“Vanished Lands: A New Dawn” Session 40.3 — Down the river

Fellow role-players, here are my notes for “Vanished Lands” Session 40.3, which was held on Sunday, 1 December, 2013:

Long ago in a distant land, spirits and men directly traded bamboo, silk, and steel. Wars to the west, twisted monsters, and power-hungry sorcerers threatened the eastern kingdoms, so the call went out for new heroes of honor and tact….

Player Character Party 40 in Gene D.’s Vanished Lands: A New Dawn” Asian-style telecom campaign, using the Basic Fantasy Role-Playing Game and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures, plus house rulesSkype, and anonline dice roller

  • Souji Nobuto ‘Sonny’ Yoshimitsu [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; LNg, Lvl. 1
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 1
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 1
  • Soske’ Tiatoshe [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 1
  • Moon Jung-mo [Dexter V.H.]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk Yakuza (eastern Grey Elf Rogue); LNg, Lvl. 1

“4 to 9 March 1227 B.C.E.:” After exorcising spirits from some acquaintances and observing truce talks near a border village, a group of wanderers had volunteered to accompany an emissary of the empire of Gokuri to the capitals of neighboring kingdoms.

As representatives of Tong Sheng and the Zedu kingdom prepare to leave for Gokuri, Sonny recognizes Sister Li Ho Xiaojun, a Shengtese human Sohei (Paladin). She is the daughter of an influential member of the Daidoji house, a rival to his own in the Crane Clan.

Speaking of cranes, Ember returns from her scouting mission and tells her new friends of how birds told her about shadowy figures in the woods around the village of Hazokuwi. Soske’ begins looking for travel provisions in the Zedu army camp.

At Sonny and Soske’s request, Saigo asks his father about Sister Li Ho. As with Prince Mutsuhito, her diplomatic credentials are in order, says Gen. Hirokazu. The Bamboo Spirit Folk advises that his son travel with a smaller, more discreet group rather than with many soldiers.

Gen. Hirokazu also warns Saigo to watch for Lady Yun Aei-Yong. Even though the Nannuattan is on a mission of peace, the general says he expects some subterfuge when she reaches the cities of Sogewa and Bazran Hai.

Sonny’s sidekick Brother Jo and Soske’s meddling Uncle Manny get new assignments in Zedu’s army, thanks to Korobokuru (eastern Dwarf) Gen. Shin Kyong-tsu. Sonny, Ember, and Soske’ return to Hazokuwi to get their horses and more supplies.

Back at the “Swimming Ki-Rin” restaurant, Samurai Saigo studies maps for Lady Yun’s itinerary. Bazran Hai, the capital of the demihuman Zedu kingdom, is only a few days’ ride away, but it is through dangerous terrain.

By contrast, the route to Sogewa, capital of Tong Sheng/the Principality of Silado, is much longer but also through quieter human lands. The adventuring party decides to visit Sogewa before Bazran Hai.

As a Wu Jen and a member of Bazran Hai’s court, Toshi has no difficulty joining Lady Yun’s escort team. Moon Jung-Mo says he is also traveling east and notes that he should come along to help open trade with Gokuri.

Soske’ recommends following the Balef River south before turning inlandtoward Sogewa. The Shukenja also buys a chain shirt and a buckler (small shield). As a Kensai, Sonny says that he needs little more than grain for his horse.

Ember avoids Oh Kum-Ja, Lady Yun’s Draconian guard. The Druid acquires leather scale armor and a wooden shield. Saigo purchases good-quality rations, including rice cakes, fine teas, and plum wine, for 50 tael (25 gold pieces).

Jung-Mo offers his carriage for Lady Yun to use, but Sonny notices that the trader spends little time with her. Ember and Toshi check on the horses and keep watch for ninjas.

Saigo and Toshi vie for paper, quills, and ink, and the Samurai buys a shakuachi (flute). He also requisitions from his father three river boats with a crew of two Shengtese sailors each. The first day of travel is uneventful.

Chinese boat
A Shengtese river boat

The thawing snow and rocky rapids bounce the sampans, tossing one boatman overboard. Saigo extends a pole to unlucky Su Yuwei, but he is unable to reach it. Sonny uses a kawanga (chain) to grab the man’s arm.

Ember looks for a branch to throw to Su Yuwei to help him float, and Soske’ throws a rope to him. Sonny, Saigo, and Soske’ pull the chilled crewman back aboard. As night falls, the three boats pull into the bank of the Balef River.

Soske’ and Ember fish. The Phoenix Clan animist catches a few with rod, reel, and line, but Hengeyokai Ember skewers several with a spear. Sonny, Saigo, and Toshi invite the boatmen to join them at the campfire.

Lady Yun stays in Jung-Mo’s carriage, but reptilian Oh Kum-Ja goes for a quick swim. Jung-Mo suggests scouting the area around the camp, but he goes to sleep before watches are set. Ember Wild Shapes into an owl and flies around.

The Wu is about to turn back to the boats when she spots a second campfire. Around it are three turtle-like humanoids. Ember reports back to her camp, and Toshi identifies the creatures as mischievous Kappa. Saigo wants to go on the attack, but Sonny and Ember are reluctant to start a fight.

The travelers agree to doubling the number of people on guard. Soske’ and Jung-Mo notice nothing untoward during their watch. Later in the night, Ember hears someone leave the camp. She spots Lady Yun talking with the Kappa.

Saigo and Sonny debate whether to confront the Nannuattan emissary. After Sonny and Toshi sit their turn, Saigo wakens early to join them for martial arts practice outside the camp.

Over breakfast, Saigo mentions to Lady Yun that Kappa have been spotted nearby. She acknowledges that there may be bandits and spies in the valley, but she doesn’t outright lie or profess ignorance.

Ember is relieved to see no further signs of the Kappa as the three boats resume their course southward. Lady Yun recommends pressing past dusk to reach the village of Wai Shih on the starboard (western) shore.

There, a night watchman directs the team to the “Death’s Deck” tavern, a modest building with barbaric faces carved into its pillars but rooms divided by sliding doors. Saigo and Sonny negotiate with innkeeper Ho Sze for two rooms for 1 tael for the night.

Sonny, Saigo, and Soske’ share a room, with Toshi and Jung-Mo back at the boats. Monk Sonny turns in early, and Bamboo Spirit Folk Saigo spends 1.5 tael for entertainment by Okubo Kita, a River Spirit Folk geisha.

Restless Soske’ talks with other guests. Most are local loggers and trappers of Shengtese extraction, with a few Tsucharim and Wolven.

Ember is unhappy to be stuck with Oh Kum-Ja and Lady Yun, so she wanders among the tea rooms. The Wu spots the subtle bestial features of other Hengeyokai….

Byron and Dexter, we missed you, and I hope you’ll be able to rejoin our game next weekend! Let me know if any of you will be unavailable on Dec. 22 or 29 because of holiday travel.

In the meantime, I’ll write up my notes for the latest “Vanished Lands: Vistel’s Circus” face-to-face session, which also went well, and I look forward to Jason E.R.’s “Star Wars: Dark Times” scenario next Monday.

“Vanished Lands: A New Dawn” Session 2 — Truce talks

Fellow role-players, here are my notes for “Vanished Lands” Session 40.2, which was held on Sunday, 17 November 2013:

Long ago in a distant land, spirits and men directly traded bamboo, silk, and steel. Wars to the west, twisted monsters, and power-hungry sorcerers threatened the eastern kingdoms, so the call went out for new heroes of honor and tact….

Player Character Party 40 in Gene D.’s Vanished Lands: A New Dawn” Asian-style telecom campaign, using the Basic Fantasy Role-Playing Game and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures , plus house rulesSkype, and anonline dice roller

  • Souji Nobuto ‘Sonny’ Yoshimitsu [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; LNg, Lvl. 1
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 1
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 1
  • Soske’ Tiatoshe [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 1
  • Moon Jung-mo [Dexter V.H.]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk Yakuza (eastern Grey Elf Rogue); LNg, Lvl. 1

“3 March 1227 B.C.E.:” Delegates from three realms met at the border village of Hazokuwi to discuss a truce after recent wars. A group of wanderers rescuedtwo sidekicks and a prince briefly possessed by Bakemono-summoned spirits.

Saigo Kasugi and company bring Prince Mutsuhito into the Zedu kingdom’s army camp. The Samurai asks Yamashina Miki, a River Spirit Folk Ashigaru (eastern Grey Elf warrior) with a naginata (halberd), to watch the prince as he sleeps off his night of carousing.

Brother Jo, who is still recovering from being possessed, searches for Souji Nobuto Yoshimitsu. However, Sonny is avoiding the enthusiastic young Monk and retreats to nearby woods to meditate and practice with his chains undisturbed.

Ember Talon finds a cot with the help of Shiokawa Shiori, a no-nonsense Spirit Folk quartermaster. The women exchange few words, and in the morning, Ember looks for a private place to bathe.

Soske’ Tiatoshe gets his meddlesome Uncle Manny, who was also possessed, to a healer’s tent. New acquaintances Toshiharu Sembutsu and Moon Jung-Mo remain back at the village.

Dutiful Saigo reports to his father, Gen. Hirokazu, and Korobokuru (eastern Dwarf) Gen. Shin Kyong-tsu. The Zedu generals ask Saigo’s friends to help keep watch around the truce negotiations. Gen. Shin is more optimistic than Gen. Hirokazu.

Sonny and Ember run into each other in the woods, and the Kensai and Wu agree to avoid Brother Jo and others in the camp. At Gen. Shin’s request, Soske’ goes to the human representatives of Tong Sheng, a.k.a. the Principality of Silado, to warn them about the Bakemono (eastern Goblin) attack.

Shukenja Soske’ observes a prayer service, in which priests beseech the ancestral spirits for success, before talking to Baron Xin Pronunc Hu. The baron orders Hazokuwi’s residents to stay indoors for the duration of the peace talks and sends Soske’ back to the Zedu generals to inform them of his readiness.

While fetching water for Yamashina on the banks of the Balef River, Ember recognizes a gambler from the “Swimming Ki-Rin” in Hazokuwi. Vivek Ram, a Vanara (monkey) soldier, lights a pipe and introduces Ember to his fatalistic friend Fjodor, a Wolfen mercenary.

Saigo checks on hungover Mutsuhito before returning to Gen. Hirokazu. The Bamboo Spirit Folk officer reminds his son to keep searching for missing grandfather Shinso Saigo and to be wary of the Nannuattan (eastern Dark Elves) of Gokuri.

On the way back to Gen. Shin, Soske’ stops for an oatmeal breakfast. He also meets Shiskikura Manabu, a skittish Usagi Hengeyokai Hulinyuan (hare scout). The shapeshifter tells the Shengtese human that he has seen strange shadows in the nearby woods.

Sonny, Ember, and Soske’ regroup with Saigo at the Zedu kingdom’s encampment. Gen. Shin Kyong-tsu, Gen. Hirokazu, and Prince Mutsuhito prepare for guests, as Yamashina and other Spirit Folk and Korobokuru Bushi stand guard.

Baron Xin Pronunc Hu and Sister Li Ho Xiaojun arrive with human soldiers to represent Tong Sheng. Sonny recognizes Sohei Li Ho as a member of the Daidoji house, rival to his own within the Crane Clan.

Last but not least, a small but well-armed delegation arrives from the empire of Gokuri. Tsucharin (Mongol-style) horsemen, masked Nannuattan on giant lizards, and Draconians escort Lady Yun Aei-Yong. Ember isn’t happy to see the twisted spawn of dragons.

Saigo sits at the table with the three sets of emissaries, while Ember waits with the Zedu guards. Sonny and Soske’ stand with Shengtese observers watching the Gokuri troops.

Gen. Hirokazu, Saigo, and Yamashina’s distrust of the Nannuattan seems justified, even though Lady Yun accepts a halt on the expansion of her queen’s domain. Col. Vasil Ustinov, a crude Tsucharim officer, says that Gokuri merely wants to restore trade, including that of slaves.

Sonny asks Ember to see if she can talk with any animals in the area. The Hengeyokai Druid goes into a bamboo thicket and tweets with songbirds. They describe human-sized shadows flitting from tree to tree. Ember shifts into crane form and flies north, but she loses the trail and turns back.

Soske’ shares a drink with Sister Li Ho and Oh Kum-Ja, a Draconian guard. Sister Li Ho talks of rumors in the court of Sogewa, and Oh Kum-Ja describes passing through strangely altered tunnels on his way to the gathering.

Saigo watches as the delegates of three kingdoms discuss stabilization of borders, repatriation of prisoners, and exchanging emissaries. The demihumans of Zedu have suffered the worst casualties, so Gen. Shin reluctantly surrenders some territory in exchange for peace.

Baron Xin agrees to open Tong Sheng’s borders to caravans, and Lady Yun volunteers to visit Bazran Hai and Sogewa on behalf of Gokuri’s humanoids. In return, Prince Mutsuhito and Sister Li Ho will be sent to Gisokuri.

Rather than provoke more fighting by crossing foreign territory with armies, the diplomats agree to travel with a relatively small armed escort. Samurai Saigo agrees to accompany Lady Yun eastward.

When Saigo asks weapon master Sonny and Shukenja Soske’ if they’ll join him, they agree, but only on the condition that Brother Jo and Uncle Manny be left with the Zedu army. Ember is eager to leave, if only to avoid the attentions of Zhou Li, another Samurai.

The new adventuring party returns to Hazokuwi to get supplies before bringing Lady Yun to its capitals….

Dexter and Byron, we missed you, and I hope that you’ll be able to rejoin this group soon! In the meantime, I hope that everyone has a safe and Happy Thanksgiving, and I expect to be back home and online in time for this coming Sunday’s session.

“Vanished Lands: Vistel’s Circus” Session 39.26 — Arrival in Falit

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.26, which Brian W. hosted in Newton, Mass., on Monday, 18 November 2013:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.

Various groups of mercenaries and diplomats have fought humanoids in the northwestern borderlands, encountered pirates on the Sea of Nagendwa, and wandered the hostile Halmed Desert and the wide Plains of Sathendo….

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5

“5 to 9 January 1227 B.C.E.:” The adventurers booked passage from Sileran to Falit on the Foamrunner, a Sea Elven schooner. On the way, they outran a Hobgoblin bireme and a pirate ship and played cards with humanoid pirates at the village of Naira on Emein Island.

While on watch one night, Elsa Fairbottom and Sir Torrel see a man pushing a wheelbarrow of soil across Naira’s docks. Barry invites Elsa to his garden, but Torrel is wary and wakens some of their companions.

While Hamfast Hammerfist and Tempestade stay asleep in their cabins, Giacomo du Vane, Scully Strongbow, and Corwin Windsong go to investigate and to protect Elsa and Sir Torrel. Barry happily leads the visitors along a narrow trail to the jungle island’s interior.

The away team meets “Alpa” [Brian/Non-Player Character], a strange Treant, and human cannibal nicknamed “Bob” [Josh/N.P.C.]. The animated catalpa mutters about a creature in his head. Scully offers to help, but Alpa swings tendrils at her.

Bob offers a severed human leg to Barry, who politely declines and says it should go to his plants instead. Despite her friends’ criticism, Elsa continues following Barry into his garden. As they had feared, it is full of giant carnivorous plants.

Barry and Elsa discuss fruits, vegetables, and herbs while surrounded by flora such as a hangman’s tree, yellow musk creepers, assassin vines, a giant Venus flytrap, blood roses, a huge pitcher plant, black lotus, and wolf in sheep’s clothing.

Giacomo makes notes of potential spell components, as Sir Torrel senses malevolent intent, and Corwin tries to stay on the path. Elsa agrees to search for fungi to add to Barry’s garden, and he escorts them back to the village.

The next morning, Capt. Scarlet orders the Foamrunner to set sail south. The Thalassaquendi (western Sea Elf) asks the onetime circus performers if they left their posts the previous night. Elsa and Torrel admit that they did, and they learn that a crewman came back ill.

Erasol’s stomach writhes, and Elsa diagnoses him as suffering from a parasitic infection. Scully suggests inducing vomiting, and Giacomo, Hamfast, and Sir Torrel help haul the hapless seaman to the rail of the catamaran.

As expected, Erasol spews seven large worms. Corwin quickly casts Sleep, affecting four of the creatures. Elsa invokes Gaia (Mekkil) to summon a water elemental. Sir Torrel slices a worm with his sword, but its pieces continue to wriggle on the deck.

Giacomo miscasts a Magic Missile, but Scully shoots an arrow through a worm. Sir Torrel soon finds himself grappling with another, which tries to get inside his armor. Hamfast simply smashes one parasite with his maul. Bard Corwin draws a blade and strikes another, and Monk Tempestade throws another overboard.

Druid Elsa directs “Puddle” the elemental to sweep the sleeping worms off the ship. Paladin Sir Torrel struggles, as Mage Giacomo and Ranger Scully try to grab the worm on him. Scully, Corwin, and Fighter Hamfast eventually finish up the flukes.

Capt. Scarlet is relieved to see Erasol weak but still alive. The Foamrunner arrives at Falit, which has magnificent minarets, shining domes, and multiple harbors and markets. Time-displaced Tempestade, who is eager to find a way to return to his homeland, disembarks as the others make plans.

Falit map
Falit, capital of the Ebir Sheikdom

Tempestade heads toward the Tower of Wind, one of three towers of sorcery in the capital of the Ebir Sheikdom. On the way, he stops in the slave market. Despite his hatred of slavery, Tempestade purchases sullen laborer Faroukh from Gozar for 20 dinars (gold pieces) in the hope of learning about the city.

Meanwhile, Elsa, Giacomo, Hamfast, Scully, and Sir Torrel get lodgings and stabling near the Camel Soukh. Corwin haggles the rate down to 20 dinars for three nights. The travelers agree to meet at Tower of Alchemy near the center of Falit if they get separated. At 3 dinars a day, they hire a guide, Salim, who takes them directly to the Tower of Wind.

The outlanders find Tempestade and Faroukh and come to a tall spire, honeycombed with entrances and exits up its entire height. Birds, flying carpets, and Djinn fly through the openings. Petitioners, familiars, and sages wander about the ramps inside the airy tower.

At a shrine to Vendrah, lord of the sky, the visitors meet Imam Ghurya. The Hakim (priest) listens to Tempestade’s questions about how to get home and says that he will consult with Tarzu, a wise Djinni. Imam Ghurya asks the adventuring party to return in a day for a possible audience.

In the bazaar, Gnoll Scully buys clothes for herself and Faroukh, whom Tempestade releases. The human Monk gives the fellow former slave 50 dinars and recommends that he seek passage out of the city. The wealthy wanderers give some coins in Beggars’ Alley.

Rather than follow winding streets to cross the city, Zeda human Hamfast suggests taking a ferry across Falit’s harbors to the Tower of Sight. At the docks, the warm northerners buy food from pushcart vendors and find that they like falafel and gelato.

The Tower of Sight is disconcertingly covered in blinking eyes. Curious Scully pokes one, only to incur harsh stares. After waiting in line, the group has an audience with blind seer Lydia.

In return for an as-yet-unspecified favor, Lydia tells Tempestade that there are a number of ways for him to return to Brazil. They include portals such as those in Emein Island (sealed), the lost city of Tel Silat, and the Zarendo Islands.

Lydia explains that some magical artifacts, Ley line nodes, and powerful beings can also aid with dimensional travel. The obelisk that Tempestade has learned of in the barbaric port of Gisar can send him home, Lydia says, but he’ll have to learn the proper combination of runes to operate it.

Giacomo tarries for a moment to ask Lydia about the “Mad Mage,” who is tied to the tattoo on his back. The blind librarian says that most of the evil Wizard’s peers are dead, but the Sorceress Zu and Lord Nemer at Mt. Gruldar know more about him.

Hamfast hopes to visit Falit’s drinking establishments, while Scully is still wary fellow canids such as Anpur and Wolven. Tempestade prepares to return to the Tower of Wind, and Elsa plans to inquire with the harbormaster about the dreaded ghost fleet and Gisar. Guide Salim asks for an order of places to go.

Although Lydia noted that the cult of Krakas, lord of the maelstrom, has not recruited in Falit as it has elsewhere, Corwin and company are cautious. Sir Torrel asks about the Pernicon (Thri-kreen), orders of holy warriors, and Falit’s three arenas.

Elsa writes a letter to Baskor Steadyhand in Vistel’s Circus telling him of her sightseeing and many deeds….

I hope that everybody enjoyed last night’s game, and thanks again, Rich, for “Elsa’s” notes. I look forward to seeing some of you at upcoming events, including this weekend’s Super MegaFest, the second “Vanished Lands: A New Dawn” session, orJason E.R.’s “Star Wars: Dark Times” next Monday.

“Vanished Lands: A New Dawn” Update 40.1 — Walking with spirits

Fellow role-players, here are my notes for “Vanished Lands” Session 40.1 on Sunday, 17 November 2013:

Long ago in a distant land, spirits and men directly traded bamboo, silk, and steel. Wars to the west, twisted monsters, and power-hungry sorcerers threatened the eastern kingdoms, so the call went out for new heroes of honor and tact….

Player Character Party 40 in Gene D.’s Vanished Lands: A New Dawn” Asian-style telecom campaign, using the Basic Fantasy Role-Playing Game and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures, plus house rulesSkype, and an online dice roller

  • Souji Nobuto ‘Sonny’ Yoshimitsu [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; LNg, Lvl. 1
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 1
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 1
  • Soske’ Tiatoshe [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 1
  • Moon Jung-mo [Dexter V.H.]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk Yakuza (eastern Grey Elf Rogue); LNg, Lvl. 1

“Zhengyue, 1 to 2 March 1227 B.C.E.:” As winter snows start to melt in the Bamor Mountains, wanderers converge on the border village of Hazokuwi. Word of an impending truce between cruel Gokuri and the Zedu kingdom draws attention, not all of it friendly.

Sonny finds himself hiking northeast from the House of Xia monastery with Brother Jo, an overeager acolyte. The chain master is passing through the Balef River Valley when he observes military encampments around the village.

Meanwhile, Toshi rides his donkey Wako west and stops at the “Swimming Ki-Rin” in search of tea. The young Shan Sao notices that proprietress Dao Sun Lingjuan is a Nekojin (cat person). Toshi explains that he has been sent by his mentor, Kida Kaiu, a Wu Jen at the court of Bazran Hai.

Ember descends from the mountains with her horse and stops at the Swimming Ki-Rin for a meal. Toshi strikes up a conversation with the crane Hengeyokai. Ember says that she is a nature priestess far from her family.

Jung-Mo makes a grand entrance to Hazokuwi, arriving in a carriage with two young ladies. The Spirit Folk gentleman reserves the best room above the restaurant and notices Toshi’s tiger-print pants and Ember’s beauty. Jung-Mo offers the Wu tea and flowers, but she is wary of his friendliness.

Saigo rides west from Nanlung on warhorse Black Wind. His father, Gen. Hirokazu, tells the young Samurai to keep looking for his missing grandfather, Shinso, an agent for Zedu daimyo Hei Wan Ling. The Bamboo Spirit Folk arrive in Hazokuwi to meet with Gokuri representatives.

In search of his destiny, Soske’ arrives at the village with his well-meaning but nagging Uncle Manny. The old Bushi is determined to keep the Shukenja from harm, but they are both curious about the armies meeting under a flag of truce.

Toshi and Ember play a game of Pai Sho after dinner, attracting spectators including Vivek Ram, a Vanara (simian) soldier who roots for Toshi.

At the Zedu camp, Saigo and Gen. Hirokazu report to Gen. Shin Kyong-tsu. The Korobokuru (eastern Dwarf) is happy to see the Spirit Folk and shares his hopes for a lasting peace. Gen. Hirokazu isn’t sure it’s a good idea, but he gives Saigo leave for the night as the older officers catch up.

On his way into the village, Saigo watches as Prince Mutsuhito and his retinue arrive. The androgynous aristocrat recognizes his sister’s suitor and introduces Saigo to Baron Xin Pronunc Hu, a human delegate from Tong Sheng, and Zhou Li, a Samurai escorting them.

Saigo asks Baron Xin about the negotiations, but the noble declines to provide details other than that he plans to talk with the Spirit Folk generals and Lady Yun Aei-Yong, a Nannuattan from Gokuri, in the morning.

Baron Xin goes to talk with Gen. Hirokazu and Gen. Shin, leaving Saigo, Mutsuhito, and Zhou Li in search of drinks. At the Swimming Ki-Rin, Brother Jo and Uncle Manny are impressed by the newcomers.

Sonny suggests that Brother Jo and Uncle Manny go outside to compare fighting moves and war stories. Soske’ is grateful for a relatively quiet meal. Jung-Mo slips out during the carousing, giving Ember the impression that he’s up to something.

Toshi and Ember find that their tiles and skill are evenly matched in Pai Sho, and Zhou Li seems interested in the Hengeyokai. After the game, Toshi and Ember head to Soske’ and Sonny’s table to ask about a comment about destiny they had overheard.

Prince Mutsuhito gets drunk and abusive, so Saigo decides to take him back to camp. The night is cold and clear, and the village streets are empty. Sonny notices that it has been a while since he sent Brother Jo and Uncle Manny outside.

Saigo and Mutsuhito stumble out into the darkness, and Sonny, Ember, and Soske’ head out to look for the others. They find tracks leading to the stables and then back to the road. Toshi, Jung-Mo, and Zhou Li have apparently retired for the evening.

As Saigo helps Mutsuhito walk, he senses that they are being watched. The Samurai turns and sees Uncle Manny and Brother Jo following, but something isn’t right: They are floating, and their eyes are glowing!

Caster
Floating spirit

Saigo sheathes his sword and swings at Brother Jo. Drunken Mutsuhito is evenly matched with Uncle Manny, jerking like a marionette. Soske’ uses a Positive Energy Burst to free Uncle Manny, who drops to the ground.

Ember casts Detect Magic and sees a faint spirit trail leading from Uncle Manny down a steep slope to the river. Brother Jo stabs at Ember with a cold blade but is wrapped by nimble Sonny’s chain. Mutsuhito swings wide.

Brother Jo is knocked back by swift Saigo, but pious Soske’s Protection From Evilhas no effect. Ember gracefully shifts to crane form and follows the trail to a boat, which has no oars or sail. An old woman appears to be huddled beneath a blanket.

Still restrained by Sonny’s chain, Brother Jo manages to kick Saigo. Prince Mutsuhito knocks down the possessed Monk, and Soske’s second Positive Energy Burst drives out the screeching spirit. Uncle Manny struggles to get to his feet.

Ember grabs the blanket, revealing three Bakemono (Goblin) summoners. She flies back to her companions, who agree to go with Saigo to the army camp for the night….

I hope that everyone enjoyed our first game! Let me know if you have any further questions about the setting or your characters. Byron, I hope you feel better, and good luck to Dexter and Beruk with your job situations.

Sara and Bruce, it was good to join you (and Josh and Janice) for “Thor 2: the Dark World” this past weekend, and I look forward to seeing some of you at tonight’s “Vanished Lands: Vistel’s Circus” or Jason E.R.’s “Star Wars: Dark Times” next Monday. Our adventures are just beginning! -Gene

“Vanished Lands: Vistel’s Circus” Session 25 — Setting sail with Capt. Scarlet

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.25, which Brian W. hosted in Newton, Mass., on Monday, 4 November 2013:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders.

Various groups of mercenaries and diplomats have fought humanoids in the northwestern borderlands, encountered pirates on the Sea of Nagendwa, and wandered the hostile Halmed Desert and the wide Plains of Sathendo….

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5
From Ships and the Sea
Three Elven hulls

“25 December 1228 to 4 January 1227 B.C.E.:” The former circus performers and their allies had slayed three out of four giants attacking the Saganim (proto-Celtic) port of Sileran. Brig. Liam Muldoon declared that the threat of attack by the ghost fleet had passed for now.

Giacomo du Vane returns to Sileran’s damaged Magisterium (magic school/library) to study the Contact Spirit spell. Hamfast Hammerfist recuperates at the forge of Nersago (Vulkan/Moradin) and asks listens sailors’ rumors at various bars. Scully Strongbow acquires Tanglefoot and hollow arrows from alchemist Muriel Tekla at Tobin’s Emporium.

Tempestade considers going back to the Blackhorse Woods to ask the Grugach (Wild Elves) about their deity of time, but it would take too long. Instead, the time-displaced martial artist eats berries from Druid Malcom Wickham and hallucinates.

Corwin Windsong spends most of his time around the winter solstice with kinsman Cormac ap Morgan, the local earl, and Nydarelle, an Alvari (Sylvan Elf) Bard. The Saganim prince also asks Father Mathew at the temple of Edillon, lord of the winds, to restore Giacomo’s unnaturally colored eyes or hands.

Elsa Fairbottom gives generous donations to the temples of Nersago, Otih, and Gheket. The Dwarf nature priestess also acquires an enchanted shield (+1) and a wand of Cure Light Wounds. Sir Torrel reports to Father Bran at the tower of Otih. The priest of the lord of the sun and justice recommends that the Paladin go on a quest for a Holy Sword.

Still worried about his tattoo, which might be connected to the “Mad Mage,” Giacomo inquires about antimagical solutions. Hamfast sends some money north to his family in the Zeda kingdom and spends the rest on alcohol.

Scully spends time outdoors with owl “Owlicious” and Owlbear “Oswald.” Once Tempestade recovers from the “magic berries,” he huddles in the Moonbeam Inn for warmth. Corwin collects money from his friends and secretly takes Hamfast’s maul one night to be enchanted. The Bard also buys a Potion of Invisibility.

Elsa studies tomes on the Undead and the barbaric port of Gisar, where there is supposedly an obelisk that can help Tempestade return to his home to rescue fellow slaves. She also spends time with fellow Dwarf exile Burdag.

Sir Torrel keeps a wary eye on Megara Anteia, an Achaean (Mycenaean Greek) priestess of Gheket, as she rebuilds a temple to the mistress of witchcraft. Elsa calls her companions together to discuss plans for Falit, capital of the Ebir Sheikdom.

Tempestade hopes to ask at the city’s three towers of sorcery — Alchemy, Sight, and Wind — for information on his distant homeland. Giacomo notes that the Suthern (proto-Arabic) humans of the Halmed Desert are more comfortable with magic and the Djinn than most.

Hamfast says he just wants to make money. Scully wants to avoid other canine humanoids, such as Anpur (Jackal folk), Wolven, or Gnolls (Hyena folk). Elsa worries about “Capt. Jack Kildare’s” [Randy K.M./Non-Player Character] Undead pirates and rumors of evil Druids.

Corwin, Sir Torrel, Giacomo, and Elsa agree on the need to gather more information about the giant attack, the ghost fleet, and connections to the cult of Krakas, lord of the maelstrom. But first, the onetime “Vistel’s Circus” members must obtain passage from Sileran to Falit.

Hamfast’s drinking buddies tell him that the Dreaming Death, Northern Wind, Shameful Hoard, and Stormy Insanity are well-armed, if not particularly trustworthy. Scully hears that the fishing vessel Gull’s Wing and trade ship Friendly Moon may not be large enough to accommodate her group.

Corwin’s contacts recommend the Brave Duchess, Wise Chariot, White Surf, Clever Mare, and Cloud Challenger, which are approved by Saganim’s royal navy but are not very swift. Elsa asks about buying a ship but learns that it would cost many thousands of crowns (gold pieces).

The adventuring party eventually settles on the Foamrunner, a Thalassaquendi (western Sea Elven) schooner. Elsa talks with first mate Valagon and agrees to return at dusk to meet his captain. Passage would cost 8 g.p. per person.

The travelers find the white Foamrunner lit by lanterns, with an elegant dinner table set out. Valagon introduces Capt. Scarlet, a lithe Sea Elf with a red sash and a saber. She introduces the rest of her crew.

female pirate
Capt. Scarlet

Sir Torrel gives a blessing before the meal. Giacomo gets drunk from a rare Fey wine, but the Elves don’t seem to mind. Hamfast chats with laconic oarsmen Delrembor and Caeriseth and oarswoman Thenasquel before hauling Giacomo back to the inn.

Thanks to her training with “Sir Niac” [Mike F./N.P.C.], Scully can verify that the Foamrunner, which has outriggers in addition to a sleek hull and triangular sails, is seaworthy. Young Erasol and Cildor hang on every word of Tempestade’s travels, but they don’t recognize the oceans he describes.

Corwin flirts with Muriel, the rudder controller, and Araswe and Fingonel, female sailors usually on watch. Elsa gives Capt. Scarlet and Valagon bottles of liquor and compares notes with cook Curufinwe. She also asks for a special cabin for Oswald.

The next morning, the passengers bring their possessions aboard, and theFoamrunner sets sail southward. Capt. Scarlet shows Elsa and company charts of possible courses. One crosses the Bay of Ethalgo and passes through the Nali Strait. It is more direct and faster, but there is more risk of encountering corsairs from the Garku Nasit.

The other route goes east into the Sea of Nagendwa, with a stop at Emein Island before reaching Falit. There’s a greater chance of storms or pirates, but Capt. Scarlet is confident that she can outpace and outmaneuver any rivals, so the group chooses the seaward path.

The first day passes uneventfully. Fingonel spots a Dubwana (Hobgoblin) bireme to starboard, but it is too far away to be a threat. Wizard Giacomo needs Curufinwe’s help to recover from his hangover, and Fighter Hamfast and Paladin Torrel takes turns at the rigging and oars.

Bard Corwin plays his mandolin and continues flirting with Muriel. Druid Elsa and Ranger Scully communicate with a racing pod of dolphins, while Monk Tempestade enjoys the sunshine.

On the second day, clouds fill the sky, and Araswe notices something sinister. A ship flying the skull and crossbones bears down from the east, and Capt. Scarlet orders evasive maneuvers.

Corwin asks Valagon how he can help. Hamfast and Sir Torril join the crew on the oars, as the catamaran sharply turns and tilts out of the waves.

Giacomo readies offensive spells such as Fireball and Lightning Bolt, and Elsa watches for signs of the ghost fleet. Sniper Scully watches the approaching craft with a spyglass. Tempestade uses his Ring of Jumping and Boots of Spider Climb in the rigging to help unfurl sails.

Tense moments pass as the pirates close the distance, but the Foamrunner manages to change tack and make for the port of Naira. The other vessel breaks off its pursuit.

Scully and Tempestade stay with the Elven ship, which sends a few crew members ashore for supplies and brief leave. The would-be heroes head to the “Wobbling Crane” tavern, where they find that most of the patrons are humanoid rather than human.

Elsa is pleasantly surprised to find that the proprietor is a River Dwarf named Mathilda. They share a “Banyan Brew” before a card game catches their attention. Meanwhile, Rib Gnawer, a Sea Hag (aquatic Troll), takes a romantic interest in Hamfast.

Elsa and Sir Torrel sit down at a table with Bleeding Ulcer [Bruce/N.P.C.], the Merrow (aquatic Ogre) captain of the Undertow, and Kouracos Velthin [Beruk/N.P.C.], the Sahuagin (Shark man) captain of the Tentacled Mother.

Corwin divides his attention between belly dancers and the card game, which uses suits of clams, squid, eels, and whales. Hamfast chats with Rib Gnawer, first mate on the Undertow. She explains that several undersea races use sailing ships to transport trade goods and interact with surface dwellers.

Capt. Velthin beats Elsa during the first hand, and Bleeding Ulcer wins over Kouracos in the second. The stakes escalate, as the gamblers put coins, gems, and pearls on the sticky table. Elsa draws better cards than Kouracos and Bleeding Ulcer in the next rounds before her group makes a cautious withdrawal.

Back at the small harbor, Elsa reimburses Sir Torrel, and the passengers join the crew of the Foamrunner in keeping watch through the night. During the second watch, Elsa spots a man pushing a wheelbarrow across the deserted docks.

The well-spoken man introduces himself as “Barry” and explains that he is bringing rich soil back to his gardens. Sir Torrel’s Detect Evil gives him the sense that Barry would like to feed interlopers’ blood to his carnivorous plants. The Paladin warns the Druid against visiting the gardens, but Elsa’s interest is piqued….

I hope that everybody enjoyed our latest fantasy game, which will resume on Nov. 18. In the meantime, please make sure that your characters’ possessions are up to date on Obsidian Portal.

I look forward to wrapping up Geoff C.’s “Strange Tales From Chicago” superhero miniseries this coming Sunday, as well as to continuing Jason E.R.’s “Star Wars: Dark Times” scenario next Monday!

The “Vanished Lands: A New Dawn” telecom group should now start on Nov. 17. Let the Game Masters know your availability for late November.