distance. The company pursues this flitting image. They pry the
creature out of a hiding hole in the distance. It turns out to be a half-dragon,
half-dark elf, formerly of the cult of the scaled.
The half dragon speaks in a cryptic religious cant.
After a while, the party manages to get from him that he is the last survivor
of the Cult of the Scaled, a dark elf fringe cult revering dragons who
came to this region to revere Terasha, the legendary dragon. However, the
cult was attacked by a vampire queen and her clutch. The cult was slain
save two members: this half-dragon (who escaped) and a dark elf necromancer
by the name of Elkantar (who was abducted). Along with this necromancer,
the vampires stole all of the cult's religious and magical texts regarding
their rituals and rites.
The half-dragon agrees to guide the company to Terasha's
lair if they destroy the vampire now dwelling here, a vampire that was
once the half-dragon's brother. The party bravely faces the vampire. Bravest
of all is Greb, who attempts to wrestle the vampire down. The vampire is
finally destroyed when Adrian gets an incredibly lucky shot with a stake.
The half-dragon leads the party to an underground
lake, and shows the company of an island on which Terasha resides and the
cult once offered sacrifices to Terasha. Blade-dancer, Lariana, Arieon,
and Adrian board the rickety boat and cross.
Once across, Terasha comes. When Lariana asks for
his aid, Terasha says that he has no concerns with the petty squabbles
between "good" and "evil." He does mention, however, that there is a greater
threat than the dominated Dragon Lords, gnoll hordes, or Empire of Drakkar.
He says that ancient beings called the void lords pose a true threat
to the world that overrides all these concerns.
Terasha agrees to help them with their quest to
find Grom, the Silver Dragonmage, if they can answer three riddles. The
answer to the third will be the locale where Grom is to be found.
The first riddle is:
The second riddle is:
The third riddle is: